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League of Legends

Patch 11.21 notes

Knock knock. Who's there? Knock. Knock who? Knockout rounds!

Groups and play-ins were heckin' hype, and the Worlds train isn't stopping anytime soon! This patch, we've got lots of champion and rune adjustments chugging along, as well as a very big change to Goredrinker to keep fighters on track. New Dragonmancer skins also make their landing this week, and each one's got a mighty personality.

Tune into the quarter and semifinals these next couple of weekends as we draw closer to crowning the Season 2021 winners!

Rise and grind tacticians, 'cause it’s the last patch before the new set, Gizmos & Gadgets. So read all about the changes in the TFT patch notes here!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Patch Highlights

Truth Dragon Yasuo, Dream Dragon Yasuo, Lagoon Dragon Kai'Sa, Steel Dragon Thresh, Tranquility Dragon Karma, Duality Dragon Volibear, and Duality Dragon Volibear Prestige Edition will be available October 21, 2021.

Disabling /All Chat

Starting this patch, /all chat will be disabled in matchmade queues in a few regions. Since our original announcement, response has varied between regions, so we're shifting our approach and only disabling /all chat where players were most receptive to trying it out.

This test will last for 11.21 and 11.22. In regions where the disable rolls out, /all chat will still be available in custom games, and no other tools are being disabled. We'll evaluate the impact of this change through verbal abuse reports, penalty rates, surveys, and direct feedback. When the test ends, we may leave /all chat disabled, make changes to the disable, or turn it back on, on a per-region basis. We may also make adjustments during the test itself based on initial results.

Champions

Akshan

E damage decreased.

Akshan's been steadily creeping up since swinging into release. We're tapping down on his signature move's damage to make the choice between maxing Q or E first a bit more strategic.

E - Heroic Swing

Base Damage per Shot 30/50/70/90/110 30/45/60/75/90

Graves

E bonus armor decreased.

Graves' defensive dueling power makes his laning a little too consistent in some early matchups. We're reducing his burliness to give his opponents a chance to outplay the outlaw.

E - Quickdraw

Bonus Armor per Stack: 6/9/12/15/18 4/7/10/13/16

Jinx

Passive attack speed increased. E range increased. R cooldown decreased.

Jinx is craving some excitement, so we're boosting her passive to make her pop-off moments really pop and letting her wreak more havoc across the map with her ult. Flame Chompers' range is also getting a slight increase to work better with Fishbones' basic attacks. Everybody, panic!

Passive - Get Excited!

Total Attack Speed 15% 25%

E - Flame Chompers!

Range 900 925

R - Super Mega Death Rocket!

Cooldown 90/75/60 seconds 75/65/55 seconds

Karthus

E mana restore reduced early and scales more with rank.

Karthus bot gets almost infinite wave control in early game thanks to his E passive. Pretty spooky. We're trimming down his mana early to target his performance in lane without affecting his jungle.

E - Defile

Mana Restored 20/27/34/41/48 15/25/35/45/55

Lux

Base attack speed per level increased. Passive mark duration adjusted. E damage increased. R cooldown decreased.

Despite increasing her E damage in 11.10, Lux still isn't shining so bright in either mid or support. We're taking this opportunity to buff her a bit while also making her passive more reliable.

Base Stats

Attack Speed per Level 1% 2%

Passive - Illumination

updatedLET'S LIGHT IT UP Illumination mark duration extended if Lux's basic attack is already in flight to the target, or if R - Final Spark is being cast

E - Lucent Singularity

Damage 60/110/160/210/260 (+65% AP) 70/120/170/220/270 (+70% AP)

R - Final Spark

Cooldown 80/60/40 seconds 60/50/40 seconds

Miss Fortune

Base mana reduced. W mana cost increased.

Miss Fortune has been popular at every level of play, including at Worlds. We want to preserve the flexibility between her lethality and crit builds, so we're nerfing her in a way that forces her to pick her early shots more wisely.

Base Stats

Mana 325.84 300

W - Strut

Mana Cost 30 45

Quinn

W bonus attack speed decreased late.

Quinn's been flying high above her competition in top lane. We're dropping her to a lower elevation so that her enemies can stand a chance against her in duels.

W - Heightened Senses

Bonus Attack Speed 20/35/50/65/80% 20/30/40/50/60%

Sion

W shield increased.

Our most recent buffs to Sion's shield in 11.19 were clearly not strong enough for the juggernaut, so... Here he is again!

W - Soul Furnace

Shield 60/85/110/135/160 (+40% AP) (+8/9/10/11/12% maximum health) 60/85/110/135/160 (+40% AP) (+10/11/12/13/14% maximum health)

Teemo

Q cooldown decreased; blind duration increased; missile speed increased.

Captain Teemo's fallen behind in the top lane ranks. We're putting a little more anti-basic attack poison in the friendly yordle's dart to make him more annoying powerful in lane.

Q - Blinding Dart

Cooldown 8 seconds 7 seconds
Blind Duration 1.5/1.75/2.0/2.25/2.5 seconds 2.0/2.25/2.5/2.75/3 seconds
Missile Speed 1500 2500

Viego

Q damage ratio increased. W self-slow decreased. R crit ratio increased.

The last set of Viego nerfs did the job and prevented him from dominating at Worlds, but it hit him a little too hard at all levels of play. We're buffing him slightly with an emphasis on his crit builds rather than bringing back some of his tankiness.

Q - Blade of the Ruined King

AD Ratio 60% 70%

W - Spectral Maw

Self-Slow While Charging 15% 10%

R - Heartbreaker

Critical Strike Chance Ratio 75% 100%

Xayah

Base move speed increased. Q cooldown decreased late.

We've carefully buffed Xayah quite a few times this season to help her non-Pro performance, but she's still pretty weak across the board. Her damage is already pretty sharp, so we're buffing her ability to set her feathers up.

Base Stats

Move Speed 325 330

Q - Double Daggers

Cooldown 10/9/8/7/6 seconds 10/8.5/7/5.5/4 seconds

Items

Goredrinker

At its core, Goredrinker is supposed to be a sustain Mythic that lets fighters outlast their enemies with well-timed Thirsting Slashes. While wanting to sustain through a fight isn't unique to fighters, it's a big part of their class identity: They have the best tools to stay on the offensive at low health (ex. the dream Illaoi ult that lets her turn a 1v5). At the same time, this is a risky niche to fill: Two of our bigger rough patches since the item update have been damage and healing, and Goredrinker offers both.

We've seen this risk play out over the course of the season, with Goredrinker becoming the dominant Mythic pick for fighters due to offering the best sustain without making sufficient tradeoffs on the damage front. As further evidence,assassins have been taking Goredrinker over their own Mythics. Assassins are designed to kill quickly, so they shouldn't be valuing an item that indexes so much into sustain and strength at low health. Between its 1.0 AD ratio and its heal, Goredrinker's active is just too valuable as another button in assassin combos that also lets them shrug off any damage they take while eviscerating their target.

In order to move Goredrinker back into its sustain niche, we're removing its low-health bonus AD (to nerf damage for fighters) and weakening Thirsting Slash's AD scaling (to nerf damage for assassins). At the same time, we don't want Goredrinker to become a bad pick for fighters, so we're giving it omnivamp to make sure it still lives up to its identity as their sustain Mythic.
Thirsting Slash 100% Total AD 175% Base AD
newOmnivamp Goredrinker now grants 8% Omnivamp
removedHealth Regeneration Goredrinker no longer grants 150% health regen
removedSpite No longer grants 0-15% (based on missing health) of your AD as bonus AD

Ceaseless Hunger (Ornn Item)

Thirsting Slash 100% Total AD 175% Base AD
newOmnivamp Ceaseless Hunger now grants 13% Omnivamp
removedHealth Regeneration Ceaseless Hunger no longer grants 250% health regen
removedSpite No longer grants 0-15% (based on missing health) of your AD as bonus AD

Ironspike Whip

We’re adjusting Ironspike Whip's active to match Goredrinker's reduced offensive capabilities.
Crescent 75% Total AD 100% Base AD

Stridebreaker

We’re also adjusting Stridebreaker's active to match the damage changes to Goredrinker and Ironspike Whip, but it's also getting an AD boost to compensate since it doesn't need a nerf right now.
Attack Damage 45 50
Halting Slash 100% Total AD 175% Base AD

Dreamshatter (Ornn Item)

Attack Damage 55 60
Halting Slash 100% Total AD 175% Base AD

Runes

Conqueror

We're seeing a broad range of champions pick Conqueror even in situations that don't match its purpose: extended all-ins. We're honing in on that identity and giving it a nerf.
Adaptive Force per Stack 2-5 (based on level) 2-4 (based on level)
Buff Duration 6 seconds 4 seconds

Guardian

Guardian's been overperforming in the support role and crowding out other keystones, so we're tuning it down.
Shield 70-150 (based on level) (+15% Guardian's AP) (+9% Guardian's bonus health) 50-130 (based on level) (+15% Guardian's AP) (+9% Guardian's bonus health)

Health Shard

The health shard is a niche stat that doesn't get a lot of love right now. It's generally useful when you don't expect much of a threat in lane (since armor or magic resist shards would be more useful against specific matchups). It's not getting picked much even in these cases, so we're upping its numbers to make it more desirable.
Bonus Health 15-90 (based on level) 15-140 (based on level)

Ingenious Hunter

At the beginning of the season, we updated Ingenious Hunter to work not only on item actives and trinkets, but also on item passives like Guardian Angel and Sterak's Gage. It was slightly nerfed to compensate and has been weak ever since, so we're giving it a buff to compete with the other Hunter options.
Base Item Haste 10 20
Item Haste per Stack 5 6
Max Item Haste at Full Stacks 35 50

Ravenous Hunter

Ravenous Hunter is one of the most popular minor runes in the game. It's crowding out other choices, especially in bot lane, so we're nerfing it a bit.
Omnivamp per Stack 1.5% 1.2%
Max Omnivamp at Full Stacks 7.5% 6%

Bugfixes & QoL Changes

  • Syndra's spell effects have gotten a major visual update for several of her skins, including base!
  • Singed's base voice lines have been remastered to sound clearer and cleaner. Muhahahaha.
  • Kindred's Wolf has been fixed to animate with Lamb while emoting~
  • Warwick will now properly sense low health enemies who took damage while he was dead
  • Fixed a bug where Aurelion Sol's Q - Starsurge visual effects would go out of sync from its hitbox as it grew
  • Fixed a bug where Nasus's Q - Siphoning Strike did not deal damage to traps (such as Teemo's R - Noxious Trap and Nidalee's W - Bushwack)
  • Fixed a bug where Gangplank's Q - Parrrley still healed for 20% instead of 10% from Fleet Footwork
  • Fixed a bug where some abilities (such as Ezreal's Q - Mystic Shot) did not count toward the stacking effect of Mortal Reminder's passive
  • Akshan's E - Heroic Swing will get interrupted properly when he goes into stasis (such as via Zhonya's Hourglass or Guardian Angel)
  • Shard of True Ice will correctly reduce minion gold if its user has farmed more than 20 minions per 5 minutes
  • The following abilities will now trigger spell effects (such as Luden's Tempest or Muramana) when dealing damage: Blitzcrank's E - Power Fist, Camille's Q - Precision Protocol, Darius' W - Crippling Strike, Dr. Mundo's E - Blunt Force Trauma, Garen's Q - Decisive Strike, Hecarim's E - Rampage, Illaoi's W - Harsh Lesson, Jax's W - Empower, Shyvana's Q - Twin Bite, Trundle's Q - Chomp, Vayne's Q - Tumble, Wukong's Q - Crushing Blow, and Yorick's Q - Last Rites

Upcoming Skins & Chromas

Patch 11.20 notes

Attention all ghouls, ghosts, and spooky scary skeletons!

The magic dust from the last two patches may have settled, but we have a few more tricks and treats in store for the rest of this season. This patch has a handful of champion tweaks to keep things brewing smoothly, plus a set of bewitching new skins to doot boot.

Hope you caught the first day of Worlds 2021—it's off to a wicked start.

With TFT’s Worlds patch behind us as well, this next one is sure to cast (on you) a spell. Check out the full TFT patch notes here!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

10/12/2021 Vigilant Wardstone Bugfix

updatedVigilant Wardstone

DUPLICATE WARDSTONES Fixed a bug where upgrading Watchful Wardstone granted an additional Vigilant Wardstone

Patch Highlights

Bewitching Poppy, Bewitching Syndra, Bewitching Nami, Bewitching Yuumi, Bewitching Fiora, and Bewitching Morgana Prestige Edition will be available October 7, 2021.

Champions

Amumu

Q damage decreased late; mana cost increased and no longer scales.

Amumu's gotten a little too strong in both jungle and support. He's uncharacteristically made lots of friends in bot lane, so we're nerfing him a little more there.

Q - Bandage Toss

Damage 70/100/130/160/190 (+85% AP) 70/95/120/145/170 (+85% AP)
Mana Cost 30/35/40/45/50 70

Darius

W cooldown decreased and no longer scales.

Darius hasn't been all that commanding lately. We're buffing his sidelane pushing and dueling powers while making his W more of a one-point wonder.

W - Crippling Strike

Cooldown 7/6.5/6/5.5/5 seconds 5 seconds

Elise

Base health and armor growth increased.

Elise keeps getting trampled underfoot by monsters and foes in the jungle, so we're boosting her carapace to help her survivability. (That's spider-speak for defense, by the way.)

Base Stats

Base Health 534 555
Armor Growth 3.35 4

Hecarim

W cooldown reduced and no longer scales; healing against minions and monsters increased.

Hecarim used to stampede over Pro play with his full tank builds but has since become more of a fighter. We're helping him continue in this new direction with a chance to get a second W cast in fights, plus a buff to his sustain and clear.

W - Spirit of Dread

Cooldown 22/21/20/19/18 seconds 18 seconds
Capped Healing Versus Minions and Monsters 90/120/150/180/210 120/150/180/210/240

Irelia

Passive bonus AD ratio at max stacks reduced.

Playing Irelia late game shouldn't be a total waltz in the park. She's succeeding too easily—especially when she stacks heavy AD items like Sterak's and Goredrinker—so we're cutting down on the bladedancer's passive boost late.

Passive - Ionian Fervor

Bonus AD Ratio at Max Stacks 30% 20%

Jarvan IV

Passive bonus damage reduced.

Jarvan IV's been dominating the jungle meta with his exemplary ganks and super fast clear. We're partially reverting his 11.16 buffs—more specifically, the part that helped his dueling and clearing capabilities.

Passive - Martial Cadence

Bonus Damage 10% of target's current health 8% of target's current health

Shen

Passive shield decreased.

Shen's tipping the top lane tank meta out of equilibrium. We're reverting the 10.15 buff to his shield to restore some of the balance.

Passive - Ki Barrier

Shield 60-111 (based on level) (+14% bonus health) 50-101 (based on level) (+14% bonus health)

Singed

E base damage and AP ratio decreased.

The mad chemist has gotten a little out of hand ever since we added a couple tricks to his name, like Grievous Wounds on his R+Q. Reducing the output on one of his less signature moves should keep him in smog check.

E - Fling

Base Damage 50/65/80/95/110 50/60/70/80/90
Damage Ratio 75% AP 60% AP

Taliyah

Q damage to monsters hit by subsequent stones reduced.

Taliyah is doing a bit too well in the jungle after her latest set of buffs. We're helping her stay grounded without eroding her rediscovered powers in mid.

Q - Threaded Volley

Damage to Monsters from Subsequent Stones 80% 75%

Udyr

R cone damage increased.

Tank phoenix Udyr was a menace in Pro earlier this season thanks to items like Turbo Chemtank. The meta's changed quite a bit since then, and it's left him in a pretty sad state. We're reverting the 11.12 nerf on his R to let him spread his wings once again.

R - Phoenix Stance

Cone Damage 50/95/140/185/230/275 (+80% AP) 60/110/160/210/260/310 (+80% AP)

Items

Imperial Mandate

Imperial Mandate hasn't been a strong choice for most enchanter supports and bot lane mages. We're giving it the royal treatment with a damage boost to make it more viable as a Mythic.
Initial Hit Bonus Damage 36-60 (based on level) 45-75 (based on level)
Bugfix Damage dealt by Imperial Mandate's mark will be properly attributed to the allied champion who consumes it

Jungle Changes

Smite

Smite healing based on max health reduced. Gromp and Ancient Krug base AD decreased.

Smite has always been a powerful spell to heal your way out of death in the jungle, but it's doing this a little too well. We're partially reverting the 11.10 Smite changes to reign it in. To compensate, we’re reducing a couple of the stronger camps' base damage to help early game clear.
Healing Based on Max Health 15% 10%

Jungle Camps

Gromp Base AD 78 74
Ancient Krug Base AD 78 74

Worlds Clash

Team formation for the first weekend of Worlds Clash opens on October 11, with matches taking place on October 16 and 17. In addition to the standard trophy, banner, and logo rewards, Worlds Clash grants an additional Loot Capsule containing:

  • For Worlds Clash participants with Premium Tickets who finish between 1st - 7th place: (1) Random Championship Skin Permanent
  • For all Worlds Clash participants (Premium and Basic Tickets) who finish 1st place: (1) Worlds Event Orb
  • For Worlds Clash participants with Premium Tickets who finish between 8th - 15th place: (1) Championship Skin Shard
  • For all Worlds Clash participants (Premium and Basic Tickets): (1) Dragonmancer Clash Icon

Bugfixes & QoL Changes

  • updatedNEW PLAYER EXPERIENCEBrand will replace Ahri in the League of Legends tutorial. Seraphine will take Brand's place as one of the unlockable champions in the "Unleash the Storm" quest
  • updatedBEHAVIORAL SYSTEMSAFK penalty changes will continue their rollout to additional regions except Korea and China
  • Fixed a bug that would invalidate wins if all players closed their clients with Alt+F4 within a certain window at the end of a game
  • The colors of Dawnbringer Vex's Shadow and Worlds 2021 Champion Jarvan IV's walls have been fixed to match each of their chromas
  • Fixed a bug where certain Summoner Spells could be used while in Guardian Angel's Resurrecting state
  • Fixed a bug where Sylas would not get another cast of Vex's stolen R - Shadow Surge if the marked target died within the ability's reset window
  • Fixed a bug where Vex's Passive - Doom 'n Gloom would incorrectly mark enemies moved by champion-created terrain, such as Anivia's W - Crystallize or Jarvan IV's R - Cataclysm
  • Warwick's W - Blood Hunt bonus movement speed toward an enemy will no longer be affected by the presence of another enemy in his path
  • Fixed a bug where Rengar's Q - Savagery animation did not play when he activated Ironspike Whip, Goredrinker, or Stridebreaker
  • Fixed a bug where Karthus' Q - Lay Waste granted Tear of the Goddess stacks despite not hitting a valid target
  • Fixed a bug where, if Neeko owns a Hextech Alternator, her W - Shapesplitter clone would die early whenever she took damage while invisible
  • Fixed a bug where using R - Devour on an enemy Wukong's clone granted Tahm Kench vision of him for the rest of the game
  • Fixed a bug where Senna's Q - Piercing Darkness did not grant Press the Attack stacks
  • Fixed a bug where Vex was able to recast R - Shadow Surge on Gwen while she was in her W - Hallowed Mist
  • Lulu's E - Help, Pix! now correctly grants a shield when cast on an allied champion's clone
  • Fixed a bug where Cho'Gath's Passive - Carnivore and Warwick's Passive - Eternal Hunger heals worked against wards, trinkets, and certain champion-created objects
  • Fixed a bug where Shadow Assassin Kayn would only receive half of local tower gold if his living shadow from W - Blade's Reach was active and in range
  • Viktor will correctly obtain 5 Hex Fragments for his Passive - Glorious Evolution upon killing super minions and epic monsters (in addition to siege minions)
  • Miss Fortune's Passive - Love Tap tooltip now includes the reduction on bonus damage against minions
  • Anivia's base voice lines have been remastered to sound clearer, cleaner, and smoother
  • LeBlanc's critical attack sounds will now play correctly for all of her skins
  • Fixed a bug where LeBlanc's W - Distortion dash did not play its sound effect if cast from Fog of War into vision
  • LeBlanc's W - Distortion will correctly play a sound effect for herself and her allies when its return indicator times out

Upcoming Skins & Chromas

The following chromas will be released this patch:

Unbound Thresh, originally released as an Event Token exclusive during Sentinels of Light, will be added to the store as a regularly-purchasable 750 RP skin. We're also making splash and in-game adjustments to better match Thresh's face with his appearance in the Thresh Unbound: A Night at the Inn video!

Patch 11.19 notes

Worlds. Vex. URF. But wait... there's more!

Can you believe we're just two weeks out from Worlds 2021?! In this patch, we've got the second and final round of Worlds-focused champion buffs and nerfs, plus new Dawnbringer/Nightbringer skins and Worlds 2021 Jarvan IV to celebrate. Worlds Clash is also getting into the Worlds spirit with some special Worlds-themed loot. (Oh, did I mention Worlds is coming up?)

