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League of Legends

Patch 12.7 notes

You’ll never see it coming, it's patch 12.7!

In this round of patch notes you may notice that some of our changes explicitly mention pro play. This is because MSI is right around the corner and is set to be played on patch 12.8! We’re aiming to shake up the meta a bit to allow for some more diverse picks in 12.7 and 12.8, but we’re introducing some spicier changes in 12.7 so that we can make additional adjustments in 12.8 if needed.

In this edition of patch notes, we’re buffing some underpowered champs like Pantheon and Wukong, dropping some nerfs on stronger items like Galeforce and Winter’s Approach, and releasing some out-of-this-world Arcana skins!

MSI isn’t the only pro play happening soon. You can catch the TFT patch notes here, where we’ll be going over the patch that Worlds will be played on!
Jina "ahrisoo" Yoon Lilu “Riru” Cabreros Paul "RiotAether" Perscheid

Mid-Patch Updates

4/18/2022 Rek'Sai Fix

Rek'Sai

REK'ING HAVOC Addressed the issue where, if exploited, Rek'Sai could almost immediately destroy targets using E - Burrow/Unburrow

4/14/2022 Zeri Adjustments

Zeri

Base Stats

Base Health 500 530

Q - Burst Fire

Bonus R stacks and E refreshes when landing a crit on enemy champions 1 2
TOTAL bonus R stacks and E refreshes when Q hits AND crits on enemy champions 2 3

W - Ultrashock Laser

AD Damage 10/45/80/115/150 (+120% total AD)(+70% AP) 10/45/80/115/150 (+140% total AD)(+70% AP)
Slow Duration 1/1.25/1.5/1.75/2 seconds 2 seconds at all ranks

E - Spark Surge

Cooldown 28/26.5/25/23.5/22 seconds 26/24.5/23/21.5/20 seconds

Patch Highlights

Arcana Ahri, Arcana Hecarim, Arcana Ryze, Arcana Xayah, and Arcana Rakan will be available April 14, 2022.

Champions

Gangplank

Passive burn base damage increased late. W mana cost decreased.

Gangplank is arrrguably struggling at all levels of play. He's already got enough gunpowder in his Q and barrels, so we're putting some power into less explosive and more… orange… parts of his kit.

Passive - Trial by Fire

Burn Base Damage 55-225 (levels 1-18) 55-310 (levels 1-18)

W - Remove Scurvy

Mana Cost 80/90/100/110/120 60/70/80/90/100

Gwen

E cooldown refund increased. R cooldown decreased early.

Gwen's been hanging by a thread after her most recent nerfs, so we're stitching her up with some cooldown buffs that should help her across all skill levels. Needle-ss to say, we don't think these changes will fully address her issues, but we're being extra careful considering her pattern of dominating Pro.

E - Skip ‘n Slash

Cooldown Refund Upon First Basic Attack 50% 60%

R - Needlework

Cooldown 120/100/80 seconds 100/90/80 seconds

Jayce

Base health decreased, health growth increased, and armor adjusted.

Jayce has also been a popular pick in Pro. We're lowering his laning power by making him squishier early on, but increasing his growth to make sure he still scales to late game.

Base Stats

Health Growth 90 95
Base Health 560 520
Health 560-2090 (levels 1-18) 520-2135 (levels 1-18)
Base Armor 27 22
Armor Growth 3.5 3.8 (armor at level 18 unchanged)

Kalista

Base mana, move speed, and attack speed growth increased.

Kalista hasn’t been seen often in Pro this season, and is generally weak in all levels of play. We're buffing some of her baseline stats which should especially help her out in Average play. Super speedy spooky spears incoming.

Base Stats

Base Mana 250 300
Move Speed 325 330
Attack Speed Growth 4% 4.5%

Karthus

Q damage against monsters increased.

While the Deathsinger remains powerful in bot lane, his voice has been faltering in the jungle. We're amping up his clear strength to bring jungle Karthus back from the dead.

Q - Lay Waste

Damage Against Monsters 85% 95%

Lee Sin

Base AD decreased. Q base damage decreased.

We're looking (no pun intended) to bring down Lee Sin's jungle clear speed and early game threat in order to reduce his impact on Pro play. We're targeting his base damage instead of his cooldowns to ensure his passive's rhythm remains the same.

Base Stats

Base AD 68 66

Q - Sonic Wave / Resonating Strike

Sonic Wave Damage 55/80/105/130/155 (+100% bonus AD) 50/75/100/125/150 (+100% bonus AD)
Resonating Strike Minimum Damage 55/80/105/130/155 (+100% bonus AD) 50/75/100/125/150 (+100% bonus AD)
Resonating Strike Maximum Damage 110/160/210/260/310 (+200% bonus AD) 100/150/200/250/300 (+200% bonus AD)

Lillia

Passive healing against champions increased. W base damage increased.

We're giving Lillia some more scaling sustain with her AP builds while also boosting her early jungle clear. These buffs should give her W damage a bit more oomph—or rather, eep!

Passive - Dream-Laden Bough

Healing Against Champions 12-140 (levels 1-18) (+12% AP) 12-140 (levels 1-18) (+20% AP)

W - Watch Out! Eep!

Damage 70/90/110/130/150 (+35% AP) 80/100/120/140/160 (+35% AP)

Neeko

W passive base damage and move speed increased.

Neeko's been hidden from Pro play despite being a strong tomato in solo queue. Her on-hit build was quite popular in past metas, so we're bringing it back to lure the Curious Chameleon out of hiding!

W - Shapesplitter

Passive Bonus Magic Damage 50/70/90/110/130 (+60% AP) 50/80/110/140/170 (+60% AP)
Passive Bonus Move Speed 10/15/20/25/30% 10/17.5/25/32.5/40%

Pantheon

Base health regen decreased. Tap Q range increased and width decreased. E self-slow no longer applies when moving backwards. R crash now lands faster.

Pantheon hasn't been living up to his Spartan spirit, so we're sharpening his spear to make him feel more like the paragon of Rakkor warriors. Skilled Pantheon players should now be able to showcase their strength with more timely ults, more maneuverable shields, and better trading tools.

Base Stats

Base Health Regeneration 9 7.5

Q - Comet Spear

Tap Q Length 550 units 600 units
Tap Q Width 150 units 120 units

E - Aegis Assault

removedSTEADFAST SHIELDING Pantheon is no longer slowed if moving backwards while E - Aegis Assault is active

R - Grand Starfall

updatedCRASH LANDING ON YOU Pantheon now crashes down on his destination 0.25 seconds sooner

Rengar

Q bonus damage against structures reduced. W bonus damage against monsters increased.

Rengar's become a serious destroyer of furniture structures after his most recent changes. This is a new and flexible strength in his kit that we want to preserve, but he's taking down those (scratching) towers a bit too fast, so we're tapping down the damage on that part of his Q. We're also bumping up his damage against monsters to compensate for some of the clear speed he lost because of the changes to Q against plants last patch.

Q - Savagery

newKITTEN MITTENS Q - Savagery's bonus damage is reduced by 40% against structures

W - Battle Roar

Bonus Magic Damage Against Monsters 65-130 (levels 1-18) 85-150 (levels 1-18)

Bugfixes

  • Fixed a bug where Gromp did not grant Rengar a stack of Ferocity

Ryze

Q damage AP ratio increased; bonus mana ratio decreased.

Ryze's tank builds make him a safe yet potent split pusher by allowing him to stack health while dealing carry levels of damage, making him particularly lethal in Pro play. The mid-patch 12.5 nerfs didn't quite do the job at refining his hypercarry identity, so we're shifting his mana scaling to incentivize him to build a few more AP items before stacking health items like Winter’s Approach (which will also be receiving nerfs this patch) .

Q - Overload

Magic Damage 70/90/110/130/150 (+45% AP) (+3% bonus mana) 70/90/110/130/150 (+50% AP) (+2% bonus mana)

Wukong

Q cooldown decreased. W cooldown decreased late; dash can now go through terrain. E AP ratio and damage against monsters increased.

Wukong hasn't been seen in Pro much despite having a theoretically good matchup into meta staples like Jayce and Graves. We're helping him claim his place in top lane while also reinvigorating jungle Wu so he can be a viable counter or flex pick.

Q - Crushing Blow

Cooldown 9/8.5/8/7.5/7 seconds 8/7.5/7/6.5/6 seconds

W - Warrior Trickster

Cooldown 20/19/18/17/16 seconds 20/18/16/14/12 seconds
newTO THE WINDOWS, THROUGH THE WALLS Wukong can now dash through terrain using W - Warrior Trickster

E - Nimbus Strike

Magic Damage 80/110/140/170/200 (+80% AP) 80/110/140/170/200 (+100% AP)
Bonus Magic Damage Against Monsters 50% 80%

Yasuo

Base health increased. R cooldown decreased early.

Despite my match history, Yasuo and Yone have been relatively weak (and the sustain nerfs in 12.6 didn’t do them any favors either). Rather than increasing their damage, we're giving the wind brothers more opportunity to flex their skills. For Yasuo, we're increasing his early combat durability and ability to synergize with teammates during laning phase.

Base Stats

Health 490 520

R - Last Breath

Cooldown 80/55/30 seconds 70/50/30 seconds

Yone

R cooldown decreased late.

Yone is also getting more access to his ult, but with a focus on late game which is when it's usually harder for him to close gaps (unless he's already extremely far ahead).

R - Fate Sealed

Cooldown 120/100/80 seconds 120/90/60 seconds

Zeri

Base AD, AD growth, and armor decreased; health growth increased. Q base damage decreased, AD ratio increased; now applies on-hit effects only once per cast; now grants at most one R stack and E cooldown reduction once per cast, but crits can grant one more of each. W base damage decreased, AD and AP ratio increased. E cooldown increased early and decreases with rank again. R cooldown increased early and decreased late.

Zeri, Zeri, you’ve been a little too unfair-y. Despite the nerfs in previous patches, Zeri has been shockingly resilient and continues to dominate Pro play. With this round of nerfs, we’re aiming to bring her bruiser build more in line with her crit build, as well as make her stacks and on-hits more predictable. This should give enemies more time to catch Zeri before she starts zipping circles around them.

Base Stats

AD Growth 2 1.5
Attack Damage 53-87 (levels 1-18) 50-75.5 (levels 1-18)
Base Armor 22 20
Health Growth 90 95
Health at Level 18 2030 2115

Q - Burst Fire

Total Physical Damage 10/15/20/25/30 (+110% total AD) 7/9/11/13/15 (+110/112.5/115/117.5/120% total AD)
updatedONCE UPON A CAST Q - Burst Fire now only applies on-hit effects once per cast
updatedNOT SO FAST Zeri can now only gain one stack of R - Lightning Crash and one instance of E - Spark Surge cooldown reduction per Q - Burst Fire cast (excluding critical strikes)
newDOUBLE THE SHOCK Critical strikes on Q - Burst Fire grant Zeri an additional R - Lightning Crash stack and an additional instance of E - Spark Surge’s cooldown reduction (at most two procs per cast: one for Q upon hitting a champion and another if it crits on a champion)

W - Ultrashock Laser

Magic Damage 40/75/110/145/180 (+100% total AD)(+60% AP) 10/45/80/115/150 (+120% total AD)(+70% AP)

E - Spark Surge

Cooldown 23 seconds 28/26.5/25/23.5/22 seconds

R - Lightning Crash

Cooldown 100/90/80 seconds 120/95/70 seconds

Items

Abyssal Mask

Abyssal Mask has taken a back seat to Force of Nature in terms of magic resist options this season. We’re buffing Abyssal Mask’s passive, Unmake, to help it stand out as an aggressive tank option which will help unmake your enemies’ MR.

Unmake Magic Resist Reduction 5 (+1% bonus health), capped at 20 5 (+1.2% bonus health), capped at 25

Galeforce

Galeforce has been the go-to marksman mythic for a while now and has made hypercarries like Jinx and Aphelios a bit too safe in Pro play. We’re increasing Galeforce’s active cooldown to give opponents larger windows to punish scaling marksmen before they reach their endgame.

Active Cooldown 90 seconds 110 seconds

Moonstone Renewer

Moonstone has been eclipsing the other enchanter support options. It offers a little too much sustain with relatively little risk, so we’re tuning down the bonus shields and heals to bring it in line with other enchanter mythic items.

Bonus Heal and Shield Power Per Stack 7% (maximum 35% at 5 stacks) 6% (maximum 30% at 5 stacks)

Umbral Glaive

Umbral Glaive hasn’t been living up to its fantasy of blacking out opponents’ maps. We’re implementing some buffs to make it a better option for supports building lethality and roaming assassins looking to be a tad sneakier.

Total Cost 2400 gold 2300 gold
Combine Cost 600 gold 500 gold
Blackout Cooldown 45 seconds 35 seconds

Winter's Approach

Winter may be over for those of us in the Northern Hemisphere, but Winter’s Approach is still the premier choice for mana tanks and a few mages, despite being a scaling item. We’re increasing its cost to make it less appealing as a first purchase.

Total Cost 2600 gold 2700 gold
Combine Cost 1000 gold 1100 gold
Health 400 350
BUGFIX Fixed a bug where Fimbulwinter's base shield did not properly update with champion level

Runes

Time Warp Tonic

Time Warp Tonic provides its users too much safety versus divers. Combined with the generic sustain power of Corrupting Potion, this often means ranged champions that want to play safe… always stay safe. We’re diluting the tonic a bit by taking out some of its special safety syrup, making it easier to punish.

Immediate Health & Mana Restoration 50% 30%
Bonus Move Speed 5% 4%

VFX Updates

Leona

We have some smaller VFX updates for Leona’s base and older skins to help modernize the Radiant Dawn.
IDLE Leona's sword and the inside of the ring at the top of her shield now have some small flames
PASSIVE - SUNLIGHT Small VFX updates
Q - SHIELD OF DAYBREAK New ground effect on stun
W - ECLIPSE Leona’s shield now shines brighter and Leona emits rays of light while W buff is active. New explosion effect upon shield detonation
E - ZENITH BLADE New missile and root effects
R - SOLAR FLARE New casting VFX, updated AoE indicators and impact
BASE LEONA Small VFX updates and touch ups
VALKYRIE LEONA Same as new base
DEFENDER LEONA Same as new base
IRON SOLARI LEONA Same as new base and MOAR FLAMES
POOL PARTY LEONA Recolored from Base VFXs, a new R decal, and more bubbles and sunflowers across her kit
PROJECT LEONA Minor tweaks
BARBECUE LEONA Same as new base and her grill now glows brighter when W is active

Orianna

We also have a complete VFX overhaul to improve Orianna's gameplay clarity and modernize her base and older skins.
PASSIVE - CLOCKWORK WINDUP Minor touch ups and new effects added
Q - COMMAND: ATTACK All VFX updated. VFX upon hitting units is now more visible
W - COMMAND: DISSONANCE VFX size adjusted for hitbox accuracy. Added VFX to indicate when W is being casted
E - COMMAND: PROTECT Small tweaks and shield visuals refined
R - COMMAND: SHOCKWAVE VFX overhaul to improve ability clarity. AoE effects are now on the ground. VFX now matches the target’s movement and displays the outer range of her ultimate more clearly. Added Hextech details and a bigger impact effect on her ball when activated
BASE ORIANNA Complete overhaul
GOTHIC ORIANNA Same as new base
SEWN CHAOS ORIANNA Same as new base
BLADECRAFT ORIANNA Recolored from new base
TPA ORIANNA Same as new base
HEARTSEEKER ORIANNA Complete overhaul
WINTER WONDER ORIANNA Recolored from new base with added snowflakes
VICTORIOUS ORIANNA Minor tweaks, new R effects based on new base
DARK STAR ORIANNA Minor tweaks, W and R updated
POOL PARTY ORIANNA Minor tweaks, W and R updated
ORBEEANNA Minor tweaks, W and R updated

Shaco

Lastly, we've also got a complete VFX overhaul of Shaco! (Does this count as Shaco lore?)
PASSIVE - BACKSTAB Back-stabs, front-stabs, and crit-stabs all now have different VFX
Q - DECEIVE New “poof” VFX, new hit VFX when exiting stealth, new particle effects when stealthed (also applies to R stealth)
W - JACK IN THE BOX New VFX upon placing boxes, updated range indicators for accuracy (in both stealth and active modes); new missiles and hit VFX
E - TWO-SHIV POISON New missile, hit, and slow VFX
R - HALLUCINATE New cast, disappearing “poof”, timer on clone, and clone explosion VFX
BASE SHACO Complete overhaul
MAD HATTER SHACO Same as new base
ROYAL SHACO Same as new base
NUTCRACKO Recolored from new base with a winter-themed recolor and added snowflakes
WORKSHOP SHACO Recolored from new base with an electric-themed recolor and added sparking effects
ASYLUM SHACO Recolored from new base
MASKED SHACO Getting new base visual effects with a red and purple recoloring
WILD CARD SHACO Same as new base
DARK STAR SHACO Same as new base, plus new hit VFX and minor tweaks
ARCANIST SHACO Same as new base, plus new hit VFX and minor tweaks
CRIME CITY NIGHTMARE SHACO Minor tweaks

ARAM

Champion Buffs

Illaoi -5% Damage Dealt -5% Damage Dealt, -5% Damage Taken
Nunu & Willump +8% Damage Dealt, -8% Damage Taken +8% Damage Dealt, -8% Damage Taken, +20% Healing, +20% Shielding

Champion Nerfs

Kai'Sa +5% Damage Dealt Normal
Kog'Maw -10% Damage Dealt, +8% Damage Taken -12% Damage Dealt, +10% Damage Taken
Soraka -20% Healing
Xerath -5% Damage Dealt, +5% Damage Taken -10% Damage Dealt, +5% Damage Taken

Champion Adjustments

Maokai -15% Damage Dealt, +10% Damage Taken, -40% Healing -20% Damage Dealt, +5% Damage Taken, Normal Healing

Mythic Content Overhaul

Masterwork Milestones

Hot on the heels of last patch's Phase 1 launch, we're heading into Phase 2 of the Mythic Content Overhaul! This patch, we're introducing an infinitely repeatable rewards track for Masterwork Chests. Any Masterwork Chest you open grants progress on the rewards track, regardless of whether you bought it, earned it as a reward, or received it as a gift. In addition, since we've adjusted random Mythic Essence drops from Masterwork chests from 10 ME to 5 ME, we won't revert last patch’s buff to ME—it'll remain at a 4.2% drop rate.

5 MASTERWORK CHESTS 5 Mythic Essence and 1 skin shard of any tier
10 MASTERWORK CHESTS 5 Mythic Essence
15 MASTERWORK CHESTS 5 Mythic Essence and 1 975 RP+ tier skin shard
20 MASTERWORK CHESTS 5 Mythic Essence
25 MASTERWORK CHESTS 5 Mythic Essence and 1 1350+ tier skin shard
We're also introducing two adjustments to the Masterwork system relative to our original plan. Our original model would've led to Masterwork Chests granting more Mythic Essence than the new system has been tuned to support, and we felt it'd be better to do these changes now rather than later.
removedBOX IN A BOX Masterwork Chests no longer have a 10% chance to drop a bonus Masterwork Chest and Hextech Key
RANDOM MYTHIC ESSENCE DROPS FROM MASTERWORK CHESTS 10 Mythic Essence 5 Mythic Essence (Hextech Chests still drop 10 ME)
SILVER LINING The above changes mean we no longer need to revert last patch's buff to Mythic Essence drop rates from Masterwork Chests (4.2%, up from 3.6%)
We'll be following up soon with the other half of Phase 2, our first Showcase Milestone release!

Ranked Season 2022 Split 2 Start

Get ready, because the second Split of Ranked begins on Friday, April 22 at 11:59 p.m. local time for your region! The exclusive rewards for Split 2 are a Renata Glasc summoner icon, Renata Glasc emotes, 1 Renata Glasc Champion permanent, and a Series 1 Eternals Capsule.

Piltover Clash

Team formation for the Clash Piltover Cup begins on April 11, and the tournament begins on April 16 and 17! Team formation for week 2 of the cup will start on April 25 with the tournament days being April 30 and May 1.

Bugfixes & QoL Changes

  • Fixed a bug where Orianna’s R - Shockwave would sometimes originate from Orianna despite just having moved her ball to an ally with E - Command: Protect
  • Fixed a bug where Kled could use Hextech Flashtraption to change directions during his R - Chaaaaaaaaaarge!!!
  • Fixed a bug where Sylas’ ultimate would not revert back to R - Hijack if he died with Vex’s ultimate, R-Shadows Surge, on its kill reset cooldown
  • Fixed a bug that caused Tibbers and Daisy to walk away when hit by abilities and effects that reduced armor or magic resist
  • Fixed a bug where Warwick’s Q - Jaws of the Beast would sometimes have no cooldown if it killed a target
  • Fixed a bug where sound effects were playing from the Fog of War despite not having visibility of the item effect/champion ability that triggered the sound effect
  • Fixed a bug that sometimes caused Aatrox’s voice lines to not play (there goes the silence of annihilation)
  • Fixed a bug where Akshan’s second attack would gain 2 stacks of Lethal Tempo
  • Fixed a bug where Tahm Kench could R - Devour an ally champion from a bush and, upon being spat out, the champion would be invisible to enemy players
  • Fixed a bug where the cooldown indicators on certain items (Redemption, Youmuu’s Ghostblade, and Knight’s Vow) would not accurately reflect the item’s actual cooldown timer
  • Fixed a bug in Treasure Hunter’s tooltip that would show 170 gold bounty available despite having already claimed the bounty on all enemy champions
  • Fixed a bug that caused Locket of the Iron Solari’s tooltip to display an incorrect shield amount
  • Fixed a bug that was not allowing players to purchase suggested starter item bundles by left-clicking on the bundle icon twice
  • Fixed a bug that caused champions to become stuck inside Mordekaiser’s R - Realm of Death if it was cast on Tahm Kench as he was spitting out an ally he previously used R-Devour on
  • Fixed a bug that caused the tooltip for Lee Sin’s Q - Sonic Strike to display incorrect damage values

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 12.6 notes

Squad up for patch 12.6!

Anima Squad up, that is. It's been a hot minute since the mid-patch 12.5 balances, so there's a lot in store this week. In addition to some spunky new sci-fi skins, we have buffs and nerfs galore, a set of adjustments to Rengar, and systemic changes to sustain items and runes. Phase 1 of the Mythic Content Overhaul is also finally here! Keep reading to find out more about Mythic Essence, the Mythic Shop, unvaulted Prestige skins, and an update on Phase 2.

Anyway, back to the Rift—heard norms are looking kinda sus this week, gonna go check that out...

Your crime-fighting mecha crew not online for Flex 5s yet? No worries—you can always read about your favorite auto Battle Bunny battler while you wait for 'em over at the TFT patch notes here!
Jina "ahrisoo" Yoon Lilu “Riru” Cabreros Paul "RiotAether" Perscheid

Mid-Patch Updates

4/4/2022 One For All Balances


One For All Champion Buffs

Aurelion Sol -8% Damage Taken +2% Damage Dealt, -8% Damage Taken
Bard +13% Damage Dealt, -13% Damage Taken +15% Damage Dealt, -15% Damage Taken, +20% Healing
Braum +8% Damage Dealt, -8% Damage Taken +10% Damage Dealt, -10% Damage Taken
Fiddlesticks +3% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -7% Damage Taken, +20% Healing
Ivern +10% Damage Dealt, -5% Damage Taken +10% Damage Dealt, -7% Damage Taken, +20% Shielding
Nami +3% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -7% Damage Taken, +20% Healing
Nunu & Willump +3% Damage Dealt, -8% Damage Taken, +5% Healing +5% Damage Dealt, -8% Damage Taken, +5% Healing, +20% Shielding
Rek'Sai +5% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -7% Damage Taken, +20% Healing
Renata Glasc +10% Damage Dealt, -5% Damage Taken, +20% Shielding
Yuumi +15% Damage Dealt, -20% Damage Taken +15% Damage Dealt, -20% Damage Taken, +20% Healing, +20% Shielding
Zilean -5% Damage Taken +5% Damage Dealt, -5% Damage Taken

One For All Champion Nerfs

Cho'Gath +4% Damage Taken -2% Damage Dealt, +5% Damage Taken
Graves +5% Damage Taken -2% Damage Dealt, +5% Damage Taken
Jax -5% Damage Dealt -5% Damage Dealt, +5% Damage Taken
Kennen -2% Damage Dealt, +2% Damage Taken
Lillia -2% Damage Dealt
Mordekaiser -5% Damage Dealt -5% Damage Dealt, +5% Damage Taken
Neeko -2% Damage Dealt
Pantheon -2% Damage Dealt, +2% Damage Taken
Sett -5% Damage Dealt -5% Damage Dealt, +5% Damage Taken
Shyvana -2% Damage Dealt
Thresh +15% Damage Dealt, -15% Damage Taken 0% Damage Dealt, 0% Damage Taken
Trundle -5% Damage Dealt, +5% Damage Taken -5% Damage Dealt, +7% Damage Taken
Twitch -2% Damage Dealt
Urgot -5% Damage Dealt -5% Damage Dealt, +2% Damage Taken
Vi -5% Damage Dealt -5% Damage Dealt, +5% Damage Taken
Volibear -10% Damage Dealt, +7% Damage Taken -10% Damage Dealt, +10% Damage Taken, -20% Shielding
Xin Zhao -3% Damage Dealt -3% Damage Dealt, +2% Damage Taken
Yone -2% Damage Dealt

4/1/2022 Mid-Patch Update


We’re currently working on resolving a large number of bugs that were shipped in patch 12.6 and exclusively affect Summoner’s Rift normal draft and blind pick game modes. (Ranked queues are unaffected.) To assist our investigation, please take screenshots or short recordings of any bugs found and tag us on Twitter @LeagueOfLegends so we can address the root cause.

