Welcome to patch 8.6, the next big patch in our little patch, big patch cycle. This time around, we're taking a look at Duskblade and how it affects its core users. We think it brings too much power, but we wanted to make sure we gave those champions additional power if we're stripping some from Duskblade.
Then, we're introducing two new runes: one for champions who want to stay in fights for extended durations, and another for squishy champions who want a burst of early durability.
Finally, while we're mostly happy with where they've ended up since the update, we're still tweaking some of the mage items.
GLHF,
Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman
Kai'Sa Base attack damage decreased. Q mana cost increased.
Last patch, we gave Kai'Sa some reactive buffs to give players more room to learn her kit. Now that players have had time to understand her strengths and weaknesses - and how to play around them - we're pulling some of those props back out. There are other buffs shipping for Kai'Sa this patch, and we think those changes are a better direction overall for her strength profile.
Duskblade of Draktharr Nightstalker damage decreased and equalized between ranged and melee champions. Melee basic attacks instantly kill wards disabled by Duskblade. Blackout won't trigger during Red Sweeper.
Nightstalker is responsible for too much of the damage of its core users, making them overbearing when they can purchase it early, and underwhelming if they delay or don't purchase the item. We're pulling some of the strict nuking power out of the item and putting some of that strength into the item's vision control. Some of the lost damage will also be compensated directly into the kits of its core users.
NIGHTSTALKER DAMAGE (MELEE) :[65-320]⇒ 30-200
NIGHTSTALKER DAMAGE (RANGED) :[45-300]⇒ 30-200
ONE Melee basic attacks instantly kill traps/wards that are disabled by Blackout
REDUNDANCY Blackout won't be triggered if the owner is currently using a Sweeping Lens or Oracle's Alteration
Graves Attack damage growth and magic resist growth increased. W casts and applies vision reduction more quickly.
Base stats
ATTACK DAMAGE GROWTH :[2.41]⇒ 3
MAGIC RESIST GROWTH :[0.5]⇒ 1
W - Smoke Screen
WIND-UP :[0.25]⇒ 0.15 seconds
LIGHTS OUT : Vision reduction now applies more quickly
RATIO :[1.5]⇒ 1.75 bonus attack damage (Rhaast's ratio unchanged)
Kha'Zix Q base damage down; ratio increased; bonus vs isolated targets increased. W bonus damage to monsters removed.
Q - Taste Their Fear
BASE DAMAGE :
[65/90/115/140/165]
⇒
50/75/100/125/150
RATIO :[1.2]⇒ 1.3 bonus attack damage
ISOLATED BONUS :[65%]⇒ 100% additional damage
ISOLATED DAMAGE :
[107.25/148.5/189.75/231/272.25 (+1.98 bonus AD)]
⇒
100/150/200/250/300 (+2.6 bonus AD)
W - Void Spike
At the moment, the monster damage in W ties Kha'Zix to the jungle. We'd like to give him a chance to spread his wings elsewhere, so we're swapping that power for a bigger Q buff than the Duskblade changes warrant alone.
VOID MONSTER No longer deals bonus damage to monsters
Nocturne R base damage increased at later ranks. R damage ratio increased.
R - Paranoia
BASE DAMAGE :
[150/250/350]
⇒
150/275/400
RATIO :[1.2]⇒ 1.5 bonus attack damage
Rengar Q damage ratio increased. E damage ratio increased. R damage ratio increased. Several Q and E bugfixes.
While Rengar does often build Duskblade, this is also a part of our extended cleanup of Rengar after the recent Q revert.
