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Genre: MOBA

League of Legends

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:

Patch 13.3 Notes

Get ready for an out-of-this-world patch, because the stars have aligned and the Aurelion Sol CGU is here!

But wait, there’s more! We have Ahri’s ASU for confirmed 100% fluffier tails (this is not a legally binding claim), buffs for a few struggling melee supports, nerfs to some popular items like Umbral Glaive and Radiant Virtue, sweeping Tenacity tweaks, and now you can surrender at 15 minutes if 4 of 5 players agree. As always, thanks for reading and see you on the Rift!

Check out the TFT patch notes here!
We’re working to bounce back from the Social Engineering attack, but unfortunately Patch 13.3 will be delayed. We’ll post details back here once we have a good understanding of when we’ll be able to roll out the patch. We apologize for the inconvenience and want to thank you once again for your patience as we work through these unprecedented circumstances. Thank you!
Lilu "Riot Riru" Cabreros

Mid-Patch Updates

2/7/2023 PATCH DELAY TIMING


Patch 13.3 will go live a day later than usual. That will be the morning of Thursday the 9th for all Riot regions, and the morning of Friday the 10th for SEA.

Patch Highlights

Heartache Amumu, Heartache Vi, and Heartthrob Caitlyn will be available February 9, 2023.

Champions

Aurelion Sol

CGU, abilities adjusted.

Aurelion Sol’s CGU is here. We hope you enjoy his stellar scaling, new and improved abilities, and absolutely breathtaking ultimate!

Passive - Cosmic Creator


Aurelion Sol’s damaging Abilities break down enemies into Stardust, which improves his Abilities.
  • Q - Breath of Light: Q bursts deal an additional (0.031% Stardust Stacks)% maximum Health magic damage
  • W - Astral Flight: Increased distance traveled based on Stardust Stacks
  • E - Singularity: Increased area and execute threshold
  • R - Falling Star/The Skies Descend: Increased area

Q - Breath of Light

  • Mana Cost: 45/50/55/60/65 Mana per second
  • Cooldown: 3 seconds
  • Full Ability Description: Aurelion Sol breathes starfire for up to (3.25/3.25/3.25/3.25/9999) seconds, dealing (15/25/35/45/55 + 30-90 (scaling with level) + 60% AP) magic damage per second to the first enemy hit and 50% of the damage to surrounding enemies. Each full second of breath on the same enemy deals a burst of (40/50/60/70/80 + 20-40 (scaling with level) + 50% AP) magic damage plus (0.031% Stardust Stack)% max Health Magic Damage and absorbs 1 Stardust if they are a champion. This Ability’s range is 750 - 920 (scaling with level). Percent damage deals a max of 300 magic damage against jungle monsters.

W - Astral Flight

  • Mana Cost: 80/85/90/95/100 Mana
  • Cooldown: 22/20.5/19/17.5/16 seconds
  • Full Ability Description: Aurelion Sol flies in a direction. While flying, Breath of Light has no Cooldown, no maximum channel duration, and its flat damage is increased by 14%/15.5%/17%/18.5%/20%. Takedowns on champions within 3 seconds of damaging them refunds 90% of this Ability’s Cooldown. Casting Breath of Light while flying reduces flight speed by 50%. Flight speed is 335 + 100% Movement Speed.

E - Singularity

  • Mana Cost: 60/70/80/90/100 mana
  • Cooldown: 12/11.5/11/10.5/10 seconds
  • Full Ability Description: Aurelion Sol summons a black hole, dealing (10/15/20/25/30 + 40% AP) magic damage and dragging enemies towards the center for 5 seconds. Enemies in the center below (5 + 2.6% Stardust Stack)% maximum Health die instantly. The black hole absorbs Stardust when enemies die within it and each second an enemy champion is inside it. This Ability’s range is 750 - 920 (scaling with level). Minions and jungle monsters inside will have 0 Movement Speed. (This ability absorbs 1 Stardust per second from Champions. Stardust absorbed from units that die in the black hole: Epic Monsters: 10 Stardust, Champions and Large monsters: 5 Stardust, Siege minions: 3 Stardust Minions and small monsters: 1 Stardust.)

R - Falling Star/The Skies Descend

  • Mana Cost: 100 mana
  • Cooldown: 120/110/100 seconds
  • Falling Star: Aurelion Sol plucks a star from the heavens and crashes it into the earth, dealing (150/250/350 + 65% AP) magic damage, stunning enemies for 1.25 seconds, and absorbing 5 Stardust for each champion hit.
  • The Skies Descend: Gathering 75 Stardust transforms the next Falling Star into The Skies Descend. Aurelion Sol drags a constellation’s worth of fury down from the cosmos, dealing (187.5/312.5/437.5 + 81.25% AP) magic damage in a larger area, Knocking Up enemies hit for 1.25 seconds, and unleashing a massive shockwave that deals (150/250/350 + 65% AP) magic damage to champions and Epic monsters and slows all enemies hit by 75% for 1 second.

Amumu

Q mana cost increased. E base damage decreased.

We adjusted Amumu at the end of last season so the Sad Mummy could find some friends with the new jungle companions. However, he seems to have found a few too many friends in both jungle and support, so we’re nerfing him in both roles.

Q - Bandage Toss

  • Mana Cost: 40/45/50/55/60 ⇒ 45/50/55/60/65

E - Tantrum

  • Damage: 80/110/140/170/200 (+50% AP) ⇒ 65/100/135/170/205 (+50% AP)

Annie

Passive is now fully charged on spawn. E shield strength increased, cooldown decreased, retaliation damage and conditions adjusted. R Tibbers health, armor, magic resist, and movement speed increased.

Annie’s been struggling to pick up wins, even when she’s matched against opponents that she should have the advantage against. We’re giving one of League’s oldest champs some much-needed quality of life buffs to her Molten Shield and Pyromania passive, and bumping up Tibbers’ durability for late game fights. The intent is to buff Annie in ways that aren’t just her upfront burst damage, but we’ll be keeping an eye out to make sure these changes bring her power to bear.

Passive - Pyromania

  • First Flame: Annie will now spawn with her passive fully charged on game start and when she respawns

E - Molten Shield

  • Shield Strength: 40/85/130/175/220 (+35% AP) ⇒ 60/100/140/180/220 (+55% AP)
  • Cooldown: 14/13/12/11/10 seconds ⇒ 12/11/10/9/8 seconds
  • Retaliation Magic Damage: 20/30/40/50/60 (+20% AP) ⇒ 30/45/60/75/90 (+40% AP)
  • newRetaliation Magic Damage Conditions: When Molten Shield is active, enemies whosebasic attacks hit the shield receive magic damage ⇒ When Molten Shield is active, enemies whose basic attacks AND spells hit the shield receive magic damage
  • newRetaliation Magic Damage Details: E - Molten Shield will now only inflict damage against opponents once per target, per shield. (Note: Tibbers’ duplicated shield counts as a new shield and can inflict damage once per target, per shield.)

R - Summon: Tibbers

  • Tibbers’ Health: 1300/2200/3100 ⇒ 1300/2200/3100 (+75% AP)
  • Tibbers’ Resistances: 30/60/90 Armor and MR ⇒ 30/60/90 (+5% AP) Armor and MR
  • Tibbers’ Movespeed: 350 at all ranks ⇒ 350/375/400

Jarvan IV

Base armor increased, W cooldown decreased, shield strength now scales with AD, shield duration decreased.

Golden Aegis hasn’t been the shiniest ability in League’s history (although the name may be misleading). Jarvan’s W has been intentionally kept a bit underwhelming as it has been a great defensive spell for low-economy junglers in pro play. However, since the Durability update Jarvan’s needed to fill the role of a relevant backline threat, so we’re beefing up his shield to reward his more AD oriented builds.

Base Stats

  • Base Armor: 34 ⇒ 36

W - Golden Aegis

  • Cooldown: 9 seconds ⇒ 8 seconds
  • Shield Strength: 60/80/100/120/140 ⇒ 60/80/100/120/140 (+80% bonus AD)
  • Shield Duration: 5 seconds ⇒ 4 seconds

K'Sante

Base health increased. Q knockup and stun duration decreased. W minimum stun duration decreased. R bonus resistances lost increased.

K’Sante has too much CC right now, which allows him to lock down opponents too effectively, so we’re tapping down his numbers to make him a little less oppressive (these changes should also help make Tenacity more effective against the Pride of Nazumah). Lastly, we’re also dropping his durability when he goes All Out in fights to emphasize the need for him to isolate his enemies.

Base Stats

  • Health Growth: 108 ⇒ 114

Q - Ntofo Strikes

  • Q3 Knock Up Duration: 1 second ⇒ 0.65 seconds
  • Q3 Stun Duration: 1-1.25 seconds ⇒ 1 second

W - Path Maker

  • Minimum Stun Duration: 0.35/0.45/0.55/0.65/0.75 seconds ⇒ 0.3/0.35/0.4/0.45/0.5 seconds

R - All Out

  • Resistances Lost: 65% Bonus Resistances ⇒ 85% Bonus Resistances

Kassadin

E base damage decreased, cooldown reduction from nearby casts decreased. R base damage decreased, bonus damage per stack decreased.

Even after his nerfs last patch Kassadin continues to Kassawin. These nerfs are targeting two of his core strengths: his ability to trade effectively in the early game and his ability to spam his E in the late game. So we’re bringing down the power on both of these to help bring him back into line.

E - Force Pulse

  • Base Damage: 80/105/130/155/180 (+85% AP) ⇒ 60/90/120/150/180 (+85% AP)
  • Cooldown from Nearby Casts:1 second ⇒ 0.75 seconds

R - Riftwalk

  • Magic Damage: 80/100/120 (+40% AP) (+2% maximum mana) ⇒ 70/90/110 (+40% AP) (+2% maximum mana)
  • Bonus Damage per Stack: 40/50/60 (+10% AP) (+1% maximum mana) ⇒ 35/45/55 (+10% AP) (+1% maximum mana)

Kayle

Passive bonus move speed increased. E on-hit AP scaling increased, missing health damage increased.

Kayle’s been feeling a little less-than-angelic lately, so we’re looking to grant some skill-expression to make her stronger, especially in the hands of her mains.

Passive - Divine Ascent

  • Exalted Bonus Move Speed: 8% ⇒ 10%

E - Starfire Spellblade

  • Passive On-hit Damage: 15/20/25/30/35 (+10% bonus AD) (+20% AP) ⇒ 15/20/25/30/35 (+10% bonus AD) (+25% AP)

Kayn

Passive Shadow Assassin damage increased. Q AD scaling increased.

Shadow Kayn hasn’t been the terror in the shadows he once was, suffering particularly hard in lower skill brackets. We’re giving him a bit more AD scaling to support the arguably edgier version to Kayn without giving Rhaast too much power.

Passive - The Darkin Scythe

  • Shadow Assassin Bonus: 13-40% (based on level) of post-mitigation damage to champions is repeated as magic damage for the first 3 seconds of damaging champions ⇒ 15-45% (based on level) of post-mitigation damage to champions is repeated as magic damage for the first 3 seconds of damaging champions

Q - Reaping Slash

  • Physical Damage: 75/95/115/135/155 (+65% bonus AD) ⇒ 75/95/115/135/155 (+80% bonus AD) (Note: This will not affect Rhaast’s damage, as he has separate Q values)

LeBlanc

Mana Regeneration and Mana Regeneration growth increased. Q mana cost now flat at all ranks. R cooldown decreased early.

LeBlanc has been struggling across all skill brackets, and now that she hasn’t been a constant Pro threat we’re comforting giving her access to a bit more mana throughout the game. This should help LeBlanc players find some wins in tougher lanes, snowball a few more games, and give her access to some more waveclear and poke.

Base Stats

  • Mana Regeneration: 6 ⇒ 8
  • Mana Regeneration Growth: 0.8 ⇒ 1

Q - Sigil of Malice

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

R - Mimic

  • Cooldown: 60/45/30 seconds ⇒ 50/40/30 seconds

Lee Sin

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

Lee Sin rarely gets to be strong in the hands of us mere mortals since his skill cap is so high. We don't want to lower his skill expression, so by granting him more damage in the mid game and a bit more utility late game, we're hoping he can find success even without 300 APM kick combos.

Q - Sonic Wave / Resonating Strike

  • Sonic Wave Physical Damage: 55/80/105/130/155 (+100% bonus AD) ⇒ 55/80/105/130/155 (+110% bonus AD)
  • Resonating Strike Minimum Physical Damage: 55/80/105/130/155 (+100% bonus AD) ⇒ 55/80/105/130/155 (+110% bonus AD) (Note: Maximum damage is still double the value of the minimum damage)

E - Tempest / Cripple

  • Total Damage: 100/130/160/190/220 (+100% bonus AD) ⇒ 35/65/95/125/155 (+100% total AD)
  • Slow: 20/30/40/50/60% ⇒ 20/35/50/65/80%

Trundle

W cooldown decreased at all ranks. Discovered his passion for dancing.

Trundle hasn't really felt like the Troll King after various system nerfs indirectly affected him on top of other nerfs that actually directly affected him. So we’re reverting the uptime of his Frozen Domain so that he feels a bit more like his old self (but not his classic self), which should give him a reason to dance (which also got buffed).

W - Frozen Domain

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

Important Information

  • Show me ya moves!: Trundle’s dance speed now scales with Trundle’s move speed.

Zac

W AP scaling decreased. E AP scaling decreased.

Zac has elastic slingshotted into a top tier jungler (and a few other lanes along the way). The recent Demonic Embrace nerfs brought down his power slightly, but he's still overperforming compared to the rest of the roster. We're reducing some of Zac's scaling damage as the game continues, so that he'll either have to rely on his teammates more for damage like other tanks, or be pushed into more greedier AP builds if he wants to start threatening squishier targets.

W - Unstable Matter

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

E - Elastic Slingshot

  • Magic Damage: 60/110/160/210/260 (+90% AP) ⇒ 60/105/150/195/240 (+80% AP)

Items

Radiant Virtue

Radiant Virtue is currently overpowered (even if pickrate isn't reflecting it) yet its strength isn’t really appreciable due to how unclear the item's best points are (because when you buy a strong item, you should feel strong). We're making Radiant Virtue’s upsides more apparent and impactful while removing some of the extraneous power that is pushing this item a bit too far. We feel enchanters already have plenty of defensive support options, while Radiant Virtue is meant for selfless tanks, who have fewer. So we’re tying Radiant's value more directly tied to tanks with the budget to acquire even more health.
  • Total Cost: 3000 ⇒ 3200
  • Passive - Guiding Light Cooldown:60 seconds ⇒ 90 seconds
  • Passive - Guiding Light Cooldown Maximum Health Gained: 10% ⇒ 15%
  • Total Healing: 8-16% maximum health over 9 seconds (note: includes healing amp passive) ⇒ 12% maximum health over 9 seconds
  • removedAbility Haste: You and all allies within 1200 units gain 20 Ability Haste ⇒ REMOVED

Umbral Glaive

Umbral Glaive is currently much too effective at choking out enemy vision for assassins, supports, assassin supports, and especially marksman supports (stop killing my defenseless wards, Ashe). We do think this item deserves a spot on the roster though, so we’re reducing its uptime and general ability to devastate enemy traps and vision.
  • Cooldown: 40 seconds ⇒ 50 seconds
  • updatedRanged Champion Reduced Damage to Wards: When a ranged champion using Umbral Glaive attacks a ward they will deal 2 true damage to it (Note: Melee champions will still deal 3 damage to wards using Umbral Glaive)
  • removedTrap Interactions: Umbral Glaive will no longer instantly kill traps, but it will still reveal them

Runes

Overheal

Overheal changes were intended to ship with 13.2, but because we only micropatched with 13.1b this change was held back until now. Overheal is stronger for everyone and especially stronger for marksmen because the rune is weak and because players can hopefully opt into running it in games where they need that extra durability.
  • Shield Value: 10 +9% maximum health ⇒ 20-300 based on champion level (Note: This is a buff from level 5 onwards)

Melee Support Adjustments

Right now the Solo Queue meta is 2:1 ranged supports, which is just fine. But the Pro meta is more than 20:1. League is at its best when there’s a wide variety of champions to play and watch, so we’re buffing some melee supports to create some more variety in bot lane. We’re committed to keeping an eye on gameplay health for everyone in the game long term, so if we go too hard or too soft here, we’ll follow up as needed.

Alistar


Passive - Triumphant Roar

  • Self Heal: 23-142 (based on level) ⇒ 5% maximum health
  • Ally Heal: 46-284 (based on level) ⇒ 6% of Alistar’s maximum health

Q - Pulverize

  • Mana Cost: 55/60/65/70/75 ⇒ 50/55/60/65/70
  • Magic Damage: 60/100/140/180/220 (+50% AP) ⇒ 60/100/140/180/220 (+70% AP)

W - Headbutt

  • Mana Cost: 65/70/75/80/85 ⇒ 50/55/60/65/70
  • Magic Damage: 55/110/165/220/275 (+70% AP) ⇒ 55/110/165/220/275 (+90% AP)

E - Trample

  • Mana Cost: 50/60/70/80/90 ⇒ 50/55/60/65/70
  • Total Magic Damage: 80/110/140/170/200 (+40% AP) ⇒ 80/110/140/170/200 (+70% AP)

Braum


Passive - Concussive Blows

  • Target Immunity Duration: 8/6/4 seconds (levels 1/7/13) ⇒ 8/6/4 (levels 1/6/11)

Q - Winter's Bite

  • Cooldown: 10/9/8/7/6 seconds ⇒ 8/7.5/7/6.5/6 seconds

W - Stand Behind Me

  • Bonus Armor and Magic Resist: 10/14/18/22/26 ⇒ 20/25/30/35/40

Nautilus


Passive - Staggering Blow

  • Bonus Damage: 8-110 (based on level) ⇒ 14-116 (based on level)

W - Titan's Wrath

  • Mana Cost: 80 ⇒ 60
  • Shield Strength: 40/50/60/70/80 (+8/9/10/11/12% maximum health) ⇒ 50/60/70/80/90 (+8/9/10/11/12% maximum health)

E - Riptide

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

Pyke


E - Phantom Undertow

  • Physical Damage: 105/135/165/195/225 (+100% bonus AD) ⇒ 105/145/185/225/265 (+100% bonus AD)

Rakan


Q - Gleaming Quill

  • Cooldown: 12/11/10/9/8 seconds ⇒ 11/10/9/8/7 seconds
  • Mana Cost: 60 ⇒ 45
  • Base Heal: 30-115 (based on level) (+55% AP) ⇒ 40-210 (based on level) (+55% AP)

W - Grand Entrance

  • Magic Damage: 70/125/180/235/290 (+70% AP) ⇒ 70/120/170/220/270 (+80% AP)

Thresh


Q - Death Sentence

  • Magic Damage: 100/140/180/220/260 (+50% AP) ⇒ 100/145/190/235/280 (+80% AP) (Note: Thresh’s AP ratio can be interpreted as 0.8 damage per soul, unless you’re going AP Thresh... but you do you friend)

W - Dark Passage

  • Shield per Soul: 2 ⇒ 1.5

E - Flay

  • Magic Damage: 75/110/145/180/215 (+40% AP) ⇒ 75/110/145/180/215 (Note: Same note applies here, this will result in an 0.6 damage per soul)

Tenacity

Over the years Tenacity sources have increased dramatically. We want to streamline how these effects interact with each other as a cleanup to an old system and provide some clarity on which systems stack well and which don't. With these changes almost all Tenacity effects will stack multiplicatively (net weaker together) as opposed to the previous system where various systems sometimes stacked extremely well to nullify crowd control.

Tenacity sources within the same group will stack multiplicatively with each other.

Tenacity sources from separate groups will stack additively with each other.

GROUP A

  • Mercury Treads
  • Anathema's Chains
  • Elixir of Iron
  • Iceborn Gauntlet
  • Legend: Tenacity
  • Unflinching
  • Mosstomper Effect
  • Chemtech Dragon Buff

GROUP B

  • Silvermere Dawn Active
  • Cleanse
  • Modes Buffs for URF/Ultimate Spellbook

GROUP C

  • Brittle (Orrn W)
  • Courage (Garen W)

Jungle Adjustments

Now that we’ve had a chance to let the preseason jungle changes settle into place we’ve gotten a more accurate picture of where the role currently stands and what still needs to be changed (as is typical with these large changes). Our main goals this time around is to bring down early ganking/diving power, shift some power from gold income to experience earned for junglers, and ultimately reducing early game volatility.

This won’t be the last followup change we’re making to the jungle because we have a few bigger issues we’d like to address like early game agency (specifically for level 1-4), balanced champion sustain, monster durability, making sure we strike the right balance between kill rewards and farming rewards, and more. That said, we’ll only ship these if we’re confident they’re the best direction for the game.

INCOME


Treat income currently rewards champions that gank more than champions that prefer to farm. Ideally both playstyles are viable, so we’re tipping the scales to be a bit more balanced.
  • Gold per Treat: 30 ⇒ 20
  • Experience per Jungle Camp with a Companion: Experience for clearing a jungle camp has been increased by 5 experience per camp

VISION


Early vision has been proven to deter early ganks in the past, especially in high skill levels. While we don’t want to go back to giving teams permanent map visibility, we do think some extra vision early will help curb the amount of early ganks currently happening on live. Given that you’ll have 2 players in the bot lane, this should be a safe way to introduce more vision leveraging the duo lane’s unique strengths.
  • Stealth Ward Trinket Cooldown: 240-120 (based on average champion level) ⇒ 210-120 (based on average champion level)

GANKING SUCCESS


With the same intent of deterring the large amount of early ganks we’re upping early tower damage so that the benefits of early dives also come with an appropriate level of risk. As a reminder, turret shots ramp up in damage by 40% per shot against the same target.
  • Turret Damage: 162-344 (0-14 minutes) ⇒ 182-350 (0-14 minutes)

OTHER CHANGES


Compared to previous seasons jungle companions are bringing a lot more burst damage into the game, particularly against epic monsters. This has caused situations where some champions appear from the Fog of War and their companions also appear and secure an accidental steal. We believe that securing epic monster secures and steals should be as intentional as possible, so we’re adding 1 more rule to the jungle to give some additional clarity.
  • removedSmite Fights are for Champions: Jungle companions can no longer deal lethal damage to epic monsters,

Clash Update

Due to the recent social engineering attack the first Clash tournament of the year has unfortunately been delayed. This means that the first Clash tournament will not be in mid-February as it has been the past few years and the rest of the Clash tournament dates are being impacted as well. We’re working to get Clash back up and running as soon as possible, and promise to give you a schedule within the next few weeks as soon as we can provide accurate dates. We apologize for the inconvenience and appreciate your patience in these unusual circumstances.

Competitive

Our data shows that comeback rates when a team fails a 4 of 5 early surrender (before 20 min) are low. Teams have a generally good sense of what games they will and won't win when 4 of 5 players are on the same page. We’ll be testing a change to surrender thresholds that let these matches resolve more quickly. At the same time, it's important that a winning team has time to feel powerful with a lead and games aren't abandoned too soon. We’ll be closely monitoring player feedback and the impacts of this change to make sure this change well.
  • In Blind Pick and Normal Draft, 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.
  • Unrelated to the above, the MMR duo restriction for Apex ranks has been re-enabled
  • Made matchmaking adjustments for faster Normal Blind Pick queue times

Behavioral Systems

Removed the warning in Practice Tool for staying in the fountain too long (regular AFK detection still active)

QoL Changes & Bugfixes

ASUs

  • Ahri’s ASU is coming to the Rift this patch with updated visuals, sound and visual effects, and animations for her base model and older skins.

JAX MIDSCOPE UPDATE FOLLOWUP


We’re shipping a few changes this patch that were intended to go live with Jax’s midscope update.

ANIMATIONS

  • Mecha Kingdom Jax: R level up animation now correctly plays. R passive attacks now play at the correct speed. Special attack animations now correctly play with using E - Counterstrike.
  • God Staff Jax: Adjusted cape stiffness and fixed some instances where Jax would move to idle between attacks. Added a new R passive animation that should help it feel more impactful.

SOUNDS

  • Base + All Skins: Improved the hit sound on R slams. Fixed a bug that was sometimes causing a number of Jax’s sounds to not play at all.

VFX

  • Base + All Skins: Returned the shield visual associated with Jax’s R buff.
  • Nemesis Jax: Added lightning VFX to R.
  • God Staff Jax: Added spikes and sparkles to his R to make the shield appear more dense.
  • Mecha Kingdom Jax: Ember explosion notes added to R. Adjusted the opacity of dirt poof. Restored the reactive shield. Reworked and moved W and R third/second hit buff VFX.
  • Conqueror Jax: Added lots of spiky shapes to R alongside a more strongly highlighted edge to the shield.
  • Prestige Conqueror Jax: Same changes as those made to Conqueror Jax, but golden and with increased golden prestige sparkles.

CHAMPION SELECT

  • Pick order swapping is no longer interrupted between the declaration and banning phases.
  • Role and text filters now persist between champion select phases.
  • Retired pick order & champion swapping tutorial tooltips.

QUALITY OF LIFE

  • You can right click on players in your party to view their profiles in the pre-match lobby.
  • Rune Recommender now correctly persists the toggle for Summoner Spells to be included with a recommended page.

BUGFIX BASH


These bugs were significantly more difficult to tackle than the usual ones so it took us a bit longer and required some dedicated focus time for our engineers to fix them. Here are a few highlights from the Bug Bash, while other tickets worked during this period can be found below in Bugfixes.
  • Fixed a bug that caused ally's summoner spell/ultimate indicators to show them as READY, despite them actually being on cooldown.
  • Fixed a bug where Ryze could regenerate his mana by continuously walking in and out of the river with the Waterwalking rune equipped.
  • Fixed a bug where recent item purchases couldn’t be undone when a player receives an item from a Rune (Biscuits, Boots, etc).
  • Fixed a bug where being rooted when attempting to issue attack-move commands caused the champion to be unable to auto-attack.
  • Fixed a bug so that Varus E and Gragas R are now properly destroyed by Yasuo's Windwall instead of activating their effects at the windwall location.
  • Fixed a bug so that Champions with multiple ability icons now use correct icons in their kill feed,
  • Fixed a bug with Ornn's forgeable items having debug strings or outdated information.
  • Fixed a bug where Zilean R would be consumed but not triggered in specific scenarios where a spell shield was consumed.

