v4.5

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Patch Notes v4.5
Hey Summoners,

It's mid season! That doesn't mean we'll be making dramatic changes a la the 2014 preseason, but it does mean we can make some larger systemic changes in areas where we could. You'll see this in places like the support item recipe cleanup and the addition of two foundational support items. While we're not planning to completely change the landscape, this does mean that supports will be able to keep pace when purchasing ability power items and, in the future we'll be able to build out more support itemization paths for those who want it.

Also included in this patch are two gameplay updates (that's what we're calling 'em): Rengar and Gragas. Rengar's got some new tools to actually contribute to an ongoing team fight, while Gragas has traded some of his long-range barrel-sniping power for scrappy in-your-face brawlin' strength. Our overarching philosophy behind these two changes was mostly due to their binary gameplay, where both had clear success cases (usually involving the absolute destruction of a single target before they knew it) but, when they weren't succeeding, they were rarely allowed to contribute in meaningful ways. You can find out more details by reading below, but our goals were to provide more tools and, generally speaking, more cool things to do in a fight. Like belly slams.

- Poro.jpg Pwyff

04/16/2014 Patch Update

  • LoL Client
    • Fixed a bug where players were sometimes getting stuck in premade game lobbies

Bot AI Updates

We've made a bunch of under-the-hood improvements to bots with the overall goal of making them more human-like opponents. For example, bots will now factor in whether or not their opponents' spells are on cooldown when assessing threat, and the same information will also allow them to (sometimes) dodge skill shots.

Click here if you'd like to know more about the goals and tech behind these changes.

  • Improved evaluation of enemy and friendly strength.
  • Improved understanding of tower mechanics and power.
  • Improved behaviors while under high threat.
  • Improved lane rotation decision making.
  • Improved last hitting with auto-attacks both when farming normally and when pushing.
  • Lane behaviors (harassing vs. farming, etc) are now more in line with human behaviors.
  • Bots now attempt to dodge some skill shots.
  • Beginner bots now build recommended items, while Intermediate bots now make more advanced item choices.
  • Bots now scan their surroundings at variable rates depending on difficulty setting and in-game threat level.

04/07/2014 Patch Update

LoL Client

  • Fixed a navigation bug where using a Tournament Code wasn't properly showing players their game lobby

 Gragas

  • DrunkenRage.jpg W - Drunken Rage
    • Fixed a bug where Gragas would stop automatically acquiring targets after he kills a unit with Drunken Rage
    • Extended Gragas' window to make a buffed attack to 5 seconds (from 4 seconds)
  • BodySlam.jpg E - Body Slam
    • Hitbox has been rounded off to better reflect Graggy's girth
    • Gragas will no longer auto acquire a target after Body Slam if Drunken Rage is active

Boots of Mobility - Alacrity.png Enchantment - Alacrity

  • Fixed a bug where Enchantment: Alacrity was giving less movement speed than intended when purchased with Mercury Treads

LoL Client

Game Lobbies

"Minor improvement to invite statuses to better document the history of the lobby."

  • When the creator of a game lobby transfers ownership to another player, their status will now change to "Creator" rather than "Joined".

Team Builder

  • Captains now see a spinner animation when friends in the group are still determining their spec
  • Captains can now invite friends to their group before determining their own spec
  • Friend invite statuses are now properly updating

Combat Text

"Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages."

  • Gold gain text is now indicated by a gold coin, rather than the letter 'g'
  • Critical strike text is now indicated by a bursty icon, rather than the symbol '!'

Gameplay Updates

 Rengar

Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.

"Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!"

