Community Patch Notes

ModCaptainMårvelous··78 votes·34,090 views

Evening everyone! If you don't remember last week we had community patch notes on call! You can find the info there but today, I've compiled the top rated ones and/or the most impacting ones per champion. If I didn't pick your change, that doens't mean it's a bad change! It merely means the community veto'd it or someone posted a more popular change.

Two final caveats: Certain players posted a small change while another player would post a larger one. For future community patch notes (If we feel like doing more), I'll consider over 10 votes as an "always include" even if it's not an impactful change. In addition, if a player posted two or more champions, I picked the change that didn't have a challenger.

I've also been doing this for hours because of how many changes you all made so if I missed something, it's not on purpose. Boards isn't friendly to sorting content and there are like 500 comments to go through.

#Community Patch Notes 1

#Champions

Ahri

The finnicky fox could use a bit more love to bring her up. To that end, we're giving her some extra power in small ways.

Vastayan Grace: Movement speed: 20% ⇒ 30% for three seconds. Cooldown: 9 ⇒ 12 seconds.

Orb of Deception: Now counts the outgoing and incoming damage as two different instances.

Foxfire: [NEW] Deals additional damage to minions/monsters. Suggested by: Ahri Bot

Annie

One of League's oldest champions, Annie's power is quite determinant on landing a stun. To that end, We've given Annie a new passive and some new effects to help her into the modern age of League.

Pyromania: [NEW PASSIVE] Annie's direct application of abilities Brittle her targets for 2 seconds. Using any basic ability against a Brittle target decreases the cooldown of that ability by 20-40% (Scaling with level). Brittle targets cannot take an increased cc duration from Brittle more than once every 10-5 seconds (Scaling with level).

Disintegrate: [NEW] After casting 2 Disintegrates, Annie's next Disintegrate is empowered for the next 1-3 seconds (scaling with level), gaining 175 range and the ability to stun its target for 1.25 seconds.

Molten Shield: [NEW] Now grants an initial pulse of damage in a small radius around Annie and Tibbers, dealing 20/30/40/50/60 (+20 AP) (+6% Target's max health) in magic damage.

Summon Tibbers: Damage: 150/275/400 (+65% AP) ⇒ 140/245/350 (+50% AP) Suggested by: Ok Sure but Why

Ashe

Ashe is the original kiting Marksman, but right now there are too many champions who can easily close to melee. With no escapes, Ashe needs a bit more baseline mobility to keep dashless opponents at bay. She should still struggle against heavy divers like Jarvan or Malphite, but we want her strengths to really shine against juggernauts like Udyr or Darius.

Hawk shot: Can now be cast while moving. Base movement speed: 325 ⇒ 330 Suggested by: D357R0Y3R and JamesTheMage15

AurelionSol

The star dragon deserves a bit more oomph in his star creation.

Starsurge: [NEW] Now gains +3% AP Ratio per second in Aurelion's outer limit Cooldown: 10 ⇒ 12 Suggested by: Crow Nebula

Blitzcrank

We think the steam golem is in a good place right now, but we want to address a couple of long-standing annoyances.

** Give me a hand here:** Blitzcrank's Q - Rocket Grab projectile is now visually larger to more accurately reflect the range at which the attack will connect.

NEW: Lightning rod: Blitzcrank's R - Static Field now displays a reticle over the next minion, monster, or champion that will be hit by the next proc of its passive. Suggested by: Karunamon

Caitlyn

*Top-heavy Tophat has got a bit of the wind knocked out of her with the crit changes. To that end, we've decided to give Caitlyn a bit more power in the late game while curbing her early laning.

Base Attack Speed: 0.568 ⇒ 0.625 (Removed 10% Bonus at level 1) Headshot: 6 Stacks ⇒ 8/6/4 Stacks. Empowered attacks no longer grant a stack of headshot.

Yordle Snap Trap: Maximum Traps from 3/3/4/4/5 ⇒ 2/3/4/4/5 Duration from 30/35/40/45/50 ⇒ 20/30/40/50/60 [NEW] If Caitlyn places 3+ traps under a turret, the oldest trap expires in 5-10 seconds.

Ace in the Hole: 250/475/700 (+200 Bonus AD) ⇒ 150/475/600 (+100% Bonus AD) to 250/475/700 (+300% bonus AD) based on missing HP Suggested by: HalcyonDweller (Trap timer) and AFilthyCaitMain

Cassiopeia

Getting hit by poison and then chewed to death never feels great. We're scaling back the damage to help with this while giving Cass some base damage!