Passive - Unseen Predator
FEROCITY LOCKOUT FOR Q AND E :[0.25]⇒ 0.1 seconds
THAT ONE Ferocity lockout after using an empowered spell only applies on the slot you just cast
BUGFIX : Rengar can no longer leap after hexflashing out of a brush
CHATTY CATTY : Added 5 more VO lines for when Rengar gains a bonetooth stack
Q - Savagery
EMPOWERED RATIO :[1.3]⇒ 1.4 total attack damage
CIVILIZED SAVAGERY Adjusted the Q animation cast frame to make canceling the animation feel better
BUGFIX : Fixed a bug where Rengar would get 3 fast attacks if he cast Q while leaping (should only get 2)
BUGFIX : Fixed a bug where Rengar would attack again instantly after landing if he cast Q while leaping
BUGFIX : Fixed a bug where Savagery would not grant ferocity when it missed because of dodge/blind
BUGFIX : Fixed a bug where Nighthunter Rengar and Mecha Rengar weren't playing the proper particles on Q
E - Bola Strike
RATIO :[0.7]⇒ 0.8 bonus attack damage
EMPOWERED RATIO :[0.7]⇒ 0.8 bonus attack damage
BUGFIX : Fixed a bug where casting Bola when leaping with three ferocity would sometimes consume all ferocity without granting an empowered spell
R - Thrill of the Hunt
LEAP BONUS DAMAGE :[0.3]⇒ 0.5 total attack damage
Shaco Q now grants Shaco's next basic attack bonus physical damage.
Q - Deceive
SURPRISE STAB Shaco's next basic attack after Deceive now also deals 10/20/30/40/50 (+0.7 bonus AD)(+0.3 AP) bonus physical damage
Talon Passive damage now continues scaling after level 11, until level 18. R ratio increased.
Passive - Blade's End
BASE DAMAGE :
[75-175 (at levels 1-11)]
⇒
75-245 (at levels 1-18)
(damage between levels 1-11 unchanged)
R - Shadow Assault
DAMAGE RATIO :[0.8]⇒ 1.0 bonus attack damage
Wukong Attack damage growth increased. Q ratio increased at later ranks.
Base stats
ATTACK DAMAGE GROWTH :[3.2]⇒ 4.0
Q - Crushing Blow
RATIO :[1.1]⇒ 1.1/1.2/1.3/1.4/1.5 total attack damage
Zed Q damage to targets beyond the first decreased. Landing multiple shurikens on the same target no longer deals reduced damage. R damage amplification increased at later ranks.
Q - Razor Shuriken
PASSTHROUGH DAMAGE :[60%]⇒ 50% to targets beyond the first
MULTI-HIT PENALTY Landing multiple shurikens on same target no longer causes each beyond the first to deal only 75% damage
Kai'Sa Attack range increased. Passive and Q ability power ratios increased. Q range increased. W ability power ratio decreased. E cast time decreased. E movement speed increased. R radius increased.
Kai'Sa's a new champion, and that means that players are still learning how she works—and in a lot of ways, so are we. One thing that really stands out is that? she does pretty well in the games where she gets ahead, but currently she's struggling pretty hard to ever get leads in the first place.
The main culprit is her laning phase, where her low range makes it hard for her to get the good trades she needs, so we're starting by minorly buffing her range. We're also buffing the mobility her E gives, both by increasing the movement speed and decreasing the cast time, which should allow her a bit more positional freedom to choose when and where she fights.
Her ability power ratios are also way too low to fulfill her flexible itemization fantasy, and with the Guinsoo's Rageblade changes below, we have some room to make those ratios a lot stronger.
Base stats
ATTACK RANGE :[500]⇒ 525
Passive - Second Skin
STACK RATIO :
[0.1/0.15/0.2/0.25/0.3]
⇒
0.2/0.25/0.3/0.35/0.4
ability power (on applying 1st/2nd/3rd/4th/5th Plasma stack)
PLASMA DETONATION RATIO :[2.5% ]⇒ 3.75% target's missing health per 100 ability power
Q - Icathian Rain
RANGE :[575]⇒ 600
RATIO PER MISSILE :[0.2]⇒ 0.4 ability power
AP RATIO FOR 6 MISSILES :[0.5]⇒ 1.0 ability power
W - Void Seeker
RATIO :[0.65]⇒ 0.45 ability power
NOT A NERF : Void Seeker deals the same amount of damage due to Second Skin's buffs above. Evolved Void Seeker deals more damage than before.