  • General
    • HEALTH PER LEVEL: 85 ⇒ 90
    • FEROCITY EFFECT SCALING: Per ability level ⇒ Per champion level
  • Unseen Predator.png Passive - Unseen Predator
    • STEALTH: Rengar becomes visible mid-leap ⇒ at the beginning of the leap
  • Savagery.png Q - Savagery
    • BUGFIX: Fixed a bug where the bonus damage from Savagery could crit
    • COOLDOWN: 8/7.5/7/6.5/6 seconds ⇒ 6/5.5/5/4.5/4 seconds
    • DAMAGE: 30/60/90/120/150 (+1.0 attack damage at all ranks) ⇒ 20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)
    • "REMOVED" ATTACK SPEED BUFF: 30/35/40/45/50% attack speed for 4 seconds
    • BASIC ATTACK BUFF WINDOW: 2 seconds ⇒ 3 seconds
    • "REMOVED" UTILITY: Usable on structures
  • Empowered Savagery.png Q - Empowered Savagery
    • DAMAGE: 30/60/90/120/150 (+2.0 attack damage) based on skill level ⇒ 20-235 (+1.5 attack damage) based on champion level
    • ATTACK SPEED BUFF: +60/70/80/90/100% attack speed based on skill level ⇒ +50-101% attack speed based on champion level
    • ATTACK SPEED BUFF DURATION: Unchanged (5 seconds)
    • "NEW" ATTACK DAMAGE BUFF: +10% attack damage for 5 seconds
  • Battle Roar.png W - Battle Roar
    • COOLDOWN: 15/14/13/12/11 seconds ⇒ 12 seconds at all ranks
    • DAMAGE: Unchanged (50/80/110/140/170 (+0.8 ability power))
    • BONUS ARMOR & MAGIC RESISTANCE: +15/22/29/36/43 armor & magic resistance ⇒ +10/15/20/25/30 armor & magic resistance
    • BONUS ARMOR & MAGIC RESISTANCE DURATION: 3 seconds ⇒ 4 seconds
    • "NEW" UTILITY: Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)
  • Battle Roar2.png W - Empowered Battle Roar
    • DAMAGE: 50/80/110/140/170 (+0.8 ability power) based on skill level ⇒ 40-240 (+0.8 ability power) based on champion level
    • MINIMUM HEAL: 20 + (10 x level) ⇒ 12 + (4 x level)
    • MAXIMUM HEAL: 40 + (20 x level) ⇒ 75 + (25 x level)
  • Bola Strike.png E - Bola Strike
    • "NEW" UTILITY: Targeted ability ⇒ Skillshot
    • COOLDOWN: 12/11/10/9/8 seconds ⇒ 10 seconds at all ranks
    • DAMAGE: 60/105/150/195/240 (+0.7 attack damage) ⇒ 50/100/150/200/250 (+0.7 attack damage)
    • RANGE: 575 ⇒ 1000
    • MOVEMENT SPEED SLOW: -50/55/60/65/70% movement speed ⇒ -60/65/70/75/80% movement speed
    • MOVEMENT SPEED SLOW DURATION: Unchanged (2.5 seconds)
  • Bola Strike2.png E - Empowered Bola Strike
    • DAMAGE: 60/105/150/195/240 (+0.7 attack damage) based on skill level ⇒ 50-340 (+0.7 attack damage) based on champion level
    • ROOT DURATION: 1 second ⇒ 1.75 seconds
  • Thrill of the Hunt.png R - Thrill of the Hunt
    • COOLDOWN: 140/105/70 seconds ⇒ 120/95/70 seconds
    • "NEW" UTILITY: Rengar only gains movement speed when moving toward enemy champions
    • MOVEMENT SPEED BONUS: +20/25/30% movement speed ⇒ +15% movement speed
    • "NEW" UTILITY: After breaking stealth, Rengar gains +25/45/45% movement speed for 5 seconds
    • "NEW" UTILITY: After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds
    • "NEW" UTILITY: Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.
  • Bonetooth Necklace.png Bonetooth Necklace
    • ITEM TYPE: Basic item ⇒ Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)
    • COST: 800 gold ⇒ Free
    • TROPHY GAIN: Unchanged (+1 per kill or assist)
    • "REMOVED" DEATH PENALTY: -1 stack on death
    • "REMOVED" BONUS ATTACK DAMAGE: +5 attack damage (+2 additional Attack Damage per level)
    • 3 TROPHY BONUS: +10 armor penetration, +5% cooldown reduction ⇒ +25 movement speed out of combat and in brush
    • 6 TROPHY BONUS: +25 movement speed ⇒ +125 Unseen Predator leap range, Tier 2 vision active
    • "REMOVED" 9 TROPHY BONUS: +150 Unseen Predator leap range
    • "NEW" 12 TROPHY BONUS: +5 seconds to Thrill of the Hunt duration
    • "REMOVED" 14 TROPHY BONUS: +3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of Ferocity
    • "NEW" 20 TROPHY BONUS: Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)

 Gragas

Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?

"When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first."

  • General
    • MAGIC RESIST PER LEVEL: 0 ⇒ 1.25
    • MOVEMENT SPEED: 340 ⇒ 330
  • HappyHour.jpg Passive - Happy Hour
    • HEALTH RESTORE: 2% max health over 4 seconds ⇒ 4% max health instantly
    • "NEW" COOLDOWN: 8 seconds
  • BarrelRoll.jpg Q - Barrel Roll
    • "NEW" MOVEMENT SPEED SLOW: 30/35/40/45/50% for 2 seconds
    • COOLDOWN: Unchanged (11/10/9/8/7 seconds)
    • MANA COST: 80/90/100/110/120 mana ⇒ 60/65/70/75/80 mana
    • RANGE: 950 ⇒ 850
    • BASE DAMAGE: 85/135/185/245/285 ⇒ 80/120/160/200/240
    • ABILITY POWER RATIO: 0.9 ⇒ 0.6
    • "REMOVED" ATTACK SPEED SLOW: -20/25/30/35/40% attack speed for 3 seconds
    • "NEW" UTILITY: Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation
  • DrunkenRage.jpg W - Drunken Rage
    • COOLDOWN: 25 seconds at all ranks ⇒ 8/7.5/7/6.5/6 seconds
    • MANA COST: Unchanged (No cost)
    • "NEW" DAMAGE: Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage
    • DURATION: 20 seconds ⇒ 3 seconds
    • DAMAGE REDUCTION: Unchanged (10/12/14/16/18%)
    • "NEW" UTILITY: Gragas can now move at 80% movement speed while drinking
    • "REMOVED" ATTACK DAMAGE BUFF: +30/40/50/60/70 attack damage
    • "REMOVED" MANA RESTORE: Restores 30/40/50/60/70 mana
  • BodySlam.jpg E - Body Slam
    • COOLDOWN: 12 seconds at all ranks ⇒ 16/15/14/13/12 seconds
    • MANA COST: 75 ⇒ 50
    • BASE DAMAGE: 80/120/160/200/240 ⇒ 80/130/180/230/280
    • ABILITY POWER RATIO: 0.5 ⇒ 0.6
    • "REMOVED" ATTACK DAMAGE RATIO: 0.3/0.4/0.5/0.6/0.7
    • UTILITY: Cooldown reduced by 50% on unit collision ⇒ Cooldown reduced by 3 seconds on unit collision
    • CROWD CONTROL: 35% Movement Speed slow for 2.5 seconds ⇒ 1 second stun & slight knockback
  • ExplosiveCask.jpg R - Explosive Cask
    • COOLDOWN: Unchanged (100/90/80 seconds)
    • MANA COST: Unchanged (100)
    • BASE DAMAGE: 200/325/450 ⇒ 200/300/400
    • ABILITY POWER RATIO: 0.9 ⇒ 0.7
    • UTILITY: Unchanged (Knocks back all enemies hit and grants vision of the area)

Champions

Global Stat Changes

"Armor seals have become such a standardized rune that players have learned to play with - and around - them. These buffs are to compensate for that dependency."

