League of Legends Changelog

What's new in League of Legends 14.8

Apr 17, 2024
  • In this patch we're focusing on getting everything ready for MSI, so that means you'll see some more Pro-oriented changes to make sure things are in good shape going into the tournament. But if you aren't a Pro like me don't worry, because there are still quite a few changes here for us as well!
  • In other news, we have an update on Vanguard, a new batch of Blood Moon skins, and a Mythic Shop rotation, and a batch of ARAM balance changes.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-8-notes/

New in League of Legends 14.7 (Apr 8, 2024)

  • On this week’s episode of “what did we patch in,” it’s some April fools' shenanigans! This time around we’ve got a few changes when it comes to the damage coming out of the support role for a few champs, and some pesky bugs that were impacting Senna and support items. We also got some changes to bring the Solo Queue Terrorizer known as Volibear back in line, as well as some tweaks to give Olaf a little more junglin’ power. We also pulled back some changes we gave to Rell in the jungle department and then gave Sylas a teeny bit more jungling power for those strange people out there that want to jungle Sylas. We also have a few more tweaks to Galio following last week's changes to incentivize him a little more on getting some melee uptime.
  • We also threw down a slew of ARAM balance changes for supports and tanks, have an update on DirectX support and a handful of April Fools' skins!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-7-notes/

New in League of Legends 14.6 (Mar 20, 2024)

  • Gather 'round cowboys and cowgirls, 'cause it's High Noon in patch 14.6!
  • This week, we've got ourselves a straightforward roundup. We're fixin' to boost the power of some scalin’ tanks that’re holdin' down the fort in the top lane like Cho'Gath and Sion. But we also gotta rein in them champions ridin' a bit too wild—lookin’ at you Smolder and Karma. And let me tell ya, we've got an update for Galio to make him live out his colossal tank midlaner dreams! When it comes to the gear, we're throwin' a buff lasso to give crit marksmen a bit more bite, and we're makin' a sweep through epic-tier items to make ‘em fairer.
  • Hold on to your saddles, 'cause there's more to the tale. We're wranglin' up some ARAM balance changes, tweakin' demotion LP levels, lettin' you know about a replay change behind the scenes, an update on DirectX support update, and unveilin' a fresh batch of High Noon skins for ya to feast your eyes on. So, saddle up partners and let the patchin' commence!
  • Also, make sure to keep an eye peeled for any suspicious stuff happenin’ in Quickplay towards the end of the month and let us know if y’all find anything interestin’.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-6-notes/

New in League of Legends 14.5 (Mar 6, 2024)

  • In this week's patch we're taking a beat to make follow up changes on some adjustments from previous patches like Seraphine, Rek'Sai, and Smolder while addressing a handful of champions that are currently overperforming. Additionally, we're continuing tuning on some support items to adjust their power curves and create more parity between them and opening up itemization options for AP assassins.
  • In other news we also have the Season 2024 Split 1 ranked end date and times, a round of ARAM balance changes, and some new additions to the PROJECT skinline!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-5-notes/

New in League of Legends 14.4 (Feb 22, 2024)

  • In this week's patch we have quite a few feels-good-to-play quality of life updates for some gameplay systems and champions. To kick things off we have a kit update for Rek'Sai, an update to help tethers in game feel more responsive, and some follow-up QoL adjustments for Smolder. We also have some feels-good-to-play-against changes to make champions like Illaoi, Fiora, and tank Bard more reasonable if you find yourself matched up with them. We're also making some updates to support power curves, fountain regeneration, Lost Chapter items, adjustments to Emerald+ LP gains, and ARAM!
  • In other news, this is the patch where we update our minimum specs to no longer support Windows 7, 8, and 8.1, so make sure you upgrade! We also have an update on the Vanguard rollout plan, so make sure you read the full section below for all the details.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-4-notes/

New in League of Legends 14.3 (Feb 7, 2024)

  • In this week’s patch, we’re continuing to make follow-up adjustments for champions and items that were affected by the itemization overhaul. This includes things like lowering overall burst in the game by reducing the amount of proc damage from items, giving some AP carries like Ziggs and Nidalee more durability to compensate them for changes to their core items, and adjusting champions that have found a bit too much success with the new item system (hello Rengar and Karma).
  • In other news, we also have our Dragonscale skinline coming out this patch, the return of URF, an update on the Vanguard rollout, and a reminder about Windows 7, 8, and 8.1 deprecation, so make sure to check out all the sections down below!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-3-notes/

New in League of Legends 14.2 (Jan 25, 2024)

  • In this week's patch we’re looking to address some of the champions that the 14.1 changes hit hardest. Some champs, like Camille and Illaoi, need the help due to the terrain changes, while others, like Ezreal and Fizz, struggled or thrived with the new items at their disposal. In addition to champion balance changes, we’re also retuning a few of the items to get them into a better place. But that’s not all, we also have a whole list of quality of life changes!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-2-notes/

New in League of Legends 14.1 (Jan 10, 2024)

  • Welcome to the 2024 Season! Split 1 kickoff is quickly approaching, so make sure to read up on all the changes coming in 14.1 to get ready. THIS IS THE YEAR WE HIT OUR RANKED GOALS!
  • This year we’re starting off strong with a big gameplay update! We’ve got Voidgrubs, Voidmites, Voidborn Monsters, three Baron Nashor forms each with their own Baron Pit, map changes to every lane and jungle, over 100 item changes (including new items), a Hwei buff, dynamic music, new in-game quests, FIST BUMPS, and a lot more!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-14-1-notes/

New in League of Legends 13.24 (Dec 6, 2023)

  • ‘Tis (the end) of the season so we're here to wrap things up with 13.24!
  • It's the last patch of the year and the next time you'll hear from us will be in patch 14.1 alongside all of the exciting gameplay changes. But that doesn't mean we don't have any presents for you this patch…
  • Our first gift is the newest addition to our roster—Hwei, the Visionary. With a whole palette of abilities at his disposal, Hwei provides players the opportunity to flex their big brains by choosing the perfect ability for each situation. So if you're interested in complex champions then this one's for you!
  • We also have the widely-requested return of Arena this patch! With over 180 balance adjustments, Arena is coming back better than ever. We're also adding in the ability to queue with up to 4 players or queue with a full party of 8 so you and your friends can really find out who the best gladiator is. With new mechanics, Augments, and cameos, there's plenty to learn and experiment with. So be sure to check it out.
  • In other news, we also have the last Clash of the year coming for ARAM, a delightful batch of new Winterblessed skins, a new Mythic Shop rotation, and more. So check out the full patch notes below and see you in 2024!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-24-notes/

New in League of Legends 13.23 (Nov 21, 2023)

  • In this week’s patch we’re focusing on addressing a few outliers and refining changes made in a few of the last patches, like those to K’Sante. We’re focusing more and more on getting the 2024 changes polished and ready for 14.1, so be aware that this patch and 13.24 may be a bit smaller and less complex than usual as 14.1 will undoubtedly shake things up!
  • In other news, we have some un-bee-lievably adorable Bee skins coming out this patch, a round of Nexus Blitz and ARAM balance adjustments, and last but certainly not least, this is the patch the Riot ID changes go into effect. We’ve made a few changes so make sure you check those out down below.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-23-notes/

New in League of Legends 13.22 (Nov 8, 2023)

  • Outside of normally-sized balance changes, this patch has two big updates. The first is a sweep of mage and mage-like champion attack speed. We noticed that many mages had slow-feeling attack speeds and want to bring (almost) all of them up to a new baseline for missile speed and snappiness of their basic attack animations—with exceptions for champions who have functional auto attack replacements, like Karthus and Fiddlesticks. We're also injecting some early attack speed into mages who tend to run the attack speed stat shard, don't have any strong basic attack synergies in their kit, and don't already have elevated level 1 attack speed.
  • The second is a major kit update (salute) to Janna. We're bringing back elements of her kit from a few years ago with the goal of turning her into a more active participant in the game and less about long-range tornadoes.
  • Also in this patch be ready to pop off with the new Heartsteel skins, remix it up with the new Mythic Variant Breakout True Damage Ekko, or checkout the new rotation of the Mythic Shop. We also threw in some ARAM and Nexus Blitz adjustments for good measure!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-22-notes/

New in League of Legends 13.21 (Oct 25, 2023)

  • A large portion of this patch is a follow-up of 13.20. Overall, we hit our major goals for the changes—games are much less snowbally, players are fighting even more, and games are going only slightly longer on average. That said, late-game champions have been winning more than early-game champions, which means some re-balancing. The jungle changes have put junglers back on equal footing with other roles in the early game, but also really hurt AD junglers. So we’re buffing them back up. Lastly, K’Sante’s kit update achieved our goals around opening up his counterplay, but didn’t give him as much power as we wanted, so we’re serving him up some buffs.
  • In addition to follow-up changes, we’re aiming to make Morgana, Seraphine, Brand, and Zyra viable in multiple roles.
  • Also coming this patch, is the long awaited return of Nexus Blitz with a few quality of life improvements, a new host of Cafe Cuties ready to serve up some Pentakills (but not you Lulu, please don’t secure all my kills), a new rotation for the Mythic Shop, and finally another batch of ARAM balance adjustments. Don’t forget about the Worlds Clash that will be happening in this patch as well!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-21-notes/

New in League of Legends 13.20 (Oct 11, 2023)

  • In this patch we have some pretty big changes, namely to the jungle and snowballing mechanics. For the jungle, our goals are twofold: first, we want to lower the power of the jungle as a role. Junglers are of supreme importance in the mid and late game due to their exceptional control over epic monsters, which means they do not need to be as dominant as they are in PvP interactions. Second, we want to ensure the role is satisfying to play. Lowering some of the stress around Smiting epic monsters with targeting forgiveness and protecting camps from non-jungle poaching should ensure they're able to perform. With regards to snowballing in League, our main goal is to decelerate how quickly teams can snowball early leads so that everyone can access other fun parts of the mid to late game like team fighting and objective planning that should have a bigger role in deciding games. We've got quite a few changes on these topics, so make sure you read more down below! We also have our usual balance adjustments as well, with some larger changes to K'Sante and more moderate ones for champs like Morgana and Bel'Veth.
  • We also have a lot of drops that you won't want to miss out on in this patch as well, like the Jax visual update, another round of additions to the Coven skin line, and last, but certainly not least, the much requested adaptation of Redeemed Xayah and Rakan for League! We'll also be updating the loading screen on Summoner's Rift to a new one celebrating the 2023 Worlds Championship.
  • Lastly we have some follow up adjustments to the ranked restrictions and ping adjustments from the last patch based on player feedback, so make sure to check those out as well.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-20-notes/

New in League of Legends 13.19 (Sep 27, 2023)

  • Welcome to patch 13.19, the official patch for the League of Legends World Championship!
  • In terms of balance work, we're doing a final tuning pass on several champions who've had an outsized impact on the Pro scene this summer and otherwise doing more routine balance on champions (or builds) whose overall power level is out of line.
  • In other news, in this patch we're introducing new ranked restrictions and ping adjustments to help tackle toxicity, a new audio accessibility update for global ultimates, a brand new skin line, La Ilusión, and the Tenfold Triumph chroma set! We'll also be testing some new introductory bot AI on PBE, so check it out if you're interested!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-19-notes/

New in League of Legends 13.18 (Sep 13, 2023)

  • In this patch we welcome our newest champion to the Rift! Briar, the Restrained Hunger, is here and ready to sink her teeth into her foes. I wonder what champions taste like? Probably not very good... But that's not all we're serving up! We also have Ixtal Clash this weekend, a new Mythic Shop rotation, and a handful of street demons dishing out some chaos.
  • We are quickly approaching the League of Legends World Championship, which will be played on patch 13.19! As a result, we’re continuing to trickle in more changes aimed at professional play. We’re also doing follow ups on the previous patch: Jarvan was a big winner of last patch’s item changes, Darkin Kayn’s nerfs were fully compensated by item buffs, and Tryndamere landed stronger than we had intended. We’re also tuning up a few champions and systems that haven’t found meaningful success in either solo queue or Pro play.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-18-notes/

New in League of Legends 13.17 (Aug 30, 2023)

  • In this week’s patch we have a few goals: First, we’re taking a pass at fighters who have found themselves unsupported by current fighter item options. This includes changes to the kits of Aatrox, Hecarim, Vi, and Xin Zhao, who are frequently buying full-squishy builds but should feel more comfortable building a mix of damage and durability.
  • Second, we’re amping up some fighter items. We’re giving some items more durability and letting fighters rely on Goredrinker, Stridebreaker, or the significantly changed Spear of Shojin as items that give them enough tankiness to perform in a deadly team fight. Shojin’s buffs specifically are aimed at making it an attractive second item for anyone who’s started to snowball. In case you missed it, we take a deeper dive into this topic in our Quick Gameplay Thoughts 13.16 so check that out if you’re interested!
  • Third, we’re taking a look at overall champion durability and addressing some outliers who have lost a lot of tankiness recently. While Yasuo and Yone have had their durability addressed with the loss of Shieldbow earlier in the year, we’re also bringing Samira up to a new normal. Quinn and Akshan have shifted to squishier builds recently, so they’re receiving changes too. And speaking of Shieldbow, we’re tweaking crit-lifesteal items to make Shieldbow a more attractive option compared to Bloodthirster. Additionally, we’re nerfing Evenshroud to be in line with Locket of the Iron Solari. In total, these changes should help bring up the average durability of champions, which has waned lately.
  • Also, making its long-awaited return this patch is the Blue Essence Emporium! The Emporium will go live for a two week run on September 6 at 22:00 CEST. Make sure to check it out and spend that Blue Essence before it goes away on September 20th, 2023 at 22:00 CEST. If you’re running low on Essence and have a bunch of champion shards sitting around, check out the new mass disenchant feature we introduced last patch.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-17-notes/

New in League of Legends 13.16 (Aug 16, 2023)

  • In this week’s patch we have quite a few changes coming at you, both on Summoner’s Rift and in Arena. On the Rift side of things, we have some followup tweaks to Naafiri, a plan to make Shaco’s boxes a bit less magical (and annoying), quite a few buffs to a wide variety of champs, and a QoL change for everyone’s favorite Void dad. On the Arena front we’ve got 44 changes, mainly looking to bolster champions that could use the help in Arena while addressing some overperforming champions/augments/items. We also have a new batch of Immortal Journey skins gracing the Rift this patch and a Mythic Shop rotation, so make sure to check those out!

New in League of Legends 13.15 (Aug 2, 2023)

  • We hope you’ve all been enjoying our Soul Fighter summer event so far! At this point we’re expecting that some of you have already finished scouting out and beating the existing competition, so we figured we’d just make even MORE competition for you. Make sure to keep an eye out for the second half of the Soul Fighter roster coming out this patch–they’ll also be making their own cameo appearances in Arena so stay sharp out there Gladiators!
  • We’ve already had two micropatches for Arena, but we’re not done yet! In order to keep the game experience fun and fresh we have another round of balance adjustments coming to you this patch. We hope you’re all enjoying Arena and we’re looking forward to seeing you in the ring!
  • Now let’s get back to the balance changes for Summoner’s Rift. In this patch we’re knocking down Sejuani and Maokai who have been thriving in Pro play, giving Rell some nice QoL updates, and walking back some previous buffs that ended up being just a bit too strong. We also have some updates to how Smite interacts with pets, which required re-tuning their durability as well, so make sure to check those changes out down below!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-15-notes/

New in League of Legends 13.14 (Jul 19, 2023)

  • Welcome to the League of Legends summer event: Soul Fighter! We’re excited for all of you to see what we’ve been cooking. In this event will be a brand new game mode, Arena, a new in-client metagame, Tournament of Souls, and a whole roster of fighters sporting our brand new Soul Fighter skinline.
  • Speaking of fighters, make sure to keep an eye out for Naafiri, our newest champion, who will be looking to claim her place as the apex predator on the Rift.
  • This patch also marks the beginning of Ranked Split 2. Make sure to check out the Mid-Season Ranked Reset section down below which contains ranked kickoff times alongside all the changes coming to ranked this split, like the new Emerald tier.
  • Now to your regularly scheduled patch content. This week we are incrementally raising top lane carry potential, lowering early jungle gank power, and nudging down bot lane mobility. We have some nifty QoL adjustments to Zyra, Xerath, and Lissandra, some assassin tuning, and another round of ARAM balance adjustments coming.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-14-notes/

New in League of Legends 13.13 (Jun 28, 2023)

  • In this patch, we're looking to address a few over-performing champions like Aphelios, Ivern, and Rell, while giving Lee Sin and Nidalee a little extra power. We're also adjusting a few items like Statikk Shiv (sorry LeBlanc) and Stormrazor alongside a few ARAM balance adjustments.
  • It's the last patch of Split 1 (in case you missed it two paragraphs ago)! If you're pushing to break into that next tier it's game time, because your rank will be locked for rewards on July 17, 2023 at 11:59pm your local time. Best of luck with your climbs and see you next split!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-13-notes/

New in League of Legends 13.12 (Jun 15, 2023)

  • We're here with some midseason follow up–let's get into patch 13.12!
  • We have quite a few changes this patch, but two main goals: following up on midseason tuning and tackling a few champions that have been problematic in Pro play like Lulu, Yuumi, Kha'Zix, and Zeri. In other news, this patch contains our new Mythic skinline, Crystalis Motus, a new Mythic shop rotation, new Shan Hai Scrolls skins, and a batch of ARAM adjustments!
  • This is also the second to last patch of Split 1, so make sure you're getting those games in before your rank is locked in and pulled for rewards on July 17! For more information on the ranked reset, and what all is coming in Split 2, check out our What's Next for Ranked post.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-12-notes/

New in League of Legends 13.11 (Jun 2, 2023)

  • You get a Buff Wisp! YOU get a Buff Wisp! You ALL get Buff Wisps!
  • Did you all catch MSI? Huge congratulations to JDG for coming out on top! Riding the esports wave, we also have a skinline to celebrate last year’s World Champions, DRX, coming out this patch, with a special Prestige skin for Aatrox to celebrate Kingen’s dominating MVP performance!
  • In other news, we also have some exciting changes coming this week like Rell’s midscope update, universal buff sharing for junglers, some nerfs for Aphelios and Jinx, and quite a few followup changes to the Midseason update that came out in 13.10.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-11-notes/

New in League of Legends 13.10 (May 17, 2023)

  • In the midseason update we're aiming to address a few core issues with League's current state, namely ADC and Support itemization options, problematic Assassin items, and how the early game is played out. We also have a batch of ARAM adjustments, a Mythic Shop rotation, and some new Snow Moon skins. So without further ado, here's your midseason patch!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-10-notes/

New in League of Legends 13.9 (May 3, 2023)

  • This week’s patch will be a bit on the lighter side as we prepare for 13.10 which will be our biggest patch since the season started. The star of this patch will be the new minion jungle plant ward Neeko midscope, but we also have a few quality of life buffs and adjustments for a few champions that just aren’t quite hitting the spot we’d like them to.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-9-notes/

New in League of Legends 13.8 (Apr 19, 2023)

  • Get ready, it’s time for the Mid-Season Invitational patch!
  • Thirteen teams from all around the world will battle it out for the title of MSI Champion on patch 13.8 starting on May 2, so make sure to mark those calendars! We're also shaking things up with a new format for the tournament, so get ready for some intense competition.
  • For MSI we’re focusing on introducing more champion diversity into pro play. This is coming in the form of buffs for some under-utilized champions like Ezreal, Leona, and Lillia, while we address some of the overperforming picks like Jarvan IV, Malphite, and Rakan. But that’s not all! We also have some QoL improvements to Challenges, a new set of Night and Dawnbringer skins, and last but certainly not least, we’re introducing the ability to report players from your match history.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-8-notes/

New in League of Legends 13.7 (Apr 7, 2023)

  • Hear ye, hear ye! We’ve successfully managed to reduce the influx of poros (and hats) that tried to take over the Rift this past weekend. We hope you enjoyed the shenanigans while they lasted! Without further ado, let’s get to patch 13.7.
  • This patch is addressing quite a few popular junglers in professional play like Vi, Sejuani, and everyone’s favorite monk, Lee Sin. We’re starting balance work now to get the meta in good shape for the 2023 Mid-Season Invitational, which means knocking top tier picks down a few pegs. You can also expect some more pro-oriented buffs coming in the next few patches.
  • But it’s not all about MSI! We also have some other changes this patch like making Rammus a bit softer, bugfixing Kha’Zix, and a new batch of April Fools skins. The next Clash Cup is also around the corner this weekend, and as a final reminder, all 32-bit clients will no longer be supported as of April 4 when patch 13.7 rolls out, read more details further below. And last but certainly not least, the Season 2023 Split 1 End is coming in 104 days, so I hope your climb is going well.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-7-notes/

New in League of Legends 13.6 (Mar 22, 2023)

  • Setting ablaze the hearts (and autos) of his allies while giving his enemies headaches, Milio “the Gentle Flame” gives a whole new meaning to the term friendly fire with his release this patch!
  • But wait, there's more! We also have quite a few changes aimed at addressing the current early game bot lane skirmish meta with adjustments to ADCs and Drakes, a stunning new skin line thematic, a vaguely worded update on blind pick, and a new Mythic shop rotation! As a reminder, this is the last patch that League and TFT will be playable on a 32-bit client, so make sure you move to the 64-bit version.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-6-notes/

New in League of Legends 13.5 (Mar 8, 2023)

  • What’s up cool cats! It’s patch 13.5 and the cat’s out of the bag!
  • In this week’s patch we have Yuumi’s much anticipated rework, several adjustments to Azir to help address his Pro skew, some buffs to roaming mid laners, and some buffs to counter jungling. In other news, we have some changes to ARAM including removing tower rubble, an update on the champion pricing changes, and an announcement about the depreciation of our 32-bit client.
  • As always, thanks for reading and see you on the Rift!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-5-notes/

New in League of Legends 13.4 (Feb 23, 2023)

  • Launch sequence ready to begin. Rockets ready. Check. Engine on. Check. Slippery sea creature and shocked Yordle. Check? PATCH 13.4 IS A GO, LIFTOFF!
  • We’ve got a doozy of a patch for you this week with 28 balance adjustments! In this patch all of the support gold income items get fine tuned, clear speed time is being slowed down a tad, Maokai gets his power trimmed, Thresh is getting hooked on a new skill level order, and Veigar (our favorite short king) gets some range increases on his abilities. In other news, we’re introducing the /muteself and /deafen functions, party chat, and finally increasing the amount of LP gained per win. But be careful, the amount you lose has increased as well.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-4-notes/

New in League of Legends 13.3 (Feb 8, 2023)

  • Get ready for an out-of-this-world patch, because the stars have aligned and the Aurelion Sol CGU is here!
  • But wait, there’s more! We have Ahri’s ASU for confirmed 100% fluffier tails (this is not a legally binding claim), buffs for a few struggling melee supports, nerfs to some popular items like Umbral Glaive and Radiant Virtue, sweeping Tenacity tweaks, and now you can surrender at 15 minutes if 4 of 5 players agree. As always, thanks for reading and see you on the Rift!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-3-notes/

New in League of Legends 13.1 (Jan 11, 2023)

  • We hope you’ve been keeping up with the Preseason changes because the new season of League kicks off on January 10, and with it begins the Ranked climb! In this patch we have a few big changes to Ranked (like promos changing from 5 to 3 games), so make sure to check out the full Competitive section down below. In other news, we have some Preseason balance followup, a Jax midscope update, a Mythic shop rotation, and an adjustment to the refund token system included in this week's notes.
  • Thanks for playing with us in 2023 and happy climbing!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-13-1-notes/

New in League of Legends 12.23 (Dec 7, 2022)

  • Welcome to the ARAM/post-Preseason patch! This week we have a few large changes shipping to the Howling Abyss—like Frostgates, bridge repairs, and landscaping—so make sure you give them a try in our first-ever, free-to-enter ARAM Clash! We also have some Preseason follow ups shipping this patch to help a few struggling tanks, power down some overperforming junglers (Mordekaiser), and a shocking Zeri update.
  • (Author’s Note: This is going to be a long patch as many of us will be on a Riot-wide break for the end of December. We’ll likely have mid-patch updates before we head out and when we get back, so if there are any big issues we’ll do our best to tackle them but we appreciate your patience!)
  • Thanks for playing with us in 2022 and we’re looking forward to seeing you in 2023!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-23-notes/

New in League of Legends 12.22 (Nov 16, 2022)

  • The patch notes are here and there’s A LOT of them. We have Chemtech Drake’s redemption arc, a brand new Chemtech Rift, three new adorable jungle companions, seven new items, new ARAM balance changes, new… well you get the point.
  • Welcome to League of Legends 2023 Preseason!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-22-notes/

New in League of Legends 12.21 (Nov 2, 2022)

  • This is going to be a relatively light patch as we get ready for all the exciting Preseason changes around the corner, so we’re doing a few smaller balance adjustments this time around. That said, big things come in small packages and this patch introduces K’Sante, the Pride of Nazumah, so make sure to try him out! Thanks for reading and see you in the next patch!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-21-notes/

New in League of Legends 12.20 (Oct 19, 2022)

  • It’s time for the spookiest patch of the year. We have a few treats in patch 12.20, so let’s dig in!
  • Okay, in all honesty, this patch isn’t all treats, it looks like a few nerfs snuck into our bag of goodies. We’re bringing down the power levels of a few overperforming champs like Maokai and Aatrox to make them a bit less terrifying. On the bright side, we do have some enchanting buffs for champions like Evelynn and Gwen—‘tis their season after all! Lastly, we have a new batch of goodies bewitching skins that’ll scare your socks off!
  • We’ll also be introducing a big update to our language detection system in this patch. Now zero tolerance language will be detected and stopped LIVE and players using this language will automatically be system muted.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-20-notes/

New in League of Legends 12.19 (Oct 5, 2022)

  • Fighter Blitzcrank buffs? AP Rakan buffs? Is this real life, or is this patch 12.19?
  • In this patch we’ll be introducing Syndra’s midscope update, make sure to read on to learn more about all of her adjusted and upgraded abilities! This patch also contains quite a few buffs to some off-meta builds, a Janna VFX update that’ll blow you away, and information on the new Event Pass Evolved System. Thanks for reading and see you on the Rift!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-19-notes/

New in League of Legends 12.18 (Sep 21, 2022)

  • Following the trend of our last two patches, 12.18 is focused on tuning down some overperforming picks in Pro like Kalista and Lulu, while giving a little power to champions just under everyone's radar. Since our goal isn't to completely change the meta from playoffs, these adjustments will be on the lighter side. And with that, to Worlds we go!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-18-notes/

New in League of Legends 12.17 (Sep 8, 2022)

  • With Worlds being played on patch 12.18 this is the last opportunity for us to introduce larger scale changes without significantly changing the current state of the meta in Pro play. This patch we’ll be focusing on pulling some power out of picks that have been dominating playoffs throughout the world. That said, we also have quite a few buffs for champions that haven’t been seeing as much play recently, as well as larger scope updates to champions like Maokai and Hecarim. Without further ado, to Worlds we go!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-17-notes/

New in League of Legends 12.16 (Aug 24, 2022)

  • With World’s slowly sneaking up on us, we wanted to let you know that this will be the first of several patches that will address balance issues at the highest levels of play. That said, this patch Udyr’s VGU will be hitting the Rift so be sure to give it a try! We’re also making quite a few ARAM balance adjustments, introducing a super-secret-special game variant to Ultimate Spellbook, and rotating the Mythic Shop.
  • In other news, it's the last patch before TFT's midset, Uncharted Realms, so come on over to the Dragonlands to hit those ranked goals before exploring the new traits and units!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-16-notes/

New in League of Legends 12.15 (Aug 10, 2022)

  • If you wanna be the very best, catch all your patch changes (and Monster Tamers) here!
  • In this week’s installment of Patch Notes we’re giving energy based champions a little boost, doing some follow-up fine tuning to Master Yi and Sivir, and buffing up some engage supports. We’re also tapping down Divine Sunderer and First Strike’s power so they aren’t always super effective. Now come with me, the time is right — it’s patch 12.15!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-15-notes/

New in League of Legends 12.14 (Jul 27, 2022)

  • It’s a Bird! It’s a plane! It’s a Star Guardian? Nope, it’s patch 12.14 bringing you your biweekly dose of gameplay changes and updates!
  • This patch includes several healing targeted updates to bring League’s hyper healers (and their items) to justice. We’re also making some adjustments to drakes, Elder Dragon, and Rift Herald as well as a few runes and summoner spells. Lastly, we’re welcoming the second half of everyone’s favorite high school superheroes, the Star Guardians, to the Rift this patch! Fight on Star Guardians!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-14-notes/

New in League of Legends 12.13 (Jul 13, 2022)

  • On this week’s episode of Patch Notes, we have the premiere of our newest champion (and Star Guardian) Nilah, the Joy Unbound! We also have the Star Guardians, new and old, making their appearance again to protect us from the forces of evil. Sivir’s mid-scope update also debuts this patch, not to mention your regularly scheduled balance adjustments.
  • We interrupt your regularly scheduled patch notes to say a big goodbye to our patch note author ahrisoo, who is leaving on an adventure to become Dr. ahrisoo. Your patch notes (and patch jokes) will be missed!
  • Read on to see if the true treasure of patch notes was the friends LP we made along the way.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-13-notes/

New in League of Legends 12.12 (Jun 23, 2022)

  • We're here with another set of balance changes, several of which are continued follow-ups to the 12.10 Durability Update. Certain heals and shields are getting further adjustments, while select burst and engage mechanics will receive the little extra oomph that they needed. Champion pets can have a little durability, too.
  • This patch also brings back the Essence Emporium for a limited time. The Mythic Shop is also rotating for the first time ever, introducing Ashen Knight Pantheon and more. And oh, was that a chill in the air? The Snow Moon must be rising...
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-12-notes/

New in League of Legends 12.11 (Jun 11, 2022)

  • The Lavender Sea continues to grow, and with it, Bel'Veth descends upon the Rift to claim it as her own. Join Bel'Veth, the Void Empress, this patch!
  • The numbers are in and… champions are now more durable! After the sweeping changes we introduced in the last patch, this week we're on cleanup duty to restore balance to the Rift. Two big things to keep in mind here. First of all, we don’t want to over nerf/buff any champions as an immediate response to the Durability Update. We’re avoiding this by considering each champs’ individual strengths and weaknesses relative to their overall class/role balance and preferred itemization choices. Second, since the 12.10 healing and shielding nerfs were done across the board, they ended up affecting some champs more than others. This round, we’re going through champs individually and returning heal and shielding power where needed, or reinvesting that lost power into other aspects of their kit.
  • In other news, we also have the brand new Ocean Song skin line releasing this patch and with it Prestige Ocean Song Seraphine for a limited time. (Before you ask, no, the Ocean they're in isn't the same as Bel'Veth's Lavender one.)
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-11-notes/

New in League of Legends 12.10 (May 25, 2022)

  • This patch is a doozy, y'all. We've been working on a sweeping set of changes to increase champion durability across the board. So, unlike other patches that typically focus on balance via individual tweaks, 12.10 is all about evenly increasing durability overall (and nerfing related systems accordingly, like heals, shields, and sustain). You can expect to see longer fights throughout the game, more effort required to burst down your foes, and bigger windows of opportunity for skill expression. Read on for the details, and check out the most recent Quick Gameplay Thoughts for even more context!
  • We expect this patch will shift the meta quite a bit, but as always, we'll keep an eye out for any critical follow-up needed. GLHF!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-10-notes/

New in League of Legends 12.9 (May 11, 2022)

  • NEW CHALLENGES APPROACH! It’s time for patch 12.9, and with it the launch of our brand new Challenges system. Complete them to prove that you really are the best of the best!
  • Make sure to brace yourselves for more axes and rocks because the mid-scope updates for Olaf and Taliyah go live this patch! Other challenges we’ll be tackling in this edition of Patch Notes include zombies running into towers, capitalist chem-baron monopolies, foxes dashing around the Rift, a not-so-jolly mustachioed man, and cowboys rootin’, tootin’, and (by god?) shootin’ in my Ranked games.
  • Make sure to follow the Mid-Season Invitational in Busan where Group Stage will be kicking off on May 10! We’ll also be releasing the EDG skinline in celebration of their 2021 World Championship win!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-9-notes/

New in League of Legends 12.8 (Apr 27, 2022)

  • MSI! MSI!
  • Yup, you heard that right. This is the patch that the Mid-Season Invitational 2022 will be played on, starting on May 10th! We have a diverse mix of champion buffs and nerfs to set the global stage, along with the long-awaited Swain midscope update. Keep reading for more news on the Mythic Content as well, including Showcase Milestones—just in time for Prestige Lunar Eclipse Senna and all the other Solar & Lunar Eclipse Knights. And last but not least, we've also got a couple o' scallywag stragglers aboard the latest set of skins.
  • Who will you be rooting for next month?
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-8-notes/

New in League of Legends 12.7 (Apr 13, 2022)

  • In this round of patch notes you may notice that some of our changes explicitly mention pro play. This is because MSI is right around the corner and is set to be played on patch 12.8! We’re aiming to shake up the meta a bit to allow for some more diverse picks in 12.7 and 12.8, but we’re introducing some spicier changes in 12.7 so that we can make additional adjustments in 12.8 if needed.
  • In this edition of patch notes, we’re buffing some underpowered champs like Pantheon and Wukong, dropping some nerfs on stronger items like Galeforce and Winter’s Approach, and releasing some out-of-this-world Arcana skins!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-7-notes/

New in League of Legends 12.6 (Mar 30, 2022)

  • Anima Squad up, that is. It's been a hot minute since the mid-patch 12.5 balances, so there's a lot in store this week. In addition to some spunky new sci-fi skins, we have buffs and nerfs galore, a set of adjustments to Rengar, and systemic changes to sustain items and runes. Phase 1 of the Mythic Content Overhaul is also finally here! Keep reading to find out more about Mythic Essence, the Mythic Shop, unvaulted Prestige skins, and an update on Phase 2.
  • Anyway, back to the Rift—heard norms are looking kinda sus this week, gonna go check that out...
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-6-notes/

New in League of Legends 12.5 (Mar 2, 2022)

  • It’s patch 12.5, beelieve it!
  • This time around, we’ll bee doing a relatively light patch! There will bee some nerfs to stronger champs like Ahri and Gwen, while some champs like Samira and Seraphine support will bee getting some buffs. We’re also taking some of the sting out of Hullbreaker’s power for ranged champions and, most importantbee, we also have some additions to the Bee skinline this patch!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-5-notes/

New in League of Legends 12.4 (Feb 16, 2022)

  • Patches are like a box of chocolates. You never know what you’re gonna get—unless you read the patch notes, that is. (Speaking of surprises, we have a new author today!)
  • This patch the Chem-Baroness Ms. Renata Glasc begins her corporate takeover of the Rift. We also have a few buffs for Kalista, Lucian, and Xayah to freshen up the current ADC assortment among other balances. Meanwhile in top lane, things have been a little tense with our enchanter friends, so we have some support gold income changes to help address the current situation. Lastly, be sure to keep your heart rate in check as we introduce a new set of stunning Shockblade skins!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-4-notes/

New in League of Legends 12.3 (Feb 2, 2022)

  • Season 2022 is in bloom!
  • We've carefully plucked a delicate bouquet for you this patch, including several champion nerfs and a significant update to the fighter item system. This is also our first patch reacting to Pro play on the preseason meta, so there's a lot of focus on balancing that skill bracket this week. Ahri's champion refresh is another part of the floral mix and, last but not leaf, the rest of the Crystal Rose and Withered Rose skins will be available soon.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-3-notes/

New in League of Legends 12.2 (Jan 20, 2022)

  • Zip, zap, and zoom with Zeri, the Spark of Zaun, in patch 12.2!
  • This patch, we're introducing an electrifying new personality to the Rift, plus a ton of champion balance changes. There's a champion refresh for Janna in the forecast as well as more item, dragon, and rune adjustments, too.
  • The Lunar Revel event is also in full moon swing this week! Celebrate the Year of the Tiger with us with special events including the return of ARURF, exciting missions (with reduced points requirements), and beautiful new Porcelain, Firecracker, and Prestige skins. Happy Lunar New Year!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-2-notes/

New in League of Legends 12.1 (Jan 5, 2022)

  • Happy new year, folks!
  • Welcome to Season 2022. We're kicking off the new Ranked season with a soft reset, changes to decay, and some visual updates. We also have a few champion and item balances, changes to Teleport, plus a couple of beautiful new Elderwood skins. Well, let's get right on to it, shall we?
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-12-1-notes/

New in League of Legends 11.24 (Dec 8, 2021)

  • We cordially invite you to an exquisite, green tie Debonair affair to celebrate the end of the year!
  • We're keeping it classy this week with sophisticated champion, item, rune, and dragon updates to keep preseason running splendidly. Ultimate Spellbook is also getting a spiffy update, and ARAM players worry not—we have some swanky news for you, too. So get your flashiest outfits ready to greet the new year in glitz and glam! It'll be just grand.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-11-24-notes/

New in League of Legends 11.23 (Nov 18, 2021)

  • Patch 11.23 brings sweeping changes to the Rift (literally and figuratively) with the new Chemtech & Hextech Drakes, 6 new items, 24 item updates, 3 changes to runes, and Objective Bounties! Ultimate Spellbook is also back with dozens of new Ult-ernates and a special treat for junglers.
  • We're also diving deeper Into the Arcane this week. Continue exploring the story behind Jinx & Vi with new events, thematic updates in-game, secret Council Archives, and interactive content online!
  • Preseason is our very own kind of Progress Days on the Rift. There are tons of experiments and discoveries to make—innovate your heart out!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-11-23-notes/

New in League of Legends 11.22 (Nov 3, 2021)

  • Season 2021 is coming to an end, but the party's just getting started.
  • Who will win Worlds this weekend? It all comes down to these final moments of MAKE/BREAK 2021. Along with the end of the season, we have Clash rewards, Arcane skins, and Victorious Blitzcrank. Then there’s the usual champion buffs and nerfs along with a readjustment to Goredrinker. And last—but certainly not least—Arcane will be released this weekend, and we have tons of exciting content and events to celebrate.
  • RIP our pick 'ems, best of luck on the final climb, and enjoy the show!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-11-22-notes/

New in League of Legends 11.21 (Oct 20, 2021)

  • Knock knock. Who's there? Knock. Knock who? Knockout rounds!
  • Groups and play-ins were heckin' hype, and the Worlds train isn't stopping anytime soon! This patch, we've got lots of champion and rune adjustments chugging along, as well as a very big change to Goredrinker to keep fighters on track. New Dragonmancer skins also make their landing this week, and each one's got a mighty personality.
  • Tune into the quarter and semifinals these next couple of weekends as we draw closer to crowning the Season 2021 winners!
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-11-21-notes/

New in League of Legends 11.20 (Oct 7, 2021)

  • Attention all ghouls, ghosts, and spooky scary skeletons!
  • The magic dust from the last two patches may have settled, but we have a few more tricks and treats in store for the rest of this season. This patch has a handful of champion tweaks to keep things brewing smoothly, plus a set of bewitching new skins to doot boot.
  • Hope you caught the first day of Worlds 2021—it's off to a wicked start.
  • Full patch notes: https://www.leagueoflegends.com/en-pl/news/game-updates/patch-11-20-notes/

New in League of Legends 11.19 (Sep 23, 2021)

  • Worlds. Vex. URF. But wait... there's more!
  • Can you believe we're just two weeks out from Worlds 2021?! In this patch, we've got the second and final round of Worlds-focused champion buffs and nerfs, plus new Dawnbringer/Nightbringer skins and Worlds 2021 Jarvan IV to celebrate. Worlds Clash is also getting into the Worlds spirit with some special Worlds-themed loot. (Oh, did I mention Worlds is coming up?)
  • Vex is also begrudgingly making her way to the Rift this week. Don't get too excited, though—she hates that. For rotating game modes, URF returns for some more good ol' chaotic fun. We've also introduced changes to behavioral systems and a few tweaks to the client to improve your experience!
  • It's going to be a battle of epic proportions. See ya on the livestream~
  • Full patch notes:
  • https://www.leagueoflegends.com/en-pl/news/game-updates/patch-11-19-notes/

New in League of Legends 11.18 (Sep 9, 2021)

  • Every year, we compose a set of nerfs and buffs to breathe new life into the Pro meta for Worlds. Doesn't it just set your heart aflame when you see your main champion on stage for the first time? Or when your favorite team melts their enemy's faces off with ungodly new builds?
  • Since this is the first of two Worlds-focused patches, we're cranking up the dissonance—but with style, of course. The solo queue show must go on, so we've done our best not to corrupt regular gameplay. With that said, we're willing to revert any of these changes if they go too far, but we're hoping this bit of chaos will rock your world... s.
  • Full patch notes:
  • https://www.leagueoflegends.com/en-pl/news/game-updates/patch-11-18-notes/

New in League of Legends 11.16 (Aug 11, 2021)

  • Ah! You’re here, we’re back, and it’s time to crack open 11.16!
  • In this patch, we’re helping out some sad friends: a boy and his yeti’s packing more in their snowballs, Sivir’s sharpening up her bouncing blades, and Jarvan’s really going to show that terrain who’s boss. We’re also targeting other friends who have been popping up on the balance radar, like a short yordle with a short fuse, and a monk with a big kick.
  • We’re also making a sweep of adjustments to a soul of enlightenment and a babe who can strike a chord with just about anyone. Add in some item changes and new features in Ranked (ever wanted solid proof that you're better than your friends?), and that’s about it.
  • As always, we’ll see ya in the next one.
  • Full patch notes:
  • https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-16-notes/

New in League of Legends 11.15 (Jul 21, 2021)

  • Saddle up Sentinels, welcome to 11.15!
  • Nothing too wild here— we’re continuing to drop early sustain in a few places, then buffing up champions in places that are a little spicy and a lot fun (Blitz! Kennen! Xayah!). We’ve also got balance changes and updates for Ultimate Spellbook, including the addition of a certain rock’s ult.
  • Add in a Sentinel with a glorious smile and a chain warden’s skin (literally) and you’ve got the gist of it!
  • We’ll see ya in the next one.

New in League of Legends 11.14 (Jul 8, 2021)

  • This patch, we’re flipping over to focusing on champions. Past the usual balancing, we’ve given adjustments to four friends: a follow-up buff to a catfish, a sweeping pass to solve some persistent issues with a dancer, a helping hand for a purple doctor in the jungle, and a boost to a fawn's solo combat. Then, we're also bringing down the power in Stridebreaker's slow, and giving some love to its favorite buyers (Darius and Garen) to compensate.
  • And with Sentinels of Light comes a new event game mode, Ultimate Spellbook! Channel your inner Sylas and be prepared for an ult-erly good time.
  • We’ll see ya in the next one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-14-notes/

New in League of Legends 11.13 (Jun 23, 2021)

  • Oh, hello. Fancy seeing you here in these parts!
  • Things have been cooking away for a while, and we’re finally able to serve you a whole feast in 11.13. This is largely a systems-based patch, where most of our work went into reducing mobility. In short, we’re pulling back on places where mobility has crept up, including a few items that have gone beyond the limits of where they should be. We're also looking to enhance the split push strategy and improve its gameplay to add variety and excitement to the overall end game.
  • Speaking of eating, this patch also has a mini-reworked Tahm Kench! He’s got a fresh kit, VFX, and licks. So gobble away, friends. We’ll see ya in the next one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-13-notes/

New in League of Legends 11.12 (Jun 9, 2021)

  • We’ve got a light patch, focusing on champ adjustments this go-round (11.13’s going to have a big chunk of systems work). This means some love for Aphelios and some of his unpopular weapon combinations, and nerfs to Pro outliers (Renekton, Kai’Sa). Then the spotlight’s on everyone’s favorite, definitely trustworthy, definitely purple doctor. His appearance may seem revived, but we’re not too sure if the same can be expected of his patients.
  • Patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-12-notes/

New in League of Legends 11.11 (May 26, 2021)

  • In this one, we’re looking back at changes we made earlier in the season and seeing how the dust settled. This includes curbing Jungle Morgana, whose buff from last patch worked too well and skewed her away from her primary roles. We also threw some love to Ryze, who’s been blue since the item shakeup (although he’s just blue overall).
  • Then, we adjusted two champions who are commonly found with two items, namely Senna with Frostfire Gauntlet, and Master Yi with Duskblade. We don’t want a champ to feel bound to a certain item or to incentivize gameplay that feels out of character, so these changes should shuffle up more Mythic options for them while also sharpening their identities and playstyles.
  • To top it all off, Nexus Blitz is back and better than ever, with its own slew of balance changes.
  • And that's all, my friend! See ya in the next one.
  • Patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-11-notes/

New in League of Legends 11.10 (May 12, 2021)

  • Now that things are settling down after Midseason, we come bearing the meatiest part of this patch: a jungle update! There’s a big section you can scroll on down to, but the gist of it is that we’re making improvements to help the jungle experience feel less like a grind of swatting down camps of birds and wolves. We’re talking more lenient camp timers, a helping hand for junglers who are significantly behind in the game, and specific adjustments to jungle camps.
  • Zooming back to balance changes, a certain axe man and a blade babe have been crossing the line, so we’re taking them down a notch. On the other end, we’re giving some love to a luminous lady and a wingwoman who haven’t been feeling their best. Phase Rush, a safe bet for ranged and melee users, gets a nerf, whereas Abyssal Mask gets a buff to secure it as a more potent MR option.
  • Last but not least, Kog’Maw gets a VFX update, so prepare to be open-mouthed for a brushed up Mouth of the Abyss! (But not for too long— I hear he spits.)
  • And that's it! See ya in the next one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-10-notes/

New in League of Legends 11.9 (Apr 28, 2021)

  • This one's a bit of a doozy, so let's give you a rundown. First, we’ve got a shakeup to the tank system with the nerf of Turbo Chemtank and buffs to a few underpowered fighter items (Death’s Dance and Wit’s End). Then, in preparation for MSI, we’re shuffling up the meta for Pro play by bringing a diversified crew onto the stage. This means dominant names like Gragas take a step back to let old friends like Shen and Lulu try some time in the spotlight.
  • Past these, we overshot on a few champions last patch who quickly grew to be main offenders on the Rift. Folks like Diana and Morgana, whose newfound power helped them settle too comfortably in the jungle, are getting taken down a peg while preserving strength in the role. The same goes for a certain red reaper and a magenta meatball in their respective lanes.
  • What else? Taric’s interaction with certain champs gets updated so that he no longer applies benefits to allies that aren’t on the map. Viego gets a lot of bugs out of his system. The second leg of Ranked begins, and you make it to the tier of your dreams.
  • And that’s it! We’ll see ya in the next one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-9-notes/

New in League of Legends 11.8 (Apr 14, 2021)

  • This patch, we’ve got something for everyone. If you’re looking for something cutting-edge, we’ve got the snip-snap from Gwen, who’s weaving her way over to the Rift. Sick of the galactic beats of last patch? Rammus has a new slammin’ jam, complete with a polish to his trusty armored shell. Did your spring cleaning and in need of something sparkly? Perfect, because we’ve adjusted some Mythics for you to get your grubby little enchanter hands on. Or perhaps you’ve missed playing some champs in their trusty old lanes, like a certain very accredited, very purple doctor, or maybe even a flaming hot yordle.
  • Looks like you’ll have to read on to find out. See ya in the next one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-8-notes/

New in League of Legends 11.7 (Mar 31, 2021)

  • If you're still in the winter blues, don't you fret—we're cranking up the tunes to take you on an interstellar groove.
  • First, it's off to the Freljord, where we're getting cozy with a couple of chilly companions (Ashe, Braum, and Lissandra). Then we're heading down to Bandle City to turn down Tristana's Boomer-box and pass the mic to Teemo, because we could all use a taste of terror from time to time. We even made the dreary trek to the Shadow Isles to lift Yorick's spirits—who would've known he's a big fan of soul music?—and give him some love that's been long overdue. Our last pit stop was to bot lane, where we adjusted the knobs on three supports who have been overpowering their peers.
  • Throw in some item changes and you've got the gist of this patch! Shuffle on over to the Rift, and we'll see ya in the next one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-7-notes/

New in League of Legends 11.6 (Mar 17, 2021)

  • But have no fear, your handy dandy cheat sheet here: the big snapshots of this patch include a refresh button for Xin Zhao and an overall reduction targeting systemic healing (i.e. from runes and items). Staying alive is one thing, but it’s a problem when certain champs start feeling invincible.
  • Once you’re done hitting the books, hit the rift, ace the enemy team, and school your opponents. We’ll see ya next period patch.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-6-notes/

New in League of Legends 11.5 (Mar 3, 2021)

  • First: the jungle, the mighty jungle. Champs like Master Yi and Sejuani have been in a bit of a jam, while others like Udyr and Rammus have been on full tilt, rampaging around the map. We’re giving the former more of a sting, and putting on the brakes for the latter.
  • Then: items! We're adding more rules to Guinsoo's Rageblade and providing clarification for its synergy with Senna. We're also helping Muramana out of its identity crisis with Essence Reaver by giving it more of a niche.
  • So sharpen your stingers, buzz onto the Rift, and make a beeline down mid. See ya next patch.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-5-notes/

New in League of Legends 11.4 (Feb 18, 2021)

  • This patch, we’re looking in on bot lane, where shorter range champs like Samira have been slashing, dashing, and bashing things up. This hasn’t gone unnoticed, which is why Samira's an especially hot potato: although her win rates are fine, her ban rates are high— so we’re hoping these changes will help make her feel less frustrating to play against.
  • Speaking of slashing, we’re also adjusting Katarina (and Urgot) to revitalize their on-hit builds, which were hit hard hard by our changes to Kraken Slayer. Other folks on the buff train due to item changes include Fiora and Lee Sin.
  • And if this patch seems particularly buff heavy, it's because we also took a pass at bringing down the jungle's overall power. With less rewards from camps, games should feel less dictated by the strength of the jungler. Now, you can share your fruits of victory (or defeat) equally with your teammates!
  • One more thing: there’s no new skins in this patch. 11.5 will bring with it some goodies, and it’ll be… sweet!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-4-notes/

New in League of Legends 11.3 (Feb 4, 2021)

  • Welcome to February and another big ol’ patch!
  • This time around, we took a large sweep across items to tweak what's hitting too hard and what's needing some love, categorized into 6 sections: tank, enchanter, marksman, fighter, mage, and sustain items. For sustain, we’re continuing to reassess systemic healing by adjusting stats around Omnivamp on powerful items like Goredrinker and Sterak’s Gage. The intent here is to balance the stat’s strength while keeping items viable and, you guessed it, sustainable.
  • Then it’s the usual champ balancing, with some sizzle for Jinx, who’s been wanting to crash back onto the scene for a while now, and some more for AP Shyv. As for outliers, we’re tamping down champs like Rammus and Elise who have been consistent hot shots in the jungle.
  • All that aside, ARURF is back and better than ever! We've made a few changes in light of the new item landscape, so take a quick peek below and get ultra ready. See ya in the next one.
  • Party-goers galore, festivities continue in the TFT world with our first patch of the Festival of Beasts! Take this portal to TFT patch notes to uncover where the real party is at!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-3-notes/

New in League of Legends 11.2 (Jan 22, 2021)

  • Hi! A certain king has arrived, and so has another patch!
  • Here in 11.2, we’ve made a couple changes based around healing. First, we brought the spice and everything nice for Soraka; with the last buff to Grievous Wounds, she should now be in a better spot to wish your pain away. On the other hand, folks like Aatrox and Olaf have been healing a bit too well, becoming true terrors when matched with the right items and runes. To change this, we’ve shifted their healing to be tapped straight from their kits— true healing is on the inside, right?
  • As for items, we spruced up tank Mythics outside of Sunfire, the crowd favorite— although it's a name we all know and love, we're hoping to open the gateway to more item diversity, depending on the game state.
  • And that’s it! We’ll see you in the next one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-2-notes/

New in League of Legends 11.1 (Jan 6, 2021)

  • Aaaand we're back! New year, new season, same old us, here with one last round of adjustments before Ranked kicks into gear. Keep in mind that we already took a first pass before the holidays in 10.25b, so this one is smaller in scale.
  • Past champions and items, we've got a clarification on lifesteal (look for the yellow sword!), a spicy tweak to the unlock system for Grandmaster and Challenger, and all our best wishes as you sail gracefully through your placements.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-11-1-notes/

New in League of Legends 10.25 (Dec 9, 2020)

  • We've made it through the storm and landed on the last patch of the year! Get your reading glasses and Santa hats on, because we've got a substantial list of changes from smoothing out the new landscape.
  • And keep them on, because we’ll also be following up on balance outliers with an end-of-year “10.25b” mid-patch update to tie up all the loose ends before we ring in the holidays.
  • Past champs and items, we're rolling out updates to Ranked initial placements and decay, bringing back Nexus Blitz with its own set of improvements, and riding Rell in, iron horse and all.
  • And that's it! So from all of us: stay safe, stay cozy, and we'll see you in the new year. It's going to be a good one.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-25-notes/

New in League of Legends 10.24 (Nov 26, 2020)

  • Hey, is this thing on? *taps mic* Anyone still alive after the chonk of last patch?
  • So here we are, the preseason aftermath! We bring to you a series of changes that are overwhelmingly heavy on items as we feel out the changes in the new ecosystem. Long story short: AP Mythics are strong across the board, while other items needed a bit more power to fulfill their role. So come along for the ride as we drive down the overperforming and rev up the underwhelming. You know the drill.
  • More out of the ordinary are two new Behavioral Systems updates to mitigate the blow of disconnected players or AFKs, and a little glitzy glammy for two Void buddies!
  • And one more thing, we also want to encourage you to revisit the 10.23 patch notes after reading through this one, as we had a LOT of updates and bugfixes since the patch first went live. So if you feel like that really crazy bug that a developer said would be fixed is missing here, it's probably documented over there.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-24-notes/

New in League of Legends 10.23 (Nov 11, 2020)

  • It's that time again! It's preseason, baby, and this year, we're moving and shaking with huge item changes from the Item Shop you open up every game to updates for some of your favorites to an all-new tier of majestic Mythic items. As usual, we'll be closely monitoring all the balance metrics we've outlined earlier this year and see how these changes affect the overall meta for veterans. Additionally, a huge goal of ours with this Item rework was to help the system feel a lot more intuitive for all players (both old and new), so let us know your thoughts!
  • Full patch notes:
  • https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-23-notes/

New in League of Legends 10.22 (Oct 28, 2020)

  • Here we go— one last light patch for the books before we switch gears into heavy-duty preseason changes! Kick back, put on some tunes (we’ve got a new pop star in our midst, after all), you know the drill.
  • First off, we attacked the Fire Nation and changed some things (not everything!) with our favorite fire friends (Annie and Brand). These tweaks should help their skills feel more intuitive, find more flexibility in their roles, and kick their strength up a notch. We also made a couple more clarity checks (Amumu, Jinx, Galio), and wrapped it all up with the usual balance changes: firing up recent outcasts like Sejuani and LeBlanc, and nudging prominent champs like Samira and Karthus off their steamrollers.
  • One last clerical note: we’ve completed our test changes regarding matchmaking. Now, all players in ranked queues will more often experience being grouped up with similarly ranked people. This should result in matches that appear closer by rank.
  • And that’s it! We hope the rest of your October is more treat than trick. See ya in the next one
  • Full patch notes:
  • https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-22-notes/

New in League of Legends 10.21 (Oct 14, 2020)

  • There’s spook in the air, pumpkin in everything, and Worlds pick’ems in our hopes. Happy October and welcome to 10.21!
  • This is another light patch to keep gears running smoothly through the championship and the end of the ranked season. Our focus here is to maintain stability and balance, so nothing too wild. For buffs, we’re boosting up a spiritual soul and a celestial weapon; for nerfs, we honed in on Elite play across the board, curbing the power of some junglers (Hecarim, Graves, Nidalee) and toning down Samira, who’s been an unstoppable force.
  • Also, another round of Worlds Clash is ready to go, so remember to reap some spicy plays and rewards.
  • And that’s all, folks! See ya next time.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-21-notes/

New in League of Legends 10.20 (Sep 30, 2020)

  • This patch is on the lighter side, with most changes concentrated on tuning champion scaling as games progress. Big ticket items include a helping hand to a certain blue mage by giving him more damage to play with, along with tempering down Karthus who’s been a nightmare in the bot lane. Apart from champion changes, Worlds 2020 Clash is on its way to you! It's time to be the hero and to kiss away the pain. And to win a cool trophy.
  • On a clerical note, upon logging in this patch, you’ll be presented with the new Code of Conduct. This agreement helps us define the behaviors we expect of you as a player.
  • So get on the rift and that future boom boom boom. You gotta get that.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-20-notes/

New in League of Legends 10.19 (Sep 16, 2020)

  • Hi! The Worlds patch is here, a new markswoman is here, you’re here...it’s a dang party!
  • The world itself has been a little topsy-turvy, but there’s nothing crazy here, we promise. This patch is focused on tidying things up for the championship, which means levelling the playing field so that not one figure is dwarfing the rest (here’s looking at you, Caitlyn). This also means we’re giving a bit of a kick to some friends to, well, kick them into gear and into the competitive spotlight. These buffs are mostly geared towards marksmen, junglers, and mid laners, in the hopes of mixing things up a tad for our biggest tournament of the year!
  • And finally, a warm welcome to Samira, who can slice and dice (and blast) it up in the bot lane. I mean, she’s got an eye patch and everything.
  • And away we go!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-19-notes/

New in League of Legends 10.18 (Sep 2, 2020)

  • Hey, do you remember? Dancin' in September? Come on, let’s chase the clouds away with 10.18!
  • Classic tunes aside, we’ve got a whole slew of changes for you in this patch. Big ticket items include flexing fancy feet to a foxy favorite and bringing some action to the Bringer of Justice. The rest are mostly changes in light of how champions are faring, especially in Skilled and Pro MMR: shimmying down some faces who have overstayed their welcome (Galio, Ashe, Sett), and bopping up some friends who need some spring in their step (Miss Fortune, Rumble, Twitch).
  • Past champions, we’ve been seeing Guardian dominate on pretty much every support, so we’ve taken some steps to reel it back a bit and open up options for other Keystones.
  • And another one for you, or really, one for everyone—One For All returns this patch! Along with a whole array of Client, FX, and general fixes. You know the drill.
  • So tango your way down and jig your way over to the Rift. We’ll be dancing with ya.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-18-notes/

New in League of Legends 10.17 (Aug 20, 2020)

  • We’re back from the break, we’re blistering in this heat, and we’re bringing a brief B-side patch!
  • This is more of a glorified mid-patch update rather than a full patch, meaning most of the adjustments here are simple balance tweaks, and there aren’t any released skins or new content this time around. There’s also no download required, and changes will be live within a few hours of these notes going live, if you’re reading this hot off the presses (if so, hooray, settle in)!
  • And that’s all we’ve got! Slap on a Pool Party skin or roll around with some Poros today. We’ll see ya next patch.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-16b-notes/

New in League of Legends 10.16 (Aug 5, 2020)

  • Okay, this is a long one. We've got a big list of small tweaks to bring more razzle dazzle as we gear up for Worlds! We think the meta’s at a good place, so we’re carefully mixing things up without throwing caution to the wind (although Yasuo’s down there somewhere…).
  • This means we’re bringing up the zhuzh, from marksfolks (Miss Fortune, Lucian, Tristana) to junglefolks (Evelynn, Hecarim, Skarner). Which also means we’re un-zhuzhing those who have been omnipresent picks (Karma, Syndra, Volibear) to open up their counterpicks and to give their enemies more chances to retaliate.
  • We’re also tidying up some champions by giving them more cohesive identities and sharpening their strengths, while giving others more clarity in their kits.
  • Finally, on a housekeeping note, the dev team is taking some AFK time in the near future. For League, this means 10.16 will last twice as long as a normal patch and we'll be skipping patch 10.17. We're planning to ship a set of balance changes around the time 10.17 would have launched, though, so keep an eye out for those details. The next full patch will be 10.18!
  • So zoom your way down—and once you’re well-read, you’ll be well-ready to take on the third ranked split of the season, the world, etc, etc.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-16-notes/

