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v5.22

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Patch Notes v5.22

What a time. You've read the sites, you've seen the devblogs, you've heard the announcements. Preseason is finally upon us.

So what's on the docket for us this year? Well, to be frank, a little bit of everything. We're looking to make every game of League feels unique, and that means going the distance to make sure your decisions matter. From the champions you pick, the masteries you choose, and the way you express yourself with Items, 2016's all about meaningful choices.

For the bottom laners of the world, we've got 6 marksman reworks aimed at tuning, tweaking and reinforcing their strategic identities. You can read below for the details, but protip: don't wander any closer to Graves than your attack range requires. Toss in a bunch of new items to enable new playstyles (do I want siege? How about pushing? dueling?) and you've got a whole new world of ranged damage dealing to explore.

Marksmen aren't the only ones getting new toys: new starting items and an intricate new mastery system impact just about everyone that loads onto the Rift. Stealth Wards are gone from the shop, Sightstone's got some sweet new build paths, the Jungle's less difficult and a mean lookin' void crab's taken a liking to Baron pit. That's still only scratching the surface.

Before we go, remember that this is a time for learning. A time for experimenting. A time to reassess what you know, and to express yourself the way you want. We should all feel comfortable enabling one another to try new builds, new compositions, and to push the boundaries of what we're capable of. You just might surprise yourselves.

So when towers are falling and marksman are running amok, when your trinkets auto-upgrade and you die taking the Rift Herald, when you're busy in the shop looking over all the new options and you hear that botlane ping...

That can only mean one thing. Welcome to Preseason.

Scarizard.jpg Patrick "Scarizard" Scarborough


Marksman Updates

Quote.png One of the most important goals of these marksman updates is to give each updated champion a unique reason to be brought to a game, and we want each champion to feel different whether playing against, as, or with. For some, this means sharpening what they already do well, or should do well. For others, it means finding new elements that make them feel special. We want you to have a reason to pick Graves over Lucian, and vice-versa, outside of just dealing more damage. Our additional goal here is to ensure basic attacks between marksmen are as differentiated as possible. This is a new objective that's particularly important for this group, given how reliant they are on right clicking. Unquote.png


Quinn

Quote.png Kicking off our foray into the Marksman Update, Quinn's a champion that's always been confusing to say the least. Too unsafe to see success as a typical bottom laner, she was banished to the land of ‘niche top laners', either snowballing and forcing surrenders or losing the game before getting off the ground. Quinn's always had her unique traits, but never enough in one direction to find a true identity in League. Now, Demacia's Wings bear the responsibility as their team's first-responders in case of emergency. Need to stop a split-push in progress? Need to create one of your own? Quinn and Valor can put out (or start) fires wherever there's trouble, patrolling the Rift at top speed on practically no cooldown. As flexible as ever, the dynamic duo are ready to take flight in almost any position, given you've got a keen sense of map awareness to support your daring maneuvers. Unquote.png
  • General
    • BASE ATTACK DAMAGE: 51.04 ⇒ 56.46
    • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41
    • Recommended Items updated

Harrier.jpg Passive - Harrier

  • BONUS DAMAGE: 25 - 215 (+0.5 bonus attack damage) (0.5 total attack damage ATTACK DAMAGE)
  • COOLDOWN: 8 seconds
  • IT'S A LOT OF MATH: Harrier's cooldown is reduced by 1% per 1% Critical Strike Chance, multiplicatively (ex. at 50% Critical Strike Chance, Harrier's cooldown is ~5 seconds, at 100% Critical Strike Chance, the cooldown is ~3 seconds)
  • NO TIME TO WASTE: Valor now marks targets as Vulnerable immediately when Harrier is available

BlindingAssault.jpg Q - Aerial Assault

  • NAME: Blinding Assault ⇒ Aerial Assault
  • DAMAGE: 70/110/150/190/230 (+0.65 bonus ATTACK DAMAGE) (+0.5 ABILITY POWER) ⇒ 20/45/70/95/120 (+0.7/0.75/0.8/0.85/0.9 total ATTACK DAMAGE) (+0.35 ABILITY POWER), increasing by up to 100% based on the target's missing health
  • COST: 50/55/60/65/70 mana ⇒ 50 mana at all ranks
  • CAST TIME: 0.31 seconds ⇒ 0.25 seconds
  • MISSILE WIDTH: 80 ⇒ 60
  • REMOVED I SEE: No longer blinds targets hit
  • NEW SHE'S STILL THROWING A BIRD AT YOU: Now marks the first target hit as Vulnerable
  • NEW BRING BACK SCRAPS: If Aerial Assault kills a target, half the cooldown is refunded

HeightenedSenses.jpg W - Heightened Senses

  • MOVEMENT SPEED FROM HARRIER: 20/30/40/50/60 flat movement speed ⇒ 20/25/30/35/40 percent movement speed
  • DURATION: 3 seconds ⇒ 2 seconds

TagTeam.jpg R - Tag Team

After channeling for 2 seconds, Quinn calls upon Valor to assist her. While together, the two have massively increased movement speed from all sources and can cast Skystrike by taking an offensive action or reactivating Tag Team.
  • COST: 100 mana ⇒ 100/50/0 mana
  • COOLDOWN: 140/110/80 seconds ⇒ No cooldown
  • DURATION: 20 seconds ⇒ Indefinite
  • I NEED SILENCE: If Quinn takes damage while channeling, Tag Team's cooldown is set to 3 seconds
  • TAG TEAM MOVEMENT BONUS: 70/100/130% total movement speed
  • SKYSTRIKE DAMAGE: 100/150/200 (+ 0.5 bonus ATTACK DAMAGE) (1.0 total ATTACK DAMAGE)
  • REMOVED SNACKS: No longer deals increased damage based on enemy missing health
  • TAKE US DOWN, VAL: Basic attacking or dealing direct damage causes Quinn to swap in
  • DIRECT HIT: Taking champion or turret damage causes Quinn to swap in
  • BRUSH IT OFF All: other sources of damage disable Tag Team's speed bonuses and slows Quinn and Valor temporarily


Graves

Quote.png The beefiest of the Marksman lineup, Graves' burst and tankiness were hallmarks of the carry you'd call when you needed some fighting done - that is, until other bot laners simply started outshining him. Be it rockets, piercing light or laser barrages, Ol' Malcolm's struggled to set himself apart from the pack beyond his bad attitude and big gun.

That is, until he got himself a new big gun.

Armed with New Destiny, Graves finally has the tools to live up to the up-close-and-personal fantasy he's always promised. While most carries kite the front lines, the burden's on the enemy to kite Graves, lest they take the full brunt of New Destiny's rounds to the gut. Unquote.png

General

  • BASE ATTACK DAMAGE: 54.2 ⇒ 60.83
  • ATTACK DAMAGE GROWTH STAT: 3.1 ⇒ 2.41
  • ATTACK RANGE: 525 ⇒ 425
  • MOVEMENT SPEED: 330 ⇒ 345
  • ARMOR GROWTH STAT: 3.2 ⇒ 3.4

NEW TrueGrit.jpg Passive - New Destiny

  • BUCKSHOT: Graves' basic attack is now a cone of 4 bullets whose AD ratio scales with level
  • DAMAGE FROM FIRST BULLET: 0.75 - 1.1 total attack damage
  • BONUS DAMAGE: 25-33% per bullet beyond the first
  • ONE AT A TIME: Bullets stop on the first unit hit
  • TOUGHER THAN LEATHER: Structures take 25% reduced damage from Graves' basic attacks
  • DOUBLE BARREL: Graves stores two Shells at any time and expends them when he basic attacks. After using them, Graves reloads, delaying his next basic attack significantly.
  • WAIT YOUR TURN: Graves' reload time is slightly reduced by attack speed
  • DOUBLE TAP: Graves time between attacks is greatly reduced by attack speed
  • 12-GAUGE: Instead of dealing bonus damage, Graves fires 8 bullets upon critically striking (10 with Infinity Edge)

NEW End of the Line.png Q - End of the Line

Fires a narrow missile in a line. After 1 second, the line detonates, dealing high damage in a 'T' shape from where Graves fired it.
  • INITIAL DAMAGE: 60/80/100/120/140 (+0.75 bonus ATTACK DAMAGE)
  • DETONATION DAMAGE: 90/155/220/285/350 (+0.4/0.6/0.8/1/1.2 bonus ATTACK DAMAGE)
  • COST: 50/55/60/65/70 mana
  • COOLDOWN: 14/13/12/11/10 seconds
  • FISH IN A BARREL: If End of the Line strikes a wall, it detonates immediately.

Smokescreen.jpg W - Smoke Screen

  • LIGHTS OUT: Enemy units inside Smoke Screen cannot see out for any reason
  • COOLDOWN: 20/19/18/17/16 seconds ⇒ 26/24/22/20/18 seconds

Quickdraw.jpg E - Quickdraw

  • REMOVED WASTE OF AMMO: No longer grants attack speed
  • LOCK AND LOAD: Now resets Graves' basic attack timer and refills 1 Shell
  • THIS IS GONNA TICKLE: Now grants 10/15/20/25/30 Armor and Magic Resist for 4 seconds. This can stack up to 4 times on Graves on each cast. Damaging non-minions refreshes True Grit.
  • COOLDOWN: 22/20/18/16/14 seconds ⇒ 18/17/16/15/14 seconds
  • COOLDOWN REFUND: 1 second per basic attack ⇒ 0.5 seconds per bullet hit

CollateralDamage.jpg R - Collateral Damage

  • BARN-BURNER: Graves now recoils 300 units backwards upon firing


Corki

Quote.png While Corki's always happened to have the highest magic damage of the marksmen, we finally decided to embrace his hextech obsession, tweaking his basic attack to do both physical and magic damage. If that weren't enough of an itemization headache, Gatling Gun's received a similar treatment and now splits its shred between armor and magic resist. A true multi-threat, Corki's damage demands an answer or he'll burn through the last of your resistances in no time. On top of his new weapons, Corki's also pushing the boundaries of the word ‘daring', picking up periodic payloads that buff Valkyrie for big teamfight disruption or reckless solo dogfights. Unquote.png

General

  • BASE ATTACK DAMAGE: 51.24 ⇒ 56
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.5
  • BASE MANA: 305.16 ⇒ 350.16
  • MANA GROWTH STAT: 37 ⇒ 34

NEW HextechShrapnelShells.jpg Passive - Hextech Munitions

  • HEXTECH SHRAPNEL SHELLS: Corki's basic attacks deal 110% damage, split evenly between 55% magic damage and 55% physical damage
  • THE PACKAGE: After 8 minutes, Corki can return to base to pick up The Package, gaining extreme out-of-combat Movement Speed (150% while in base, 40% outside) and can cast Special Delivery for 60 seconds
  • PACKAGE COOLDOWN: 5 minutes after being used

Valkyrie.jpg W - Valkyrie

  • RANGE: 800 ⇒ 600
  • THE PACKAGE: Special Delivery: Travels further and drops bombs along the path that knock aside enemies and leave a burning trail in the area for 5 seconds.
  • THE PACKAGE: Special Delivery: Enemies in the trail are slowed by 90%
  • THE PACKAGE: Special Delivery: Enemies in the trail burn for magic damage equal to 30-100 at levels 1-18 (+1.5 bonus ATTACK DAMAGE) (+0.2 ABILITY POWER)

GatlingGun.jpg E - Gatling Gun

  • I'M SENSING A PATTERN: Now deals half of its damage as magic damage
  • EXPOSED: Now additionally reduces Magic Resist
  • ARMOR AND MAGIC RESIST SHRED: 2/4/6/8/10 per second ⇒ 1/2/3/4/5 per second

MissileBarrage.jpg R - Missile Barrage

  • DAMAGE: 100/180/260 ⇒ 100/130/160
  • TOTAL ATTACK DAMAGE RATIO: 0.2/0.3/0.4 ⇒ 0.2/0.5/0.8


Kog'Maw

Quote.png When someone says Kog'Maw, the word 'hypercarry' is never far behind. Already one of the most strategically distinct marksmen, we're pushing him above and beyond - disregarding the attack speed cap, the enemy's composition, and even their feelings. Power does come at a price however, so while Kog is busy spewing acid (and whatever else) onto his foes he's unable to budge without giving up his unparalleled damage stream. A well-protected Kog'Maw will bring down anyone, anywhere, but leave him out to dry and he's just another Kog in the machine. Unquote.png

General

  • NOT FULL: Recommended Items updated
  • BASE HEALTH: 546 ⇒ 517
  • HEALTH GROWTH STAT: 87 ⇒ 82
  • BASE ATTACK DAMAGE: 52.04 ⇒ 54.46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41
  • BASE ATTACK SPEED: 0.665 ⇒ 0.625
  • ATTACK SPEED GROWTH STAT: 2.65 ⇒ 1.5
  • BASE MANA: 298.88 ⇒ 322.2
  • MANA GROWTH STAT: 41 ⇒ 40

CausticSpittle.jpg Q - Caustic Spittle

  • PASSIVE ATTACK SPEED: 10/15/20/25/30% ⇒ 15/20/25/30/35%

Bio-ArcaneBarrage.jpg W - Bio-Arcane Barrage

While active, Kog'Maw gains bonus range, 100% attack speed from all sources, and a raised attack speed cap of 5.0.
  • DURATION: 8 seconds ⇒ 6 seconds
  • COST: 40 mana
  • COOLDOWN: 17 seconds on cast ⇒ 13/11.5/10/8.5/7 seconds once the buff expires
  • BONUS RANGE: 130/150/170/190/210 ⇒ 90/120/150/180/210
  • REDUCED DAMAGE: Now reduces all of Kog'maw's damage against non-minions by 55% while active
  • BONUS DAMAGE: Deals 1.25% per 100 total AD plus 0.75% per 100 AP of the target's maximum health as additional magic damage
  • ULTRA RAPID KOG'MAW: Now doubles Kog'Maw's attack speed cap and reduces cast times by 50% while active

LivingArtillery.jpg R - Living Artillery

  • COST: 40 mana ⇒ 50 mana
  • DAMAGE: 80/120/160 ⇒ 70/110/150
  • ABILITY POWER RATIO: 0.3 ⇒ 0.25
  • BONUS ATTACK DAMAGE RATIO: 0.5 ⇒ 0.65
  • VISION DURATION: 4 seconds ⇒ 2 seconds
  • MANA DEBUFF DURATION: 6 seconds ⇒ 10 seconds
  • REMOVED DON'T TOUCH THAT: No longer deals 100% increased base damage to champions
  • NEW SMELLS LIKE FEAR: Now deals double damage to enemies between 25% and 50% health
  • NEW SMELLS LIKE DESPERATION: Now deals triple to enemies between 0% and 25% health


Miss Fortune

Quote.png Once the 'Queen of Combo', Miss Fortune's taking back her throne faster than she took Bilgewater (and just as forcefully). Armed with new crit scaling on her Bullet Time and a brand new passive, MF's the markswoman to call when you want to spread the love (as long as 'love' means 'lots of face-melting bullets'). Though her shots aren't as impure as they used to be, Miss Fortune's attack speed steroid lasts as long as there are new targets to switch to, letting her juggle her attention between as many bad guys as there are bounties to collect. Unquote.png

General

  • BASE ATTACK DAMAGE: 49.54 ⇒ 46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 1
  • BASE MANA: 275.84 ⇒ 325.84
  • MANA GROWTH STAT: 38 ⇒ 35

NEW Strut.jpg Passive - Love Tap

Whenever Miss Fortune basic attacks a new target, she deals bonus physical damage.
  • DAMAGE: 0.6 - 1.0 total attack damage (at levels 1-18)
  • NO LOVE FOR MINIONS: Deals 50% damage to minions
  • OR BUILDINGS: Deals 50% damage to turrets