Twin Fang: Bonus Damage against poison Targets: 10/30/50/70/90 (+0.6 ability power) ⇒ 15/40/65/90/115 (+0.5 ability power) Suggested by: Waiting for WoW

Elise

Propping Elise up with a bit more power in the jungle!

Base AD: 55 ⇒ 58

Neurotoxin: Mana Cost: 80/85/90/95/100 ⇒ 90 at all ranks [NEW]Executing any minion grants 25/35/45/55/65 mana

Volatile Spiderling: Is now more consistent with the venomous bite combo. Suggested by: Tormentula

Evelynn

Not even magic constructs are immune to Evelynn's sexy body.

W - Allure : can be cast on super minions. Suggested by: Rokurou

Ezreal

A dominant force in the current meta, we're going to tweak Ezreal a bit so that he has a bit more counterplay but also more to do.

Mystic Shot: Shot speed: 2000 ⇒ 1500 Cost: 28 / 31 / 34 / 37 / 40 ⇒ 25 / 30 / 35 / 40 / 45 / 50 Cooldown: 5.5 / 5.25 / 5 / 4.75 / 4.5 ⇒ 7 / 6.5 / 6 / 5.5 / 5 Physical Damage: 15 / 40 / 65 / 90 / 115 (+ 110% AD) (+ 40% AP) ⇒ 15 / 35 / 60 / 85 / 125 (+110% AD) (+40% AP)

Essence Flux: Now grants 0.5 second cooldown reduction for each enemy hit. Cooldown: 9 ⇒ 13/12.5/12/11.5/11 Suggested by: ClonieMor

Fiora

We feel we can nail the theme of Fiora being a grand duelist better, introducing a new mechanic on her parry

Duelists Dance: Now scales off % Current HP instead of % Maximum HP

Riposte: [NEW] Parrying an autoattack will disarm the offending champion for 1/1.25/1.5/1.75/2 seconds. Cooldown: 24/22/20/18/16 ⇒ 22/20/18/16/14 Suggested by: CJ10002000

Galio

A handful of changes aiming to move Galio a little bit closer to his original role as a mage without fully reverting Galio as he is.

Base Armor: 24 ⇒ 27

Shield of Durand: Now heals Galio for each attack suffered during Shield of Durand and for two seconds after the second cast. The second cast can also heal allies. 30 / 45 / 60 / 75 / 90 (+ 35% AP) (+15% MR). (20% reduction for each consecutive attack)

Hero's Entrance: Galio now taunts all enemies hit for one second and channels Shield of Durand upon landing. Suggested by: Galio (Accent on o)

Garen

Despite a new age of bruisers bot lane, Garen has had some trouble keeping with the pack. We're giving Garen a bit more power in the smoothness area so his decisivie strike can be a smidgen more decisive.

Decisive Strike: Animation increases per Garen's champion level. Courage (Garen's W) can now be cast during the animation.

Judgement: The cancellation lockout has been decreased from 1 to 0.5 seconds for easier autoattacking. Attack speed now grants Garen additional spins of Judgement. Suggested by: Critmaster Garen

Gragas

Gragas has been pushed out of the jungle with some of the changes we've made to him. To that end, we're putting something in his drink to give him a bit more oomph.

Base Attack Damage: 61.38 ⇒ 64. Base Attack Speed: 0.625 ⇒ 0.675. Suggested by: Salvor Hardin

Irelia

While it's in her name, Irelia's defiance to the meta has worn out its welcome. We're cutting back some power because of it.

Bladesurge: AD Ratio: 70% ⇒ 50% Heal: 10 / 12 / 14 / 16 / 18% AD ⇒ 12 / 14 / 16 / 18 / 20% AD

Flawless Duet: Target Range: 900 ⇒ 825 Decreased stun hitbox to more accurately match the visual indicator Suggested by: Blu 1

Janna

Elementals need love too. The last patch hit Janna a bit hard so we're giving her a LITTLE power back to compensate.

Movement Speed: 315 ⇒ 320

Zephyr: Base Damage: 55 / 100 / 145 / 190 / 235 ⇒ 60/105/150/195/240 Suggested by: Snowman Arc

Jhin

Jhin deserves to be a bit more artistic in his killing.