Vex is also begrudgingly making her way to the Rift this week. Don't get too excited, though—she hates that. For rotating game modes, URF returns for some more good ol' chaotic fun. We've also introduced changes to behavioral systems and a few tweaks to the client to improve your experience!

It's going to be a battle of epic proportions. See ya on the livestream~

People banning the new champ got you vexed? Well then, come on down to the TFT patch notes where the only thing that gets banned is a bad time!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

9/27/2021 URF Balance Patch 2

URF Champ Buffs

Aatrox +15% Damage Dealt, -15% Damage Taken +15% Damage Dealt, -25% Damage Taken
Fiddlesticks +5% Damage Dealt, -10% Damage Taken +10% Damage Dealt, -10% Damage Taken
Ornn +5% Damage Dealt, -5% Damage Taken
Udyr +5% Damage Dealt, -8% Damage Taken

URF Champ Nerfs

Kai'Sa -8% Damage Dealt, +5% Damage Taken -8% Damage Dealt, +8% Damage Taken
Malzahar -5% Damage Dealt, +5% Damage Taken -8% Damage Dealt, +8% Damage Taken
Orianna -8% Damage Dealt, +5% Damage Taken -10% Damage Dealt, +8% Damage Taken
Syndra -10% Damage Dealt, +5% Damage Taken -10% Damage Dealt, +10% Damage Taken
Volibear +5% Damage Taken
Xayah -10% Damage Dealt, +10% Damage Taken -15% Damage Dealt, +10% Damage Taken

9/24/2021 Vex Adjustments & URF Balance Patch

Vex

Passive - Doom 'n Gloom Damage 30-180 (based on level) (+25% AP) 30-140 (based on level) (+20% AP)
Q - Mistral Bolt Damage 60/110/160/210/260 (+60% AP) 60/105/150/195/240 (+60% AP)

URF Champ Buffs

Aatrox +15% Damage Dealt, -15% Damage Taken
Amumu +5% Damage Dealt, -10% Damage Taken
Anivia +5% Damage Dealt, -8% Damage Taken
Bard +15% Damage Dealt, -15% Damage Taken
Braum +5% Damage Dealt, -10% Damage Taken
Darius +5% Damage Dealt, -5% Damage Taken
Fiddlesticks +5% Damage Dealt, -10% Damage Taken
Garen +5% Damage Dealt, -10% Damage Taken
Gnar +5% Damage Dealt, -10% Damage Taken
Illaoi +5% Damage Dealt, -10% Damage Taken
Mordekaiser W - Indestructible's stored health in Potential Shield is no longer reduced in URF
Rammus +5% Damage Dealt, -10% Damage Taken
Sett +5% Damage Dealt, -8% Damage Taken
Soraka +5% Damage Dealt, -8% Damage Taken
Tahm Kench +15% Damage Dealt, -15% Damage Taken
Urgot +10% Damage Dealt, -15% Damage Taken
Yone +5% Damage Dealt, -10% Damage Taken
Zilean +5% Damage Dealt, -10% Damage Taken

URF Champ Nerfs

Ahri -5% Damage Dealt, +5% Damage Taken
Annie -5% Damage Dealt
Cassiopeia -5% Damage Dealt, +5% Damage Taken
Draven -5% Damage Dealt, +5% Damage Taken
Ezreal -5% Damage Dealt
Fiora -5% Damage Dealt, +10% Damage Taken
Fizz -5% Damage Dealt, +8% Damage Taken
Jax -5% Damage Dealt, +8% Damage Taken
Jayce -8% Damage Dealt, +5% Damage Taken
Kai'Sa -8% Damage Dealt, +5% Damage Taken
Karthus -5% Damage Dealt
Lucian -5% Damage Dealt, +5% Damage Taken
Malzahar -5% Damage Dealt, +5% Damage Taken
Orianna -8% Damage Dealt, +5% Damage Taken
Shaco -5% Damage Dealt
Sivir -5% Damage Dealt
Syndra -10% Damage Dealt, +5% Damage Taken
Trundle -5% Damage Dealt
Twisted Fate -5% Damage Dealt
Twitch -8% Damage Dealt, +5% Damage Taken
Vex -5% Damage Dealt
Vi -5% Damage Dealt
Viktor -5% Damage Dealt
Vladimir -8% Damage Dealt, +5% Damage Taken
Xayah -10% Damage Dealt, +10% Damage Taken
Xin Zhao +5% Damage Taken
Yuumi -15% Damage Dealt, +20% Damage Taken, -30% Healing -20% Damage Dealt, +20% Damage Taken, -30% Healing
Zed -5% Damage Dealt

9/23/2021 ARAM Healing Bugfix

ARAM HEAL REDUCTION ARAM's 50% reduction on outgoing ally heals has been restored

Patch Highlights

Dawnbringer Vex, Dawnbringer Morgana, Dawnbringer Yone, Nightbringer Lillia, Nightbringer Tryndamere, Nightbringer Kayn, Nightbringer Kayn Prestige Edition, and Worlds 2021 Jarvan IV will be available September 23, 2021.

Champions

new

Vex

The Gloomist

Cast doom, gloom, and existential dread (or whatever) with Vex and her shadow on September 23!

Aatrox

W cooldown decreased.

Aatrox's W cooldown was heavily nerfed in patch 9.9 in an effort to reduce his Pro domination. He's not running over the Pro scene anymore, so we're loosening his chains a bit.

W - Infernal Chains

Cooldown 26/23/20/17/14 seconds 20/18.5/17/15.5/14 seconds

Akali

Base health regen increased.

In a rare flip of events, Akali has room for some power at all levels of play. We're taking this opportunity to make her missteps a bit more forgiving in a way that doesn't win her more fights, but instead helps her subtly throughout her games.

Base Stats

Health Regen 8 9
Health Regen Growth 0.5 0.9

Cho'Gath

Q cooldown decreased.

Despite being terrifyingly tanky, Cho'Gath is still weak across the board. We're increasing his CC and zoning capabilities so that he has more influence in fights.

Q - Rupture

Cooldown 7 seconds 6 seconds

Fizz

Passive damage reduction against basic attacks removed. W damage reduced. E cooldown decreased late. R damage increased.

The 11.18 changes were an unintentional nerf to Fizz. We overestimated the Passive and W buffs and underestimated the R nerf. Rather than trying to fine tune those changes, we're reverting them entirely and doing a simpler buff instead. Go fish!

Passive - Nimble Fighter

removedBACK TO THE BASICS Bonus damage reduction against champion basic attacks removed

W - Seastone Trident

On-Hit Damage 20/25/30/35/40 (+35% AP) 10/15/20/25/30 (+35% AP)

E - Playful / Trickster

Cooldown 16/14.5/13/11.5/10 seconds 16/14/12/10/8 seconds

R - Chum the Waters

Guppy Damage 150/225/300 (+70% AP) 150/250/350 (+80% AP)
Chomper Damage 200/275/300 (+85% AP) 225/325/425 (+100% AP)
Gigalodon Damage 250/325/400 (+100% AP) 300/400/500 (+120% AP)

Galio

W cooldown now decreases with rank.

Galio's nerf back in 11.10 turned out to be a bit too effective on his Elite performance. We're bringing him back to life at that skill level by partially reverting those changes.

W - Shield of Durand

Cooldown 18 seconds 18/17.5/17/16.5/16 seconds

Gragas

W damage AP scaling increased.

Gragas didn't benefit much from the Predator changes last patch, so he's still pretty weak. We're helping his various AP builds pack more of a punch and speed up his mid-game clear. However, please remember to always drink responsibly.

W - Drunken Rage

Bonus Magic Damage 20/50/80/110/140 (+7% target's maximum health) (+60% AP) 20/50/80/110/140 (+7% of target's maximum health) (+70% AP)

Gwen

Base health regen increased.

Gwen's E nerf in 11.15 was effective in snipping her overwhelming early lane power, especially in Pro. Now, similar to Akali's situation, there's room to weave in some more durability for Gwen players at all levels.

Base Stats

Health Regen 7 8.5

Kennen

Q damage decreased.

Kennen's been on a dramatic rise in Pro priority since our changes in 11.15. We’re reducing his power by walking back on those changes slightly.

Q - Thundering Shuriken

Damage 85/130/175/220/265 (+80% AP) 75/120/165/210/255 (+75% AP)

Mordekaiser

E cooldown decreased early.

Mordekaiser's bummed that he’s been falling behind his peers. We don’t want the god of metal to be the butt of jokes, so we’re buffing him for skilled players by granting him more access to his most flexible spell.

E - Death's Grasp

Cooldown 22/19/16/13/10 seconds 18/16/14/12/10 seconds

Poppy

Passive cooldown decreased.

Poppy hasn't been looking too heroic lately, especially in top lane. We're enhancing her early lane power so that she can take greater advantage of favorable matchups, which should also make her more appealing as a Pro pick in specific situations.

Passive - Iron Ambassador

Cooldown 16/12/8 seconds (at levels 1/7/13) 13/10/7 seconds (at levels 1/7/13)

Qiyana

E+Q combo targeting on dashing targets adjusted. Q bonus damage against monsters increased.

Before 11.18, Qiyana's E+Q auto aim combo used to be undodgeable. We changed her E+Q targeting mechanism last patch so that enemies could escape by dashing or flashing away. However, that version of the combo generously treated every enemy dash as an attempt to dodge Qiyana's combo, and it turns out this isn't always the case. A dashing enemy might be headed towards the same direction or even the exact same location as Qiyana's E. So in scenarios where the dashing enemy ends up still within Qiyana's default attack range, she'll maintain her auto aim. Lastly, Qiyana jungle is not quite playable yet, so we're bumping that up to give her a fair shot.

Q - Edge of Ixtal

updatedCATCH ME ONLY IF YOU CAN If the target of Qiyana's E+Q combo is still within Qiyana's default attack range (150 units) of Qiyana at the end of her E, it will not be dodgeable
Bonus Damage VS Monsters 25% 50%

Renekton

Base health and health growth increased. W self-lockout duration decreased and empowered animation sped up.

We over swung on Renekton's nerf last patch. We still believe reducing the stun on his empowered W was a step in the right direction to mitigate his Pro dominance, so we're improving its look and feel. We're also giving him more chances to start fights and increasing his tankiness.

Base Stats

Base Health 575 590
Health Growth 87 92

W - Ruthless Predator

updatedFAST FORWARD Empowered animation sped up by ~13%
Self-Lockout Duration 0.525 seconds 0.375 seconds (for both normal and empowered)

Ryze

Q AP ratio reduced. E cooldown increased.

Ryze has risen above the other mid laners in most regions. We're nerfing his overall output to ensure he doesn't completely dominate at Worlds.

Q - Overload

Magic Damage 75/100/125/150/175 (+45% AP) (+3% bonus mana) 75/100/125/150/175 (+40% AP) (+3% bonus mana)

E - Spell Flux

Cooldown 3.25/3/2.75/2.5/2.25 seconds 3.5/3.25/3/2.75/2.5 seconds

Sejuani

Q cooldown decreased and damage increased.

Sejuani has been a bit of a boar lately. We’re slightly boosting her damage and giving her more access to her Q so she can stir up some more action!

Q - Arctic Assault

Cooldown 20/18/16/14/12 seconds 18/16.5/15/13.5/12 seconds
Damage 80/130/180/230/280 (+60% AP) 90/140/190/240/290 (+60% AP)

Seraphine

R cooldown decreased.

Seraphine's been weak across the board, so we're giving her some more chances to make sick beats plays instead of just sitting backstage to scale.

R - Encore

Cooldown 180/150/120 seconds 160/130/100 seconds

Sion

W shield increased.

Sion isn't doing so hot right now, so we're carefully buffing his shield to help him lane more stably.

W - Soul Furnace

Shield 50/75/100/125/150 (+40% AP) (+8/9/10/11/12% maximum health) 60/85/110/135/160 (+40% AP) (+8/9/10/11/12% maximum health)

Sona

Base armor reduced. Passive damage bug fixed. Q can no longer target hidden enemies. Power Chord E bug fixed.

Sona's songs have been a bit too powerful, especially in Skilled play. In addition to a few bugfixes, we're nerfing her base defenses a bit, all of which should add up to an appropriate nerf for the virtuoso.

Base Stats

Base Armor 28 26

Passive - Power Chord

BUGFIX Power Chord damage increases by 20-245 (based on level) 20-240 (based on level)

Q - Hymn of Valor

BUGFIX No longer targets enemies Sona cannot see

E - Song of Celerity

BUGFIX Power Chord - Tempo's slow no longer bypasses the target's slow reduction effects

Soraka

R healing decreased.

Soraka got a bit too powerful with her new ability to cleanse Grievous Wounds before applying her buffed ult's heal. We still think this strategy works to help her against heal reduction, so we're just tapping down the numbers.

R - Wish

Base Heal 150/250/350 (+55% AP) 130/215/300 (+55% AP)

Sylas

Base mana and mana regen increased.

Our 11.15 nerfs to Sylas's Q and W restrained him more than intended. We're offering him back some power by easing up on his mana constraints in lane, allowing him to be more proactive with his spells earlier in the game.

Base Stats

Base Mana 280 310
Base Mana Regen 7 8

Varus

Q cooldown increased.

Varus' last nerf missed the mark, so we're going a bit harder with a pointed focus on his Lethality builds, which are more reliant on his Q. (As a reminder, his Q cooldown can get partial refunds with stacks from W - Blighted Quiver's passive.)

Q - Piercing Arrow

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

Ultra Rapid Fire

Sharpen your spatulas, because URF returns with 11.19, just in time for Worlds! It's time to stretch those fingers and get ready to mash those keyboards. We've also made some important updates to URF below.

Balance Reset

In this run of URF, we’re using a new balancing strategy for mode-specific champion adjustments. Historically, we've aimed for 50% ideal winrate without incorporating how champions were balanced on classic Summoner's Rift (SR). We realized it didn't quite make sense for us to be toiling at something that already has a great solution, so we're choosing to align closer to existing numbers in classic SR. Instead of aiming for 50% winrates for across the board, our new strategy is to adjust champions in URF (and future game modes) to be closer to their SR winrates. This better accommodates the varied circumstances for why champions don't sit at 50% on normal SR, such as low playrate or niche gameplay.

Since this direction can imply a number of changes, most* of the URF regular champion adjustments will be removed for the first couple of days of patch 11.19. This includes the percentage modifiers to damage dealt, damage received, healing, and shielding. Individual mechanical changes, like Aurelion Sol getting more than three stars, are staying in place. A mid-patch update will occur part of the way into 11.19 that will then balance champions on URF to our new targets.
MEOWCH *Yuumi will retain -15% Outgoing Damage, +20% Damage Taken, and -30% Healing

Shielding

In past versions of URF, we nerfed shielding only on champion ability shield ratios. To make sure we don’t miss new champions, champion VGUs, and heftier patch changes, we’re nerfing all shields across all champions consistently—just like we already do for healing.
Shield Reduction in URF 50% ratio reduction 30% overall reduction

Lane Minion Gold Values

When we last updated the gold values for minions on SR waaay back, URF was not adjusted to match. We’re fixing that and basing the new values on a simple percentage increase relative to SR. This'll make the differences easier to understand and less likely to diverge in the future while only slightly reducing the overall gold in URF in the early game.
URF Caster Minion Base Reward 21 gold 19.6 gold (14 gold in SR)
URF Melee Minion Base Reward 27 gold 29.4 gold (21 gold in SR)
URF Siege Minion Base Reward 100 gold 84 gold (60 gold in SR)

Worlds Clash

Team formation for the first weekend of Worlds Clash opens on September 27, with matches taking place on October 2 and 3. In addition to the standard trophy, banner, and logo Clash rewards, Worlds Clash grants an additional Loot Capsule containing:

  • For Worlds Clash participants with Premium Tickets who finish between 1st - 7th place: (1) Random Championship Skin Permanent
  • For all Worlds Clash participants (Premium and Basic Tickets) who finish 1st place: (1) Worlds Event Orb
  • For Worlds Clash participants with Premium Tickets who finish between 8th - 15th place: (1) Championship Skin Shard
  • For all Worlds Clash participants (Premium and Basic Tickets): (1) Dragonmancer Clash Icon
Clash VP Track - Players will now be able to view their VP progress for the season within the Clash tab, including End of Season Rewards tracking and VP thresholds.

AFK Penalties

We're adding new AFK penalty tiers to take stronger action against serial AFKers and ensure a healthier game experience. Players who progress through AFK penalty tiers will now be subject to a new queue lockout penalty at higher tiers in addition to queue delays. Queue delays reset if an AFK is detected during any of the five queue-delayed games. These delays and lockouts apply to all queues except for Clash and TFT.

Penalties will roll out in NA and LAS this patch for initial testing, and everywhere else next patch.

For a longer write-up, check out our recent blog.
AFK Tier 1 5 minute queue delay for 5 games
AFK Tier 2 10 minute queue delay for 5 games
AFK Tier 3 15 minute queue delay for 5 games
newAFK Tier 4 15 minute queue delay for 5 games + 24 hour queue lockout
newAFK Tier 5 15 minute queue delay for 5 games + 3 day queue lockout
newAFK Tier 6 15 minute queue delay for 5 games + 7 day queue lockout
newAFK Tier 7 15 minute queue delay for 5 games + 2 week queue lockout

League Client

Since updating the client's version of CEF (Chromium Embedded Framework) in patch 11.17, we've seen significant improvements in the performance, reliability, and stability of the League client. Check out the latest update of the Client Cleanup Campaign for more details!

However, we've also noticed that the upgrade doesn't play nice with outdated drivers, so please check if your video card drivers and OS are up to date if you're experiencing new issues with the client.

Bugfixes

  • Fixed a bug where some players' screens would freeze when viewing runes during Champ Select or in Collections
  • Fixed a bug to significantly reduce the time spent "Waiting for Stats" after the end of a game
  • The menu that appears upon right-clicking a friend's name in the Social Panel will correctly persist until you select an action or click out of it
  • Sounds from the Social Panel (such as messages and clicks) will play consistently again

Bugfixes & QoL Changes

  • Fiora's base voice lines have been remastered to sound clearer and more consistent
  • Several Predator keystone tooltips have been corrected to reflect its changes in patch 11.18
  • Nasus's Q - Siphoning Strike now triggers item effects that occur upon dealing ability damage (such as Luden's Tempest or Tear of the Goddess)
  • Fixed a bug where Irelia's Q - Bladesurge would sometimes (though very rarely) deal double damage
  • Fixed a bug where, if Akshan's E - Heroic Swing was cast and did not hook onto terrain while his Q - Avengerang was out, he would be able to cast another Q - Avengerang immediately
  • Braum's E - Unbreakable will correctly block the damage dealt by Jayce's Q - Shock Blast if it’s the first instance of damage dealt by a champion on his shield
  • Fixed a bug where Malzahar's Passive - Void Shift did not correctly reduce damage on attacks or abilities that trigger Night Harvester's Soulrend passive
  • Fixed a bug where, when emerging from Fog of War, Aurelion Sol's Q - Starsurge visual effects would go out of sync and appear further away than it actually was
  • Fixed a bug where, if Taliyah casted Q - Threaded Volley on Worked Ground without moving, she was unable to cast her Q again until her passive cooldown reset
  • Eclipse no longer grants omnivamp against targetable champion-created objects such as Gangplank's barrels and Teemo's mushrooms
  • Doran's Blade and Ravenous Hunter no longer grant physical vamp against wards
  • Ornn's upgraded version of Riftmaker, Icathia’s Curse, now correctly grants 8 AP per Legendary item
  • Fixed a bug where the bonus damage on Prowler's Claw's Sandswipe active would not trigger if used at too close of a range
  • Fixed a bug where getting hit by Bard's R - Tempered Fate right before activating Prowler's Claw's Sandswipe active would make abilities uncastable once the stasis expires
  • Fixed a bug where Night Harvester's Soulrend passive would not trigger against enemy champions who were in stasis when the item was purchased
  • Fixed a bug where, if a champion purchased Frozen Heart while dead, its Winter's Caress passive would activate on champions who were recently hit by the purchaser
  • Fixed a bug where Irelia's blades would not change color when she had 4 stacks of Passive - Ionian Fervor

Upcoming Skins & Chromas

Patch 11.18 notes

𝔏𝔢𝔤𝔢𝔫𝔡𝔰 𝔥𝔞𝔳𝔢 𝔯𝔢𝔱𝔲𝔯𝔫𝔢𝔡. 𝔗𝔥𝔢 𝔣𝔦𝔫𝔞𝔩 𝔟𝔞𝔱𝔱𝔩𝔢 𝔩𝔬𝔬𝔪𝔰...

Every year, we compose a set of nerfs and buffs to breathe new life into the Pro meta for Worlds. Doesn't it just set your heart aflame when you see your main champion on stage for the first time? Or when your favorite team melts their enemy's faces off with ungodly new builds?