NEW ImpureShots.jpg W - Strut

  • REMOVED IMPURE SHOTS: No longer passively deals ramping magic damage per basic attack
  • ACTIVE COOLDOWN: 12 seconds ⇒ 8 seconds
  • COOLDOWN START: On cast ⇒ On buff expiration
  • PASSIVE MOVEMENT SPEED: After 5 seconds of not taking direct damage, gain 25 movement speed, ramping up to 70 ⇒ 60/70/80/90/100 after 5 additional seconds
  • MADE FOR WALKING: When activated, Strut now instantly grants the maximum movement speed value instead of ramping up over time.
  • ATTACK SPEED DURATION: 6 seconds ⇒ 3 seconds
  • ATTACK SPEED: 20/30/40/50/60% ⇒ 60/75/90/105/120%
  • GETTING IN THE GROOVE: Love Tapping increases Strut's attack speed duration by 1 second (2 seconds against champions)

MakeItRain.jpg E - Make It Rain

  • RANGE: 800 ⇒ 1000

BulletTime.jpg R - Bullet Time

  • DURATION: 2 seconds ⇒ 3 seconds
  • REMOVED PURIFIED: No longer applies Impure Shots
  • DAMAGE PER WAVE: 50/75/125 (+.1/.175/.25 bonus ATTACK DAMAGE) (+0.2 ABILITY POWER) (+0.75 total ATTACK DAMAGE) (+0.2 ABILITY POWER)
  • NUMBER OF WAVES: 8 ⇒ 12/14/16
  • BULLET HELL: Bullet Time can now critically strike, dealing 120% damage per wave


Caitlyn

Quote.png The mildest of the updates, Caitlyn's changes are more a ‘refinement' of her current style of sharpshooting than anything else. Always slightly behind the curve on sieging and tower-taking relative to her nemesis Jinx, Cait's new headshot interactions and ammo-based trap system play up her ability to control any zone or choke point, tower or no. Unquote.png

General

  • BASE ATTACK DAMAGE: 50.04 ⇒ 53.66
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.18
  • ATTACK SPEED MODIFIER: Caitlyn's basic attacks scale with bonus attack speed at 90% effectiveness

Headshot.jpg Passive - Headshot

  • REMOVED PILTILE SNIPER: No longer penetrates bonus armor
  • STEADY AIM: Headshot's damage is increased by 50% of her crit chance
  • NO SCOPE: Caitlyn can fire a long-range headshot on enemies that step on a Yordle Snap Trap or get caught in 90-Caliber Net (see below)

PiltoverPeacemaker.jpg Q - Piltover Peacemaker

  • DAMAGE: 20/60/100/140/180 (+1.3 total ATTACK DAMAGE) ⇒ 30/70/110/150/190 (+1.3/1.4/1.5/1.6/1.7 total ATTACK DAMAGE)
  • MISSILE WIDTH: 90 ⇒ 60
  • DAMAGE FALL OFF: 10% less damage per target hit ⇒ 40% less damage after striking one target
  • FLATHEAD: After striking one target, gains 30 width
  • IN MY SIGHTS: Always deals 100% damage to units revealed by Yordle Snap Trap

YordleSnapTrap.jpg W - Yordle Snap Trap

  • COST: 30 mana ⇒ 20 mana
  • REMOVED COOLDOWN: 20/17/14/11/8 seconds ⇒ No cooldown
  • NEW CHARGE TIMER: 45/32.5/20/12.5/10 seconds
  • NEW HEXTECH UTILITY BELT: Caitlyn can now store up to 3/3/4/4/5 traps at one time.
  • MAXIMUM ACTIVE TRAPS: 3 ⇒ 3/3/4/4/5
  • DAMAGE: 80/130/180/230/280 (+0.6 ABILITY POWER) ⇒ None
  • NO SCOPE: Caitlyn can now Headshot trapped targets once at 1300 range
  • REMOVED THE CUPCAKES HAVE EYES: Fixed a bug where traps revealed the area around them on cast
  • A LITTLE BREATHING ROOM: Caitlyn can no longer re-trap a trapped target

90CaliberNet.jpg E - 90 Caliber Net

  • MISSILE SPEED: 2000 ⇒ 1600
  • MISSILE WIDTH: 80 ⇒ 70
  • DASH DISTANCE: 500 ⇒ 400
  • DAMAGE: 80/130/180/230/280 (+0.8 ABILITY POWER) ⇒ 70/110/150/190/230 (+0.8 ability power)
  • SLOW DURATION: 1/1.25/1.5/1.75/2 seconds ⇒ 1 second
  • NO SCOPE: Caitlyn can now Headshot netted targets once at 1300 range

Champions


Ashe

Ranger's Focus only stacks on basic attacks, but has no cooldown. Critical Strikes now double slow.
Quote.png With crit chance becoming a more prominent fixture of Marksmen itemization, we're reintroducing the stat to Ashe's repertoire while retaining her unique interactions with it. Paired with the new always-on paradigm of Ranger's Focus, we're pushing Ashe's style of combat to favor the drawn out engagements rather than quick bursts. Unquote.png

Frost Shot.png Passive - Frost Shot

  • SLOW: 5-35% (at levels 1-18) ⇒ 5-25% (at levels 1-18)
  • REMOVED FROSTBITE: Frost Shot's bonus damage no longer counts as a Critical Strike
  • NEW STAY FROSTY: Ashe's Critical Strikes deal 1.0 of her total attack damage (instead of 2.0 total attack damage), but double the effectiveness of Frost Shot.

Ranger'sFocus.png Q - Ranger's Focus

  • REMOVED THAWED OUT: No longer amplifies Ashe's slow from Frost Shot
  • REMOVED ACTUALLY REQUIRES FOCUS: Can no longer be cast at less than 5 stacks
  • REMOVED NO DOUBLE-DIPPING: Ashe can no longer build passive Focus stacks while Ranger's Focus is active
  • REMOVED ONE ARROW AT A TIME: Volley and Enchanted Crystal Arrow no longer add stacks of Focus
  • COOLDOWN: 18 seconds ⇒ No cooldown

Volley.png W - Volley

  • NEW CRIT AND CHILL?: Now automatically critically strikes against champions for the purposes of Frost Shot's slow


Draven

Attack frame increased, but missile speed lower.
Quote.png Though a bit odd on paper, these changes together give Draven greater control of the trajectory and positioning necessary to his flashy style of looking good while laying down axes. Unquote.png

General

  • ATTACK FRAME: 0.32 ⇒ 0.23
  • BASIC ATTACK MISSILE SPEED: 1700 ⇒ 1600


Ezreal

Q and E cooldown up, but Q refunds more cooldown on-hit.
Quote.png Just a small tweak to reinforce Ezreal's synergies with cooldown reduction, especially given its new availability to marksman with the new Essence Reaver (check below!) Unquote.png

MysticShot.jpg Q - Mystic Shot

  • COOLDOWN: 6/5.5/5/4.5/4 seconds ⇒ 6.5/6/5.5/5/4.5 seconds
  • COOLDOWN REDUCTION ON-HIT: 1 second ⇒ 1.5 seconds

ArcaneShift.jpg E - Arcane Shift

  • COOLDOWN: 19/17/15/13/11 seconds ⇒ 19/17.5/16/14.5/13 seconds


Jinx

Passive's attack speed now stacks on multikills, but Rockets lose attack speed.
Quote.png As you'll notice with many of our markspeople changes this patch, we're focused on pushing each one's unique identity to help them stand out from one another. In Jinx's case, her thing is getting excited and snowballing teamfights, so we're really letting her crank it up to 11 (provided she can make the plays to get there). Unquote.png

GetExcited.jpg Passive - Get Excited!

  • NEW GETTING OUT OF HAND!: Getting excited now stacks, increasing Jinx's total attack speed by 15% per stack
  • DURATION: 4 seconds ⇒ 6 seconds

Switcheroo.jpg Q - Switcheroo!

  • NEW STUPID ROCKET LAUNCHER: Jinx loses 15% total attack speed while using Fishbones, the Rocket Launcher


Kalista

Higher base attack speed, but worse attack speed per level. Passive dash speed scales with attack speed.
Quote.png Just as other marksfolk align with cooldown reduction or critical strike chance as a core stat, we're pushing Kalista to embrace attack speed as her primary scaling given her stand-out strengths as a bunny-hopping battle-banshee. Unquote.png

General

  • BASE ATTACK SPEED: 0.658 ⇒ 0.694
  • ATTACK SPEED GROWTH: 3.3% ⇒ 2.8%
  • COMMITTED RELATIONSHIP: Fixed a bug where The Black Spear remained available for purchase throughout the game

Martial Poise.png Passive - Martial Poise

  • NEW The speed of Martial Poise's jump now only scales with attack speed (can be negatively affected by attack speed slows)


Lucian

Culling no longer scales with attack speed, but fires more bullets generally.
Quote.png Another light (ahem) tweak, Lucian's changes remove his ult's somewhat awkward dependency on attack speed scaling, allowing him to embrace his identity as a cooldown-oriented caster marksman (hello Essence Reaver!). Unquote.png

TheCulling.jpg R - The Culling

  • REMOVED FIRE EVERYTHING: No longer scales the number of bullets with attack speed
  • NEW SHOTS FIRED: Now fires 20/25/30 bullets based on rank


Sivir

Attack speed reduced, but W scales better with cooldown reduction.
Quote.png Though Sivir's kit has always had a strong area-effect flavor, the state of marksman itemization has traditionally forced her into the same single-target-oriented build paths as her compatriots. We're changing Ricochet to benefit greatly from newfangled cooldown reduction builds, pushing Sivir's identity as a sustained multi-target damage threat. Unquote.png

General

  • BASE ATTACK SPEED: 0.66 ⇒ 0.625

Ricochet.jpg W - Ricochet

  • COOLDOWN: 9/8/7/6/5 seconds ⇒ 12/10.5/9/7.5/6 seconds
  • COOLDOWN START: When the buff expires ⇒ On cast
  • BUFF DURATION: 6 seconds ⇒ 4 seconds


Tristana

Removing Q->E cooldown loops, but W now resets when E detonates.
Quote.png When talking about identities, Tristana's always had trouble finding her niche. With elements of a caster, siege-expert and hyper-carry all in one, we're focusing her further towards all-in combat. Trist demands full commitment to fights, but constant resets offer her serious rewards for being the daring yordle gunner she's always been. Unquote.png

RapidFire.jpg Q - Rapid Fire

  • REMOVED RAPID CHARGES: No longer reduces Explosive Charge's cooldown while attacking with Rapid Fire active
  • REMOVED UNLIMITED AMMO: Rapid Fire's cooldown is no longer reduced when attacking targets marked by Explosive Charge
  • COOLDOWN: 20 seconds ⇒ 20/19/18/17/16 seconds

RocketJump.jpg W - Rocket Jump

  • MAGIC DAMAGE: 80/105/130/155/180 ⇒ 60/110/160/210/260
  • REMOVED THE BIG BANG: No longer deals increased damage per stack of Explosive Charge
  • NEW GOT THE RESET: Now additionally resets whenever Explosive Charge detonates at maximum stacks on champions

ExplosiveShot.jpg E - Explosive Charge

  • NEW HANDLE WITH CARE: Now detonates instantly upon reaching maximum stacks
  • NEW PUT A BOMB ON IT: Rocket Jump and Buster Shot now apply Explosive Charge stacks
  • MISSILE SPEED: 1800 ⇒ 2400


Twitch

Q now resets whenever poisoned champions die.
Quote.png The sneakiest marksman of the bunch, we're incentivizing Twitch to take risks and embrace his assassin-side by giving him the ability to get in and get out (rather than 'get in and get flattened'). Unquote.png

Ambush.png Q - Ambush

  • NEW RIGHT UNDER THEIR NOSES: Now resets cooldown when an enemy champion affected by Deadly Venom dies
  • NEW DON'T BLOW IT: Entering stealth cancels Twitch's current basic attack command

Rat-Ta-Tat-Tat.png R - Rat-Ta-Tat-Tat

  • DURATION: 7 seconds ⇒ 5 seconds
  • COST: 100/125/150 mana ⇒ 100 mana
  • NEW UNDER COVER: Using Rat-Ta-Tat-Tat during Ambush's stealth no longer cancels stealth


Varus

R damage down, but rooted units stack Blight.
Quote.png Varus' pattern of 'Blight dudes and light 'em up with abilities' never interacted very well with Chain of Corruption, typically used as a pure disengage tool. Now we're giving him the option to 'turn and burn' after chunking rooted targets with a big, Blighty arrow. Unquote.png

Chain of Corruption.jpg R - Chain of Corruption

  • NEW TENTACLARITY: Now displays the tendrils' maximum spread range to Varus and his enemies if it's going to spread to at least one enemy champion
  • NEW DOWNED WITH THE SICKNESS: Rooted targets gain 3 stacks of Blight over the duration of the root
  • MAGIC DAMAGE: 150/250/350 ⇒ 100/175/250


Vayne

Silver Bolts loses its base damage, but deals way more percent damage.
Quote.png Vayne's always been one of the few markspeople that could forego the all-powerful Infinity Edge in favor of hammering in more attacks to Silver Bolt her prey to death. We're taking that paradigm up to 12, giving her far more dueling strength when she can commit to burning down a single target and far less when she's pressured to switch focus. Unquote.png

SilverBolts.jpg W - Silver Bolts

  • REMOVED BASE TRUE DAMAGE: 20/30/40/50/60 ⇒ 0
  • TRUE DAMAGE: 4/5/6/7/8% of target's maximum health ⇒ 6/7.5/9/10.5/12% of target's maximum health
  • NEW MINIMUM DAMAGE: 40/60/80/100/120


Urgot

R's resists removed in favor of damage reduction.
Quote.png Urgot's ult is cool for a lot of reasons - like the feeling of becoming an unkillable beefcrab after displacing some poor wandering enemy champion. And by 'unkillable beefcrab', we mean 'beefcrab that really hopes no one has any % penetration' (read: they usually do). Swapping to damage reduction ensures Urgot can realize his massive terror-crab dream, no matter how the opponent itemizes. Unquote.png
  • REMOVED ARMOR AND MAGIC RESIST: 60/90/120 ⇒ 0
  • NEW DAMAGE REDUCTION: 30/40/50%


Azir

THE BUGFIX IS GIVEN
Quote.png We've been here before, so we'll be short. Bugfixes. Done. Unquote.png
  • NOT HELPING: Fixed a bug where Azir and his allies could be pinned to his wall as a result of abilities that collided with terrain
  • THE EMPEROR'S BOUNCE-CASTLE: Fixed a similar bug where allied Gnar couldn't wall-stun using Azir's phalanx
  • *BONK*: Fixed a heartbreaking, yet funny bug where Azir's phalanx would stop allied Sions from being able to charge through it with R - Unstoppable Onslaught


Kindred

Health regen down. Passive cap introduced to monsters.
Quote.png The Kindred have been tearing up the jungle, pulling death-defying stunts and objective-based snowballs like you've never seen before. We're putting a limit on their Mark's damage towards monsters (10 second barons are a little unfair) and cutting down their initial sustain to keep them from spiraling leads too harshly out of control. Unquote.png

General

  • BASE HEALTH REGEN: 10 ⇒ 7

Mark of the Kindred.png Passive - Mark of the Kindred

  • NEW PHYSICAL DAMAGE VS MONSTERS: Capped at 75 (+10 per stack)
  • SIKE: No longer displays 1 stack on your buff bar when you have 0 stacks
  • NEW DEATH'S HERALDS: At 6 stacks, Wolf will now hunt Baron Nashor and the Rift Herald instead of stopping his hunts

Mounting Dread.png E - Mounting Dread

  • BUGFIX: Now properly plays a sound effect when proc'd


LeBlanc

Mirror Image is now more literal.
Quote.png We're always looking at ways to make our tricky champions trickier, so we've tricked 'em out with new faux-buffs to trick your opponents. Unquote.png

MirrorImage.jpg Passive - Mirror Image

  • NEW TRICKY, AREN'T YOU: Leblanc's Mirror Image will now display fake versions of Blue, Red, and Baron buffs


Renekton

stay where you are

RuthlessPredator.jpg W - Ruthless Predator

  • HEY COME BACK: Fixed a bug where targets hit by Ruthless Predator wouldn't be stunned if they managed to flash in time


Riven

Q works as intended.
Quote.png As funny as it is to see Riven bonk on walls, this wasn't intended. Unquote.png

BrokenWings.jpg Q - Broken Wings

  • ACTUALLY BROKEN WINGS: Fixed a bug where the 3rd strike from Broken Wings wouldn't let you cross terrain if cast a certain way


Shaco

Hallucination gets some nice improvements, and E slows monster attack speed rather than causing them to miss.
Quote.png This might look like the longest set of changes Shaco's gotten in a million years, but the actual gist of this is we're cleaning up a mechanic that doesn't make much sense (E making monsters miss, but only sometimes?) and making Hallucination more tricky, in line with our other clone changes this patch. Shaco might not see an insane boost in effectiveness, but to the 3 shaco masters out there - we salute you. Unquote.png

Two-ShivPoison.jpg E - Two-Shiv Poison

  • REMOVED WATCH WHERE YOU'RE SWINGING: No longer causes monsters to miss Shaco 20/22.5/25/27.5/30% of the time
  • NEW PUT A LITTLE POISON INTO IT: Now slows the attack speed of monsters by 20/22.5/25/27.5/30% on-hit

Hallucinate.jpg R - Hallucinate

  • NEW NOW YOU SEE ME: Shaco's Hallucination will now display fake versions of Blue, Red, and Baron buffs
  • NEW LOOK FOR THE ONE WITH THE KNIVES: Hallucination now randomizes its facing on spawn (rather than always facing the same direction)
  • NEW PULL THE STRINGS: Now displays the Hallucination's remaining lifespan to Shaco only


Sion

tell them how you really feel, sion

Roar of the Slayer.png E - Roar of the Slayer

  • I'M NOT YELLING: Fixed a bug where yelling at an airborne minion would deal no damage


Volibear

this bug was unbearable

RollingThunder.jpg Q - Rolling Thunder

  • THUNDER CANCELLING: Attempting to cancel Rolling Thunder's attack no longer causes sluggish behavior


Wukong

Fixing a few bugs and adding more trickiness to Decoy.

