It's time for preseason! This patch is less about the big meta shifts and gameplay evolution you've seen in preseasons past. Our focus is on refiningyour existing experience so the time you spend playing League is as satisfying as possible. We've got four major themes this year: laning phase is improved and slightly longer; comebacks are more achievable and satisfying; decided games resolve faster; and rune paths no longer dictate stat bonuses. As is customary, there are also bunch of changes that don't fit into those buckets too (Lissandra has a real passive now!).
This is the first sizable patch we've had in a few months, so there's surely something for you in it! Now get to reading, then get to playing.
Aatrox R duration decreased; now always grants max heal if Blood Well is over 80% filled.
Aatrox won't have as long to wreak havoc with the promise of revival during World Ender, but he'll max out the revive heal sooner. A few clarity improvements will help enemies make the best choice when deciding when and if to kill him the first time or wait out the clock to deny the revive.
HEAL ON REVIVE :[0.5% max health per 1% Blood Well]⇒ 0.5% max health per 1% Blood Well up to 80% Blood Well; 50% max health for 80% Blood Well or higher ;;(resource bar now turns red at the 80% mark);;
Ezreal W base damage increased; AP ratio now scales with rank. R damage decreased against minions and non-epic monsters but no longer falls off per target hit.
We promised we'd look out for AP Ezreal after his update, so we're back with a few more changes. Apart from some pure power-ups to W, we're also pushing the difference between builds by making Trueshot Barrage—which is stronger for AP Ezreal—a more powerful AoE teamfight ability.
W - Essence Flux
BASE DAMAGE :
[75/125/175/225/275]
⇒
80/135/190/245/300
RATIO :[0.7]⇒ 0.7/0.75/0.8/0.85/0.9 ability power
R - Trueshot Barrage
FALLOFF Damage is no longer reduced by 10% for each enemy hit (minimum 30%)
AIMED TOO HIGH Minions and non-epic monsters now take 50% reduced damage
Lissandra New passive. Mana regen growth increased. Q, W costs decreased. W damage decreased. Short E dashes are faster. R ratio decreased.
Despite her recent presence at Worlds, Lissandra's passive has always felt somewhat flat, particularly since her mana costs have been balanced around the free cast. As a result, many Lissandra players feel like they don't actually have a passive. We're getting rid of Iceborn and introducing Iceborn Subjugation, rewarding her burst and pick strengths and synergizing with her AoE teamfight disruption.
Base stats
LEVEL 1 BONUS ATTACK SPEED Lissandra now has 5% bonus attack speed at level 1
MANA REGEN GROWTH :[0.4]⇒ 0.8
Basic attacks
ANIMATIONS : Adjusted to better match missile timing
MISSILE SPEED :[2000]⇒ 2200
Passive - Iceborn Subjugation
ICEBORN SUBJUGATION : When an enemy dies near Lissandra they become a Frozen Thrall. Frozen Thralls seek out living enemies, slowing their movement speed when nearby. After a few seconds, Frozen Thralls shatter from the intense cold, dealing magic damage in an area.
THRALL DURATION : Frozen Thralls chase enemies for 4 seconds before exploding
BASE DAMAGE : 120-520 (lv 1-18)
RATIO : 0.3 ability power
SLOW : 25%
ICEBORN Lissandra's old passive, Iceborn, has been removed
Q - Ice Shard
COST :[75]⇒ 60/63/66/69/72 mana
W - Ring of Frost
COST :[50]⇒ 40 mana
BASE DAMAGE :
[70/110/150/190/230]
⇒
70/100/130/160/190
RATIO :[0.4]⇒ 0.3 ability power
E - Glacial Path
CLAW SPEED :[850]⇒ 1200 decelerating to 640 (time to reach max distance still 1.25 seconds)
R - Frozen Tomb
RATIO :[0.7]⇒ 0.6 ability power
Taliyah Q cooldown, cost, Worked Ground duration decreased. Q multi-hit damage penalty now applies to everything, not just champions.
We're siphoning some of Taliyah's monster (and minion) killing strength into power that helps her in a wider variety of situations.