Dancing Grenade: [NEW] Enemies only are given "Caught Out"(W Passive) should a grenade kill a unit before tapping that champion. Suggested by: E-Zaire

Jinx

EXPLOSIONS!!

Super-Mega-Death-Rocket!: [NEW] Can collide with towers, executing them if they are below 20/24/28% HP. Deals minimum damage to the tower if it is not in execute range. Suggested by: Aalydon

Kalista

A punching bag and a half, Kalista could use a small bit of love to help her out.

Rend: [NEW] Now restores an additional 30 mana if Kalista kills two or more units in one rend. Suggested by: Kurdt911

Karthus

Despite coming back in full-swing, we've decided now is a great time to give Karthus a few tweaks to help him against more mobile foes.

Wall of Pain: [NEW] Now stops enemies mid-dash. Slow: Decay reduced from 2 seconds to 1 second.

Requiem AP Ratio: 75% ⇒ 70% Suggested by: D2 Vincent

Kayn

Slight animation buff for our Mountain Dew Red and Blue boy.

Shadow Step: Abilities cast as Shadow Step ends are no longer cancelled without cooldown or mana refund. Suggested by: Absolute Mad Lad

KogMaw

Everyone's favorite spewing void puppy, we're giving Kog a little tap to give him some strength mid.

**Living Artillery:**Base Damage: 100/140/180 ⇒ 115/155/195 Suggested by: YourQQ

Lissandra

"Lissandra was designed to be the anti-melee, teamfight mage, but because of her low range and predictable patterns, she can't start fights reliably or stay alive long enough to do damage. We are upping her damage potential for a maximum rotation and allowing her to get into fights without being 100 to 0. While we are adding damage into her kit, we also want to reduce where she is getting damage elsewhere so her kit isn't so damage opressive."

Mana Regeneration per level: .4 ⇒ .65 Movement Speed: 325 ⇒ 330

Iceborn: [NEW] After damaging an enemy champion with an ability, Lissandra applies Frostbite. (20 second cooldown). Frostbite: Marks an enemy champion after applying ability damage, causing the next damaging ability or basic attack from Lissandra to consume the mark and deal 10 - 150 (based on level) +15% AP magic damage, and stealing the targets movement speed by 8% for 1.5 seconds.

Ice Shard: [NEW] Reduced slow applies after first enemy hit. (Half of original slow -> 7 / 9 / 11 / 13 / 15%)

Ring of Frost: Effect Radius: 450 ⇒ 475 Mana Cost: 50 ⇒ 65 Cooldown: 14 / 13 / 12 / 11 / 10 ⇒ 12 Base Damage: 70 / 110 / 150 / 190 /230 ⇒ 65/100/135/170/205

Glacial Path: Projectile Speed: 850 ⇒ 875 Cooldown: 24 / 21 / 18 / 15 / 12 ⇒ 23 / 20 / 17 / 14 / 11 Base Damage: 70 / 115 / 160 / 205 / 250 ⇒ 65/105/145/185/225 [NEW] After recasting Glacial Path, Lissandra develops an Icebound Shroud, gaining 7/9/11/13/15% damage reduction for 2 seconds

Frozen Tomb: Target Range: 550 ⇒ 575 Base Damage: 150/250/350 ⇒ 125/225/325 [NEW] All enemy champions caught in Frozen Tomb's slow applies Frostbite. Suggested by: FelixFurry

MasterYi

The new object of hate for the boards, we're cutting away some power. Mostly because we don't wanna see more Yi threads.

Double Strike: Double strike no longer stacks itself nor interacts with Guinsoo's rageblade. Suggested by: Frontline Fury

Nami

She's a fish. Fish go in water dude.

Movement Speed: 335 ⇒ 320

Surging Tides: [NEW] Nami gains 30 Movement Speed when in the River Suggested by: A Rabid Cupcake

Orianna

Orianna isn't in the strongest of spots right now, so we decided to give her small compensation buffs. Additionally, we wanted to take the opportunity to open alternative playstyles for her, allowing her to build as an autoattacker as well as keeping her usual AP burst build.

Base Armor: 17 -⇒ 21 Base Attack damage: 40.4 ⇒ 45 Movement speed: 325 ⇒ 330

Clockwork Windup: Damage changed from 10/18/26/34/42/50 (+15% AP) ⇒ (+20% AP) [NEW] Arrows aren't clockwork: Purchasing Runaan's Hurricane on Orianna will no longer attempt to stack Clockwork Winding on secondary targets. It will still, however, apply the unstacked damage.