  • BASE ARMOR: All champions have gained +4 base armor

 Anivia

"Anivia's received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm."

  • Glacial Storm.png R - Glacial Storm
    • UTILITY: Now deals a tick of damage when cancelled

 Fiddlesticks

"Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad."

  • Dread.jpg Passive - Dread
    • UTILITY: No longer affects champions who cannot see Fiddlesticks

 Graves

Quickdraw costs less mana to use, Collateral Damage's explosion damage is now the same as the impact damage.

"We're emphasizing the collateral part of Collateral Damage."

  • Quickdraw.jpg E - Quickdraw
    • MANA COST: 50 mana ⇒ 40 mana
  • CollateralDamage.jpg R - Collateral Damage
    • COLLISION BONUS ATTACK DAMAGE RATIO: 1.4 ⇒ 1.5
    • EXPLOSION DAMAGE: 140/250/360 (+1.2 bonus attack damage) ⇒ 200/280/360 (+1.2 bonus attack damage)

 Heimerdinger

Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.

"The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret."

  • H-28GEvolutionTurret.jpg Q - H-28G Evolution Turret
    • CANNON DAMAGE: 15/22/29/36/42 (+0.125 ability power) ⇒ 12/18/23/29/34 (+0.150 ability power)
    • BEAM DAMAGE: 50/75/100/125/150 (+0.5 ability power) ⇒ 40/60/80/105/130 (+0.55 ability power)
    • BEAM COOLDOWN: 12 seconds ⇒ 16 seconds
  • H-28Q Apex Turret.jpg Q - H-28Q Apex Turret
    • CANNON DAMAGE: 90/110/130 (+0.33 ability power) ⇒ 70/90/110 (+0.3 ability power)
    • BEAM DAMAGE: 225/300/375 (+0.8 ability power) ⇒ 180/240/300 (+0.7 ability power)
    • BEAM CHARGE PER CANNON ATTACK: 2/4/6/8/10% ⇒ 20% at all ranks
    • "REMOVED" UTILITY: Spawns with a beam charge

 Kha'Zix

Kha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.

"We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting."

  • Void Assault.png R - Void Assault
    • BUGFIX: Casting Flash no longer breaks Void Assault stealth
    • "NEW" COOLDOWN BETWEEN CASTS: 1 second
  • VoidAssault2.png R - Evolved Active Camouflage
    • "REMOVED" DAMAGE REDUCTION: Reduces turret damage

 Lee Sin

Safeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.

"Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards."

  • Safeguard.jpg W - Safeguard
    • COOLDOWN: 9 seconds ⇒ 14 seconds
    • "NEW" UTILITY: Cooldown reduced by 50% if cast on Lee Sin or an allied champion
    • SHIELD DURATION: 5 seconds ⇒ 4 seconds
    • "REMOVED" UTILITY: Lee Sin gains a shield when Safeguard is cast on non-champion units
  • IronWill.jpg W - Iron Will
    • DURATION: 5 seconds ⇒ 4 seconds

 Leona

"The correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona's a slightly more viable in-combat target. Plus, if she doesn't get a kill, that combat damage will stick harder."

  • General
    • BASE HEALTH REGEN/5 SEC: 9 ⇒ 7
  • Eclipse.jpg W - Eclipse
    • BONUS ARMOR & MAGIC RESISTANCE: 25/35/45/55/65 ⇒ 20/30/40/50/60

 Lulu

Help, Pix!'s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.

"When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu's high offensive power, but we're also committed to ensuring this doesn't have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we'll look at ways to help support Lulu if she comes out too weak because of these changes."

  • HelpPix.jpg E - Help, Pix!
    • ENEMY FOLLOW DURATION: 6 seconds ⇒ 4 seconds
    • "REMOVED" MINION CAST: Minions gain a shield
    • BASE DAMAGE: 80/130/180/230/280 ⇒ 80/110/140/170/200

 Miss Fortune

Miss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF's lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).

"In the past, Miss Fortune's been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she's been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF's early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots."

  • Strut.jpg Passive - Strut
    • "NEW" UTILITY: Bonus movement speed now displayed on buff icon
  • DoubleUp.jpg Q - Double Up
    • COOLDOWN: 9/8/7/6/5 ⇒ 7/6/5/4/3
    • MANA COST: 70/75/80/85/90 ⇒ 43/46/49/52/55
    • 1ST TARGET BASE DAMAGE: 25/60/95/130/165 ⇒ 20/35/50/65/80
    • 1ST TARGET ATTACK DAMAGE RATIO: 0.75 ⇒ 0.85
    • 2ND TARGET BASE DAMAGE: 30/72/114/156/198 ⇒ 40/70/100/130/160
    • 2ND TARGET ATTACK DAMAGE RATIO: 0.9 ⇒ 1.0
  • ImpureShots.jpg W - Impure Shots
    • MANA COST: 50 at all ranks ⇒ 30/35/40/45/50
    • BONUS DAMAGE PER STACK: 4/6/8/10/12 (+0.05 ability power) ⇒ 0.06 attack damage
    • ATTACK SPEED BUFF: +30/35/40/45/50% attack speed ⇒ +20/30/40/50/60% attack speed
    • GRIEVOUS WOUNDS DURATION: 3 seconds ⇒ 2 seconds
  • MakeItRain.jpg E - Make It Rain
    • COOLDOWN: 15 at all ranks ⇒ 14/13/12/11/10
    • MOVEMENT SPEED SLOW: 20/28/36/44/52% ⇒ 25/35/45/55/65%
    • VISION: More closely matches the area of effect
  • BulletTime.jpg R - Bullet Time
    • "NEW" UTILITY: Passively increases the stack cap of Impure Shots to 6/7/8
    • BASE DAMAGE: 65/95/125 per bullet ⇒ 50/75/125 per bullet
    • TOTAL BASE DAMAGE: 520/760/1000 ⇒ 400/600/1000
    • "REMOVED" BONUS ATTACK DAMAGE RATIO: 0.35
    • "NEW" UTILITY: Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)

 Renekton

Dominus' health bonus and AoE magic damage are lower in early ranks and higher at later ranks.