We're aiming to ship a batch of fixes on April 2 at 10:00pm PST for all issues we identify. We've included a preliminary list below, though we believe there are more still to be found. Thanks for your patience.

Known Issues

  • Identified a bug where champion emotes (/taunt, /joke, /dance) are creating odd visual effects
  • Identified a bug where the Honeyfruit jungle plant is not working as intended
  • Identified a bug where champion kills are incorrectly granting 𐇥i𐇥𐇥𐇥𐇥if𐇥c𐇥𐇥𐇥o𐇥
  • Identified a bug where gia𐇥t 𐇥u𐇥𐇥𐇥 are 𐇥𐇥𐇥w𐇥i𐇥𐇥 𐇥𐇥 𐇥he riv𐇥r
  • Iden𐇥ified a b𐇥g wh𐇥re scu𐇥tle sometimes 𐇥𐇥c𐇥𐇥e𐇥 g𐇥𐇥𐇥𐇥
  • I𐇥𐇥nti𐇥𐇥ed a b𐇥𐇥 wh𐇥𐇥e th𐇥𐇥𐇥 is 𐇥 𐇥𐇥𐇥eb𐇥𐇥𐇥𐇥o𐇥 wh𐇥n t𐇥𐇥𐇥e 𐇥s a pe𐇥𐇥a𐇥𐇥ll

3/31/2022 Mid-Patch Update

Nexus and Inhibitors

LONGER GAMES Fixed a bug where the Nexus' total health was lower than intended
INHIBITED NO MORE Fixed a bug where Inhibitors and the Nexus were not correctly regenerating health when damaged

3/30/2022 Mid-Patch Update

Illaoi

DAMAGE PLS Fixed a bug where Illaoi’s W-Harsh Lesson would not deal bonus damage based on the target’s maximum health

Treasure Hunter

TAKE MY GOLD Fixed a bug where champions with Treasure Hunter would get bounty stacks but no gold if the user was dead when they scored a takedown
NOT THAT MUCH GOLD Fixed a bug where Treasue Hunter would grant too much gold upon getting multiple takedowns at the same time

Patch Highlights

Battle Bunny Prime Riven, Battle Bunny Miss Fortune, Battle Bat Vayne, Battle Wolf Sylas, Battle Cat Jinx, and Prestige Battle Cat Jinx will be available March 31, 2022.

Champions

Azir

Health growth increased.

A little birdy told us that Azir's been weak, and the numbers told us the birdy was right. His lack of Pro presence in a scaling meta that should favor him was the final confirmation, so we're giving him some base stat power that should help the Emperor of Shurima in all skill brackets.

Base Stats

Health Growth 92 105
Health at Level 18 2116 2337

Darius

R base damage increased.

Darius has been lagging behind other juggernauts after the fighter item changes, so we're giving him a beefy damage boost. (As a reminder, his ult's total damage can increase by up to 100% based on his passive stacks.)

R - Noxian Guillotine

Minimum True Damage 100/200/300 (+75% bonus AD) 125/250/375 (+75% bonus AD)

Hecarim

Q and E base damage decreased late.

Tankarim is taking over Pro again, so we're nerfing the base damage on some of his abilities to ensure fairer horseplay.

Q - Rampage

Base Damage 60/97/134/171/208 (+85% bonus AD) 60/90/120/150/180 (+85% bonus AD)

E - Devastating Charge

Minimum Total Damage 30/50/70/90/110 (+55% bonus AD) 30/45/60/75/90 (+55% bonus AD)
Maximum Total Damage 60/100/140/180/220 (+110% bonus AD) 60/90/120/150/180 (+110% bonus AD)

Illaoi

QoL change on R and several bugfixes.

No balance changes here; instead, we fixed lots of bugs and updated Illaoi's ult to give her some more control over her tentacles.

R - Leap of Faith

updatedFACE ME R - Leap of Faith now casts with Illaoi facing toward your cursor, allowing for more favorable Tentacle spawn locations

Bugfixes

  • When Illaoi attacks a Vessel while empowered by W - Harsh Lesson, nearby inactive Tentacles will now slam her target as soon as they become active (short delay removed)
  • Spell queueing has been added to W - Harsh Lesson and R - Leap of Faith, so you can now buffer other spells while casting them
  • W - Harsh Lesson's visual indicators have been fixed and will show the correct range of her empowered basic attacks
  • Tentacles can no longer spawn on either team's base gates on Summoner's Rift
  • Vessels no longer contribute to Illaoi's creep score when they expire or are destroyed
  • Q - Tentacle Smash and E - Test of Spirit will now be visible to nearby enemy champions when cast from Fog of War

Jax

Base health increased. W base damage increased.

Jax has been mediocre for a while, so we're giving him some early game power to help him get to his item power spikes. He may not have a real weapon at first, but now he can buy one a little sooner. :^)

Base Stats

Base Health 593 615

W - Empower

Magic Damage 40/75/110/145/180 (+60% AP) 50/85/120/155/190 (+60% AP)

Nidalee

Human W cost decreased; E mana cost decreased late and cast range increased. Cougar W damage radius increased.

Human-form Nidalee is a mana-hungry huntress, but her overall kit is much more compatible with the non-mana mage Mythics. We're giving her more access to her utility spells as well as making her AoE range bigger so she can claw enemies and jungle camps more effectively. Lastly, her heal cast range was pretty restrictive (especially for a character with so many other positioning constraints), so we're increasing it to match that of her Bushwhack trap placement. All in all, this should make her more accessible and stronger across all skill brackets.

Human Form

W - Bushwhack

Mana Cost 40/45/50/55/60 30/35/40/45/50

E - Primal Surge

Mana Cost 50/60/70/89/90 50/55/60/65/70
Cast Range 600 900 (now matches W - Bushwhack)

Cougar Form

W - Pounce

AoE Damage Radius 225 250

Rengar

Passive adjustments to Ferocity, leaps, and Bonetooth Necklace; new Ferocity resource bar added. Q basic attacks now always crit; damage now scales with crit chance; now applies against towers; no longer applies against plants. E cast time during leap removed; now grants true sight and some vision around target. R now also grants some vision around target.


Our big kitty finally has some big changes coming to his kit! Our goals were to smooth out Rengar's gameplay, keep his current playstyle, and clarify his builds. We're going to keep a close eye on the Q crit damage ratio so he doesn't get too out of line. We also know that Q no longer applying on plants can be painful for seasoned players who used this mechanic to optimize Ferocity stacks, but we strongly believe it wasn't healthy to support long term and have instead moved that power to more accessible parts of his kit.

Passive - Unseen Predator

updatedHERE, KITTY KITTY Rengar's next leap will grant 1 Ferocity only if he has 0 Ferocity upon losing all Ferocity stacks (no matter how much Ferocity he gains before his next leap)
updatedPURRFECT POUNCES Rengar will be able to leap after 0.35 seconds in brush or camouflage (or Senna's E - Curse of the Black Mist camouflage) consistently, rather than based on a 0.3-0.45 second timer (Leap range has been slightly increased to offset variability)
newFEROCIOUS FELINE Rengar now has a Ferocity resource bar that indicates how much Ferocity he currently has (Stacks generated by leaps will have a different color so you'll know if you'll gain Ferocity on your next leap)
All Ferocity Stacks Fall Off After 8 seconds 10 seconds out of combat
Bonetooth Necklace Takedown Timer Within 1.5 seconds 3 seconds of damaging an enemy champion

Q - Savagery

newSAVAGE STRIKES Rengar's Q-empowered basic attack is now always a critical strike. Instead of regular critical strike damage, each 1% critical strike chance increases this empowered attack's damage by 0.66% (0.99% with Infinity Edge's Perfection passive)
updatedSCRATCHING POSTS Q - Savagery now also applies to basic attacks against towers
updatedTHAT WASN'T CATNIP Q - Savagery no longer applies to basic attacks against plants

E - Bola Strike

updatedNO CAST, ONLY THROW Rengar can now throw his E - Bola Strike instantly (with zero cast time) during leaps
newPEEKABOO Now grants true sight and normal vision 150 units around the first enemy hit for 2 seconds

R - Thrill of the Hunt

updatedPREDATORY INSTINCT Now grants not only true sight, but also normal vision 100 units around the nearest enemy

Tryndamere

E cooldown reduction per crit decreased. R cooldown increased.

Tryndamere is too strong at the highest levels of play. His kit scales too well with Ability Haste, so we're readjusting his cooldowns to account for the higher amounts of Ability Haste available to him through items.

E - Spinning Slash

Cooldown Reduction per Critical Strike 1 second (2 seconds against champions) 0.75 seconds (1.5 seconds against champions)

R - Undying Rage

Cooldown 110/100/90 seconds 130/110/90 seconds

Items

Many sustain options were added with the introduction of Mythics last year, especially for early game itemization. We believe sustain is still a compelling choice for Mythic slots, but these options just give a bit too much bang for your buck as they are today.

To make the tradeoffs between sustain and power more significant, we're adjusting some life steal choices in a way that better reflects their cost and value. Hopefully you'll see less of those draintanking plays that can happen when these items are stacked, as well as fewer lanes where sustain washes out trades too quickly. Lastly, we've left the fighter system items out of this list since they were recently adjusted and have landed in a pretty good spot in terms of balancing sustain and power.

Immortal Shieldbow

Life Steal 10% 8% (12% 10% for Ornn Masterwork item, Bloodward)
Shield Amount 275-650 (levels 1-18) 275-700 (levels 1-18) (same applies to Bloodward)
Mythic Passive Empowers each of your Legendary items with 5 bonus AD and 50 bonus health 5 bonus AD and 70 health (same applies to Bloodward)

Blade of the Ruined King



Life Steal 10% 8%

Vampiric Scepter



Life Steal 10% 8%

Runes

We have a few changes to runes related to the sustain item changes above. Most notably, we're replacing Ravenous Hunter with a new, shiny, and not-sustain-related rune: Treasure Hunter. Ravenous Hunter was too prevalent in the sustain system as it was too easy to access and stack with other runes, items, and abilities. This meant we’ve had to tune down the rune to a pretty sad state to mitigate its potential sustain power.

Sustain also felt a bit out of place in Domination, a rune tree that's supposed to be all about aggression. This replacement will give us more room to let sustain shine in the limited places where it still exists, and also reward those aggressive champions that are really looking to ca$$$h in.

removedRavenous Hunter


newTreasure Hunter

CASH ONLY PLZ Gain 70 gold when you claim a Bounty Hunter stack. This bounty is increased by 20 gold for each Bounty Hunter stack.

Fleet Footwork



Healing Upon Fully Energized Attack 10-100 (levels 1-18) (+40% bonus AD) (+30% AP) 10-100 (levels 1-18) (+30% bonus AD) (+20% AP)

Legend: Bloodline



Life Steal per Legend Stack 0.6% (up to 9% at 15 stacks) 0.4% (up to 6% at 15 stacks)
newMORE BLOOD(LINE) After reaching maximum Legend stacks, your maximum health increases by 100

Mythic Content Overhaul

Phase 1 of the Mythic Content Overhaul has arrived! Here are all the details, as well as a couple of changes since our original announcement.

Mythic Essence




Gemstones and Prestige Points are combining into a single new currency that never expires: Mythic Essence! Mythic Essence—ME for short—can be obtained everywhere Gemstones or Prestige Points were previously earned. You can spend Mythic Essence in the Mythic Shop for special skins, accessories, and more.
WELCOME GIFT All players will receive a one-time mission on March 31, 2022 that rewards 10 Mythic Essence to celebrate the launch of the new system! This mission will expire on May 2, 2022.
GEMSTONES? SHATTERED All Gemstones in player inventories have automatically been converted to 10 Mythic Essence each
PRESTIGE POINTS? EXPIRED Prestige Points (2020) have expired and were removed from inventories on March 24, 2022
MASTERWORK DROP RATES Mythic Essence drop rates from Masterwork Chests have been increased to offset the removal of Prestige Points from chest bundles

Mythic Shop

The new Mythic Shop features content that rotates on a regular basis, including the return of past Prestige skins!

Mythic Skins & Accessories


Mythic skins and accessories in the Mythic Shop will rotate every three months (every 6 patches). New Mythic skins debut at 100 ME and will cost 125 ME in future unvaults. Legacy Mythic skins that were once purchasable via Gemstones (such as Hextech Annie, Soulstealer Vayne, etc.) will also be available in the shop and cost 100 ME on first unvault, and 125 ME on future ones. Here's what's on offer for this patch rotation, as well as other options that will be available year-round.

Mythic Skins & Accessories (Patch 12.6-12.12 Rotation)

  • Ashen Knight Pyke (100 ME)
  • Ashen Knight Pyke Emberwoken Chroma + Ashen Knight Pyke Summoner Icon (40 ME)
  • "I'm Comin' For Ya" Emote (25 ME)
  • Hextech Annie (100 ME)
  • Hextech Amumu (100 ME)

Mythic Accessories & Other Options (Available Year-Round)

  • Ashen Ward (50 ME)
  • Random Skin Shard (10 ME)
  • 50 Orange Essence (1 ME)
  • 150 Blue Essence (1 ME)
*Note: We've added the Random Skin Shard option and removed the Hextech Chest and Hextech Key options since our original announcement.

Unvaulted Prestige Skins


Prestige skins can only appear in the Mythic Shop at least one year after their original release. They'll cost 125 ME the first time they're offered in the Mythic Shop, 150 ME on the second, and 200 ME if they've been unvaulted three or more times.*

Usually two Prestige skins will be unvaulted at a time and will be available in the Mythic Shop for one month (2 patches). However, to celebrate the new shop's launch, we're unvaulting six Prestige skins that will be available for three months (6 patches)!

Unvaulted Prestige Skins (Patch 12.6-12.12 Rotation)

  • Prestige Arcanist Zoe (125 ME)
  • Prestige Spirit Blossom Teemo (125 ME)
  • Prestige Battle Queen Diana (125 ME)
  • Prestige PROJECT: Irelia (150 ME)
  • Prestige Pulsefire Thresh (150 ME)
  • Prestige K/DA Kai'Sa (200 ME)
*Note: Prestige skins from 2018 and 2019 start at higher tiers to respect original owners who obtained them when they were more exclusive before the overhaul.

Commemorative Prestige Skins


To recognize the higher investment required to obtain Prestige skins in 2018 and 2019, players who owned these skins before patch 12.5 will receive additional, exclusive 2022 editions of these skins. Commemorative Prestige skins will never be available via shops, loot, or rerolls. The following skins will be gradually distributed to original owners over the next month:
  • Prestige Blood Moon Aatrox (2022)
  • Prestige K/DA Ahri (2022)
  • Prestige K/DA Akali (2022)
  • Prestige Arcade Caitlyn (2022)
  • Prestige K/DA Evelynn (2022)
  • Prestige Fuzz Fizz (2022)
  • Prestige K/DA Kai'Sa (2022)
  • Prestige Nightbringer Lee Sin (2022)
  • Prestige Battle Academia Lux (2022)
  • Prestige Bewitching Miss Fortune (2022)
  • Prestige Star Guardian Neeko (2022)
  • Prestige Firecracker Vayne (2022)
  • Prestige PROJECT: Irelia (2022)
  • Prestige Valiant Sword Riven (2022)
  • Prestige Pulsefire Thresh (2022)
  • Prestige True Damage Qiyana (2022)

Exclusive Mythic and Prestige Skin Debuts


To highlight the release of new Mythic and Prestige skins, limited edition loading screen borders and summoner icons can now only be obtained by purchasing the skin in the Mythic Shop or event Token Shop during the skin's initial debut period. Once a Mythic or Prestige skin is no longer available in these shops, it will be added to the regular loot drop and skin shard reroll pools without the limited edition loading screen border and summoner icon. This means that Mythic and Prestige skins can still be obtained via loot drops or skin rerolls but only AFTER their debut period ends, and WITHOUT their matching borders and icons.
*Note: This is another change from our original plan of removing Mythic and Prestige skins from loot drops and rerolls permanently, based on player feedback. This option grants players exclusive content for unlocking skins during debut periods and also allows collectors to obtain these skins via loot and rerolls without needing to wait for them to unvault.

Phase 2 Update


All of the above announcements are just Phase 1 of the Mythic Content Overhaul! While we're not launching Phase 2 just yet, we do have one big update to share regarding Showcase and Masterwork Milestones, which are reward tracks that will replace much of what was offered through Prestige Points in the past.

We've adjusted our plans for Showcase Milestones, and Prestige skins that debut during Showcases will be available for purchase in the Mythic Shop for 125 ME rather than as the final reward of a Showcase Milestone track! Once the Showcase ends, the Prestige skin will immediately retire from the Mythic Shop and become available via loot drops and rerolls without its border and icon, just like other vaulted Prestige skins. We'll be adjusting the Showcase milestone rewards track to accommodate this update.

And last but not least, don't forget—there's also a Phase 3 of the Mythic Content Overhaul! Stay tuned for more details later this year.

Hextech Rentals


Unrelated to the above, we're removing the ability to activate loot shards to rent champions, skins, and ward skins for 7 days. Virtually no one used the rental system; many players didn't even know it existed (heh). Any rentals that are currently active will still stay active for their remaining duration.

The ability to upgrade shards into permanents, reroll them into permanents, or disenchant them into essence is not affected by any of these changes.

Freljord Clash

Team formation for the second weekend of the Freljord Cup starts on March 28, and the tournaments will be on April 2 and 3.

Bugfixes & QoL Changes

  • updatedJanna W Bugfix/"Nerf": Fixed a bug where Janna's W - Zephyr range had incorrectly reverted to edge-to-edge. It has been restored and now casts from center-to-center, and its range indicator has also been fixed (Note: This issue had considerable impact on Janna's 12.5 winrates, so we expect this to be somewhat of a nerf)
  • Fixed a bug where, if Tahm Kench R - Devoured an allied Senna while she was inside her E - Curse of the Black Mist, both champions would disappear from enemies' view
  • Fixed a bug where Lux's E - Lucent Singularity projectile would proc spell shields on all enemies it passes through, even though the projectile itself doesn't deal damage or cc
  • Fixed a bug where, if a ward was placed on top of an existing ward, the new one would start dancing moving randomly around the older one~

Upcoming Skins & Chromas

Patch 12.5 notes

It’s patch 12.5, beelieve it!

This time around, we’ll bee doing a relatively light patch! There will bee some nerfs to stronger champs like Ahri and Gwen, while some champs like Samira and Seraphine support will bee getting some buffs. We’re also taking some of the sting out of Hullbreaker’s power for ranged champions and, most importantbee, we also have some additions to the Bee skinline this patch!

As a heads up, patch 12.5 will bee live for one month, with 12.6 going out on March 30. Don’t worry though, we’ll still beekeeping an eye out for any urgent issues that may pop up. Read more about why in this article here!. And, if you need a refresher on the patch release dates, check out our Patch Schedule for 2022 here!

Have a bad case of apiphobia? Then come check out the first patch of Neon Nights at the TFT patch notes here, where the only things buzzing in the night are Silco's schemes and robotic dreams!
Lilu “Riru” Cabreros Jina "ahrisoo" Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

3/10/2022 Elise & Vex Bugfixes

Elise

WORLD WIDE WEB Elise's Spider Form E - Rappel has been fixed so that she only descends if the second cast is on a target within the ability's range

Vex

SPOOPY CIRCLE Fixed a bug where enemies marked by Gloom from Vex's Passive - Doom 'n Gloom would sometimes fail to get feared by her Doom-empowered E - Looming Darkness

3/9/2022 Mid-Patch Balances

We're taking care of some urgent mid-patch balances before we go AFK for a week.

Champions

Aphelios

Base Armor 28 26
Base Health 530 510

Ashe

W - Mana Cost 70 at all ranks 75/70/65/60/55
R - Cooldown 100/80/60 seconds 80/70/60 seconds

Draven

Base AD 60 62

Jinx

Q - Fishbones Mana Cost 16/17/18/19/20 20 at all ranks
Q - Fishbones Range 100/125/150/175/200 80/110/140/170/200

Lucian

AD Growth 2.3 (101.1 at level 18) 2.9 (111.3 at level 18)
Passive - Vigilance Bonus Magic Damage On-Hit 14 (+10% AD) 14 (+20% AD)

Master Yi

Base Health 550 599
E - True Damage 30/37/44/51/58 (+30% bonus AD) 30/38/46/54/62 (+30% bonus AD) (base damage reverted only)
R - Cooldown 100/90/80 seconds 85 seconds at all ranks (reverted)

Ryze

Passive - Maximum Mana Increased 5% per 100 AP 10% per 100 AP
Q - Damage 75/100/125/150/175 (+40% AP) (+3% bonus mana) 70/90/110/130/150 (+45% AP) (+3% bonus mana)

Varus

W - Passive Bonus Magic Damage On-Hit 7/9/11/13/15 (+30% AP) 7/10.5/14/17.5/21 (+30% AP)
R - Base Magic Damage 150/200/250 150/250/350

Zeri

Base AD 58 53
Health Growth 85 (1945 at level 18) 90 (2030 at level 18)
Base Armor 23 (+3.5 per level), 82.5 at level 18 22 (+3 per level), 73 at level 18
Basic Attack - Charged Magic Damage Ratio Based on Target's Max Health 3-15% (levels 1-18) 1-10% (+0.5% levels 1-7, +1% levels 8-13)
Q - Total Physical Damage 9/13/17/21/25 (+110% AD) 10/15/20/25/30 (+ 110% AD)
E - Cooldown 23/22/21/20/19 seconds 23 seconds at all ranks
E - Pierce Damage 80/85/90/95/100% 60/70/80/90/100%
R - Stacks per Champion Hit by Initial Lightning Crash 3 4
R - Bonus Move Speed per Stack 2% 1.5%

Items

Locket of the Iron Solari

Consecrate (Passive) - Bonus Armor & Magic Resist 5 3
Devotion (Active) - Shield Amount 230-385 (target's levels 1-18) 200-365 (target's levels 1-18)

3/4/2022 Master Yi Nerfs

Master Yi

While the changes in 12.5 succeeded in making Yi’s on-hit builds more optimal than his lethality builds, they actually resulted in a large buff to on-hit with roughly no change to lethality-overpowering Yi as a result. We’re tuning Yi down with some stronger nerfs this time, but ensuring that we’re pulling power from across his kit so as to not dramatically impact his gameplay.

Base Stats

Base Health 599 550

Q - Alpha Strike

Damage 30/60/90/120/150 (+60% AD) 30/60/90/120/150 (+50% AD)
Bonus Damage from Critical Strikes +50% Damage +35% Damage
On-Hit Damage 100%, reduced to 25% for subsequent hits 75%, reduced to 18.75% for subsequent hits

E - Wuju Style

True Damage 30/38/46/54/62 (+35% bonus AD) 30/37/44/51/58 (+30% bonus AD)

R - Highlander

Cooldown 85 seconds 100/90/80 seconds

Patch Highlights

BZZZiggs, Heimerstinger, Nunu & Beelump, and Orbeeanna will bee available March 3, 2022.

Champions

Ahri

W base damage decreased; mana cost increased. E mana cost increased.

While we’re happy that players are charmed by Ahri’s refresh in 12.3, she’s been a little too strong since. We’re pulling some power out of her early game to reduce her overall strength.

W - Fox-Fire

Damage 60/85/110/135/160 (+30% AP) 50/75/100/125/150 (+30% AP)
Mana Cost 25 30

E - Charm

Mana Cost 50 60

Gwen

Passive damage against monsters decreased. E bonus attack range decreased.

Gwen has been shredding up top and jungle in Pro play for some time now. So we’re snipping off some of her power so her weaknesses are more apparent and her strength as a flex pick is reduced.

Passive - Thousand Cuts

Maximum Damage Against Monsters 10 (+25% AP) 10 (+15% AP)

E - Skip ‘n Slash

Bonus Attack Range 100 50

Kennen

W full stack bonus damage on basic attacks increased.

Kennen hasn’t had much presence in top lane, so we’re giving him some small buffs to shock the current meta.

W - Electrical Surge

Basic Attack Bonus Magic Damage at Full Stacks 20/30/40/50/60 (+60/70/80/90/100% bonus AD) (+25% AP) 35/45/55/65/75 (+80/90/100/110/120% bonus AD) (+35% AP)

Master Yi

Q damage and bonus crit damage decreased; each mark now applies on-hit effects; on-hit cooldown reduction now scales with Ability Haste. E and R now pause during his Q and both can now be activated during Q. E base damage decreased late.

Master Yi’s Duskblade builds have been a bit strong recently, but more importantly are both frustrating to play against and unhealthy for gameplay. We’re decreasing his Q's synergy with lethality and Ability Haste and instead adding on-hit scaling so the Wuju Bladesman is forced to show himself while fighting.

Q - Alpha Strike

Damage 25/60/95/130/165 (+90% AD), reduced by 75% for subsequent hits on the same target 30/60/90/120/150 (+60% AD), reduced by 75% for subsequent hits on the same target
Bonus Damage from Critical Strikes 60% (+ bonus critical strike damage %) 50% (+ bonus critical strike damage %)
newMANY FOES, MANY STRIKES Each mark of Q - Alpha Strike now applies on-hit effects including his E - Wuju Style (on-hit effects from subsequent hits are also reduced by 75%)
updatedSLOWER BUT STILL STEADY Q - Alpha Strike's cooldown reduction upon attacks now scales down with Ability Haste. For example, if Master Yi has 100 Ability Haste, each on-hit now reduces its cooldown by 0.5 seconds (instead of 1).
updatedTAKE YOUR TIME Q - Alpha Strike's cast time no longer counts against his E - Wuju Style and R - Highlander active durations (similar to W - Meditate)
updatedWUJU BELIEVE THAT Master Yi can now activate E - Wuju Style and R - Highlander during his Q - Alpha Strike

E - Wuju Style

True Damage 30/40/50/60/70 (+35% bonus AD) 30/38/46/54/62 (+35% bonus AD)

Miss Fortune

W passive movespeed on respawn increased.