Command: Protect: Damage changed from 60/90/120/150/180 ⇒ 60/95/130/165/200 (AP ratio unchanged)

Command: Shockwave: Damage changed from 150/225/300 (+70% AP) ⇒ 175/250/325 (+75% AP) Suggested by: Cruicis Deus

Poppy

We're giving the snaggletooth'd little hammer gremlin a little more love.

Iron Ambassador: Now rewards the shield as if the target died if the target dies before the shield makes contact.

Steadfast Presence: Passive resistances: 10% at all ranks -> 11/12/13/14/15% Bonus movement speed: 30% at all ranks ⇒ 34/38/42/46/50%, decaying to 25% over 1s (still lasts 2.5 seconds total) [NEW] Poppy gains W's extra bonus resistances while the ability is active (in addition to when she falls below 40% health. Does not stack) Bonus resistances when below 40% health (And now while W is active): 20% (double) ⇒ 16.5/18/19.5/21/22.5% (1.5x)

Keeper's Verdict: Cooldown reduction now applies to the 30 second cooldown Poppy's ult goes on if it is interrupted or canceled. Base damage: 200/300/400 ⇒ 150-225/250-375/350-525 based on charge time Charged bonus AD scaling: 90% ⇒ 100 - 150% based on charge time Snapcast bonus AD scaling: 45% ⇒ 50% Snapcast knockup duration: 0.75s ⇒ 1s Suggested by: PopcornBunni

Rakan

Gorgeous bird man now gets some extra durability.

Battle Dance: [NEW] Now applies the shield to Rakan as well. Suggested by: MooNDANC3

RekSai

The queen of the desert has felt a little less like a queen and more like a bigger mob. We're aiming to fix that.

Fury of the Xer'Sai: Now has a 2-5% HP Ratio

Burrow: Bonus MS: 15 / 20 / 25 / 30 ⇒ 20 / 25 / 30 / 35 MS Levels granted bonus MS: 1/6/11/16 ⇒ 1/5/10/15

Tunnel: Cooldown: 26 / 23 / 20 / 17 / 14 ⇒ 22 / 20 / 18 / 16 / 14 Suggested by: Dragoonbeat

Shen

Don't you hate how tank items have all this mana on them? Don't worry Shen players, we got you!

Ki Barrier: [NEW] Arcane Spirit: Now converts 25% of mana from items into shield strength for passive and Stand United.

Shadow Dash: Damage from 50/75/100/125/150 ⇒ 40/65/90/120/150. Suggested by: Melledoneus

Sivir

With the late game being to hard to reach we are giving to Sivir more power to Ricochet to scale and deal damage without needing to build critical chance.

Ricochet Removed: If Sivir critically strikes her target, the bounces no longer do [NEW] Base Damage : 5 / 15 / 25 / 35 / 45 AD Ratio: 0.50/0.55/0.60/0.65/0.70 ⇒ 0.45/0.55/0.65/0.75/0.85 Suggested by: Saibbo

Soraka

Grievous wounds can really ruin Soraka's day. We're aiming to lessen that impact just a hair.

Astral Infusion: [NEW] If Soraka heals an ally affected by Grievous wounds the HP cost is reduced from 10% to 6% Suggested by: Siegfriedx1

Syndra

Syndra's been having a tough time damaging and setting up spheres in a timely manner with her "Force of Will". Having had the damage impact radius reduced has certainly made it harder for her to land it especially with the delay that it has when going from one side to the other. This change should punish her less for pressing forward and chasing opponents. Will also remove some clunkiness when trying to make a flashy play.

Force of Will: [NEW] Come to Me: When Syndra grabs a sphere, minion, or monster it's position will now be slowly moved near the center of the throwing radius.

[NEW] Fly Away My Pretty: Throwing radius slightly increased. Suggested by: Mansana

TahmKench

Ok I think I'm running out of space so I'm gonna try to consolidate this post.

An Acquired Taste: [NEW] After 20 minutes in the game, Tahm's basic attacks and Q will apply two acquired taste stacks instead of one.

Tongue Lash: [NEW] If Tahm Kench has three acquired taste stacks on an enemy champion, his Q gains the ability to go through enemy minions.