"While we're very aware of the high strength Renekton brings to the lane, we're tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on."

  • Dominus.jpg R - Dominus
    • BONUS HEALTH: 300/450/600 health ⇒ 200/400/800 health
    • MAGIC DAMAGE PER TICK: 40/70/100 ⇒ 30/60/120

 Twisted Fate

"We're finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier."

  • PickaCard.jpg W - Pick A Card
    • CARD SELECTION WINDOW: 8 seconds ⇒ 6 seconds
    • CARD USE WINDOW: 4 seconds ⇒ 6 seconds

 Wukong

Wukong's armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone's total attack damage ratio has been reduced.

"Statistically, Wukong's performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu's found a position that circumvents his natural weaknesses, we can tune some of his high damage - particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn't do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with)."

  • Crushing Blow.png Q - Crushing Blow
    • ARMOR SHRED: 30% at all ranks ⇒ 10/15/20/25/30%
  • Cyclone.png R - Cyclone
    • ATTACK DAMAGE RATIO: 1.2 per second (4.8 total) ⇒ 1.1 per second (4.4 total)

 Ziggs

Ziggs' attack range has been reduced.

"Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit."

  • General
    • ATTACK RANGE: 575 ⇒ 550

Minor Changes & Bug Fixes

 Ahri

  • Orb of Deception.png Q - Orb of Deception
    • BUGFIX: Fixed a bug where Orb of Deception wouldn't return if Ahri was dead or in stasis

 Blitzcrank

  • Rocket Grab.png Q - Rocket Grab
    • BUGFIX: Fixed a bug that prevented Blitzcrank from using Thresh's Lantern while casting Rocket Grab.

 Jarvan IV

"Cataclysm should now be more reliable for Jarvan IV to land."

  • Cataclysm.jpg R - Cataclysm
    • UTILITY: The walled area is now centered between Jarvan and his target.

 Jinx

  • SuperMegaDeathRocket.jpg R - Super Mega Death Rocket!
    • "NEW" BUGFIX: Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
    • "NEW" BUGFIX: If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown

 Malzahar

Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.

  • SummonVoidling.jpg Passive - Summon Voidling
    • "NEW" PRIORITY SYSTEM
      • Attack the target of Nether Grasp.
      • Attack the nearest champion with Malefic Visions.
      • Attack the nearest non-champion with Malefic Visions.
      • Attack the nearest enemy.
      • Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.

 Nami

  • General
    • RECOMMENDED ITEMS: Recommended Items have been updated

 Pantheon

  • AegisProtection.jpg Passive - Aegis Protection
    • BUGFIX: Now blocks any attack of a siege minion or large monster even if they don't meet the 40 damage threshold

 Talon

  • Shadow Assault.png R - Shadow Assault
    • "NEW" UTILITY: Flash no longer breaks Shadow Assault stealth
    • BUGFIX: Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)

Items

Blue Trinkets.png Blue Trinkets

"Still in the process of making Blue Trinkets less sad. Maybe it's the color."

  • Scrying Orb.png Scrying Orb (level 1)
    • VISION DURATION: 1 second ⇒ 2 seconds
    • RANGE: 1500 ⇒ 2500
  • Greater Orb.png Scrying Orb (level 9)
    • VISION DURATION: 1 second ⇒ 2 seconds
    • RANGE: 2500 ⇒ 3500
  • Farsight Orb.png Farsight Orb
    • VISION DURATION: 1 second ⇒ 2 seconds
    • RANGE: 3000 ⇒ 4000

Spirit of the Elder Lizard.png Spirit of the Elder Lizard

"We're a little concerned that Spirit of the Elder Lizard is skewing the landscape of the early jungle toward high damage champions who sustain (and thrive) thanks to their offensive prowess. We're still keeping a close eye on Elder Lizard, but are moving conservatively in the meantime."

  • DAMAGE AMPLIFICATION VS. MONSTERS: 30% ⇒ 20%

Feral Flare.png "NEW" Feral Flare

"It's finally here! Picking up after our 4.4 changes to Wriggle's Lantern, we wanted to introduce a new jungle item that "rounds out" the pool. Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power."

  • TRANSFORM: Upgrades from Wriggle's Lantern after killing 25 large monsters
  • ATTACK DAMAGE: +15 attack damage
  • ATTACK SPEED: +35% attack speed
  • UNIQUE PASSIVE MAIM: Basic attacks deal 100 damage (reduced by 67% against champions) and heal 10 health on hit. Kills, assists, and large monster kills increase the damage by 3 and heal by 1.
  • UNIQUE PASSIVE: +30% gold from monster kills
  • UNIQUE ACTIVE: Places a stealth ward that reveals the surrounding area for 180 seconds (180 second cooldown)
  • UTILITY: Ward cast range greatly increased versus normal ward cast range

Support Itemization & Build Paths

We've introduced two new foundational items for supports in the form of Aether Wisp (ability power, movement speed), and Forbidden Idol (mana regen and cooldown reduction). Several items have had their build paths strealimed (or changed) to accommodate.

"These changes are a mid-season followup to our 2014 Season Changes for supports and support itemization. We noticed that while we succeeded in giving supports more gold, we didn't give them enough itemization paths that paced well with their gold gain. With these new items, this means we can also look at support itemization in the future to offer more interesting choices."

