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Latest Patchnotes

Patch Notes v7.14

Quote.png Salutations, Summoners,

Welcome to patch 7.14. This patch drops a lot of names we haven’t heard in a while, from Singed to Garen to Diana to… well at this point, we’re just rattling off the table of contents in random order. Many of these champions have been sitting in obscurity for a while, and we’re happy to dust them off.

We’ve got some shake-ups on the item front as well. The Thornmail update gives tanky champs access to Grievous Wounds, with Bramble Vest as a stepping stone component along the lines of Hexdrinker, QSS, and other “I build into a bigger version of myself” items. We’ve also taken the lethality items into the shop to ensure they’re offering assassins meaningful, satisfying choices.

And finally, we'd be remiss not to mention the shadow lurking on the horizon. Keep an eye out for Kayn, not that it'll matter once he steps out from the wall behind you.

Nothing personal, kid. Unquote.png
Aether.jpg Paul "Aether" Perscheid

Gentleman Gustaf.jpg Mattias "Gentleman Gustaf" Lehman

JinxSquare.png Lucas "Luqizilla" Moutinho

Mid-Patch Updates

7/18/2017 Bugfixes


  • BUGFIX: Fixed a bug causing Kayn's UI to break, sometimes preventing him from transforming altogether
  • BUGFIX: Kled no longer ends up in a weird spot if Kayn uses R - Umbral Trespass on him to avoid the targeted dash at the end of R - Chaaaaaaaarge!!!

7/17/2017 Balance Update

Duskblade of Draktharr

Quote.png While we wanted to make Duskblade a better purchase, we definitely went overboard. Reining in Nightstalker's damage spike is a quick fix to curb the mid-game dominance its users are enjoying; further changes will likely follow in 7.15 as well. Unquote.png
  • NIGHTSTALKER DAMAGE: 105-360 (at levels 1-18) ⇒ 55-360 (at levels 1-18)

7/13/2017 Balance Update


Quote.png We're reducing Singed's durability since the movement speed from his new passive has added significantly to his survivability in skirmishes and fights. Unquote.png
  • BASE HEALTH: 610 ⇒ 580
  • HEALTH GROWTH: 90 ⇒ 85
  • INSANITY POTION COOLDOWN: 100 seconds at all ranks ⇒ 120/110/100 seconds


Quote.png Last patch's hits to Nunu's survivability weren't enough to stop the yeti from rolling over his competition. So, we've got a few more. Unquote.png
  • BASE HEALTH: 575 ⇒ 535
  • HEALTH GROWTH: 90 ⇒ 85
  • MOVEMENT SPEED: 350 ⇒ 345

Custom Games

  • BUGFIX: Players are once again able to trade champions in Champion Select for custom games



Quote.png Kayn, the Shadow Reaper will be unleashed on the Rift later during patch 7.14. In the meantime, learn more about the shadow and his scythe here: Unquote.png


Damage reduction on R increased.
Quote.png Alistar has always needed to get up close and personal, but these days he has to stay there a bit longer to access the full extent of his crowd control. As a result, the Minotaur needs to be a bit tankier when he commits to a fight. Unquote.png

  • Unbreakable Will.png R - Unbreakable Will
    • DAMAGE REDUCTION: 50/60/70% ⇒ 55/65/75%
    • NEW CLARITY: Now displays how much damage Unbreakable Will is mitigating per damage instance (visible only to Alistar and his attacker)


Attack speed per level down.
Quote.png Our goals today are the same as patch 7.11: we’re continuing to trim strengths aside from Caitlyn’s primary contributions (smart trap placement and juicy Headshots). Our previous changes to reduce the Sheriff’s sustained damage in the late game didn’t go far enough in this direction so we’re continuing along the path. Unquote.png

Base stats



E now only applies to next three attacks, but does significantly more damage. Q mana cost down. W silence duration up at earlier ranks.
Quote.png In theory, Vorpal Spikes is a lot of consistent power for a melee character. In practice, Cho’Gath’s low mobility makes it a struggle to land more than a few attacks on any moving target. We’re windowing Vorpal Spikes so Cho’Gath only needs to land a few attacks to get the full value, and adding a slow to the ability to give him a better shot at doing so. Unquote.png