Since this is the first of two Worlds-focused patches, we're cranking up the dissonance—but with style, of course. The solo queue show must go on, so we've done our best not to corrupt regular gameplay. With that said, we're willing to revert any of these changes if they go too far, but we're hoping this bit of chaos will rock your world... s.

After a full day of headbanging to Pentakill, come over and Penta-chill with this portal to the TFT patch notes!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Patch Highlights

Pentakill III: Lost Chapter Yorick, Pentakill III: Lost Chapter Mordekaiser, Pentakill III: Lost Chapter Olaf, Pentakill III: Lost Chapter Karthus, Pentakill III: Lost Chapter Kayle, Pentakill III: Lost Chapter Sona, Dissonance of Pentakill Viego, and Hextech Tristana will be available September 9, 2021.

Mid-Patch Updates

9/13/2021 Elixir of Wrath Bugfix

Elixir of Wrath

WRATH RESTORED Fixed a bug where Elixir of Wrath was not granting physical vamp against champions

9/9/2021 Qiyana & Janna Bugfixes

Janna

BYE BYE BIRDIE Fixed a bug where Janna's W - Zephyr passive would not return after casting the skill twice

Qiyana

KNOCK KNOCK Fixed a bug where Qiyana's E+Q auto aim would get cancelled by knockups and knockbacks, including her own R

Champions

Aphelios

Base attack damage decreased.

Aphelios' early game is very consistent right now, which explains his elevated presence in Pro play recently. We're nerfing his laning phase to make it harder for him to get to his first item and scale. Uh, something something moonstones.

Base stats

Base Attack Damage 57 55

Ashe

W cooldown increased early.

Ashe's lane control early game goes a bit too far and wide. We're giving her opponents more space to play back without getting pierced by cones and cones of crystalline arrows.

W - Volley

Cooldown 14/11.5/9/6.5/4 seconds 18/14.5/11/7.5/4 seconds

Camille

Passive cooldown increased early.

Camille's steel-like resilience is a bit too high for her scaling power, so we're nerfing her shield early to make her more vulnerable in lane.

Passive - Adaptive Defenses

Cooldown 16/13/10 seconds (at levels 1/7/13) 20/15/10 seconds (at levels 1/7/13)

Draven

R now executes based on Adoration stacks.

We're giving the Glorious Executioner something he's wanted for a long time—an execute—but putting it on the ability in his kit with the most counterplay. Rather than just staying away from him the entire game, opponents will now be more incentivized to kill Draven than ever before. Let the games begin.

Passive - League of Draven

updatedI DON'T DO SUBTLE Draven's Adoration stack count updates will now be displayed in All chat, not just Team chat

R - Whirling Death

newKILLS AND CASH SECURED If Whirling Death drops an enemy's health to or below Draven's current Adoration stacks, it executes them.

Dr. Mundo

Q maximum damage to monsters increased. R grants extra base HP on-cast instead of healing for missing health; healing over time decreased late.

While it's true that Grievous Wounds is the standard against healing champs, it's left Dr. Mundo rather sickly at higher levels of play. Anti-healing items tend to undermine champions like him and Soraka whose entire identities are designed around big beefy heals. The immediate base health gained from his ult will now ignore Grievous Wounds, but the healing over time will still be affected by it. This should make the anti-heal effect less sharp of a counter but still enough of a jab to hurt Mundo good. We're also juicing up his jungle potential to make him more appealing as a Pro flex pick.

Q - Infected Bonesaw

Maximum Damage to Monsters 300/350/400/450/500 350/425/500/575/650

R - Maximum Dosage

updatedEMBIGGENATEOn cast, immediately heals 20% of missing HPgrants 15/20/25% of missing HP as extra Base HP for 10s
updatedHEALIMIFYHeals 20/45/70%20/40/60% of max HP over 10s

Fizz

Passive damage reduction increased against basic attacks. W base damage increased. R damage reduced.

A lot of Fizz's power is in his ult, which is inconsistent in skilled play since more players at that level know to either dodge or Zhonya's it. His R will still pack a punch, but we're borrowing some of its bite and putting it into his early game threat with W as well as giving him a thicker skin against basic attacks to help his survivability in lane.

Passive - Nimble Fighter

DAMAGE REDUCTION VS BASIC ATTACKS 4 (+1% Ability Power) 8 (+2% Ability Power), damage reduction vs other sources unchanged

W - Seastone Trident

ON-HIT DAMAGE 10/15/20/25/30 (+35% Ability Power) 20/25/30/35/40 (+35% Ability Power)

R - Chum the Waters

GUPPY DAMAGE 150/250/350 (+80% Ability Power) 150/225/300 (+70% Ability Power)
CHOMPER DAMAGE 225/325/425 (+100% Ability Power) 200/275/350 (+85% Ability Power)
GIGALODON DAMAGE 300/400/500 (+120% Ability Power) 250/325/400 (+100% Ability Power)

Gangplank

Base health and health growth increased.

Last patch, we changed Gangplank's Q so that it would count as a ranged instead of melee attack. He's lost a lot of durability now that he doesn't benefit as much from Grasp of the Undying (and thus the rest of the Resolve tree) anymore. Giving this pirate some of his burliness back to help him survive the choppy waters of early top lane.

Base stats

Health 540 570
Health Growth 82 90

Jayce

Passive duration decreased.

Jayce is an all-around power slam in highly skilled hands. Rather than reduce his wattage damage output, we're turning down his ability to outrun ganks and quickly traverse the map, both of which are particularly useful for the Pro scene.

Passive - Hextech Capacitor

Bonus Move Speed and Ghost Duration 1.25 seconds 0.75 seconds

Jinx

Q mana cost reduced early for Fishbones.

We're boosting Jinx's lane push power to make her a more viable pick and increase her early game overall. Katchoo!

Q - Switcheroo!

Fishbones Mana Cost 20 16/17/18/19/20

Kai'Sa

E cooldown reduced late.

Kai'Sa represents a hypercarry style that we haven't seen much of in this meta's bully-focused bot lane. Since she's known for her scaling capability, we're buffing exactly that while keeping both her lane vulnerability and Q burst damage intact.

E - Supercharge

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

Kalista

R knockup duration decreased early.

Kalista's ult with a melee support is almost guaranteed to kill with chain CC, especially in Pro-level high coordination gank setups. We’re giving her opponents a slightly bigger window to escape her wrath.

R - Fate's Call

Knockup Duration 1.5/1.75/2 seconds 1/1.5/2 seconds

Karma

Base armor increased. E base shield increased.

Karma's changes in 11.16 were effective at reducing her dominance in Pro play while avoiding major nerfs to her everywhere else. Since she's been on the weaker side overall, we're upping her winrate across the board with some generic buffs. She really does always catch up, huh?

Base stats

Base Armor 26 28

E - Inspire

Base Shield 80/125/170/215/260 90/135/180/225/270

Kog'Maw

E AP scaling increased.

AD Kog is in a healthy spot now, but AP Kog has all but shriveled up. While our very hungry caterpillar should be weaker than other champions early in the game, he simply hasn't been a viable pick mid. We're buffing his waveclear to more reasonable levels to help him become the beautiful butterfly he really is.

E - Void Ooze

Damage 75/120/165/210/255 (+50% Ability Power) 75/120/165/210/255 (+70% Ability Power)

Lee Sin

Base attack damage decreased.

Despite all his previous nerfs, Lee Sin has still been a super duper high priority Pro pick in jungle. (The blind monk was so popular, he got either picked or banned in 100% of LCK games during patch 11.16!) Tapping him down yet again with an early game nerf to clear the jungle champ pool for Worlds.

Base stats

Base Attack Damage 70 68

Lillia

Base health regen decreased. Passive healing on large monsters increased. Q stack duration increased. E cooldown decreased.

Lillia's been very strong in top lane, limiting our ability to buff her jungling capabilities. Her early sustain will now be fairly conditional on hitting jungle monsters, making her a riskier pick in aggressive lanes and freeing up room for us to help her prance, dance, and—oops!—trip in the jungle.

Base stats

Base Health Regen 1.5 0.5
Health Regen Growth 0.75 0.55

Passive - Dream-Laden Bough

Healing Against Large Monsters 18-94 (based on level) 27-104 (based on level)

Q - Blooming Blows

Passive Stack Duration 5.5 seconds 6.5 seconds

E - Swirlseed

Cooldown 18 seconds 16 seconds

Miss Fortune

Number of R waves increased.

Miss Fortune has unfortunately been missing out on wins at all levels of play. Giving her ult some more bang to spice up the wombo combos. We've got a good feeling about this. ;)

R - Bullet Time

Total Waves 12/14/16 14/16/18

Morgana

E cooldown decreased.

Morgana has fallen as a support in both Average and Pro play. Giving her more access to her unique CC blocking shield should help, especially in matchups where she's historically excelled. (Looking at you, hard stun and knockup supports.)

E - Black Shield

Cooldown 26/24/22/20/18 seconds 24/22/20/18/16 seconds

Qiyana

Base attack speed increased. Health regen decreased. Q damage against monsters increased. E+Q combo targeting changed. E base damage decreased.

We removed Qiyana's ability to jungle back when she was a dominant mid/jungle flex pick in Pro. Her standings in mid have gone down since then, so we're cautiously optimistic about reintroducing her to the jungle. Our empress also has a staggeringly high-tier-biased winrate (sort of like Amumu, but the inverse). A likely reason for this skew is that her E+Q auto-aim combo can't be dodged at all, invalidating many would-be outplays which feels really bad. We're revising its targeting mechanisms to empower opponents who are quick enough to dare challenge her.

Base stats

Base Attack Speed 0.625 0.688
Health Regen 1.8 1.5

Q - Edge of Ixtal / Elemental Wrath

newYOU'RE IN MY ELEMENT Now does 25% bonus damage against monsters
updatedOKAY, YOU CAN RUN If Qiyana's target begins a dash or teleport during her E+Q buffer, Q will aim at their last position before dashing/teleporting
updatedAND YOU CAN HIDE If Qiyana has an E+Q buffered but does not have vision of her target when the cast completes, Q will aim the last position she could see her target in

E - Audacity

Base Damage 60/90/120/150/180 50/80/110/140/170

Renekton

Empowered W stun duration decreased; empowered W lockout now matches normal W behavior.

Renekton continues to live up to his name in Pro play, butchering his foes left and right. We're nerfing his crowd control specifically by changing the way his W works when empowered by Passive - Reign of Anger. This'll make it notably harder for him to lock down targets throughout the game, both in lane ganks and teamfights.

To explain that weird self-lockout note below: Previously, Renekton was able to bypass his empowered W's additional lockout by attacking or moving at just the right time. We're making this decreased lockout time the baseline so the croc isn't CCing himself for almost as long as his target.

W - Ruthless Predator

Empowered Stun Duration 1.5 seconds 1 second
updatedEmpowered Self-Lockout Duration 0.75 seconds 0.52 seconds (matches normal W)

Rumble

Passive bonus attack speed decreased early; now scales with level. W cooldown decreased and no longer scales.

In 11.13, we simmered down Rumble's early game to temper his extreme jungle power in Pro play. This ended up being a huge damper to Rumble players all around, so we're rekindling his flame by buffing that back and nerfing his early jungle clear using a different approach. Now we're cookin'!

Passive - Junkyard Titan

Overheated Attack Speed 50% 20-80% (based on level)

W - Scrap Shield

Cooldown 7/6.75/6.5/6.25/6 seconds 6 seconds

Singed

Damage dealt with Q during R now applies Grievous Wounds.

As a damage-over-time champion in the top lane, Singed can struggle to make his damage stick against enemy healing. We're juicing up the mad chemist's signature concoction so he can counteract this when going for that kill with his ultimate... Slowly, but surely.

R - Insanity Potion

newDRINK UP Singed now applies Grievous Wounds on targets upon dealing damage with Q during Insanity Potion's duration.

Soraka

R now clears Grievous Wounds before healing.

Like Dr. Mundo, Soraka's been particularly pained by Grievous Wounds over the past few seasons. While anti-healing items should be a valid counter to Soraka's sustain, it's starting to severely impede on her core gameplay. We're making every Soraka player's wish come true by giving her a limited tool to respond and make those clutch heals, but only on her ult (which has a pretty long cooldown).

R - Wish

newUPON A STAR Clears Grievous Wounds on allies before applying the heal

Taliyah

Casting Q on Worked Ground now refunds its cooldown. Worked Ground radius and duration decreased.

Taliyah's found solid footing in the jungle but she's still on shaky ground in mid. Her kit has a number of rules that feel more punishing than empowering, so we're loosening up by reframing Worked Ground as an optional way to cast successive Qs rather than a severe movement tax on her higher-damage full Qs.

Q - Threaded Volley

newSKIPPING STONES Casting Threaded Volley on Worked Ground now refunds 50% of the spell's cooldown
Worked Ground Radius 450 300
Worked Ground Duration 45 seconds 25 seconds

Talon

Q base damage decreased late. W now deals bonus damage vs monsters.

We're attempting to introduce some new assassin-y options into the jungle meta. Talon's got a clear advantage here with his high-mobility E—hardcore parkour!—so increasing his clear speed should make him a reasonable option in the role. Talon mid is also getting a little too powerful, so we're dulling his blades in late game a smidge.

Q - Noxian Diplomacy

Base Damage 65/90/115/140/165 65/85/105/125/145

W - Rake

newTHESE ARE SHARP Now deals 50% bonus damage against monsters

Thresh

Base Move Speed decreased. E passive damage decreased early; bonus damage per Soul increased.

Thresh has arguably been the best support champ in Pro meta for much of the year despite multiple nerfs. We're taking a larger swing here at his ability to nullify popular melee support engages (think Leona, Nautilus, Rell) as well as his offensive threat to those same laners. Since this is a pretty big nerf, we're compensating some of the lost early damage with better Soul scaling, which is usually lower priority in Pro.

Base stats

Move Speed 335 330

E - Flay

Maximum Passive Bonus Magic Damage 100/125/150/175/200% Attack Damage + 1 per Soul 80/110/140/170/200% Attack Damage + 1.5 per Soul

Trundle

E slow decreased.

Trundle's become a potent jungle/support flex pick in professional play. We're tamping down the troll king's power in his secondary role a bit by nerfing his E, which supports typically max first and junglers usually max third.

E - Pillar of Ice

Slow 32/39/46/53/60% 30/34/38/42/46%

Twitch

R bonus AD increased.

Many of Twitch's skirmishes in higher level play involve sneaking around and blasting his enemies with his ult. We're ripening the damage only on his R to make his best-case surprise engagements more powerful without overbuffing his jungle or non-ultimate DPS.

R - Spray and Pray

Bonus Attack Damage 30/45/60 40/55/70

Urgot

Q cooldown and mana cost reduced.

Urgot is pretty solid, but he struggles against ranged champions that often dominate the Pro top lane meta. This is a light buff that'll help him handle those situations more reliably.

Q - Corrosive Charge

Cooldown 12/11/10/9/8 seconds 10/9.5/9/8.5/8 seconds
Mana Cost 80 70

Varus

Base AD decreased. Passive bonus AS decreased early but increases with levels.

Varus has been bullying his lanes pretty hard, especially in Pro play. These changes should weaken his early game a bit on all fronts.

Base stats

Attack Damage 61 59

Passive - Living Vengeance

Bonus Attack Speed on Non-Champion Kills 20% 10/15/20% at levels 1/7/13

Yone

W shielding per champion hit after the first increased.

Despite his reasonable power level in Average play, Yone falls behind at higher skill bands. Rather than directly buffing his 1v1 or assassination potential, we're enhancing one of Yone's more skill-based outputs on W to improve his skirmishing and teamfighting when piloted well.

W - Spirit Cleave

Shielding per Champion Hit After the First 25% of base 50% of base

Yuumi

Passive cooldown decreased.

Yuumi can make for a catty bot lane when chosen as a niche pick. We're encouraging her to play more aggressively early so that she can be more influential in lane. This'll also give enemies more opportunities to pet play with engage the kitty early on. These dynamic changes should be less frustrating for both Yuumi players and opponents alike, but if her claws get a bit too sharp, we'll look to trim the less interactive parts of her kit like her late-game scaling and sustain while keeping her early game power feisty.

Passive - Bop 'n' Block

Cooldown 18-6 seconds (based on level) 14-6 seconds (based on level)

Zed

Passive deals bonus damage against monsters.

Zed's another assassin we're attempting to introduce into the jungle meta. Our buffs to Zed jungle earlier in the season didn't really land, so we're taking another stab at making him viable in the role by buffing his passive's damage vs monsters again.

Passive - Contempt for the Weak

newCTRL-ZED Now deals 100% bonus damage against monsters (still capped at 300 against epic monsters)

Zoe

E cooldown decreased.

Zoe was putting way too many champions to sleep, so we increased her E cooldown back in 9.6. Now that she's no longer as much of a nightmare, we're reverting the nerf so she can contribute more throughout a fight. Prepare for trouble. And make it bubble.

E - Sleepy Trouble Bubble

Cooldown 20/18.5/17/15.5/14 seconds 16/15/14/13/12 seconds

Items

Ravenous Hydra

If an enemy champion stands next to the tower you're attacking, Ravenous Hydra's AoE passive triggers turret aggro, which is rather counterintuitive to split-pushing top laners who want to take down towers.
removedTURRET CLEAVE Ravenous Hydra's cleave no longer activates on turrets

Titanic Hydra

Repeat the above except say "Titanic" instead of "Ravenous". We put a titanic amount of effort into writing this paragraph.
removedTURRET CLEAVE Titanic Hydra's cleave no longer activates on turrets

Umbral Glaive

Umbral Glaive's stats and cost were bumped up last preseason to match it more closely with other lethality-focused Legendary items. However, this left it at a pretty weak state while also pricing it out of budget for supports like Senna and Pyke. We're shrinking the cost yet again and (hopefully!) bringing lethality supports back into Pro play.
Cost 2600 2400
Lethality 12 10

Runes

Predator

Increasing Predator's ganking power to push it up to Pro viability for junglers who gotta go fast—like former users Skarner, Hecarim, and Lillia.
Move Speed Ramp-Up Time 1.5 seconds 1 second
Maximum Move Speed 45% 60%

Void Clash

Team formation for the second weekend of the Void-themed Clash will open starting on September 13 and the tournaments will be on September 18 and 19.

Web Match History

We turned off the Web Match History site on September 7. The in-client version is still available! Check out our recent article for more info.

Bugfixes & QoL Changes

  • Quinn's base voice lines have been remastered to sound clearer, cleaner, and smoother
  • Viego can no longer access Ornn's Passive - Living Forge to forge items while possessing him
  • Fixed a bug where breaking a spell shield on Akshan would interrupt his E - Heroic Swing
  • Fixed a bug where Akshan was unable to cancel E - Heroic Swing while being silenced
  • Fixed a bug where Dr. Mundo would ignore all subsequent CC from a dragon or Rift Herald after it broke his Passive - Goes Where He Pleases spell shield once
  • Fixed a bug Samira's Q - Flair did not apply lifesteal when cast during E - Wild Rush
  • Fixed a bug where Camille's E - Hookshot would get cancelled upon using any consumables
  • Fixed a bug where Shen's Passive - Ki Barrier shield would break when hit by a basic attack while standing in W - Spirit's Refuge's zone
  • Fixed a bug where buffing an ally with Sona's Melody aura from Q - Hymn of Valor did not grant her a Mana Charge stack on Tear of the Goddess
  • Fixed a bug where Sona's Q - Hymn of Valor would incorrectly grant a stack of Accelerando even if negated by a spell shield
  • Updated Singed's W - Mega Adhesive tooltip to include its Slow percentage
  • Fixed Lucian's R - The Culling tooltip so that it no longer states dealing bonus damage to monsters
  • Updated Ekko's Passive - Z-Drive Resonance tooltip to include the additional damage dealt against jungle monsters
  • Updated Soraka's E - Equinox tooltip to state that it deals damage to enemy champions only

Upcoming Skins & Chromas

Patch 11.17 notes

It's a bird... it's a plane... it's patch 11.17! (And a new patch notes author, now that mom cat has left us for taller scratching posts!)

In this episode of Crime City Nightmare, heroes and villains alike prepare to fight once again. The newest champion in town refines his toolkit, our favorite sad mummy finds some extra bandages, and Lucian fights vigilantly in bot lane with his trusty sidekicks. Fleet Footwork is also getting some tweaks to help you fight (or flee from) your foes! These'll be our last big(ish) updates for a while because, starting next patch, we’ll be extra careful about any changes with Worlds approaching soon.

There's your mission debriefing for today, folks. Be careful out there—they say you either die a hero or live long enough to see yourself become the villain. To be continued...