BUGFIXES

  • Fixed a bug that caused Azir’s R to not hit enemies if he was casting it as he died.
  • Fixed an interaction where Orianna’s R - Command Shockwave would not correctly follow enemies that were dashing
  • Fixed a bug where the location of Bard chimes, Azir’s passive Turret, and Skarner’s Spires would appear on the minimap were visible for allies and the enemy team.
  • Fixed an interaction so that Senna can now Flash to reroute her W.
  • Fixed a bug that caused Kalista’s W to sometimes not go in the intended direction.
  • Fixed a bug that was causing 2023 seasonal challenges to not be displayed .
  • Fixed a bug where Neeko’s passive would be dispelled when disguising herself in Udyr’s E form.
  • Fixed a bug where Kog’Maw’s passive form would have 5 less movement speed than intended.
  • Fixed a bug where Iceborn Gauntlet’s damage reduction would not occur while shielded.
  • Fixed a bug that caused Nimbus Cloak to not activate from casting Unleashed Teleport.
  • Fixed a bug where upgrading Syndra’s E would sometimes reset its cooldown.
  • Fixed a bug where Radiant Virtue would not proc on Nidalee if purchased while she was in her Cougar form.
  • Fixed a bug where jungle monsters would not respond to being damaged by Yuumi if she aggroed the camp and swapped allies with her W.
  • Fixed a bug that caused the heal from jungle companions to desync Rengar’s spell stack HUD.
  • Fixed a bug where Champion unique quests would not trigger (namely Kha’Zix and Rengar).
  • Fixed a bug that was causing Galio’s passive to make support item executes to prioritize lower HP enemies instead of the original target.
  • Fixed a bug that caused jungle camps to attack Ivern. Some bugs just go too far…
  • Fixed a bug that caused Mordekaiser’s W tooltip to display double the value of damage taken converted to W passive.
  • Fixed a bug that was causing Navori’s Quickblade to not show up under the “critical strike chance” tag in shop.
  • Fixed a bug that was causing Garen’s VO line upon killing Darius to not play.
  • Fixed a bug that was causing Tahm Kench’s R to gain Ability haste from Radiant Virtue, despite it being an ultimate ability.
  • Fixed a bug that caused Garen’s E recast information tooltip to display old values.
  • Updated Smite’s tooltip in the champion select screen.
  • Fixed a bug that cause Miss Fortune’s R - Bullet Time area of effect to be misplaced is she moved during casting
  • Fixed a bug that was causing jungle companions to not properly aggro champion summons like Elise’s spiders
  • Fixed a bug that caused the protection buff from Scorchclaw and Gustwalker to take effect when fighting a large monster instead of just epic monsters.
  • Fixed a bug that caused jungle monsters to sometimes not be affected by a champion’s cc ability
  • Fixed a bug that was causing Gromp to turn around while in combat
  • Fixed a bug that was causing enemy turret plates to not display on the minimap until the first turret plate was destroyed.
  • Fixed a bug that was causing turrets to do 200% damage to Shaco’s R clone instead of 150%
  • Fixed a bug that allowed Heartsteel’s health proc to trigger against Fiora’s while using her W- Riposte
  • Fixed a bug that was causing the objective voting panel to occasionally not display correctly.
  • Fixed a bug where Pyke’s R would cause Radiant Virtue to grant bonus AD for only 0.5 seconds instead of the full 9.
  • Fixed a bug that caused Kassadin’s Q to grant him a shield even if that cast didn’t complete.
  • Fixed a bug where Sett’s R would cause graphical tearing if hit with certain abilities
  • Fixed a bug that caused the Jungle companion protection buff to count clones as allies
  • Fixed a bug that caused Zeri’s E on-hit damage to deal damage to structures
  • Fixed a bug that cause jungle companion dash attacks to not scale with bonus armor and magic resist

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.1B notes

Happy (belated) Lunar New Year! Mark(smen) your calendars because patch 13.1B has tons of damage ADC adjustments!
Due to the recent social engineering attack, League's Patch 13.2 will not be deployed on 1/24 as planned. Our dev teams have been working hard over the last couple of days and have a hotfix prepared to be deployed on Thursday (1/26) that will have most of the content for both LoL and TFT.

We know this is disappointing but we believe we will have things repaired near the end of the week, which will allow us to remain on our regular patch cadence going forward.

Again, there is no indication that any player data or personal information was compromised. Thank you so much for your patience and understanding.
With that said, we’re one patch into the year and following up Preseason with some sweeping changes to marksmen, their items, and fighter items. We also have a few pro-skewed nerfs to address the likes of Lucian/Nami and Yuumi, Chemtech Drake buffs, new Lunar Gods skins, and an update to surrender voting. See you on the Rift!

If ADC class adjustments are just too much to handle, you're welcome to cut class with the Gadgeteens wreaking havoc over in the TFT patch notes here!
Lilu “Riot Riru” Cabreros

Patch Highlights

Lunar Emperor Thresh, Lunar Empress Ashe, Lunar Empress Qiyana, Lunar Guardian Kha'Zix, Lunar Guardian Malphite, and Prestige Porcelain Lissandra will be available January 26, 2023.

Champions

Gangplank

AD growth decreased. E bonus damage on critical strikes decreased.

With the ADC changes coming this patch, GP’s going to strike treasure. To make sure his haul isn’t too lucrative, we’re preemptively nerfing him so that his endgame power will be roughly equal to what it currently is on live.

Base Stats

  • AD Growth: 4 ⇒ 3.7

E - Powder Keg

  • Bonus Damage on Critical Strikes: 10% ⇒ 5%

Heimerdinger

Q turret health decreased. W magic damage decreased.

After his creative genius captured the adoration of fans across the globe in the World Championship last year, Heimerdinger has been progressing in presence in high skill brackets and Pro play. Unfortunately, his genius plays currently lack sufficient counterplay. In order to reduce his powerful and frustrating bot lane we’re reducing his turret health and base rocket damage while buffing his AP scaling to maintain his viability in the mid lane.

Q - H-28G Evolution Turret

  • Turret Health: 175-700 (based on level) (+5%-40% (based on level) AP) ⇒ 130-640 (based on level) (+5%-45% (based on level) AP)

W - Hextech Micro-Rockets

  • Initial Magic Damage: 50/75/100/125/150 (+45% AP) ⇒ 40/65/90/115/140 (+55% AP)

Kassadin

E cooldown increased.

With Seraph’s Embrace being changed in 13.1, Kassadin has been having the time of his life. Unfortunately it’s time that came to an end, so we’re bringing his power down a tad to keep him in check.

E - Force Pulse

  • Cooldown: 21/19/17/15/13 seconds ⇒ 21/20/19/18/17 seconds

Kindred

Q base damage decreased.

Kindred has been on the hunt and on the rise lately, but the fighter item changes are expected to impact them negatively while the marksmen changes will be overall very positive. We’re giving them a preemptive nerf here to keep Kindred power neutral compared to their state on live.

Q - Dance of Arrows

  • Physical Damage: 60/85/110/135/160 (+75% Bonus AD) ⇒ 50/75/100/125/150 (+75% Bonus AD)

Lillia

Passive AP scaling increased. Q AP scaling increased. E AP scaling increased, cooldown now decreases with rank.

Between her recent nerfs and the upcoming nerfs to Demonic Embrace this patch we want to make sure we don’t killia Lillia. We’re tuning up her AP ratios for the most part so she feels better about building and stacking more AP in her builds.

Passive - Dream-Laden Bough

  • Magic Damage: 5% (+1.2% per 100 AP) of target’s maximum health ⇒ 5% (+1.5% per 100 AP) of target’s maximum health

Q - Blooming Blows

  • Magic Damage: 35/45/55/65/75 (+40% AP) ⇒ 35/45/55/65/75 (+45% AP)
  • Outer Edge True Damage: 35/45/55/65/75 (+40% AP) ⇒ 35/45/55/65/75 (+45% AP)

E - Swirlseed

  • Magic Damage: 70/95/120/145/170 (+45% AP) ⇒ 70/95/120/145/170 (+60% AP)
  • Cooldown: 16 seconds at all ranks ⇒ 14 seconds

Lucian

Base mana decreased, growth increased (buffed at level 9). Base mana regeneration decreased, growth increased (buffed at level 14).

Lucian and Nami are overtaking the Pro scene, which means we need to address them. Unfortunately, Lucian as-is doesn't fare too well in the hands of non-Elite players. We’re lowering his lane bullying potential (about 10% less mana at level 1) while making him more forgiving to play at later levels (more mana at level 11 and beyond) which should help address this disparity. Lucian is also expected to be a big winner from Essence Reaver's buffs in this patch, hence some preemptive nerfs. Overall, we're hoping for Lucian to be roughly the same after these changes for the vast majority of players while he should perform worse in Pro.

Base Stats

  • Base Mana: 349 ⇒ 320
  • Mana Growth: 38 ⇒ 43
  • Base Mana Regeneration: 8.18 ⇒ 7
  • Mana Regeneration Growth: 0.7 ⇒ 0.8

Maokai

Q bonus damage to monsters decreased. E magic damage decreased.

Maokai’s current jungle power level exceeds what this patch’s nerf for Demonic Embrace will do, so we’re treeting him with some additional nerfs to bring him more in line with other junglers.

Q - Bramble Smash

  • Bonus Damage to Monsters: 120/140/160/180/200 ⇒ 100/120/140/160/180

E - Sapling Toss

  • Magic Damage: 55/80/105/130/155 (+6% bonus health) (+40% AP) ⇒ 55/80/105/130/155 (+5% bonus health) (+35% AP)
  • Empowered Sapling Magic Damage: 110/160/210/260/310 (+12% bonus health) (+80% AP) ⇒ 110/160/210/260/310 (+10% bonus health) (+70% AP)

Nami

W adjusted. E base damage decreased.

Nami has been dominating in both solo queue and Pro play, so we’re reducing W and E’s flat damage while compensating W’s AP ratio to make her less of a lane bully and bring her into better waters.

W - Ebb and Flow

  • Magic Damage: 70/110/150/190/230 (+50% AP) ⇒ 60/100/140/180/220 (+55% AP)

E - Tidecaller’s Blessing

  • Bonus Magic Damage per Hit: 25/40/55/70/85 (+20% AP) ⇒ 20/35/50/65/80 (+20% AP)

Orianna

Passive damage adjusted. Q damage increased to consecutive targets. W mana cost decreased. R damage increased.

Orianna has been stuck as a mid lane understudy for a while now due to her ability to get wound up and take over Pro. It’s been a while since she’s seen the spotlight though, so we’re comfortable with giving her some measured buffs that’ll at least give her a shot at a starring role.

Passive - Clockwork Windup

  • updatedTik Tok: 10-50 (levels 1, 4, 7, 10, 13, and 16) ⇒ 10-50 (levels 1-18)(Note: Damage is unchanged)

Q - Command: Attack

  • Pass Through Damage Reduction: The ball deals 100% damage to the first target hit and damage afterwards is reduced by 10% per enemy hit ⇒ The ball deals 100% damage to the first target hit and damage afterwards is reduced to 70% to all enemies hit after the first

W - Command: Dissonance

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

R - Command: Shockwave

  • Magic Damage: 200/275/350 (+80% AP) ⇒ 250/350/450 (+90% AP)

Ryze

Base magic resist decreased. Passive AP scaling decreased.

With 13.1's buffs to Rod of Ages and Seraph's Embrace, it's no surprise one of the biggest benefactors was Ryze. With Seraph's and Catalyst returning to giving heaps of Ability Power and durability, Ryze is finding himself less blue (purple???)… especially in Elite and Pro play. We're tuning down how well his passive scales with Ability Power, which was buffed in a time where Ryze had much more limited access to his most important stats in items.

Base Stats

  • Magic Resistance: 36 ⇒ 32

Passive - Arcane Mastery

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

Udyr

Q AD scaling decreased, attack speed increased. R base damage decreased.

In 12.23, we shifted the power from Udyr's Q into his other stances, but we overshot on the power of his R, so it’s now overperforming other rank-up options. We're reverting one of those buffs and expect his stances to be more equally viable with the additional Demonic Embrace nerfs coming this patch. We’re also slightly reducing the burst potential of his heavy AD builds, which are less powerful but still have frustrating levels of percent health burst when combined with early armor penetration.

Q - Wilding Claw

  • Bonus Physical Damage: 3/4/5/6/7/8% (+5% per 100 bonus AD) ⇒ 3/4/5/6/7/8% (+4% per 100 bonus AD)
  • Bonus Attack Speed: 20/30/40/50/60/70% ⇒ 20/32/44/56/68/80%

R - Wingborne Storm

  • Base Damage per Tick: 10/20/30/40/50/60 ⇒ 10/19/28/37/46/55

Yuumi

Attack range decreased. Passive now temporarily increases attack range.

The magical cat's last nerfs reduced a lot of her power in solo queue, but still kept her at an uncomfortable level in Pro. With her current presence and upcoming ADC changes, we're going to be taking the last nerfs a bit further as we continue to rework her. We're limiting Yuumi's ability to effectively trade with her basic attacks and health pool, which has been a big factor in her Pro dominance.

Base Stats

  • Attack Range: 500 ⇒ 425
  • Base Attack Damage: 55 ⇒ 49
  • Base Health: 550 ⇒ 500
  • Base Health Regeneration: 7 ⇒ 5

Passive - Bop 'n' Block

  • newAttack Range: When Bop ‘n’ Block is ready Yuumi will gain 25 bonus range for that attack only.
  • Shield Strength: 60-380 (based on level) ⇒ 45-300 (based on level)

W - You and Me!

  • Adaptive Force: 12-20 (+12-20% of bonus) ⇒ 12-20 (+6-10% of bonus)

E - Zoomies

  • removedMovement Speed: 20% (+2% per 100 AP) ⇒ 20% (Note: AP ratio was removed)

Zoe

E now reduces the opponent's magic resist when asleep.

Since 12.10, Zoe is one of the few burst mages that hasn't been adjusted to new magic resist values, and her success in lower levels of play is suffering as a result. Zoe's all about getting ahead early and snowballing, but in recent times it’s been more challenging for her to find those kills early in game. So we’re giving her a small improvement that should keep her burst damage feeling powerful without making her feel overwhelmingly oppressive.

E - Sleepy Trouble Bubble

  • newPutting the Trouble in the Bubble: Enemies inflicted with sleep from Zoe’s Sleepy Trouble Bubble now have their Magic Resist reduced by 20/22.5/25/27.5/30%. (Note: This debuff disappears when the target is woken up.)

Fighter Item Adjustments

We’re making some adjustments this patch that should help reduce some of the current frustration with fighters, namely the high levels of sustain and ability haste that the class has access to. To tackle ability haste, we’re separating it from most defensive items which should mean that a fighter will need to pick between ability haste and durability for their second item purchase, delaying some of their power into their third item. As far as omnivamp goes, we want to curb stacking sources of sustain to slow down heavy snowballing itemizations.

We're aware that some of the currently underperforming fighters may fall behind without sustain or with longer cooldowns as a result of these changes. We'll be monitoring each champion affected individually, and will adjust where needed due to how many core items we’re changing.

Eclipse




  • removedOmnivamp: 7% ⇒ 0%
  • newAbility Haste: 0 ⇒ 15
  • newShield Cooldown: 8 seconds for melee champions/16 seconds for ranged champions ⇒ 6 seconds for melee champions/12 seconds for ranged champions
  • newItem Recipe Update: Serrated Dirk + Long Sword + Vampiric Scepter ⇒ Serrated Dirk + Caulfield’s Warhammer (Note: total cost unchanged)

Syzygy




  • removedOmnivamp: 8% ⇒ 0%
  • newAbility Haste: 0 ⇒ 20

Goredrinker




  • removedMythic Passive: 7 Ability Haste ⇒ 50 Health + 3 Ability Haste

Ravenous Hydra




  • updatedPicky Eater: 10% Omnivamp ⇒ 10% Lifesteal
  • Ability Haste: 20 ⇒ 25
  • newBig Appetite: Cleave damage will now trigger Lifesteal

Maw of Malmortius




  • updated Lifeline Omnivamp: 10% Omnivamp ⇒ 12% Lifesteal
  • Attack Damage: 55 ⇒ 65
  • Ability Haste: 20 ⇒ 0
  • newItem Recipe Update: Hexdrinker + Caulfield’s Warhammer ⇒ Hexdrinker + Pickaxe + Long Sword (Note: total cost unchanged)

Death’s Dance




  • Attack Damage: 55 ⇒ 65
  • Armor: 45 ⇒ 50
  • removed Ability Haste: 15 ⇒ 0
  • Defy Healing on Takedown: 120% bonus AD ⇒ 50% bonus AD
  • newItem Recipe Update: Chain Vest + Caulfield’s Warhammer + Pickaxe ⇒ Chain Vest + Pickaxe + Pickaxe (Note: total cost unchanged)

Black Cleaver




  • Attack Damage: 45 ⇒ 50
  • Health: 350 ⇒ 400

Grievous Wounds Adjustments

Grievous Wounds is a necessary effect found on mostly pretty weak items, leading to items that are both unreliable and unsatisfying when it comes to heal cut. We're buffing Grievous Wounds items, but not Grievous Wounds itself, with a couple main goals.

First, we want Grievous Wounds accessible when you identify that you need it — not 2500 or more gold later. That means having component items that actually matter, not just finished ones. Second, we want Grievous Wounds items to make sense in builds, with reasonable gold efficiency. Third, we don't want you playing minigames to access Grievous Wounds - we want it to just work when you need it.

And yes, it's perfectly ok to buy an Executioner's Calling or Bramble Vest and just sit on it while you buy other stuff if the game calls for it.

For those interested in the numbers, a note on why we didn't increase the Grievous Wounds amount from 40% back to 60%. We need to tune healing numbers around what happens in-game, and Grievous Wounds scales very aggressively as the number gets higher. Healing output at 40% Grievous Wounds is half again higher than healing output at 60% Grievous Wounds... which sounds great, until someone gets a heal off when Grievous Wounds happens to have fallen off, and it ends up being unexpectedly huge. The stronger we make Grievous Wounds, the more large, unexpected burst heals you should expect to see in your games.

Oblivion Orb




  • Ability Power: 35 ⇒ 30
  • Grievous Wounds: 25% ⇒ 40%

Chemtech Putrifier




  • Build Path: Oblivion Orb + Bandleglass Mirror + 550 gold (total cost 2500 gold) ⇒ Oblivion Orb + Forbidden Idol + 700 gold (total cost 2300 gold)
  • Ability Power: 60 ⇒ 40
  • Ability Haste: 20 ⇒ 15
  • Increase Healing and Shielding Strength: 0% ⇒ 8%
  • updatedGrievous Wounds Application: Application reworked, now causes 40% Grievous Wounds on any damage application. (Note: the ability to apply Grievous Wounds by buffing allies has been removed)

Morellonomicon




  • Health: 300 ⇒ 200
  • Magic Penetration: 0 ⇒ 10
  • Grievous Wounds: 25% (increased to 40% if the target has below 50% health) ⇒ 40% (Note: There is no longer any extra reward for hitting low health targets.)

Executioner’s Calling




  • Attack Damage: 20 ⇒ 15
  • Grievous Wounds: 25% ⇒ 40%

Chempunk Chainsword




  • Attack Damage: 20 ⇒ 15
  • Grievous Wounds: 25% (increased to 40% if the target has below 50% health) ⇒ 40% (Note: There is no longer any extra reward for hitting low health targets.)

Mortal Reminder




  • Build Path: Executioner's Calling + Zeal + 750 gold(total cost 2600) ⇒ Executioner's Calling + Last Whisper + Cloak of Agility + 150 gold (total cost 3000 gold)
  • Attack Speed: 20% ⇒ 0%
  • Armor Penetration: 0% ⇒ 30%
  • Movement Speed: 7% ⇒ 0%
  • Grievous Wounds: 25% (increased to 40% after hitting the same target 3 times) ⇒ 40% (Note: There is no longer any extra reward for hitting the same target 3 times.)

Lord Dominik’s Regards




  • Attack Damage: 30 ⇒ 35

Bramble Vest




  • Magic Damage Reflected to Attackers: 4 ⇒ 6
  • Grievous Wounds: 25% ⇒ 40%

Thornmail




  • Magic Damage Reflected to Attackers: 10 (+20% bonus armor) ⇒ 10 (+25% bonus armor)
  • Grievous Wounds: 25% on taking damage, 40% on immobilizing enemies ⇒ 40% on taking damage. (Note: There is no longer any Grievous Wounds application when applying crowd control.)

ADC Class Adjustments

While AD Carries aren’t strictly weak, League has gotten faster and most of their best items have been pushed later into their builds over the years. We’re adjusting Infinity Edge and Navori Quickblades to make them available as second items so that ADCs can access their most important power spike earlier in the game.

For those who find their team comp lacks proper peel, we’ve also buffed opt-in durability with a cheaper, shieldier Bloodthirster.

Finally, we’re alleviating late game mana constraints on several AD carries who frequently run Presence of Mind. These buffs should give those specific champions more room to run healthier options like Triumph or Overheal.

These changes will certainly add power to ADCs overall but we’re hoping this has an oversized effect on making the role funner to play.

Infinity Edge




  • Passive - Perfection Required Critical Strike Chance: 60% ⇒ 40%

Navori Quickblades




  • Passive - Transcendence Required Critical Strike Chance: 60% ⇒ 40%

Bloodthirster




  • Life Steal: 18% ⇒ 15%
  • Shield: 50-320 (levels 1-18) ⇒ 180-450 (levels 9-18)
  • Total Cost: 3400 ⇒ 3200

Ashe




  • Mana Growth: 32 ⇒ 35
  • Mana Regeneration Growth: 0.4 ⇒ 0.65

Caitlyn




  • Mana Growth: 35 ⇒ 40
  • Mana Regeneration Growth: 0.55 ⇒ 0.7

Ezreal




  • Mana Regeneration Growth: 0.65 ⇒ 1

Jhin




  • W - Deadly Flourish Mana Cost: 50/60/70/80/90 ⇒ 50/55/60/65/70
  • E - Captive Audience Mana Cost: 30/35/40/45/50 ⇒ 30 at all ranks

Jinx




  • Base Mana: 245 ⇒ 260
  • Mana Growth: 45 ⇒ 50
  • W - Zap! Mana Cost: 50/60/70/80/90 ⇒ 50/55/60/65/70

Kai’Sa




  • Base Mana: 344.88 ⇒ 345
  • Mana Growth: 38 ⇒ 40
  • Mana Regeneration Growth: 0.45 ⇒ 0.7

Miss Fortune




  • Mana Growth: 35 ⇒ 40
  • Mana Regeneration: 8.05 ⇒ 8
  • Mana Regeneration Growth: 0.65 ⇒ 0.8

Senna




  • Mana Regeneration Growth: 0.4 ⇒ 0.7

Sivir




  • Mana Growth: 40 ⇒ 45
  • W - Ricochet Mana Cost: 60/65/70/75/80 ⇒ 60 at all ranks

Twitch




  • Base Mana: 287.2 ⇒ 300
  • Mana Regeneration Growth: 0.45 ⇒ 0.7

Xayah




  • Mana Regeneration Growth: 0.75 ⇒ 0.8

Other Items

Blade of the Ruined King

Blade of the Ruined King was adjusted as part of the fighter item changes AND the ADC changes this patch, so the rationale for both of those changes extended to BoRK as well.
  • Cooldown: 20 seconds ⇒ 30 seconds
  • Ranged On-Hit Damage: 8% ⇒ 9%
  • Siphon Bonus Magic Damage: 40-150 (levels 1-18) ⇒ 40-103 (levels 9-18)

Demonic Embrace

Demonic Embrace is currently just a bit too good on melee champions and nearly non-viable on ranged ones. We think that Demonic should still be a strong item, just not simultaneously mandatory on some champs while being extremely weak on others.
  • Maximum Health Burn: 1.8% for melee champions/0.8% for ranged champions ⇒ 1.6% for melee champions/1.0% for ranged champions

Essence Reaver

Essence Reaver is currently letting down the champions that want to build it most, so we’re upping its power a bit to be more in line with other itemization options.
  • Attack Damage: 45 ⇒ 55
  • Total Gold Cost: 2800 ⇒ 2900

ARAM Balance Adjustments

Buffs

  • Aatrox: Damage Received: 100% ⇒ 90%, Tenacity: 0 ⇒ 20
  • Katarina: Ability Haste 0 ⇒ 10

Nerfs

  • Fiddlesticks: Damage Received: 100% ⇒ 105%
  • Illaoi: Damage Received: 100% ⇒ 105%
  • Sion: Tenacity: 0 ⇒ -20
  • Swain: Healing Modifier: 100% ⇒ 90%

Adjustments

Leblanc has been one of the most heavily modified champions in ARAM, so we’re looking to see if helping her use her abilities more frequently but less powerfully helps mitigate some of the frustration of dying to what feels like two buttons while keeping Leblanc players satisfied when they execute their full combo.
  • Leblanc: Damage Dealt: 117% ⇒ 110%, Damage Received: 83% ⇒ 90%, Ability Haste 0 ⇒ 20

Death Timer Reduction

Since the ARAM updates in patch 12.22, we've heard a lot of feedback about pacing in game modes, specifically around Death Timers. We agree that these timers are too long (especially in URF), so we’re going to be testing out some changes to them. While this set of changes may not hit the sweet spot right away, we’ll be following up in future patches to get them to a better place and roll them out to other game modes.
  • Faster URF Respawns: Death timers have been reduced by 3 seconds at each level.

Systems

Chemtech Drake

Chemtech Drake has been settling back into the Rift and is adjusting well, but is still a bit less powerful than the other drakes. We’re giving Chemtech some small buffs to make it feel just a little more at home.
  • Chemtech Drake Buff: 5% Tenacity and Heal/Shield power ⇒ 6% Tenacity and Heal/Shield power
  • Chemtech Drake Soul: 10% damage resistance and increased damage dealt when below 50% health ⇒ 11% damage resistance and increased damage dealt when below 50% health

Upcoming Skins & Chromas

Patch 13.1 notes

Patch 13.1 Notes
Welcome to the 2023 season of League of Legends!