CrushingBlow.jpg Q - Crushing Blow

  • CRUSH CANCELLING: Attempting to cancel Crushing Blow's attack no longer causes sluggish behavior

Decoy.jpg W - Decoy

  • NEW BEEN WAITING FOR THIS: Wukong's Decoy will now display fake versions of Blue, Red, and Baron buffs

NimbusStrike.jpg E - Nimbus Strike

  • MASTER YOUR MOVEMENTS: Fixed a bug where Wukong would path back to his previous target after using Nimbus Strike


Zed

W won't hide Q's cast time.
Quote.png While often seen as an 'advanced technique' for Zed, this bug actually just removed the ability to react to Razor Shuriken if cast a specific way. Zed's been on the brain for us recently (stronger marksmen = higher-value assassinations), but he shouldn't rely on an exploit for power. Unquote.png

LivingShadow.png W - Living Shadow

  • IT ACTUALLY WAS THE DEADLIEST: Fixed a bug where quickly casting Living Shadow and Razor Shuriken would cause Zed's Living Shadow to cast instantly, instead of using the cast time

Attack Damage Adjustments

Quote.png In an effort to preempt the late-game damage output of marksmen with their souped up 6-item builds, we're tweaking their base stats so they're less dependent on character level (and thus are more equipped for early fighting) but still have to rely on items for their peak effectiveness come the final stages of the game. The following champs have +5.42 base attack damage and -0.59 per level (net -10 attack damage at level 18). Except Lucian, who gets two more because he's special. And also Vayne, who gets a bunch less because Silver Bolts. Unquote.png


Ashe

  • BASE ATTACK DAMAGE: 51.08 ⇒ 56.5
  • ATTACK DAMAGE GROWTH STAT: 2.85 ⇒ 2.26


Draven

  • BASE ATTACK DAMAGE: 50.38 ⇒ 55.8
  • ATTACK DAMAGE GROWTH STAT: 3.5 ⇒ 2.91


Ezreal

  • BASE ATTACK DAMAGE: 50.24 ⇒ 55.6
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41


Jinx

  • BASE ATTACK DAMAGE: 53.04 ⇒ 58.46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41


Kalista

  • BASE ATTACK DAMAGE: 57.5 ⇒ 62.92
  • ATTACK DAMAGE GROWTH STAT: 3.5 ⇒ 2.91


Kindred

  • BASE ATTACK DAMAGE: 49 ⇒ 54.42
  • ATTACK DAMAGE GROWTH STAT: 2.2 ⇒ 1.61


Lucian

  • BASE ATTACK DAMAGE: 52.04 ⇒ 59.46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41


Sivir

  • BASE ATTACK DAMAGE: 52.04 ⇒ 57.46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41


Tristana

  • BASE ATTACK DAMAGE: 51.54 ⇒ 57.06
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41


Twitch

  • BASE ATTACK DAMAGE: 49.04 ⇒ 54.46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41


Varus

  • BASE ATTACK DAMAGE: 49.04 ⇒ 54.46
  • ATTACK DAMAGE GROWTH STAT: 3 ⇒ 2.41


Vayne

  • BASE ATTACK DAMAGE: 50.46 ⇒ 56.88
  • ATTACK DAMAGE GROWTH STAT: 3.25 ⇒ 1.66

Mana & Mana Regen Adjustments

Quote.png In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary. Unquote.png

Mana

Quote.png The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18): Unquote.png


Anivia

  • BASE MANA: 346.04 ⇒ 396.04
  • MANA GROWTH STAT: 53 ⇒ 50


Ashe

  • BASE MANA: 231.8 ⇒ 280
  • MANA GROWTH STAT: 35 ⇒ 32


Brand

  • BASE MANA: 325.6 ⇒ 375.6
  • MANA GROWTH STAT: 45 ⇒ 42


Draven

  • BASE MANA: 310.56 ⇒ 360.56
  • MANA GROWTH STAT: 42 ⇒ 39


Evelynn

  • BASE MANA: 265.6 ⇒ 315.6
  • MANA GROWTH STAT: 45 ⇒ 42


Ezreal

  • BASE MANA: 310.6 ⇒ 360.56
  • MANA GROWTH STAT: 42 ⇒ 39


Fiddlesticks

  • BASE MANA: 350.12 ⇒ 400.12
  • MANA GROWTH STAT: 59 ⇒ 56


Fizz

  • BASE MANA: 267.2 ⇒ 317.2
  • MANA GROWTH STAT: 40 ⇒ 37


Galio

  • BASE MANA: 319 ⇒ 369
  • MANA GROWTH STAT: 50 ⇒ 47


Hecarim

  • BASE MANA: 277.2 ⇒ 327.2
  • MANA GROWTH STAT: 40 ⇒ 37


Irelia

  • BASE MANA: 288.8 ⇒ 338.8
  • MANA GROWTH STAT: 35 ⇒ 32


Jax

  • BASE MANA: 288.8 ⇒ 338.8
  • MANA GROWTH STAT: 35 ⇒ 32


Jayce

  • BASE MANA: 307.2 ⇒ 357.2
  • MANA GROWTH STAT: 40 ⇒ 37


Kassadin

  • BASE MANA: 347.6 ⇒ 397.6
  • MANA GROWTH STAT: 70 ⇒ 67


Lucian

  • BASE MANA: 298.88 ⇒ 348.88
  • MANA GROWTH STAT: 41 ⇒ 38


Lux

  • BASE MANA: 335 ⇒ 384
  • MANA GROWTH STAT: 50 ⇒ 47


Maokai

  • BASE MANA: 327.28 ⇒ 377.28
  • MANA GROWTH STAT: 46 ⇒ 43


Nasus

  • BASE MANA: 275.6 ⇒ 325.6
  • MANA GROWTH STAT: 45 ⇒ 42


Nautilus

  • BASE MANA: 284.0 ⇒ 334.0
  • MANA GROWTH STAT: 50 ⇒ 47


Olaf

  • BASE MANA: 265.6 ⇒ 315.6
  • MANA GROWTH STAT: 45 ⇒ 42


Pantheon

  • BASE MANA: 267.12 ⇒ 317.12
  • MANA GROWTH STAT: 34 ⇒ 31


Ryze

  • BASE MANA: 342.4 ⇒ 392.4
  • MANA GROWTH STAT: 55 ⇒ 52


Sion

  • BASE MANA: 275.6 ⇒ 325.6
  • MANA GROWTH STAT: 45 ⇒ 42


Swain

  • BASE MANA: 324.0 ⇒ 374.0
  • MANA GROWTH STAT: 50 ⇒ 47


Syndra

  • BASE MANA: 334 ⇒ 384
  • MANA GROWTH STAT: 63 ⇒ 60


Talon

  • BASE MANA: 327.2 ⇒ 377.2
  • MANA GROWTH STAT: 40 ⇒ 37


Varus

  • BASE MANA: 310 ⇒ 360
  • MANA GROWTH STAT: 36 ⇒ 33


Veigar

  • BASE MANA: 342.4 ⇒ 392.4
  • MANA GROWTH STAT: 55 ⇒ 52


Vel'Koz

  • BASE MANA: 325.6 ⇒ 375.6
  • MANA GROWTH STAT: 45 ⇒ 42


Xerath

  • BASE MANA: 316.96 ⇒ 366.96
  • MANA GROWTH STAT: 47 ⇒ 44


Ziggs

  • BASE MANA: 334 ⇒ 384
  • MANA GROWTH STAT: 50 ⇒ 47

Mana Regen

Quote.png The following champs have +2.5 base mana regen per 5 seconds: Unquote.png


Alistar

  • BASE MANA REGEN: 6 ⇒ 8.5


Blitzcrank

  • BASE MANA REGEN: 6 ⇒ 8.5


Janna

  • BASE MANA REGEN: 9 ⇒ 11.5


Karma

  • BASE MANA REGEN: 6 ⇒ 8.5


Lulu

  • BASE MANA REGEN: 8.5 ⇒ 11


Morgana

  • BASE MANA REGEN: 6 ⇒ 8.5


Nami

  • BASE MANA REGEN: 9 ⇒ 11.5


Sona

  • BASE MANA REGEN: 9 ⇒ 11.5


Soraka

  • BASE MANA REGEN: 9 ⇒ 11.5


Tahm Kench

  • BASE MANA REGEN: 5.5 ⇒ 8


Taric

  • BASE MANA REGEN: 6 ⇒ 8.5


Zilean

  • BASE MANA REGEN: 6 ⇒ 8.5


Zyra

  • BASE MANA REGEN: 6 ⇒ 8.5

Systems

Grievous Wounds

  • REDUCED HEALING: 50% ⇒ 40%
  • LESS GENERALLY GRIEVOUS: Grievous Wounds now only affects self-healing instead of all healing

Empowered Basic Attack Changes

Quote.png Historically, the way empowered basic attacks would affect their target if they'd fail to hit (due to Teemo's Blinding Dart, Pantheon's Aegis of Zeonia, or Jax's Counterstrike) has been pretty inconsistent. In some cases they'd do nothing, in others they'd apply crowd control (but no damage) and in a few they'd just ignore the status altogether. We've retooled these to more consistently meet expectations: if one of the following empowered basic attack misses its target, it won't deal any damage or apply any other effects. In cases where this is tied to a buff, that buff will be consumed as well. The following abilities will be consumed and have no effect if they would miss: Unquote.png


Blitzcrank

  • E - Power Fist


Darius

  • W - Crippling Strike


Ekko

  • Passive - Z-Drive Resonance


Garen

  • Q - Decisive Strike


Jayce

  • R - Transform: Mercury Hammer


Jax

  • W - Empower


Kassadin

  • W - Nether Blade


Leona

  • Q - Shield of Daybreak


Master Yi

  • Passive - Double Strike


Nasus

  • Q - Siphoning Strike


Nautilus

  • Passive - Staggering Blow


Rengar

  • Q - Savagery


Renekton

  • W - Ruthless Predator


Riven

  • Passive - Runic Blade


Sejuani

  • W - Flail of the Northern Winds


Shyvana

  • Q - Twin Bite


Skarner

  • E - Fracture


Sona

  • Passive - Power Chord


Talon

  • Q - Noxian Diplomacy


Trundle

  • Q - Chomp


Twisted Fate

  • W - Pick A Card


Udyr

  • E - Bear Stance


Vayne

  • Q - Tumble


Viktor

  • Q - Siphon Power


Wukong

  • Q - Crushing Blow


Xin Zhao

  • Q - Three Talon Strike


Ziggs

  • Passive - Short Fuse

Summoner's Rift

Rift Herald

Even a Baron has its subjects.
Quote.png As it stands, the bottom lane is the only 'correct' area of early game focus, warping teams' choices of summoner spells, champions and strategies in a never-ending arms race that's culminated in the modern-era Teleport-pocalypse. With so many team resources tied up in this problem, we set out to see if we could even up the map.

Enter the Rift Herald.

As an objective, Herald gives a reason to dominate the top lane and something to miss if you Teleport away. Providing a powerful buff that enables split-pushing (as well as an encounter as difficult as any in League at the moment), its presence adds relevance to the northern side of the map, giving teams alternative strategies to pursue or a counter-move to make when the going gets tough down south. Unquote.png
  • SPAWNS AT: 4 minutes
  • RESPAWN RATE: 5 minutes
  • DESPAWNS AT: 19:45 out of combat, 19:55 no matter what
  • BACKSTAB: The eye on Rift Herald's back periodically opens, causing basic attacks from behind to deal 15% of its maximum health as true damage
  • MASSIVE DAMAGE: If Backstabbing Rift Herald brings it to 15% health or below, the eye stays open.
  • VOID ARMOR: Rift Herald takes 35% less damage from ranged basic attacks
  • BREAK THE PINATA: Slaying Rift Herald grants 50 gold to your team and Doom's Eve to whoever lands the killing blow for 2 minutes.
  • DOOM'S EVE: Rift Herald's slayer gains the following bonuses:
    • 10% increased damage
    • 40 movement speed
    • Enhanced Baron Recall
  • HERALD'S LEGION: Minions near Rift Herald's slayer gain the following bonuses:
    • 40% increased attack speed
    • 100 extra range (on Cannon Minions)

Game Pacing Changes

We're changing up the normal ordering of the patch notes because we wanted to hit on the game pacing changes first before getting to things like item efficiency costs. The short of it is we're making some small, but focused changes aimed at making League a little more intention-based. What that really means is we're trying to amp up the ways teams can push their advantage while also exposing more gold flow for those defending or looking for a way to get back in. The shorter version of that is there will probably be more gold within the game (so the item efficiency pass isn't so dramatic), but it will be almost entirely focused on giving gold in ways you need to earn (well, except that ambient gold change).