If you're looking for a safe haven from Crime City, take this portal to the TFT patch notes where crimes only happen when you take my carousel item!
Jina “ahrisoo” Yoon Paul "RiotAether" Perscheid

Mid-Patch Updates

8/26/2021 Lucian & Tahm Kench Bugfixes

Lucian

BOTH GUNS BLAZIN' Fixed a bug where Vigilance did not consume a charge and deal damage on Passive - Lightslinger's 2nd shot

Tahm Kench

TAHM KENCH EATS THE WORLD Fixed a bug where R - Devour would destroy self-targeted missiles (such as Aurelion Sol's stars and Seraphine's notes)

8/25/2021 Kalista Bugfix

Kalista

MULTI-TRACK DRIFTING Fixed a bug where Kalista was able to attack multiple targets at the same time by switching targets during Passive - Martial Poise's windup

Patch Highlights

Crime City Nightmare Akali, Crime City Nightmare Shaco, Crime City Nightmare Twisted Fate, Crime City Nightmare Darius, and Crime City Nightmare Zyra will be available August 26, 2021.

Brave Phoenix Xayah, Divine Phoenix Anivia, and Graceful Phoenix Seraphine will be available on September 2, 2021.

League Client Improvements

We're updating the web browser at the heart of the League Client! This'll mean fewer crashes, lower memory consumption, and faster performance. It also unlocks our ability to make future improvements so there's plenty more to come.

RP Pricing Update

We're updating RP pricing for some regions for Teamfight Tactics and League of Legends on September 8. Brazil, Latin America, Russia, and Turkey will see increased prices due to exchange rates and tax changes. From August 23 to September 8, players will receive double Bonus Currency from all RP purchases. Check the link for specific numbers and times!

Champions

Akshan

E base damage decreased late; AD ratio increased. Akshan can no longer revive teammates when he's dead. R cooldown upon cancellation decreased.

Players are still figuring out Akshan, so we're being cautious with any changes to this charismatic rogue. We're also cleaning up some pesky bugs and making his E-max a little less overpowered. This'll make his AD builds more appealing while also making up for the damage loss in Q-max builds. Finally, the change to his W should give opponents a way to stop Akshan from reviving all his allies—in other words, kill him first!

W - Going Rogue

COUNTERPLAY Akshan can no longer claim Scoundrels when he's dead

E - Heroic Swing

DAMAGE PER SHOT (30/55/80/105/130 + 10% Bonus Attack Damage) x (1 + 30% Bonus Attack Speed) (30/50/70/90/110 + 17.5% Bonus Attack Damage) x (1 + 30% Bonus Attack Speed)

R - Comeuppance

COOLDOWN UPON CANCELLATION 15 seconds 5 seconds

Bugfixes

  • Passive - Dirty Fighting's second attack will more consistently complete on targets when the first attack was executed at max range
  • Passive - Dirty Fighting Now correctly predicts whether the first attack will kill the target, including through shields and with Akshan's on-hit effects
  • A placeholder icon no longer appears under Akshan after gaining a shield from Passive - Dirty Fighting
  • E - Heroic Swing will no longer end early on turrets
  • E - Heroic Swing's cooldown no longer gets reset when it kills a Scarecrow Effigy from Fiddlesticks' Passive - A Harmless Scarecrow or a clone from Shaco's R - Hallucinate
  • E - Heroic Swing no longer gets extra range if he casts spells on enemies or places wards outside of its maximum distance
  • R - Comeuppance now consistently executes minions regardless of armor bonuses (like Hullbreaker or Baron Nashor)
  • Fixed a bug where a single bullet from Akshan's R - Comeuppance dealt unusually lethal damage to Yorick's R - Eulogy of the Isles's Maiden

Amumu

Q now has 2 charges. W damage increased early; decreased late. R stun duration no longer scales. Health and armor growth decreased.

Our sad little mummy's been left out of high level play for ages. While there's an easy joke here about Amumu having no friends, we wanted to address this long-standing problem and ensure he can find his way in the world of modern League. In particular, we wanted to up his engage threat in the early game where high MMR players prioritize securing small leads that can snowball into victory. One subtle benefit of 2-charge Q, beyond the obvious stuff: It reduces the pressure to spam Q on cooldown, since you aren't "wasting" uptime by holding onto your first charge as long as the second is recharging. This creates a new avenue for skill expression: When should Amumu use both charges, and when should he hold one?

All this said, Amumu's late game has never really been his problem. We tossed in a few nerfs to his later scaling to even out his newly-increased potential to get ahead early. From a raw stats perspective, he'll be innately weaker at higher levels, but now he'll get there faster and have more items when he does.

Base stats

Health Growth 80 75
Armor Growth 3.8 3.5

Q - Bandage Toss

newLET'S PLAY AGAIN SOMETIME Amumu now has 2 charges of Q
Damage 80/130/180/230/280 (+70% Ability Power) 70/100/130/160/190 (+85% Ability Power)
Charge Cooldown 16/15.5/15/14.5/14 seconds
Cooldown Between Casts 3 seconds (not reduced by Ability Haste)
removedOriginal Cooldown 10/9.5/9/8.5/8 seconds

W - Despair

As a reminder, W ticks twice per second, so each tick deals half the listed damage below!
Base Damage per Second 8/12/16/20/24 12/16/20/24/28
Max Health Damage per Second 1/1.25/1.5/1.75/2% (+0.5% per 100 AP) of target's maximum health 1/1.15/1.3/1.45/1.6% (+0.5% per 100 AP) of target's maximum health

R - Curse of the Sad Mummy

Stun Duration 1.5/1.75/2 seconds 1.5 seconds

Ekko

Passive damage against monsters increased.

Ekko is played more in the jungle than in mid lane, yet jungle Ekko is languishing in terms of power. We're juicing up his jungle clear speed to help him shatter more camps in less... time.

Passive - Z-Drive Resonance

Increased damage vs monsters 150% 200%

Evelynn

R cooldown decreased.

Eve's been left in the dark by recent nerfs to her early core items like Lich Bane and Dark Seal. We're lowering the cooldown on her ultimate early so our lovely demon lady can still find victims opportunities to create leads.

R - Last Caress

Cooldown 140/110/80 seconds 120/100/80 seconds

Gangplank

Q now counts as a ranged basic attack. E scales better with crit. Barrel recharge time increased but max charges now increase with rank.

Gangplank's interaction with Grasp of the Undying made his poke pattern of clicking Q every 4 seconds a nightmare for counterplay, which made his lane power pretty explosive. As a result, we've had to limit his scaling in a way that's been unsatisfying for Gangplank players, given that late game power has traditionally been core to his identity. We're walking back on that plank by lowering his early advantages and bringing them back ashore in late game with extra crit-skewed spice. More barrels!

Passive - Trial by Fire

Move Speed 30% 15-30% by level

Q - Parrrley

updatedPISTOLS GO PEW Counts as a ranged basic attack

E - Powder Keg

newBARRELS GO BOOM Benefits from critical strike damage at 125% effectiveness
Max Barrels 3 at all ranks 3/3/4/4/5
Recharge Time 18/16/14/12/10 seconds 18/17/16/15/14 seconds

Graves

Q mana cost increased.

Graves has been cropping up as a dominant mid pick, so we're nerfing his ability to control lane priority with his wave-clearing Q in a way that still retains his jungle power.

Q - End of the Line

Mana Cost 60 80

Skin splash update

CRIME CITY Crime City Graves' splash art has been updated!

Irelia

Q healing decreased.

Irelia's blades are still a bit too deadly. We're tapping down her innate sustain so that she's a bit more punishable when she makes mistakes. This'll also nerf the Ionian blade dancer's ability to spin around seemingly-doomed teamfights at super low health.

Q - Bladesurge

Heal 12/14/16/18/20% Attack Damage 8/10/12/14/16% Attack Damage

Kayn

Assassin Kayn passive damage decreased.

Blue Kayn's been overshadowing games too regularly, especially with his Goredrinker build. We're reducing assassin Kayn's damage to encourage him to build more offensively in order to reap his enemies.

Passive - The Darkin Scythe

Shadow Assassin Bonus Damage 12-44% magic damage 8-30% magic damage

Leona

W bonus resistances decreased.

Leona's been shining a bit too bright with her ability to soak up any damage that comes her way when she's locking down opponents. We're making her a little easier to kill so that opponents still have the opportunity to fight back. SPF still recommended.

W - Eclipse

Bonus Armor and Magic Resist 20/25/30/35/40 15/20/25/30/35

Lissandra

Base attack damage increased. Q mana cost decreased.

Lissandra's been frozen at pretty mediocre numbers across the board, even into her favorable matchups. We're giving her some slight buffs to make the ice witch a more attractive pick.

Base stats

Base Attack Damage 53 55

Q - Ice Shard

Mana Cost 60/65/70/75/80 55/60/65/70/75

Lucian

Base attack damage decreased. Lucian now gains on-hit damage when buffed by allies. R bullets now scale with crit chance rather than R rank.

Lucian's been struggling quite literally everywhere except in Pro mid lane. We're purifying his odds by empowering his duo lane synergy without compromising his solo capabilities. For example, his ult's been super powerful in solo lanes due to its heavy level scaling, so we're smoothing it out to scale better with gold. AP Lucian is also getting some compensation buffs since we know it's a fun (although weak) build that gets affected by these AD-encouraging changes. Don't worry, we haven't forgotten about you, fans of the off-meta lulz.

Base stats

Base Attack Damage 64 62

Passive - Lightslinger

newVigilance Ally buffs empower Lucian's next 2 basic attacks to deal an additional 14 (+10% Attack Damage) magic damage. Lucian can store up to 4 Vigilance basic attacks at a time.

W - Ardent Blaze

Mana Cost 70 60
newTHANKS, FRIEND Triggers Vigilance when an allied champion damages a marked target

R - The Culling

Number of Shots 22/28/34 22 (+25% Critical Strike Chance)
Damage Per Shot 20/40/60 (+25% Attack Damage)(+10% Ability Power) 15/30/45 (+25% Attack Damage)(+15% Ability Power)

Nami

Base health increased. W mana cost decreased late.

We haven't gotten to sea Nami much lately, so we're shifting the current by giving the tidecaller some blessings to improve her survivability in trades and allow her to use her costliest skill more.

Base stats

Base Health 475 490

W - Ebb and Flow

Mana Cost 70/85/100/115/130 70/80/90/100/110

Senna

Critical Strike Damage penalty reduced. Soul drop rate increased.

Senna's DPS focused builds have mist the mark recently. We're buffing up her crit to better synergize with damage items and giving her more souls on minion kills to help out players who run her as farming carry.

Passive - Absolution

Critical Strike Damage 150% 160%
Soul Drop Rate 4.166% 10% for minions and small monsters Senna kills (other drop rates unchanged)

Teemo

E on-hit damage increased.

Teemo could use a power-up in lane where we expect him to be able to whittle down his opponents, especially in favorable matchups when he can execute a series of Toxic Shots. Hut, two, three, four... :^)

E - Toxic Shot

Magic Damage On-Hit 11/22/33/44/55 (+30% Ability Power) 14/25/36/47/58 (+30% Ability Power)

Viego

Attack range reduced. Base healing on possession reduced; scaling increased. Q damage multiplier from crit chance increased. E camo radius increased. R slow duration decreased.

Viego's been breaking too many hearts in the pro scene, so we're bringing down the sovereign's domination a notch. His tanky builds are offering too much pop-off potential, so we're significantly cutting back the power of his resets if he's not building damage. We're also increasing his camouflage detection range and reducing his basic attack range which, combined, will make it much harder for Viego to hide in the Black Mist as a source of safety. Lastly, we're reducing the CC on his ult since that wasn't really its main intent.

Base stats

Attack Range 225 200

Passive - Sovereign's Domination

Healing Upon Possession 8% (+2.5% Bonus Attack Damage)(+1.5% Ability Power)(+2.5% Attack Speed) 3% (+3% Bonus Attack Damage)(+2% Ability Power)(+5% Attack Speed)

Q - Blade of the Ruined King

DAMAGE MULTIPLIER FROM CRIT CHANCE 0-75% (at 0-100% crit chance) 0-100% (at 0-100% crit chance)

E - Harrowed Path

Camouflage Detection Radius 400 450

R - Heartbreaker

Slow Duration 0.5 seconds 0.25 seconds

Bugfixes

  • Fixed a bug where, when Viego possesses Zoe using Passive - Sovereign Domination, recasting Q - Paddle Star would launch a second star that disappears
  • Fixed a bug where Viego's basic ability cooldowns would get permanently reduced after gaining Accelerando stacks while possessing Sona with Passive - Sovereign's Domination
  • Fixed a bug where, when Viego has Kled's W - Violent Tendencies buff active as his possession ends, Viego's W - Spectral Maw will be on cooldown
  • Fixed a bug where, when Viego casts Kindred's W - Wolf's Frenzy just as his possession ends, he would no longer be able to cast W - Spectral Maw

Xayah

Q cast time now decreases with attack speed. R damage increased.

We're back with a third round of Xayah buffs! We've been steadily bringing up her winrate while trying not to increase her pick rate in Pro too much. The rebel hasn't taken off in Pro play yet, so we can still give her a bit more room to fly. Xayah's Q tends to interrupt her basic attack flow at higher attack speeds, so this should let her feathers glide more smoothly throughout the game. (For Q's scaling, remember Xayah gains 70% bonus AS from levels and 55% from W!)

Q - Double Daggers

Cast Time 0.25s 0.25-0.1 (at 0-215% bonus attack speed)

R - Featherstorm

Base Damage 125/250/375 200/300/400

Zed

Q ratio increased. E ratio decreased. R cooldown increased late.

Once Zed gets some items under his belt, his kill pattern becomes too reliable, especially for a champion with such flexible mobility tools to slip in and out of the shadows. We're asking the master of shadows to master more shurikens to secure his kills. His ult cooldown is also getting nerfed late to match its power level more appropriately.

Q - Razor Shuriken

Ratio 100% Bonus Attack Damage 110% Bonus Attack Damage

E - Shadow Slash

Ratio 80% Bonus Attack Damage 65% Bonus Attack Damage

R - Death Mark

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

Items

Divine Sunderer

Divine Sunderer has been the go-to choice for fighters all across the spectrum, and even some marksmen. We're looking to nerf its generic power to let its more aggressive item competitors outshine it when they're supposed to.
Attack Damage 40 35

Hullbreaker

While Hullbreaker is a strong early rush on a few champions, its opportunity cost is too large to be a great choice compared to other Legendary fighter items that have more generic value. We're giving it a bit of beef so that players feel a bit more inclined to go on a raiding party.
Health 300 400

Serpent's Fang

Rather than being a situational item against shield-heavy enemies, Serpent's Fang has become a staple in the second item slot for physical assassins. We want to preserve its low gold cost so that it's still an accessible situational pickup, but with stats that are more proportional.
Lethality 18 12

Wit's End

Wit's End has become a powerful early rush item for a variety of attack speed champions. While it's good to offer early attack speed options, Wit's End often becomes the best choice regardless of how much magic damage the enemy team has. We're reshaping its damage scaling so that it's just as powerful late but isn't only being picked up for its early damage value.
On-Hit Magic Damage 15-80 (linear scaling levels 1-18) 15 at levels 1-8, 25-80 at levels 9-18

Youmuu's Ghostblade

Youmuu's went from being a beloved aggressive pick to an underutilized niche item. We nerfed its generic power last season to give room for other situational items, but we're seeing now that we went a little too far. AD assassins have been yearning for a good general item rather than defaulting to counter pick-ups like Serpent's Fang. So, *drumroll please*... we're reverting the patch 10.23 changes and welcoming back 2020’s Youmuu's Ghostblade!
Total Cost 3000 gold 2900 gold
Build Path Serrated Dirk + Pickaxe + 1025 gold Caulfield's Warhammer + Serrated Dirk + 700 gold
Attack Damage 60 55
newAbility Haste 15

Runes

Fleet Footwork

Fleet Footwork just hasn't been a very good pick for marksmen. Rather than a straight buff to make it more viable, we're increasing healing against champions for everyone and reducing healing against minions depending on attack type to avoid too much power in lane sustain. Healing against minions for melee is getting reduced more than ranged because melee champions have already been using it very effectively for that very reason, making this an overall buff for ranged and closer to neutral for melee.
Healing 3-60 (based on level) (+30% bonus AD) (+20% AP) 10-100 (based on level) (+40% bonus AD) (+30% AP)
Healing vs Minions 100% (melee)/20% (ranged) 20% (melee)/10% (ranged)

Void Clash

The first weekend of the Void-themed Clash will be September 4 and 5. Team formation for the first weekend will open starting on August 30. The second weekend will be September 18 and 19, and team formation will open starting on September 13.

Updated System Requirements

Minimum system requirements for League of Legends and Teamfight Tactics on desktop are changing. In particular, Macs are now required to run macOS 10.12 or later. We update these requirements so that we can focus on delivering new features rather than maintaining older hardware. If your system meets or exceeds these specs, you're still good to go!

Bugfixes

  • LEAGUE CLIENT: Fixed a bug that caused excessive slowness during the end of the game
  • Fixed a bug where Tahm Kench's ultimate availability HUD indicator was not graying out after his ult was used
  • Fixed a bug where Sylas's R - Hijack cooldown would sometimes not revert correctly if he died while casting a hijacked ultimate
  • Fixed several visual bugs that occured when Sylas hijacked Gun Goddess Miss Fortune's R - Bullet Time
  • Shaco's clone now correctly gains 10 gold from killing a ward, not 20
  • Fixed a bug where Kassadin would sometimes be unable to cast his E - Force Pulse
  • When Mordekaiser uses R - Realm of Death on Graves, Graves' W - Smoke Screen will now properly remain in the realm that it was cast in
  • Fixed a bug where charms would briefly lose functionality when hitting enemy champs who were spamming move commands with certain abilities that allow movement while casting
  • Fixed a bug where Kalista was still able to basic attack and lunge with Passive - Martial Poise if she was charmed at the beginning of a basic attack wind-up
  • Fixed a bug where, when an enemy immobilized Dr. Mundo while standing on top of him, his Passive - Goes Where He Please canister would get destroyed before it hit the ground
  • Fixed a bug where Wukong was able to entirely cancel the animation for Q - Crushing Blow by entering a stop command
  • Fixed a bug where Lillia's W - Watch out! Eep!'s extended tooltip was missing the information that it deals 50% damage to minions
  • Fixed a bug where Caitlyn's R - Ace in the Hole's extended tooltip and level-up tooltip did not contain its damage ratio
  • Fixed a bug where the Cloth Armor and Refillable Potion starting bundle would display "+1 More" text even though it does not grant a third item
  • Fixed a bug where Nunu would get yeeted off the screen when hit by Rek'Sai's W - Un-burrow while channeling W - Biggest Snowball Ever!
  • Fixed a bug where Nunu's E - Snowball Barrage was missing its tooltip when hovering during mid-cast
  • Fixed another bug where Nunu's E - Snowball Barrage tooltip was incorrectly displaying damage as "total damage" when it is actually "per snowball"
  • Fixed a bug where Ravenous Hunter was healing against wards. Its tooltip now also correctly displays the total amount of healing done
  • Fixed a bug where Eternal Winter (Everfrost's Ornn upgrade) was not displaying the actual number of champions rooted and slowed by the item's active in the inventory tooltip
  • Fixed a few bugs where Neeko's voice lines in-game weren't always playing correctly or even at all, especially when entering a disguise with Passive - Inherent Glamour. Neeko's voice will also accurately play from Neeko's location instead of the center of the screen

Upcoming Skins & Chromas

Patch 11.16 notes

Ah! You’re here, we’re back, and it’s time to crack open 11.16!

In this patch, we’re helping out some sad friends: a boy and his yeti’s packing more in their snowballs, Sivir’s sharpening up her bouncing blades, and Jarvan’s really going to show that terrain who’s boss. We’re also targeting other friends who have been popping up on the balance radar, like a short yordle with a short fuse, and a monk with a big kick.

We’re also making a sweep of adjustments to a soul of enlightenment and a babe who can strike a chord with just about anyone. Add in some item changes and new features in Ranked (ever wanted solid proof that you're better than your friends?), and that’s about it.

As always, we’ll see ya in the next one.

For those who fear all things wicked and wicken, take this portal to the TFT patch notes where monsters and witches alike were vanquished in the Dawn of Heroes!
Tricia "mom cat" Tan Hanna "shio shoujo" Woo

Mid-Patch Updates

8/13/2021 Akshan Bugfix & One for All Changes

Akshan

WHERE’D YOU GO? Akshan’s E - Heroic Swing no longer causes him to stay invisible for longer than intended when cast right after killing an enemy with Duskblade of Draktharr

One for All Champ Buffs

ALISTAR -3% Damage Taken -3% Damage Taken, +5% Damage Dealt
AURELION SOL -5% Damage Taken -8% Damage Taken
AZIR +8% Damage Dealt, -10% Damage Taken +8% Damage Dealt, -10% Damage Taken, +5% Movespeed
BRAUM +5% Damage Dealt, -8% Damage Taken +8% Damage Dealt, -8% Damage Taken
ELISE +5% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -8% Damage Taken
IVERN +5% Damage Dealt, -5% Damage Taken +10% Damage Dealt, -5% Damage Taken
LEBLANC -5% Damage Taken
NUNU & WILLUMP +3% Damage Dealt, -5% Damage Taken, +5% Healing +3% Damage Dealt, -8% Damage Taken, +5% Healing
QIYANA +5% Damage Dealt, -5% Damage Taken +5% Damage Dealt, -8% Damage Taken
RAMMUS +5% Damage Dealt
RENGAR -5% Damage Taken +5% Damage Dealt, -5% Damage Taken
SKARNER -3% Damage Taken
THRESH +15% Damage Dealt, -15% Damage Taken +15% Damage Dealt, -15% Damage Taken, +5% Movespeed
XERATH +3% Damage Dealt

One for All Champ Nerfs

GRAVES +5% Damage Taken
IRELIA -3% Damage Dealt
KOG’MAW -3% Damage Dealt, +3% Damage Taken
LILLIA +3% Damage Dealt, -3% Damage Taken Unchanged relative to regular Summoner’s Rift
VAYNE -3% Damage Dealt

8/11/2021 Viego Bugfix

Viego

BUGFIX Viego's E - Harrowed Path no longer fails to grant its effects if terrain wasn't struck

Patch Highlights

Coven Evelynn, Coven Cassiopeia, Coven Ahri, Coven Ashe, Old God Malphite, Old God Warwick, and Coven LeBlanc Prestige Edition will be available August 12th, 2021.