New in League of Legends 10.15 (Jul 22, 2020)

  • Hi, we’re so happy you’re here!
  • This patch, we welcome the arrival of the Spirit Blossom Festival, first with the entrance of Lillia, our brave guardian from Ionia, and then the return of Nexus Blitz (oh yes, it’s back!), all set in an ethereal realm of wondrous magic and bloom.
  • Then, greetings to a refreshed Swain! We’re hoping these spicy changes (higher cast cadence and huge bump up in range) will fire up his power both as a mid laner and support. We’ve also taken another pass at Aphelios to tone down his dominance and fine-tune the synergy of his Flamethrower with Runaan’s.
  • For the rest of our changelist, we’ve made some Pro-targeted adjustments to champions like Shen and Lee Sin to encourage more diversity in their lanes, while also nudging old friends like Caitlin and Gragas back onto the scene.
  • In addition, we’re giving some folks a couple visual changes and audio fixes, focusing on champions with effects that have become outdated in comparison to their newer peers.
  • Oh, and one more thing— we’ve brought more flex into Flex queue by lifting rank restrictions! We know, we’re just flexing at this point.
  • Now, go forth. It’s your time to blossom.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-15-notes/

New in League of Legends 10.14 (Jul 8, 2020)

  • The June gloom has come and gone, and here we are with sunny skies and 10.14!
  • This patch, we’re here to teeter those who have been tottering, like Alistar, Kha’Zix, and Sejuani. We’re also adding an extra dash of spice (or more specifically, shadow) to a dashing assassin and shaking things up with a ferocious fighter and her blade.
  • There’s also been some calibrations to champions who have been consistently turning up on the (pro) scene, like Trundle and Varus, to give their peers more elbow room to take on the stage. As a result, we’re also giving special attention to a bloody beast from the belly of Bilgewater and adding more bang for his buck in the botlane (say that three times fast).
  • Last but not least, you may have also noticed that we've updated the Patch Highlights, an image we use to summarize all the biggest changes in a patch. Per the goals laid out in our latest Balance Framework Update, we're getting folks more informed and aware of our thinking when it comes to balance so we added more context like a key with roles and skillbands. What better place to add this information to than the image with all the important updates in any given patch. Let us know what you think!
  • Now go on, run your way through the rest of this patch, out on the Rift, and down your lane! We’ll see ya at the next, uh, rundown.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-14-notes/

New in League of Legends 10.13 (Jun 24, 2020)

  • Hi! It's heating up outside, so we've got a pretty chill patch for you.
  • This patch is mostly about reacting to balance outliers, so here we are after making the rounds: hopping up a particularly hoppy yordle, simmering down Syndra’s spheres, tapping up a blue-headed mage, and leashing a particularly literate cat.
  • We also revisited a couple runes, specifically Conqueror and Guardian, which have been overperforming when compared to the other Keystones. We’re steering them back on course to provide a less supposedly obvious path to success and more playstyle diversity.
  • Then we’ve brought some love to Kog’Maw and Nunu in areas that are a little less conventional to incentivize players to experiment with off-meta builds. Stay cool out there, and bring on a summer of spittle and snowballs!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-13-notes/

New in League of Legends 10.12 (Jun 10, 2020)

  • Happy June! Y'all ready for a summer of fun (safely indoors on League?)
  • This patch, we dipped our toe in the usual pool, adjusting some champions that have been standing out, some of whom have been in a rough spot (Akali, Brand, Viktor, Xayah). We're also carefully dialing down a few pro outliers, like Trundle and Varus, to a fairer middle ground in the scope of the game. Finally, we're pushing a few changes and smoothing out a couple bugs to our epic savage of a bear.
  • But more noticeably, we've done a pass on some of our more underutilized and niche runes to broaden their use for more champions. Some felt just too unintuitive to really understand the benefits they were giving and some just felt too difficult to actively trigger for the maximum value. Hopefully, these changes will help players widen their horizons when it comes to picking runes that best suits their playstyle. We also went and did a similar check for Summoner Spells and found that Ghost was in the same boat as the affected runes. Now, those looking to be faster than a certain blue hedgehog might feel more compelled to ghost their other Summoner Spell options and check this one out for size.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-12-notes/

New in League of Legends 10.11 (May 28, 2020)

  • Hello, my dear starchildren. Before we get into it, we want to remind everyone that this patch will be going out a day later than usual. You may have already noticed seeing that the patch notes were also a day later, but for more information on the patch release schedule at any given time, please be sure to check out this Player Support article.
  • The storm has landed and while the wait's been unbearable, our bear is now here in his final form. We hope you were able to join the frenzy with Voli during our event in the Abyss!
  • This patch, we wanted to make sure we did it right. We spent some long, dreary evenings in a cold room, huddled around one single candle, chanting away all semblance of cringe wordplay. Safely distanced, of course. So don’t fret, baby girls and boys. We got this.
  • Running it down—we’ve got a couple tweaks here, from Fiddlesticks to Lux, but the real meat of the patch is focused on the Marksman class (yes, it’s here!).
  • It’s clear that markspeople have been struggling for a while. Their squishiness makes it difficult to stay alive in lane, especially in the critical early phases of the game. To remedy this, we’re bringing some power back with a two-step dance: drawing up health stats, and boosting their late game mobility through some items we’ve amped up, so that players can still go for exciting plays without getting as punished for it.
  • It also doesn’t hurt to have more pep in your step.
  • With that being said, we wanted to take a closer look at marksman champions who can solo lane and aren’t as dependent on their supports (Lucian, Vayne, Tristana, Kalista). We wanted to give them an equal amount of power as their peers while making sure it wasn’t skewed towards their solo lanes, so we’ve distinguished other treats for these folks that more accurately hit the mark!
  • So get on the Rift, where you can use all this knowledge to make your enemies see stars. And, you know, longer death timers.
  • Full release notes here: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-11-notes/

New in League of Legends 10.10 (May 14, 2020)

  • This patch, we're taking a gander at some old friends who have been struggling for a while—Udyr! Nidalee! Sivir! How we've missed you!—and readjusting a couple of offenders that have been toeing the line (hint: trees, daggers, and gems).
  • Oh, and URF is back! Make sure you’re on this ultra rapidly, and we’ll see you there!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-10-notes/

New in League of Legends 10.9 (Apr 29, 2020)

  • Welcome to 10.9 and the last legs of Ranked Split! To begin with, we’re bringing champions like Nami and Karthus down a peg—we’ve been closely monitoring them for a while, and they’ve been standing out in their success, so we’re hoping this will shuffle them back in line. We're also looking to help out our friends in the top lane who didn’t benefit as much from recent buffs with some extra padding.
  • Aside from these, we’re bringing some love to champions we’d like to see more of, like Lissandra and Quinn, and making another quick follow-up with Wukong.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-9-notes/

New in League of Legends 10.8 (Apr 15, 2020)

  • Hey all you cool Jeweled Protectors and Hushtails!
  • This patch, we’ve got another follow-up to the funnel mechanics and a couple of wider jungle changes that should help with pacing, mainly around early game impact. We’re slightly reducing how much a gank will punish an enemy, and giving junglers a steadier stream of XP mid to late game. These adjustments should help you bounce back and stabilize from early setbacks. Alongside this, we're helping out players who aren't hyper-optimizing their jungle clearing, giving them some breathing room with extra sustain so they're not always punished for taking a a little too much damage from a Raptor.
  • We're also adding a couple of QoL changes to things like champion ability timers to better indicate how much time you have on an ability's cast or empowerment and the Practice Tool. Be sure to check those out!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-8-notes/

New in League of Legends 10.7 (Apr 1, 2020)

  • First of all, we know we’ve been crowing about it for awhile, but now it’s finally here—the spookiest of all the scarecrows in the land is back! (and Tedrick is nowhere to be found…)
  • We've also continued to work on matchmaking in Ranked Solo/Duo games by aiming to balance premade duos on both teams. Additionally, you'll see improvements to both One-For-All (champion and system changes) and ARAM (updated Weekly Free Rotations and champion balance changes).
  • We hope you’re staying safe. Now let’s get into it!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-7-notes/

New in League of Legends 10.6 (Mar 19, 2020)

  • Hello children of the earth.
  • In this patch, we welcome the arrival of the new, trickier Wukong, and an update to the matchmaking system so that less games have an unbalanced amount of Autofilled players. The details are a lot more interesting than the broad explanation I can give up here, so head below for all the info!
  • We're also following up our last patch with a third round of jungle changes to non-jungle champions and a couple of additional system changes to continue helping top laners be more of a threat throughout the whole game.
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-6-notes/

New in League of Legends 10.6 (Mar 19, 2020)

  • Hello children of the earth.
  • In this patch, we welcome the arrival of the new, trickier Wukong, and an update to the matchmaking system so that less games have an unbalanced amount of Autofilled players. The details are a lot more interesting than the broad explanation I can give up here, so head below for all the info!
  • We're also following up our last patch with a third round of jungle changes to non-jungle champions and a couple of additional system changes to continue helping top laners be more of a threat throughout the whole game.

New in League of Legends 10.5 (Mar 15, 2020)

  • This patch, we're addressing the "zero-CS-top-lane" problem in a more systematic way to squash similar situations in the future. Sona and Soraka were just the tip of the iceberg of the hypothetical "zero-CS-top-lane" playstyle, so we're making larger changes to the top lane that should remove such strategies from showing up in the future while also allowing games to be carried by those in that lane. Current pro play mainstays Ornn and Sett are also seeing some nerfs so that we're not constantly seeing folks getting rammed down and thrown around by these beefy dudes. We also have a second round of jungle champion changes to help slightly widen that pool.
  • We also got some ARAM balance changes, as well as the initial release of Eternals! Like other features and content outside of Summoner's Rift, these types of content might not be for you and that's okay. So just do you. Play ARAM, try out Eternals, purchase skins-- or don't!
  • Full patch notes: https://eune.leagueoflegends.com/en-pl/news/game-updates/patch-10-5-notes/

New in League of Legends 9.24 (Dec 11, 2019)

  • Hello friends! It's the last patch of the year!
  • As with most patches following a huge shakedown like Preseason, we have a lot of changes and tweaks in this patch after assessing some of the initial data and your general feedback. We've also already adjusted the knobs on the some of the new drakes, monsters, and pacing components of the game in 9.23 that we're including again here in case you missed it. And while this is technically the last patch of the year, you may see an end-of-year "9.24b" balance patch (a patch with no skins or features) based off of how the game is in a couple of weeks. There'll be a separate set of patch notes for that, so keep an eye out!
  • Before we go, make sure to hold on to your poison because everyone's new favorite edgy boy (and his sister), Aphelios joins the Rift in 9.24! Following her Lunari brethren's release, Diana is also getting an overhaul to her kit, VFX, SFX, and ability icons to exude more of the moonly glow of her people.
  • Last, but not least, Poro King is back for a limited time! Get your snowballs ready for more fun with everyone's favorite royal fluffball.
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-924-notes

New in League of Legends 9.23 (Nov 20, 2019)

  • Welcome to preseason! Hope you're ready for some big shake-ups to Summoner's Rift, expansions and overhauls to multiple item systems, and major work to a bunch of keystones. In many respects this is our most ambitious preseason in years, and we're excited to see what new picks and strategies develop in a world where the map itself changes during the game. As usual, the next couple of months will be all about establishing and stabilizing the new meta as we head toward season start, so now's the time to jump in if you want to be ahead of the curve when ranked kicks off in the new year.
  • On the ranked note, if you're looking to scratch your competitive itch, TFT's ranked season starts this patch. Warp on over to the Teamfight Tactics patch notes to get up to speed with what's going on in the Convergence.
  • Best of luck in both your preseason matches and in making it through this wall of patch notes!
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-923-notes

New in League of Legends 9.22 (Nov 6, 2019)

  • We're finally one patch away from preseason AND I CAN STOP SAYING "IT'S ALMOST TIME FOR PRESEASON." If you're struggling to get to Gold like I am, let this also be a warning that you only have this last patch to get there, so good luck!
  • Meanwhile, URF ends in 5 days! That's right, 5 (if you include today)! If you missed the announcement on the Mid-Patch Updates in 9.21, we're extending the duration of the game mode for 1 more day. So get your cannon on until November 10, 2019 4:00 CET.
  • The bugfixes that we worked on with you during the 10-year anniversary are also going live this patch! You can read about them at the very bottom in its respective section.
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-922-notes

New in League of Legends 9.21 (Oct 28, 2019)

  • Hi. Happy post-10-year! Did you get to catch the team's stream? We loved getting to answer your questions, play with some of you, and work on fixing some bugs that you outlined on the Boards. Thank you for interacting with us on that very special day.
  • We hope you enjoyed all the amazing things coming to League of Legends soon, including the preseason changes we've been alluding to for the past couple of patches. The bulk of our time is going into preparing for the Rise of the Elements gameplay update, but some notable work going live this patch includes follow-ups to the champions that received bigger changes in 9.20.
  • From all the past, present, and future writers of Patch Notes, thank you for making the last 10 years awesome. Here's to another 10 years of dumb jokes, obscure references, and "CTRL+F __, no results?" comments!
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-921-notes

New in League of Legends 9.20 (Oct 9, 2019)

  • Hi. Happy almost 10-year!
  • We're shipping some pretty big changes to Garen, Shaco, and Viktor this patch. Not big enough to be considered "rework"-level lists, these larger changelists are meant to excite the players of these champions, freshen up their kits, and lessen common pain points that have developed. We want to also make sure we're hitting the identities players expect of them and give them more viable and exciting playstyles that should appeal to current, past, and, hopefully, future players.
  • Other than that, we're keeping the scope of this one pretty small, as we move from focusing our work on Worlds-related preparations to finalizing changes and tuning for Preseason 2020.
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-920-notes

New in League of Legends 9.19 (Sep 25, 2019)

  • GOOD GRIEF, WE'RE FINALLY HERE. It's the Worlds patch!!
  • Similar to our philosophy for last year's Worlds patch, we've been making steady changes throughout the last few patches as to not completely throw everything in flux and have the pros invalidate whatever playbooks they've been developing for the most exciting event of the year. More than completely neutralizing top priority picks, we've been working on elevating more champions to competitive viability and are continuing that work in 9.19.
  • This change process has resulted in smaller buffs or a couple of impactful nerfs across a slew of champions and more pro-focused changes that should even out the scales and create fun, diverse, and impactful picks for the next few weeks of Worlds games.
  • On to the changes!
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-919-notes

New in League of Legends 9.18 (Sep 11, 2019)

  • Hey patch notes readers, want to form a contract with me?
  • We're coming down to the final stretch! 9.19 will be the patch Worlds is played on, so we're adding in some changes that shouldn't rock the boat too much, but helps get us to place that encourages champion diversity and fun times during the most hype event of the year ~
  • With that in mind, in this patch we're taking another look at Aatrox and Akali specifically to make sure they don't completely dominate the meta, since they've been seeing high picks and play time in pro throughout the year.
  • See you in another two weeks! But if you decide to die for the good of the universe, call me anytime.
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-918-notes

New in League of Legends 9.17 (Aug 28, 2019)

  • Hey buff herders!
  • We're still holding off on going too crazy with balance changes until after 9.19 (the patch that Worlds will be played on), but we do have some bigger adjustments to Aurelion Sol and Kayle this patch. Mainly, we're helping them in the respective spaces they're weak in and that make them difficult to be seen as viable or reliable picks. Overall, Aurelion Sol should now be more comprehensible with more satisfying signs of successful play and Kayle should have more of a laning phase without feeling like a complete wet noodle.
  • That's all folks!
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-917-notes

New in League of Legends 9.16 (Aug 14, 2019)

  • Hey Humans or Dancer. It's patch 9.16! The One Where Pantheon Falls From The Skies.
  • The Mantheon himself comes back to us in the form of Atreus and is ready to rock and roll with his trusty spear and shield. We're also making some smaller changes to some champions, which includes a lot of mid-laners like Corki, Azir, LeBlanc, Syndra, and others.
  • See ya, space cowboy!
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-916-notes

New in League of Legends 9.15 (Jul 31, 2019)

  • Hey all! We're keeping it relatively chill for the next few patches after a very large and in charge, chunky yet funky patch 9.14.
  • In 9.15, we're following up with some updates to our latest champion Qiyana, as well as to some of the last patch's champions like Swain and Poppy. We also got some buffs for a few champions that could use a push in the current state of the game.
  • GLHF!
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-915-notes

New in League of Legends 9.14 (Jul 17, 2019)

  • Hey, all! We're finally at the halfway point of the season. How's your Ranked climb going? How are your TFT games going? For more details on the schedule for future patches for the remainder of the year, please check out the Patch Schedule on the Support page! Also, tell your friends and bookmark that link!
  • During this patch, we're introducing certain counter mechanics to some champions' existing abilities. Our general thought is: Having natural counters to common and powerful effects in the game will help make it healthier in the long-term. And as a part of our overarching Summoner's Rift balance strategy, we want to continue encouraging diversity in lane picks and push safer and more reliable champions to a more "sharp" space like other champions are in currently.
  • Hopefully, the existence of these counters also introduces a slew of not-as-present champions to the mix in all levels of play. We were very selective in the champions we chose to add these mechanics to, keeping in mind their status in the game currently. We believe, in the long term, these additions will make pros' draft priorities more robust which can lessen the amount of nerf cycles on certain champions and allow us more opportunities to give more love and attention to others.
  • With these points in mind, here are the counters that will be added to specific champions in 9.14: Anti-shield, Anti-healing, Flat damage reduction, Improvements to true sight mechanics, Anti-mobility.
  • These changes are the last planned round of significant pattern-level or mechanic updates to champions before the end of the season. That being said, we won't turn a blind eye to game-impacting things that may crop up during the rest of the year.
  • Stay frosty!
  • Full patch notes: https://na.leagueoflegends.com/en/news/game-updates/patch/patch-914-notes

New in League of Legends 9.13 (Jun 26, 2019)

  • Hey tacticians! Who's ready for some Teamfight Tactics?
  • Patch 9.13 marks the official launch of the long-awaited game mode and we will begin rolling-out to regions all over the world starting today. We'll be continuously updating and building it with you, so please let us know if you have any feedback and report bugs as you see them!
  • We're welcoming Qiyana to the Rift as well. The Empress of the Elements is sure to tickle the bones of those who love playing quick and high-damage assassins.
  • We also want to give a shout out to those who've been following the Life of a Patch campaign with the balance team! It was great pulling back the curtain on the champion balancing process and giving a more in depth runthrough of how and why we make the buffs and nerfs we do. Those who kept an eye on the Nexus hub with the live champion iterations won't be surprised at the changes to Illaoi, Pyke, and Udyr, and Sona nerfs (sob) listed below.
  • P.S. Grumps is the best Little Legend. You know which one we mean.
  • Full patch notes:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-913-notes

New in League of Legends 9.12 (Jun 12, 2019)

  • Hello, welcome to Patch 9.12! I'm particularly excited about this patch because my friend will finally stop going on and on about the reworked Mordekaiser. Oh, have you not heard? Mordekaiser is back, baby.
  • In this patch we also have Ryze's sixth (or is it seventh?) "rework," more follow-up to everyone's favorite overpowered cat, and overall nerfs to Sylas. We're also making use of the Balance Framework we published and referencing it in our explanations for some champion changes, so make sure to check that out if you haven't! (Link to it in its respective section below).
  • Finally, we have another round of ARAM balance changes for the Howling Abyss enthusiasts as well as some beautiful VFX updates to Lulu, Amumu, Tryndamere, and Ziggs
  • Full patch notes:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-912-notes

New in League of Legends 9.11 (May 30, 2019)

  • Hey y'all. How are you doing? Having a good week? Good.
  • In this patch, outside of some smaller balance work on an assortment of champions, we have bigger updates for Janna and Yuumi, a soft revert to Zac's pre-patch 7.9 self, and a follow-up to the Master Yi changes from 9.10.
  • Voted for by players all over the world, Little Demon Tristana is ready to take on some mischief and will be available during this patch cycle. The Rainbow Fluft Icon and its special interactions when equipped will also be available for an extended amount of time in the store!
  • Finally, starting in 9.11, Challengers will get to experience the long-awaited golden recall animation in unranked queues and the ranked queues they're Challenger in.
  • Go get 'em, lions!
  • Full patch notes:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-911-notes

New in League of Legends 9.10 (May 14, 2019)

  • Hello fur-ends! Welcome to 9.10, the one where we greet the one, the only, the purr-fectly wonderful, Yuumi!
  • This patch, while smaller than the last, contains changes to some of the more spicy champions across various skill brackets like Master Yi, Riven, and Vayne. We're also following up on the changes we made to Soraka last patch to continue to encourage her ally-supporting playstyle and buffing a few champions who've been faltering as of late.
  • In addition, we've made some adjustments to Conqueror and Guinsoo's Rageblade due to their overperformance and must-pick natures for their core users.
  • Meow, let's jump right in!
  • Full changelog here:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-910-notes

New in League of Legends 9.9 (May 1, 2019)

  • Hey all. Welcome to the biggest patch of the year (so far.)
  • We're seeing huge changes to Aatrox and Tahm Kench, champions who've relied on specific aspects of their kit to dominate in some skill brackets of play, but make them suffer in others. Soraka's another one we're evaluating, with changes aimed at getting her back to the ally-focused support she was meant to be. A small pool of champions are also getting VFX updates, helping them feel more modern and be up to caliber in visuals to newer champions.
  • We're adjusting a wide assortment of runes as well, with the goal of having them compete with other runes and encourage more diverse rune paths.
  • Get ready for one of the longest reads of your week.
  • Full patch notes here:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-99-notes

New in League of Legends 9.8 (Apr 17, 2019)

  • How do you do, fellow kids? Welcome to the MSI 2019 patch.
  • Champions we've been seeing a lot of like Gnar, Kayle, Nautilus, and Trundle are getting more adjustments. But some not-too-commonly-seen champs like Amumu and Renekton have joined them. On the items front, we're making Grievous Wounds more consistent across items that have it and adjusting the cost of some marksmen items in light of similar reductions to others in the category over the past couple of patches.
  • To all you Gangplank and Miss Fortune cosplayers, say goodbye to Butcher's Bridge as it sets sail until next time in ARAM. But to all your Braum and Ashe fan girls and boys, let's welcome back the Howling Abyss! The team have assessed the feedback and data from the 9.7 ARAM mini-event and have made some decisions to changes that will be applied permanently (or not) starting 9.8.
  • Now skedaddle out of here and read on for more details.
  • Full patch notes: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-98-notes

New in League of Legends 9.7 (Apr 3, 2019)

  • Hey all! Some familiar faces this patch as we continue tuning on bullies like Kayle, Sylas, and Urgot. We also got some QoL changes to things like Predator, Immolate items, and the Practice Tool, as well as some updates to the vision row of Domination runes.
  • If you're looking to relax on the open seas, Butcher's Bridge is back for your ARAM-ing leisure so get ready to set sail, ban Ziggs, and put on your Ghostwalkers.
  • Full patch notes:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-97-notes

New in League of Legends 9.6 (Mar 20, 2019)

  • Hey beauties. We've got a whole bunch of stuff in this patch, including some small updates to features like LeaverBuster, frame-rate cap, and the Missions Tracker.There’s some tuning to champions we've been seeing regularly, including Neeko (who was nerfed midway through 9.5), Sylas, and Rek'Sai. Kayle is getting minor adjustments based on her first patch performance after being updated. We're bringing ol' Urgod back into relevance with a shield shuffle (it's on his E now!), general buffs, and walking turret mode.
  • Last thing: We broke double Tear Ezreal.
  • Full changelog here: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-96-notes

New in League of Legends 9.5 (Mar 12, 2019)

  • Not too many crazy new changes this patch, but we're following up with champs like Akali and Sylas, and tuning Conqueror. We're also throwing a bone to the Vi mains and taking a pass at changing up Skarner's Spires. There are a couple of other champions we're monitoring due to their reliance on Conqueror, but until those changes to the rune settle in, we won't be taking any immediate action. (Also, we're gonna nerf Ezreal in 9.6. Still deciding if it'll be via double Tear or Ez directly, but one way or the other... Ezreal nerfs.)
  • Full changelog here: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-95-notes

New in League of Legends 9.4 (Feb 21, 2019)

  • We're taking another pass at nerfing Urgot, along with first-time nerfs to some other dominant champerdogs. But we're also giving a little love to a troll, a horse, and a screeching Void monster. As a quick follow-up to marksman items, we're making some minor adjustments to Essence Reaver and Kai'Sa's recommended items (stop building Stormrazor first), but otherwise have kept things mostly untouched.
  • We also kneecapped the top lane Frostmancy strat partway through last patch, but it bears repeating here given the notoriety the strategy attained. We're looking into more permanent solutions to both Spellthief's Edge and Ancient Coin item lines, but for now we're carrying 9.3's mid-patch update forward.
  • Full patch notes here:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-94-notes

New in League of Legends 9.3 (Feb 6, 2019)

  • Welcome to 9.3, the patch that's like milk because we're alleviating a lot of spice. On the champion front, we're wrapping up mechanics cleanup on Aatrox, Akali, and Irelia to ensure they've got meaningful weaknesses opponents can capitalize on. Item-wise, we're taking a deep pass on marksman items to solve the build satisfaction issues marksmen have been frustrated by since midseason. We're also changing farm bounties so players who farm their way back from a deficit aren't treated the same as champs who ran away with huge CS leads to begin with.
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-93-notes

New in League of Legends 9.2 (Jan 24, 2019)

  • Hello everyone, and welcome to 9.2. This is our season start patch, and while it's a big one, it's pretty straightforward. Names we've heard way too often in recent months (Urgot, Ignite, Red Smite) are getting nerfs, while others we haven't heard in some time (Shyvana, Yorick, Sunfire Cape) are being buffed up. Remember: Knowledge is power, so make sure you're read up on 9.2's changes before charging into Ranked!
  • Full changelog :
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-92-notes

New in League of Legends 9.1 (Jan 9, 2019)

  • Welcome, one and all, to the first patch of 2019! We hope the holidays treated you well and you're rested up and ready for a fresh new year of League. Let's get into it!
  • At the top of the notes you'll see a special section for Kalista, Ornn, and Sejuani, all of whom have been much stronger in pro play than regular play. In all three cases, we're reducing the utility they offer to coordinated teams and offering them strength that's less tied to perfect timing, positioning, or communication. From there, we move into the bulk of our champion changes which feature direct buffs to a bunch of marksmen. In each case, we accentuated the unique strengths or highest moments they're picked for, but the impetus for all of them is the same: Marksmen on the whole ended 2018 in a rough spot. We've got some item work in the patches to come as well, so 9.1 isn't the end of the road to recovery. After that, the balance updates wrap up with rune adjustments, including a usability buff to Hail of Blades for champs with attack resets.
  • Best of luck in your matches on 9.1!
  • Full changelog: https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-91-notes

New in League of Legends 8.24b (Dec 18, 2018)

  • eason’s greetings all! This not-technically-a-patch (no skins or new features) brings one more round of balance changes to stuff your stockings with. You'll notice most of these patch notes are light on context, which is because most of the changes are in the "simple buff" or "simple nerf" spaces—we basically just want a champ or item to be stronger or weaker without significantly changing decision making. Pyke and Akali are the two exceptions, so we stuck 'em at the top.
  • Since this is a small patch we'll share a quick preview of 9.1, the first patch of next year. Expect to see a bunch more buffs to individual marksmen as well as sizable changes for Ornn and Sejuani to bring their regular play and pro play performances closer in line with each other. We'll also be following up on preseason's rune changes.
  • That's it for us! We on the patch notes team wish you a happy Snowdown and thank you for reading through over 72,000 words of patch notes this year. See you in 2019!
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-824b-notes

New in League of Legends 8.24 (Dec 7, 2018)

  • Howdy, everyone. It's been two weeks since preseason launched and our immediate focus is to knock down the highest risers. This gives us a better sense of how our changes are settling across the field, which in turn lets us know whether we should help underperformers on a champ-by-champ basis, or whether opting for systemic buffs will bring several up at once. Depending on how 8.24 goes, you may see some of those buffs in an end-of-year "8.24b" balance patch (a patch with no skins or features). There'll be a separate set of patch notes for that, so keep an eye out!
  • Returning to the present, the last real patch of the year means it's time for Snowdown. Grab your cocoa and your keyboard, and get ready for League's holiday festivities!
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-824-notes

New in League of Legends 8.23 (Dec 7, 2018)

  • It's time for preseason! This patch is less about the big meta shifts and gameplay evolution you've seen in preseasons past. Our focus is on refining your existing experience so the time you spend playing League is as satisfying as possible. We've got four major themes this year: laning phase is improved and slightly longer; comebacks are more achievable and satisfying; decided games resolve faster; and rune paths no longer dictate stat bonuses. As is customary, there are also bunch of changes that don't fit into those buckets too (Lissandra has a real passive now!).
  • This is the first sizable patch we've had in a few months, so there's surely something for you in it! Now get to reading, then get to playing.
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-823-notes

New in League of Legends 8.22 (Dec 7, 2018)

  • Welcome to the last patch before preseason! It's been a relatively quiet couple of months, but 8.22 revs the gameplay engine back up with a few bigger changes (Pyke and Time Warp Tonic). Worlds has come to an end and the foundations for the next year of League are dropping in a few weeks, so gather your strength and make the final push toward your 2018 goals!
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-822-notes

New in League of Legends 8.21 (Dec 7, 2018)

  • Welcome to 8.21! This patch continues the recent trend of lighter tuning: With preseason coming in about a month, we're avoiding bigger changes that may go completely sideways once the meta shifts. So for now, the name of the game is keeping things stable through the end of the season. We'll get out of your way up here—go read all the stuff below and keep pushing toward your ranked goals!
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-821-notes

New in League of Legends 8.20 (Dec 7, 2018)

  • Welcome to 8.20. This patch brings an update to League's most daring, well-dressed, genius, athletic, glory-bound, handsome explorer, Ezreal! (His words.) His gameplay is undergoing a less drastic transformation than past updates, but you'll look a heck of a lot better while slinging skillshots and nabbing bounties—and you still won't need a map.*
  • *Please always pay attention to your minimap.
  • Other than that, this one's a pretty quiet patch as we switch gears behind the scenes from Worlds balancing toward preseason preparations. We're mainly tuning a few things to be a little less lethal in the early/mid-game, other than Nami or Sion who should ideally die at least sometimes (up from never).
  • That's it! Get back to climbing ranked and watching Worlds!
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-820-notes

New in League of Legends 8.19 (Dec 7, 2018)

  • Welcome to the second round of changes focused on the World Championship, which starts next week! You might be wondering where the massive pro patch is this year—last year’s World’s patch had 23 changes, after all. This patch, rather than trimming power from the top picks in pro play we’ve been seeing, we’re going to be giving a few nudges to other champions that should help keep them in check. We don’t want to invalidate practice the pros have been putting in for the largest tournament of the year, so we’re just going to see if we can give them a few more options to consider. For buffs, we’re focusing on champions who could use a little extra power for competitive viability who also have some breathing room for the rest of us who haven't reached pro status (yet). We’ll follow up if anything gets out of hand.
  • We're also including a care package of visual and audio updates for a few older champions and effects. This should spruce things up both in your games and on your screens as you watch the tournament unfold.
  • Full changelog:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-819-notes

New in League of Legends 8.18 (Sep 25, 2018)

  • 8.18 brings us the first wave of changes focused on the World Championship later this year. In some cases, this means reining in outliers who are dominating pick-ban (as well as champs likely to take over once those outliers are addressed). Other times, it means buffing champs who are on the cusp of consideration—picks we nerfed earlier in the season, in a few cases. 8.19 will contain another round of these changes.
  • Back to the here and now, the Nexus Blitz alpha ends with 8.18, but we aren't leaving you high and dry. Odyssey, our newest event, is here, so join the crew and smash some space nerds!
  • Read the full changelog here:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-818-notes

New in League of Legends 8.17 (Aug 28, 2018)

  • Patch 8.17, the one where New Nunu's New Groove hits Summoner's Rift, and his four-armed buddy will umpack his bags and join him! If you're already feeling the call of the Freljord, you can consume more information in the links below.
  • Do you want to build the biggest snowball ever!? Before you do, check out the barrage of balance changes below so you have absolutely zero excuse for not knowing what's going on.
  • Bug fixes:
  • Fixed a bug where Phantom Dancer's Spectral Waltz passive would sometimes not trigger
  • Fixed a bug where Akali's R - Perfect Execution dealt damage to all opponents based on the health of the last enemy struck, rather than calculating damage individually for each
  • Maokai R - Nature's Grasp's sfx now correctly line up with the ability's duration.
  • Fixed a bug where ranged attacks and targeted projectiles would have their VFX appear from the champion's last seen location, if they were not currently in vision
  • Deep Sea Nami no longer leaves her spine behind while moving during her recall animation.
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-817-notes

New in League of Legends 8.16 (Aug 15, 2018)

  • The one where we buff up a few tanks, and some champions who have been terrorizing the Rift get taken down a peg.
  • First, we've noticed that tanks are struggling on the Rift. We don't want to put power into their itemization, so we're taking this opportunity to add some baseline power into their kits. Then, there's a few outliers who need to be kept in check, like Aatrox, Fizz, and Tryndamere.
  • Also, we're launching a two patch alpha playtest of Nexus Blitz, a new experimental game mode. It'll launch soon after the patch, so get out there and blitz the enemy Nexus!
  • Bug fixes:
  • Players are no longer blocked from creating custom games if they have dodged from champ select.
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-816-notes

New in League of Legends 8.15 (Aug 1, 2018)

  • As mentioned in previous patches, after the significant changes in midseason, we're mostly focusing on balancing outliers. As a result, this is a pretty small patch.
  • To start, we're taking a look at marksmen. They're still feeling some pain from their midseason changes (especially in mid-game when they can't yet afford multiple items), so we're decreasing the cost of their items to let them hit their power spike more quickly and decreasing their overall stats slightly to compensate.
  • Akali's rework also hits the Rift this patch, so be sure to check out her new abilities.
  • Bug fixes:
  • Fearing a champion with Nocturne's E - Unspeakable Horror no longer interrupts his attacks
  • Fixed a bug where champions with Absolute Focus falling under 70% health during their attack animation would have the attacks canceled and reset.
  • Fixed a bug where the first attack of Hail of Blades would sometimes cancel.
  • Stormrazor no longer incorrectly gives movement speed on every crit if the Stormrazor crit activated Conqueror
  • Kassadin's W - Nether Blade on-hit SFX have been restored
  • SSG skins are now listed properly as World Champions: 2017 in the Skins Collections tab
  • Several missing VO lines for God King Darius and God King Garen have been restored
  • Push-to-talk settings are now correctly saved between sessions

New in League of Legends 8.14 (Jul 18, 2018)

  • Over the last few patches, the game has seen some pretty hefty changes to the jungle, mid lane, marksmen, and Aatrox. For the next few patches, we'll be dialing it back and doing some smaller-scope changes, mostly balance tweaks.
  • First, you'll notice two new section as of last patch: simple buffs and simple nerfs. For the most part, that's for self-explanatory changes designed at making a champion stronger or weaker but not really altering their playstyle all that meaningfully.
  • We're also following up on the Aatrox rework, looking to reduce some of his overbearing lane presence and give him more to do in late-game teamfights. Finally, we're taking a small dive into two of our AP assassins (Fizz and Ahri) to make their gameplay a bit more intuitive and satisfying.
  • Bug fixes:
  • Recurve Bow no longer incorrectly applies on-hit damage to towers if the champion has enough ability power to deal magic damage to towers
  • Charm effects now correctly cause Scuttle Crab to take increased damage
  • Wukong's W - Decoy now correctly takes true damage from champions with Conqueror
  • Fixed a bug where Bone Plating's cooldown was incorrectly reset when revive effects were triggered
  • Fixed a bug where Bone Plating would cause Zac to revive if all of his Passive - Cell Division blobs were killed at the same time
  • Shields on Star Guardian Ezreal are no longer misplaced during his dancing animation
  • PROJECT: Leona's E - Zenith Blade's VFX no longer pass through Yasuo's W - Windwall
  • Meowkai's Laugh SFX no longer stack when the emote is spammed
  • Skin-specific SFX have been restored for Santa Draven
  • Dark Waters Diana's R - Lunar Rush no longer causes frame drops when used on an enemy from Fog of War
  • Certain shield particles from items and champion abilities no longer render through terrain during the animation of God-King Darius' R - Noxian Guillotine
  • Updates have been made to Pulsefire Twisted Fate to increase gameplay clarity
  • Hextech / Star Guardian Poppy no longer display base Poppy's VFX when an enemy destroys the P - Iron Ambassador buckler
  • Twisted Fate's E - Stacked Deck empowered attacks now correctly deal their bonus damage if Twisted Fate dies while they are traveling
  • Twisted Fate's E - Stacked Deck counter no longer gets confused after he is affected by a revival effect (Guardian Angel, Zilean's R - Chronoshift)
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-814-notes

New in League of Legends 8.13 (Jul 6, 2018)

  • Cleaned up a lot of the outliers left as a result of the large changes over the past few patches.
  • First, we're putting some strength back into the kits of a number of crit marksmen, who have been facing stiff competition in bot lane. We're aiming to hold onto some of that lane diversity, but we want to make sure that enough marksmen (especially the "attack you a lot in a row and crit a ton" type) feel solid.
  • Since we've got some more games in the rearview mirror since Irelia's rework and Pyke's release, we're tweaking both of those champions to push their playstyles away from some of the free burst they have.
  • Finally, Aatrox hAas gotten Aa rework, so look out for the revamped Darkin Blade on Summoner's Rift!
  • Bug fixes:
  • Bots no longer purchase Banner of Command on the black market after its removal from the shop
  • Fixed a bug where closing a rune page after making an edit didn't prompt for a save
  • Caitlyn's Passive - Headshot no longer interacts with Stormrazor to deal extra damage while the Stormrazor buff is inactive
  • Predator's active cooldown is no longer incorrectly refreshed by completing the gold income item's quest clear
  • Presence of Mind now correctly partially refunds the cooldown of Rek'Sai's R - Void Rush and Yasuo's R - Last Breath
  • Caitlyn's R - Ace in the Hole now correctly updates its range for the first use after leveling it
  • Jhin's E - Captive Audience no longer fails to play sound and animation if the trap is triggered in brush
  • Pet attacks more accurately draw turret aggro
  • Gun Goddess Miss Fortune's hand VFX glow now shows appropriately on her hand, as opposed to on the ground below her
  • Shields and bindings on Playmaker Lee Sin's model are now appropriately sized
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-813-notes

New in League of Legends 8.12 (Jun 13, 2018)

  • In recent history, we've seen mage changes in 8.9, jungle shifts in 8.10, and most recently marksman adjustments in 8.11. 8.12 ends this "midseason" timeframe—so named because we're in the middle of the season but no single patch was kingmade as a "Midseason" event. A few final systems changes are in this patch, but our focus has otherwise already shifted to followup. The plan between now and preseason is mainly to smooth out the rough edges and balance issues, meaning until preseason comes around, patches will be less disruptive than what you've seen over the past few months.
  • Back to 8.12! We're tuning down the duration of allied shield abilities and the strength of the Forbidden Idol item line with the goal of making shields fairer for enemies to play against. If you were watching PBE this patch, you also saw some item changes to help fighters carry late-game teamfights. Fighters have gotten stronger over the past few patches thanks to what's changed around them, and the landscape is still rapidly shifting. We're holding off on most of these changes until the dust clears, lest we power up a class that no longer needs the help.
  • Bug fixes:
  • Corki's bolts from Runaan's Hurricane are now properly converted to partial true damage against champions when they critically strike while Corki has Infinity Edge, and no longer partially convert to true damage against non-champions
  • Ivern can no longer channel Passive - Friend of the Forest on a small wolf or razorbeak to quickly collect them after attempting to channel his passive on the big monster in the camp
  • Fixed an infrequent bug where Rift Scuttler would occasionally heal back the first instance of damage dealt to it
  • The Crushing Blow proc on Dead Man's Plate now properly deals magic damage for ranged users
  • VFX have been restored for Pulsefire Caitlyn's E - 90 Caliber Net
  • Icon for the Crest of the Rooster ward is no longer off center in Champion Select
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-812-notes

New in League of Legends 8.11 (May 31, 2018)

  • Brings a bunch of changes to marksman items and runes, as well as base stat shifts across the roster. We're opening the door for non-crit builds to shine by adding or reworking new tools for spellslingers and lane bullies alike, and by reining in lane sustain to make early aggression a more effective path to victory. Many of these options should be pretty appealing to AD fighters and assassins as well, so make sure to check the changes out regardless of your lane preference.
  • We've also got some follow-up tuning to last patch's work on the jungle. We're seeing teams adjust to Rift Scuttler as a contestable objective in the early game, with laners becoming more willing to help their jungler secure the crab. We're slightly lengthening its respawn time so these river fights are a little less frequent, making the regular camps a little bit more rewarding to avoid pushing junglers back in experience across the board. A few of the stand-out scuttle slayers are also taking a few hits so other junglers can compete.
  • Of course, none of this matters if you're on Pyke's list. Don't let his support tag fool you—if you turn your back on the Bloodharbor Ripper, you'll find yourself sinking to the bottom of the sea. Or the ranked ladder. Same thing, really
  • Bug fixes:
  • Players are no longer presented with the reconnect dialogue after exiting Practice Tool.
  • Aurelion Sol can now correctly be knocked up or back during E - Comet of Legend
  • Fixed an interaction between Hextech Flashtraption and Unsealed Spellbook which would allow players to get two Flash summoner spells
  • Ryze can no longer kill Tryndamere through his R - Undying Rage with his E - Spell Flux Q - Overload combo
  • Dead minions no longer sometimes block champion pathing
  • Guardian no longer incorrectly activates from ally corpses.
  • Yasuo's Passive - Way of the Wanderer now correctly generates a shield in response to damage from Shaco's R - Hallucinate clone.
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-811-notes

New in League of Legends 8.10 (May 16, 2018)

  • This patch we're checking out the jungle and rethinking the way we do kill streak bounties.
  • First, the jungle. We've had to take efforts to dial back the amount of pressure junglers can exert early, but we're pushing that harder in the direction of the jungle camps. TL;DR, most jungle camps will be worth less experience early, but the Rift Scuttler will be worth a lot more. The jungler who can win the fight for River Crab—or sneak one when the other jungler can't respond—will be at an experience and sustain advantage, and can turn that into plays around the map.
  • Next up, bounties. We've long cast bounties as a team objective: Kill the fed enemy for a boost of gold that can get your team back in the game. At the root of that is the ability to come back from a game that might otherwise snowball out of control. However, at the moment, spreading that reward to the whole team prevents individual players from feeling fully rewarded for their big plays.
  • Finally, we're conducting a balance pass on non-keystone runes. The rune system has had some time to breathe (and adapt to new or changed keystones), so we're going through and tuning a number of the minor runes.
  • Bug fixes:
  • LeBlanc's E - Ethereal Chains now correctly reveals stealthed champions
  • Fixed a bug where swapping Hexflash to a different summoner would prevent that summoner spell from being used while in-combat
  • Kennen's W - Electrical Surge passive damage now correctly appears on Death Recap
  • Swain's E - Nevermove no longer incorrectly deals double damage to epic monsters
  • Presence of Mind now correctly reduces cooldowns for kills or assists while dead
  • Talon’s E - Assassin's Path will now be less likely to vault Talon in the opposite direction than was intended
  • Bard no longer can stun units against Gangplank's E - Powder Keg with his Q - Cosmic Binding
  • Garen's Q - Decisive Strike now correctly damages Teemo's R - Noxious Trap mushrooms
  • League Voice will now be more respectful of your default communications device
  • Beemo now flies out of the fountain at game start using Homeguard
  • Battlecast Cho’Gath’s E - Vorpal Spikes now sound more in line with the skin’s theme
  • SFX now only play once during Dragon Trainer Lulu’s dance
  • Star Guardian Ahri’s familiar no longer echos during Ahri’s joke
  • Activating Shurelya’s Reverie will no longer cancel channels
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-810-notes

New in League of Legends 8.9 (May 5, 2018)

  • This patch, we're looking at mages, mana, and spellcasts. Over time, waveclear champions have slowly edged out all other champions in mid lane, to the detriment of overall playstyle diversity. Basically, it's become too easy to spam your spells on waves, and the items which give you the mana to do so are also just the best choices. We're updating the core mana items mages buy, the base mana/mana regen of mages, and more.
  • On top of that, we're looking at game pacing over the next few patches. We want to make sure that there are fewer games that feel like they're lost but just won't end for awhile. The first step is looking at objectives. First, we're making Baron more accessible when you're ahead, but also more contestable in closer games. We're also upping the strength of Rift Herald when teams are able to safely shepherd it, but also increasing the ability of opposing teams to kill it when they see an opening.
  • Finally, we're reworking Unsealed Spellbook. The old model mostly meant "you get to flash more," and we're trying to create a keystone that really sells the fantasy of getting to play around with the whole spellbook, not just two summoner spells.
  • Bug fixes:
  • Fixed a bug where Katarina's R - Death Lotus could not be cast if enemies in range could not be seen
  • Katarina can now correctly ping her R - Death Lotus if no valid targets are nearby
  • Azir is no longer missing VO lines for R - Emperor's Divide
  • Manaflow Band can no longer be triggered by certain items
  • Casting summoner spell Exhaust now correctly puts the caster in combat
  • Fixed a bug where the bonus attack damage did not count towards Zed's bonus attack damage scaling on Q - Razor Shuriken
  • Fixed a bug where certain zombie states prevented future stacking of Manaflow Band
  • Fixed a bug where Varus's W - Blighted Quiver's basic attack played the base skin's sound effects instead of those for whatever skin was in use
  • Muramana and Seraph's Embrace now correctly grant gold when sold
  • Shockblade Zed Ruby Chroma no longer steals particles from Championship Zed if both skins are present in the same game
  • Forecast Janna's umbrella no longer gets burnt before the lightning strikes her during her joke animation
  • Dragonblade Riven's E - Valor trail is no longer invisible on lower graphics settings
  • Death Blossom Kha'Zix's wings from E - Evolved Leap no longer lose textures and transparency when recalling
  • El Macho Mundo's W - Burning Agony particles are no longer base and have been restored to orange fists
  • Pool Party Rek'Sai's tunnels now properly use the correct textures and base tunnels can no longer be seen through the deflated tunnels
  • VFX have been restored for Zilean's Q - Time Bomb's expiration
  • Unique SFX for W - Blighted Quiver have been restored for Varus and all skins.
  • Birdio is no longer incorrectly listed as a Mythic skin
  • VO lines have been added to Azir's R - Emperor's Divide that are now consistent on all skins and base
  • Championship Thresh's R - The Box VFX are no longer misplaced if the ability is cast while moving
  • Captain Fortune's shoulders no longer clip through her coat during her recall animation
  • Glaive Warrior Pantheon's cape now moves more naturally during all of his animations
  • Malzahar's Q - Call of the Void VFX no longer flicker
  • Shyvana Bot no longer becomes dormant while in Dragon form
  • Rammus Bot no longer becomes dormant while in Q - Power Ball
  • Fixed a bug where Teemo's R - Noxious Trap mushrooms and Jhin's E - Captive Audience would trigger repeatedly against intro bots
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-89-notes

New in League of Legends 8.8 (Apr 18, 2018)

  • Welcome to patch 8.8! As we move towards the middle of the season, the next few months will be jam-packed with a bunch of events (MSI, the launch of Clash, and start of the summer split to name a few). This puts a lot of pressure on specific patches, so "big patch, small patch" is gonna look like "medium patch, medium patch" for a little while.
  • That being said, there are some pretty big changes this patch! First, we're taking a look at a duo of champions who we've struggled to handle. As we tried to make LeBlanc and Ahri less frustrating to play against, we ended up shifting them too far away from being assassins; instead shaping them into mages that kite opponents with mobility and crowd control. This patch, we're trying to push them back into an assassin playstyle, while keeping some of the fairness gains of their prior updates. We'll have to keep an eye on them in the coming patches, but in general they should excel at bursting priority targets and snowballing that lead into a win.
  • Bug fixes:
  • Fixed another way where Warwick's Q could double-cast. We're pretty sure it's the last one.
  • Cannon minion gold value now correctly scales past 87 gold
  • Clones can now correctly be feared by Volibear's Majestic Roar
  • Fixed a bug where Tiamat counted towards procs for Electrocute or Phase Rush.
  • Snow Fawn Poppy's recall and spell SFX have been restored and no longer use base SFX
  • Seams have been minimized on Pool Party Graves and all of his chromas when on lower graphics settings
  • Seams have been minimized on Renektoy chromas when on lower graphics settings
  • Seams have been minimized on Arcade Miss Fortune chromas when on lower graphics settings
  • Texture compression is now more consistent across Darius' chroma pack
  • Sandstorm Ekko's hourglass and Chrono Blade are now better attached to his model during all of his animations
  • The orb during Reaper Soraka's Recall has been restored
  • Santa Draven's Q - Spinning Axe landing location's particles are no longer overlapped by on-ground area of effect abilities' particles
  • Pool Party Lulu's Pix attack projectiles are no longer missing their trail particles
  • Nightbringer Yasuo's and PROJECT: Yasuo's Q - Steel Tempest ground particle no longer clips into the ground on elevation change
  • Iron Solari Leona's R - Solar Flare decal will no longer be improperly rotated on lower graphics settings
  • Q - Light Binding for Elementalist Lux no longer fade out prematurely when compared to other Lux skins
  • Dreadnova Darius' idle VFX have been restored
  • Particles during Woad King Darius and Dunkmaster Darius' critical attacks are no longer misplaced
  • Unique particles have been restored for Cosmic Reaver Kassadin's Auto Attack on-hits and W - Nether Blade
  • Unique particles have been restored for all of Conqueror Karma's spells
  • Blood Moon Twisted Fate's Recall animation no longer has missing pixels
  • The catling that Meowkai holds in his hand has been found and safely returned to him!
  • Snow Day Graves' eyes now properly follow his head's movement during all animations
  • Nami's laugh VFX once again play properly when emote is used
  • Leprechaun Veigar's W - Dark Matter VFX once again have rainbows!
  • Star Guardian Soraka's homeguard VFX once again properly overlay the champion's model
  • Freljord Taliyah once again has basic attack on-hit VFX when hitting structures and jungle monsters
  • SKT T1 Ryze's crowd cheers have been restored in his Recall animation
  • Shiny VFX are no longer missing on Ashen Lord Aurelion Sol's sunglasses during his joke animation
  • Secret Agent Xin Zhao's recall SFX have been restored
  • SKT T1 Ekko is no longer missing VFX during his joke, taunt, dance, and death
  • Steel Legion Garen's Villain Mark is now at the same height when comparing it to enemy and ally perspectives
  • Battle Boss Malzahar’s recall VFX have been restored
  • Lancer Paragon Blitzcrank / Lancer Rogue Blitzcrank’s Recall is no longer missing lightning effects VFX
  • Astronautilus’ helmet VFX no longer linger after W - Titan’s Wrath has expired
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-88-notes

New in League of Legends 8.7 (Apr 5, 2018)

  • Welcome to patch 8.7, the one where we nerf Irelia. Sorry, I'm being told that's update Irelia. Everyone's favorite Blade Dancer is hitting the Rift with a new model and kit.
  • We're also following up on the Duskblade changes from last patch, visiting the assassins who were affected more—or less—than we'd expected.
  • Finally, we're hitting Ninja Tabi. Those boots had taken over as the dominant choice, and while that makes sense on tanks, it's a bit concerning when they're such a compelling purchase for marksmen as well.
  • Bug fixes:
  • Fixed a bug where Circlet of the Iron Solari (Ornn's Locket of the Iron Solari upgrade) would not grant shields to units affected by a recent cast of Locket or Circlet of the Iron Solari
  • Birdio no longer has redundant white trail VFX after using E- Justice Punch
  • Birdio's Q - Winds of War fade out VFX are no longer misplaced when ability is cast from lower to higher elevation change
  • Cassiopeia now correctly plays the on-hit VFX for her basic attacks
  • Blood Lord Vladimir's idle blood orb VFX have been restored
  • Night Hunter Rengar's player screen once again has a blue overlay when R - Thrill of the Hunt is active
  • SKT Nami's recall signature has been restored
  • Star Guardian Ahri's base joke no longer plays if there's an enemy Ahri on the opposite team
  • DJ Sona's Concussive form VO lines are no longer cut off when played
  • Uncle Ryze's eagle screech can once again be heard when he uses R - Realm Warp
  • Classic, Spellthief, Sorceress, Commando, and Imperial Lux skins once again have their shiny staff VFX!
  • Dreadnova Darius' recall VFX have been restored
  • Gun Goddess Miss Fortune's leg no longer stretches during several animations
  • Gun Goddess Miss Fortune's arms are no longer weighted improperly during her dance animation
  • Pizza Delivery Sivir no longer uses classic VFX and SFX when using her auto attacks
  • Pizza Delivery Sivir's auto attack projectile is no longer misaligned
  • Sweetheart Rakan and base Rakan's R - Grand Entrance has been optimized, which will eliminated reported frame drops
  • The chain anchors in Hextech Alistar's recall animation no longer change positions if Passive - Triumphant Roar is triggered while recalling
  • Lunar Empress Lux once again has her light VFX on death
  • When in a mirror match, the opposing Singed no longer steals Beekeeper Singed's E - Fling VFX
  • Battlecast Prime Cho'Gath's maw is no longer rigged improperly when using his emotes
  • Bard no longer T-poses when laughing
  • Snow Day Bard and Elderwood Bard no longer use base VFX when placing W - Caretaker's Shrine
  • Bard and Bard Bard are no longer missing approach lines when clicking on E - Magical Journey to enter the portal
  • Sir Kled's weapon textures are no longer misaligned on his blade
  • The back side of Wildfire Zyra's Thorn Spitters' leaves are now fully textured
  • Seam lines have been minimized on Cottontail Teemo, Urf Kench, Worldbreaker Nasus, Oktoberfest Gragas, Perseus Pantheon, and Viscero Xin Zhao
  • Weighting has been adjusted on Meowkai's chin to avoid a weird texture break
  • Lord Darius' loincloth texture is now more consistent across various graphics settings
  • Radiant Wukong no longer keeps a stone overlay once reviving
  • Radiant Wukong's homeguard animation has been restored
  • Snow Day Graves' W - Smoke Screen on-ground indicator now properly renders over elevation change
  • Riot Graves’ visor is now fully opaque
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-87-notes

New in League of Legends 8.6 (Mar 22, 2018)

  • Welcome to patch 8.6, the next big patch in our little patch, big patch cycle. This time around, we're taking a look at Duskblade and how it affects its core users. We think it brings too much power, but we wanted to make sure we gave those champions additional power if we're stripping some from Duskblade.
  • Then, we're introducing two new runes: one for champions who want to stay in fights for extended durations, and another for squishy champions who want a burst of early durability.
  • Finally, while we're mostly happy with where they've ended up since the update, we're still tweaking some of the mage items.
  • Bug fixes:
  • Fixed a bug where Vi's empowered attack from E - Excessive Force was being blocked by spell shields
  • Press the Attack now correctly plays its lock-in sound when selected
  • Xin Zhao no longer stops attacking after casting W - Wind Becomes Lightning
  • Pinging a gold income item now displays the correct amount of gold needed to finish its quest
  • Relentless Hunter's out of combat movement speed now correctly falls off when its user is dealt damage
  • Entities created by champions (Illaoi tentacles, Shaco boxes, Teemo mushrooms, etc) no longer count as wards for the purpose of placing and destroying them
  • Fixed a bug where Gangplank's basic attack, when empowered by Sona's Q - Hymn of Valor, would detonate his E - Powder Keg barrels
  • Kai'Sa now correctly swaps out Aftershock for Grasp of the Undying if she is equipped with an Aftershock rune page
  • Syndra's W - Force of Will now correctly makes Malzahar's W - Voidlings untargetable while they are held
  • Dark Star Jarvan IV's VO processing has been restored
  • Tyrant Swain no longer plays base Swain's VO lines after killing an objective
  • PROJECT: Jhin's music once again plays at the beginning of the game upon first move
  • Q - Blinding Dart VFX have been fully restored for Astronaut, Cottontail and Super Teemo
  • Fnatic Corki's The Package VFX are no longer misplaced when picked up
  • Infernal Nasus' Q - Siphoning Strike special stack count interaction VOs have been restored
  • Game audio volume slider behavior has been restored to normal
  • Various loud SFX, such as end of game banner, recall, level up, and gold collection, have been restored to their proper volume level
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-86-notes

New in League of Legends 8.5 (Mar 7, 2018)

  • This patch we're taking a look at professional outliers, some of whom have been problem children for awhile now (Azir, Galio, Ryze). We're also revisiting Zoe after heavy nerfs last patch, giving her power back in places we think should be healthier in the long run.
  • Then, we've given a couple of juggernauts (Skarner/Volibear) more utility since preseason, but those changes have left them overly dominant. We're dialing back to a middle ground in between their old state and their current state.
  • Finally, League of Legends newest marksman, Kai'Sa, is setting foot on the Rift. Bring an umbrella: the forecast calls for Icathian Rain.
  • Bug fixes:
  • Alistar can now correctly queue up orders other than Q - Pulverize during W - Headbutt
  • The Bone Plating rune no longer goes on cooldown without doing anything when Yasuo's Passive - Way of the Wanderer activates
  • Fixed a tooltip bug where selling Spellbinder then undoing the sell would restore the stacks you had before selling, but cause the counter on the buff bar to visually restart
  • The Madness passive on Haunting Guise and Liandry's Torment no longer modifies true damage, matching rules around other damage-amplifying effects (ex. Vladimir's R - Hemoplague)
  • Completing the quest line for Timeworn Targon's Brace and Timeworn Face of the Mountain no longer causes the Spoils of War passive to heal for an incorrect amount
  • Lux's Q - Light Binding projectile now visually disappears after it hits a second target, since it doesn't actually do anything after that point
  • Battlecast Cho'Gath's E - Vorpal Spikes no longer use classic SFX when Cho'Gath has 10+ stacks of R - Feast
  • Dark Star Jarvan IV's recall VFX no longer appear underground when he uses Zhonya's Hourglass
  • Forecast Janna’s “I'm live at the scene and it's just... cats and dogs here” VO line once again plays at the beginning of the match if conditions are met
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-85-notes

New in League of Legends 8.4 (Feb 22, 2018)