Game Start Time

Minions and monsters spawn 15 seconds earlier
Quote.png Just losing some of the extra dead time at the beginning of the game. We like the downtime, but 1:55 was a lot of waiting around. Unquote.png
  • MINIONS HAVE SPAWNED: Minions spawn at 1:30 ⇒ 1:15
  • MONSTERS HAVE AWOKEN: Jungle camps spawn at 1:55 ⇒ 1:40

Ambient Gold

Quote.png With items costing more as part of our global efficiency pass, we're injecting more cash into the flow, as well as a little extra for the down-and-out. Unquote.png
  • FOR DOING NOTHING, YOU GET: 9.5 gold per 5 seconds ⇒ 10.2 gold per 5 seconds
  • BAILOUT: After 12 minutes, the 2 members of each team with the least gold at any given moment gain an additional 2 gold per 5 seconds (increasing by 0.1 per minute)

Kill Gold

In place of traditional kill streaks, bounties turn shutdowns into global gold.
Quote.png League often comes down to an optimization of 'how can I get the most value for my effort?' Sometimes this shakes out in neat ways (do we take dragon for later, or a tower for now?), but when you have to crunch numbers to tell whether or not it's valuable enough to kill a target, we may have gone too far. Bounties are a way to ensure the answer to 'Should I kill this high-profile bad guy?' is always yes, changing the question to 'how and when' rather than 'yes or no'. Unquote.png

Bounty tiering

  • BOUNTY BOARD: Bounties are now visualized by a banner next to champion health bars
  • FAME: Bounties begin accruing at 2 consecutive kills (unchanged)
  • INFAMY: Bounties increase per additional consecutive kill, up to 5 kills (unchanged)
  • PERMANENT RECORD: Bounties are no longer reset on death. Instead, dying now reduces bounty tier by 3.
  • PROBATION: A bounty tier of 1 is now possible, but only if a champion dies while at bounty tier 4

Bounty gold rewards

  • REMOVED HEADHUNTING: Bounties no longer add to kill gold
  • NEW PSEUDO-OBJECTIVES: Bounties now provide team gold, displayed to both teams on-kill
  • TIER 1 REWARD: 20 global gold
  • TIER 2 REWARD: 30 global gold
  • TIER 3 REWARD: 60 global gold
  • TIER 4 REWARD: 70 global gold
  • TIER 5 REWARD: 90 global gold (max)

REMOVED Assist streaks

  • NO STREAKING: Consecutive assists no longer grant bonus gold

Turrets

Quote.png Lots of numbers below, but the gist is that turrets are more vulnerable on average unless you give them time to scale up. Take down an outer early enough and you'll be able to put meaningful damage on the next (or even take it outright!) before it can fortify if your opponent isn't respecting your demolition power. Unquote.png

Turret mechanics

  • REMOVED SHIELDS OFFLINE: Inner towers no longer shield nearby players from damage
  • THIS IS A MAGE BUFF: Basic attacks against turrets deal damage equal to base attack damage + either 1.0 bonus attack damage or 0.4 ability power ⇒ 0.5 ability power, whichever is higher

Turret resistances

  • BASE ARMOR AND MAGIC RESIST: 100 ⇒ 0
  • NEW WE CAN REBUILD: Turrets gain 2 armor and magic resist per minute, up to a maximum of 30. Outer towers begin scaling at game-start, Inner towers at 15 minutes, Inhibitor & Nexus towers at 30 minutes.
  • REINFORCED ARMOR: Turrets gain 300 ⇒ 200 armor and magic resist if no minions are nearby

Turret health

  • OUTER TOWER HEALTH: 2000 ⇒ 3500
  • INNER TOWER HEALTH: 2500 ⇒ 3500
  • INHIBITOR TOWER HEALTH: 2800 ⇒ 4000
  • NEXUS TOWER HEALTH: 3000 ⇒ 4000

Turret gold rewards

  • OUTER TOWER LOCAL GOLD: 150 gold ⇒ 220 gold
  • INNER TOWER LOCAL GOLD: 100 gold ⇒ 250 gold

Minions

NEW Pushing advantage

Minions get combat bonuses when your team has a level advantage over the opposing team
Quote.png Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game Unquote.png
  • MINION DAMAGE BONUS: If your team's average level is higher than the enemy's, your minions deal 10% bonus damage to enemy minions. If you've taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents.
  • ENRAGE: If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions
  • MINION DAMAGE REDUCTION: If your team's average level is higher than the enemy's, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can't fall below 1.
  • IRONCLAD: If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions

Melee minion gold reward

  • INITIAL GOLD VALUE: 18.5 gold ⇒ 20 gold
  • GOLD GROWTH: 0.17 gold per minute ⇒ 0.125 gold per minute

Caster minion gold reward

  • INITIAL GOLD VALUE: 13.8 gold ⇒ 17 gold
  • GOLD GROWTH: 0.17 gold per minute ⇒ 0.125 gold per minute

Siege minion gold reward

  • INITIAL GOLD VALUE: 36.8 gold ⇒ 45 gold
  • GOLD GROWTH: 0.425 gold per minute ⇒ 0.35 gold per minute

Jungle Tuning

Health, armor, damage and experience down. Magic resist and gold reward up.
Quote.png It wouldn't be a preseason without some jungle changes, would it? We're actually pretty happy with where the Jungle sits systems-wise, so we're just doing a tuning pass to keep things in line with the other changes we've made. Simply put, the jungle's a tad easier and gives more gold, but nets less overall experience unless you've got a jungle item to make up the difference. Unquote.png

Blue Sentinel

  • ARMOR: 20 ⇒ 10
  • REMOVED CRITICAL STRIKE CHANCE: Blue Sentinel's attacks can no longer critically strike
  • EXPERIENCE REWARD: 100 ⇒ 90
  • GOLD REWARD: 51 ⇒ 58
  • NEW SENTINEL'S BLESSING: Crest of Insight now grants its wearer 2 ability power per level

Sentries

  • HEALTH: 400 ⇒ 375
  • REMOVED ARMOR: 8 ⇒ 0
  • NEW MAGIC RESIST: 0 ⇒ 10

Red Brambleback

  • ARMOR: 20 ⇒ 10
  • REMOVED ATTACK DAMAGE PER LEVEL: 1 ⇒ 0
  • REMOVED EXPERIENCE REWARD: 100 ⇒ 90
  • GOLD REWARD: 51 ⇒ 58
  • NEW BRAMBLEBACK'S RAGE: Crest of Cinders' true damage now applies to turrets

Cinderlings

  • HEALTH: 400 ⇒ 375
  • REMOVED ARMOR: 8 ⇒ 0
  • NEW MAGIC RESIST 0 ⇒ 10

Crimson Raptor

  • EXPERIENCE REWARD: 140 ⇒ 130
  • GOLD REWARD: 58 ⇒ 62

Raptor

  • HEALTH: 250} ⇒ 225
  • REMOVED ARMOR: 5 ⇒ 0

Greater Murk Wolf

  • ATTACK RANGE: 125 ⇒ 175
  • EXPERIENCE REWARD: 142 ⇒ 132
  • GOLD REWARD: 68 ⇒ 75

Murk Wolf

  • HEALTH: 420 ⇒ 380
  • REMOVED ARMOR: 6 ⇒ 0

Ancient Krug

  • ATTACK RANGE: 190 ⇒ 150
  • ATTACK DAMAGE: 73 ⇒ 68
  • EXPERIENCE REWARD: 150 ⇒ 140
  • GOLD REWARD: 75 ⇒ 81

Krug

  • ATTACK DAMAGE: 35 ⇒ 32
  • HEALTH: 540 ⇒ 500
  • MAGIC RESIST: -10 ⇒ 0
  • REMOVED ARMOR: 12 ⇒ 0

Gromp

  • MAGIC RESIST: 0 ⇒ -10
  • ATTACK DAMAGE: 83 ⇒ 75
  • EXPERIENCE REWARD: 200 ⇒ 190
  • GOLD REWARD: 80 ⇒ 86

Rift Scuttler

  • GOLD REWARD: 65 ⇒70

Teleport

Cooldown increased on turrets. Channel time increased.
Quote.png Ah, Teleport. A summoner spell made contentious over a season's worth of scrutiny, TP simply didn't have the windows necessary to play around to make it anything short of amazing, even considering the aggressive or defensive options at your disposal. The ability to impact the map every 5 minutes isn't one to be taken lightly, and while we have other changes alongside this to disincentivize Teleport as your 'every game' choice (Rift Herald says hi), we're taking extra measures to ensure that the burden of making the most of your Teleports is even higher, and that the 'get-out-of-jail-free' card isn't as free as it seems. Unquote.png
  • COOLDOWN ON TURRET CAST: 240 seconds ⇒ 300 seconds
  • CHANNEL TIME: 3.5 seconds ⇒ 4 seconds

Removed Summoner Spells

no tears, only dreams
Quote.png Simply put, these Summoners were caught in a space where they'd either never be picked or be too powerful to not pick, given the tuning (hint: it was always the former). As such, keeping these spells around served as a trap for those poor, unfortunate souls who took them, so we're laying them to rest. Say hey to Fortify, Promote and Surge for us. The following Summoner Spells have been removed from Summoner's Rift: Unquote.png

Removed Items

on to the big heart of gold in the sky
Quote.png Dearly beloved, friends, invocadores - we are gathered here today not to mourn the past, but to celebrate new strategies, new seasons, and new beginnings. While the items below, some of whom we've shared both victory and defeat, won't be moving on into that new age with us, we must remember them for who they were, letting them live on in our memories (even if we didn't let them into our inventories).

While not all of the below items were unsuccessful in the way you might expect, many were often restrictive, incomplete, or otherwise not very well supported, limiting design spaces for us to work. Others simply weren't worth the effort. We'll be covering some of the specifics below, but let's all take one last moment of silence before we commit them to the past. More important than providing us stats or building into other items - you built into our hearts.

Later, buddies.

On a more serious note, let's talk at-large about some items that might not be real threats to game balance (see: Sword of the Occult) but are still being removed. The answer is two-fold: design trust, and design clutter.

Design trust refers to an item sufficiently fulfilling its intended role. When a player sees X item, they should be able to trust that said item is cost-efficient and can fulfill its expectations. Some items in League just fall to the wayside (like Ohmwrecker. Every season.) and we try to cull the herd when possible (usually during preseason), but deliberately keeping an item undertuned so that it can remain fun but unbalanced is just not something we can uphold while still preserving a competitive game.

This leads to our next point about design clutter. Some items fulfill very niche roles in League and may not actually be undertuned to a very small subset of champions. In these cases we're careful to assess the individual impact of removing said item before taking action. You might have seen this with the removal of the Magus enchantment, where we had to think hard if jungle Fiddlesticks was truly going to be useless without his finely-tuned enchantment (we came to the conclusion of no). Niche items that tie themselves so closely to a champion's balance do end up skewing that champion to being dependent on the item to function, and can often ‘hide' real design problems that we can't get to. Unquote.png

Marksman Itemization

Quote.png High-level, our goal with the marksman itemization update is to provide meaningful choice for marksmen in their game. The designer-speak for it is to provide more agency for the purchaser, and we'll explain what that means in a sec.

In previous seasons, a marksman's build path was almost 100% set as IE > PD/SS > LW/BT > BT/LW (whichever you didn't buy). The only variation in this build path was Blade of the Ruined King for super basic attack focused champions, but to stray from the path often meant just being deliberately inefficient. Our goal with these changes isn't to just make marksmen super fabulous (maybe that's a symptom), but to give them real options when it comes to deciding how they deal damage. We set out to accomplish this goal by making each decision more specialized, like Last Whisper only affecting bonus armor, so it's not just a generalist "deal more damage" item - it's specifically for armor-stacking opponents. This means it's also possible to make the wrong decision, like buying a Statikk Shiv for waveclear when your team really needs siege potential.

Our marksman itemization changes also come as part of an even larger tuning sweep (we're calling it an item efficiency pass) that we'll get to below, but our hope is that marksmen truly have some choice in their item builds from start to finish (even if it's the wrong choice, hah!). Unquote.png


B.F. Sword

  • TOTAL COST: 1550 gold ⇒ 1300 gold
  • ATTACK DAMAGE: 50 ⇒ 40


Cloak of Agility

  • TOTAL COST: 730 gold ⇒ 800 gold
  • CRITICAL STRIKE CHANCE: 15% ⇒ 20%


Infinity Edge

  • TOTAL COST: 3800 gold ⇒ 3600 gold
  • BUILD PATH: B. F. Sword + Pickaxe + Cloak of Agility + 625 gold
  • ATTACK DAMAGE: 80 ⇒ 65


Essence Reaver

Updated. Now gives cooldown reduction based on critical strike chance.
Quote.png In days past, Infinity Edge stood alone as the top dog for enabling the marksman class's damage output, with its ruthless efficiency and multiplicative spike potential. IE still remains a powerhouse, but the long-forgotten Essence Reaver's now risen to do battle with the heavyweights. No longer a niche lifesteal item, Essence Reaver grants near-cap cooldown reduction to marksmen that rely on abilities for their primary damage output - the same way an Infinity Edge + Phantom Dancer 'spike' turns a Jinx or Caitlyn into a mid-game monster. Fun fact: Essence Reaver and Infinity Edge actually play well together (especially in a 6-item build), but where you start and which style you embrace makes all the difference. Unquote.png
  • TOTAL COST: 3200 gold ⇒ 3600 gold
  • BUILD PATH: B. F. Sword + Caulfield's Warhammer + Cloak of Agility + 400 gold
  • ATTACK DAMAGE: 80 ⇒ 65
  • NEW CRITICAL STRIKE CHANCE: 20%
  • REMOVED LIFE STEAL: 10% ⇒ 0
  • REMOVED REAVED: Basic attacks no longer restore missing mana
  • UNIQUE PASSIVE: 10% cooldown reduction. Gains up to +20% additional cooldown reduction equal to your critical strike chance from other sources
  • UNIQUE PASSIVE: Critical strikes restore 3% of your maximum mana


Recurve Bow

  • TOTAL COST: 1100 gold ⇒ 1000 gold
  • BUILD PATH: Dagger + Dagger + 400 gold
  • ATTACK SPEED: 30% ⇒ 25%
  • ON-HIT PHYSICAL DAMAGE: 10 ⇒ 15


Bilgewater Cutlass

  • TOTAL COST: 1400 gold ⇒ 1650 gold
  • BUILD PATH: Vampiric Scepter + Long Sword + 350 gold
  • LIFESTEAL: 8% ⇒ 10%


Blade of the Ruined King

that's the spirit
  • TOTAL COST: 3200 gold ⇒ 3400 gold
  • BUILD PATH: Bilgewater Cutlass + Recurve Bow + 750 gold
  • CURRENT HEALTH DAMAGE: 8% ⇒ 6%


Zeal

  • TOTAL COST: 1100 gold ⇒ 1200 gold
  • BUILD PATH: Dagger + Brawler's Gloves + 500 gold
  • ATTACK SPEED: 20% ⇒ 15%
  • CRITICAL STRIKE CHANCE: 10% ⇒ 20%


Phantom Dancer

if a phantom dances, does anyone see it?
Quote.png With the rise of a few new options for multiplying marksman damage, Phantom Dancer seeks to differentiate itself via sheer dueling power. Enabling both pursuit and escape, PD's new spooky effects empower the solo-splitpushing playmakers out there to take on the world (as long as it's one at a time). Unquote.png
  • TOTAL COST: 2800 gold ⇒ 2700 gold
  • BUILD PATH: Zeal + Dagger + Dagger + 900 gold
  • ATTACK SPEED: 50% ⇒ 40%
  • CRITICAL STRIKE CHANCE: 35% ⇒ 30%
  • REMOVED MOVEMENT SPEED: 5% ⇒ 0%
  • REMOVED TWO LEFT FEET: No longer ignores unit collision
  • UNIQUE PASSIVE: Spectral Waltz: While within 500 units of an enemy champion you can see, you gain 12% movement speed and pass through units
  • UNIQUE PASSIVE: Lament: Basic attacking a champion causes them to deal 12% less damage to you for 10 seconds. Can only be active on one champion at a time.