Q - Threaded Volley
COOLDOWN :
[11/9/7/5/3]
⇒
7/6/5/4/3
seconds
COST :
[60/70/80/90/100]
⇒
50/60/70/80/90
mana
MULTI-HIT DAMAGE :[Enemy champions]⇒ Everything takes 50% reduced damage from stone shards beyond the first
WORKED GROUND DURATION :[120]⇒ 45 seconds
COOLGROUND REDUCTION Worked Ground duration is no longer affected by cooldown reduction
Doran's Shield Passive regen now based on missing health.
Scaling regen means Doran's Shield will still be a powerful option against constant poke, but won't leave users impervious to all-ins.
UNIQUE PASSIVE : After taking damage from an enemy champ, regenerate [20 health over 10]⇒ [up to 30 health over 10 seconds based on missing health (cap at 25% missing health)]
Guinsoo's RagebladeUPDATED On-hit flat damage increased; ratios removed. Now grants armor and magic penetration. Stacks no longer grant AD/AP. Cost decreased.
Guinsoo's Rageblade can function as both a one-item power spike and a late-game scaling engine, which has led to numerous balance issues over time. This update leans into the former: The switch from percent AD/AP bonuses to hybrid penetration puts emphasis on base values rather than scalings, including Guinsoo's on-hit damage which is back to a flat 15. Penetration also plays poorly with Infinity Edge's true damage conversion, making Rageblade a less desirable pickup for champs who ultimately want to play the crit carry game. Finally, a cost reduction ties the bow on the Rageblade rush package.
PENETRATION Now grants 6.5-15% (lv 1-18) total armor and magic penetration
PERCENT AD/AP PER STACK No longer grants +2.5% bonus attack damage and ability power per stack (stacks still grant attack speed)
Jungle Items Monster Hunter gold penalty removed.
Other preseason changes increase the risks (farm bounties) and tradeoffs (turret plating) of the gold funneling strategy that originally caused us to introduce the Monster Hunter penalty, so we don't need it anymore.
MONSTER HUNTER Owning Hunter's Machete, Hunter's Talisman, or an un-upgraded Stalker's Blade or Skirmisher's Sabre no longer reduces gold granted by lane minions if you have the highest minion kill score on your team
Wards & Trinkets Control Ward inventory cap reduced. Trinkets scale with average level of all champs in the game instead of owner's level. Warding Totem ward duration decreased late.
Right now, the vision game overwhelmingly favors the team that's ahead. They have the most freedom to place wards and the most gold to put into vision denial via Control Wards. While helping ahead teams close games out is one of our preseason goals, vision does so in an incredibly slow, safe manner that reduces action. With a ton of other preseason changes designed to help decided games end faster, we're pulling back on how high the winning team's vision advantage can climb.
Turret Plating Outer turrets have extra resistances early but grant gold for each 1000 health they lose.
The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.
PLATING : Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)
PLATE STRENGTH : Turret plating grants 40 armor and magic resist at game start
PLATE BREAKING : Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARK : For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.
FALLOFF : Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible
Turret Adjustments Outer turret health increased; resistances removed. All turret AD scaling increased. First turret bonus reduced.
The first turret bonus and outer turret changes were made to accommodate turret plating (see above). Beyond those, turret damage is going up to add risk back into to dive attempts, while global gold is going down to shrink the teamwide snowball granted by one lane pulling ahead.
First Turret Bonus
FIRST BRICK :[300]⇒ 150 gold (reduced to accommodate turret plating gold)
Outer Turrets
HEALTH :[3800]⇒ 5000
AD SCALING :[4]⇒ 9 per minute
AD CAP :
[180 at 7:30]
⇒
278 at 15:00
ARMOR & MAGIC RESIST :[55]⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING :[+1 per minute]⇒ 0 (replaced by turret plating)
Minions Minion health, AD, and movement speed scaling increased. Cannon minions spawn faster earlier in the game.
Baron buff is meant to enable game-ending pushes, but it's become near-mandatory for a team to close out a match. We're making minion waves more effective at supporting sieges on their own so teams with huge advantages don't have to wait on Baron's respawn timer to end the game.