We're giving Miss Fortune a quality of life update for struttier spawns.

W - Strut

updatedI AM SPEED Miss Fortune now spawns with the maximum amount of movespeed granted by Strut's passive

Samira

Health growth and armor growth increased. R cooldown decreased.

For a thrillseeker, the Desert Rose hasn’t been very daring recently. We’re ramping up her durability over time so she can more comfortably stack her Style in big late-game teamfights before getting focused down.

Base Stats

Health Growth 88 94
Health at Level 18 2026 2128
Armor Growth 3 3.5
Armor at Level 18 77 85.5

R - Inferno Trigger

Cooldown 8 seconds 5 seconds

Seraphine

W mana cost decreased late; cooldown increased early and decreased late; shield decreased and now scales with rank; ally shields now equal Seraphine's; heal scaling adjusted. E cooldown decreased early.

Seraphine's been enjoying the mid lane limelight, but it's clear that players want to share her stage in bot lane, too. We're introducing some buffs to her support kit without turning the volume up too high on her solo performances in mid.

W - Surround Sound

Mana Cost 50/70/90/110/130 50/60/70/80/90
Cooldown 26/25/24/23/22 seconds 28/26/24/22/20 seconds
Shield 75-225 (levels 1-18) (+45% AP) 60/80/100/120/140 (+40% AP)
Ally Shields 50-150 (levels 1-18) (+30% AP) 60/80/100/120/140 (+40% AP) (Note: Allies now receive the same shield amount as Seraphine)
Healing (If Already Shielded) 5% (+1.125% per 100 AP) of missing health per ally in range 5/5.5/6/6.5/7% (+0.75% per 100 AP) of missing health per ally in range

E - Beat Drop

Cooldown 13/12/11/10/9 seconds 11/10.5/10/9.5/9 seconds

Xin Zhao

E cooldown increased. R invulnerability duration decreased.

Xin’s a staple in Pro play right now, in part due to the consistent and reliable engage of his E combined with the safety of his R. We're targeting some of that engage power while also ensuring his ultimate doesn’t provide him with too much of a safety net.

E - Audacious Charge

Cooldown 11 seconds 12 seconds

R - Crescent Guard

Invulnerability Duration 5 seconds 4 seconds

Items

Hullbreaker

Ranged Hullbreaker users have been taking over top lane, so we’re decreasing its benefits for them. Hullbreaker should still feel like an option for ranged champs, but without overshadowing melee users.

Passive - Boarding Party

Bonus Armor and Magic Resist 20-60 (levels 1-18) [20-60 (levels 1-18) for melee/10-30 (levels 1-18) for ranged]
Siege and Super Minion Bonus Armor and Magic Resist 60-180 (levels 1-18) [60-180 (levels 1-18) for melee/30-90 (levels 1-18) for ranged]

VFX Updates

Elise

Base Elise Complete overhaul
Death Blossom Elise Same as new base
Victorious Elise Same as new base
Blood Moon Elise Same as new base
SKT T1 Elise Same as new base
Super Galaxy Elise Minor changes; new VFX for Spider Form E - Rappel
Bewitching Elise Minor changes
Withered Rose Elise Minimal tweaks

Mythic Content Overhaul Preparation

The Mythic Content Overhaul begins next patch! 12.5 is your last chance to spend your 2020 Prestige Points! Unlike Gemstones, Prestige Points won't convert to Mythic Essence. USE 'EM NOW IF YOU'VE GOT 'EM!

Also, as mentioned last patch, once patch 12.5 releases, you'll no longer be able to claim OG ownership of 2018 and 2019 Prestige skins by obtaining them from loot drops or rerolls. The skins will still appear in drops and rerolls during 12.5, but only those who earned them pre-12.5 will receive a special version of these skins. Prestige and Gemstone skins will be removed from loot drops and rerolls when the Mythic Content Overhaul begins.

Freljord Clash

Team formation for the first weekend of the Freljord Cup starts on March 14, and the tournaments are on March 19 and 20! Team formation for the second weekend starts on March 28, and the tournaments will be on April 2 and 3 during patch 12.6.

Personalization

Ranked Borders and Divisions

Based on your feedback, an updated look for ranked borders will be hitting the loading screen in patch 12.5. In addition, Ranked divisions will be visible in game lobbies, hovercards, loading screens, and profiles.

Bugfixes & QoL Changes

  • Fixed a bug where the Magical Footwear rune would grant Viego duplicate Slightly Magical Boots
  • Fixed a bug where Viego would permanently gain move speed from Taliyah’s Passive - Rock Surfing after possessing her
  • Fixed a bug where Caitlyn’s Q - Piltover Peacemaker would not deal damage if she had a spell shield created by Edge of Night or Banshee’s Veil
  • Fixed a bug where Predator and Commencing Stopwatch’s cooldowns were not showing correctly in the scoreboard
  • Fixed a bug where Yorick’s Maiden of the Mist would not display an icon on the minimap
  • Fixed a bug where Sona’s Passive - Power Chord empowered basic attacks were not being consumed or applied when attacking allies while Berserk
  • Fixed a bug where Rumble’s Overheated state would visually disappear faster than it should if triggered by his E - Electro Harpoon
  • Fixed a bug where the Maiden of the Mist and Ghouls summoned by Yorick's R - Eulogy of the Isles would not disappear when he died
  • Fixed a bug where Ornn could not use Passive - Living Forge to upgrade items for an allied Viego that had possessed an enemy champion earlier that game
  • Fixed a bug where Karthus could leave spawn before the barrier dropped at 15 seconds
  • Fixed a bug where casting Vel’Koz’s R - Lifeform Disintegration Ray would cause game replays to crash
  • Fixed a bug where champions who go Berserk from Renata’s R - Hostile Takeover would not deal bonus true damage with their Cheap Shot rune
  • Fixed a bug where Sett was unable to cast basic abilities if Renata died during his R - Showstopper while he was Berserk
  • Fixed several bugs where champions with certain items and runes would incorrectly receive kill credit and gold for killing their allies while Berserk
  • Fixed a bug where active item cooldown timers were not correctly displaying for teammates
  • Fixed a bug where Rek’Sai’s Q - Queen’s Wrath cast bar did not appear correctly
  • Fixed a bug where the "Thanks for Playing in the Cup!" notification did not appear in the last completed match of Clash tournaments
  • Fixed a bug where Clash leaders could not see the tier and lanes on requests from free agents
  • Fixed a bug where players would not see the honors they received in the post-game lobby while they were still being processed
  • Fixed a bug where accounts above level 500 were defaulting to the Level 1 border. They can now be customized by selecting any prestige border instead.

Upcoming Skins & Chromas

The following skins will be released this patch:

The following chromas will be released this patch:

Patch 12.4 notes

Patches are like a box of chocolates. You never know what you’re gonna get—unless you read the patch notes, that is. (Speaking of surprises, we have a new author today!)

This patch the Chem-Baroness Ms. Renata Glasc begins her corporate takeover of the Rift. We also have a few buffs for Kalista, Lucian, and Xayah to freshen up the current ADC assortment among other balances. Meanwhile in top lane, things have been a little tense with our enchanter friends, so we have some support gold income changes to help address the current situation. Lastly, be sure to keep your heart rate in check as we introduce a new set of stunning Shockblade skins!

And over in TFT, Renata Glasc, Silco, and many more join the updated TFT roster during the mid-set, Neon Nights. Read more about the update over at the TFT patch notes here!
Jina "ahrisoo" Yoon Lilu “Riru” Cabreros Paul "RiotAether" Perscheid

Mid-Patch Updates

2/22/2022 Renata Adjustments

Renata

Base Stats

Armor Growth 4 3.5
Armor at level 18 97 88.5

Passive - Leverage

Marked Target Damage 1% - 5.25% (levels 1-18) (+1% per 100 AP) of the target’s maximum health 1% - 3.5% (levels 1-11) (+1% per 100 AP) of the target’s maximum health

W - Bailout

Cooldown 28/26/24/22/20 seconds 28/27/26/25/24 seconds
Health on Revive 35% 20%

2/17/2022 Draven & Rek'Sai Bugfixes

Draven

DROPPED THE AXESFixed a bug where Draven's R - Whirling Death would become unusable if destroyed by an ability like Yasuo's W - Wind Wall or Braum's E - Unbreakable

Rek'Sai

KILLER QUEENFixed a bug where Rek'Sai's Q - Queen's Wrath was not reducing the cast time on her empowered basic attacks

Patch Highlights

Admiral Glasc, Shockblade Qiyana, Shockblade Shen, Shockblade Kassadin, Firelight Ekko, and Brave Phoenix Xayah Prestige Edition will be available February 17, 2022.

Champions

new

Renata Glasc

The Chem-Baroness

Rise to the top with Renata Glasc on February 17!

Aatrox

Q Sweetspot bonus damage increased.

We’re still keeping an eye on the changes to the fighter item system, but it’s clear that Aatrox drew the short sword. This buff should hit the sweet spot.

Q - The Darkin Blade

Sweetspot Damage 150% 160%

Amumu

E base damage reduction increased.

Last patch's nerfs made our mummy a little too sad. His E passive's damage reduction is now capped, so we can return some power to the ability by making the baseline stronger.

E - Tantrum

Physical Damage Reduction 2/4/6/8/10 (+3% bonus armor) (+3% bonus magic resist) 5/7/9/11/13 (+3% bonus armor) (+3% bonus magic resist)

Ashe

R arrow speed increased.

Ashe has been fairly out of the meta for a while now, so we’re taking the opportunity to give the Frost Archer some more reliable utility with those magical, cross-map ults.

R - Enchanted Crystal Arrow

Missile Speed 1600 1500 (+200 per second of travel time), up to 2100

Blitzcrank

Base health regen reduced.

We're lowering the robot's innate sustain so that he has to be a little more cautious in lane.

Base Stats

Base Health Regeneration 8.5 7.5

Dr. Mundo

AD growth decreased. R cooldown no longer decreases with rank.

Dr. Mundo's been tearing up top lane. We're pulling some of his baseline offensive power so he has to make better use of his medical kit to successfully sedate his patients.

Base Stats

AD Growth 4.2 3.5
Attack Damage 61-132.4 (levels 1-18) 61-120.5 (levels 1-18)

R - Maximum Dosage

Cooldown 110/100/90 seconds 110 seconds at all ranks

Illaoi

Base attack speed increased. W damage ratio increased.

Illaoi hasn't found her footing yet this season, and the fighter item changes haven't done the priestess any favors either. She can already hit some wildly high highs, so we're bolstering her baselines to help her release the kraken.

Base Stats

Attack Speed 0.571 0.625

W - Harsh Lesson

Bonus Physical Damage 3/3.5/4/4.5/5% (+2% per 100 AD) of target's maximum health 3/3.5/4/4.5/5% (+4% per 100 AD) of target's maximum health

Bugfixes

  • Fixed a bug where, if Illaoi died right after pulling an enemy's Spirit with E - Test of Spirit, nearby Tentacles would not attack the Spirit

Kalista

Base armor increased.

The Spear of Vengeance hasn’t been very scary recently. We’re buffing her so she can play more aggressively early and survive lane more reliably.

Base Stats

Armor 21 24

Lucian

Q mana cost decreased.

The Sentinel of Light hasn't actually seen much light this season, so we're letting him use his shining spells more aggressively before he gets Essence Reaver.

Q - Piercing Light

Mana Cost 50/60/70/80/90 48/56/64/72/80

Nami

E on-hit base damage reverted.

Last patch, we tide a small nerf to Nami's E when we adjusted her passive so that her power would remain at sea level. It turns out she actually sank a bit as a result, so we're reeling that part of the change back in.

E - Tidecaller's Blessing

On-Hit Damage (Per Hit) 20/35/50/65/80 (+20% AP) 25/40/55/70/85 (+20% AP)

Neeko

Hitbox is now smaller. Q additional bloom base damage increased. W cooldown decreased.

Our curious chameleon has been sitting at a low winrate for quite some time and could use a little love. We're trimming down her THICC hitbox to match those of similar characters and giving her more access to her tricks. An extra boost to her blossoms should help her waveclear so she can roam to other lanes more using her camouflage, as well as make her combos really pop-blossom off.

Base Stats

Gameplay (Hitbox) Radius 80 65

Q - Blooming Burst

Additional Bloom Damage 40/60/80/100/120 (+20% AP) 40/65/90/115/140 (+20% AP)

W - Shapesplitter

Cooldown 20/19/18/17/16 seconds 16/15/14/13/12 seconds

QoL Changes

  • NEEKO'S REAL SHO'MAWhen playing as Neeko, your center HUD (i.e. the buff icons above your skills) will now always display your actual buffs, rather than the buffs of the ally you are disguised as if using Passive - Inherent Glamour. Enemies who click on you will still see the buffs of the ally you are disguised as in the target UI at the top of their screen.

Nunu & Willump

Health growth decreased. Q base damage and healing from champions decreased.

Nunu has been playfully toeing the line into OP territory across all brackets for a while now, but this last patch finally broke the ice. We're bringing him and William Willump back into a more reasonable state by tapping down on their general tankiness rather than detracting from their jungle clear and signature snowy skills.

Base Stats

Health Growth 82 76
Health at Level 18 1934 1832

Q - Consume

Healing From Champions 60/88/116/144/172 (+72% AP) (+8% bonus health) 45/66/87/108/129 (+54% AP) (+6% bonus health)

Qiyana

Passive AD scaling decreased.

The empress continues to be a little too oppressive in higher levels of play, so we’re reducing the AD scaling on her passive to curb her waveclear and snowball potential.

Passive - Royal Privilege

Additional Physical Damage 15-83 (levels 1-18) (+55% bonus AD) (+30% AP) 15-83 (levels 1-18) (+45% bonus AD) (+30% AP)

Rumble

Base armor increased.

Rumble is weak, especially in the top lane. We're fortifying him to be more in line with other melee laners so he can get scrappier with his enemies.

Base Stats

Base Armor 31 36

Sett

Health growth increased.

The Rift’s #2 mama’s boy (just behind the new patch notes author) has dropped in effectiveness and winrate a bit more than other fighters last patch, so we’re giving him a small buff.

Base Stats

Health Growth 93 100
Health at Level 18 2181 2300

Veigar

Base armor decreased; armor growth increased. E cooldown increased early.

Veigar is standing head-and-shoulders above the competition. His shadow is especially tall in bot lane, so we’re adjusting his scaling in a way that’ll impact him more in bot lane than in mid.

Base Stats

Base Armor 23 21
Armor Growth 3.75 4.0
Armor at Level 18 86.75 89

E - Event Horizon

Cooldown 18/16.5/15/13.5/12 seconds 20/18/16/14/12 seconds

Bugfixes

  • Fixed Q - Baleful Strike's tooltip to correctly state that last hitting enemy champions grants 1 stack of Phenomenal Evil, not 3

Xayah

E damage amp based on crit chance increased.

While we're happy that Xayah has lethality options, they've been overshadowing her crit builds. The Rebel's gameplay is healthier and better suited to her identity when she builds at least some attack speed, so we’re increasing the crit scaling on E - Bladecaller to bring back her fast and furious feathers.

E - Bladecaller

Critical Strike Chance Damage Multiplier Deals 0.5% 0.75% more damage per 1% critical strike chance

Zeri

Uncharged basic attack base damage and AP ratio decreased; damage amp against low-health enemies increased. Charged basic attack slow percentage decreased early and increased late; duration decreased. Q base damage decreased but now also multiplied in crits; excess AS to AD ratio increased. W slow decreased early; cooldown increased early but now decreases with rank. E cooldown decreased. R bonus attack speed no longer increases with rank.

Zeri's spark still has a bit more shock than she needs, so we're nerfing her overall power in a way that should hit her bruiser builds harder than her crit builds.

Uncharged Basic Attack

Magic Damage 15-40 (levels 1-18) (+4% AP) 10-25 (levels 1-18) (+3% AP)
Damage Increase 300% 500% against enemies below 35% health

Charged Basic Attack

Slow 20/25/30/35/40% 14/23/32/41/50% (based on Q rank)
Slow Duration 1.5 seconds 1 second

Q - Burst Fire

Damage 10/15/20/25/30 (+110% AD) 9/13/17/21/25 (+110% AD)
updatedBURSTIER BURSTS Burst Fire's critical strikes now also multiply its base damage (in addition to its AD ratio)
Excess Attack Speed to AD Conversion 50% 60%

W - Ultrashock Laser

Slow 50/55/60/65/70% 30/40/50/60/70%
Cooldown 10 seconds at all ranks 13/12/11/10/9 seconds

E - Spark Surge

Cooldown 23/21.5/20/19.5/17 seconds 23/22/21/20/19 seconds
Cooldown Reduction 1.5 seconds 1 second per champion hit with charged basic attacks or abilities

R - Lightning Crash

Bonus Attack Speed 30/35/40% 30% at all ranks

Bugfixes

  • Q - Burst Fire crits will no longer trigger Navori Quickblades' passive to reduce the cooldown of Q - Burst Fire
  • Tear of the Goddess now correctly treats Q - Burst Fire as a basic attack and will no longer grant stacks when it is cast; Zeri's right-click basic attack will continue to be treated as a spell and trigger Tear stacks

Items

newAlly Item Pings Now Available!

You can now display your allies' item cooldowns and charges in-game by pinging an item's icon in the "Tab" scoreboard! Item icons in the scoreboard will also have timer VFX to visually indicate their status, similar to those on Summoner Spells.

Rejuvenation Bead

Buying three Rejuvenation Beads has recently cropped up as a powerful item start strategy. However, it offers weak early game champions a bit too much sustain without asking for enough tradeoffs mid-game. We're adjusting it to require some more commitment and will look at changing Doran's items if players struggle to survive, especially in tough solo lanes.
Total Cost 150 gold 300 gold
Base Health Regeneration +50% +100%
Sell-Back Ratio 70% (sells for 105 gold) 40% (sells for 120 gold)

Crystalline Bracer

Total Cost 650 gold 800 gold
Base Health Regeneration +50% +100%

Knight's Vow

Combine Cost 700 gold 400 gold (total cost unchanged)
Base Health Regeneration +150% +200%

Warmog's Armor

Combine Cost 650 gold 500 gold (total cost unchanged)

Systems

Support Gold Income Items

Spellthief's Edge, Relic Shield, Steel Shoulderguards, & Spectral Sickle

Recently, there's been an increase of enchanter support champions in solo lanes who use support gold income items to gain money passively while roaming the map rather than playing in their lane. While we do value creativity in League of Legends, we believe this specific strategy goes over the line for what a healthy amount of early game roaming looks like. It also denies their lane opponents the opportunity to use early-game strengths to build leads during lane phase, which is a core part of each game.
These issues definitely call for a more robust solution and we're in the process of developing one. In the meantime, we're adjusting a few systems to minimize the effects on other parts of the game. In particular, both objective and CS bounties don't yet account for unconventional income strategies, which can waterfall into unhealthy game states. We're also increasing the minion farming penalty on these support gold income items during the first 5 minutes of the game so that laners can't just farm as usual, then grab-and-go once the timers kick in.
GOLD VALUE BOUNTIES Gold value bounties (a.k.a. CS bounties) are now based on the number of support gold income items on each team, rather than assuming each team has one support gold income item
OBJECTIVE BOUNTIES Enemy gold leads are now significantly less likely to lead to Objective Bounties activating if there are two or more support gold income items on your team
TRIBUTE/SPOILS OF WAR (PASSIVE) - MINION FARMING PENALTY Receive diminishing gold from excessive (4 minions per minute) (2 minions per minute until 5 minutes; 4 minions per minute thereafter) minion kills. This diminished gold penalty is now also more severe during the first 5 minutes of the game. (All else unchanged)

Objective Bounties

Unrelated to the gold income items above, we're also shortening the deactivation timers for Objective Bounties to address some extreme swing cases. When an Objective Bounty period ends, the losing team should still be behind, but the lingering duration allowed some cases where a losing team could catapult ahead after claiming multiple bounties in a row.
BOUNTY LINGER PERIOD 15 seconds 5 seconds after Objective Bounties fall off

ARAM

Champion Buffs

Camille +5% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -5% Damage Taken, +20% Shielding
Darius -5% Damage Taken -5% Damage Taken, +20% Healing
Garen -5% Damage Taken
Hecarim +10% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken, +20% Healing
Jarvan IV -5% Damage Taken +5% Damage Dealt, -5% Damage Taken
Lee Sin +8% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken, +20% Healing, +20% Shielding
Nocturne +10% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken, +20% Healing
Olaf -5% Damage Taken +5% Damage Dealt, -5% Damage Taken, +20% Healing
Rek'Sai +10% Damage Dealt, -15% Damage Taken +10% Damage Dealt, -15% Damage Taken, +20% Healing
Riven +5% Damage Dealt, -5% Damage Taken, +20% Shielding +5% Damage Dealt, -8% Damage Taken, +20% Shielding
Ryze +8% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken
Talon +5% Damage Dealt, -8% Damage Taken +10% Damage Dealt, -8% Damage Taken
Zeri -5% Damage Taken

Champion Nerfs

Alistar -5% Damage Dealt, +5% Damage Taken, -10% Healing -5% Damage Dealt, +10% Damage Taken, -20% Healing
Ashe -15% Damage Dealt, +5% Damage Taken -15% Damage Dealt, +10% Damage Taken
Lillia -5% Damage Dealt
Maokai -15% Damage Dealt, +10% Damage Taken, -20% Healing -15% Damage Dealt, +10% Damage Taken, -40% Healing
Miss Fortune -8% Damage Dealt, +8% Damage Taken -10% Damage Dealt, +10% Damage Taken
Seraphine -15% Damage Dealt, +15% Damage Taken, -20% Healing, -20% Shielding -15% Damage Dealt, +15% Damage Taken, -40% Healing, -40% Shielding
Sona -15% Damage Dealt, +15% Damage Taken, -20% Healing, -20% Shielding -15% Damage Dealt, +15% Damage Taken, -40% Healing, -40% Shielding
Tahm Kench +5% Damage Dealt, -10% Damage Taken 0% Damage Dealt, -5% Damage Taken
Vel'Koz -5% Damage Dealt -5% Damage Dealt, +5% Damage Taken
Ziggs -20% Damage Dealt, +18% Damage Taken -20% Damage Dealt, +20% Damage Taken

Ionia Cup

The 2022 Clash Season begins! Team formation for the first weekend of Ionia Cup starts on February 14, and the tournaments take place on February 19 and 20. Team formation for the second weekend starts during patch 12.5 on March 1, and the tournaments take place on March 5 and 6.

Mythic Content Overhaul

The Mythic Content Overhaul starts in a few patches! 12.4 is the last patch where you can claim OG ownership of 2018+19 Prestiges by obtaining one from loot drops or rerolls. (OG owners of these Prestiges will get a special version of the skin for free during the Mythic Content Overhaul!)

Behavioral Systems

  • updatedIntentional Feeding Detection: A new system for detecting intentional feeding was successfully launched last month! Further enhancements have been made to the detection model's accuracy to improve the player experience.

Personalization

  • updatedSummoner Icons: You can now sort and search your summoner icons when selecting one to display! Summoner icons now display informational tooltips when you hover over them.
  • updatedSummoner Level Icon Borders: You can now select any of the summoner level icon borders you've earned so far, rather than just your highest level one. (Your selection will not appear in game loading screens just yet.)

Bugfixes & QoL Changes

  • Fixed a bug where champions would be able to cast some Summoner Spells while traveling through Hextech Gates (including Smite)
  • Fixed a bug where Ahri's Passive - Essence Theft could obtain essence from champion clones
  • Fixed a bug where Janna would incorrectly gain E - Eye of the Storm's passive heal and shield power boost upon slowing or knocking up enemy champions, even when she hadn't learned the skill yet
  • Fixed a bug where Senna’s R - Dawning Shadow would change direction if you casted it while your cursor was hovering over Senna’s champion icon in your central HUD
  • Fixed a bug where you would sometimes still receive some of Death's Dance's Ignore Pain's stored damage, even after triggering Defy with a champion takedown
  • Fixed a bug where Yorick’s Maiden of the Mist would get stuck inside structures when walking near them. The Maiden will now be Ghosted and move through structures and units in true ghost-like fashion
  • Kai'Sa’s ability tooltips and evolution trackers for her Passive - Second Skin's Living Weapon have been fixed and will correctly account for her bonus attack damage and attack speed
  • Fixed a bug where, if Zed casted his W - Living Shadow and recasted it while his Q - Razor Shuriken was in flight, both shurikens would launch from Zed’s new position (as opposed to 1 shuriken from each location)
  • Fixed a bug where Gangplank would receive a Tear of the Goddess stack upon casting E - Powder Keg
  • Fixed a bug where, if Tahm Kench applied three Passive - An Acquired Taste stacks on an enemy champion, he would sometimes still be able to R - Devour them after his stacks expired if he used certain item actives
  • Zoe's W - Spell Thief ability icon will now display the correct damage value for stolen Smites
  • Fixed a visual bug where Aphelios’ casting bar would not animate properly when upon activating W - Phase
  • Fixed a bug where players would receive an incorrect notification if they tried to change lobbies while in queue
  • The SFX that plays when creating a game lobby has been restored
  • PsyOps Pyke's W - Ghostwater Dive SFX that plays for enemies with low health (below his ultimate's execute threshold) has been adjusted for gameplay clarity
  • PROJECT: Jinx's critical strike hit SFX have been restored
  • The debuff VFX on enemies hit by Ahri's E - Charm have been fully restored
  • Teleport and Unleashed Teleport's tooltips have been fixed and will display accurate cooldown timers
  • The information displayed in the Dragon Soul buff's scoreboard tooltip has been corrected
  • Watchful and Vigilant Wardstones' tooltips have been fixed to display the correct number of wards currently placed
  • Smite’s tooltips in Champ Select and Collections have been restored

Upcoming Skins & Chromas

Patch 12.3 notes

Season 2022 is in bloom!