E - Supercharge
CAST TIME :
[1.5-0.75]
⇒
1.2-0.6
seconds (at 0-100% bonus attack speed from items and levels)
MINIMUM BONUS MOVEMENT SPEED :
[40/45/50/55/60%]
⇒
55/60/65/70/75%
MAXIMUM BONUS MOVEMENT SPEED :
[80/90/100/110/120%]
⇒
110/120/130/140/150%
R - Killer Instinct
RADIUS AROUND ENEMY CHAMPIONS :[500]⇒ 525
THINKING AHEAD Killer Instinct's shield is now granted on-cast. Still lingers for 3 seconds after dash ends.
Lee Sin Passive energy return increased at later levels. Q range increased. R base damage increased.
Losing Tracker's Knife has taken away some of the consistency of Lee Sin's playmaking potential. We're looking to put some of that back into his kit.
Passive - Flurry
FIRST ATTACK ENERGY RETURN :[20]⇒ 20/25/30 (at levels 1/7/13)
SECOND ATTACK ENERGY RETURN :[10]⇒ 10/12.5/15 (at levels 1/7/13)
Q - Resonating Strike
RANGE :[1100]⇒ 1200
R - Dragon's Rage
BASE DAMAGE :
[150/300/450]
⇒
150/375/600
Lucian W base damage increased. R damage ratio increased.
The buffs to Press the Attack certainly helped Lucian, but he could still use some more damage.
W - Ardent Blaze
BASE DAMAGE :
[60/100/140/180/220]
⇒
85/125/165/205/245
R - The Culling
RATIO PER SHOT :[0.20]⇒ 0.25 total attack damage
MAX RATIO :
[4.0/5.0/6.0]
⇒
5.0/6.25/7.5
total attack damage
Quinn Base attack damage decreased. Attack damage growth increased. Many bugfixes and quality of life changes.
Quinn has a lot of bugs and feel-bad moments. We're smoothing out many of those frustrations, which should lead to Quinn feeling better to play (and being stronger).
Base stats
BASE ATTACK DAMAGE :[62]⇒ 59
ATTACK DAMAGE GROWTH :[2.4]⇒ 3
Passive - Harrier
SEE VULNERABILITY : Attacks now trigger Vulnerable marks that appear on their target while they are in flight
HEAR VULNERABILITY New audio cues have been added for hitting a target with a Vulnerable mark
R - Behind Enemy Lines
STRIKE FROM THE SKIES! Skystrike now applies Vulnerable mark to all enemy champions hit
DON'T CHANGE THE CHANNEL Taking damage while channeling no longer breaks channel
HOLD ON TIGHT : Taking damage from non-minions while flying [immediately ends Behind Enemy Lines]⇒ removes Behind Enemy Lines' bonus movement speed for 3 seconds
HOLD ON TIGHT : Taking damage from minions while flying no longer slows Valor
THE ENEMY FOUNTAIN IS DOWN Automatically casts Behind Enemy Lines when returning to the Summoning Platform
LOCKOUT No longer goes on 3-second cooldown when in combat
BUGFIX : Skystrike no longer fails to cast if cast within the last 10 seconds
BUGFIX : Skystrike no longer deals double damage when cast by reactivating R
BUGFIX : Behind Enemy Lines no longer ends immediately when used near a turret that Quinn had been attacking
BUGFIX : Canceling Behind Enemy Lines while Presence of Mind is active no longer refunds mana that was never consumed
BUGFIX : Behind Enemy Lines no longer removes existing movement orders or ignores new movement orders given during its cast and channel
Rakan is currently struggling when paired with most marksmen. The obvious exception is Xayah—the two lovebirds are doing pretty well together. We're looking to make Rakan more impactful on his own without further increasing his strength alongside his partner.
Q - Gleaming Quill
RATIO :[0.5]⇒ 0.6 ability power
W - Grand Entrance
RATIO :[0.5]⇒ 0.7 ability power
E - Battle Dance
RANGE :[600]⇒ 700
BONUS RANGE TOWARD XAYAH :[400]⇒ 300 (total range unchanged)
Xayah Xayah and Rakan's basic attacks no longer trigger feathers from each other's Deadly Plumage.
As above, bringing Xayah and Rakan's strength together down.
W - Deadly Plumage
DAMAGE : While Deadly Plumage is active on both Xayah and Rakan, when one of them basic attacks an enemy, [both of their Deadly Plumages strike that enemy]⇒ only their own Deadly Plumage strikes that enemy
Shurelya's ReverieNEW? When you a support but you and your squad wanna go in.
With the removal of Talisman of Ascension, the support item landscape was missing the "everybody in" item. Since we were remaking it anyway, we took a look at who we wanted picking up this item. Ultimately, we wanted to make sure that it wasn't super attractive to tanks (they already have Righteous Glory), but felt good on most other supports.
COST : 2100 gold
BUILD PATH : Aether Wisp + Kindlegem + 450 gold
ABILITY POWER : 40
HEALTH : 200
COOLDOWN REDUCTION : 10%
MOVEMENT SPEED : 8%
UNIQUE ACTIVE : Grants user and nearby allies + 40% movement speed for 3 seconds (60 second cooldown)
When we moved ability power off of Abyssal Mask and onto Banshee's Veil, we hoped to cement Abyssal as less of a core mage item and more of a tank pickup to boost allied mages. However, the high range on its aura has made it a compelling damage option on mages that also provides defensive value intended for tanks. As a result, we're seeing a lot of mages pick it up as a "get me through mid lane with no interaction possible" item, without paying much of a hit to their late game damage. Shrinking the aura will sharpen the intended user base to champions who want to get up close and personal.
MAGIC DAMAGE AMPLIFIER :[10%]⇒ 15%
AURA RADIUS :
[700 (edge to edge)]
⇒
325 (center to center)
HI, ORNN : These changes also apply to Ornn's masterwork upgrade, Infernal Mask
BUGFIX : Abyssal Mask no longer counts as a spell for the purposes of Electrocute or Phase Rush's "3 unique spell" requirement
Seraph's Embrace Shield mana ratio decreased. Shield duration decreased.
Seraph's Embrace's shield is providing too much safety for its purchasers.
SHIELD RATIO :[20% ]⇒ 15% current mana
SHIELD DURATION :[3]⇒ 2 seconds
Dead Man's Plate Slow is now magic damage instead of physical. Momentum generation tweaked.
Dead Man's Plate is underperforming at the moment, and we're taking a pass at giving it some love. While we do so, we'd like to sharpen its identity as the item for fighters, who really shine when they get the opportunity to maneuver around a fight laying down damage.
As such, we're going under the hood and tweaking the way DMP generates Momentum. If you're able to lock a target in place (hello Maokai/Nautilus) and prevent them from kiting you that much, you won't get as much damage and you're unlikely to get a lot of slows. On the other hand, if you're darting around a fight (Irelia, Renekton) you'll feel the full impact of the passive.
Hopefully, when fighters see this item, they'll think to themselves "yes.". When tanks see this item, they'll think to themselves "no."
PROC DAMAGE TYPE :[Physical]⇒ Magic
SLOWMENTUM Users no longer lose stacks while Slowed
SOMENTUM Now consumes all momentum on basic attacks even if at less than max stacks, dealing 1 damage per momentum consumed
NEEDS MO'MENTUM : The slow only triggers at max stacks (unchanged; still melee-only)
LOCKING OUT MY GENERATION Basic attacking now locks out momentum generation until your attack timer resets
Guinsoo's Rageblade Cost decreased. Attack damage and ability power decreased. Base magic damage on-hit decreased; ratio added. Physical damage on-hit added. Stack bonuses now scale with stats from other sources.
Guinsoo's Rageblade currently has two problems: It's only good on a select few champions, and on those champions it serves as an insane first item spike. We're hitting both problems by changing its statline and on-hits to scale directly with other stats. TL;DR, Guinsoo's shouldn't be as immediately powerful of a rush item, but it fits into a few more types of builds.
TOTAL COST :[3600 gold]⇒ 3000 gold
BUILD PATH :
Recurve Bow + Pickaxe +
[Blasting Wand + 875 gold]
⇒
[Amplifying Tome + 990 gold]
ATTACK DAMAGE :[35]⇒ 25
ABILITY POWER :[50]⇒ 25
MAGIC DAMAGE ON HIT :[15]⇒ 5 (+0.1 ability power)
PHYSICAL DAMAGE ON HIT 5 + (0.1 bonus attack damage)
ABILITY POWER PER STACK :[4 flat]⇒ 4% ability power
ATTACK SPEED PER STACK :[8% bonus]⇒ 8% total attack speed
ATTACK DAMAGE PER STACK :[3 flat]⇒ 4% bonus attack damage
RAPID RAGE At half stacks, melee champions' next basic attack fully stacks Rageblade
Statikk Shiv Energized proc damage decreased at higher levels. Lightning no longer deals bonus damage to minions.
The combination of proc damage and wave clear is allowing any marksman to be their team's wave clear all on their own, making Statikk Shiv too dominant a pick over the other zeal items.
PROC DAMAGE :[60-160]⇒ 60-140
WAVE CLEAR No longer deals bonus damage to minions
We're taking this opportunity to match the damage of Rapid Firecannon to that of Statikk Shiv, to make it a more clear choice between extra range and extra wave clear.
For a while now, Heal and Teleport have been outclassing Ignite mid lane, especially in pro play. To increase diversity in Summoner spells, we're pushing a bit more power into Ignite.
DAMAGE :[70-410]⇒ 80-505
Heal Cooldown increased.
In general, defensive spells should have higher cooldowns than offensive spells. That is, if two opposing player uses Heal and Ignite in the same fight, there should be a window where the Ignite player has a summoner spell edge and can try and make another play. Currently, Heal's cooldown is probably a bit too low for players to take advantage of that disparity, so we're upping it.
We wanted to introduce a keystone for champions who excel in long, drawn-out fights—especially melee champions.
CONQUERER : After 4 seconds in combat, your first attack against an enemy champion grants you 10-35 attack damage, based on level, for 3 seconds, and converts 20% of your damage to champions to true damage
MELEE ONLY : Damaging enemy champions refreshes this buff
Bone Plating was intended as an anti-burst rune, but thanks to its long duration it's being used as a generic anti-damage rune. Shortening the duration should make it less generically good while preserving its anti-burst power.
DURATION :[5]⇒ 3 seconds
ChrysalisNEW New Resolve rune in the Resistance row.
Many champions—especially carry-style champions—might want defensive stats to get through the laning phase, but ultimately want carry stats for the late game. This is the rune for them.
CHRYSALIS : Start the game with an additional 60 health. When you get 4 takedowns, consume that health to gain an adaptive bonus of 9 attack damage or 15 ability power.
Removed Runes Iron Skin and Mirror Shell in the Resistance row of the Resolve tree have been removed.
Iron Skin and Mirror Shell weren't adding much to the runes landscape; they were largely just flat stats that didn't feel compelling to a lot of characters. Now that we've added Chrysalis (and Bone Plating two patches ago), we can remove Iron Skin/Mirror Shell.
BACKUP WIND : Pages that previously took Iron Skin or Mirror Shell have auto-swapped to Second Wind
Rune Selection Upgrades
HEY LISTEN : New or reworked runes will now have an indicator and the drawer they're in will auto-pop open
LOOK AT THIS STUFF : Last patch we added a feature where we auto-swapped removed runes and put an indicator on the affected pages. This patch, we're adding an indicator to the specific rune so it's easier to see what has been auto-swapped.