Champions

Diana

Passive damage to non-epic monsters decreased.

Since our 11.8 changes, Diana’s become a popular jungle pick, and a powerful one at that, especially in competitive play. Although we’re happy that Diana’s found a second home, she’s a little too strong. To nudge down her jungle strength, we’re nerfing her jungle clear.

Passive - Moonsilver Blade

DAMAGE TO NON-EPIC MONSTERS 300% 250%

Fiora

E cooldown increased later.

Fiora's been on the strong side for a while, especially in higher levels of play. We're bringing down her split pushing and tower whacking power in mid to late phases of the game.

E - Bladework

COOLDOWN 11/9.5/8/6.5/5 seconds 11/10/9/8/7 seconds

Jarvan IV

Passive damage increased. R bonus damage ratio increased.

The Exemplar of Demacia hasn’t been excelling in any level of play. We’re amping up Cataclysm to help him make a bigger impact while also buffing his dueling and clearing potential.

Passive - Martial Cadence

DAMAGE 8% of target’s current health 10% of target’s current health

R - Cataclysm

BONUS DAMAGE RATIO 150% AD 180% AD

Jhin

W damage increased. R minimum damage ratio increased.

Jhin has been feeling rather lackluster, and he hasn’t been making the cut into most games. With a deadlier flourish and an even deadlier finale, he’ll have a better shot at picking off enemies when playing off of allies and in key fights.

W - Deadly Flourish

DAMAGE 50/85/120/155/190 60/95/130/165/200

R - Curtain Call

MINIMUM DAMAGE RATIO 20% AD 25% AD

Karma

Passive on-hit cooldown reduction removed; cooldown reduction from abilities now flat. Q base damage decreased early; cooldown increased early and decreased later; cost decreased. Q2 initial damage increased. E base shield increased later; bonus movement speed now flat; Defiance now only grants allies bonus movement speed.

Karma’s been much stronger in coordinated Pro play than in solo queue for a while. Rather than continuing to make minor changes, we're attempting to make bigger ones to help Karma succeed in the hands of all players.

To do so, we’re targeting her consistent early game pressure and waveclear, along with her R-E shield-and-speed buff for her full team. In return, we’re rewarding her with more Mantras when she lands abilities on champions, which will also be helped by her Q’s lower cooldown and cost. We’re also strengthening her R-Q so that she’s still able to obliterate her foes when she’s on her own.

Passive - Gathering Fire

removedON-HIT COOLDOWN REDUCTION No longer reduces Mantra’s cooldown by 1 second whenever she uses her basic attacks against an enemy champion
COOLDOWN REDUCTION FROM ABILITIES 2/3.5/5 seconds (level 1/6/11) 5 seconds

Q - Inner Flame

BASE DAMAGE 90/135/180/225/270 70/120/170/220/270
COOLDOWN 8/7.5/7/6.5/6 seconds 9/8/7/6/5 seconds
COST 55 mana 45 mana

Q2 - Soulflare

INITIAL DAMAGE 25/75/125/175 40/100/160/220

E - Inspire

BASE SHIELD 80/120/160/200/240 80/125/170/215/260
BONUS MOVEMENT SPEED 40/45/50/55/60% 40%
DEFIANCE BUFFS TO NEARBY ALLIED CHAMPIONS 30% of the total shield’s amount, 100% bonus movement speed 30% of the total shield’s amount, 30% bonus movement speed

Lee Sin

W omnivamp decreased.

Lee Sin came out of our 11.13 nerfs kicking, making his way from dominating lanes straight into dominating the jungle. This time, we’re laying down a straightforward nerf that should curb his early- to mid-game dueling power.

W - Iron Will

OMNIVAMP 10/15/20/25/30% 5/10/15/20/25%

Lulu

W cooldown increased. R cooldown increased early.

While Lulu’s power in Average play is balanced, she’s strong in Skilled and even stronger in Elite. Back in patch 11.9, we purposefully buffed Lulu, targeting these skill brackets by reducing the cooldown on her W and increasing its bonus attack speed. The increased uptime on reliable peel made her a highly frustrating champion to play against, which has been reflected in her high ban rates. To get her back in action, we’re reverting the buff on her Skilled-skewed mechanic of instant CC and increasing her R cooldown.

W - Whimsy

COOLDOWN 15/14/13/12/11 seconds 16/15/14/13/12 seconds

R - Wild Growth

COOLDOWN 110/95/80 seconds 120/100/80 seconds

Maokai

Passive heal increased. E detonation damage decreased.

Top Maokai has been struggling to stay in lane even with his tank builds, so we’re increasing his sustain. On the other hand, Support Mao and his saplings have been causing a commotion in the bot lane, where AP builds offer powerful scaling. Maokai will still have strong poke, but we’re toning it down.

One more thing: Maokai's original passive values were bugged. He was healing for less of his maximum health (5-13% instead of 6-13%) and it wasn’t scaling properly (it was scaling linearly at every level instead of its intended breakpoints of level 1/6/9…). so the previous values of his passive’s heal reflect the bugged, in-game values. Now, the scaling has been corrected, and the heal from his maximum health has an even bigger bump than his tooltip would have you believe.

Passive - Sap Magic

HEAL 5-65 (+5-13% maximum health) ((level 1-18) (due to heal and scaling bugs) 5/15/25/35/45/55/65 (+7/8.5/10/11.5/13/14/15% maximum health) (level 1/6/9/11/13/15/17)

E - Sapling Toss

DETONATION DAMAGE 25/50/75/100/125 (+7/7.25/7.5/7.75/8% (+0.8% per 100 AP) of target's maximum health) 20/45/70/95/120 (+7/7.25/7.5/7.75/8% (+0.7% per 100 AP) of target's maximum health)

Nunu

Base movement speed increased. E damage ratio per snowball increased.

Nunu & Willump have hit a slump, it’s time to give them a good ol’ bump! To get the snowball rolling, we’re reverting part of their nerf from patch 11.2 while throwing them more damage when they’re building more aggressively.

Base Stats

MOVEMENT SPEED 340 345

E - Snowball Barrage

DAMAGE RATIO PER SNOWBALL 6% AP 10% AP
TOTAL DAMAGE RATIO 54% AP 90% AP

Shaco

Q orange smoke VFX removed. R bugfixes.

Okay, so last patch (11.15), we fixed a longstanding bug where Shaco’s smoke poof wasn’t showing up through the Fog of War. And by longstanding, we mean like, 2 years. This change also sparked a conversation around proper counterplay in League. Constantly panning around to look for orange smoke isn’t the type of gameplay we want to enforce, so we’re reverting the poof and fixing some of his goofs.

Q - Deceive

removedPOOF GOES THE WEASEL Shaco's orange smoke VFX no longer appears from the enemy’s point of view when cast through Fog of War

R - Hallucinate

WARD CLONE PATHING BUGFIX When Shaco’s clone kills a ward, it will no longer override all commands and attempt to repeatedly path back to Shaco
IDLE CLONE PATHING BUGFIX When Shaco’s clone does not receive additional commands for ten seconds, it will no longer path back to Shaco
WARD GOLD BUGFIX Wards killed by Shaco’s clone now properly grants gold to Shaco
CLONE DEATH EXPLOSION When killed by reflected damage, Shaco’s clone now properly explodes into mini-boxes

Sivir

W damage ratio increased later.

Sivir’s a team-shredding, boomerang mercenary, but even her crit builds have left her feeling incomplete, so we’re sharpening up her blades.

W - Ricochet

DAMAGE RATIO 30/40/50/60/70% AD 30/45/60/75/90% AD

Sona

New passive! Mana costs reduced and aura mana refunds removed. R now also hits minions and monsters.

In patch 10.4, our baby girl was given a mana refund mechanic to prevent oppressive playstyles. This wasn’t a particularly fun mechanic, and sometimes it put Sona in situations where she was punished for using her spells correctly, like rotating around the map with E by herself. To fix this, we’re replacing the mechanic with a new one that should feel much more like a reward than a punishment.

Now Sona has a stacking mechanic that rewards her for using some of her abilities, eventually giving her more access to her ult, and giving you all those Crescendo plays that you definitely never miss.

Passive - Power Chord

newACCELERANDO Sona's basic abilities grant her permanent Accelerando stacks. She gains +.5 non-ultimate ability haste per stack, up to 60 non-ultimate ability haste. Once she reaches 60 non-ultimate ability haste, instead of gaining additional Accelerando stacks, her ultimate ability's current cooldown reduces by 1.5 seconds each time she would gain an Accelerando stack.
newHOLD THAT NOTE Now persists through revives (such as Zilean’s ult and Guardian Angel)

Q - Hymn of Valor

COST 75/80/85/90/95 mana 50/55/60/65/70 mana
newEVERY BOLT YOU TAKE Now grants a stack of Accelerando for each bolt that hits an enemy champion
removedAURA MANA REFUND Granting an ally Hymn of Valor’s aura no longer refunds 30 mana per cast

W - Aria of Perseverance

COST 105/110/115/120/125 mana 80/85/90/95/100 mana
newEVERY SHIELD YOU MAKE Aria of Perserverance’s aura now grants a stack of Accelerando each you time you heal another injured ally or prevent at least 25-125 damage from another ally with the aura’s shields
removedAURA MANA REFUND Granting an ally Aria of Perserverance’s aura no longer refunds 30 mana per cast

E - Song of Celerity

COST 90 mana 65 mana
removedAURA MANA REFUND Granting an ally Song of Celerity’s aura no longer refunds 30 mana per cast

R - Crescendo

removedABILITY COOLDOWN REDUCTION No longer reduces Sona’s basic abilities
newI’LL BE WATCHING YOU Hits champions Hits champions, minions, and monsters

Tahm Kench

Passive base damage decreased early. Q base heal decreased.

Tahm Kench’s early game power has been especially strong in top lane, where he’s able to issue beatdowns and heal through brawls. We’re dialing both back to give his enemies more time to lick their wounds.

Passive - An Acquired Taste

BASE DAMAGE 12-60 (level 1-18) 8-60 (level 1-18)

Q - Tongue Lash

BASE HEAL 15/20/25/30/35 10/15/20/25/30

Vladimir

Passive AP to bonus health conversion increased; bonus health to AP conversion increased.

Top Vlad has been dragging behind his mid lane counterpart. To help him hold his own in top lane, we’re increasing his passive bonuses, which should also let him reap the benefits of building tankier items.

Passive - Crimson Pact

AP TO BONUS HEALTH CONVERSION 140% 160%
BONUS HEALTH TO AP CONVERSION 2.5% 3.3333333%

Xin Zhao

Base attack damage decreased.

Even after our last set of nerfs in patch 11.14, Xin Zhao is still one of the top dogs in the jungle at all levels of play. With longer ranges on his new W and E, Xin doesn’t need to be one of the best-in-class early game bullies, since he has better access to his targets than ever before. We’re trimming his base damage so that he’s still strong early, but isn’t as easily able to overwhelm other junglers.

Base Stats

ATTACK DAMAGE 66 (level 1) 63 (level 1)

Ziggs

Base mana increased. E base damage per mine decreased early and increased later; slow decreased early.

Our 11.14 nerf to bot lane Ziggs seemed to fizzle out, so we’re giving back his mana and dialing back his second-max ability instead. This should curb his power more in bot lane, which shouldbe more easily recouped in mid.

Base Stats

MANA 420 (level 1) 480 (level 1)

E - Hexplosive Minefield

BASE DAMAGE PER MINE 40/75/110/145/180 30/70/110/150/190
SLOW 30/35/40/45/50% 10/20/30/40/50%

Items

Dark Seal

While Dark Seal is meant to be a high-risk, high-reward item, it's become a consistently high-value option for most AP users, even for champions that appreciate the mana on Doran's Ring. We’re pulling back on the stacking pace of the item so that there's more risk involved when opting into Dark Seal.
DREAD AP PER GLORY STACK 5 4
GLORY STACKS LOST ON DEATH 4 5

Redemption

Redemption is being overshadowed by the other Enchanter items and has struggled to find its niche this season. We’re increasing the power and availability of its exciting moments so that it can be more effective in more team fights.
INTERVENTION HEAL 180-360 (based on ally’s level) 200-400 (based on ally’s level)
INTERVENTION COOLDOWN 120 seconds 90 seconds

Bandle City Clash

The second weekend of the Bandle City-themed Clash will be August 21 and 22. Team formation for the second weekend will be open starting on August 16.

Ranked Updates

updatedTHIRD QUEUE DODGE PENALTY A third penalty tier for queue-dodging has been added. Players that dodge three times in a 24-hour period will experience a 12-hour MOBA queue lockout and a 10 LP loss (the first two dodge penalties are unchanged). You can read more about it here.
newFRIENDS LEADERBOARD You always suspected you were better than your friends, but now you can find out for sure! We’ve added a new social leaderboard inside Ranked Summoner’s Rift lobbies. You can access this leaderboard by clicking on the new leaderboard button in the upper right corner of the Solo/Duo or Flex lobby.
FLEX QUEUE Master and above Flex players can no longer queue with other Flex players rated below Platinum

Bugfixes/QoL Changes

  • Fixed a bug where Warwick’s R - Infinite Duress cancels mid-jump if the target flashes
  • Champions can now acquire blue buff if they kill the Blue Sentinel while in a zombie state, such as Sion’s Passive- Glory in Death (this is already true for red buff)
  • Fixed a bug where players would lose their red or blue buffs when executing to non-epic jungle monsters
  • Fixed a bug where a champion’s bounty value did not reset back to 0 in the scoreboard even after their bounty is claimed
  • Sandshrike's Claw’s tooltip counter for damage dealt now properly displays the amount of damage done to the enemy
  • Fixed a bug where, if Steel Shoulderguards are refunded or sold before purchasing and activating Relic Shield, buffs for both items appear in the buff bar
  • Fixed a bug where a champion was able to teleport to a destroyed tower if the teleport channel bar has 0.3 seconds remaining
  • Fixed a bug where Tryndamere’s W - Mocking Shout would not contribute towards Eclipse’s Ever Rising Moon if the enemy champion was facing him
  • Umbral Glaive is no longer able to deal bonus damage to a ward that is invulnerable (due to being teleported to)

Upcoming Skins & Chromas

Patch 11.15 notes

Saddle up Sentinels, welcome to 11.15!

Nothing too wild here— we’re continuing to drop early sustain in a few places, then buffing up champions in places that are a little spicy and a lot fun (Blitz! Kennen! Xayah!). We’ve also got balance changes and updates for Ultimate Spellbook, including the addition of a certain rock’s ult.

Add in a Sentinel with a glorious smile and a chain warden’s skin (literally) and you’ve got the gist of it!

We’ll see ya in the next one.

Take this portal to the TFT patch notes where Dawn of Heroes, our mid-set full of Sentinels has begun!
Tricia "mom cat" Tan Hanna "shio shoujo" Woo

Mid-Patch Updates

7/28/2021 Akshan Buffs

Akshan

ATTACK SPEED GROWTH 2.5% 4%
Q - AVENGERANG MINION DAMAGE 40/47.5/55/62.5/70% 40/52.5/65/77.5/90%

7/26/2021 Ultimate Spellbook Bugfix

Ruined Dragon Soul

BETTER LIVINGThe Ruined Dragon soul's revive now works more how you'd expect when combined with other death-denying effects (ex. Zilean ult now gets consumed first if you have both effects; Tryndamere no longer dies during his own ult)

7/23/2021 Akshan Buffs

Akshan

BASE ATTACK DAMAGE 50 52
BASE HEALTH 530 560
Q - AVENGERANG COOLDOWN 8/7.5/7/6.5/6 seconds 8/7.25/6.5/5.75/5 seconds

Patch Highlights

Sentinel Graves, Sentinel Pyke, Sentinel Rengar, Ruined Miss Fortune, and Cyber Pop Akshan will be available July 22nd, 2021. Unbound Thresh will be available July 29th, 2021 as a token shop exclusive, and will return as a directly purchasable skin in patch 11.20.

Rise of the Sentinels

We've heard your feedback on the slow progression rate in the Rise of the Sentinels in-client narrative experience. Starting with the next chapter of Rise of the Sentinels, we're adding a new, infinitely repeatable mission that awards extra Sentinels points just for playing a game. Including base TFT.

Note: Since we're doing this mid-event, the missions are hidden, but the faster rate of progress should be immediately noticeable.
NEW MISSION Play 1 PVP matchmade game of Summoner's Rift, ARAM, Ultimate Spellbook, or Teamfight Tactics (excluding Hyper Roll) to earn 600 Rise of the Sentinels points. This mission can be repeated infinitely. It won't appear in your Missions log.
ACTIVATES With Chapter III of Rise of the Sentinels this week

Champions

new

Akshan

The Rogue Sentinel

Akshan swings into battle against Ruination on July 22nd!

Annie

Q damage ratio decreased.

The small pyromaniac and her bear are taking over Skilled play! Annie does well versus short-range characters, which are her more common match-ups, so we’re lowering her upfront burst damage and lane harass.

Q - Disintegrate

DAMAGE RATIO 80% AP 75% AP

Aurelion Sol

Q cooldown increased.

Aurelion Sol is toeing the line in Elite play, and he’s finally put his claw right over it. Slowing him down accordingly.

Q - Starsurge

COOLDOWN 11/10/9/8/7 seconds 12/11/10/9/8 seconds

Blitzcrank

Base armor and Q damage increased.

Blitz has been cranking out pretty low lethality in the early/mid game. Considering he’s got a flashy fist, it should feel more rewarding when it actually hits. To polish him off, we’re also giving him a thicker metal skin.

Base Stats

ARMOR 37 40

Q - Rocket Grab

DAMAGE 70/120/170/220/270 (+100% AP) 90/140/190/240/290 (+120% AP)

Caitlyn

Q damage ratio increased later.

The Sheriff of Piltover could use some encouragement getting on over to the current marksman meta. She’s been finding success with Q-max builds, so we’re adding more incentive by boosting its scaling.

Q - Piltover Peacemaker

DAMAGE RATIO 130/140/150/160/170% AD 130/145/160/175/190% AD

Cassiopeia

E base empowered damage increased.

Cassiopeia used to be a lane bully, but over the years, her gameplay has become farming patiently through the early game until she scales up to a point where she’s able to dish out the damage. With this change, she’ll be more able to press an advantage when she lands her Q in the early laning phase.

E - Twin Fang

BASE EMPOWERED DAMAGE 10/30/50/70/90 20/40/60/80/100

Gwen

E bonus attack speed decreased early.

Equipped with raw stat power and a big ol’ pair of scissors, it’s a little too easy for Gwen to snip back at even the toughest of opponents. We’re looking to sharpen her intended weakness by tapping down the speed of her slashes from level 1.

E - Skip ‘n Slash

BONUS ATTACK SPEED 40/50/60/70/80% 20/35/50/65/80%

Irelia

W damage ratio decreased; damage reduction decreased later.

After a good visit in 11.14’s patch notes, Irelia’s ended up on the strong side but in a much better position to balance moving forward. We’ll be watching to see where she lands longterm, but for now, we’re limiting the power on her W.

W - Defiant Dance

DAMAGE RATIO 50% AD (150% AD maximum) 40% AD (120% AD maximum)
DAMAGE REDUCTION 40%-80% physical damage, 20-40% magic damage (levels 1-18) 40%-70% physical damage, 20-35% magic damage (levels 1-18)

Kayle

Base magic resist decreased.

In mid lane, Kayle’s a safe pick who can reliably stand fly her ground until she hits her power spike. Reducing her magic resist from the get-go should give opponents more opportunities to punish her vulnerable early game.

Base Stats

MAGIC RESIST 30 26

Kennen

Q damage increased.

Struggling across the board, Kennen’s been out of sight for a while now. We’re upping his main ability to feel more like a strike from a storm rather than a sting.