We've carefully plucked a delicate bouquet for you this patch, including several champion nerfs and a significant update to the fighter item system. This is also our first patch reacting to Pro play on the preseason meta, so there's a lot of focus on balancing that skill bracket this week. Ahri's champion refresh is another part of the floral mix and, last but not leaf, the rest of the Crystal Rose and Withered Rose skins will be available soon. ❀

Allergies acting up with all this flowery language? Head on over to the pollen-free TFT patch notes here!
Jina "ahrisoo" Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

2/11/2022 - Ahri Bugfix

Ahri

RUSH, SPIRITS Fixed a bug where Ahri’s R - Spirit Rush would sometimes become unusable if she was too far away to consume an enemy champion's essence in time

2/4/2022 - Janna Nerfs

Janna

Janna's 12.2 changes swept Summoner's Rift by storm, making her one of the strongest and most popular supports. However, it wasn't clear just how strong of a nerf she needed last patch due to a Glacial Augment bug that interacted with her Q and R a little too well. Even after the hotfix, Janna remains very strong with Glacial and other runes, so we're lowering her early roaming power and her enhanced heal and shield window.

These changes are not intended to address her (and other enchanters') recent top lane strategy. We're working on a separate solution for that and will update as soon as we have an accurate forecast.

BASE MOVE SPEED 330 325
W - ZEPHYR BASE BONUS MOVE SPEED 8/9/10/11/12% 6/7.5/9/10.5/12%
E - EYE OF THE STORM ENHANCED HEAL & SHIELD POWER DURATION 5 seconds 4 seconds (upon slowing or knocking up at least one enemy)

2/3/2022 - ARURF and Seraphine & Twisted Fate Bugfixes

ARURF Balance Changes

Champion Buffs

Akali -5% Damage Taken -10% Damage Taken
Darius +5% Damage Dealt, -10% Damage Taken +5% Damage Dealt, -15% Damage Taken
Katarina -5% Damage Taken +5% Damage Dealt, -5% Damage Taken
Kled -5% Damage Taken -10% Damage Taken
Mordekaiser -15% Damage Taken
Nunu & Willump -5% Damage Taken +8% Damage Dealt, -5% Damage Taken
Qiyana -5% Damage Taken -10% Damage Taken
Rammus +10% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -15% Damage Taken
Rek'Sai +5% Damage Dealt +5% Damage Dealt, -5% Damage Taken
Sion +10% Damage Dealt +10% Damage Dealt, -8% Damage Taken
Thresh -8% Damage Taken -13% Damage Taken
Viego +5% Damage Dealt +5% Damage Dealt, -5% Damage Taken

Champion Nerfs

Malphite -5% Damage Dealt
Master Yi -20% Healing -10% Damage Dealt, -20% Healing
Morgana -5% Damage Dealt -10% Damage Dealt, +5% Damage Taken
Orianna -10% Damage Dealt, +8% Damage Taken, -20% Shielding -10% Damage Dealt, +10% Damage Taken, -20% Shielding
Seraphine -3% Damage Dealt, -20% Healing -8% Damage Dealt, -20% Healing
Shaco -5% Damage Dealt -10% Damage Dealt, +5% Damage Taken
Vex -10% Damage Dealt -10% Damage Dealt, +5% Damage Taken
Volibear +5% Damage Taken, -20% Healing -5% Damage Dealt, +5% Damage Taken, -20% Healing
Yuumi -30% Damage Dealt, +20% Damage Taken, -30% Healing -40% Damage Dealt, +20% Damage Taken, -40% Healing
Zed -5% Damage Dealt -15% Damage Dealt

Bugfixes

Hecarim Bugfix Fixed a bug where Hecarim's Q - Rampage would get disabled for the rest of the game after Viego possessed him in ARURF

Seraphine

TAKE NOTES Fixed a bug where Seraphine's abilities would get canceled if cast while attacking an enemy with a Passive - Stage Presence empowered basic attack

Twisted Fate

ANY CARD Fixed a bug that caused Twisted Fate's next basic attack after using W - Pick a Card to have a slight delay

2/2/2022 - Ahri Bugfix

Ahri

STOP! IN THE NAME OF LOVE Fixed a bug where Ahri's E - Charm could interrupt Unstoppable enemies, such as Malphite during his R - Unstoppable Force
GOT SOULS? Fixed a bug where Ahri would infinitely drop Thresh’s Souls and Senna’s Mist Wraiths if killed by an enemy Ahri’s W - Foxfire

Patch Highlights

Crystal Rose Akshan, Crystal Rose Janna, and Withered Rose Elise will be available February 10, 2022.

Champions

Ahri

Champion refreshed. Base stats and all skills updated.

Ahri's unique identity as a highly-mobile mage assassin has eroded over the years. Instead of a being flighty terror dashing across a teamfight, she's limited to a single attempt at an exciting play with her R, then fishing with her E from safety for the rest of the fight. To address this, we're refreshing her passive to offer a partial ultimate reset upon takedowns so a well-played Ahri can capitalize on favorable situations to hunt down the entire enemy team. We've also redistributed her abilities’ mana costs and early damage so each spell feels rewarding. To balance things out, we're slightly nerfing her burst damage and defensive stats. (As an aside, these changes are unrelated to Ahri’s upcoming ASU.)

Base Stats

Health Growth 92 82
Health 526-2090 (levels 1-18) 500-1894 (levels 1-18)
Base Health Regeneration 5.5 2.5
Armor 21-80.5 (levels 1-18) 18-77.5 (levels 1-18)

Passive - Essence Theft

updatedPIECES OF YOU Killing minions or monsters grants Ahri an Essence Fragment. After obtaining 9 Essence Fragments, Ahri consumes them to heal for 40-120 (+25% AP). When Ahri scores a takedown against an enemy champion within 3 seconds of damaging them, she feasts upon their Essence, healing for 80-200 (+35% AP).

Q - Orb of Deception

Damage per Pass 40/65/90/115/140 (+35% AP) 40/65/90/115/140 (+40% AP)
Mana Cost 65/70/75/80/85 60/70/80/90/100

W - Fox-Fire

Damage 40/65/90/115/140 (+30% AP) 60/85/110/135/160 (+30% AP)
Mana Cost 40 25
Flame Duration 5 seconds 2.5 seconds
Bonus Move Speed Duration 1.5 seconds 2 seconds
updatedHEAT-SEEKING Updated missile targeting and last-hitting logic

E - Charm

Damage 60/90/120/150/180 (+40% AP) 80/110/140/170/200 (+60% AP)
Mana Cost 70 50
removedENTRANCED Ahri's abilities no longer deal bonus damage to enemies hit by Charm

R - Spirit Rush

Initial Duration 10 seconds 15 seconds
newA SPIRITED CHASE Consuming a champion's Essence with Essence Theft while Spirit Rush is active extends Spirit Rush's recast duration by and up to 10 seconds, and grants an additional cast of Spirit Rush (up to 3 casts stored)

VFX & SFX Updates

PASSIVE - ESSENCE THEFT VFX and SFX have been updated for all skins
W - FOX-FIRE Cleaned up VFX and enhanced missile movement
R - SPIRIT RUSH Cleaned up VFX and added new ammo bar icons to indicate number of stored Spirit Rush casts

Akshan

Passive damage decreased.

Akshan's been quite strong everywhere (especially in top lane), so we're hitting his early passive power to make his harass on melee enemies a bit less dirty.

Passive - Dirty Fighting

Bonus Move Speed Upon Canceling Second Shot 35-75 (levels 1-18) 20-75 (levels 1-18)
Three-Stack Bonus Magic Damage 20-175 (levels 1-18) 10-165 (levels 1-18)

Amumu

Base armor decreased. E passive's damage reduction now capped per instance.

Amumu has been too strong in Average play ever since he got a ton of new items this season. And although flat damage reduction is supposed to shine against champions like Zeri, completely negating certain attacks or abilities is a bit much—especially for an always-on passive—so we're adjusting his E to match similar abilities.

Base Stats

Armor Growth 3.5 3
Armor 30-89.5 (levels 1-18) 30-81 (levels 1-18)

E - Tantrum

Maximum Passive Damage Reduction Up to 100% per instance of physical damage Capped at 50% per instance of physical damage

Brand

QoL changes on passive and R.

We're firing up a couple of quality of life changes to make Brand's passive a little more intuitive, while also optimizing the bounces on his ult.

Passive - Blaze

updatedBLAZE IT Mana refund upon killing an enemy now also occurs if Brand's ability last hits a target that was not already Ablaze

R - Pyroclasm

updatedPYROMANIA Pyroclasm's fireball now prioritizes bouncing to nearby enemies before bouncing back to Brand at full range. Pyroclasm will still prioritize bouncing to enemy champions first (before minions or monsters), regardless of range.

Caitlyn

AD growth decreased. Q damage reduced.

Caitlyn is getting banned really often in Pro play lately, likely because of her ability to shut down many popular late-scaling marksmen. Instead of curtailing her early lane bullying strengths, we're getting on the case by nerfing her wave control and scaling instead.

Base Stats

AD Growth 3.8 3.4
Attack Damage 62-126.6 (levels 1-18) 62-119.8 (levels 1-18)

Q - Piltover Peacemaker

Damage Against Secondary Enemies 60% 50%

Bugfixes

  • Fixed a bug where Caitlyn's ult would incorrectly get a cooldown refund if she was feared during its cast

Corki

First package delayed and restock cooldown increased.

Corki's been taking over Pro play. We're making his lane a bit less safe and lowering his impact on the first dragon and Rift Herald fights by delaying his first package, which used to let him secure a return to combat at the speed of heat. They'll also get restocked at a slower rate so that he can't make special deliveries to every dragon spawn.

Passive - Hextech Munitions

First Package Arrives After 8 minutes 10 minutes
Packages Restock Every 4 minutes 5 minutes

LeBlanc

W damage decreased late.

LeBlanc has been too stranc for too lanc, especially in Pro where she's been popular for a while now. We're tapping down her first-maxed skill to curb her early burst and waveclear.

W - Distortion

Base Damage 75/115/155/195/235 75/110/145/180/215

Lillia

R sleep duration increased early.

We're making Lillia’s lullaby last a little longer so she can follow up with her spells and help her teammates more consistently at early levels. Sweet dreams~ ♪

R - Lilting Lullaby

Sleep Duration 1.5/2/2.5 seconds 2/2.25/2.5 seconds

Nami

Passive initial bonus move speed increased and now decays over duration. E on-hit base damage reduced.

It's high tide for a Nami adjustment! This should make the move speed boost on her passive much more noticeable, so you can stop taking your enchanter supports for granted. (Just kidding. Maybe.) She's already pretty strong, so we're balancing out this slight buff with a small nerf to her E.

Passive - Surging Tides

updatedBONUS MOVE SPEED 45 (+20% AP) for 1.5 seconds 90 (+20% AP), decaying over 1.5 seconds

E - Tidecaller's Blessing

On-Hit Damage (Per Hit) 25/40/55/70/85 (+20% AP) 20/35/50/65/80 (+20% AP)

Quinn

W passive attack speed bonus increased early. R damage ratio increased.

Although Quinn is technically flying fine, her impact has descended a bit across all skill brackets due to various system changes recently. Since she's ended up with some headroom, we're taking this opportunity to improve her gameplay satisfaction.

W - Heightened Senses

Bonus Attack Speed 20/30/40/50/60% 28/36/44/52/60%

R - Skystrike

Flurry Damage 40% AD 70% AD

Senna

Passive soul drop rate for Senna's farm reduced.

The buff to Senna's Q last patch did make her support stronger as intended, but it also overwhelmingly increased her ADC winrate. Our goal isn't to make ADC Senna weak, but instead to bring her two roles closer together in strength. (Before you grab a calculator, this rounds out to approximately one soul for every six minion waves.)

Passive - Absolution

updatedQUICK MATHS Minions and lesser monsters that Senna kills have a 10% chance 2.7777% chance to spawn a Mist Wraith (all else unchanged)

Twisted Fate

Q damage ratio increased; base damage decreased late. E bonus attack speed decreased early.

Twisted Fate seems to always have the right cards in Pro play with his global power and consistent CC. We're cutting into his abilities' base stats so he has to buy more AP to dish out big damage instead of opting for his usual utility builds.

Q - Wild Cards

Magic Damage 60/105/150/195/240 (+65% AP) 60/100/140/180/220 (+70% AP)

E - Stacked Deck

Bonus Attack Speed 20/25/30/35/40% 10/17.5/25/32.5/40%

Zeri

Base move speed reduced. Fully charged basic attack damage decreased. R chain lightning damage decreased and can now critically strike.

Zeri's Trinity Force build has ended up being much stronger than expected, skyrocketing her winrate once players swapped over from crit. We're targeting these nerfs to ideally hit her Tri Force build more than her crit ones, but because there's some overlap, we're compensating the latter with a bit more zap on her ult.

Base Stats

Move Speed 330 325

Basic Attack

Full Charge Damage Based on Target's Max Health 3-20% (based on level) 3-15% (based on level)

R - Lightning Crash

Chain Lightning Magic Damage 10/20/30 (+15% AP) 10/15/20 (+15% AP)
newSTATIC SHOCK Chain lightning magic damage can now critically strike

Bugfixes

  • Zeri's E - Spark Surge will correctly vault over Trundle's E - Pillar of Ice and glide over Anivia's W - Crystallize wall instead of dashing through them
  • Fixed a bug where several of Zeri's VFX would not display correctly upon reconnecting to the game

Items

We're making changes to the fighter system to re-establish the differences between nimbler, more fragile fighters like Fiora and less agile but beefier picks like Darius. Previously, most items were accessible to most fighters thanks to the built-in health. While this made big health-stackers happy, when lighter fighters used these generic items, it would wash out their weaknesses, making them durable yet still high-damage and high-mobility (contrary to their subclass characteristics).

Ideally with these changes, each subclass will feel like they have items tailored just for them. For more context, check out our Quick Gameplay Thoughts article about it here. Lastly, we're aware this is a pretty big shift and will be keeping a very close eye on things and almost certainly following up.

Mythic Fighter Items

For fighter Mythics, we're shifting a couple of items from high health, all-in-one purchases into more unique and offensive options. Not all fighters should be tanky and durable, and those who should—like juggernauts—can lean on specific Legendaries for that.

Trinity Force is the exception here. We're bumping up its health to make it match the other options in exchange for a small reduction in stacking AD. This way, the amount of health you get won't be the main reason why you choose (or don't choose) a certain Mythic; rather, each Mythic should have its own unique benefits to make that decision clearer and fairer.

Divine Sunderer

Build Path Sheen + Phage + Kindlegem + 700 gold Sheen + Caulfield's Warhammer + Kindlegem + 700 gold
Health 400 300
Attack Damage 35 40

Deicide (Ornn Masterwork Item)

Health 550 450
Attack Damage 55 60

Goredrinker

Build Path Ironspike Whip + Phage + Kindlegem + 300 gold Ironspike Whip + Caulfield's Warhammer + Kindlegem + 300 gold

Health 450 300
Attack Damage 45 55

Ceaseless Hunger (Ornn Masterwork Item)

Health 600 450
Attack Damage 60 70

Trinity Force

Health 200 300
updatedTHREEFOLD STRIKE (ON CHAMPIONS OR STRUCTURES) +6% base AD per stack, up to 5 times for +30% +4% base AD per stack, up to 5 times for +20% (also applies to Infinity Force)

Infinity Force (Ornn Masterwork Item)

Health 300 400

Legendary Fighter Items & Components

Our approach to fighter Legendaries is similar: Shift health into AD across select items. Another top priority is to move Sterak's Gage out of being a go-to default option for all fighters. Lighter fighters should now be more intrigued by this reworked Death's Dance, which will scale with your other AD purchases and sustain tools. It also requires fighters to be constantly active in a fight to be effective, which is something we believe is important for systemic lighter fighter survivability.

We're also adjusting a few somewhat underpowered Legendaries that should support lighter fighters (like Maw and Ravenous Hydra). These items need to be powerful enough for lighter fighters to consider purchasing them over other options. And finally, a few component items have also been updated to round everything out.

Death's Dance

Total Cost 3100 gold 3300 gold
updatedIGNORE PAIN (PASSIVE) Stores [35% for melee/15% for ranged] of post-mitigation physical damage received [30% for melee/10% for ranged] of all types of post-mitigation damage received, (not including true damage), which is successively taken as true damage over 3 seconds instead. Now also applies to damage on shields
updatedDEFY (PASSIVE) Heal for 15% maximum health upon scoring a kill or assist 175% bonus AD if a champion dies within 3 seconds after you've dealt damage to them. (all else unchanged)

Sterak's Gage

Attack Damage 50 0
newTHE CLAWS THAT CATCH (PASSIVE) Gain 40% of your base AD as bonus AD
removedBLOODLUST (PASSIVE) After dealing damage to or taking damage from an enemy champion, heal for a portion of your maximum health over 6 seconds
updatedLIFELINE (PASSIVE) If you take damage that would reduce you below 30% of your maximum health, gain a shield that absorbs 100 (+[8% for melee/4.8% for ranged] of your maximum health) per stack of Bloodlust) for 4 seconds equal to 75% of your bonus health that decays over 3.75 seconds

Maw of Malmortius

Attack Damage 50 55
Ability Haste 15 20
Shield 200 (+20% maximum health) 200 (+[225% for melee/168.75% for ranged] bonus AD)
updatedLIFELINE (PASSIVE) When Lifeline is activated, gain 12% omnivamp until the end of combat (i.e. have not dealt or taken damage for at least 3 seconds)

Blade of the Ruined King

Total Cost 3200 gold 3300 gold
updatedMIST'S EDGE (PASSIVE) Basic attacks deal [10% for melee/6% for ranged] of target's current health [12% for melee/8% for ranged] of target's current health as physical damage (all else unchanged)

Black Cleaver

Health 450 350
Attack Damage 40 45
Ability Haste 25 30

Ravenous Hydra

Attack Damage 65 70

Hearthbound Axe

Total Cost 1100 gold 1000 gold
Combine Cost 450 gold 350 gold

Hexdrinker

Attack Damage 20 25

Turbo Chemtank

Our changes to Turbo Chemtank in patch 12.2 were a bandaid to bring the item back in line on dash-y champs (like Akali and Irelia) while we looked for better solutions. We're further adjusting its stacking mechanics to make Turbo Chemtank better suited for "tanking" rather than for "turbo charging" at enemies. Emphasis on the tank, not the turbo. (These changes also apply to its Ornn Masterwork item, Turbocharged Hexperiment.)

updatedREFUEL (PASSIVE) STACKS Gain 5 stacks per instance of damage dealt against champions and large monsters, and 1 stack for every 15 units traveled damage taken from champions and large monsters, and 1 stack for every 25 units traveled (still capped at up to 10 stacks for dashes and blinks)
updatedREFUEL (PASSIVE) BONUS DAMAGE At 100 stacks, your next basic attack deals magic damage to all nearby enemies, increased by 25% against minions and 175% against monsters increased by 30% against minions and 200% against monsters

Bugfixes & QoL Changes

  • updatedHextech Gates: Champions will now both visually and mechanically move along the Hextech Gates’ travel paths rather than immediately teleporting to their destination gate. This also means that active champion effects (such as Kennen’s R - Slicing Maelstrom) will travel along with and apply their effects around the champion’s traveling indicator.
  • Fixed a bug where Kled's W - Violent Tendencies' fourth attack would not deal its bonus damage if the ability was learned during a basic attack
  • Fixed a bug where Runaan's Hurricane would not proc correctly with Ezreal's Q - Mystic Shot after a certain range
  • Fixed a bug where killing an enemy champion with The Collector would grant Samira an extra Style stack
  • Fixed a bug where the Charm icon would not appear in champion buff/debuff bars
  • Fixed a bug where Kled's Courage bar would display incorrect values upon losing Skaarl
  • Fixed a bug where resource bars (like Energy or Rage bars) would sometimes get visually stuck when changing window display modes
  • Varus's Q - Piercing Arrow cancellation VFX has been restored on all skins
  • Fixed a bug where Talon's blades would briefly disappear for a frame during his R - Shadow Assault's VFX
  • Base Darius and Base Amumu's voiceovers have been remastered for clarity
  • Fixed Battlecast Skarner's sound effects to play correctly when he marks a minion with Crystal Venom using his E - Fracture and when he gains Crystal Charge upon triggering Crystal Venom
  • The in-game FPS indicator's update rate has been reverted for smoother reporting
  • Fixed a bug where players would be able to select multiple roles in Summoner's Rift lobbies with 5 players
  • Fixed a bug where pressing the ESC key would not close the role selector in game lobbies

VFX Updates

Vel'Koz

This update should make Vel'Koz's VFX more Void-y and his hitbox indicators more accurate.

Base Vel'Koz Complete overhaul and adjusted hitbox indicators
Battlecast Vel'Koz Some cleanup
Arclight Vel'Koz Cleanup and new E indicator
Infernal Vel'Koz Minor tweaks and new E indicator
Blackfrost Vel'Koz Minor tweaks and new E indicator

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 12.2 notes

Zip, zap, and zoom with Zeri, the Spark of Zaun, in patch 12.2!

This patch, we're introducing an electrifying new personality to the Rift, plus a ton of champion balance changes. There's a champion refresh for Janna in the forecast as well as more item, dragon, and rune adjustments, too.

The Lunar Revel event is also in full moon swing this week! Celebrate the Year of the Tiger with us with special events including the return of ARURF, exciting missions (with reduced points requirements), and beautiful new Porcelain, Firecracker, and Prestige skins. Happy Lunar New Year!

Tacticians from across the Convergence are also gathering to celebrate the Lunar Legend Festival with a new event, Gifts of the Golden Lantern. Read all about the event and more at the TFT patch notes!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Mid-Patch 12.2 Updates

1/28/2022

ARURF Balances

Champion Buffs

Aatrox +15% Damage Dealt, -25% Damage Taken +15% Damage Dealt, -30% Damage Taken
Akali -5% Damage Taken
Alistar -5% Damage Taken
Amumu +5% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken
Anivia +5% Damage Dealt, -8% Damage Taken +5% Damage Dealt, -10% Damage Taken
Braum +5% Damage Dealt, -10% Damage Taken +5% Damage Dealt, -18% Damage Taken
Darius +5% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -10% Damage Taken
Elise -5% Damage Taken
Evelynn -5% Damage Taken
Fiddlesticks +10% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -15% Damage Taken
Garen +5% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken
Jhin +5% Damage Dealt
Katarina -5% Damage Taken
Kled -5% Damage Taken
Nunu & Willump -5% Damage Taken
Pyke -5% Damage Taken
Qiyana -5% Damage Taken
Quinn -5% Damage Taken
Rammus +5% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken
Rek'Sai +5% Damage Dealt
Riven -5% Damage Taken
Sion +10% Damage Dealt
Thresh -8% Damage Taken
Udyr +5% Damage Dealt, -8% Damage Taken +10% Damage Dealt, -8% Damage Taken
Urgot +10% Damage Dealt, -15% Damage Taken +15% Damage Dealt, -15% Damage Taken
Viego +5% Damage Dealt
Yasuo -5% Damage Taken

Champion Nerfs

Ahri -5% Damage Dealt, +5% Damage Taken -10% Damage Dealt, +5% Damage Taken
Annie -5% Damage Dealt -10% Damage Dealt
Fizz -5% Damage Dealt, +8% Damage Taken -10% Damage Dealt, +10% Damage Taken
Jax -5% Damage Dealt, +8% Damage Taken -10% Damage Dealt, +8% Damage Taken
Kai'Sa -8% Damage Dealt, +8% Damage Taken -10% Damage Dealt, +10% Damage Taken
Karthus -5% Damage Dealt -10% Damage Dealt
Kog'Maw -5% Damage Dealt
Lux -5% Damage Dealt
Maokai +5% Damage Taken, -20% Healing
Master Yi -20% Healing
Morgana -5% Damage Dealt
Nocturne -5% Damage Dealt
Orianna -10% Damage Dealt, +8% Damage Taken -10% Damage Dealt, +8% Damage Taken, -20% Shielding
Samira -5% Damage Dealt
Seraphine -3% Damage Dealt, -20% Healing
Sivir -5% Damage Dealt -10% Damage Dealt
Sona -20% Healing
Sylas -5% Damage Dealt
Syndra -10% Damage Dealt, +10% Damage Taken -15% Damage Dealt, +10% Damage Taken
Teemo -5% Damage Dealt
Trundle -5% Damage Dealt -5% Damage Dealt, -20% Healing
Vel'Koz -5% Damage Dealt
Vex -5% Damage Dealt -10% Damage Dealt
Volibear +5% Damage Taken +5% Damage Taken, -20% Healing
Xin Zhao +5% Damage Taken +10% Damage Taken
Yuumi -20% Damage Dealt, +20% Damage Taken, -30% Healing -30% Damage Dealt, +20% Damage Taken, -30% Healing

1/26/2022

Zeri

updatedSINGLE-CELL BATTERY While Zeri is Overcharged after landing R - Lightning Crash, the chain lightning on her empowered Q - Burst Fire will now proc only once per attack, rather than as an on-hit effect (like it previously would on Runaan's Hurricane bolts)

Janna

THIS SLOW WILL END MONSOON Fixed a bug where Glacial Augment's slow would sometimes last significantly longer than it was supposed to if triggered by Janna's R - Monsoon

1/24/2022

Chemtech Drake

DISABLING THE CHEMTECH DRAKE The Chemtech Drake, Soul, and Terrain have been disabled until further notice.

1/21/2022

Glacial Augment

GLACIAL AUGMENT BUGFIX Fixed a bug where Glacial Augment's slow would sometimes persist much longer than it was supposed to

Patch Highlights

Withered Rose Zeri will be available January 20, 2022. Porcelain Protector Ezreal, Porcelain Lissandra, Porcelain Amumu, Porcelain Lux, Porcelain Lux Prestige Edition, Porcelain Kindred, Firecracker Sett, Firecracker Diana, Firecracker Teemo, Firecracker Tristana, Firecracker Xin Zhao will be available January 26, 2022.