  • Welcome to patch 8.4, the one that's pretty huge. No, really. We've changed our patch cycle to alternate between larger game updates and shorter balance tweaks. This is probably our first true "big patch," so it's structured differently than normal.
  • First, we're looking into mage itemization, and there's been a minor overhaul on those items. Mages often have fixed build paths, so we wanted to give them new items—and revamp the old ones—to create more choice overall.
  • After that, let's go top lane. We've seen a few top laners make the laning phase too consistent with sustain or base damage: Most champions can't fight them, and they can just avoid the ones who can. We want to make a more variant top lane, so we're addressing those outliers and working to make a more satisfying experience overall.
  • Finally, we're pushing some big changes to a few champions we think require the gameplay changes. There's Zoe, Rengar, and Volibear, plus some smaller changes mixed in.
  • Bug fixes:
  • Zoe can now correctly use R - Portal Jump to get out of Swain's R - Demonic Ascension's drain circle
  • Fixed a bug where Renekton's abilities failed to grant Renekton the correct amount of Fury when initiating combat
  • Remnant of the Ascended now is correctly filtered under health, not armor
  • Fixed a bug where Swain could remain in R - Demonic Ascension when affected by Lulu's Whimsy
  • Amumu's W - Despair now correctly deactivates when he runs out of mana
  • Ryze's E - Spell Flux now correctly spreads to nearby units when it kills units who have any form of life after death
  • Fixed a bug where Dragon takedowns would give a 30 second discount on the Magical Footwear timer
  • Fixed a bug where a champion's primary ability resource bar remains under the champion portrait after their first death (and only their first death)
  • Trading champions now correctly selects the correct skin (last one used)
  • Udyr's W - Turtle Stance and Akali's Passive - Twin Disciplines now correctly trigger Overheal
  • Activating Gragas' W - Drunken Rage while attacking an inhibitor will no longer cause him to path towards the blue side fountain
  • Kalista will no longer path towards the blue side fountain if given a movement command to dash while attacking an enemy inhibitor
  • Zoe no longer ignores unit collision for the rest of the game after using R - Portal Jump
  • Skarner will now correctly stun targets afflicted by E - Fracture's Crystal Venom if they received the debuff in between when he began and initiated the attack
  • Fixed a bug where Corrupting Potion could not be used if a Mana Potion was currently in use
  • Thornmail now correctly applies the Cripple debuff to minions and monsters attacking its owner
  • Fixed a bug where jungle monster patience meters would not change color as the player lost aggro
  • Sweetheart Rakan’s health bar has been adjusted so it no longer obscures several animations
  • Mecha Kha’Zix chromas’ Void Assault (R) VFX are now always visible to the enemy when used
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-84-notes

New in League of Legends 8.3 (Feb 7, 2018)

  • Welcome to patch 8.3, the one where Swain gets a shiny, updated kit. A few champions have been standing out not necessarily because they're the strongest champions, but because they're the most generalist, so we're sharpening their intended weaknesses to give opponents more deliberate counterplay.
  • Then there's our iconic basic attackers. Master Yi and Tryndamere have been having a rough year, so we're giving them a bit more damage to help them be more relevant. We don’t intend to fix all of their problems this time around, just make them feel less weak.
  • Finally, we're gnawing at the outliers of mid and marksman rosters. There are a few top picks that outclass the others, and some old favorites who have fallen heavily out of favor.
  • So grab your Noxian demon arm, remember that the bird is the word, and get out on the Rift and crush your enemies.
  • Bug fixes:
  • A character with the Zombie Ward rune no longer incorrectly creates Zombie Wards when killing a player-summoned trap
  • Gold-generating items now correctly continue to show how much gold has been accumulated with the item after its quest completes
  • Fixed a bug where Kalista's Passive - Martial Poise could fail to trigger at high attack speeds
  • Fixed a bug where Syndra's W - Force of Will failed to make grabbed targets invulnerable to minion attacks
  • Fixed a bug where Tahm Kench'sW - Devour failed to make devoured targets invulnerable to minion attacks
  • Fixed a bug where the minion targeted by Sion's E - Roar of the Slayer was incorrectly not made invulnerable to minion attacks
  • Turret icons on the minimap are now correctly destroyed when the tower is destroyed, not after the healthbar animation completes
  • Sion's Q - Decimating Smash now correctly refunds its cooldown to 2 seconds when Sion is crowd-controlled during its cast
  • Fixed a bug where Ivern recasting Q - Rootcaller counted as casting his ultimate for the purposes of stacking The Ultimate Hat rune
  • Fixed a bug where Sion levelling W - Soul Furnace while in his Passive - Glory in Death caused issues with the amount of maximum health Sion gains from killing enemy units
  • Cosmic Dawn Rakan no longer has a receding hairline. VFX no longer reveal the bottom of his head.
  • Lunar Guardian Warwick's gem glow on his gauntlet is no longer misplaced
  • Sweetheart Xayah's model no longer disappears when landing after using R - Featherstorm
  • Sweetheart Xayah's R - Featherstorm daggers are no longer misplaced underneath her model when returning to her.
  • Map specific and Star Guardian music no longer plays simultaneously on The Twisted Treeline, Howling Abyss and The Crystal Scar maps
  • Revive voiceovers are now correctly heard even if the camera does not have vision of the fountain before certain champions revive
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-83-notes

New in League of Legends 8.2 (Jan 25, 2018)

  • For the history of LoL, minions have rushed to defend their allies against any champion who hit them with a basic attack, but those same minions merely watched on as Pantheon chucked spears or Cassiopeia sank Twin Fang after Twin Fang into you. After this patch, no more. Minions now understand that targeted spells are mean, and they'll respond just as if they were basic attacks. This is a pretty big change, so we're headlining it here, but a full list can be found below.
  • With that being said, there are a few junglers terrorizing the Rift recently, and we're taking the chance to knock them down a peg so that laners (and junglers) everywhere can feel a bit safer. Same goes for marksmen, and the names probably won't catch you by surprise.
  • Bug fixes:
  • Janna's R - Monsoon no longer incorrectly knocks back champions who are protected by spell shields
  • Galio's W - Shield of Durand shield now correctly returns out of combat after falling off
  • Ashe's E - Hawkshot no longer procs spell shields when flying through champions out of Ashe's self-vision
  • Jayce's E - Thundering Blow no longer disables Flash and Hextech Flash when used on a champion with Hextech Flashtraption shortly after they have flashed
  • Fixed a bug where if Aftershock had already been triggered, the owning champion's death would cause the damage effect to apply early
  • Fixed a bug where if a champion with Aftershock immobilized a champion after their death, their corpse would trigger Aftershock as normal
  • Hard crowd control effects no longer incorrectly interrupt Anivia's R - Glacial Storm channel or Aurelion Sol's W - Celestial Expansion when the spell applying the crowd control had been blocked by a spell shield
  • Omega Squad Twitch's Q - Ambush Camouflage VO lines have been restored
  • Santa Braum is no longer missing his purchase and champion-specific taunt VO
  • Star Guardian Lux's staff is no longer missing its glow
  • Ambitious Elf Jinx's Q - Pow-Pow now uses skin-specific SFX, as opposed to base
  • Star Guardian Miss Fortune's beam VFX have been restored during her B - recall animation
  • Pentakill Olaf's Q - Undertow once again makes a cymbal crash sound!
  • Headhunter Rengar's chromas R - Thrill of the Hunt True Sight SFX no longer persist on an enemy target
  • Battle Boss Malzahar's W - Void Swarm and E - Malefic Visions SFX have been toned down and are now less noisy
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-82-notes

New in League of Legends 8.1 (Jan 12, 2018)

  • The Ranked ladder resets with this patch, so we’ll see you out there for placements. To go with that, there are a few updates to the Honor system aimed at rewarding honorable players with some sweet loot.
  • Bug fixes:
  • Fixed a bug where Galio's shield from W - Shield of Durand would expire, rather than refresh 12 seconds after taking damage
  • Champions with manaless abilities (such as Elise or Nidalee in Cougar form) can no longer stack Tear of the Goddess with their manaless abilities
  • Energy or resourceless champion—such as Riven or Yasuo—can no longer stack Tear of the Goddess. Their allies can still stack tears, however.
  • Gangplank's Q - Parrrley now correctly goes on cooldown on cast start instead of cast end
  • QTPie—oops, we mean Zac—will no longer get stuck in his R - Let's Bounce! animation continuously if he revives with Guardian Angel after during the cast animation
  • Vayne's first Q - Tumble attack out of R - Final Hour's stealth can now correctly be heard/seen
  • Fixed a bug where many hard crowd controls would interrupt several charged/channeled abilities even when they had been blocked by a spell shield
  • Fixed a bug where the healthbar fade and shake animations were displayed even if "Show Health Bar Shake" option was disabled
  • Super Galaxy Gnar's transformation to and from Mega Gnar has been visually changed to remove a seizure risk
  • Fixed a severe client load time issue for players using macOS version 10.8 or earlier. To get the fix, you'll have to completely reinstall League
  • Gangplank's R - Cannon Barrage cooldown will no longer reset when buying the Raise Morale upgrade
  • Cho'Gath's E - Vorpal Spikes-empowered attacks no longer interrupt the basic attacks of enemy champions they hit
  • Ornn's W - Bellows Breath “Brittle” proc and the Grasp of the Undying Keystone rune no longer apply their effects if the attack that would apply them is blocked
  • Nidalee's Cougar Q - Takedown no longer damages enemies if its empowered attack is dodged
  • Fixed very rare instances where canceling an auto attack could also cause an in-flight projectile (ex. E - Grasping Roots) to disappear
  • Fixed a bug where chaining certain dashes together would cause the second dash to last for the same duration as the first. If any Maokais were wondering why W - Twisted Advance took so long to reach a target after exiting Tahm Kench's R - Abyssal Voyage... that's why.
  • Clicking on an enemy tower will now consistently show its item inventory
  • Elementalist Lux's R - Final Spark water form VFX have been restored
  • Elementalist Lux's Q - Light Binding fire form VFX have been restored
  • Nunu Bot's arms are no longer missing electric VFX
  • Sherwood Forest and Woad Ashe's Q - Ranger's Focus now have appropriately themed bolts when using Runaan's Hurricane
  • Pool Party Lulu's R - Wild Growth ground VFX no longer slowly pulse on low and very low settings
  • Jade Fang Cassiopeia's R - Petrifying Gaze overlay is no longer overwritten by Rylai's Crystal Scepter
  • River Spirit Nami's orbs on E - Tidecaller's Blessing are no longer offset during rotation
  • Bat VFX have been restored on Bewitching Nidalee's Cougar Q - Pounce when jumping towards hunted targets
  • Ambitious Elf Jinx's W - Zap! trail no longer appears in front of the candy projectile
  • Ambitious Elf Jinx's hair no longer stretches unnaturally during several animations
  • Animal VFX for Spirit Guard Udyr's dance have been restored when he's in rank five W - Turtle Stance
  • Hextech Kog'Maw's E - Void Ooze VFX around the spit blob projectile no longer disappear beneath elevated terrain
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-81-notes

New in League of Legends 7.24b (Dec 15, 2017)

  • We've mentioned a few times that there'd be one more set of balance changes before the end of the year. Well...here it is! "7.24b—the b is for balance!" Unlike standard patches, this one doesn't require a download, so if you're reading these notes within six-ish hours of publication, watch for a ticker to confirm we're live.
  • Back to the patch! Today's big theme is toplane—particularly the fighters and items that call it home. Many have felt the pain of losing Fervor, and while we buffed a few in 7.24 proper, we're targeting a few more today. We're also looking at a few champs south of baron pit that are doing too well (~Hello Corki, my old friend~), and have power adjustments to the Sorcery path to boot. Worth mentioning: even though we're balancing about as many things as a regular patch, our changes are numbers-only (except for Zoe). Stability's the name of the game today.
  • As a note for the patch notes themselves, we're trying a new structure that groups changes by theme, rather than content type. That also means we're writing context on a per-theme level, rather than per-change as usual (with a few exceptions).
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-724b-notes

New in League of Legends 7.23 (Nov 21, 2017)

  • Preseason is at full steam! After shipping the most urgent balance changes in a mid-patch update shortly after Runes Reforged launched, we've got a few (not-quite-as) urgent ones here in 7.23. From here on, we'll start getting back to our normal balance work (read: not just focusing on raw power with base stat changes). We discussed our preseason Runes balance philosophy on our boards, so if this intro wasn't enough, go read that instead! We're being super careful in this time of experimentation, and couldn’t be more excited to see what's coming out of all the theorycrafting.
  • Past the balance side of things, we've adjusted post-30 EXP curves and the First Win of the Day mission reward based on your feedback. Hearing your thoughts is incredibly important to us, so please keep them coming! We're also knocking out a few longstanding feature requests: The Skins Tab, the ability to spectate Challengers, and about a year's worth of updates to the Game Info site all land this patch!
  • We'd of course be remiss to go without mentioning League's newest trickster. 7.23 brings Zoe to the Rift, and thinking with portals will totally be a thing! Exercise caution—when Zoe's in play, things are not going to go the way you think.
  • Bug fixes:
  • Made several fixes to improve in-game FPS and performance, especially in games lasting longer than 35 minutes
  • Made several fixes for issues that occurred if players left their client open for extremely long periods of time
  • "Center Camera on Champion" now always puts your champion in the center of your screen, rather than doing nothing in Locked Camera mode or placing your champion at the last camera offset position in Semi-Locked Camera mode
  • Emotes now work in custom games!
  • Fixed a bug where Baron Nashor could spawn before Rift Herald returned to the Void
  • Tooltips for all boot items have been fixed
  • The Bandit passive on Ancient Coin, Spellthief's Edge, Relic Shield, and their upgrades no longer incorrectly grants gold for nearby minion deaths while you're dead
  • The first ring of Nautilus's E - Riptide now properly slows enemies hit
  • Dr. Mundo's Q - Infected Cleaver now refunds the proper health amount when it kills an enemy
  • Champion-created units with ward-style health (ex. Gangplank's E - Powder Keg) can now properly be attacked by Xayah while Passive - Clean Cuts is active, as well as by Azir's soldiers
  • Thresh's Q - Death Sentence chain once again disappears if he hits a spell shielded unit
  • Fixed a bug with Lulu, Sona, and Ryze where multiple instances of the same shielding effect were stacking, rather than refreshing. (This bug mostly occurred at high levels of CDR.)
  • Fixed a bug where basic attacks empowered by Blitzcrank's E - Power Fist or Vi's E - Excessive Force were fizzling if the buffs expired mid-attack. The empowered attacks now properly complete.
  • Re-fixed a series of bugs where some channeled effects were interrupted through spell shields by hard crowd control
  • Fixed a bug where if Ryze's target died during the cast time of W - Rune Prison or E - Spell Flux, he wouldn't get the cooldown reset effect of Q - Overload
  • The Death Sworn and Omega Squad ward skins have been sized up to match other wards
  • Lancer Rogue and Lancer Paragon Blitzcrank's dance SFX are now synced with the animations
  • Lancer Rogue Blitzcrank's recall SFX are no longer too quiet
  • Red beam VFX for Battlecast Vel'Koz's R - Life Form Disintegration Ray are no longer missing
  • Victorious Graves' Q - End of the Line no longer uses classic VFX
  • Giant Enemy Crabgot no longer steals ground VFX from Battlecast Urgot when casting R - Fear Beyond Death
  • Battlecast Urgot chromas textures are now affected by character quality settings
  • Moving the camera away from Warring Kingdoms Nidalee and back onto her during Q - Javelin Toss no longer causes the javelin to disappear
  • Full Metal Jayce once again uses proper E - Thundering Blow VFX, as opposed to classic
  • Program Lissandra's W - Ring of Frost no longer breaks when used on a dashing champion
  • On-hit VFX have been restored for High Noon and PROJECT: Yasuo
  • Mantra'd R - Soulflare VFX are no longer cut off on elevated terrain for Conqueror and Winter Wonder Karma
  • Ring VFX during PROJECT: Yi's taunt no longer disappear when moving the camera away and back
  • PROJECT: Ashe's digital screen VFX no longer disappear when moving the camera away and back during her recall animation
  • Arcade Ahri's W - Fox Fire VFX no longer render under various map objects
  • Astronautilus' shiny visor VFX no longer disappear when moving the camera away and back
  • Blood Moon Yasuo's crescent moon VFX no longer disappear when moving the camera away and back
  • The chair in Heartseeker Ashe's recall no longer rotates at the end of the animation
  • Dark Star Thresh is no longer missing his VO when collecting souls
  • Sewn Chaos and TPA Orianna are no longer missing SFX during their taunt animations
  • Cutthroat Graves' left hand no longer clips through his weapon during several animations
  • Kog'Maw's R - Living Artillery warning indicator VFX can once again be seen from self/ally view in Medium, Low, and Very Low graphics settings
  • Mecha Rengar’s Passive - Unseen Predator VO for the first and second stack of Bonetooth Necklace have been restored
  • Further details about this release are available at:
  • https://eune.leagueoflegends.com/en/news/game-updates/patch/patch-723-notes

New in League of Legends 7.21 (Oct 25, 2017)

  • Hitting a few outliers and looking to make playstyle changes to a few champions.
  • A few tanks - Galio, Sejuani, and Rammus - are sitting at far too much baseline effectiveness. We’re bringing that down, and in Galio’s case, giving him a bit more scaling to play with. We’re also taking a look at two juggernauts - Udyr and Urgot - and looking to give them a more reliable late game. Finally, we’re tweaking some items that have either dominated the landscape (hey there, Ardent Censer) or been underwhelming for awhile.
  • Bug fixes:
  • Nami and all her skins properly play the correct SFX for auto-attacks empowered by E - Tidecaller’s Blessing (the audio has actually been tweaked and made more apparent as well)
  • Battlecast Alpha Skarner no longer incorrectly plays classic VO lines in addition to the correct ones
  • Primetime Draven no longer incorrectly plays classic VO lines
  • Star Guardian Miss Fortune is no longer missing a light beam particle during her recall
  • Headhunter Rengar no longer incorrectly plays classic “Predator” SFX when he activates R - Thrill of the Hunt
  • Pulsefire Caitlyn and all Lulu skins no longer get stuck with a blue overlay when W - Whimsy is used on them while they are in combat or affected by W - Yordle Snap Trap
  • Championship Thresh now properly plays the lantern-landing SFX when using W - Dark Passage
  • Cho’Gath’s R - Feast stacks now correctly count spawned Rift Heralds as epic monsters
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-721-notes

New in League of Legends 7.20 (Oct 11, 2017)

  • If you've got the sneaking feeling that someone's behind you, you might not be crazy. Evelynn's update is here, bringing the Widowmaker Agony's Embrace back in a brand new way. Should you find yourself on the wrong side of a Hate Spike or three, we've got you covered: the Emotes system launches globally this patch, offering new ways to let friends and foes alike know how you really feel.
  • Balance-wise, 7.20's on the lighter side of things, particularly compared to last patch. We're hard at work preparing the way for Runes Reforged, and given how much of a shakeup League's about to see, we're primarily reserving patch work for long-term wins like the Sterak's update below.
  • Bug fixes:
  • Fixed an issue where ability SFX would sometimes endlessly loop when a character comes out of fog of war. (Looking at you, Corki!)
  • Riven's Q - Broken Wings can no longer both pop a spell shield and deal damage in specific circumstances
  • Fixed a bug causing Cho'Gath's R - Feast meal tracker to count jungle monsters oddly
  • The Tribute passive on Frost Queen's Claim no longer interacts oddly with turrets
  • Zyra's R - Stranglethorns tooltip now displays the correct damage bonus for plants empowered by Stranglethorns
  • Caitlyn's Q - Piltover Peacemaker rank-up tooltip now properly lists the total attack damage ratio increase between ranks
  • Fixed a few inaccurate or broken announcer text and VO lines that appeared while watching a replay
  • Eternal Sword Yi’s Q - Alpha Strike SFX are no longer audible when he is hit during W - Meditate
  • Primetime Draven's idle SFX are no longer audible during his recall animation
  • Creator Viktor is no longer missing SFX for his joke, taunt, and dance emotes
  • Primetime Draven’s recall SFX no longer goes out of sync with the animation when moving the camera away and back
  • Arcade Miss Fortune’s crit SFX for Passive - Love Tap no longer uses her base skin’s crit SFX

New in League of Legends 7.19 (Sep 29, 2017)

  • Welcome to 7.19, the one where Worlds patch is finally in the rearview mirror and we can introduce some of the bigger changes we’ve been working on. There’s a lot this time around, so let’s dive right in!
  • First, we’ve got Ardent Censer and Janna, both of which have been warping the bot game landscape for awhile. We’re looking to put a clearer strength profile on both of them, and - in Janna’s case - making sure she has more punishable weaknesses as a tradeoff for her late game strength.
  • We’re also taking this opportunity to give Azir an ability update at this point, trimming a lot of his extraneous strengths (range), but also upgrading his damage. With clearer weaknesses to exploit, we’ll be able to leave Azir in a healthier place than in previous patches.
  • Finally, Xin Zhao hasn’t been touched since we removed Devourer a year and a half ago. We’re looking into his kit to give him a clearer identity.
  • Bug fixes:
  • Fixed a bug where casting Face of the Mountain’s active on an ally out of range caused the player to walk in range, then cast it on the closest ally instead of the selected one.
  • Twitch’s Q - Ambush visual effects no longer stay visible indefinitely if Tahm Kench uses W - Devour on Twitch as he enters stealth.
  • Ahri’s E - Charm now correctly affects bots on Twisted Treeline
  • Jarvan IV’s weapon no longer appears beside him when he uses his E - Demacian Standard Q - Dragon Strike combo
  • Rumble can now correctly cast his E - Electro Harpoon if overheated.
  • Aurelion Sol E - Comet of Legend no longer goes on cooldown if his Banshee’s Veil is broken during flight.
  • Star Guardian Syndra's pink overlay has been restored during her recall animation.
  • Omega Squad Twitch and Omega Squad Tristana once again have their helicopter shadows during their recall animations.
  • Dragon Fist Lee Sin no longer loses Gargoyle Stoneplate's active overlay VFX when (R) - Dragon's Rage is in use.
  • God Fist Lee Sin's death shadow no longer persists.
  • Snow Day Ziggs passive VFX have been restored.
  • Malzahar's Void Swarm W - Voidlings are no longer missing attack on-hit VFX.
  • River Spirit Nami no longer has misplaced VFX on her staff.
  • Placeholder VFX are no longer present on the New Horizon Ward.
  • High Noon Jhin's model no longer stretches when shooting during R - Curtain Call.
  • Shields on Blood Moon Jhin now follow the model during his recall animation.
  • Riot Kayle's drone lights no longer disappear upon moving the camera away and back during her recall animation.
  • During Riven's joke animation, her fingers no longer clip through her sword.
  • Battlecast Cho'Gath's W - Feral Scream is now of higher fidelity on very low settings.
  • Pulsefire Ezreal's homeguard animation has been restored.
  • Bad Santa Veigar no longer has visible seams on very low settings.
  • Corporate Mundo's impact VFX have been restored when W - Infected Cleaver successfully hits an enemy target.
  • Definitely Not Vel'Koz's tentacles no longer abruptly transition during animations.
  • Hired Gun Graves no longer has an empty gap on his gun - VFX have been restored.
  • Snow Day Singed's Q - Poison Trail is now more gameplay friendly, regardless of if Colorblind Mode is activated or not.
  • Candy King Ivern no longer hums over all of his VO lines.
  • Dark Star Varus' blue tendrils no longer flicker during several graphics settings.
  • We fixed a grammar error in the copy when more than one key fragment drops
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-719-notes

New in League of Legends 7.18 (Sep 17, 2017)

  • Worlds is coming up, so none of these changes are particularly aggressive, but we do want to make sure that some of the dominant outliers get tapped down a bit, and some popular picks who have fallen out of favor see some love. Because the stability of this patch is so important, we’re holding back on deeper changes that we’re still investigating, but we’ll be revisiting those champions and items in future patches.
  • We’re also looking at Ornn. We micropatched Ornn twice last patch, and he’s still struggling. We don’t want to overbuff him, so are primarily focusing on his usability, but we’re still monitoring player performance as prospective Ornn mains progress up the mastery curve.
  • Bug fixes:
  • Aatrox now correctly keeps his W - Blood Thirst/Blood Price Empowered attack through his Passive - Blood Well revive
  • Fixed a bug where Sivir’s E - Spell Shield could block Summoner Spells if they were cast at the same time as any ability
  • Fizz’s R - Chum the Waters no longer attaches to spell-shielded champions at max range
  • Xerath’s W - Eye of Destruction slow now correctly decays from 25% to 13% once, not twice
  • Ornn’s Twisted Treeline starting recommended items are no longer more than starting gold
  • Fixed a big where Ornn’s E - Searing Charge didn’t destroy Anivia’s W - Crystallize, merely made it invisible
  • Fixed a bug where Fiora’s R - Grand Challenge particles were showing up when the spell had been blocked by Nocturne’s W - Shroud of Darkness
  • Karma, Lulu, and Brand now correctly have recommended item pages for both mid and support
  • Vi’s recommended items on Howling Abyss no longer include Dead Man’s Plate twice
  • Preferred item slot functionality now correctly works in the first game that the custom item set page is used
  • Fixed a Mac client bug where resizing the game window caused healthbars to become incorrectly offset
  • The 2016 All-Star Ward's health bar no longer overlaps the ward itself
  • Parts of Star Guardian Ahri's model no longer disappear when affected by Kalista's The Black Spear
  • Star Guardian Soraka no longer has lingering VFX when she cancels her recall animation
  • Star Guardian Soraka's recall SFX are once again synced with the animation
  • Shields now follow Star Guardian Syndra during her recall animation
  • VFX have been restored during Atlantean Syndra's enhanced recall animation
  • Heartseeker Quinn is once again swinging on her swing during her recall animation
  • Dark Star Kha'Zix's evolved E - Leap VFX are now more visible on low and very low graphics settings
  • The gems on Dark Star Orianna's ball no longer disappear when moving the camera away and back on lower graphics settings
  • Blood Moon Talon's Passive - Blade End VFX are now more visible on elevated terrain.
  • Game invites are now correctly prevented by blocking
  • Champion voice lines now correctly play upon entering champion select or rerolling
  • Fixed a bug where changing leaders in a custom game prevented the new leader from adding bots
  • Mission progress now correctly appears upon log-in
  • Fixed a tooltip in Loot that referenced key fragments old drop location
  • Fixed the unlock message when moving from a locked rewards state for Dishonorable to an unlocked state
  • In 7.17, we fixed an audio issue in Highlight Viewer on PCs with more than two audio channels
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-718-notes

New in League of Legends 7.17 (Sep 5, 2017)

  • Continuing recent trends, 7.17’s light on the balance front, but you’d be hard-pressed to call this patch “small” considering everything else going on! Ornn’s emerging from centuries of solitude (sort of… he is a toplaner, after all), and five new Star Guardians hit the Rift Valoran Park. Not sure where Valoran Park is? Sit tight for Invasion, League’s latest game mode. This patch also brings a sweet improvement to item sets—you can finally pre-select which slots your items go in when you pick ‘em up!
  • Quick housekeeping note: 7.17’s gonna be a longer patch than usual, so tack some extra days onto your expectations around the usual “during this patch”-esque comments below. The next set of notes will be for the patch we plan to host Worlds on.
  • Bug fixes:
  • Corrected Cho’Gath’s suggested starting items to no longer cost more than starting gold
  • Muramana now correctly refunds 15% of spent mana
  • Blade of the Ruined King no longer causes Black Cleaver to apply two stacks per basic attack
  • Fixed an interaction where energized attacks prevented some movement speed boosts, including Blade of the Ruined King’s active and Warwick’s W - Blood Hunt
  • Urgot is no longer too cool to have Control Wards in his recommended items
  • Yasuo can no longer activate Zeke’s Convergence by attempting to casting R - Last Breath on enemy who is not currently knocked up
  • Rek’Sai’s E - Tunnel no longer becomes permanent if they are destroyed as she exits them
  • Zac’s Passive - Cell Division bloblets are now correctly invisible when in fog of war
  • Star Guardian Jinx and Poppy no longer play their initial spawn song during their first respawn
  • Twisted Fate’s W - Pick a Card empowered basic attacks no longer consume all Energized buff charges
  • Redemption’s active is now correctly amplified by its own +10% Heal and Shield Power passive while the casting champion is dead
  • Malzahar’s Passive - Void Shift now correctly blocks Fizz’s R - Chum the Waters
  • Nidalee’s W - Bushwhack is no longer considered a valid unit for Bard’s Q - Cosmic Binding to stun against
  • Illaoi’s W - Harsh Lesson no longer does additional damage on crits when she dashes
  • Zed’s R - Death Mark no longer behaves inconsistently when interacting with Ryze’s R - Realm Warp
  • Fixed a bug where—when playing with a skin—Cassiopeia’s portrait would revert to her base portrait while dead
  • Arcade Hecarim's VO is now more audible
  • Dark Star Thresh's center body buffbone now follow his model during all animations
  • Star Guardian Lulu's buffbone now follows her model during homeguard and recall animations
  • Slay Belle Katarina no longer gets stuck in her recall animation if she uses Passive - Voracity right before beginning her recall
  • Lancer Zero Hecarim's Q - Rampage VFX no longer ends prematurely after receiving the second stack
  • Dragon Trainer Lulu's Pix no longer uses classic VFX
  • Blood Moon Jhin's R - Curtain Call now has enemy and ally indicators
  • Battle Boss Malzahar’s auto attack animation is no longer faster than his base model’s
  • Players on low-spec mode can now properly access Honor tooltips on the end-of-game screen
  • Banned players now have an accurate tooltip telling them why they can’t play
  • Fixed a bug where setting your status to “Away” didn't work
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-717-notes

New in League of Legends 7.16 (Aug 9, 2017)

  • Along with several mid-laners getting changed, we have some other stuff such as Cinderhulk and the Ancient Coin line.
  • Also, ARURF is making an extended comeback, so watch out for carpal tunnel.
  • Bug fixes:
  • Fixed a bug where Twitch's R - Spray and Pray dealt two instances of damage to inhibitors and the Nexus if he attacked from slightly outside his normal basic attack range
  • The damaging effects of Corrupting Potion, Deathfire Touch, Red Buff, and Challenging Smite now properly count as damage-over-time effects (see Kayn’s note above for why this matters)
  • Fixed a bug where Rift Herald would hit both Nexus turrets simultaneously if spawned on the mid-lane
  • Fixed a bug where Irelia casting Q - Blade Surge on the other side of a wall would cause damage but not bring Irelia over the wall.
  • Heimerdinger's UPGRADE!!!’d Q - H-28Q Apex Turret’s beam attack no longer breaks for the rest of its duration if its target walks out of range during the beam attack’s wind-up
  • Nautilus now properly stops if he collides with player-created terrain (ex. Anivia’s W - Crystallize) created in his path while pulling himself to Q - Dredge Line’s anchor
  • Snow Day Singed’s Q - Poison Trail VFX have been adjusted to be more opaque
  • Omega Squad Tristana's SFX have been restored during her dance and death animations
  • Omega Squad Teemo's chromas now have proper mushroom VFX during the toss and bounce animation of R - Noxious Trap
  • The hand trail VFX during Omega Squad Teemo's chroma's Q - Blinding Dart has been restored
  • Poro Rider Sejuani's baby poro once again runs over to Bristle during Sejuani's death. *cue sad music*
  • Nightbringer Yasuo no longer faces the wrong direction during his channel animation
  • Vintage load screen border for Pumpkinhead Fiddlesticks has been restored
  • The “Power Up” summoner icon is now centered properly in game lobbies and player profiles
  • Arcade Corki’s E - Gatling Gun visuals no longer shoot sideways when under the effect of Lulu's W - Whimsy
  • Master Chef Tahm Kench once again holds his knife and fork properly during all animations, like a true southern gentleman
  • Honor level-up notifications will no longer pop in matchmaking, champ select, or the Honor ceremony because that was a tilter
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-716-notes

New in League of Legends 7.15 (Jul 26, 2017)

  • Welcome to patch 7.15, the one where we dial back on the Cho’Gath update and tone down some of the dominant competitive picks in the game.
  • For the competitive side of the game, Regional Finals are approaching. As a result, we’re trying to increase some variance at the highest levels of play, but also to create some stability, and that means many minor changes. To start, we’re giving some dominant champions love taps downwards, as well as showing some love to underplayed champions on the cusp of seeing professional play. So while it may look like a larger patch than usual, many of the changes are pretty small.
  • Oh, and remember Urgot? Well, we’ve pimped his ride and now he’s headed to the battlefield as a brand new juggernaut, complete with knee-shotguns. We’ll say that one more time for you. Knee-shotguns. Check ‘em out.
  • So get out there on the Rift and read up on Urgot’s abilities, or you’ll Dread Nought knowing what he does when he grinds you to pieces.
  • Bug fixes:
  • Thresh's E - Flay no longer leaves enemies stunned for a brief moment after displacing them
  • Inhibitors now accurately display the 20 Armor they have
  • Cassiopeia now correctly plays her spell effort voiceover
  • Spirit Fire Brand’s Passive - Blaze, E - Conflagration, and R - Pyroclasm no longer have higher volume levels compared to his classic skin.
  • Snow Day Bard’s W - Caretaker’s Shrine no longer has a higher volume level compared to his classic skin.
  • Singed’s corpse no longer triggers his Passive - Noxious Slipstream. Because, you know, he’s dead.
  • Multiple Singed’s in a game no longer reset each other’s cooldown on Passive - Noxious Slipstream.
  • Fixed a bug where - if Kindred used Q - Dance of Arrows to jump over a wall, the cast range of E - Mounting Dread would be permanently increased.
  • Sweeping a ward no longer plays the sound effects to Heimerdinger’s E - CH-2 Electron Storm Grenade when he is in the game.
  • Heimerdinger’s R - Upgraded!!! W - Hextech Micro-Rockets now correctly do reduced damage after the first hit to Baron Nashor.
  • Heimerdinger’s RE - CH-3X Lighting Grenade no longer has the old AP ratio of 60% for the second and third bounces.
  • Fixed a bug where Zac could channel E - Elastic Slingshot while under hard crowd control effects if he used it right before they were applied.
  • Aatrox no longer spams encounter voiceover when moving near Tryndamere.
  • Dynasty Ahri finally saw a doctor and no longer has a disjointed elbow.
  • Headhunter Caitlyn’s W - Yordle Snap Traps are no longer less clear in brush compared to her other skins.
  • VFX during Headhunter Caitlyn’s recall no longer disappear when losing and regaining vision.
  • Winter Wonder Karma’s W - Inspire and RE - Defiance have been better differentiated from Winter Wonder Lulu’s E - Help, Pix! have been better differentiated.
  • Slayer Pantheon's R - Grand Skyfall SFX are no longer delayed from enemy perspective.
  • Primetime Draven’s Q - Spinning Axe no longer uses Pool Party Daven’s SFX.
  • Red Riding/Sweetheart Annie’s R - Tibbers now use appropriate fire SFX when spawned.
  • Full Metal Jayce’s W - Hyper Charge custom VFX have been restored.
  • Dawnbringer Riven no longer causes other Rivens in the same game to steal W - Ki Burst SFX.
  • Pulsefire Ezreal’s W - Essence Flux on-hit SFX have been restored.
  • The on-hit SFX volume for Pulsefire Ezreal’s R - Trueshot Barrage has been turned up to be equivalent to all other Ezreal skins.
  • Winter Wonder Orianna’s recall poros have been dusted off and now use updated textures.
  • Audio has been restored for Special Weapon Zac’s recall.
  • Master Chef Tahm Kench’s no longer clips through his body during several animations.
  • Corporate Mundo’s laugh VO is once again synchronized with the animation.
  • Wildfire Zyra’s crown no longer stretches during several animations.
  • Pieces of Heartseeker Quinn’s bracer no longer disappear during her laugh animation.
  • Mundo Mundo/TPA Mundo no longer have visible seams on their models on low settings.
  • Mecha Malphite no longer has visible seams on his model.
  • Reattached a penguin’s leg in Snow Day Bard’s recall and joke!
  • Soulhunter Kayn’s orb particles during his P - The Darkin Scythe are now more visible.
  • Star Guardian Jinx’s weapon glow VFX now follow Shiro and Kuro during all animations.
  • Star Guardian Jinx’s hair no longer transitions improperly during her homeguard animation.
  • Purple overlay no longer hides Malzahar’s skins when his Passive - Void Shift is active.
  • Parts of Prehistoric Cho’Gath’s head armor no longer stretches during his dance animation.
  • Headmistress Fiora once again has SFX during her joke animation.
  • Pool Party Fiora’s audio no longer desyncs when losing and regaining vision during recall, joke and taunt animations.
  • Re-added audio for SKT T1 Ekko’s recall.
  • Fixed a bug where several ward skin health bars were too high or low.
  • The following two Honor bugfixes will deploy during the patch.
  • Champ Mastery level up notifications no longer pop over the Honor vote
  • Fixed a bug where key fragment notifications would occasionally fail to pop
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-715-notes

New in League of Legends 7.14 (Jul 12, 2017)

  • This patch drops a lot of names we haven’t heard in a while, from Singed to Garen to Diana to… well at this point, we’re just rattling off the table of contents in random order. Many of these champions have been sitting in obscurity for a while, and we’re happy to dust them off.
  • We’ve got some shake-ups on the item front as well. The Thornmail update gives tanky champs access to Grievous Wounds, with Bramble Vest as a stepping stone component along the lines of Hexdrinker, QSS, and other “I build into a bigger version of myself” items. We’ve also taken the lethality items into the shop to ensure they’re offering assassins meaningful, satisfying choices.
  • And finally, we'd be remiss not to mention the shadow lurking on the horizon. Keep an eye out for Kayn, not that it'll matter once he steps out from the wall behind you.
  • Bug fixes:
  • Fixed a bug causing the first raven of Swain’s R - Ravenous Flock to visually spawn from the blue side fountain
  • Phantom Dancer no longer prevents some champion abilities (primarily stealth effects) from ignoring unit collision when no enemy champions are nearby - the condition for Phantom Dancer’s own immunity to unit collision
  • Rek’Sai now properly marks targets for R - Void Rush even when the damage is completely blocked by a shield
  • Blast Cones no longer fizzle when triggered by a burrowed Rek’Sai at maximum attack range
  • Fixed a bug causing Ashe’s Passive - Frost Shot bonus damage to apply to inhibitors
  • Fixed a bug where several forms of loss-of-control effects (Fear, Flee, Taunt, Knockback, and Charm) weren’t properly cancelling Anivia’s R - Glacial Storm
  • When Zilean tries to walk into range to activate Passive - Time in a Bottle on an out-of-range ally, he’ll no longer cast his most recently-used ability instead once he gets into range. Something something time joke.
  • Zilean’s E - Time Warp cast range indicator has been reduced to match the actual range
  • Lucian’s Q - Piercing Light cast range indicator has been reduced to match the actual range
  • The second hit of Sejuani’s W - Winter’s Wrath no longer counts as a separate spellcast
  • Raptor’s Cloak is now purchasable on Howling Abyss. Not technically a bug, but felt like one since Banner of Command builds out of it.
  • Twitch no longer gets stuck as visually translucent if Guardian Angel triggers during Q - Ambush’s camouflage duration
  • Practice Tool’s “Lock XP” button now properly displays the ‘toggled’ state while active
  • Fixed a bug causing the profile page to sometimes display a lower ranking than your highest one
  • Fixed a bug where LeaverBuster and surveys would fail to show after Honor votes
  • Players on low-spec mode now see the celebration for earning 3+ Honor votes
  • Fixed a bug where Honor 1.0 buttons would still display at the end of game screen
  • Fixed a visual bug where a blue bar would appear in the transition between the Honor vote and the end of game screen
  • Reinder Kog'Maw's vintage loading screen border now properly displays for original owners of the skin
  • SKT T1 Nami's hair no longer twitches at the start of one of her idle animations
  • SKT T1 Ekko's W - Parallel Convergence no longer uses base VFX when Ekko's shield absorbs damage or when its bonus damage against low health targets procs
  • SKT T1 Olaf's Q - Undertow on-hit particles no longer become a massive disco if Undertow hits a moving target
  • Re-added Freljord Taliyah's voiceover for W - Seismic Shove
  • Restored custom audio effects for Heartseeker Orianna's basic abilities
  • Mecha Zero Sion's custom VO now plays on kills
  • Snow Day Ziggs's joke audio no longer restarts toward the end of the animation
  • The Star Guardian beginning-of-game music no longer overlaps with DJ Sona's music at the start of a match
  • Candy King Ivern no longer steals Jhin's taunt sound effects during his taunt animation
  • Snow Day Syndra's Q - Dark Sphere ground snowflake VFX now properly displays on Medium or lower settings
  • Gothic Orianna's model textures no longer change slightly depending on whether she's currently holding The Ball or not
  • The Mechs vs. Minions ward skin no longer has a confusingly bright shadow in champion select's ward skin selector
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-714-notes

New in League of Legends 7.13 (Jun 28, 2017)

  • Welcome to patch 7.13, the one where Honor makes a comeback! At the end of every game you’ll be able to honor one of your teammates with one of the new categories.
  • We also have the regular balance changes; toning down Galio a bit, giving Gnar some love, reining in a certain electric rat, and sharpening the edges on both Kindred and Rek’Sai.
  • Closing it up, did you know we have new tips for the loading screen? We've also got a way to track your vision score during the game, and the SKT T1 skins are here!
  • Bug fixes:
  • Taliyah's W - Seismic Shove is no longer missing VO lines
  • Phoenix Quinn no longer uses base sound for R - Skystrike
  • Using Xayah’s R - Featherstorm and hitting an enemy champion at the same time a turret kills a minion would cause the turret not to aggro Champions until it's next minion target is dead
  • Fixed a bug where Ryze’s Q - Overload ability icon would still be highlighted despite being on cooldown after W - Rune Prison and E - Spell Flux cast is canceled due to target’s untargetability
  • Fixed a bug where hitting Varus’ R - Chain of Corruption at its max range wouldn’t make it spread through enemies
  • Jinx's laugh no longer cuts off at the end when she gasps for air
  • Rengar no longer has some attack/kill lines that are global for all players
  • Gangplank's R - Cannon Barrage (and all GP skins) audio no longer desyncs when the camera is panned away and then returns
  • Fixed several interactions with skins and recall sounds desyncing or not playing correctly
  • Fixed a several skin sound effects and voice over lines not playing at the right time
  • Elementalist Lux can now click the same element in both transform phases
  • Fixed Dawnbringer Riven and Nightbringer Yasuo’s special borders being cut off at the bottom during loading screen
  • Multi-channel audio encoding issue fixed in Highlights playback
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-713-notes

New in League of Legends 7.12 (Jun 17, 2017)

  • Required reading for your 7.12 matches: check out the support item sweep. We’re looking to create better item build diversity between tankier supports and their Enchanter compatriots, and changes run the gamut from cost adjustments up to a full-on rework to Zeke’s Harbinger (now Zeke’s Convergence). Past that, we have a healthy assortment of balance work, both to those recent projects we mentioned earlier as well as a few faces we haven’t seen for a bit.
  • We’ve also got some wins outside the game! This is the first patch that’ll be played fully on the 10-ban system, and we’re excited to keep watching how the ban meta shapes up. The Crowd Control Score promised in midseason is here as well! Lastly, we’ve got a swaggy pair of legendary skins for Riven and Yasuo - solo lanes have never looked so fly.
  • Bug fixes:
  • Enemies affected by Ahri or Rakan’s charms no longer walk in the wrong direction if they cast a spell the instant before being hit by the charm
  • Blade of the Ruined King's on-hit effect no longer applies a stack of The Black Cleaver
  • Fixed a bug where Gargoyle Stoneplate's Metallicize self-damage reduction was applying twice to Corki's basic attacks
  • Lissandra's R - Frozen Tomb no longer fizzles if a spellshield affecting her (ex. Banshee’s Veil) is broken within 0.25 seconds of cast start
  • Shaco's W - Jack in the Box now correctly reveals itself from brush and Fog of War when triggered
  • Heimerdinger’s E - CH2 Electron Storm Grenade now properly charges nearby turret beam attacks even if it kills an enemy
  • Fixed a bug where, in some languages, Syndra’s R - Unleashed Power tooltip contained information about an in-testing mechanic that was never released
  • Tahm Kench can no longer W - Devour a summoned Rift Herald
  • Fixed a bug preventing the summoned Rift Herald from being Smited
  • Akali can now properly proc >Q - Mark of the Assassin’s bonus damage and energy restore against the summoned Rift Herald
  • Pinging Rift Herald no longer produces a debug string in chat
  • Fixed a bug where Ekko’s Q - Timewinder affected too large of an area on the return when Ekko is dead
  • Ekko’s Q - Timewinder now properly applies Passive - Z-Drive Resonance on the return when Ekko is dead
  • Abyssal Mask's aura range indicator now represents the actual range
  • Pulsefire Caitlyn's quote when killing Gnar is no longer heard by everyone on the map
  • Fixed a bug where Pulsefire Caitlyn could become covered in a blue overlay for the rest of the match if polymorphed by Lulu's W - Whimsy while in combat
  • Fixed a bug where Lulu could get the same blue overlay if casting W - Whimsy on any enemy affected by an allied Pulsefire Caitlyn's W - Yordle Snap Trap
  • Fixed a bug where Kha'Zix’s evolved body parts visually reverted back to base form after Lulu's W - Whimsy polymorph wore off
  • Fixed a bug where Forsaken Jayce's recall audio desynced from the animation when enemies lost and then regained vision of him during the channel
  • Jayce Brighthammer now correctly plays the electric buzz SFX for the spawning and despawning of his E - Acceleration Gate
  • The tail end of DJ Sona's recall SFX now play consistently
  • PROJECT: PROJECT: Yi’s death SFX now correctly play during his death animation
  • Syndra’s Classic and Queen of Diamond sphere-popping SFX now correctly play during her death animation
  • High Noon Yasuo now correctly shouts his VO when casting E - Sweeping Blade
  • Fixed a bug where Veigar's laugh wasn't playing correctly when landing a killing blow with R - Primordial Burst
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-712-notes

New in League of Legends 7.11 (Jun 6, 2017)

  • We’ve been taking on bigger-ticket champion changes more often, and this patch continues the trend. So, when appropriate, we’ll be separating larger projects out from the rest. This patch, that’s updates to Rek’Sai, Kindred, and Malzahar!
  • We’re also continuing to follow up on midseason. A few tanks are struggling without Sunfire Cape’s old combat damage, so we’ve got a few buffs to help them out. Maokai and Zac still aren’t quite hitting the gameplay patterns we’d like, se we’ve making a few more tweaks this patch.
  • Past the gameplay front, this patch also brings a few long-awaited features. A new 10-ban draft format will be rolling out to normal and ranked matches over the course of the patch, and item sets make their debut in the updated client!
  • Bug fixes:
  • Fixed a bug where mana coins dropped by Ancient Coin and its upgrades were granting other types of secondary resources (ex. Ferocity) as well
  • Casting Riven’s Q - Broken Wings casts too quickly after one another no longer prevents unit targeting from working properly on casts beyond the first
  • Enemies no longer turn invisible if Zac tries to drop them in huge areas of unpassable terrain at R - Let’s Bounce!’s max range (no such areas exist on Summoner’s Rift)
  • Fiora no longer purges Sejuani’s E - Permafrost stacks if she uses W - Riposte to parry an attack while at three stacks
  • When Darius triggers Noxian Might by applying a fifth Passive - Hemorrhage stack via Q - Decimate, Decimate now properly only applies one stack of Hemorrhage to other units hit
  • Fixed a bug where, when blinded by Teemo’s Q - Blinding Dart, Draven’s critical strikes still dealt the crit portion of their damage
  • Fixed a bug where, when Statikk Shiv’s chain lighting was proc’d by Pulsefire Ezreal’s Q - Mystic Shot, it wasn’t properly critting at 100% crit chance
  • Fixed a bug causing the projectile of an enemy Caitlyn’s Q - Piltover Peacemaker to not properly appear until it hit a unit when fired from fog of war
  • Hecarim’s E - Devastating Charge stomp can no longer be reused if Hecarim’s initial target dies during the stomp animation
  • Fixed a bug where, when Xayah and Rakan use Tandem Recall while empowered by Baron, only the champion who started the Recall would gain Empowered Recall’s bonus movement speed
  • Fixed a number of visual bugs with Jax’s E - Counterstrike across various skins
  • Switching Summoner’s Rift music from Updated to Classic no longer prevents the music on other maps from playing
  • Various VO lines triggered when Pulsefire Caitlyn scores a pentakill, ace, or killing spree now properly play
  • The underside of Teemo’s stolen hat no longer looks kinda weird during Pulsefire Caitlyn’s Recall
  • Hand-glowy particles for effects like Sheen and Passive - Rising Spell Force no longer slip to Pulsefire Ezreal’s elbow during his Recall
  • Pulsefire Ezreal’s Q - Mystic Shot and R - Trueshot Barrage on-hit particles now properly display when killing jungle monsters
  • Forecast Janna’s basic attacks have been touched up to match the changes to Janna’s other skins in patch 7.9
  • Cosmic Dawn Rakan once again creates a starry nebula during his Recall
  • Candy King Ivern once again burps rudely after Recalling
  • Justicar and Atlantean Syndra’s Dark Sphere audio no longer plays during their death animations
  • Restored SKT T1 Azir’s death animation audio
  • Restored missing sound effects during Chosen Master Yi’s joke
  • You can once again hear Master Arcanist Ziggs’ bomb exploding in his stomach during his joke
  • Restored Bewitching Nidalee’s Vintage loading screen border for original owners
  • Oktoberfest Gragas’s Recall audio now properly plays on Howling Abyss
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-711-notes

New in League of Legends 7.10 (May 19, 2017)

  • Midseason has been here for a patch, which means it’s time to revisit the slate of changes and course-correct for any who aren’t hitting the mark. That means a few followup changes to the three tanks, additional usability for quests, and a tweak to Spirit Visage.
  • We’re also taking this time to hit some overperforming champions and bring them in line. Fizz and Lulu are no strangers to patch notes, and Ivern has been one of the top junglers for awhile now. Knocking them down a peg should leave other champions more room to shine.
  • Finally we’re delivering modernization improvements to a number of champions. The scale ranges from playstyle updates for Heimerdinger - yes, that Heimerdinger - and Rammus - yes, that Rammus - but also small quality of life tweaks (animations for Riven or Jax).
  • But wait, there’s more! If you enjoyed the ARAM changes from last time, we’re adding more on top of them to streamline the Howling Abyss experience.
  • Bug fixes:
  • Vi’s R - Assault and Battery will no longer carry her into the enemy fountain if her target Recalls during the travel time
  • The tooltip for Sterak's Gage has been updated to clarify that the buff from Sterak's Fury lasts 8 seconds, but the shield from Lifeline only lasts 3 seconds
  • Gragas's E - Body Slam no longer rarely passes through targets standing next to terrain
  • Fixed a visual bug causing Lucian's Q - Piercing Light to not display its cooldown after firing if the initial target became untargetable or invulnerable durign the cast animation
  • Enemies no longer lose spell shields when walking through the very edge of Yasuo's W - Wind Wall
  • Ahri's W - Fox-Fire wisps and Diana's W - Pale Cascade orbs no longer visually linger in their last known location when Ahri and Diana enter Fog of War
  • Fixed a bug where mini Krugs sometimes died instantly
  • Chain Vest no longer shows Guardian Angel as one of its upgrades
  • SKT T1 Ryze’s broccoli is now properly centered during his recall animation
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-710-notes

New in League of Legends 7.9 (May 3, 2017)

  • In the first row we have the Maokai, Sejuani and Zac updates. We’re making their kits more distinct and sharpening each of their identities. With tanks on the mind we seized the opportunity to revisit our durability items and how resistances were performing in general. We have some good stuff down below with new items like Gargoyle Stoneplate and Adaptive Helm, as well as shifts of power in items like Guardian Angel and Abyssal Scepter.
  • Since we’re on the subject of items, we also wanted to make sure our damage items play nice with the durability changes above. We’re cool with how ability power items are doing, but to hit the right balance on the AD front we need to siphon some power from armor penetration into other stuff.
  • We’re also adding quests to Support starting items! We wanted supports to have more room to be interactive and meaningful in lane without throwing raw stats and gold at them. We’re also improving the clarity around how they support their team: items now have more detailed stat tracking, crowd control is more visible, and the end-of-the-game screen has some beefed up stats!
  • Last but not least, Rift Herald has a brand new encounter and reward. Whenever defeated, she can be summoned to wreak havoc on the closest lane - you better pay attention to her otherwise there won’t be much of your base left.
  • Bug fixes:
  • Enemies knocked out of a dash by displacement effects are now properly locked out of other actions (ex. Flash) for the duration of the displacement
  • Vilemaw’s damage can no longer be avoided by standing in very specific spots along the wall
  • Amumu's R - Curse of the Sad Mummy VFX no longer appear in the wrong place if Amumu flashes during its cast time
  • Amumu's R - Curse of the Sad Mummy VFX no longer stay on the map forever if Amumu dies while casting it
  • Redemption no longer erroneously counts as a spellcast for effects like Tear of the Goddess
  • Shaco's clone no longer crashes the game if it dies in the fountain on ARAM
  • Instances of Deathfire Touch are no longer overwritten by new instances that would expire sooner
  • Singed’s Q - Poison Trail damage now increases as soon as he puts another skill point in it, rather than waiting until he toggles it off and on again
  • Volibear's W - Frenzy attack speed bonus now increases as soon as he puts another skill point into it, rather than waiting until the buff falls off and is reapplied
  • Fixed a bug that could cause Rakan’s Q - Gleaming Quill to cost no mana in certain situations
  • Fixed a bug preventing Rakan from reliably proccing Kalista’s W - Sentinel soul-mark damage if he attacked too quickly after the mark was applied
  • Udyr’s Q - Tiger Stance damage over time no longer melts wards
  • Cosmic Dawn Rakan no longer leaves behind a purple ghost of himself after Recalling
  • Similarly, Cosmic Dawn Rakan no longer turns himself purple when his Recall is cancelled
  • Fixed Cosmic Dawn Rakan’s Recall and death audio
  • Cosmic Dusk Xayah’s splash has been flipped in Xayah’s AIR client champion info page so she’s not covered up by the interface
  • Fixed a Mac bug causing Cosmic Blade Master Yi’s W - Meditate and R - Highlander visual effects to flicker rapidly in some situations
  • Fixed Conqueror Karma’s channeling animation (ex. when capturing Skarner’s Crystal Spires)
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-79-notes

New in League of Legends 7.8 (Apr 19, 2017)

  • Midseason is coming up soon and balance will be a bit wobbly for a patch, so consider this patch more of a setup. That being said, we’re focusing on changes that either need to happen now, or will have evergreen results going forwards.
  • First, we’re taking this chance to look at the way latency interacts with gameplay. Obviously, nobody likes playing on high latency, but some champions suffer far more from the impact. We’re putting in some Quality of Life changes to make those champions less punishing when your inputs aren’t quite as responsive.
  • Then, there’s the pro scene. With MSI coming up, there are a few strong outliers we’d like to make sure aren’t completely dominating pick/ban phase, so we’re making appropriate changes as needed.
  • On the other end of the spectrum, now is the perfect time to show love to some underpowered champions who need playstyle love. Aatrox is getting some extra power in the aftermath of his update, while Udyr is getting a tiny update of his own.
  • Finally, we’re taking this chance to retune some of the game systems in Twisted Treeline and ARAM to give some of our quicker game modes a cleaner experience.
  • League Client Update:
  • Fixed an issue that was causing the PLAY button to appear grayed out.
  • The client will now automatically focus on the password field after launching.
  • Your profile background will once again display the correct champion.
  • Fixed an issue that was preventing the settings panel from opening.
  • Fixed an issue with audio hitching during login.
  • Fixed an issue that delayed ready check pop up while editing your Runes / Masteries.
  • Fixed an issue that prevented the chat window from opening after completing a game.
  • Fixed a rare issue that caused chat to become invisible.
  • Reduced padding and altered layout of text in chats to specifically improve Club chat readability.
  • Added new message notification visibility to collapsed folders
  • Bug fixes:
  • Lucian’s Q - Piercing Light now costs the correct amount of mana
  • Fixed a bug where disconnecting during the cast of R - Hero’s Entrance could cause Galio to be unable to target units and structures
  • Galio’s W - Shield of Durand magic shield now properly recharges after he revives
  • Fixed a bug where Gragas’ E - Body Slam would sometimes pass through targets close to walls
  • Nunu no longer gets a second Passive - Visionary passive after recalling.
  • Fixed a bug where Jax could not use Blast Cone Plant after casting Q - Leap Strike
  • Kha’Zix no longer shows the incorrect visuals when evolving his R - Void Assault
  • PROJECT: Yi now displays the correct particles during W - Meditate, not his base skin particles
  • High Noon Yasuo’s chromas no longer use the base skin particles for Passive - Way of the Wanderer
  • Made Dragonslayer Vayne’s Green chroma easier to see on Summoner’s Rift
  • Fixed a bug where Dragonslayer Xin Zhao and his chromas were using the classic skin’s SFX
  • Gatekeeper Galio’s recall particles no longer stretch back to the Spawning Pool
  • Fixed a bug where Cosmic Reaver Kassadin’s particles would flicker when zooming in and out
  • Fixed a bug where Club names could disappear from the in-game scoreboard hovercard
  • Fixed a bug where Order’s minions incorrectly spawned behind the nexus turret
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-78-notes

New in League of Legends 7.7 (Apr 5, 2017)

  • In terms of highlights, we've made chime collecting more rewarding for Bard and given Amumu better tools to help his teammates. Maybe now they’ll stick around after the match and be friends. We also have some quality of life buffs to some junglers that aren't so popular right now, such as Volibear and Jarvan IV. Plus, given the MSI hype engine is warming up, we’re taking another pass at the competitive scene (the faces will be pretty familiar).
  • In terms of a different kind of Highlight, the updated client’s got some improvements to the Highlights viewing experience (spoiler: you no longer have to root around in your file explorer). Those details, plus the rest of our client updates, can be found further down in the patch notes as usual.
  • Bug fixes:
  • Fixed a bug where Arcade Miss Fortune was playing the wrong critical strike hit sound-effect
  • If Galio disconnected while flying up during R - Hero's Entrance, he no longer loses the ability to attack units and structures after reconnecting
  • Cho'Gath's R- Feast kill indicator now properly takes ability power into consideration
  • Fixed a couple of bugs around using Shift + Left click as a ping hotkey
  • While dead, pinging abilities that are on cooldown no longer tells allies they’re ready to cast
  • Fixed a bug where Flashing right after casting E - Elastic Slingshot would change Zac's position and move the range indicator, but the damage and knock-up would still be applied in the original location
  • Fixed a rare bug where Zac’s Passive - Cell Division could sometimes cause him to instantly revive (and potentially revive a second time if he’s killed again before his bloblets recombined)
  • Mega Dino Gnar and Mega Gentleman Gnar’s Q - Boulder Toss boulder replacements no longer visually disappear earlier than intended
  • Fixed a bug where Lucian was able to basic attack during R -The Culling if he fired an energized attack immediately before casting The Culling
  • Fixed a bug where moving the camera away from Dunkmaster Darius as he was recalling would desync the sound of it
  • Fixed some dark textures appearing on the scalpel in Kennen M.D.’s basic attack
  • Fixed a bug where a random particle would appear when using Blood Moon Kennen’s E - Lightning Rush
  • Fixed a bunch of cases where Lulu's W - Whimsy polymorph effect wasn’t properly canceling or interrupting certain effects and abilities
  • Champions no longer visually fly offscreen into the sky (and take forever to reappear) if you gain vision of them as soon as certain displacement effects hit them
  • If Elise casts R - Spider Form at the same time Thresh's Q - Death Sentence connects, she no longer cleanses the effect
  • Fixed a bug where Vi's R - Assault and Battery and Nautilus R - Depth Charge would properly consume spell shields of champions in their path, but displace them anyway
  • Fixed some busted textures on Swain’s W - Nevermove claws
  • Tahm Kench is no longer able to W - Devour Red Brambleback or Blue Sentinel without first stacking his passive when enemy champions are nearby
  • Fixed Ivern's R - Daisy, Wait! tooltips (the ones that appear while Daisy is active)
  • Fixed a bug where some types of enemy champion damage (e.g. Ignite, Titanic Hydra, Statikk Shiv etc) didn't end Quinn's R - Behind Enemy Lines
  • Headmistress Fiora's E - Bladework first hit particles no longer exceed the ruler's length.
  • Fixed a bug where Leona’s model didn’t fade away during her death animation for her base and a few of her skins
  • Fixed some weird interactions with spell shields locking some abilities out of use
  • Restored missing particles on Dragonslayer Braum and El Tigre Braum when killing an enemy with Q - Winter's Bite
  • Fixed a bug where some ammo-based abilities (ex. Teemo’s R - Noxious Trap) wouldn’t consume a charge if used at the instant a new charge was gained
  • If Pulsefire Ezreal uses Q - Mystic Shot while affected by the aura buff of Sona’s Q - Hymn of Valor, he now properly uses his own VFX rather than Sona’s
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-77-notes