Q - Thundering Shuriken

DAMAGE 75/115/155195/235 (+75% AP) 85/130/175/220/265 (+80% AP)

Mordekaiser

W cooldown decreased; stored post-mitigation damage from damage dealt increased.

The Iron Revenant’s been having trouble standing up to the current fighters in top lane, so we’re passing him more durability to help him hold his own in lane and overall throughout the game.

W - Indestructible

COOLDOWN 14/13/12/11/10 seconds 12/11/10/9/8 seconds
STORED POST-MITIGATION DAMAGE FROM DAMAGE DEALT 35% 45%

Nidalee

Base health and health growth increased.

Nidalee is known for being fierce, but as of late, her performance across all levels of play has been anything but. With more health, she should be less afraid to bring out the cougar against her prey, and should also help her feel more accessible to players who are just picking her up.

Base Stats

HEALTH 545 (level 1) 570 (level 1)
HEALTH GROWTH 85 95

Rell

W cooldown decreased.

Rell is a champion who brings disruption and fury to her foes, especially when she’s able to pull out her full combo in extended fights, but she’s been weak across all levels of play. We’re reverting her 11.5 nerf so that she’ll be able to crash down on her opponents, tough out the fight, and mount up—and be able to do it all over again.

W - Ferromancy

COOLDOWN 13 seconds 11 seconds

Rumble

Various Rumble heat system bugfixes and other QoL adjustments!

We’re addressing some frustrating bugs around Rumble’s Overheated system that were left from our changes in patch 11.13. These fixes should even out some abnormalities and help players feel more in control of Tristy.

Passive - Junkyard Titan

updatedHEAT DECAY BUGFIX Fixed a bug where Rumble’s Heat would start decaying at inconsistent times instead of the intended 4 seconds
newOVERHEAT CHECK Rumble now immediately Overheats upon reaching 100 Heat, instead of having a short window where multiple spells could be cast before Overheating
updatedSHOP UNDO BUGFIX Rumble's Heat no longer resets to previous values when undoing shop purchases
updatedTOOLTIP Now correctly indicates Overheat duration of 5.25 seconds (actual Overheat duration unchanged)

E - Electro Harpoon

updatedOUT OF RANGE BUGFIX Rumble no longer stops moving when targeting Electro Harpoon at extremely long distances

Shyvana

Q cooldown decreased early; damage ratios increased.

Shyvana could use more oomph in her one point wonder, so we're buffing her Q to help her clear speeds and let her really dig her teeth into her enemies. We're also adding in some AP compensation so that both her builds can benefit equally.

Q - Twin Bite

COOLDOWN 9/8/7/6/5 seconds 7/6.5/6/5.5/5 seconds
FIRST HIT DAMAGE RATIO 25% AP 35% AP (AD ratios unchanged)
SECOND HIT DAMAGE RATIO 15% AP 25% AP (AD ratios unchanged)

Sylas

Q detonation damage increased. W heal decreased.

Sylas is a versatile dueler who does what he does a little too well—healing his way through fights, often swinging the battle to his advantage, often catching his opponents off guard. Although sustain is an important part of his kit, enemies should be able to find some kink in his armor. We’re moving some of his sustain power over to his chains so that he doesn’t swing fights as hard, but can still find success when he lands his less-reliable abilities.

Q - Chain Lash

DETONATION DAMAGE 60/115/170/225/280 (+80% AP) 70/125/180/230/290 (+90% AP)

W - Kingslayer

HEAL 30/60/90/120/150 (+45% AP) 25/50/75/100/125 (+40% AP)
MAXIMUM HEAL 60/120/180/240/300 (+90% AP) 50/100/150/200/250 (+80% AP)

Syndra

Q cost decreased early.

Syndra’s 10.13 mana nerf was intended to bring her down in Pro play, but it was only somewhat effective, while also causing painful detriment to her early game. Now that she’s much less present in Pro, we’re reverting the change and will find another tactic if she poses a problem in the future.

Q - Dark Sphere

COST 60/65/70/75/80 mana 40/50/60/70/80 mana

Thresh

E cooldown increased.

With all his tools to keep his friends alive, Thresh is one of the best at peeling enemies off of otherwise vulnerable allies. Recently, he’s been dominating Pro play, so we’re curbing his power by targeting his E’s uptime.

E - Flay

COOLDOWN 11/10.5/10/9.5/9 seconds 13/12.25/11.5/10.75/10 seconds

Viego

Q base damage decreased; bonus damage against monsters increased; healing from damage against marked minions decreased.

Despite his last visit to the patch notes in 11.13, Viego’s continued to be a popular pick in all his roles. We’re taking another pass by targeting his solo lane power and compensating with additional monster damage in the hopes he’ll end up in a more balanced state long-term .

Q - Blade of the Ruined King

BASE DAMAGE 25/40/55/70/85 15/30/45/60/75
BONUS DAMAGE AGAINST MONSTERS 10 20
HEALING FROM DAMAGE AGAINST MARKED MINIONS 50% 10%

Wukong

Base health regen decreased.

Wukong’s able to stay healthy in lane, even after taking a beating. We’re lowering his sustain so that while he remains a strong duelist, he’ll need more time to lick his wounds.

Base Stats

HEALTH REGEN 4 2.5

Xayah

R cooldown decreased.

Xayah’s been dragging behind the rest of the flock. Some spice should really let her feathers fly.

R - Featherstorm

COOLDOWN 160/145/130 seconds 140/120/100 seconds

Items

Hullbreaker

Hullbreaker could use some help as the game reaches later phases of the game. We’re giving more durability for anyone who’s hunting alone.

BOARDING PARTY BONUS RESISTANCES 20-45 bonus armor and bonus magic resistance (level 9-18) 20-60 bonus armor and bonus magic resistance (level 9-18)
BOARDING PARTY MINION BONUS RESISTANCES 60-135 bonus armor and bonus magic resistance (level 9-18) 60-180 bonus armor and bonus magic resistance (level 9-18)

Ultimate Spellbook Updates

Ulternate Summoner Spell Pool

newMalphite R R - Unstoppable Force is now available, with 0 bonus ability haste and 80% ratios
removedTryndamere R R - Undying Rage is no longer available

Champion Buffs

Bard +5% damage dealt, -5% damage taken

Champion Nerfs

Jax +5% damage taken
Trundle +5% damage taken
Yuumi -5% damage dealt, -20% healing and shielding -5% damage dealt, -25% healing and shielding

Ulternate Summoner Buffs

Miss Fortune R 80% AD/AP ratios 100% AD/AP ratios
Jhin R 35 bonus ability haste 45 bonus ability haste
Ezreal R 80% AD/AP ratios 90% AD/AP ratios
Lux R 80% AD/AP ratios 90% AD/AP ratios
Xerath R 90% AD/AP ratios 100% AD/AP ratios

Ulternate Summoner Nerfs

Olaf R 10 bonus ability haste 0 bonus ability haste

Bugfixes and More

  • Stealth champions can now get stealth Ulternate Summoners offered to them
  • Clones will now properly copy health bar icons, including the Ulternate Summoner icon. This fix applies more broadly as well (e.g. Omnistone will now properly copy its icon over).
  • First Blood gold now correctly matches the classic Summoner’s Rift value (150 gold 100 gold)
  • Dragon Soul’s revive now triggers after champion revives
  • Fixed a bug where the announcement text for stealing a Ruined Dragon was incorrect
  • Volibear will no longer sometimes spit out missiles from his Ulternate Summoner when trying to bite

Matchmaking

  • Matchmaking for the Ultimate Spellbook queue has been reseeded! This means that your matches should now be with players of a more equal skill level. This fix happened in the middle of the last patch, but we believe it’s worth a callout here.

Summoner's Rift Ranked Split 3 Start

And into the third split of Ranked we go on Sunday, August 8 at 11:59 PM local time for your region! Bop your way to the top with exclusive rewards: an Akshan summoner icon, Akshan emotes, and a Series 1 Eternals Capsule.

Clash Starts

  • Mount Targon Clash: The second weekend of the Mount Targon-themed Clash will be July 24th and 25th. Team formation for the second weekend will be open starting on July 19th.
  • Bandle City Clash: The first weekend of the Bandle City-themed Clash will be August 7th and 8th. Team formation for the first weekend will be open starting on August 2nd. The second weekend will be during patch 11.16.

Bugfixes/QoL Changes

  • Recall sound effects now play for base Nautilus, Abyssal Nautilus, Subterranean Nautilus, Subterranean Nautilus, AstronNautilus, and Worldbreaker Nautilus
  • Fixed a bug on Kayn’s E SFX where it made a popping noise when it looped
  • Kayn’s global transformation SFX will now play for both allies and enemies
  • Odyssey Kayn’s dance music is now form specific
  • Kayn’s W on hit SFX is now form-specific
  • Base Kayn’s recall SFX is now form-specific
  • Kayn’s transformation SFX is now stereo for the local player
  • Fixed a bug where Lillia's Q - Blooming Blows movement speed did not scale off of AP from runes
  • Nocturne's Passive - Umbra Blades' now correctly heals for the full amount against pets
  • Illaoi’s Q - Tentacle Smash’s animation no longer locks if she inputs another command right after casting the ability
  • Shaco's Q - Deceive's orange smoke VFX now correctly appears from the enemy’s point of view when cast through fog of war
  • Kled and all his skins have one of his W voice lines restored
  • Marauder Kled now correctly switches between his mounted and unmounted voice lines
  • Viego will now respond to Shadow Isles voice interactions rather than Demacian
  • Zoe's taunt voice lines for Ezreal and Lux have been restored
  • True Damage Senna's unique skin voice lines have been restored

Upcoming Skins & Chromas

The following chromas will be released this patch:

Patch 11.14 notes

Oh. Hello.

This patch, we’re flipping over to focusing on champions. Past the usual balancing, we’ve given adjustments to four friends: a follow-up buff to a catfish, a sweeping pass to solve some persistent issues with a dancer, a helping hand for a purple doctor in the jungle, and a boost to a fawn's solo combat. Then, we're also bringing down the power in Stridebreaker's slow, and giving some love to its favorite buyers (Darius and Garen) to compensate.

And with Sentinels of Light comes a new event game mode, Ultimate Spellbook! Channel your inner Sylas and be prepared for an ult-erly good time.

We’ll see ya in the next one.

Take this portal to the TFT patch notes to check out the last patch before our Mid-Set, Reckoning: Dawn of Heroes!
Tricia "mom cat" Tan Hanna "shio shoujo" Woo

Mid-Patch Updates

7/9/2021 Bugfixes & Ultimate Spellbook Changes

Singed

IT WASHES OFF Singed's W - Mega Adhesive slow no longer sometimes lingers longer than intended

Ultimate Spellbook Champ Buffs

AHRI -5% Damage Taken
ASHE -5% Damage Taken
IVERN -5% Damage Taken
KINDRED +5% Damage Dealt, -5% Damage Taken
MASTER YI -5% Damage Dealt, +5% Damage Taken +5% Damage Taken (still nerfed overall, but less than at launch)
MISS FORTUNE +5% Damage Dealt, -5% Damage Taken
NASUS -5% Damage Taken
NEEKO -5% Damage Taken
SIVIR +5% Damage Dealt, -5% Damage Taken
XAYAH -5% Damage Taken

Ultimate Spellbook Champ Nerfs

FIORA -5% Damage Dealt, +5% Damage Taken
GRAVES -5% Damage Dealt
GWEN -5% Damage Dealt, +5% Damage Taken
JARVAN IV -5% Damage Dealt
LILLIA -5% Damage Dealt
RELL +5% Damage Taken
SAMIRA -5% Damage Dealt
SINGED +5% Damage Taken
YUUMI -5% Damage Dealt, -20% Healing and Shielding

Ultimate Spellbook Ulternate Summoner Nerfs

CHO'GATH R Slightly reduced chances of appearing
TRYNDAMERE R Slightly reduced chances of appearing
AHRI R 80% AP / AD ratios 60% AP / AD ratios
LISSANDRA R 10 bonus Ability Haste, 60% AP / AD ratios No bonus Ability Haste, 50% AD / AP ratios
OLAF R 20 bonus Ability Haste, 60% AP / AD ratios 10 bonus Ability Haste, 40% AP / AD ratios

Ultimate Spellbook Bugfixes

  • Katarina's Q - Bouncing Blades will no longer sometimes not drop a blade after a bounce
  • Ruined Dragon Soul will no longer sometimes kill you upon respawning
  • Ruined Dragon Soul will no longer prevent various kinds of CCs from applying (e.g. no more walking around as an Anivia egg)

7/8/2021 Bugfix

Singed

YUCK Targets are once again rooted if Singed E - Flings them into W - Mega Adhesive

Patch Highlights

Sentinel Vayne, Sentinel Irelia, Sentinel Diana, Sentinel Riven, Sentinel Olaf, Ruined Pantheon, and Ascended Pantheon Prestige Edition will be available July 8th, 2021.

Champions

Akali

Q can no longer be cast when dashing with E. R base recast damage decreased.

The last set of changes in patch 11.6 brought Akali back in line in Average and Elite levels of play, but she’s still a force to be reckoned with in the Pro scene. With this change, she’ll be slowed down before her full burst of damage, giving enemies a chance to strike back.

Q - Five Point Strike

removedDASH AND CAST Five Point Strike can no longer be cast while dashing with E - Shuriken Flip

R - Perfect Execution

BASE RECAST MINIMUM DAMAGE 75/145/215 60/130/200
BASE RECAST MAXIMUM DAMAGE 225/435/645 180/390/600

Darius

Passive Noxian Might bonus attack damage increased. E cooldown decreased.

With the removal of Stridebreaker's dash in 11.13, Darius could use some help getting his enemies in position for that sweet, sweet dunk. Reverting his nerf in patch 11.2, which was a direct result of his access to a dash.

Passive - Hemorrhage

NOXIAN MIGHT BONUS ATTACK DAMAGE 20-205 (level 1-18) 30-230 (level 1-18)

E - Apprehend

COOLDOWN 26/24/22/20/18 seconds 24/21.5/19/16.5/14 seconds

Dr. Mundo

Base attack speed increased. Passive health regen now scales; cooldown increased early. Q now heals more when it hits a monster. E now swats small monsters and does more damage to monsters.

The good doctor has been going where he pleases in top lane, but has been significantly behind in the jungle. In order to keep both roles at a similar level, we’re giving him several buffs that should help start the meatball rolling in the jungle, while also tapping down his laning power and sustain. These changes should also set him up for our next patch, where we plan to further doctor him up for all roles and skill levels.

Base Stats

ATTACK SPEED 0.67 0.72

Passive - Goes Where He Pleases

HEALTH REGEN 2% of maximum health 1-2% of maximum health (level 1-18)
COOLDOWN 45-15 (level 1/3/6/8/11/13/16) 60-15 (level 1/3/6/8/11/13/16)

Q - Infected Bonesaw

newMORE MONSTERS, MORE HEALTH Infected Bonesaw now heals for 100% of the health cost if it hits a monster (now the same as when it hits an enemy champion)

E - Blunt Force Trauma

newFLY SWATTER Small monsters are immediately sent flying away (regardless of whether it dies)
BONUS DAMAGE TO MONSTERS 140% 200% (bonus damage to minions unchanged at 140%)

Garen

Q bonus movement speed increased. R damage from target’s missing health increased.

To adjust for changes to Garen’s most loved items this patch (Stridebreaker and Dead Man’s Plate), we’re bumping up his movement speed. We’re also adding extra oomph to his ult so that even if he can’t get to squishier targets, his ult will be more powerful against tankier frontlines.

Q - Decisive Strike

BONUS MOVEMENT SPEED 30% 35%

R - Demacian Justice

DAMAGE FROM TARGET’S MISSING HEALTH 20/25/30% 25/30/35%

Graves

Base attack damage increased.

Buffing up Graves the only way we know how (and also, he’s been really struggling in the current meta).

Base Stats

ATTACK DAMAGE 66 68

Illaoi

Base movement speed increased.

With long cast times and highly-predictable plans of attack, Illaoi can’t really adapt on the fly. While immobility is an important weakness for juggernauts, this has significantly gated her performance in higher skill tiers, making her more pub stompy than is long-term healthy. With more movement speed, she’ll be more able to dodge skillshots, close gaps, and be in the right place at the right time. Overall, this should help her feel more adaptable while also leaving her in a better position for future tuning.

Base Stats

MOVEMENT SPEED 340 350

Irelia

Base health and magic resist decreased; health growth increased. Passive max stacks decreased, bonus attack speed per stack decreased early but increased later; empowered damage decreased. Q bonus damage to minions now scales with champion level. W damage reduction now works against magic damage; maximum damage increased. E can no longer be recast while CC'd. R has a new passive.

We’ve got a set of changes for Irelia, who’s been dealing with some long standing issues. The gist: We’re smoothing out her power curve, toning down her dominance in Pro play by giving her enemies more opportunities for counterplay, and polishing up her kit to make it feel better to play overall.

For more insight, we get into it in this Quick Gameplay Thoughts article!

Base Stats

HEALTH 580 520
MAGIC RESIST 32 28
HEALTH GROWTH 95 110

Passive - Ionian Fervor

MAX STACKS 5 4
BONUS ATTACK SPEED PER STACK 8/12/16% (level 1/7/13) 7.5/13.75/20% (level 1/7/13)
EMPOWERED DAMAGE 15-66 (+25% bonus AD) (level 1-18) 10-61 (30% bonus AD) (level 1-18)

Q - Bladesurge

DASH SPEED 1500 + 100% movement speed 1400 + 100% movement speed
BONUS DAMAGE TO MINIONS 55/75/95/115/135 55 (+12 per champion level)

W - Defiant Dance

BASE DAMAGE REDUCTION 50% physical 40-80% physical, 20-40% magic (levels 1-18)
MAXIMUM DAMAGE 20/50/80/110/140 (100% AD) (80% AP) 30/75/120/165/210 (150% AD) (120% AP)

E - Flawless Duet

MISSILE TRAVEL TIME Based on distance 0.25 seconds
removedCC'D RECASTING E can no longer be recast while affected by crowd control

R - Vanguard's Edge

newPASSIVE Vanguard's Edge now reduces Q - Bladesurge's cooldown by 0.5/1.5/2.5 seconds before ability haste

Ivern

E base shield increased later.

With patch 11.13’s nerf to Shurelya’s Battlesong and the popularity of a certain snake's tooth, Ivern has felt weaker in the jungle. We’re returning the shield power that he lost in 11.3 so that he can protect his friends (and the forest) a little better.

E - Triggerseed

BASE SHIELD 80/110/140/170/200 80/115/150/185/220

Karma

Base attack damage decreased.

Karma has risen in the ranks of Pro play as a safe top or mid pick that scales well with other carries. We’re drawing back her solo lane power by lowering her ability to consistently harass and push waves against short-ranged enemies.

Base Stats

ATTACK DAMAGE 54 51

Lillia

Base health regen decreased; armor increased. Passive damage increased and now heals. Q cost increased; max stacks decreased; bonus movement speed per stack decreased and lasts longer; cooldown now scales; base damage increased. W damage increased. E cooldown increased; slow is now flat; damage increased. R damage ratio increased; sleep duration decreased; slow decreased and no longer increases over the duration.

You know there’s a lot coming up when the summary line is a paragraph, so here’s the TL;DR—we’re buffing Lillia so that she’s less bashful when bonking down enemies in solo combat.

How? We’re shifting some of her power out of her fast clear and coordination-dependent CC, which are often leveraged in higher levels of play into duel-focused strengths. This means that we’re bringing down her early game clear and movement speed, but helping her quickly recoup the losses once she gets her hooves on some AP and reaches mid-to-late game. With the addition of innate sustain, she’ll be able to stay healthy in extended fights and when she isn’t able to perfectly clear camps.

Base Stats

HEALTH REGEN 9 7.5
ARMOR 20 22

Passive - Dream-Laden Bough

DAMAGE 5% of target's maximum health 6% of target's maximum health (1.5% per 100 AP of target's maximum health) (capped damage against monsters unchanged)
newHEALLIA Lillia heals for 12-140 (12% AP) health against champions and 18-94 (6% AP) health against large monsters over the duration of the burn damage (Lillia can only heal off of one monster at a time).

Q - Blooming Blows

COST 45 mana 65 mana
MAX PRANCE STACKS 5 4
BONUS MOVEMENT SPEED PER STACK 7/8/9/10/11 (1% per 100 AP) 3/4/5/6/7 (3% per 100 AP)
BONUS MOVEMENT SPEED DURATION 5 seconds 5.5 seconds
TIME BEFORE STACK LOSS 1 second 1.5 seconds
COOLDOWN 4 seconds 6/5.5/5/4.5/4 seconds
BASE DAMAGE 30/45/60/75/90 35/50/65/80/95

W - Watch Out! Eep!