Devour: [NEW]15 / 17.5 / 20 / 22.5 / 25% bonus movement speed with an ally in his belly when moving towards enemy champions. [NEW] Mana cost when eating an enemy minion or monster is halved [NEW] Tahm can now eat red and blue buff but he can't use his Q W combo to devour them from a distance.

Thick Skin: HP Regen: 70 / 75 / 80 / 85 / 90% of damage taken ⇒ 100% of damage taken. Suggested by: NY64

Tryndamere

As our ex-ceo's OC, Tryn can win lane with one lucky kit. We're tweaking his passive so...y'know. He doesn't. Sorry Marc!

Battle Fury: [NEW] Tryndamere gains 5 (+1 per 10% critical strike chance) fury each time he lands a basic attack and 10(+1 per 10% critical strike chance) each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 fury per second. [NEW]Pure Rage: Tryndamere gets 1% more AD for every 1% crit chance he has, he can´t crit but his Attacks do always count as one.

Suggested by: Makadur

Udyr

Homeless slap man

Tiger Stance: Damage: 30/60/90/120/150(+120/135/150/165/180% AD) ⇒ 30/60/90/120/150 (+120% AD at all rankis)

Turtle Stance: Shield Strength: 60/95/130/165/200 (+50% AP) ⇒ 40/80/120/160/200 (+55% AP)

Phoenix Stance: Cone damage: 40/80/120/160/200(+60% AP) ⇒ 40/80/120/160/200 (+80% AP) Suggested by: Yuvn Ti

Urgot

Giant changelist. Hope I don't run out of space.

Echoing Flames: [NEW[The Weak Will Fall: At Level 13, Echoing Flames now executes small minions and small monsters hit [NEW] Cull the Many: The remaining cool down duration on each of Urgot's shotgun legs is reduced by 2.5 seconds whenever Urgot kills an enemy unit

Corrosive Charge: Total Damage: 25/70/115/160/205 (+70% AD) ⇒ 35/60/85/110/135 (+70% AD) (+50% AP) Mana Cost: 50 mana ⇒ 45/50/55/60/65 mana Slow: 45/50/55/60/65% ⇒ 15/20/25/30/35% Slow Duration: 1 second ⇒ 3.5 seconds [NEW] Break Their Body: Corrosive Charge now also causes enemies hit to be Grounded for the Slow Duration (3.5 seconds) Range: 800 ⇒ 750

Purge: [NEW] Break Their Spirit: The remaining duration of Purge and the attached shield is now extended by 0.75 seconds whenever Urgot damages an enemy champion with Echoing Flames (can only occur once per burst of Echoing Flames, meaning that damaging multiple enemy champions with a single Echoing Flames burst only extends the duration once) [NEW] Your Cries Sustain Me: Whenever Urgot attacks an enemy champion while Purge is attack, Purge's shield has an additional 4/6/8/10/12 (+2% bonus health) shield added onto it, up to a maximum of 40/60/80/100/120 (+20% bonus health) additional shield (max total shield of 80/120/160/200/240 (+40% bonus health) after 10 champion hits) Total Shield: 60/90/120/150/180 (+30% bonus health) ⇒ 40/60/80/100/120 (+20% bonus health) AD Ratio: (+20/24/28/32/36% AD) ⇒ (+28/30/32/34/36% AD) [NEW] Rapid Fire: The rate at which Urgot fires is now increased by bonus attack speed, up to a maximum of 6 attacks per second at 200% bonus attack speed and beyond (on-hit effects still deal 33% damage) Mana Cost: 45/50/55/60/65 mana ⇒ 55/60/65/70/75 mana Cooldown: 13/12/11/10/9 seconds ⇒ 19/16.5/14/11.5/9 seconds

Disdain: [NEW] Grab Their Throats: Now applies on-hit effects as if it was a melee basic attack Base Damage: 60/100/140/180/220 ⇒ 55/95/135/175/215

Fear Beyond Death: Total Damage: 50/175/300 (+50% AD) ⇒ 75/150/225 (+25% AD) (+20% AP) Execute Threshold: 25% max health at all ranks ⇒ 25/30/35% max health [NEW] The Strong Will Rise: Whenever Urgot executes an enemy champion with Fear Beyond Death, he gains a stack of Growing Anarchy, permanently granting him 10/15/20 bonus attack damage Cooldown: 120/95/70 seconds ⇒ 140/100/60 seconds Suggested by: Emperor Churger

Vi

Everyone's favorite pink haired pugilist (who is better than Jinx) gets some love.