Runaan's Hurricane

Quote.png Unlike Phantom Dancer, Runaan's enables marksmen to split their focus and smack down multiple targets at once. In the past the incredible amount of attack speed and lack of crit synergy made this unfeasible for all but a few champions, but a new stat lineup means a lot more marksmen can spread their love to anyone and everyone in the way (And by 'love', we mean 'bullets, arrows, bolts, lasers, and generally powerful projectiles'). Unquote.png
  • TOTAL COST: 2500 gold (unchanged)
  • BUILD PATH: Recurve Bow + Zeal + 300 gold
  • ATTACK SPEED: 70% ⇒ 40%
  • NEW CRITICAL STRIKE CHANCE: 30%
  • NEW MOVEMENT SPEED: 5%
  • ON-HIT PHYSICAL DAMAGE: 10 ⇒ 15
  • BOLT RATIO: 0.5 total attack damage ⇒ 0.25 total attack damage
  • MEGASTRONG: The bolts from Runaan's Hurricane can now critically strike

NEW
Kircheis Shard

Quote.png Buy this baby-shiv to baby-zap opponents as you kite like mad. It's worth noting that Energize isn't a unique passive, so both Statikk Shiv and Rapid Firecannon play together rather well! Unquote.png
  • TOTAL COST: 750 gold
  • BUILD PATH: Dagger + 450 gold
  • ATTACK SPEED: 15%
  • ENERGIZE: Moving and attacking builds stacks, up to 100. When fully stacked, your next basic attack expends the charges and becomes energized
  • UNIQUE PASSIVE: Energized Strike: Your energized basic attacks deal 30 bonus magic damage on-hit


Statikk Shiv

  • TOTAL COST: 2500 gold (unchanged)
  • BUILD PATH: Zeal + Kircheis Shard + 550 gold
  • ATTACK SPEED: 40% ⇒ 35%
  • CRITICAL STRIKE CHANCE: 20% ⇒ 30%
  • MOVEMENT SPEED: 6% ⇒ 5%
  • SHIV MAGIC DAMAGE: 100 ⇒ 50-150 (at level 18)
  • SHIV LIGHTNING TARGETS: 4 ⇒ 5
  • NEW LIGHTNING ROD: Now deals 50% bonus damage to minions

NEW
Rapid Firecannon

bang bang
Quote.png Firecannon's the fancy new Zeal upgrade you call on when it's time to go a-siegin'. Rub your feet together to gain enough electricity to snipe foes attempting to poke or clear from afar, or to sneak super-powered shots onto structures in tense situations. Come to think of it, it's not actually very Rapid, is it? Unquote.png
  • TOTAL COST: 2500 gold
  • BUILD PATH: Zeal + Kircheis Shard + 550 gold
  • ATTACK SPEED: 30%
  • CRITICAL STRIKE CHANCE: 30%
  • ENERGIZE: Moving and attacking build stacks, up to 100. When fully stacked, your next basic attack expends the charges and becomes energized
  • UNIQUE PASSIVE: Firecannon: Your energized gain 35% bonus range and deal 50-200 magic damage (at levels 1-18) on-hit. Energized attacks work on structures.


Last Whisper

Quote.png Simply put, the answer of when to buy Last Whisper previously was 'pretty much always'. While certainly better when the enemy was armor-stacking, the total armor penetration meant it was always a sizeable and necessary damage increase in any situation. Last Whisper now occupies a reactive slot, letting you forego it when the enemy's just as reckless as you are. Unquote.png
  • TOTAL COST: 2300 gold ⇒ 1300 gold
  • BUILD PATH: Pickaxe + 425 gold
  • ATTACK DAMAGE: 40 ⇒ 25
  • ARMOR PENETRATION: 35% total armor penetration ⇒ 30% bonus armor penetration

NEW
Giant Slayer

the bigger they are, the harder you hit 'em
Quote.png In tandem with Blade of the Ruined King, Giant Slayer (and its upgrade) give you a fighting chance to mount an attack on the titans and health-stacking beefsticks out there who block you from carrying your team to victory. Unquote.png
  • TOTAL COST: 1000 gold
  • BUILD PATH: Long Sword + 650 gold
  • ATTACK DAMAGE: 10
  • UNIQUE PASSIVE: Giant Slayer: Grants up to +10% damage against enemy champions with greater maximum health than you (+1% damage per 50 health difference, maxing at 500 health difference)

NEW
Executioner's Calling

started at the bottom now we still at the bottom
Quote.png One of our oldest items, Executioner's has answered the call to combat high amounts of sustain and has returned to the shop once more. It's worth noting that Grievous Wounds is now 40% healing reduction instead of 50%, so while it doesn't shut down regeneration as hard, it'll still put a dent in anyone looking to buy back all their health in quick succession. Unquote.png
  • TOTAL COST: 800 gold
  • BUILD PATH: Long Sword + 450 gold
  • ATTACK DAMAGE: 15
  • UNIQUE PASSIVE: Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 3 seconds

NEW
Lord Dominik's Regards

when giant slaying isn't enough, you have my regards
  • TOTAL COST: 2700 gold
  • BUILD PATH: Last Whisper + Giant Slayer + 400 gold
  • ATTACK DAMAGE: 40
  • UNIQUE PASSIVE: Giant Slayer: Grants up to +15% damage against enemy champions with greater maximum health than you (+1.5% damage per 50 health difference, maxing at 500 health difference)
  • UNIQUE PASSIVE: Last Whisper: 40% bonus armor penetration

NEW
Mortal Reminder

It's like Executioner's Calling, but bigger!
  • TOTAL COST: 2700 gold
  • BUILD PATH: Last Whisper + Executioner's Calling + 600 gold
  • UNIQUE PASSIVE: Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds
  • UNIQUE PASSIVE: Last Whisper: 40% bonus armor penetration


Mercurial Scimitar

  • TOTAL COST: 3700 gold (unchanged)
  • BUILD PATH: Pickaxe + Vampiric Scepter + Quicksilver Sash + 625 gold
  • ATTACK DAMAGE: 80 ⇒ 75
  • NEW LIFESTEAL: 10%


The Bloodthirster

  • TOTAL COST: 3500 gold ⇒ 3700 gold
  • BUILD PATH: B. F. Sword + Vampiric Scepter + Long Sword + 1150 gold
  • ATTACK DAMAGE: 80 ⇒ 75

Item Efficiency Tuning

Quote.png Hopefully you've read the game pacing and gold flow changes above before coming to this! If not, here's a very designer-y summary: with so much changing with gold flow in League, it's hard to assess individual itemchanges in a vacuum. The short of it is you'll probably be hitting your gold power spikes at different times than before, so it's better to understand the following changes in relation to gold efficiency rather than game flow. For the large part, these changes are simple gold adjustments with some smaller power changes where necessary.

Up front: our intention isn't just a wholesale nerfing of mages. We ran a full-scale audit of all items in League of Legends to understand what their cost to power ratio was, then compared them to each other to ensure their efficiencies were on similar spectrums. This allows us to fully understand our item ecosystem and how champions interact with it. We also gain a better understanding of the innate strength of a champion in relation to others, rather than having to guess if their core items were just incredibly efficient.

Following our sweep, we came to the conclusion that ability power was just far more efficient as a stat purchase for mages in relation to their AD brethren (although this has a lot of nuance, like the fact there are no AD-based control mages), so we made adjustments. We are more than willing to readjust if necessary, especially if we see an ecosystem that is significantly skewed toward AD champions and AD assassins. Unquote.png

Ability Power Itemization


Luden's Echo

  • TOTAL COST: 3000 gold ⇒ 3200 gold
  • BUILD PATH: Needlessly Large Rod + Aether Wisp + 1100 gold


Rabadon's Deathcap

  • TOTAL COST: 3500 gold ⇒ 3800 gold
  • BUILD PATH: Needlessly Large Rod + Blasting Wand + Amplifying Tome + 1265 gold


Seeker's Armguard

  • ABILITY POWER: 25 ⇒ 20
  • ARMOR: 30 ⇒ 25


Zhonya's Hourglass

  • TOTAL COST: 3000 gold ⇒ 3500 gold
  • BUILD PATH: Seeker's Armguard + Needlessly Large Rod + 750 gold
  • ARMOR: 50 ⇒ 45


Archangel's Staff

  • TOTAL COST: 3000 gold ⇒ 3100 gold
  • BUILD PATH: Tear of the Goddess + Needlessly Large Rod + 1100 gold


Rod of Ages

  • TOTAL COST: 2700 gold ⇒ 3000 gold
  • BUILD PATH: Catalyst the Protector + Blasting Wand + 950 gold
  • ABILITY POWER: 60 ⇒ 80


Rylai's Crystal Scepter

  • TOTAL COST: 3000 gold ⇒ 3200 gold
  • BUILD PATH: Needlessly Large Rod + Amplifying Tome + Giant's Belt + 515 gold


Haunting Guise

  • TOTAL COST: 1500 gold ⇒ 1600 gold
  • BUILD PATH: Ruby Crystal + Amplifying Tome + 765 gold


Liandry's Torment

  • TOTAL COST: 3000 gold ⇒ 3200 gold
  • BUILD PATH: Haunting Guise + Blasting Wand + 750 gold


Morellonomicon

  • TOTAL COST: 2300 gold ⇒ 2550 gold
  • BUILD PATH: Fiendish Codex + Forbidden Idol + 435 gold


Will of the Ancients

  • TOTAL COST: 2500 gold ⇒ 2300 gold
  • BUILD PATH: Hextech Revolver + Fiendish Codex + 300 gold


Athene's Unholy Grail

  • TOTAL COST: 2700 gold ⇒ 2800 gold
  • BUILD PATH: Chalice of Harmony + Fiendish Codex + Amplifying Tome + 565 gold


Mejai's Soulstealer

Builds from The Dark Seal. Grants movement speed instead of cooldown reduction.
Quote.png While always a big risk, Mejai's cooldown reduction reward rarely benefitted users who often hit the CDR cap far before reaching max stacks. Movement speed fits better, turning the back-and-forth risk vs. reward more tense as you try ascend to glory. Unquote.png
  • TOTAL COST: 1400 gold (unchanged)
  • BUILD PATH: The Dark Seal + 1000 gold
  • NEW MANA: 200
  • NEW UNIQUE PASSIVE: Do or Die: Grants 4 Glory per champion kill or 2 Glory per assist, up to 25 Glory total. Upon dying, you lose 10 stacks of Glory.
  • NEW UNIQUE PASSIVE: Dread: Grants 5 ability power per Glory. Grants 10% movement speed if you have at least 15 Glory.


Void Staff

  • TOTAL COST: 2500 gold ⇒ 2650 gold
  • BUILD PATH: Blasting Wand + Amplifying Tome + 1365 gold


Abyssal Scepter

  • TOTAL COST: 2450 gold ⇒ 2350 gold
  • BUILD PATH: Blasting Wand + Negatron Cloak + 800 gold


Lich Bane

  • TOTAL COST: 3000 gold ⇒ 3200 gold
  • BUILD PATH: Sheen + Aether Wisp + Blasting Wand + 450 gold
  • MOVEMENT SPEED: 5% ⇒ 7%
  • NEW COOLDOWN REDUCTION: 0% ⇒ 10%


Stinger

  • TOTAL COST: 1250 gold ⇒ 1200 gold
  • BUILD PATH: Dagger + Dagger + 600 gold
  • ATTACK SPEED: 40% ⇒ 50%


Nashor's Tooth

  • TOTAL COST: 3000 gold (unchanged)
  • BUILD PATH: Fiendish Codex + Stinger + 1000 gold
  • ATTACK SPEED: 40% ⇒ 50%

Defensive Itemization


Glacial Shroud

  • TOTAL COST: 900 gold ⇒ 1000 gold
  • BUILD PATH: Sapphire Crystal + Cloth Armor + 350 gold


Warden's Mail

  • ARMOR: 45 ⇒ 40


Frozen Heart

  • TOTAL COST: 2600 gold ⇒ 2800 gold
  • BUILD PATH: Warden's Mail + Glacial Shroud + 700 gold


Randuin's Omen

  • TOTAL COST: 2700 gold ⇒ 3000 gold
  • BUILD PATH: Warden's Mail + Giant's Belt + 900 gold
  • HEALTH: 400 ⇒ 450


Thornmail

  • TOTAL COST: 2300 gold ⇒ 2350 gold
  • BUILD PATH: Cloth Armor + Chain Vest + 1250 gold


Dead Man's Plate

  • TOTAL COST: 2750 gold ⇒ 2800 gold


Quicksilver Sash

  • TOTAL COST: 1250 gold ⇒ 1300 gold
  • BUILD PATH: Null-Magic Mantle + 850 gold


Spectre's Cowl

  • TOTAL COST: 1200 gold ⇒ 1100 gold
  • BUILD PATH: Ruby Crystal + Null-Magic Mantle + 250 gold
  • MAGIC RESIST: 40 ⇒ 35


Banshee's Veil

  • TOTAL COST: 2700 gold ⇒ 2900 gold
  • BUILD PATH: Spectre's Cowl + Crystalline Bracer + 1150 gold
  • HEALTH: 450 ⇒ 500
  • MAGIC RESIST: 60 ⇒ 70


Spirit Visage

  • TOTAL COST: 2700 gold ⇒ 2800 gold
  • BUILD PATH: Spectre's Cowl + Kindlegem + 900 gold
  • HEALTH: 400 ⇒ 500
  • MAGIC RESIST: 60 ⇒ 70


Bami's Cinder

  • TOTAL COST: 1000 gold ⇒ 1100 gold
  • BUILD PATH: Ruby Crystal + 700 gold


Sunfire Cape

  • TOTAL COST: 2600 gold ⇒ 2700 gold
  • BUILD PATH: Bami's Cinder + Chain Vest + 800 gold
  • HEALTH: 450 ⇒ 500


Guardian Angel

  • TOTAL COST: 2800 gold ⇒ 2900 gold
  • BUILD PATH: Chain Vest + Negatron Cloak + 1380 gold
  • ARMOR: 50 ⇒ 60
  • MAGIC RESIST: 50 ⇒ 60


Aegis of the Legion

  • TOTAL COST: 1600 gold ⇒ 1500 gold
  • BUILD PATH: Null-Magic Mantle + Crystalline Bracer + 400 gold
  • MAGIC RESIST AURA: 15 ⇒ 10


Locket of the Iron Solari

  • TOTAL COST: 2750 gold ⇒ 2500 gold
  • BUILD PATH: Aegis of the Legion + Kindlegem + 200 gold

Jungle Items


Hunter's Machete

it's dangerous to go alone
Quote.png One of the two items necessary to make your tier 2 jungle items, Machete's carving out an identity as the more basic attack-focused of the jungle starting items, providing the on-hit damage and sustain necessary to cleave the cute woodland beasts of the Rift. It's lost all of its mana regeneration in return for offensive power, so consider starting at the Blue Sentinel if you're reliant on abilities to clear! Unquote.png
  • TOTAL COST: 400 gold ⇒ 350 gold
  • REMOVED MORE PROBLEMS: No longer grants 15 bonus gold on large monster kill
  • REMOVED JUNGLER: No longer burns monsters or gives regeneration when hit by monsters.
  • NEW LIFESTEAL: 8% vs monsters
  • NEW UNIQUE PASSIVE: Nail: Basic attacks deal 20 bonus damage on-hit vs monsters. Killing large monsters grants 15 bonus experience.

NEW
Hunter's Talisman

*(Knowing that Brand can finally jungle... It fills you with determination.)
Quote.png The other half of the essential Hunter's gear, Talisman provides an option for those tanks and mages lacking the sustain to survive their early clears,. Massive boosts to mana regen and the health drain on monsters make it less specialized than Machete, increasing the number of would-be adventurers who can hold their own the jungle. As a pro-tip, consider starting at the Red Brambleback to take advantage of red buff's health regen to safely power-clear with Talisman's mana battery at your disposal! Unquote.png
  • TOTAL COST: 350 gold
  • MANA REGENERATION: 150% while in the jungle
  • NEW UNIQUE PASSIVE: Tooth: Damaging a monster steals 20 health over 5 seconds. Killing large monsters grants 15 bonus experience.