UPDATED VorpalSpikes.jpg E - Vorpal Spikes

Cho’Gath’s next 3 basic attacks launch spikes that damage and slow all targets hit.
  • NEW COOLDOWN: 8/7/6/5/4 seconds
  • NEW COST: 30 mana
  • BASE DAMAGE: 20/35/50/65/80 (+0.3 ability power) (unchanged)
  • NEW MAX HEALTH DAMAGE: 4% target’s maximum health (+0.5% per Feast stack)
  • NEW DECAYING SLOW: 30/35/40/45/50%, decaying over 1.5 seconds
  • NEW SET AND SPIKE: Now grants 50 extra basic attack range
  • NEW SPEEDY SPIKES: Now resets Cho’Gath’s basic attack timer
  • BUGFIX: Now correctly applies Hunter’s Talisman’s health drain

Rupture.jpg Q - Rupture

  • DAMAGE: 80/135/190/245/305 ⇒ 80/135/190/245/300
  • COST: 90 mana ⇒ 60 mana

FeralScream.jpg W - Feral Scream

  • SILENCE DURATION: 1.5/1.625/1.75/1.875/2 seconds ⇒ 1.6/1.7/1.8/1.9/2 seconds


Passive’s attack speed now procs off spellcasts and increases with E rank. Passive attack now restores mana. Q cooldown reduced at early levels. W mana cost reduced at early levels.
Quote.png Diana’s a champion with fractured identities, sitting somewhere in the middle of assassin and diver, laner and jungler. While this multifaceted nature works for some champions, we’ve seen what happens when an assassin gets to be tanky, or when a diver gets to blow people up. This makes Diana difficult to tune on a patch-by-patch basis, since we can’t responsibly balance Diana around a single identity without first giving her the tools to succeed in that role. (Read: she needs an update.) In the meantime, it’s plain to see Diana simply isn’t fitting in anywhere. We’re tackling two aspects of Diana that hold true regardless of playstyle by alleviating some of her mana problems and better rewarding Diana for playing into her spellcaster/basic-attacker playstyle - the dual nature we’re happy to support. Unquote.png

MoonsilverBlade.png Passive - Moonsilver Blade

  • ATTACK SPEED: Passively grants 20% attack speed ⇒ Diana’s spellcasts grant 20% attack speed for her next 3 attacks, increasing with Moonfall’s rank
  • NEW MANA RESTORE: Moonsilver Blade’s attack restores mana equal to 15% of Diana’s ability power

CrescentStrike.png Q - Crescent Strike

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

PaleCascade.png W - Pale Cascade

  • COST: 60/70/80/90/100 mana ⇒ 40/55/70/85/100 mana

Moonfall.png E - Moonfall

  • NEW ATTACK SPEED: Increases Moonsilver Blade’s attack speed bonus to 50/60/70/80/90%


Passive’s movement speed down. R no longer grants Duelist’s Dance’s movement speed when near the target.
Quote.png Playing around Vitals gives Fiora a lot of power, but her opponents are at too much of a disadvantage to stop her from doing so. When Fiora’s striking lone Vitals, the movement speed Duelist’s Dance provides often lets her escape retaliation. When Fiora goes all-in with her ultimate, the movement speed she gets allows her too much leeway to out-maneuver her opponent even before hitting any Vitals at all. In both cases, Fiora’s movement speed rewards need to be toned down so opponents have a fair chance to win the game of footsies. Unquote.png

Duelist's Dance.png Passive - Duelist's Dance

  • BONUS MOVEMENT SPEED: 20/30/40/50% ⇒ 15/20/25/30%

BladeWaltz.jpg R - Grand Challenge

  • REMOVED DANCE FLOOR: Grand Challenge no longer grants Duelist’s Dance’s movement speed while near the target


Passive modernization (and buff). W now grants damage reduction and tenacity briefly after activation, E AD ratio per spin up.
Quote.png Garen provides his opponents with a healthy amount of counterplay as his opponents learn to kite. This leaves Garen with not that much skill expression of his own, making the “skill” in “skill matchup” pretty one-sided. We’re giving Courage a skill check to make Garen a little less straightforward, letting the beastliest Garens flex their muscles and show off. While we were on Garen, we took this opportunity to modernize his passive by shifting it from a 3-tier model to one that transforms once around the end of laning phase. All in all, we still think there’s more that can be done to make Garen more compelling in the future, so take these changes as the start of a larger Garen conversation. Unquote.png