Denting Blows: Armor reduction: 20% ⇒ 30% Bonus Attack Speed: 30 / 35 / 40 / 45 / 50% ⇒ 35 / 40 / 45 / 50 / 55% Suggested by: NiceTryVI

Warwick

Quality of Life buff.

Blood Hunt: Now more consistently grants MS based on blood trails. Suggested by: A True Bean

MonkeyKing

Monkey pun goes here.

Nimbus Strike: Range: 625⇒ 550 [NEW] Damage done to targets other than the initial target increased by 20% Suggested by: Dr Mercy

Xayah

With the nerfs to critical chance items and the removal of critical chance on Essence Reaver, Xayah lost a lot of damage and takes to long to build and scale to late game, so now she can take other builds paths without loosing too much power.

Bladecaller: No longer scales with critical chance Base Damage : 55 / 65 / 75 / 85 / 95 ⇒ 55 / 70 / 85 / 100 / 110 AD Ratio : 0.6 attack damage ⇒ 0.7 attack damage Suggested by: Saibbo

Yasuo

The wandering swordsman has been raising eyebrows since release. We want him to have the tools to go in and deal damage, but want to give a QOL buff to the rest of the players in his game.

** Flow:** Now blocks 33% of next attack or spell received, flat shield value removed. Intent: No longer doubles critical strike chance, now gives (.25) crit chance as bonus AD. Suggested by: The Space Cowboy

Yorick

Yorick's contributions to fights really drops off without a Mist Walker militia at his heels. While not a problem split pushing, it's hard to build up his army when teammates shove the wave out or while preparing for objectives in the river. These changes should make joining your team feel less painful without changing his split pushing power too much.

Shepherd of Souls: [NEW] The More The Merrier: When Yorick is with 2 or more allies, every 12th/8th/4th 8th/4th/2nd non-champion killed drops a grave. (Unchanged when 1 or fewer allies are nearby) [NEW] Another Soul: Scuttle Crab, Baron Nashor, and Dragons drop graves when killed by allies. [NEW] The Drowned Float: After level 13 and when in the river, water graves will periodically spawn near Yorick. Capped at 2 water graves, but otherwise function identically to normal graves. Suggested by: DrCyanide

Zac

Giving Zac a little W love so he can be better in the jungle.

Unstable Matter: AP Ratio: +2% per 100 AP Suggested by: Jathojen

Zed

We feel that Zed is having too much of a safe and consistent early game even when punished, so we are taking away some of his early power to farm, thus allowing players to effectively punish him and set him behind, while still keeping his kill pressure if he is ahead or an enemy missplays.

Contempt for the weak: No longer applies to minions. Suggested by: Rylalei

Zoe

I hate this champ.

Sleepy Trouble Bubble: Cooldown: 16 / 15.5 / 15 / 14.5 / 14 ⇒ 21/20.5/20/19.5/19 [NEW] Now reduces cooldown by 3 seconds upon hitting a champion. Suggested by: Zoeicide

Zyra

Zyra gets a new passive because why not.

Garden of Thorns: [NEW] Zyra can Upgrade her Spells to make Mature Seeds and Mature Plants at 6/11/16.

Plant Health: Plants start with 24 HP and lose 8 HP/s for 2s, Mature plants start with 36 HP and lose 8HP/s for 2s.

Deadly Spines: [NEW] Mature Plant: Poison Thorn Spitter: +15% attack Speed and poison target for .15 AP over 3s

Rampant Growth: [NEW] Zyra's current passive regen seeds on unit kill added. Mature Seed: Aura: Allies gain Regrowth +25% mana Regen, +25% Health Regen, Plants nearby gain 4 Hp/s, Seed Duration: 30 seconds ⇒ 50 seconds. [NEW] If Placed in a Bush the seed acts as a Ward. Enemies stepping on a Mature Seeds down grades it to a normal seed (1s cd) Speed at which seeds are gained is increased

Grasping Roots: [NEW]Mature Plant: Bramble Lasher: Attack is AOE and slow is +10%

Strangethorns: Damage: 180/265/350 ⇒ 90/133/175 [NEW] Ulted Plants become Enraged Mature Plants, are healed to full HP and are Enraged (attack twice). Area Becomes a Zone for 5s that applies grounded and any plants spawned in the zone are also Enraged. Suggested by: XXXMurderPenguin