DAMAGE 70/85/100/115/130 (30% AP) 70/90/110/130/150 (35% AP)

E - Swirlseed

COOLDOWN 12 seconds 18 seconds
SLOW 25/30/35/40/45% 40%
DAMAGE 70/90/110/130/150 (40% AP) 70/95/120/145/170 (45% AP)

R - Lilting Lullaby

DAMAGE RATIO 30% AP 40% AP
SLEEP DURATION 2/2.5/3 seconds 1.5/2/2.5 seconds
INITIAL DROWSY SLOW 25% 10%
removedINCREASED SLOW Lilting Lullaby's slow no longer increases

Malzahar

Base health reduced. Q damage ratio decreased.

Malzahar was one of the few mages that was already strong before the buffs to mana Mythics last patch. Now that we know exactly where he’s landed, we know just how much to reel him back in. We're lowering the scaling on Malzahar’s Q so that his power continues to come from his most unique and character-defining abilities.

Base Stats

HEALTH 537 510

Q - Call of the Void

DAMAGE RATIO 65% AP 55% AP

Nocturne

Passive damage decreased against minions.

Nocturne has been a consistent force to be reckoned with, but the Stridebreaker reshape kicked him into overdrive. We're nerfing Stridebreaker this patch, but we don't expect that to fully knock him down from his pedestal, particularly in lane. One of Nocturne’s key strengths is his ability to sit in lane and sustain off of waves, shrugging off most harass that comes his way. Similar to the reasoning behind Viego’s nerf last patch, Nocturne is relying on an unhealthy pattern of resourceless sustain. He should be earning his keep instead of relying on his passive, and opponents should feel like they can make a dent in his shadows.

Passive - Umbra Blades

newWAIT A MINION Umbra Blades' damage and healing is decreased by 50% against minions

Rek'Sai

Q1 base damage increased, Q2 base damage increased later.

The nerf to Prowler’s Claw in patch 11.13 left Rek’Sai very sad. We’re giving her some direct compensation with a touch of mid-game burst.

Q - Queen's Wrath

BASE DAMAGE 20/25/30/35/40 21/27/33/39/45

Q - Prey Seeker

BASE DAMAGE 60/90/120/150/180 60/95/130/165/200

Seraphine

Q damage increased.

The Songstress has been feeling out of tune in both support and mid, so we’re helping her practice her scales (damage scaling, you know?) on one of her more aggressive abilities.

Q - High Note

DAMAGE RATIO 40/45/50/55/60% AP 45/50/55/60/65% AP

Shaco

Base health and movement speed reduced.

Whether AD or AP, Jungle Shaco is simply very strong. We’re targeting both builds by making him a little more squishy and a little less slippery, given his many tools of elusion and mayhem.

Base Stats

HEALTH 587 560
MOVEMENT SPEED 350 345

Tahm Kench

Passive bonus damage now scales. Q now deals Passive damage to enemy champions; heal scaling updated. W cooldown refund bugfix; cooldown and mana cost refund increased. R base shield increased early; ally self slow decreased early.

One of our goals with Tahm Kench’s mini-rework in 11.13 was to get him off the "he can't be buffed because of Pro play" bench, and to help him find more success as a support. As of right now, we suspect he’s weaker than where he should be, so we’re cautiously buffing him until we have conclusive results from Pro play.

Another goal was to push the Kench more towards support, whereas before he was mostly seen in the jungle or top lane in solo queue. He’s not seeing as much support play as we expected, so we’re adjusting his scaling to be less gold and experience dependent.

Passive - An Acquired Taste

BONUS DAMAGE 2.5% of maximum health 12-60 (+2.5% bonus health) (levels 1-18)

Q - Tongue Lash

newAN ACQUIRED LASH Tongue Lash now also deals damage from Passive - An Acquired Taste to enemy champions
HEAL 6/7/8/9/10% of missing health 15/20/25/30/35 (+4/4.5/5/5.5/6% of missing health)

W - Abyssal Dive

updatedBUGFIX Fixed a bug where Abyssal Dive's cooldown refund didn't scale down with ability haste
COOLDOWN AND MANA COST REFUND 30% 40%

R - Devour

BASE SHIELD 300/450/600 400/500/600
ALLY SELF SLOW 40/25/10% 30/20/10%
updatedBUGFIX Fixed a bug where he could Devour an enemy without full stacks of An Acquired Taste if he queued the spell before the stacks fell off

Taric

Q cost decreased. E cost decreased.

Taric has been in a constant struggle with mana dependence this season, so we’re directly dropping his costs so he can sparkle like the enchanting jewel he is.

Q - Starlight's Touch

COST 70/75/80/85/90 mana 65/70/75/80/85 mana

E - Dazzle

COST 60 mana 40 mana

Xin Zhao

W cooldown increased later.

Xin Zhao is at the top of his game and the jungle roster, especially with recent nerfs to his competitors (Rumble and Udyr). To knock him down a peg, we’re reducing how often he’s able to threaten enemies at a distance.

W - Wind Becomes Lightning

COOLDOWN 12/10.5/9/7.5/6 seconds 12/11/10/9/8 seconds

Ziggs

Base mana reduced.

Bot Ziggs has been toeing the line for a while now, and with his 11.12 buffs, 11.13 mage item buffs, and his unending supply of bombs (where does he even pull them out from?), he’s finally crossed it. Although his buff in 11.12 lent a hand to this, we believe those changes were important to help Ziggs’ abilities deliver on their gameplay promise, so we’re opting for a nerf that should hit his bot lane early game the hardest.

Base Stats

MANA 480 420

Items

Dead Man's Plate

Dead Man's Plate’s changes from last patch led to a win rate drop for tanks since it lost movement speed and gained damage-scaling. To offset, we’re upping its armor to give tanks more tank to tank.

Base Stats

ARMOR 40 45

Stridebreaker

Stridebreaker landed strong after its change last patch. One of our goals for the item was to give fighters a way to stick to a target for a period of time, but they don’t need to bring their unlucky foe to a complete standstill to do that. So we’re toning down how much it can slow, but keeping its slow over time.

Also, we did an oopsie—the changes also caused Stridebreaker to lose 5 AD on completion. That’s fixed now.
ATTACK DAMAGE 40 45
HEALTH 400 300
HALTING SLASH SLOW 90%, decaying to 40% over 3 seconds 40% for 3 seconds
DREAMSHATTER (ORNN UPGRADE) ATTACK DAMAGE 50 55
DREAMSHATTER (ORNN UPGRADE) HEALTH 500 400
DREAMSHATTER (ORNN UPGRADE) HALTING SLASH SLOW 90%, decaying to 40% over 3 seconds 40% for 3 seconds

VFX Updates

Zilean

Q - TIME BOMB New VFX; AoE stun effects are now easier to identify
W - REWIND New cast effect
E - TIME WARP Cleaned up;textures adjusted to match overall changes
R - CHRONOSHIFT Modernized to match overall changes
SHURIMA DESERT ZILEAN Q now has a subtle sand effect
BLOOD MOON ZILEAN Modernized R revive effect to match base changes
SUGAR RUSH ZILEAN Modernized R revive effect to match base changes

Lucian

BASE SKIN Updated VFXs across his kit

Renekton

PROJECT: RENEKTON Fixed VFX bugs

Ultimate Spellbook

Sentinels of Light brings a new event game mode, Ultimate Spellbook! In this mode, you'll pick a different champion's ultimate to use instead of a second Summoner Spell to pull off the wombo combo of your dreams!
  • Ultimate Spellbook is blind pick
  • Your second Summoner Spell is replaced with an Ult-ernate Summoner Spell which grants access to another champion's ult
  • When you load into game, you'll have 30 seconds to pick from one of three ults randomly chosen from the pool below. You can't get your own ult, and once you pick an ult it's yours for the rest of the game.
  • Ahri

    Amumu

    Ashe

    Azir

    Bard

    Cho'Gath

    Ezreal

    Fiddlesticks

    Gragas

    Gwen

    Janna

    Jarvan IV

    Jhin

    Karthus

    Kayle

    Kayn

    Kha'Zix

    Lee Sin

    Lissandra

    Lucian

    Lulu

    Lux

    Malzahar

    Maokai

    Miss Fortune

    Mordekaiser

    Morgana

    Nocturne

    Nunu

    Olaf

    Rell

    Rengar

    Shen

    Skarner

    Soraka

    Talon

    Tryndamere

    Xerath

    Yone

    Zoe

  • You can use your Ult-ernate Summoner Spell after an initial cooldown, even before hitting 6. It ranks up at levels 11 and 13, and benefits from Summoner Spell haste.
    • Ults that only scale with AD now also scale with AP
    • Ults that only scale with AP now also scale with AD
    • Ults that only scale with Health now also scale with AD and AP
    • Ults that scale with nothing continue to scale with nothing
  • You can see everyone's chosen Ult-ernate Summoner Spells on both the scoreboard and next to their health bar. Pay attention to a teal indicator that appears above champions' heads when their Ult-ernate Summoner Spell is off cooldown.
  • Ultimate Spellbook has accelerated pacing similar to that of One for All. You start at level 3 and have more starting gold. Passive XP and gold gains are increased, and you share some minion gold with teammates in lane.
  • Rather than four Elemental Drakes, Ultimate Spellbook has Mordekaiser's old drake.
    • A drake will spawn every 3 and a half minutes
    • Stacks grant a buff that makes auto attacks on towers apply a DoT that deals percentage health magic damage to towers
    • The Soul grants the ability to reanimate on death with rapidly decaying health. This ability has a 5 minute cooldown.
  • Ruination has spread to the Rift, and the map is spooky!

Chat Restrictions

We're making an under-the-hood change to move League's penalties onto our Riot-wide system. The only immediate impact is a change to how chat restrictions work, since the Riot-wide system uses time-based restrictions.
  • New chat restrictions will be issued in 3- and 7-day increments, rather than 10- and 25-game increments.

Bugfixes/QoL Changes

  • LEAGUE CLIENT: Fixed a bug where new players who first log in get a popup window telling them that their settings were unable to be retrieved from the server
  • LEAGUE CLIENT: Fixed a memory leak with Champion Mastery tooltips
  • LEAGUE CLIENT: Banners now properly display in party lobbies
  • LEAGUE CLIENT: Fixed a bug where if a player is in a spectator slot in a custom game lobby when the lobby is disbanded, they are taken to a black home screen
  • Fixed a bug where Kassadin's Passive - Void Stone and Fizz's Passive - Nimble Fighter weren’t properly ignoring unit collision after death
  • Fixed a bug where Yasuo's E - Sweeping Blade sometimes failed to play the proper animation and ran really fast instead
  • Galio is no longer able to Flash while channeling W - Shield of Durand if timed correctly with Hextech Flashtraption rune
  • Chilling and Challenging Smite now properly play VFX upon smiting monsters
  • Binding Anathema's active to a target no longer counts as a spell activation
  • Fixed a bug where Sylas was unable to apply stacks of Tahm Kench’s stolen ability Passive - An Acquired Taste on his enemies
  • Fixed a bug where Sterak's Gage would always activate during Sion's Glory in Death, even if it was on cooldown
  • Healing projectiles from Divine Sunderer no longer interrupts attack windups
  • The debuff icon from Abyssal Mask's passive now displays in the buff bar of the immobilized enemy champion
  • Fixed a bug where purchasing Stirring Sightstone and then a Control Ward could not be undone
  • Fiora’s W - Riposte sound will now play when successfully blocking non-immobilizing damage on base and all skins
  • Fiora’s R - Grand Challenge success or failure sound will now play correctly on base and all skins

Upcoming Skins & Chromas

Patch 11.13 notes

Oh, hello. Fancy seeing you here in these parts!

Things have been cooking away for a while, and we’re finally able to serve you a whole feast in 11.13. This is largely a systems-based patch, where most of our work went into reducing mobility. In short, we’re pulling back on places where mobility has crept up, including a few items that have gone beyond the limits of where they should be. We're also looking to enhance the split push strategy and improve its gameplay to add variety and excitement to the overall end game.

Speaking of eating, this patch also has a mini-reworked Tahm Kench! He’s got a fresh kit, VFX, and licks. So gobble away, friends. We’ll see ya in the next one.

Take this portal to the TFT patch notes where we’re PROJECTed to deliver TFT champion reworks, balance changes, and more!
Tricia "mom cat" Tan Hanna "shio shoujo" Woo

Mid-Patch Updates

7/2/2021 Bugfixes

Aphelios

JUMPS Gravitum's root no longer sometimes lasts longer than intended

6/23/2021 Bugfixes

Dr. Mundo

I HEART YOU W - Heart Zapper properly heals Mundo when it hits a champion

Ryze

YOUR PARCEL CAN'T BE DELIVERED R - Realm Warp no longer teleports Ryze if he's in Stasis

Smite

DO YOU SEE Chilling and Challenging Smite VFX have been restored against monsters

6/22/2021 Bugfixes

Sylas

I DON'T WANT IT Sylas' R - Hijack no longer gets stuck as Rek'Sai's R - Void Rush for one extra cast after casting Void Rush
I DO WANT IT Casting R - Hijack on a Jayce in cannon form once again properly gives Sylas R - Transform Mercury Cannon (and Jayce's ranged QWE when activated), rather than R - Transform Mercury Hammer which just reverts Sylas back to normal

Patch Highlights

PROJECT: Zed Prestige Edition will be available June 24th, 2021. Astronaut Maokai, Astronaut Rammus, Astronaut Veigar, and Astronaut Corki will be available July 1st, 2021.

Champions

Aphelios

Passive bonus damage and lethality increased.

Our 11.12 buffs to Aphelios steered him in the right direction, but cost him more power in Elite play than we’d hoped, leaving him weaker overall. This means he could use another push forward, so we’re adding some oomph to benefit all players across skill levels by boosting his less popular rankups.

Passive - The Hitman and the Seer

BONUS DAMAGE 4/8/12/16/20/24 (Q rank 1-6) 5/10/15/20/25/30 (Q rank 1-6)
LETHALITY 3.5/7/10.5/14/17.5/21 (E rank 1-6) 4.5/9/13.5/18/22.5/27 (E rank 1-6)

Kayn

W VFX now revealed when in terrain.

We’re addressing a unique, frustrating case where Kayn's VFX is hidden while in terrain. Hiding VFX while out of vision is standard for many abilities, but since it's impossible for players to gain vision within terrain, it's fair to give players the opportunity to react to Kayn's spells. He’s also uniquely able to exist within terrain for an extended period of time, which is why we’re implementing this rule on him specifically.

W - Blade’s Reach

newVFX Blade’s Reach VFX is now revealed when cast within terrain towards enemy champions.

Lee Sin

E base damage decreased later.

Lee Sin has been dominating mid and top lane in all levels of play, especially at the highest tiers. We’re tempering down the max power of one of his more reliable in-lane abilities so that we’re not blindsiding him in the jungle.

E - Tempest

BASE DAMAGE 100/140/180/220/260 100/130/160/190/220

Olaf

Base health growth increased. Mana regen and mana growth rounded up.

For an unstoppable Viking of destruction, Olaf has been pretty stalled in recent patches. We’re giving him more durability throughout the game and rounding up some numbers!

Base Stats

HEALTH GROWTH 93 100
MANA REGEN 7.47 7.5
MANA GROWTH 0.58 0.6

Riven

E base shield strength reduced.

Riven’s a champion who can block, dock, and knock up enemies at will, leaving enemies both wounded in their health bars and egos. This means she is especially strong in Skilled and Elite play, where on-demand shields are more readily used and capitalized on. By lowering some of her ability to mitigate damage, she’ll need to be more careful before dashing into her next battle.

E - Valor

BASE SHIELD STRENGTH 95/125/155/185/215 85/115/145/175/205

Rumble

W cooldown increased early and now scales; bonus movement speed decreased.

Despite his constant visits to the patch notes this season, Rumble’s still hot on his enemies’ tracks in both the mid lane and jungle. We’re cooling down his early clear speed and slowing down his roaming and ganking power.

W - Scrap Shield

COOLDOWN 6 seconds 7/6.75/6.5/6.25/6 seconds
BONUS MOVEMENT SPEED 15/20/25/30/35% 10/15/20/25/30%
updated

Tahm Kench

Devour and R swapped and reworked. Passive bonus damage decreased. Q now heals, applies his passive, and scales with his size. E shield duration increased; healing over time increased but takes longer to come into effect. And new VFX all around!

The Kench is shinier and slimier than ever with a pretty big update this patch! Historically, our favorite catfish has been limited by his power because his kit is so strong in professional play, forcing him to remain weak for the vast majority of players. To resolve this, we’re making a few major adjustments, so buckle up.

First, we’re moving power from Devour—which is heavily used in coordinated play to completely negate allies’ weaknesses and enemies’ actions—into other abilities that reward him for proactive play. Previously, Tahm’s main contributions revolved around standing by to unconditionally save an ally with Devour. With this rework, he will need to take greater risks with his new Abyssal Dive and capitalize on licks and cool tricks (tongue healing, anyone?).

Second, we’re making Devour easier to use with allies. They will now see a clear indicator when Devour is available so they know when to run to him for safety.

Third, we’re adjusting Abyssal Voyage from being entirely about coordinating with an ally for a cross-map play (a strength heavily restricted to Pro play environments) into being an ability that works on its own.

Last but not least, he’s getting new VFX so that the Kench can get a lick leg up on his competition, in style.

Base Stats

HEALTH 600 570
HEALTH GROWTH 100 95
MANA GROWTH 40 50
ARMOR 47 42
MAGIC RESIST 32.1 32

Passive - An Acquired Taste

BONUS DAMAGE 4% of maximum health 2.5% of maximum health

Q - Tongue Lash

newSTUNNER? I HARDLY KNOW HER Tahm Kench can now cast R - Devour during Tongue Lash to swallow champions stunned by Tongue Lash
newTHAT’S ONE HEAL OF A TONGUE Tongue Lash now heals for 6/7/8/9/10% of his missing health when an enemy champion is struck
newA FISH OF MANY TASTES Tongue Lash now applies a stack of Passive - An Acquired Taste to the enemy champions it hits
SLOW 30/40/50/60/70% 40%
SLOW DURATION 3 seconds 2 seconds
COOLDOWN 5 seconds 7/6.5/6/5.5/5 seconds
COST 50 mana 50/46/42/38/34 mana
newHARDER BETTER FASTER STRONGER Tongue Lash’s range and missile speed now scales up with Tahm Kench’s size

W - Abyssal Dive

newWHAC-A-FISH Tahm Kench channels for 1.35 seconds, dives for 0.15 seconds, then appears at the targeted area, dealing 100/135/170/205/240 (+100% AP) damage and knocking up enemies for 1 second. Hitting an enemy champion refunds 30% of its cooldown and mana cost. Tahm Kench can take Devoured allies along for the ride (allies can always eject before the channel finishes). Enemies cannot see where Tahm Kench is headed until 0.75 seconds into the channel.
COOLDOWN 24/23/22/21/20 seconds 21/20/19/18/17 seconds
COST 60/75/90/105/120 mana

E - Thick Skin

SHIELD DURATION 2 seconds 2.5 seconds
GREY HEALTH HEALING OVER TIME Slightly increased to 10% maximum health per quarter second
TIME BEFORE GREY HEALTH HEALING 2.5 seconds of not taking damage 4 seconds of not taking damage

R - Devour

newHOOK, LINE, AND DINNER Tahm Kench swallows the target champion for up to 3 seconds. If the target champion is an enemy, they must have 3 stacks of Passive - An Acquired Taste and take 100/250/400 +15% (+5% per 100 AP) maximum health as magic damage. Tahm Kench is also grounded and slowed by 40% movement speed. If the target champion is an ally, they are granted a 300/450/600 (+100% AP) shield that lasts for 2.5 seconds after Devour ends. Tahm Kench is also grounded and slowed by 40/25/10% movement speed but can still cast W - Abyssal Dive. Tahm Kench’s allies can see when Devour is available on his health bar (enemies cannot).

Viego

Q healing from minions decreased. E base bonus movement speed, missile speed and zone length increased.

With his ability to reliably replenish his health from waves, Viego’s been sitting a bit too comfortably in the mid lane. We’re shifting some power out of this sustain into a place all his roles can appreciate.

Q - Blade of the Ruined King

HEALING FROM MINIONS 100% 50%

E - Harrowed Path

BASE BONUS MOVEMENT SPEED 20/22.5/25/27.5/30% 25/27.5/30/32.5/35%
MISSILE SPEED 1000 1200
MISSILE ZONE LENGTH 700 775

Xayah

Q base damage per feather-blade and maximum total damage increased.

Xayah has been feeling weak in all levels of play, so we’re fluffing her feathers by giving a good-sized buff to her Q, which tends to be maxed later in the game. Our intention is to buff her in a way that benefits all Xayahs, regardless of which ability you choose to max first, while also helping those who decide to max Q first stay more competitive.

Q - Double Daggers

BASE DAMAGE PER FEATHER-BLADE 45/65/85/105/125 50/75/100/125/150
BASE MAXIMUM TOTAL DAMAGE 90/130/170/210/250 100/150/200/250/300

Items

new

Anathema’s Chains

Are you a tank? Is there an annoying enemy on the other team? Boy, do we have an item for you! With Anathema’s Chains, you can select one unlucky foe to be easier prey. Vengeance can be yours, today!