New in League of Legends 7.6 (Mar 22, 2017)

  • 7.6 brings follow-up to recent projects such as Aatrox, Warlord’s Bloodlust, and Varus/Miss Fortune. Fun fact: a bunch of stuff’s being outright buffed, but nothing’s being nerfed without some form of buff to offset. It’s been a while since that’s happened.
  • Gameplay aside, it’s been a while since we talked about the updated client here in the intro. The team’s been focusing on performance and stability improvements, and while these don’t make for the sexiest patch notes, they add up to make for significant improvements. We’ve got snappier mastery page edits and a smoother champ select experience across the board.
  • Bug fixes:
  • Fixed a bug causing Viktor’s R - Chaos Storm to fizzle on death
  • When Yorick’s Q - Last Rites-empowered basic attack crits, the basic attack portion of the damage is now properly modified, rather than the bonus damage
  • Fixed a bug causing Viktor’s R - Chaos Storm to fizzle on death
  • Knight's Vow’s healing now properly interacts with Forbidden Idol
  • Illaoi can no longer spam W - Harsh Lesson to ignore the cast time of E - Test of Spirit
  • LeBlanc’s Mimic’d R - Shadow of the Rose cooldown no longer resets when LeBlanc casts R - Mimic if she died between casting Shadow of the Rose and casting Mimic
  • Dr. Mundo’s W - Burning Agony VFX no longer stutter when he turns
  • Anivia’s Q - Flash Frost slow no longer overrides her R - Glacial Storm slow (giving movement speed back to affected enemies)
  • Attack-moving during Vladimir’s E - Tides of Blood no longer causes it to immediately release
  • Fixed a bug where Fizz's R - Chum of the Waters wouldn't slow enemies properly when the shark erupted
  • Fixed some interactions causing abilities to do weird things if cast at the same time a spell shield on the user was popped
  • Ivern no longer gains vision of both wolf camps on Twisted Treeline when freeing one of them or the other. Too friendly, Ivern.
  • If a teammate becomes invisible or camouflaged while hidden from you by Nocturne's R - Paranoia, you now still properly gain vision of them if they enter your reduced vision radius before Paranoia ends
  • Enemies affected by Ahri's E - Charm during a dash are no longer still able to cast spells during the dash
  • Using W - Riposte while Banshee’s Veil is active no longer causes it to visually go on cooldown in Fiora’s inventory (or to visually fizzle, then instantly reappear)
  • SKT T1 Alistar no longer slides around during Passive - Triumphant Roar’s animation
  • SKT T1 Alistar’s recall animation audio is no longer bullishly loud
  • Blood Moon Jhin no longer uses Base Jhin’s critical strike VFX
  • Technically not a bugfix: Made colorblind readability improvements to Blood Moon Twisted Fate’s W - Pick A Card
  • Technically not a bugfix: Arcade Corki’s E - Gatling Gun VFX have been toned down to be less overwhelming
  • Technically not a bugfix: Arcade Corki’s R - Missile Barrage VFX have been updated to be more recognizable
  • Further details about this release are available at:
  • http://euw.leagueoflegends.com/en/news/game-updates/patch/patch-76-notes

New in League of Legends 7.5 (Mar 9, 2017)

  • Aatrox is one of our top candidates for whenever we tackle divers in a class update, thanks to some pretty fundamental game health problems. Knowing that, we’ve been holding off on balance tweaks on the Darkin Blade until we’d had a chance to solve some of those issues. To be frank, he’s been left in that state for far longer than we’d intended, and we should have tried a minor pass on his problems long ago. In Patch 7.5, we decided to roll up our sleeves and do what we could to make Aatrox more safely tuneable.
  • When Aatrox is ahead, he feels like a god of war, dishing out tons of damage and healing through anything short of a full team’s worth of focused punishment. Blood Thirst’s healing gets stronger as Aatrox loses health, meaning getting him low just makes him harder to kill. Even if you do burst through his lifesteal, you have to kill him a second time thanks to Blood Well’s revive effect.
  • But when he’s behind? To access the strength of Blood Well, Aatrox has to bleed his own health through his abilities, which might just get him killed. And if (when) he does die, he’s even weaker until his passive resurrection returns.
  • This razor-thin line between winning and losing makes Aatrox one of the clearest cases of the design problem we refer to as “feast or famine”. He needs better ways to pick himself back up from an early disadvantage, and in return, opponents need better ways to play around him when he gets ahead.
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-75-revisiting-aatrox

New in League of Legends 7.4 (Feb 22, 2017)

  • Returning to our regularly scheduled programming, welcome to 7.4, the one where we make our strongest strides yet toward addressing the #adcin2017 situation. In actuality, this is just the latest in a multi-patch campaign, but previous patches targeted the obstacles keeping marksmen down (overly tanky divers or oppressive early ganks), rather than marksmen themselves. This patch, we’re helping them make an earlier impact on the game so laning and early skirmishing feel less like fighting a fire with a squirt gun.
  • Finally, we’re taking this opportunity to visit Cho’Gath, who has been feeling pretty out of place for some time now. We’re tweaking everybody’s favorite giant Void monster to better fulfill his fantasy of “giant tank of death”, and letting him loose on the Rift.
  • Bug fixes:
  • Blackout passive no longer triggers individually on clones. We’re looking at you, Wukong
  • Fixed a bug where abilities with circle range indicators were not displaying them correctly across elevation change
  • Elise now correctly is not hit by turret missile projectiles during her E - Rappel invulnerability phase
  • Jhin’s fourth shot now correctly crits after he takes Thresh’s W - Dark Passage
  • Fixed a bug where Camille’s second cast of E - Hookshot wasn’t granting attack speed on hitting an enemy champion if she buffered her R - The Hextech Ultimatum
  • Kled now can correctly dash through player-created terrain with his second cast of E - Joust
  • Fixed a bug where Edge of Night’s active showed a radius when hovered over
  • Kha’Zix now no longer is prevented from using his R - Void Assault passive by being “in combat” when stepping on Honeyfruit or attacking plants
  • Fixed a bug where Gangplank got a massive Movement Speed boost upon killing multiple units with E - Powder Keg while being hit by Nautilus’ E - Riptide
  • Nasus no longer plays the SFX for R - Fury of the Sands for the whole duration if he is dead
  • Fixed a bug where clones killing the Rift Scuttler caused erratic behavior.
  • Fixed a bug where game scoreboard icons would overlap
  • The larger sphere from the Hexdrinker/Maw of Malmortius buff now appears in the appropriate location
  • Classic Anivia no longer uses Blackfrost Anivia’s falling particles for R - Glacial Storm
  • Buffs on Anivia now correctly align on her body even when she flies around for her Q - Flash Frost and R - Glacial Storm
  • Blackfrost Anivia no longer has two bones jut out of her neck when using her Joke emote. You could say we got rid of her funnybones.
  • Heartseeker Varus now correctly gets audio when hitting an enemy in Fog of War with Q - Piercing Arrow
  • Blood Lord Vladimir now correctly gets audio quotes when he attacks
  • Fixed a bug where Lunar Wraith Caitlyn’s Q - Piltover Peacemaker SFX were distorting when hitting multiple minions
  • Primetime Draven’s Q - Spinning Axe no longer incorrectly uses Pool Party Draven’s SFX
  • Fixed a bug where Urf the Nami-tee’s side fins bent outwards during her recall animation
  • Fixed a bug on Arcade Corki where his model didn’t immediately reappear after his recall animation.
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-74-notes

New in League of Legends 7.3 (Feb 8, 2017)

  • Welcome to patch 7.3 - the one where we react (mostly) to professional play. That’s not to say that everything below is for the pros, but with major competitive play in full swing across all regions, we’ve had enough time to properly react to many of the trends we’re seeing.
  • When 2017 kicked off, we hinted at a ‘multi-patch cycle’ to get the state of the game to about the level we wanted. Improving Lethality for physical damage dealers was necessary for their viability long-term, but now that the stat’s feeling good (okay, maybe a little too good), we’re working on pulling some of the main offenders back in line. Not all of our hits in 7.3 are Lethality related - Leblanc and Camille (though certainly lethal) are getting their own tweaks for obvious reasons, with some other high-priority changes thrown in.
  • Going back to that ‘multi-patch’ cycle (can you tell we like that phrase), 7.4 promises some goodies for botlaners of all stripes and positions, hoping to nail the last few outliers before we look towards some larger impacting changes further down the line. No, this doesn’t mean that every marksman and support item will cost half as much and give twice the stats, but we think there’s enough to make some of the more oppressed champions feel a little happier about their place.
  • Bug fixes:
  • Warwick no longer displaces enemy champions and epic monsters with Q - Jaws of the Beast
  • Fixed a bug where, if Quinn canceled a basic attack against a target marked by Passive - Harrier and quickly attacked again afterward, Harrier didn’t deal bonus physical damage
  • Fixed a bug where the active of Mikael’s Crucible’s was instantly cleansing incoming CC during the slow immunity
  • Selling or Undoing the purchase of Duskblade of Drakthaar now correctly removes the Nightstalker passive
  • Fixed a bug where entering stealth with Q - Ambush was causing Twitch to stop attacking when Taunted
  • Gnar no longer instantly kills champions when E - Hopping from one corner of Camille’s R - The Hextech Ultimatum to another
  • Minion spawns can no longer be blocked with Zz’Rot Portal
  • Fixed a bug where Gangplank could critically strike structures directly after cancelling an attack on an E - Powder Keg
  • Kled’s W - Violent Tendencies no longer activates when used on plants or when Kled cancels his basic attack
  • Challenging Smite no longer incorrectly states that it grants vision of stealthed champions
  • Clones now copy the ‘linked’ indicator VFX of Zeke’s Harbinger
  • Red Brambleback no longer hits the air instead of the ground during his two-handed strike
  • Fixed a bug where Azir’s E - Shifting Sands was missing on-hit particles upon killing an enemy unit
  • Azir now correctly has a shadow during his death animation
  • Fixed a bug where gunshot audio of various champion attacks wasn’t playing in Spectator or Replays
  • Made the Mark of the Elder Dragon buff visuals more consistent on lower graphical settings
  • Krug splitting audio is no longer audible through Fog of War
  • Gangplank’s Q - Parrley visual effects no longer stick around for too long
  • Fixed a bug on most of Kennen’s skins where the on-hit particles for his basic attack were not properly appearing
  • Kha’Zix’s dance VO now loops more consistently
  • Deep Sea Nami’s head fin no longer bends into her shoulder
  • Made Warring Kingdom Xin Zhao’s Q - Three Talon Strike more color-blind friendly
  • Fixed a bug where Elementalist Lux’sE - Lucent Singularity had no particles for its inner orb
  • Removed a frame of Battle Boss Blitzcrank’s idle animation from the end of his recall animation
  • Fixed a bug where Boom Boom Blitzcrank’s golden buckle was stretching severely during his death and R - Static Field animations
  • Fixed a few bugs where some skins were stealing visual and audio effects from other skins of the same champion when both were in the same match together
  • Champions affected by Star Guardian Lulu’s W - Whimsy now correctly display their champion name as “Blob” in the chat
  • Arcade Sona’s W - Aria of Perseverance shield particles now correctly disappear when the shield is broken
  • Fixed a bug where Pulsefire Ezreal’s flying animation stopped, but the audio didn’t
  • SSW Talon’s W - Rake blades no longer look like Talon’s normal blades on the return trip for everyone else but him
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-73-notes

New in League of Legends 7.2 (Jan 25, 2017)

  • With the dust from the assassin update having settled, we’re beefing up Lethality to put some mid-game power and snowball potential back into everybody’s favorite murder machines. We’re also continuing our work to carefully reduce early game jungler dominance, this time cutting down the amount of health junglers have during their first ganks. And while Redemption and Courage of the Colossus were both exciting pre-season debuts, we’re taking steps to let people opt into alternatives without feeling bad about it.
  • Beyond the big-ticket items, we’re also zooming in on a few more localized trends. Darius and Katarina have secured death grips over their early lanes, and we’re looking to loosen that up a bit. Meanwhile, Ghost is on the rise as a second “uh-oh!” button when paired with Flash, which is pretty damn frustrating to deal with. We’re sharpening the difference between the two spells - head below for the details.
  • Bug fixes:
  • Eliminated some inconsistencies with how Control Wards reveal and disable wards
  • Lucian’s Passive - Lightslinger now correctly fires a second shot if it kills a champion on the first attack
  • Lucian’s W - Ardent Blaze no longer fails to hit enemies in brush or Fog of War
  • Fixed a bug where Zyra’s seeds from both W - Rampant Growth and Passive - Garden of Thorns weren’t respecting their spawn cap
  • LeBlanc’s Q - Shatter Orb no longer fails to bounce to enemies with Passive - Sigil of Malice if LeBlanc is too far away
  • Fixed a bug where Riven’s E - Valor could cancel crowd control applied by displacement abilities
  • Ahri no longer occasionally extends the attack range of the first basic attack of targets hit by E - Charm after the charm effect wore off. Oops.
  • Shaco’s Passive - Backstab attacks now appropriately generate overheal shield from The Bloodthirster
  • Camille’s second cast of Q - Precision Protocol now correctly damages wards at level 16 and higher
  • Fixed a bug where Anivia’s empowered R - Glacial Storm indicator was visible through Fog of War
  • Syndra’s Dark Spheres are no longer displaced by Blast Cones. Something something minions…
  • Fixed a bug where Zyra’s dead body could intercept ARAM’s snowball. Whoops.
  • Enemy spell shields are no longer consumed when a nearby Kha’Zix evolves an ability
  • Fixed a bug where if Quinn E - Vaulted Gangplank at the same time as he triggered a E - Powder Keg explosion on multiple targets, it made for one fast pirate
  • The range indicator for Rengar’s Passive - Unseen Predator is now consistent across all skins.
  • Trundle no longer speaks over himself when using R - Subjugate if he’s already talking
  • Fixed a spectator bug where after skipping forward or backward, Ethereal DJ Sona would sometimes leave disembodied chunks of her gear on the map
  • Guardian of the Sands Skarner no longer causes an insanely loud noise to play if certain actions were taken
  • Fixed a few display bugs on Mac with the on-hover outline that appears around units
  • When an Azir kills another Azir with a different skin, the dying Azir no longer steals his killer's skin's death animation particles
  • Emumu's bandage particles during R - Curse of the Sad Mummy are once again appropriately emo
  • Popstar Ahri's R - Spirit Rush no longer uses on-hit particles from Foxfire Ahri
  • Lulu and her skins once again play their running animations when hasted, rather than walking really really fast
  • Sad Robot Amumu's W - Despair puddle no longer spins around as Amumu changes which way he's facing
  • The ambient glow effect on the Hextech Ward skin no longer cuts in and out on some video quality settings
  • Fixed a bug causing Omega Squad Teemo's night vision goggles glow while Invisible to be active at all times
  • The mirror reflection of River Spirit Nami's staff is now reattached to the staff's surface, rather than the ground
  • Fixed a bug where various buff visuals (ex. Banshee's Veil) weren't following Riot Blitzcrank around during his recall animation
  • Further details about this release are available at:
  • http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-72-notes

New in League of Legends 7.1 (Jan 10, 2017)

  • With so many high-powered threats running amok in the wake of pre-season’s yearly shake-up, 7.1’s a little more nerf-heavy than your average balance patch. These range from some of our more-recent outliers (Camille and the newfound strength of the jungle) to some older faces perhaps-wielding-a-mythical-hammer-you-know-who-you-are. Once these broader fires are put out with this first salvo, we’ll get more focused.
  • It's not all doom and gloom, however! Though marksmen (and botlaners of all stripes) are feeling a lack of the ‘oomph’ they've been accustomed to, we come bearing gifts for those lowest on the sharp-shooting totem pole. We'll continue to evaluate the class’s agency in the grand scheme of things in the patches to come, but making Lucian not an active detriment to your team’s success is probably a good start.
  • Toss in some tinkering for the League Client Update and some sweet Warring Kingdom skins and that about does it for us.
  • Bug fixes:
  • Fixed several cases where abilities that create objects (ex. Jarvan’s E - Demacian Standard) caused their casters to no longer be considered Isolated for the purposes of Kha'Zix's Passive - Unseen Threat
  • Fixed a bug causing LeBlanc's W - Distortion cooldown to reset if she cast it, allowed it to go on cooldown without re-casting it, then copied it with R - Mimic
  • Shaco's W - Jack in the Boxes now re-stealth after being revealed once the revealing effect (ex. Sweeping Lens) expires
  • Fixed a bug causing Bard's Q - Cosmic Binding stun to last slightly longer than intended
  • The nearby enemy knockback effect of Fizz's R - Chum the Waters no longer knocks back spell shielded targets while still consuming the spell shield
  • Fixed a bug where, briefly after hitting a target with Darius’s E - Apprehend, Darius automatically tried to attack the target, overriding any commands issued after Apprehend was cast
  • Hecarim's E - Devastating Charge can no longer critically strike structures
  • Fixed a bug causing enemies revealed by Frost Queen's Claim ghosts to also reveal stealthed enemy units they walked over
  • Fixed a bug causing Duskblade of Draktharr's ward detection radius VFX pulses to queue up while dead, then play all at once upon respawning
  • Karma's base Mantra W - Renewal tether visuals are no longer a funky color
  • Surprise Party Fiddlesticks's E - Dark Wind on-hit particles now properly appear when Dark Wind kills a unit
  • Program Camille's R - The Hextech Ultimatum border no longer disappears under elevated terrain
  • The green triangle patterning on the ground during Program Camille's R - The Hextech Ultimatum no longer fails to appear if the camera moved away during the cast time
  • Mecha Malphite's chromas now properly put spikes on his fists for the duration of W - Brutal Strikes
  • Added missing effects for PROJECT: Ekko's W - Parallel Convergence bonus damage versus low-health champions
  • River Spirit Nami's right tail fin no longer disappears in several of her animations
  • Koi Nami's chromas now properly use her skin-specific water particles during her walk animation
  • Super Galaxy Shyvana's Dragon Form E - Flame Breath explosion no longer permanently leaves behind subtle flame effects on the map
  • Fixed a few cases where the snowflake ground decoration on Snow Day Bard's Q - Cosmic Binding stun appeared in weird places on certain champions
  • Fixed an issue where the tails of Fire form Elementalist Lux's dress disappeared during some animations
  • Star Guardian Lux's wand no longer gets briefly stuck at the max range of W - Prismatic Barrier
  • Fixed a bug causing certain buff visuals (ex. Banshee's Veil) to bounce upward during Mecha Zero Sion's R - Unstoppable Onslaught animation
  • Realigned Mecha Zero Sion's jet thruster particles with his model during his homeguard animation
  • Shockblade Zed's shadow no longer loses its smoky visuals during Zed's dance animation
  • The flower Ivern creates during his taunt animation (candy for his Candy King skin) no longer vanishes if the camera moves away and back again
  • The face of the poro in Santa Braum's joke animation no longer mutates during the animation
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-71-notes.

New in League of Legends 6.24 (Dec 7, 2016)

  • another round of pre-season follow-up. This one’s a bit bigger than 6.23 - an extra patch’s worth of data gives us a clearer picture of how shifts like the assassin updates and jungle camp changes are settling in for the long term. Plus, Camille’s hookshotting her way onto the Rift!
  • On the client update front, open beta’s progressing well. Performance and stability have been our top priorities since open beta launched, so if you’ve been waiting to switch over, now’s a great time to hop on in. As a side bonus, downloading the updated client now saves time over the coming months: starting now, patches will contain big chunks of the overall download to reduce the final patch size when it comes time to deprecate the legacy client. We’ve got another client ‘pre-patch’ some time between 6.24 and 7.1, so keep an eye out for that.
  • Bug fixes:
  • Malzahar’s Voidlings now properly take damage from several damage types that weren't working properly
  • Heimerdinger’s W - Hextech Micro-Rockets beyond the first now deal reduced damage to the Poro King (he’s now treated as a monster, rather than a minion)
  • The fourth hit of Kled’s W - Violent Tendencies now properly procs on-hit effects even when the bonus damage kills a unit
  • Launching yourself or an ally into the air via Blast Cone no longer counts as an enemy displacement effect for the purposes of an active enemy Yasuo’s R - Last Breath airborne check. In other words, you’ll pass through Last Breath rather than getting stuck in it.
  • Re-fixed a bug preventing Xerath’s R - Rite of the Arcane from damaging Baron Nashor if cast from too far away
  • When Brand’s E - Conflagration spreads to nearby enemies after hitting an ablaze target, the spread damage no longer counts as a single-target spell
  • Cleanse’s tooltip now indicates it doesn’t remove suppression effects
  • Repositioned Elementalist Lux's animated splash in Champion Select on the updated client
  • Elementalist Lux's Origin loading screen border is no longer obfuscated by ranked borders
  • Implemented colorblind improvements for Elementalist Lux's Fire and Magma form W - Prismatic Barrier shields
  • Fixed a few bugs with Elementalist Lux's transformation menu
  • Fixed a gap in Elementalist Lux's Fire form flame collar VFX
  • Properly synchronized the Elementalist ward skin's despawn audio with its visuals
  • Snow Day Bard’s singing (?) VO during his dance animation is no longer delayed
  • Properly synchronized Pool Party Ziggs’s audio during his idle animation when he shakes his water balloon and smacks it against his head
  • Jhin’s W - Deadly Flourish no longer plays Jayce’s Q - Shock Blast audio on cast if both champions are in the same game
  • Fixed a bug causing turrets to perpetually spam target acquisition audio and visual effects when they were unable to attack a target in range (ex. disabled by Ohmwrecker; the target becomes invulnerable with no other nearby targets)
  • Restored missing audio during Shadowfire Kindred’s run cycle when Lamb throws her bow in the air
  • Pool Party Graves’s W - Smoke Screen now properly plays its sprinkler sound effects for enemies
  • Fixed a spectator mode bug preventing Order of the Lotus Karma’s Mantra Q - Soulflare explosion circle indicator from displaying

New in League of Legends 6.23 (Nov 22, 2016)

  • League vets may notice we’ve got fewer immediate pre-season follow-up changes than in previous updates. We haven’t turned a blind eye to things - on the contrary, we’re keeping a close watch on how balance on the Rift is unfolding. That said, this year’s updates look to have made it out of the gate without anything as off as past exceptions, and the majority of changes (both in and out of game) are still settling in.
  • Follow-up commentary aside, we’ve got some sweet changes for Shyvana. This is a different type of update than our class updates (Assassins) or large reworks (Yorick). Shyvana didn’t have big problems for us to solve; we wanted to make her better. Jump down for the details, which we won’t summarize here.
  • Finally, we’d be remiss if we didn’t mention League’s next Ultimate skin, Elementalist Lux! She’ll be launching some time later this patch, so keep an eye out for Lux’s new look. Looks. There are ten of them!
  • Bug fixes:
  • Fixed a few bugs where Shaco and LeBlanc clones weren’t properly transferring kill credit to Shaco and LeBlanc themselves (ex. Mejai’s Soulstealer)
  • Fixed a bug causing Master Yi’s Q - Alpha Strike cooldown to sometimes not display properly
  • E - Playful / Trickster’s damage no longer fires if Fizz dies while on top of his pole
  • Corrected some scaling information in Kha’Zix’s tooltips
  • Hextech Protobelt-01’s active can now be properly used during Recall, cancelling the channel
  • Control Wards no longer put the ‘Disabled’ indicator above Zz’Rot portals (since they don’t actually disable the portals)
  • Warring Kingdom Katarina’s visual effects have been adjusted to re-add some of the flair lost in her pre-season update
  • Dunkmaster Darius’s W - Crippling Strike axe backboard flames are no longer offset from the backboard
  • Dunkmaster Darius’s R - Noxian Guillotine no longer makes an orange blob on the ground when cast on a target with five stacks of Hemmorhage
  • Tyrant Swain’s W - Nevermove claws no longer wiggle when enemies try to move while rooted
  • Dark Candy Fiddlesticks’s R - Crowstorm particles no longer show up as Surprise Party Fiddlesticks’s for enemies or spectators
  • Forecast Janna no longer sometimes plays her joke VO and base Janna’s joke VO on top of each other
  • Fixed the voiceover effects on Pickpocket, Vandal, and Gangster Twitch’s Recalls
  • Bloodstone Lissandra’s Recall sound effects now cut off if Recall is interrupted
  • Atlantean Syndra’s watery Recall sound effects no longer cut off before the channel completes
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-623-notes.

New in League of Legends 6.21 (Oct 19, 2016)

  • Pretty small patch overall, though there are a few things we’re continuing to follow up on. Some of these are relatively fresh faces (such as Koggy and Nunu) while others are names we haven’t seen for a hot minute (Nidalee, Graves).
  • Bug fixes:
  • Audio for the empowered attack proc of Kircheis Shard, Statikk Shiv, and Rapid Firecannon no longer plays through fog of war
  • Thresh's Q - Death Sentence no longer sometimes sends Thresh to weird places if he tries to fly through a base gate
  • Braum's R - Glacial Fissure slow no longer applies inconsistently to enemies in fog of war
  • Riven is no longer prevented from dashing over walls with the third cast of Q - Broken Wings if she's under the effects of E - Valor
  • Pulsefire Ezreal's recall VO lines no longer stop playing after he dies
  • Primetime Draven's Q - Spinning Axe sound effects have been updated to be more noticeable
  • Soul Reaver Draven's R - Whirling Death now properly plays sound effects when it hits enemies
  • Fixed a bug causing Forecast Janna's Q - Howling Gale to not play audio if released after reaching max charge
  • When Pool Party Fiora kills an enemy with a basic attack, the universal blue swirly death VFX now properly display
  • When Star Guardian Poppy's Passive - Iron Ambassador grants her a shield, sound effects no longer play slightly before visual effects
  • Pool Party Leona now properly faces the camera during her recall animation when she has the Hand of Baron buff
  • Fixed pixelation on the max range indicator of PROJECT: Yasuo's third Q - Steel Tempest cast
  • Fixed an issue causing Spirit Guard Udyr's ability animations (not VFX) to play more than once when form-swapping while running
  • Fixed a weird texture on the back of Daisy's delicious head with the Candy King Ivern skin
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-621-notes.

New in League of Legends 6.20 (Oct 5, 2016)

  • Revisiting some champions you probably won’t be surprised to see in the patch notes: Ashe, Vladimir, and Taliyah. They’ve had a rough couple of patches, so we’re looking to make some changes that make it easier to balance them in the future. Add in a few balance tweaks and a new champion, and we’re one patch closer to the pre-season.
  • On a clerical note, we’re continuing to use the top of the Champions list to ‘feature’ large or more contentious changes. Ashe starts with A, so she’d have been there anyway... Coincidence? We’ll let you decide.
  • Bug fixes:
  • The basic attack component of Hecarim’s E - Devastating Charge can now critically strike, in line with similar abilities such as Nasus’s Q
  • Pantheon is no longer locked out of his active items if he dies during R - Grand Skyfall’s channel
  • Fixed a number of bugs where various short-range dash abilities (ex. Riven’s E - Valor, Hextech Protobelt-01) and knock-back effects (ex. Janna’s R - Monsoon) that can’t move champions across normal terrain were able to move them over player-created terrain. This is technically a Jarvan buff.
  • Additionally fixed a few spots where Vayne’s Q - Tumble was able to move across ledges
  • Fixed an edge case where Tryndamere’s E - Spinning Slash could damage allies he spins through if they were directly on top of an enemy unit
  • Fixed a bug where Rift Herald couldn’t disable Garen’s Passive - Perseverance after Perseverance 'ranked up' at level 11
  • Kled can now issue pings during R - Chaaaaaaaarge!!!
  • Pinging active items while dead no longer displays “0 charges”
  • Battle Bunny Riven’s sound effects for Q - Broken Wings and R - Wind Slash have been restored
  • Master Arcanist Ziggs’s Q - Bouncing Bomb explosion visuals have been restored
  • Cottontail Fizz’s health bar has been moved up to match his base skin
  • Lunar Goddess Diana’s health bar has been moved up to match her base skin
  • Most PROJECT Crafting materials will expire on November 6th. Augment Caches are the exception, but won’t drop PROJECT Cores after this date. Disenchant your leftover stuff!
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-620-notes.

New in League of Legends 6.19 (Sep 20, 2016)

  • The biggest change of the patch is a partial revert of last year’s update to Kog’Maw. The context there is twice as long as this foreword, so we’ll gloss over the topic here. Void doggos aside, we’re also looking at champs whose strengths or weaknesses are out of whack. We’ve got a few late-game champs who are taking over too early (Soraka, Cassiopeia) as well as a few champs who are falling off too hard as the game progresses (Corki, Mundo). That’s no bueno, so we’re taking steps to even things out.
  • Toss in a few quality-of-life and usability features and we’ve got ourselves a patch! May your HUD pings be plentiful, your item undos less painful, and your summoner spells safe from “user error” at the start of the game.
  • Bug fixes:
  • Fixed a few cases where the Oppressor mastery wasn't amplifying the damage of abilities which applied movement-impairing effects
  • Lee Sin's Q2 - Resonating Strike and W1 - Safeguard no longer cause him to dash directly on top of his target
  • Zyra's plants now properly count as pets, rather than area-of-effect abilities, for the slow effect of Rylai's Crystal Scepter
  • Fixed a bug that allowed Alistar to basic attack during W - Headbutt's animation
  • Final Boss Veigar once again plays VO lines when casting R - Primordial Burst
  • Captain Volibear's golden shoulderpad (did you know it's called an epaulet? High fashion!) no longer disappears into his shoulder during one of his idle animations
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-619-notes.

New in League of Legends 6.18 (Sep 8, 2016)

  • We’re hard at work putting the finishing touches on the balance state to give teams an ideal environment to rise to the occasion.
  • Speaking of that balance state - as you can guess, the majority of these changes are aimed at professional play. Given how teams are adapting to the resurgence of standard lanes, we’re committed to tossing love to some old favorites (MF, Lux) and taking down some powerhouses (Vladimir, Gnar) in order to give folks the wiggle room necessary to experiment. While the ‘worlds meta’ usually shakes out over the course of the tournament itself, we feel it’s important to give teams options - and so a lot of our work and goals from 6.17 carry over here.
  • Pros aren’t the only ones having fun - after years of being forgotten, Yorick Mori’s been remembered in an all-new update looking to spook the flesh right off your bones. Sporting a new entourage of brain-hungry undead minions and a very complicated relationship with the concept of death, Yorick’s ready to shamble his way into a side-lane near you and get to shoveling some fools. When we said pros aren’t the only ones having fun, we meant it - Yorick’s disabled for Worlds on account of being fresh-off-the-press.
  • Bug fixes:
  • Fixed a bug where Secret Stash wasn’t extending the duration of Refillable Potion, Hunter’s Potion, or Corrupting Potion
  • When Lee Sin’s Q - Sonic Wave target dies before Lee Sin can cast Q - Resonating Strike, it now cancels Resonating Strike’s 3-second cast window instantly rather than waiting out the remainder of the duration
  • Fixed a bug where Eye of the Equinox’s execute proc was healing nearby allies for less than the intended amount
  • Fixed a bug introduced last patch that caused all abilities to use minimap targeting
  • Kled’s health bar no longer takes forever to reappear if he dies and is revived by Zilean’s ult at the exact instant he remounts Skaarl
  • Fixed a bug where abilities requiring certain conditions to cast (ex. Morgana’s R - Soul Shackles) weren’t HUD-pingable in chat until those conditions were met
  • Trundle’s Passive - King’s Tribute heal now properly procs when Rift Herald and Rift Scuttler are killed
  • Championship Riven’s R - Wind Slash and third cast of Q - Broken Wings once again use custom blue on-hit particles, rather than the green on-hit particles of her base skin
  • PROJECT: Ashe’s R - Enchanted Crystal Arrow no longer explodes slightly earlier than Ashe’s other skins upon hitting an enemy champion
  • Smoothed out the transition between PROJECT: Zed’s emotes back to his idle animation
  • Blood Moon and SKT T1 Elise’s wispy trail particles on E - Cocoon no longer show through objects they pass behind (ex. turrets)
  • SKT T1 Kalista’s clothes no longer turn moldy during her death animation
  • Arcade Ahri’s W - Fox-Fire wisps no longer move closer and farther away from Ahri as they orbit in certain weird scenarios
  • Arcade Ahri’s tail sparkles no longer vanish when switching between graphics settings
  • The heart in Arcade Ahri’s taunt animation no longer sneakily switches back to her orb if you move the camera away and then back to Ahri
  • Un-smushed the tip of one of Arcade Ahri’s tails
  • Arcade Ahri’s right wrist is no longer of variable thickness during several of her animations
  • Sir Kled’s joke animation now loops until canceled (like base Kled), rather than stopping after one runthrough
  • Cottontail Teemo’s chromas no longer use Teemo’s base splash in the loading screen
  • The floating star on the Game On ward skin now properly shows up when enemies gain vision of a ward
  • Centered the Game On ward skin in the ambient ring particles that sit beneath all wards
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-618-notes.

New in League of Legends 6.17 (Aug 24, 2016)

  • A cavalcade of changes to tune things up for Worlds. We’ve still got one patch after this to make final adjustments, but the conversation now’s basically the same as it’ll be two more weeks from now.
  • Those of you who haven’t been around the international tournament block before may be wondering: “How is Worlds balance any different than normal?” First, our normal balance target is somewhere in the upper-plat range, but tournament patches skew more toward balance at the highest level of play. Second, the type of changes we make are relatively safe, both in terms of cleaner impact (things shouldn’t change in ways we don’t expect) and unlikelihood to cause disable-worthy bugs.
  • Moving from theory to application, champion diversity in the pro scene’s a bit more homogenous than we’d like to see, so we’re looking to crack things open. This entails setting our sights on some of the omnipresent picks (Rek’Sai, Gragas, the utility marksmen) and bringing up a few champs we think are on the cusp of Worlds viability.
  • Bug fixes:
  • Removed custom PROJECT chest animations from Hextech Crafting to mitigate a client memory issue that could lead to crashes. Unopened PROJECT chests will still be in your inventory and will still award the same loot, but will use the Premium (purple) Hextech chest animations.
  • Fixed a bug where attempting to use the minimap to select a target for a long-range targeted ability (ex. Teleport) could instead target a unit hidden underneath the minimap if the cursor happened to be hovering over that unit
  • Players can no longer get stuck in weird states (ex. every button is a ping) if they switch to a different window at the exact moment they input a command
  • Fixed a bug where Kalista’s Passive - Martial Poise dash was overwriting other displacement effects (ex. clicking on Thresh’s W - Dark Passage, being hit by Lee Sin’s R - Dragon’s Rage)
  • Kha’Zix no longer loses R - Void Assault’s stealth when activating Youmuu’s Ghostblade
  • Fixed a bug where Lee Sin’s Q - Resonating Strike dealt no damage if cast while dashing via W - Safeguard
  • Fixed a bug where Leona’s E - Zenith Blade displayed no visuals to enemies if Leona cast it in Fog of War and flashed into vision during the cast time
  • Nasus now gains Q - Siphoning Strike stacks when last-hitting Gangplank’s Powder Kegs
  • “Snap-casting” Sion’s Q - Decimating Strike now properly deals damage in the minimum area of effect, rather than the larger “fully charged” area
  • Fixed a bug where launching a minion with Sion’s E - Roar of the Slayer while it’s knocked up by Q - Decimating Strike sometimes caused the minion to deal no damage to units it passed through
  • Tahm Kench’s R - Abyssal Voyage description in Champion Select is no longer blank
  • Fixed a bug where Twitch’s E - Expunge sometimes wasn’t dealing damage to enemies acquired at the very edge of its range
  • Fixed a bug where Yasuo’s first basic attack after R - Last Breath was delayed if it was a critical strike
  • Fixed a bug where Zilean’s Q - Time Bomb wasn’t damaging attached enemies if they were untargetable when the bomb exploded
  • Fixed a bunch of bugs where some instant area of effect abilities (ex. Cho’Gath’s W - Feral Scream) were dealing damage to untargetable champions when cast while those units were untargetable
  • Fixed a bunch of bugs where some dash abilities would fizzle or act oddly when cast during a knock-back effect
  • Fixed a bug where Rift Scuttler’s resistances weren’t weakened by short-duration hard crowd control effects
  • Morgana's knees no longer pop through her dress during her run animation
  • Syndra's arms are no longer stretchy when she dies
  • Runaan's Hurricane bolts on SKT T1 Kalista's basic attacks are now golden, matching her spears (versus spooky green like her base skin)
  • Fixed a bug where buff VFX (ex. Banshee's Veil) weren't following SKT T1 Elise's movements during several of her animations
  • Improved readability of PROJECT: Ekko's passive indicator rings
  • Dark Star Thresh's corpse no longer gets stuck in a T-pose if he dies while casting Q - Death Sentence
  • Adjusted Dark Star Thresh's W - Dark Passage toss animation to not look like Syndra's W - Scatter the Weak
  • Restored ambient swirly effects around Challenger Ahri's orb
  • Sandstorm Katarina's taunt animation is no longer twice as fast as her other skins
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-617-notes

New in League of Legends 6.16 (Aug 10, 2016)

  • Tidying up: some of our previous buffs or nerfs have left room for followup on champions who could use more clear identities. We’re revisiting those champions to make sure that their strengths - and only their strengths - shine.
  • Bug fixes:
  • Fixed a bug where Lux’s R - Final Spark wasn’t dealing damage to champions it hit if Lux couldn’t see them
  • Ahri’s R - Spirit Rush, Fiora’s Q - Lunge, and Xerath’s E - Eye of Destruction no longer fire in weird directions when cast while the cursor is hovering over the minimap
  • Vayne’s Q - Tumble now properly damages inhibitors and the nexus
  • Soraka’s R - Wish now properly grants Ardent Censer’s attack speed buff to faraway allies she heals
  • Orianna’s ball no longer visually disappears until next spellcast if an ally dies while holding it
  • Fixed a bug where an enemy hit with multiple shells from Graves’s basic attacks only applied a single stack of Black Cleaver
  • Grasp of the Undying’s cooldown no longer refreshes when Yasuo attempts (and fails) to cast E - Sweeping Blade on a target he recently dashed through
  • Fixed a bug where Tibbers would repeatedly cancel his bear slaps when you ordered him to attack a unit he was already attacking
  • Champion clones no longer steal part of the Turret First Blood gold bonus
  • Righteous Glory now properly grants movement speed when moving toward champion clones
  • Twisted Fate no longer cancels his recall when pressing the hotkey for E - Stacked Deck at ranks 2 or higher
  • Arcade and DJ Sona aura VFX have been increased in size to match her recent gameplay changes
  • Championship and Deep Sea Thresh’s W - Dark Passage once again create a glowing trail behind the lantern when Dark Passage is cast
  • Put Cottontail Fizz’s health bar in the right spot
  • Rocket Girl Tristana Punk chromas no longer use Tristana’s base visual effects
  • Deep Sea Nami no longer keeps talking when Voice Volume is disabled
  • Pool Party Miss Fortune’s E - Make it Rain no longer causes coconuts to visually hit people from weird directions in certain situations
  • Dragonslayer Braum no longer becomes momentarily blurry after casting a spell
  • Buff particles (ex. Banshee’s Veil shield) now properly rise with Gravelord Azir during his recall animation
  • Smoothed out a crack in PROJECT: Katarina’s textures
  • Syndra’s start and end poses during her recall animation have been fixed to smooth her movement out
  • Super Galaxy Shyvana’s hands are no longer stretchy during her death animation
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-616-notes.

New in League of Legends 6.15 (Jul 25, 2016)

  • This time around, our focus is on the early game, taking a deep look at the professional scene's laneswap-by-default meta. The gist of our changes is that we're reducing symmetry between structure defenses so top and bot aren't perfect mirrors of one another. Toss in a first blood mechanic for turrets, and trading outers is no longer an equivalent exchange. We'll tune these changes as warranted in the patches to come, but these'll be the last major changes you see until the season ends.
  • Early game aside, we're also taking stock of today's champion diversity, reining in a few of the outliers (Hecarim) and bringing up a few old friends who've been collecting dust (Kassadin?!). In case you were wondering, that does in fact include Corki buffs. Some memes never die.
  • Bug fixes:
  • Battle Boosts have returned to Howling Abyss!
  • Fixed a bug where the stun on Rammus's Q - Powerball was lasting longer than intended
  • Annie's W - Incinerate and R - Summon: Tibbers now properly stun (but don’t damage) invulnerable targets when proccing Pyromania
  • Classic Mordekaiser now has the same leash range for his Dragon Ghost as all his skins
  • Cancelling Graves’s basic attack no longer fails to reset his basic attack timer
  • Damaging trap abilities now properly grant a stack of Fervor of Battle when procced by an enemy
  • Untargetable champions can no longer proc Caitlyn’s W - Yordle Snap Trap
  • Twisted Treeline bots no longer purchase removed items
  • PROJECT: First Strike loading screen borders are no longer covered up by ranked borders
  • Dunkmaster Darius's health bar no longer overlaps with his head
  • Pool Party Miss Fortune's level number no longer drifts out of the side of her health bar
  • Improved visibility of Lunar Wraith Caitlyn's W - Yordle Snap Trap
  • Koi Nami's chromas now properly use her ability particle effects, rather than Classic Nami's
  • Fixed various splotchy spots on Safecracker Evelynn's outfit
  • Pool Party Taric no longer briefly reappears after diving into the floor at the end his recall animation
  • Arclight Vel'Koz's spawning portal no longer sits on top of his tentacles during his respawn animation
  • Fixed a bug where some Nidalee skins could steal the Cougar form recall VFX from her Warring Kingdoms skin when in the same game together
  • His Royal Crabbiness no longer sticks out of the ward skin selector when picking him as your ward skin in Champion Select
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-615-notes.

New in League of Legends 6.14 (Jul 13, 2016)

  • This patch is a bit of a grab bag, with good stuff all around. We’ve got a broader assortment of changes than we can cover in an intro, but we’ll do our best to hit the highlights.
  • Ryze’s update leads us off. He’s got a brand new ult, so don’t be surprised if packs of enemies warp into the middle of a Baron fight to steal your purple buff. That’s a thing Ryze does now! Snark aside, interested parties should really read his update article for a proper explanation.
  • Moving on, let’s talk Treeline. Recent seasonal events left wrinkles in the 3v3 ecosystem, such as the prevalence of marksmen following the most recent preseason. We’re taking steps to address these distortions, with the bulk of our approach coming from itemization shifts. (Fare thee well, Sanguine Blade.)
  • Last on our list of topics, Sona and Leona continue 6.13’s effort to make supports more satisfying to play. Downtime was the problem for both champions: once their initial rotation of spells was spent, they were left twiddling their thumbs until their abilities came off cooldown. We’re giving Leona new things to do post-initiation, while Sona will be doing the same stuff as ever, but at a much faster clip.
  • Bug fixes:
  • Rift Scuttler’s health bar no longer takes a few moments to appear when revealed for the first time
  • Zyra’s Passive - Garden of Thorns no longer re-activates while Zyra is recalling in brush, giving away her location
  • Braum no longer instantly dies if he tries to block Baron Nashor’s Acid Shot with E - Unbreakable at the exact wrong moment
  • When Darius’s E - Apprehend pulls enemies over walls, it no longer chest-bumps them back to the side they were on to begin with
  • Graves is no longer briefly stunned if an enemy tries to displace him as he casts R - Collateral Damage
  • Graves’s W - Smoke Screen no longer fizzles if cast immediately before Graves fires his second basic attack charge
  • Fixed a bug where Elise’s Spiderlings sometimes took no damage from Graves’s basic attacks
  • Fixed a bug where the active effect of Hextech GLP-800 wasn’t always being properly reduced by Ruby Sightstone’s active item cooldown reduction
  • Health bars for Aether Wing Kayle, Iron Inquisitor Kayle, and Riot Kayle have been bumped up to match their height on Kayle’s other skins
  • Fixed some flickering in Blood Lord Vladimir’s R - Hemoplague cast visuals
  • Bad Santa Veigar's custom particles for W - Dark Matter have been restored. Merry Christmas.
  • Restored the pathing indicator line that appears between clicking on Snow Day Bard’s E - Magical Journey and entering it to become a penguin
  • Removed a few seam lines on Muay Thai Lee Sin’s model at Very Low settings
  • Headless Hecarim’s smoke effects no longer stutter
  • Fixed a texture issue on the top of Fnatic Gragas’s barrel Summoner’s Cup
  • Removed a random pipe that appeared in Commando Jarvan IV’s knee during his walk animation
  • Fixed a stretching issue with Pool Party Lulu’s hat during her death animation
  • Championship Shyvana’s teeth in dragon form are no longer super elastic when she roars
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-614-notes.

New in League of Legends 6.13 (Jun 28, 2016)

  • Welcome to patch 6.13, the one where supports get to have nice things, too. We’ve got a few more support changes in patches to come, but let’s focus on the here and now.
  • For the most part, supports aren’t really that weak. The issue is their influence can be hard to appreciate compared to more obvious things like kill streaks. In a certain light, however, perception is reality: when players believe they’re weak, they’re more reluctant to make risky - but impactful! - plays. With that in mind, our goal this patch is to sharpen support gameplay satisfaction, making success a bit easier to observe. Better rewards for doing support things and a healthy assortment of quality-of-life improvements should make supports feel better about their place in the world.
  • Botlane happiness aside, we’re also taking steps to address recent warps in the top lane landscape. This means reining in overperformers (Irelia, Vladimir) and bringing up a few picks we think should have a seat at the table (Gnar, Jarvan). Whichever approach you prefer, this patch’s biggest shift to top lane is a reduction to the reliability of Teleport plays, so be sure to check those changes out below.
  • On further inspection, occasionally surviving TP ganks will make support life more pleasant, so we’ve really come full circle with this introduction.
  • Bug fixes:
  • Fixed a few cases where Ninja Tabi weren't properly reducing damage from empowered basic attacks (ex. Ashe's Q - Ranger's Focus)
  • Fixed a bug where Fiora would be locked out of Flash and Teleport if she died during Q - Lunge until casting Lunge again
  • Corrected Leona’s Q - Shield of Daybreak tooltip to indicate the stun lasts 1 second, not 1.25 seconds (actual stun duration unchanged)
  • Miss Fortune’s Passive - Love Tap and Shaco’s Passive - Backstab no longer apply extra stacks of Black Cleaver’s armor shred
  • Champions no longer get stuck when trying to walk behind Blue Sentinel’s little rock buddy
  • Fixed a bunch of cracks in the Zac Sweet Chromas on Very Low visual settings
  • Fixed a bug where toggling Relative Team Color wouldn't adjust the color of existing minions
  • Adjusted colors on a few of Challenger Nidalee's visual effects to improve readability
  • Restored custom particles for Blight Crystal Varus's E - Hail of Arrows when the arrows land
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-613-notes.

New in League of Legends 6.12 (Jun 15, 2016)

  • While there are a decent amount of non-Howling-Abyss changes here, we figured we'd take this opportunity to speak directly to the poro-lovers of Murder Bridge.
  • We don’t often make straight adjustments to ARAM as a mode, so let’s slap some context on that. While we don’t plan to ever fully balance a random mode given the obscure (and sometimes soul-crushing) compositions it can churn out, we’re confident we can make some pretty big wins by easing some of the more obvious outliers. That means addressing the dominance of healers and poke teams, as well as giving melee champions (and gold-starved classes of all shapes and sizes) a better shot at equal footing. You can read more on the changes below, but all-random players: Snowdown’s come early.
  • For those that prefer their maps a little less frozen, we’ve still got changes you can sink your teeth into. Much of this patch is focused on light tweaks (especially on the items and mastery side) to nudge certain classes and builds upwards or downwards in the hopes of letting those stuck in the middle shine through. Slap on some extra scalings here and there (and a whole 6 seconds off Corki’s rank 1 dash) and you’ll see that, ARAM or otherwise, this patch is all about the little guys.
  • Bug fixes:
  • Fixed a bug where turrets on Howling Abyss and Twisted Treeline were dealing slightly more damage to champions than intended
  • Fixed a few interactions between Hextech Protobelt-01’s active and empowered attacks (ex. Ekko’s E - Phase Dive)
  • Fixed a bug where Elise’s E - Cocoon stun was cut short if, after casting Cocoon, Elise instantly switched to R - Spider Form and cast E - Rappel on the Cocoon’d target
  • When Xin Zhao attacks Jax during E - Counterstrike, the attacks Jax dodges no longer count as hits for Xin’s W - Battle Cry’s healing passive
  • Sion can no longer restart his Q - Decimating Smash in a different direction by pressing R+Q during Decimating Smash’s channel
  • Fixed a visual bug where Lux could sometimes appear to cast multiple R - Final Sparks in rapid succession. Only the final Final Spark was real! Ghost lasers should no longer appear.
  • The spectral riders of Headless Hecarim’s R - Onslaught of Shadows are once again visible. Still spooky, though.
  • Restored warning particles when Snow Day Gnar and Gentleman Gnar are about to transform
  • Snow Day Gnar’s E - Hop attack speed buff particles no longer cut off at certain angles
  • Shadowfire Kindred’s basic attack particles are now easier to see
  • Fixed a bug where Shadowfire Kindred’s Wolf would appear as two Wolves stacked on top of each other to everyone except Kindred
  • Omega Squad Teemo no longer copies Classic Teemo’s movement voiceover lines when both are in the same game
  • Pool Party Mundo’s busted ukelele no longer jitters on the ground at the end of his recall animation
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-612-notes.

New in League of Legends 6.11 (Jun 1, 2016)

  • Welcome to patch 6.11, the one where we clean out the balance closet. With the Midseason dust settling on live servers, we're turning our attention to professional play. That means taking a swipe at the picks that are stifling champion diversity.
  • With pros around the world returning to the Rift, we’re excited to see how the exemplars of League innovate in our new era of elemental drakes and meaningful turret damage. That's just not possible when multiple champs show up in every single game. So, before the summer split enters full swing, we're taking steps to rein in the outliers. This includes longstanding challenges like Nidalee, Kindred, and Ekko, as well as return offenders like Azir and Lucian whose popularity has once again crossed the line into problem territory.
  • Important to note: like the mage updates, we're avoiding generic nerfs in favor of balancing around strategic identities. What are these champions meant to excel at? How do we bring them in line while still allowing them to shine in the situations they should be picked in? These questions show us where to trim power that doesn't fit the narrative, and in some cases (Trinity Force?!) where we can add new strength that does.
  • Bug fixes:
  • Resolved an issue preventing some players from receiving mastery tokens
  • The start-of-game Fortification buff on outer turrets now properly reduces magic damage
  • The cooldown of Thunderlord’s Decree no longer resets on certain revive effects (ex. Karthus’s Passive - Death Defied, Yorick’s R - Omen of Death)
  • Cassiopeia’s Q - Noxious Blast range indicator has been extended to match its cast range
  • Champions standing in Cassiopeia’s W - Miasma can no longer dash using the second cast of ARAM’s Mark / Dash
  • Fixed a bug where Darius’s E - Apprehend wasn’t properly pulling in enemies that were mid-dash during its cast
  • Fixed a bug where Draven couldn’t recast R - Whirling Death while snared
  • Fixed a bug where Wolf would occasionally stop damaging targets that entered his range during Kindred’s W - Wolf’s Frenzy
  • Malzahar’s voidlings no longer get confused if a target afflicted by E - Malefic Visions enters brush
  • Rumble’s Q - Flamespitter now turns to face his target on basic attack command, rather than basic attack execution (think Corki’s E - Gatling Gun)
  • Trundle’s Passive - King’s Tribute no longer procs when Zed’s R - Death Mark shadow expires
  • Fixed a bug where Ziggs decided to take a short walk forward before casting R - Mega Inferno Bomb at max range
  • Restored voiceover lines for Vladimir’s Q - Transfusion and E - Tides of Blood
  • Viktor’s R - Chaos Storm pulses are now accompanied by sound effects
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-611-notes.