Skirmisher's Sabre

Quote.png Pretty similar to before, but now costs a little more thanks to the new build path. Luckily, these Tier 2's also inherit the wealth of lifesteal, regeneration, on-hit and over-time damage from its predecessors, making it well worth the extra cash. Unquote.png
  • TOTAL COST: 850 gold ⇒ 1050 gold
  • BUILD PATH: Hunter's Machete + Hunter's Talisman + 350 gold
  • LIFESTEAL: 10% vs monsters
  • MANA REGENERATION: 150% while in jungle
  • REMOVED MORE PROBLEMS: No longer grants 30 bonus gold on large monster kill
  • REMOVED JUNGLER: No longer burns monsters or gives regeneration when hit by monsters.
  • NEW UNIQUE PASSIVE: Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 health over 5 seconds. Killing a large monster grants +30 bonus experience.
  • SIDEGRADE COST: 255 gold ⇒ 200 gold


Stalker's Blade

Quote.png We just covered this! Just re-read that one, but imagine this icon in your head. Just like new. Unquote.png
  • TOTAL COST: 850 gold ⇒ 1050 gold
  • BUILD PATH: Hunter's Machete + Hunter's Talisman + 350 gold
  • LIFESTEAL: 10% vs monsters
  • MANA REGENERATION: 150% while in jungle
  • REMOVED MORE PROBLEMS: No longer grants 30 bonus gold on large monster kill
  • REMOVED JUNGLER: No longer burns monsters or gives regeneration when hit by monsters.
  • NEW UNIQUE PASSIVE: Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 health over 5 seconds. Killing a large monster grants +30 bonus experience.
  • SIDEGRADE COST: 255 gold ⇒ 200 gold

NEW
Tracker's Knife

now that's a knife
Quote.png Tracker's Knife doesn't strengthen your Smite, but gives you a Sightstone-style stack of seeing sticks to seek out sporting stalkers and sneaky skirmishers, securing your squad's section of Summoner's Rift. Alternatively (for the alliteration illiterate) this augment allows illumination always, assuming your ambitions align with accumulating authority alongside your allies over your adversary's abode. Unquote.png
  • TOTAL COST: 850 gold ⇒ 1050 gold
  • BUILD PATH: Hunter's Machete + Hunter's Talisman + 350 gold
  • LIFESTEAL: 10% vs monsters
  • MANA REGENERATION: 150% while in jungle
  • UNIQUE PASSIVE: Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 health over 5 seconds. Killing a large monster grants +30 bonus experience.
  • UNIQUE PASSIVE: Warding (Minor): Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 2 charges which refill upon visiting the shop.
  • SIDEGRADE COST: 255 gold ⇒ 200 gold


Enchantment - Runeglaive

  • TOTAL COST: 2250 gold ⇒ 2675 gold
  • BUILD PATH: Sheen + Amplifying Tome + Tier 2 Jungle Item + 140 gold
  • ABILITY POWER: 50 ⇒ 40
  • MANA: 200 ⇒ 250


Enchantment - Cinderhulk

  • TOTAL COST: 2250 gold ⇒ 2625 gold
  • BUILD PATH: Bami's Cinder + Tier 2 Jungle Item + 475 gold


Enchantment - Warrior

  • TOTAL COST: 2250 gold ⇒ 2625 gold
  • BUILD PATH: Caulfield's Warhammer + Tier 2 Jungle Item + 475 gold
  • ATTACK DAMAGE: 45 ⇒ 60
  • REMOVED ARMOR PENETRATION: 10 ⇒ 0


Enchantment - Devourer

  • TOTAL COST: 2250 gold ⇒ 2450 gold
  • BUILD PATH: Recurve Bow + Tier 2 Jungle Item + 400 gold
  • ATTACK SPEED: 50% ⇒ 40%
  • SATED ON-HIT MAGIC DAMAGE: 50 ⇒ 60

Support Items


Ancient Coin

probably worth a lot
  • TOTAL COST: 365 gold ⇒ 350 gold
  • FAVOR GOLD GENERATION: 3 gold when a nearby enemy minion dies ⇒ 4 gold when a nearby minion dies


Nomad's Medallion

  • TOTAL COST: 865 gold ⇒ 850 gold
  • BUILD PATH: Ancient Coin + Faerie Charm + Rejuvenation Bead + 225 gold
  • REMOVED MOVEMENT SPEED: 10 ⇒ 0
  • REMOVED PASSIVE GOLD GENERATION: 2 gold per 10 seconds ⇒ 0
  • BASE HEALTH REGEN: 25% ⇒ 50%
  • FAVOR GOLD GENERATION: 4 gold when a nearby enemy minion dies ⇒ 6 gold whenever a nearby enemy minion dies


Talisman of Ascension

  • TOTAL COST: 2100 gold ⇒ 2200 gold
  • REMOVED MOVEMENT SPEED: 20 ⇒ 0
  • REMOVED PASSIVE GOLD GENERATION: 2 gold per 10 seconds ⇒ 0
  • FAVOR GOLD GENERATION: 4 gold when a nearby enemy minion dies ⇒ 6 gold whenever a nearby enemy minion dies
  • ACTIVE COOLDOWN: 40 seconds ⇒ 60 seconds


Relic Shield

  • TOTAL COST: 365 gold ⇒ 350 gold
  • NEW PASSIVE GOLD GENERATION: 2 gold per 10 seconds


Targon's Brace

  • TOTAL COST: 865 gold ⇒ 850 gold
  • BUILD PATH: Relic Shield + Rejuvenation Bead + 350 gold
  • NEW PASSIVE GOLD GENERATION: 2 gold per 10 seconds


Face of the Mountain

  • TOTAL COST: 2200 gold (unchanged)
  • HEALTH: 500 ⇒ 450
  • HEAL: 50 + 1% of your maximum health ⇒ 50
  • NEW GOLD GENERATION: 2 gold per 10 seconds
  • NEW WITNESS ME: Face of the Mountain's active shield detonation now slows nearby enemies by 40% for 2 seconds instead of dealing damage (60 second cooldown)


Spellthief's Edge

  • TOTAL COST: 365 gold ⇒ 350 gold
  • 5 gold on damage/attack on a champion or structure ⇒ 8 gold on damage/attack on a champion or structure


Frostfang

  • TOTAL COST: 865 gold ⇒ 850 gold
  • BUILD PATH: Spellthief's Edge + Faerie Charm + 375 gold
  • ABILITY POWER: 10 ⇒ 15
  • BASE MANA REGEN: 50% ⇒ 100%
  • TRIBUTE GOLD: 10 gold on damage/attack on a champion or structure ⇒ 15 gold on damage/attack on a champion or structure


Frost Queen's Claim

  • TOTAL COST: 2200 gold (unchanged)
  • BASE MANA REGEN: 50% ⇒ 150%
  • TRIBUTE GOLD: 10 gold on damage/attack on a champion or structure ⇒ 15 gold on damage/attack on a champion or structure
  • REMOVED UNIQUE ACTIVE: Arctic Embrace no longer exists
  • NEW UNIQUE ACTIVE: Summons 2 icy ghosts for 6 seconds that seek out nearby enemy champions. Ghosts reveal enemies on contact and reduce their movement speed by 40% for 4 seconds (60 second cooldown)


Ardent Censer

  • TOTAL COST: 2100 gold ⇒ 2200 gold
  • BUILD PATH: Forbidden Idol + Aether Wisp + 800 gold


Mikael's Crucible

  • TOTAL COST: 2450 gold ⇒ 2300 gold
  • BUILD PATH: Chalice of Harmony + Forbidden Idol + 550 gold
  • MAGIC RESIST: 40 ⇒ 35


Zeke's Harbinger

  • TOTAL COST: 2250 gold ⇒ 2350 gold
  • BUILD PATH: Glacial Shroud + Amplifying Tome + Amplifying Tome + 480 gold

Vision Items

Stealth & Vision Wards

Stealth wards have been removed from the shop. All wards leave Rubble upon death.
Quote.png When vision is in an easily acquired consumable state, a few things tend to happen. For starters, vision becomes an arms race due to the inherent power of map knowledge - making the appropriate answer to 'how many wards should we have' universally 'as many as you can, always'. This means that, executed optimally, an entire team's excess gold income (or primary income, if you're a Jungler or a Support) is funneled into keeping up as much vision as possible at all times. This means decisionmaking around the questions 'when is the right time to ward?' and 'where is the right place to ward?' is thrown out in favor of sheer throughput. By removing 'safe' vision from the map (invisible wards) and placing the other vision resources on meaningful cooldowns, teams will have to think a lot more about where they light up the map, rather than ward coverage being a function of team gold advantage. Unquote.png
  • VISION WARD COST: 100 gold ⇒ 75 gold
  • REMOVED WARDED OFF: Stealth wards are no longer available for purchase
  • STEALTH WARD DURATION: 180 seconds ⇒ 150 seconds
  • NEW PICKING UP THE PIECES: Upon death or expiration, wards leave behind Rubble. Rubble is team colored, lasts up to 5 minutes, and appears as circles where the ward was when it was active.
  • NEW INSIGHTFUL: Wards now indicate their vision range while being placed


Sightstone

  • WARD CHARGES: 4 wards ⇒ 3 wards
  • NEW WE HAVE THE TECHNOLOGY: In addition to Ruby Sightstone, can now combine with Tier 2 support items (Frostfang, Nomad's Medallion and Targon's Brace)


Ruby Sightstone

Now gives active item cooldown reduction.
Quote.png Ruby Sightstone, often seen as a minimal efficiency upgrade, now provides an important decision point for supports' endgame builds. Ruby synergizes with the Tier 3 support items (Talisman of Ascension, Face of the Mountain, or Frost Queen's Claim), as well as any future active items you might build. The tradeoff is that you've committed two of your item slots - one to vision and one to your support item. So, whether you'd like the 'extra' slot (Eyestones - see below), or the more efficient slot (Ruby) is in your hands. Unquote.png
  • TOTAL COST: 1600 gold ⇒ 1800 gold
  • HEALTH: 400 ⇒ 500
  • NEW STAYING ACTIVE: Item Active cooldowns are reduced by 10%
  • WARD CHARGES: 5 ⇒ 4

NEW
Eye of the Watchers

somebody's watchin' me
Quote.png Below are the three 'Eyestones', so let's cover the context all in one go, shall we? In contrast to Ruby Sightstone above, these Eyestones (built from combining Sightstone and your Tier 2 support item) give you the option to choose between the synergies of a Ruby + Tier 3 'active' build or an Eyestone, nixing the power of your Tier 3 in favor of more selfish items down the road. It's a tough question, and one supports will need to constantly evaluate on the fly with the departure of 'Stealth Ward stacking' as a viable progression path. All Eyestones keep their gold generation passives, making them the economic choice if you're looking to rush any particular item for your composition. Unquote.png
  • TOTAL COST: 2200 gold
  • BUILD PATH: Sightstone + Frostfang + 550 gold
  • HEALTH: 200
  • ABILITY POWER: 25
  • PASSIVE GOLD GENERATION: 2 gold per 10 seconds
  • BASE MANA REGEN: 150%
  • UNIQUE PASSIVE: Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 gold. This can occur up to 3 times every 30 seconds.
  • UNIQUE PASSIVE: Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

NEW
Eye of the Oasis

Part 2. Context above!
  • TOTAL COST: 2200 gold
  • BUILD PATH: Sightstone + Nomad's Medallion + 550 gold
  • HEALTH: 200
  • BASE HEALTH REGEN: 150%
  • BASE MANA REGEN: 150%
  • UNIQUE PASSIVE: Favor: Being near a minion death without dealing the killing blow grants 6 gold and 10 health
  • UNIQUE PASSIVE: Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

NEW
Eye of the Equinox

Aaand Part 3. Context above-above!
  • TOTAL COST: 2200 gold
  • BUILD PATH: Sightstone + Targon's Brace + 550 gold
  • HEALTH: 500
  • BASE HEALTH REGEN: 100%
  • PASSIVE GOLD GENERATION: 2 gold per 10 seconds
  • UNIQUE PASSIVE: Spoils of War: Melee basic attacks execute minions below 240 health. Killing a minion heals the owner and the nearest allied champion for 50 health and grants them kill gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.
  • Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

Trinkets

Because you always forgot to.
Quote.png As Stealth Wards exit from the shop, Trinkets step up to take their place as the primary interaction point with the vision game. Warding and Sweeping are now the team's responsibility, and you'll have to coordinate carefully to simultaneously light up the fog of war and black out the enemy's wards. For the Trinket-Impaired, all upgrades and swap-costs are free! Quick aside: we didn't really just make these trinkets auto-upgrade just because you forgot to. Ultimately if we're making the trinket / vision game a mandatory system to engage with for all players of all skill levels, we want to make sure we remove any needless barriers to entry. Fundamentally, we believe the trinket system is an integral part of the vision game, and we do hope y'alls learn to coordinate. Unquote.png
  • NEW FREE AT LAST: Purchasing, upgrading, or swapping between trinkets no longer costs gold
  • TRINKET FEUD: Swapping between the Warding line and the Sweeping line puts your trinket on cooldown for 2 minutes

REMOVED Scrying Orb line


Scrying Orb

don't scry for me, argentina
  • REMOVED AS I LAY SCRYING: Scrying Orb has been removed


Farsight Orb

didn't see that coming
  • REMOVED OVERSIGHT: Farsight Orb has been removed

Warding Totem line


Warding Totem

Ward duration increases with champion level. Now generates charges.
  • REMOVED VISION QUEST: Greater Stealth and Greater Vision totems removed
  • NEW CHARGED UP: Can now store up to two wards at one time. Starts with one charge.
  • WARD DURATION: 60 seconds ⇒ 60 - 120 seconds (at levels 1-18)
  • CHARGE COOLDOWN: Generates a new charge every 180 - 120 seconds (from levels 1-18)


Farsight Alteration

  • ALTERED TOTEM: At level 9, you can alter your Warding Totem into a Farsight Totem. Once altered, Farsight Totem instead places a visible, 1-health ward from far away, briefly revealing the surrounding area.
  • COOLDOWN: 40% of Warding Totem's charge cooldown (61 - 48 seconds at levels 9 - 18)
  • RANGE: 4000 units
  • WARD DURATION: Infinite
  • THIS ONE'S SPECIAL: Farsight Totem's ward doesn't count against your ward limits

Sweeping Lens line


Sweeping Lens

  • NEW SIGHT BEYOND SIGHT: In addition to disabling wards, Sweeping Lens will spawn warning particles over units it finds that you can't see (champions, pink wards, etc.)
  • RANGE: 500 - 2000 (at levels 1-18)
  • COOLDOWN: 90 - 60 seconds (at levels 1-18)
  • SIZE: 450 - 575 (at levels 1-18)


Oracle Alteration

  • ALTERED LENS: At level 9, you can alter your Sweeping Lens into an Oracle's Lens. Once altered, Oracle's Lens instead constantly sweeps the area around your champion for 10 seconds.
  • REMOVED FALSE SIGHT?: No longer grants true sight
  • NEW SIGHT BEYOND SIGHT: In addition to disabling wards, Sweeping Lens will spawn warning particles over units it finds that you can't see (champions, pink wards, etc.)
  • SIZE: Increased by about 50%

Starting Items & Consumables

Quote.png Our focus with starting items this season is the same philosophy that informed our first wave of support item changes from way back. Specifically we want to offer more options for the opening game that really show intent as opposed to reacting to your opponent. There are still generalist pickups for people who want everything (see: the Doran's items), but now there should be more options for different styles of openings. Unquote.png


Doran's Shield

Quote.png Doran tunes his items carefully. Unquote.png
  • TOTAL COST: 440 gold ⇒ 450 gold


Doran's Blade

Very carefully.
  • TOTAL COST: 440 gold ⇒ 450 gold
  • HEALTH: 70 ⇒ 80
  • ATTACK DAMAGE: 7 ⇒ 8


Doran's Ring

Quote.png Less power early-game (for most champs), but scales better as a bench warmer while you transition to more powerful end-game builds. Unquote.png
  • MANA REGEN 3 per 5 seconds ⇒ 50%

NEW
The Dark Seal

Alternative starting item to Doran's Ring. Builds into Mejai's. Is dark. Is a seal.
Quote.png Doran's Ring has always been the go-to starting item for mages, but offers more in the way of lane safety than offensive potential. The Dark Seal trades defense for all-in power, presenting an aggressive option for champs who want to roam and make plays to start a match off strong. Fail to snowball? No sweat, just sell it off like you would your Doran's and proceed as normal. Get a few early fights in your favor? Go for glory and start stealing some souls. Unquote.png
  • TOTAL COST: 400 gold
  • ABILITY POWER: 15
  • MANA: 100
  • BONUS HEALING FROM POTIONS: 25%
  • NEW UNIQUE PASSIVE: Do or Die: Grants 2 Glory per champion kill or 1 Glory per assist, up to 10 Glory total. Upon dying, you lose 4 stacks of Glory.
  • NEW UNIQUE PASSIVE: Dread: Grants 3 ability power per Glory

NEW
Cull

Doran's Blade alternative. Less safe, but more gold.
Quote.png Tired of those supports that want you to fight all the time? Buy Cull and proceed to rack up the gold instead. While it doesn't completely discourage scrapping (life on hit starts off stronger than D. Blade's % lifesteal), Cull's mix of both sustain and farming power lets you play flexibly, given that no one tries to interrupt your delicious, minion-killing plans. (They will, though. Good luck.) Unquote.png
  • TOTAL COST: 450 gold
  • ATTACK DAMAGE: 5
  • LIFE ON HIT: 3
  • CULLEN: Killing a minion grants 1 additional gold. Killing 100 minions grants an additional 300 gold immediately and disables this passive.