Aether Wisp.png "NEW" Aether Wisp

  • RECIPE: Amplifying Tome + 515 gold
  • TOTAL COST: 950 gold
  • ABILITY POWER: +30 ability power
  • UNIQUE PASSIVE: +5% movement speed
  • Lich Bane.png Lich Bane
    • RECIPE: Sheen + Blasting Wand + 940 gold ⇒ Sheen + Aether Wisp + 1000 gold
    • TOTAL COST: Unchanged (3000 gold)
  • Twin Shadows.png Twin Shadows
    • RECIPE: Amplifying Tome + Amplifying Tome + Null Magic Mangle + 730 gold ⇒ Aether Wisp + Fiendish Codex + 780 gold
    • TOTAL COST: 2000 gold ⇒ 2400 gold
    • "REMOVED" CRYSTAL SCAR & TWISTED TREELINE RECIPE: Amplifying Tome + Amplifying Tome + Null Magic Mangle + 530 gold = 1800 gold
    • ABILITY POWER: +50 ability power ⇒ +80 ability power
    • "NEW" COOLDOWN REDUCTION: +10% cooldown reduction
    • "REMOVED" MAGIC RESISTANCE: +40 magic resistance
    • ACTIVE COOLDOWN (SUMMONER'S RIFT & HOWLING ABYSS): 120 seconds
    • ACTIVE COOLDOWN (CRYSTAL SCAR & TWISTED TREELINE): 60 seconds
    • "NEW" UTILITY: If the ghosts fail to find a target, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of this item by 40 seconds (20 seconds on Crystal Scar & Twisted Treeline).

Forbidden Idol.png "NEW" Forbidden Idol

  • RECIPE: Faerie Charm + Faerie Charm + 390 gold
  • TOTAL COST: 750 gold
  • MANA REGEN/5 SEC: 8
  • UNIQUE PASSIVE: +10% cooldown reduction
  • Morellonomicon.png Morellonomicon
    • RECIPE: Amplifying Tome + Faerie Charm + Fiendish Codex + 765 gold ⇒ Fiendish Codex + Forbidden Idol + 630 gold
    • TOTAL COST: Unchanged (2200 gold)
  • Talisman of Ascension.png Talisman of Ascension
    • RECIPE: Nomad's Medallion + Faerie Charm + 955 Gold ⇒ Nomad's Medallion + Forbidden Idol + 585 Gold
    • TOTAL COST: 2000 gold ⇒ 2200 gold
    • MANA REGEN/5 SEC: 10 ⇒ 15

Frost Queen's Claim.png Frost Queen's Claim

  • COMBINE COST: 315 gold ⇒ 515 gold
  • TOTAL COST: 2000 gold ⇒ 2200 gold
  • ABILITY POWER: +40 ability power ⇒ +50 ability power

Face of the Mountain.png Face of the Mountain

  • COMBINE COST: 185 gold ⇒ 385 gold
  • TOTAL COST: 2000 gold ⇒ 2200 gold
  • HEALTH REGEN/5 SEC: 25 ⇒ 20
  • HEALTH: +375 health ⇒ +500 health

Will of the Ancients.png Will of the Ancients

  • RECIPE: Hextech Revolver + Faerie Charm + Faerie Charm + 440 gold ⇒ Hextech Revolver + Fiendish Codex + 480 gold
  • TOTAL COST: 2000 gold ⇒ 2500 gold
  • ABILITY POWER: +50 ability power ⇒ +80 ability power
  • "REMOVED" MANA REGEN/5 SEC: 10

Aegis of the Legion.png Aegis of the Legion

  • RECIPE: Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null Magic Mantle + 670 Gold ⇒ Rejuvenation Bead + Ruby Crystal + Negatron Cloak + 600 gold
  • TOTAL COST: 1950 gold ⇒ 1900 gold
  • "NEW" MAGIC RESISTANCE: +20 magic resistance
  • "REMOVED" ARMOR: +20 Armor
  • Locket of the Iron Solari.png Locket of the Iron Solari
    • RECIPE: Aegis of the Legion + 600 gold ⇒ Kindlegem + Aegis of the Legion + 50 gold
    • TOTAL COST: 2550 gold ⇒ 2800 gold
    • HEALTH: +300 health ⇒ +400 health
    • "NEW" MAGIC RESISTANCE: +20 magic resistance
    • "REMOVED" ARMOR: +20 Armor

Warden's Mail.png Warden's Mail

  • RECIPE: Cloth Armor + Cloth Armor + 400 gold ⇒ Chain Vest + 280 gold
  • TOTAL COST: Unchanged (1000 gold)

Glacial Shroud.png Glacial Shroud

  • RECIPE: Sapphire Crystal + Chain Vest + 230 gold ⇒ Cloth Armor + Sapphire Crystal + 250 gold
  • TOTAL COST: 1350 gold ⇒ 950 gold
  • ARMOR: +45 Armor ⇒ +20 armor
  • MANA: +300 Mana ⇒ +250 mana
  • Iceborn Gauntlet.png Iceborn Gauntlet
    • COMBINE COST: 700 gold ⇒ 750 gold
    • TOTAL COST: 3250 gold ⇒ 2900 gold
    • ARMOR: +70 armor ⇒ +60 armor
  • Frozen Heart.png Frozen Heart
    • COMBINE COST: 550 gold ⇒ 650 gold
    • TOTAL COST: 2900 ⇒ 2600
    • ARMOR: +95 armor ⇒ +100 armor
    • MANA: +500 mana ⇒ +400 mana
    • ATTACK SPEED REDUCTION AURA: -20% attack speed ⇒ -15% attack speed

Boot Enchantments.png Boot Enchantments

"Because Homeguard boots are so strong as a defensive item, we realized we needed to bring the offensive boot enchantments up to parity. Boot enchants should be an opportunity to personalize your play, so... have a few more choices!"