New in League of Legends 6.10 (May 19, 2016)

  • Champions:
  • Taliyah:
  • Taliyah, the Stone Weaver, will be released in this patch! To learn more, check the following links:
  • The Bird and the Branch
  • Homecoming
  • Champion Reveal
  • Champion Insights
  • Inside Taliyah dev with the designers
  • Taliyah Q&A
  • Champion Spotlight
  • Alistar:
  • R damage reduction down.
  • Alistar's the definition of a professional staple, bringing consistent peel, initiation, and diving potential. We're not looking to change that, but when Alistar becomes too reliable he suffocates the rest of the support landscape. We've always been happy with Alistar breaking up the attrition of an all-ranged lane through the threat of tower-dives, but at present he's got too much of a good thing. We're toning back Ali's early-game ability to tank turret shots (and everything else) so opponents have a chance to play around his window of strength rather than just flee for its duration.
  • R - Unbreakable Will
  • DAMAGE REDUCTION 70% at all ranks ⇒ 50/60/70%
  • Anivia
  • R radius and cast range increased. Mana cost down.
  • The first of many follow-ups to our Midseason mage updates, we begin with Anivia. While we’re confident in the controlling shift we made with the Cryophoenix in 6.9, Anivia as a whole ended up less reliable in the process. With a heavier focus placed on Glacial Storm’s uptime, we’re making it easier for her to maintain her signature zoning tool.
  • R - Glacial Storm
  • COST PER SECOND 40/50/60 mana ⇒ 30/40/50 mana
  • CAST RANGE 685 ⇒ 750
  • INITIAL RADIUS 150 ⇒ 200
  • SWAGSTORM Using Zhonya’s Hourglass no longer interrupts Glacial Storm
  • Aurelion Sol:
  • W cooldown up. R damage down.
  • While our last changes pulled him down from the heavens, Aurelion Sol’s still kicking as our biggest over-performer. Alas, when you’re a strong laner with amazing roaming and teamfighting - something’s gotta give. For this update, we’re focusing on hitting Sol’s in-fight reliability. As-is, Aurelion holds all the cards in any given engagement due to his Celestial Expansion’s amazing flexibility, forcing opponents to march to his beat. Putting some of the counterplay back into whether or not Aurelion can safely avoid being knocked out of his empowered state, as well as draining some his raw damage output, should see the Starforger less powerful (but no less magnificent).
  • W - Celestial Expansion
  • COOLDOWN 6/5/4/3/2 seconds ⇒ 6/5.5/5/4.5/4 seconds
  • R - Voice of Light
  • DAMAGE 200/300/400 ⇒ 150/250/350
  • Cassiopeia:
  • Q and W ranges up. W cooldown decreased.
  • One of the larger Midseason mage updates, Cassiopeia’s strengths as an immobilizing controller have been muted by a rather weak release state. Low ranges across her poisons appear to be the culprit, as Cassi quite literally lives or dies on her ability to access Noxious Blast’s burst of speed (or Miasma’s grounding). Add in some bonus usability to her poisons and Cassiopeia will see herself actually able to play her keep-away kite game without being overrun.
  • Q - Noxious Blast
  • RANGE 750 ⇒ 850
  • SAVOR THE MOMENT Noxious Blast’s movement speed bonus takes longer to decay
  • POISONOUS CLARITY “Poisoned” particle’s size has been increased
  • W - Miasma
  • COOLDOWN 22/20/18/16/14 seconds ⇒ 18/17/16/15/14 seconds
  • MINIMUM RANGE 550 ⇒ 500
  • MAXIMUM RANGE 800 ⇒ 900
  • BRINGING IT BACK No longer stops upon hitting terrain
  • Fiddlesticks:
  • E bounces down. More scarecrow.
  • After a season in the shadows, Fiddlesticks is back with a vengeance following his spooky update. This patch is nothing complicated - we’re going to keep our eye as Fiddle continues to harbinge doom all over the place, but the clearing and dueling potential from Dark Wind was simply too high.
  • General
  • newSPOOKY After 5 seconds of not moving, Fiddlesticks will become a scarecrow
  • E - Dark Wind
  • NUMBER OF BOUNCES 7 ⇒ 6
  • Fizz:
  • R’s fish can’t be cleansed.
  • Due to the changes to Quicksilver Sash only removing crowd control, a nasty bug surfaced where any ability that cleansed slows (like Garen’s Q - Decisive Strike) would completely detach Fizz’s shark from the target. Rather than just reverting it to its previous behaviour, we’re instead making it consistent with QSS’s debuff interaction. Cleansing the slow will allow you to move at full speed, but won’t detach the shark. Like with QSS’s interactions with other high-profile abilities (ex. Zed’s R - Death Mark and Fiora’s R - Grand Challenge), we’ll be closely monitoring how these changes affect Fizz’s performance.
  • R - Chum the Waters
  • removedSHARKBAIT Cleansing Chum the Waters’ slow no longer detaches the shark from the target.
  • Illaoi:
  • W cooldown down.
  • Following changes to her Test of Spirit, Illaoi’s found her performance a little lopsided this patch. Traditionally relying on a powerful laning phase to transition into strong teamfighting, Illaoi’s new vessel mechanics have reversed this dynamic. Now, Illaoi’s late-game vessel shenanigans are making a big splash, but it’s her early-game strength that’s been reduced significantly. We’re happy with the direction of the new Test of Spirit (i.e. providing a tangible benefit to Illaoi but not debuffing opponents for a million years), so we’re giving the Kraken Priestess a booster-shot to her early lane-bully potential to even things out.
  • W - Harsh Lesson
  • COOLDOWN 6/5.5/5/4.5/4 seconds ⇒ 4 seconds
  • Jinx:
  • Rocket attacks faster at level 1, but scales worse with attack speed.
  • Our last round of changes to Switcheroo were targeted at differentiating Jinx’s weapons to make it clear when each should be useful. Pow-Pow’s minigun is for hyper-carry damage output at short range, while Fishbones’ rocket launcher is for poking and area damage at the cost of a significant amount of DPS uptime. We’re happy with how that’s played out, save one unintended goal: the usability of Jinxs’ level 1 rockets suffered immensely. Seeing how our previous change was about making rockets scale worse with items, we’re improving the feel and flow of Jinx’s trusty Fishbones for all of her destructive lane-bullying needs.
  • Q - Switcheroo!
  • FISHBONES BASE ATTACK SPEED 0.531 ⇒ 0.625
  • FISHBONES ATTACK SPEED PENALTY 15% reduced bonus attack speed ⇒ 25% reduced bonus attack speed
  • Malzahar:
  • Passive cooldown up.
  • While our balance hotfix looks to have solved much of Malzahar’s over-the-top performance (like soloing dragons at level 3), Malzahar’s still ahead of the pack when it comes to mage dominance on 6.9. Void Shift is an important tool to facilitate Malzahar wading through the midlines to lockdown a priority target, but the cooldown is so flexible during laning that it makes most aggression feel meaningless. We’re dramatically increasing the windows opponents have to pull Malzahar out of the void and back to his fountain (especially early game).
  • Passive - Void Shift
  • COOLDOWN 23-6 seconds (at levels 1-18) ⇒ 30/18/10/6 seconds (at levels 1/6/11/16)
  • VOID CLARITY Cooldown indicator is now also shown on buff bar
  • Master Yi:
  • W ratio up. E damage up.
  • Master Yi’s been on a bit of a wild ride when it comes to the patch notes, but now we find the Wuju Bladesman pretty far behind the curve. Specifically, changes to Guinsoo’s Rageblade and the removal of Sated Devourer’s got Yi feeling pretty confused about how he should be building in a post-midseason world. With Sated’s magic proc gone (and Bloodrazor’s damage being entirely physical), armor’s better protection against Master Yi than it’s ever been. Coupled with some changes to the new enchantment, tossing some power back in Yeezy’s true damage will help him melt through sturdier targets when he can’t reach the back line.
  • W - Meditate
  • RATIO 0.15 ability power per second ⇒ 0.25 ability power per second
  • E - Wuju Style
  • TRUE DAMAGE ON-HIT 12/19/26/33/40 ⇒ 14/23/32/41/50
  • Nocturne:
  • Passive has an AP ratio.
  • We know what you’re thinking, but let’s explain. There are an abundance of things in the game that give ability power incidentally (Guinsoo’s Rageblade, Baron Buff etc), making a number of champions sad when they can’t utilize it. Giving Nocturne an ever so slight ratio should make him feel better when these cases arise.
  • Passive - Umbra Blades
  • newRATIO Now additionally scales with 0.15 ability power per hit
  • Shyvana:
  • W has an AP ratio.
  • Pretty much the same thing as Nocturne’s context. Re-read that but pretend we said ‘Shyvana’ instead.
  • W - Burnout
  • newRATIO Now additionally scales with 0.1 ability power per second
  • newRATIO ON-HIT Now additionally scales with 0.025 ability power on-hit
  • Swain:
  • Health per level up. R heals more.
  • Before we talk about Swain proper, consider this a public service announcement: Torment’s damage amplification is a flat 20% as of 6.9, which means you shouldn’t level it first.
  • With that out of the way, let’s talk Swain. Simply put, Swain’s not being rewarded enough for his early-game successes, often being ignored or phased out as the game goes on. We’re looking to tackle this by reinforcing what he’s good at - taking hits on the front lines and being a sticky drain-tank, especially against teams with multiple tanks. At present, Swain’s healing is based on the damage dealt - meaning the more magic resist an opponent has, the less health. This means the burly tanks of the world that Swain’s meant to prey on in lane quickly turn predator, reducing both Swain’s damage and sustain through items. We’re flipping the script and letting Swain heal up on tanks with plenty to spare (as well as upping his own natural durability) to keep his fantasy of being contextually unkillable alive and well.
  • General
  • HEALTH GROWTH STAT 78 ⇒ 90
  • Q - Decrepify
  • HUNGRY FOR WORMS Now executes minions below 10 health
  • NOW THEY WORK Fixed a bug where spell effects like Rylai’s Crystal Scepter and Liandry’s Torment weren’t applying properly
  • R - Ravenous Flock
  • HEALING VS CHAMPIONS 75% of the damage dealt ⇒ 30/45/60 (+0.1 ability power)
  • HEALING VS MINIONS AND MONSTERS 15% of the damage dealt ⇒ 8/11/13 (+0.03 ability power)
  • FLOCK TOGETHER Now prioritizes targets closest to Swain instead of picking them at random (still prioritizes champions over non-champions)
  • Taric:
  • R is more shiny.
  • Even for someone that shines as bright as Taric, Cosmic Radiance can be a little hard to see in teamfights. Given how pivotal it is to know whether or not people are going to take damage (who’d have thought?), we’ve put some extra shine on Taric’s biggest moment.
  • R - Cosmic Radiance
  • WITH CLARITY Added a brighter particle that plays when units affected by Cosmic Radiance become invulnerable
  • Tryndamere:
  • R holds you at a higher threshold. No longer restores 3% health if below.
  • Tryndamere had an undocumented mechanic that would ensure you wouldn’t end at 1hp after his ult expired if you didn’t heal (which most people didn’t notice, because they’d usually heal after it ended). We’re just cleaning it up and putting it in the tooltip, since 3% of Tryndamere’s health almost always ended up at 30-70 health anyways.
  • R - Undying Rage
  • MINIMUM HEALTH 1 ⇒ 30/50/70
  • removedAS I LAY DYING No longer heals Tryndamere to 3% of his maximum health (if he was below that) when Undying Rage ends
  • Vel'Koz:
  • Passive and R ratios up.
  • Vel’Koz’s update was meant to help solve his ‘spikes early but falls off’ power-curve by giving him meaningful scaling with ability power (and extra spicy lasers against researched targets). After a patch of careful research, it’s clear we didn’t go far enough to avoid VK’s drop-off, so we’re cranking up his scaling.
  • Passive - Organic Deconstruction
  • RATIO 0.4 ability power ⇒ 0.5 ability power
  • R - Life Form Disintegration Ray
  • RATIO 1.0 ability power ⇒ 1.25 ability power
  • Vladimir:
  • R’s healing on champions increased. Q baits you less.
  • Our resident blood-mage, Vladimir’s only partially living up to the expectations set in 6.9. Which is to say Vlad’s losing quite a lot of health, but not exactly gaining all of it back. Hemoplague promises a rewarding second wind for a well-placed ultimate, but falls short of being the lifeline necessary to enable Vlad’s health as a resource. We’re tuning back his risk/reward paradigm as well as some usability improvements to help Vladimir pull off the daring low-health plays he’s known for.
  • Q - Transfusion
  • RIPE FOR THE PICKING Crimson Rush’s particle now delays until just before Transfusion becomes available
  • E - Tides of Blood
  • ROLL TIDE Releasing Tides of Blood no longer prematurely cancels Sanguine Pool
  • R - Hemoplague
  • HEALING VS CHAMPIONS 50% of the damage dealt ⇒ 150/250/350 + 0.7 ability power, increased by 50% for each additional champion hit beyond the first
  • Zyra:
  • Passive-spawned seeds can be stepped on faster.
  • Zyra’s Midseason is off to a good start, comfortably blooming into a botanical powerhouse. We’re not looking to do anything dramatic - just adjusting Garden of Thorns to be less punishing for those on the wrong side of the grass.
  • Passive - Garden of Thorns
  • SEED GRACE PERIOD Can be stepped on 1.5 seconds after spawning ⇒ 1 second after spawning (W - Rampant Growth seeds remain at 1.5 seconds of immunity)
  • Splash Updates:
  • Tristana’s skin splashes have been updated:
  • Summoner’s Rift
  • Jungle Respawn Timers:
  • Red and Blue minimap respawn icons are smaller.
  • The size of the buff icons were cluttering the minimap and giving the feeling that buff contests were as important as epic monsters. Bringing the size in line with the importance of buffs is a good way to clear up the minimap landscape to see other things like wards or traps.
  • MINIMAP CLARITY Reduced the size of Red & Blue minimap respawn icons
  • First Minion Wave:
  • Consistency at the start of the game is what allows players to make laning decisions. We’ve been honing in on that consistency with small minion tweaks over many patches, but losing a ranged minion to random chance could occasionally change the dynamic of laning. Eliminating that outlier should give players clearer expectations about the laning phase.
  • FOCUS ON THE FRONT Minions in the first wave should no longer grab an enemy ranged minion as a target randomly.
  • Mountain Drake:
  • Doesn’t amplify true damage.
  • True damage offers pretty clear feedback: the damage you see is the damage you get, no decreases or increases. Mountain Drake was violating that expectation (especially around smite fights), so we’re bringing it in line with the rest of the game.
  • Mark of the Mountain Drake
  • TRULY OUTRAGEOUS No longer amplifies true damage (including Smite)
  • Ocean Drake:
  • Now restores health and mana only when out of combat with champions and towers.
  • Regeneration effects often go unnoticed by their owners, but the Ocean Drake buff is large and spiky enough that players feel the individual ticks. The occasional lucky tick right before a killing blow, however, was adding more frustration than gameplay and often leaving players wondering if their damage hadn’t gone through. Tying the regen to stay out-of-combat allows more counterplay to opponents, allowing them to feel less like they’re fighting a rising tide. Of regeneration.
  • updatedMark of the Ocean Drake
  • SEA GOD’S CLAIM Restores 4/8/12% of your missing health and mana every 8 seconds if not damaged by a champion or tower in the last 5 seconds
  • Turrets:
  • Turrets now take less true damage when the backdoor bonus is in effect.
  • Turrets have always had a pretty massive defensive boost to discourage raw backdoor attempts, but with the increased prevalence of True Damage in the game (Mountain Drake, Red Buff) we’re adjusting to keep it in line.
  • REALLY REINFORCED ARMOR Now additionally absorbs 66% of true damage when the backdoor bonus is in effect
  • Items:
  • Enchantment: Bloodrazor:
  • Attack speed and on-hit damage up.
  • The new Bloodrazor allows junglers like Shyvana and Master Yi to feel more comfortable interacting with other players early on, rather than obligated to farm the jungle for twenty minions. That said, thanks to the relatively weak combat strength of Bloodrazor, they’re not enjoying the results of those interactions. Without being pinned to farming, attack speed junglers have reasons to duel enemy junglers, gank, or otherwise scrap for early-mid game advantages - they just need reasons to believe they can win those duels. Upping combat strength is the solution here.
  • ATTACK SPEED 40% ⇒ 50%
  • ON-HIT DAMAGE 3% of the target’s maximum health ⇒ 4% of the target’s maximum health
  • Summoner Spells:
  • Barrier:
  • Cooldown decreased.
  • Right now, Barrier doesn’t really have anything to differentiate it from Heal, leaving it outclassed by the less temporary nature of Heal. A lower cooldown should offer Barrier a unique identity as the go-to summoner spell against repeated assassin all-ins.
  • COOLDOWN 210 seconds ⇒ 180 seconds
  • Ghost:
  • Cooldown decreased. Movement speed scales with level.
  • With the removal of Distortion Boots, Ghost lost out on the scaling power it had come to rely on. Given Ghost’s consistent underselection relative to Flash, buffing the summoner spell won’t make it a must take, while still keeping the late game feel it previously had.
  • COOLDOWN 210 ⇒ 180
  • MOVEMENT SPEED BONUS 27% at all levels ⇒ 28-45% (at levels 1-18)
  • Dynamic Queue:
  • Rolling out later this patch: several adjustments and improvements targeting high MMR matchmaking in dynamic queue.
  • Our goals are lowering queue times and improving match quality above Diamond tier with a set of solutions addressing those two issues. We’ll share more during this patch.
  • Champion Mastery:
  • Champion Mastery Levels 6 and 7 are coming this patch.
  • Mastery Levels 6 and 7 better emphasize skill by requiring S grades from matchmade games. We’re emphasizing a performance requirement alongside a dedication component (the time needed to unlock free chests or earn IP for champ shards or permanent loot) to build on the original system’s blend of skill and participation. Keep an eye out for a larger announcement soon!
  • MORE MASTERFUL MASTERY Earn new mastery badge emotes, loading screen border flags, and announcement banner upgrades for each level
  • DING Earn Mastery 6 tokens for S-, S, and S+ games with champs that are Mastery Level 5
  • DING DING Earn Mastery 7 tokens for S and S+ games with champs that are Mastery Level 6
  • HEXTECH MASTERY Combine Mastery tokens for a specific champ with that champ’s crafting shard, permanent loot, or blue essence to unlock their next mastery level
  • ZOINKS! We’re adding a new mystery champ item to the store for RP or IP in a future patch that’ll help offset the RNG of finding champ shards and permanents in chests
  • Bugfixes:
  • Fixed a false error message that occurred when entering a game lobby
  • Final Boss Veigar's Q - Baleful Strike no longer turns units invisible when killing them
  • Fixed a number of interactions with Cassiopeia's W - Miasma Grounded debuff
  • Varus's Q - Piercing Arrow no longer occasionally deals damage against spell shielded targets
  • Annie’s R - Summon: Tibbers cooldown no longer resets to full if Tibbers lives past the end of the ability’s cooldown
  • Frozen Heart’s aura no longer pops Malzahar’s Passive - Void Shift
  • Fixed a bug where Ahri’s W - Fox-Fire could spawn less than three flames if cast at the same time as Ahri used Flash
  • Zigg’s Passive - Short Fuse cooldown is now properly reduced when casting spells while W - Satchel Charge is active
  • Fixed a bug where Zyra’s Q - Deadly Spines could cause the wrong seeds to spawn Thornspitters
  • Fixed a bug where flat armor reduction effects (ex. Nasus’s E - Spirit Fire) reduced jungle monster armor by more than the intended amount as monster stats scaled over time
  • The Lifeline cooldown of Sterak's Gage no longer resets to full after the Sterak's Fury buff expires
  • Fixed a bug where Zz'Rot Portal's Voidspawn were ignoring minions
  • Restored Curling Veigar’s vintage border for players who owned him as a limited skin

New in League of Legends 6.9 (May 3, 2016)

  • You may notice the sweet new layout (if you're reading this in the patcher, we recommend heading to the web) - that's because this ain't your ordinary run-of-the-mill patch!
  • Midseason is a time for us to reflect on what parts of Preseason worked and what didn't, and take large strides to keep League fresh. We identified two areas of improvement for Midseason: adding cohesion to the mage class, and shaking up the strategy surrounding objectives. Let's dive in.
  • While thematically strong (who doesn't like casting spells?), mages have historically lacked a cohesive identity beyond 'damage that's magic.' Some are long-ranged, some are short-ranged, some are Fiddlesticks, you get the idea. A lack of clear expectations combined with the sheer size of the class means there's a lot of redundancy across the mage roster. In the end, this puts mages in a spot where the answer to 'who should I play?' is always 'whoever's numerically strongest'.
  • That's a lot of rhetoric in one paragraph, but you get the idea. Like marksmen and juggernauts before them, mages are getting a class-wide update, drawing out their individual strengths and cranking them up to 11. If your favorite spellslinger didn't get directly changed, never fear - mage items have also been recalibrated to enable more diverse playstyles. Time will tell how impactful the changes are, but one thing's for sure: it's a good patch for folks that love ability power.
  • Circling back, let's talk objectives. Current balance between mapwide objectives is pretty off-kilter, with turrets taking the lion's share of strategic value. Our goal with Midseason isn't just to spiffy up the jungle bosses and buffs, but to make contesting them a viable option when weighed against sieging or defending an turret. By diversifying the rewards on the map, we create an environment where teams constantly re-evaluate the importance of objectives as the game progresses. Between controlling, contesting, and trading, there's a lot to take (and a lot to take in), but adaptation is key to coming out on top.
  • SKIN CLARITY UPDATES:
  • Ravenborn LeBlanc’s launch pads for W - Distortion are brighter and slightly larger
  • Cosmic Reaver Kassadin’s Q - Null Sphere projectile is larger. Added a ring element for E- Force Pulse’s ready state.
  • Headhunter Caitlyn’s Passive - Headshot now has glow particles on her hands when ready (in addition to the ones on her gun)
  • Lunar Revel Caitlyn’s basic attack is now less noisy and aligns more with her base
  • Blood Moon Elise’s E - Cocoon looks more like a cocoon, as opposed to Ahri's Charm. W - Skittering Frenzy has been cleaned up and now leaves the screen faster and is less noisy.
  • Firecracker Jinx’s Q- Fishbones explosions have been cleaned up and have less smoke effects
  • Forecast Janna’s Q - Howling Gale has been lightened for better visibility
  • Dark Valkyrie Diana’s Q - Crescent Strike particle has been modified to make the brights brighter and darks darker
  • BUG FIXES:
  • Fixed a bug where Karthus's abilities sometimes failed to apply the slow from Rylai's Crystal Scepter during Passive - Death Defied. (We jumped the gun on listing this last patch - sorry!)
  • While in Passive - Death Defied, Karthus no longer creates extraneous visual effects when casting Q - Lay Waste out of range
  • Quinn no longer fails to proc Passive - Harrier when attacking a marked target immediately after canceling an attack
  • Oracle Alteration now indicates its sweep range when hovered
  • Fixed a bug that prevented players from joining premade lobbies while waiting out queue dodge penalties
  • Fixed a Clubs tag display issue with tags that started with a "-"
  • Fixed a bug where some players couldn't see their own Clubs tag in New Champ Select lobbies
  • Ward placement VO lines no longer play globally for allies on some champions and skins
  • Snow Day Singed's recall audio is no longer global
  • Battlecast Alpha Skarner no longer occasionally plays base Skarner's VO
  • Gravelord Azir no longer sometimes plays base Azir's VO on top of his own lines
  • Blackfrost Anivia's Passive - Rebirth channeling audio has been restored
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-69-notes.

New in League of Legends 6.8 (Apr 19, 2016)

  • Champions:
  • Taric:
  • Taric, the Shield of Valoran, will be updated with the launch of patch 6.8! To learn more, check the following links:
  • The Ascent
  • Champion Reveal
  • Champion Insights
  • Taric Q&A
  • Community Podcast
  • Champion Spotlight
  • Ekko:
  • W and E base damage down, but AP scaling increased.
  • Ekko’s rampage through toplane may be a problem of the present, but this isn’t the first time this has happened. To recap our feelings about Tank Ekko (from way back in 5.15) - it’s about tradeoffs. AP Ekko earns his game-ending skirmish potential by putting himself at constant risk: Chronobreak and Parallel Convergence are unwieldy when Ekko’s fragile enough to die before he can use them optimally. Tank Ekko’s survivability makes these tools much more reliable, but due to a combination of low cooldowns and high base damage, he still brings the beatdown as well. We’re fine with Tank Ekko shining in specific situations, but significantly lowering the build’s damage output (relative to AP-focused builds) ensures Ekko’s risk-reward paradigm is kept in check.
  • Galio:
  • E costs less and gives more movement speed.
  • Galio presents a powerful option for those who like to make a big impact in close quarters, but often runs out of steam before teams start grouping up. We’re tossing him a stone to help smooth his laning interactions (especially when pushed into his tower), as well as enable sweet roaming plays if the situation arises.
  • Graves:
  • Basic attacks deal less damage, but crits are more valuable.
  • Graves doesn’t know the first thing about time-travel, but he and Ekko share a lot of similarities this patch - they deal tons of damage, and they’re practically unkillable. While Graves isn’t building pure defense, his unique interactions with lifesteal and basic-attack scaling let him get away with prioritizing efficient hybrid defensive items (Death’s Dance, Maw, Sterak’s) to wreck early and wreck late. We’re retuning New Destiny’s specs so Graves has to make a choice between being critting people’s heads off or being the gritty, sustained cleanup crew.
  • Kog'Maw:
  • Q shred up at early levels. W damage down.
  • When last we joined Kog’Maw on his adventures through patch notes, we spoke a lot about giving hypercarries a more even power curve than just ‘great late, awful early.’ These changes are furthering that philosophy, letting Kog feel like he gets to have a Q and reining in his insane power spike.
  • Master Yi:
  • R cooldown up and duration down, but its reset duration increased.
  • While much of Master Yi’s strength comes from his synergy with two powerful items (Guinsoo’s Rageblade + Sated Devourer), his lack of downtime has always been a frustration. We’re tuning Yeezy’s all-in window to reward using Highlander at the right time, rather than ‘whenever.’
  • Miss Fortune:
  • W duration and cooldown up. Love Tap no longer extends W’s duration, but now reduces its cooldown.
  • Ever since Miss Fortune’s dominating preseason performance, the Bounty Hunter’s business seems to be anything but booming. Her contributions to clustered fights are still worth a pretty silver serpent, but MF’s ability to compete alongside her marksman siblings outside of that best-case scenario is lacking. Retuning Strut for higher potential uptime should bring Miss Fortune’s baseline a little closer to the expectations of her class, without hindering the unique bullet-hell style of teamfighting she’s known for.
  • Olaf:
  • W lifesteal and R’s armor and magic resist increased.
  • Olaf’s a champion that has all the tools necessary to stick to targets and wreck faces in a big brawl, but there’s one problem: he’s dying too fast. Berserkers thrive in bloody combat, so we’re amping Olaf’s durability to tip the scales in his favor when he picks the right moment to go all-out (instead of falling flat).
  • Rumble:
  • Q deals full damage to minions. R’s cooldown lowered.
  • Once a professional staple, Rumble’s struggled to succeed in 2016. This scrappy yordle’s game is one of attrition; nickel-and-diming opponents with persistent damage and forcing them out of lane (or Equalizing them for overstaying their welcome). This season’s premium sustain options - Corrupting Potion and Grasp of the Undying - has left Rumble lacking the ability to get damage to stick. Rather than commit ourselves to an arms-race of upping his damage to compete with early game sustain (which we’re taking a swing at further below), we’re opting to instead give Rumble greater flexibility in lane control.
  • Splash Updates:
  • 11 completely new splashes that’ll be around for a long time.
  • As mentioned last patch, the Global Splash Unification work is a short-term solution. So, what’s the long-term solution? Comprehensive updates like the eleven splashes here. Splash updates are now baked into our Champion Update process (see: Poppy, Shen, and of course Taric), and we’ll opportunistically release small batches like this one when we can.
  • Global Splash Unification:
  • Updating old splash arts to be the same in all regions. Part several of several.
  • Context here’s the same as with last patch. These splash swaps are short term changes to ensure players in all regions see the same splashes. They aren’t taking the place of proper upgrades (like the ones in the section above)!
  • The following splash arts have been modified or replaced with the Tencent version (apologies for the wall of text):
  • Modified updates:
  • Crimson Akali, Stinger Akali, Gentleman Cho’Gath
  • Annie-Ryze:
  • Frostfire Annie, Goth Annie, Commando Garen, Dragon Fist Lee Sin, Crimson Elite Riven, Rumble in the Jungle, Bilgerat Rumble, Tribal Ryze, Triumphant Ryze, Zombie Ryze
  • Shaco-Swain:
  • Mad Hatter Shaco, Royal Shaco, Nutcracko, Workshop Shaco, Asylum Shaco, Boneclaw Shyvana, Hextech Sion, Warmonger Sion, Warrior Princess Sivir, Spectacular Sivir, Huntress Sivir, Bandit Sivir, PAX Sivir, Muse Sona, Divine Soraka, Bilgewater Swain
  • Talon-Urgot:
  • Renegade Talon, Recon Teemo, Cottontail Teemo, Highland Tryndamere, King Tryndamere, Musketeer Twisted Fate, Kingpin Twitch, Whistler Village Twitch, Gangster Twitch, Primal Udyr, Giant Enemy Crabgot, Butcher Urgot
  • Vayne-Zilean:
  • Vindicator Vayne, Veigar Greybeard, Nosferatu Vladimir, Vandal Vladimir, Thunder Lord Volibear, Big Bad Warwick, Feral Warwick, Base Xin Zhao, Commando Xin Zhao, Winged Hussar Xin Zhao, Major Ziggs, Groovy Zilean
  • Items:
  • Iceborn Gauntlet:
  • Proc damage decreased.
  • Sheen’s always offered champions with low cooldowns and high base damage a cost-efficient damage option (without having to go too far into full-damage builds). From there, the branching paths tell the story of what you want your Sheen to do. Do I want an extra AP Ratio? Lichbane. Do I want to deal tons of damage? Trinity Force. In-fight utility? Iceborn Gauntlet. The latter has done a fantastic job of holding up its utility promise - but the extra damage it provides is allowing beefier builds to squeeze too much effectiveness out of their kits. Given how much cheaper it is to build than the other Sheen upgrades, we’re taking a stab at sharpening those identities and making Iceborn markedly weaker than its alternatives at winning duels.
  • Mercurial Scimitar:
  • Cost and attack damage lowered.
  • Mercurial Scimitar is really gold efficient. Reaaaaally gold efficient. That’s not a problem by itself, but when tied to an incredibly powerful active in the form of Quicksilver Sash’s omni-cleanse, over-efficiency pushes Scimitar over the edge. Mercurial’s often purchased for its amazing statline alone, and its active is conveniently countering a lot of champions in the process. Scimitar’s still a great choice for a carry under pressure, but shrinking its efficiency means it makes less sense without a clear use for the active.
  • Corrupting Potion:
  • Gives less health but more mana.
  • Corrupting Potion was our attempt at allowing champions to declare their intent to fight via its burn effect: compared to the Doran’s items, Corrupting Potion only gets its full value if you take advantage of its burn by trading aggressively with other champions.
  • Unfortunately, the high sustain on Corrupting Potion also makes it the go-to item for champions who want to passively sit in lane. While the mana enables champions to trade more often, the health is just delaying recalls to base. We’re sharpening the trading aspects of Corrupting Potion while dialing back on the sustain.
  • Masteries:
  • Feast:
  • Cooldown increased.
  • Feast has become the poster child for conservative gameplay. Access to this sustain has crowded out the riskier mastery options at that level (namely Double-Edged Sword), making it hard for lane bullies to succeed at forcing weaker laners back to the fountain. Limiting Feast to one proc per wave tones down the impact it has on lane while keeping its heal amount satisfying.
  • Secret Stash:
  • Gives less health but more mana.
  • You can probably write this patch note on your own. Using abilities more in lane: good. Sustaining effortlessly through lane: bad. Biscuit is another place to drive that home. Corrupting Biscuit.
  • Grasp of the Undying:
  • Less health and damage.
  • If you’ve spent some time in top lane during Season 6, you’ve seen Grasp of the Undying again, and again, and again (there’s an Ekko joke somewhere in here). We have nothing against a tank mastery being strong on tanks, but not only is the level of sustain making tanks immovable in lane, the damage turns them from CC bots to killing machines. Who are still CC bots.
  • Spell Shields:
  • It’s well-known that spell shields can block multiple abilities that hit at the exact same time - basically, spell shields protect you for a tiny window of time, regardless of what hits you in that moment. This window is very slightly inconsistent depending on server refresh rates. Combined with the fact that certain spells in our game (like Corki’s R - Missile Barrage) are broken into multiple sections code-side, this means that on rare occasions, some part of these ‘multi-hit’ abilities falls on the wrong side of the refresh and ‘goes through’ spell shields. We’ve refactored the window to be consistent so this shouldn’t happen anymore.
  • Store Visual Refresh:
  • We’re updating the League store later this patch with a visual refresh, which should help it look more like the rest of the client. The most noticeable change is the navigation bar moving from its old spot on the left side of the store to the top.
  • NEW LOOK The League store has been updated to look more like the rest of the client
  • STREAMLINED The navigation bar has fewer categories
  • GAMEPLAY Access this menu for runes and boosts
  • ACCESSORIES Ward skins, summoner icons, and Hextech chests and keys live here.
  • BUTTONS RP purchase, gifting, and account (name changes, server transfers) buttons can be found on the right side of the navigation bar
  • New Champ Select:
  • This patch, we've got changes in to address a few straggling concerns, including the return of the See More Stats panel! (Rest in peace, See More Stats graphs.)
  • MISPLACED MASTERIES Fixed a bug where viewing another player's masteries when a New Champion Select queue popped caused you to lose access to your own masteries
  • CLICK ME The ranked stats panel view in the "See More Stats" menu has returned!
  • EFFECTIVE ADVERTISING The game creation lobby now indicates which types of points can be earned through matches arranged via New Champ Select
  • In-Game Settings:
  • Spellcasting defaults to Quick Cast with Range Indicators. Saved settings are unaffected.
  • As a reminder, Quick Cast with Range Indicators makes it so that on key press, an ability’s range indicator appears, and on key release, it fires. This setup’s proven to be the most intuitive for new players, but required multiple changes in the options menu to get to (which can be overwhelming when you’re trying to learn everything). We removed that roadblock last patch by adjusting settings defaults, anticipating new players would get the desired win while existing players wouldn’t notice since the change doesn’t modify existing account settings.
  • ...Turns out we underestimated how frequently “Restore Defaults” is still used, especially in PC cafes, and a lot of you chalked the change up to a settings bug. So, we’re here now to explain our reasoning and confirm that this is indeed intentional.
  • QUICK! Quick cast is now the default setting for all ability and item hotkeys
  • INDICATE! Range Indicators are now enabled by default
  • Bugfixes:
  • The burn auras for Enchantment - Cinderhulk and Sunfire Cape no longer stack
  • Zed no longer gains 20 extra attack damage when activating W - Living Shadow
  • Karthus's W - Wall of Pain properly grants vision again
  • Fixed a bug where Karthus's abilities sometimes failed to apply the slow from Rylai's Crystal Scepter during Passive - Death Defied
  • Ekko's Q - Timewinder on-hit sound effects when returning have been restored
  • Chilling Smite properly dismounts Quinn during R - Behind Enemy Lines
  • Fixed a bug where Renekton's W - Ruthless Predator sometimes wasn't applying the proper number of Black Cleaver stacks
  • Rammus's Q - Powerball self-knockup no longer overrides other knockup/knockback effects (ex. Poppy ult, Alistar Headbutt)
  • The Bandit mastery no longer grants gold when enemy pets (ex. Tibbers, Elise spiderlings) die
  • Urgot's R - Hyper-Kinetic Position Reverser no longer completes its swap if Urgot dies mid-channel
  • Oracle's Extract can now properly be purchased while dead on Howling Abyss
  • Unmuting the Master Volume slider no longer causes individually muted sounds to play
  • Custom R - Feast sound effects for both Battlecast and Gentleman Cho'Gath have been restored
  • Increased the volume of Meowkai's E - Sapling Catling Toss sound effects
  • Increased the volume on a few of PROJECT: Yi's movement voiceover lines
  • Restored icy wind audio for Blackfrost Anivia's Passive - Rebirth revive channel
  • Gravelord Azir no longer sometimes plays Azir's base voiceover lines
  • Jhin's Q - Dancing Grenade bounces no longer play Karma's Q - Inner Flame audio when both are in the game. Thief.
  • Arcade Hecarim's E - Devastating Charge rainbow trail and arrow effects have been restored
  • Pool Party Lulu's W - Polymorph victims now properly identify themselves as Seals in chat, rather than Cupcakes

New in League of Legends 6.7 (Apr 5, 2016)

  • Welcome to Patch 6.7, the one where we drain some extraneous power from some top-tier picks and buff Irelia. We’d make a joke about buffing / nerfing Irelia, but the cold, hard fact is that as of this month we are net neutral on Irelia changes across four years. Morello would be proud.
  • Zooming out from our mountain observatory (fun fact: each patch is written in a discrete and exotic locale), the big focus for this seemingly light set of balance changes is extraneous power. Unlike some of the other design terms we may highlight in patch notes, this one’s pretty self-explanatory. It’s power.
  • That’s extraneous.
  • Sass aside, the removal of extraneous power speaks to one of our guiding philosophies - that is: where possible we like to preserve a champion’s strengths and open up their weaknesses instead. But what if a champion has too many strengths? Sometimes we have champions that are good at a lot of things - that’s okay! But when, say, Poppy has best-in-class durability, crowd control, damage, and utility for a tank… something’s gotta give.
  • So as you read through the usual buffs and nerfs below, try to keep in mind that there is such a thing as being too good at too many things (at least in League of Legends. We’ve also got some changes to death timers, just in case you ever find yourself losing to a Korean challenger team while you’re ahead ten thousand gold. That situation might sound incredibly specific, but it happens far more often than you’d think.
  • Bug fixes:
  • Fixed the Play Again button
  • Restored High Noon Jhin's harmonica sound effect when his fourth shot is ready
  • Base Syndra's movement animations have been fixed
  • Traveling through Bard’s E - Magical Journey no longer rarely takes you in the wrong direction
  • Fixed a bug where Lucian's R - The Culling would sometimes be interrupted even if he had a spell shield
  • Fixed a few cases where Twisted Fate’s blue W - Pick A Card didn’t refund mana when used on objects like Teemo mushrooms or Illaoi tentacles
  • The cast range indicator for Xerath’s R - Rite of the Arcane has been shrunk to match the ability’s actual range
  • Xerath’s R - Rite of the Arcane no longer fails to deal damage to Baron Nashor at extreme ranges
  • Expanded the range indicator of Zz’Rot Portal to better match Voidspawn travel distance
  • Item shop tooltips no longer occasionally pop up on their own when opening the shop
  • The item shop search bar no longer clears itself at random intervals
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-67-notes

New in League of Legends 6.6 (Mar 23, 2016)

  • Rather than hammering in all of our changes, we figured we’d shop around for some better ideas on how we want to talk about some of our more outrageous outliers. While 6.6’s got a lot going on, let’s highlight the ones getting the most love: a group we’ll refer to as specialists. These champions are the strategic role-players - the niche pick flavor packets that bring a whole lot of intention to the team composition noodle bowl(or maybe they’re the ones creating a strategy stew all their own). What we’re trying to say (aside from being hungry), is that these specialists have very high strengths that often define a team’s strategic identity. In exchange, however, they typically have stark weaknesses that can be capitalized upon. This is where the generalists we were talking about last patch come in: with their subtler weaknesses (and strengths), generalists usually serve to enhance the flavor of the specialist without also introducing additional tastes.
  • Food talk aside, we’ve got the usual buffs and nerfs below, but we’ve also shifted more of our focus to the pro scene, as we begin taking a deeper look at what’s causing such slow starts. As such, you won’t see any changes to death timers or early towers/dragons (yet), but we’re not turning a blind eye to the woes of the pros just yet. Consider this patch us dipping our toes into the pool before diving in head-first.
  • Bug fixes:
  • Ziggs has taken over the crash reporting tool
  • Chat rooms and private messages no longer randomly rearrange themselves upon closing a window
  • Rift Herald now properly grants 2 Enchantment: Devourer stacks on assist
  • Fixed a bug where selling or undoing a Tier 2 jungle item purchase would cap Smite at 1 charge until re-obtaining a Tier 2 jungle item
  • Life steal and spell vamp now properly affect the bonus damage Rift Scuttler takes after being affected by hard crowd control
  • The active effects of Quicksilver Sash and Mercurial Scimitar no longer purge the cooldown of Stormraider’s Surge
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-66-notes.

New in League of Legends 6.5 (Mar 8, 2016)

  • Sejuani? Renekton? Jarvan? While it’s true that these champions were certainly meta-defining champions at one point or another in the game’s history, it’s important to really dig in and ask why they were so strong in the first place. For these three (and quite a few more on the list), their dominating position within the metagames of yesteryear can be easily explained: more than just powerful champions, they were powerful generalists.
  • Bolded text? Let’s back up and slap some context on that phrase. What’s a generalist? As the name implies, they’re champions who don’t truly excel in any one category, but check enough of the boxes that they’re always performant or valuable. While there’s definitely room for champions that are swiss-army-knives (somewhere, a giant neon sign with the name ‘THRESH’ is blinking), having many reasons to be picked shouldn’t exclude you from having to play along with League’s core value of having strengths and weaknesses. As we’ve seen recently with champions like Gangplank and Lucian, being good at a lot of things and bad at very few things is a big no-no for champion diversity and balance alike.
  • So what do we have in store? While we’ve got some power reductions to some of League’s main offenders this patch, much of 6.5 is a love-letter to these bygone generalists, increasing power in ways that aim to sharpen those niches as more than just ‘pretty good.’ Oh, and leveling an account to 30 now takes half the time it used to. There’s not really a cool narrative to tie that to, but it’s pretty huge for new players. A moment of silence for those of us who survived the grind.
  • Bug fixes:
  • Damage from Jarvan IV’s R - Cataclysm is now properly blocked by spellshields
  • Renekton’s W - Ruthless Predator no longer occasionally fizzles
  • Shen’s R - Stand United no longer continues channeling through the revive effect of Zilean’s R - Chronoshift
  • Tahm Kench can no longer cast R - Abyssal Voyage while rooted
  • If Rumble Overheats by casting E - Electro Harpoon, casting a second charge while Overheated no longer causes heat to continue rapidly draining after Overheated ends
  • Tentacles spawned by Illaoi’s R - Leap of Faith no longer fail to attack W - Harsh Lesson targets the moment before expiring
  • Mordekaiser’s Passive - Iron Man shield strength and decay rate are both now affected by the Veteran’s Scars mastery
  • Ticks of Dragon’s Wrath (second buff) tower burn no longer proc Elixir of Sorcery’s true damage effect
  • Ward Debris no longer tells people it’s a Giant Wolf via tooltip
  • Grievous Wounds debuff particles now persist if reapplied longer than 3 seconds
  • Zombie Brand’s VO when chasing enemy champions has been restored
  • Card indicators for Cutpurse Twisted Fate’s W - Pick a Card have been brightened to be more readable for colorblind players
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-65-notes

New in League of Legends 6.4 (Feb 24, 2016)

  • The one where Warlord's Bloodlust is useful.
  • “But I love healing in combat!” you might say.
  • To which we'd respond, “Just wait til' you get a load of it on Olaf!” We'd then ask why you’re talking to your computer (or mobile phone), but there’d be no response because we’re all just figments of each each other’s imagination.
  • As you ascend the mountain of context beneath this foreword, you might notice some champions like Ryze and Kog'Maw receiving buffs or nerfs despite having just gotten the opposite the patch before. What gives? Why not just revert the changes?
  • If our goal was only to make champions stronger or weaker, reverts (or partial reverts, like Zed's changes in 6.3) are a reasonable approach. However, when we take on balance work for a champion, the changes that make it to the patch notes often have more than one goal in mind. For example, if our goal was 'make X champion stronger and healthier' but the character became stronger and more frustrating, we'd prefer to solve the newly-created frustration than simply reverting everything. For us, game balance is an ongoing journey - meaning that at any given moment, you may be seeing a snapshot of an ongoing, iterative investigation.
  • So what snapshots do we have today? We've got heaps of changes to individual marksmen, some nerfs to top-tier pro play outliers, and a holistic reduction of movement speed. Zooming around the rift is cool and all, but the abundance of bonus movement speed is skewing the early game into a sonic-speed arms-race of who can stack it more, faster. We'll continue to monitor the game's mobility creep over the next few patches, but this is our first push toward solving what could become a larger problem.
  • Bug fixes:
  • Poppy's R - Keeper's Verdict no longer deals damage twice to epic monsters when fully charged
  • Fixed a bug where Kindred wouldn't gain a stack of P - Mark of the Kindred if a targeted jungle monster was killed too far away from its spawn point
  • Fixed a framerate issue that occurred when an enemy Challenger Nidalle entered vision
  • The eagle screech in Statue of Karthus's dance audio is no longer global for allies

New in League of Legends 6.3 (Feb 9, 2016)

  • 6.3, like the two patches before, can be thought of as the 'final chapter' in our preseason follow-up trilogy. While the rippling effects of the season's changes will be felt and dealt with throughout the year, we're getting everything nice and neat before we move on to tackle bigger and better things. This means putting out a warrant for Graves, remembering to feed the Kog'Maw, and recalling some of Corki's weapons to match balance regulations.
  • But despite the nerfs and buffs you're accustomed to, we've also got a big-ticket change coming below: the introduction of Duskblade of Draktharr. In addition to a seriously villainous name, this item seeks to be the answer to the age-old League question 'How will Riot ever balance assassins?' Over the years, we've seen assassins just opting in to whatever damage items they could get their hands on, even when they had inefficient stats (like when they used to stack Bloodthirsters and never use the lifesteal) - simply because itemization was that hard. By clearly calling out 'Hey, this one's for you!' we can start to set an expectation around how an assassin can act in fights, as well as the kinds of power-curves they should have long-term. Things may not be 100% balanced right at the start, but in most cases the advice remains the same: If an assassin has their sights on you, get out of the way. Easy, right?
  • Add in some changes to Dragon's stacking effects (more on that below) and an overhaul of some of our big-ticket armor items and you're looking at a patch aiming to deliver some big changes to the mid-late game of most matches. Do you contest a 2nd or 4th Dragon against a team with 3 split-pushing Sunfire Cape users? Or do you just hard-engage with your 5-Duskblade team?
  • BUG FIXES:
  • Champion clones now display elixir particle effects
  • Brand's R - Pyroclasm no longer forgets to bounce to minions if cast on an Ablaze enemy champion with no other nearby enemy champions
  • Rek'Sai no longer occasionally fails to go through a tunnel when trying to use a second tunnel as she exits a first one
  • The Raptor smite buff can no longer be triggered while dead
  • Fixed a bug where the 6% max health heal effect of the Strength of the Ages mastery was calculated based on the health of the siege minion or large monster that was killed, rather than the health of the user
  • Mac players no longer see a false error message upon login
  • Mac players can once again select ward skins in champion select
  • Windowed Mode behaves properly again for the Mac client
  • The 'Per-side offset' and 'Semi-locked' camera toggles have been fixed
  • Fixed a bug where killing enemies in the fog of war sometimes caused your CS counter to decrease
  • Similar to last patch's bugfix for Malphite, the following abilities no longer trigger their effects at the start position when interacting with displacement spells like Trundle's E - Pillar of Ice. Apologies in advance for the super-dense formatting here: Ahri's R - Essence Rush, Corki's W - Valkyrie, Fiora's Q - Lunge, Gragas's E - Body Slam, Hecarim's R - Onslaught of Shadows fear, Irelia's Q - Bladesurge, Jarvan IV's E - Demacian Standard/Q - Dragon Strike combo, Jax's Q - Leap Strike, Jayce's Hammer Form Q - To the Skies!, LeBlanc's W - Distortion, Maokai's W - Twisted Advance, Pantheon's W - Aegis of Zeonia, Poppy's E - Heroic Charge wall stun, Quinn's E - Vault, Renekton's E - Slice and Dice, Sejuani's Q - Arctic Assault, Shen's E - Shadow Dash, Shyvana's R - Dragon's Descent, Tryndamere's E - Spinning Slash, Zac's E - Elastic Slingshot
  • A number of missing audio issues have been fixed:
  • Ward Skin sound effects for Warding Totem and Farsight Alteration
  • Karthus's voiceover
  • Elise's Spider form voiceover
  • High Noon Yasuo's Q - Steel Tempest gunshot sound effect

New in League of Legends 6.2 (Jan 28, 2016)

  • Getting into the mix, 6.1 and 6.2 are our 'preseason followup' patches, and we've been pretty happy with how things are trending. We're seeing some cool diversity picks in competitive games (little suspicious of that Lissandra support), a lot of major outliers are calming down (although Graves and a few others may need to be checked), and the season's start is upon us.
  • In light of the above, 6.2's very straightforward. The most exciting things I'd want to highlight (aside from the release of Jhin, the Shen update, and the Nunu buffs) are very 'under-the-hood' with the ward debris and wall collision detection changes. The wall collision changes are pretty important but self-explanatory, so go read the note. On the point of ward debris: we still firmly believe that there needs to be some way to learn one of the most critical (and often game-winning) systems in League of Legends, so shiny little ghost-wards is where we're at. Clarity.
  • Bug fixes:
  • HUD font size now properly scales with HUD settings, rather than system DPI settings. Sorry, 4k users!
  • Fixed a bug where Sweeping Lens's animation would play when walking into brush the enemy team swept earlier in the match
  • Fixed a bug where Warlord's Bloodlust's attack speed buff was lasting one second less than intended
  • Fixed a bug where Hecarim's E - Devastating Charge R - Onslaught of Shadows combo wasn't working properly. Hecarim can now cast E before R and will not lose the E buff
  • Similar to Ryze, Cassiopeia now retains her previous movement or attack command after E - Twin Fang's cast finishes
  • Vel'Koz's R - Lifeform Disintegration Ray no longer does a variety of strange things if cast as Vel'Koz last-hits a target
  • Fixed a bug where Malphite's R - Unstoppable Force would sometimes knock up and damage units at the start position instead of end position when interacting with displacement spells like Trundle's E - Pillar of Ice
  • Fixed a bug where displacement effects would not displace Zac during E - Elastic Slingshot's travel time
  • Fixed a bug where leveling up caused Graves's E - Quick Draw's armor and magic resistance bonus to become inconsistent until refreshed
  • Fixed the vision-granting aspects of Malzahar's Q - Call of the Void. Vision is now properly granted along the entire path and enemies hit on the edge of their hitboxes are now properly revealed.
  • Yasuo's W - Wind Wall now properly continues to blocking projectiles if Yasuo dies
  • Fixed a bug where Yasuo's third Q - Steel Tempest (and E > Q combo) could deal damage through spell shields in certain situations
  • Fixed a bug where Leona's E - Zenith Blade still rooted a target mid-dash even if they spell shielded the ability
  • Pantheon's Passive - Aegis Protection now blocks - and gets consumed by! - attacks by Annie's Tibbers and Heimerdinger's ultimate turret
  • Fixed many cases of on-hit effects applying even when blocked by Pantheon's Passive - Aegis Protection
  • Fixed a bug that caused Zyra's plant attacks to ignore a target's dodge status
  • Rift Herald now drops a soul for Thresh
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-62-notes.

New in League of Legends 6.1 (Jan 13, 2016)

  • Speaking of balancing outliers, that's primarily what this patch for - with the professional leagues - and some of our bigger projects - ramping up, the last month of 5.24 play has provided us with a ton of data to analyze. For now, however, it's clear a few things are out of line (or under the line, as the case may be). We've got buffs to the underachievers like Kha'Zix and Fiddlesticks, and power reductions to our bigger bullies (like Trundle and Miss Fortune), as well as an assortment of ups and downs in-between.
  • But it's the first patch of the new year, and we'd be lying if we said our normal serving of balance updates were all we had in store. The new ranked season is beginning, giving tryhard veterans and bushy-tailed beginners alike the opportunity to start afresh. As our 2016 gift to you, we've also got a New Champion Select (title capitals here), designed to provide a revamped and re-designed draft experience - no matter what mode you play. Once it ships, we'll be retiring Team Builder; so long, and thanks for all the victories.
  • Bug fixes:
  • Reverted an unintentional change to summoner name colors in the end of game screen team panels
  • Fixed a bug where Ekko's Q - Timewinder sometimes dealt no damage on the way out at high levels of cooldown reduction
  • Jayce's buff from swapping to R - Mercury Cannon is no longer consumed without dealing damage when using W - Hyper Charge to attack a structure
  • Kassadin no longer gains E - Force Pulse stacks from the active of Frost Queen's Claim
  • Orianna's E - Command: Protect bonus resistances are now properly multiplied by Windspeaker's Blessing
  • Fixed a bug where splitting mastery points between Piercing Thoughts and Battering Blows granted the incorrect amount of stats
  • Fixed a few cases of champions with Sated Devourer damaging themselves when using empowered basic attacks (ex. Ekko's E - Phase Dive or Rek'Sai's Q - Queen's Wrath)
  • Luden's Echo now procs if an ability cast at max stacks damages a target after its caster dies
  • Liandry's Torment now properly deals increased damage to enemies affected by Ahri's E - Charm, Rammus's E - Puncturing Taunt and Shen's E - Shadow Dash
  • Serrated Dirk's buff no longer occasionally consumes itself when granted by an empowered basic attack
  • Cinderhulk's burn effect now has an on-hover range indicator
  • Zz'Rot Portal, Zeke's Herald and Face of the Mountain are now properly searchable by typing "Active" in the item shop
  • Mejai's Soulstealer has been added to the Mana tab of the item shop
  • Restored custom flame tail particles on Foxfire Ahri
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-61-notes.

New in League of Legends 5.24 (Dec 8, 2015)

  • Speaking of balance outliers, we’ve got a lot of balance changes below for champions you might not see often - let’s dive into that for a bit. Like preseasons past, we’ve traveled (via the diversity dirigible, naturally) to an entirely new ecosystem of champion balance, where many old “champion power” assumptions just don’t hold water. A moment of silence, please, for 4.20 Warwick and 6-cleaver everyone. New systems, masteries and items combine to make weak champions strong, strong champions weak, and Brand a god. So while it may shock you to see champions like Swain and Anivia nerfs, or Riven buffs (gasp!), keep in mind that we’re working off of as much objective data as we can.
  • Then there’s Soraka. Don’t worry, we didn’t forget. With that out of the way, what else is there? Poppy’s looking cuter and more imposing than ever, Snowdown’s back and brought the Legend of the Poro King game mode with it, and we’ve put the finishing touches on our item and champion tuning before taking a balance break to January.
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-524-notes.

New in League of Legends 5.23 (Nov 24, 2015)

  • Unlike some of our pre-preseason patches before this, we're being more bold when it comes to balance - surgical tuning works once we have a deep understanding of the game ecosystem, but since preseason has introduced so much change, we want to make broad, impactful changes to get a firm grasp on what’s going on. What this means is that you can expect the next few patches to have a higher density of changes overall, as much more tuning is required to get everything in line. Let's talk about some of those parts, shall we?
  • First is game pacing. Many folks out there are experiencing faster games on 5.22, and we're seeing that reflected in about a minute off the average game-time. We've got some changes to address that (namely turret health and %xp from kills), along with some revised minion pushing changes. That said, it's helpful to clarify our stance: this isn't about faster games. Some games will be faster and some will be slower, but the goal is to reward being decisive. If you have a massive lead over your opponents, capitalize! Waiting around or being indecisive will see that advantage slip, opening the window for comebacks. TL;DR: finish your plate, or your food'll bite back.
  • Next is what you might call our regular balance changes for champions, but we want to stress that even during the post-preseason apocalypse, we're looking out for both ends of the spectrum. Lowered monster magic resist and increased damage on Hunter's Talisman should ease some of the pains of mage junglers out there, while injecting power to some of our bursty attack damage champions (Kha'Zix + Zed, with more on the way!) should help a class feeling under the weather There's lots more below but, like we mentioned earlier, we're very much in 'broad strokes' mode rather than fine tuning, and you'll see much more of that philosophy in 5.24.
  • Bug fixes:
  • Fixed a number of broken interactions between the Summoner Spell cooldown reduction effects from Boots of Lucidity, Enchantment: Distortion and the Insight mastery
  • Sivir's W - Ricochet now continues bouncing to new targets after Sivir dies
  • Restored on-hit particles for Zac's W - Unstable Matter
  • Flashing forward immediately after casting Syndra's E - Scatter the Weak no longer changes the cone's area of effect
  • Fiora's W - Riposte now properly blocks vision-granting effects of abilities she successfully parries
  • Thresh can once again purchase Runaan's Hurricane
  • Valor can no longer purchase Tiamat or its upgrades. Sorry, Quinn.

New in League of Legends 5.22 (Nov 10, 2015)

  • 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.
  • Mac Load Time Improvements:
  • GENIUS Mac players now load into games up to 30% faster, matching speeds with their Windows teammates
  • Bug fixes:
  • 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

New in League of Legends 5.21 (Oct 29, 2015)

  • A bug ix for Caitlyn's basic attack desync (IT'S HAPPENING), and a few power-ups for our some of our less-potent void buddies (Cho'Gath, Kassadin) while we continue to trim down our high-performing outliers (Gangplank, Mordekaiser).
  • Report System:
  • Building off recent updates to the Instant Feedback system, we're making two major upgrades to the clarity and functionality of the report system. First, we're refining the total number of report categories down to seven, increasing accuracy by eliminating redundant report categories. Second, reporters can now select up to three categories when submitting a report in order to more specifically describe situations where a player displayed multiple offensive behaviors in game. (Keep in mind: selecting multiple reasons doesn't increase the severity of a report and false reports can lead to penalties.)
  • Bug fixes:
  • Fixed an issue where certain files were being unnecessarily re-downloaded during patches
  • Fixed a bug where Tibbers' E - Molten Shield damage wasn't proccing some on-spell-hit effects that Annie's shield does
  • Haunted Zyra's plant attack VFX are once again appropriately spooky
  • Fixed a bug that caused flickering for various particles, including Kindred's W - Wolf's Frenzy and Rek'Sai's W - Burrow tunnels

New in League of Legends 5.20 (Oct 13, 2015)

  • Mundo’s been hitting the gym, Teemo’s tuning his shrooms for maximum fungal-firepower, and Darius’ axe is losing a bit of its edge (probably worn down from all the pentakilling). Moving on from champion changes, the original featured game mode, One For All, is back to let you experiment with some of the wackiest compositions and interactions League has to offer.
  • Mac Load Time Improvements:
  • Mac players now load into games up to 30% faster, matching speeds with their Windows teammates
  • Bug fixes:
  • Clumped-up minions and champions no longer randomly speed up or skip forward to get around each other
  • Fixed an issue where certain files were being unnecessarily re-downloaded during patches
  • Mecha Kha'Zix's claws have been slimmed back down to their proper shape
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-520-notes.

New in League of Legends 5.19 (Sep 29, 2015)

  • A slew of impactful bugfixing and a complete rework of the jungle leashing system. Now you’ll have an inkling of why the blue buff you invaded to steal decided to walk back as the enemy team descends to feast upon your failure, but hey, you knew the risks going in.
  • Champions:
  • Kindred:
  • Kindred, the Eternal Hunters, will be released later during patch 5.19! To learn more about League's next champion, check the following links:
  • Champion Reveal
  • Champion Insights
  • A Good Death
  • Kindred Q&A
  • Garen:
  • Spinning on Villains works as intended.
  • For someone who spends his time tracking down Villains, Garen was fighting pretty dirty when it came to slaying the guilty; now it’s our turn to bring him to justice (I still wouldn’t stand next to him, though).
  • E - Judgment
  • ZEALOUS PERSECUTION Fixed a bug where Judgment was dealing damage to the Villain equal to 1% of Garen’s Health rather than the Villain’s
  • Miss Fortune:
  • R has a scaling bonus AD ratio.
  • Though the days of Miss Fortune’s dominance have long passed, she’s still a natural pick when looking to combo tons of bullets into an enemy team. We’re looking to push the relevance of Miss Fortune in the team-fighting compositions she’s already good in, rendering the recipients of a well-placed Bullet Time into nothin’ but powder monkeys.
  • R - Bullet Time
  • newRATIO PER WAVE Now additionally scales with 0.1 / 0.175 / 0.25 bonus attack damage per wave
  • newTOTAL RATIO 0.8 / 1.4 / 2.0 bonus attack damage
  • Shen:
  • E reduces the damage of targets affected.
  • When tinkering around with some of Shen’s scripts, we realized that this functionality’s actually been gone from him for quite a while now, so we’re putting it back where we found it.
  • E - Shadow Dash
  • THE UNSEEN BUG Fixed a bug that caused taunted enemies to not deal reduced damage to
  • Shen
  • Zac:
  • Last patch, we fixed a bug where Elastic Slingshot would fail to shoot as far as it said it could by rewriting how the skill worked. In doing so, we noticed something was off in the snap-cast case, and added a 300 unit minimum to match the feeling. That said, how it worked originally (before any of these range-increase shenanigans) was that you could snapcast anywhere between 0 and 300 - so we’re just reverting back to that.
  • TL;DR - Zac’s all back together again (until he uses an ability, that is).
  • E - Elastic Slingshot
  • BIT OF A STRETCH Fixed a bug where Elastic Slingshot had a minimum range of 300 units instead of 0 Items
  • Enchantment - Devourer:
  • Sated’s Phantom Hit takes longer to apply for ranged champions.
  • Though popularly known as the go-to item for Xin Zhao’s and Shyvana’s looking to melt faces, Devourer (and its Sated evolution) systematically skew harder towards ranged champions like Vayne and Kayle when it comes to raw power, safety, and availability of on-hits. While ‘Ranged Sated Junglers’ might be an outlier at present, but we’re taking action towards actively balancing the item for ranged users while we evaluate how best to support them on an champion-specific level if necessary.
  • PHANTOM HIT FOR RANGED CHAMPIONS every 2nd hit ⇒ every 4th hit
  • PHANTOM HIT FOR MELEE CHAMPIONS unchanged
  • Jungle:
  • Leashing:
  • Leashing makes sense. More sense.
  • Over the seasons, leashing went from being a set of basic rules to having so many edge-cases it felt almost random when something would reset or wouldn’t, leaving you without a good sense for what caused it (and more importantly, how to avoid it in the future). With that in mind, we built a new system - called Patience - to better support future jungling patterns and behaviors.
  • newPATIENCE Jungle monsters now have a ‘Patience’ characteristic. Monsters no longer reset their aggression based on distance or positioning - Instead, once the monster’s Patience is reduced to zero, the monster will reset and return to their original position. During this reset, they rapidly regenerate health and do not respond to further aggression.
  • LOSING MY PATIENCE Monsters lose Patience under the following conditions:
  • When a monster is in an aggressive state but can’t find any targets to attack (ex. its target died or became untargetable)
  • When a monster’s target is too far away from the monster’s initial spawn location or the monster is VERY far away from its initial spawn location
  • When the monster is forced to switch targets
  • IT COMES WITH AGE Large monsters display their Patience in a meter above their heads
  • IN MY HAPPY PLACE Once a monster has recovered to 90% health, they regain all of their Patience
  • YANKING MY CHAIN Abilities that pull or displace monsters no longer completely reset the monster’s aggro if they already had a previous target
  • Jungle Tuning:
  • Gromp and Bigwolf have tinier arms.
  • Thanks to the new leashing rules above, this makes taking Gromp over the wall impossible (he’d lose his patience!), so we’re making him easier to kite and juggle without taking damage. Similarly, fixing a case that would let Bigwolf attack over a wall in some scenarios!
  • GROMP’S ATTACK RANGE 550 ⇒ 250
  • GREATER MURKWOLF’S ATTACK RANGE 175 ⇒ 125
  • Permanent Rune Sale:
  • Many moons ago, we began talking about making Rune Bundles in the service of helping players just getting started on their Tier 3 Rune Pages. Then, we realized we could make a bunch of really popular ones 50% off permanently, so we’re just doing that instead.
  • Greater Mark of Attack Damage 205 IP ⇒ 102 IP
  • Greater Mark of Magic Penetration 410 IP ⇒ 205 IP
  • Greater Seal of Armor 205 IP ⇒ 102 IP
  • Greater Glyph of Magic Resist 205 IP ⇒ 102 IP
  • Greater Quintessence of Attack Damage 1025 IP ⇒ 512 IP
  • Greater Quintessence of Ability Power 1025 IP ⇒ 512 IP
  • In-Client Worlds Features:
  • Once the Worlds train starts rolling, we'll be activating a number of features in the client for easy access to information surrounding the World Championship as it unfolds.
  • THE ESPORTS SECTION An in-client Worlds info hub has been added to the Landing Page (new tab!) for all flavors of stories and information, including match schedules and results. All match results will be hidden behind spoiler toggles.
  • TICK TOCK The Featured Matches spectator card on the Landing Page will be replaced with a countdown timer to the next Worlds match. It can be switched back to Featured Matches via a toggle in the upper righthand corner.
  • YOU ARE CORDIALLY INVITED... Worlds match notifications (think game invites) will appear shortly before each match begins - click on them to open the Worlds broadcast in your browser. These can be disabled via "Suppress eSports Notification Popups" in the Options menu.
  • HUD Updates:
  • HUD Customization:
  • Still bathing in your feedback. Still makin’ HUD updates.
  • New preference to display or hide summoner names on the scoreboard
  • New preference to mirror the scoreboard layout
  • New preference to display team frames on the left side of the screen
  • Ping Display Changes:
  • Colored ping bars can be pretty arbitrary to the average player, as there's no accepted 'standard' of what someone should do when they see yellow - or red - bars instead of green. We're making a simple change so there's more clarity around what a player's connection speed is to the game server so they can derive meaningful information from that. This is a long piece of context to say we want to show you real information, not colors.
  • COLORBLIND The colored ping bar (Red/Yellow/Green) has been removed, and now displays your actual ping instead.
  • Bug fixes:
  • Resolved a cause of random disconnects in the client. If you disabled Windows IP Helper to mitigate the problem, you can now safely re-enable it!
  • Fixed a bug where Sated Devourer’s bonuses were sometimes persisting after the enchanted item was sold
  • Unit- and ground-targeted spells will once again automatically fire if you cast them out of range, then Flash into range while moving
  • Fixed an inconsistency with Bilgewater Cutlass's active cooldown
  • Resolved multiple cases of the Character Quality setting (under Video) being overridden by other video settings
  • Lissandra once again tells the story of the Howling Abyss if you wait long enough after winning an ARAM

New in League of Legends 5.18 (Sep 16, 2015)

  • The one the World Championships will be played on. That’s a lot of pressure for one patch (and to be honest 5.18’s kinda nervous about it), but we believe in its ability to provide a fine-tuned experience for pros, spectators and average joes alike.
  • 5.18 isn’t about nerfing juggernauts into oblivion (or buffing Trinity Force) - It’s about meaningful options. Creating a landscape where teams have the option to invest in pocket-picks or non-standard strategies is just as important as being able to put them into practice when the time comes. Our changes this patch reflect a commitment to that mentality, powering down the dominant picks that threaten to take an axe to diversity (lookin’ at you, Darius) while also handing out some feel-good buffs to once-great staples (like Twitch) to stir the pot and set the stage for an open playing field.
  • That’s really all for us here. Though the patch may be large in breadth, our aim isn’t to go very deep on any one particular champion. We hope you’ll consider all of these options being presented, rather than defaulting to that pocket Poppy pick we know you all have up your sleeves. Once upon a time we might have said AD Mordekaiser, but look at us now.

New in League of Legends 5.17 (Sep 2, 2015)

  • HUD UPDATES:
  • Spectator HUD:
  • The spectator HUD has been reskinned to match the new in-game HUD!
  • New features & updates:
  • Ability costs can now be displayed in the upper righthand corner of ability icons (via "Show Spell Costs" under the Interface tab of the options menu)
  • Added health and resource bar animations when "Show HUD Animations" is enabled (under Interface)
  • Restored the custom level-up icons for Viktor's Augment and Kha'Zix's Evolve mechanics
  • The surrender vote box is now much smaller and slightly transparent
  • Ability icons now briefly flash when their cooldown is reduced by another effect
  • Bug fixes:
  • The chatbox's position no longer resets between games
  • The "?" scoreboard MIA indicator no longer covers respawn timers
  • Fixed a spectator bug which prevented the "C" menu from displaying
  • Champion passive icons now properly 'gray out' when on cooldown
  • BUG FIXES:
  • Fixed a bug where Zeke’s Harbinger was granting +250 health
  • Skarner’s tooltips updated based on 5.16’s mid-patch update
  • Skarner no longer gains Crystal Charge if his target blocks R - Impale or the mark proc of E - Fracture with a spell shield
  • Champion ghosts created by Mordekaiser's R - Children of the Grave now properly inherit Morde's champion level for the purposes of per-level scaling
  • Olaf now properly ignores the knockback from Syndra's E - Scatter the Weak while under the effects of R - Ragnarok
  • Sion's Q - Decimating Smash knockup animation has been extended to match the actual duration of the effect
  • Nocturne's E - Unspeakable Horror tether no longer persists through the revive animation of Guardian Angel or Zilean's R - Chronoshift
  • Fixed a bug where the item shop Smite requirement for Jungle items was erased after disconnecting, allowing invalid purchases which resulted in a loss of gold but no item
  • Fixed a few animation issues that sometimes occurred when Dragon lost or switched targets
  • Bioforge Darius's shoulder tubes once again light up when casting Q - Decimate
  • Woad King Darius now always plays an autoattack animation for W - Crippling Strike
  • Readded a missing layer of water VFX for Atlantean Syndra's E - Scatter the Weak
  • See the full and detailed changelog at http://na.leagueoflegends.com/en/news/game-updates/patch/patch-517-notes

New in League of Legends 5.16 (Aug 19, 2015)

  • When we think juggernaut, we think of champions like Nasus - hulking, durable melee threats that rip teams to shreds if left unattended, but short-ranged and slow enough to be kited for days. They’re workhorses, but they need a bit of work to get going. So if you start seeing crystals in the jungle and ghost-dragons in your midlane, consider yourself warned - the juggernauts are here to stay.
  • As for the rest of 5.16, we’ve got our usual host of item and champion changes (albeit a little bigger) to keep things balanced and diverse as we turn our focus towards the World Championship. We’re not looking to shake the game too much after this, but we’re touching up some old pro-play faithfuls (Kassadin, Leblanc, Zed) and tuning down some top-tier titans (Rumble, Viktor, Alistar) as players enter the final leg of the race for the Summoner’s Cup (or for the other 99.9% of us, those sweet end-of-season rewards).
  • HUD UPDATES:
  • Readability improvements:
  • Remaining cooldown is now prioritized over all other ability states (ex. CC’d, out of mana) so you can plan your next move while Zhonya’s-ing
  • Grayed out icons (ex. locked-in Pick A Card, Health Potions while at full health) are less gray
  • Further darkened level-up icons for abilities which can't currently be leveled up
  • Brightened the minimap
  • The scoreboard now displays a large "?" next to enemy champions you don't have vision of (in addition to the previous dimmed out portraits)
  • Positional optimization:
  • Reduced empty space between the minimap and its frame
  • The scoreboard no longer overlaps with the chat window
  • The surrender box no longer overlaps with ally/enemy team frames
  • INSTANT FEEDBACK SYSTEM:
  • We've released another update to the Instant Feedback System. Our focus this time is on improving how the system assesses the toxicity of short chat logs and messages sent by players who are already chat restricted.
  • BUG FIXES:
  • Updated Fiora’s tooltips based on last patch’s update
  • Shaco and Lulu can no longer create a wolf pack with Enchantment - Devourer
  • Restored Riot Blitzcrank's custom sound and visual effects for E - Power Fist
  • Restored Bad Santa Veigar's custom visual effects for R - Primordial Burst
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-516-notes.

New in League of Legends 5.15 (Aug 5, 2015)

  • Sizable changes for Teemo to give him more control of his destiny in fights rather than setting up minefields and hoping folks'd walk into it. If you're someone that wishes we'd delete him instead, we suggest you try out Fiora, who’s got a set of updated Demacian duds and slick new moves to help you take out the furry little monster in style. Random aside: did you know Teemo's last buff was 3 years ago? We thought you'd like some trivia dressing with your foreword-salad. We've never really thought of the foreword as food before, but salads are healthy (and so is context).
  • Bug fixes:
  • (Black Market Brawlers) Enchantment: Teleport's active effect can no longer be bugged to cast without a cooldown
  • Rift Scuttler now drops a soul
  • Upgrading a trinket no longer resets its cooldown (This was fixed in 5.14 but we forgot to document it. Sorry!)
  • Using a consumable item no longer temporarily disables Devourer's effects
  • Galio now properly gets assists when shielding allies with W - Bulwark
  • Spirit Guard Udyr now plays VO when he kills a Rift Scuttler
  • Restored custom E - Shunpo VFX for Sandstorm and Slay Belle Katarina
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-515-notes.

New in League of Legends 5.14 (Jul 22, 2015)

  • With patch 5.14 comes some follow-up work on Runeglaive, along with a bloodthirsty new support item in the form of Zeke's Harbinger (who has also punted Zeke's Herald out of the game, read the context for more information on that). Hopefully with our changes, both items will solidify their identities within the game and we'll begin to see some real choice and diversity as a result of their use. We've also got our usual array of balance tweaks to certain oppressive champions (Ryze, Azir) and some of the more sadder ones (Elise, Tahm Kench).

New in League of Legends 5.13 (Jul 8, 2015)

  • 5.13 is all about offering new choices for a broad swathe of players and champions alike. We've got a pretty large overhaul of AP items so that they're all offering real competition for purchase (rather than just the top 3 things that build out of Needlessly Large Rod), in addition to a brand new Devourer jungle enchantment, featuring Ghost Dog (you'll understand when you buy one).
  • Death Recap:
  • Death Recap should be a little more consistent in relaying the proper death information to you.
  • Recoded Line Projectile Skillshots:
  • In this thrilling conclusion to our Recoded Line Projectile Skillshots duology, we are excited to inform you that this is now a thing that is on.
  • Slow Stacking:
  • Slows no longer stack. Instead, in the case of overlapping slows, the strongest slow takes precedent and all other slows have no effect.
  • Ability Power Itemization:
  • We've done a broad ‘normalization' pass on all ability power items so that your choices are clearer when opting into more utility or damage, and those choices are actually equal in terms of what they bring to the table.
  • Patching Status Bar:
  • The patcher now displays different messages for downloading and installing files.
  • Bug fixes:
  • Rapid-fire chat messages now always appear in the same order for everyone in a lobby or chat room
  • Decreased chat message latency. This isn't really a bug but it's related to our last point!
  • Restored the gray-out effect on active item cooldown sweep indicators
  • Jarvan IV's E - Demacian Standard once again checks for the nearest valid spot to place itself, rather than dropping inside of walls
  • Fixed a rare bug where Elise's W - Volatile Spiderling would appear to get stuck on cast, but invisibly chase and explode on targets as usual
  • Fixed a bug where certain items were disabling the fire pulse VFX of Sunfire Cape and Cinderhulk
  • Soraka no longer turns a funky blue color when using Zhonya's Hourglass or Wooglet's Witchcap
  • Fixed a "Quick cast with range indicators" bug that disabled left clicking when a stance-switching ability was used while another ability's range indicator was active
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-513-notes.

New in League of Legends 5.12 (Jun 24, 2015)

  • Welcome to patch 5.12 - the one where we bring back AP junglers in pursuit of the ideal that is champion diversity (we are now imagining these patch note openers as very long episode titles). If you've gotten tired of us talking about diversity, a different way of putting it is that it all comes down to choice. Player perception is obviously huge when it comes to assessing what's ‘viable' in a game of League of Legends and, hopefully, through our efforts that viability choice comes down to personal preference and style, rather than straight up power. You'll see this most epitomized in our introduction of the new Runeglaive jungle enchantment - an item that hopes to ‘unlock' many AP junglers that, before, many felt were subpar for the position.
  • Second up, we've got some defensive tree mastery changes rolling out to provide you all with just a little more meaning to your mastery choices. While these aren't revolutionary in terms of how you should allocate your mastery points, we felt it was worth at least highlighting the changes to say that there are, flatly, more choices and better decisions to make. We'd love to get masteries to a place where you can feel like you're making real decisions and optimizing just right for your own style, so hopefully these changes go along with that philosophy.
  • Bug fixes:
  • Champions no longer get stuck in walls when trying to move from the fountain to top/bot lane via a minimap movement command
  • Players no longer sporadically lose the ability to see their own chat text after a queue is cancelled
  • Vel'Koz's W - Void Rift no longer creates a targetable unit at the moment of detonation
  • Trinity Force and Entropy now properly grant bonus movement speed on unit kill
  • Fixed a bug where Diana's Passive - Moonsilver Blade wasn't dealing full damage to turrets
  • Ardent Censer's passive now applies to champion clones
  • Baron Nashor can no longer kill the Rift Scuttler
  • Twin Shadows now shows up on every map when searching "pink" in the item shop
  • Mafia Jinx's phonograph once again plays music during her dance animation
  • Leona's autoattack particle has been removed from various champions who do not worship the sun
  • Upcoming Skins:
  • Pool Party Draven
  • Pool Party Lulu
  • Pool Party Mundo
  • Pool Party Rek'Sai
  • Pool Party Zac
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-512-notes#patch-bugfixes.

New in League of Legends 5.11 (Jun 10, 2015)

  • The one where we buff Caitlyn and roll out some pretty significant changes to Twisted Treeline. That Caitlyn is being buffed isn't a milestone in itself, but when you consider how long it's been since we've given the Sheriff of Piltover any attention (hint: a long time), it's at least worth a novelty mention in the foreword. So here you go, Caitlyn. A foreword mention and a patch note.
  • As League continues to evolve through the regular season, we remain committed to our pursuit of champion diversity in as many different ways as possible. Today we looked at some of the highs and lows of the champion viability ladder and chose a few we could prod closer to the center. In some cases (like Katarina, LeBlanc, and Hecarim), we had champions putting out high amounts of oppressive (one might say frustrating) power, which ultimately translated to investigation tasks for us to deflate some strengths (or highlight weaknesses) without just kicking them to the curb. On the other end of the spectrum, we wanted to highlight certain unique strengths on undervalued champs with things like Caitlyn's Headshot upgrade, Aatrox's bloodier passive, or Kha'Zix's buffed isolation range (technically it's reduced, but in a good way).
  • We also have some pretty big updates heading to everyone's favorite (one might say only) Twisted Treeline. We were in the process of doing a large cross-map consistency pass for all alternative map modes in League of Legends (you might remember our work on the Howling Abyss), and felt we could also do some broad balance adjustments while we were here. Check out the Twisted Treeline section of the patch notes for more information, because there's a lot of it.
  • Bug fixes:
  • Azir soldiers no longer spam their attack animation while idle
  • Heimerdinger's turret charge bars have been moved back down to their correct position
  • Fixed edge cases where Gromp buff, Cinderhulk aura and the jungle item damage-over-time proc were killing large monsters instead of leaving them at 1 health
  • Muramana no longer consumes mana when attacking wards
  • Ardent Censer's passive now grants assists even when applied by healing a full-health ally
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-511-notes.

New in League of Legends 5.10 (May 28, 2015)

  • As we traverse the land in our diversity dirigible, we're still sussing out what impact the Cinderhulk changes had on the feasibility forest, so we've now turned our sights to sustain / utility-focused supports who have languished a bit in the diversity metrics. That said, rather than kicking all of the aggressive supports in the shins (except a small adjustment for Leona's E width to match the visuals), we realized we could probably introduce some new possibilities with utility mastery changes, sustain support item improvements, and some utility-focused buffs for champions more inclined to those ways.
  • Second thing - while we are still watching those Cinderhulk changes shake out, this doesn't mean we're going to be passive about the jungle in the meantime. We've seem some meaningful diversity improvements so far, but it's also clear that there were a few outlier champions who were just strong, so we're taking some additional action this patch (see: Gragas, Sejuani, Rek'Sai).
  • Bug fixes:
  • Fixed a bug where enemy Stealth Wards placed and immediately caught by Sweeping Lens (or its upgrades) would still briefly turn invisible at the moment they naturally stealth after placement
  • Banshee's Veil now properly blocks the active effect of Frost Queen's Claim
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-510-notes.

New in League of Legends 5.9 (May 14, 2015)

  • Some new behind-the-scenes changes (check out that new attack move functionality and changes to combat text), deliver a sparkling new Ashe champion update, trade Cinderhulk's champion-chewing power for jungle-clearing fire, and dole out some balance tweaks in the name of champion diversity.
  • First, some new attack move functionality and changes to combat text. You might have noticed us taking more of an interest in refining League's background code, UI, and general usability. This might come with some additional pain (hello Quick Cast with Range Indicators), but sometimes you gotta make a mess before you can actually see what needs to be cleaned. Something like that. We have a lot of context for both, so please be sure to read up!
  • Second: Ashe's champion update. Check her out! We could say that's about it, but one thing we can add is we really wanted to solidify Ashe as the utility markswoman of League of Legends, so interpret our changes in that direction (there's also the addition of a little more depth and counterplay, but that should always be the case).
  • Third, and we'll go for a combination plate here: Cinderhulk and champion diversity. It's not to say that this entire patch is about Cinderhulk as it relates to champion diversity; rather, one (Cinderhulk) feeds into the other (Champion Diversity). We also have a slew of other changes that are just for the latter. Check out the individual contexts for Akali, Olaf, Trundle, Xin Zhao, et al, for more information, but the short story is that we want all champions to have strategic viability in the League of Legends ecosystem, and we're working hard to ensure this is a reality.
  • Bug fixes:
  • Fixed a bug where Bard was unable to self-cast W - Caretaker's Shrine
  • Chromas are now selectable in Team Builder!
  • VFX for Cassiopeia's R - Petrifying Gaze have been adjusted to match the area of effect
  • Rammus no longer goes on an ARAM space journey if he collides with another unit while Dash-ing to his Mark-ed target while Q - Powerball is active
  • Further details at http://na.leagueoflegends.com/en/news/game-updates/patch/patch-59-notes.

New in League of Legends 5.8 (Apr 29, 2015)

  • New Black Cleaver, a Ryze gameplay update, and some Howling Abyss upgrades (now everyone gets Lee Syndrome) rolling down the pipe. All three of those are fairly easy to discuss in their respective contexts, so we won't dwell too much here in the foreword. Instead, we just wanted to say that we're once again happy with the upward trend of champion diversity in all tiers of play, and we're very excited to see the experimentation being tried by so many players. Sometimes you really have to get outside of your comfort zone to find the new hotness.
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-58-notes.

New in League of Legends 5.7 (Apr 8, 2015)

  • Brings up a few dudes who've struggled to find their strategic niche within the game (oh dear Darius buffs), sharpening the strengths of others (tower-busting Tristana is totally a thing), or reducing the power of a few who've been on our radar for a while.
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-57-notes.

New in League of Legends 5.6 (Mar 25, 2015)

  • A lot of changes aimed at champions who have received less attention in the past few months (or dozen months). Mind you, we're not going to be making a habit of this (power creep is a deep rabbit hole, but the summary is that constantly buffing weak champions means we're just throwing out a lot of power without a functional direction) and we're not in the business of just buffing for the sake of buffing, but felt we could at least give these girls (and guys and Bards) something directionally correct.
  • Speaking of power creep, there are a few champs we know overstayed their welcome on the buff barge, and we're taking steps to bring them back in line. Nothing should really come as a surprise (hello Sejuani) and we'll go into more detail on each individual context.
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-56-notes.

New in League of Legends 5.5 (Mar 12, 2015)

  • Our focus is to increase champion diversity in the jungle. Some of you might be worried about "double dipping" buffs with the new Cinderhulk enchantment combining with tanky jungler buffs, but these are aimed at two separate things. Bami's Cinder (and Cinderhulk) creates a clear mid to end game item for tanky junglers to pursue, while a lot of our champion-specific buffs are aimed at improving the feel of early clears. We're a little concerned some tank junglers (looking at you, Sejuani & Amumu) might just start rampaging from the forest, but are taking a more "wait and see" approach for now. You've been warned.
  • But wait there's more! Beyond the jungle, we've also got a new +120 ability power item coming to the game to fill the void left by Deathfire Grasp's departure. There isn't much else we can contextualize in the foreword versus the actual item context, so go read down there.
  • We're also at the end of the updated Summoner's Rift Beta! While it's hard to define an 'end point' for these things - since we're always going to be iterating - it's nice to put a "finished for now" sticker while we can. We're shipping some final map-wide iterations for Summoner's Rift (and animated end of game victory / defeat graphics!), so you should expect a hefty download compared to our normal patches.
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-55-notes

New in League of Legends 5.4 (Feb 25, 2015)

  • Bug fixes:
  • Fixed a bug that made unskinned wards... large
  • Fixed a bug where Panda Teemo's R - Noxious Trap explosion wasn't properly playing particle or sound effects
  • Fixed a bug where Xin Zhao's Q - Three Talon Strike's third strike would occasionally not knock opponents up
  • Restored Thresh's max distance indicator for W - Dark Passage
  • Super Teemo has remembered how to fly while using W - Move Quick
  • Pulsefire Ezreal's (well, PEARL's) custom VO when first leveling his basic skills now plays 100% of the time
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-54-notes.

New in League of Legends 5.2 (Jan 28, 2015)

  • Deathfire Grasp has always been a tough item to balance around and, like Lich Bane, we finally realized if we wanted to have healthy mage assassins in the game, we needed to tackle the problem at its source. Ultimately we came to the decision to remove DFG completely (remember, read the context for more information!), but this also frees us up to give cool things for champions who've been shackled by their reliance on the item (or by our fear of them picking one up).
  • For the unfortunate news, however, we couldn't hit as many things as we'd have liked for 5.2, so we're spreading a lot of this love out over the course of two patches - 5.2 and 5.3. With 5.2, we've got Ahri and Annie (no, we didn't prioritize by alphabetical order), but you can expect some changes for champs like Veigar, Mordekaiser, and Katarina, along with new 120 AP item explorations in the near future (small warning: the item might take additional iteration time, so no promises!).
  • Some have noted a sort of 'anti-assassin theme' for this patch, but we're trying to broaden the definition of a successful assassin beyond simply blowing up a squishy target. Alternatively, if an assassin is just too reliable at what he or she (or it) does, that's another challenge for us to tackle. There's always going to be a fine line we'll have to walk when it comes to making healthy assassins, but we'd love to live in a world where assassins have their place in the game along with other types of mages. This will be an ongoing process and we'll keep you abreast as we continue working.
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-52-notes.

New in League of Legends 5.1 (Jan 15, 2015)

  • HIHGHLIGHTS:
  • In terms of jungle diversity, while we haven't put all of the junglers front and center on the champion change list (we thought about it, but have stuck with alphabetical order), you can see a number of small buffs for the ones struggling along. So for this patch, check out the small changes to Elise, Evelynn, Hecarim, Nautilus, along with some new changes to Smite (two charges baby!) and a few tiny gold upgrades.
  • On the other end of the patch narrative spectrum, we've got a lot of followup to the 2015 preseason, including some significant power shifts for Baron Nashor, the addition of Base Gates and the Zz'Rot Portal, and some small trinket rebalancing to help out defending team vision. We're hoping these few changes continue to deepen the Strategic Diversity (there it is) of League of Legends, and will keep a close eye out for potential opportunities to continue doing so in the future.
  • A detailed changelog is available at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-51-notes .
  • BUG FIXES:
  • Fixed various issues where improperly loaded textures or particle effects would display as blue squares or random icons (FLASH?!)
  • On-hover range indicators for many items have been restored
  • Crystalline Flask is no longer missing from the Laning category in the item shop
  • Righteous Glory is now more responsive when activated

New in League of Legends 4.21 (Dec 10, 2014)

  • BIG PRESEASON FOLLOWUP PATCH. If anyone remembers last year's followup preseason patch (it's only been a year but check out the progress we've made!), we were very conservative with our changes. Not this time. While it's true we've introduced a lot more change in the 2015 preseason than 2014, it's also worth highlighting how many more 'design levers' we have to tune with. That's a fancy way of saying we have the right dials in the game to crank up or down when something appears too strong or too weak - all without having to fully reconstruct the kitchen. We're mixing metaphors, but you get the point.
  • Anyway, the big narrative before we ring in the holiday break and the new year is systems cleanup and last-minute gifts for League's many orphaned champions. Talking about the system changes: while we're happy with how the preseason has progressed, we saw a number of opportunities to address the more egregious problems (snowballing, early to mid game gold flow, jungle balance, Warwick). We know everyone's still getting adjusted to the new preseason, so we'll be watching closely over the next while to see what new Warwicks come bubbling to the surface.
  • Rek'Sai:
  • “Rek'Sai, the Void Burrower, will be released a bit later during Patch 4.21!”
  • Azir:
  • More bugfixes and we're making Azir a little smoother to play.
  • “Having tweaked Azir just last patch, we're looking to see how he performs from here before really changing his power level. So... bugfixes. Always bugfixes.”
  • W - Arise!:
  • I THOUGHT WE REMOVED DODGE : Fixed a bug where it was possible for targets to walk out of range of a soldier's attack, causing the attack animation to play but do no damage.
  • E - Shifting Sands:
  • I SHIFT IN YOUR GENERAL DIRECTION : Fixed a bug where casting Shifting Sands outside of its cast range would always cause Azir to walk into range. Shifting Sands now checks for the nearest soldier to your mouse and immediately goes there if the soldier is in range, no matter how far from Azir the mouse was.
  • SPEEDY SHIFTING : Fixed an issue where Shifting Sands would fail to be queued up during a cast of W - Arise!. Now pressing W + E together should always create a soldier and then instantly move Azir to that soldier. Note: there's a similar problem with pressing W + Q together that we have not fixed yet but are looking into.
  • R - Emperor's Divide:
  • I'M ACTUALLY HELPING : The allied speed boost of Emperor’s Divide now grants assists
  • Cassiopeia:
  • Aspect of the Serpent now gains stacks over time and every second an enemy champion is poisoned (rather than on poisoned unit kill or when using Twin Fangs on an enemy champ). Twin Fang now adds a debuff that amplifies poison damage on the target.
  • “Cassi's recent update definitely gave her the late-game we intended, but at two great costs: her early-game strength, and her identity as a 'Poison Mage.' We're trying to smooth out a bit of Cassiopeia's power here with some early buffs alongside some guaranteed scaling on her passive so that she can hit her early-mid-lategame fantasy (that is now a word) at the appropriate times. In short, we're looking to reach a middle ground between the update and her original feel of killing you slowly with venoms. Just quicker. (And with more venoms).”
  • Passive - Aspect of the Serpent:
  • STACK CITY : Cassiopeia builds a stack of Aspect of the Serpent on every poisoned unit kill or on Twin Fang cast on enemy champion ⇒ once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
  • IT'S A BUFF WE PROMISE : Cassiopeia gains special bonuses at 75/200/400 stacks ⇒ 100/250/500 stacks. The new breakpoints will be hit sooner than the old ones based on the new stacking mechanics (above).
  • Q - Noxious Blast:
  • EVERYTHING IS NORMAL : Fixed a bug where Noxious Blast's delay wasn't actually normalized (it was hitting anywhere between 0.25 seconds and 0.5 seconds). Now has a flat 0.4 second delay.
  • MOVEMENT SPEED BONUS : 10/15/20/25/30% bonus movement speed ⇒ 20% bonus movement speed at all ranks
  • E - Twin Fang:
  • newLOOK AT THIS SYNERGY : Twin Fang now adds a debuff on the target that amplifies further poison damage by +20% for 5 seconds. This debuff stacks up to 2 times (capping at +40% poison damage).
  • COST : 30/45/60/75/90 mana ⇒ 35/45/55/65/75 mana
  • RATIO : 0.4/0.45/0.5/0.55/0.6 ability power ⇒ 0.55 ability power at all ranks
  • Cho'Gath:
  • “Life's hard for a Cho'gath. You want to eat your enemies, they don't want be eaten, and all it takes is one little death to set this poor little monster back. These changes should help Cho get back into the fight, but we also wanted to create bigger decisions between saving Feast for a kill or nommin' down on some creeps.”
  • R - Feast:
  • newHUNGRY HUNGRY CHO'GATH : Feast now has 50% of its cooldown and mana cost refunded if it kills a minion or monster.
  • COOLDOWN : 60 seconds at all ranks ⇒ 80 seconds at all ranks
  • Corki:
  • Phosphorus Bomb travels slower.
  • “Oh Corki. We've known about your strengths for some time, but we're always careful about balancing you because you're rarely a 'standout' in any particular category (unlike, say, Tristana or Kog'Maw who you know are strong when they're strong). But with power reductions coming for Lucian, we know you're up next on the "very strong, safe marksmen" list in competitive play, so we're taking some cautious steps to keep you in line as well. ”
  • Q - Phosphorus Bomb:
  • MISSILE SPEED : 1125 ⇒ 1000
  • Diana:
  • Lunar Rush still gets the reset if Diana casts it on a Moonlight'd target but is interrupted mid-dash.
  • “When getting the reset, two things can go wrong for Diana: missing her Q, or having R interrupted. Cancelling R not only removes all of Diana's damage options, but often just leaves her dead in the water, so we're throwing her a lifejacket (check that metaphor). As long as you target a unit affected by Moonlight, Lunar Rush's cooldown will be refunded even if the dash was cancelled. This change makes it a little easier for those hoping to become the living embodiment of the vengeful moon.
  • That line's in the tooltip. We wrote that.”
  • R - Lunar Rush:
  • C'MON MAN I EARNED THIS : Casting Lunar Rush on targets that have the Moonlight debuff will reset Lunar Rush's cooldown, even if Diana is interrupted out of her dash
  • Fiddlesticks:
  • Dread now applies on things Fiddle interacts with, as opposed to a broad area of effect. Dark Wind no longer silences the same target multiple times but will try to prioritize new targets as it bounces along.
  • “Terror's always kind of been Fiddle's thing, and he's certainly a pretty big one (terror, that is) given the current jungle environment. With that in mind, we're looking to drain some of his less-clear power and add more consistency (for him and opponents).”
  • Passive - Dread:
  • newFOCUS FEAR : Dealing magic damage or casting Terrify applies Dread to enemies for 2.5 seconds, reducing their magic resistance by 10 removedNOT SO GREAT AT PARTIES : Fiddlesticks no longer applies Dread to all enemy units within 800 range
  • E - Dark Wind:
  • newBOUNCE ALL DAY : Now prioritizes targets not yet hit by Dark Wind
  • removedCRAZY LONG SILENCES : Dark Wind can still hit targets multiple times, but it will now only silence them once
  • SILENCE DURATION : 1.2 seconds ⇒ 1.25 seconds
  • Galio:
  • Don't let me get in my zone.
  • “Galio's ultimate has two major risks involved - either he's crowd-controlled during its channel or his opponents buy Mercury Treads. We like the teamplay that comes from coordinated interrupts but find it a little sad that tenacity messes with his flow so much. Is now fixed.”
  • R - Idol of Durand:
  • newYOU'RE STUCK IN HERE WITH ME : Idol of Durand's taunt is no longer reducible by tenacity.
  • Jarvan IV:
  • IF HE'S MAKING A CRATER SOMEONE'S GONNA GET HURT.
  • R - Cataclysm:
  • newARE YOU CALLING ME FAT : Fixed a bug where Jarvan would sometimes fail to do damage if he was killed quickly after landing from Cataclysm. Note: Jarvan still won't deal damage if he's killed mid-air, but if he's able to land and create the wall, he should always deal damage.
  • Jax:
  • Jax's E and R scale better into the late game.
  • “Surprise - he's back. While it hasn't been too long since Jax's reign over top lane, now that his laning power is a little more manageable we think we can give him some more late game love as a reward for getting through the early to mid phases.”
  • E - Counter Strike:
  • COOLDOWN : 18/16/14/12/10 seconds ⇒ 16/14/12/10/8 seconds
  • R - Grandmaster's Might:
  • BONUS ARMOR : 25/35/45 (+0.3 attack damage) ⇒ 20/35/50 (+0.5 attack damage)
  • BONUS MAGIC RESISTANCE : 25/35/45 (+0.2 ability power) ⇒ 20/35/50 (+0.2 ability power)
  • Jayce:
  • “Before this change, you could activate Hyper Charge, wait a bit, then Double Hyper Charge someone, doing 'The Most Damage In League of Legends' (maybe?). It was unintended and kind of goofy.”
  • W - Hyper Charge:
  • LESS HYPER, MORE CHARGE : Hyper Charge now goes on cooldown after the third shot rather than right on cast
  • COOLDOWN : 14/12/10/8/6 seconds ⇒ 13/11/9/7/5 seconds
  • Jinx:
  • Rules are made to be broken. Like buildings. BUT NOT CLARITY. NEVER CLARITY.
  • “Recent updates to the way buff icons are shown have made telling what weapon Jinx is using a little chaotic (and not the kind she prefers). We've changed it so Switcheroo's icon is always the gun you're currently using, and added a flashy-toggle swirl to show you're spending mana while using Fishbones.”
  • Q - Switcheroo!:
  • SPELL ICON : Switcheroo!'s spell icon displays the gun Jinx will switch to ⇒ the gun Jinx is currently using
  • TOGGLE SWIRLS!!! : When using Rockets, the ability icon will flash (like Ashe's Q) to show that Jinx is now in "mana spending mode"
  • Kennen:
  • General quality-of-life buffs for this weird lookin' Yordle.
  • “Like many champions before him (Veigar, Karthus, and Cho'gath come to mind) Kennen has been held back by inconsistencies in the timing of his abilities. After a much-needed round of re-coding, we've fixed an issue with Electrical Surge while also tuning Slicing Maelstrom. It's worth noting for Kennen's R that this is a slight late game nerf to his single target ult burst, but a buff to his area-effect speed.”
  • W - Electrical Surge:
  • THAT RESPONSIVENESS : Electric Surge now checks for viable targets on the beginning of the cast rather than at the end (it still hits enemies after a cast time, but is generally more reliable)
  • R - Slicing Maelstrom:
  • TIME BETWEEN STRIKES : 0.5/~0.4/~0.33 seconds ⇒ 0.25 seconds at all ranks
  • TIME BETWEEN STRIKES ON THE SAME PERSON : 0.5/~0.4/~0.33 seconds ⇒ 0.5 seconds at all ranks
  • TOOLTIP CLARITY! : Slicing Maelstrom's tooltip now reflects the duration of the storm rather than maximum number of strikes. Its duration has always been 3/4/5 seconds.
  • Lucian:
  • Lucian's got a shorter window to double tap people with Lightslinger, and deals less damage with it at lower levels.
  • “Lucian is a character that's carefully defined by his low combat range (500) and being opportunistic to succeed within it. These changes are more along the lines of pushing that while creating more windows of opportunity against Lucian. We do say windows of opportunity a lot.”
  • Passive - Lightslinger:
  • PASSIVE BUFF DURATION : 6 seconds ⇒ 3 seconds
  • RATIO : 0.5 attack damage at all levels ⇒ 0.3/0.4/0.5 attack damage at levels 1/7/13
  • Nocturne:
  • We're going to copy paste the patch note into the summary: Nocturne now gains massively increased movement speed when moving toward feared targets. This works with other fears!
  • “Waaaaaay back in 4.3 (That's February! Hi Vel'Koz!), we changed fear mechanics across the board to make the affected unit move away from you instead of in random directions. Unlike other champions, however, Nocturne has lacked a way to really capitalize on the consistency of his newer fear. So we're fixing that. Also, this means any of Nocturne's spooky friends (Shaco, Fiddlesticks, Hecarim, Lollipoppy) can set him up for some sweet ganks.
  • Because he's a nightmare.
  • A living nightmare.”
  • E - Unspeakable Horror:
  • newPASSIVE - ALSO WORKS WITH OTHER FEARS! : Nocturne now gains massively increased movement speed when moving toward feared targets
  • Pantheon:
  • General:
  • BASE ATTACK SPEED : 0.679 ⇒ 0.625
  • READ THE CONTEXT THIS GETS COMPLICATED : Pantheon's attack frame animation speed has been increased by +26%
  • Rengar:
  • “Haha oh dear.”
  • Bonetooth Necklace:
  • WHOOPS : Bonetooth Necklace actives no longer benefit from cooldown reduction
  • Sejuani:
  • General:
  • BASE MANA : 287 ⇒ 400
  • Q - Arctic Assault:
  • removedENEMY HEALTH SCALING : Arctic Assault no longer scales with 4/6/8/10/12% of target's max health
  • DAMAGE : 40/70/100/130/160 magic damage ⇒ 80/125/170/215/260 magic damage
  • W - Flail of the Northern Winds:
  • COST : 40 mana at all ranks ⇒ 40/35/30/25/20 mana
  • INITIAL HIT DAMAGE : 40/60/80/100/120 (0.3 ability power) magic damage ⇒ 4/6/8/10/12% of target's max health (+3% per 100 ability power) in magic damage
  • AREA OF EFFECT DAMAGE : 80/120/160/200/240 (+10% bonus health) ⇒ 40/70/100/130/160 (+4/6/8/10/12% total health)
  • E - Permafrost:
  • COOLDOWN : 11 seconds at all ranks ⇒ 10/9/8/7/6 seconds
  • DAMAGE : 60/110/160/210/260 magic damage ⇒ 60/90/120/150/180 magic damage
  • SLOW DURATION : 1.5/1.75/2/2.25/2.5 seconds ⇒ 1.5 seconds at all ranks
  • Shen:
  • E - Shadow Dash:
  • ENERGY COST : 120 ⇒ 100
  • Shyvana:
  • Q - Twin Bite:
  • COOLDOWN : 10/9/8/7/6 seconds ⇒ 9/8/7/6/5 seconds
  • W - Burnout:
  • newMONSTER MASHING : Burnout now now deals +20% bonus damage to monsters
  • IT'S COMPLICATED : Fixed a bug where Burnout was scaling incorrectly with attack damage when Shyvana was in her dragon form
  • Soraka:
  • General:
  • BASE HEALTH REGENERATION : 4.675 ⇒ 2.5
  • HEALTH REGENERATION GROWTH STAT : 0.7 ⇒ 0.5
  • W - Astral Blessing:
  • PASSIVE RATIO : Ability power ratio range is now 0.2 ability power to 0.4 ability power ⇒ 0.4 ability power to 0.8 ability power (there's a range because this scales in effectiveness with Soraka's missing health)
  • Varus:
  • General:
  • MANA REGENERATION PER 5 SECONDS GROWTH STAT : 0.5 ⇒ 0.8
  • Warwick:
  • W - Hunter's Call:
  • DURATION : 10 seconds ⇒ 6 seconds
  • R - Infinite Duress:
  • TOTAL BASE DAMAGE : 250/335/420 magic damage ⇒ 150/250/350 magic damage
  • Yasuo:
  • General:
  • MOVEMENT SPEED : 340 ⇒ 345
  • Q - Steel Tempest:
  • COOLDOWN : 5/4.75/4.5/4.25/4 seconds ⇒ 4 seconds at all ranks
  • Zac:
  • E - Elastic Slingshot:
  • newSO CHUNKY : Zac now creates extra chunks for each additional champion he hits
  • DAMAGE : 80/120/160/200/240 magic damage ⇒ 80/130/180/230/280 magic damage
  • R - Let's Bounce!:
  • KNOCKBACK RANGE : 250 ⇒ 400 (enemies will be knocked up higher and longer to match the new range, but total crowd control durations remain the same)
  • Mass Texture Rebalance (Part 4):
  • “We're continuing our comprehensive pass at the game's older character textures. As with parts 1, 2 and 3, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Is anyone even reading this paragraph anymore? ”
  • TEXTURES : The following textures have been updated:
  • Malphite:
  • Base, Coral Reef, Marble, Obsidian, Shamrock
  • Malzahar:
  • Base, Djinn, Overlord, Shadow Prince, Vizier
  • Shen:
  • Base, Blood Moon, Frozen, Surgeon, Warlord, Yellow Jacket
  • Wukong:
  • Base, General, Jade Dragon, Volcanic
  • Xin Zhao:
  • Base, Commando, Imperial, Viscero, Winged Hussar
  • System Changes:
  • Turret Gold:
  • OUTER TURRET GLOBAL GOLD REWARD : 100 ⇒ 125
  • INNER TURRET GLOBAL GOLD REWARD : 125 ⇒ 150
  • Turret Shielding:
  • INNER TURRET SHIELDING WINDOW : 1 second ⇒ 1.5 seconds
  • Death Timers:
  • The death timer is being unilaterally raised by 2.5 seconds.
  • MINIMUM DEATH TIMER : 7.5 seconds ⇒ 10 seconds
  • MAXIMUM DEATH TIMER : 50 seconds ⇒ 52.5 seconds
  • Experience Rewards for Champion Kills:
  • Slightly less experience rewards for killing everyone.
  • Champion Base Kill Experience : 55% ⇒ 50%
  • Minion Gold:
  • MELEE MINION GOLD REWARD : 19 ⇒ 20
  • RANGED MINION GOLD REWARD : 14 ⇒ 15
  • Minion Health:
  • Minion health scales slightly less over game time.
  • MELEE MINION TOTAL HEALTH AT 22:30 : About 4% lower in comparison to 4.20 minions. This difference grows slightly larger over time (maybe at about 8% - 9% lower in comparison to 4.20 minions at 50:00).
  • RANGED MINION TOTAL HEALTH AT 22:30 : About 3% lower in comparison to 4.20 minions. This difference grows slightly larger over time (maybe at about 7% - 8% lower in comparison to 4.20 minions at 50:00).
  • Summoner's Rift:
  • General Changes:
  • Summoner's Rift has received new music that changes throughout the game!
  • Added an option in the audio menu to switch back to the classic Summoner's Rift music
  • We're continuing to optimize performance by making slight graphical adjustments throughout the map
  • Improved consistency of river, top and bot lane brush behavior when champions are near brush edges
  • Baron no longer loses his out of combat regen if attacked from outside his attack range
  • Baron is feeling festive!
  • Item Shop Buying Range:
  • You can now only buy items if you're on the physical platform.
  • THERE IS NO FREE SHIPPING : The shop purchasing area is now restricted to the physical platform.
  • Geography Changes:
  • SMALL RELOCATIONS : Slightly adjusted positioning of Blue/Red buff camps so that area-effect abilities should now consistently hit the same number of monsters in all four camps
  • KRUG EQUALITY : Red side Krugs now mirror Blue side (the Ancient Krug is always further away from the base)
  • Dragon:
  • Fixed some exploits where players could not take damage from Dragon in a variety of ways.
  • I'M CASTING MY FIREBALL : Fireball is now treated as a spell and not an auto attack (also, you can spell shield it)
  • SKILLSHOTS ARE HARD : Fireballs track the target like a normal attack or targeted spell
  • NO DANCING HERE : Dragon will always finish his attack before switching targets
  • BUGFIX : Dragon no longer gets stuck outside his pit when hit with terrain abilities (ex. Anivia's W - Crystallize)
  • ALL DRAGONS GO TO : Dragon once again drops a soul for Thresh
  • Hand of Baron:
  • SHORTER BARON BUFF.
  • DURATION : 240 seconds ⇒ 180 seconds
  • Dragon Slayer buffs:
  • The power of the first Dragon Slayer buff has been reduced and the 4th stack / 2nd stack bonuses have been swapped.
  • FIRST STACK : 8% Attack Damage and Ability Power ⇒ 6% Attack Damage and Ability Power
  • SECOND STACK : Now gives +15% damage to Turrets.
  • FOURTH STACK : Now gives +15% damage to minions and monsters.
  • Gift of Heavy Hands:
  • +1 to the number of attacks needed to stun a monster with the Heavy Hands buff.
  • REQUIRED HITS TO STUN : 5 ⇒ 6
  • Gift of the Toadstool:
  • More poisonous toadstool armor.
  • DAMAGE SCALING : Gift of the Toadstool'd champions deal 6 + (6 x level) magic damage over 3 seconds ⇒ 4 + (8 x level) magic damage over 3 seconds
  • Jungle Gold:
  • You should probably ask politely to take a jungler's camp if you don't have a Machete. All that lost gold adds up man.
  • GO BACK TO YOUR LANE : All jungle camps now give 10 less gold
  • THIS IS MY JUNGLE : Hunter's Machete now grants +10 gold per large jungle monster
  • UPGRADE EARLY FRIENDS : All tier 2 and 3 jungle items now grant +20 gold per large jungle monster
  • Items:
  • new Negatron Cloak:
  • IT'S BAAAAACK.
  • RECIPE : Null Magic Mantle + 350 Gold = 850 Total Gold
  • MAGIC RESISTANCE : 45
  • Guardian Angel:
  • RECIPE : Null Magic Mangle + Chain Vest + 1500 gold ⇒ Negatron Cloak + Chain Vest + 1250 gold
  • TOTAL COST : 2750 gold ⇒ 2850 gold
  • MAGIC RESISTANCE : 45 ⇒ 50
  • Abyssal Scepter:
  • While Negatron Cloak is here, we might as well use it in recipes that make sense.
  • RECIPE : Blasting Wand + Null-Magic Mantle + Null-Magic Mantle + 580 gold ⇒ Negatron Cloak + Blasting Wand + 730 gold
  • TOTAL COST : Unchanged (2440 gold)
  • Targon's Brace:
  • Targon's Brace Spoils of War passive now executes at higher thresholds.
  • Spoils of War Execute Base : 200 ⇒ 240
  • Face of the Mountain:
  • See above, but replace Targon's Embrace with Face of the Mountain.
  • Spoils of War Execute Base : 200 ⇒ 400
  • Ranger's Trailblazer:
  • Ranger's Trailblazer no longer reduces Smite's cooldown.
  • removed SMITEY REDUCTIONS : No longer reduces Smite cooldown by 15 seconds
  • Poacher's Knife:
  • Not a placebo.
  • IT'S NOT A PLACEBO WE SWEAR : Poacher's Knife's tooltip now reflects the total gold from stolen large monsters, rather than just the +20 gold from the item itself
  • Skirmisher's Sabre:
  • Attacking a Smited opponent now burns them for true damage over 3 seconds, rather than just dealing true damage on hit. Also truest damage.
  • STOP IT WARWICK : Basic attacks against a Challenged target deal 17-51 (based on level) true damage on hit ⇒ 60-162 (based on level) true damage over 3 seconds
  • AS OPPOSED TO "REAL" DAMAGE : Fixed a bug where Challenging Smite's True damage would kill units through near-death / revive effects like (but not limited to!) Guardian Angel, Tryndamere's Undying Rage, and Zilean's Chronoshift
  • Enchantment - Devourer:
  • Sliiiiiightly overtuned.
  • Magic Damage On Hit : 40 ⇒ 25
  • Chalice of Harmony:
  • More mana regeneration!
  • PASSIVE MANA RESTORE : 1.5% of missing mana every 5 seconds ⇒ 2% of missing mana every 5 seconds
  • Athene's Unholy Grail:
  • This is going to get repetitive. More mana regeneration!
  • PASSIVE MANA RESTORE : 1.5% of missing mana every 5 seconds ⇒ 2% of missing mana every 5 seconds
  • Mikael's Crucible:
  • Last one we swear. More mana regeneration!
  • PASSIVE MANA RESTORE : 1.5% of missing mana every 5 seconds ⇒ 2% of missing mana every 5 seconds
  • Forbidden Idol:
  • Less mana regeneration.
  • BASE MANA REGENERATION : 60% ⇒ 50%
  • Jungle:
  • Twisted Treeline's jungle has been updated to account for the 2015 season!
  • Base Stats:
  • JUNGLE PARITY : All jungle monsters have been updated to match the same stats / respawn times of the Summoner's Rift jungle monsters.
  • Golems:
  • GIFT OF HEAVY HANDS : Basic attacks stun on the first and sixth attack against a target (same as the Krug buff on Summoner's Rift)
  • Wolves:
  • CURSE OF THE WOLF : Deals 6 + (8 x level) magic damage over 3 seconds to enemy attackers (same as the Gromp buff on Summoner's Rift)
  • Wraith:
  • HEALTH RESTORE : Smiting the Wraith restores +20% maximum health instantly (same as Red Brambleback on Summoner's Rift)
  • Vilemaw:
  • BASE HEALTH : 5011 ⇒ 5311
  • Items:
  • Madred's Razors:
  • COMBINE COST : 0 gold ⇒ 300 gold
  • Overlord's Bloodmail:
  • HEAL ON KILL OR ASSIST : 200 health over 5 seconds ⇒ 300 health over 5 seconds
  • removed Items:
  • The following items have been removed:
  • Atma's Impaler
  • Sword of the Divine
  • Executioner's Calling
  • Items:
  • new Overlord's Bloodmail
  • HEALTH : 850
  • PASSIVE : On kill or assist, heal for 300 health over 5 seconds
  • Summoner Spells:
  • Teleport:
  • new DOCUMENTATION! : You can now Teleport to wards by clicking on the minimap.
  • Ability Bar Update:
  • The UI has been updated per your feedback!:
  • The following buffs have been moved back to the center of the HUD based on your feedback!
  • Spoils of War (Relic Shield / Targon's Embrace / Face of the Mountain)
  • Tribute (Spellthief's Edge / Frostfang / Frost Queen's Claim)
  • Statikk Shiv
  • Health Potions
  • Crystalline Flask
  • SPIFFY : Muramana now has a spiffy toggle effect when active!
  • INVENTORY ITEM BORDERS? : Inventory item borders now match the new active item style
  • Team Colors:
  • COLORBLIND FRIENDLY : Spectator view, loading screens, in-game chat, and kill callouts are now colorblind friendly
  • Featured Game Modes:
  • Legend of the Poro King:
  • “Legend of the Poro King, our next Featured Game Mode, will be released later on during patch 4.21! More information soon - keep an eye out for all the details!”
  • Social Features:
  • Team Builder:
  • These changes will kick off a bit later in 4.21, but we wanted to give you an early heads-up!
  • QUALITY OF LIFE : Your last played spec (Champion, Position and Role) now auto-populates when you start a new Team Builder match. This information is also saved across play sessions.
  • DON'T RUSH ME : Team members can now continue to adjust their specs while the captain adds solo slots, up until the captain hits "Find Solo Players"
  • Suggested Players:
  • VISUAL UPDATE : New icons have been added for each suggestion type to make it easier to tell why a player has been suggested
  • Patcher Updates:
  • It's been six patches since we launched the visual refresh of the patcher! We've removed the first-time announcement pop-up.
  • The Settings menu has been split into Help and Options:
  • Help: Repair, Save Logs, About
  • Options: Peer-to-peer preference, Volume controls
  • Adjusted pop-up and menu art to better match the rest of the patcher
  • Added patcher version number to the About section
  • Fixed a Windows bug where the patcher was sometimes 'zoomed in', preventing access to the controls in the upper righthand corner
  • Links in the Patch Notes no longer occasionally open double tabs for Mac users
  • Higher Frame Limiting Options:
  • WE CAN DO BETTER : Added 120hz and 144hz display frame rate options to the options menu
  • Store Updates:
  • Successfully redeeming an RP code now indicates the amount of RP granted. Clarity: Not just for gameplay!
  • Various End-of-Game Gifting images, tooltips and error messages have been adjusted
  • Bugfixes:
  • Fixed a rare issue in the new LeaverBuster system where chronic leavers/AFKers with older hardware were going through two lower priority queue penalties before entering matchmaking queues
  • The new LeaverBuster's first-time leaver prompt is now easier to properly fill out
  • Fixed a number of cases where transforming champions had slightly different base stats depending on which form they were in
  • Righteous Glory, Phage and Entropy are now properly listed under the "Other Movement Items" section of the shop
  • Fixed a few cases of modified/empowered autoattacks (ex. Thresh's E- Flay) which weren't proccing the damage portion of Kalista's W - Oathsworn Sentinel
  • Sona's Q - Hymn of Valor no longer causes lag on first cast
  • Fixed a bug (heh) where Skarner's R - Impale wasn't properly working against targets with revive effects (Guardian Angel, Zac, Aatrox, etc)
  • Made changes to more comprehensively address recent exploits

New in League of Legends 4.20 (Nov 24, 2014)

  • Improved and updated:
  • Champions
  • Global Changes to Summoner's Rift Gameplay
  • Objectives, Minions & Global Buffs
  • 2015 Jungle Adjustments
  • Jungle Items
  • Jungle Item Enchantments
  • Elixirs
  • Regeneration Items
  • Chalice of Harmony & Friends
  • Strategic Items
  • Armor Build Paths
  • Magic Resistance Build Paths
  • Stacking Items
  • Removed Items
  • Shop Search Shortcuts
  • Summoner Spell Level Requirements
  • Scoreboard Changes
  • Active Item & Buff UI Updates
  • LeaverBuster
  • Patcher Improvements
  • End of Game Gifting:
  • You do NOT have to be friends to send a gift
  • You can send gifts to players on both teams
  • At launch, you'll be able to choose from Mystery Skins, Mystery Champions, the champion the recipient played (if unowned), and available skins for that champion
  • The prices will be the same as in the store
  • Gifts will count towards the daily gifting limit. In other words, you can only send/receive up to five gifts each day (For example, sending three mystery skins from the store and two end of game gifts hits your limit)
  • Available in all queues except for custom games
  • Check out the full FAQ here!
  • Store Improvements:
  • Ward Skins have been added to the options in the store's Gifting Center! Standard gifting rules apply.
  • Expanding on the icon changes made last patch, we've updated the icons for IP and XP boosts
  • Bug fixes:
  • Fixed a Mac compatibility issue that caused the cursor to drop to the bottom of the screen (sometimes becoming completely stuck) when attempting to Smart Ping
  • Various buff icons that went missing in 4.19 should have reappeared via the new Active Item & Buff UI changes
  • Fixed a bug where Tryndamere's E - Spinning Slash was dealing double damage in rare cases
  • Upcoming Skins:
  • Constable Trundle
  • Captain Volibear
  • Safecracker Evelynn
  • Pickpocket Twitch
  • Battlecast Alpha Skarner
  • Battlecast Kog'Maw
  • Blood Moon Kalista
  • Further details at http://eune.leagueoflegends.com/en/news/game-updates/patch/patch-420-notes.

New in League of Legends 4.18 (Oct 9, 2014)

  • While we don't have a lot of balance changes this patch, 4.18 is the launch date of one of our largest champion updates to date: Sion, the Undead Juggernaut. Be sure to check out his champion reveal page at http://na.leagueoflegends.com/en/champion-reveal/sion-the-undead-juggernaut, or just try him out in-game when he launches! But please, for the sake of you and your teammates' sanity, maybe play a few normal games with him before you queue up for ranked. I get the feeling many of you won't listen, but at least I've had my say.
  • Also of note within 4.18 is a whole pile of bugfixes for Azir (sorry!), a GANGPLANK BUFF!?, the removal of Pando Media Booster, a Smart Ping volume slider (look at this new audio technology we can implement!), and phase 2 of our mass champion texture rebalance! You can think of this patch as more of a small maintenance update as we look forward to the World Championships in Korea and the future of competitive League of Legends.

New in League of Legends 4.17 (Sep 25, 2014)

  • We don't have a lot of high-level balance tweaks in the mix (small taps for Nidalee, Maokai, Tristana, and Talon), but there are some cool "pump up the unique!" changes for champs who may have been lacking in that category. Much in the vein of promoting more meaningful choices, our hope is that by giving champions like Garen and LeBlanc more uniqueness (like out-of-combat health regeneration or stealthy deception), they'll be able to feel a little more interesting in their roles.
  • Speaking of meaningful choices, our two new gameplay updates (Viktor and Soraka) are also in 4.17, with both focused on creating a little more unique gameplay for their respective champion. For Soraka - what's it mean to be League's premiere healing / banana throwing champion? Or for Viktor - what, specifically, is a GLORIOUS EVOLUTION!? A lot of questions we can potentially answer in 4.17, so be sure to check out our new champion reveal pages for Soraka and Viktor.
  • Final note, we're continuing to patch out bits and pieces of the updated Summoner's Rift as we start polishing up on work. Once again, this doesn't mean you'll get to play on the updated Summoner's Rift right now, but just that you won't get hit by a mega-sized patch in the distant future. In anticipation of this, we're also rolling out some updated character textures for older champions so they can still look good when their environments change.

New in League of Legends 4.16 (Sep 10, 2014)

  • Similar to 4.15, a lot of the changes you'll see below are focused on smoothing out some champion interactions, or just plain ol' bugfixin' goodness (Check out the context below for what's happening with Wall-Slams!).
  • For all things non-balance though, we've got a little more meat for you. First up, in addition to her Gameplay Update we mentioned earlier, Cassiopeia is joined by Renekton for updates to their visuals! Follow that up with new base splash arts for the desert-dwelling duo and Akali and Orianna, and this patch is set to delight all the art fans out there.
  • As we mentioned last patch, we've started patching some finished pieces of Summoner's Rift to the live environment in order to minimize the size (and download times) of the eventual Summoner's Rift launch patch. These pieces aren't usable and we don't have an official release date - for now these pieces will just be preemptively sitting on your hard drives.

New in League of Legends 4.15 (Aug 27, 2014)

  • Added a number of bugfixes and clarity tweaks to smooth out the patch path leading to the World Championships.
  • A number of small buffs for Gnar focused as 'feel' improvements to get him in the best possible place.
  • Newly revamped client patcher & landing page.
  • Introduction of the new Master Tier, and Challenger rankings will rotate on a 24-hour schedule with no immunity.

New in League of Legends 4.14 (Aug 13, 2014)

  • Light balance changes and the release of Gnar, the Missing Link, much to the adoration of Yordle fans around the world.

New in League of Legends 4.13 (Jul 30, 2014)

  • Highlights:
  • While this patch might seem really big - and it is! - it's more about the breadth of changes than any deep shakeups. What that really means is we've got about 40+ patch entries, but each change alone isn't going to be very significant in isolation.
  • So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we've gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!
  • Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn't been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle.

New in League of Legends 4.12 (Jul 16, 2014)

  • Highlights:
  • Two item overhauls with Grez's Spectral Lantern and The Lightbringer (they're now two separate item lines with different functionality), so be sure to read up before hopping into your 3s game.
  • Added jungle timers.

New in League of Legends 4.11 (Jul 3, 2014)

  • This patch brings some equality back to the jungle. In the 2014 season, popular junglers have been heavily skewed in favor of high-pressure damage dealing champions like Lee Sin, Pantheon, Kha'Zix, Evelynn, Elise, etc, and it was these dominant picks that knocked most supportive tanky junglers right out of the park. On deeper analysis, we quickly realized the problem was less about buffing tanky junglers to keep up and more that we lacked a strong item path for utility junglers to pick up. As a result, patch 4.11 will be introducing one new and one might-as-well-be-new item in the form of Quill Coat and Spirit of the Ancient Golem, both of which should cater heavily to the tanky utility-focused junglers in the game. We also went through and brought a few champions we felt needed additional love up to speed, as well as one mini-renovation for Maokai so that he could feel better about being back in the spotlight.
  • With the League of Legends World Championships on the horizon, we've also begun looking at high-level competitive changes we can make, like turret modifications and some reductions in dominant champion power. One champion you might be expecting to see in this category but isn't (Lucian) is still in the garage as we're thinking about the best approach to take. I'm telling you now because we want you to know that we know he's particularly strong as a well-rounded marksman (especially in competitive play), but we want to make sure we can highlight a meaningful weakness (and strength) in Lucian before moving forward.

New in League of Legends 4.10 (Jul 3, 2014)

  • There are a lot of things to be covered, but our two major themes are: gameplay updates and help for the marksmen. Focusing on the gameplay updates first, we're finally ready to roll out Nidalee and Skarner, two of the highest priority projects for the champion update team. For Nidalee, she's always been one of the best at forcing low counterplay games through her long-range spears and high evasiveness. You'll be hearing more of the same in her individual context, but Nidalee's been a big challenge for us as we try to maintain her satisfying gameplay without coming at the cost of 9 other players forced to play her way as well. Skarner's a bit of a different story, as our last gameplay update for him in 4.2 might have made him a more balanced champion but didn't leave enough to be an exciting pick for you scorpion fans out there. These changes make Skarner a stickier, more disruptive arachnid, so we hope this'll give you a good reason to pick him back up.
  • As for the help for the marksmen, we've got a whole pile of attack damage, lifesteal, and attack speed itemization changes that should open up early to mid game item builds as well as bridging the gap between burst-focused AD marksmen (looking at you, Lucian) and the more traditional auto-attack focused marksmen (Vayne / Tristana / etc). You can get the full rundown of the changes below, but the overarching goal is to give more strength back to the marksman role while also leveling the playing field in terms of champion viability. There are a lot of changes to digest here (we've removed the passive movement speed debuff on Randuin's Omen!), so make sure you get informed before hopping into your next ranked game.
  • Bloodthirster got a different passive and we're adding two new items.

New in League of Legends 4.9 (Jun 4, 2014)

  • The biggest change is definitely for Kha'Zix, who's been a difficult bug to balance for some time. You can read below for our full context, but Kha'Zix's big issue has always been his overloaded role identity as both a fighter and assassin. When a champion has the ability to start and end a team fight all on their own, that makes for pretty low teamplay and low counterplay (look at those direct references to design values!). Once again, read below for deeper context!
  • Outside of gameplay changes, check out the addition of team rewards (UPGRADING WARD SKIN!?) as we continue to reward players for participating in jolly (competitive) cooperation.