Champions

newZeri

The Spark of Zaun

Zip, zap, and zoom across Summoner's Rift with Zeri on January 20!

updatedJanna

Base stats and all abilities adjusted.

Janna just hasn't felt very rewarding to play over the past few seasons, especially when compared to other enchanter options in bot lane. We wanted to approach this mid-scope update to her while staying true to her classic playstyle and identity. In particular, we believe Janna's ally shielding and peel are what makes her appealing to most enchanter players, so we've shifted some power from her W and poke damage into her Es and Qs. We also made a few nice little QoL changes here and there in hopes of blowing you away~

Base Stats

Move Speed 315 330
Base AD 46-71.5 52-103
AD Growth 1.5 3
Basic Attack Range 550 500

Passive - Tailwind

updatedTAILWIND Janna gains 8% bonus move speed only while moving toward allied champions. (Bonus move speed for allied champions moving towards Janna unchanged.)
removedFAST & FURIOUS Janna's basic attacks and W - Zephyr no longer deal bonus magic damage based on her bonus move speed

Q - Howling Gale

Cost 60/90/100/120/140 mana 60/70/80/90/100 mana
Minimum Range 1000 1100
Maximum Range 1750 1760
Time to Destination 1.5 seconds 1.25 seconds

W - Zephyr

Range 550 (from edge to edge) 650 (centered)
Slow Duration 2 seconds 3 seconds
Cooldown 8/7.5/7/6.5/6 seconds 12 seconds at all ranks
Base Damage 55/85/115/145/175 70/100/130/160/190
Bonus Move Speed 6/7/8/9/10% 8/9/10/11/12%

E - Eye Of The Storm

updatedA FRIENDLY FORECAST Innate - Whenever Janna's abilities slow or knock up at least one enemy champion, E - Eye of the Storm's cooldown is reduced by 20% she receives +20% heal and shield power for 5 seconds
Shield 80/115/150/185/220 (+70% AP) 80/110/140/170/200 (+65% AP)
Cooldown 16/15/14/13/12 seconds 15/13.5/12/10.5/9 seconds
Shield Decay Starts After 0.75 seconds 1.25 seconds

R - Monsoon

Healing Tick Rate 0.5 seconds 0.25 seconds (total heal amount unchanged)

Lulu

W cooldown increased.

Lulu's been queen of the bot lane for quite some time now—especially at the highest levels of play—so we're reducing access to her most versatile spell just a pinch!

W - Whimsy

Cooldown 16/15/14/13/12 seconds 17/16/15/14/13 seconds

Nocturne

Health growth increased. Q damage ratio increased.

Nocturne has been a nightmare to play as in all skill brackets, regardless of his builds or runes. We're buffing him with some scaling power, so he can become more useful as the game progresses, rather than just relying on his ultimate as his only way to say lights out.

Base Stats

Health Growth 85 >> 95

Q - Duskbringer

Bonus AD Ratio 75% 85%

Qiyana

Base health regen decreased. Brush Q zone duration decreased.

Qiyana is dominating Elite play quite a bit right now. We're reducing how much time she gets to spend being invisible in a fight, which should help lower some frustration when playing against the Empress of the Elements.

Base Stats

Base Health Regeneration 7.5 6

Q - Edge of Ixtal

Grass Trail Zone Duration 3.5 seconds 3 seconds

Rengar

R passive now enables leaping from camouflage.

As a primary jungler, this battle kitty has been suffering a lot on the Chemtech Rift. While he's not the only champion affected, Rengar has certainly gotten the worst of it as so much of his power budget is dedicated to his passive's interaction with brush. Removing 12 spots of it is incredibly disruptive—not just to his core farming pattern, but his entire gameplay, really—so we're giving him a new way to pounce and prowl. No catnip needed. (Note that this passive is on his R and only takes effect once he ranks up his ultimate.)

R - Thrill of the Hunt

newHIDE AND LEAP Innate - Rengar can leap to enemies with his next basic attack when he is in camouflage

Samira

R base damage increased.

Now that her mid-game transition is less reliable with the Shieldbow nerfs, we're giving Samira a bit more baseline potential in her R so she can snowball in style.

R - Inferno Trigger

Physical Damage per Shot 0/10/20 (+50% AD) 5/15/25 (+50% AD)
Total Damage per Target 0/100/200 (+500% AD) 50/150/250 (+500% AD)

Senna

Q now slows enemies.

Senna is quite weak this season, especially when she builds for DPS. The old Glacial Augment was a crucial part of that playstyle and since it no longer procs off Senna’s basic attacks, we’re adding some utility back into her kit.

Q - Piercing Darkness

newLOW VISIBILITY Now slows all enemies struck by 20% (+6% per 100 AP) (+10% per 100 bonus AD) for 2 seconds

Shen

Q damage decreased.

With the changes to Teleport in 12.1, Shen has once again become king when it comes to map influence from top lane. To bring things back to equilibrium, we're lowering his damage as a duelist instead of bringing down his cross-map power so that his unique, global presence remains his most powerful tool.

Q - Twilight Assault

Increased Bonus Damage 10-40 (+6 every 3 levels) (+5/5.5/6/6.5/7% (+2% per 100 AP) of target's max health) 10-40 (+6 every 3 levels) (+4/4.5/5/5.5/6% (+2% per 100 AP) of target's max health)

Tahm Kench

Q slow increased. E adjusted; damage stored as grey health decreased (unless near multiple enemies). R ally shield increased; now grants move speed upon devouring ally.

We did a mini-rework of Tahm Kench back in 11.13 because his old kit held huge advantages in highly coordinated team play. Our goal back then was to lower his priority in Pro pick/ban while putting him in a place where he could have a fun playstyle, as well as reasonable winrates in both of his roles. (Historically, his top lane winrate has been higher than that of his support.)

The rework is looking pretty good so far in terms of Pro play as he doesn't have nearly as much priority there as he used to. When it comes to his winrates, the rework didn't dramatically affect the difference between his support versus top capabilities, but it did highlight the gap. This left support Tahm Kench players feeling like the catfish was no longer viable in their role. Now that we've had some time to observe all of these effects together, we're willing to take a riskier swing to buff support Kench while nerfing his top lane capabilities to keep him in check up there.

Q - Tongue Lash

Enemy Slow 40% 50%

E - Thick Skin

Amount of Damage Stored into Grey Health 45/50/55/60/65% 15/25/35/45/55%, increased to 45/50/55/60/65% if there are 2 or more visible enemy champions nearby (dead or alive)
Amount of Healing Restored from Grey Health 30-100% (levels 1-18) 45-100% (levels 1-18)

R - Devour

Ally Shield Upon Devour 400/500/600 (+100% AP) 500/700/900 (+150% AP)
Move Speed Upon Devouring Ally Slows Tahm Kench by 30/20/10% while ally is swallowed Grants Tahm Kench 40% move speed for 3 seconds (regardless of swallow duration)

Talon

W monster damage ratio decreased.

We introduced Talon jungle in 11.18 in hopes of bringing new players and playstyles into the jungle. He ended up becoming one of the stronger jungle assassins, especially in Elite play where his mobility, damage, and clear speed are almost unmatched. He's still extremely fun as a flex pick, but we also understand that his current state has very few weaknesses, which can be frustrating to play against. In turn, we're heavily nerfing his clear speed to tune him down. He'll still be viable there and will keep his high-mobility edge, but you might need to think a little longer before jumping into the jungle with him.

W - Rake

Damage Against Monsters 130% 105%

Tristana

Base health and health regen increased.

Our rocket girl isn't doing so hot lately. Her abilities already hit super hard, but they're pretty risky and can take a while to stack up. We're bumping up her early durability to give Tristana the time she needs to finish her combos and survive those explosive plays.

Base Stats

Base Health 559 600
Base Health Regeneration 3.75 4

Veigar

Q cooldown decreased; stacks from large monsters and minions increased.

The tiny master of evil has been less threatening than usual as of late. We're upping the rate on his Phenomenal Evil stacks so that he can stand above his competitors in the mid lane. (Figuratively speaking, at least.)

Q - Baleful Strike

Cooldown 7/6.5/6/5.5/5 seconds 6/5.5/5/4.5/4 seconds
Stacks Granted Upon Killing Large Monsters and Minions 2 3

Volibear

Base AD growth increased. E cooldown decreased.

The once-fearsome Volibear is bad for everyone, everywhere. We're giving him a reliable baseline stat buff and more access to his signature stormy skill.

Base Stats

Attack Damage Growth 3 3.5

E - Sky Splitter

Cooldown 15 seconds 13 seconds

Yasuo

Q damage ratio increased.

Like Samira, the wind brothers were hit hard by the Immortal Shieldbow nerfs. We're compensating for this by returning some of that power into their more skill-dependent abilities.

Q - Steel Tempest

Damage 20/45/70/95/120 (+100% AD) 20/45/70/95/120 (+105% AD)

Yone

Q damage ratio increased.

Of course, we have to do the same for Yone to make sure he doesn't fall behind in the sibling rivalry.

Q - Mortal Steel

Damage 20/40/60/80/100 (+100% AD) 20/40/60/80/100 (+105% AD)

Zed

R base damage ratio decreased.

Zed has been creeping up from the shadows in terms of both power and ban rate. We're tapping him back down in a way that will require him to make better use of his base kit to secure kills.

R - Death Mark

Damage 100% AD (+25/40/55% of damage dealt against marked target) 65% AD (+25/40/55% of damage dealt against marked target)

Items

Lich Bane

At the start of Season 2021, we revamped Lich Bane to broaden its user base by removing its ability haste and increasing Spellblade's damage and cooldown. These changes made it very powerful as a burst tool, but that burst also got a few nerfs throughout the year. As a result, Lich Bane was left feeling pretty underwhelming for its core users, so we're partially restoring it to a healthier state.

Build Path Blasting Wand + Aether Wisp + Sheen + 600g Fiendish Codex + Aether Wisp + Sheen + 550g (total cost unchanged)
Ability Haste 0 15
Spellblade Damage 150% base AD (+40% AP) 75% base AD (+50% AP)
Spellblade Cooldown 2.5 seconds 1.5 seconds

Rylai's Crystal Scepter

Rylai's has been struggling to find its place in the last couple of seasons because it's been trying to serve tanky battlemages, burn mages, and AP supports alike all at once. We're focusing on its purpose as a utility item by lowering its cost and increasing its health to make it more accessible to tankier midrange mages and supports.

Combine Cost815 gold 415 gold (total cost equally reduced)
Ability Power 90 75
Health 350 400

Turbo Chemtank

Turbo Chemtank's update during Preseason 2022 was designed to let tanky gankers and initiators store movement into one big turbo blast for those moments when they gotta go fast. However, Refuel was stacking too well with dashes, which meant it was being used as a DPS source for non-tanks. While we admire the creativity here, Turbo Chemtank is supposed to be for, well, tanks, so we're adding some limits to the way its passive stacks. Ultimately, these adjustments shouldn't affect its intended use cases very much. (These changes also apply to its Ornn Masterwork item, Turbocharged Hexperiment.)

updatedRefuel (Passive) Damage Stacks Gain 5 stacks per instance of any damage dealt per instance of damage dealt against monsters and champions only
updatedRefuel (Passive) Movement Stacks Gain 1 stack for every 15 units travelled, (uncapped) capped at up to 10 stacks per movement command

Jungle

Chemtech Drake

The Chemtech Dragon Soul is still significantly overperforming compared to other dragon soul buffs. We're nerfing the undeads' health and, uh, longevity. Expected lifetime? Active duration? ... You get what we mean.

Chemtech Dragon Soul

Zombie Health 80% base health + 50% bonus health 70% base health + 40% bonus health
Zombie Duration (Without Other Health Impacting Factors) 4 seconds 3 seconds

Chemtech Rift

We're making a few changes to make the ahead team slightly less advantaged when fighting in the Chemtech rift.

(Now's a good time to mention we stealth-nerfed (heh) the Chemtech Rift last patch. At launch, champions instantly entered camouflage when they entered the fog. In 11.24, we made the camouflage timer check if you've made any offensive moves in the last 1.5 seconds upon entering the fog as well. The only change to the camouflage mechanics this patch is an increase to that timer.)
Offensive Action Camouflage Timer 1.5 seconds* 2.5 seconds
Bonus Damage Vs Enemies with More Current Health Up to 10% Up to 12%

Hextech Drake

Hextech Dragon Soul is also overperforming compared to other soul effects, though not to the same degree as Chemtech.

Hextech Dragon Soul

Chain Lightning True Damage 25-75 (based on attacker's level, 1-18) 25-50 (based on attacker's level, 1-18)

Runes

Lethal Tempo

Lethal Tempo's power is skewed a little too much toward early game right now, making it especially cheese for melee champions. We're adjusting it to be weaker early on and letting it scale instead.
Attack Speed per Stack (Melee) 13% 10-15% (levels 1-15)
Attack Speed per Stack (Ranged) 7% 5-9% (levels 1-12)

ARURF is Back!

Ring in the Lunar New Year with ARURF starting on January 26! (That's the All Random Ultra Rapid Fire game mode if you're new around these parts.) Beyond the normal ARURF that you know and love, we added a flipper full of changes to a couple of runes and a few surprises to the Awesome Buff of Awesomely Awesome Buffing's tooltip.

First Strike Cooldown 25-15 seconds (based on level) 15-9 seconds (based on level)
ARURF Glacial Augment Cooldown 25 seconds 15 seconds

VFX Updates

Sona

Base Sona Complete overhaul
Muse Sona Minor details added to new base
Pentakill Sona Same as new base
Silent Night Sona Recolored from new base
Guqin Sona Minor details added to new base
Arcade Sona Complete overhaul
DJ Sona Complete overhaul and additional special celebration effects for each passive aura
Sweetheart Sona Same as new base, plus some cleanup
Odyssey Sona Minimal tweaks
Pentakill III: Lost Chapter Sona Minimal tweaks

Vayne

Base Vayne Complete overhaul
Dragonslayer Vayne Recolored from base with added smoke and flames
Heartseeker Vayne Recolored from base with heart in W decal
SKT T1 Same as new base, different missiles to match model
Arclight Vayne Recolored from base with more golden, divine sparks

Bugfixes & QoL Changes

  • ARAM: Champion damage dealt to minions has been restored to 100%. (This was reduced to 75% in a previously undocumented change in patch 11.24.)
  • Fixed a bug where Teleport could sometimes still target certain units other than towers before 14 minutes
  • Fixed a bug where Unleashed Teleport would permanently replace one of your Summoner Spells if acquired and used via the Unsealed Spellbook rune
  • Champions will now correctly drop Unleashed Teleport spell shards if used after 14 minutes into a game with Zoe
  • Fixed a bug where Yone could sometimes cast Unleashed Teleport while his E - Soul Unbound was active
  • The exclamation point stealth indicator has been fixed and will correctly reappear above your champion if you are visible to an enemy inside the Chemtech Fog after completing certain stealthing abilities (such as Akali's W - Twilight Shroud)
  • Fixed a bug where towers would incorrectly target enemy champions who took damage from Kog'Maw's Passive - Icathian Surprise or Karthus's Passive - Death Defied
  • Rengar's Passive - Unseen Predator leap basic attacks will correctly trigger Navori Quickblades' Deft Strikes effect
  • Fixed a bug where taking damage from certain jungle monsters would sometimes incorrectly grant stacks toward Force of Nature's Absorb passive
  • Fixed a bug where triggering Glacial Augment's passive would incorrectly count toward triggering Eclipse's Ever Rising Moon passive
  • Fixed a bug where Mythic or active item icon borders would sometimes appear in incorrect locations. (Yes, the mysterious orange squares...)
  • Enemy player chat and emote mute toggle buttons have been fixed and will no longer overlap with other icons in the scoreboard
  • DJ Sona and K/DA Seraphine's in-game music mute toggle buttons have been fixed and will display correctly next to their champion icon in the scoreboard every game
  • Chat restriction notifications have been fixed and will once again inform players how many messages they have left in their limit

Upcoming Skins & Chromas

Patch 12.1 notes

Happy new year, folks!

Welcome to Season 2022. We're kicking off the new Ranked season with a soft reset, changes to decay, and some visual updates. We also have a few champion and item balances, changes to Teleport, plus a couple of beautiful new Elderwood skins. Well, let's get right on to it, shall we?

Check out how TFT is kicking off the year at the TFT patch notes here!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Patch Highlights

Elderwood Gnar and Elderwood Rek'Sai will be available January 6, 2022.

Champions

Diana

Passive AP ratio and monster damage ratio increased.

Many have come to enjoy Diana jungle since our changes earlier this year, even while she's been distinctly underpowered. We're putting some power back into that role while giving her a bit of a buff that she can also use in mid.

Passive - Moonsilver Blade

AP Ratio 40% 50%
Monster Damage Ratio 250% 300%

Gangplank

Q mana cost and cooldown reduced.

Gangplank's Parrrley is not as powerrrful in lane after Grasp was nerfed on him, so we're letting him use it morrre often.

Q - Parrrley

Mana Cost 60/55/50/45/40 55/50/45/40/35
Cooldown 5 seconds 4.5 seconds

Rek'Sai

Unburrowed E base damage adjusted. Burrowed E cooldown increased late.

Rek'Sai is a bit too strong in skilled play, especially when she maxes E first. We're targeting exactly that while leaving her normal Q max builds relatively unchanged. (As a reminder, E - Furious Bite's damage gets doubled and converted to true damage at maximum Fury stacks.)

E - Furious Bite

Physical Damage 50/60/70/80/90 (+85% bonus AD) 55/60/65/70/75 (+85% bonus AD)

E - Tunnel

Cooldown 26/23/20/17/14 seconds 26/24/22/20/18 seconds

Sona

Armor growth reduced. E cooldown increased.

Sona's been overperforming in skilled play and pushing the limit in other brackets ever since Archangel's Staff was changed in preseason. We're tapping down on her power by slightly reducing her durability and ability cast frequency.

Base Stats

Armor Growth 3.3 3

E - Song of Celerity

Cooldown 12 seconds 14 seconds

Items

Eclipse

Despite being weak overall, Eclipse was the strongest lethality Mythic before preseason. We overdid its buffs a bit in 11.23, so we're partially reverting those. (This change also applies to its Ornn Masterwork item, Syzygy.)
Ever Rising Moon Cooldown (Melee) 6 seconds 8 seconds

Force of Nature

Force of Nature's payout was a bit too hard to reach due to the stack duration. It's also been a bit weaker than its counterpart, Spirit Visage, so, naturally, we’re adding more force to make it the heavy magic resist item.
Absorb Stack Duration 5 seconds 7 seconds
Dissipate Magic Damage Reduction 20% 25%

Immortal Shieldbow

Immortal Shieldbow has made some marksmen and fighters a bit too, um, immortal. We're bringing it down a bit so that there are larger tradeoffs to consider when comparing it to other marksman Mythics. (Its Ornn Masterwork Item, Bloodward, will now have 65 AD and the same changes to Lifeline.)
Attack Damage 55 50
Lifeline Shield 300-800 (based on level) 275-650 (based on level)

Wit's End

Wit's End has been powerful as an early defensive and offensive option for attack speed champions. However, considering its threat as a DPS item, its build path and stats counter magic damage a bit too much, too early.
Build Path Hearthbound Axe + Negatron Cloak + Long Sword + 750 gold Hearthbound Axe + Null-Magic Mantle + Pickaxe + 675 gold (total cost unchanged)
Magic Resist 50 40

Summoner Spells

Teleport

While League of Legends is indeed a team game, it generally evolves in phases—as the game progresses, you interact with your team more. Lane phase lets you flex your individual skills, but it also needs some outside influence to keep things from getting too predictable. However, right now, there’s too much disruption happening too early and too often. This is especially the case with frequent Teleport fights in bot lane. And this isn't bad for bot laners only; top and mid players also lose out on the ability to express their laning skills in the same way. Currently, it often feels like bot lane gets decided by outside influence, and mid and top get decided by the influence they have on bot lane (rather than on how well they play their own lane).

Teleport also tends to crowd out other summoner spells because, when wielded properly, it flexibly offers both safety and a high level of game influence. Today, you can use it to quickly get back to your own lane and farm, but you can also use it to intervene in other lanes. In an effort to bring back some balance, we're reshaping the spell by tempering its offensive capabilities early, and then upgrading it later on to retain its exciting mid-to-late game impact.
updatedTeleport Cooldown 420-210 seconds (based on level) 360 seconds at all levels
newUnleashed Teleport Teleport can only be used on allied towers. Once tower plating falls at 14 minutes, Teleport transforms into Unleashed Teleport, which can target allied towers, minions, wards, and certain allied constructs (same as Season 2021 Teleport)
newUnleashed Teleport Cooldown 240 seconds

Jungle

Chemtech Drake

The Chemtech Drake terrain is meant to enable both teams to make aggressive and risky plays. We're adding a few Scryer’s Blooms in defensive locations around the terrain, which should especially help losing teams better contest and set up fights in their own jungle.

Ranked Season 2022

Ranked Season Start & Split 1

The Summoner's Rift Ranked Season 2022 begins on Friday, January 7, 2022! Check the table below to see what time it starts in your region. There will be a soft reset of 5 divisions for initial seeding. (For example, Gold I will become Silver II.) Honor has also been reset for the season.
Region & Local Major City Local Time PST Time
OC1 (Australia/Sydney) January 7, 04:00:01 AEDT January 6, 09:00:01 PST
JP1 (Asia/Tokyo) January 7, 04:00:01 JST January 6, 11:00:01 PST
KR (Asia/Seoul) January 7, 04:00:01 KST January 6, 11:00:01 PST
CN (Asia/Shanghai) January 7, 09:00:01 CST January 6, 17:00:01 PST
PH (Asia/Manila) January 7, 04:00:01 PST January 6, 12:00:01 PST
SG (Asia/Singapore) January 7, 04:00:01 +08 January 6, 12:00:01 PST
TW (Asia/Taipei) January 7, 04:00:01 CST January 6, 12:00:01 PST
TH (Asia/Bangkok) January 7, 04:00:01 +07 January 6, 13:00:01 PST
VN (Asia/Ho Chi Minh City) January 7, 04:00:01 +07 January 6, 13:00:01 PST
RU (Europe/Moscow) January 7, 04:00:01 MSK January 6, 17:00:01 PST
TR1 (Europe/Istanbul) January 7, 04:00:01 +03 January 6, 17:00:01 PST
EUN1 (Europe/Warsaw) January 7, 04:00:01 CET January 6, 19:00:01 PST
EUW1 (Europe/London) January 7, 04:00:01 GMT January 6, 20:00:01 PST
BR1 (America/São Paulo) January 7, 04:00:01 -03 January 6, 23:00:01 PST
LA2 (America/Buenos Aires) January 7, 04:00:01 -03 January 6, 23:00:01 PST
LA1 (America/Mexico City) January 7, 04:00:01 CST January 7, 02:00:01 PST
NA1 (America/Los Angeles) January 7, 04:00:01 PST January 7, 04:00:01 PST
This also marks the beginning of the Summoner's Rift Ranked Split 1. The exclusive rewards for Split 1 are as follows.
  • Vex Summoner Icon
  • Vex Emotes
  • Vex Champion Permanent
  • Series 1 Eternals Capsule
For more information about Ranked Seasons and Splits, check out the Player Support page here.

Changes to Apex Tier Decay

Decay rules for the Apex tiers (a.k.a. Master, Grandmaster, and Challenger) are changing in Season 2022. These changes are intended to correct misplacements and improve the matchmaking experience. (Note that these only apply to Apex tiers. Diamond decay rules are not changing this season.)
updatedBanked Days for Apex Players 10 days 14 days
updatedDecay Rate 250 LP per day 75 LP per day
updatedApex Decay Floor Platinum I Diamond II
For more information about placements and decay, check out the Player Support page here.

Visual Updates



We're laying the groundwork for the new Challenges feature, which will arrive later this year. You'll see some visual updates to your ranked identity and game lobbies starting this patch.
  • newRanked Armor has transformed into Ranked Crests! Check out your rank's fresh new look in your profile, ranked page, game lobby, and friends list.
  • newRanked Crests also have ~*ambient magic*~! Yay!
  • updatedLoading screen borders have been updated to match the new Ranked Crests.
  • updatedSeveral parts of the game lobby UI have been rearranged for clarity.

Forge God Clash

In celebration of Ranked Season 2022 Start, there will be a special Forge God Clash tournament with the following special Forge God-themed rewards.
  • 3 Trophies
  • 3 Banners
  • 5 Team Logos
Forge God clash will only take place on one weekend. Team formation opens on January 10, with matches taking place on January 15 and 16. Forge God Clash is not part of the regular Clash season. You’ll still be able to earn Forge God-themed rewards, but your Clash VP track won’t be affected.

The first Clash tournament of Season 2022, which will count towards the VP track, will be in patch 12.4!