#Items

New Category: Lasher

Champions with short ranged autos such as Rakan and Thresh are now "Lashers". Lashers cannot purchase melee-only items but their auto-attacks count as melee. Suggested by: DragonShea

item 1082

[CHANGED] Too Much Bling: UNIQUE: +25% increased healing from potions and refillable potions. Suggested by: WTFULOOKINAT

item 3742

[NEW] Momentum's stack rate is now doubled while in combat with enemy champions. Suggested by: Z3Sleeper

item 1054

HP Regen: 6 hp/s ⇒ 4 hp/s Health on taking damage: 20 HP ⇒ 15 HP Suggested by: Jayccccccccccce

item 3147

Total Price: 2900 ⇒ 3100 Suggested by: TyroneWatermelon

item 3056

We're reworking the way Ohmwrecker works by giving players an item that brings better ways to defend, interact and support their turrets.

Combine cost reduced: 950 ⇒ 800, Price change from 2650 ⇒ 2500.

+50 armor ⇒ +60 armor Cooldown Reduction removed Now grants +5% Movement speed

Passive Unique – Point Runner removed [NEW] Turret Rigger: When standing near the proximity of an ally turret, heal the turret 0.5% hp/second. This effect is doubled when turrets are below 50% HP.

Active Unique:Targets an enemy turret to prevent it from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Removed [NEW] Unique: Target an ally turret granting a shield that protects it for 25% its maximum health for 5 seconds (120 second cooldown) Suggested by: Ben Heimer

item 3027

Health: 300 ⇒ 400 Mana: 300 ⇒ 200 Ability Power: 60 ⇒ 80 Total cost: 2750 ⇒ 3000 Combine cost:750 ⇒ 615

Health per stack: 20 ⇒ 10 Mana per stack: 10 ⇒ 15 AP per stack unchanged.

Mana to health conversion increased from 20% to 30%, up to 25 per cast. Health gain cap unchanged.

Build Path: Blasting Wand + Catalyst ⇒ Blasting Wand + Catalyst + Amplifying Tome Suggested by: EkyonKun

#Runes

Conquerer

True Damage Conversion: 20% ⇒ 15% Suggested by: Wind234

Summon Aery

[NEW] Passive: Damaging an enemy champion buff Aery on her next utilisation for 5 second, up to 3 stack (which decrease over time). Healing, shielding or buffing an ally signals Aery to dash to them, shielding them for 30 - 80 (based on level) (+10/15/20 par stack accumulated on her, based on lvl 6/11/16) (+ 25% AP) (+ 40% bonus AD) for 2 seconds. Suggested by: NevRankRoaton

Grasp of the Undying

[NEW] Casting smite on any target procs Grasp for full effects. Suggested by: Chocolate Frost

#System Changes

Towers

Bot tower now has tower fortification. Tower fortification increased to 7 minutes. [NEW]On their third shot (While attacking a champion), towers will gain +35% attack speed until the towers next target is a minion (Or anything not a champion) [NEW]If a tower has attacked nothing but champions for the last 5 seconds (Might change time required/taken), Its damage type turns to True damage. Inhibitor Turrets: 2700 HP ⇒ 3700 HP, Now has 50 bonus armor. Suggested by: TheCodiesCupCake

Jungle

Gromp: Now has more consistant aggro (Suggested by: LuthianDelphi) Baron Nashor: 9000 HP (+180 per minute) ⇒ 12000 HP (+180 per minute) (Suggested by: SirPurr) Scuttle Crab: [NEW] Scuttle marks it's next location upon death. (Suggested by: Koochairo)

237 Comments

Raid Boss Morde54 votes

So many of these are so awful. I'll just bring up one that shows how biased and bad people are at balancing.

A Jayce main wants Doran's Shield nerfed because - what do you know - it works really well against Jayce.

This is why we aren't in charge of balancing. Doran's Shield is fine and it's the only thing you can do against ranged champs as a melee champ.

Zed genius22 votes

We feel like Zhonya's Hourglass is way too much of a cuck for assassins, so we are removing it along with stopwatch from the game. Suggested by :Zed genius

I don't see any bias here wtf

Z3Sleeper7 votes

[CHANGED] Too Much Bling: UNIQUE: +25% increased healing from potions and refillable potions. Suggested by: WTFULOOKINAT

Secretly Hashinshin's idea.