  • Boots of Mobility - Homeguard.png Enchantment - Captain
    • COST: 750 gold ⇒ 600 gold
    • APPROACHING ALLY MOVEMENT SPEED: +8% movement speed ⇒ +10% movement speed
  • Boots of Mobility - Distortion.png Enchantment - Distortion
    • SUMMONER SPELL COOLDOWN REDUCTION: 25% ⇒ 20%
    • "NEW" UTILITY: Increases Ghost movement speed to 40% from 28%
    • "NEW" UTILITY: Grants +30% movement speed for 1 second after using Flash
    • "NEW" UTILITY: Grants +30% movement speed for 3 seconds after successfully using Teleport
  • Boots of Mobility - Homeguard.png Enchantment - Homeguard
    • FOUNTAIN HEALING: Instant full restore ⇒ Restores a portion of missing health and mana per second
    • ACTIVATION DELAY: 8 seconds out of combat ⇒ 6 seconds out of combat

Runes

"We promised rune balance changes for the 2014 season but when we took a deeper look we realized that we needed to do more fundamental work on the system itself. That said, we wanted to get a few balance changes in for the 2014 season, so we targeted midseason as the right time. We've heard a lot of feedback from players on the pains surrounding the rune system, and we'll be taking that into consideration in the future! It may not be a holistic fix right now, but these balance changes allow us to open up a little more diversity in rune choice. We've also made some compensation buffs for the two runes we nerfed.
As a side note, we specifically tackled armor runes and lifesteal quintessences because they were becoming the "best in slot" choice for any champion that could use them. In the case of armor, the answer was "everyone," while lifesteal quintessences had a slightly narrower appeal. The buffs we made across other runes were to focus on adding more options without affecting any larger systems while also bringing some runes up to parity in terms of gold value."

Seals.png Seals

Tier 3

  • Greater Seal of Armor.png Greater Seal of Armor
    • PER SEAL: +1.41 armor ⇒ +1.00 armor
    • PER 9 SEALS: +12.69 armor ⇒ +9.00 armor
    • SUPPLEMENTARY: Base armor of all champions increased by 4
  • Greater Seal of Scaling Armor.png Greater Seal of Scaling Armor
    • PER SEAL: +2.7 armor at lvl 18 ⇒ +3.00 armor at lvl 18
    • PER 9 SEALS: +24.3 armor at lvl 18 ⇒ +27.00 armor at lvl 18
  • Greater Seal of Health.png Greater Seal of Health
    • PER SEAL: +5.35 health ⇒ +8.00 health
    • PER 9 SEALS: +48.15 health ⇒ +72 health
  • Greater Seal of Scaling Health.png Greater Seal of Scaling Health
    • PER SEAL: +19.44 health at lvl 18 ⇒ +24.00 health at lvl 18
    • PER 9 SEALS: +174.96 health at lvl 18 ⇒ +216.00 health at lvl 18
  • Greater Seal of Health Regeneration.png Greater Seal of Health Regeneration
    • PER SEAL: +0.43 health regen/5 sec ⇒ +0.56 health regen/5 sec
    • PER 9 SEALS: +3.87 health regen/5 sec ⇒ +5 health regen/5 sec

Tier 2

  • Seal of Armor.png Seal of Armor
    • PER SEAL: +1.09 armor ⇒ +0.78 armor
    • PER 9 SEALS: +9.81 armor ⇒ +7.02 armor
    • SUPPLEMENTARY: Base armor of all champions increased by 4
  • Seal of Scaling Armor.png Seal of Scaling Armor
    • PER SEAL: +2.16 armor at lvl 18 ⇒ +2.34 armor at lvl 18
    • PER 9 SEALS: +19.44 armor at lvl 18 ⇒ +21.06 armor at lvl 18
  • Seal of Health.png Seal of Health
    • PER SEAL: +4.16 health ⇒ +6.24 health
    • PER 9 SEALS: </s>+37.44 health</s> ⇒ +56.16 health
  • Seal of Scaling Health.png Seal of Scaling Health
    • PER SEAL: +15.12 health at lvl 18 ⇒ +18.72 health at lvl 18
    • PER 9 SEALS: +136.08 health at lvl 18 ⇒ +168.48 health at lvl 18
  • Seal of Health Regeneration.png Seal of Health Regeneration
    • PER SEAL: +0.34 health regen/5 sec ⇒ +0.43 health regen/5 sec
    • PER 9 SEALS: +3.06 health regen/5 sec ⇒ +3.90 health regen/5 sec

Tier 1

  • Lesser Seal of Armor.png Lesser Seal of Armor
    • PER SEAL: +0.78 armor ⇒ +0.56 armor
    • PER 9 SEALS: +7.02 armor ⇒ +5.04 armor
    • SUPPLEMENTARY: Base armor of all champions increased by 4
  • Lesser Seal of Scaling Armor.png Lesser Seal of Scaling Armor
    • PER SEAL: +1.44 armor at lvl 18 ⇒ +1.68 armor at lvl 18
    • PER 9 SEALS: +12.96 armor at lvl 18 ⇒ +15.12 armor at lvl 18
  • Lesser Seal of Health.png Lesser Seal of Health
    • PER SEAL: +2.97 health ⇒ +4.48 health
    • PER 9 SEALS: +26.73 health ⇒ +40.32 health
  • Lesser Seal of Scaling Armor.png Lesser Seal of Scaling Health
    • PER SEAL: +10.8 health at lvl 18 ⇒ +13.44 health at lvl 18
    • PER 9 SEALS: +97.2 health at lvl 18 ⇒ +120.96 health at lvl 18
  • Lesser Seal of Health.png Lesser Seal of Health Regeneration
    • PER SEAL: +0.24 health regen/5 sec ⇒ +0.31 health regen/5 sec
    • PER 9 SEALS: +2.16 health regen/5 sec ⇒ +2.80 health regen/5 sec