Perseverance.jpg Passive - Perseverance

  • OUT OF COMBAT HEALTH REGEN: 2%/4%/10% maximum health per 5 seconds (at levels 1/11/16) ⇒ 2%/8% maximum health per 5 seconds (at levels 1/11)
  • OUT OF COMBAT TIMER: 9/6/4 seconds (at levels 1/11/16) ⇒ 9/4 seconds (at levels 1/11)
  • NEW DEMACIAN BOLDNESS: Regeneration increases to 4/16% maximum health per 5 seconds when Garen is below 25/50% maximum health (at levels 1/11)

Courage.jpg W - Courage

  • NEW CLARITY: Now displays how much damage Courage is mitigating
  • NEW STEEL YOUR COURAGE: Now grants Garen 60% damage reduction and tenacity for the first 0.75 seconds, returning to the normal 30% damage reduction for the remaining duration thereafter

Judgment.jpg E - Judgment

  • RATIO PER SPIN: 34/35/36/37/38% total attack damage ⇒ 36/37/38/39/40% total attack damage


W cast range decreased.
Quote.png We've begun a multi-patch project to assess which vision-granting abilities should give vision, and which ones just sort of... do (see below). In Ivern's case, Brushmaker generally requires an ally to walk into it to be valuable, and so we think the vision granted makes sense; itís just castable at too high a range. We're aware this has ramifications beyond Ivern's ability to scout, and if the change results in a larger power-down than expected (this is meant to hit Ivern's utility and safety) we'll follow up accordingly. Unquote.png

Brushmaker.png W - Brushmaker

  • CAST RANGE: 1600 ⇒ 800


Self-slow on W decreased in intensity.
Quote.png Defensive Ball Curl’s self-slow is proving a bit too painful for Rammus players, so we’re tuning it less aggressively. Plus, with this patch’s Thornmail update having less synergy with the Armordillo’s passive (less armor and less armor scaling on the new Thornmail), the Armordillo could use a buff anyway. Unquote.png

DefensiveBallCurl.jpg W - Defensive Ball Curl

  • SELF SLOW: 60% ⇒ 30%
  • BUGFIX: Defensive Ball Curl now properly increases the size of Iceborn Gauntlet’s slow zone


New passive grants movement speed when passing by other champions. Base and scaling health increased. Q base damage down, AP scaling up. W now grounds enemies within it.
Quote.png Singed isn’t on our VGU list for the near future, so we wanted to find opportunities to bring Singed’s existing abilities into 2017. The big issues we wanted to address: his build inflexibility and his struggles against slippery champions.

Empowered Bulwark meant that Singed relied on mana items for efficient durability. Instead, we’re giving him higher base durability and letting him itemize more freely. His new passive ensures Singed has the stickiness and closing power a growing melee champion needs.

While Noxious Slipstream should assist him in getting to opponents, Singed is still harshly countered by slippery champions. Mega Adhesive grounding those standing within it should give Singed more of a chance to get to those champions.

Finally, we’re shifting Poison Trail’s damage from base values into scaling so Singed can feel good about building damage when snowballing, rather than always feeling best about Righteous Glory. Unquote.png

Base stats

  • BASE HEALTH: 542.76 ⇒ 610
  • HEALTH GROWTH: 82 ⇒ 90

NEW EmpoweredBulwark.jpg Passive - Noxious Slipstream

  • NAME: Empowered Bulwark ⇒ Noxious Slipstream
  • NEW NOXIOUS SLIPSTREAM: When Singed passes within 225 range of a champion, he drifts off of them, gaining 20% bonus movement speed for 2 seconds. This effect has a champion-unique 10 second cooldown.
  • REMOVED EMPOWERED BULWARK: Singed no longer gains health based on his maximum mana

PoisonTrail.jpg Q - Poison Trail

  • BASE DAMAGE: 44/68/92/116/140 ⇒ 40/60/80/100/120
  • RATIO: 0.6 ability power ⇒ 0.8 ability power
  • UPDATED MORE CLOUDY: Particle size increased to more clearly represent the poison’s area of effect
  • BUGFIX: Poison trail no longer visually disappears when Singed leaves enemies’ vision