We hope you’ve been keeping up with the Preseason changes because the new season of League kicks off on January 10, and with it begins the Ranked climb! In this patch we have a few big changes to Ranked (like promos changing from 5 to 3 games), so make sure to check out the full Competitive section down below. In other news, we have some Preseason balance followup, a Jax midscope update, a Mythic shop rotation, and an adjustment to the refund token system included in this week's notes.

Thanks for playing with us in 2023 and happy climbing!

13.1 brings the first balance patch for TFT's new set, Monsters Attack!, but it also brings their first-ever temporary game mode, a Lunar Gala event, and much more that you can read about with the TFT patch notes here!
Lilu “Riot Riru” Cabreros

Patch Highlights

Mythmaker Irelia, Mythmaker Galio, Mythmaker Garen, Mythmaker Sivir, Mythmaker Zyra, Prestige Mythmaker Sivir will be available January 12, 2023.

Champions

Jax

Midscope update. All abilities adjusted.

Jax’s midscope update is on the smaller side compared to our previous onces. Overall, we like his simpler gameplay and kit, but we felt there was room to make his ultimate ability more interesting. Additionally, we’ve shifted his AP ratios around to buff up his burstier AP playstyle that’s seen play in the past. All of that said, unfortunately Jax still doesn’t have a real weapon…

Q - Leap Strike

  • Physical Damage: 65/105/145/185/225 (+100% bonus AD)(+60% AP) ⇒ 65/105/145/185/225 (+100% bonus AD) (+0% AP)

E - Counter Strike

  • Minimum Damage: 55/80/105/130/155 (+50% bonus AD) Physical Damage ⇒ 55/85/115/145/175 (+4% max HP of the target) (+100% AP) Magic Damage
  • Bonus Damage per Attack Dodged: 20% of total damage ⇒ 20% of base damage

R - Grandmaster’s Might

  • Cooldown: 80 seconds ⇒ 100/90/80 seconds
  • 3rd Hit Passive Bonus Magic Damage: 100/140/180 (+ 70% AP) ⇒ 80/120/160 (+ 60% AP)
  • newImagine if I had a Real Animation: Jax’s R passive now has updated animations, sound effects, and visual effects
  • newNEW ACTIVE: Jax swings his lantern around him, dealing 150/250/350 (+100% AP) magic damage to nearby enemies. If he hits a champion he gains 25/45/65 (+40% bonus AD) Armor plus 15/20/25% (+10% bonus AD) per champion hit, as well as 60% of that value as Magic Resist for the next 8 seconds. During this time the passive damage applies every 2nd attack instead of every 3rd.

Other

  • newImagine if I had a Real Icon: Jax’s spell icons have all been updated
  • newImagine if I had a Reel Weapon: Jax’s secret passive, fishing, has been added to the game

Aatrox

Passive damage decreased. E increased healing from R decreased. R bonus movement speed decreased.

Aatrox has been bringing death to the top lane for a while now, and with Preseason shipped and the new season kicking off, now is a great time to address his strong presence in top. We’re tapping down his damage, healing, and move speed which should help bring the Darkin more in line with other top laners.

Passive - Deathbringer Stance

  • Bonus Percent Maximum Health Damage: 5-12% (based on level) ⇒ 4-10% (based on level)

E - Umbral Dash

  • Passive Increased Healing during World Ender: 25/30/35/40/45% ⇒ 20/24/28/32/36%

R - World Ender

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

Dr. Mundo

Base health decreased. Armor growth decreased. E bonus attack damage decreased.

Since his changes in the last patch, Dr. Mundo has been going where he pleases (top and jungle) and performing quite well there. Now that our changes have succeeded in pumping up Mundo’s tank scaling fantasy, we’re looking to reel in his power and avoid any potential malpractice issues…

Base Stats

  • Base Health: 653 ⇒ 613
  • Armor Growth: 4.2 ⇒ 3.7

E - Blunt Force Trauma

  • Bonus Attack Damage: 2.5/3/3.5/4/4.5% of maximum health ⇒ 2/2.5/3/3.5/4% of maximum health

Fiora

Passive AD scaling decreased. Q bonus AD scaling decreased.

Since the durability and tank item updates, our premiere anti-tank skirmisher has been eating well. Her bonus-AD-hungry kit has better options against all foes with the new Ravenous Hydra. As the stars have aligned for Fiora’s success, we need to tap down the AD scaling on both her anti-tank and generic damage. Champions who can do too much of both can veer into the territory of becoming too strong, but we do want her to maintain her unique kit. Our eyes will be on the Grand Duelist to monitor these changes.

Passive - Duelist’s Dance

  • Maximum Health Damage AD Scaling: 4.5% maximum health true damage per 100 AD ⇒ 4% maximum health true damage per 100 AD

Q - Lunge

  • Physical Damage: 70/80/90/100/110 (+ 95/100/105/110/115% bonus AD) ⇒ 70/80/90/100/110 (+ 90/95/100/105/110% bonus AD)

Jayce

Base AD increased. Q (Hammer Form) base damage increased. W (Hammer Form) damage increased.

Jayce has been keeping his distance recently. Mostly because he’s always in his cannon form due to its many advantages over the weaker hammer form. In order to help balance out his stances we’re buffing up the hammer form to give Jayce the opportunity to have more of those cool Arcane fight scenes.

Base Stats

  • Base Attack Damage: 54 ⇒ 57

Q (Hammer Form) - To the Skies!

  • Base Physical Damage: 55/100/145/190/235/280 ⇒ 60/110/160/210/260/310

W (Hammer Form) - Lightning Field

  • Magic Damage Per Second: 25/40/55/70/85/100 ⇒ 35/50/65/80/95/110

K'Sante

Base movement speed decreased. Passive base damage decreased. W physical damage decreased.

As players have become more comfortable and skilled on K’Sante he’s started becoming strong, which is par for the course. However, combined with his last buffs this pushed him a little too far in high skill brackets of play. We’re bringing his power down a notch before he starts to become particularly problematic.

Base Stats

  • Base Movement Speed: 335 ⇒ 330

Passive - Dauntless Instinct

  • Base Damage: 10-25 (based on level) ⇒ 5-20 (based on level)

W - Path Maker

  • Minimum Physical Damage: 4.25/4.5/4.75/5/5.25% of target's maximum health ⇒ 2/2.25/2.5/2.75/3% of target's maximum health
  • Maximum Physical Damage: 8.25/8.5/8.75/9/9.25% of target's maximum health ⇒ 7/7.25/7.5/7.75/8% of target's maximum health

Lissandra

Health growth increased. Q slow increased. W cooldown decreased.

Lissandra has been underperforming across different skill brackets and lacking excitement for a while now. We’re making a few changes that should help her get more involved in fights, increase overall utility, and also synergize with her close combat style of play.

Base Stats

  • Health Growth: 104 ⇒ 110

Q - Ice Shard

  • Slow: 16/19/22/25/28% ⇒ 20/24/28/32/36%

W - Ring of Frost

  • Cooldown: 14/13/12/11/10 seconds ⇒ 12/11/10/9/8 seconds

Rammus

Base AD decreased, base health decreased. W calculations adjusted, flat armor decreased, armor scaling decreased.

Like Amumu and the jungle companions, Rammus found a new friend in Preseason by the name of Jak’Sho the Protean. The current synergy between Rammus’ W and Jak’Sho is being adjusted so that the two interact more cleanly with one another, but this should be roughly neutral. That said, Rammus is a bit too strong right now, so we are baking in a small nerf to his overall durability.

Base Stats

  • Base Attack Damage: 56 ⇒ 53
  • Base Health: 634 ⇒ 614

W - Defensive Ball Curl

  • Flat Armor: 40 ⇒ 25
  • Percent Armor: 60/70/80/90/100% ⇒ 40/55/70/85/100%
  • newOK Math: Flat resists granted by Rammus’ W are now also amplified by the percent resists that are granted by W

Shaco

Q mana cost decreased, backstab damage increased. W AD ratio increased.

Famously (or infamously), Shaco has quite a few builds he can kill you with, his AD build has fallen pretty low in terms of effectiveness. In this patch, we’re increasing its burst a little to keep it a viable build option. On top of that, we’re also bringing Q’s mana cost down which should help since AD Shaco doesn’t build any mana items. Really, we just want to see more of the clown in the game. All right, now you can go check out the changes.

Q - Deceive

  • Mana Cost: 60 ⇒ 40
  • Backstab Critical Strike Bonus Damage: 30% ⇒ 40%

W - Jack in the Box

  • Magic Damage: 70/95/120/145/170 (+75% bonus AD)(+60% AP) ⇒ 70/95/120/145/170 (+80% bonus AD)(+60% AP)
  • Magic Damage to Targets Below 30% Health of Maximum Health: 105/142.5/180/217.5/255 (+112.5% bonus AD)(+90% AP) ⇒ 105/142.5/180/217.5/255 (+120% bonus AD)(+90% AP)

Sion

Base Health increased. Q full charge damage increased.

Our 12.23 buffs to Sion undershot our goals, partially due to the Q buff only affecting snapcasts of the ability. This round we’ll be buffing up fully charged Qs as well as increasing base durability to help give Sion the boost he needs to be more competitive.

Base Stats

  • Base Health: 615 ⇒ 655

Q - Decimating Smash

  • Damage When Fully Charged: 70/135/200/265/330 ⇒ 90/155/220/285/350

Twisted Fate

Q cooldown now decreases with rank. W Blue Card and Red Card AP ratios increased.

It’s been a long time since we last buffed TF and even then he hasn’t been lucky enough to be drawn in Solo Queue or Pro Play. We’re giving him a bit more freedom to let his cards fly wildly while putting a bit more oomph behind his Red and Blue cards so he can leave his opponents looking more black and blue.

Q - Wild Cards

  • Cooldown: 6 seconds at all ranks ⇒ 6/5.75/5.5/5.25/5 seconds

W - Pick A Card

  • Blue Card Magic Damage: 40/60/80/100/120 (+100% AD)(+90% AP) ⇒ 40/60/80/100/120 (+100% AD) (+115% AP)
  • Red Card Magic Damage: 30/45/60/75/90 (+100% AD)(+60% AP) ⇒ 30/45/60/75/90 (+100% AD)(+70% AP)

Xayah

Base attack speed and attack speed ratio increased.

Xayah isn't quite up to snuff compared to other marksmen and her attack-focused builds are weaker than more casting-centric ones. A moderate increase to her overall attack speed should help with both of those issues and help Xayah find her wings in the bot lane.

Base Stats

  • Base Attack Speed/Attack Speed Ratio: 0.625 ⇒ 0.658

Yuumi

Q base damage decreased.

Yuumi is still terrorizing higher skill brackets of play leading to her current ban rate being higher than we’d like. In order to help get Yuumi out of the picture while we rework her, we’re tagging her Q with some pretty significant nerfs to reduce her powerful poke and make her less frustrating to play against.

Q - Prowling Projectile

  • Base Damage: 50/90/130/170/210/250 ⇒ 50/80/110/140/170/200
  • Empowered Base Damage: 60/110/160/210/260/310 ⇒ 60/100/140/180/220/260

Zeri

Attack Damage growth decreased. Q base damage decreased.

Zeri's rework has succeeded in shifting her to a new and healthier play pattern, but she’s been a bit strong in higher brackets of play since her changes in 12.23. Her shorter range brought in many new avenues of counterplay early in the game which was one of our major goals, but she's still a bit too consistent of a DPS threat at her three item power spike. As follow up to her changes in the last patch, we’re toning down her scaling damage a bit and hitting her favorite cat so Zeri is a bit less scary of a carry.

Base Stats

  • Attack Damage Growth: 1.5 ⇒ 1.3

Q - Burst Fire

  • Total Base Physical Damage: 15/18/21/24/27 ⇒ 15/17/19/21/23

Items

Axiom Arc

Axiom Arc is a cool item but really only has one core user in Nocturne (and we love him for it). With a buff aimed at assassins, we hope that more players will be casting more ultimates so they can ultimately complete their anime protagonist arc.

  • Lethality: 10 ⇒ 18

Horizon Focus

Horizon Focus doesn't receive too much attention outside of a few artillery mages… and it's not even that great on them. With enough Ability Power to now match Shadowflame, maybe you'll tell the shopkeeper, "Bring me the Horizon Focus!" To which they'll reply, "That's the spirit!"

  • Ability Power: 85 ⇒ 100

Jak’Sho, the Protean

Jak'Sho has landed as a solid core item for tanks, however it’s also been quite potent on fighters. We’re ok with fighters sometimes purchasing the item when they want to lean more into durability over damage. But we don’t think it should dominate all the other Mythic choices they have, and right now it's close to doing just that. We're shifting the ratios on Jak'Sho to better incentivize additional defensive purchases and make it a worse one-stop shop for durability in fighter builds.

  • Cost: 3100 ⇒ 3200
  • Voidborne Resilience Stacking: 2 per second (+15% total resists at max stacks) ⇒ 2 per second (+20% bonus resists at max stacks)
  • Drain Damage: 3% of maximum Health ⇒ 80 (+7% bonus Health)
  • newChampions ONLY: Voidborne Resilience’s drain damage will no longer affect minions and monsters

Rod of Ages

Rod of Ages is still a bit weak after having its cost buffed and is missing the mark a bit when it comes to that classic RoA experience we all love and remember. We’re shipping some small buffs this patch aimed at the item's immediate power spike as a stat stick while also making the Move Speed more noticeable and effective. We’re also making adjustments to the Eternity passive as it's currently skewing too far towards taking damage (and restoring mana) versus casting spells (and healing).

  • Health: 300 ⇒ 400
  • Eternity Move Speed Proc Requirement: 250 Healing or Mana Restoration ⇒ 200 Healing or Mana Restoration>
  • Eternity Bonus Move Speed Amount: 25% ⇒ 35%
  • Move Speed Duration: 2 seconds ⇒ 3 seconds
  • updatedMove Speed Decay: Move speed gained from Eternity now decays more slowly

Passive - Eternity

  • (Note: These passive changes will also apply to Catalyst of the Aeons and Abyssal Mask)
  • Percent of Pre-Mitigation Damage Received Restored as Mana: 8% ⇒ 7%
  • Percent of Mana Cost Spent Restored as Health: 20% ⇒ 25%
  • Maximum Heal per Cast/Second (for Toggled Abilities): 15 ⇒ 20

QoL Updates and Bugfixes

  • Coming to screens near you: Eternity’s Move Speed proc buff now appears on the player’s HUD
  • Top Off: Healing and mana restored when at full health/mana will now count towards Eternity’s Move Speed proc
  • Stack Check: Fixed a bug that was causing Eternity’s maximum heal cap to not correctly increase at maximum stacks

Archangel’s Staff/Seraph’s Embrace

While functional, the current version of Seraph's Embrace hasn't been hitting the mark in terms of excitement and impact. With RoA and Catalyst returning, the healing effect has now become redundant. We tested a few iterations of this item in Preseason that didn’t feel quite right leading to the changes being delayed, so we’re excited to have reached a version we’re more confident in for live. We're shifting Archangel’s back towards a high AP scaling item with a defensive option to help mages have a little more room for error in the late game.

Archangel’s Staff

  • Total Cost: 2600 ⇒ 3000
  • Ability Power: 60 ⇒ 80
  • Ability Haste: 0 ⇒ 10
  • Passive - Awe: Grants Ability Haste equal to 0.5% of bonus mana ⇒ Grants AP equal to 1% bonus mana

Seraph’s Embrace

  • removedPassive - Empyrean: The Empyrean passive of Seraph’s Embrace has been removed and replaced with Lifeline
  • newPassive - Lifeline: Upon taking damage that would reduce your Health below 30%, gain a 250 (+ 20% current Mana) shield (90 second cooldown)
  • Passive - Awe: Grants Ability Haste equal to 1.3% bonus mana ⇒ Grants AP equal to 2.5% of bonus mana

Winter’s Approach

With the avalanche of new and updated Preseason tank items, Winter's Approach has lost its place among the Legendary items (which is a shame because winter finally came). We're reverting some of our nerfs from last year so that Winter's Approach stands out more as the mana/health stacking second item.

Winter’s Approach

  • Total Cost: 2700 ⇒ 2600
  • Health: 350 ⇒ 400

Fimbulwinter

  • Health: 350 ⇒ 400

Runes

Legend: Tenacity

In its current state, Legend: Tenacity is a legendary source of Tenacity in the game. Especially when it comes to fighters where it’s the optimal rune in its row when running standard keystones. Currently champions are taking this rune into CC-reliant matchups as a way to avoid Merc Treads and invest into other stats. That, combined with the fact that Legend:Tenacity far surpasses Unflinching in terms of power meant that this rune needed a sizable amount of power removed from it.

  • Tenacity per Legend Stack: 5% (+2.5% per Legend stack) ⇒ 5% (+1.5% per Legend stack)
  • Maximum Tenacity at Full Stacks: 30% ⇒ 20%

ARAM Adjustments

The 12.23 ARAM changes shook up the Howling Abyss and we hope you enjoyed testing them out in our first ever ARAM Clash! We're currently evaluating the tower rubble and other new changes, but for now will be focusing on addressing more immediate balance concerns this patch.

Buffs

  • Lifesteal Effectiveness on Minions: 50% ⇒ 60% (Note: Marksmen are suffering the most after the changes, so we're returning a small amount of lifesteal power to slightly buff the entire class. As we're also changing marksmen's primary predators in juggernauts and assassins, we're taking a smaller step here to see if we need to do more for this class.)
  • Death Timers: Death timers at levels 1-18 have all been reduced by 1 second (Note: In patch 12.23, death timers were changed to be 3 seconds longer in the late-game. We are walking back a bit of that change, and closely monitoring game time while considering further changes.)
  • Draven: Outgoing Damage: 100% ⇒ 105%
  • Kai’Sa: Outgoing Damage: 100% ⇒ 105%, Attack Speed Scaling: 100% ⇒ 102.5%
  • Kalista: Outgoing Damage: 105% ⇒ 110%
  • Lucian: Outgoing Damage: 103% ⇒ 105%, Tenacity: 0% ⇒ 20%
  • Lulu: Shield Modifier: 100% ⇒ 110%
  • Nunu & Willump: Outgoing Damage: 108% ⇒ 110%, Damage Received: 92% ⇒ 90%, Tenacity: 0% ⇒ 20%
  • Udyr: Outgoing Damage: 100% ⇒ 105%, Tenacity: 0% ⇒ 20%
  • Yuumi: Healing Modifier: 100% ⇒ 110%
  • Zeri: Outgoing Damage: 105% ⇒ 110%

Nerfs

The ARAM nerfs in this patch will primarily be to juggernauts and assassins, who are dominating the Howling Abyss at the moment. Many were given extra power to help them in the previous iteration of ARAM, so now that the map has changed we're reducing some of that extra power.
  • Bel’Veth: Outgoing Damage: 105% ⇒ 100%, Damage Received: 95% ⇒ 100%
  • Darius: Damage Received: 95% ⇒ 100%, Healing Modifier: 120% ⇒ 100%
  • Ekko: Damage Received: 95% ⇒ 100%
  • Elise: Outgoing Damage: 110% ⇒ 105%
  • Illaoi: Damage Received: 95% ⇒ 100%
  • Irelia: Outgoing Damage: 105% ⇒ 100%, Damage Received: 95% ⇒ 100%
  • Kassadin: Damage Received: 95% ⇒ 100%, Tenacity: 20% ⇒ 0%
  • Katarina: Outgoing Damage: 105% ⇒ 100%, Damage Received: 90% ⇒ 100%
  • Kha’Zix: Outgoing Damage: 110% ⇒ 105%, Damage Received: 85% ⇒ 90%
  • Kled: Outgoing Damage: 105% ⇒ 100%, Damage Received: 90% ⇒ 100%
  • Maokai: Healing Modifier: 100% ⇒ 80%
  • Mordekaiser: Outgoing Damage: 100% ⇒ 95%, Damage Received: 100% ⇒ 105%
  • Nilah: Outgoing Damage: 100% ⇒ 95%, Healing Modifier: 100% ⇒ 90%
  • Rek’Sai: Outgoing Damage: 110% ⇒ 100%
  • Rengar: Outgoing Damage: 108% ⇒ 100%, Healing Modifier: 120% ⇒ 100%
  • Sett: Outgoing Damage: 95% ⇒ 90%
  • Sion: Outgoing Damage: 92% ⇒ 90%, Damage Received: 108% ⇒ 110%
  • Talon: Outgoing Damage: 110% ⇒ 105%, Damage Received: 92% ⇒ 95%
  • Teemo: Ability Haste: 0% ⇒ -20%, Outgoing Damage: 90% ⇒ 85%
  • Urgot: Damage Received: 100% ⇒ 110%
  • Zed: Outgoing Damage: 110% ⇒ 100%
  • Ziggs: Ability Haste: 0% ⇒ -20%

Competitive

Season 2023 - Split 1 begins with the release of Patch 13.1 in your region! Ranks have been reset, hit the Rift in Ranked Solo/Duo or Ranked Flex to begin your climb!

  • New Ranked rewards as you climb have been added! These are earned through obtaining Split Points by completing games. You earn 10 Split Points for a win, and 6 for a loss. Check out the rewards in the Ranked tab in the client.
  • The Ranked skin for Split 1 is earnable by players of all ranks, but the amount of Split Points required varies by rank: 80 points for Gold and above and 1600 points for Silver and below. In addition, once you earn the skin, it remains earned even if you were to demote. The skin will be distributed after the end of Season 2023 - Split 1.
  • Promotion Series have been reduced from a best of 5 to a best of 3
  • The restriction on duoing in Ranked Solo/Duo with an MMR of Masters or above is disabled until patch 13.3. Note that duo restrictions based on visible rank are still active, so a player who reaches Master or above will not be able to duo.
  • Visible rank is no longer used as matchmaking criteria, only MMR (Note: this was implemented in patch 12.23)
  • Career stats have been reset for the new ranked season

Refund Tokens

We’re making some changes to how refunds work in League of Legends. For starters, every player should have their refund tokens refreshed up to the maximum amount of 3 to start off 2023. In the past, the complexity associated with maintaining this system has led to delays in the annual refresh, so we’ve opted to bring the entire League community up to 3 tokens.

However, due to the aforementioned complexity, we’ve made the difficult decision to remove refund tokens entirely later this year in patch 13.11. This will bring the refund policy in line with our other games, removing the need to maintain an older system just for League. As a result, the base refund policy will shift in patch 13.11 as well. Unused, eligible content will be refundable for up to 14 days from purchase. More detailed information around content eligibility, what constitutes “used content,” and special edge cases can be found on our support site. To recap, the tokens will disappear in patch 13.11 if not used by that date and the refund policy will adjust at the same time. Until then, you can continue to use the tokens as they have operated in the past. We will provide more information and reminders as patch 13.11 draws closer.

Mythic Content

Now Available

  • Prestige Dragonmancer Volibear
  • Prestige K/DA Ahri
  • Mythic Chroma Storm Dragon Lee Sin

Leaving the Mythic Shop

  • Prestige Arcade Caitlyn
  • Prestige PROJECT Sylas
  • Prestige Space Groove Nami
  • Mythic Chroma Galaxy Slayer Zed
  • Anima Squad 2022 Grab Bag
  • Star Guardian 2022 Grab Bag
  • Anima Squad 2022 Mythic Essence Icon
  • Star Guardian 2022 Mythic Essence Icon
  • MSI High Noon 2022 Mythic Essence Icon
  • Steel Valkyrie 2022 Mythic Essence Icon
  • Worlds 2022 Mythic Essence Icon
  • Eclipse Knights 2022 Mythic Essence Icon
  • Ocean Song 2022 Mythic Essence Icon

QoL Changes & Bugfixes

Rune Recommender

  • You can now directly navigate between the rune recommender and the editing page from the same screen
  • Smite will no longer be recommended as a summoner spell outside of the jungle role for champions whose most popular role is jungle

Champion Select

  • Champion names are now shown in ARAM champion select
  • Updated champion swapping visuals for improved clarity

Miscellaneous

  • Position preferences for draft modes (Primary + Secondary choice) are preserved between sessions and across queues

Bugfixes

  • Fixed a bug that caused Azir’s Sun Disc to be difficult to attack and sometimes appear as invisible to the enemy team when appearing over turret rubble in ARAM
  • Fixed a bug that caused Star and Pajama Guardian Ezreal’s Homeguard animations to not appear correctly
  • Fixed a bug that cause part of K’Sante’s R - All Out animation to not play when cast into Vi’s R
  • Fixed a bug that cause a square box to appear on the ground beneath Karthus when his Passive - Death Defied is triggered
  • Fixed an animation change where Viego transitions from Homeguard’s to walking
  • Fixed a bug that sometimes allowed Bard to cast W - Caretaker’s Shrine twice in a row
  • Fixed a bug that caused Mundo’s E - Blunt Force Trauma to do more damage to monsters than indeed
  • Fixed a bug that caused the camera to sometimes get stuck high above K’Sante on ARAM after casting his R - All Out
  • Fixed a bug that caused Braum so not get assist credit from his W - Stand Behind Me
  • Fixed a bug that was causing Braum’s W - Stand Behind Me to not play any VFX
  • Fixed a bug that was causing Amumu’s E - Tantrum Death Recap to not correctly display how much the ability’s cooldown was reduced by damage taken
  • Fixed a bug that caused Evenshroud’s Mythic Item tag not to display in the Item Shop
  • Fixed a bug that caused Unsealed Spellbook’s Smite to deal 0 damage when swapped to initially
  • Fixed a bug that cause Mordekaiser’s Passive - Darkness Rise to proc on small jungle monsters with abilities
  • Fixed a bug that caused debug text to appear in Lee Sin and Yone’s ability bar and death recaps
  • Fixed a bug that caused Ekko’s W - Parallel Convergence to sometimes stun enemies, even if they were not inside of the area of effect
  • Fixed a bug that allowed Kalista to attack two champions at once with Guinsoo’s Rageblade
  • Fixed a bug where Syndra could use her W - Force of Will grab and throw minions that were being teleported to
  • Fixed a bug that caused Kassadin’s W - Nether Blade to look like it’s cooldown was being reduced if E - Force Pulse was also on cooldown despite the cooldown not actually being reduced
  • Fixed a bug that caused Kassadin’s E - Force Pulse sound effects to not play when it is ready to be cast
  • Fixed a bug that caused jungle monsters to continuously reset aggro if attacking two overlapping Heimerdinger H-28G Evolution turrets
  • Fixed a bug that caused Iceborn Gauntlet and Bami’s Cinder Immolate effects to display two separate buff effects
  • Fixed a bug that caused the Identity Customizer dropdown functions to not filter consistently
  • Fixed a bug that sometimes caused Amplifying Tome to show up in shop as “purchased” in the Zhonya's Hourglass build path if you had a Broken Stopwatch in your possession
  • Fixed a bug that caused Vex’s Passive icon to not display on her buff bar

Upcoming Skins & Chromas

The following chromas will be released this patch:

Patch 12.23 notes

It’s the last patch of the year, 12.23 is here!

Welcome to the ARAM/post-Preseason patch! This week we have a few large changes shipping to the Howling Abyss—like Frostgates, bridge repairs, and landscaping—so make sure you give them a try in our first-ever, free-to-enter ARAM Clash! We also have some Preseason follow ups shipping this patch to help a few struggling tanks, power down some overperforming junglers (Mordekaiser), and a shocking Zeri update.

(Author’s Note: This is going to be a long patch as many of us will be on a Riot-wide break for the end of December. We’ll likely have mid-patch updates before we head out and when we get back, so if there are any big issues we’ll do our best to tackle them but we appreciate your patience!)

Thanks for playing with us in 2022 and we’re looking forward to seeing you in 2023!

We’re also shipping our 8th TFT set this patch! It’s a monster of a new set, so make sure to check out the TFT patch notes here!
Lilu “Riot Riru” Cabreros

Patch Highlights

Winterblessed Diana, Winterblessed Warwick, Winterblessed Swain, Winterblessed Zoe, Winterblessed Shaco, Winterblessed Zilean , Prestige Winterblessed Warwick, and Ashen Graveknight Mordekaiser will be available December 8, 2022.

ARAM Updates

This update goes out to our ARAM players! From the new stat adjustments introduced in the last patch to falling towers and Frostgates, new and exciting updates are coming to the Howling Abyss this patch.

Frostgates

A lot of the fun in ARAM happens when you're fighting, poking, or womboing your opponents—not when you're walking back to the fight. To help you get back into the action faster we're introducing Hexgates to the Howling Abyss!
  • newFrostgates: Frostgates will be present from the beginning of the game and will teleport you directly from your Nexus to your outer tower. Once your first tower is destroyed, the Frostgate will then link to your team’s inhibitor tower where it will then stay for the remainder of the game.

Falling Towers

Some parts of the bridge have been showing their age recently and are starting to fall apart. Our goal with falling towers is to create more interesting situations on the map that break away from the usual straight line of ARAM. Now you’ll have new choke points to think about, Fog of War to hide in, and terrain you can experiment with to create new plays!
  • newTower Rubble: When outer towers are destroyed they will collapse and leave behind a pile of rubble which will be treated as new terrain.

Brush Changes

Alongside the ARAM changes we figured we'd also do some landscaping on the bridge to help freshen things up a bit.
  • newBrushing Up: There is now one new brush in the middle bottom side of the bridge. The brushes between the outer and inhibitor turrets have also increased in size.

Bridge Repairs

We finally got around to making some repairs on Howling Abyss! With the new falling towers mechanic we wanted to make the bridge a bit more spacious to compensate for the space now taken up by tower rubble.
  • newUnder Repair: The gaps on the bottom side of the bridge have been filled in and are now traversable

Battle Boost QoL Updates

Adding a few quality of life updates to the current Battle Boost feature.
  • newNot so Fast: Players will no longer be able to activate Battle Boosts within the last 10 seconds of champion select
  • newYou’re Welcome: Allies will now be able to tell which player gifted their team a Battle Boost

S-Rank Chest Visibility

Go forth and get S rank on all the champs (or as many as your team's RNG will allow)!
  • newMaster them All! Players will now be able to see which champions they have not yet received S-Rank Chests for in ARAM champion select

ARAM Balance Adjustments

Nerfs

  • Heartsteel Maximum health gained: 10% of damage dealt ⇒ 5% of damage dealt

Items

Mosstomper

Mosstomper has come out of the gates as one of the stronger jungle companions introduced in Preseason. We’re making a few adjustments to Mosstomper’s current Tenacity bonuses so that enemies have a few more counterplay opportunities.
  • Tenacity Buff Duration: 3 seconds ⇒ 1.5 seconds
  • Tenacity Type: Item (additive with item tenacity) ⇒ Champion (multiplicative with item tenacity)

Ravenous Hydra

We overshot a bit with Hydra’s overall stats, making it a much too efficient item for the gold that it cost. We’re preserving its niche as a rush item for champions that like the AD, but are reducing its AoE damage and pulling out the Ominvamp from stacks that was really pushing this item over the edge.
  • AoE Splash Damage: 60% AD for melee champions /30% AD for ranged champions ⇒ 50% AD for melee champions/25% AD for ranged champions
  • removedOmnivamp from Stacks: 4% ⇒ Removed

Sunfire Aegis

With the recent downgrade to Sunfire Aegis we expected tanks to farm less effectively than they could with the Immolate passive. Unfortunately the changes landed a bit weak in 12.22 resulting in tanks opting to just not buy the item which, in turn, resulted in a loss of farm for top lane tanks (jungle tanks made out alright though thanks to the companions). We still want Sunfire to be a useful tool for tanks as a first or second item, but not mandatory. So this patch we’re addressing these issues by buffing the tanks whose ability to farm was impacted most and increasing the state efficiency of Sunfire so that it's a more reliable tank damage option.
  • Combine Cost: 1000 ⇒ 900
  • Total Cost: 2800 ⇒ 2700
  • Health: 400 ⇒ 500

Champions

Amumu

Health growth increased. Q mana cost increased. W damage increased. E base magic damage increased.

Despite his newfound companions in the jungle, Amumu has been a sad mummy. The new tank items and jungle changes really hurt his ability to clear come mid- to late-game relative to other junglers, so we’re shifting some of his power to cover these weaknesses without buffing his already strong Support power.

Base Stats

  • Health Growth: 89 ⇒ 100

Q - Bandage Toss

  • Mana Cost: 30/35/40/45/50 ⇒ 40/45/50/55/60

W - Despair

  • Damage per Second: 12/16/20/24/28 (+1/1.15/1.3/1.45/1.6% of target’s maximum HP) ⇒ 12/16/20/24/28 (+1/1.25/1.5/1.75/2% of target’s maximum HP)

E - Tantrum

  • Base Magic Damage: 85/110/135/160/185 (+ 50% AP) ⇒ 80/110/140/170/200 (+ 50% AP)

Cho’Gath

Passive mana restoration increased. W base damage increased. R cooldown now decreases with rank.

The lack of early access to Immolate and overall tank item changes have resulted in a pretty sizable power loss for Cho. In order to help him feel like a good chonky monster again we’re putting some more power into his passive mana sustain and letting him feast on enemies a bit more often.

Passive - Carnivore

  • Mana Restored on Enemy Kills: 3.5-7.75 (based on level) ⇒ 4.7-9.5 (based on level)

W - Feral Scream

  • Base Damage: 75/125/175/225/275 ⇒ 80/135/190/245/300

R - Feast

  • Cooldown: 80 seconds ⇒ 80/70/60 seconds

Dr. Mundo

All abilities adjusted.

Dr. Mundo hasn’t been living up to his unkillable late game fantasy lately, so the good doctor has received some treatment in order to help him out. We’ve made a bunch of changes to Mundo’s medical tools, but the biggest changes were to his Heart Stopper and Maximum Dosage which have been adjusted to be significantly stronger in the late game. Now get out there, throw some Qs, and be unkillable.

Base Stats

  • Base Magic Resist: 32 ⇒ 29
  • Magic Resist Growth: 2.05 ⇒ 2.3
  • Base Attack Speed: 0.72 ⇒ 0.67
  • Attack Damage Growth: 3.5 ⇒ 2.5

Passive - Goes Where He Pleases

  • Cannister Health Loss: 7% of current health ⇒ 3% of current health
  • Cannister Heal: 8% of maximum health ⇒ 4% of maximum health
  • Max Health Regen per 5 seconds: 0.8-1.6% (linear progression) ⇒ 0.4-2.5% (non-linear progression, equal at level 11)

Q - Infected Bonesaw

  • Health Cost: 50 ⇒ 60

W - Heart Zapper

  • Health Cost: 5% of current health ⇒ 8% of current health
  • Gray Health Healed after Not Taking Damage: 0% ⇒ 50%
  • Damage Stored as Gray Health: 25/30/35/40/45% ⇒ 80-95% based on level in the first 0.75 seconds, then 25% afterwards
  • Duration: 4 seconds ⇒ 3 seconds

E - Blunt Force Trauma

  • Passive Bonus AD: 15/20/15/30/35 (+ 25/30/35/40/45 based on missing health) ⇒ 2.5/3/3.5/4/4.5% maximum health
  • Health Cost: 10/20/30/40/50 ⇒ 20/30/40/50/60
  • Cooldown: 8/7.5/7/6.5/6 seconds ⇒ 9/8.25/7.5/6.75/6 seconds
  • Bonus Damage to Monsters: 200% ⇒ 150%

R - Maximum Dosage

  • Missing Health Gained as Maximum Health: 8/11.5/15% ⇒ 15/20/25%
  • newMega Mundo Heals: At rank 3, Mundo’s R’s healing effects are increased by an additional 5% per nearby enemy champion
  • removedMundo Mad: R no longer gives bonus AD

K’Sante

Base health regeneration increased, health growth increased. E adjusted.

K’Sante has been a tad weak in average skill brackets, so we’re giving him a few quality of life upgrades that should help him perform better in the hands of average players without pushing him over the line in elite play.

Base Stats

  • Base Health Regeneration: 8.5 ⇒ 9.5
  • Health Growth: 104 ⇒ 108

E - Footwork

  • newAuto Attack Reset: E will now partially reset auto attacks in K’Sante’s base form, and will be a full auto attack reset while in his All Out form
  • Wall Forgiveness: Adjusted E so that if K’Sante is very close to dashing through a wall he will now go through the wall

Kassadin

Q base shield increased, shield AP scaling decreased. E adjusted.

We’re giving Kassadin some quality of life updates to his shield so he can perform better into ranged matchups. We’re also adjusting his E so that you can now cast it whenever you want (as long as it isn’t on cooldown)!

Q - Null Sphere

  • Shield Strength: 60/90/120/150/180 (+ 40% AP) ⇒ 80/110/140/170/200 (+ 30% AP)
  • Shield Spawn Speed: Shield is granted when the Q projectile leave’s Kassadin’s hand ⇒ Shield is granted when Q is cast

E - Force Pulse

  • Cooldown: 5 seconds ⇒ 21/19/17/15/13 seconds
  • removedStacks Be Gone: This spell no longer requires a certain number of stacks in order to be cast
  • newSend Your Energy: Ally and enemy spells cast nearby Kassadin reduce E’s cooldown by 1 second

Kayn

Passive Shadow Assassin bonus damage increased. E heal AD ratio increased.

Shadow Assassin Kayn has fallen off over the course of the Durability Update and Preseason. While we were cautious about returning damage to burst characters after the Durability Update, it's been long enough for us to be confident that Shadow Kayn is failing on most fronts to complete his main goal… killing his enemies. We’re returning some damage to his passive and giving him a little more sustainability with some Shadow Step healing.

Passive - The Darkin Scythe

  • Shadow Assassin Bonus Damage: 8-30% (based on level) ⇒ 13-40% (based on level)

E - Shadow Step

  • Heal upon entering Terrain: 90/100/110/120/130 (+35% bonus AD) ⇒ 90/100/110/120/130 (+45% bonus AD)

Lillia

Q base damage decreased.

Changing Lillia from a ranged champion to a melee champion last patch greatly increased her synergy with Demonic Embrace, Conqueror’s, and Red Buff which resulted in her gaining a little more power than we expected. We’re pulling some of that power out in a way that should hurt her tankier builds a little more than her AP builds.

Q - Blooming Blows

  • Magic Damage: 35/50/65/80/95 (+40% AP) ⇒ 40/50/60/70/80 (+40% AP)
  • Outer Edge True Damage: 35/50/65/80/95 (+40% AP) ⇒ 40/50/60/70/80 (+40% AP)

Malphite

E base damage increased, armor scaling increased, mana cost no longer increases with rank.

Malphite has had a chip on his shoulder ever since we nerfed his waveclear by taking away his ability to rush Immolate. We’re adding some waveclear power back into his kit in a way that will reward tank builds without over-buffing his AP builds.

E - Ground Slam

  • Magic Damage: 60/95/130/165/200 (+60% AP) (+30% Armor) ⇒ 70/110/150/190/230 (+60% AP) (+40% Armor)
  • Mana Cost: 50/55/60/65/70 ⇒ 50 at all ranks

Maokai

Passive heal increased. Q base damage increased, damage to monsters increased.

Similar to other tanks, Maokai’s been missing Sunfire Aegis and Immolate which increased his ability to effectively clear minions and jungle camps. We’re putting a bit more clear power into his Q to help him find his spot in the jungle and top lane once again.

Passive - Sap Magic

  • Heal: 4-34 (based on level) + (4-10% maximum health (based on level)) ⇒ 4-34 (based on level) + (4-12% maximum health (based on level))

Q - Bramble Smash

  • Base Damage: 65/110/155/200/245 (+2/2.25/2.5/2.75/3% of the target’s maximum HP) ⇒ 70/120/170/220/270 (+2/2.25/2.5/2.75/3% of the target’s maximum HP)
  • Bonus Damage to Monsters: 80/100/120/140/160 ⇒ 120/140/160/180/200

Mordekaiser

Passive damage cap against monsters decreased, now only procs when hit by large monsters.

Mordekaiser jungle appears to have been a big winner of patch 12.22 thanks to his passive. We’re dialing that passive down a bit by reducing his base damage to monsters and making it specific to large monsters so that it functions similarly in the jungle as it does in the top lane.

Passive - Darkness Rise

  • Damage Cap against Monsters: 180 ⇒ 28-164 (based on level)
  • Passive Proc on Monsters: Generates a stack on all monster hits ⇒ Generates a stack on large monster hits

Shyvana

E damage vs marked enemies decreased.

Shyvana has been blazing through the new jungle thanks to the Preseason changes that made camps healthier and increased the damage output of her E. We’re taking down her maximum percent HP damage so she isn’t quite so oppressive against camps AND all the tanks seeing more play.

E - Flame Breath

  • Empowered Basic Attacks vs Marked Enemies: 3.5% of target's maximum HP ⇒ 3% of target's maximum HP

Sion

Base mana increased, mana growth increased. Q base damage increased.

Sion, like many other tanks that relied on Immolate for waveclear, is struggling to farm well in Preseason, decreasing his overall power. We’re giving him a bit more mana and Q damage to help him better match his opponent’s waveclear.

Base Stats

  • Base Mana: 330 ⇒ 400
  • Mana Growth: 42 ⇒ 52

Q - Decimating Smash

  • Base Damage: 30/50/70/90/110 ⇒ 40/60/80/100/120

Syndra

Upgraded W bonus damage decreased, AP scaling increased. E AP ratio decreased, cooldown increased. Q bugfix.

Since her mid-scope update in patch 12.19, Syndra’s been slowly gaining winrate and popularity. While she's meant to be a powerful scaler, Syndra's mid-game waveclear and burst potential let her Transcend a bit too safely. We’re cutting back some of her long-range power with Scatter the Weak and shifting a portion of it into Force of Will. Now Syndra needs to be a bit more close and personal before disintegrating her enemies.

W - Force of Will

  • Transcendent Upgrade Bonus Damage: 15% (+1.5% per 100 AP) ⇒ 12% ( 2% per 100 AP)

E - Scatter the Weak

  • Cooldown: 15 seconds ⇒ 17 seconds
  • Magic Damage: 75/115/155/195/235 (+55% AP) ⇒ 75/115/155/195/235 (+45% AP)

Bugfixes

  • Cooldown: Fixed a bug where upgrading Q could reset its cooldown

Tahm Kench

Passive AP damage added. Q AP ratio increased, self heal increased. W AP ratio increased. E gray health increased. R AP scaling increased, shield decay adjusted.

AP Tahm Kench croaked a little when the Preseason changes made it to him, resulting in the Kench being downgraded to the bench. We’re giving him some buffs that should help his tank builds while also doing some followup buffs to his AP builds from a few patches ago.

Passive - An Acquired Taste

  • On-Hit and On-Q Bonus Magic Damage: 8-60 (based on level) (+ 3% bonus health) ⇒ 8-60 (based on level) (+ 3% bonus health) (+ 2% AP per 100 bonus health)

Q - Tongue Lash

  • Magic Damage: 80/130/180/230/280 (+ 90% AP) ⇒ 80/130/180/230/280 (+ 100% AP)
  • Self Heal: 10/15/20/25/30 (+ 3/3.5/4/4.5/5% missing Health) ⇒ 10/15/20/25/30 (+ 5/5.5/6/6.5/7% missing Health)

W - Abyssal Dive

  • Magic Damage: 100/135/170/205/240 (+ 125% AP) ⇒ 100/135/170/205/240 (+ 150% AP)

E - Thick Skin

  • Damage Stored to Gray Health: 13/21/29/37/45% ⇒ 15/23/31/39/47%
  • Increased Damage Stored to Gray Health: 40/42.5/45/47.5/50% ⇒ 42/44/46/48/50%

R - Devour

  • Magic Damage: 100/250/400 (+ 15% (+ 5% per 100 AP) of target's maximum health) ⇒ 100/250/400 (+ 15% (+ 7% per 100 AP) of target's maximum health)
  • Shield: Lasts 2.5 seconds after Devour ends ⇒ Decays by 50 health per 0.25 seconds after Devour has ended until gone

Trundle

Base attack speed reduced. R damage decreased.

Trundle benefitted a bit too much from the preseason jungle changes, especially now that tanks are seeing a lot more play. We’re bringing down his clear speed to bring him more in line with other junglers while reducing his R percent health damage so he doesn't completely subjugate tanks.

Base Stats

  • Base Attack Speed: 0.67 ⇒ 0.60

R - Subjugate

  • Damage Based on Target’s Maximum Health: 20/27.5/35% (+2% per 100 AP) ⇒ 20/25/30% (+2% per 100 AP)

Yuumi

Passive cooldown increased. R root duration decreased.

Yuumi has simultaneously been one of the most frustrating and most popular/played champs in the game. We think there’s a better place for Yuumi where we can deliver on her gameplay fantasy for her players while also making her less frustrating to play against. In this patch, we’re giving Yuumi a decently sized nerf to temporarily address some of her more frustrating features and curbing her power in both Elite and Pro play. However, we definitely don’t see this as the final, long-term solution for this champion.

We’ve started work on a larger scale Yuumi rework to help this cat land in a much healthier spot. We want to highlight what Yuumi as an attached, untargetable enchanter can provide to her team. As an early goal, we want to limit her aggressive CC outputs/damage, emphasize more defensive/enchanter outputs, reduce her scaling, and make her more dependent on her own lane's success to win games. We’ll have some more news to share on this in the future, but for now we appreciate your patience as we work on Yuumi.

Passive - Bop ‘n’ Block

  • Cooldown: 14-6 seconds (based on level) ⇒ 18-6 seconds (based on level)

R - Final Chapter

  • Root Duration: 1.75 seconds ⇒ 1.25 seconds

Zac

Passive healing increased. Q cooldown decreased, health scaling increased.

Zac also made the list of champions that were nerfed now that they aren’t rushing Immolate. In order to add some goop back to this glob, we’re buffing his health scaling a bit to help him synergize better with some of the new Preseason tank items.

Passive - Cell Division

  • Healing per Chunk: 4/4.75/5.5/6.25% (based on R Rank) maximum HP ⇒ 4/5/6/7% (based on R Rank) maximum HP

Q - Stretching Strikes

  • Cooldown: 15/13.5/12/10.5/9 seconds ⇒ 14/12.5/11/9.5/8 seconds
  • Base Damage: 40/55/70/85/100 (+2.5% of Zac's maximum health) ⇒ 40/55/70/85/100 (+4% of Zac's maximum health)

Zeri

All abilities adjusted.

Zeri's been a turbulent champion over the past year, with an electrifying kit, explosive pentakills… aaand a plethora of balance changes. We're taking one more big swing at our favorite lightning-themed Zaunite to address some issues that set her apart as the best marksman in Pro play this year. Zeri's combination of long range, high move speed, and scaling damage gave her little to no weaknesses in a coordinated environment like Pro play. We're shifting Zeri's playstyle by shortening her range so that she has to get up close and personal to make sparks fly and opponents die. This comes with revamped base stats, a higher damage Burst Fire, and an adjusted Spark Surge. So even though Zeri is being amped up, opponents should now have many more opportunities to catch lightning before it bolts off to safety. SPARKS READY!

Base Stats

  • Move Speed: 325 ⇒ 330
  • Base Attack Damage: 50 ⇒ 53
  • Base Armor: 20 ⇒ 24
  • Base Health: 600 ⇒ 630
  • Attack Speed Ratio: 0.568 ⇒ 0.625
  • HP Growth: 109 ⇒ 115

Passive - Living Battery

  • Fully Charged Basic Attack Damage: 90-200 (based on level) (+90%AP) (+1-15% (based on level) target maximum HP) ⇒ 90-200 (based on level) (+110%AP) (+1-15% target maximum HP)
  • Gotta Zip Shield Bonus: 10% multiplicative Move Speed ⇒ 10% Move Speed (Note: this should make the shield stack worse with other Move Speed sources)
  • Bonus Move Speed Duration: 3 seconds ⇒ 2 seconds

Q - Burst Fire

  • Range: 825 ⇒ 750
  • Conversion of Excess Attack Speed to Bonus AD: 60% ⇒ 70%
  • Physical Damage: 8/11/14/17/20 (+ 100/105/110/115/120% AD) ⇒ 15/18/21/24/27 (+ 104/108/112/116/120% AD)

W - Ultrashock Laser

  • Damage Type: Magic ⇒ Physical
  • Physical Damage: 20/55/90/125/160 (+100% AD)(+40% AP) ⇒ 20/60/100/140/180 (+130% AD) (+25% AP)
  • Cast Time: 2.5x Attack Time ⇒ 0.55-0.3 seconds (based on Attack Speed)
  • Missile Speed: 2200 ⇒ 2500
  • Beam Cast Time: 0.75 seconds ⇒ 0.85 seconds

E - Spark Surge

  • Mana Cost: 80 ⇒ 90/85/80/75/70
  • Cooldown: 24/22.5/21/19.5/18 seconds ⇒ 22/21/20/19/18 seconds
  • newLightning Rounds are Magic: For 5 seconds after using her E, Zeri gains Lightning Rounds and her Q - Burst Fire will deal additional magic damage to the first enemy hit
  • newBonus Magic Damage to First Target Hit with Lightning Rounds: 20/22/24/26/28 (+20% AP)(+12% bonus AD).This damage is increased by up to 65% based on Zeri's Critical Strike Chance.
  • Lightning Rounds Pierce Damage Falloff after First Target Hit: 60/70/80/90/100% ⇒ 80/85/90/95/100%
  • Vision while Sliding on Terrain: 850 units ⇒ 1500 units

R - Lightning Crash

  • removedShort Circuited: Zeri’s Overcharged attacks no longer deal 5/10/15(+15% AP) Bonus Magic Damage On-Hit
  • Chain Lightning Range: 450 ⇒ 650
  • On-Cast Magic Damage: 150/250/350 (+80% AP)(+80% bonus AD) ⇒ 175/275/375 (+110% AP)(+100% bonus AD)
  • Kerchow: If Zeri’s R hits at least one enemy champion, Zeri gains 10% Move Speed, 30% Attack Speed, and chaining shots for 5 seconds. Hitting champions with Q or auto attacks refresh this buff by 1.5 seconds. (Note: this buff cannot be extended to be longer than its original duration.)
  • Boundless Energy: Hitting enemy champions grants Zeri 1 stack (3 stacks for critical strikes) of Overcharge for 1.5 seconds. Zeri gains 0.5% Move Speed for each stack of Overcharge, stacking infinitely.

Jungle Adjustments

Jungle Companions

We’re introducing a few adjustments to help jungle companions scale better with tanks, while reducing the amount of gold they give to their owners, as junglers were often significantly ahead in gold compared to laners.
  • Companion Attack Damage: 20 (+ 15% AD) (+ 10% AP) (+ 4% bonus health) ⇒ 16 (+ 15% AD) (+ 10% AP) (+ 3% bonus health) (+ 10% bonus Armor) (+ 10% bonus Magic Resist)
  • newBigger Companions need More Treats: After their first evolution, jungle companions will consume 2 bonus treats on Large Monster kills and receive the associated benefits
  • Bonus Treat Gold: 50 gold ⇒ 35 gold
  • removedEpic Monsters are Spooky: The 20% bonus damage provided by companions no longer works on Epic Monsters

Jungle Camps

Making a few follow-up changes to the Preseason jungle adjustments introduced in the last patch.
  • Gromp Attack Range: 175 ⇒ 150
  • Crimson Raptor Attack Range: 300 ⇒ 200
  • Leashing Range: Leash range centers have been offset from Camp spawn location giving more space for champions to move and kite
  • Jungle Camp Experience Given Multiplier: 1/1/1.025/1.075/1.15/1.15/1.25/1.25/1.35 (levels 1-9) ⇒ 1/1/1.025/1.075/1.2/1.2/1.3/1.3/1.45 (levels 1-9)

Objective Planning

Most of the communication tools that we’ve had in the past cater towards conveying personal intent, the ability to describe what you and you alone plan on doing. We introduced Objective Planning as a way for people to build alignment across the team as a whole.

So far, we've seen that Objective Planning is allowing players to better align around whether or not to take an objective as a team. However, there are some situations in which the vote is showing up too frequently or at irrelevant moments. When it comes to objective planning, we want to make sure that we’re showing relevant information to players that can help them make better decisions at the right time. We want players to be able to communicate their intent clearly, whether it's being ready and prioritizing for objectives or actually using the tool for alignment.

For now, we’re making some changes to have the voting system better match players' intent and will continue to improve this system as we learn more about how all of you are using it!
  • Scoreboard Voting Disabled: Clicking on the objective timer will no longer initiate objective votes and will instead just display the timer information in chat
  • Vote Timing: Adjusted the earliest time players can start voting for an objective from 90 seconds before an objective spawns to 75 seconds
  • Auto Vote Disabled: The vote to contest an objective will no longer automatically begin 30 seconds before an objective spawns

ARAM Clash

As a special thank you to ARAM players everywhere, we’re going to be hosting our last Clash of the year on Howling Abyss! This Clash will be free-to-enter and feature an 8-team bracket where each team gets to play 3 matches. Each player will receive 2 rerolls per game, so make sure you use them all!

Registration for this special, for-fun Clash will begin on December 5 and the tournament days will be on December 10 and 11, 2022.

Players that participate will receive a limited-time, exclusive ARAM clash icon so make sure to mark your calendars!

On a non-ARAM related note, Clash rewards for this year will roll out during patch 12.23, so keep an eye out!

Mythic Content

End of Year Mythic Shop Rotation

In this Mythic Shop rotation, we’ll have two Unvaulted Prestige skins, two Unvaulted Mythic skins, and a new Seasonal Mythic skin (with accessories). Similar to our End of Year Prestige Point shop, the Mythic Essence icons are returning alongside a couple of previously offered Grab bags.

Now Available

  • Prestige Arcade Caitlyn
  • Prestige PROJECT Sylas
  • Hextech Rammus
  • Hextech Kassadin
  • Ashen Graveknight Mordekaiser
  • Ashen Graveknight Mordekaiser Mythic Chroma + Icon (Emberwoken)
  • Ashen Graveknight Mordekaiser Emote
  • Anima Squad 2022 Grab Bag
  • Star Guardian 2022 Grab Bag
  • Anima Squad 2022 Mythic Essence Icon
  • Star Guardian 2022 Mythic Essence Icon
  • MSI High Noon 2022 Mythic Essence Icon
  • Steel Valkyrie 2022 Mythic Essence Icon
  • Worlds 2022 Mythic Essence Icon
  • Eclipse Knights 2022 Mythic Essence Icon
  • Ocean Song 2022 Mythic Essence Icon

Leaving the Mythic Shop

  • Prestige Star Guardian Neeko
  • Prestige Conqueror Jax

Competitive

Rune Recommender

We want it to be easy to get to the fun of League without having to do a ton of research beforehand. So like we added item recommendations to the shop, we’re also adding a rune recommender in champion select! You can access it by hovering or locking in a champion and clicking the new icon next to the edit rune page button. We have a few more planned additions for this feature and will be keeping an eye on your feedback to improve it over the next few patches!
  • Added the Rune Recommender to champion select for all game modes. These recommendations are tailored for your champion, position, and come with optional summoner spell recommendations as well. Like in-game item recommendations, these will be updated each patch.
  • All players have a free temporary rune page that the recommender will overwrite in each champion select. To permanently save a recommendation to your collection, you can add it in the post match screen.
  • The 5 preset rune pages have been removed.

Pick Order Swapping

Draft strategy is an important part of the game in queues that support drafting, so we want to make it easy for your team to optimize its draft for success. Currently there are a lot of opportunities for things to go wrong for players trying to swap their pick order — you have to communicate in chat with the person you want to swap with, have the champion that the other player wants, and then successfully trade champions before the game starts, all while preparing your rune and summoner loadouts. We’ll be streamlining this process by letting you swap pick order with the press of a button!
  • In matchmade queues with drafting, during the declaration, ban, and pick phases, you can now press a button next to ally portraits to swap pick order with them. When there is 5 seconds left in a phase, in-progress order swap requests will be canceled. If your order swap request is declined, you cannot initiate another request with that player.
  • Champion swapping during the preparation phase is now initiated by clicking on the allied champion’s portrait instead of a button next to the portrait.
  • Miscellaneous champion select font and text changes for consistency.

Champ Select Anonymity

We’ve heard feedback that with the only difference between ally’s names in champion select being the numbers 1 through 5, it can be difficult to tell who’s speaking, particularly when a lot of people are talking at the same time. So now you all get code names!
  • Ally 1 -> Ally 5 have been renamed to Gromp, Murk Wolf, Raptor, Krug, and Scuttle Crab for improved clarity around who is speaking in champion select chat.

Behavioral Systems

End of Season Honor rewards including the new Honor level 5 Malzahar skin reward will be granted according to your Honor level at the End of Season.

The ARAM AFK threshold has been changed to 120 seconds from 90 seconds.

Bugfixes & QoL Changes

Champ Select Favoriting Improvements

Improving usability around favoriting champions so that you can find them faster in champion select. As a reminder, you can right click champions in champion select to favorite them for a specific role!
  • In champion select, "Sort by Favorites" is the default sorting option. Note: The fallback option is "Sort by Name" so a player who does not have any favorites selected will still have the same experience.
  • A player's selection for "Sort by" preference is saved between champion selects.

Ping Adjustments

  • Ping sizes have been slightly reduced
  • Improved clarity of the “push” ping VFX
  • Polished the ping ripple VFX and visual fidelity of the icons

QoL Updates

  • Updated Death’s Dance so that its bleed will no longer interrupt recalls
  • Empyrean Pyke's R - Death from Below distortion visual effects will now be disabled when Eye Candy is turned off in the game options

Bugfixes

  • Fixed a bug where some champion’s icons would briefly flicker on the minimap at their last known location when they exit the Fog of War elsewhere
  • Fixed a bug where Gnar’s Q would veer off in an unexpected direction if a movement command was issued right when the boomerang was about to return
  • Fixed a bug that caused Singed and Cassiopeia’s on-hit VFX to not be visible
  • Fixed a bug where Yasuo’s Windwall would not correctly block Syndra’s spheres if they were pushed by her E
  • Fixed a bug where Sion's R would not proc Radiant Virtue if he used his R during his passive
  • Fixed a bug that allowed Ivern to Smite jungle monsters not marked by his passive. Camps are friends.
  • Fixed a bug where Karma could extend the cast time of her R by casting W or E on champions very far away from her
  • Fixed a bug where Skarner’s W would reset an in-progress basic attack
  • Fixed a bug that would disable Viego’s W if he ended possession of K’Sante while casting K’Sante’s W
  • Fixed a bug that was causing Samira’s E+Q combo to be counted as one spell for effect like Conqueror or Electrocute
  • Fixed a bug where Sylas’ could cast his R to steal Tahm Kench’s ultimate faster than he could use it to steal other champion’s ultimate abilities
  • Fixed a bug where K’Sante could cast R - All Out and move Mordekaiser outside of his Death Realm
  • Fixed a bug where Caitlyn would not attack enemies that taunted her if she was taunted while casting her R
  • Fixed a bug where undoing selling Ravenous Hydra would cause the item to lose all acquired stacks
  • Fixed a bug that caused Ravenous Hydra to stop functioning correctly ~40 minutes after purchasing the item
  • Fixed a bug where Jak’Sho’s percent Armor and MR increase would not correctly calculate with other Armor and MR increases
  • Fixed a bug where Jak’Sho the Protean would generate stacks of Voidborn Resilience after a champion’s death
  • Fixed a bug where Xayah’s W feathers were not receiving Navori Quickblade’s Impermanence’s bonus damage
  • Fixed a bug where Tahm Kench could re-proc Radiant Virtue after using his R
  • Fixed a bug that caused Pyke’s R to proc Radiant Virtue, but not heal himself or allies
  • Fixed a bug that would cause the bonus HP from Radiant Virtue to not be converted into AD with Pyke’s passive
  • Fixed a bug that was caused Taliyah’s and Anivia’s ultimates to not proc Radiant Virtue
  • Fixed a bug where jungle companions would separate from their champions to path around walls
  • Fixed a bug where non-champion primary targets would not be crippled by Iceborn Gauntlet’s effect
  • Fixed a bug where Rek’Sai’s R would not procRadiant Virtue’s passive
  • Fixed a bug where enemies could tell which Shaco was the clone due to Radiant Virtue’s VFX
  • Fixed a bug that was causing Guinsoo’s Rageblade’s On-Hit damage to be counted as magic damage
  • Fixed a bug that causes K’Sante’s bonus Armor and MR from sources like Hullbreaker to not reduce his Q cooldown
  • Fixed a bug that cause K’Sante to temporarily lose Hullbreaker’s bonus stats while casting his R
  • Fixed a bug that caused jungle camps to not properly aggro summoned units like Shaco’s boxes or Elise’s spiderlings
  • Fixed a bug that was caused Draven’s VO’s to not play correctly when catching his axes with Q
  • Fixed a bug that caused the practice tool drake soul to be infernal 100% of the time
  • Fixed a bug that caused the VO lines announcing tower plating will soon fall to not play
  • Fixed a bug that was causing some of Neeko’s VO lines to not play
  • Fixed a bug that caused Program Camille’s VOs to play globally for allies and enemies if she was outside of the Fog of War
  • Fixed a bug that caused Clash capsules, orbs, banners, and trophies to not be awarded correctly

Upcoming Skins & Chromas

Patch 12.22 notes

The patch notes are here and there’s A LOT of them. We have Chemtech Drake’s redemption arc, a brand new Chemtech Rift, three new adorable jungle companions, seven new items, new ARAM balance changes, new… well you get the point.

Welcome to League of Legends 2023 Preseason!

It's the last patch of Dragonlands over at TFT and the team is doubling down on the Treasure Dragon mechanic and shipping a ton of buffs. Read more about it at the TFT patch notes here!
Lilu “Riot Riru” Cabreros

Mid-Patch Updates

11/22/2022 MID-PATCH UPDATE 3

Bugfixes

  • Tower Trickery: Fixed a bug where Neeko could turn into objects like fountain towers and copy their damage output using her passive

11/18/2022 MID-PATCH UPDATE 2

Bugfixes

  • Don’t Stop, Attackin’: Fixed a bug where wards revealed by Firelight’s Bloom would display repeated on-hit attack effects (like Titanic Hydra) if attacked while temporarily invincible due to effects like Teleport
  • Radiant Cooldowns: Fixed a bug where Radiant Virtue would permanently increase the cooldown of recastable ultimate abilities upon being recast

11/17/2022 MID-PATCH UPDATE 1

Amumu

  • E - Tantrum Cooldown Reduction when hit by Basic Attacks: 0.5 seconds ⇒ 0.75 seconds
  • E - Tantrum Magic Damage: 75/100/125/150/175 (+50% AP) ⇒ 85/110/135/160/185 (+50% AP)

Ivern

  • Passive Health Cost: 131-70 (levels 1-18) ⇒ 98-0 (levels 1-18)
  • Passive Mana Cost: 135-66 (levels 1-18) ⇒ 90-0 (levels 1-18)
  • Daisy??: Fixed a bug where Daisy could take kill credit for Drake and not give the credit towards Soul to her respective team

Jak’Sho the Protean

  • Bonus Armor and MR per Stack: 2 ⇒ 3
  • Percent Bonus Armor and MR at Maximum Stacks: 10% ⇒ 15%

Karthus

  • The Ghost of Chemtech: Fixed a rare bug where Karthus would momentarily revive from his passive if he had the Chemtech Soul buff

Kindred

  • Bonus Attack Speed after Casting Q - Dance of Arrows: 25% ⇒ 35%

Maokai

  • E - Sapling Toss Empowered Slow Amount: 45% (+0.6% per 100 bonus HP) (+2% per 100 AP) ⇒ 45% (+0.9% per 100 bonus HP) (+4% per 100 AP)

Radiant Virtue

  • Maximum Health Heal Ratio: 1% ⇒ 2%
  • Non-Ultimate Ability Haste: 15 ⇒ 20
  • Uncool Cooldowns: Fixed a rare bug where Radiant Virtue could permanently reduce an allies ability cooldowns

Rammus

  • W - Defensive Ball Curl Base Bonus Armor: 40 ⇒ 50
  • W - Defensive Ball Curl Base Bonus Magic Resistance: 10 ⇒ 15

Ravenous Hydra

  • Total Cost: 3300 gold ⇒ 3400 gold
  • Unique Passive - Carnivorous AD per Stack: 0.6 (24 maximum AD) ⇒ 0.5 (20 maximum AD)

Rod of Ages

  • Total Cost: 3200 ⇒ 2800

Shaco

  • Not-so-fun Surprise: Fixed a bug where Shaco’s boxes from his W would no longer deal bonus damage

Viego

  • Ruined King: Fixed a bug where Viego would no longer gain bonus jungle experience after ending possession of an enemy champion

ARAM Balance Adjustments

  • Akali: 115% Damage Dealt ⇒ 110% Damage Dealt
  • Ashe: 0 Bonus Attack Speed Scaling ⇒ 0.01 Bonus Attack Speed Scaling
  • Kalista: 0 Bonus Attack Speed Scaling ⇒ 0.01 Bonus Attack Speed Scaling
  • Kayn: 100% Healing ⇒ 80% Healing
  • Kha’zix: 115% Damage Dealt ⇒ 110% Damage Dealt
  • K’Sante: 100% Damage Taken ⇒ 90% Damage Taken
  • Lillia: 100% Damage Taken ⇒ 105% Damage Taken, 95% Damage Dealt ⇒ 90% Damage Dealt
  • Lucian: 100% Damage Taken ⇒ 95% Damage Taken
  • Seraphine: 0 Ability Haste ⇒ -20 Ability Haste
  • Shyvana: 100% Damage Dealt ⇒ 95% Damage Dealt
  • Sona: 0 Ability Haste ⇒ -20 Ability Haste

Patch Highlights

Space Groove Gragas, Space Groove Lissandra, Space Groove Nami, Space Groove Ornn, Space Groove Taric, Space Groove Teemo, Space Groove Twisted Fate, and Prestige Space Groove Nami will be available November 17, 2022.

Victorious Sejuani will also be distributed in this patch!

The Return of Chemtech

CHEMTECH DRAKE


Chemtech Drake is BACK and better than ever! Our goal with the new-and-improved drake is to encourage calculated, aggressive plays and incentivize players to fight to the end to gain the edge over their opponents. Go big or go home!
  • Chemtech Drake: When the Chemtech Drake is below half health it gains 33% damage resistance and deals 50% more damage. This drake will deal 100% total AD + 4% of its target’s health as physical damage with each attack.
  • Chemtech Buff: When your team kills a Chemtech Drake they will gain a stacking buff that grants 5% Tenacity and 5% Healing and Shielding power
  • Chemtech Soul: Upon receiving the Chemtech Soul, players will receive a buff that gives them 10% damage resistance and 10% more damage while below 50% health

CHEMTECH RIFT


Alongside the new drake is the new Chemtech Rift! The Chemtech gas we introduced to the Rift in last year’s preseason was a bit too toxic for a good gameplay experience, so we opted to take a more measured approach this year. Now, instead of sitting on the surface, the Zaunite chemicals have seeped their way into the Rift, mutating the environment and enhancing each of the jungle plants with different effects.
  • Stim Fruits: Honeyfruits will upgrade into Stim Fruits and provide the usual heal plus a bonus shield in addition to no longer slowing champions that consume it
  • Blast Cones: Blast Cones will now blast units within their range twice as far when they explode
  • Firelight Bloom: Scryer’s Bloom will upgrade into Firelight’s Bloom which will reveal a small area around the plant when broken in addition to the usual cone in the opposite direction it was broken from. Allies tagged will also gain movement speed towards that direction for a short duration, and enemy wards revealed will be taken to 1 health.

Jungle Changes

JUNGLE CAMP CHANGES


We’ve got a lot of jungle changes to unpack here, so let’s jump right into it!

One of the biggest changes you’ll notice is that all the camps got their own little Durability Update. Our goals with this update are to make it more of an investment for laners to take jungle camps (especially in the early game), keeping fast clear speeds fast while making slow clearers slightly less slow by shifting jungle dps into companions, and shifting some gold and experience from the jungle itself into the new jungle items. On the other hand, we actually made Krugs a less durable camp by removing the 2 Krugs that spawned from the Ancient Krug which should make the camp less of a time sink and allow for more interesting early game jungle pathing.

We've also made quite a few adjustments to reduce how effectively both laners and enemy junglers can poach camps. The Own-Side clearing strength changes are meant to speed up how fast junglers clear their own jungle while increasing the opportunity cost of invading. This Own-Side Clearing Strength change will also help tone down very early invades and vertical jungling which, while interesting and powerful, is currently too reliant on your team's ability to play around you and maintain early lane pressure. In addition, the new Marked for Death change should make getting counter jungled a bit less punishing as well. To be clear, we absolutely do want counter jungling in the game and believe it should be an effective strategy for junglers. However, the current state of counter jungling is far too strong and punishing, making it an incredibly miserable experience for those being invaded which isn’t ideal for the role.

And now a paragraph just for our favorite Rift Scuttlers. Scuttle has two key issues we’re trying to correct: breaking its shield was a miserable experience for junglers unable to do so and champion viability in the jungle was dependent on whether or not your champion could reach Scuttle by 3:15. While we completely removed the former, we shifted the spawn time for Scuttle to 3:30 to help slower junglers take their time clearing while faster ones can get in a sweet pre-Scuttle gank now.

Last big change to discuss is sustain in the jungle. We’re taking the healing power out of Smite and Gromp and spreading it across the jungle with the jungle companions. When the % health on-hit damage from some camps is factored in, this should result in a jungle where only a few champions finish their clear with low health, most champions have a decent amount of health to work with, and sustain oriented champions leave very healthy. After all, if every champion could heal like Warwick, there wouldn’t be much value in Warwick’s innate sustain.

CAMP MECHANIC CHANGES

  • newMarked for Death: When a large monster dies, all small monsters in their camp will be marked for death. After 10 consecutive seconds of not being in combat with a champion, monsters that have been marked for death will die.
  • newOwn-Side Clearing Strength: Junglers now deal 20% more damage from non-true damage sources to monsters on their own side of the jungle. This increased damage will not apply when invading and dealing damage to the enemy’s camps.
  • newParting Gifts: All large monsters will now heal [27+3/level (increased by up to 2.25x based on missing health) health and restore 15+2/level (increased by up to 2.25x based on missing mana) mana upon takedown if you have a jungle companion. This heal/mana restoration will take the form of a projectile that will be fired towards the champion that last-hit the monster after a 0.3 second delay.

CAMP GOLD AND EXPERIENCE CHANGES

  • Lane Minion Experience: Junglers will only gain 75% experience from lane minions before their first pet evolution unless the jungler is behind the average game level
  • Large Monster Gold: All large monster gold given to non-junglers has been reduced by 15 gold
  • Large Monster Experience for Non-Junglers: All large monster experience given to non-junglers has been reduced by 15 experience except for the Ancient Krug which has been reduced by 12 experience
  • Large Monster Experience for Junglers: All large monsters now give an additional 15 experience if you have a jungle companion

Blue Sentinel

  • Health: 1850 ⇒ 2300
  • Attack Damage: 78 ⇒ 66
  • newOn-Hit Damage: Blue Sentinel now deals 5% of its target’s current health on hit

Gromp

  • Health: 1650 ⇒ 2200
  • Attack Damage: 74 ⇒ 70
  • Attack Range: 200 ⇒ 175
  • newOn-Hit Damage: Gromp now deals 5% of its target’s current health on hit
  • removedParting Gift: Gromp will no longer heal the champion that killed it upon dying

Krugs

  • Ancient Krug Health: 1050 ⇒ 1350
  • Ancient Krug Attack Damage: 74 ⇒ 57
  • newOn-Hit Damage: Ancient Krug now deals 3% of its target’s current health on hit
  • Krug Health: 500 ⇒ 650
  • Ancient Krug and Krugs Death Animation/Smaller Krug Spawn Time: 1.3 seconds ⇒ 1 second
  • removedKeeping It Together: Ancient Krug no longer spawns 2 Krugs when killed and instead spawns 4 mini Krugs
  • new1=2: Ancient Krug is now counted as 2 CS (Note: The Krugs camp as a whole will still be counted as 4 CS)

Murk Wolves

  • Greater Murk Wolf Health: 1200 ⇒ 1600
  • Greater Murk Wolf Attack Damage: 35 ⇒ 30
  • newOn-Hit Damage: Greater Murk Wolf now deals 3% of its target’s current health on hit
  • Murk Wolves Health: 480 ⇒ 630

Raptors

  • Crimson Raptor Health: 800 ⇒ 1100
  • Crimson Raptor Attack Damage: 20 ⇒ 17
  • newOn-Hit Damage: Crimson Raptor now deals 3% of its target’s current health on hit
  • Raptor Health: 425 ⇒ 500
  • Raptor Attack Damage: 10 ⇒ 7

Red Brambleback

  • Attack Damage: 78 ⇒ 66
  • Health: 1850 ⇒ 2300
  • newOn-Hit Damage: Red Brambleback now deals 5% of its target’s current health on hit

Rift Herald

  • Experience Given to Champs within 600 units: 200 ⇒ 300
  • First Spawned Rift Herald Charge: 2000 ⇒ 1500 (Note: Actual damage done will be higher than this value)

Rift Scuttler

  • Spawn Time: 3:15 ⇒ 3:30
  • Health at Level 1: 1050 ⇒ 1550
  • removedSee Ya Shield: Rift Scuttler no longer has a shield

JUNGLE COMPANIONS


It’s dangerous to go into the jungle alone, so take one of these jungle companions! Traditional jungle items will now be replaced by adorable, feisty, and all-around wholesome companions. If you bring Smite, you'll have the option to purchase Mosstomper, Scorchclaw, or Gustwalker in egg form at the beginning of the game. They’ll grow and evolve as you progress in the game by getting stacks from monster and champion takedowns, so make sure to give them lots of treats/stacks and love. In an effort to conserve the Rift ecosystem, we strongly recommend that our furry and scaly friends (and Smite) be kept in the jungle.

Companion Attacks

  • Companions will deal 20(+4% bonus HP)(+15% AP)(+10% AD) and will attack at a rate of 1 attack per second. After their owner has stopped attacking, they will attack two more times and then stop.
  • Companions will heal their owner for 70% of the above number every time they attack
  • Damaging a camp from a distance will cause companions to leap attack toward the camp, dealing the same amount of damage

Companion Mana Regeneration

  • Companions will provide their owners with an increase to mana regeneration equal to [(8*percent missing mana) + (8*percent missing mana)*(level/1.3)*0.1] while in the jungle (including your jungle, the enemy jungle, and the river)

Companion Progression


Jungle companions will evolve twice throughout the game by acquiring treats via the following methods:
  • 1 treat per large monster/champion takedown
  • 1 bonus treat is stored every 60 seconds before reaching the companion’s final evolution form
  • 1 bonus treat is stored every 90 seconds after reaching the companion’s final evolution form
  • When a large monster is killed with bonus treats available, players will receive 2 treats and 50 bonus gold. 1 bonus treat stack will also be removed.

COMPANION EVOLUTIONS


As jungle companions evolve, they will receive the following bonuses at each evolution:

First Evolution

  • Smite damage will be increased to 900 true damage against monsters
  • Smite is now castable on enemy champions, dealing 80-160 (based on level) true damage and slowing the target by 20% for 2 seconds
  • The jungle item will remain in your inventory
  • Companion will visually evolve
  • Smite’s icon will upgrade

Final Evolution

  • Smite damage will be increased to 1200 against monsters and will do 50% of its damage as AoE damage against nearby monsters
  • Players will become empowered and receive buffs depending on their chosen companion
  • The jungle item will be removed from your inventory
  • Companion will visually evolve
  • Smite’s icon will upgrade

Mosstomper

  • Mosstomper’s Courage: Gain a 75-330 (based on level) health shield after killing a monster camp or after 10 seconds out of combat. This shield will remain indefinitely. Players will gain 20% Tenacity and slow resist while the shield is present and for 3 seconds after it has been broken.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Scorchclaw

  • Scorchclaw’s Slash: Scorchclaw will accumulate Ember stacks at a rate of 3 stacks per 0.5 seconds or 100 stacks upon killing a large monster. At 100 Ember stacks, your next instance of damage against an enemy champion will slow all enemies in a 250 unit radius by 30% (decaying over 2 seconds) and deal burn damage equal to 5% of the target's maximum health in true damage over 4 seconds to the primary target.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Gustwalker

  • Gustwalker’s Gait: Gain 45% bonus move speed when entering a brush that decays over 2 seconds after leaving the brush. This is increased to 60% for 2 seconds after killing a large monster.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

LEASHING RANGE UPDATES AND INDICATORS


In an effort to make the jungle more welcoming to players unfamiliar with the role, we’ll be adding visual leashing indicators that will show how far camps can be pulled before their patience starts diminishing. We’re also decreasing the distance camps can be pulled, so no more having to stand on the perfect pixel to clear two camps at once in order to hyper-optimize your clears.
  • new Soft Resets: After losing all patience, instead of fully resetting, the monster will ‘soft reset’ for 6 seconds. While soft resetting, the monster will path towards its camp center, regenerate 6% of its max health per second, and will ignore attackers outside of its leash range. Attacking a monster while the attacker is within its leash range will end the soft reset and restore some patience. After these 6 seconds have passed without the monster being attacked, the monster will ‘hard reset’ and ignore all attackers, rapidly heal, and return to its original position.
  • newSoft vs Hard Reset Speed: Monsters will move more slowly while soft resetting, and faster once they hard reset
  • newPatience is Key: Monsters will not lose patience for 1.5 seconds after being attacked by a champion within the leash radius
  • new Patience Regeneration: Camps will now begin to regenerate lost patience after 2 seconds of being back within their leash range
  • Small Monster Patience: Small Monsters will match the patience of their respective large monster as long as it is alive and within 700 range
  • Blue Sentinel: 1000 ⇒ 650
  • Gromp: 700 ⇒ 450
  • Krugs: 900 ⇒ 650
  • Murk Wolves: 800 ⇒ 650
  • Raptors: 800 ⇒ 650
  • Red Brambleback: 1000 ⇒ 650
  • Rift Herald: 1200 ⇒ 1100

RECOMMENDED PATHING


Starting off your first clear on the wrong foot can be quite punishing for junglers, especially when the opponent knows exactly how to optimize their clear straight into their first gank. In order to make this first clear less punishing for newer or off-role junglers, we’re adding first clear pathing recommendations. These recommendations will be shown on your minimap and above camps visually, indicating the recommended order of your first clear. These first clear paths were determined by gathering data from high-skilled junglers on their high mastery champs across the globe. Pathing recommendations are based on win percentage and will be updated each patch.

It’s worth noting that your first clear order will always be situational depending on team comps and lane/jungle matchups. This is not meant to replace the skills and knowledge needed to have an optimal first clear, but more so intended to help those less familiar with the role.

New Communication Tools

EXPANDED TACTICAL WHEEL


League is a team game at its core. In order to better facilitate communication between teammates, we’re doubling the number of pings available to players. The 8 pings on the wheel will now be as follows:
  • Returning Pings (clockwise): Retreat (formerly Danger), On My Way, Assist Me, Enemy Missing
  • New Pings (clockwise): Push, All-In, Hold, Bait

VISION WHEEL


We’re also adding an entirely new ping wheel that focuses primarily on vision. Using this wheel, you can now indicate the following:
  • (from left to right) Vision Cleared, Enemy Vision, Need Vision
  • Extra Feature: The Need Vision ping will leave a small persistent indicator for a minute, or until a ward is placed nearby. You may only have one of these indicators active at any given time. Pinging again will replace your previous one.

OTHER PINGS


The Caution ping, which exists outside of the ping wheel system, is staying the same, with some updated visuals.
  • Returning Pings: Caution

OBJECTIVE PLANNING


Getting your team on board with taking an objective can be difficult, and having everyone ping simultaneously can get very confusing very quickly. We’re introducing a new voting function that will appear when objectives are pinged that works similarly to a surrender vote. Now all players can vote and indicate whether or not they’d like to take or contest that objective. The jungler’s vote will be counted as 2 votes and a total of 4 votes for or against will be considered aligned. Our hope is that this helps teams better plan around global objectives together because sometimes the team call is better than the right call.

Vision System Updates

ALLIED WARD TRACKING


While there are currently ways to see how many wards you have out on the map, there isn’t a quick way to check which wards are closest to expiring. We’re introducing new ward visuals on the minimap that will indicate when wards are close to expiring. Allied ward minimap icons will now change appearance when they reach a third of their remaining duration.

ENEMY WARD TIMERS


It can be hard to keep track of every single ward that gets placed on the map and even harder to successfully communicate that information to your teammates. Now, if you use a vision ping near an enemy ward that you've seen within the last 10 seconds—or just attack it—a perfectly accurate ward timer that is always visible to all teammates will appear until the ward is removed or expires.

Ability Recommendations

SUGGESTED ABILITY LEVEL UPS


In a continuous effort to make League of Legends more welcoming to newer players, we are adding in-game ability level-up recommendations. These visual indicators will appear once you level up and highlight which ability is typically leveled by players at each level. This information will be updated with each patch so that you’re all getting the latest and greatest information.

Top Lane Oriented Updates

LANE GOLD AND EXPERIENCE CHANGES


We’ll also be making some adjustments to help top laners scale better relative to other lanes, and hit those key item and level breakpoints faster relative to mid and bot. TL;DR: Mid and top are getting a bit more XP, bot duo is getting a bit less, and mid is getting a bit less gold.
  • Mid Lane Gold Changes: All minions spawned in the mid lane will now be worth 1 less gold before 14 minutes when last hit (previously, only cannon minions were worth less gold, but were worth 10 less gold)
  • Minion Experience: Minions now grant 2.15% more experience to solo champions. Minion experience when shared between multiple champions is unchanged.

New and Updated Items

When we introduced Mythic items in the item update, we designed them to be first item purchases that defined the playstyle of your build. As we’ve seen all of you test hundreds of thousands of build variations, we’ve revisited our Mythic item philosophy and now believe that these items don't always have to be first item rushes. Sometimes a Legendary item better fits the item profile a champion is looking for, and given the wide breadth of champion playstyles in the game we believe there's no need to be overly restrictive.

With the relaxed restriction on Mythic items as a first purchase, we are revamping tank Mythics without the presence of Immolate, allowing them to focus less on damage/farming and more on enabling the core tank fantasies of having tons of durability or crowd control (or both)!

To this end we'll be introducing three new Mythic tank items, as well as reworking Frostfire Gauntlet back to its former frosty glory: Iceborn Gauntlet. Turbo Chemtank and Sunfire Cape will be moving to the Legendary item space and have their effects simplified. Finally, we'll be making some smaller changes to a few other tank items to ensure they have the tools they need in this new world, including the return of an old friend for mages and tanks alike. Without further ado, let’s dive into the items!

Jak’Sho, the Protean

Become an unkillable monstrosity over the course of a fight.
  • Gold Cost: 3000
  • Health: 400
  • Armor: 30
  • Magic Resist: 30
  • Ability Haste: 20
  • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal
  • Passive - Voidborn Resilience: For each second in champion combat, gain a stack granting 2 armor and MR, up to 8 max. At max stacks become empowered, instantly draining enemies around you for 3% of your max health (reduced to 30% against minions and monsters) and increasing your resists by 10% until end of combat.
  • Mythic Passive: Grants all other Legendary items 5 armor and 5 magic resistance

The Unspoken Parasite

This is the Ornn upgraded version of Jak’Sho, the Protean.
  • Health: 550
  • Armor: 40
  • Magic Resist: 40
  • Ability Haste: 25
  • Passive - Voidborn Resilience: Passive is identical to base version

Radiant Virtue

Become a shining light and lead the charge as a beacon of hope for your allies.
  • Gold Cost: 3000
  • Health: 400
  • Armor: 30
  • Magic Resist: 30
  • Ability Haste: 20
  • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal
  • Passive - Guiding Light: Upon casting your ultimate you Transcend, increasing your max health by 10% for 9 seconds. While Transcended, you and allies within 1200 range of you gain 15 non-ultimate ability haste and heal for 1% of your max health every 3 seconds, increased by up to 100% based on that champion's missing health. 60 second cooldown.
  • Mythic Passive: Grants all other Legendary items 100 health

Primordial Dawn

This is the Ornn upgraded version of Radiant Virtue.
  • Health: 550
  • Armor: 40
  • Magic Resist: 40
  • Ability Haste: 25
  • Passive - Guiding Light: Passive is identical to base version

Heartsteel

Grow into a goliath that towers over foes and pummels the opposition.
  • Gold Cost: 3200
  • Health: 800
  • Health Regen: 200%
  • Ability Haste: 20
  • Build Path: Kindlegem + Crystalline Bracer + Giant’s Belt
  • Passive - Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 125 +6% of your max health as bonus physical damage, and grants you 10% of that amount as permanent max health. 30 second cooldown per target.
  • Mythic Passive: Grants all other Legendary items 1% bonus health and 6% champion size

Leviathan

This is the Ornn upgraded version of Heartsteel.
  • Health: 1050
  • Health Regen: 300%
  • Ability Haste: 25
  • Passive - Colossal Consumption: Passive is identical to base version

Iceborn Gauntlet (formerly Frostfire Gauntlet)

Control the battlefield and cripple the opposition.
  • Gold Cost: 2800 ⇒ 3000
  • Health: 450 ⇒ 400
  • Armor: 25 ⇒ 50
  • Magic Resist: 25 ⇒ 0
  • Ability Haste: 20 (unchanged)
  • Build Path: Bami's Cinder + Null-Magic Mantle + Cloth Armor ⇒ Sheen + Kindlegem + Chain Vest
  • Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 100% base AD physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are slowed by 15% +.004% bonus health (halved for ranged users). Your primary target is crippled, applying a 100% stronger slow on them and reducing their damage by 10% against you for 2.5 seconds. 1.5 second cooldown.
  • Mythic Passive: Grants all other Legendary items 50 health, 5% Tenacity, and 5% slow resist

Frozen Fist

This is the Ornn upgraded version of Iceborn Gauntlet
  • Health: 550
  • Armor: 70
  • Ability Haste: 25
  • Passive - Spellblade: Passive is identical to base version

Rod of Ages

The one you’ve all been waiting for. An old friend returns to help you scale into the late game.
  • Gold Cost: 3200
  • Ability Power: 60
  • Health: 300
  • Mana: 400
  • Build Path: Catalyst of Aeons + Blasting Wand + Amplifying Tome
  • Passive: This item gains 20 health, 20 mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 health, 200 mana, and 40 ability power. Upon reaching max stacks, gain a level and all effects of Eternity are increased by 50%. (Note: this will not increase the level cap of 18)
  • Unique Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second. For every 250 health or mana restored this way, gain 25% decaying move speed for 2 seconds.
  • Mythic Passive: Grants all other Legendary items 5 Ability Haste

Infinite Convergence

This is the Ornn upgraded version of Rod of Ages.
  • Ability Power: 80
  • Health: 450
  • Mana: 550
  • Passive/Unique Passive - Eternity: Passives are identical to base version

Catalyst of Aeons

Returning alongside Rod of Ages as a one-stop shop for health and mana sustain during laning phase.
  • Gold Cost: 1100
  • Health: 225
  • Mana: 300
  • Build Path: Ruby Crystal + Sapphire Crystal
  • Unique Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.

Abyssal Mask

Abyssal Mask is a niche item that has struggled to find its way into builds. Returning Catalyst and its Eternity passive should make it a solid option for those looking for a combination of magic resist, mana, and health.
  • Gold Cost: 2700 ⇒ 3000
  • Health: 450 ⇒ 500
  • Mana: 0 ⇒ 300
  • Magic Resist: 35 ⇒ 40
  • Ability Haste: 10 (unchanged)
  • Build Path: Kindlegem + Spectre's Cowl ⇒ Catalyst of Aeons + Spectre's Cowl
  • newPassive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.
  • Passive - Unmake: Curse nearby enemy champions, reducing their magic resist by 5 + 1.2% bonus health (max 25). For each Cursed enemy, gain 9 magic resist.

Randuin’s Omen

Randuin's critical damage reduction being tied to the active has led to a less satisfying and less reliable version of the item. We're returning the reduction to its passive, the active to its longer slow, all while retaining the new Rock Solid passive.
  • Gold Cost: 2700 ⇒ 3000
  • Health: 250 ⇒ 400
  • Armor: 90 ⇒ 60
  • Ability Haste: 10 ⇒ 0
  • Build Path: Warden's Mail + Cloth Armor + Ruby Crystal ⇒ Warden's Mail + Giant's Belt
  • newActive - Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown)
  • newPassive - Critical Resistance: Critical strikes deal 20% less damage to you
  • Passive - Rock Solid: Reduce incoming damage from attacks by up to 5 +0.35%, capped at 40% of attack's damage

Sunfire Aegis

While it's no longer a mythic item, Sunfire is still your go-to option for waveclear and sustained damage as a tank.
  • Item Tier: Mythic ⇒ Legendary
  • Gold Cost: 3200 ⇒ 2800
  • Health: 450 ⇒ 400
  • Armor: 35 ⇒ 50
  • Magic Resistance: 35 ⇒ 0
  • Ability Haste: 20 ⇒ 0
  • Build Path: Bami’s Cinder + Aegis of the Legion ⇒ Bami's Cinder + Chain Vest
  • removedUnique Passive - Flametouch: Flametouch has been removed
  • Passive - Immolate: Immolate damage is no longer increased by 150% against monsters

Turbo Chemtank

Rather than a jungle specific rush item, Chemtank should now be a possible mid-to-late game option for any tank looking for an extra bit of engage potential.
  • Item Tier: Mythic ⇒ Legendary
  • Gold Cost: 3200 ⇒ 2800
  • Health: 450 ⇒ 500
  • Magic Resist: 25 ⇒ 50
  • Armor: 25 ⇒ 0
  • Ability Haste: 20 ⇒ 10
  • Build Path: Bami’s Cinder + Cloth Armor + Null Magic Mantle ⇒ Kindlegem + Negatron Cloak + Ruby Crystal
  • removedPassive - Refuel: Refuel passive has been removed

Aegis of the Legion

Just a small gold adjustment for Aegis.
  • Gold Cost: 1400 ⇒ 1200

Ravenous Hydra

Great for AD melee champions looking to carry their teams with damage.
  • Attack Damage: 70 ⇒ 65
  • Unique Passive - Cleave: 60-12% total AD (based on distance) ⇒ 60% of total AD for melee champions and 30% of total AD for ranged champions to all enemies around them
  • newUnique Passive - Carnivorous: Gain 0.6 AD and 0.1% Omnivamp on minion kills, increased to twice that amount for champions, large/epic monsters, and siege minions. Stacks up to 24 AD and 4% Omnivamp. Lose half of these stacks on death.

Tiamat

Updating Cleave’s damage to be more in line with the new Ravenous Hydra.
  • Unique Passive - Cleave: 60-12% total AD (based on distance) ⇒ 50% of total AD for melee champions and 25% of total AD for ranged champions to all enemies around them

Spear of Shojin

Shojin is back! Become the AD caster you’ve always wanted to be.
  • Gold Cost: 3400
  • Attack Damage: 65
  • Health: 300
  • Ability Haste: 20
  • Unique Passive - Dragonforce: Non-ultimate spells gain an extra [8 (+8% bonus AD) Ability Haste for melee champions | 6 (+6% bonus AD) Ability Haste for ranged champions], reduced to [4 (+4% bonus AD) Ability Haste for melee champions | 3 (+3% bonus AD) Ability Haste for ranged] for spells with immobilizing effects
  • Unique Passive - Exigency: Gain up to [15% melee | 10% ranged] move speed, based on your % missing health (maxed out while below 33% health)
  • Build Path: B.F. Sword + Kindlegem + Caulfield’s Warhammer

Navori Quickblades

Navori’s was a bit too niche of an item in its previous form resulting in it often being skipped over. We’re adjusting it so that it competes with Infinity Edge as a build defining item, trading DPS for stronger spells and lower cooldowns. (Note: this item cannot be built with Guinsoo’s Rageblade or Infinity Edge)
  • Ability Haste: 30 ⇒ 20
  • newUnique Passive - Transcendance: If you have at least 60% Critical Strike Chance, your Attacks reduce your non-Ultimate Ability cooldowns by 15% of their remaining cooldown.
  • newUnique Passive - Impermanence: Your abilities deal up to 20% increased damage based on critical strike chance

Champions

Cho'Gath

R damage increased.

With the increased damage coming to Smite this patch we’re buffing up Cho’Gath’s Feast execute damage in order to keep it competitive with Smite—don’t let Cho near your Barons!

R - Feast

  • Damage to Non-Champions: 1000 (+50% AP)(+10% Bonus HP) ⇒ 1200(+50% AP)(+10% Bonus HP)

Lillia

Changed from ranged to melee. Base health decreased. Health growth increased. Passive healing vs champions increased.

Changing Lillia to a melee champion to be more intuitive with how she attacks. We expect this to be a slight buff to her, so we’re preemptively nerfing her passive.

Base Stats

  • Attacks: Ranged ⇒ Melee
  • Base Health: 625 ⇒ 605
  • Health Growth: 104 ⇒ 105

Passive - Dream-Laden Bough

  • Healing vs Champions: 10.5-124.5 (based on level)(+18% AP) (Note: linear scaling) ⇒ 6-120 (based on level)(+18% AP) (Note: now uses stat growth multiplier)

Nunu & Willump

Q damage to non-champions increased.

In a similar change to Cho’Gath, our goal is to keep Nunu & Willump’s Consume damage competitive with Smite so we’re upping its damage!

Q - Consume

  • True Damage to Non-Champions: 340/500/660/820/980 ⇒ 400/600/800/1000/1200

Rakan

Changed from ranged to melee.

Changing Rakan to a melee champion so that his attacks are more in line with player expectations.

Base Stats

  • Attacks: Ranged ⇒ Melee

Summoner Spells

Smite

Updating Smite’s damage to correspond to the amount of stacks your jungle companion has accumulated throughout the game.
  • Smite Damage: 450 (Base)/900 (Challenging/Chilling Smite) ⇒ 600/900/1200 (0/20/40 companion stacks)
  • updatedNew Smites New Names: Smite/Challenging Smite/Chilling Smite ⇒ Smite/Unleashed Smite/Primal Smite

Turret Adjustments

Turret Plating

  • Gold Given per Plate: 160 ⇒ 175
  • Armor and MR per Turret Plate: 35 ⇒ 40

ARAM Balance Adjustments

In case you haven’t seen it yet, we’re updating our ARAM balance philosophy and will begin in patch 12.22 with some champion specific changes (read more about it in our full post here). This initial patch is expected to be a little rockier on the balance side while we gather data on some new buffs and nerfs we’re trying on specific champions. The end goal is to reduce our reliance on the damage taken/received modifiers, as several champions quickly lose counterplay when their damage is pushed too far. We want champions on ARAM to get to live their fantasy as much as we can allow, so we’re hoping to pull back on the damage in favor of making some champions more forgiving.

CHAMPION BUFFS

  • Akali: +20% Tenacity, +20% Energy Regeneration
  • Ekko: +20% Tenacity
  • Elise: +20% Tenacity
  • Evelynn: +20% Tenacity
  • Fizz: +20% Tenacity
  • Kassadin: +20% Tenacity
  • Katarina: +20% Tenacity
  • Kayn: +20% Tenacity
  • Kennen: +20% Energy Regeneration
  • Kha’Zix: +20% Tenacity
  • Le’Blanc: +20% Tenacity
  • Lee Sin: +20% Energy Regeneration
  • Pyke: +20% Tenacity
  • Qiyana: +20% Tenacity
  • Rek’Sai: +20% Tenacity
  • Rengar: +20% Tenacity
  • Talon: +20% Tenacity
  • Zed: +20% Tenacity, +20% Energy Regeneration

CHAMPION NERFS

  • Ashe: -20 Ability Haste

Champion Base Stat Cleanup

We’re updating some champion base stats to make their numbers a bit more clean.
  • Base AD, Base HP, Base Mana, Base MR, Mana Growth: Rounded to the nearest 1
  • AD Growth, Base Mana Regeneration, Mana Regeneration Growth: Rounded to the nearest 0.05
  • Attack Speed Growth: Rounded to the nearest 0.005

Behavioral Systems

The long-awaited upgrade to League’s text evaluation service we discussed earlier this year is being released with this patch! For a long time we've recognized disruptive chat in League of Legends, but haven't been able to target it as effectively as we wanted to because of the challenge of separating disruptive chat from well-meaning chat, especially chat which is marginally disruptive. With our new systems, we can more effectively identify the nuance between more egregious chat and less-severe, but still inappropriate, chat.

With these improvements, we are expecting an increase of disruptive chat detections of over 20x. As a result of the significant increase in detections and penalties, we will be carefully monitoring these new systems to ensure their accuracy.
  • Penalty ladders will be upgraded accordingly to match the new severity tiers we can detect
  • Players who are chat restricted will no longer be able to send any messages to other players in game (DMs will still be available)

When adding party members using the ‘+’ button, recently honored and matched players are included

Competitive

AFK SURRENDER TIME UPDATES


Currently if a player is AFK after the time the remake window passes, you need to wait until 10 minutes before your team is allowed to call for a unanimous early surrender. In line with our previous updates to the remake system, we want to give teams the agency to end the game when competitive integrity has been impacted.
  • No More Dead Zone: Teams have the option to call a unanimous early surrender vote if an AFK player is detected on their team between 10:00 and 15:00 ⇒ 3:30 and 15:00

CHAMP SELECT ANONYMITY


As we discussed in this article, we think the best version of League is not one where you metagame based on the players in your lobby. We also want to avoid using someone else’s win or loss streak/playing a different champion to force a dodge (or pressure others to dodge) when your setup doesn’t meet the perfect conditions.
  • Allies are Friends: In Ranked Solo/Duo champion select, all summoner names that aren’t yours or your duo partner’s will be replaced by Ally 1 through 5.

GAME REMAKE UPDATES


Whether someone is or isn’t connected to the game or pressing buttons on their mouse and keyboard, if they’re doing nothing but standing in the fountain then they aren’t playing the game. At the end of the day, this is what we want to protect against with the remake system.
  • Fountain Check: Before 3 minutes, if a player is in the fountain for 90 continuous seconds, their team is able to initiate a remake. At 45 seconds, a player will receive a chat message telling them they need to leave the fountain. At 70 seconds, they will receive a pop up message telling them they need to leave the fountain.

Eternals Series 2

Eternals Series 2 is finally here! The new series includes three new unique Eternals for each champion. Similar to the previous series, Series 2 can be unlocked individually or as the pass for all current and future champions.

With Series 2 comes a few additional changes. Players can gain a third chevron for their Mastery emotes once they pass 15 total Series 2 Milestones for that champion. Milestone requirements for all Series (including Starter Series and Series 1) have also been adjusted so that you can reach “Personal Best” scores even faster!

See our “Eternals Series 2 Launch” FAQ for additional details when it goes live on November 16.

Mythic Content

MYTHIC SHOP ROTATION


In this Mythic Shop rotation, we’ll have two Unvaulted Prestige skins and a Mythic Chroma.

NOW AVAILABLE

  • Prestige Star Guardian Neeko
  • Prestige Conqueror Jax
  • Mythic Chroma Galaxy Slayer Zed

LEAVING THE MYTHIC SHOP

  • Prestige Bewitching Miss Fortune
  • Prestige Coven LeBlanc
  • Mythic Chroma High Noon Senna

Season 2023 End and Rewards

The Summoner’s Rift Ranked season ended with Patch 12.21, so we hope you all got the ranks you were aiming for! End of Season Ranked rewards will be distributed to all players by December 14th. More details can be found at the Player Support page here!

On a similar note, last patch was also your last chance to make progress on your 2022 Seasonal Challenges, so we hope you hit those goals!

Bugfixes & QoL Changes

  • Fixed a bug where Live Chat Moderation mute prevented players from DMing their friends in the League Client
  • Fixed a bug where rebuying Night Harvester after selling it would cause its effect to become non-functional
  • Fixed a bug for Maw of Malmortius/Sterak’s Gage where if damage was inflicted that was greater than Lifeline’s shield then the shield would do nothing.
  • Fixed a bug where Syndra’s E would appear as its own unit in the enemies death recap
  • Fixed a few inconsistencies in Dr. Mundo’s tooltips
  • Fixed a bug where Blitzcrank’s tooltips did not display the Passive Shield’s mana and level scaling
  • Fixed a bug that caused Kalista’s W passive indicator to be barely visible depending on the camera’s position
  • Fixed a bug that would sometime cause the last tick of Zac’s R to sometimes do no damage
  • Fixed a bug that was causing Sylas to steal K’Sante’s R - recast if he was in All Out form
  • Fixed a bug where K’Sante could sell and rebuy his items to greatly reduce his gray HP threshold while in All Out form
  • Fixed a bug where some champion’s VFX would persist for a period of time after being release from Tahm Kench’s R
  • Fixed a bug for Kalista where killing a unit while casting Rend would cause Rend’s cooldown to reset
  • Fixed a bug that would cause Kindred’s marking passive to be audible through the fog of war
  • Fixed a bug where Syndra’s E could move unstoppable units
  • Fixed a bug that would sometimes cause the client to freeze if clicking on specific items in the Collections tab
  • Fixed a bug where K’Sante’s R would not remove Dr. Mundo’s passive spellshield
  • Fixed a bug where K’Sante’s R bonus AD would not account for temporary armor and magic resist bonuses from items and runes
  • Fixed a bug where Pantheon would be locked out of casting spells for a few frames after his R ended
  • Fixed a bug where K’Sante’s E would not cancel his recall if he was currently channeling his back
  • Fixed a bug where Kalista’s spear would be temporarily displaced on top of her when she uses her Q
  • Fixed a bug where K’Sante could redirect/extend his W knockback distance/direction with Flash
  • Fixed a bug where Rapid Fire Canon could extend Rengar’s leap range during his ultimate
  • Fixed a bug where Master Yi’s Q would sometimes cause jungle monsters to attack him but deal no damage
  • Fixed a bug that caused Rell’s R to deal one less pulse of damage
  • Fixed a bug that caused Ahri’s Orb to stay with Viego after he ended possession of her
  • Fixed a bug that caused K’Sante E to not proc Spellblade effects
  • Fixed a bug where smaller sized champions could slip between the gaps in Maokai’s R
  • Fixed a bug that cause Viego to repeatedly play Spirit Guard Udyr’s Q SFX after ending his possession of Udyr
  • Fixed a bug where enabling Auto Attack would sometimes cancel channeled abilities

Upcoming Skins & Chromas

Patch 12.21 notes

The World Championship Final is this weekend, K’Sante is here, and Preseason 2023 is coming. There’s no time to dally, so let’s jump straight into patch 12.21!

This is going to be a relatively light patch as we get ready for all the exciting Preseason changes around the corner, so we’re doing a few smaller balance adjustments this time around. That said, big things come in small packages and this patch introduces K’Sante, the Pride of Nazumah, so make sure to try him out! Thanks for reading and see you in the next patch!

World’s hype got you wanting more? Well check out the Dragonlands championship TFT patch notes here!
Lilu “Riot Riru” Cabreros

Mid-Patch Updates

11/8/2022 MID-PATCH UPDATE


K’Sante

OVERKILLED Fixed a bug where K’Sante would knock opponents airborne for an extended period of time if he died while using R - All Out through terrain.

11/2/2022 MID-PATCH UPDATE


Heimerdinger

BY MY CALCULATIONS Fixed a bug where casting Heimerdinger’s ultimate Q would reset the cooldown timer on his W and E if they were already on cooldown.

Syndra

TRY TO STOP ME Fixed a bug where Syndra’s E could move Olaf while he is immune to CC from his ultimate.

Patch Highlights

K'Sante "The Pride of Nazumah" will be available November 3, 2022.

Empyrean K'Sante, Empyrean Pyke, Empyrean Jax, Empyrean Jhin, Empyrean Lux, Empyrean Vex, Empyrean Zac, Empyrean Zed, and Prestige Empyrean K'Sante will be available November 3, 2022.

Champions

K'Sante

The Pride of Nazumah

Hear his name and know his strength on November 3.

Ahri

Q mana cost decreased, AP ratio increased.

Ahri's Charm nerf back in patch 12.17 left her a little on the weak side, so instead of making her MORE charming again, we're opting to increase her damage output over CC potential.

Q - Orb of Deception

  • Mana Cost: 60/70/80/90/100 ⇒ 55/65/75/85/95
  • Damage per Pass Through: 40/65/90/115/140 (+40% AP) ⇒ 40/65/90/115/140 (+45% AP)

Bel’Veth

E cooldown increased. Void Remora health decreased.

Bel'Veth has been the empress of the jungle recently, which last we checked wasn't canon. We’re adding more downtime to her E so it’s not always up (especially if she's been using it to farm), while also reducing her ability to snowball leads quite so effectively with all her cute lil baby remoras.

E - Royal Maelstrom

  • Cooldown: 22/20.5/19/17.5/16 ⇒ 24/22.5/21/19.5/18

R - Endless Banquet

  • Void Remora Health: 50/60/70% ⇒ 40/50/60% of minion’s maximum health

Blitzcrank

Base health decreased, base armor decreased. W attack speed decreased.

Blitzcrank's jungle buffs have continued to make him a potent threat to his opponent, only in the wrong position... We're tuning down his support strength which has been a bit overwhelming due to his jungle oriented buffs in the last two patches.

Base Stats

  • Base Health: 653 ⇒ 633
  • Base Magic Resist: 32 ⇒ 28

W - Overdrive

  • Bonus Attack Speed: 40/53/66/79/92% ⇒ 30/43/56/69/82%

Corki

Health growth increased, AD growth increased.

Corki's been flying low for a while now so we're buffing his shorter-range builds by giving him some more durability and higher Sheen synergy.

Base Stats

  • Health Growth: 101 ⇒ 105
  • Attack Damage Growth: 2.5 ⇒ 2.8

Malzahar

E can now execute minions.

In the early game Malzahar relies on his Malefic Visions to help last-hit, however, due to its slow tick-rate and low damage it sometimes feels uncertain whether or not you’ll actually get the last hit. We’re adding a small assistance mechanic to help him and will monitor its success to see if other similar champions can benefit from the same changes.

E - Malefic Visions

  • newKill Confirmed: Malefic Visions will now execute minions below 15 - 45 health (levels 1-11)

Miss Fortune

E AP ratio increased, initial slow decreased, slow AP ratio increased. R AP ratio increased.

Miss Fortune is still ruling the high seas and bot lane with her Q adjustments in 12.17. We're dropping her Make It Rain slow so her early game is a bit less dominant. AP Miss Fortune was also hurt as collateral damage, so we're giving a little love tap to these ARAM off-meta builds.

E - Make It Rain

  • Magic Damage: 70/100/130/160/190 (+100% AP) ⇒ 70/100/130/160/190 (+120% AP)
  • Slow: 50% (+4% per 100 AP) ⇒ 40% (+6% per 100 AP)

R - Bullet Time

  • Damage per Wave: 75% AD + 20% AP ⇒ 75% AD + 25% AP

Ornn

R updated.

Sometimes there are bugs that end up becoming features. Ornn's ultimate has been inflicting a 60% slow for some time now and we've decided to make this feature official as of this patch. ...Woops. (Note: this will result in no change compared to the live patch.)

R - Call of the Forge God

  • Maximum Slow: 40/50/60% ⇒ 60% at all ranks

Xin Zhao

Passive third hit bonus damage AD ratio increased, heal AP ratio increased. E cooldown decreased.

Xin Zhao is still finding his footing in a meta where he struggles to do much after laning phase when everyone is walking around being more durable and whatnot. We're giving him a little more strength for when he's able to stick to opponents as the game progresses.

Passive - Determination

  • Third Hit Bonus Damage: 15/25/35/45% AD ⇒ 15/30/45/60% AD
  • Heal: 6-74 (based on level) (+10% AD) (+55% AP) ⇒ 6-74 (based on level) (+10% AD) (+65% AP)

E - Audacious Charge

  • Cooldown: 12 seconds ⇒ 11 seconds

Competitive

Game Remake Updates

We’re shortening the remake timer so that you’re able to remake a match when someone’s absence would start affecting the match’s competitive integrity—if they’ve been gone from the start of the game. This patch isn’t significantly modifying the underlying systems and additional work is planned to make remake functionality more resilient. For a more comprehensive explanation of the feature, see this player support Remake FAQ.
  • Remake is available at 3:00 minutes ⇒ Remake will be available between 1:30 and 3:00 minutes
  • At 3:00, the impacted team has 60 seconds to start a vote by typing “/remake” in chat ⇒ If the remake conditions are met between game start and 3:00 minutes, teams will have from 1:30 to 3:00 to start a remake vote by typing “/remake”. You'll always have a minimum of 30 seconds to type /remake from the conditions being met, so if the conditions are met at 2:59, you’ll have until 3:29 to start a vote.
  • Remake is now available in ARAM & Rotating Game Modes with the same updated rules

Event Missions

A new batch of Event Missions has arrived! Continue to make progress on your Event Pass with the Empyrean narrative missions which will be available to all players. We’ve also made an adjustment to these missions and added an additional 440 XP to each mission bringing the total up to 8,300 XP (previously 3,900).

With all three mission chains released (Spirit Blossom, Tales from the Rift, and Empyrean), players can also complete the Worlds Tour 2022 mission for an additional 500 XP.

Bugfixes & QoL Changes

  • Fixed a bug where champion clones would not receive increased damage from consecutive turret shots
  • Fixed a bug where Syndra’s E would not do damage to Epic Monsters other than Rift Herald
  • Fixed a bug where Syndra’s E could damage Gwen inside of her own W
  • Fixed a bug where Viego, in Syndra form, would not release units picked up with her W after stopping possession of Syndra
  • Fixed a bug where Nilah’s Q passive shield duration did not match the ability tooltip
  • Fixed a bug where Mordekaiser’s E VFX would sometimes play twice per cast
  • Fixed a bug where Yuumi’s W adaptive force buff would disappear on allies affected by specific debuffs
  • Fixed a bug where enemies hit by Rakan’s R + W combo would be able to use items and abilities while airborne
  • Fixed a bug where Darius’ R would sometimes not reset its cooldown if a target died a moment before taking damage
  • Removed the “Show Enemy Information Tooltips” option from the game (note: we removed this functionality years ago, but are finally turning off the option, which, did nothing)

Upcoming Skins & Chromas

Patch 12.20 notes

It’s time for the spookiest patch of the year. We have a few treats in patch 12.20, so let’s dig in!

Okay, in all honesty, this patch isn’t all treats, it looks like a few nerfs snuck into our bag of goodies. We’re bringing down the power levels of a few overperforming champs like Maokai and Aatrox to make them a bit less terrifying. On the bright side, we do have some enchanting buffs for champions like Evelynn and Gwen—‘tis their season after all! Lastly, we have a new batch of goodies bewitching skins that’ll scare your socks off!

We’ll also be introducing a big update to our language detection system in this patch. Now zero tolerance language will be detected and stopped LIVE and players using this language will automatically be system muted.

Looking to experience a scary 50 gold roll down only to not hit any of your key units? Well learn more about your odds in the TFT patch notes here!
Lilu “Riot Riru” Cabreros

Patch Highlights

Bewitching Batnivia, Bewitching Cassiopeia, Bewitching LeBlanc, Bewitching Neeko, and Bewitching Senna will be available October 20, 2022.

Champions

Aatrox

Passive heal decreased.

Aatrox's Passive not only gives him tons of damage, but also tons of healing when Lethality amplifies his percent max health damage. While the Eclipse nerfs last patch did weaken him a little, he's still too powerful when picking up Eclipse and Goredrinker. We're taking his healing down a notch so that he'll need to rely more on landing skillshots to sustain himself.

Passive - Deathbringer Stance

  • Heal: 100% of post-mitigation damage ⇒ 80% of post-mitigation damage

Akshan

E duration increased.

Haven’t you always wanted to swing around a tower forever? Well now you can. WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

E - Heroic Swing

  • Swing Duration: 3 seconds ⇒ infinite

Bugfixes

  • Fixed some bugs that would cause Akshan to spin in place when using his E in certain locations. We’re still hammering out all of these locations, but this should be a noticeable improvement.

Blitzcrank

Base AD decreased, base attack speed decreased. Passive shield adjusted. W damage to monsters increased. E damage to champions decreased.

Last patches changes succeeded in getting players to give jungle Blitzcrank a try. Unfortunately, it's still not as strong as we'd like it to be. On the other hand, the changes unintentionally supercharged his strength as a support. We're tweaking his numbers in a way that should nerf his support strength and increase his jungle power.

Base Stats

  • Base AD: 62 ⇒ 60
  • Base Attack Speed: 0.65 ⇒ 0.625

Passive - Mana Barrier

  • Shield Amount: 30% of maximum mana ⇒ 15-45% of maximum mana (levels 1-18)

W - Overdrive

  • Damage to Monsters: 60-180 (levels 1-18) ⇒ 60-220 (levels 1-18) (note: no longer scales linearly, scaling is as follows: 60/80/100/120/140/160/165/170/175/180/185/190/195/200/205/210/215/220)

E - Power Fist

  • Empowered Auto Attack Damage against Champions: 200% total AD (+ 25% AP) ⇒ 175% total AD (+ 25% AP)
  • Damage to Non-Champions: unchanged
  • newTo the Moon: Blitzcrank now has a chance to uppercut monsters to the moon when overkilling them

Elise

Human form Q range adjusted.

Elise's Q range is currently slightly shorter than her auto attack range which leads to an awkward half step when she Q-autos enemies. This range adjustment should make her combos feel much smoother and, even though the number went down, this should result in a slight range increase, especially against larger enemies.

Q - Neurotoxin

  • Cast Range: 625 ⇒ 575
  • Range Detection: Edge of Elise to center of target’s hitbox ⇒ center of Elise to edge of target’s hitbox

Evelynn

Q bonus damage to marked targets increased. W charm duration increased.

Evelynn's been feeling invisible compared to her fellow AP assassins, so we're giving her some more burst power in her higher counterplay abilities so she can take her enemy's breath away... permanently. Or at least until they respawn.

Q - Hate Spike

  • Bonus Magic Damage to Marked Targets: 10/20/30/40/50 (+25% AP) ⇒ 15/25/35/45/55 (+25% AP)

W - Allure

  • Charm Duration: 1/1.25/1.5/1.75/2 seconds ⇒ 1.25/1.5/1.75/2/2.25 seconds

Gwen

Q base damage increased.

Gwen hasn't been scary in quite a while as she currently needs to get into late game to start gaining an edge over her opponents. We're sharpening her mid-game power a tad to help her better compete with other, similar fighters.

Q - Snip Snip!

  • Damage per Snip: 10/14/18/22/26 (+5% AP) ⇒ 10/15/20/25/30 (+5% AP)
  • Final Snip Damage: 60/80/100/120/140 (+35% AP) ⇒ 60/85/110/135/160 (+35% AP)

Jayce

W mana restoration increased. R bonus magic resist and armor now scales with bonus attack damage.

As a late game Jayce, it can be a little scary to swap to your hammer and jump straight into the enemy team. We're giving him some small buffs to his durability in the late game and giving him some more tools to play with in his hammer form.

W - Lightning Field

  • Mana Restoration: 6/8/10/12/14/16 ⇒ 10/12/14/16/18/20

R - Transform Mercury Hammer

  • Bonus Armor and Magic Resist: 5/15/25/35 ⇒ 5/15/25/35 (+ 7.5% bonus AD)

Kennen

E bonus attack speed adjusted.

Ninjas don’t have limits and neither should Kennen.

E - Lightning Rush

  • newShadow Shuriken Jutsu: After ending his E, Kennen’s bonus attack speed buff will now allow him to surpass the 2.5x attack speed limit

Maokai

Passive healing based on maximum health decreased. R cooldown increased late.

Maokai's update has led to him taking root across several roles, but his roots run deepest (and strongest) in the top lane. We're trimming down his sustain in the mid-to-late game and upping his ultimate cooldown to hedge his strength.

Passive - Sap Magic

  • Healing Based on Maximum Health: + 4.5% - 12% (based on level) maximum health ⇒ + 4% - 10% (based on level) maximum health (note: maximum health ratio will now be 4%, 5%, 6%, 7%, 8%, 9%, 10% at levels 1, 6, 9, 11, 13, 15, and 17)

R - Nature’s Grasp

  • Cooldown: 120/100/80 ⇒ 120/110/100

Rammus

W self slow removed. R dash speed increased.

A bugfix in 12.19 to Rammus' W resulted in a sizable nerf to everyone's favorite Armordillo. We're removing some of his training weights so that now he'll be even faster. That said, we'll be keeping an eye out to make sure he's still speedy and tanky and adjust as needed.

W - Defensive Ball Curl

  • Self Slow: 30% ⇒ 0% (Removed)

R - Soaring Slam

  • Dash Speed: 105% of Move Speed ⇒ 110% of Move Speed

Sett

Base magic resist decreased. Passive health regeneration decreased early, right punch AD ratio increased.

Sett is the boss. The boss is always on top. He isn't happy being in the middle of the pack, or the middle of the map. So we’re tuning his numbers so that his mid lane strength is a bit weaker without affecting his top lane strength.

Base Stats

  • Magic Resist: 32 ⇒ 28

Passive - Pit Grit

  • Health Regeneration per 5% of Missing Health: 0.25/0.5/1/2 ⇒ 0.15/0.5/1/2
  • Right Punch AD Ratio: 50% bonus AD ⇒ 55% bonus AD

Wukong

R AD ratio increased.

Right now Wukong's damage output is actually greater if he ends his ult before it times out which feels pretty bad. We're putting some more strength into his ultimate so that the Monkey King can spin to win for the full duration of his ultimate.

R - Cyclone

  • Physical Damage per Cast: 8/12/16% of target's maximum health (+ 220% AD) ⇒ 8/12/16% of target's maximum health (+ 275% AD)

Ziggs

Q base damage increased.

Ziggs has been struggling to blast off this year and finds himself in need of a little extra explosive power in his kit. We're packing his bombs with a bit more powder so he should find more success shoving lane for more map priority.

Q - Bouncing Bomb

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

Items

Demonic Embrace

Demonic Embrace is functioning well for AP bruisers and ranged Damage over time champions, but it's performing too well on full tanks like Zac, Amumu, and Udyr to name a few. We're skewing its power to be more AP heavy so that it’s roughly the same on primary users and slightly nerfed for pure tank users.

  • Health: 450 ⇒ 350
  • Ability Power: 60 ⇒ 70
  • Ranged Burn Damage per Tick: 1% maximum health ⇒ 0.8% maximum health

Frozen Heart

Frozen Heart has been a strong tank item for the majority of the season, however it's recently popped up as an early rush item on non-tanks. We're reducing its base damage reduction to make it better synergize with tanks, and upping the gold cost so non-tanks will have to delay their damage items longer if they want to build it.

  • Total Cost: 2500 ⇒ 2700
  • Combine Cost: 600 ⇒ 800
  • Armor: 80 ⇒ 90
  • Rock Solid Damage Reduction: 7 (+ 3.5 per 1000 health) ⇒ 5 (+ 3.5 per 1000 health)

Mortal Reminder

While we've buffed Mortal Reminder to be a better Grievous Wounds item, it still competes directly with Phantom Dancer in terms of stats for ADC's weighing their options. We're emphasizing its AD component more so it can stand out against Phantom Dancer’s attack speed and move speed offerings.

  • Total Cost: 2500 ⇒ 2600
  • Attack Damage: 25 ⇒ 35
  • Attack Speed: 25% ⇒ 20%

Sterak’s Gage

Sterak's has fallen behind Death's Dance as a preferred juggernaut/fighter item since champions aren't as worried about getting immediately burst down. We're buffing this item to make it more relevant to juggernauts so that it will still be taken into consideration when deciding on their itemizations.

  • The Claws that Catch bonus AD: 45% base AD ⇒ 50% base AD
  • Lifeline Shield Amount: 75% Bonus Health decaying over 3.75 seconds ⇒ 80% Bonus Health decaying over 4.5 seconds

Runes

Lethal Tempo

Players in higher skill brackets are getting significantly more value out of the attack range increase to the point that it's warping the meta to an unhealthy degree. This keystone is primarily meant to be an attack speed rune, so we're bringing its range down.

  • Bonus Auto Attack Range: 50 for melee champions, 75 for ranged ⇒ 50 for melee and ranged champions

Behavioral Systems

Zero-tolerance language will now be detected live and in-game. When detected, these messages will not be sent to other players, the offending player will be system muted, and all players will be notified.

With our growing confidence in feeding detection, we're increasing the strictness of the model for high-level play in Ranked Solo/Duo. We'll continue evaluating play in other queues and make adjustments as necessary.

Recently honored players will now be visible in the Add Friend and Friend Requests menus. We want to make sure it’s easy to keep playing with those players you’ve enjoyed playing with in the past!

Event Missions

A new batch of Event Missions has arrived. Continue to make progress on your Event Pass with the Tales from the Rift narrative missions which will be available to all players. Enjoy the party!

Mythic Content

Mythic Chroma Icon Updates

We heard your feedback loud and clear! Mythic Chroma Icons are receiving updates to standardize their features. Moving forward, all Mythic Chroma Icons will feature the following:
  • Portrait with new colors that reflect changes to the skin
  • New summoner icon if the original skin did not have a matching icon OR did not have an icon that features their portrait
  • No decorative border
  • Naming standardization - Skin Name Mythic Chroma Icon
Icons receiving changes in patch 12.20 include:
  • Ashen Conqueror Pantheon Mythic Chroma Icon
  • Ashen Knight Pyke Mythic Chroma Icon
  • Battle Academia Ezreal Mythic Chroma Icon
  • Final Boss Veigar Mythic Chroma Icon
  • Star Guardian Jinx Mythic Chroma Icon

Mythic Shop Rotation

In this Mythic Shop rotation, we’ll have two Unvaulted Prestige skins and a Mythic Chroma.

Now Available

  • Prestige Bewitching Miss Fortune
  • Prestige Coven LeBlanc
  • Mythic Chroma High Noon Senna

Leaving the Mythic Shop

  • Prestige Battle Academia Leona
  • Prestige PsyOps Ezreal

Bugfixes & QoL Changes

QoL Updates

  • Searching for a champion by typing their name in champion select will automatically clear any currently selected role filters

Bugfixes

  • Fixed a bug that was causing HP bar visual issues on champions like Kled or Galio to only show the top half of the bonus/shielded health
  • Fixed a bug that was causing Gragas’ ultimate airborne effect to last for a shorter duration than intended
  • Fixed a bugged interaction with Fiora’s W and Darius' Passive that caused the bleed to deal 1 true damage at the end of the duration of Fiora’s W despite being properly parried
  • Fixed a bug that caused Syndra to not gain Splinters of Wrath when getting minion credit from an ally’s support item
  • Fixed a bug that was causing Viego’s empowered auto attacks to be audible from the Fog of War
  • Fixed a bug that was causing players to not receive the “Wave Goodbye” challenge after killing 20 minions within 3 seconds
  • Fix a bug that was causing “The Jukes” Challenge to not progress when dodging 5 skillshots quickly
  • Fixed a bug that was causing “The Disrespect” Challenge to behave incorrectly when players used champions with clone abilities
  • Fixed a bug that was causing Rekindled Eternals’ personal best appear as locked when it was hovered over
  • Fixed a bug that was causing Mythic Item borders to appear on other items if the items were moved around within players’ inventories
  • Fixed a bug where clicking on the “X” button while search is open in the shop would only close the search function and not the entire shop interface
  • Updated the Challenges token menu to sort correctly by rarity under the Identity Customization menu when using filters
  • Updated the Challenges title menu to sort correctly by time earned under the Identity Customization menu when using filters

Upcoming Skins & Chromas

Patch 12.19 notes

Fighter Blitzcrank buffs? AP Rakan buffs? Is this real life, or is this patch 12.19?

In this patch we’ll be introducing Syndra’s midscope update, make sure to read on to learn more about all of her adjusted and upgraded abilities! This patch also contains quite a few buffs to some off-meta builds, a Janna VFX update that’ll blow you away, and information on the new Event Pass Evolved System. Thanks for reading and see you on the Rift!

The winds of change are hitting the Convergence too, check out the TFT patch notes here!
Lilu “Riot Riru” Cabreros Paul "RiotAether" Perscheid

Patch Highlights

Spirit Blossom Aphelios, Spirit Blossom Darius, Spirit Blossom Evelynn, Spirit Blossom Master Yi, Spirit Blossom Sett, Spirit Blossom Soraka, Spirit Blossom Syndra, Spirit Blossom Tristana, Spirit Blossom Yorick, and Prestige Spirit Blossom Master Yi will be available October 6, 2022.

Champions

Syndra

Midscope update, all abilities adjusted.

Syndra's been in an awkward spot for a while now. Previously an iconic mid lane mage, balancing her around Pro Play has led to Syndra losing her unique identity, leaving her with so much untapped power.

And that’s how we got to Syndra’s midscope update! With this update, we’re aiming to recapture Syndra’s fantasy of unlimited power in a new way: a brand new passive that upgrades each of her abilities over time. These changes should help Syndra players feel as though their power is growing over time and give more compelling upgrades ranging from more explosive burst combos to debilitating crowd control. Each of Syndra’s abilities will receive new, powerful effects when upgraded through her passive and will also get a brand new upgraded icon. Each of the changes is outlined below, but we hope you enjoy this midscope and this whole new world to toy with!

Base Stats

  • Base Health: 593 ⇒ 563

Passive - Transcendent

  • Updated Passive: Syndra collects up to 120 Splinters of Wrath via damaging enemy champions and gaining levels. Splinters of Wrath enhance Syndra and her abilities.
  • Mana from Splinters: Syndra restores 20-215 (based on levels 1-18) mana whenever she collects a Splinter from an enemy
  • Transcended: At 120 Splinters, Syndra gains 15% Total AP
  • Syndra can gain Splinters of Wrath from the following methods:
    • Damaging an enemy champion with 2 abilities within 4 seconds grants (1/2/3 at levels 1/11/18) Splinters (8 second cooldown per target)
    • Syndra will receive 5 Splinters of Wrath when she levels up
    • Killing a Cannon minion grants 1 Splinter of Wrath
  • newNew Look: When Syndra fully upgrades an ability she will receive a new, upgraded ability icon

Q - Dark Sphere

  • Cooldown: 4 seconds ⇒ 7 seconds
  • Mana Cost: 40/50/60/70/80 ⇒ 40/45/50/55/60
  • Magic Damage: 70/105/140/175/210 (+ 65% AP) ⇒ 70/105/140/175/210 (+ 70% AP)
  • newTranscended Dark Sphere: Upon gathering 40 Splinters of Wrath, Q will be able to store up to 2 charges (Note: 1.25 second cooldown between casts)

W - Force of Will

  • Sphere Pickup Detection Radius: 400 units ⇒ 500 units
  • newRun, Playthings: Non-Sphere units that Syndra picks up will now be unable to die while under Syndra’s control. There was previously a very small amount of time units could die while being picked up which has been removed.
  • newTranscended Force of Will: Upon gathering 60 Splinters of Wrath, W will deal an additional 15% (+1.5% per 100 AP) true damage

E - Scatter the Weak

  • Cooldown: 18/17/16/15/15 seconds ⇒ 15 seconds at all ranks
  • Stun Duration: 1.5 seconds ⇒ 1.25 seconds
  • Magic Damage: 85/130/175/220/265 (+ 60% AP) ⇒ 75/115/155/195/235 (+ 55% AP)
  • Scatter Angle: 34 degrees ⇒ 56 degrees
  • newPersonal Space: Reduced the likelihood of Q not stunning targets at close range
  • removedFire Away: Dark Spheres spawned after casting Scatter the Weak are no longer fired as missiles
  • newTranscended Scatter the Weak: Upon gathering 80 Splinters of Wrath, Scatter the Weak's cone is increased (56 degrees ⇒ 84 degrees) and also slows enemies by 70% for 1.25 seconds (applied after initial CC)

R - Unleashed Power

  • Damage per Sphere: 90/140/190 (+ 20% AP) ⇒ 90/130/170 (+ 17% AP)
  • newNew Passive: Unleashed Power will now grant Q - Dark Sphere an additional 10/20/30 Ability Haste
  • newTranscended Unleashed Power: Upon gathering 100 Splinters of Wrath, Unleashed Power will execute champions below 15% max health

Blitzcrank

Base attack speed increased, attack speed ratio increased. W mana cost increased, bonus attack speed increased, now empowers auto attacks while active. E mana cost increased, knock up duration increased, AP scaling increased. R passive stack limit removed, on-hit stack damage AP ratio increased; R active AP scaling now increases with rank.

Fun fact, Blitzcrank was initially designed as a fighter champion! While they’ve found their place in the support role over the years, we still think it could be fun to let the Great Steam Golem try their hand at something other than grabbing. We’re buffing some more “fighter” parts of Blitz’s kit to make them a more proficient duelist at as little of a cost to their primary support playstyle as possible—so put on those Boom Boom Blitzcrank skins and get punchin’! Hah. Hah. Hah.

Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.65
  • Attack Speed Ratio: 0.625 ⇒ 0.7

W - Overdrive

  • Mana Cost: 75 ⇒ 85
  • Bonus Attack Speed: 30/38/46/54/62% ⇒ 40/53/66/79/92%
  • newMagical Punch: Attacks during W deal an additional 1% of target’s maximum HP in magic damage. Against non-champions, this damage is increased by an extra 60-180 (based on level) damage.

E - Power Fist

  • Mana Cost: 25 ⇒ 40
  • Knock Up Duration: 0.9 seconds ⇒ 1 second
  • Empowered Auto Attack Damage: 200% total AD ⇒ 200% total AD (+ 25% AP)
  • newNo One is Safe: Against non-champions, Blitzcrank’s E empowered auto attacks will deal a bonus 150% total AD (+ 125% AP) damage

R - Static Field

  • Maximum Stacks from Passive: 3 ⇒ Unlimited
  • Magic Damage from Stacks On-Hit: 50/100/150 (+ 30% AP) ⇒ 50/100/150 (+ 30/40/50% AP)
  • Magic Damage: 275/400/525 (+ 100% AP) ⇒ 275/400/525 (+ 125% AP)

Bugfixes

  • New Brakes: Fixed a bug where Blitzcrank’s W movement speed would decay inconsistently or too quickly

Ekko

Passive damage increased, damage against monsters decreased, bonus movement speed increased early. R damage increased later, AP scaling increased.

Ekko has been a bit weak for a few patches now and while he can’t turn back time to when he was a terror, we can give him a few buffs to increase his damage output in a way that still leaves his opponents some counterplay opportunities.