Bugfixes & QoL Changes

  • updatedChampion Select: Pick order in champion select is now randomized for each match in all draft pick queues!
  • updatedBehavioral Systems: Intentional Feeding Detection has been improved to evaluate more variables and will go live to all regions this patch.
  • newObjective Bounties: Targets with active Objective Bounties now have different health bars to indicate their bounty status
  • Akshan's W - Going Rogue camouflage now lasts indefinitely when he is inside Chemtech Fog (in addition to near terrain and inside brush)
  • Fixed a bug where Kled would sometimes respawn with an incorrect amount of health
  • Fixed a bug where Kled could sometimes get hit by missiles immediately before or while dismounting, even though he should be untargetable in those moments
  • Attacking an enemy marked by her W - Yordle Snap Trap or E - 90 Caliber Net will no longer incorrectly grant stacks toward Caitlyn's Passive - Headshot
  • Fixed a bug where Caitlyn would sometimes be able to change her Headshot target while casting E - 90 Caliber Net
  • Fixed a bug where, if a champion got caught in Caitlyn's W - Yordle Snap Trap at the same time as her E - 90 Caliber Net, Caitlyn's extended Headshot range would get canceled
  • Axiom Arc's ultimate cooldown reduction passive will now scale correctly with the Ultimate Hunter rune
  • Fixed a bug where, at maximum stacks, Lethal Tempo's bonus attack speed would sometimes persist against non-champion targets
  • Fixed a bug where Bard's Meeps would become targetable after he traveled through Hexgates
  • Fixed a bug where Bard's R - Tempered Fate did not interact with Glacial Augment correctly
  • Watchful Wardstone and Vigilant Wardstone's tooltips will now include the number of wards they currently have placed
  • Vi's Passive - Blast Shield will now activate properly on all structures
  • Fixed a bug where Kindred's R - Lamb's Respite would heal champions more than it was supposed to
  • Fixed a bug where, if Lucian was silenced, his basic attacks would not have Passive - Lightslinger effects
  • Fixed a bug where Pantheon's Q - Comet Spear would incorrectly go on full cooldown if interrupted within its tap-cast time
  • Pantheon's Q - Comet Spear range indicator has been fixed and will change between its tap-cast and hold-cast versions accurately
  • Fixed Sylas' interactions with Lux's stolen R - Final Spark and Miss Fortune's stolen R - Bullet Time
  • Fixed a bug where, if Vex died while casting a consecutive R - Shadow Surge, its cooldown would not reset
  • Fixed a bug where Talon's Q - Noxian Diplomacy could sometimes hit untargetable enemy champions
  • Consuming Skarner's Crystal Venom mark from his E - Fracture will correctly deal bonus damage
  • Heimerdinger's Q - H-28G Evolution Turret's deactivation sound effects have been restored for several of his skins
  • Heimerdinger's E - CH-2 Electron Storm Grenade's explosion sound effects will no longer play multiple times upon hitting an enemy

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 11.24 notes

We cordially invite you to an exquisite, green tie Debonair affair to celebrate the end of the year!

We're keeping it classy this week with sophisticated champion, item, rune, and dragon updates to keep preseason running splendidly. Ultimate Spellbook is also getting a spiffy update, and ARAM players worry not—we have some swanky news for you, too. So get your flashiest outfits ready to greet the new year in glitz and glam! It'll be just grand.

Debonair dress code too strict for ya? Head over to the TFT patch notes where the Little Legends won't Debo-care what you wear!

Bisous,
Jina "ahrisoo" Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

12/15/2021 Mid-Patch Balances

We're taking care of a few urgent mid-patch balances before we put things on pause for the holidays.

Dr. Mundo

Dr. Mundo is wreaking too much medical havoc in top lane.

Base Stats

Base Health Regeneration 8 6.5

Q - Infected Cleaver

Minimum Damage 80/135/190/245/300 80/130/180/230/280

Gwen

Gwen is weak, especially with Lethal Tempo. (Hint: Pick Conqueror instead!) We're helping her reach her late game damage by buffing her early durability.

Base Stats

Base Health 550 590
Health per Level 90 95

Kai'Sa

Kai'Sa is normally kept on the weaker side for most players due to Pro priority, but has recently fallen even further due to shifting meta and pre-season.

Passive - Second Skin

On Hit Damage 4-10 (based on level) (+1-5 (based on level) per Plasma stack before application) (+10%-20% (based on Plasma stacks before application) AP) 4-16 (based on level) (+1-8 (based on level) per Plasma stack before application) (+15%-25% (based on Plasma stacks before application) AP)

Q - Icathian Rain

Physical Damage Per Missile 40/55/70/85/100 (+40% bonus AD) (+25% AP) 40/55/70/85/100 (+50% bonus AD) (+25% AP)
Max Single-Target Damage 90/123.75/157.5/191.25/225 (+90% bonus AD) (+56.25% AP) 90/123.75/157.5/191.25/225 (+112.5% bonus AD) (+56.25% AP)
Evolved Max Single-Target Damage 150/206.25/262.5/318.75/375 (+150% bonus AD) (+93.75% AP) 150/206.25/262.5/318.75/375 (+187.5% bonus AD) (+93.75% AP)

W - Void Seeker

Evolved Cooldown Refund on Champion Hit 70% 77%

Kassadin

Kassadin is too strong in lane, especially against melee champions.

Passive - Void Stone

Reduced Magic Damage Taken 15% 10%

W - Nether Blade

Bonus Damage 70/95/120/145/170 (+80% AP) 50/75/100/125/150 (+80% AP)

Lux

Lux is a little too strong in mid lane and continues to be popular as a support, so we're reducing her CC’s uptime and burst combo just a bit.

Q - Light Binding

Cooldown 11/10.5/10/9.5/9 11 at all ranks
Base Damage 80/125/170/215/260 80/120/160/200/240

Olaf

We're reverting a previous Olaf nerf so that he feels empowered to fight it out at low health.

Passive - Berserker Rage

Attack Speed Gained 0-75% (based on missing health) 0-100% (based on missing health)

Pyke

Pyke is a bit weak right now, so we're buffing up his lane versatility through his regen and hooks.

Passive - Gift of the Drowned Ones

Health Regen Near Allies 35% 40%

Q - Bone Skewer

Damage 85/135/185/235/285 (+60% bonus AD) 100/150/200/250/300 (+60% bonus AD)

Talon

Talon jungle has been a nightmare in high elo, so we're pulling back on his power there.

W - Rake

Monster Damage Multiplier 150% 130%

Varus

We're buffing Varus with a focus on his non-lethality builds and also taking the opportunity to bump his AP off-build.

Passive - Living Vengeance

Attack Speed Duration 5 seconds >> 5/7/9/11 seconds (at levels 1/6/11/16)

W - Blighted Quiver

On Hit Damage 7/8/9/10/11 (+25% AP) 7/9/11/13/15 (+30% AP)
Stack Damage 3/3.5/4/4.5/5% (+2% per 100 AP) of target's max health 3/3.5/4/4.5/5% (+2.5% per 100 AP) of target's max health

Vayne

Vayne is too strong, even if we consider her items being overtuned right now.

R - Final Hour

Bonus AD 35/50/65 25/40/55

Glacial Augment

The last buff to Glacial wasn't as big as we hoped for enchanters.

Slow Amount 30% (+3% per 100 AP) (+4% per 100 bonus AD) (+7% per 10% heal and shield power) 30% (+3% per 100 AP) (+4% per 100 bonus AD) (+9% per 10% heal and shield power)

Bugfixes

  • Fixed a bug where killing a target with Talon's ranged Q - Noxian Diplomacy would not grant its cooldown refund
  • Fixed a bug where repeatedly casting Talon's melee Q - Noxian Diplomacy would sometimes cancel his next auto-attack
  • Fixed a bug where, if Skarner immediately attacked a champion marked by his E - Fracture, it would not consume its Crystal Venom mark

12/10/2021 Ultimate Spellbook & ARAM Balances

Ult-ernate Summoner Spell Changes

Blitzcrank R 80% ratios 60% ratios
Poppy R 35 Ability Haste 45 Ability Haste
Nasus R 35 Ability Haste 25 Ability Haste
Mordekaiser R Realm of Death has been temporarily removed from Kled's Ult-ernate Summoner Spell pool while we investigate a bug

Ultimate Spellbook Champion Buffs

Bard +5% Damage Dealt, -5% Damage Taken +8% Damage Dealt, -8% Damage Taken
Blitzcrank None +5% Damage Dealt, -5% Damage Taken
Rammus None +5% Damage Dealt, -5% Damage Taken

Ultimate Spellbook Champion Nerfs

Brand None -5% Damage Dealt
Jax +5% Damage Taken -5% Damage Dealt, +5% Damage Taken
Sivir +5% Damage Dealt, -5% Damage Taken None
Vi None -5% Damage Dealt, +5% Damage Taken

ARAM Balances

Sona None -15% Damage Dealt, +15% Damage Taken, -20% Healing, -20% Shielding
Ryze +8% Damage Dealt, -8% Damage Taken, +20% Shielding +8% Damage Dealt, -10% Damage Taken

Patch Highlights

Debonair Master Yi, Debonair LeBlanc, Debonair Malzahar, Debonair Brand, Debonair Brand Prestige Edition, Debonair Draven, Debonair Zed, and Debonair Leona will be available December 9, 2021.

Champions

Caitlyn

Headshot resets partially restored.

Several attack "resets" on Caitlyn's Headshots were removed during her ASU. These resets were notoriously difficult to maneuver and were not part of Caitlyn's original design. (Technically, her Headshots executed as abilities rather than empowered basic attacks, which is what allowed the bugged reset functionality.) It wasn't sustainable—or healthy, even—to keep her passive as-is, so we're instead refactoring her Headshot resets in a way that looks smoother and is easier to pull off.

Passive - Headshot

updatedHEALTHIER HEADSHOTS When Caitlyn targets an enemy marked by her W - Yordle Snap Trap or E - 90 Caliber Net, her Headshot partially resets, firing faster than a normal basic attack
BUGFIX Fixed a bug where Caitlyn was able to Headshot enemies while being revived

Camille

W damage decreased. E cooldown increased late.

Camille is a bit too mobile for the damage she dishes out, so we're limiting access to her ODM gear dashes. We're also nerfing her trading tool so that she doesn't get such a free advantage in lane.

W - Tactical Sweep

OUTER CONE BONUS DAMAGE 6/6.5/7/7.5/8% (+3.3% per 100 bonus AD) of target's maximum health 5/5.5/6/6.5/7% (+2.5% per 100 bonus AD) of target's maximum health

E - Hookshot

COOLDOWN 16/14.5/13/11.5/10 seconds 16/15/14/13/12 seconds

Ivern

Krug experience and gold rewards increased.

Ivern loves all of his forest friends equally, but when push comes to shove, freeing the Krugs isn't really worth the effort. Krugs give significantly less gold and experience than the other small jungle camps, even though it takes Ivern the same amount of time, mana, and health to free them. (This oughta teach 'em how to say thanks!)

Passive - Friend of the Forest

KRUG EXPERIENCE REWARD 27 95
KRUG GOLD REWARD 39 85

Kayle

Passive wave distance now scales with bonus attack range.

After reaching level 11, if Kayle has enough stacks, her basic attacks launch waves of fire that travel an extra distance and damage enemies they pass through. The distance these waves travel used to be a flat number. Now, it will scale with her bonus attack range, which can be extended by other effects such as her passive at level 16 or Lethal Tempo.

Passive - Divine Ascent

updatedFIRE FARTHER The distance of the waves launched by Kayle's basic attacks while she is Aflame and Exalted (or Transcendent) now scales with her bonus attack range

Kled

Kled & Skaarl's health calculations changed. E cooldown reduced; AD ratio increased.

Tank Kled has been optimal for a while because of the massive bonus HP he gets from Skaarl. We're adjusting how his health is calculated to make his playstyle healthier and more interesting. However, this will nerf some of his bruiser builds, so we're buffing his damage and cooldowns to compensate. We'll keep an eye on the cantankerous duo after this change to monitor AD Kled's viability.

Base Stats

SKAARL BASE HEALTH 400-1420 (based on level) 400-1550 (based on level)

Passive - Skaarl, the Cowardly Lizard

updatedALL YOUR BASE HEALTH ARE BELONG TO KLED Skaarl's base health now counts towards Kled's base health, not Kled's bonus health
updatedALL YOUR BONUS HEALTH ARE BELONG TO SKAARL Any health items that Kled purchases will add to Skaarl's health and count as bonus health
updatedSKAARL WYA? While unmounted, Kled will check whether Skaarl's Courage has been restored twice as often, reducing the time it takes for them to reunite when at max Courage
updatedREAL READY Kled now spawns with full health

E - Jousting

COOLDOWN 14/13/12/11/10 seconds 13/12/11/10/9 seconds
DAMAGE RATIO 60% bonus AD 65% bonus AD

Twitch

R bolt distance now scales with bonus attack range.

When Twitch uses his ult, his basic attacks become bolts that travel slightly farther than his attack range and deal damage to enemies in a straight path (similar to Kayle's passive). This distance also used to be a flat number and will now scale with his bonus attack range.

R - Spray and Pray

updatedLONGER PINS AND LONGER NEEDLES The extra distance that Twitch's bolts travel now scales with his bonus attack range

Samira

R no longer costs mana.

Few things feel worse than running out of mana for Samira's ult after getting all her passive stacks ready. This mana cost was originally designed to control her early waveclear, but since that hasn't really been a problem, it became the perfect opportunity to bring her back—in style.

R - Inferno Trigger

removedMANA COST 100/50/0

Urgot

Passive and W attacks now scale with bonus attack range.

Just in case you wanted to run Lethal Tempo on Urgot. It's probably still not a good idea, but... whatever floats your boat spidery-leg-cyborg... vehicle... thingy.

Passive - Echoing Flames

updatedBIGGER CONES Urgot's Passive shotgun attack range now scales with bonus attack range

W - Purge

updatedBIGGER CIRCLES Urgot's Purge autonomous attack range now scales with bonus attack range

Items

Archangel's Staff

Archangel's Staff isn't performing all that well, so we're lowering its cost to help.
COMBINE COST 950 gold 550 gold (total cost equally reduced)

Axiom Arc

Axiom Arc is supposed to provide ability-based assassins an exciting teamfight output. However, it's been doing that a little too consistently.
FLUX ULTIMATE COOLDOWN REDUCTION 25% 20%

Cosmic Drive

Cosmic Drive is significantly overperforming on most champions.
ABILITY POWER 75 65
HEALTH 250 200
SPELLDANCE MOVE SPEED BONUS 20%, decaying to 10% 15%, decaying to 5%

Crown of the Shattered Queen

Crown of the Shattered Queen is another new mage item that has been doing too well on most champions, especially considering it's supposed to be a more defensive Mythic option.
ABILITY POWER 70 60

Caesura (Ornn Item)

ABILITY POWER 80 70

Evenshroud

Evenshroud has all but eclipsed its sunnier counterpart (a.k.a. Locket), so we're bringing it in line with the other support Mythics. (These changes also apply to its Ornn Masterwork item, Equinox.)
CORUSCATION BONUS DAMAGE 12% for 5 seconds 9% for 4 seconds

Frostfire Gauntlet

Frostfire Gauntlet is a punch above the other tank Mythics, offering a little bit of everything at a relatively low cost. We're bringing down its damage, which was a bit too high compared to Sunfire, including the health scaling. (These changes also apply to its Ornn Masterwork item, Rimeforged Grasp.)
MELEE FROST FIELD DAMAGE 20-100 (+0.5% max health) 12-85
RANGED FROST FIELD DAMAGE 10-50 (+0.5% max health) 6-42.5

Runes

Conqueror

The nerf to Conqueror's duration in 11.21 was a little too restrictive. We're partially reverting the nerf and boosting its damage to make it comparable to other keystones like Grasp of the Undying, Fleet Footwork, and Lethal Tempo.
ADAPTIVE FORCE PER STACK 2-4 (based on level) 2-4.5 (based on level)
DURATION 4 seconds 5 seconds

Glacial Augment

Glacial Augment is the best keystone for many tanks by a large margin right now. We're nerfing it in a way that shouldn't affect its other users.
SLOW AMOUNT 35% (+2% per 100 AP) (+2% per 100 bonus AD) (+5% per 10% heal and shield power) 30% (+3% per 100 AP) (+4% per 100 bonus AD) (+7% per 10% heal and shield power)

Lethal Tempo

Lethal Tempo is a little too strong for some melee champions. It's also failing to fulfill its attack speed fantasy for ranged users, so we're shifting some of the power from its bonus attack range for them.
MELEE ATTACK SPEED PER STACK 15%, up to 90% 13% up to 78%
RANGED ATTACK SPEED PER STACK 5%, up to 30% 7%, up to 42%
RANGED BONUS ATTACK RANGE AT MAX STACKS 100 75

Predator

Now that the dust from its 11.18 buff has settled, it's become clear that this powerful version of Predator is undercutting counterplay. We're reverting that change to address this, especially since Ingenious Hunter's 11.21 buffs helped Predator's viability considerably.
MAXIMUM MOVE SPEED 60% 45%
RAMP-UP TIME 1 second 1.5 seconds

Dragons

The temporarily doubled selection rates of Chemtech Rift and Hextech Rift terrains during patch 11.23 have been removed. All dragon terrains have returned to their normal selection rates.

Chemtech Drake

The standard Chemtech Drake Buff is notably weak while, conversely, the Chemtech Dragon Soul is too strong. We're also adding a visual helper so you can identify chemtech zombies better.
updatedCHEMTECH DRAKE BUFF Grants up to 5% 6% bonus damage per stack (all else unchanged)
updatedCHEMTECH DRAGON SOUL Champions briefly revive for a second life for 5 seconds and deal 33% less damage 4 seconds and deal 40% less damage (all else unchanged)
newCHEMTECH SOUL INDICATOR Champions revived by the Chemtech Dragon Soul will now have a zombie state indicator on their health bar

Hextech Drake

On the contrary, while Hextech Dragon Soul seems to be in a reasonable place, the standard Hextech Drake Buff could use a boost.
updatedHEXTECH DRAKE BUFF Grants 5 Ability Haste and 5% attack speed per stack 6 Ability Haste and 6% attack speed per stack

Ultimate Spellbook Updates

New Ult-ernate Summoner Spells

Cassiopeia

Diana

Ekko

Fizz

Nasus

Poppy

Ryze

Singed


Removed Ult-ernate Summoner Spells

Janna

Rell


System Changes

OBJECTIVE BOUNTIES Ultimate Spellbook now has Objective Bounties, too!
AUTO-SMITE Auto-Smite has been more aptly renamed Attack-Smite. The tooltip now also states that it has no cooldown.
CUSTOM ITEM SETS If you use a custom item set in Ultimate Spellbook that contains Emberknife or Hailblade, it will be replaced by Obsidian Edge.

ARAM Balances

Melee & Assassin Buffs

Melee champions—especially assassins—have been struggling in ARAM for a while now. We're adding two buffs independent of the champion-specific adjustments to balance accordingly. The first should allow melee champions to push waves more easily.
newARAM MELEE BUFF Melee champions' basic attacks will now deal 20% bonus damage against siege and super minions in ARAM
Assassins are a bit harder to balance as fiddling with their numbers in this mode risks diminishing counterplay. Increasing their damage dealt would let them delete enemies before any chance to react, whereas decreasing their damage taken removes opportunities for counter-burst. So instead, we're trying something a little different: AP assassins will now do bonus damage to structures from the start, much sooner than other champions. This later gets replaced by ARAM's a generic time-based buff which, after 18 minutes, grants all champions 0-25% (based on minutes) bonus damage to structures.
newARAM ASSASSIN BUFF AP-scaling melee champions deal 20% bonus damage to structures. (This buff is replaced by the generic time-based ARAM buff's bonus damage to structures once the latter exceeds 20%.)
Champions are adaptively determined as "AP-scaling" if they have more bonus AP than bonus AD throughout the game. The breakeven point at which the generic ARAM buff's bonus damage to structures exceeds 20% is approximately 27:36.

Champion Buffs

Aatrox -5% Damage Taken +5% Damage Dealt, -10% Damage Taken
Bard +15% Damage Dealt, -20% Damage Taken +15% Damage Dealt, -20% Damage Taken, +20% Healing
Darius -5% Damage Taken
Ekko -5% Damage Taken +5% Damage Dealt, -5% Damage Taken
Elise +5% Damage Dealt, -5% Damage Taken +8% Damage Dealt, -8% Damage Taken
Kennen -5% Damage Taken
Nunu & Willump +5% Damage Dealt, -5% Damage Taken +8% Damage Dealt, -8% Damage Taken
Renekton -5% Damage Taken +5% Damage Dealt, -5% Damage Taken, +20% Healing
Rengar +8 Damage Dealt, -8% Damage Taken +8% Damage Dealt, -8% Damage Taken, +20% Healing
Riven +3% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -5% Damage Taken, +20% Shielding
Ryze +8% Damage Dealt, -10% Damage Taken +8% Damage Dealt, -8% Damage Taken, +20% Shielding (Damage Taken nerfed)
Talon +5% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -8% Damage Taken
Tryndamere +10% Damage Dealt, -15% Damage Taken +10% Damage Dealt, -15% Damage Taken, +20% Healing
Zed +5% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -8% Damage Taken

Champion Nerfs

Ashe -10% Damage Dealt, +5% Damage Taken -15% Damage Dealt, +5% Damage Taken
Camille +10% Damage Dealt, -5% Damage Taken, +10% Shielding +5% Damage Dealt, -5% Damage Taken
Dr. Mundo +5% Damage Taken -5% Damage Dealt, +10% Damage Taken
Jinx -5% Damage Dealt, +5% Damage Taken -10% Damage Dealt, +5% Damage Taken
Kog'Maw -10% Damage Dealt, +5% Damage Taken -10% Damage Dealt, +8% Damage Taken
LeBlanc +15% Damage Dealt, -15% Damage Taken +10% Damage Dealt, -10% Damage Taken
Lux -15% Damage Dealt, +10% Damage Taken -15% Damage Dealt, +10% Damage Taken, -20% Shielding
Maokai -15% Damage Dealt, +12% Damage Taken -15% Damage Dealt, +10% Damage Taken, -20% Healing (Damage Taken buffed)
Rell -5% Damage Dealt -5% Damage Dealt, +5% Damage Taken, -10% Healing, -10% Shielding
Sett -5% Damage Dealt, +5% Damage Taken -5% Damage Dealt, +5% Damage Taken, -10% Healing, -10% Shielding
Sion -8% Damage Dealt, +5% Damage Taken -8% Damage Dealt, +8% Damage Taken, -20% Shielding
Yorick -5% Damage Dealt, +5% Damage Taken
Ziggs -18% Damage Dealt, +18% Damage Taken -20% Damage Dealt, +18% Damage Taken

Bugfixes & QoL Changes

  • newHealth Bar VFX: New VFX have been added to player health bars to indicate when shields, Guardian Angel, and other health-related effects activate.
  • newHappy Ahri-versary! Dynasty Ahri's splash art has a new look to celebrate her 10th Ahri-versary! Special Ahri-versary chromas have also been added for each of her skins.
  • updatedVarus VFX Update: Each of Varus's skins have received visual effect updates to varying degrees
  • updatedSFX Updates: Base Caitlyn, Base Orianna, Gatekeeper Galio, and several Kled skins have received audio updates to play their voice lines and interactions more consistently and accurately
  • Fixed a bug where Kindred could not mark the Chemtech or Hextech Drakes with Passive - Mark of the Kindred
  • Fixed a bug where champions would briefly flicker at their destination Hexgate before they arrive
  • Yorick's Mist Walkers, Elise's Spiderlings, and Bard's Meeps will now arrive at destination Hexgates with their champions, not before them
  • Fiddlesticks' Effigies from all over the map will, sadly, no longer warp through Hexgates with him :(
  • Death recaps have been fixed to correctly report damage dealt by Dragon Soul buffs
  • Fixed a bug where the detection radius indicator around your stealthed champion would sometimes disappear
  • Fixed a bug where wards placed over terrain near towers could sometimes reveal stealthed champions
  • Fixed a bug where control wards would sometimes reveal stealthed champions inside chemtech zones
  • Stealthed champions will shimmer properly upon taking damage inside chemtech zones
  • Fixed a bug where champions would not get Sudden Impact's bonus magic penetration and lethality upon exiting camouflage
  • Control wards will no longer erroneously play "reveal" VFX around invisible enemy champions and, conversely, invisible champions will no longer erroneously play "revealed" VFX around enemy control wards
  • Qiyana's green Q - Elemental Wrath and LeBlanc's Passive - Mirror Image invisibility effects in chemtech zones have been restored
  • Abilities that grant True Sight of enemies, such as Nidalee's Passive - Prowl or Lee Sin's Q - Sonic Wave, will properly reveal invisible units again
  • Fixed a bug where, if Talon uses R - Shadow Assault and targets an enemy with his ranged Q - Noxian Diplomacy while he is rooted, his ultimate's blades would incorrectly converge on his target rather than his current location
  • Fixed a visual bug where Talon's abilities would falsely appear to apply Passive - Blade's End stacks on targets with active spell shields
  • Talon's melee Q - Noxian Diplomacy cooldown will no longer fully restart if his target becomes invalid during its cast (now matches Kha'Zix's Q - Void Spike behavior)
  • Talon's ranged Q - Noxian Diplomacy cooldown has been fixed to restart upon initiating its dash, not upon completing it
  • Talon's E - Assassin's Path will no longer get interrupted by hard CC when he has an active spell shield
  • Fixed a bug where Sheen's Spellblade passive would interfere with Skarner's E - Fracture cooldown reduction
  • Fixed a bug where Taliyah would not be able to use her Passive - Rock Surfing for the rest of the game if someone broke her Banshee's Veil spell shield while she was Rock Surfing
  • Fixed a bug that sometimes caused issues when you cast an ability at the same location as your champion and cursor
  • Fixed a bug where, if Mordekaiser used his R - Realm of Death while Vi was pursuing him with her R - Cease and Desist, she would be stuck in her ultimate's pursuit state until he returned from his Death Realm
  • Fixed several bugs with Malzahar's Passive - Void Shift shield that would sometimes consume or refresh it incorrectly
  • Fixed a bug where Aphelios would sometimes get stuck in an A-pose if slain shortly after initiating a basic attack
  • Fixed a bug where owning a Frozen Heart would incorrectly count as being in-combat, nullifying effects such as Boots of Mobility's passive
  • Fixed a bug where Akshan sometimes could not recast W - Going Rogue if he was low on mana, even though the second cast has no mana cost
  • Fixed a bug where Rengar could sometimes cast W - Battle Roar during Zhonya's Hourglass' Stasis
  • Fixed several bugs that could occur while possessing Ivern or Akshan with Viego's Passive - Sovereign's Domination

Upcoming Skins & Chromas

Patch 11.23 notes

BOOM, baby! Preseason 2022 is here, and it's BIG!

