Patch 9.12

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Patch 9.12

Hello, welcome to Patch 9.12! I'm particularly excited about this patch because my friend will finally stop going on and on about the reworked Mordekaiser. Oh, have you not heard? Mordekaiser is back, baby.

In this patch we also have Ryze's sixth (or is it seventh?) "rework," more follow-up to everyone's favorite overpowered cat, and overall nerfs to Sylas. We're also making use of the Balance Framework we published and referencing it in our explanations for some champion changes, so make sure to check that out if you haven't! (Link to it in its respective section below).

Finally, we have another round of ARAM balance changes for the Howling Abyss enthusiasts as well as some beautiful VFX updates to Lulu, Amumu, Tryndamere, and Ziggs.

Read on for the full deets!


SonaSquare.png Hanna “shio shoujo” Woo
AetherIcon.jpg Paul "RiotAether" Perscheid

Mid-Patch Updates

13/6/2019 Mordekaiser Balance Changes and Bugfixes

MordekaiserSquare.png Mordekaiser 

We're trimming a lot of Mordekaiser's general strength and pulling back on the power his passive gives him in most matchups.

BASE ATTACK DAMAGE : [65] 61
BASE ARMOR : [39] 37
MAGIC RESIST GROWTH : [1.5] 1.25
ARMOR GROWTH : [4] 3
DARKNESS RISE DAMAGE : [10-35.5 (1-6.1% of target's maximum health)]
8-25 (1-5% of target's maximum health)
DARKNESS RISE MOVEMENT SPEED : [5-10% at levels 1-6]
3/6/9% at levels 1/6/11
REALM OF DEATH BUGFIX : The Death Realm VFX no longer stays on-screen when the target dies and until someone else is brought back into the Death Realm

ThreshSquare.png Thresh 

BUGFIX : After Thresh's Dark Passage expires, the enemy team's Trundle no longer heals for an excessive amount of health

13/6/2019 Yuumi Bugfixes

YuumiSquare.png Yuumi 

YOU AND ME! BUGFIX : If Yuumi gets hard CC'd during her dash, her basic abilities will no longer disable for a short amount of time
PROWLING PROJECTILE BUGFIX : No longer costs an additional 60 mana while attached to another player

Patch Highlights

Youtube link

Patch 9.12 Image 1.png

Dark Cosmic Jhin, Dark Star Shaco, and Dark Star Karma will be available on June 13, 2019.

Balance Framework

Last week, we introduced the Champion Balance Framework, a source for all players to hold the “balance” team accountable for how we approach buffing/nerfing champions on a patch-to-patch basis. Moving forward, we'll be referencing principles, thresholds, and specific audiences from the post when explaining the changes in the Patch Notes. For more details and information, you can find the full Champion Balance Framework post here.

Champions

MordekaiserSquare.png Mordekaiser 
The Iron Revenant

The unstoppable juggernaut is back from the afterworld and ready to conquer the land of the living in patch 9.12!

High-res versions of Mordekaiser's updated splash arts are available on League Displays!
RyzeSquare.png Ryze
Q spell ranks decreased, shield removed, damage bonus now dependent on R. W now slows; Spell Flux bonus converts slow to root.

When Ryze is played optimally, he covers his weaknesses incredibly well. At the same time, he benefits highly from a coordinated team. Pro play relishes champions with these characteristics, which is why he's been such a strong pick in the space. We're chipping away at these strengths to quell his presence there, but at the same time, helping out those who are looking to pick him up and aren't as precise in their combos.


With the removal of his shield, he'll have fewer means of survivability against bad match-ups, and by changing his CC to a slow, his gank targets should have better chances of escaping a 2v1 (especially a Flash > Rune Prison combo). As part of the general adjustments we're making to make him more welcoming to less experienced players, we're also opening up the bouncing game a bit more by making Spell Flux always bounce off its primary target, and placing some scaling into a passive on Realm Warp. Then there’s a bunch of tuning to account for those changes. It’s not what we would typically call a rework, but since it’s Ryze, we’ll count it. Looking forward to v7 (v8?)!

Base Stats
MANA : [400] 300
MANA REGEN : [6] 8

Overload.png Q - Overload

RANKS : [6] 5
DAMAGE : [60/85/110/135/160/185]
80/105/130/155/180
SHIELD No longer grants a shield after consuming 2 Runes
SPELL DAMAGE BONUS [40/50/60/70/80% (based on Spell Flux's rank)]
10/40/70/100% (based on Realm Warp's rank)
BONUS MOVEMENT SPEED : [25/28/31/34/37/40%]
20/25/30/35/40%

Rune Prison.png W - Rune Prison

RATIO : [1%] 4% bonus mana
COST : [50/60/70/80/90]
40/55/70/85/100
BASE CROWD CONTROL : [Rooted for 0.75 seconds]
Slowed by 35% for 1.5 seconds
SPELL FLUX BONUS : [Increased root duration]
Converts Slow to Root

Spell Flux.png E - Spell Flux

DAMAGE : [70/90/110/130/150]
60/80/100/120/140
COST : [60/70/80/90/100]
40/55/70/85/100
BOUNCE HOUSE Now always bounces off the primary target
PING PONG PAIN Bounces no longer damage enemies
FLUX BOMB No longer spreads Flux to nearby enemies on unit kill

Realm Warp.png R - Realm Warp

RANKS : [2] 3
WARP DAMAGE Overload damage bonus against targets with Flux increased to 40/70/100%
CLOSE ENOUGH Immediately casts at max range when attempting to cast beyond that
MINIMUM CAST RANGE : [730] 1000
MAXIMUM CAST RANGE : [1750/3000] 3000
COOLDOWN : [180] 210/180/150 seconds

SylasSquare.png Sylas
Passive now stores up to 2 charges; base damage increased; AoE damage less effective against minions. Q detonation damage and AoE range decreased on minions. W heal increased. E shield adjusted and cooldown increased later.

Sylas continues to be a high-tier competitive champion despite struggling in the hands of most players. We're taking some swings at aspects of his kit that are more powerful in pro, such as the on-demand nature of his shield and his AoE wave clear.

Petricite Burst.png Passive - Petricite Burst
CHARGES Now stores up to 2 charges which will be consumed on subsequent basic attacks
BASE DAMAGE : [5-47.5]
9-60
MINIONS ARE FRIENDS Deals 70% less damage to minions

Chain Lash.png Q - Chain Lash

DETONATION DAMAGE : [45/70/95/120/145 (+0.60 AP)]
40/60/80/100/120 (+0.40 AP)
DETONATION AOE : [200] 180 range on minions

Kingslayer.png W - Kingslayer

HEAL : [60/80/100/120/140 (+0.4 AP)]
70/90/110/130/150 (+0.50 AP)

Abscond.png E - Abscond

ABSCOND SHIELD No longer shields himself for 2 seconds on first cast
COOLDOWN : [18/16/14/12/10]
18/17/16/15/14
ABDUCT SHIELD Grants a 80/115/150/185/220 (+1.0 AP)shield on enemy champion or monster hit for 2 seconds

YuumiSquare.png Yuumi
Base health increased. Passive mana refund decreased early; shield decreased. W shared adaptive force adjusted; dash now interruptible by all CC.

Good Yuumis are very frustrating to play against and have virtually no windows of vulnerability—and more players are starting to get good at Yuumi. With this in mind, we're pulling some of the mid-patch buffs we gave her at release and nerfing her defenses to open up some weaknesses. Also, bugfixes and usability improvements!

Base Stats
HEALTH : [432.36] 480

Bop 'n' Block.png Passive - Bop 'n' Block

MANA REFUND : [40-160]
30-160
SHIELD : [80-360 (+0.40 AP)]
80-300 (+0.30 AP)

Prowling Projectile.png Q - Prowling Projectile

BUGFIX : Fixed a bug where the missile would not spawn towards the cursor as intended

You and Me!.png W - You and Me!

KILL THE CAT : Enemies now gain an assist on Yuumi when damaging the ally Yuumi is attached to
SHARED ADAPTIVE FORCE [5/9/13/17/21% of her attached ally's adaptive force] 5/7/9/11/13 flat adaptive force (+4/7/10/13/16% of her attached ally's adaptive force)
AND I OOP : Yuumi's dash can be interrupted by [knock-ups and knockbacks]
any immobilizing CC
BUGFIX : Fixed a bug where Yuumi would detach unintentionally when trying to attach to another champion outside of her range

Quality of Life Changes

SPECTATOR MODE : Range rings for Yuumi's Q, W, and R no longer show on Spectator Mode
SNEAKY SNEAKS : Yuumi now gains the same stealth screen overlay and fade on her model when attached to a champion in stealth
SADAKO'S JEWELRY : The ally that Yuumi's attached to now has a ring around them that only Yuumi can see

Simple Champion Changes

AatroxSquare.png Aatrox
Passive cooldown now scales based on level. R healing bonus now only applies to self-healing.

We're following-up with the changes we made to Aatrox in 9.9 since right now he heals way too often in lane (via his passive) and heals way too much late-game (from book cats and star goats).

Deathbringer Stance.png Passive - Deathbringer Stance
COOLDOWN : [15] 24-12 (level 1-18) seconds

World Ender.png R - World Ender

HEALING BONUS : [All incoming healing] Self-healing only

AsheSquare.png Ashe
W cooldown decreased.

Ashe could use more power, so we're specifically buffing the ability that she uses most to keep enemies at bay.

Volley.png W - Volley
COOLDOWN : [15/12.5/10/7.5/5]
14/11.5/9/6.5/4

CaitlynSquare.png Caitlyn
Base attack damage increased.

This is definitely a small buff, but we're being extra cautious with her since she has a tendency to take over metas.

Base Stats
ATTACK DAMAGE : [58] 60

IreliaSquare.png Irelia
E cooldown increased; range decreased

Due to her dominance in pro play, we're making Irelia pay a higher cost when she fails to stun her enemies with Flawless Duet. The decreased range should also make it riskier for her to go all-in.

Flawless Duet.png E - Flawless Duet
COOLDOWN : [14/13/12/11/10]
18/16.5/15/13.5/12
RANGE : [850] 775

KarmaSquare.png Karma
Q slow increased. E cost decreased; movement speed duration increased to match shield duration.

We're giving Karma more tools to help her survive, especially when she's caught out by herself.

Inner Flame.png Q - Inner Flame
SLOW : [25%] 35%

Inspire.png E - Inspire

COST : [60/65/70/75/80]
50/55/60/65/70
MOVEMENT SPEED DURATION : [1.5] 2.5 seconds (now matches shield duration)

LuluSquare.png Lulu
VFX on all abilities updated. E shield increased; cost decreased later.

Buffs to help out support Lulu and bring her back into consideration. We've also updated her VFX to make her magic feel more unique and improve her gameplay clarity.

VFX Updates
BASIC ATTACK : New purple-ier missiles and hit effects
ALL SKINS : Cleaned up to match the new effects on the base skin
DRAGON TRAINER LULU : Pix now shoots out small pink fireballs

Help, Pix!.png E - Help, Pix!

SHIELD : [70/105/140/175/210]
80/115/150/185/220
COST : [60/70/80/90/100]
60/65/70/75/80
VFX : Cleaned up shield (on allies) and improved Pix's teleport and hit effects (on enemies)

Pix, Faerie Companion.png Passive - Pix, Faerie Companion

VFX : Cleaned up Pix's bolts

Glitterlance.png Q - Glitterlance

VFX : New purple-ier missiles and hit effects

Whimsy.png W - Whimsy

VFX : Cleaned up buff effect (for allies) and missiles/hit effects (on enemies)

Wild Growth.png R - Wild Growth

VFX : Fairy dust, an entirely new and pretty AoE, and cleaned up enemy hit and slow effects

Master YiSquare.png Master Yi 

Fixed a bug on Master Yi's passive.

Double Strike.png Passive - Double Strike
BUGFIX : Fixed a bug where Master Yi's Double Strike stacks were lasting 3 seconds instead of 4

NautilusSquare.png Nautilus
Q base damage decreased early.

We're reducing Nautilus' early all-in damage since he's currently too strong in higher areas of play.

Dredge Line.png Q - Dredge Line
BASE DAMAGE : [100/145/190/235/280]
80/130/180/230/280

ZacSquare.png Zac
W base damage increased. R knockback distance and chunk spawn adjusted.

Zac is significantly weaker after his revert in 9.11. We're following up on his ultimate to be closer to the original version and helping out his early clear speed which has been slow.

Unstable Matter.png W - Unstable Matter
BASE DAMAGE : [15/30/45/60/75]
25/40/55/70/85

Let's Bounce!.png R - Let's Bounce!

KNOCKBACK DISTANCE : [400 units away from Zac]
250 units from where target is hit
CELL DIVISION CHUNK SPAWN : [Each enemy champion spawns a chunk the first time they're hit by a bounce (subsequent bounces on the same enemy won't spawn additional chunks)]
Each bounce that hits one or more enemy champions spawns a chunk (hitting the same enemy still spawns a chunk)

Items

Corrupting Potion.pngCorrupting Potion  
Bonus magic damage flattened.

Corrupting Potion is a dominant choice in pro and higher skill play. We're taking it down a notch so other options have an opportunity to shine.

BONUS MAGIC DAMAGE Over Time : [15-30 (level 1-18)] 15 at all levels

ARAM Balance Changes

We've made an adjustment to the calculations that go into designating your Champion Mastery Grade at the end of an ARAM game to better represent the nuances of the game mode! Additionally, more nerfs and buffs!
END OF GAME MASTERY GRADE : Modified calculations to be more accurate for ARAM

9.12 Nerfs

FIORA : [+8% damage dealt & -8% damage taken] No changes compared to other modes
JHIN : [-5% damage dealt] -8% damage dealt
KASSADIN : [+10% damage dealt & -5% damage taken] -5% damage taken
KATARINA : [+8% damage dealt & -8% damage taken] +5% damage dealt & -5% damage taken
LUX : [-10% damage dealt & +8% damage taken] -10% damage dealt & +10% damage taken
NIDALEE : [+15% damage dealt] +12% damage dealt
QUINN : [+10% damage dealt & -10% damage taken] +8% damage dealt & -8% damage taken
REK’SAI : [+18% damage dealt & -10% damage taken] +12% damage dealt & -10% damage taken
SEJUANI : [-10% damage taken] -8% damage taken
SONA : [-10% damage dealt & -15% healing done & -15% shielding done & +12% damage taken] -15% damage dealt & -18% healing done & -18% shielding done & +15% damage taken
TAHM KENCH : [+8% damage dealt & -8% damage taken] -5% damage taken
TALON : [+10% damage dealt & -5% damage taken] -5% damage taken
TRUNDLE : [Normal] +5% damage taken
MORDEKAISER : [+5% damage dealt & -5% damage taken] No changes compared to other modes

9.12 Buffs

CORKI : [Normal] +5% damage dealt & -5% damage taken
ELISE : [+5% damage dealt] +5% damage dealt & -5% damage taken
FIZZ : [+5% damage dealt] +5% damage dealt & -5% damage taken
GALIO : [+5% damage taken] No changes compared to other modes
ILLAOI : [+5% damage taken] No changes compared to other modes
JARVAN IV : [Normal] +5% damage dealt & -5% damage taken
KARTHUS : [-8% damage dealt] -6% damage dealt
KLED : [Normal] +5% damage dealt & -5% damage taken
NOCTURNE : [+5% damage dealt & -10% damage taken] +10% damage dealt & -12% damage taken
RIVEN : [+5% damage dealt] +5% damage dealt & -5% damage taken
SWAIN : [-6% damage dealt & +6% damage taken] -5% damage dealt
YORICK : [-5% damage dealt & +8% damage taken] -5% damage dealt & +5% damage taken

VFX Updates

AmumuSquare.png Amumu 

This update is aimed at reinforcing Amumu's Shuriman thematic and improving his gameplay clarity. We also tried to make it as close as possible to the style in his music video!

BASIC ATTACK : New hit effects
CURSED TOUCH : Cleaned up existing effects
BANDAGE TOSS : Added a subtle effect to show the width of his missile and brightened the tip of it
DESPAIR : Now displays a reflection and has a better representation of the hitbox. New, more condensed impact effect.
TANTRUM : New AoE, now with sand, and a better representation of the hitbox
CURSE OF THE SAD MUMMY : More sand and actual Shuriman runes
ALL SKINS : Cleaned up to match the new effects on the base skin
SAD ROBOT AMUMU : New, robot-y effects across all his abilities

TryndamereSquare.png Tryndamere 

Mostly cleaned up his abilities to reduce noise, while adding a little bit of Freljordian flair.

BASIC ATTACK : New hit effects and adjusted weapon trails
BATTLE FURY : New rage indicator effect
BLOODLUST : More visible heal effect with reduced noise
MOCKING SHOUT : Added a cast effect that shows range
SPINNING SLASH : New effect that shows the actual width of the AoE
UNDYING RAGE : New activation and buff effects
ALL SKINS : Cleaned up to match the new effects on the base skin
DEMONBLADE TRYNDAMERE : New FI-YAHHHHHHHHHHHH-ERY effects

ZiggsSquare.png Ziggs 

We completely overhauled Ziggs' VFXs, focusing on showing the actual size of the his AoEs and bringing him up to modern standards.

BASIC ATTACK : New sparky missiles and hit effects
SHORT FUSE : Empowered hits are more explode-y; missiles are more sparky
BOUNCING BOMB : More sparks, new missile, and the explosion now leaves a crater that shows the size of the AoE
SATCHEL CHARGE : New explosion that leaves behind a crater; new upward movement to reinforce the knock-up feel; new hit effects; adjusted AoE indicators to match hitbox
HEXPLOSIVE MINEFIELD : Subtle trail on the missiles and range indicator on the mines. Also leave small craters on impact. And of course, more sparks!
MEGA INFERNO BOMB MUSHROOM CLOUD AND MORE SPARKS! : New cast, indicators, missile, AoE, and hit effects.
MAD SCIENTIST ZIGGS : Now with more bubbles and green goo
POOL PARTY ZIGGS : Cleaned up the noise on his abilities and adjusted to better match the rest of the skin line
SNOW DAY ZIGGS : Cleaned up the noise on his abilities and added some warmth to his missiles and explosions
ARCANIST ZIGGS : Added the crater in his ultimate and updated the indicator to match the base skin's
ODYSSEY ZIGGS : Added the crater in his ultimate

Bugfixes

  • Warwick's Jaws of the Beast tooltip now lists the correct AP ratio
  • Split rewards now display on Ranked Armor on the Loading Screen
  • The "End-of-Vote" flash on the Surrender box no longer re-appears when the timer expires for those who have already voted
  • The Surrender box can now be properly be moved around
  • Headhunter Nidalee's Javelin Toss's javelins have been adjusted for colorblind players to better see them
  • Jhin's Dancing Grenade now properly bounces to other targets even after its damage is consumed by Sivir's Spell Shield

Upcoming Skins & Chromas

The following skins will be released this patch. Grab the League Displays app for their full-res splash!


Jhin Splash 5.jpg
Dark Star Jhin
Karma Splash 9.jpg
Dark Star Karma
Shaco Splash 8.jpg
Dark Star Shaco



The following chromas will be released this patch:

Shaco Screens 3.jpg
Dark Star Shaco
Karma Screens 6.jpg
Dark Star Karma
Braum Screens 6.jpg
Dragon Slayer Braum