Health Potion

The potion who lived.
  • TOTAL COST: 35 gold ⇒ 50 gold
  • OFF THE STUFF: Limited to one type of Healing Potion


Refillable Potion

Quote.png Refillable Potions are an exercise in saving for the future! For the same cost, three health potions outscale this immediately, but a single trip back to your fountain recoups the value difference. Refillable is an attractive option for those looking to play the long game in lane; its upgrades provide some very real power. Unquote.png
  • TOTAL COST: 150 gold
  • FREE REFILLS: Consume a charge to restore 100 health over 10 seconds. Holds up to 2 charges and refills upon visiting the shop
  • PUT A LID ON IT: Limited to one type of Healing Potion


Hunter's Potion

It's like the Refillable Potion, but more fit to survive the wilderness.
Quote.png One of the upgrades to Refillable, Hunter's Potion gives sustain to junglers who have none and allows those that do to double up. In the past, we've had to rely on intrinsic sustain mechanics (miss u, spirit stone) that always skewed towards the damage dealers in the crowd. You'll have to pay for it, but grab this on champions without strong lifesteal/spell vamp options (*cough*Amumu*cough*) and you'll find yourself burning through the jungle much healthier than normal. Unquote.png
  • TOTAL COST: 400 gold
  • BUILD PATH: Refillable Potion + 250 gold
  • FREE REFILLS: Consume a charge to restore 60 health and 35 mana over 8 seconds. Holds up to 5 charges and refills upon visiting the shop.
  • DELICIOUS JUNGLE TEARS: Killing a large monster grants one charge
  • DON'T SPILL IT: Limited to one type of Healing Potion


Corrupting Potion

It's a bad influence on the other potions.
Quote.png Crystalline Flask (rip) used to be an attractive option for anyone looking to quietly sustain through lane phase. For opponents, on the other hand, it often felt like the only way to get an edge was to burn through a Flask holder's entire reservoir of health, which was no bueno (especially in combination with Teleport's lower cooldown). Now that Flask's all out of juice, Corrupting Potion's your go-to if you're looking to outlast your opponent. Laners that choose to opt into raw stats will still have a combat advantage as they complete their item builds, but until then, Corrupting Potion's all-in nature once consumed demands respect in lane duels. Unquote.png
  • TOTAL COST: 500 gold
  • BUILD PATH: Refillable Potion + 350 gold
  • "FREE" REFILLS?: Consume a charge to restore 150 health and 50 mana over 12 seconds and grants Touch of Corruption during that time. Holds up to 3 charges and refills upon visiting the shop.
  • BUT AT WHAT COST?: While under Touch of Corruption, your single target spells and attacks burn enemy champions for 15-30 (at levels 1-18) magic damage over 3 seconds

REMOVED
Elixir of Ruin

Quote.png While both Sorcery and Wrath have clear definitions to make the purchase feel impactful, Ruin and Iron both fulfilled the same niche, often feeling like a trap or generally underpowered relative to their damage-dealing brethren. As we retire Elixir of Ruin into the abyss, we're taking the health from it and looking to create the One True Tank Elixir everyone can feel good about buying. Unquote.png
  • REMOVED RUINED: Elixir of Ruin has been removed


Elixir of Iron

Has Elixir of Ruin's health.
  • TOTAL COST: 400 gold ⇒ 500 gold
  • NEW SAVED: Now gives 300 health
  • REMOVED YOU'RE TOO SLOW: No longer reduces the effectiveness of slows by 25%TOO BIG Size increase slightly reduced


Elixir of Sorcery

AP increased.
  • TOTAL COST: 400 gold ⇒ 500 gold
  • ABILITY POWER: 40 ⇒ 50


Elixir of Wrath

Damage and healing increased, but no longer resets.
  • TOTAL COST: 400 gold ⇒ 500 gold
  • ATTACK DAMAGE: 25 ⇒ 30
  • BLOODLUST HEAL: 10% of all physical damage dealt ⇒ 15% of all physical damage dealt
  • REMOVED ANGER MANAGEMENT: Kills and assists no longer extend the duration

Boots


Boots of Speed

  • TOTAL COST: 325 gold ⇒ 300 gold


Berserker's Greaves

  • TOTAL COST: 1000 gold ⇒ 1100 gold
  • BUILD PATH: Boots of Speed + Dagger + 500 gold
  • ATTACK SPEED: 25% ⇒ 30%


Boots of Swiftness

  • TOTAL COST: 1000 gold ⇒ 800 gold
  • BUILD PATH: Boots of Speed + 500 gold
  • MOVEMENT SPEED: 60 ⇒ 65


Ionian Boots of Lucidity

  • TOTAL COST: 1000 gold ⇒ 800 gold
  • BUILD PATH: Boots of Speed + 500 gold
  • COOLDOWN REDUCTION: 15% ⇒ 10%
  • NEW TRUCIDITY: Now additionally reduces the cooldowns of Summoner Spells by 10%


Mercury's Treads

  • TOTAL COST: 1200 gold ⇒ 1100 gold
  • BUILD PATH: Boots of Speed + Null-Magic Mantle + 350 gold
  • TENACITY: 35% ⇒ 20%


Ninja Tabi

  • TOTAL COST: 1000 gold ⇒ 1100 gold
  • BUILD PATH: Boots of Speed + Cloth Armor + 500 gold
  • ARMOR: 25 ⇒ 30


Enchantment - Alacrity

  • TOTAL COST: 475 gold ⇒ 450 gold


Enchantment - Warrior

  • TOTAL COST: 475 gold ⇒ 450 gold


Enchantment - Distortion

  • TOTAL COST: 475 gold ⇒ 450 gold
  • SUMMONER SPELL COOLDOWN REDUCTION: 20% ⇒ 15%


Enchantment - Captain

Quote.png Now you can afford this one! Unquote.png
  • TOTAL COST: 600 gold ⇒ 450 gold


Enchantment - Homeguard

  • TOTAL COST: 475 gold ⇒ 450 gold

Items

NEW
Death's Dance

Lifesteals from all physical damage, and converts damage taken into a delayed damage-over-time effect.
Quote.png Lifesteal as a stat for champions that primarily use abilities has always been an interesting space to work in, but often failed because the 'casters' in question lack the inherent durability to really start draining and instead just die on the spot. Death's Dance instead provides 'pseudo-durability' - just enough to give the user time to get their sustain engine going, but forcing that lifesteal to work overtime so as not to succumb to their accumulated debt. Can you outrace your own death, or will you just dance around it? Unquote.png
  • TOTAL COST: 3400 gold
  • BUILD PATH: Vampiric Scepter + Pickaxe + Caulfield's Warhammer + 525 gold
  • ATTACK DAMAGE: 65
  • COOLDOWN REDUCTION: 10%
  • UNIQUE PASSIVE: Dealing physical damage heals for 12% of the damage dealt (33% effectiveness for multi-target effects)
  • UNIQUE PASSIVE: 12% of the damage you take is instead turned into a bleed for 5 seconds.


Hexdrinker

  • TOTAL COST: 1450 gold ⇒ 1300 gold
  • BUILD PATH: Long Sword + Null-Magic Mantle + 500 gold
  • ATTACK DAMAGE: 25 ⇒ 20
  • MAGIC RESIST: 30 ⇒ 35
  • MAGIC DAMAGE SHIELD: 250 ⇒ 110-280 (at levels 1-18)


Maw of Malmortius

No longer gives attack damage when low, but enrages instead.
Quote.png Never an efficient combination of stats, Maw's updated inclusion of Dirk's armor penetration and the new Lifegrip passive work together with Lifeline's shield to create the feeling of just staving off death, flying into a berserker rage when the heat is on. That sounds a lot better for fighters than the previous 'get a lot of damage when you're almost dead and then die', so we went with it. Unquote.png
  • TOTAL COST: 3200 gold ⇒ 3250 gold
  • BUILD PATH: Hexdrinker + Serrated Dirk + 850 gold
  • ATTACK DAMAGE: 60 ⇒ 55
  • MAGIC RESIST: 40 ⇒ 50
  • NEW ARMOR PENETRATION: 10
  • LIFELINE SHIELD: 400 ⇒ 300 + 1 per bonus magic resist
  • REMOVED COME AT ME: No longer grants bonus attack damage based on missing health
  • NEW UNIQUE PASSIVE: Lifegrip: When Lifeline triggers, you gain 25% attack speed, 10% spell vamp and 10% lifesteal until you leave combat


Frozen Mallet

  • TOTAL COST: 3300 gold ⇒ 3100 gold
  • BUILD PATH: Jaurim's Fist + Pickaxe + Ruby Crystal + 525 gold
  • HEALTH: 700 ⇒ 650
  • ATTACK DAMAGE: 30 ⇒ 40


Youmuu's Ghostblade

No longer has crit, but has wayyy more damage.
Quote.png Simply put, Ghostblade often lived in the valley between 'An assassin item that has crit I don't need' and 'A marksman item that isn't as good as Phantom Dancer'. With Marksman getting a host of new toys, we're refocusing Ghostblade as a much-needed buy for Assassins. Unquote.png
  • TOTAL COST: 2700 gold ⇒ 3200 gold
  • BUILD PATH: Serrated Dirk + Caulfield's Warhammer + 1000 gold
  • ATTACK DAMAGE: 30 ⇒ 65
  • REMOVED CRITICAL STRIKE CHANCE: 15% ⇒ 0%


Guinsoo's Rageblade

Quote.png The statistically least-bought item in League of Legends (even less than Poacher's Knife, rest in peace), Guinsoo's always presented a puzzle to players - 'When do I want this item? Who could use it really well?' As it turns out, even on the few champions it works for (Kayle and Jax, primarily) it never really panned out. With berserker healing moved to Maw of Malmortius, we went all in on hulking out, providing a payoff worth stacking for should you succeed in pulling it off. Unquote.png
  • TOTAL COST: 2500 gold
  • BUILD PATH: Blasting Wand + Pickaxe + 775 gold
  • NEW UNIQUE PASSIVE: Basic attacks grant +8% Attack Speed, +3 Attack Damage, and +4 Ability Power for 5 seconds (stacks up to 8 times, melee attacks grant 2 stacks). While you have 8 stacks, gain Guinsoo's Rage.
  • NEW GUINSOO'S RAGE: Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.


Hextech Gunblade

Quote.png Similar to Guinsoo's (though quite not as scarce), Gunblade's reload mechanic actually restricted its active's use as a means of catching people out, instead favoring champions who could repeatedly 'reload' it (hint: it's Akali). By stripping out the mechanic and halving the cooldown we're looking to bring Gunblade back as a possible choice for a broader set of champions, namely those looking to heal off of everything. Actually everything. Unquote.png
  • TOTAL COST: 3400 gold (unchanged)
  • BUILD PATH: Bilgewater Cutlass + Hextech Revolver + 550 gold
  • REMOVED LIFESTEAL: 10% ⇒ 0%
  • REMOVED SPELLVAMP: 20% ⇒ 0%
  • NEW OMNIVORE: Now heals for 15% of all damage dealt (33% effective for AoE)
  • ACTIVE COOLDOWN: 60 seconds ⇒ 30 seconds
  • REMOVED RELOAD: No longer reduces the active cooldown by 3 seconds per basic attack and single target spell-hit


Tiamat

  • TOTAL COST: 1900 gold ⇒ 1250 gold
  • BUILD PATH: Pickaxe + Rejuvenation Bead + 225 gold
  • ATTACK DAMAGE: 40 ⇒ 30
  • BASE HEALTH REGEN: 100% ⇒ 50%
  • REMOVED CLEAVE: No longer passively cleaves around your target


Ravenous Hydra

hungry hungry hydra
Quote.png We'd intended Titanic and Ravenous (the two 'heads' of the hydra) to be interchangeable all along, but Titanic's awkward build-path led to some complications. With Tiamat being cheaper and more accessible, we're executing on that now. Gameplay-wise this lets you customize your type of builds on the fly, but it's also just really cool. Unquote.png
  • TOTAL COST: 3300 gold ⇒ 3600 gold
  • BUILD PATH: Tiamat + Vampiric Scepter + Long Sword + 1100 gold
  • MANY-HEADED HORROR: You can now freely exchange between Ravenous Hydra and Titanic Hydra


Titanic Hydra

Quote.png Not much to add. Still cool. Unquote.png
  • TOTAL COST: 3300 gold ⇒ 3600 gold
  • BUILD PATH: Jaurim's Fist + Tiamat + 1150 gold
  • HEALTH: 400 ⇒ 450
  • MANY-HEADED HORROR: You can now freely exchange between Titanic Hydra and Ravenous Hydra


Phage

  • TOTAL COST: 1325 gold ⇒ 1250 gold
  • BUILD PATH: Ruby Crystal + Long Sword + 500 gold
  • ATTACK DAMAGE: 20 ⇒ 15


The Black Cleaver

  • TOTAL COST: 3000 gold ⇒ 3500 gold
  • BUILD PATH: Phage + Caulfield's Warhammer + 1150 gold
  • ATTACK DAMAGE: 40 ⇒ 55
  • HEALTH: 400 ⇒ 300


Trinity Force

  • TOTAL COST: 3703 gold ⇒ 3800 gold
  • BUILD PATH: Zeal + Sheen + Phage + 300 gold
  • MANA: 200 ⇒ 250
  • MOVEMENT SPEED: 8% ⇒ 5%
  • CRITICAL STRIKE CHANCE: 10% ⇒ 20%
  • ATTACK SPEED: 30% ⇒ 15%
  • ATTACK DAMAGE: 30 ⇒ 25
  • REMOVED ABILITY POWER: 30 ⇒ 0
  • NEW COOLDOWN REDUCTION: 10%


Iceborn Gauntlet

Quote.png With the removal of ability power on Sheen, we took the opportunity to refocus the item towards tanks via its new armor scaling. Ezreal might still wear it from time to time, but once Malphite gets in the mix things'll get real icy, real fast. Unquote.png
  • TOTAL COST: 2850 gold ⇒ 2700 gold
  • BUILD PATH: Sheen + Glacial Shroud + 650 gold
  • ARMOR: 60 ⇒ 65
  • COOLDOWN REDUCTION: 10% ⇒ 20%
  • REMOVED ABILITY POWER: 30 ⇒ 0
  • NEW PACKS A PUNCH: Size of the slow zone now increases with bonus armor


Manamune

  • TOTAL COST: 2200 gold ⇒ 2400 gold
  • BUILD PATH: Tear of the Goddess + Pickaxe + 775 gold


Wit's End

  • TOTAL COST: 2550 gold ⇒ 2800 gold
  • BUILD PATH: Recurve Bow + Dagger + Null-Magic Mantle + 1050 gold
  • MAGIC RESIST: 30 ⇒ 40
  • ATTACK SPEED: 50% ⇒ 40%
  • ON-HIT MAGIC DAMAGE: 42 ⇒ 40


Sterak's Gage

  • TOTAL COST: 2550 gold ⇒ 2700 gold
  • BUILD PATH: Jaurim's Fist + Ruby Crystal + 1100 gold