Glyphs.png Glyphs

Tier 3

  • Greater Glyph of Scaling Cooldown Reduction.png Greater Glyph of Scaling Cooldown Reduction
    • PER GLYPH: +1.11% cooldown reduction at lvl 18 ⇒ +1.67% cooldown reduction at lvl 18
    • PER 9 GLYPHS: +9.99% cooldown reduction at lvl 18 ⇒ +15% cooldown reduction at lvl 18
  • Greater Glyph of Scaling Magic Resist.png Greater Glyph of Scaling Magic Resist
    • PER GLYPH: +2.7 magic resistance at lvl 18 ⇒ +3.00 magic resistance at lvl 18
    • PER 9 GLYPHS: +24.3 magic resistance at lvl 18 ⇒ +27.00 magic resistance at lvl 18
  • Greater Glyph of Mana Regeneration.png Greater Glyph of Mana Regeneration
    • PER GLYPH: +0.31 mana regen/5 sec ⇒ +0.33 mana regen/5 sec
    • PER 9 GLYPHS: +2.79 mana regen/5 sec ⇒ +3 mana regen/5 sec
  • Greater Glyph of Scaling.png Greater Glyph of Scaling Mana Regeneration
    • PER GLYPH: +0.99 mana regen/5 sec at lvl 18 ⇒ +1.20 mana regen/5 sec at lvl 18
  • PER 9 GLYPHS: +8.91 mana regen/5 sec at lvl 18 ⇒ +10.80 mana regen/5 sec at lvl 18

Tier 2

  • Glyph of Scaling Cooldown Reduction.png Glyph of Scaling Cooldown Reduction
    • PER GLYPH: +0.9% cooldown reduction at lvl 18 ⇒ +1.30% cooldown reduction at lvl 18
    • PER 9 GLYPHS: +8.1% cooldown reduction at lvl 18 ⇒ +11.70% cooldown reduction at lvl 18
  • Glyph of Scaling Magic Resist.png Glyph of Scaling Magic Resist
    • PER GLYPH: +2.16 magic resistance at lvl 18 ⇒ + 2.34 magic resistance at lvl 18
    • PER 9 GLYPHS: +19.44 magic resistance at lvl 18 ⇒ +21.06 magic resistance at lvl 18
  • Glyph of Mana Regeneration.png Glyph of Mana Regeneration
    • PER GLYPH: +0.24 mana regen/5 sec ⇒ +0.26 mana regen/5 sec
    • PER 9 GLYPHS: +2.16 mana regen/5 sec ⇒ +2.34 mana regen/5 sec
  • Glyph of Scaling Cooldown Reduction.png Glyph of Scaling Mana Regeneration
    • PER GLYPH: +0.72 mana regen/5 sec at lvl 18 ⇒ +0.94 mana regen/5 sec at lvl 18
    • PER 9 GLYPHS: +6.48 mana regen/5 sec at lvl 18 ⇒ +8.42 mana regen/5 sec at lvl 18

Tier 1

  • Lesser Glyph of Scaling Cooldown Reduction.png Lesser Glyph of Scaling Cooldown Reduction
    • PER GLYPH: +0.72% cooldown reduction at lvl 18 ⇒ +0.93% cooldown reduction at lvl 18
    • PER 9 GLYPHS: +6.48% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18
  • Lesser Glyph of Scaling Magic Resist.png Lesser Glyph of Scaling Magic Resist
    • PER GLYPH: +1.44 magic resistance at lvl 18 ⇒ +1.68 magic resistance at lvl 18
    • PER 9 GLYPHS: +12.96 magic resistance at lvl 18 ⇒ +15.12 magic resistance at lvl 18
  • Lesser Glyphs of Mana Regeneration.png Lesser Glyph of Mana Regeneration
    • PER GLYPH: +0.17 mana regen/5 sec ⇒ +0.19 mana regen/5 sec
    • PER 9 GLYPHS: +1.53 mana regen/5 sec ⇒ +1.68 mana regen/5 sec
  • Lesser Glyph of Scaling Cooldown Reduction.png Lesser Glyph of Scaling Mana Regeneration
    • PER GLYPH: +0.54 mana regen/5 sec at lvl 18 ⇒ +0.67 mana regen/5 sec at lvl 18
    • PER 9 GLYPHS: +4.86 mana regen/5 sec at lvl 18 ⇒ +6.05 mana regen/5 sec at lvl 18

Quintessences.png Quintessences

Tier 3

  • Quintessences.png Greater Quintessence of Cooldown Reduction
    • PER QUINTESSENCE: +1.67% cooldown reduction ⇒ +2.50% cooldown reduction
    • PER 3 QUINTESSENCES: +5.01% cooldown reduction ⇒ +7.50% cooldown reduction
  • Greater Quintessence of Scaling Cooldown Reduction.png Greater Quintessence of Scaling Cooldown Reduction
    • PER QUINTESSENCE: +2.5% cooldown reduction at lvl 18 ⇒ +5.00% cooldown reduction at lvl 18
    • PER 3 QUINTESSENCES: +7.5% cooldown reduction at lvl 18 ⇒ +15.00% cooldown reduction at lvl 18
  • Greater Quintessence of Attack Speed.png Greater Quintessence of Attack Speed
    • PER QUINTESSENCE: +3.4% attack speed ⇒ +4.50% attack speed
    • PER 3 QUINTESSENCES: +10.2% attack speed ⇒ +13.50% attack speed
  • Quintessences.png Greater Quintessence of Life Steal
    • PER QUINTESSENCE: +2% lifesteal ⇒ +1.5% lifesteal
    • PER 3 QUINTESSENCES: +6% lifesteal ⇒ +4.5% lifesteal
    • SUPPLEMENTARY: The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