On a more serious note, this item gives tanks a unique defensive advantage when sparring against a single target, while also providing offensive CC. This should be especially useful when you’re in a game where you keep encountering the same enemy (or someone you just don’t like).

Base Stats

TOTAL COST 2500 gold
BUILD PATH Giant’s Belt + Kindlegem + 800 gold
HEALTH 650
ABILITY HASTE 20

Effects

VOW (ACTIVE) Choose a Nemesis to start building a Vendetta over 60 seconds. Has global range, must be used out of combat, and can be used while dead (90 second cooldown).
VENDETTA Take 1% reduced damage from your Nemesis per Vendetta stack. This damage reduction starts at 0% and stacks up to 30% over 60 seconds.
VENGEANCE At max stacks, your Nemesis has 20% reduced tenacity while near you.
new

Hullbreaker

Many fighters struggle to convert leads into wins right now, especially through split pushing. Hullbreaker's goal is to give them a strategic purchase where they can opt into a heavy and powerful split pushing strategy at the cost of being isolated from their team. This item should allow for the split pusher to take down towers and whoever comes to stop them. It also gives them a way to push through tanks and towers, similar to how the old Banner of Command worked, except now they have to stick with the minion to continue barreling down the lane.

Base Stats

BUILD PATH Pickaxe + Phage + 825 gold
ATTACK DAMAGE 50
HEALTH 300
HEALTH REGEN 150%

Effects

PASSIVE While no allied champions are nearby, gain 20-45 armor and magic resist (level 9-18) and deal 20% increased damage to towers. Large minions nearby also gain 60-135 armor and magic resist and deal 200% increased damage to towers.

Mobility Items

As mentioned back in May, we're doing an overall pass at movement speed within items and runes. We've adjusted items that have either passively crept up in movement speed (Lich Bane and Trinity Force) or have effects that weaken player expectations of what’s considered a safe range or escape route (Shurelya's and Nimbus Cloak). Most of these changes are expected to be power neutral, but we also threw in tweaks based on whether the item was over- or underperforming.

A special note for Stridebreaker… While Stridebreaker's active is an exciting output for many fighters, it heavily weakened the Juggernaut class's primary weakness: mobility. Juggernauts excel once they begin combat on their terms, so an item that allows a Juggernaut to close gaps makes it inherently very powerful, not to mention its damage and ability to be reused. To address this, we’re altering its active to better suit Juggernauts’ needs and boosting it’s stats to amp up their strengths, rather than covering up their weaknesses.

Stridebreaker

HEALTH 200 400
ATTACK DAMAGE 45 40
removedDASH Halting Slash no longer lets the user dash 300 units
newSLASHER AND PRANCER Halting Slash can now be cast while moving
HALTING SLASH DAMAGE 75% AD 100% AD
SLOW 40%, decaying over 2 seconds 90%, decaying to 40% over 3 seconds
COOLDOWN 20 seconds 15 seconds
HEROIC GAIT BONUS MOVEMENT SPEED 30 20
MYTHIC PASSIVE BONUS MOVEMENT SPEED 3% 2%
DREAMSHATTER (ORNN’S UPGRADE) HEALTH 300 500
DREAMSHATTER (ORNN’S UPGRADE) ATTACK DAMAGE 55 50

Galeforce

MYTHIC PASSIVE BONUS MOVEMENT SPEED 3% 2%
Typhoon (ORNN’S UPGRADE) MYTHIC PASSIVE BONUS MOVEMENT SPEED 3% 2%

Lich Bane

MOVEMENT SPEED 10% 8%
ABILITY POWER 70 75

Cosmic Drive

ABILITY POWER 75 80
SPELLDANCE BONUS MOVEMENT SPEED 10-30 (level 1-18) 20

Black Cleaver

HEALTH 400 450
RAGE BONUS MOVEMENT SPEED PER STACK OF CARVE 5, up to 30 3, up to 18

Dead Man’s Plate

SHIPWRECKER BUILDUP DURATION 8 seconds 4 seconds
SHIPWRECKED MAX BONUS MOVEMENT SPEED 60 40
SHIPWRECKED ON-HIT BONUS DAMAGE 1 magic damage per stack, up to 100 1 physical damage per stack (+100% base AD), up to 40

Trinity Force

ATTACK DAMAGE 30 35
THREEFOLD STRIKE BONUS MOVEMENT SPEED 25 20
INFINITY FORCE (ORNN’S UPGRADE) ATTACK DAMAGE 40 45

Death’s Dance

DEFY HEAL 10% of your maximum health 15% of your maximum health
removedDEATH’S WALK Champion takedowns no longer grant 30% bonus movement speed for 2 seconds

Shurelya’s Battlesong

INSPIRE BONUS MOVEMENT SPEED 60%, decaying to 30% over 2 seconds 30%
Shurelya's Requiem (ORNN’S UPGRADE) INSPIRE BONUS MOVEMENT SPEED 60%, decaying to 30% over 2 seconds 30%

Prowler’s Claw

COOLDOWN 60 seconds 90 seconds
LETHALITY 21 18
SANDSWIPE TARGETING Any enemy unit Enemy champions
SANDSHRIKE’S CLAW (ORNN’S UPGRADE) LETHALITY 29 26

Mana Mythics

While there are a few strong mages, the class as a whole is weaker than in previous seasons. To remedy this, we’re putting some of their Mythics on the clearance rack to help them reach their first power spike earlier. This won’t solve all their problems, but should be an appreciable boost up. We’ll be keeping a close eye on where these changes land to see if they’re too much, not enough, or just right.

Liandry’s Anguish

COMBINE COST 1200 gold 1000 gold

Luden’s Tempest

COMBINE COST 1250 gold 1050 gold

Everfrost

COMBINE COST 450 gold 250 gold

Moonstone Renewer

Our patch 11.8 adjustments to Moonstone Renewer and Shurelya's Reverie were successful in opening up Mythic item options for Enchanters, but left Moonstone on the weaker side in comparison to Shurelya’s. We're repeating its buff from 11.11 on a smaller scale to nudge Moonstone up to par with Shurelya's, which is also receiving a movement speed nerf this patch.
STARLIT GRACE HEAL AND SHIELD POWER 6% per stack (max 30%) 7% per stack (max 35%)

Divine Sunderer

Divine Sunderer's been overperforming on a number of ranged champs (not just Ezreal, but definitely Ezreal). Before its 11.11 buffs, it was already very strong for these folks, but was an unpopular purchase. Now that it’s on the radar, we’re pulling back on its power pre-11.11 and a little more.
SPELLBLADE EMPOWERED ON-HIT DAMAGE 12% of target’s maximum health 12% melee || 9% ranged of target’s maximum health

Runes

Nimbus Cloak

As part of the mobility changes above, we’re pulling back on Nimbus Cloak’s bonus movement speed.
BONUS MOVEMENT SPEED 5%/20%/35% for 2 seconds 5%/20%/25% for 2 seconds

Ghost Poro

Ghost Poro is very, very rarely taken in the Domination Tree's Tracking slot. We’re buffing up this poro to better reward playing the vision game.
GRANTED SIGHT DURATION 60 seconds 90 seconds
ENEMY REVEAL DURATION 4 seconds 6 seconds

Turret Update

In recent seasons, top and bot inner towers haven't been a strategic objective due to their lack of value (literally) in comparison to other objectives on the map. To tackle this, we’re making these turret takedowns more rewarding, so that players are encouraged to look for leads in the side lanes and split pushing remains a viable, exciting strategy across all levels of play. This advantage should also help the split pusher feel like they have more agency to snowball into a big ol’ threat that can’t be ignored.
  • Inner turrets in side lanes (top and bottom) now grant an additional 250 local gold
  • All turret inventories now show how much local gold they give once destroyed

Summoner Spells

Smite

Challenging and Chilling Smite give junglers early access to true damage against minions, which is especially punishing to early ranks of ultimate-summoned pets like Tibbers, H-28Q Apex Turret, Daisy, and the Maiden of the Mist. We're adding a damage modifier to Challenging and Chilling Smite so that smiting pets can still remain as a strategic choice for junglers throughout the game, but they aren’t able to completely obliterate low-rank ultimate pets as soon as Smite upgrades.

And a reminder: minions includes pets, but doesn’t include monsters—so monster damage numbers remain unchanged here.

Challenging Smite

DAMAGE TO MINIONS 900 true damage 500 (+10% of target’s max health) true damage

Chilling Smite

DAMAGE TO MINIONS 900 true damage 500 (+10% of target’s max health) true damage

ARAM Balance Changes

11.13 Buffs

Akali +5% damage dealt, -5% damage taken +10% damage dealt, -10% damage taken
Gwen Normal +5% damage dealt, -5% damage taken
Hecarim +5% damage dealt & -10% damage taken +10% damage dealt & -10% damage taken
Qiyana +10% damage dealt, -15% damage taken +15% damage dealt, -15% damage taken
Rammus -5% damage taken +5% dealt, -10% damage taken
Rek'Sai +10% damage dealt, -12% damage taken +10% damage dealt, -15% damage taken
Udyr +10% dealt, -10% damage taken, +10% shielding +10% dealt, -15% damage taken, +10% shielding

11.13 Nerfs

Camille +10% damage dealt, -10% damage taken, +10% shielding +10% damage dealt, -5% damage taken, +10% shielding
Dr. Mundo Normal +5% damage taken
Trundle +5% damage taken +5% damage taken, -5% healing
Zyra -6% damage dealt, +6% damage taken -10% damage dealt, +5% damage taken
Warmog’s Armor 6 seconds champion damage cooldown, 3 seconds non-champion damage cooldown 8 seconds champion damage cooldown, 4 seconds non-champion damage cooldown

Bugfixes/QoL Changes

  • Fixed a bug where, when disguised, Neeko's purple bar from Passive - Inherent Glamour displayed the selected ally's health instead of her current health
  • Updated Dr. Mundo's attacks with E - Blunt Force Trauma to feel less sluggish between basic attacks
  • Fixed a bug where Dr. Mundo's Passive - Goes Where He Pleases did not go on cooldown when blocking Mordekaiser's R - Realm of Death
  • Updated Corporate Mundo, El Macho Mundo, Executioner Mundo, Mr. Mundoverse, Mundo Mundo, and TPA Mundo's Q - Infected Bonesaw to be more visible when used in brushes
  • Fixed a bug where Sion was able to respawn in his current location if his Passive - Glory in Death lasted longer than his death timer's duration
  • Grounded and silenced debuffs from AoE abilities (Singed's W - Mega Adhesive, Soraka's E - Equinox, and Cassiopeia's W - Miasma) can no longer be removed with Cleanse if the player is in the abilities’ AoE
  • The Support tab now properly appears over the Popular filter in the in-game shop
  • Star Guardian Jinx's lines will now play when she purchases an item
  • Statikk Shiv's lines purchase lines are now relocated to Stormrazor
  • Fixed a bug where Aphelios would heal from spells instead of basic attacks when using R - Moonlight Vigil with Severum
  • Fixed a bug where Mega Gnar’s base attack damage from his Passive - Rage Gene was inconsistent with its tooltip
  • Fixed a bug where Rammus's Q SFX volume was affected by his VO

Upcoming Skins & Chromas

The following chromas will be released this patch:

Patch 11.12 notes

We’ve got a light patch, focusing on champ adjustments this go-round (11.13’s going to have a big chunk of systems work). This means some love for Aphelios and some of his unpopular weapon combinations, and nerfs to Pro outliers (Renekton, Kai’Sa). Then the spotlight’s on everyone’s favorite, definitely trustworthy, definitely purple doctor. His appearance may seem revived, but we’re not too sure if the same can be expected of his patients.

If Mundo doesn’t get you, then we’ll see ya in the next one!

Take this portal to the TFT patch notes where Choncc's already partying in the pool.
Tricia "mom cat" Tan Hanna "shio shoujo" Woo

Mid-Patch Updates

6/12/2021 Dr. Mundo Jungle Buffs

Dr. Mundo

Q - INFECTED BONESAW MAX MONSTER DAMAGE 150/225/300/375/450 300/350/400/450/500
W - HEART ZAPPER HEAL VS LARGE MONSTERS 50% grey health 100% grey health

Patch Highlights

Pool Party Braum and Pool Party Sett will be available on June 10th, 2021.

Champions

updated

Dr. Mundo

The Madman of Zaun

"Cure" every patient and go where you please with the updated Dr. Mundo!
Dr. Mundo's legacy skins will be available for purchase in the store during patches 11.12 and 11.13.

Aphelios

Base magic resist and AD growth increased. Severum’s maximum number of attacks decreased; on-hit damage increased; healing from basic attacks decreased; healing from abilities increased. Crescendum’s mini Chakram damage decreased; sentry damage increased.

Aphelios’ changelist is a whole lot of numbers, so we’ll try and break it down. First and foremost: yes, it’s an Aphelios buff! He’s been in a slump in terms of win rate and Pro presence, and could use a helping hand to get back on his feet. To do this, we’re buffing his base stats and weapon combinations that have fallen out of favor, while pulling power from the combos that have emerged as clear favorites. By upping the reward he gets from using Infernum and Severum as off-hand weapons, he should feel more well-rounded and prepared to take down his enemies, no matter what’s in his immediate arsenal.

Base Stats

MAGIC RESIST 26 30
AD GROWTH 2.4 3

Q - Severum, the Scythe Pistol

MAXIMUM NUMBER OF ATTACKS 6 (+1 per 33% bonus attack speed) 6 (+1 per 50% bonus attack speed)
ON-HIT DAMAGE 10-30 (+21-30% bonus AD) (level 1/3/5/7/11/13) 10-40 (+20-35% bonus AD) (level 1/3/5/7/11/13)
HEALING FROM BASIC ATTACKS 3-20% (level 1-18) 3-10% (level 1-18)
HEALING FROM ABILITIES 3-20% (level 1-18) 9-30% (level 1-18)

Q - Crescendum, the Chakram

MINI CHAKRAM DAMAGE 24%-164% AD (scales non-linearly with 1-20 mini Chakrams) 15%-138.5% AD (scales nonlinearly with 1-20 mini Chakrams)
SENTRY DAMAGE 25-85 (+35-50% bonus AD) 31-100 (+40-60% bonus AD)

Draven

Q bonus damage increased.

With less early game AD from his core build than in previous seasons, Draven’s been less able to… well, Draven. Sharpening up his blades so he can keep up with his adoring fans.

Q - Spinning Axe

BONUS DAMAGE 35/40/45/50/55 (+65/75/85/95/105% bonus AD) 40/45/50/55/60 (+70/80/90/100/110% bonus AD)

Gnar

Base attack damage decreased.

Baby beast is still throwing temper tantrums, and his threat and harass potential can be too much to handle. We’re pulling back some of his early lane power to give his enemies a chance to catch their breath (and maybe even Gnar’s boomerang).

Base Stats

ATTACK DAMAGE 59 57

Hecarim

Base armor increased. Q damage ratio increased.

We weren’t kidding—Hecarim needed help last patch, and he still does now. We’re doubling down on the buff to his Q and reverting part of his 11.9 nerf. Time to run free, horsey.

Base Stats

ARMOR 32 35

Q - Rampage

DAMAGE RATIO 75% bonus AD 85% bonus AD

Illaoi

Base mana growth increased.

With a smaller mana pool than other fighters, Illaoi often runs low on mana in later phases of the game. This leaves her between a rock and a hard place, where she has to carefully balance when to use mana to push faster and when she’s ready to take on challengers. To solve this, we’re increasing her mana scaling.

Base Stats

MANA GROWTH 40 50

Jarvan IV

W cooldown decreased.

Jarvan tends to lose steam early on in a fight, so we’re giving him more incentives to stay in the battle and continue protecting the faithful.

W - Golden Aegis

COOLDOWN 12 seconds 9 seconds

Kai'Sa

Q cooldown increased early.

This fearless predator has been making Pro play her prey. We’re looking to draw back some of her early game power by curbing her ability to control waves and giving her opponents more opportunities to punish her when her Q is down.

Q - Icathian Rain

COOLDOWN 8/7.5/7/6.5/6 seconds 10/9/8/7/6 seconds

Malphite

W on-hit damage increased.

Malphite’s been feeling more rock-soft than solid. Combined with Bramble Vest’s nerf in patch 11.11, he’s hit rock bottom. To buff up his trading in lane, we’re amping up the thunder in his claps so that he can hit like the ton of bricks he is.

W - Thunderclap

ON-HIT DAMAGE 10/20/30/40/50 (+10% armor) 15/25/35/45/55 (+15% armor)

Rammus

W base bonus armor increased. R cooldown decreased.

Everyone knows Rammus and Bramble Vest are best friends, so it should come as no surprise that he’s been feeling prickly after Bramble’s 11.11 nerf. To mend fences, we’re putting more armor in the armordillo and letting him slam down more often, so that he can continue running rings around his competition.

W - Defensive Ball Curl

BASE BONUS ARMOR 30 40

R - Soaring Slam

COOLDOWN 130/110/90 seconds 110/95/80 seconds

Nasus

Passive life steal decreased.

With the patch 11.11 buff to Divine Sunderer, Nasus has been a top dog (literally) in Average play, where he’s able to stay in lane and farm until the cows come home. We’re targeting this by reducing the amount of life steal he can get when he has easier access to minions.

Passive - Soul Eater

LIFE STEAL 12/18/24% (level 1/7/13) 10/16/22% (level 1/7/13)

Renekton

Q non-champion healing reduced.

This croc has been up and down the block in Pro play. With resourceless sustain and waveclear, he’s able to wade into lane and neutralize most matchups, then force fights by jumping on a victim with his point-and-click CC. To address this, we’re scaling back his healing.

Q - Cull the Meek

NON-CHAMPION HEALING 3/4/5/6/7 (+4% bonus AD) 2/3/4/5/6 (+3% bonus AD)
EMPOWERED NON-CHAMPION HEALING 9/12/15/18/21 (+12% bonus AD) 6/9/12/15/18 (+9% bonus AD)

Talon

W initial damage decreased; and return damage increased.

Since our 11.10 nerfs, Talon’s settled in well—he’s about as strong as before in Elite play. We’re giving him another tap down by shifting power away from the initial part of his W and slightly lowering its overall scaling. To balance also giving a small boost to the second half of Rake, which is easier to dodge.

W - Rake

INITIAL DAMAGE 45/60/75/90/105 (+55% bonus AD) 40/50/60/70/80 (+40% bonus AD)
RETURN DAMAGE 45/70/95/120/145 (+70% bonus AD) 50/80/110/140/170 (+80% bonus AD)

Udyr

R cone damage decreased.

Tank Phoenix Udyr has been rampaging across Pro play. We’re pecking down the damage he gets from tank builds, but compensating for when he wants to go AP bird instead.

R - Phoenix Stance

CONE DAMAGE 60/110/160/210/260/310 (70% AP) 50/95/140/185/230/275 (80% AP)

Varus

W maximum bonus damage decreased.

Varus’ buff in patch 11.4 on his W made his Lethality builds especially powerful, so we’re pulling back accordingly.

W - Blighted Quiver

MAXIMUM BONUS DAMAGE FROM TARGET'S MISSING HEALTH 10.8/14.4/18/21.6/25.2% 9/12/15/18/21%

Wukong

Base damage growth decreased. Q damage ratio decreased.

Before the buffs to Divine Sunderer and Black Cleaver in patch 11.11, Wukong was already performing well. We knew the boost to his core items could tip him over the edge, but we weren’t sure exactly where he’d land—and now that we do, we’re hoping to directly offset the power that he gained.

Base Stats

ATTACK DAMAGE GROWTH 4 3.5

Q - Crushing Blow

DAMAGE RATIO 50% bonus AD 45% bonus AD

Ziggs

Q base damage increased later. R missile speed increased.

Ziggs hasn’t been around much lately, so we’re tossing him a bomb bone by strengthening his Q to spike harder in mid game. More importantly, we’re giving his ult a significant speed buff. This should make it more reliable when casting from long ranges while strengthening his powerful AoE damage in teamfights.

Q - Bouncing Bomb

BASE DAMAGE 85/130/175/220/265 85/135/185/235/285

R - Mega Inferno Bomb

MISSILE SPEED 1550 2250 (minimum 1.2 seconds travel time)

Bugfixes/QoL Changes

  • Recolored Traditional Karma's ability VFX
  • Battlecast Skarner's VO when he purchases Frostfire Gauntlet has been restored
  • Fixed Warden's Mail and Randuin's Omen's tooltips to properly count blocked damage from their Rock Solid passives
  • Black Cleaver now properly appears in the Movement tab of the in-game shop
  • Gragas' W - Drunken Rage now properly triggers Manaflow Band and Tear of the Goddess
  • Poppy's W - Steadfast Presence now properly works against Stridebreaker's Halting Slash passive
  • Trundle's Passive - King's Tribute no longer triggers if he's near Baron Nashor a few seconds after it spawns
  • Dead allies can no longer stack Demolish with the player against the same turret

Upcoming Skins & Chromas

The following skins will be released in this patch:


The following chromas will be released this patch: