We're finally one patch away from preseason AND I CAN STOP SAYING "IT'S ALMOST TIME FOR PRESEASON." If you're struggling to get to Gold like I am, let this also be a warning that you only have this last patch to get there, so good luck!
Meanwhile, URF ends in 5 days! That's right, 5 (if you include today)! If you missed the announcement on the Mid-Patch Updates in 9.21, we're extending the duration of the game mode for 1 more day. So get your cannon on until November 9, 2019 7:00PM PT.
The bugfixes that we worked on with you during the 10-year anniversary are also going live this patch! You can read about them at the very bottom in its respective section.
As a reminder to all you ladder-climbers, the Ranked season for Summoner's Rift will end on November 19 12:00AM PT! One-tricks, meta monsters, and Fill mains unite and get your last minute grind on for that Victorious Aatrox skin (if you're honor level 2 or above).
We're nerfing Ashe's early game harass so she feels a little more compelled to capitalize on the slow rather than throwing it out mostly for harass damage.
These bugfixes went live in 9.21, but we're noting them here for anyone who may have missed them!
Q - Rootcaller
LEAVE ROOM FOR DAISY : Ivern will now always dash into melee range of the target
THREE'S A CROWD : Fixed a bug where Ivern would land inside some jungle camps when dashing with his Q
ABRA-KADABRA-ALAKAZAM : Fixed a bug where allies would teleport to unexpected locations when Ivern would dash to a rooted target
Kai'Sa Q missile damage after first hit decreased.
With this one change, we're hitting two birds with one stone. We're weakening Kai'Sa's late game isolated burst damage, but bolstering her ability to stave off her enemy's attempts to push her away from minion waves.
Q - Icathian Rain
NON-MINION MULTI-HIT MISSILE DAMAGE :[30%]⇒ 25%
Kalista W mark duration and bonus damage on marked targets increased.
While we've historically hesitated to put power into Kalista's proc damage due to high limits in team coordination in solo play, we're taking a different direction here and making the proc easier to access and amping the damage. We're hoping this will make it better value for her at all levels of play, and help with the perception that there should be no points in it at all.
We think Malphite's tank builds are in a good place, but AP Rock can be really frustrating to play against due to the low options of counterplay against it. So we're nerfing that specific aspect of his kit.
Nautilus is too strong in all games, regardless of level, but we're focusing the nerf this patch on the damage that is more dependent on coordination.
R - Depth Charge
PRIMARY TARGET BASE DAMAGE :
[200/325/450]
⇒
150/275/400
Pantheon Q minion damage reduction increased; execute threshold decreased. W increased dash speed from boots removed.
Pantheon persists as an overly strong (and banned) champion, especially in higher ranked games. We're making some changes to the parts of his kit that mostly impact players in those games, mainly targeting his consistent damage and wave clear.
Q - Comet Spear
MINION DAMAGE REDUCTION :[20%]⇒ 30%
EXECUTE THRESHOLD :[25%]⇒ 20% of target's maximum health
W - Shield Vault
NO LONGER WALKING ALL OVER YOU Pantheon's dash speed is no longer increased from boots
Sejuani Base AD, health regen growth, and AS growth increased. Q damage increased later. E bugfix.
Helping Sejuani boar down on enemies and rewarding her for getting into the thick of the fight.
Base Stats
ATTACK DAMAGE :[64]⇒ 66
HEALTH REGEN GROWTH :[0.85]⇒ 1
ATTACK SPEED GROWTH :[3%]⇒ 3.5%
Q - Arctic Assault
DAMAGE :
[80/120/160/200/240 (+0.4 AP)]
⇒
80/130/180/230/280 (+0.6 AP)
E - Permafrost
BUGFIX : Passive now properly resets its debuff duration when reapplying at max stacks
Sylas Base health regen and magic resist increased; health regen growth decreased. W cost decreased.
We recently did some work to begin addressing the difference between Sylas' power level in pro versus solo queue. His overall power level dropped as a result, so we're giving him some general strength. However, we don't think we've entirely solved the issue, so we'll be continuing that work in the near future.
If her target dies before Caitlyn's Energized (via items like Rapid Firecannon and Statikk Shiv) Headshot hits them, Caitlyn will no longer be damaged in their stead
Ornn's second Call of the Forge God activation now properly knocks up enemies close to it