MegaAdhesive.jpg W - Mega Adhesive

  • AREA DURATION: 5 seconds ⇒ 3 seconds
  • NEW EXTRA STICKY: Now grounds units within the Mega Adhesive puddle
  • SLOW: 35/45/55/65/75% ⇒ 40% at all ranks
  • REMOVED LINGER: Mega Adhesive’s slow no longer lingers for 1 second after enemies leave the puddle
  • COST: 70/80/90/100/110 mana ⇒ 60/70/80/90/100 mana
  • COOLDOWN: 14 seconds at all ranks ⇒ 17/16/15/14/13 seconds

Fling.jpg E - Fling

  • COST: 100/110/120/130/140 mana ⇒ 80/95/110/125/140 mana

InsanityPotion.jpg R - Insanity Potion

  • COST: 150 mana ⇒ 100 mana
  • BONUS STATS: 35/50/80 ⇒ 35/60/85


Mana regen increased at early levels. Q heals more; charge model updated. E cooldowns higher early; lower later. E deals more damage and stuns for the same duration at all ranks.
Quote.png While Taric’s ult makes him one of the best supports in the late game, the penalty he’s paying in the early game is currently too steep. Starlight’s Touch is lackluster at early ranks, but prioritizing it can feel like a trap since its mana cost shoots through the roof for the 10-healing-per-charge each rank provides. While the core concept of Starlight’s Touch remains the same, we’re updating most of the details to make it a much more satisfying part of Taric’s kit. We’re also upping Dazzle’s payoff. It’s a fairly difficult ability to land, and for how vulnerable Taric becomes when Dazzle misses, he deserves to win trades a bit more convincingly when it connects. Unquote.png

Base stats

  • MANA REGEN: 5 per 5 seconds ⇒ 8.5 per 5 seconds
  • MANA REGEN GROWTH: 1 ⇒ 0.8

Imbue.jpg Q - Starlight's Touch

  • HEALING PER CHARGE: 20/30/40/50/60 (+0.2 ability power) (+1.5% Taric’s bonus health) ⇒ 30 (+0.2 ability power)(+1% Taric’s maximum health)
  • MAX CHARGES: 3 at all ranks ⇒ 1/2/3/4/5
  • COST: 60/80/100/120/140 mana ⇒ 70/80/90/100/110 mana
  • NEW COOLDOWN: 3 seconds
  • RECHARGE RATE: 15 seconds (unchanged)
  • UPDATED BRAVADO: Bravado-empowered attacks reduce Starlight’s Touch’s recharge timer by an additional 5 seconds ⇒ reduce Starlight’s Touch’s cooldown by 1 second and instantly grant a charge

Dazzle.jpg E - Dazzle

  • DAMAGE: 60/105/150/195/240 ⇒ 100/145/190/235/280
  • COOLDOWN: 15 seconds at all ranks ⇒ 17/16/15/14/13 seconds
  • STUN DURATION: 1/1.125/1.25/1.375/1.5 seconds ⇒ 1.25 seconds at all ranks


Mist Walker base damage down early game. Maiden of the Mists health up late game. Mist Walkers more responsive, graves more consistent.
Quote.png Yorick does quite well in the early game, but the Shepherd of Souls falls off pretty hard as the game goes on. We want to support his mid-to-late-game split pushing fantasy, so we’re giving the Maiden more late-game durability and a lower cooldown to increase her uptime. Unquote.png

Shepherd of Souls.jpg Passive - Shepherd of Souls

  • NEW MIST JUMPERS: Mist Walkers now attack immediately upon landing from the E Jump
  • MIST WALKER BASE DAMAGE: 10-95 (at levels 1-18) ⇒ 2-100 (at levels 1-18)
  • MIST WALKER RATIO: 0.3 total attack damage (unchanged)
  • GRAVE DESPAWN RANGE: 1600 ⇒ 2000

Eulogy of the Isles.jpg R - Eulogy of the Isles

  • COOLDOWN: 160/150/140 seconds ⇒ 160/130/100 seconds
  • BASE HEALTH: 700/1500/3000 ⇒ 700/1500/4000

Mid-Patch 7.13 Balance Update

Quote.png The changes here were made partway through patch 7.13. We’re re-posting them here for anyone who missed ‘em in the update to the 7.13 patch notes. Unquote.png

  • Nunu
    • BASE HEALTH REGEN: 7 per 5 seconds ⇒ 5 per 5 seconds
    • ARMOR: 26.38 ⇒ 23