Patch 11.23 brings sweeping changes to the Rift (literally and figuratively) with the new Chemtech & Hextech Drakes, 6 new items, 24 item updates, 3 changes to runes, and Objective Bounties! Ultimate Spellbook is also back with dozens of new Ult-ernates and a special treat for junglers.

We're also diving deeper Into the Arcane this week. Continue exploring the story behind Jinx & Vi with new events, thematic updates in-game, secret Council Archives, and interactive content online!

Preseason is our very own kind of Progress Days on the Rift. There are tons of experiments and discoveries to make—innovate your heart out!

Speaking of innovation, TFT's first balance patch of Gizmos & Gadgets is here. Read all about the change at the TFT patch notes here!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

11/23/2021 Objective Bounties

The Objective Bounties system currently overvalues Dragons and Dragon Souls when determining leads, so we're adjusting their values accordingly. Additionally, damaging an objective with an active Objective Bounty will no longer reset the 15 second deactivation timer.

11/19/2021 Ultimate Spellbook & Evelynn Bugfix

Ult-ernate Summoner Spells

Mordekaiser R +35 Bonus Ability Haste +15 Bonus Ability Haste
Olaf R +10 Bonus Ability Haste 0 Bonus Ability Haste
Vex R Fixed a bug where taking Vex's R - Shadow Surge as their Ult-ernate Summoner Spell would sometimes cause issues for champions

Ultimate Spellbook Champion Buffs

ELISE +5% Damage Dealt, -5% Damage Taken
FIDDLESTICKS +5% Damage Dealt, -5% Damage Taken
NIDALEE +5% Damage Dealt, -5% Damage Taken, +20% Healing
NUNU & WILLUMP +5% Damage Dealt, -5% Damage Taken, +20% Healing
THRESH +5% Damage Dealt, -5% Damage Taken, +20% Shielding

Ultimate Spellbook Champion Nerfs

APHELIOS -5% Damage Dealt
MORDEKAISER +5% Damage Taken
RELL +5% Damage Taken -5% Damage Dealt, +10% Damage Taken
SETT -5% Damage Dealt, +5% Damage Taken
WARWICK +5% Damage Taken
WUKONG +5% Damage Taken

Evelynn

BUGFIX Fixed a bug where Evelynn would appear translucent while in Passive - Demon Shade's stealth mode

11/18/2021 Objective Bounties & Bugfixes

Caitlyn

BUGFIX Fixed a bug where Caitlyn's recall would get interrupted if an enemy triggered one of her W - Yordle Snap Traps

Objective Bounties

We’re making it harder for Objective Bounties to come online. Losing teams will have to be even further behind for Objective Bounties to activate. Objective Bounties will also fall off faster once the losing team starts to catch up.


Hextech Drake

HEXTECH DRAGON SOUL Fixed a bug where Champion-created clones could proc Hextech Dragon Soul's chain lightning skill repeatedly, ignoring its cooldown

11/17/2021 Lulu & Caitlyn Bugfixes

Caitlyn

DOUBLE HEADSHOTS Fixed a bug where Caitlyn could sometimes fire multiple extended-range Headshots at targets marked by W - Yordle Snap Trap or E - 90 Caliber Net at very high attack speeds

Lulu

BUGPIX Fixed a bug where Pix would become targetable after Lulu travels through a Hexgate

Patch Highlights

Cafe Cuties Gwen, Cafe Cuties Soraka, Cafe Cuties Annie, Cafe Cuties Bard, Cafe Cuties Sivir, and Cafe Cuties Vladimir will be available December 2, 2021. Players will be able to earn Arcane Caitlyn starting November 22, 2021 and Arcane Jinx starting November 24, 2021 for a limited time.

Into the Arcane

Every legend has a beginning, and we hope you're enjoying Arcane's. But there's even more to the lore than just the show! Check out all the Arcane-inspired League of Legends content below and in Into the Arcane.
  • The Council Archives: Can't get enough of Arcane? Well, don't worry, because there's more! Dig into Jayce and Vi's backstories by checking around the Council Archives in the League client to learn more about the characters.
  • Ultimate Spellbook: IT'S BACK! The return of this summer's popular rotating game mode is back with brand new Ult-ernate spells galore, many of which belong to the characters of Arcane. Check out the Ultimate Spellbook section for more details.
  • League of Legends Avatar Creator: So maybe it's not enough to know Arcane—maybe you want to be Arcane. You're in luck: The League of Legends Avatar Creator is now up and running! Head over to the client or on the web to create your avatar to customize, save, and share.
  • Summoner's Rift Accents: Arcane has taken over Summoner's Rift and Howling Abyss! Minions and turrets alike have gotten a makeover for RiotX Arcane. Maybe you’ve also noticed new Arcane-themed loading screens, quotes, and in-game music. These accents will last until December 9, 2021.
  • Caitlyn ASU: Caitlyn's also getting a major visual update this patch along with small upgrades for Jayce and Jinx, too. Talk about progress, huh? More details on that way, way below.

Objective Bounties

Objective Bounties are another way for losing teams to get back into the game, in addition to Champion Bounties. They grant extra gold rewards for taking objectives when a team is far behind, and are designed to be hard to claim—but not impossible! We still want the winning team's leads to matter, so losing teams will have to capture multiple objectives in order to cash out, because a single bounty won't pay out very much. We hope that Objective Bounties will allow you to execute big brain strats to equalize the game, rather than having to wait around to capitalize on your opponent's mistakes.

Objective Bounties activate only when a team is sufficiently behind and objectives that'll pay out bounties are highlighted on the minimap for both teams. If the losing team takes an objective with an active bounty, each of its members will receive Objective Bounty gold.
Objective Bounties are calculated in the background based on four factors: XP lead, Gold lead, Dragon lead, and Turret lead. When they activate, each objective available to the team that's behind gains a bounty. Bounties start at the following, split evenly amongst all five team members.
BARON & ELDER DRAGON 500 gold
DRAKES & RIFT HERALD 500 gold
OUTER TURRET 250 gold
INNER TURRET 400 gold
BASE TURRET 400 gold

As the losing team falls farther behind, these base amounts can increase up to an additional 60%. The exact bounty for each reward will be visible under the losing team's objective icons in the tab-menu.
Blue team is behind; the additional gold they'll get for taking an objective is listed below each objective's icon
Objective Bounties activate 15 seconds after a team falls below the threshold and deactivate 15 seconds after they rise above it. This deactivation timer extends if the losing team remains in combat with an objective that has an active bounty.

Jungle Changes

We're introducing two new dragons to Summoner's Rift, complete with new buffs, souls, and terrain effects. The selection rate of Chemtech Rift and Hextech Rift terrains will be temporarily doubled during patch 11.23 only so you can try out the new map changes and dragon souls more frequently during preseason.
new

Chemtech Drake

Chemtech Drake is all about playing on the edge, taking calculated risks, and fighting for every scrap. The Chemtech Dragon Soul encourages you to go big or go home, and trade your life for high value plays.
CHEMTECH DRAKE BUFF Grants up to 5% bonus damage per stack against enemies with 340-1020 (your level 1-18) more current health than you
CHEMTECH DRAGON SOUL When a team obtains the Chemtech Dragon Soul, they receive a buff that grants them a brief second life upon their next death. Champions revive with 80% of their base health + 50% of their bonus health and gain 75/30% (melee/ranged) decaying Move Speed. Revived champions take 40% less damage, deal 33% less damage, and take damage equal to an ever-increasing percent of their starting health every 0.25 seconds
You might notice that Chemtech Soul is similar to the Ruined Drake buff from Ultimate Spellbook this summer, and it is!
CHEMTECH RIFT Gas zones emerge in four jungle locations that camouflage any champion within it. Champions within the zone deal up to 10% more damage to enemies who have more current health than them. Maximum damage is achieved when at 340-1020 (based on the attacker's level) less health than them
CAMOUFLAGE Camouflaged enemies are not revealed by regular vision wards, but are revealed by Control Wards, Scryer’s Blooms, and effects that reveal invisible units. They're also revealed while you're standing near them
new

Hextech Drake

Hextech Drake is all about controlling the map, flanking your foes, and trapping the enemy team for a wombo combo. The Hextech Dragon Soul grants a unique lightning that slows down enemies, allowing you to control teamfights and chase down stragglers.
HEXTECH DRAKE BUFF Grants 5 Ability Haste and 5% attack speed per stack
HEXTECH DRAGON SOUL When a team obtains the Hextech Drake Soul, they gain a chain lightning slow on their next basic attack or ability that deals 25-75 true damage (based on champion level 1-18), bounces to 3 additional targets, and slows units hit by 45/35% (melee/ranged) (+5% per 1000 bonus health, +1% per 100 AP, +3% per 100 bonus AD) for 2 seconds (8 second cooldown)
HEXTECH RIFT Pairs of Hex-gates appear across the map which allow champions to quickly travel from one location to its paired counterpart. Hex-gates are activated with a brief channel that can be interrupted by immobilizes or damage. Each pair of Hex-gates has a 30 second individual cooldown per champion

Cloud Drake

The Cloud Drake buff wasn’t getting much love this year, despite being very powerful. It was hard to tune because it needed to give a lot of ultimate Ability Haste to be a powerful reward, but not so powerful that it’d completely warp the game. So we're making some adjustments. Run like the wind! (Cloud Dragon Soul and Cloud Rift are unchanged.)
CLOUD DRAKE BUFF 12 Ultimate Ability Haste +3.5% out-of-combat Move Speed, +3.5% slow resistance

Rift Scuttler

The first Rift Scuttler spawn has been too impactful in deciding the outcome of the early game, so we're reducing its importance with lessened XP. Now that it's squishier (and tinier), you can defeat it more easily and scuttle back to safety sooner.
BABY BUG The first Rift Scuttler will now have 35% reduced health, grants 80% reduced XP, and has been slightly reduced in size to match its lower value. (Note: The 80% reduced XP does not impact the bonus XP granted by the Huntsman passive on jungle starter items.)

New Items

We’re adding some new items for mages, tanks, bruisers, and assassins, who have all been lacking meaningful options since the item system update last preseason.

Crown of the Shattered Queen

Mages have often felt at the mercy of their bursty foes with little else to do but hide on the far side of teamfights or hope their Stopwatch is enough to survive. This new Mythic lets them sacrifice some early damage for the chance to live longer—especially in the early game, when a completed Zhonya’s may not be a good option.
TOTAL COST 2800 gold
BUILD PATH Lost Chapter + Kindlegem + Amplifying Tome + 265 gold
ABILITY POWER 70
HEALTH 250
MANA 600
ABILITY HASTE 20
SAFEGUARD (PASSIVE) You are Safeguarded, reducing incoming champion damage by 75%. Safeguard persists for 1.5 seconds after taking champion damage (40 second cooldown, restarts upon taking damage from an enemy champion)
POISE (PASSIVE) While Safeguarded and for 3 seconds after it’s broken, gain 10-40 (based on your champion's level) ability power
MYTHIC PASSIVE Grants all other Legendary items 1% Move Speed and 8 ability power

Evenshroud

Tanky supports felt pigeonholed into one Mythic (Locket of the Iron Solari) which was a purely defensive tool. We're adding another Mythic for those who want to focus more on engaging offensively instead of relying on Locket's anti-burst.
TOTAL COST 2500 gold
BUILD PATH Kindlegem + Aegis of the Legion + 300 gold
HEALTH 200
ABILITY HASTE 20
ARMOR 30
MAGIC RESIST 30
CORUSCATION After immobilizing champions or being immobilized, cause that target and all nearby enemies to Repent, increasing the damage they take by 12% for 5 seconds
MYTHIC PASSIVE Grants all other Legendary items 5 armor and 5 magic resist

Axiom Arc

Prior to the Youmuu’s Ghostblade buffs in patch 11.17, there weren’t many options for assassins to pick up Ability Haste. Axiom Arc is a new Legendary item designed to be the Ability Haste pick-up while also allowing ability-focused assassins to snowball a lead.
TOTAL COST 3000 gold
BUILD PATH Serrated Dirk + Caulfield’s Warhammer + 800 gold
ATTACK DAMAGE 55
ABILITY HASTE 25
LETHALITY 10
FLUX (PASSIVE) Whenever an enemy champion dies within 3 seconds after you've damaged them, refund 25% of your ultimate’s total cooldown

Shadowflame

Offensive options for mages have been quite narrow, especially for those who wanted Legendary items to simply deal more damage. Shadowflame should let you blow up your opponents and will be extra spicy against those who stop your damage with shields on shields on shields.
TOTAL COST 3000 gold
BUILD PATH Hextech Alternator + Needlessly Large Rod + 700 gold
ABILITY POWER 100
HEALTH 200
CINDERBLOOM (PASSIVE) Damage to champions benefits from 10-20 magic penetration based on the target’s current health. (Maximum value at 1000 or less health, minimum value at 2500 or more health.) Gains the maximum magic penetration if the target was recently affected by shields

Winter's Approach

Tanks who need mana can really struggle during teamfights as they slowly grind through their mana bars. Let the spell spamming commence. (Thanks, Wild Rift!)
TOTAL COST 2600 gold
BUILD PATH Tear of the Goddess + Kindlegem + Ruby Crystal + 1000 gold
HEALTH 400
MANA 500
ABILITY HASTE 15
AWE (PASSIVE) Gain bonus health equal to 8% mana
MANA CHARGE (PASSIVE) Strike a target with an ability or auto attack to consume a charge and gain 3 bonus mana, doubled if the target is a champion. Grants a maximum of 360 mana at which point this item transforms into Fimbulwinter

Fimbulwinter

BUILD PATH This item upgrades from Winter's Approach upon reaching Mana Charge's maximum bonus 360 mana.
HEALTH 400
MANA 860
ABILITY HASTE 15
AWE (PASSIVE) Gain bonus health equal to 8% mana
EVERLASTING (PASSIVE) Slowing (melee only) or immobilizing an enemy champion consumes 3% of current mana and grants a shield for 3 seconds, absorbing 100-200 (+5% current mana) damage (8 second cooldown). The shield is increased by 80% if more than one enemy is nearby

Tank Items

Tank Mythics sort of feel like reskins of each other right now, and the choices aren't very cool or satisfying—just a bunch of different ways to burn people. These updates should create more distinction while still giving you the durability you need to succeed. We also gave the tank Mythic passives a bit more health so your stats progress better throughout the game.

Tank Legendaries had a different issue where the MR options felt really light aside from Spirit Visage, so we're heightening the fantasies of other choices like Force of Nature and Abyssal Mask.

Bami's Cinder

Immolate was meant to help with waveclear but would instead often throw off your CSing because your own minions would steal the last hits. We’re adding a small QoL helper to help you miss fewer of them. This update takes effect on all items that have the passive.
updatedIMMOLATE (PASSIVE) Now also executes minions that would be killed by one more tick of Immolate

Frostfire Gauntlet

In order to differentiate the Immolate tank Mythics, we've shifted some of Frostfire's power into its "signature" effect—the Snowbind AoE passive. This chunky hit should make chasing down and debilitating enemies much more satisfying. Caution: Icy surface ahead!
updatedSNOWBIND (PASSIVE) Basic attacks a create frost field that slows enemies. Basic attacks create a frost field for 1.5 seconds that deals 20-100 (+0.5% max health) magic damage to all enemies in the area. Enemies that move across the field are slowed (slow rate and cooldowns unchanged)
IMMOLATE (PASSIVE) Unchanged
MYTHIC PASSIVE Unchanged

Turbo Chemtank

Turbo Chemtank's Immolate effect often felt more like a requirement for jungle clear rather than an interesting passive. We're shifting the item's power into one big explosion, which should make it the go-to option for gankers and initiators that just gotta go fast.
SUPERCHARGED (ACTIVE) Unchanged
newREFUEL (PASSIVE) Moving and dealing damage fills up the Chemtank. At 100 stacks, your next basic attack deals 40-120 (+1% max health, +3% Move Speed) magic damage to all nearby enemies (increased by 25% against minions and 175% against jungle monsters).
removedIMMOLATE (PASSIVE) Deals magic damage to nearby enemies upon taking or dealing damage
updatedMYTHIC PASSIVE Empowers each of your other Legendary items with 5 Ability Haste and 50 health

Sunfire Aegis

Sunfire Aegis is the most expensive tank Mythic, yet its stats are a bit underwhelming. We're buffing up its durability to match its cost.
TOTAL COST 3200 gold (unchanged)
HEALTH 350 (unchanged)
ABILITY HASTE 20 (unchanged)
ARMOR 30 35
MAGIC RESIST 30 35
FLAMETOUCH (PASSIVE) Unchanged
IMMOLATE (PASSIVE) Unchanged
updatedMYTHIC PASSIVE Empowers each of your other Legendary items with 5% slow resist, 5% tenacity, and 50 health

Abyssal Mask

Last season’s Abyssal Mask was powerful for champs who could use its Immobilize effect, and pretty much those champs only. We've reshaped it to be more of a hybrid offense/defense tool that shines against magic damage comps or large teamfights. It should also be an exciting choice for some AP bruisers and battlemages!
TOTAL COST 2700 (unchanged)
BUILD PATH Giant's Belt + Negatron Cloak + 900 gold Kindlegem + Spectre's Cowl + 650 gold
HEALTH 400 450
newABILITY HASTE 10
MAGIC RESIST 60 30
updatedUNMAKE (PASSIVE) Immobilizing enemy champions increases the damage they take by 15% for 5 seconds Curse nearby enemy champions, reducing their magic resist by 5 + 1% bonus health (max 20). For each cursed enemy, gain 7 magic resist

Force of Nature

Force of Nature was meant to fill the void Adaptive Helm left behind, but its value straddles between stacking resistances and movement speed. We've condensed and buffed its effects a bit; it should now be the go-to option when facing heavy magic damage comps or high-DPS mages like Ryze or Cassiopeia.
HEALTH 350 (unchanged)
MAGIC RESIST 60 70
MOVE SPEED 5% (unchanged)
updatedABSORB Taking ability damage grants bonus Move Speed and magic resist, stacking up to 5 times. Each unique ability gives 1 stack Taking magic damage from enemy champions grants a stack of Steadfast (max 6) for 5 seconds. Enemy immobilizing effects grant an additional 2 stacks
newDISSIPATE While at 6 stacks of Steadfast, take 20% reduced magic damage and gain 10% increased Move Speed

Knight's Vow

Knight's Vow was unpopular despite being powerful all year. We've returned the ally heal so that Pledge feels more like a mutual partnership rather than a selfless sacrifice. We've also sharpened the damage reduction to work better against burst damage, and removed the movement speed boost.
HEALTH 400 (unchanged)
BASE HEALTH REGEN 300% 150%
ABILITY HASTE 10 (unchanged)
PLEDGE (ACTIVE) Unchanged
updatedSACRIFICE (PASSIVE) While your Worthy ally is nearby and you are above 30% of your maximum health, redirect 15% of the damage they take to you. If they are below 50% of their maximum health, gain 35% bonus Move Speed towards them While your Worthy ally is nearby, redirect 10% of damage they take to you and heal for 8% of the damage they deal to champions. If they have less than 30% health, redirect 20% of damage they take to you instead

Aegis of the Legion

We're dropping the price of Aegis to make it more accessible in tank builds, especially for supports. Sunfire Aegis and Locket of the Iron Solari are still strong, so their total costs are unchanged. Gargoyle Stoneplate is relatively weak compared to others though, so it's inheriting the discount.
TOTAL COST 1500 gold 1400 gold

Gargoyle Stoneplate

TOTAL COST 3300 gold 3200 gold

Locket of the Iron Solari

COMBINE COST 200 gold 300 gold (total cost unchanged)

Mage Items

Mage item choices have been pretty limited this season, especially for AP bruisers and some battlemages. We're making a few options less generic but otherwise opening up items to appeal to all AP users.

Everfrost

We want to offer a cheaper tier of Mythics for AP mana users who don't need "luxury" damage options right away, so we're bringing Everfrost’s price down to match the new mage Mythic, Crown of the Shattered Queen. This way, mana users can opt into cheaper items if they need an earlier spike.
TOTAL COST 3200 gold 2800 gold
BUILD PATH Kindlegem + Lost Chapter + Blasting Wand + 250 gold Kindlegem + Lost Chapter + Amplifying Tome + 265 gold
ABILITY POWER 80 70
HEALTH 250 (unchanged)
MANA 600 (unchanged)
ABILITY HASTE 20 (unchanged)
GLACIATE (ACTIVE) Unchanged
updatedMYTHIC PASSIVE Grants all other Legendary items 15 ability power 10 ability power

Demonic Embrace

Demonic Embrace should be a core item for AP bruisers, battlemages, and tanks who want more damage. It wasn’t fulfilling that role very well, so we’re removing its stacking resistance, boosting it for melees, and giving it a new passive that will make those tanky AP builds shine.
ABILITY POWER 70 60
HEALTH 350 450
updatedAZAKANA GAZE (PASSIVE) Dealing ability damage burns enemies for (2% for melee / 1.2% for ranged) max health magic damage every second for 4 seconds. No longer grants bonus resistances while enemies burn
newDARK PACT (PASSIVE) Gain 2% of your bonus health as ability power

Archangel's Staff

Archangel's and Seraph's were basically just big powerful sticks of AP and mana this year. We're pushing them to better fit spell-slinging battlemage and bruiser playstyles.
TOTAL COST 3000 gold (unchanged)
BUILD PATH Tear of the Goddess + Amplifying Tome + Needlessly Large Rod + 915 gold Tear of the Goddess + Kindlegem + Blasting Wand + 950 gold
ABILITY POWER 65 60
newHEALTH 200
MANA 500 (unchanged)
updatedAWE (PASSIVE) Grants ability power equal to 3% bonus mana Gain Ability Haste equal to 0.5% bonus mana
MANA CHARGE (PASSIVE) Unchanged

Seraph's Embrace

BUILD PATH This item upgrades from Archangel's Staff upon reaching the maximum 360 bonus mana
ABILITY POWER 65 80
newHEALTH 250
MANA 860 (unchanged)
updatedAWE (PASSIVE) Gain ability power equal to 3% bonus mana Gain Ability Haste equal to 1.3% bonus mana
updatedEMPYREAN (PASSIVE) Increase your maximum mana by 5% (+ 2.5% per 100 AP) Restore health equal to 40% of mana spent, up to 25-50 +10% ability power per cast. Toggles can restore the same amount per 1 second

Cosmic Drive

Cosmic Drive was strong throughout the season… but not very exciting. We're amping up the fantasy of this move-fast-cast-fast item and making its passive available way sooner.
TOTAL COST 3000 gold (unchanged)
BUILD PATH Fiendish Codex + Kindlegem + Ruby Crystal + 865 gold Fiendish Codex + Aether Wisp + Ruby Crystal + 850 gold
ABILITY POWER 80 75
HEALTH 200 250
ABILITY HASTE 20 30
newMOVE SPEED 5%
updatedSPELLDANCE (PASSIVE) If you have at least 160 ability power, gain 20 Ability Haste and 20 bonus Move Speed Damaging a champion with 3 separate attacks or spells grants 20% Move Speed (decaying to 10%) and 40 ability power until leaving combat

Horizon Focus

Horizon Focus was a pretty niche, glass-cannon item that essentially gave long-range mages a lot of bonus damage. We're broadening its use case so that more champs feel happy picking it up.
TOTAL COST 3000 gold (unchanged)
BUILD PATH Hextech Alternator + Needlessly Large Rod + 700g Hextech Alternator + Fiendish Codex + 1050 gold
ABILITY POWER 115 85
newHEALTH 150
newABILITY HASTE 15
updatedHYPERSHOT (PASSIVE) Now also applies Hypershot to slowed enemy champions

Void Staff

Void Staff was a very powerful but generic purchase for amping up your AP and melting through MR. We’re shifting some of its power to its magic penetration so it’s not a one-stop-shop for mages who buy it.
TOTAL COST 2700 gold 2800 gold
BUILD PATH Blighting Jewel + Blasting Wand + 700 gold Blighting Jewel + Blasting Wand + 800 gold
ABILITY POWER 70 65
MAGIC PENETRATION 40% 45%

Doran's Ring

We’re adding an incentive to Doran’s Ring for champions who want to get aggressive in lane. We still want champions to have access to mana in tough matchups, so we’re keeping the base mana regeneration relatively high—now there's just a bonus treat for dueling.
FOCUS (PASSIVE) Unchanged
updatedDRAIN (PASSIVE) Killing a unit restores 6 mana. If you can’t gain mana, restore 3 health instead Restore 0.75 mana every second. Damaging an enemy champion increases this amount to 1.25 mana every second for 10 seconds. If you can’t gain mana, restore 50% of the value as health instead

Hextech Alternator

Hextech Alternator was one of many AP damage items that were a bit too glass cannon-y. We're trading some of its AP for durability. This change affects Horizon Focus and the next three items, all of which build from Hextech Alternator.
TOTAL COST 1050 gold (unchanged)
BUILD PATH Amplifying Tome + Amplifying Tome + 180 gold Amplifying Tome + Ruby Crystal + 215 gold
ABILITY POWER 40 25
newHEALTH 150
REVVED (PASSIVE) Unchanged

Hextech Rocketbelt

TOTAL COST 3200 gold (unchanged)
BUILD PATH Ruby Crystal + Hextech Alternator + Blasting Wand + 900 gold Amplifying Tome + Hextech Alternator + Blasting Wand + 865 gold

Night Harvester

TOTAL COST 3200 gold (unchanged)
BUILD PATH Ruby Crystal + Hextech Alternator + Blasting Wand + 900 gold Amplifying Tome + Hextech Alternator + Blasting Wand + 865 gold

Lethality Items

While assassins were strong, their Mythics felt lackluster. Many assassins were opting into Mythics like Goredrinker or Stridebreaker, and some rushed Legendaries like Youmuu's before their Mythic. We're not opposed to flexing into unique builds, but building a Lethality Mythic first was almost always the weaker option. We're reducing the gap between Mythics and Youmuu's for melee Lethality users, while ranged Lethality users should be relatively unaffected.

Duskblade of Draktharr

TOTAL COST 3200 gold 3100 gold
BUILD PATH Serrated Dirk + Caulfield's Warhammer + 1000 gold Serrated Dirk + Caulfield's Warhammer + 900 gold
updatedNIGHTSTALKER (ACTIVE) Bonus AD on next basic attack against an enemy champion deals 65 (+25% bonus AD) 75 (+30% bonus AD) for melee / 55 (+25% bonus AD) for ranged (all else unchanged)

Eclipse

TOTAL COST 3200 gold 3100 gold
BUILD PATH Serrated Dirk + Long Sword + Vampiric Scepter + 850 gold Serrated Dirk + Long Sword + Vampiric Scepter + 750 gold
updatedEVER RISING MOON (PASSIVE) Cooldown for melee champions reduced from 8 seconds 6 seconds (all else unchanged)

Prowler's Claw

TOTAL COST 3200 gold 3100 gold
BUILD PATH Serrated Dirk + Caulfield's Warhammer + 1000 gold Serrated Dirk + Caulfield's Warhammer + 900 gold
updatedSANDSWIPE (ACTIVE) The dash deals 65 (+25% bonus AD) 75 (+30% bonus AD physical damage (all else unchanged)

Youmuu's Ghostblade

TOTAL COST 2900 gold 3000 gold

Runes

newFirst Strike

First Strike is a new Inspiration keystone that gives you a huge damage and gold boost when you strike an enemy champion first, but nothing if they hit you first. It's been great for artillery champions and assassins during playtests, and we're excited to see you experiment with it! You can read more details behind its design here.
FIRST STRIKE (PASSIVE) Basic attacks or abilities against an enemy champion within 0.25 seconds of entering champion combat grants 5 gold and First Strike for 3 seconds, causing you to deal 10% extra damage against champions, and granting 100% (70% for ranged champions) of bonus damage dealt as gold. 25-15 second cooldown (levels 1-18)
NOT SECOND STRIKE If an enemy strikes you first, First Strike still goes on cooldown without providing any of its bonuses. (Unlike Banshee's Veil, subsequent damage won't keep restarting the cooldown)

removedPrototype: Omnistone

With the introduction of First Strike, it's also time we say goodbye to Prototype: Omnistone, a keystone that never really found a place in most players’ hearts. Its rules were too complex, and tinkering with it risked making it even harder to master. This left us in a tough spot where we couldn’t safely buff it because of its potential to warp gameplay in ways we weren't comfortable with.
removedPROTOTYPE: OMNISTONE (PASSIVE) Periodically grants a single use of another random keystone. After a keystone is used or has expired, another random keystone is granted

Glacial Augment

Some champions were using Glacial Augment's Freeze Ray to CC enemies before casting skillshots to guarantee a wombo combo, which—though clever—wasn’t the intended design. This updated version should appeal to tanks and some enchanters without removing skill expression. We think it'll be particularly useful to defend allies or amplify huge engages.
updatedGLACIAL AUGMENT (PASSIVE) Basic attacks on-hit periodically slow enemy champions Immobilizing an enemy champion will cause 3 glacial rays to emanate from them towards you and other nearby champions, creating frozen lines for a few seconds that slow enemies for 35% (+5% per 10% heal and shield power) (+2% per 100 AP) (+2% per 100 bonus AD) and reduce their damage by 15% against your allies (not including yourself). The frozen lines last for 3 (+100% of the final duration of the immobilizing effect) seconds
removedFREEZE RAY (PASSIVE) Slowing an enemy champion with an item active creates a frozen line that slows all enemies within

Lethal Tempo

The keystones available for marksmen felt a little flat. Hail of Blades offered a burst of instant attack speed, Lethal Tempo a delayed burst of attack speed, and Press the Attack a delayed burst of damage. Lethal Tempo stood out as the least popular of the bunch despite having a similar win rate. This meant it was either more niche, less satisfying, or both. We're clarifying Lethal Tempo's identity as the best ramping option for long term value and adding attack range to make it more unique.
removedLETHAL TEMPO (PASSIVE) After 1.5 seconds upon damaging an enemy champion, you gain bonus attack speed and your attack speed cap is increased for 3 seconds. Attacking a champion while the effect is active extends the duration to 6 seconds
updatedLETHAL TEMPO (PASSIVE) Gain (15% for melee/5% for ranged) attack speedfor 6 seconds when striking at least one enemy champion with each auto attack. This effect stacks up to 6 times. While this effect is at its cap, also gain (50 for melee/100 for ranged) attack range and increase your attack speed cap from 2.5 to 10

Ultimate Spellbook

Ultimate Spellbook is back—with a twist! (If you need a refresher, the original rules can be found here.)

We've added several new ultimates to the pool of Ult-ernate Summoner Spells, champion select bans, a new auto-smite feature for junglers, and special interactions with the new Chemtech and Hextech Drakes! Ultimate Spellbook will incorporate all of preseason’s content upon release (except for Objective Bounties) and will be available from November 18, 2021 to January 10, 2022.

New Ult-ernate Summoner Spells

Akali

Blitzcrank

Caitlyn

Camille

Dr. Mundo

Evelynn

Jinx

Kindred

Orianna

Seraphine

Urgot

Vex

Vi

Viktor

Xin Zhao


Removed Ult-ernate Summoner Spells

Malphite


Ult-ernate Summoner Spell Balance Adjustments

As a catch-all note, any changes that have been made to champion ults since patch 11.14 (the last run of Ultimate Spellbook) have also been applied to their Ult-ernate versions in this mode. The only exception is the following bonus Ability Haste reduction on Ashe's R.

Ashe

R Bonus Ability Haste 35 20

Auto-Smite

Jungle mains around the world, rejoice! We're introducing a special feature called Auto-Smite so that junglers can still pick a Summoner Spell other than Smite in this mode.

Junglers will be locked into taking Auto-Smite instead of a Placeholder Ult-ernate Summoner Spell during champ select. Auto-Smite gets replaced by the Ult-ernate that you select at the beginning of the game, granting you a buff that is also called Auto-Smite.
AUTO-SMITE BUFF When fighting Epic Monsters, Rift Scuttlers, or Allied Buff Monsters, Auto-Smite automatically executes the monster once it reaches the threshold health at which a regular Smite would last-hit them
We're also introducing a new jungle starter item called Obsidian Edge that will only be available on Ultimate Spellbook. It has the same stats as the other two jungle items, but with a different completion criteria just for Auto-Smite and without Chilling or Challenging Smite's effects against champs (since you can't Auto-Smite a champion).
Obsidian Edge - STATS & EFFECTS Grants the same stats as Hailblade and Emberknife, except for...
Obsidian Edge - AUTO PATH (PASSIVE) Triggering Auto-Smite 5 times consumes this item, granting all of the item's effects permanently as well as increasing Auto-Smite's threshold and damage to 900
Lastly, Ivern's Auto-Smite works a little differently because, well, Ivern.
BE FREE, MY FRIEND When Ivern takes Auto-Smite, he will not be able to use it to bypass Passive - Friend of the Forest's grove maturation timer. However, freeing a qualifying jungle camp (Epic Monsters, Rift Scuttlers, or Allied Buff Monsters) will trigger Auto-Smite, granting him the heal and jungle starter item stack that a regular Smite would

Dragons & Terrain

The only dragons that will spawn in this mode are the new Hextech and Chemtech Drakes! Any time your team slays one of these dragons in Ultimate Spellbook, your team will also gain a stack of the Echoes of Ruination buff.
ECHOES OF RUINATION Your attacks against enemy turrets apply Echoes of Ruination, dealing 0.3% of the turret's health as damage per second

Caitlyn, Jayce, & Jinx Updates

In order to streamline Caitlyn's future visuals, skins, and overall development, we've given the Sheriff of Piltover an Art and Sustainability Update (ASU)! In-game models, voiceovers (VO), sound effects (SFX), and visual effects (VFX) for Caitlyn and eight of her skins have been modernized. All of her splashes have also been updated, and some have been completely redone.

Jayce and Jinx have also been modernized for clarity and thematic purposes.

Caitlyn ASU

During this ASU, Caitlyn's Headshots were re-coded as empowered attacks rather than abilities. This removed several cases where Caitlyn was able to Headshot while her basic attack was on cooldown since Headshots now use her basic attack timer. We're monitoring Caitlyn's performance—especially at high skill levels—to ensure this doesn't unintentionally nerf her.

The following changes apply to Base, Arcade, Prestige Arcade, Headhunter, Lunar Wraith, Officer, Pool Party, and Safari Caitlyn, except for the new VO. VFXs, SFXs, splash arts, and in-game models for these skins have been updated to varying degrees.
VOICEOVER Base Caitlyn has new VO
BASIC ATTACK Added ejected bullet when reloading her rifle
PASSIVE - HEADSHOT "Passive Ready" SFX adjusted for more of a Hextech feel. Added SFX that plays when Caitlyn's Headshot is ready for use.
Q - PILTOVER PEACEMAKER New meshes and particles made to look more Hextech. Initial on-hit SFX are now more impactful than subsequent hits.
W - YORDLE SNAP TRAP Added indicator on traps and their activation VFXs. Trap SFXs adjusted to match new animation timing.
E - 90 CALIBER NET New range indicator. On-hit SFX are now more impactful
R - ACE IN THE HOLE New laser and Hextech imagery. On-cast SFX are now more impactful and have additional Hextech elements.

Jayce VFX & SFX

The following updates apply to base and Debonair Jayce only (except for the VO). VFX and in-game models for Debonair, Forsaken, Full Metal, Jayce Brighthammer, and Resistance Jayce have also been updated to varying degrees.
VOICEOVER Base Jayce's voice lines have been remastered for clarity and quality
BASIC ATTACK Missiles and hits are now unique between ranged and melee stances. Added new critical hit VFX.
PASSIVE - HEXTECH CAPACITOR Modernized visuals for reduced noise and clarity
Q (MERCURY HAMMER) - TO THE SKIES! Modernized visuals. Added clarity to match AoE size.
Q (MERCURY CANNON) - SHOCK BLAST New projectiles and explosions. Added burst when projectile supercharges.
W (MERCURY HAMMER) - LIGHTNING FIELD Modernized visuals with better defined AoE edge. Reduced noise to match damage level.
W(MERCURY CANNON) - HYPER CHARGE Removed noise
E (MERCURY HAMMER) - THUNDERING BLOW Modernized visuals; addded directionality on knockback
E (MERCURY CANNON) - ACCELERATION GATE Modernized visuals
RECALL New SFX

Jinx VFX & SFX

The following updates apply to Base, Ambitious Elf, Crime City, Heartseeker, Firecracker, Odyssey, and Zombie Slayer Jinx. Crime City, Firecracker, and Zombie Slayer Jinx's in-game models have been cleaned up to varying degrees.
BASIC ATTACK Added glows to machine gun missiles. New rocket trails and explosions.
W - Zap! Modernized ground telegraph, missile, and hit VFX
E - Flame Chompers! Modernized telegraph visuals
R - Super Mega Death Rocket! New missile and explosion. Modernized rocket animations to emphasize its movement boost
RECALL New SFX

/All Chat

Based on initial results since we originally disabled /all chat in a few regions in patch 11.21, we're continuing the disable where it's already in effect but we’re not adding additional regions. From here on out, we'll message any per-region changes to impacted regions only, unless we've got global updates to share.

End of Season Rewards

Summoner's Rift Ranked and Honor End of Season Rewards will be distributed starting this patch and will be completed by December 16 (Riot Regions and Garena only). Clash End of Season Rewards will be distributed starting this patch and will be completed by December 16 (Riot Regions only). Tencent will distribute Ranked and Clash rewards for players in China during patch 11.24. You can find more details at the Player Support page here!

Ixtal Clash

Team formation for the first weekend of the Ixtal-themed Clash starts on November 15, and the tournament will be on November 20 and 21. Team formation for the second weekend will open on November 29, and the tournament will be on December 4 and 5.

Ixtal Clash is not a part of the regular Clash season. You’ll still be able to earn Ixtal rewards, but your Clash VP track won’t be affected.

Bugfixes & QoL Changes

Loot Odds

Drop rates for content from Loot items, now called Loot Odds, will soon be displayed in the Store on the League client! You can now view Loot Odds directly in the client in addition to the existing Hextech Crafting FAQ webpage so you can make better informed decisions at the time of purchase.

Loot Odds will roll out slowly all over the globe starting later in patch 11.23. Certain regions have additional regulations around Loot, so it may take additional time for Loot Odds to appear.

Tooltip Trackers

Numerous item and rune tooltips have been updated to include stat trackers so that players can evaluate the impact of them throughout their games.

Items

BLOODTHIRSTER Now tracks damage blocked by Blood Barrier
GARGOYLE'S STONEPLATE Now tracks damage blocked by Monolith
GUARDIAN'S HORN (ARAM) Now tracks damage blocked by passive
Lord Dominik's Regards Now tracks bonus damage from Giant’s Slayer
Rapid Firecannon Now tracks how many times extra range was utilized
Spirit Visage Now tracks bonus healing and shielding from Boundless Vitality
Stormrazor Now tracks champions slowed by Paralyze

Runes

AFTERSHOCK Now tracks damage mitigated

Bugfixes

  • Fizz's base voice lines have been remastered for clarity and quality
  • The sound effects on Twitch's E - Contaminate have been restored for his base and Shadowfoot skins
  • Clicking "Confirm" upon selecting an Ult-ernate Summoner Spell in Ultimate Spellbook will now play a sound
  • Placing a Passive - A Harmless Scarecrow effigy as Fiddlesticks while channeling R - Crowstorm will no longer override his ultimate's sound effects
  • Fixed several Zed skins so that his Q - Razor Shuriken on-hit sound effects play properly for all shurikens, even when they hit the same target
  • Fixed a bug where Graves would receive full Fleet Footwork healing if he targets a champion with a basic attack that is blocked by minions
  • Lord Dominik's Regards' Giant Slayer passive will no longer work against structures, monsters, and minions
  • Fixed a bug with Vi's Q - Vault Breaker so that it casts immediately after tapping the ability
  • Fixed a bug where Tryndamere could get executed during his R - Undying Rage upon healing from a Kindred R - Lamb's Respite
  • Fixed a bug where Kai'Sa could not dash to marked targets with R - Killer Instinct unless she had learned Q - Icathian Rain
  • Fixed bug where Volibear's next attack would sometimes fail to stun if he had casted his R - Stormbringer during his Q - Thundering Smash
  • Fixed a bug where Lee Sin's Passive - Fury would sometimes not take effect if he had casted Q - Resonating Strike or E - Cripple during a basic attack
  • Kayn's current transformation status will properly display in team chat when he pings his own portrait
  • Yorick's E - Mourning Mist tooltip now displays its AP ratio
  • The sound effect on Vi's Q - Vault Breaker dash has been restored
  • Galio's death animation where he turns into stone has been restored

Upcoming Skins & Chromas

Patch 11.22 notes

Season 2021 is coming to an end, but the party's just getting started.

Who will win Worlds this weekend? It all comes down to these final moments of MAKE/BREAK 2021. Along with the end of the season, we have Clash rewards, Arcane skins, and Victorious Blitzcrank. Then there’s the usual champion buffs and nerfs along with a readjustment to Goredrinker. And last—but certainly not least—Arcane will be released this weekend, and we have tons of exciting content and events to celebrate.

RIP our pick 'ems, best of luck on the final climb, and enjoy the show!

In TFT-land, the new Gizmos & Gadgets set has arrived. Read all about the changes in the TFT patch notes here!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

11/4/2021 Vi & Xayah Balances

Both Vi and Xayah have gotten a little too strong. We're making a couple of urgent balance adjustments for a fairer end-of-season climb.

Xayah

Q DAMAGE PER BLADE 50/75/100/125/150 (+50% bonus AD) 45/65/85/105/125 (+50% bonus AD)
Q COOLDOWN 10/8.5/7/5.5/4 seconds 10/9/8/7/6 seconds

Vi

BASE ARMOR PER LEVEL 4 3
BASE AD PER LEVEL 3.5 3
R STUN DURATION 1.4 seconds 1.3 seconds

11/3/2021 Yuumi Bugfix

Yuumi

SADCAT Fixed a bug where, if Yuumi uses W - You and Me! to detach from her ally while they are both hidden from view (such as when an enemy Tahm Kench R - Devours them, or while an ally Kayn is channeling R - Umbral Trespass), she becomes invisible and does not appear again until she dies

Patch Highlights

Victorious Blitzcrank will be available this patch to eligible players through End of Season rewards. Players will be able to earn Arcane Jayce starting November 8, 2021 and Arcane Vi starting November 15, 2021 for a limited time.

Into the Arcane

For the month of November during RiotX Arcane, we’ll be diving deeper into the world of Arcane in celebration of its launch! Come join the party on Summoner’s Rift with Into the Arcane, featuring Arcane-themed map accents, free-to-earn Arcane-inspired skins, and two new interactive experiences coming later in the patch.

Check out the Into the Arcane event site for more details!

End of Season

The Summoner’s Rift Ranked and Honor season will end at 11:59 PM local time on the last day of Patch 11.22. Ranked rewards will be distributed by December 16 during patch 11.23 for all regions except China, where players will receive rewards in patch 11.24. More details can be found at the Player Support page here!

The Clash season for all regions except SEA and China will also end at 11:59 PM local time on the last day of Patch 11.22. Clash rewards for those regions will be distributed by December 16 during patch 11.23.

Champions

Akali

Passive damage increased.

Akali is steel weak across the board, and considering she's still not showing up in Pro, we have some leeway to help her passive shine as an important part of her gameplay.

Passive - Assassin's Mark

Damage 29-170 (based on level) (+40% AP) 35-182 (based on level) (+55% AP)

Graves

Passive damage reduced.

Graves' unique attacks have a generous crit ratio because, back in ye olden item system, his crit builds were risky. Season 2021's item changes made building crit super safe for him, so we're tapping down the numbers on his pellet ratios.

Passive - New Destiny

Base Damage per Critical Strike Pellet 30% bonus AD 20% bonus AD

Kalista

E damage ratio increased.

Kalista's late game payout for skewering her enemies isn't all that satisfying, so we're bringing up the damage on her signature spell. This should also open up the opportunity for her to try heavier AD builds.

E - Rend

Damage Ratio 60% AD 70% AD
Subsequent Spear Ratio 20/23.75/27.5/31.25/35% AD 23.2/27.5/31.9/36.3/40.6% AD

Kayn

Darkin Q damage ratio increased. Darkin R target max health damage ratio increased.

Red Kayn took a bigger damage hit than other fighters with last patch's Goredrinker nerfs, so we're returning some damage to his kit. Additionally, his ultimate has felt a bit lackluster early game, so we're bumping up its power.

Q - Reaping Slash

Darkin Physical Damage 65% AD (+5% (+4% per 100 AD) of target's max health) 65% AD (+5% (+5.5% per 100 AD) of target's max health)

R - Umbral Trespass

Darkin Physical Damage 10% (+13% per 100 bonus AD) of target's max health 15% (+13% per 100 bonus AD) of target's max health

Kha'Zix

Q damage ratio reduced.

"Change is good," he said. But this bug almost got through the entire season without any changes! Kha'Zix has been generally strong all season, and now that many competing junglers have gotten nerfed, he's become really popular. His power has recently crept up from strong to OP, so we're tuning down his damage.

Q - Taste Their Fear

Total Damage 60/85/110/135/160 (+130% bonus AD) 60/85/110/135/160 (+115% bonus AD)
Isolated Damage 126/178.5/231/283.55/336 (+273% bonus AD) 126/178.5/231/283.55/336 (+241.5% bonus AD)

Maokai

Passive heal reduced early. W base damage reduced.

Maokai's tanky support builds have been excelling in solo queue and even surpassing his already powerful AP support builds. We’re pruning his early game pressure and durability, and returning it later in the game for solo lane Maokai (which is also strong, but not as popular).

Passive - Sap Magic

Percent Max Health Heal 7-15% (based on level) 5-15% (based on level)

W - Twisted Advance

Base Damage 70/95/120/145/170 60/85/110/135/160

Qiyana

Base health reduced; base health growth increased. Q damage changed. E damage changed.

Qiyana is too strong in Elite play but weak in Average play, so we're moving some power around instead of straight nerfing her. Elite players are very efficient at capitalizing on early leads and quickly snowballing their gold, so we're trading in some of Qiyana's early power and gold scaling for some level-based power that should be more available to the average Qiyana player.

Base Stats

Base Health 590 520
Base Health Growth 90 110

Q - Edge of Ixtal

Damage 60/85/110/135/160 (+90% bonus AD) 50/80/110/140/170 (+75% bonus AD)

E - Audacity

Damage 50/80/110/140/170 (+70% bonus AD) 50/90/130/170/210 (+50% bonus AD)

Renekton

W stun and lockout durations increased.

The changes to Renekton's stun in 11.18 helped lower his popularity in Pro play, but it came at way too big of a cost. We're reverting those nerfs and will be looking for other ways to make sure the croc doesn't take a bite out of the pro scene again.

W - Ruthless Predator

Empowered Stun Duration 1 second 1.5 seconds
Lockout Duration 0.375 seconds 0.525 seconds

Riven

W base damage increased. E shield ratio increased.

Riven was hit unusually hard by the Goredrinker nerfs and was particularly weak in patch 11.21, especially in Average play. Even with the small buffs to Goredrinker this patch, Riven still needs a bit of love, so we're redeeming her damage and shield.

W - Ki Burst

Damage 55/85/115/145/175 (+100% bonus AD) 65/95/125/155/185 (+100% bonus AD)

E - Valor

Shield 85/115/145/175/205 (+100% bonus AD) 85/115/145/175/205 (+120% bonus AD)

Varus

E damage ratio increased.

Our nerfs to lethality Varus were a little too piercing, so we're giving him some power back to promote his lethality playstyle but at a bit shorter-range than his Q. On-hit builds continue to perform solidly on Varus, and we don't believe this buff will push them over the top.

E - Hail of Arrows

Damage 60/100/140/180/220 (+60% bonus AD) 60/100/140/180/220 (+90% bonus AD)

Vi

Q and R improvements for consistency.

Vi could use some modernization to keep up with her sister, so we’re fixing some of the inconsistencies with how she acquires and CCs targets. These changes will enable Vi to reliably hit enemies she flashes on top of during her Q dash as well as knockup (and knockback) targets more consistently. Only the finest for Piltover's finest.

Q - Vault Breaker

Knockback Duration 0.7 seconds 0.75 seconds
newIF YOU HIT A WALL Dash range now extends up to 50 units when going over a wall
updatedEVERY MILLISECOND COUNTS Distance traveled and damage dealt are now based on exact channeling time instead of every 0.25 seconds
updatedHERE COMES THE PUNCHLINE Targets will get knocked back immediately upon contact with Vi

R - Cease and Desist

Knockup Duration Varies between 1.25 -1.49 seconds 1.4 seconds
updatedOL' RELIABLE Both the target's knockup and Vi's self-stun during her ult animation now have consistent durations rather than varying between casts
updatedGET DUNKED Vi's ult knockup will take effect once she is 300 units from her primary target instead of varying between 0-300 based on 0.25 second intervals
updatedGET OUT THE WAY Nearby enemies in Vi's ult path will get knocked back immediately upon contact with Vi

Yuumi

E heal and move speed ratio decreased.

Yuumi's been top cat at Worlds while also pawing at a very high banrate in solo queue. We're targeting her Zoomies specifically since it's one of her most frustrating aspects in longer games. It also doesn't need to be as powerful thanks to her early game buffs in patch 11.18. Overall, these changes should encourage Yuumi to be more active and helpful to her allies in lane, and not as frustrating to enemies later in the game.

E - Zoomies

Move Speed 15% (+10% per 100 AP) 15% (+6% per 100 AP)
Heal 70/105/140/175/210 (+40% AP) 70/100/130/160/190 (+35% AP)

Items

Goredrinker

We made some pretty substantial changes to Goredrinker last patch, and it turns out we overshot the nerfs. As we discussed in the last patch notes, Goredrinker is designed for outlasting enemies, so we're pushing buffs into its durability and sustain. These changes should help bring it back up, but not to its past popularity.
Health 400 450
Omnivamp 8% 10%

Ceaseless Hunger (Ornn Item)

Health 550 600
Omnivamp 13% 15%

Bugfixes & QoL Changes

  • removedLeague Client The "skip waiting for stats" page has been removed from the end of game experience to accurately reflect the client's state
  • updatedBehavioral Systems AFK penalty changes will continue their rollout in Korea
  • Fixed a bug where Wukong would trigger Death's Dance's Passive - Defy when his clone disappeared
  • Fixed a bug where, if you attacked a blast cone while owning Horizon Focus, nearby allies would receive the item's debuff
  • Fixed a bug where Azir's W - Arise! would grant Tear of the Goddess stacks when he did not hit any enemies
  • Fixed a bug where Font of Life would trigger Lucian's Vigilance on the second shot of Passive - Lightslinger
  • Fixed a bug where Fiddlesticks' W - Bountiful Harvest would sometimes not get its partial cooldown refund after a full cast
  • Fixed a bug where Xerath was able to redirect his R - Rite of the Arcane missile damage before it landed
  • Healing a full health ally before they get a kill will now grant an assist
  • Base Miss Fortune and Base Zilean voice lines have been remastered to sound clearer
  • Vladimir's E - Tides of Blood charging sound effect has been restored for all skins
  • Several voiceover bugs with Project Vayne, Nightbringer Yasuo, and several Zyra skins have been fixed

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch: