Patch 8.8

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Patch 8.8

Greetings, Summoners,

Welcome to patch 8.8! As we move towards the middle of the season, the next few months will be jam-packed with a bunch of events (MSI, the launch of Clash, and start of the summer split to name a few). This puts a lot of pressure on specific patches, so "big patch, small patch" is gonna look like "medium patch, medium patch" for a little while.

That being said, there are some pretty big changes this patch! First, we're taking a look at a duo of champions who we've struggled to handle. As we tried to make LeBlanc and Ahri less frustrating to play against, we ended up shifting them too far away from being assassins; instead shaping them into mages that kite opponents with mobility and crowd control. This patch, we're trying to push them back into an assassin playstyle, while keeping some of the fairness gains of their prior updates. We'll have to keep an eye on them in the coming patches, but in general they should excel at bursting priority targets and snowballing that lead into a win.

GLHF, and we'll see you on the Rift!

Gentleman GustafIcon.jpg Mattias "Gentleman Gustaf" Lehman
AetherIcon.jpg Paul "Aether" Perscheid

Patch Highlights

Champions

LeBlancSquare.png LeBlanc
Updated. Just read it!

First things first, this is a partial revert of the changes we made to LeBlanc during the Assassin Update. At the time, we had two goals for the update. For assassins as a whole, we wanted to give champions more time to play against assassins. For LeBlanc specifically, we wanted to reinforce her identity as a combo-based assassin who cared about the order in which she cast her spells. In LeBlanc's case, we feel that we've missed the mark on those goals, and we're turning back the clock on some of her changes. Those two goals can most be exemplified by two abilities: Sigil of Malice, and Mimic. However, neither of these changes have quite hit the mark, so we'll be reverting them, and making some tweaks to the rest of her kit for balance purposes. More on the changes to each ability below.

Mirror Image.png Passive - Mirror Image

At the moment, no matter how far ahead she is, LeBlanc needs to stick around for around 2 seconds to have a shot at killing a target. It feels pretty awkward having the right thing to do often be holding off on using your abilities (until your passive has cooked).

WHAT IS OLD IS NEW AGAIN : When LeBlanc drops below 40% health, she becomes invisible for 1 second and creates a Mirror Image that deals no damage and lasts for up to 8 seconds
BUGFIX : Fixed a bug where an attack launched by the clone from Mirror Image could deal damage if the clone died before that basic attack landed. Funny story, we had this bugfix ready to go when we initially reworked LeBlanc, but there was no need to ship it because that ability no longer existed. So now we're finally shipping it!

Sigil of Malice.png Q - Sigil of Malice

NAME : [Shatter Orb] Sigil of Malice
SIGIL OF MALICE Applies a mark to the target. Damaging the marked target with an ability detonates the mark to deal additional damage.
ORB BASE DAMAGE : 55/90/125/160/195 (unchanged)
ORB DAMAGE RATIO : [0.5] 0.4 ability power
MARK BASE DAMAGE : 55/80/105/130/155
MARK DAMAGE RATIO : 0.4 ability power
COST : [40/45/50/55/60]
50/60/70/80/90 mana

Distortion.png W - Distortion

BASE DAMAGE : [40/55/70/85/100]
85/125/165/205/245
DAMAGE RATIO : [0.2] 0.6 ability power
COOLDOWN : [18/16/14/12/10]
14/13/12/11/10
SPEED : [1600] 1450
REACTIVATION DELAY : [0.85 seconds from initial cast]
0.2 seconds from finishing dash

Ethereal Chains.png E - Ethereal Chains

LATCH-ON BASE DAMAGE : 40/60/80/100/120 (unchanged)
LATCH-ON DAMAGE RATIO : [0.5] 0.3 ability power
ROOT BASE DAMAGE : [40/60/80/100/120]
60/90/120/150/180
ROOT DAMAGE RATIO : [0.5] 0.7 ability power
COST : [40] 70 mana
TETHER RANGE : [885] 865

Mimic.png R - Mimic
LeBlanc's reworked ult was supposed to give her more interesting combos by allowing her to choose which ability to duplicate. In practice, however, it allows her to go all in and still have Mimicked Distortion to get far, far away if mistakes were made.

MIMIC : Casts LeBlanc's most recently cast spell upon pressing R
RQ ORB BASE DAMAGE : 70/140/210
RQ ORB DAMAGE RATIO : 0.4 ability power
RQ MARK BASE DAMAGE : 140/280/420
RQ MARK DAMAGE RATIO : 0.8 ability power
RW BASE DAMAGE : 150/300/450
RW DAMAGE RATIO : 0.75 ability power
RE LATCH-ON BASE DAMAGE : 70/140/210
RE LATCH-ON DAMAGE RATIO : 0.4 ability power
RE ROOT BASE DAMAGE : 140/280/420
RE ROOT DAMAGE RATIO : 0.8 ability power

AhriSquare.png Ahri
E now amplifies Ahri's subsequent ability damage on the target it strikes. R and E base damage decreased. R damage ratio increased. Q no longer grants movement speed. W prioritizes targets Ahri has recently charmed or basic attacked.

A lot of players enjoy to play Ahri as an aggressive, snowballing assassin who specializes in isolating a target and eliminating them. With her reach and playmaking potential allowing her to surge into other lanes, she wants to rack up kills around the map and lead her team to victory. At the moment, Ahri getting ahead just isn't the terrifying prospect it should be. We're upping her ability to prioritize all of her damage onto one champion so she has a better chance of going from fed to victorious. In exchange, that's going to mean Ahri has to give up some safety. As it is, the bonus movement speed attached to her Q allows her to toss it out just to avoid ganks. Making that Movement speed buff harder to access—and changing up her sustain model—should make her easier to punish in lane.

Vastayan Grace.png Passive - Vastayan Grace
VASTAYAN GRACE : If Ahri earns 2 spell hits against an enemy champion within a 1.5 second period, she gains 20% movement speed for 3 seconds (9 second cooldown)

Orb of Deception.png Q - Orb of Deception

NOT SO FAST No longer grants movement speed
THREE THREE HIT COMBO If Ahri earns 9 spell hits (max 3 per cast), she gains Essence Theft, causing her next Q cast that lands to restore 3/5/9/18 (at levels 1/6/11/16) health for each enemy hit.

Fox-Fire.png W - Fox-Fire

COST : [50] 40 mana
FOX'S CUNNING Fox-Fire prioritizes any enemy champion affected by Charm's damage amp and the target Ahri most recently basic-attacked within the past 3 seconds
RANGE VS PRIORITY TARGETS : 725 (range vs non-priority targets unchanged at 700)
DELAY FOR NON-PRIORITY TARGETING : [0.25] 0.4 seconds (delay vs priority targets unchanged at 0.25 seconds)

Charm.png E - Charm

BASE DAMAGE : [60/95/130/165/200]
60/90/120/150/180
DAMAGE RATIO : [0.60] 0.40 ability power
HERE IT COMES When Charm damages a champion, Ahri's abilities deal 20% more damage to them for 5 seconds

Spirit Rush.png R - Spirit Rush

BASE DAMAGE : [70/110/150]
60/90/120
DAMAGE RATIO : [0.25] 0.35 ability power

IreliaSquare.png Irelia
Base armor increased. Q damage to minions increased. R cooldown increased. R damage (missile and wall) decreased, especially at later ranks.

Irelia's laning phase is pretty weak, but if she makes it to late game she's extremely strong. We're trimming her late-game power by decreasing her ult's base damage, and giving her more consistent lane strength in exchange .

Base Stats
BASE ARMOR : [31] 34

Bladesurge.png Q - Bladesurge

DAMAGE TO MINIONS : [60%] 70%

Flawless Duet.png E - Flawless Duet

BUGFIX : No longer credits Irelia for several minion kills with each cast

Vanguard's Edge.png R - Vanguard's Edge

COOLDOWN : [120/105/90]
140/120/100
MISSILE DAMAGE : [150/275/400]
125/225/325
WALL DAMAGE : [125/200/275]
75/125/175

AzirSquare.png Azir
Soldier damage to non-primary targets decreased at earlier levels.

Azir's ranged waveclear allows him to avoid punishment in his tougher matchups, while giving him more time to harass in his stronger matchups. Less waveclear should force him to make harder decisions about when to trade.

Arise!.png W - Arise!
DAMAGE TO NONPRIMARY TARGETS : [40/70/100% (at levels 1/6/11)]
25/50/75/100% (at levels 1/6/11/16)

BraumSquare.png Braum
Armor growth decreased. W bonus resistances decreased.

He's too tanky! Cannot do shit when he's so tanky.

Base Stats
ARMOR GROWTH : [4.5] 4

Stand Behind Me.png W - Stand Behind Me

RESISTANCES GRANTED : [17.5/20/22.5/25/27.5]
10/14/18/22/26
STAND AT ATTENTION : Bonus resistances are now applied more responsively

GalioSquare.png Galio
R cooldown increased.

As players have learned how to position themselves preemptively to use Galio's ultimate well, it's become pretty clear that it's available too often.

Hero's Entrance.png R - Hero's Entrance
COOLDOWN : [180/150/120]
200/180/160

GravesSquare.png Graves
Health growth increased. R cooldown decreased.

For a ranged champion, Graves has to get pretty up close and personal to contribute, and right now his baseline tankiness isn't enough to consistently sustain that.

Base Stats
HEALTH GROWTH : [84] 92

Collateral Damage.png R - Collateral Damage

COOLDOWN : [120/100/80]
110/85/60

JannaSquare.png Janna
Movement speed decreased. W damage decreased.

Janna is just too effective overall.

Base Stats
MOVEMENT SPEED : [320] 315

Zephyr (Ability).png W - Zephyr

BASE DAMAGE : [60/105/150/195/240]
55/100/145/190/235

Kai'SaSquare.png Kai'Sa
Health regen and health regen growth decreased. Q damage ratio decreased.

In her early patches, Kai'Sa was struggling to get through the laning phase, so we boosted her laning phase with some buffs. As players continue to learn how to play her, we're stripping that strength away.

Base stats
BASE HEALTH REGEN : [6.2] 5.5
HEALTH REGEN GROWTH : [0.75] 0.55

Icathian Rain.png Q - Icathian Rain

DAMAGE RATIO : [0.4] 0.35 bonus attack damage
6 MISSILE DAMAGE RATIO : [1.0] 0.875 bonus attack damage
12 MISSILE DAMAGE RATIO : [1.72] 1.505 bonus attack damage

LissandraSquare.png Lissandra
Q mana cost decreased. R cooldown decreased at earlier ranks.

Lissandra does strong things—in the right situations. Right now she's struggling, so we're giving her more opportunities to do those things.

Ice Shard.png Q - Ice Shard
COST : [85] 75 mana

Frozen Tomb.png R - Frozen Tomb

COOLDOWN : [130/105/80]
120/100/80

NautilusSquare.png Nautilus
Mana increased. Attack damage increased. Q cooldown decreased at earlier ranks.

Nautilus is struggling a bit, and we want to try to give him strength that will help him find success in all of his historical roles (top, jungle, and support). His identity as a giant anchor-thrower should be pretty relevant in each of those lanes, so that's a good place to start.

Base Stats
BASE MANA : [334] 400
BASE ATTACK DAMAGE : [57.54] 61

Dredge Line.png Q - Dredge Line

COOLDOWN : [18/16/14/12/10]
14/13/12/11/10

RyzeSquare.png Ryze
E mana cost increased at early ranks.

High waveclear in mid lane is particularly worrisome in two cases: when it over-enables a champion to roam and affect side-lanes, and when it allows a hard-scaling champion to avoid fights until late-game. In Ryze's case, we've got both problems at play, so we're making his waveclear more expensive to keep up early game.

Spell Flux.png E - Spell Flux
COST : [40/55/70/85/100]
60/70/80/90/100 mana

SionSquare.png Sion
Q damage ratio decreased at earlier ranks.

Sion doesn't currently sacrifice much damage in order to max Roar of the Slayer instead of Decimating Smash. In return he gains strong ranged poke, which is making him a dominant pick not only in top lane, but also mid in some matchups. There are times when it should make sense to max E first (ranged harass, using the slow to make Q easier to hit), but we want to make this less of a clear-cut choice.

Decimating Smash.png Q - Decimating Smash
DAMAGE RATIO : [0.65] 0.45/0.5/0.55/0.6/0.65 total attack damage
FULL CHARGE DAMAGE : [1.95] 1.35/1.5/1.65/1.8/1.95 total attack damage

Tahm KenchSquare.png Tahm Kench
E health restore decreased. W no longer grants Tahm Kench movement speed while moving towards enemy champions with a friend in his belly.

Tahm Kench is good at protecting allies by hiding them in his belly, but the high durability his E grants him means opponents don't feel great about the damage they land on him instead of his allies. Dialing that back should help him feel more fair to play against. There's also something a bit more complicated here, and that's the bonus movement speed Devour gives Tahm Kench when running towards enemy champions. Because "towards" has a lot of leeway, in scattered teamfights "away from the person who is killing me" often means "towards some other opponent", which is allowing Tahm Kench too much escapability for both him and an ally.

Devour.png W - Devour
NO MORE FAST FOOD Tahm Kench no longer gains movement speed while moving towards enemy champions with a friend in his belly

Thick Skin.png E - Thick Skin

 % GREY HEALTH RESTORED OVER TIME : [25/30/35/40/45%]
15/20/25/30/35%

TaliyahSquare.png Taliyah
Base health decreased. Q Cooldown increased at earlier ranks.

Taliyah has become a prized pick, thanks to her ability to shove and roam. We're pulling back some of her waveclear, but also decreasing her tankiness so that assassins can be a more consistent counterpick against her.

Base Stats
HEALTH : [532] 502

Threaded Volley.png Q - Threaded Volley

COOLDOWN : [9/7.5/6/5.5/3]
11/9/7/5/3

VarusSquare.png Varus
W on-hit damage decreased. W now has an active which empowers Varus' next Q to deal bonus damage.

Piercing Arrow is Varus' most iconic spell, but it's pretty underwhelming in many of his current builds. We're not looking to change the way he builds, but we do want to create more incentives for him to care about charging his Q, even when he's building on-hit. Given that he was pretty balanced before, adding a whole new active requires us to trim some power elsewhere.

Living Vengeance.png Passive - Living Vengeance
BONUS ATTACK SPEED ON CHAMPION KILL : [50%] 30%
BONUS ATTACK SPEED ON MINION KILL : [25%] 15%

Blighted Quiver.png W - Blighted Quiver

ON-HIT DAMAGE : [10/14/18/22/26]
5/9/13/17/21
ACTIVE Varus' next Piercing Arrow deals additional damage equal to 6/7/8/9/10% of the target's missing HP. Damage is increased by up to 50% (to 9/10.5/12/13.5/15%) based on charge time.

ViSquare.png Vi
Base armor decreased. Armor growth increased. Health regen and health regen growth increased. Passive and Q cooldowns decreased at early levels. E mana cost decreased.

We're looking to buff Vi, but also think it would be cool if she could sneak back into top lane (fun fact, Vi was designed as a top laner before becoming a jungler). By bringing some of her cooldowns and costs down and upping her health regen, we're aiming to give her more strength in solo lanes as well as in the jungle.

Base Stats
BASE ARMOR : [35] 30
ARMOR GROWTH : [3.5] 4
BASE HEALTH REGEN : [9] 10
HEALTH REGEN GROWTH 0.9 : 1

Blast Shield.png Passive - Blast Shield

COOLDOWN : [16-8 seconds]
12-8 seconds (at levels 1-9)

Vault Breaker.png Q - Vault Breaker

COOLDOWN : [16/14/12/10/8]
12/11/10/9/8

Excessive Force.png E - Excessive Force

COST : [40/45/50/55/60]
26/32/38/44/50

XayahSquare.png Xayah
Base health regen decreased. Base attack damage decreased.

Xayah is currently able to coast through hard matchups and get to her strong mid and late game too easily.

Base Stats
BASE HEALTH REGEN : [6] 5
BASE ATTACK DAMAGE : [64] 62

Rek'SaiSquare.png Rek'Sai 

Bugfixin'

Fury of the Xer'Sai.png Passive - Fury of the Xer'Sai
HANGRY Rek'Sai's fury no longer decays from being out of combat while she is consuming it for burrowed regeneration
TIMELY Rek'Sai's out of combat fury decay now begins precisely at 8 seconds (as opposed to 8-9 seconds)

SwainSquare.png Swain 

Bugfixin'

Nevermove.png W - Nevermove
NO RUSH Now only gives one stack for Phase Rush purposes

Items

Archangel's Staff.pngArchangel's Staff  
Mana-to-ability-power conversion decreased.

Archangel's Staff is spiking too early, so we're decreasing some of its ability scaling before it upgrades to Seraph's Embrace.

MANA TO ABILITY POWER CONVERSION : [3%] 1% (unchanged on Seraph's Embrace)

Runes

Rune Lethal Tempo.pngLethal Tempo  
Attack speed bonus increased.

Lethal Tempo still isn't doing well on most champions, so we're increasing the strength of the effect.

ATTACK SPEED : [30-80%] 40-110%

Rune Dark Harvest.pngDark Harvest   

BUGFIX : Fixed a bug where a VFX box appeared when a soul was dropped on the ground
BUGFIX : Fixed a bug where, if multiple players took Dark Harvest, only one of them could see the soul glow on units that will drop Dark Harvest Souls
BUGFIX : On ARAM, tooltip now properly indicates that champion souls are worth less soul essence

Trinkets

Sweeping Lens removed. Oracle Alteration now available at level 1. Swapping trinkets now retains the same percentage cooldown as the previous one.
The decision-making surrounding trinket swaps is currently a bit more complicated than it needs to be. By making swaps more consistent and decreasing the number of potential swaps, we're hoping to make the gains from those swaps more clear.

REMOVED  Sweeping Lens

SOLD OUT : Sweeping Lens is no longer available in the store

 Oracle Alteration

LEVEL REQUIREMENT : [9] 1

Trinket Swap Rules

SAME COOLDOWN : Swapping from one trinket to another now retains the same percentage cooldown as the previous one, rather than resetting to a 120 second cooldown

Homestart

Homestart buff is granted by fountain until slightly later in the game. Homestart now begins to fall off at outer turrets, not the river.
Homestart gives too significant of a defender's advantage to champions who never cross into the river. Defensively, champions can run out to the brush near the river, retain the movement speed buff, and easily run away from any invaders - who lost their movement speed bonus once they set foot in the river. We're changing the movement speed buff to fall off a bit closer to your side of the map to make early aggression slightly more likely to succeed.
FOUNTAIN GRANTS HOMESTART BUFF UNTIL : [35] 55 seconds into the game
COLD FEET Homestart buff no longer falls off instantly after crossing the river line
NO PLACE LIKE HOME : Homestart buff rapidly decays over 0.75 seconds after crossing the outer turret line

Bugfixes

  • Fixed another way where Warwick's Q could double-cast. We're pretty sure it's the last one.
  • Cannon minion gold value now correctly scales past 87 gold
  • Clones can now correctly be feared by Volibear's Majestic Roar
  • Fixed a bug where Tiamat counted towards procs for Electrocute or Phase Rush.
  • Snow Fawn Poppy's recall and spell SFX have been restored and no longer use base SFX
  • Seams have been minimized on Pool Party Graves and all of his chromas when on lower graphics settings
  • Seams have been minimized on Renektoy chromas when on lower graphics settings
  • Seams have been minimized on Arcade Miss Fortune chromas when on lower graphics settings
  • Texture compression is now more consistent across Darius' chroma pack
  • Sandstorm Ekko's hourglass and Chrono Blade are now better attached to his model during all of his animations
  • The orb during Reaper Soraka's Recall has been restored
  • Santa Draven's Spinning Axe landing location's particles are no longer overlapped by on-ground area of effect abilities' particles
  • Pool Party Lulu's Pix attack projectiles are no longer missing their trail particles
  • Nightbringer Yasuo's and PROJECT: Yasuo's Steel Tempest ground particle no longer clips into the ground on elevation change
  • Iron Solari Leona's Solar Flare decal will no longer be improperly rotated on lower graphics settings
  • Light Binding for Elementalist Lux no longer fade out prematurely when compared to other Lux skins
  • Dreadnova Darius' idle VFX have been restored
  • Particles during Woad King Darius and Dunkmaster Darius' critical attacks are no longer misplaced
  • Unique particles have been restored for Cosmic Reaver Kassadin's Auto Attack on-hits and Nether Blade
  • Unique particles have been restored for all of Conqueror Karma's spells
  • Blood Moon Twisted Fate's Recall animation no longer has missing pixels
  • The catling that Meowkai holds in his hand has been found and safely returned to him!
  • Snow Day Graves' eyes now properly follow his head's movement during all animations
  • Nami's laugh VFX once again play properly when emote is used
  • Leprechaun Veigar's Dark Matter VFX once again have rainbows!
  • Star Guardian Soraka's homeguard VFX once again properly overlay the champion's model
  • Freljord Taliyah once again has basic attack on-hit VFX when hitting structures and jungle monsters
  • SKT T1 Ryze's crowd cheers have been restored in his Recall animation
  • Shiny VFX are no longer missing on Ashen Lord Aurelion Sol's sunglasses during his joke animation
  • Secret Agent Xin Zhao's recall SFX have been restored
  • SKT T1 Ekko is no longer missing VFX during his joke, taunt, dance, and death
  • Steel Legion Garen's Villain Mark is now at the same height when comparing it to enemy and ally perspectives
  • Battle Boss Malzahar’s recall VFX have been restored
  • Lancer Paragon Blitzcrank / Lancer Rogue Blitzcrank’s Recall is no longer missing lightning effects VFX
  • Astronautilus’ helmet VFX no longer linger after Titan’s Wrath has expired

Upcoming Skins & Chromas

The following skins will be released in patch 8.8:


Varus Splash 7.jpg
Conqueror Varus




The following skins will be released in patch 8.8:


Rumble Screens 2.jpg
Badlands Baron Rumble (Ruby)
Badlands Baron Rumble (Meteorite)
Badlands Baron Rumble (Turquoise)
Badlands Baron Rumble (Pearl)
Badlands Baron Rumble (Rose Quartz)
Badlands Baron Rumble (Obsidian)
Badlands Baron Rumble (Catseye)
Badlands Baron Rumble (Emerald)




Hextech Crafting

Fixed a bug that was causing gemstones to drop 5% more often than intended.