  • Zac



Now provides health. Now applies Grievous Wounds to attackers
Quote.png Against champions and teams that lean on heavy healing and regeneration effects, tanky melee types sometimes feel like they’re actually hurting their team by serving as convenient health batteries. While mages have Morellonomicon and other carries have Executioner’s Calling to help focus down healing-oriented threats, we wanted to make sure that melee champs can at least force high-sustain damage dealers to look elsewhere for their healing. Unquote.png
  • BUILD PATH: Cloth Armor + Chain Vest + 1250 gold ⇒ Bramble Vest + Ruby Crystal + Warden’s Mail + 400 gold
  • TOTAL COST: 2350 ⇒ 2900 gold
  • ARMOR: 100 ⇒ 75
  • NEW HEALTH: 250
  • UPDATED UNIQUE PASSIVE - THORNS: Upon being hit by a basic attack, reflects magic damage equal to 25 + 10% of your bonus Armor, inflicting Grievous Wounds on the attacker for 1 second.
  • NEW UNIQUE PASSIVE - COLD STEEL: When hit by basic attacks, cripples source’s attack speed by 15% for 1 second.

Bramble Vest

Quote.png Thornmail’s redesign makes it a strong answer to healing-heavy comps, but its price point is too high for it to serve as a timely reaction to an out-of-control threat. We’re introducing Bramble Vest to make the Thorns passive available at lower gold investments. This is a paradigm you’re probably familiar with on other items: Hexdrinker into Maw of Malmortius, Quicksilver Sash into Mercurial Scimitar, etcetera. Unquote.png
  • BUILD PATH: Cloth Armor + Cloth Armor + 300 gold
  • ARMOR: 35
  • UNIQUE PASSIVE - THORNS: Upon being hit by a basic attack, reflects 20 magic damage, inflicting Grievous Wounds on the attacker for 1 second.

UPDATED Ancient Coin Line

Quest reward now grants movement speed to approaching allies instead of an early skill point.
Quote.png While an early skill point was a unique and novel reward for Ancient Coin’s quest, it also didn’t line up well with what Coin’s core users want to do: guide their team into and out of fights (your Rakans, your Jannas). We’re replacing it with a more familiar effect that provides supports the means to serve as “GO HERE” guideposts for their teammates, giving them the edge when determining where a fight goes down. Unquote.png
  • QUEST REWARD: Favor is upgraded to Emperor’s Favor and you get an elixir that grants a bonus skill point ⇒ nearby allies gain 8% movement speed when moving toward you

Randuin's Omen

Build path updated. Grants more health.
Quote.png Randuin’s is the item to buy when you’re looking to counter crit-focused champions, but even then, it’s a bit weaker than it ought to be. We’re giving Randuin’s a bit more bang for the buck and changing its build path to make it easier to to pivot away from (or toward) as the situation warrants. Unquote.png
  • BUILD PATH: Ruby Crystal + Ruby Crystal + Warden’s Mail + 1100 gold ⇒ Giant's Belt + Warden's Mail + 900 gold (2900 gold total cost unchanged)
  • HEALTH: 350 ⇒ 400

Recommended Items Pass

Quote.png We’ve updated the default recommended items pages for a bunch of champions (mainly supports) to reflect some of the item updates from across the season. Unquote.png

Lethality Items

General Notes

Quote.png We originally introduced lethality to give us finer control over flat armor penetration’s impact at various points in the game and to separate assassin items from those of other physical damage dealers. As they exist today, lethality items are generally on the weak side and aren’t offering assassins real choice in their builds (just rush Ghostblade every game).

Looking at the options, Youmuu’s Ghostblade (roaming power) and Duskblade of Draktharr (damage proc, vision denial) should be competing for an assassin’s first buy as the pure-offense Dirk upgrades. In practice, Duskblade is behind the curve on pretty much every front. We’re leveling the playing field between the two blades in terms of build path, cost, and stats to create a more compelling choice.

As a result of this work, Ghostblade is reclaiming its monopoly on movement speed among armor penetration items. But, with mobility removed, the Dirk items need a different way to help assassins carry advantages forward. Changing lethality from enemy-scaling to self-scaling fills this gap while advancing our original goals by pushing it further away from bot-laners (who tend to be lower level).