Global Minion Changes
UNIVERSAL STANDARD TIME : All minion stats now reach their max values at 37:00 unless otherwise stated
DAMAGE TO TURRETS :[60%]⇒ 50%
DAMAGE TO CHAMPIONS :[60%]⇒ 50%
MOVEMENT SPEED BONUS :
[+25 at 20 minutes]
⇒
+25/50/75/100 at 10/15/20/25 minutes
Melee Minions
MAX HEALTH :[1200]⇒ 1300
MAX ARMOR :[0 (no scaling)]⇒ 16
MAX AD :[12 (no scaling)]⇒ 80
BARON BUFF DAMAGE REDUCTION :
[75% from champions, 30% from turrets]
⇒
70% from champions, 0% from turrets
Caster Minions
MAX HEALTH :
[425 at 27:00]
⇒
485 at 37:00
(scaling simply continues for longer)
MAX AD :[Scales infinitely (60.5 at 37:00)]⇒ 120.5 (no longer scales infinitely)
BARON BUFF DAMAGE REDUCTION :
[50% from champions, 30% from turrets]
⇒
70% from champions, 0% from turrets
Cannon Minions
MAX HEALTH :
[Scales infinitely (2300 at 37:00)]
⇒
Still scales infinitely, but harder (2900 at 37:00)
MAX AD : Unchanged (scales infinitely, 77 at 37:00)
SPAWN EVERY 2 WAVES :[20]⇒ 15 minutes
SPAWN EVERY WAVE :[35]⇒ 25 minutes
TURRET DAMAGE TAKEN :
[14% max health per shot]
⇒
14/11/8/8% max healh per outer/inner/inhibitor/nexus turret shot
Super Minions
MAX HEALTH : Unchanged (scales infinitely; 4000 at 37:00)
BASE AD :[306]⇒ 225
MAX AD :
[Scales infinitely (431 at 37:00)]
⇒
Still scales infinitely (350 at 37:00)
BASE ATTACK SPEED :[0.694]⇒ 0.850
MINION AURA : No longer increases minion damage by 70% (still increases resistances)
BIG HEADS Super minions now show up on the minimap through fog of war
Epic Monster Respawn Time Epic monsters respawn faster.
Shorter downtime between major objectives pushes teams to fight more frequently and increases the uptime of buffs, leading to fewer stall-outs.
ELEMENTAL DRAKE RESPAWN TIME :[6]⇒ 5 minutes
ELDER DRAGON RESPAWN TIME :[8]⇒ 6 minutes
BARON NASHOR RESPAWN TIME :[7]⇒ 6 minutes
Elemental Drakes First spawn is later; respawn is faster. Gold and experience increased. Buff strength increased early.
We're increasing the value of early drakes so teams are less willing to give the first few away. Pushing initial spawn time back gives teams more time to prepare for that first drake fight.
Junglers have been slightly higher-level than intended following midseason's changes to camp experience. With the greater potential for impact that preseason offers junglers via stronger early drakes and a longer lane phase, we're toning the upper end of monster XP scaling down to get them back to their intended leveling pace.
(Note: All values below scale from monster level 1-7.)
GROMP XP :[115-190]⇒ 115-172.5
GREATER MURK WOLF XP :[65-107]⇒ 65-97.5
MURK WOLF XP :[25-41.5]⇒ 25-37.5
CRIMSON RAPTOR XP :[20-33]⇒ 20-30
RAPTOR XP :[20-33]⇒ 20-30
ANCIENT KRUG XP :[100-165]⇒ 100-150 (reminder: first clear still grants 30% reduced XP)
Now that mages aren't punished for going into Precision (via an unfavorable attack speed path bonus), we're pulling back on the AP incentive we added to Fleet Footwork earlier in the season.
HEAL AP RATIO :[0.5]⇒ 0.3 ability power
CelerityUPDATED Now amplifies movement speed bonuses rather than all movement speed; no longer grants adaptive force.