WHICH RUNE : Fixed some buggy behavior in substyle selection (in particular, the ring which shows you which rune will be replaced was often wrong)
Get silly this season by playing the same champ as your teammates in this wacky and accelerated twist on Summoner's Rift. One For All springs back into action from 3/30/18 at 8:00 AM PT - 4/16/17 at 11:59 PM PT.
TL;DR
5v5 battle on Summoner's Rift
You play the same champion as your teammates
Everyone votes for their choice during champ select. Champions with at least four votes get locked in.
Updates
Each player can now ban a champion
New or updated champs available since last run:
Camille
Rakan
Xayah
Kayn
Ornn
Zoe
Kaisa
Many reworked champions (Swain, Urgot, Galio, etc)
Fast and Furious
Start at level 3
Experience and Gold gain sped up by 30%
Dragon and Baron spawn sooner and more often
Bonus out-of-combat move speed
STACKS ON STACKS:
Shields now stack!
Most buffs and debuffs stack! Some examples...
Oriannas can now have up to 4 of The Ball floating around her using Command: Protect
Each Nunu in a game can give up to 120% bonus ability power to a single Nunu using Blood Boil, for a grand total of 600% potential bonus ability power
Each Nami can buff an ally with Tidecaller's Blessing at the same time, resulting in three SUPER CHARGED Nami basic attacks!
Sivir has claimed the title of The Fast, at a recorded top speed of ~2000 while all Sivirs are On the Hunt
Slows don't stack! The slows will still be put on the target, but only the strongest slow applies.
That's it! Go forth and slam your opponents with Leap of Faith x 5, or maybe a Penta Umbral Trespass.
After popping the hood on Honor, we're seeing that the path back from dishonor is a bit too harsh. So now it's less steep. There are no other changes to Honor.
HONOR RECLIMBS : The requirements to move up from Dishonorable to Honor level 2 have been lowered
Voice Chat Later this patch, your party won't ignore your cries for help because they'll hear you in voice chat.
Voice works for any party of two or more players. As soon as you join a friend's party you'll connect to voice chat automatically and remain connected for as many games as you play together.
QUEUE TOGETHER SPEAK TOGETHER : Voice chat only works for parties that queue together
TALK ME THROUGH IT : Your party connects to voice chat automatically right from the lobby. It's that easy.
I CAN'T HEAR YOU : Every player can adjust their team's volume in-game by clicking the mic icon at the bottom of their screen
Fixed a bug where Vi's empowered attack from Excessive Force was being blocked by spell shields
Press the Attack now correctly plays its lock-in sound when selected
Xin Zhao no longer stops attacking after casting Wind Becomes Lightning
Pinging a gold income item now displays the correct amount of gold needed to finish its quest
Relentless Hunter's out of combat movement speed now correctly falls off when its user is dealt damage
Entities created by champions (Illaoi tentacles, Shaco boxes, Teemo mushrooms, etc) no longer count as wards for the purpose of placing and destroying them
Fixed a bug where Gangplank's basic attack, when empowered by Sona's Hymn of Valor, would detonate his Powder Keg barrels
Kai'Sa now correctly swaps out Aftershock for Grasp of the Undying if she is equipped with an Aftershock rune page
Syndra's Force of Will now correctly makes Malzahar's Voidlings untargetable while they are held
Dark Star Jarvan IV's VO processing has been restored
Tyrant Swain no longer plays base Swain's VO lines after killing an objective
PROJECT: Jhin's music once again plays at the beginning of the game upon first move
Blinding Dart VFX have been fully restored for Astronaut, Cottontail and Super Teemo
Fnatic Corki's The Package VFX are no longer misplaced when picked up
Infernal Nasus' Siphoning Strike special stack count interaction VOs have been restored
Game audio volume slider behavior has been restored to normal
Various loud SFX, such as end of game banner, recall, level up, and gold collection, have been restored to their proper volume level