Final note: Dirk’s upgrades have generally lost attack damage and gained lethality. The idea here is similar to our durability work in midseason: siphon strength out of the generalist stat (attack damage) and into the specialized stat (lethality). Unquote.png
  • SCALING: Lethality grants armor penetration based on your target’s level ⇒ your level
  • CLARITY: Item tooltips now display the current amount of armor penetration lethality is granting you
  • STATS: Completed lethality items grant more lethality and (except for Edge of Night) less attack damage
  • REMOVED MOBILITY: Except for Youmuu’s Ghostblade, lethality items no longer grant out-of-combat movement speed

Serrated Dirk

Passive updated to grant your next ability bonus damage after killing a unit.
Quote.png The Headhunter passive rewards assassins for premeditated trades and kill attempts, adding a chunk of damage to their combos if they last-hit a minion or monster before going on the offensive. It also serves as a wave or camp clearing tool for champions with area-effect abilities, enabling the roaming Dirk’s movement speed previously encouraged. Bonus context: Headhunter is basically Dirk’s original passive with a facelift. Where the previous version was a smaller, persistent effect best suited for ranged poke and harass (proccing off basic attacks and single-target spells), this one’s a larger effect on a cooldown that triggers off any damaging ability. Headhunter is better aimed at assassins than the original and should be more rewarding for them to play around. Unquote.png
  • NEW ? UNIQUE PASSIVE: Headhunter: After killing an enemy, your next damaging spell will deal 40 bonus physical damage to all enemies it hits (30 second cooldown)
  • REMOVED OUT OF COMBAT MOVEMENT SPEED: No longer grants 20 out of combat movement speed

Poacher's Dirk

Quote.png Inheriting the changes to Serrated Dirk. This is a pretty significant buff to clearing speed! Unquote.png
  • NEW ? UNIQUE PASSIVE: Headhunter: After killing an enemy, your next damaging spell will deal 40 bonus physical damage to all enemies it hits (30 second cooldown)
  • REMOVED OUT OF COMBAT MOVEMENT SPEED: No longer grants 20 out of combat movement speed

Duskblade of Draktharr

Builds out of Caulfield’s Warhammer instead of B. F. Sword and grants cooldown reduction. Cost decreased. Lethality up, attack damage down. Nightstalker proc scales with level instead of lethality.
Quote.png Duskblade has the harshest build path of any Dirk upgrade as well as a passive that’s most effective in a glass cannon build (which leaves assassins susceptible to being blown up in fights before they can get their combos off). Both these factors make it unattractive as a first purchase, leaving Youmuu's as the only option for every AD assassin. To make Duskblade more competitive, we’re giving it Youmuu's cost and build path, and ensuring Nightstalker stands on its own even if Duskblade’s the only lethality item an assassin gets to buy. Unquote.png
  • BUILD PATH: Serrated Dirk + B. F. Sword + 850 gold ⇒ Serrated Dirk + Caulfield’s Warhammer + 700 gold
  • TOTAL COST: 3250 gold ⇒ 2900 gold
  • LETHALITY: 15 ⇒ 18
  • ATTACK DAMAGE: 65 ⇒ 55
  • REMOVED OUT OF COMBAT MOVEMENT SPEED: No longer grants 20 out of combat movement speed
  • NEW COOLDOWN REDUCTION: Now grants 10% cooldown reduction
  • NIGHTSTALKER DAMAGE: 75 (+2.0 lethality) true damage ⇒ 90 + 15 per level (105 - 360 at levels 1-18) physical damage
  • NEW NIGHTSTALKER SLOW: Nightstalker now slows the target by 99% for 0.25 seconds
  • NIGHTSTALKER PROC WINDOW: Within 4 seconds ⇒ 5 seconds of being seen

Youmuu's Ghostblade

Grants even more movement speed. Lethality up, attack damage down.
Quote.png Doubling down on Ghostblade’s identity as the mobility-oriented Dirk upgrade, now that it’s the only one that grants movement speed. It already offers every damage stat a physical assassin wants (attack damage, lethality, and cooldown reduction) so we didn’t need to do much else here. Unquote.png
  • TOTAL COST: 2900 gold (unchanged)
  • LETHALITY: 15 ⇒ 18
  • ATTACK DAMAGE: 60 ⇒ 55

Edge of Night

Grants health instead of magic resist. Lethality up.
Quote.png Edge of Night faces steep competition with Maw of Malmortius and Mercurial Scimitar in the “magic resist items for squishy champs” space - a competition it tends to lose. We’re switching the MR to health so assassins can buy Edge and Maw or Scimitar, making it viable against all-physical-damage teams in the process. This does come with a downside: the health makes it harder to maximize the Giant Slayer bonus from Lord Dominik’s Regards (especially if The Black Cleaver’s in the mix as well). Unquote.png
  • BUILD PATH: Serrated Dirk + Pickaxe + Null-Magic Mantle + 675 gold ⇒ Serrated Dirk + Pickaxe + Ruby Crystal + 725 gold
  • TOTAL COST: 3100 gold (unchanged)
  • REMOVED OUT OF COMBAT MOVEMENT SPEED: No longer grants 20 out of combat movement speed
  • LETHALITY: 15 ⇒ 18
  • ATTACK DAMAGE: 55 (unchanged)
  • NEW HEALTH: Now grants 250 health
  • REMOVED MAGIC RESIST: No longer grants 35 magic resist


Medium sized Krugs can now be Smited!
Quote.png Medium Krugs do enough damage and have enough health that Smiting them isn’t really a waste of cooldown, so we’re giving you the ability to do so. Unquote.png

Vision Abilities

Quote.png A number of abilities in League of Legends grant vision, whether through a debuff on the champions it hits or a summoned object that grants vision around itself. Abilities like Hawkshot obviously should give vision, because that’s their job. We’re starting from removing vision from some summoned terrain - like Pillar of Ice - which are primarily used for other purposes (disruption in this case), yet also give vision for some reason. Brushmaker, on the other hand, generally requires an ally to walk into it to be valuable, and so we think the vision granted makes sense; it’s just castable at too high a range. Overall, we’ll looking at vision-granting abilities in future patches in order to create more consistency around the “uh-oh, they can see me!” experience. Unquote.png
  • Trundle’s E - Pillar of Ice no longer gives vision around the cast area
  • Ivern’s W - Brushmaker cast range changed to 1600 ⇒ 800
  • Anivia’s W - Crystallize no longer gives vision around the cast area

Attack & Ability Queueing

Quote.png Many abilities are meant to get champions within striking range of their foes. In these situations, we often add an attack command at the end of the ability so champions aren’t standing around awkwardly after closing in on an enemy. Based on how input queueing works in League, however, this attack command overwrites any attempt to queue a second ability during the original ability’s cast time. We’re modifying a bunch of abilities so the hidden attack command no longer overwrites spell queueing attempts, but will still work if a second ability isn’t cast. Let us know if you think we’ve left something off the list! Unquote.png
  • THIS IS A BIT CONFUSING: Changed several interactions where abilities overwrote any spell queuing commands, instead forcing the caster to immediately begin basic-attacking once the ability completed.
  • SO HERE’S AN EXAMPLE: If Pantheon tried to queue E - Heartseeker Strike during W - Aegis of Zeonia’s dash, he’d begin basic-attacking the target once Aegis of Zeonia completed instead of casting Heartseeker Strike.
  • BUT WHAT ABOUT MY…: This change only affects the following abilities:

Affected abilities

  • Aatrox’s Q - Dark Descent
  • Amumu’s Q - Bandage Toss
  • Darius’s E - Apprehend
  • Ekko’s E - Phase Dive and R - Chronobreak
  • Elise’s Spider Q - Venomous Bite
  • Evelynn’s E - Ravage
  • Irelia’s Q - Bladesurge
  • Kha’Zix’s Q - Taste Their Fear
  • Kindred’s E - Mounting Dread
  • Lee Sin’s Q - Resonating Strike
  • Maokai’s W - Twisted Advance
  • Pantheon’s W - Aegis of Zeonia
  • Poppy’s E - Heroic Charge
  • Rek’Sai’s R - Void Rush
  • Talon’s Q - Noxian Diplomacy

Ranked Flex

Quote.png It sucks to be working your way up the Ranked Flex ladder with a group of friends, and then suddenly have your group become invalidated because someone happened to advance into the next tier before the rest of the group. This was happening a lot for groups around Diamond, where restrictions really started tightening, so we’re relaxing the high-MMR restrictions originally placed on Flex parties. Unquote.png
  • RELAXED RESTRICTIONS: Ranked Flex party restrictions are the same as Solo Queue (Diamond, Master, and Challenger parties have tighter restrictions) ⇒ identical for all Tiers. All Ranked Flex parties can now include players within one Tier, including Diamond, Master, and Challenger parties.