Movement speed and adaptive damage are two of the most generically valuable stats in League, so whenever Celerity was tuned to be strong, it was a must-pick for any champion. Removing the damage conversion lets us carve out a sharper identity: Now that we don't have to worry about excessive AD/AP in outlier cases, Celerity can grant larger movement speed bonuses for champs and teams with lots of haste effects. Switching from all movement speed to only bonus lets us push that niche further.
BONUS MOVEMENT SPEED : Movement speed [increased by 1.5%]⇒bonuses increased by 8%
DAMAGE CONVERSION No longer converts bonus movement speed to adaptive force
Dark HarvestUPDATED Now only procs on low-health targets but no longer requires a soul to have recently been collected. Cooldown partially resets on takedowns. No longer stacks off minions and monsters.
We like Dark Harvest's infinite-scaling fantasy, but haven't been thrilled with how often it leads to a single, super-loaded basic attack deciding fights before they even begin. We're reworking it to be an execute-focused keystone that only stacks via champion combat, with a reset system to make all-out brawls even more rewarding and a broader proc model to widen the pool of potential users.
Damaging a low-health champion deals bonus damage and harvests their soul, permanently increasing the damage of future procs.
PROC THRESHOLD : Dark Harvest procs against enemy champions below 50% health
Ravenous Hunter stands out as the clear best option in its row. We're taking its early sustain down a notch to make it less generically "the best". (Early defenses from rune stats are an indirect nerf that comes into play here as well.)
BASE HEALING :[2.5%]⇒ 1.5% (bonus per stack still 2.5%)
Demolish Charge-up time decreased. Base damage decreased.
We're giving Demolish a usability buff to make it more broadly appealing, but reducing its base damage to preemptively avoid it becoming a must-pick to snag turret plating gold.
CHARGE-UP TIME :[4]⇒ 3 seconds
DAMAGE :[175 (+30% max health)]⇒ 100 (+30% max health)
Shield BashNEW Gain bonus resistances while shielded. Your next basic attack after gaining a shield deals bonus damage.
We're adding a new Resolve minor rune to the first row, aimed at champs with self-shields as well as damage dealers with shield-granting allies, items, or runes.
SHIELD : While shielded, gain 1-10 (lv 1-18) bonus armor and magic resist
BASH : Whenever you gain a shield, your next basic attack against an enemy champion within 2 seconds of the shield expiring deals bonus adaptive damage
DAMAGE : 4-21 (lv 1-18) + 8.5% of the shield's strength + 1.5% bonus health
POSITION : Row 1
Bone Plating Damage block increased but duration decreased. Moved to row 2.
One of the subtle strengths of Bone Plating is that it's the only pure defense rune in Resolve's first row, therefore the only pick for champs who want defense in every slot. Adding flat resistances to the mix via Rune Stats would've made defense stacking overwhelming, so we're moving Bone Plating down to row 2. We're also sharpening it into an anti-burst rune to make it less generically effective.
Chrysalis was created to allow damage dealers to splash Resolve by compensating for the lack of damage stats offered by Resolve's path bonus. Selectable rune stats solve this problem, so Chrysalis is no longer needed.
Removed Removed
OvergrowthUPDATED Stacks now grant flat health rather than percent health. At 120 minion and monster deaths, gain a percent health bonus.
Switching to flat health as a "stack" bonus makes Overgrowth more appealing for non-tanks who go Resolve while the new unlockable percent health bonus keeps it rewarding for tanks too.
BODY COUNT :[+0.2% max health]⇒ [+3 flat health] per 8 nearby minion or monster deaths
FULL HOUSE At 120 minion and monster deaths, also gain an additional +2.5% max health
Kleptomancy Now procs off the next two basic attacks after using an ability rather than just the first. Wards no longer drop after 20 minutes.
Giving Kleptomancy a second proc broadens its user base beyond Ezreal champions whose abilities either reset or count as the basic attack that procs Klepto. We're also removing wards from the loot table after 20 minutes since at that point inventories are often filled with component items and the wards just immediately drop onto the ground.
PROC MODEL : After using an ability, your [next basic attack]⇒ next two basic attacks will grant 5 gold... or something nicer
Bounties Kill bounties increased at 4+ kills. Minion & monster gold advantages now factor into bounties. Bounties on the losing team reduced. Bounty payout per kill now capped.