Righteous Glory

  • TOTAL COST: 2400 gold ⇒ 2600 gold
  • BUILD PATH: Catalyst the Protector + Crystalline Bracer + 750 gold


Banner of Command

  • TOTAL COST: 2750 gold ⇒ 2900 gold
  • BUILD PATH: Aegis of the Legion + Fiendish Codex + 600 gold


Ohmwrecker

it's your old pal, ohmwrecker
  • TOTAL COST: 2600 gold ⇒ 2650 gold
  • BUILD PATH: Raptor Cloak + Kindlegem + 650 gold
  • STILL IN THE GAME: Still exists


Zz'rot Portal

  • TOTAL COST: 2750 gold ⇒ 2700 gold
  • BUILD PATH: Raptor Cloak + Negatron Cloak + 780 gold
  • BASE HEALTH REGEN: 150% ⇒ 125%

Component Items


Rejuvenation Bead

  • TOTAL COST: 180 gold ⇒ 150 gold


Faerie Charm

  • TOTAL COST: 180 gold ⇒ 125 gold


Forbidden Idol

  • TOTAL COST: 600 gold ⇒ 550 gold
  • BUILD PATH: Faerie Charm + Faerie Charm + 300 gold


Sapphire Crystal

more mana, more problems
  • TOTAL COST: 400 gold ⇒ 350 gold
  • MANA: 200 ⇒ 250


Sheen

Costs less, no longer has ability power. Now has cooldown reduction.
Quote.png One of the oldest items in the game, Sheen's ability power always made it a little awkward to use as a building block for other items (like Iceborn Gauntlet, which was always pretty confusing). Removing AP and adding cooldown reduction adds more synergies for the champions who want the Spellblade passive without forcing an often-'wasted' stat on them. Unquote.png
  • TOTAL COST: 1250 gold ⇒ 1050 gold
  • BUILD PATH: Sapphire Crystal + 700 gold
  • MANA: 200 ⇒ 250
  • REMOVED ABILITY POWER: 25 ⇒ 0
  • NEW COOLDOWN REDUCTION: 0% ⇒ 10%


Tear of the Goddess

  • TOTAL COST: 720 gold ⇒ 750 gold
  • BUILD PATH: Sapphire Crystal + Faerie Charm + 275 gold


Long Sword

it's actually pretty short
  • TOTAL COST: 360 gold ⇒ 350 gold


Brawler's Gloves

break your targets
  • CRITICAL STRIKE CHANCE: ⇒ 10%


Dagger

  • TOTAL COST: 450 gold ⇒ 300 gold
  • ATTACK SPEED: 15% ⇒ 12%


Crystalline Bracer

  • TOTAL COST: 600 gold ⇒ 650 gold
  • BUILD PATH: Ruby Crystal + Rejuvenation Bead + 100 gold


Raptor Cloak

  • TOTAL COST: 1100 gold ⇒ 1200 gold
  • BUILD PATH: Chain Vest + Rejuvenation Bead + 250 gold


Catalyst the Protector

  • HEALTH: 200 ⇒ 225


Chain Vest

  • TOTAL COST: 750 gold ⇒ 800 gold


Negatron Cloak

  • TOTAL COST: 800 gold ⇒ 720 gold
  • BUILD PATH: Null-Magic Mantle + 270 gold
  • MAGIC RESIST: 45 ⇒ 40

NEW
Jaurim's Fist

Because even a giant belt doesn't punch people.
Quote.png This neat little death-gauntlet gives us some nice flexibility in health-oriented builds. From now on: Giant's Belt for big ticket tank items, Jaurim's for a few punches with your beefstats. Unquote.png
  • TOTAL COST: 1200 gold
  • BUILD PATH: Long Sword + Ruby Crystal + 450 gold
  • ATTACK DAMAGE: 15
  • HEALTH: 150
  • UNIQUE PASSIVE: Killing a unit grants 5 maximum health, stacking up to 30 times.

NEW
Serrated Dirk

One half of the item formerly known as the Brutalizer. Doesn't look very sanitary.
Quote.png We've essentially got context split across two items, so we'll tackle it here. The Brutalizer, while an amazing item for its cost, stats, and flexibility, was in some ways too desirable. By already being a 'complete' item in terms of stat profile, anything it upgraded to had to be 'Brutalizer But Bigger and/or Better'. To tackle this, we split it up - one half with armor penetration, and the other with cooldown reduction. This gives us room to improve existing items and make new ones in the future for a variety of AD champions looking to utilize those stats without making Rengar (and all the other assassins hungry for your Flash cooldowns) harder to balance. Unquote.png
  • TOTAL COST: 1100 gold
  • BUILD PATH: Long Sword + Long Sword + 400 gold
  • ATTACK DAMAGE: 20
  • ARMOR PENETRATION: 10
  • UNIQUE PASSIVE: After killing any unit, your next basic attack or single target spell deals 15 bonus damage

NEW
Caulfield's Warhammer

One half of the item formerly known as the Brutalizer. A little flat, but has a good head on its shoulders.
Quote.png Pretty much everything from the Serrated Dirk section. If you want more context, scroll up and re-read the last one. We'll wait. Unquote.png
  • TOTAL COST: 1100
  • BUILD PATH: Long Sword + Long Sword + 400 gold
  • ATTACK DAMAGE: 25
  • COOLDOWN REDUCTION: 10%


Vampiric Scepter

  • TOTAL COST: 800 gold ⇒ 900 gold
  • BUILD PATH: Long Sword + 550 gold
  • ATTACK DAMAGE: 10 ⇒ 15
  • LIFESTEAL: 8% ⇒ 10%


Fiendish Codex

  • TOTAL COST: 825 gold ⇒ 800 gold
  • BUILD PATH: Amplifying Tome + 365 gold
  • ABILITY POWER: 30 ⇒ 25


Kindlegem

  • TOTAL COST: 850 gold ⇒ 800 gold
  • BUILD PATH: Ruby Crystal + 400 gold

Masteries

Overall Philosophy

Quote.png We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion. Unquote.png
2016 Masteries.jpg

Ferocity Tree

Quote.png Rather than just the 'Offense' tree, let's look at the types of bonuses Ferocity provides. This tree is all about getting into fights and staying there, scrapping with anyone at any time. Many of its bonuses help you against a large number of targets (attack speed and % penetration are pretty 'always good'), but bursty mages or assassins may find single target isolation somewhat lacking. Wanna deal damage, but worried about tanks and fighters getting in your face? Get ferocious and bite back. Unquote.png

You may split five points between the following masteries:
MFury.png Fury

  • ATTACK SPEED: 0.8/1.6/2.4/3.2/4%

MSorcery.png Sorcery
  • INCREASED DAMAGE FROM ABILITIES: 0.4/0.8/1.2/1.6/2%

You may choose one of the following one-point masteries:
Double Edged Sword.png Double_Edged_Sword

  • MELEE Deal an additional 3% damage, but receive an additional 1.5% damage
  • RANGED Deal an additional 2% damage, but receive an additional 2% damage

MFeast.png Feast
  • I HUNGER:Killing a unit restores 20 health
  • COOLDOWN: 20 seconds

You may split five points between the following masteries:
MVampirism.png Vampirism

  • LIFESTEAL AND SPELLVAMP0.4/0.8/1.2/1.6/2.0%

[[File:MNatural Talent.png] Natural Talent
  • SCALING ATTACK DAMAGE: 2/4/6/8/10 at level 18
  • SCALING ABILITY POWER: 3/6/9/12/15 at level 18

You may choose one of the following one-point masteries:

MBounty Hunter.png Bounty Hunter

  • TAKING NAMES: You gain a permanent 1% damage increase for each unique enemy champion you kill


MOppressor.png Oppressor
  • KICK 'EM WHEN THEY'RE DOWN: You deal 2.5% increased damage to targets with impaired movement (slows, stuns, taunts, etc)

You may split five points between the following masteries:

MBattering Blows.png Battering Blows

  • ARMOR PENETRATION: 1.4/2.8/4.2/5.6/7%


MPiercing Thoughts.png Piercing Thoughts
  • MAGIC PENETRATION: 1.4/2.8/4.2/5.6/7%

You may choose one of the following keystone masteries:

MWarlord's Bloodlust.png Warlord's Bloodlust'

  • DRINK THEIR BLOOD: Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds
  • COOLDOWN:2 seconds

MFervor of Battle.png Fervor of Battle
  • STACKTIVATE: Your basic attacks and spells give you stacks of Fervor for 5 seconds, stacking 10 times. Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

MDeathfire Touch.png Deathfire Touch
  • TOUCH, DON'T GRASP: Your damaging abilities deal an additional (0.5 bonus attack damage + 0.2 ability power) magic damage to enemy champions over 3 seconds (half damage over 1.5 seconds for AoE and damage-over-time)

Cunning Tree

Quote.png No longer just 'Utility', Cunning is the tree for those living in the moment. Want extra speed for that clutch save on an ally? Perhaps you're looking to dive in and take out a low health target instead. Cunning's your go-to tree for both! Buyer beware: unlike Ferocity's offerings, Cunning's benefits are really only effective against softer targets, so think a lot about who you'll be fighting before spending your points! Unquote.png


You may split five points between the following masteries:

MWanderer.png Wanderer

  • MOVEMENT SPEED: 0.6/1.2/1.8/2.4/3% out of combat

MSavagery.png Savagery
  • BONUS DAMAGE TO MINIONS AND MONSTER: S1/2/3/4/5 on single target spells and basic attacks

You may choose one of the following one-point masteries:

MRunic Affinity.png Runic Affinity

  • BABY GOT BUFFS: Buffs granted by jungle monsters last 15% longer

MSecret Stash.png Secret Stash
  • HITS THE SPOT: Your potions, flasks and elixirs last 10% longer
  • APPETIZERS: Health potions are now Biscuits, restoring 20 health and 10 mana on use.

You may split five points between the following masteries:

MMerciless.png Merciless

  • DAMAGE AMPLIFICATION: 1/2/3/4/5% increased damage to champions below 40% health

MMeditation.png Meditation
  • MANA REGEN: 0.3/0.6/0/9/1.2/1.5% of your missing mana per 5 seconds

You may choose one of the following one-point masteries:

MBandit.png Bandit

  • FINDERS KEEPERS: Gain 1 gold whenever a nearby minion is killed by an allied champion
  • PICKPOCKET:Gain 3 gold (10 gold for melee) when basic attacking an enemy champion
  • PICKPOCKET COOLDOWN:5 seconds

MDangerous Game.png Dangerous Game
  • NOT EVEN CLOSE, BABY: Kills and assists restore 5% of your missing health and mana

You may split five points between the following masteries:

MPrecision.png Precision

  • ARMOR & MAGIC PENETRATION: 0.6/1.2/1.8/2.4/3 + 0.06/0.12/0.18/0.24/0.3 per level
  • TOTAL AT LEVEL 18: 1.7/3.4/5.0/4.8/8.4

MIntelligence.png Intelligence
  • COOLDOWN REDUCTION: 1/2/3/4/5%
  • COOLDOWN REDUCTION CAP: 40% ⇒ 41/42/43/44/45%

You may choose one of the following keystone masteries:

MStormraider's Surge.png Stormraider's Surge

  • HIT AND RUN: Dealing 30% of a champion's maximum health within 2 seconds grants you 35% bonus movement speed for 3 seconds
  • COOLDOWN: 10 seconds

MThunderlord's Decree.png Thunderlord's Decree
  • RIDE THE LIGHTNING: Your 3rd ability or basic attack on an enemy champion shocks them, dealing 10-180 (+0.2 bonus attack damage) (+0.1 ability power) magic damage in an area around them
  • COOLDOWN: 30 seconds

MWindspeaker's Blessing.png Mindspeaker's Blessing
  • FIGHTING SPIRIT: Your shields and heals are 10% stronger
  • POWER OF FRIENDSHIP: Your shields and heals on allies other than yourself grant them 15% increased armor and magic resist for 3 seconds

Resolve Tree

Quote.png Resolve's the tree that's the least changed in terms of why you'd want to take it - it's for the immovable objects out there that want to be in the middle of a fight and stay there for a good long while. If you're someone that values staying alive for multiple rotations of crowd control or initiation, Resolve's the tree for you. Unquote.png


You may split five points between the following masteries:

MRecovery.png Recovery

  • HEALTH REGEN 0.4/0.8/1.2/1.6/2 per 5 seconds

MUnyielding.png Unyielding

You may choose one of the following one-point masteries:

MExplorer.png Explorer

  • I'LL GO AHEAD: You gain 12 movement speed while in the river or in brush

MTough Skin.png Tough Skin
  • DIRT OFF YOUR SHOULDERS: You take 2 less damage from champion and monster basic attacks

You may split five points between the following masteries:

MRunic Armor.png Runic Armor

  • INCREASED HEALING FROM ALL SOURCES: 1.6/3.2/4.8/6.4/8%
  • FORTIFIED: Shields are 1.6/3.2/4.8/6.4/8% more effective on you

MVeteran's Scars.png Veteran's Scars
  • BONUS HEALTH 0.8/1.6/2.4/3.2/4% maximum health

You may choose one of the following one-point masteries:

MInsight.png Insight

  • INVOCADORES: Your Summoner Spell cooldowns are reduced by 15%

[[File:MPerseverance.png] Perseverance
  • WHEN THE GOING GETS TOUGH: 50% health regen, increased to 200% health regen when below 20% health

You may split five points between the following masteries:

MSwiftness.png Swiftness

  • SLOW RESIST AND TENACITY: 3/6/9/12/15%

MLegendary Guardian.png Legendary Guardian
  • ARMOR AND MAGIC RESIST: 0.6/1.2/1.8/2.4/3 for each nearby enemy champion

You may choose one of the following keystone masteries:

MGrasp of the Undying.png Grasp of the Undying

  • HERE TO STAY: Every 4 seconds in combat, your next attack against an enemy champion steals life equal to 3% of your maximum health (1.5% for ranged champions)

MStrength of the Ages.png Strength of the Ages
  • STEPPING ON THE LITTLE GUYS: Killing a Siege minion or large monster increases your maximum health by 20 and 10 respectively, up to 300 health.
  • THE LONG HAUL: After maxing this bonus, you restore 100 health when a nearby siege minion dies.

MBond of Stone.png Bond of Stone
  • DAMAGE REDUCTION: 4%, doubling to 8% when near at least one allied champion
  • IN THIS TOGETHER: 8% of the damage that the nearest allied champion would take is dealt to you instead. This can't bring you below 15% health.

End of Season Rewards

Quote.png We're in the final moments of the 2015 season! Ranked queues close on November 11, 2015 at 12:01 AM PST with rewards distributed in the days that follow. Head to the End of Season page for the full list of rewards for each tier. Unquote.png
As part of their rewards, players in Gold tier or higher in any ranked queue at the end of the season will receive the Victorious Sivir skin!

Server-Side Game Settings

PC cafe players rejoice!
Quote.png The ultimate evolution of "quality of life changes". Those of you who frequently play on different computers can likely readjust your settings while blindfolded, but... now you won't have to. Enjoy 10 whole extra seconds of map awareness while everyone's still in the fountain. Unquote.png
  • COMFORT ZONE: All in-game settings (ex. key bindings) are now saved server-side per account, rather than on individual computers.
  • CONVENIENCE ZONE: Once this feature is activated (after 5.22 launches), the servers will automatically record your computer's settings in the next match you play. From then on, your account will switch to using server-side game settings.

Mac Load Time Improvements

Quote.png For real this time. Unquote.png
  • GENIUS: Mac players now load into games up to 30% faster, matching speeds with their Windows teammates

Bugfixes

  • Talon's W - Rake will now return to him if he dies or enters stasis while Rake is in-flight
  • Fixed a bug where Lulu became unable to attack if E - Help, Pix! was attached to an ally with insanely high attack speed
  • Shyvana can no longer double-cast E - Flame Breath at the exact moment she reverts to human form
  • Fixed an issue where Syndra's W - Force of Will was dropping stuff inaccurately