Rotating Game Mode


Quote.png Dark Star: Singularity runs from 7/14/17 12:00 PT to 7/18/17 04:00 PT and 7/21/17 11:00 PT to 7/25/17 04:00 PT. Play as Dark Star Thresh in a 3v3 match on the Cosmic Ruins, which features a Dark Star Thresh announcer and chilling music. Unquote.png
  • Hook or Flay opposing players and Abyss Scuttlers into the black hole in the center of the map to gain points.
  • You’ll fly further the more damage you’ve taken, but you can’t die from health loss.
  • The first team to 100 points wins the round, and the first team to win two rounds wins the game.

Quote.png The Singularity calls. Will you answer? Unquote.png

2016 SKT T1 Skin Updates

Quote.png The 2016 SKT T1 skins have each received custom audio effects! In addition, water effects have been added to SKT T1 Nami’s loading screen art. Unquote.png


  • Fixed a bug causing the first raven of Swain’s R - Ravenous Flock to visually spawn from the blue side fountain
  • Phantom Dancer no longer prevents some champion abilities (primarily stealth effects) from ignoring unit collision when no enemy champions are nearby - the condition for Phantom Dancer’s own immunity to unit collision
  • Rek’Sai now properly marks targets for R - Void Rush even when the damage is completely blocked by a shield
  • Blast Cones no longer fizzle when triggered by a burrowed Rek’Sai at maximum attack range
  • Fixed a bug causing Ashe’s Passive - Frost Shot bonus damage to apply to inhibitors
  • Fixed a bug where several forms of loss-of-control effects (Fear, Flee, Taunt, Knockback, and Charm) weren’t properly cancelling Anivia’s R - Glacial Storm
  • When Zilean tries to walk into range to activate Passive - Time in a Bottle on an out-of-range ally, he’ll no longer cast his most recently-used ability instead once he gets into range. Something something time joke.
  • Zilean’s E - Time Warp cast range indicator has been reduced to match the actual range
  • Lucian’s Q - Piercing Light cast range indicator has been reduced to match the actual range
  • The second hit of Sejuani’s W - Winter’s Wrath no longer counts as a separate spellcast
  • Raptor’s Cloak is now purchasable on Howling Abyss. Not technically a bug, but felt like one since Banner of Command builds out of it.
  • Twitch no longer gets stuck as visually translucent if Guardian Angel triggers during Q - Ambush’s camouflage duration
  • Practice Tool’s “Lock XP” button now properly displays the ‘toggled’ state while active
  • Fixed a bug causing the profile page to sometimes display a lower ranking than your highest one
  • Fixed a bug where LeaverBuster and surveys would fail to show after Honor votes
  • Players on low-spec mode now see the celebration for earning 3+ Honor votes
  • Fixed a bug where Honor 1.0 buttons would still display at the end of game screen
  • Fixed a visual bug where a blue bar would appear in the transition between the Honor vote and the end of game screen
  • Reinder Kog'Maw's vintage loading screen border now properly displays for original owners of the skin
  • SKT T1 Nami's hair no longer twitches at the start of one of her idle animations
  • SKT T1 Ekko's W - Parallel Convergence no longer uses base VFX when Ekko's shield absorbs damage or when its bonus damage against low health targets procs
  • SKT T1 Olaf's Q - Undertow on-hit particles no longer become a massive disco if Undertow hits a moving target
  • Re-added Freljord Taliyah's voiceover for W - Seismic Shove
  • Restored custom audio effects for Heartseeker Orianna's basic abilities
  • Mecha Zero Sion's custom VO now plays on kills
  • Snow Day Ziggs's joke audio no longer restarts toward the end of the animation
  • The Star Guardian beginning-of-game music no longer overlaps with DJ Sona's music at the start of a match
  • Candy King Ivern no longer steals Jhin's taunt sound effects during his taunt animation
  • Snow Day Syndra's Q - Dark Sphere ground snowflake VFX now properly displays on Medium or lower settings
  • Gothic Orianna's model textures no longer change slightly depending on whether she's currently holding The Ball or not
  • The Mechs vs. Minions ward skin no longer has a confusingly bright shadow in champion select's ward skin selector

Upcoming Skins & Chromas

The following chromas will be released in patch 7.14:

All Patchnotes