Passive - Z-Drive Resonance

  • Third Proc Damage: 30-140 (based on level) (+ 80% AP) ⇒ 30-140 (based on level) (+ 90% AP)

R - Chronobreak

  • Magic Damage: 150/300/450 (+ 150% AP) ⇒ 200/350/500 (+ 175% AP)

Fizz

E AP scaling increased.

Fizz hasn’t been doing too hot recently, which biologically I would assume is good, but for players he’s feeling a bit lackluster. So we’re putting a bit more strength into his combo by adding damage into one of his higher counterplay spells.

E - Playful/Trickster

  • Magic Damage: 70/120/170/220/270(+ 75% AP) ⇒ 70/120/170/220/270 (+ 90% AP)

Garen

E critical strike damage increased.

Watch out for those crit Garen players, they know something that we don’t.

E - Judgment

  • Critical Strike Damage: 58% (+ 1% per 1% bonus critical strike damage) ⇒ 75% (+ 1% per 1% bonus critical strike damage

Jinx

Base AD increased. R base damage to primary target increased.

Jinx hasn’t been her usual chipper, chaotic self recently, so we’re giving her a bit more explosive power in the form of base damage buffs.

Base Stats

  • Base Attack Damage: 57 ⇒ 59

R - Super Mega Death Rocket!

  • Base Damage to Primary Target: 250/400/550 ⇒ 300/450/600

Kai'Sa

Passive AP ratio increased.

For a marksman that can flex between multiple builds, AP Kai’Sa has been quite weak since her nerfs a few patches ago. We’re giving her AP builds some strength back in a way that won’t lead to her W spamming ways again.

Passive - Second Skin

  • 5th Stack Proc Damage: 15% (+ 5% per 100 AP) of target's missing health ⇒ 15% (+ 6% per 100 AP) of target's missing health

Malphite

W AP scaling increased. R AP scaling increased.

Malphite is a rock. Rocks are nature. Nature is magical. Therefore, Malphite should be magical. We’re buffing AP Malphite so he has a bit of extra power to finish off opponents that somehow survive his ultimate.

W - Thunderclap

  • Cone AoE Physical Damage: 15/25/35/45/55 (+ 20% AP) (+ 15% armor) ⇒ 15/25/35/45/55 (+ 30% AP) (+ 15% armor)

R - Unstoppable Force

  • Magic Damage: 200/300/400 (+ 80% AP) ⇒ 200/300/400 (+ 90% AP)

Master Yi

AD growth decreased. E AD scaling decreased.

Master Yi's been a top tier jungler at all skill brackets after his recent changes which means we’ve succeeded in our original goal! Now that he has more creative ways to stay alive with perfect Meditates and slippery Alpha Strikes, he's doing a bit too much damage. We’re taking down his damage a bit now that he’s staying alive long enough to do more.

Base Stats

  • Attack Damage Growth: 2.5 ⇒ 2.2

E - Wuju Style

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

Nasus

Q empowered attack range increased. W attack speed slow increased. R increased size now scales with rank, AoE radius now increases based on Nasus’ size, damage tick rate adjusted.

Nasus has historically found success in lower skill brackets. Similar to the Yi changes in patch 12.13, we’re looking to give Nasus some high skill skewed buffs to make him stronger in higher levels of play.

Q - Siphoning Strike

  • Empowered Basic Attack Range: 150 (25 bonus range) ⇒ 175 (50 bonus range)

W - Wither

  • Attack Speed Slow: 50% of movement speed slow (23.5/29.5/35.5/41.5/47.5%) ⇒ 75% of movement speed slow (new attack speed slow values: 35.25/44.25/53.25/62.25/71.25%)

R - Fury of the Sands

  • Increased Size: +30% Size ⇒ +30/35/40% Size (levels 6/11/16)
  • newBig Pupper: AoE radius of Nasus’ damage now increases based on his size
  • Damage Tick Rate: Every 1 second ⇒ Every 0.5 second (note: overall damage is unchanged)

Bugfixes

  • Fixed a bug where Nasus’ damage over time text was not stacking

Nunu

R AP scaling increased.

Turns out AP Nunu is real, and he can hurt you. We’re giving AP Nunu some more strength so that he can more effectively one shot squishies bold enough to facecheck brushes.

R - Absolute Zero

  • Magic Damage: 625/950/1275 (+ 250% AP) ⇒ 625/950/1275 (+ 300% AP)

Rakan

Passive AP scaling increased. Q AP scaling increased.

There are a small number of people out there that are AP Rakan enjoyers and we want you to know that we see you. These buffs are for you. Also, support Rakan could use the help as well.

Passive - Fey Feathers

  • Shield Strength: 30-225 (based on level) (+ 85% AP) ⇒ 30-225 (based on level) (+ 95% AP)

Q - Gleaming Quill

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

Rek'Sai

Base AD decreased.

Rek’Sai is the queen of the jungle, particularly in the early game, snowballing early ganks better than almost every other jungler at the highest levels of play. We’re bringing her early damage down so that her early ganks aren’t as potent as often.

Base Stats

  • Base Attack Damage: 64 ⇒ 61

Ryze

Q AP Ratio increased. W AP Ratio increased.

Ryze hasn't been the Pro Play terror that earned him his notoriety, so we're putting some magic power into his kit that will increase the potency of his full AP builds.

Q - Overload

  • Magic Damage: 70/90/110/130/150 (+ 50% AP) (+ 2% bonus mana) ⇒ 70/90/110/130/150 (+ 55% AP) (+ 2% bonus mana)

W - Rune Prison

  • Magic Damage: 80/110/140/170/200 (+ 60% AP) (+ 4% bonus mana) ⇒ 80/110/140/170/200 (+ 70% AP) (+ 4% bonus mana)

Shyvana

W AoE AD scaling increased, bonus on-hit damage AD scaling increased. E percent health damage on auto attacks decreased; E AD scaling increased, AP scaling increased. R AP ratio increased.

Right now Shyvana’s best builds are her tank ones, despite that one time we all got one-shot by a Shyvana E on ARAM. We’re giving her some more AD and AP scaling in place of base damage to help out her alternative and exciting build paths.

W - Burnout

  • Magic Damage per Tick: 10/16.25/22.5/28.75/35 (+ 10% bonus AD) ⇒ 10/16.25/22.5/28.75/35 (+ 15% bonus AD)
  • Bonus On-Hit Magic Damage: 5/8.125/11.25/14.375/17.5 (+ 5% bonus AD) ⇒ 5/8.125/11.25/14.375/17.5 (+ 7.5% bonus AD)

E - Flame Breath

  • Auto Attacks Against Marked Enemies Damage: 3.75% of target’s maximum health ⇒ 3.5% of target’s maximum health
  • Damage: 60/100/140/180/220 (+30% AD) (+70% AP) ⇒ 60/100/140/180/220 (+40% AD) (+90% AP)
  • Dragon Form Extra Damage: Additional 100-160 (based on level) (+30% AD) (+30% AP) ⇒ Additional 75-135 (based on level) (+30% AD) (+30% AP) (Note: this is in addition to the E base damage)

R - Dragon's Descent

  • Magic Damage: 150/250/350 (+ 100% AP) ⇒ 150/250/350 (+ 130% AP)

Sona

Q base damage increased. Power Chord E slow increased.

Sona’s beats power has been dropping, so we’re giving her some more early game strength to boost her excitement and poke levels.

Q - Hymn of Valor

  • Base Damage: 40/70/100/130/160 ⇒ 50/80/110/140/170

E - Song of Celerity

  • Power Chord Slow: 40% (+ 4% per 100 AP) ⇒ 50% (+ 4% per 100 AP)

Tahm Kench

Q AP ratio increased. W AP ratio increased.

AP Tahm Kench has never really been a thing... until now. Maybe.

Q - Tongue Lash

  • Magic Damage: 80/130/180/230/280 (+ 70% AP) (+ An Acquired Taste proc 8-60 (based on level)) (+ 3% bonus health) ⇒ 80/130/180/230/280 (+ 90% AP) (+ An Acquired Taste proc 8-60 (based on level)) (+ 3% bonus health)

W - Abyssal Dive

  • Damage Per Stack: 100/135/170/205/240 (+ 100% AP) ⇒ 100/135/170/205/240 (+ 125% AP)

Twitch

Passive AP scaling increased. E AP scaling increased.

There are actually a lot of AP Twitch cheesers and we want you to know that we also see you. Go forth onto the Rift magical plague rat.

Passive - Deadly Venom

  • Damage Per Stack: 1/2/3/4/5 (based on level) (+ 2.5% AP) ⇒ 1/2/3/4/5 (based on level) (+ 3% AP)

E - Contaminate

  • Magic Damage per Stack: 35/50/65/80/95 (+ 35% bonus AD) (+ 33% AP) AP ⇒ 35/50/65/80/95 (+ 35% bonus AD) (+ 35% AP)

Udyr

Awakened Q will now deal a minimum amount of damage to minions. W on-hit heal against minions increased. R damage to minions increased early, decreased late.

The changes in the last patches hit top lane Udyr a bit harder than we had intended. Watch out minions, because this buff means Udyr’s coming for YOU.

Q - Wilding Claw

  • newMinions Beware: Awakened Wilding Claw will now deal a minimum of 40-160 damage to minions based on current level per strike of lightning

W - Iron Mantle

  • On-Hit Heal Against Minions : 50% heal reduction ⇒ 40% heal reduction

R - Wingborne Storm

  • Damage to Minions: 40/55/70/85% (levels 1/6/11/16) ⇒ 50/60/70/80% (levels 1/6/11/16)

Items

Eclipse

Eclipse has become popular on several bruiser champions and is generally outperforming other fighter Mythic items. It’s also been the best lethality mythic on assassins and ranged lethality users for quite some time. So we’re taking down its overall power and looking into reshaping this item to better fit the stats fighters would like moving forward while keeping it as a viable purchase for assassins.
  • Bonus Attack Damage: 55 ⇒ 60
  • Lethality: 18 ⇒ 12

VFX Updates

Janna

Janna’s new VFX update will be hitting the Rift this patch!
  • Added a new visual indicator to Janna's Q that will show allies which direction it will go in
  • Base Janna: Complete overhaul
  • Tempest Janna: Same as base
  • Hextech Janna: Complete overhaul
  • Frost Queen Janna: Complete overhaul
  • Victorious Janna: Complete overhaul
  • Forecast Janna: Complete overhaul
  • Fnatic Janna: Same as base, but with a custom W
  • Star Guardian Janna: Adding impact effect to Q and Tornado small update, new healing VFX on R
  • Sacred Sword Janna: Adding impact effect to Q and Tornado small update, new healing VFX on R
  • Bewitching Janna: Adding impact effect to Q and Tornado small update, new healing VFX on R
  • Guardian of the Sands Janna: Adding impact effect to Q and Tornado small update, new healing VFX on R
  • Battle Queen Janna: Adding impact effect to Q, new healing VFX on R
  • Crystal Rose Janna: Adding impact effect to Q, new healing VFX on R
  • Cyber Halo Janna: Adding impact effect to Q, new healing VFX on R
  • Prestige Cyber Halo Janna: Adding impact effect to Q, new healing VFX on R

Themed Clash

Team formation for the second week of Worlds Clash will be open on October 10th and the tournaments will be on October 15th and 16th. In addition to the trophy, banner, and logo rewards of other Clash tournaments, Worlds Clash has an additional reward of a loot capsule!

This loot capsule will contain the following:
  • For Worlds Clash participants with premium tickets who finish between 1 - 7 place: (1) Championship Skin Permanent
  • For all Worlds Clash participants (premium and basic tickets) who finish 1st place: (1) World’s Event Capsule
  • For Worlds Clash participants with premium tickets who finish between 8 - 15 place: (1) Championship Skin Shard

Event Pass Evolved

The final phase of The Mythic Content Overhaul has finally arrived! With the start of the Worlds 2022 Event, players will get their first look at the new Event Pass and Event Shop experiences.


EVENT PAGE

We’ve moved event related content to one convenient location! Once you navigate here (using the special event icon at the top of the client), you’ll be able to find exactly what you’re looking for regarding the Event Shop, Event Pass, rewards, and more.


EVENT SHOP

Just like before, you’ll be able to spend your Event Tokens on exclusive Worlds 2022 content in the Event Shop. To help you find the rewards you want to redeem most, we’ve added a navigation bar on the left side of the shop to quickly jump to categories like chromas, borders, and more.


EVENT PASS

Overall, Event Passes are still the same. By playing games and completing missions, you’ll earn rewards. Everyone will have access to free rewards, and pass buyers will unlock access to a premium set of additional rewards. However, you’ll notice a slight change to how you receive your rewards. The new system has a track full of reward milestones for you to progress along and eventually claim what you’ve earned. Be sure to click and claim prior to the end of the event!


EVENT MISSIONS

Now that rewards are claimed from the new milestone track, Event Missions will now grant Event XP to help you progress and earn rewards. As a result, all players will have access to all missions, whether they’ve purchased the Event Pass or not. Don’t worry, if you decide to purchase the pass after progressing past several milestones, you’ll still be able to claim the rewards you’ve earned along the way.


EVENT TOKENS

Tokens are rewarded at each milestone on the track, and they can still be redeemed for event-exclusive content just as they always have been. Since Worlds 2022 is a BIG event, we’ve boosted the amount of tokens you can earn along the milestone track by adding an additional 100 free tokens spread across several milestones.

Additionally, for the players that finish the milestone track, you’ll be able to continue to play and earn tokens endlessly with the repeatable milestones starting at milestone 51. We’ve included a counter for how many times you loop this segment of the track, so keep playing and earning those rewards!


ADDITIONAL INFORMATION

Please be sure to check out our Event Pass and Shop FAQ as well as the Worlds 2022 Player Support article for additional detail on the changes to the Event Pass. Good luck and have fun!

Bugfixes & QoL Changes

  • Lowered the thresholds for the “Scoreboard” Challenge so that it is now easier to achieve. New wins required are 3 for Iron, 10 for Bronze, 20 for Silver, 30 for Gold, 50 for Platinum, 75 for Diamond, and 100 for Master.
  • When using Collector as Jhin the execute damage displayed will now be 4444 instead of 999 or 9999
  • Fixed a bug with Cho'Gath and Akshan where their icons in the HUD would sometimes display the incorrect icon or size
  • Fixed a bug that caused the “One Stone” and “One Stone: 2022” Challenges to not progress correctly
  • Fixed a bug that caused the “Most Dangerous Game” Challenge to only progress if killed in your own jungle by the enemy jungler
  • Fixed a bug that was causing the Challenges tooltip to not appear when hovering over Challenges in the Identity Customizer menu

Upcoming Skins & Chromas

Patch 12.18 notes

Welcome to the 2022 Worlds patch!

Following the trend of our last two patches, 12.18 is focused on tuning down some overperforming picks in Pro like Kalista and Lulu, while giving a little power to champions just under everyone's radar. Since our goal isn't to completely change the meta from playoffs, these adjustments will be on the lighter side. And with that, to Worlds we go!

Secrets of the Shallows, a new TFT event kicks off this patch with Pengu and company charting the Uncharted Realms! Uncover that and more at the TFT patch notes here!
Lilu “Riot Riru” Cabreros Paul "RiotAether" Perscheid

Patch Highlights

Ashen Slayer Sylas, Fright Night Annie, Fright Night Draven, Fright Night Nautilus, Fright Night Renata Glasc, Fright Night Trundle, Fright Night Urgot, and Worlds 2022 Azir will be available September 22, 2022.

Champions

Ashe

Q bonus attack speed increased.

While Ashe has recently gained popularity as a support, her power hasn't been quite up to par with other marksmen. We're increasing her damage to help her shine a bit more in a meta that lacks utility ADC options.

Q - Ranger’s Focus

Bonus Attack Speed 20/25/30/35/40% 25/32.5/40/47.5/55%

Hecarim

Q AD ratio decreased, damage per stack decreased. W post-mitigation damage heal reduced.

Hecarim came charging out of the gates after his update last patch. We're bringing down his overall power with these nerfs, but aiming to reduce the strength of his AD builds in particular without bringing tank Hec back from the dead.

Base Stats

Base Health 650 625

Q -Rampage

Physical Damage Bonus AD Ratio 95% 90%
Increased Damage Per Stack 4% (+6% per 100 bonus AD) 4% (+5% per 100 bonus AD)

W - Spirit of Dread

Percent of Post-Mitigation Damage Healed 30% (+2.5% per 100 bonus AD) 25% (+2% per 100 bonus AD) (Note: remains halved for damage not dealt by Hecarim)

Kalista

Base health decreased.

Kalista's been a popular Pro pick for quite some time now due to her overwhelmingly dominant laning phase. We're making her a bit more punishable in lane in situations where she overcommits early on.

Base Stats

Base Health 604 574

Kayn

Darkin form Q bonus AD scaling decreased.

Rhaast has been winning the preferred Kayn form battle in most skill levels recently. Not only does he offer a surprising amount of damage, but he's also proving to be a hard-to-kill drain tank. We want to lean more into his identity as a healing tank, so we're taking his damage down so he no longer gets the best of both forms.

Q - Reaping Slash

Darkin Damage 65% AD (+5% of the target's max health (+5% per 100% bonus AD)) 65% AD (+5% of the target's max health (+3.5% per 100% bonus AD))

Lee Sin

Health growth increased. W lifesteal and spellvamp increased.

Would this even be a Worlds patch without a Lee Sin buff? Jokes aside, Lee isn't in a great spot right now. He hasn't seen much play in Pro recently and has been struggling quite a bit in solo queue, so we're giving this fan and pro favorite some high skill level skewed buffs to help him find his place once again.

Base Stats

Health Growth 99 105

W - Safeguard/Iron Will

Lifesteal and Spellvamp 5/9.5/14/18.5/23% 5/10.5/16/21.5/27%

Lulu

W bonus movement speed decreased, disable duration decreased, cooldown increased.

Lulu has been the best enchanter on the Rift as of late. Not only is she great at keeping her carries alive, but she brings boatloads of utility to her team. We're tuning down one of her most powerful tools in Pro play to bring her in line with other enchanters.

W - Whimsy

Movement Speed 30% 25%
Disable duration 1.25/1.5/1.75/2.0/2.25 1.2/1.4/1.6/1.8/2.0 seconds
Cooldown 17/16/15/14/13 17/16.5/16/15.5/15 seconds

Maokai

Passive heal decreased. Q bonus damage to monsters increased. E AP scaling decreased.

Maokai's update has been transplanted to the Rift successfully, taking root not only in support, but in top as well (which was one of our major goals!). He's been struggling to branch out into the jungle, so we're giving him some jungle oriented buffs in hopes they bear fruit while trimming some of his strengths in other roles. We’re sorry. These plant puns are just low hanging fruit.

Passive - Sap Magic

Heal 4.8-14% (based on level) 4.5 -12% (based on level)

Q - Bramble Smash

Bonus Damage to Monsters 40/60/80/100/120 80/100/120/140/160

E - Sapling Toss

Damage 55/80/105/130/155 (+ 6% bonus health) (+ 42.5% AP) 55/80/105/130/155 (+ 6% bonus health) (+ 40% AP)
Empowered Damage 110/160/210/260/310 (+ 12% bonus health) (+ 85% AP) 110/160/210/260/310 (+ 12% bonus health) (+ 80% AP)

Bugfixes

  • Fixed a bug that would sometimes cause Maokai’s Q to pull targets closer to him as opposed to knocking them away
  • Fixed a bug that would cause Maokai’s R to be narrower than intended

Miss Fortune

Health growth and AD growth decreased.

Miss Fortune's buffs in patch 12.17 really hit the mark for both of her builds, even after the mid-patch nerfs. Her crit/attack speed builds benefitted much more than lethality, so we're tuning that build down a bit while also giving her a more generic health nerf to bring her down just a peg.

Base Stats

Attack Damage Growth 2.7 2.4
Health Growth 107 103

Nocturne

Attack damage growth decreased.

Nocturne's buffs last patch made him a little too strong. We're pulling a bit of power out of his base stats so that he isn't quite as terrifying, but still sufficiently scary.

Base Stats

Attack Damage Growth 3.1 2.6

Thresh

Health growth increased. E base damage increased.

Thresh has been a ghost of his former self, falling behind many of his support peers this season. We're being cautious with buffs because we don't want him to become THE support (especially with Worlds coming up), but we do want Thresh players to feel better about being more aggressive as the game progresses as opposed to scaling into a lantern delivery service.

Base Stats

Health Growth 115 120

E - Flay

Magic Damage 65/95/125/155/185 (+40% AP) 75/110/145/180/215 (+40% AP)

Udyr

Base health decreased, armor growth decreased. Q mana cost decreased, AP scaling increased, first 2 attacks now gain 50 range, Awakened Q now deals additional maximum health damage on first 2 attacks. W percent healing decreased, lifesteal now scales with rank. R base damage decreased, AP scaling decreased, damage to minions adjusted.

Like most new/updated champs, as all of you have gotten more used to Newdyr the stronger he has become. Now he's a tad more powerful than we'd like. Our goals with these adjustments are to bring his scaling down a bit, shift some power from his R-max to his Q-max (particularly in lanes), reduce the strength of his W-max second, and incentivize players to take at least 1 point in Q early.

Base Stats

Health Growth 106 98
Armor Growth 5.2 4.7

Q - Wildling Claw

Mana Cost 45-28 (based on level) 20
Empowered Lightning Strike AP Ratio +0.6% per 100 AP +0.8% per 100 AP
newBIT OF A REACH Udyr’s first two attacks gain 50 attack range, matching the functionality of his Awakened Q
newSHOCKER Awakened Q now deals an additional 2-5% (based on level) (+0.03% bonus AD) max health physical damage on first two attacks

W - Iron Mantle

Percent HP Heal 1.2/1.26/1.32/1.38/1.44/1.5% 1.2%
Percent HP Shield 2/2.4/2.8/3.2/3.6/4.0% 2/2.3/2.6/2.8/3.2/3.5%
Life Steal 15% 15/16/17/18/19/20%

R - Wingborne Storm

Magic Damage 20/38/56/74/92/110 (+40% AP) 20/36/52/68/84/100 (+35% AP)
Damage to Minions 50/60/70/80% (levels 1/6/11/16) 40/55/70/85% (levels 1/6/11/16)

Competitive

When autofill protection was initially introduced, support was by far the least popular role. However, role preferences have shifted over time and can also vary heavily by region. Around a year ago we made behind-the-scenes changes to proactively protect players from autofill if they were queuing for high demand positions.

We’re pulling back the curtain now and indicating which roles are in high demand when you’re selecting your role with a “priority” tag in the lobby. Now you can decide if you’d like to queue for one of these roles to avoid being autofilled in your next game and to get into a game more quickly.
newPICK ME Selecting a priority role will protect you from being autofilled onlyin your upcoming game
REMOVED SUPPORT SUPREMACY Guaranteed autofill protection when queuing as support or queuing as fill has been removed
UNCHANGED RECURRING PROTECTION Players will still receive autofill protection for 2 games after having played a game while autofilled

Behavioral Systems

Players you have recently honored or who have recently honored you will show up in the suggested party members menu with an honor icon next to their summoner name. Now you can run it back with those you’ve already enjoyed playing with!

Mythic Content

In this Mythic Shop rotation, we’ll have a new Unvaulted Prestige, Unvaulted Mythic, Mythic Chroma, and a new Seasonal Mythic.


NOW AVAILABLE

  • Prestige Battle Academia Leona
  • Prestige PsyOps Ezreal
  • Hextech Poppy
  • Soulstealer Vayne
  • Ashen Slayer Sylas
  • Mythic Chroma Ashen Slayer Sylas (Emberwoken)

LEAVING THE MYTHIC SHOP

  • Prestige Battle Academia Lux
  • Prestige PROJECT Zed
  • Hextech Ziggs
  • Dreadnova Darius
  • Ashen Knight Pantheon
  • Mythic Chroma Battle Academia Ezreal

MYTHIC UPDATES

  • Emberwoken Chromas of Ashen Knight Pyke and Ashen Conqueror Pantheon now have recolored VFX to match Ashen Slayer Sylas' (releasing with this patch)
  • Ashen Knight Pantheon’s name has been updated to Ashen Conqueror Pantheon

Worlds Clash

Team formation for the first weekend of Worlds Clash will be open starting on September 26 and the tournaments will be on October 1 and 2. In addition to the trophy, banner, and logo rewards of other Clash tournaments, Worlds Clash has an additional reward of a loot capsule!

This loot capsule will contain the following:
  • For Worlds Clash participants with premium tickets who finish between 1 - 7 place: (1) Championship Skin Permanent
  • For all Worlds Clash participants (premium and basic tickets) who finish 1st place: (1) World’s Event Capsule
  • For Worlds Clash participants with premium tickets who finish between 8 - 15 place: (1) Championship Skin Shard

Challenges

New Challenges coming at you in patch 12.18!
  • Challenges are Here - This is a new “limited time” challenge to thank players for their patience as we removed the very enthusiastic “Challenges are here!” tooltip. You can complete this challenge by logging in between now and Patch 12.20.

Updates

  • The Challenge “Unkillable Demon King” criteria has been updated from “win games without dying” to “win games without dying and at least a 30% kill participation.”

Bugfixes & QoL Changes

  • Fixed a bug that caused Spirit Visage to double the omnivamp of other items that were purchased before it
  • Fixed a bug that unintentionally removed the cursor range indicator on Xerath’s R
  • Fixed a bug that caused some champion abilities to be invisible for Mac users
  • Fixed a bug that caused certain abilities to be visible and audible from the Fog of War
  • Fixed a bug that caused Zeri’s W to sometimes not fire through terrain and towers
  • Fixed a bug that allowed players to Cleanse Tahm Kench’s W knock up
  • Fixed a bug that would not let Taliyah fire a large boulder if she flashed onto Worked Ground to cast it
  • Fixed a bug that allowed Akshan to deal damage with his E while also charging his R
  • Fixed a bug that caused Exhaust’s VFX to be overridden by Kennen’s E
  • Fixed a bug that would reveal Lulu’s location if Pix attacked while attached to an ally
  • Fixed a bug that caused the Challenge “Get On My Level” to not track progress in games that lasted longer than 10 minutes
  • Fixed a bug that caused the end of game experience wheel to display amount of experience gained from current match instead of the experience needed to progress to the next level
  • Fixed a bug that distorted SFX when leaving and rejoining a premade lobby

Upcoming Skins & Chromas