Tier 2

  • Quintessence of Cooldown Reduction.png Quintessence of Cooldown Reduction
    • PER QUINTESSENCE: +1.33% cooldown reduction ⇒ +1.95% cooldown reduction
    • PER 3 QUINTESSENCES: +3.99% cooldown reduction ⇒ +5.85% cooldown reduction
  • Quintessence of Scaling Cooldown Reduction.png Quintessence of Scaling Cooldown Reduction
    • PER QUINTESSENCE: +2% cooldown reduction at lvl 18 ⇒ +3.9% cooldown reduction at lvl 18
    • PER 3 QUINTESSENCES: +6% cooldown reduction at lvl 18 ⇒ +11.7% cooldown reduction at lvl 18
  • Quintessence of Attack Speed.png Quintessence of Attack Speed
    • PER QUINTESSENCE: +2.64% attack speed ⇒ +3.51% attack speed
    • PER 3 QUINTESSENCES: +7.92% attack speed ⇒ +10.53% attack speed
  • Quintessence of Cooldown Reduction.png Quintessence of Life Steal
    • PER QUINTESSENCE: +1.56% lifesteal ⇒ +1.17% lifesteal
    • PER 3 QUINTESSENCES: +4.68% lifesteal ⇒ +3.51% lifesteal
    • SUPPLEMENTARY: The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

Tier 1

  • Lesser Quintessence of Cooldown Reduction.png Lesser Quintessence of Cooldown Reduction
    • PER QUINTESSENCE: +0.93% cooldown reduction ⇒ +1.40% cooldown reduction
    • PER 3 QUINTESSENCES: +2.79% cooldown reduction ⇒ +4.20% cooldown reduction
  • Lesser Quintessence of Scaling Cooldown Reduction.png Lesser Quintessence of Scaling Cooldown Reduction
    • PER QUINTESSENCE: +1.44% cooldown reduction at lvl 18 ⇒ +2.80% cooldown reduction at lvl 18
    • PER 3 QUINTESSENCES: +4.32% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18
  • Lesser Quintessene of Attack Speed.png Lesser Quintessence of Attack Speed
    • PER QUINTESSENCE: +1.89% attack speed ⇒ +2.52% attack speed
    • PER 3 QUINTESSENCES: +5.67% attack speed ⇒ +7.56% attack speed
  • Lesser Quintessence of Cooldown Reduction.png Lesser Quintessence of Life Steal
    • PER QUINTESSENCE: +1.12% lifesteal ⇒ +0.84% lifesteal
    • PER 3 QUINTESSENCES: +3.36% lifesteal ⇒ +2.52% lifesteal
    • SUPPLEMENTARY: The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

Masteries

MasteriesFeast.png Feast

"Similar to our armor seal changes, lifesteal quintessences are a fairly standardized rune on certain champions, so we wanted to compensate for the change in specific cases."

  • HEALTH ON KILL: 2 ⇒ 3

Scavenger.png Scavenger

"Completely unrelated buff here - we noticed that Scavenger's range was smaller than Ancient Coin (occasionally resulting in one granting gold while the other didn't), so we fixed it."

  • RANGE: 900 ⇒ 1100

Summoner Spells

Exhaust.png Exhaust

"Exhaust has fallen out of favor as Ignite has become the staple for kill lanes around the world. Additionally, the successful "use case" of Exhaust has grown more difficult as burst damage combinations become the norm (both through the current popular support roster and overall damage contributions in lane). These buffs to Exhaust are to give it a stronger defensive use case while also letting the player feel better about using it in a timely manner."

    • ATTACK SPEED REDUCTION: -50% attack speed ⇒ -30% attack speed
    • DAMAGE DEBUFF: -30% damage ⇒ -50% damage
    • RANGE: 550 ⇒ 650

Heal.png Heal

"While the current live environment heavily favors all-in engagements, we wanted a summoner spell that could be reliably used for defensive lanes. These changes let us expand the scope of Heal so that it has more cool use cases and playmaking opportunities."

  • COOLDOWN: 300 ⇒ 240
  • HEAL: 90-345 ⇒ 90-495
  • "NEW" UTILITY: Heals all allies in range ⇒ Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor)
  • "NEW" CRAZY: Removes healing reduction effects on affected champions
  • "NEW" CRAZY-AWESOME: Affected champions gain +30% movement speed for 2 seconds

Ignite.png Ignite

"Partially to compensate for the Heal changes and because when you set someone on fire, that should make them real visible."

  • VISION: Now grants vision of the target while ignited - does not reveal stealthed champions.

Barrier.png Barrier

"We heard your feedback and have tuned up the uniqueness of the Barrier particle."

  • VISUALS: Gold ⇒ Off-white

Summoner's Rift

DragonSquare.png Dragon

Dragon now deals a percentage of the target's current health as damage (this goes up over time). Dragon's debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.

"In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost)."

  • ATTACK DAMAGE: 145 ⇒ 110
  • "NEW" BONUS ARMOR & MAGIC RESIST: +13 armor and +5.85 magic resist per level after level 9
  • "NEW" % CURRENT HEALTH DAMAGE: 5% (+0.5% per level after level 9) current health as physical damage per attack
  • "NEW" DAMAGE DEBUFF: -20% damage
  • "REMOVED" ATTACK SPEED SLOW: -20% attack speed
Patchnote bottom2.png