The goal of our bounty changes is to help teams bounce back from slight to moderate deficits via higher rewards for successful comeback plays and lower payouts for dying when you're the one keeping your team in the game. We're also making a long-requested change: Bounties won't change until combat ends, so if you grab a bunch of kills in a teamfight, your value won't go up until you've at least had a chance to spend your gold. Finally, large bounties have been added to the scoreboard so you can spot the highest-value target to take out.
Kill Bounties
1-3 KILLS : 0/150/300 gold (unchanged)
4 KILLS :[375]⇒ 400 gold
5 KILLS :[450]⇒ 500 gold
6 KILLS :[500]⇒ 600 gold
ADDITIONAL KILLS :[+50]⇒ +100 gold
NEWMinion & Monster Gold Bounties
BUY THE FARM If, since their last death, a champion has earned 250 more gold from minions and monsters than the enemy team's average* during that time, their bounty increases by 50 gold, plus another 50 gold for each additional 150 gold their advantage grows by thereafter.
MATH : *Average is determined by dividing the enemy team's minion and monster gold by four, rather than five, based on the four sources of income on Summoner's Rift (top/mid/bot/jungle). Modes with smaller teams divide by the number of champs per team instead (ex. 3 for Twisted Treeline).
Bounty Clarity
HIT LIST Bounties over 150 gold are now visible in the scoreboard
Bounty Payout Modifications
REPUTATION Bounties no longer increase mid-combat. If a champion earns multiple kills and then immediately dies, those kills will count toward their next death instead.
HEAVY LIFTING Bounty payouts for killing members of the losing team are reduced, down to a minimum of 20% normal values if the losing team is massively behind
PAYOUT CAP A single kill can no longer grant more than 1000 total gold to the killer. Any bounty gold past the cap rolls over to that champion's next death.
Minimum Kill Gold Minimum gold granted for killing an enemy with 6+ deaths increased.
With the bounty increases above, there were weird cases where killing someone who was far behind felt like the wrong decision, since the gold you got was so little compared to the gold you could potentially get if they manage to accrue a bounty. Doubling the minimum kill gold should prevent those cases from cropping up.
Teleport Channel time reduced but can no longer be canceled.
Channeling Teleport is often enough to deter enemies from an aggressive push or dive, even if you have no intention of following through. The mind game is interesting, but should be accompanied by a higher commitment. Laners can still use Teleport to shut down cross-map plays elsewhere, but now they'll sacrifice more tempo in their own lane to do so.
Also, if you pick a bad Teleport, there's no going back so you're probably gonna die. Click carefully.
CHANNEL DURATION :[4.5]⇒ 4 seconds
COMMIT Teleport can't be canceled by its caster once cast
AESTHETICS : We've changed the colors and slightly adjusted several Icons in the character stats panel ("C" menu) for easier readability. This change is in preparation for broader tooltip readability improvements coming this season!
We're updating banners in the lobby and on your profile to show your highest earned rank from the last season. On your profile, this replaces the insignia that previously represented your past season's rank. You can switch off your past rank banner at any time by opening the summoner icon selector on your profile or in the upper right of the client.
RANKED ARMOR : A new way to show off your current rank now appears on your profile, hovercard, and in game lobbies
ON MY LEVEL : Switch between Ranked and level armor by clicking on your summoner icon on the profile page
A DARK, MYSTERIOUS PAST : Toggle between your past rank’s banner or a plain one by clicking your summoner icon on the profile page
RIP INSIGNIAS : The small profile trim displaying your past season’s rank has been removed
We've reworked the lobby to include the new past rank banners to get ready for Ranked armor in 8.24. There’s no new functionality, we just wanted to give you a heads-up that buttons will be in slightly different places.
This change should help us clean up some technical issues we’ve seen with missions over the last few patches, like skipped ceremonies or delayed rewards.
THIS RECORDING WILL SELF-DESTRUCT IN... : The missions log will only hang on to missions for a maximum of 45 days