New in League of Legends 4.8 (May 22, 2014)

  • GENERAL:
  • We investigated a few cases where turret aggro was behaving inconsistently. These changes should address most issues.
  • Champions can no longer drop turret aggro by entering stealth or using the summoner spell Flash
  • Turret aggro can now only be lost if a champion leaves its targeting range, dies, or enters a state of untargetability (eg: Zhonya's, Elise Rappel, Vlad pool).
  • CHAMPIONS:
  • Blitzcrank:
  • Rocket Grab and Static Field cost less mana.
  • With popular utility champions providing additional utility beyond vision control and a body on the field, Blitzcrank needed some small upgrades to keep up. Given Blitz already has strong utility (gated by his long cooldowns), some mana cost reductions means he should be able to bring Amumu to your team more often.
  • Q - Rocket Grab: COST 120 mana -> 100 mana
  • R - Static Field: COST 150 mana -> 100 mana
  • Cho'Gath:
  • Cho can eat things a little faster and from a little further away.
  • This is a change we've wanted to do for some time, given how sad Cho gets when his meals flash away. Basically this means Cho's Feast range will correctly match his attack range when he's at 6 Feast Stacks. Nom nom nom nom nom nom nom!
  • R - Feast
  • RANGE 150 -> 175
  • CAST TIME 0.5 seconds -> 0.25 seconds
  • Kha'Zix:
  • Evolved Wings' cooldown is now the same as Leap.
  • Kha'Zix is currently strong at all levels of play, but when we discovered this bug (heh), we felt the right thing would be to fix it to work as intended, even if it meant giving him a slight buff. Long term, we're still considering changes to Kha'Zix that allow him to retain his assassin playstyle without having the raw strength to brute force his way out of most situations.
  • E - Evolved Wings
  • KHA'ZIX FIX Fixed a bug where Evolved Wings had a longer cooldown than Leap - 24/22/20/18/16 -> 22/20/18/16/14
  • Malzahar:
  • Nether Grasp is cheaper. We probably don't need to summarize these.
  • We realize that high mobility mages are currently valued in the competitive landscape, but buffing Malz against his identity ends up flattening the role of a mage and inhibits other forms of role experimentation. Still, streamlining Nether Grasp's mana cost to be in line with other high cooldown ultimates was a change Malz could use, so we heeded the call (... of the void).
  • R - Nether Grasp
  • COST 150 mana -> 100 mana
  • Pantheon:
  • Last patch, we made a functional change to Pantheon without documenting the change (sorry!). Before the change, Pantheon's Grand Skyfall was dealing damage a full 0.5 seconds after he visually hit the ground, which was inconsistent (not to mention weird). Visually it's confusing that Pantheon can stun opponents before he's even finished landing from Grand Skyfall, so we made the change for Clarity purposes while also affecting his power. That said, we've heard a lot of your feedback that this hampers Pantheon's ability to use Grand Skyfall effectively (or at all), and we're going to keep a close eye on him in this patch.
  • R - Grand Skyfall
  • CLARITY Pantheon can no longer cast spells until he's finished landing
  • BUGFIX Grand Skyfall's animation and damage now better match each other. The timing is unchanged from when the enemy indicator appears to when damage occurs, but Pantheon now visually lands 0.5 seconds later.
  • Soraka:
  • Starcall does less damage and Infuse costs mana when used on an enemy.
  • Soraka's solo lane patterns are pretty obnoxious, as she can simply shove out opponents with Starcall while inhibiting their ability to fight back with her free Infuses. Soraka should be brought to a solo lane as someone who can consistently support her team, rather than dealing high ramping magic damage via Starcall.
  • Q - Starcall
  • DAMAGE 60/95/130/165/200 -> 40/65/90/115/140
  • UTILITY If Starcall hits an enemy, Astral Blessing's cooldown is reduced by 5/6.25/7.5/8.75/10% -> 5/8/11/14/17%
  • E - Infuse
  • newCOST Costs 50 mana at all levels when cast on an enemy
  • Udyr:
  • E - Bear Stance
  • CLARITY Udyr now sees an indicator when he stuns a target that shows how long to wait before he can stun that target again
  • MINOR CHANGES & BUGFIXES:
  • Nami:
  • Q - Aqua Prison
  • BUGFIX Fixed a bug where Aqua Prison could interrupt certain abilities that were intended to be immune to disabling effects (e.g. Jarvan IV's Cataclysm, Malphite's Unstoppable Force)
  • Sejuani:
  • Q - Arctic Assault
  • BUGFIX Fixed a bug where Arctic Assault would stop on collision with, but fail to knock up, really large enemy champions (Cho'Gath with 6 Feast stacks, Zac with a lot of bonus HP, large champions that were Wild Growth'd by Lulu, champions who weren't watching their diet, etc)
  • TWISTED TREELINE AND CRYSTAL SCAR:
  • Twin Shadows:
  • newPASSIVE Now detects traps
  • TWISTED TREELINE:
  • Turrets:
  • Turrets deal more damage and ramping damage, as well as having more defenses.
  • Currently on TT, turrets simply aren't threatening enough to super-bruisers that stack armor and dive for their squishier teammates. While this change alone may not fix this, it's the start of us enforcing turrets as a meaningful safety zone for players on the losing team. We're also beefing up turret resists in the case of a siege - you can still 'chip' turrets over the course of a game before breaking them down in a big push, but we felt they could stay up a little longer.
  • newDAMAGE BONUS Turret basic attack damage increased by 10% (now matches Summoner's Rift turrets)
  • DAMAGE 'Heating Up' passive now increases turret damage by 20% -> 25% per shot
  • ADDENDUM "Heating Up" passive scales up to a total 60% -> 75%
  • DEFENSE Turrets lose 150 armor / magic resistance -> 75 armor / magic resistance when enemy minions are nearby
  • Jungle Monsters:
  • Large Monsters have way more HP, small monsters have slightly less.
  • The low base health on the original jungle camps in TT cuts their threat scaling significantly, making jungling a little too easy for anyone with a small amount of Attack Damage (or in 120% of all cases, Ravenous Hydra). We'll be watching this closely as we don't want junglers to feel hyper-vulnerable, but with the recent buffs to scaling jungle experience, we felt increasing the risk/commitment of the jungle was appropriate.
  • Big Golem health 850 -> 1250
  • Small Golem health 550 -> 500
  • Big Wolf health 650 -> 1150
  • Small Wolf health 430 -> 400
  • Big Wraith health 550 -> 1000
  • Small Wraith health 380 -> 350
  • TEAM BUILDER:
  • Team Builder wins and losses are now added to total Normal wins and losses
  • Captains in Team Builder can now grant invite powers to invited friends

New in League of Legends 4.7 (May 8, 2014)

  • Hitting a few high priority targets that are having a heavy impact on the health of the game. As an example, we're still concerned with high-damage junglers who are entering the mid-game with more gold and more experience than even the solo laners who had to scrap out their gains against another opponent. We're still exploring the possibilities here, but for now we're going to be reducing some of the power of Feral Flare so that it remains a unique item build without being a dominant strategy.
  • So what else can you expect in this patch? We've got a few rework follow-ups in the form of Gragas and Kassadin, and we've been experimenting with Skarner on the interim. We know we mentioned Skarner in the 4.6 foreword, but we've got a stronger idea of where we can give back some of his old identity so we're making sure we get it right this time.
  • We're also following up with our promised top lane buffs for Jarvan IV and Malphite. We're already seeing more diversity in top lane beyond Renekton, but we'll be keeping an eye on future candidates as the changes shake out.
  • Finally, we're making some changes specifically targeted at competitive play in the form of reduced trinket start cool-downs, increased gold rewards for the Dragon, and additional tradeoffs for fast-push strategies. We don't expect these changes to have too much of an impact on regular play, but we're hoping to hit some dominant strategies we're seeing in the high-level competitive scene.

New in League of Legends 4.5 (Apr 3, 2014)

  • Some larger systemic changes in areas where we could. You'll see this in places like the support item recipe cleanup and the addition of two foundational support items. While we're not planning to completely change the landscape, this does mean that supports will be able to keep pace when purchasing ability power items and, in the future we'll be able to build out more support itemization paths for those who want it.
  • Also included in this patch are two gameplay updates (that's what we're calling 'em): Rengar and Gragas. Rengar's got some new tools to actually contribute to an ongoing team fight, while Gragas has traded some of his long-range barrel-sniping power for scrappy in-your-face brawlin' strength. Our overarching philosophy behind these two changes was mostly due to their binary gameplay, where both had clear success cases (usually involving the absolute destruction of a single target before they knew it) but, when they weren't succeeding, they were rarely allowed to contribute in meaningful ways.

New in League of Legends 4.4 (Mar 18, 2014)

  • Game owners are now labeled as “Owner” in the lobby invites panel
  • Players can no longer accept invites while in a matchmaking queue
  • Fixed an issue where players who relogged with an on-hold invite (the lobby entered champion select) experienced various issues preventing them from entering games
  • Fixed an issue where the invite system counted spectators when determining whether a custom lobby was full
  • Fixed a reconnect issue where players who restarted the client while spectating a custom game were stuck on a blank landing page upon relogging

New in League of Legends 4.3 (Feb 27, 2014)

  • LoL Client:
  • Players can now be invited to and accept game invitations while already in a lobby
  • Lobby owners can now select a teammate to be the game owner and “draft captain” in charge of bans and first pick
  • Improved invitee and lobby status updates:
  • Accepted
  • Pending
  • Declined
  • Accepted - Lobby Full
  • Accepted - Quit
  • Joined - Quit
  • Joined
  • Kicked
  • Banned
  • Invitations to games that are no longer available will now read “The invitation from «Summoner» has expired.”
  • You can now grant invite privileges in custom games
  • Chat lobbies will remain intact if someone leaves champ select
  • You can still send and receive game invites if chat goes down
  • You can now send game invitations to offline players - they’ll see them when they log in
  • Chat’s no longer restricted when sending out large amounts on invites at once
  • Champions:
  • Vel’Koz - Vel’Koz, the Eye of the Void is somewhere in this patch but will be turned on at a later date.
  • Corki - Corki players can now see Phosphorus Bomb’s area of effect indicator and Phosphorus Bomb now scales with bonus AD.
  • Gragas - We lowered Body Slam’s AD ratio at early levels and reduced Explosive Cask’s AP ratio.
  • Kassadin - We reduced Null Sphere’s damage and silence duration and lowered the damage of Force Pulse.
  • Kha’Zix - “Kha’Zix can be oppressive to play against if he starts snowballing in the early game. Even if his opponents stick together to prevent isolation, the bug deals stupendous amounts of all-in damage before leaping to safety with his E resets. Even though we trimmed down his explosive initiations and crazy fast Dragon/Baron killing speed, we still like Kha’Zix as a speedy hunter, so we buffed his ability to maneuver in fights.”
  • Ryze - We’ve buffed Ryze’s base health and increased Overload’s range.
  • Skarner - We lowered Crystal Slash’s mana cost and increased Fracture’s slow.
  • Teemo - Teemo’s shrooms are now slightly less annoying.
  • Yasuo - We’ve reduced Way of the Wanderer’s shield duration as well as its value at higher levels.
  • Terrify(ing) Changes:
  • “The randomness of Terrify made it unreliable in most cases, both in coordinating with teammates and for opponents, so we’re making it more predictable.”
  • Fiddlesticks - In addition to the Terrify changes, we’ve increased Drain’s cast range.
  • Nocturne - Unspeakable Horror - utility Affected units run around in fear ⇒ Affected units now run away from Nocturne with impaired movement speed
  • Shaco - W - Jack In The Box - utility Affected units run around in fear ⇒ Affected units now run away from the Jack in the Box with impaired movement speed
  • Minor Changes & Bug Fixes:
  • Kayle - newprettiness Updated Ability Icons!
  • Sejuani - W - Flail of the Northern Winds - bugfix Fixed a bug where % increases to Sejuani’s health were not being included in the bonus damage calculation
  • Twisted Fate - W - Pick A Card - newprettiness New Particles!
  • Volibear - W - Frenzy - bugfix Fixed a bug where % increases to Volibear’s health were not being included in the bonus damage calculation
  • Zac - We increased the interaction radius of Zac’s blobs.
  • Items:
  • Tear of the Goddess - “Not enough tears on the Rift.”
  • Doran’s Shield - “We want Doran’s Shield to be a strong pick for countering ranged attack harassment, but its high defensive stats were making it a must-buy early item for some champions. We’re clarifying its strengths while toning down some of the power.”
  • Spirit Stone Items - (Spirit Stone, Spirit of the Elder Lizard, Spirit of the Ancient Golem, Spirit of the Spectral Wraith) “We like the changes we made to the Spirit Stone line in patch 4.1, so these are just some general tweaks to promote a wider variety of junglers.”
  • Boots of Mobility - “As the premiere set up boots for getting into - and initiating - fights, we’re introducing a strategic tradeoff. There has been some discussion that this change will hurt some junglers, so we’ll keep an eye on this change.”
  • Ruby Crystal - “We don’t expect Ruby Crystal to suddenly be a great starting item, but we want to lower its barrier of purchase. Same’s true of the Sightstone items.”
  • Sightstone
  • Ruby Sightstone
  • Gold Generating Items:
  • All stats will be displayed per item while changes will be noted.
  • We’re doing a polish of the mini-games associated with gold generating items.
  • Spellthief’s Edge Line - Buying a Spellthief’s Edge is a commitment to harassing your opponents from afar. It’ll be the highest risk and reward item in terms of gold generation.
  • Spellthief’s Edge - newpassive tribute Old Tribute Passive ⇒ Spells and basic attacks against champions or buildings deal 10 additional damage and grant 5 Gold. This can occur up to three times every 30 seconds. Killing a minion disables this passive for 12 seconds.
  • Frostfang - newpassive tribute Old Tribute Passive ⇒ Spells and basic attacks against champions or buildings deal 15 additional damage and grant 10 Gold. This can occur up to three times every 30 seconds. Killing a minion disables this passive for 12 seconds.
  • Frost Queen’s Claim:
  • newpassive tribute Old Tribute Passive ⇒ Spells and basic attacks against champions or buildings deal 15 additional damage and grant 10 Gold. This can occur up to three times every 30 seconds. Killing minions does not disable the passive.
  • newunique active Old Unique Active ⇒ Fires an ice lance that explodes dealing 50 (+5 per champion level) magic damage to nearby enemies while slowing their movement speed by 80%, decaying over 2 seconds (60 second cooldown).
  • recipe Frostfang + Amplifying Tome ⇒ Frostfang + Fiendish Codex (total cost remains 2000 gold)
  • newcooldown reduction +10% Cooldown reduction
  • Relic Shield Line - We’re reinforcing the Relic Shield line as “all-in” tanky support items for those who want to scrap in lane all day. This is the moderate risk, moderate reward item.
  • Relic Shield - newpassive spoils of war Old Spoils of War Passive ⇒ Melee basic attacks execute minions below 200 Health. Killing a minion heals you and the nearest allied champion for 40 Health and grants them kill gold. These effects require a nearby allied champion. Recharges every 60 seconds. Max 2 charges.
  • Targon’s Brace:
  • newpassive spoils of war Old Spoils of War Passive ⇒ Melee basic attacks execute minions below 200 Health. Killing a minion heals you 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 3 charges.
  • newclarity Allies who benefit from Spoils of War now also gain +1 to their minions killed score
  • Face of the Mountain:
  • newpassive spoils of war Old Spoils of War Passive ⇒ Melee basic attacks execute minions below 200 Health. Killing a minion heals you and the nearest allied champion for 50 (+1% of your maximum Health) and grants them kill gold. Recharges every 30 seconds. Max 4 charges.
  • newclarity Allies who benefit from Spoils of War now also gain +1 to their minions killed score
  • newunique active Old Unique Active ⇒ Shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes dealing 100% of their total Attack Damage plus 30% of their Ability Power as magic damage in an area (60 second cooldown).
  • Ancient Coin Line - We’re giving the Ancient Coin line a reduction in combat-related stats so that we can focus on its hold-out pattern of staying alive in lane. This is definitely the lowest risk line of them all, but it also provides the lowest overall rewards.
  • Ancient Coin - newpassive favor Old Favor Passive ⇒ Being near a minion death without dealing the killing blow grants 2 Gold and 5 Health.
  • Nomad’s Medallion - newpassive favor Old Favor Passive ⇒ Being near a minion death without dealing the killing blow grants 3 Gold and 5 Health.
  • Talisman of Ascension - newpassive favor Old Favor Passive ⇒ Being near a minion death without dealing the killing blow grants 3 Gold and 10 Health.
  • Team Builder:
  • “Some Team Builder assets are included in this patch in preparation for an eventual two-day live beta test.”

New in League of Legends 4.2 (Feb 11, 2014)

  • LoL Client Updates:
  • Repair System:
  • With our improved repair system, any 3rd party modifications to the League of Legends client are at risk of being deleted if they cause the game to crash. Be careful!
  • If you crash out of the game due to corrupt or missing data, the League of Legends patcher will automatically fix that bad data the next time you open it (so you don’t crash again)
  • Soft Repair will not delete custom item sets while repairing your install
  • Ticker:
  • The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly.
  • Upgraded the notification box to handle more service status messages while also providing more information where necessary
  • Game invites:
  • We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games.
  • Updated the layout of the invite, start game, and quit buttons in the team invite lobbies for better clarity
  • Journal of Justice:
  • Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends.
  • The lore tab (aka the feather) has been removed from the front of the LoL client
  • Leagues:
  • Pick Order:
  • We’re making pick order more consistent in ranked play. In most cases the skill gap between players on a team is not significant enough to justify granting the top player first pick. Basing pick order on a behind-the-scenes number isn’t a great experience - not to mention there are some odd side effects for duo queue players - so we’re taking a different approach.
  • All players will now have an equal (random) chance of being first pick
  • For players in a duo, if either player is chosen as first pick, the team captain will be assigned first pick and the other member of the duo will get whatever position the captain received from the randomizer
  • Vision System:
  • Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future.
  • Fixed a bug where units in the same brush would sometimes be invisible even if they were in your line of sight
  • Additionally, we’ve made some progress in our long battle against the minimap visual bug demons. Completely solving the issue is a larger project we’re hoping to tackle, but these changes should significantly improve the situation.
  • Fixed a number of minimap visual bugs. While this isn’t a complete fix, it should improve things overall.
  • General:
  • We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells.
  • Icon Updates:
  • The following icons have been updated:
  • Soraka’s ability icons
  • Ashe’s ability icons
  • Particle Updates:
  • The following summoner spells have been updated:
  • Flash (particles and sound)
  • Clairvoyance (particles and sound)
  • Ghost (particles)
  • Revive (particles)
  • Reworks:
  • Xerath:
  • Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details.
  • This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy.
  • General:
  • Base mana : 250 (+45 per level) ? 238 (+47 per level)
  • Base mana regen : 7 per 5 seconds (+0.6 per level) ? 6 per 5 seconds (+0.65 per level)
  • Attack range : 550 ? 525
  • Visual : Attack animation has been shortened slightly
  • Passive - Mana Surge
  • Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level.
  • Effect : Attacking an enemy champion restores double the amount of mana
  • Q - Arcanopulse
  • First cast : Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling.
  • Second cast : Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage
  • Cooldown : 9/8/7/6/5 seconds
  • Mana cost : 80/90/100/110/120
  • Range : Channeling increases the ability's range from 700 to 1400 over 1.5 seconds
  • Effect : Xerath can hold a full range Arcanopulse for an additional 1.5 seconds
  • Effect : While channeling this spell, Xerath gradually slows his movement speed by up to 50%
  • W - Eye of Destruction
  • AOE Damage & Slow :: Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10%
  • Center of Blast :: Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead
  • Cooldown : 14/13/12/11/10 seconds
  • Mana cost:: 70/80/90/100/110
  • Range : 1000
  • E - Shocking Orb
  • Skillshot Nuke : Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds (the stun duration is based on how far the orb traveled)
  • Cooldown : 13/12.5/12/11.5/11 seconds
  • Mana cost : 60/65/70/75/80
  • Range : 1000
  • R - Rite of the Arcane
  • Ultimate : Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit. Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used.
  • Cooldown : 130/115/100 seconds
  • Mana cost : 100 at all ranks
  • Range : 3200/4400/5600
  • Skarner:
  • We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Crystalline Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.
  • We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.
  • General:
  • Base attack speed : lowered by 1%
  • Passive - Energize
  • Effect : Unchanged
  • Q - Crystal Slash
  • Effect : When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times
  • Slow : No longer slows ? moved to Fracture
  • W - Crystalline Exoskeleton
  • Cooldown : 18 seconds ? 16 seconds
  • Movement speed bonus :: from 15/17/19/21/23% ? 16/20/24/28/32% (now ramps up over the first 3 seconds)
  • Base shield and ability power ratio :: 70/115/160/205/250 (0.6 ability Power) ? increased to 80/135/190/245/300 (0.8 ability Power)
  • Effect : No longer provides an Attack speed bonus
  • E - Fracture
  • Cooldown : 10 seconds ? 14 seconds
  • Effect : Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
  • Missile range : 800 ? 1000
  • Missile width : reduced slightly
  • Missile speed : lowered slightly
  • Effect : Heal mark removed
  • R - Impale
  • Root Timing : Impale now roots the target during the windup animation
  • Voice Over : Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target
  • Champions:
  • Ashe:
  • We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks.
  • Basically, we wanted Hawkshot to feel more valuable at rank 1.
  • E - Hawkshot
  • Cooldown : 60 at all ranks ? 60/55/50/45/40
  • Bonus gold on kill :: 1/2/3/4/5 ? 3 at all ranks
  • Dr. Mundo:
  • Mundo’s cleavers got skinnier.
  • Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo.
  • Q - Infected Cleaver
  • Missile width:: 80 ? 60
  • Evelynn:
  • The closer Evelynn is to her target, the faster her Hate Spike projectile travels.
  • We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal.
  • Q - Hate Spike
  • Missile Speed :: Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)
  • Kayle:
  • We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost.
  • Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY.
  • Q - Reckoning
  • Ability power ratio :: 1.0 ? 0.6
  • W - Divine Blessing
  • Heal/Ability Power Ratio :: 0.35 ? 0.45
  • Movement speed bonus :: now scales with ability power (+7% per 100 ability power)
  • R - Intervention
  • mana cost :: 100/75/50 ? none
  • Riven:
  • We lowered Riven’s base health regen and increased the power of Valor’s shield.
  • We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place.
  • General:
  • Base health regen :: 5.5 per 5s ? 2.5 per 5s
  • E - Valor
  • Shield :: 70/100/130/160/190 ? 90/120/150/180/210
  • Rumble:
  • Flamespitter looks… okay.
  • Rumble now spits real flame instead of meatballs.
  • Q - Flamespitter
  • Visual Update :: Spell effect has been updated
  • Thresh:
  • Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
  • General
  • Basic attack range :: 475 ? 450
  • Yasuo:
  • It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range.
  • We made some general quality of life changes to Yasuo in patch 4.1 , but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away.
  • Passive - Way of the Wanderer
  • Movement to generate a unit of flow :: increased by 15%
  • Q - Steel Tempest
  • Visuals :: Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available
  • E - Sweeping Blade
  • Passively grants flow when he dashes :: 4/8/12/16/20% ? 3/6/9/12/15%
  • R - Last Breath
  • Cast Range :: 1300 ? 1200
  • Bug Fix :: Fixed a bug where Last Breath could sometimes be used beyond the maximum range
  • Ziggs:
  • Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels.
  • Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Zigg’s early game harass.
  • Passive - Short Fuse
  • Base damage :: 20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 (20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18) ? 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 (20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18)
  • Ratio :: 0.35 at all levels ? 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18
  • E - Hexplosive Minefield
  • Minion Damage :: 100% from all mines ? 40% damage for each mine they hit beyond the first
  • Minor Changes and Bug Fixes:
  • In our ongoing effort to create a more consistent League of Legends viewing experience, we’re standardizing certain elements of our user interface. Players using the old legacy floating combat text prior to this change will be assimilated into the collective player experience. Beep boop.
  • Removed legacy floating combat text
  • Added ticks to Vilemaw's health bar
  • Fixed a bug that stopped the HUD from scaling while the game was paused
  • Akali:
  • R - Shadow Dance
  • Clarity :: Akali's Shadow Dance stacks can once again be seen in her buff bar
  • Elise:
  • R - Spider Form
  • Collision Size :: Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.
  • Maokai:
  • R - Vengeful Maelstrom
  • Bonus Damage :: Fixed a bug where bonus damage stored was lower than intended (now 25% higher)
  • Sona:
  • E - Song of Celerity
  • Tooltip Text :: Fixed a bug where the tooltip improperly showed Song of Celerity as having a .04 AP ratio for both effects - only the slow should have a .04 AP ratio
  • Haste Ratio Bug :: .01 AP Ratio ? .02 AP Ratio
  • Slow Ratio Bug :: .02 AP Ratio ? .04 AP Ratio
  • Teemo:
  • Spell effect :: Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
  • Yorick:
  • Ghoul Immunities :: Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed)
  • Items:
  • Statikk Shiv:
  • Passive Crit :: Passive now only critically strikes when the associated attack critically strikes
  • Warden’s Mail:
  • UNIQUE Passive - Cold Steel
  • Slow Bug :: Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings, and Elise’s Spiderlings were not being affected by the slow
  • Randuin’s Omen:
  • UNIQUE Passive - Cold Steel
  • Slow Bug :: Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings, and Elise’s Spiderlings were not being affected by the slow
  • Masteries:
  • Perseverance:
  • Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line.
  • Health Regen :: 0.7%/1.35%/2% of missing health per 5s ? 0.35%/0.675%/1% of missing health per 5s
  • Summoner’s Rift
  • The changes affect Summoner’s Rift Only:
  • Turrets:
  • Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that.
  • Top and mid lane outer turrets
  • Flat Damage Reduction against Champions :: permanent ? first 8 minutes
  • Twisted Treeline:
  • These changes affect Twisted Treeline only
  • Kha’Zix:
  • Same changes that exist on the Crystal Scar
  • Q - Taste Their Fear
  • Isolation damage bonus :: 45% ? 35%
  • Evolved Enlarged Claws
  • Missing health damage :: 8% ? 6%

New in League of Legends 3.13 (Oct 31, 2013)

  • GENERAL:
  • PvP.net Service / Client:
  • We made some changes that allow us to dynamically provide “Loss Forgiven” to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues
  • We can now disable in-game items and features on the fly, so if there are new bugs or exploits, we’ll disable things on a more sophisticated level rather than turning off all ranked games
  • Improved Champ Select Timer accuracy and reliability (to be turned on at a later date).
  • The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely.
  • We've also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?).
  • Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select
  • Temporary summoner icons for the Season 3 World Championship teams have been removed from the client
  • Fixed an issue where purchased champions or skins would disappear in rare circumstances
  • Friends List:
  • Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients
  • This will fix the following:
  • Online friends appearing offline
  • Opening the wrong friend when clicking on another
  • Friends appearing to be another friend
  • Fixed an issue where a player with a pending friend request would appear online after sending them a game invite
  • Group Chat Panels received a visual update to match the new updated friends list
  • Game Interface:
  • Fixed a bug where some options, such as move camera on respawn, would not save
  • Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom
  • IN-GAME MECHANICS:
  • Attack Speed slows:
  • Summary: Attack speed slows (IE: Nasus' Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows.
  • Context: We’re updating attack speed slows in order to have more consistent counterplay related to debuff removal. Essentially, we're looking to treat all slows the same, whether they're movement or attack speed based.
  • Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects
  • Affected champion abilities and items:
  • Gragas’ Barrel Roll
  • Malphite’s Ground Slam
  • Randuin's Omen
  • Warden's Mail
  • Champions with dashes tied to their ultimates
  • Summary: The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the champion’s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.
  • Context: We're adding more counterplay for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash - like snares or stuns. Now if a teammate lands a snare in the middle of a champion's dash, the ulting champion will complete their ability, but be snared at the end.
  • Crowd control effects can now be received during "unstoppable" movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
  • Affected champions:
  • Jarvan IV's Cataclysm
  • Nocturne's Paranoia
  • Vi's Assault and Battery
  • Malphite's Unstoppable Force
  • Hecarim's Onslaught of Shadows
  • Stealth Champions
  • Stealthing now causes a self-only screen tint visual effect.
  • Affected champions:
  • Akali
  • Kha’zix
  • LeBlanc
  • Shaco
  • Talon
  • Teemo
  • Twitch
  • Vayne
  • Wukong
  • CHAMPIONS:
  • Aatrox:
  • Summary: Blood Well’s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Torment’s damage has been reduced (equal at lower levels, lower at max levels).
  • Context: Any champion can be frustrating to play against when they’re capable of building very tanky while still outputting considerable DPS, so we're lowering some of Aatrox’s innate damage. With this change, Aatrox must build items for damage and won’t be able to simultaneously tank and smash face as easily.
  • Blood Well
  • Passive Attack Speed changed to 30/35/40/45/50/55% (upgrades every 3 champion levels) (from 50% flat)
  • Blades of Torment
  • Damage reduced to 75/110/145/180/215 (from 75/120/165/210/255)
  • Ahri:
  • Summary: Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush's base damage and AP ratios have been slightly reduced.
  • Context: Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:
  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them
  • Make Ahri’s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding
  • Essence Theft
  • Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy (previously 35% Spell Vamp)
  • Fox-Fire:
  • Mana cost reduced to 50 (from 60)
  • Diminishing returns effect on same-target hits increased to 70% (from 50%) (best case is now 100% + 30% + 30%)
  • This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))
  • Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount
  • Charm:
  • Now increases the magic damage Ahri deals to the target by 20% for 6 seconds
  • Mana cost changed to 85 (from 50/65/80/95/110)
  • Spirit Rush:
  • Base damage reduced to 70/110/150 (+0.3 Ability Power) (from 85/125/165 (+0.35 Ability Power))
  • This reduces the max damage per target to 210/330/450 (+0.9 Ability Power) (from 255/375/495 (+1.05 Ability Power))
  • Corki:
  • Summary: Corki's base attack speed has been reduced. Missile Barrage's base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.
  • Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he's too overwhelming to play against. Here we're reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.
  • General:
  • Base Attack Speed reduced to 0.625 (from 0.658)
  • Missile Barrage
  • Base damage reduced to 100/180/260 (from 120/190/260)
  • Cooldown between missile shots increased to 2 seconds (from 1.2)
  • Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
  • Fizz:
  • Summary: The active ability power ratio of Seastone Trident has been reduced significantly.
  • Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.
  • Playful / Trickster
  • Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)
  • Seastone Trident
  • Active Ability Power ratio reduced to 0.15 (from 0.35)
  • Heimerdinger:
  • Summary: Heimerdinger’s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.
  • UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage and stunning with each bounce) before disappearing.
  • Context: Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Raise your turrets!
  • Passive: Techmaturgical Repair Bots
  • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen
  • H-28G Evolution Turret
  • Places a Turret at target location. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger
  • Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
  • Cost: 20 Mana and 1 Kit
  • Cooldown: 1s
  • H-28G Evolution Turret Stats
  • Health: 150 (+25 per champion level)
  • Attack - Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage
  • Attack - Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown
  • Maximum Turrets: 3
  • Hextech Micro-Rockets:
  • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage
  • Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead
  • Targeting the ability closer to Heimerdinger increases projectile spread
  • Cost: 70/80/90/100/110 Mana
  • Cooldown: 11s
  • CH-1 Electron Storm Grenade
  • Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds
  • Enemies in the center of the blast are also stunned for 1.25 seconds
  • Cost: 85 Mana
  • Cooldown: 18/16/14/12/10
  • Upgrade
  • Heimerdinger's next basic spell is free and has bonus effects
  • H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds
  • Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))
  • CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%
  • Cooldown: 100/85/70
  • Cost: 100 Mana
  • Jinx:
  • Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.
  • Context: We feel that while Jinx's kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.
  • Switcheroo! - Minigun
  • Total Attack Speed bonus reduced to 30/55/80/105/130% (from 50/70/90/110/130%)
  • Zap!
  • Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210)
  • Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85)
  • No longer reveals stealthed units
  • Kassadin:
  • Summary: Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.
  • Context: Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.
  • General:
  • Magic Resist per level reduced to 0 (from 1.25)
  • Null Sphere
  • Base damage reduced to 80/115/150/185/220 (from 80/130/180/230/280)
  • Silence duration changed to 1.5/1.75/2.0/2.25/2.5 seconds (from 1/1.4/1.8/2.2/2.6)
  • Mana Cost reduced to 70/75/80/85/90 (from 70/80/90/100/110)
  • Riftwalk
  • Base damage increased to 80/100/120 (from 60/70/80)
  • Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
  • Added 0.1 Ability Power ratio per stack
  • Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion
  • Morgana:
  • Summary: Morgana’s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy's missing health. Morgana should deal roughly the same amount of overall damage, although there’ll be some variation due to how the new Tormented Soil works.
  • Context: This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana's standard damage combo of Dark Binding to Tormented Soil, rather than the "ideal" combo of using Tormented Soil's magic resistance reduction to make Dark Binding deal more damage.
  • General
  • Attack Range increased to 450 (from 425)
  • Base Attack Speed increased to 0.625 (from 0.579)
  • Improved basic attack responsiveness
  • Tormented Soil
  • Damage per second changed to 24/38/52/66/80 (+0.22 Ability Power) (from 25/40/55/70/85 (+0.2 Ability Power))
  • Tormented Soil's damage now increases by up to 50% based on the enemy's missing Health
  • Damage application cadence increased to every 0.5 seconds from every 1 second
  • No longer applies a Magic Resist reduction debuff
  • Olaf:
  • Summary: Undertow’s slow duration has been increased and its mana cost changed to a flat cost. Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self-damage to Olaf on use.
  • Context: We were overly cautious with our initial rework changes for Olaf, which left him undertuned, but not Old and Busted. However, now that we’ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when he’s landing his skillshots properly, which will, in turn, allow him to better melt face when he’s in the zone.
  • Undertow
  • Slow duration increased to 1.5 - 2.5 seconds (from 1.0 to 2.0)
  • Mana cost changed to 60 (from 55/60/65/70/75)
  • Vicious Strikes
  • Attack Speed increased to 40/50/60/70/80% (from 20/35/50/65/80%)
  • Reckless Swing
  • Self-damage reduced to 30% damage dealt (from 40% damage dealt)
  • Rammus
  • General
  • Rammus received a texture update
  • Sivir:
  • Summary: Sivir has received a visual upgrade! Sivir’s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesn’t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected).
  • Context: When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics.
  • General
  • Sivir has received a visual update! Check out the full details here.
  • Attack Speed per level reduced to 1.6 (from 3.28)
  • Ricochet
  • Now when activated, Sivir's next 3 basic attacks will Ricochet
  • No longer has a maximum number of bounces (each Ricochet can still only strike a target once)
  • Now bounces to the closest target (instead of a random target within the bounce radius)
  • Deals 50/55/60/65/70% damage to all secondary targets
  • No longer has a base damage
  • Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)
  • Spell Shield
  • Reduced Mana cost to 0 (from 75)
  • Mana return reduced to 60/75/90/105/120 (from 150)
  • On The Hunt
  • No longer has a cast time
  • Active no longer grants Attack Speed
  • Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed while Ricochet is active
  • Movement Speed bonus now begins at 60%, then reduces to 20% after 4 seconds
  • Cooldown changed to 120/90/60 seconds (from 100/90/80)
  • Zed:
  • Summary: Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. Death Mark’s shadow will stay around longer and Zed can switch places with it at any range.
  • Context: Zed’s been a balance pain point for a while, especially at the competitive level. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand. Because Zed’s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how he’ll use his tools to assassinate his targets.
  • Living Shadow:
  • Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)
  • Death Mark:
  • Now spawns the Living Shadow at Zed's starting position rather than behind the target
  • Increased the time Zed remains untargetable before dashing to the target to 0.75 seconds (from 0.35)
  • Death Mark shadow duration increased to 6 seconds (from 4)
  • Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)
  • Ziggs:
  • Summary: We’ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge's radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.
  • Context: We've improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!
  • Short Fuse
  • Max damage increased to 150 (from 139) (now scales non-linearly)
  • Bouncing Bomb
  • Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)
  • Satchel Charge
  • Radius increased to 325 (from 275)
  • Hexplosive Minefield
  • No longer deals reduced damage on multiple hits to minions
  • Damage radius per mine increased to 150 (from 135)
  • Mega Inferno Bomb
  • Now deals double damage to minions
  • Zyra
  • Summary: Deadly Bloom's damage has been reduced overall but her AP ratio has been increased. Rampant Growth's passive cooldown reduction has decreased. The plants spawned from Rampant Growth have had their base damage reduced at lower levels, but increased later on. We’ve also improved Zyra’s overall feel by making seed transformation/enraging plants more intuitive.
  • Context: Our overall strategy here is to tone down Zyra's early level poke damage and, while we are reducing some of her overall power, we also want to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios is aimed at reducing her power as a support without hurting her capabilities as a mage.
  • Deadly Bloom
  • Range reduced to 800 (from 825)
  • Damage changed to 70/105/140/175/210 (+0.65 Ability Power) (from 75/115/155/195/235 (+0.6 Ability Power))
  • Rampant Growth
  • Passive Cooldown Reduction reduced to 2/4/6/8/10% (from 4/8/12/16/20%)
  • Plant base damage changed to 23 (+6.5 per champion level) (from 26 (+6 per champion level))
  • Reduced the delay before seeds can be stepped on by enemies to 1.5 seconds (from 3)
  • Range increased to 825 (from 800)
  • Fixed a bug where spells would rarely not turn seeds into plants
  • Stranglethorns
  • Stun no longer persists after the knockup ends
  • Now properly enrages plants created within the bramble zone after Stranglethorns has been cast
  • MINOR CHANGES AND BUG FIXES:
  • Jarvan IV
  • Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.
  • Dragon Strike / Demacian Standard
  • Jarvan's knockup collision radius reduced to 180 from 260
  • Kha'Zix
  • Void Spike - Evolved Spike Racks
  • Slow increased to 30% from 20%
  • Master Yi
  • Context: Our original reasons for having Meditate's mana cost scale so high no longer exist, as we were primarily concerned with AP Yi bullying lanes or Meditate refreshing multiple times in a fight.
  • Alpha Strike
  • Master Yi will no longer be hit by targeted spells during Alpha Strike
  • Meditate
  • Mana cost reduced to 50 (from 50/65/80/95/110)
  • Nasus
  • Siphoning Strike
  • Fixed a bug where Siphoning Strike ignored Spell Shields
  • Rengar
  • Context: Rengar's leap out of stealth has insufficient warning for his target, so we changed him to de-stealth at the beginning of his leap instead of mid-leap in order to give his target a fighting chance.
  • Thrill of the Hunt
  • Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth
  • Shen
  • Context: Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.
  • Shadow Dash
  • Collision radius has been reduced at the start and end points of the dash
  • Swain
  • Context: We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels.
  • Carrion Renewal
  • Now additionally restores 9% of maximum Mana on champion kill/assist
  • Syndra
  • Summary: Syndra received a number of usability improvements to her abilities. Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed Power indicates how many Dark Spheres will be fired.
  • Scatter the Weak
  • Range increased to 700 (from 650)
  • Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak
  • Unleashed Power
  • Now displays a counter over the spell icon that tracks the number of Dark Spheres that will be fired
  • Teemo
  • Noxious Trap
  • Fixed a bug where mushrooms gave experience
  • Thresh
  • General
  • Attack Speed per level increased to 3% (from 1%)
  • Thresh's basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%
  • Tryndamere
  • Context: We’re trying to reduce the overall map mobility of Tryndamere so it’s harder to safely split push all day, but to do it without hurting his mobility in team fights.
  • Spinning Slash
  • Cooldown refund upon critically striking minions/monsters reduced to 1 second from 2 (refund upon striking champions unchanged)
  • Vladimir
  • Hemoplague
  • Fixed a bug that sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell's 0.5 second cast animation
  • MANA COST REDUCTIONS ON ULTIMATES:
  • Context: Reiterating our stance on high mana cost ultimates, we want ultimate abilities determined more by cooldown than mana cost. Rather than doing an individual context paragraph for each ultimate (which is what we did originally until someone pointed out how stupid that was), we gave them their own section.
  • Ashe
  • Enchanted Crystal Arrow
  • Mana cost reduced to 100 (from 150)
  • Leona
  • Solar Flare
  • Mana cost reduced to 100 (from 100/150/200)
  • Soraka
  • Wish
  • Mana cost reduced to 100 (from 100/175/250)
  • Varus
  • Chain of Corruption
  • Mana cost reduced to 100 (from 120)
  • Viktor
  • Chaos Storm
  • Mana cost reduced to 100 (from 125/175/225)
  • Alternate Map Balance
  • Twisted Treeline out of beta
  • Context: With the competitive season almost done, Twisted Treeline is finally ready to emerge from beta! This doesn't mean design iteration will stop – we'll continue with champion balancing, system tweaks, and maybe even a new item or two!
  • Crystal Scar:
  • The following changes are for the Crystal Scar only
  • (Crystal Scar) Map-Specific Change: Self-Healing Penalty
  • Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it's only hurting champions that rely on regen or healing to be effective, so we’ve removed it.
  • Removed global self-healing reduction buff
  • (Crystal Scar) Map-Specific Change: Speed Shrine Buffs
  • Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.
  • Speed shrine buff now decays over its duration
  • Teemo:
  • Fixed a bug where his Move Quick passive Movement Speed was not being removed by Dominion turrets
  • Crystal Scar, Howling Abyss, and Twisted Treeline
  • The following changes are for Crystal Scar, Howling Abyss, and Twisted Treeline only
  • Grez's Spectral Lantern:
  • Summary: Grez’s Spectral Lantern’s combine cost has gone up and the damage has been reduced slightly. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
  • Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.
  • Combine cost increased to 350 Gold (from 150)
  • Total cost increased to 1450 Gold (from 1250)
  • Damage reduced to 15 (from 20)
  • Vision dust duration decreased to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range decreased to 800 (from 1200)
  • The Lightbringer:
  • Summary: The Lightbringer’s cost is being increased (partially due to Grez’s Spectral Lantern’s cost increase), and it is gaining additional defensive stats (health / armor / lifesteal) in exchange for a damage reduction. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
  • Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.
  • Combine cost increased to 575 Gold (from 300)
  • Total cost increased to 2500 Gold (from 2425)
  • Now builds from Ruby Crystal instead of Pickaxe
  • Now grants +200 Health
  • Damage reduced to 20 (from 50)
  • Armor increased to 25 (from 20)
  • Lifesteal increased to 15% (from 12%)
  • Vision dust duration decreased to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range reduced to 800 (from 1200)
  • Hextech Sweeper:
  • Summary: Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex. The overall cost has gone up and most stats have been reduced (health / AP). The movement speed bonus has been removed and the cooldown reduction has been increased. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
  • Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don't want to change that, but we're making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We're also giving it a cooldown reduction boost to help out with some AP itemization issues.
  • Combine cost increased to 530 Gold (from 200)
  • Total cost increased to 2300 Gold (from 1920)
  • Now builds from Fiendish Codex (from two Amplifying Tomes)
  • Health reduced to 250 (from 300)
  • Ability Power reduced to 40 (from 50)
  • No longer grants Movement Speed
  • Cooldown Reduction increased to 20% (from 10%)
  • Cooldown Reduction is no longer UNIQUE
  • Vision dust duration reduced to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range decreased to 800 (from 1200)
  • Sanguine Blade
  • Context: At 50 AD, this item was too cost efficient for what it offered. We’ve reduced some of the stats and raised the cost in order to bring this item more in line.
  • Combine cost increased to 600 Gold (from 500)
  • Total cost increased to 2275 Gold (from 2175)
  • Attack Damage reduced to 40 (from 50)
  • Shaco
  • Jack in the Box:
  • Fixed a bug where Shaco boxes were not properly revealed by the passive on Hextech Sweeper and The Lightbringer
  • Twisted Treeline and Crystal Scar
  • The following changes are for Twisted Treeline and Crystal Scar only
  • General:
  • Turrets now have inventory items that describe turret mechanics
  • Blackfire Torch:
  • Summary: Blackfire Torch has gained bonus movement speed in exchange for a higher overall cost and a shorter duration on the magic damage amplification active.
  • Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because while not everyone who uses AP should get an easily-accessed movement speed item, we do feel that AP casters should have one in smaller maps like Twisted Treeline and Crystal Scar.
  • Combine cost increased to 970 Gold (from 720)
  • Total cost increased to 2650 Gold (from 2400)
  • Now grants +10% Movement Speed
  • Magic damage amplification decreased to 4 seconds (from 6)
  • Twin Shadows:
  • Summary: Twin Shadows’ overall cost has been reduced and the cooldown on the active has been reduced significantly, however the bonus ability power and magic resistance is being lowered.
  • Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It's been made cheaper to increase accessibility, while the stats have been reduced to reflect the new cost.
  • Combine cost reduced to 535 Gold (from 735)
  • Total cost reduced to 1700 Gold (from 1900)
  • Ability Power reduced to 30 (from 40)
  • Magic Resist reduced to 30 (from 40)
  • Cooldown on active reduced to 60 seconds (from 120)
  • Wraiths are now affected by speed shrines
  • Tutorial, Co-op vs. AI, Custom Games with bots
  • The following changes are for bot game modes only
  • Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with bots) now display an indicator of their attack range and their current attack state. You can disable this feature in the Game menu
  • League System:
  • Players who earned silver in Season 2 will now have silver profile borders until the end of the season

New in League of Legends 3.12 (Oct 7, 2013)

  • General:
  • We took Sight and Vision Wards into the shop for a model and texture update. The new wards function in exactly the same way as before, but look much prettier
  • We've also revamped ranged minion attack particles. The new particles have trails that show the direction they're traveling in, giving players more information when quickly looking for minion aggro indicators
  • Skillshots:
  • Context: Skillshot missiles fired from brush or the fog of war sometimes don't register on the receiving player's screen until they've landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they're being attacked.
  • Skillshots fired from fog of war should appear on the enemy's screen sooner if their champion is in the path of the missile
  • Champions:
  • Jinx:
  • Jinx, the Loose Cannon, is in this build but will be turned on at a later date.
  • Cassiopeia:
  • Context: The cost of Cassiopeia's Petrifying Gaze is too damn high. To remedy this, we've reduced its mana cost at all levels to bring it more in line with other ultimate abilities.
  • Petrifying Gaze:
  • Mana cost reduced to 100 (from 120/160/200)
  • Garen:
  • General:
  • Garen has received a visual upgrade! Check out the full details here.
  • Katarina:
  • Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We've increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina's overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.
  • Context: We wanted to re-focus more power and gameplay into Katarina's Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.
  • Death Lotus:
  • No longer has a cast time delay before channeling (previously had a 0.25 second delay)
  • Total damage increased to 400/575/750 (+2.5 ability power)(+3.75 bonus attack damage) (from 400/500/600 (+2.0 ability power)(+3.0 bonus attack damage))
  • Channel time increased to 2.5 seconds (from 2)
  • Cooldown reduced to 60/52.5/45 seconds (from 60/55/50)
  • Lucian:
  • Summary: Piercing Light's hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.
  • Context: Lucian's Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we've added a leading mechanic to Lucian's Piercing Light. This means that if the target just keeps moving - oblivious to the ability being cast - Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who've got their eye out for incoming abilities.
  • Finally, a bug in Lucian's passive meant that Lightslinger's second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian's target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian's last hitting or accidentally hitting a champion under the tower.
  • General:
  • Updated Lucian's recommended items
  • Base mana regeneration increased to 7 (from 6)
  • Mana regeneration gained per level increased to 0.7 (from 0.65)
  • Lightslinger:
  • When Lightslinger's target dies before the second shot hits, the second shot will now always attempt to find another target
  • Piercing Light
  • Laser hit box width reduced to 100 units (from 120)
  • Piercing Light now leads its target by 80 units when cast on an enemy champion
  • Olaf:
  • Summary: Olaf's kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we've given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf's attack speed and grants bonus healing based on Olaf's missing health . Next up is Reckless Swing. We've reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we've added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok's crowd control immunity has been retained.
  • Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we'll closely monitor how he performs over the coming days and weeks.
  • General:
  • Base mana reduced to 235 (from 270)
  • Undertow:
  • Base damage reduced to 70/115/160/205/250 (from 80/125/170/215/260)
  • Slow percent increased to 35/40/45/50/55% (from 24/28/32/36/40%)
  • Slow duration reduced to 1-2 seconds based on distance traveled (from 2.5 seconds flat)
  • Slow no longer decays
  • Minimum distance added (400)
  • Axes now stick in walls and structures only if they would land in impassible terrain
  • Axes now make jungle monsters ignore unit collision (to better enable Olaf's axe pickup play in the jungle)
  • Vicious Strikes:
  • Mana cost reduced to 30 (from 40/45/50/55/60)
  • Now grants 20/35/50/65/80% attack speed
  • Now provides 1% extra healing for every 2.5% health that Olaf is missing
  • Attack damage removed
  • Spellvamp removed
  • Lifesteal retained
  • Reckless Swing:
  • Cooldown increased to 12/11/10/9/8 seconds (from 9/8/7/6/5)
  • Damage reduced to 70/115/160/205/250 (from 100/160/220/280/340)
  • 0.4 total attack damage ratio added
  • Health cost is equal to 40% of total damage dealt (unchanged ratio)
  • Health cost is now refunded if it kills the target
  • Basic attacks lower the cooldown of Reckless Swing by 1 second
  • Ragnarok:
  • Cooldown changed to 120/100/80 (from 100)
  • Mana cost removed
  • Now provides 10/20/30 armor and magic resist passively
  • Active reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active
  • Olaf now turns red when Ragnarok is active
  • Crowd control immunity retained
  • Ryze:
  • Summary: We've improved the responsiveness of Ryze's basic attacks. Additionally, we've increased his base movement speed along with Desperate Power's movement speed bonus.
  • Context: We like Ryze's current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.
  • General:
  • Adjusted recommended items to incorporate Spirit Visage instead of Banshee's Veil
  • Base movement speed increased to 340 (from 335)
  • Improved basic attack to be more responsive
  • Desperate Power:
  • Movement speed increased to 80 (from 60/70/80)
  • Shen:
  • Summary: Previously, Shen's Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We've altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.
  • Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win's trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus' basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen's taunted enemies.
  • Shadow Dash:
  • Shen's damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)
  • Thresh:
  • Summary: We've extended Death Sentence's standard cooldown, but added a mechanic that reduces the skill's overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he'll need to deliberately stop attacking in order for it to start "winding up" again.
  • Context: Thresh's laning phase can be overbearing when played correctly. We're making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive "wind up" damage was growing even in between Thresh's auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay's passive even when constantly auto attacking.
  • Death Sentence:
  • Cooldown increased to 20/18/16/14/12 (from 18/16.5/15/13.5/12)
  • Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy
  • Flay:
  • Passive basic attack "wind up" damage now only grows when Thresh's basic attack cooldown completes
  • Minor Changes and Bug Fixes:
  • Heimerdinger:
  • H-28G Evolution Turret:
  • Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions
  • Karthus:
  • Requiem:
  • Warning buff on enemy champions now has a duration that matches the impact delay
  • Nidalee:
  • Takedown:
  • Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.
  • Teemo:
  • General:
  • Noxious Traps are now worth 10 gold (from 0)
  • Yorick:
  • General:
  • Ghouls are now worth 5 gold (from 0)
  • Items:
  • Phage:
  • Combine cost increased to 475 gold (from 375)
  • Total cost increased to 1350 gold (from 1250)
  • UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions
  • Trinity Force:
  • Total cost increased to 3728 gold (from 3628)
  • UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions
  • Spirit of the Elder Lizard:
  • Fixed a bug causing the item to deal less damage than intended
  • Maps & Game Modes:
  • Summoner's Rift:
  • Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.
  • Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.
  • Twisted Treeline and Crystal Scar:
  • The following changes are for Twisted Treeline and Crystal Scar only
  • Moonflair Spellblade:
  • Total cost increased to 2600 gold (from 2300)
  • Tenacity effect is no longer ranged only
  • Kayle:
  • Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.
  • Intervention cooldown increased to 100/90/80 seconds (from 90/75/60)
  • Twisted Treeline:
  • The following changes are for Twisted Treeline only
  • Cassiopeia:
  • Context: Cassiopeia's bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.
  • Noxious Blast movement speed boost reduced to 16/17/18/19/20% (from 15/17.5/20/22.5/25%)
  • Twin Fang ability power ratio reduced to 45% (from 55%)
  • Lulu:
  • Context: We liked the Crystal Scar changes we made to Lulu's ult in patch 3.11, and are extending Wild Growth's cooldown changes to Twisted Treeline, too.
  • Wild Growth cooldown increased to120/110/100 (from 110/95/80 seconds)
  • Tryndamere:
  • Context: Tryndamere went and spun himself right into our cooldown nerf machine! We've increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT's smaller map.
  • Spinning Slash cooldown increased to 15/14/13/12/11 seconds (from 13/12/11/10/9)
  • Undying Rage cooldown increased to 120/110/100 seconds (from 110/100/90)
  • Wukong:
  • Context: We're extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.
  • Stoneskin armor and magic resist boost reduced to 2/4/6 (from 4/6/8)
  • Cyclone cooldown increased to 120/110/100 seconds (from 120/105/90)
  • Co-op vs. AI:
  • Zyra:
  • Zyra Bot is now available in the Co-op vs. AI rotation
  • Basic Tutorial:
  • Fixed a target bar bug that was showing incorrect minion health and damage
  • Game Menus:
  • When playing in windowed mode, players can now interact with the game even while the options menu is open
  • While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not
  • Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications
  • League System:
  • Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they're below the threshold
  • Revamped Trade System:
  • Summary: We've rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.
  • Simultaneous trade actions will be resolved automatically without breaking your trades
  • Clearer Messaging:
  • Player 1 is busy trading. Try again when their trade is complete.
  • Player 1 has declined your trade request.
  • Player 1 has canceled the trade.
  • Player 1 no longer has the champion you wanted. Try trading again.
  • You will no longer be able to request a trade with a player who doesn't own your champion
  • Bug Fixes:
  • The following bugs with the trade system have been fixed:
  • Friends list not updating friend's current champion after a trade
  • Players rerolling during a trade and then giving one player a different champion than they expect
  • Trade icon not appearing after refusal of trade request
  • Client denying a trade request
  • Trade system displaying the wrong champion
  • Simultaneous trade requests causing trades to lock and become unavailable
  • Trade window would not time out for either player, leaving those two players unable to trade with anyone else
  • In-Game Options Menu:
  • Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).
  • Reorganized the menus for clearer navigation
  • Changes are preserved across pages until you hit OK
  • Restore now defaults to a per-screen basis so you don’t clear all of your settings at once
  • You can now scroll through the menu with your mouse wheel
  • Hotkeys:
  • "Smart Cast" has been renamed "Quick Cast"
  • It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.
  • Interface:
  • Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.
  • An option to disable camera movement on revive has been added to the Game section
  • The "More Options" section has been removed and its contents have been re-organized into other, more appropriate sections
  • Video:
  • A new slider has been added to adjust all video and graphical settings to an overall quality level
  • The time required to switch resolutions or window modes has been drastically reduced.
  • Skins:
  • Spirit Guard Udyr:
  • Added extra VO lines triggered by interactions with specific champions

New in League of Legends 3.11 (Sep 14, 2013)

  • Champions:
  • Draven:
  • Summary: Draven’s passive will now consume all stacks on kill to grant bonus gold, although the gold granted per stack has been reduced by 1. Additionally, Draven’s passive will grant at least 50 bonus gold per kill.
  • Context: Considering Draven is obviously the greatest champion ever in League of Legends, his new League of Draven passive feels a little flat right now. We’re looking at ways of making his Adoration mechanic more rewarding - both functionally and visually – during late game and multikills.
  • League of Draven:
  • Now grants a base 50 Gold bonus upon killing an enemy champion (from 0)
  • Now consumes all Adoration stacks on kill to reward Draven with Gold (previously only consuming half)
  • Gold per Adoration stack consumed reduced to 2 (from 3)
  • Visuals and sounds for League of Draven play on every Draven kill, instead of only playing on kills which consumed a large number of stacks
  • Fiora:
  • Context: Fiora’s Blade Waltz has been hindered by reliability issues for a while now, so we’re making some quality of life changes to help ensure that her ultimate is suitably satisfying to use.
  • Blade Waltz:
  • Will now choose untargetable and invisible targets if necessary to continue the Blade Waltz. If Fiora needs to jump to such a target to continue Blade Waltz, she will do so, though the ability will not deal damage to untargetable/invisible units. If the target is revealed when Fiora jumps to them (in brush), she’ll deal damage as normal
  • Galio:
  • Summary: We’re reducing Idol of Durand's cooldown at all ranks and fixing the mana cost to a flat number (lower overall) at all ranks.
  • Context: Galio's ultimate has several measures in place to keep it in check, but between the counters and the resource costs (mana and cooldowns), we feel it’s currently too constrained overall. By reducing his ult’s cooldown and mana cost, we should ensure that Galio stays a viable pick at all levels of play.
  • Idol of Durand:
  • Cooldown reduced to 150/135/120 (from 170/150/130)
  • Mana cost reduced to 100 (from 100/150/200)
  • Mordekaiser:
  • Iron Man:
  • Now displays shield amount in segments, similar to health segments
  • Singed:
  • Fling:
  • Fixed a bug where Fling was dealing more damage than the tooltip values indicated
  • Thresh:
  • Death Sentence:
  • If the target cleanses the initial spell or blocks it with a spell shield, the chain will now shatter, preventing Thresh from casting Death Leap
  • Udyr:
  • Phoenix Stance:
  • Phoenix Stance's buff now displays a timer for Udyr's next Phoenix Breath attack
  • Zac:
  • Summary: Zac's chunk drops are now more contestable by opponents.
  • Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn't stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac's opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.
  • Cell Division:
  • Adjusted passive chunk drops to be more contestable by enemies
  • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
  • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
  • Slightly increased the distance contestable chunks travel from Zac
  • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
  • Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
  • Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
  • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let's Bounce
  • Elastic Slingshot:
  • Fixed a bug where the landing point visual effect was not appearing for enemies
  • Items
  • Guinsoo's Rageblade:
  • Fixed a bug where the visual effects included the generic "increased Movement Speed" visual
  • Maps:
  • Crystal Scar and Twisted Treeline:
  • The following changes are for Crystal Scar and Twisted Treeline only
  • Sanguine Blade:
  • Context: Similar to the removal of Needlessly Large Rod in 3.10, we’re changing the recipe on Sanguine Blade to alleviate frustrations that come with saving for a B.F. Sword.
  • Recipe Changed: Pickaxe + Vampiric Scepter + 500 Gold = 2175 Total Gold (previously: B.F. Sword + Vampiric Scepter + 500g = 2850 Total Gold)
  • Nidalee:
  • Context: Nidalee’s Bushwack traps grant too much vision and zone control on wardless maps. We’ve lowered the trap durations to reflect the shorter games on Crystal Scar and Twisted Treeline.
  • Bushwhack reveal and Armor and Magic Resist shred duration reduced to 6 seconds (from 12)
  • Bushwhack trap duration reduced to 2 minutes (from 4)
  • Teemo:
  • Context: Like Nidalee, Teemo's Noxious Traps grant too much vision and control on wardless maps. We've reduced their durations to reflect the shorter games on Crystal Scar and Twisted Treeline.
  • Noxious Trap duration reduced to 3 minutes (from 10)
  • Crystal Scar:
  • The following changes are for Crystal Scar only
  • Kassadin:
  • Context: Kassadin is in a much better place after his initial changes, but he's still a little strong. This change to his silence duration should bring him in line while still allowing him to remain competitive.
  • Null Sphere silence duration reduced to 1/1.25/1.5/1.75/2 seconds (from 1/1.4/1.8/2.2/2.6)
  • Kha'Zix:
  • Context: Kha'Zix's isolation mechanic is too accessible on Dominion. With these changes, he’ll still have plenty of killing power, but his enemies will have a chance to react and dish some damage back.
  • Taste Their Fear isolation damage reduced to 35% bonus (from 45%)
  • Evolved Enlarged Claws additional missing Health damage reduced to 6% (from 8%)
  • Lulu:
  • Context: Turns out giving Lulu an ult with amazing team utility almost every fight was giving the Fae Sorceress a little too much power. Oops.
  • Wild Growth cooldown increased to 120/110/100 (from 110/95/80)
  • Wukong:
  • Context: Wukong was getting a lot of free tank stats which allowed him to build damage without being too squishy. We've increased the cooldown on Cyclone to help remedy the situation.
  • Stone Skin changed to 2/4/6 Armor and Magic Resist per rank (from 4/6/8)
  • Cyclone cooldown changed to 120/110/100 (from 120/105/90)
  • Yorick:
  • Context: Solo lane Yorick has some strong opponents, but if you don’t specifically counter him, he tends to crush his lane opponent. These changes are meant to reduce some of his harass and sustain.
  • Omen of Famine cast range changed to 500 (from 550)
  • Omen of Famine cooldown changed to 8 (from 10/9/8/7/6)
  • Game Interface
  • Undo Button in the Item Shop:
  • Context: Accidentally bought a B.F. Sword on Swain? We’ve added an undo button to the item shop, giving Runeterra’s most mis-clickiest of players the chance to undo their recent purchases. Purchases can’t be reversed if those items have had an irreversible impact on the game (dealing damage, mitigating damage, healing, providing a bonus that is used by a teammate, etc).
  • Players can now undo recent transactions within the in game item shop
  • Undo history is cleared under certain events such as leaving the shopping area, dealing damage, receiving damage, or casting a spell
  • Items will remove benefits they granted you when undone, such as gold gained from gold over time items
  • Certain items cannot be undone such as Homeguard or Captain's Boot enchantments
  • HUD:
  • Mousing over a champion's passive icon will now show a range indicator if the passive has a range of influence (e.g. Soraka's Consecration)
  • Spectator Mode:
  • Team Fight UI:
  • Context: We’ve developed a new Team Fight UI for spectator mode that minimizes and concentrates the UI so that it’s easier to focus on the action during team fights. With this change we’ve optimized the display of battle information in team fights, including who’s involved in the fight, who’s winning, and how many people have died on either team.
  • While spectating, press 'A' to toggle the Team Fight UI
  • Minimalist UI mode that focuses on presenting information relevant to on-screen conflicts
  • Team health bars communicate the momentum of the fight and impact of AoE damage
  • Crowd control indicators visualize the power of crowd control abilities
  • Pentakill counter tracks progress towards double, triple, quadra and pentakills
  • Automatic Dragon and Baron Timers:
  • Timers will display in the upper left corner of Spectator Mode with a countdown showing Dragon and Baron spawn times
  • League System
  • Loading Screen Reward Borders:
  • Loading screen borders will now show a border from your highest rank achieved in the previous season in any tier (previously displayed your Season 2 rank for the specific game type you’re loading)
  • You guys have spoken - this will be reverted in patch 3.12! Click here for more information regarding end of season rewards
  • General:
  • Fixed the minimap bug showing champions at incorrect locations when emerging from the fog of war
  • Cancelled Auto Attacks will no longer fire a damage-less missile at the target
  • The damage-less missile will no longer consume buffs or passives
  • You may still hear a sound effect without the missile. We are still investigating a fix for this
  • Minions will now disappear from the map sooner after their death
  • Cursors will be set to the center of their window by default, preventing the camera from panning to the far left or right corners of the map at game start
  • Cursors will also be set to the center of their window for a short period of time after player switches full-screen focus (alt-tab)
  • Removed the default key bind for "Show/Hide Summoner Names" (previously, Shift-K). The function can still be bound in the Key Bindings menu if you wish to use it
  • Reduced the amount of time you can spend AFK before being kicked from the game
  • Tower health is now updated even if you've never had the tower out of the fog of war
  • The Champions tab in the Summoner Profile has been updated with a new layout
  • The Champion grid has been widened, allowing more Champions to be seen at once
  • The primary role selector has been changed from a button group to a dropdown in the upper right
  • Friends List:
  • Parts of the friend list view have been rewritten in order to increase stability and performance
  • Fixed a bug causing the friend list to be corrupted with duplicate and missing entries when scrolling
  • Friend Notes are now visible in friend tooltips without needing to hover over the note icon
  • Custom Games:
  • AFK detection reduced to 3 minutes (from 8)
  • The game now kicks you at 5 minutes (previously 12 minutes)
  • The minimum time custom games need to last to be eligible for IP/XP rewards has been increased to 7 minutes (previously 5 minutes)
  • A minimum number of human players must now participate in a custom game to receive IP/XP rewards. The current thresholds are:
  • 5 players minimum for Summoner’s Rift, Crystal Scar, and Howling Abyss
  • 3 players minimum for Twisted Treeline
  • A notification has been added in the end of game results screen to explain why players did not receive IP/XP

New in League of Legends 3.10a (Sep 3, 2013)

  • Champions:
  • LeBlanc:
  • Summary: LeBlanc’s base health regeneration and attack damage per level have been slightly increased.
  • Context: With unorthodox skills, unmatched mobility and a supremely squishy face, LeBlanc’s always been a difficult champion to master. While this is intended, the changes we made to her in Patch 3.9 made her even more vulnerable, especially during her laning phase. These minor buffs should improve her play experience and even her out a little.
  • Base health regen increased to 7.05 (from 5.05)
  • Attack damage per level increased to 3.5 (from 3.1)
  • Master Yi:
  • Summary: Highlander now reduces ability cooldowns per kills and assists by a percentage amount rather than a flat second reduction. This means Master Yi will never get a “full reset” to chain Alpha Strikes together even if he kills with his first Alpha Strike. Additionally, Master Yi’s attack speed per level has been reduced, while Meditate’s damage reduction at later levels has been increased. Wuju Style’s passive attack damage bonus is now higher at earlier levels and lower at later levels.
  • Context: New Yi quickly emerged as a powerhouse champion, and while we soon identified the need to reduce his power, we wanted to do it in an intelligent way that created windows of opportunity for both Yi and his opponents, rather than by simply reducing his overall damage. We like Highlander’s reset mechanic, but the flat second reduction on it meant that solid Yi players could effectively chain Alpha Strikes together with no window of vulnerability after scoring a kill. These changes mean Master Yi needs to land a few basic attacks after earning resets in order to Alpha Strike, which should give his opponents opportunities to fight back. Yi’s Meditate buffs give him ways of bridging those cooldown gaps defensively if needed, and offer more viable options when upgrading abilities.
  • General:
  • Attack speed per level decreased to 2% (from 2.75%)
  • Double Strike:
  • Fixed a bug where the second strike would damage targets even when Master Yi was blinded
  • Meditate:
  • Damage reduction increased at later ranks to 50/55/60/65/70% (from 40/45/50/55/60%)
  • Wuju Style:
  • Passive attack damage bonus changed to 10% at all ranks (from 7/9/11/13/15%)
  • Highlander:
  • Now passively reduces the remaining cooldown for Master Yi's basic abilities by 70% on a kill or assist (instead of 18 seconds on kill or 9 seconds on assist)
  • Riven:
  • Summary: Riven can now leap over walls with the third hit of Broken Wings.
  • Context: Riven's Broken Wings started crossing walls on live following a few engine fixes. We looked at this and decided we want to fully support the emergent gameplay while cleaning up the ability’s environmental interactions. This change promotes Riven’s high mobility playstyle and skirmish play pattern, so we’ll balance around it rather than simply remove the change if it affects her power significantly.
  • General:
  • Fixed an issue where several of Riven's particle effects were missing
  • Broken Wings:
  • Third hit now knocks up affected targets rather than knocking them back
  • Only the third cast can now leap over walls
  • Hitbox has been retuned to more closely match the particles
  • Shen:
  • Summary: Shen’s Feint shield has been weakened, while Stand United can now be interrupted by root effects.
  • Context: As a dominant force in the competitive scene, Shen gets just a little too tanky in the late game – to the point where even primary damage dealers have a tough time eating through his shields. This small nerf should reduce some of Shen’s strong dueling potential. Additionally, our Stand United change has been brought in to increase the consistency with which we handle delayed movement abilities. Specifically, Shen’s Stand United channel will be interruptible by root effects, similar to Twisted Fate’s Gate. We’ll continue looking at other cases in the future.
  • Feint:
  • Shield amount reduced to 60/100/140/180/220 (from 70/115/160/205/250)
  • Stand United:
  • Can now be interrupted by root effects
  • Twitch:
  • Summary: Twitch’s Expunge now deals less damage at early to mid levels.
  • Context: Currently Twitch's laning phase trades are too strong, even when he’s forced to pop Expunge before reaching full stacks of Deadly Venom. These changes should balance out the Plague Rat’s early game power without affecting his team fight potential.
  • Expunge:
  • Base damage reduced to 20/35/50/65/80 (from 40/50/60/70/80)
  • Zac:
  • Summary: Zac's passive healing blobs will now be harder to pick up for both him and his opponents. Additionally, Zac’s ult no longer grants him Tenacity while active.
  • Context: Previously, Zac’s pickup range was so large he would sometimes regain health from his blobs even if he stood still after using an ability. The blob radius change creates more potential counterplay in lane, since Zac and his opponents now have to specifically move to blobs to regain or deny health. The tenacity portion of Let’s Bounce has removed to allow for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.
  • Cell Division:
  • Blob absorption and squish radius reduced to 25 (from 100)
  • Let's Bounce:
  • No longer grants tenacity
  • Fixed the tooltip to state that Zac removes all slows affecting him upon activation
  • Items:
  • NOTE: If an item value or statistic is not mentioned, it is still present on the item.
  • Bilgewater Cutlass:
  • Range reduced to 450 (from 550)
  • Active now takes into account the bounding boxes for each champion
  • Blade of the Ruined King:
  • Range reduced to 450 (from 550)
  • Active cooldown increased to 90 (from 60)
  • Locket of the Iron Solari:
  • Fixed a bug where it was granting more health regen than intended
  • Spirit Visage:
  • Combine cost increased to 500 gold (from 375). Total cost increased to 2750 gold (from 2625)
  • Phage & Trinity Force’s Icy Passive:
  • Summary: Phage and Trinity Force no longer have the “Icy” slow passive. Instead of a percentage chance to slow an enemy champion on hit, these items now grant movement speed for a short duration of time, along with even more movement speed on minion, monster, and champion kills. Frozen Mallet’s function remains unchanged, but its recipe has changed.
  • Context: Following the nerfs to Blade of the Ruined King, we wanted to create more tools to help bruisers stick to their targets. Ultimately we focused on in-skirmish mobility as a valuable and healthy stat for all champions.
  • Phage:
  • UNIQUE Passive - Icy removed
  • New UNIQUE Passive - Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Combine cost reduced to 375 gold (from 590). Total cost reduced to 1250 gold (from 1465)
  • Trinity Force:
  • UNIQUE Passive - Icy removed
  • New UNIQUE Passive - Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • UNIQUE Passive - Spellblade
  • Damage increased to 200% base attack damage (from 150%)
  • Due to Phage's price reduction, total cost is now 3628 gold (from 3843)
  • Frozen Mallet:
  • Recipe Changed: Giant's Belt + Pickaxe + Ruby Crystal + 950 gold = 3300 total gold
  • UNIQUE Passive – Icy retained
  • Maps:
  • Summoner's Rift:
  • Lesser Wraith
  • Fixed a bug where lesser wraiths were granting less experience than intended (4 instead of 15)
  • Twisted Treeline and Crystal Scar:
  • Blade of the Ruined King
  • Now available on the Crystal Scar
  • Entropy
  • UNIQUE Passive - Icy removed
  • New UNIQUE Passive - Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Due to Phage's price reduction, total cost is now 3400 gold (from 3615)
  • Kitae's Bloodrazor
  • Removed from the Crystal Scar
  • Howling Abyss:
  • Poros
  • No change. Still awesome

New in League of Legends 3.9 (Jul 10, 2013)

  • Champions:
  • Brand:
  • Pillar of Flame:
  • Mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110
  • Conflagration:
  • Mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
  • Pyroclasm:
  • Mana cost reduced to 100/100/100 from 100/150/200
  • Corki:
  • A common Corki complaint is that he feels extremely mana constrained by the cost of Phosphorus Bomb. However, after looking at his abilities, Phosphorus Bomb needs to be expensive to balance out its lack of counterplay. So we instead reduced the cost on some of his other spells to make mana less of a constraint overall.
  • Valkyrie:
  • Mana cost reduced to 50 from 100
  • Missile Barrage:
  • Mana cost reduced to 20 from 30/35/40
  • Draven:
  • We lowered the early game damage output Draven got from his passive since it wasn't adding much in terms of satisfying gameplay. Unfortunately, to get the numbers right, we realized we would need to reduce his passive damage to a point where it would be even less satisfying. We instead opted to rework Draven's passive altogether into something that reinforces his current gameplay, something so… Draven… even his opponents will feel begrudged to applaud: Welcome… to the League of Draven.
  • League of Draven (New Passive):
  • When Draven catches a Spinning Axe, or kills a minion or monster, he gains one stack of Adoration. When Draven kills an enemy champion, he consumes half of his Adoration stacks and gains 3 gold per stack consumed. Draven loses half of his Adoration stacks upon death.
  • Evelynn:
  • Agony's Embrace:
  • Fixed a bug where the Sated buff and visual effect appeared when Evelynn hit only spell-shielded targets (visual change only)
  • Hecarim:
  • Rampage:
  • Mana cost increased to 24/28/32/36/40 from 25
  • Janna:
  • Monsoon:
  • Fixed a bug where the buff icon countdown didn't properly match the 4-second channeling time
  • Jayce:
  • By increasing the cooldown on Jayce's Acceleration Gate, we can keep his Shock Blast + Acceleration Gate combo impactful while toning down his poke and disengage potential. In addition, since later in the game not every Shock Blast will be accelerated, we've increased the base speed of the ability to make it better as a standalone skillshot.
  • Shock Blast:
  • Basic missile speed increased to 1450 from 1350 (Accelerated Shock Blast missile speed remains the same)
  • Acceleration Gate:
  • Cooldown increased to 16 seconds from 14/13/12/11/10
  • Kayle:
  • Righteous Fury
  • AoE effect no longer affects towers
  • Kennen:
  • Yordle-made shurikens seemed a little too sharp and pointy, so we've tuned down some of Kennen's early game lane harass given how much teamfight potential he has.
  • Base Attack Damage at level 1 reduced to 50.5 from 54.6
  • Mark of the Storm:
  • Mark duration reduced to 6 seconds from 8
  • LeBlanc:
  • LeBlanc's Mimic was less a decision point and more of a tool to one-shot someone with Sigil of Silence. These changes aim to make Mimic equally interesting with other skills. For one, Mimicked abilities will now deal their own base damage instead of amplifying the base spell. This means players will be able to use Mimic in more creative ways at level 6, rather than saving it for Sigil of Silence. Additionally, Sigil of Silence will now deal less damage up front but more damage on detonation in order to better promote LeBlanc's multi-skill interaction.
  • Mirror Image:
  • The Mirror Image will now attempt to run instead of standing still
  • Sigil of Silence:
  • Mana cost reduced to 50/60/70/80/90 from 70/75/80/85/90
  • Damage changed to 55/80/105/130/155 (+0.4 Ability Power) for both initial impact damage and mark detonation damage
  • ?Impact damage was 70/110/150/190/230 (+0.6 Ability Power)
  • ?Mark damage was 20/40/60/80/100 (+0.3 Ability Power)
  • Silence duration reduced to 1.5 seconds from 2
  • Distortion:
  • Cooldown now starts on cast rather than after returning to your Distortion
  • Mana cost increased to 80/90/100/110/120 from 80
  • Fixed a bug where Distortion was visible in the fog of war
  • Ethereal Chains:
  • Slow duration (and time until root) reduced to 1.5 seconds from 2
  • Root duration changed to 1.5 seconds from 1/1.3/1.6/1.9/2.2
  • Cooldown increased to 14/13/12/11/10 seconds from 10
  • Mimic:
  • Mana cost reduced to 0 from 100/50/0
  • All mimicked abilities now deal their own base damage instead of amplifying the base spell's damage
  • Mimic: Sigil of Silence:
  • Now deals 100/200/300 (+0.65 Ability Power) damage once on impact and again if the mark is detonated
  • Mimic: Distortion:
  • Cooldown now starts on cast rather than after returning to your Distortion
  • Now deals 150/300/450 (+0.975 Ability Power) damage on impact
  • Mimic: Ethereal Chains:
  • Now deals 100/200/300 (+0.65 Ability Power) damage once on impact and again if the target is rooted
  • Malzahar:
  • Call of the Void:
  • Now correctly grants vision on the entire line path
  • Damaged targets will now always become visible
  • Malefic Visions:
  • Will now jump when active on a zombified champion (i.e. Karthus, Kog'Maw, Zyra, etc.)
  • Master Yi:
  • Double Strike:
  • Fixed a bug where Guinsoo's Rageblade wasn't properly giving 2 stacks
  • Morgana:
  • Dark Binding:
  • Fixed a bug where Dark Binding wasn't properly snaring stealthed Champions
  • Nasus:
  • Siphoning Strike:
  • Bonus damage now displayed as a buff on Nasus
  • Nautilus:
  • Dredge Line:
  • No longer travels through some walls
  • Nunu:
  • We've reduced the overall damage of Consume to prevent it from outsmiting Smite at rank one.
  • Health per level reduced to 96 from 108
  • Consume:
  • Damage reduced to 500/625/750/875/1000 from 600/700/800/900/1000
  • Orianna:
  • Command: Protect
  • Orianna now gains a passive range indicator that shows the range at which The Ball will return to her when attached to an allied Champion.
  • Pantheon:
  • Spear Shot:
  • Fixed a bug where Spear Shot was not scaling with bonus Critical Strike damage when hitting an enemy below 15% Health
  • Riven:
  • Broken Wings:
  • Fixed a bug that made it possible to chain more than 3 strikes
  • Shen:
  • Ki Strike:
  • Fixed a bug where the visual effect wasn't properly appearing at the start of the game
  • Shyvana:
  • We're repositioning Flame Breath as a core tool for objective control and faster jungle clear, while also emphasizing its use as a “burn down” ability to be followed up with auto attacks against tankier fighters. We've also fixed a long-standing bug with Shyvana's Burnout where it wasn't scaling with attack damage while in Dragon form. This fix - along with her increased fury gains and reduced fury decay – will help her in late game teamfights. Lastly, we've moved the descriptions of her previous passive effects to their new ability tooltips to help centralize information.
  • Fury of the Dragonborn - Remade. All Fury of the Dragonborn effects have been moved to their respective abilities.
  • Dragonborn - Gains 5/10/15/20 Armor and Magic Resist. These bonuses are doubled in Dragon Form.
  • Flame Breath:
  • No longer reduces Armor by 15%
  • Now passes through all units hit instead of stopping at the first
  • Debuff duration increased to 5 seconds from 4
  • Damage reduced to 80/115/150/185/220 from 80/125/170/215/260
  • On-hit magic damage to debuffed targets changed to 2% of the target's maximum Health from 15% of Flame Breath's damage (12/18.75/25.5/32.25/39 + 0.09 Ability Power).
  • Burnout:
  • Fixed a bug where Burnout wasn't scaling with attack damage when Shyvana was in Dragon form
  • Dragon's Descent:
  • Passive Armor/Magic Resistance component removed
  • Passive Fury Gain increased to 1/2/3 per 1.5 seconds from 1/1/1
  • Fury decay while in Dragon Form reduced to 5 per second from 6 per second
  • Thresh:
  • After initially using Death Sentence the tooltip will now describe his Death Leap ability
  • Twitch:
  • Ambush:
  • Fixed a bug where Twitch could revive in stealth when Guardian Angel or Chrono Shift was active on him
  • Vayne:
  • Final Hour:
  • Stealth from Final Hour will now properly be broken upon launching a basic attack
  • Zac:
  • Elastic Slingshot:
  • Fixed a bug where aiming could preemptively break the targets' spell shields
  • Ziggs:
  • We wanted to make it easier and more rewarding for Ziggs to use Satchel Charge offensively, whether by detonating it immediately or leaving it as a threat on the battlefield to zone opponents. We also wanted to make Satchel Charge noticeably easier to use for players with moderate to high latency.
  • Satchel Charge:
  • Can now be reactivated while in flight, causing the Satchel Charge to detonate on landing
  • Missile speed increased to 1750 from 1600
  • Increased knockback distance to 400 from 350
  • Cooldown now starts when Satchel Charge is cast, not when it detonates
  • General Champion Notes:
  • By constantly shifting between forms as they move about the map, certain champions have been artificially accelerating their access to fully stacked Tear items (Muramana and Seraph's Embrace) without using their mana.
  • The following abilities no longer count as a spellcast for the sake of items like Tear of the Goddess, Sheen, etc.
  • Elise's Spider Form / Human Form
  • Nidalee's Aspect of the Cougar
  • Jayce's Transform: Mercury Hammer / Mercury Cannon
  • We've normalized the hit delay on a few spells that had slight discrepancies between when the spell was cast and when it would take effect.
  • The following abilities have had their hit delay normalized:
  • Brand's Pillar of Flame hit delay normalized to 0.625 secondsLeona's Solar Flare hit delay normalized to 0.625 seconds
  • Swain's Nevermove hit delay normalized to 0.875 seconds
  • Veigar's Dark Matter hit delay normalized to 1.25 seconds
  • Exhaust:
  • When used on a CC immune champion, it will only display "Can't be slowed"
  • Disconnection:
  • Summoners that disconnect while CCed will now properly run back to base
  • Items:
  • In order to alleviate some of the gold pressure on supports as they push for vision dominance, we've made some changes to how the Oracle's buff works as well reworked the rewards for killing wards. First off, Oracle's Elixir no longer expires upon death, meaning players can be more aggressive with Oracle's, rather than just passively clear warded areas they know to be safe. Secondly, the gold from destroying a ward is now distributed between both the player who kills the ward AND the player who, whether through Oracle's or placing Vision wards, granted vision on that ward.
  • Wards:
  • Vision and Sight Ward are now worth 30 gold, up from 25
  • Wriggle's Lantern Ward is now worth 20 gold, up from 15
  • The reward structure for killing wards has been changed to the following:
  • ?The killer of the ward gains 50% of the ward's base gold value
  • ?Nearby allied champions with Oracle's Elixir, or allied champions that placed Vision Wards nearby, split 50% of the ward's base gold value
  • Sightstone and Ruby Sightstone now display the number of placed Ghost Wards in their inventory tooltips
  • Oracle's Elixir:
  • No longer expires on death
  • Duration reduced to 4 minutes from 5
  • Invisibility detection radius reduced to 600 from 750
  • Now displays the radius of the detection effect to the buffed player
  • Oracle's Extract:
  • Invisibility detection radius reduced to 600 from 750
  • Now displays the radius of the detection effect to the buffed player
  • Tear of the Goddess and Manamune were stacking up far too quickly given their low cost, so we've increased the cooldown per charge. On the other hand, Archangel's Staff is a top tier item and requires a higher gold investment, so we wanted to reward players who choose to invest in charging their Archangel's Staff faster.
  • Tear of the Goddess:
  • UNIQUE Passive - Mana Charge
  • Cooldown per charge increased to 4 seconds from 3
  • Updated the tooltip to clarify its actual functionality
  • Manamune:
  • UNIQUE Passive - Mana Charge
  • Cooldown per charge increased to 4 seconds from 3
  • Updated the tooltip to clarify its actual functionality
  • Archangel's Staff:
  • UNIQUE Passive - Mana Charge
  • Mana gained increased to 8 from 6
  • Cooldown per charge increased to 4 seconds from 3
  • Updated the tooltip to clarify its actual functionality
  • Previously, champions whose attacks applied a secondary source of physical damage (we're looking at you Jarvan), could unintentionally gain additional stacks of Black Cleaver's shred with one hit. Characters like Shyvana or Renekton that can apply multiple basic attacks at the same time will still stack up shreds as normal.
  • Black Cleaver:
  • Can no longer apply more than one stack of Armor Shred in a single basic attack
  • We've made Maw of Malmortius' passive bonus easier to understand at a glance. Now Maw will grant its maximum AD when the shield procs, so players will know exactly when they're at peak power.
  • Maw of Malmortius:
  • Attack Damage increased to 60 from 55
  • Magic Resist increased to 40 from 36
  • Passive now grants 1 Attack Damage for every 2% of missing Health, up from 2.5%
  • Passive now capped at 35 Attack Damage, down from 40
  • Fixed a bug where the cooldown was not properly resetting when upgrading from a Hexdrinker on cooldown
  • Wooglet's Witchcap:
  • Fixed several unintended interactions with champion abilities and the Stasis active
  • Zhonya's Hourglass:
  • Fixed several unintended interactions with champion abilities and the Stasis active
  • Maps:
  • Summoner's Rift:
  • We've made some changes to death streaks in order to address strategies where repeatedly dying to lower your kill bounty could be used to gain an advantage. We know this may affect games where people are not intentionally dying, and we'll continue to monitor this.
  • Death Streak gold values have been reworked to be in line with pre-Season 3 values.
  • Examples:
  • A player killed three times in a row without resetting is now worth 220 gold (previously 182 gold)
  • A player killed six times in a row without resetting is now worth 112 gold (previously 62 gold)
  • Minimum kill value of a champion increased to 50 gold (previously 15 gold)
  • With Patch 3.9, we are setting a new precedent by making separate, map-specific balance changes to certain champions. The intent is not to reach a balancing cadence similar to Summoner's Rift, but to address some egregious balance outliers to improve the overall player experience. In this patch we're toning down Kassadin on Crystal Scar and Singed on Twisted Treeline. If this approach proves successful we'll follow suit with additional tweaks where necessary.
  • Twisted Treeline:
  • Singed:
  • Armor per level reduced to 2 from 3.5 on Twisted Treeline
  • Insanity Potion cooldown increased to 120 seconds from 100 on Twisted Treeline
  • Crystal Scar:
  • Kassadin:
  • Riftwalk cooldown increased to 9/8/7 seconds from 7/6/5 on Crystal Scar
  • Riftwalk range reduced to 600 from 700 on Crystal Scar
  • Howling Abyss:
  • Added new item: Orb of Winter
  • Recipe: Rejuvenation Bead + Rejuvenation Bead + Negatron Cloak
  • Total Gold Cost: 2080 (combine cost: 1180)
  • +70 Magic Resist
  • +20 Health Regen per 5 seconds
  • Unique Passive: Grants a shield that absorbs damage. The shield will refresh after a short period without taking damage.
  • Game InterfaceFixed a long-standing bug where Attack-Move and Move commands could trigger while typing in chat
  • Fixed a keybinding issue where some modifier keys could not be used with certain keys and mouse buttons
  • Significantly improved performance when purchasing item upgrades
  • League SystemAdded the ability to spectate players and teams in challenger tier via an option in the leagues menu
  • When viewing teams in the Leagues tab, clicking on a team will now show a list of the team's top players
  • General:
  • We worked with the Player Behavior team on a smaller change to remove all latency (ping) displays except your own. After looking closely at the data, it seems that showing pings during loading can add toxicity to games before they even begin. Ultimately we came to the conclusion that removing the ping display on champion load screens would lead to a healthier community overall, so we acted on it.
  • The load screen now includes Summoner Icons
  • The progress bar has been removed due to space constraints
  • The ping of other Summoners has been removed
  • The rune page has been significantly reworked to provide a more responsive experience:
  • Filtering out all runes of a given type (such as Marks or Seals) will cause it to turn grey, indicating that it's empty
  • Reverting the changes in the runebook no longer changes which is being edited
  • It's now possible to open more than one rune type at a time in the rune inventory
  • Right clicking or double clicking to rapidly add runes doesn't require waiting for the animation to complete
  • Shifted the rune slots slightly to reduce certain gaps
  • The scrollbars have been made more responsive and easier to click
  • The dividers between effects in the stats pane now scale down when the scrollbar appears
  • Dragging a rune into place no longer highlights slots near the drop target
  • Rune combiner animations are simpler and less CPU intensive
  • Rune combiner filters are now more consistent with rune page filters

New in League of Legends 3.8 (Jun 25, 2013)

  • Champions:
  • Aatrox:
  • Aatrox, the Darkin Blade is in this build but will be turned on at a later date.
  • Annie:
  • We’ve made some changes to Tibbers to make him a tankier and more threatening presence in late game team fights beyond his initial burst damage.
  • Summon: Tibbers:
  • Tibbers’ Health increased to 1200/2100/3000 from 1200/1600/2000
  • Tibbers’ Magic Resist increased to 30/50/70 from 25/45/65
  • Mana cost reduced to 100 at all ranks from 125/175/225
  • Ashe:
  • This change allows Ashe players to use her passive in more strategic ways beyond a level one poke or incidental crit.
  • Focus:
  • Ashe now gains 3/4/5/6 Focus stacks every second while not attacking instead of gaining Critical Strike Chance
  • Ashe will critically strike on her next basic attack when she reaches 100 Focus stacks
  • Initial Focus stacks are equal to Ashe's Critical Strike Chance
  • Corki:
  • Missile Barrage:
  • Fixed a bug where Missile Barrage would sometimes fail to deal damage
  • Hecarim:
  • As a strong sustain fighter, Hecarim was blowing up squishy targets with Onslaught of Shadows’ high damage and on-impact fear. To balance the ability out, we’ve taken away the landing damage and shifted it to the riders that travel with Hecarim.
  • The Devastating Charge buff should let Hecarim jump over small walls and ledges to his opponents when he dashes to them. Keep in mind that when we say small ledges, there are only a few in the game like the river ramp ledges and very thin jungle walls.
  • Devastating Charge:
  • If Hecarim's target is beyond narrow terrain, Hecarim will now leap over the terrain to the target
  • Onslaught of Shadows:
  • No longer deals damage at the end location
  • Rider damage increased to 150/250/350 (+1.0 Ability Power) from 100/200/300 (+0.4 Ability Power)
  • Karma:
  • Focused Resolve was impractical because whenever players wanted to use it, they needed the healing up front, not over time. This change still emphasizes the “leash break” gameplay, but now appropriately rewards Karma for using Mantra on her W and keeping her enemies close.
  • Inner Flame:
  • Mana Cost reduced to 50/55/60/65/70
  • Explosion radius increased to 250 from 230
  • Focused Resolve:
  • Now correctly gives vision of the unit while rooted
  • Mantra Bonus - Renewal?No longer heals over time for 25% Missing Health
  • ?Now heals Karma for 20% (+1% per 100 Ability Power) of missing Health immediately upon casting and another 20% (+1% per 100 Ability Power) of missing Health if the leash is not broken
  • Inspire:
  • Mantra Bonus - Defiance?Fixed a bug where Defiance's mini-shields weren't applying the Ability Power ratio
  • Kha'Zix:
  • The changes to Kha’Zix are ultimately about giving him more viable choices when picking evolutions. Evolving Void Spikes granted such huge damage, high poke, and great utility that it was crowding out his other evolutions. Now Void Spikes gets a slow as part of the base skill, so its utility is there even at level one. Taste Their Fear’s evolution was previously reliant on having targets isolated. Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice. We also increased Void Assault’s damage reduction while in stealth to make it a slightly more enticing choice and to remind players of its additional utility.
  • Taste Their Fear:
  • Isolation bonus now increases damage by 45%
  • Evolution adds 8% missing Health damage (Can be further increased by Isolation)
  • Void Spikes:
  • Now slows targets hit by 20% for 2 seconds
  • Mana cost reduced to 55/60/65/70/75 from 60/70/80/90/100
  • Bonus Attack Damage ratio increased to 1.0 from 0.9
  • Evolution no longer consumes passive to apply effects--instead triples shot
  • Can no longer be cast during Leap
  • Void Assault:
  • Damage reduction while in stealth increased to 50% from 40%
  • Kog'Maw:
  • Void Ooze:
  • Fixed a bug where the slow wasn't reduced by tenacity
  • Lissandra:
  • For a control mage with the kit she has, Lissandra was throwing out a lot of front-loaded damage. The intention of these changes was not only to lower her damage, but to also better highlight her in-fight control as her core strength.
  • Ring of Frost:
  • Cooldown reduced to 14/13/12/11/10 seconds from 18/16/14/12/10
  • Mana cost reduced to 50 from 70
  • Fixed a bug where the root failed to apply if Lissandra died
  • Glacial Path:
  • Cooldown now begins upon initial cast rather than upon recativation or at the end of the missile
  • Frozen Tomb:
  • Self-cast duration increased to 2.5 seconds from 1.5
  • Slow increased to 20/30/40% from 20/20/20%
  • Damage reduced to 150/250/350 from 150/300/450
  • Nautilus:
  • If Nautilus gets ahead in levels, he ends up with both high damage and high tankiness when leveling Titan’s Wrath first. As a strong initiator tank with high crowd control, we’ve reduced some of that mid-game damage output so he’s less overwhelming when he snowballs.
  • Titan's Wrath:
  • Damage changed to 40/55/70/85/100 from 30/55/80/105/130
  • Fixed a bug where the Ability Power ratio on hits was lower than intended
  • Poppy:
  • Heroic Charge:
  • Spell has been refactored to better detect terrain
  • Sejuani:
  • Sejuani’s rework left her incredibly powerful in terms of overall damage and crowd control potential. We’ve tuned back some of those strengths to bring her more in line with other initiator tanks.
  • Northern Winds:
  • Bonus maximum Health ratio reduced to 10% from 16%
  • Permafrost:
  • Reduced slow duration to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
  • Glacial Prison:
  • Reduced stun and slow duration to 1.25/1.5/1.75 seconds from 1.5/1.75/2
  • Sona:
  • Sona is a consistently strong support, so after we fixed a long-standing bug with Power Chord: Diminuendo we felt she would be a dominant pick without additional balancing. On that note, we’ve reverted some of our older changes to Sona. These changes are designed to maintain her parity with other supports by lowering her early game burst and her late game durability while making her a little more forgiving in the early game.
  • Base Health increased to 450 from 410
  • Base Armor increased to 11.3 from 9.3
  • Power Chord:
  • Base Power Chord damage changed to 13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192 from 8 + (10 x level)
  • Aria of Perseverance:
  • Fixed a bug where Aria of Perseverance's Power Chord: Diminuendo was not decreasing damage dealt
  • Lowered the duration of Aria of Perseverance's Power Chord: Diminuendo to 3 seconds from 4
  • Bonus Armor and Magic Resistance to self and healed ally reduced to 6/7/8/9/10 from 8/11/14/17/20
  • Changed aura bonus Armor and Magic Resistance to 6/7/8/9/10 from 3/6/9/12/15
  • Thresh:
  • Death Sentence:
  • Fixed a bug where Thresh could cast Flash while casting Death Sentence
  • Varus:
  • Piercing Arrow:
  • Fixed a bug where casting Piercing Arrow while targeting an enemy would cause Varus to stop moving
  • Vi:
  • Blast Shield:
  • Fixed a bug where Blast Shield's cooldown at higher levels was 1 second longer than intended
  • Vault Breaker:
  • Fixed a bug where casting Vault Breaker while targeting an enemy would cause Vi to stop moving.
  • General Champion Notes:
  • Targeted wall-jump abilities now check both sides of the wall for the closest location of the cursor, so players don't fail-jump into a wall, when the other side was clearly in range.
  • We've added new targeting indicators to show how far the target is knocked back for the following abilities:?Alistar's Headbutt
  • Lee Sin's Dragon's Rage
  • Poppy's Heroic Charge
  • Vayne's Condemn
  • We've improved consistency for abilities that behaved inconsistently when the targeted enemy uses Flash. We’re cleaning up these interactions so that either the ability won’t cast or Flash won’t be used up (it will be one or the other, never both).?Jayce's Thundering Blow
  • Singed's Fling
  • Skarner's Impale
  • Volibear's Rolling Thunder
  • Changes to Slow Zones:
  • All slow zones now update on a quarter-second interval, meaning when you move out of a slow field, the slow will wear off almost immediately unless you’re hit by an ability that applies an individual slow (like Kog’Maw’s Void Ooze). What this means: your champion's movement speed will be restored more quickly when leaving a slow field, but the slow within the fields have not been changed.
  • This change should make interacting with slow zones more intuitive while rewarding players who react quickly (as stepping out of a slow field will reward you faster). This is a small nerf to most of the champions affected, but we will be closely monitoring champions affected by these changes.
  • The following abilities have had their slow refresh rate reduced to 0.25 seconds:?Singed's Mega Adhesive
  • Lux's Lucent Singularity
  • Gangplank's Cannon Barrage
  • Lulu's Wild Growth
  • Miss Fortune's Make It Rain
  • Trundle's Pillar of Ice
  • Varus' Hail of Arrows
  • Viktor's Gravity Field
  • Vladimir's Sanguine Pool
  • Lux's Lucent Singularity also applies a 0.25 second slow to targets hit by the detonation
  • Kog'Maw's Void Ooze missile also applies a 1 second slow to targets struck
  • Items:
  • We’ve lowered the price on a number of starting items to give players more options with consumables and general builds.
  • Boots of Speed:
  • Cost reduced to 325 from 350
  • Items that build out of Boots of Speed have had their recipe costs increased by 25
  • Doran's Ring:
  • Cost reduced to 400 from 475
  • Health reduced to 60 from 80
  • Mana restore on kill reduced to 4 from 5
  • Doran's Shield:
  • Cost reduced to 440 from 475
  • Armor reduced to 0 from 5
  • Health Regen increased to 10 from 8
  • UNIQUE Passive now blocks 8 damage from champion basic attacks from 6
  • We’ve removed the randomness on Madred's and Wriggle's to increase consistency while allowing players to plan out their jungle routes better. Wriggle’s wasn’t very enticing so we’ve tuned up its stats to be worthy of a slot later in the game for those who can take advantage of it.
  • All instances of Rend as a passive have been changed to Maim
  • Maim is now the passive that refers to dealing bonus magic damage to monsters with every basic attack
  • Butcher is the passive that refers to dealing percent bonus damage to monsters from all sources
  • Hunter's Machete:
  • UNIQUE Passive - Rend changed to UNIQUE Passive - Maim?Now deals 10 bonus magic damage to monsters with every basic attack
  • Spirit Stone:
  • UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
  • Now deals 10 bonus magic damage to monsters with every basic attack
  • Madred's Razors:
  • UNIQUE Passive - Maim?Now deals 60 bonus magic damage to monsters with every basic attack
  • No longer deals bonus damage to minions
  • Wriggle's Lantern:
  • UNIQUE Passive - Maim?Now deals 100 bonus magic damage to monsters with every basic attack
  • No longer deals bonus damage to minions
  • UNIQUE Active?Ward duration reduced to 90 seconds from 180
  • Cooldown reduced to 90 seconds from 180
  • Attack Damage increased to 25 from 15
  • Life Steal increased to 15% from 10%
  • Armor reduced to 25 from 30
  • Combine cost increased to 500 gold from 100 (total cost increased to 2000 gold from 1600)
  • A few patches back we buffed a number of jungle items to make them more enticing for junglers. The changes, however, made these items so efficient that even lane champions were buying them with no regard for the Butcher passive. We still want lane champions to consider these in strategies that center on poaching jungle camps or helping with map objectives, but we ultimately want these to feel like the optimal choice for junglers first.
  • Spirit of the Ancient Golem:
  • UNIQUE Passive - Butcher?Damage bonus to monsters increased to 30% from 25%
  • Spirit of the Elder Lizard:
  • Attack Damage reduced to 35 from 45
  • UNIQUE Passive - Butcher?Damage bonus to monsters increased to 30% from 25%
  • Spirit of the Spectral Wraith
  • Ability Power reduced to 40 from 50
  • UNIQUE Passive - Butcher-Damage bonus to monsters increased to 30% from 25%
  • We've moved Malady's passives to the two other Attack Speed on-hit items to further solidify Nashor's Tooth's niche role as an Ability Power focused auto-attacker item, while moving the magic shred onto Wit's End to better synergize with magic damage based fighters (Sunfire Cape combines quite well with Wit’s End even for champions that don’t deal magic damage). Malady has been removed as it has been a poor fit in the current space that it was in.
  • Recurve Bow:
  • Cost reduced to 900 gold from 950
  • Malady:
  • Removed from the game
  • Nashor's Tooth:
  • Combine cost increased to 920 from 500
  • Ability Power reduced to 60 from 65
  • Additional Passive - Basic attacks deal 15 (+15% of Ability Power) as bonus magic damage on hit
  • Wit's End:
  • New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 700 gold = 2400 gold
  • Attack Speed increased to 42% from 40%
  • Revised Passive - Basic attacks steal 5 Magic Resist from the target, stacks up to 5 times
  • Maps:
  • Summoner's Rift:
  • We’ve increased the initial spawn times of jungle creeps to get rid of the frustrating experience advantage players could get by killing certain jungle camps before laning phase. This was a much requested change from a lot of pro teams around the world, as the only real counter was to switch lanes or to try to prevent it altogether.
  • The other changes are to reassure junglers since they won’t be able to start wolves or wraiths before heading to their buffs. Faster spawns will also help some champions who have exceptionally high clear times and want to just stay in the jungle. Overall, this will be a buff for junglers across the board as we’ve opened up additional jungle route options for them.
  • On that note, junglers traditionally have high impact in the early game, so there is some concern that these changes may be making them too strong in that area. We will be closely monitoring the situation to see if we need to balance further.
  • Jungle-Wolves-Initial spawn time increased to 1:55 from 1:40
  • Respawn time reduced to 50 seconds from 60
  • Wraiths-Initial spawn time increased to 1:55 from 1:40
  • Golems-Initial spawn time increased to 1:55 from 1:40
  • Respawn time reduced to 50 seconds from 60
  • Ancient Golem-Base Experience granted increased to 340 from 220
  • Now plays a particle effect to show who the buff transferred to
  • Lizard Elder-Base Experience granted increased to 340 from 220
  • Now plays a particle effect to show who the buff transferred to
  • Young Lizard-Base Experience granted reduced to 10 from 40
  • Twisted Treeline:
  • Enabled several items?Hunter's Machete
  • Spirit Stone
  • Spirit of the Ancient Golem
  • Spirit of the Elder Lizard
  • Spirit of the Spectral Wraith
  • Crystal Scar:
  • Added Dominion variants of several items?Tear of the Goddess (Crystal Scar)?Mana per charge increased to 5 from 4
  • Manamune (Crystal Scar)-Mana per charge increased to 8 from 4
  • Archangel's Staff (Crystal Scar)-Mana per charge increased to 10 from 6
  • Rod of Ages (Crystal Scar)-Now gains stacks every 40 seconds, down from 60 seconds
  • Howling Abyss:
  • Enabled several items?Hunter's Machete
  • Spirit Stone
  • Spirit of the Ancient Golem
  • Spirit of the Elder Lizard
  • Spirit of the Spectral Wraith
  • Shop close distance is now calculated from the spawn, not the shop
  • Shop close distance increased to 1600 from 1400
  • Fixed a bug causing players to become stuck if they wiggled behind blue laser turret
  • Poros have gone through an 80s action movie training montage and now have some resistance to lasers
  • Game Interface:
  • Minimap & HUD:
  • The Player's nameplate will now always be drawn last, causing it to always appear over ally and enemy health plates.
  • Item Shop:
  • The search terms "Spooky Ghosts", "Bork", "Botrk", "AA", "NLR", "SOTO", "SOTD", "dshield", "dblade", and "dring" have been added to the in-game item shop.
  • Custom Item Sets:
  • Item sets will no longer be lost when a player changes their Summoner name.
  • Game Menus:
  • The Key Binding page has been reorganized to be easier to use
  • Gifting Animation:
  • Gifting animation has been updated
  • Custom Game Mini-maps:
  • Custom Game Mini maps updated to include unique mini maps for each map
  • League System:
  • Added notifications to inform players when they are close to hitting LP decay for inactivity in ranked queues.
  • Player Behavior:
  • Behavior Alerts:
  • The PVP.net client will display new warning alerts for players with spikes of negative activity, in order to help course-correct them as soon as possible with quick and direct feedback.
  • Players with recently detected unsportsmanlike behavior will see a warning after the End of Game screen.
  • Alerts will not follow every player report; alerts are targeted toward players that exhibit uncharacteristic spikes of highly negative behavior.
  • General:
  • The Loading Screen no longer appears off-center in your monitor after Champ Select, when in Borderless or Windowed mode.
  • Included a possible fix for an issue that would cause LoL to open in the bottom right of the screen on computers under heavy load
  • Logitech monochrome keyboards should no longer clear their display when the last two heads-up buttons are pressed.
  • Logitech keyboards should no longer change their brightness when your champion is dead.

New in League of Legends 3.7 (May 24, 2013)

  • Akali:
  • Twilight Shroud:
  • Now grants vision in the area of effect
  • Shadow Dance:
  • Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15
  • Caitlyn:
  • Base attack speed reduced to 0.625 from 0.668
  • Attack speed per level increased to 4% from 3%
  • Headshot:
  • No longer gains stacks when attacking structures
  • Cassiopeia:
  • Twin Fang:
  • Now counts as a single target spell for the sake of items like Rylai’s Crystal Scepter
  • Diana:
  • Moonsilver Blade:
  • Damage reduced to 20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250 (+0.6 Ability Power) from 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290 (+0.6 Ability Power)
  • Range of the cleave behind Diana reduced
  • Pale Cascade:
  • Total damage changed to 66/102/138/174/210 from 60/105/150/195/240
  • Shield reduced to 40/55/70/85/100 (+0.3 Ability Power) from 55/80/105/130/155 (+0.45 Ability Power)
  • The second application of the shield now stacks with the first shield instead of replacing it
  • Elise:
  • Skittering Frenzy:
  • Ability Power ratio increased to 0.04 from 0.02
  • Spider Form:
  • No longer grants bonus Armor and Magic Resist
  • Jarvan IV:
  • Demacian Standard:
  • Vision radius of the Standard reduced to 700 from 850
  • Karma:
  • Inner Flame:
  • Mantra Bonus – Soulflare
  • Slow area now spawns directly under the primary target
  • Miss Fortune:
  • Impure Shots:
  • Passive
  • Max stacks increased to 5 from 4
  • Damage per stack reduced to 4/6/8/10/12 from 6/8/10/12/14
  • Mordekaiser:
  • Recommend items updated
  • Nami:
  • Basic Attack Missile Speed increased to 1500 from 1350
  • Surging Tides:
  • Bonus Movement Speed increased to 40 from 30
  • Aqua Prison:
  • Stun duration increased to 1.5 seconds from 1.25
  • Nunu:
  • Consume:
  • Damage increased to 600/700/800/900/1000 from 500/600/700/800/900
  • Healing reduced to 90/130/170/210/250 from 125/180/235/290/345
  • Healing ratio reduced to 0.75 from 1.0
  • Consume now grants bonuses for 120/150/180/210/240 seconds based on the type of monster consume was used on:
  • Golem-type monsters grant 10% increased size and maximum Health
  • Lizard-type monsters grant Nunu’s attacks and spells additional magic damage equal to 1% of Nunu’s maximum Health
  • Wraith or Wolf-type monsters grant 15% movement speed for 3 seconds after Nunu kills a unit
  • Quinn:
  • Vault:
  • Fixed a bug where Vault failed to interrupt targets that were immune to slows
  • Rammus:
  • Puncturing Taunt:
  • Can no longer target minions
  • Rumble:
  • Flamespitter:
  • Damage decreased to 75/135/195/255/315 (+1.0 Ability Power) from 90/160/230/300/370 (+1.35 Ability Power)
  • Danger Zone damage bonus increased to 50% from 25%
  • Electro-Harpoon:
  • Damage decreased to 45/70/95/120/145 (+0.4 Ability Power) from 55/85/115/145/175 (+0.5 Ability Power)
  • Syndra:
  • Scatter the Weak:
  • Improved detection of Dark Spheres at longer ranges
  • Twisted Fate:
  • Pick a Card:
  • Blue card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 total Attack Damage)
  • Stacked Deck:
  • No longer grants Cooldown Reduction
  • Bonus Attack Speed increased to 10/15/20/25/30% from 3/6/9/12/15%
  • Destiny:
  • Cooldown increased to 180/150/120 seconds from 150/135/120
  • Tooltips updated
  • Udyr:
  • Tiger Stance:
  • Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance
  • Varus:
  • Base Movement Speed reduced to 330 from 335
  • Piercing Arrow:
  • Minimum damage increased to 10/47/83/120/157 from 10/43/77/110/143
  • Maximum damage increased to 15/70/125/180/235 from 15/65/115/165/215
  • Improved hit detection at the end of the missile
  • Hail of Arrows:
  • Damage reduced to 65/100/135/170/205 from 65/105/145/185/225
  • Chain of Corruption
  • Improved hit detection at the end of the missile
  • Warwick:
  • Infinite Duress:
  • Channel time reduced to 1.5 seconds from 2.1 (the target is still suppressed for the full 1.8 seconds)
  • Infinite Duress now always places Warwick in front of the target rather than a random spot around the target
  • Zac:
  • Base Health Regen reduced to 7.0 from 12.5
  • Let’s Bounce!
  • Damage reduced to 140/210/280 from 160/240/320
  • Fixed a bug where Let’s Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces
  • Tenacity reduced to 50% from 75%
  • Zed:
  • Razor Shuriken:
  • Damage dealt to secondary targets reduced to 45/69/93/117/141 (+0.6 bonus Attack Damage) from 60/92/124/156/188 (+0.8 bonus Attack Damage)
  • Living Shadow:
  • Vision radius of the Shadow reduced to 700 from 1300
  • Shadow Slash:
  • Cooldown increased to 4 seconds from 3
  • Zyra:
  • Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power
  • Thorn Spitter and Vine Lasher plants now benefit from Banner of Command’s minion damage aura
  • Items:
  • Mana Manipulator:
  • Recipe changed: Faerie Charm + 120 gold = 300 total gold
  • Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6
  • Mikael’s Crucible:
  • Recipe changed: Philosopher’s Stone + Chalice of Harmony + 920 gold = 2500 total cost
  • Grants 7 Health Regen per 5 seconds from 0
  • Grants 18 Mana Regen per 5 seconds from 9
  • No longer grants Mana
  • Active Heal changed to “Heals for 150 + 10% of the target’s Maximum Health” from “Heals for 150 + 15% of the target’s Missing Health”, Cleanse effect unchanged
  • Active travel time changed to 0.2 seconds from variable with distance
  • Fixed an issue with the hit effect particle
  • Shard of True Ice:
  • Total cost reduced to 1600 gold from 1700
  • Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6
  • Summoner’s Rift:
  • Caster Minions:
  • Base Attack Damage reduced to 23 from 25
  • Howling Abyss:
  • High Winds duration and intervals tweaked to match the pace of the music
  • Statue destruction algorithms tweaked to become more consistent throughout the match
  • Game Interface:
  • Loss of Control UI:
  • Loss of control indicators now appear underneath a player’s nameplate when the player’s champion is afflicted by a crowd control effect
  • A unique icon is displayed for each type of effect, and a shrinking progress bar indicates time remaining on the effect
  • When multiple, unique crowd control effects are active:
  • An additional icon is displayed for each unique effect type
  • The progress bar represents whichever effect has the longest remaining duration
  • Icons are removed as their associated effect type becomes inactive
  • Indicators are visible to the afflicted player, that player’s team and the player who inflicted the crowd control effect
  • Co-op vs. AI:
  • Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award more IP/XP than intended for games under 20 minutes
  • Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award less IP/XP than intended for games over 20 minutes
  • League System:
  • Fixed a number of cases where icons on the league view were not showing up correctly
  • General:
  • Custom Item Sets:
  • Custom item sets can now be created and edited in the summoner profile.
  • Saved item sets appear as an option in the Recommended tab of the in-game item shop
  • Item sets can be associated with a specific champion, multiple champions or all champions
  • Item sets can be associated with a specific map, multiple maps or all maps
  • Silence, Taunt, Stun, Fear and Suppress effects have been updated with a new, consistent visual
  • Karthus’ Requiem should no longer have a major FPS performance hit across all maps.
  • Rerolls in the ARAM queue will now prefer champions not being played by a member of the other team.
  • The ‘Random Champion’ option is no longer available in ranked game champion select.
  • Players who fail to connect to the game will now be granted the same bonus Magic Resistance/Armor that disconnected players receive.
  • Fixed a bug with certain AMD Radeon video cards when playing Dominion.
  • Players may now disable moving their champion via right-clicking on the minimap in the options menu.
  • Logitech G-Key, LED, and LCD technologies are now supported.
  • Fixed: Players joining private custom games in the PvP.net client were not able to submit passwords using the Enter key.
  • Adobe AIR no longer uses the Debug Launcher and has been updated to version 3.7. This should result in increased client stability.

New in League of Legends 3.03.0.199 Beta (Mar 2, 2013)

  • Amumu:
  • Bandage Toss:
  • Damage reduced to 80/130/180/230/280 from 80/140/200/260/320
  • Curse of the Sad Mummy:
  • Radius reduced to 550 from 600
  • Ashe:
  • Attack Speed per level increased to 4% from 3.34%
  • Darius:
  • Noxian Guillotine:
  • When Noxian Guillotine kills the target, it can be recast within the next 12 seconds. This can occur multiple times in succession
  • Cooldown adjusted to 120/100/80 seconds from 100 at all ranks
  • Fiddlesticks:
  • Several of Fiddlesticks' visual effects have been updated
  • Garen:
  • Perseverance:
  • Heal amount reduced to 0.4% of maximum Health per second from 0.5%
  • Decisive Strike:
  • Fixed a bug where the cast time was faster than intended
  • Courage:
  • Passive adjusted to now increase bonus Armor and Magic Resist (from items, runes or masteries) by 20% instead of total Armor and Magic Resist by 20%
  • Demacian Justice:
  • Fixed a bug where the cast time was faster than intended
  • Hecarim:
  • Rampage:
  • Damage increased to 60/95/130/165/200 from 50/85/120/155/190
  • Spirit of Dread:
  • Healing adjusted to 20% at all ranks from 10/15/20/25/30%
  • Cooldown increased to 20/18.5/17/15.5/14 seconds from 14 at all ranks
  • Fixed a bug where Spirit of Dread was stating it dealt more damage than it actually was
  • Janna:
  • Monsoon:
  • Mana cost reduced to 100/150/200 from 150/225/300
  • Kassadin:
  • Nether Blade:
  • Fixed a bug where Kassadin's basic attacks with Nether Blade active triggered Muramana's active damage more than once
  • Nether Blade's active no longer deals damage to inhibitors or the nexus
  • Kayle:
  • No longer gains Magic Resist per level
  • Reckoning
  • No longer amplifies damage while the target is slowed
  • Now applies a stack of Holy Fervor to the target
  • Slow duration reduced to 3 seconds from 4
  • Slow amount adjusted to 35/40/45/50/55% from 35% at all ranks
  • Missile Speed increased to 1500 from 1300
  • Nidalee:
  • No longer gains Magic Resist per level
  • Swipe:
  • Ability Power ratio increased 0.6 from 0.4
  • Aspect of the Cougar:
  • No longer grants bonus Armor or Magic Resist
  • Renekton:
  • Ruthless Predator:
  • Fixed a bug where Ruthless Predator was unable to critically strike on any of the attacks; Ruthless Predator can now critically strike on the first attack
  • Taric:
  • Base Attack Damage reduced to 57 from 62
  • Gemcraft - Remade
  • Taric's basic attacks deal bonus magic damage equal to 2% of his maximum Mana; this bonus damage is doubled against champions
  • Shatter:
  • Passive Armor aura adjusted to 12% of Taric's Armor from 10/15/20/25/30 (Taric's self-Armor bonus remains 10/15/20/25/30)
  • Active damage now additionally scales with 30% of Taric's Armor
  • Mana cost reduced to 50 at all ranks from 50/60/70/80/90
  • Dazzle:
  • Mana cost reduced to 75 from 95
  • Tristana:
  • Attack Speed per level increased to 4% from 3.01%
  • Tryndamere:
  • Bloodlust:
  • Ability Power ratio adjusted to 0.3 + 0.012 per Fury consumed (total 1.5 at maximum Fury) from 1.5
  • Vayne:
  • Mana per level increased to 35 from 27
  • Tumble:
  • Mana cost reduced to 30 from 40
  • Vi:
  • Base Attack Damage reduced to 54 from 58
  • Vault Breaker:
  • Vault Breaker now goes on a 3 second cooldown and refunds 50% of the Mana cost when interrupted instead of fully refreshing the cooldown and refunding 100% of the Mana cost
  • Denting Blows:
  • Damage reduced to 4/5.5/7/8.5/10% of maximum Health from 6/7/8/9/10%
  • Xin Zhao:
  • Audacious Charge:
  • Damage reduced to 70/105/140/175/210 from 70/110/150/190/230
  • Cooldown increased to 14/13/12/11/10 seconds from 13/12/11/10/9
  • Crescent Sweep:
  • Base damage reduced to 75/175/275 from 125/225/325
  • Cooldown increased to 120/110/100 seconds from 100/90/80
  • Zed:
  • Razor Shuriken:
  • Damage increased to 75/115/155/195/235 from 75/110/145/180/215
  • Shadow Slash:
  • Damage reduced to 60/90/120/150/180 from 60/95/130/165/200
  • Items:
  • Warmog's Armor:
  • Passive Health Regen reduced to 1% of maximum Health per 5 seconds from 1.5%
  • Bilgewater Cutlass:
Recipe Changed: Long Sword + Vampiric Scepter + 200 gold = 1400 gold
  • Attack Damage reduced to 25 from 40
  • Life Steal increased to 12% from 10%
  • UNIQUE Active damage decreased to 100 from 150
  • UNIQUE Active slow reduced to 25% from 30%
  • UNIQUE Active range increased to 500 from 400
  • UNIQUE Active cooldown increased to 90 seconds from 60 seconds
  • Blade of the Ruined King:

  • Recipe Changed: Dagger + Dagger + Bilgewater Cutlass + 650 gold = 2850 gold
  • Attack Damage reduced to 30 from 45
  • Now grants 40% Attack Speed
  • Life Steal increased to 15% from 10%
  • UNIQUE Passive adjusted to "Deals 5% of the target's current Health in bonus physical damage (max 90 damage vs. monsters and minions) on hit"
  • UNIQUE Active changed to "Deals 15% of target champion's maximum Health as physical damage (min. 100), heals for the same amount, and steals 30% of the target's Movement Speed for 4 seconds (60 second cooldown)"
  • UNIQUE Active range increased to 500 from 400
  • Spirit of the Elder Lizard:
  • Incinerate damage reduced to 14-50 over 3 seconds from 15-66
  • Game UI:
  • Players can now access 4 new pings in game through a radial menu
  • "Enemy Missing", "On My Way", "Danger", and "Assist Me"
  • Fixed a bug in which the tooltip for the item shop button would remain over the item shop once it opened
  • Spectator Mode:
  • In Spectator Mode, the ping button on the minimap has been removed
  • Co-op vs AI:
  • Retreat behavior on bots in Dominion Co-op vs AI has been improved
  • General:
  • Nami:
  • Tidecaller's Blessing is no longer consumed when attacking wards
  • Thresh:
  • Death Sentence is no longer consumed when attacking wards
  • Statikk Shiv:
  • Passive is no longer consumed when attacking wards
  • Sheen:
  • Spellblade is no longer consumed when attacking wards
  • Trinity Force:
  • Spellblade is no longer consumed when attacking wards
  • Lichbane:
  • Spellblade is no longer consumed when attacking wards
  • Iceborn Gauntlet:
  • Spellblade is no longer consumed when attacking wards
  • Cursors in colorblind mode have been updated
  • All red cursors have been recolored to orange
  • The spellcasting cursor has been recolored to a lighter shade of blue
  • LeaverBuster has been improved to account for client-related issues
  • Fixed an issue that would cause some particles to be invisible for the duration of the match (ex: Nidalee spears, Dr. Mundo cleavers, Lux’s Lucent Singularity)
  • Fixed an issue that would cause some spells to go on cooldown without casting when the target entered fog of war
  • Health bars will now display thicker black lines for every 1000 health
  • Enabling HUD animations now animates health and resource bars on the HUD.
  • The death screen has been upgraded: Enemy and allied particles and champions will now retain light coloration while your champion is dead.