Also this description had me rolling: Zoe "I hate this champ."

Zed genius44 votes

Good thing that nobody takes the boards seriously lmfao

AirKingNeo15 votes

Exactly.

Who the fuck would buff Rakan?

WHy nerf Conqueror when it's already underperforming? Why not fix Conqueror so that it sucks less for people who build Cleaver?

bbQsauçe7 votes

[deleted]

AirKingNeo6 votes

looks at competitive play

sees only 3 champions top lane using conqueror, only 2 of them use it really well and then there's Irelia just being broken

tfw camille doesn't even use conqueror

meanwhile picks like vlad, kennen, malphite, ornn, cho'gath, singed exist

meanwhile no one picks Kled or Riven because conqueror sucks on them

bbQsauçe13 votes

[deleted]

AirKingNeo5 votes

Yasuo isn't a top lane. Aatrox is the other champion who uses Conqueror well, but actually he's a top pick because BoRK was reduced by 200g gold.

I also love how you guys bring competitive play only when it fits your narrative, but if you try to bring it up you get the "b-but 99% of the community is low elo!!11" bullshit.

Now you're just trying to insult me. Why would you even attempt to make that insult at me without knowing anything about my post history? If you knew, you'd realize I tell people that the game should be balanced around high elo for the reason that it is a competitive game.

bbQsauçe8 votes

[deleted]

AirKingNeo2 votes

I'm not grasping at straws. Scroll up and read what I said:

"sees only 3 champions top lane using conqueror, only 2 of them use it really well and then there's Irelia just being broken" I can admit though that Yasuo is a strong user of Conqueror though because his more poke-in-and-out playstyle letting him utilize it well.

Aatrox doesn't even fucking build botrk until like 3rd 4th item.... His meta build is titanic hydra into rageblade. Don't you dare tell me that's the reason because it's a lie. And you know it.

well there you go, you explained it. He uses Rageblade well. Plus there's supports being weaker and his ADCs that counter him not being played as much.

I'm not insulting anyone, i'm just making a consideration, because when i try to bring up high elo and competitive play to my arguments i get downvoted to oblivion and everyone replying that the 99% of the players aren't high elo, but when others use the argument against me it's very valid and fair argument.

yeah but don't assume that about me.

bbQsauçe7 votes

[deleted]

BEK Makadur4 votes

They don´t perform well solely because of conquerer...

AirKingNeo2 votes

And yet champions like Kled, Riven, and Renekton aren't top tier because of the rune. Neither is Irelia, Jax, Camille, or Fiora. (Camille and Irelia are top tier, but not due to this rune.)

bbQsauçe8 votes

[deleted]

BEK Makadur1 votes

Wow so many champs take this rune it must be busted...

ChargeItDownMid4 votes

[deleted]

Elohaven13 votes

Boards bitch at Riot for fucking up in 1 patch though.

If this was a patch, it would be horrid.

AmazoX28 votes

Dear Riot games balance team, #* I thank you for not ever listening to the Boards.*

big boi edri26 votes

Lol this is why they don't listen to the community, so many of these are just awful.

Salamencę26 votes

The Tahm Kench buffs would make him 100% pick/ban. Those buffs are ridiculous.

Also, wtf is this: Execute Threshold: 25% max health at all ranks ⇒ 25/30/35% max health

BUFFING URGOT'S ULT? LMAO fuck outta here with this shit. 35% max health execute no matter what. Just say that out loud to yourself.

Hibeki13 votes

the thick skin buff alone is bullshit, let alone all the other crap. its almost like silvers/bronze cant judge balance

Dude is silver 3 with 10 wins 20 losses and just wants some broken shit to cheese with

Kadexe4 votes

The Thick Skin buff is incredible. He would literally heal from all damage taken after leaving combat.

Rins Thigh Socks24 votes

Ahri - I like the Q change but I could be biased. W buffs aren't necessary for mid because she should be maxing W second, giving her enough waveclear to oneshot the melees between levels 10 and 12. W buffs for monsters is a bit questionable and only sounds like a fanboy who wants to play Ahri in all 4 lanes.

Annie - By increasing Annie's burst and dps potential you've... hurt Annie's teamfight. By locking it to only her Q she is no longer capable of initiating and has an extraordinarily binary backline mage playstyle now. In lane Annie is currently weak to long range mages but this makes her vulnerable to assassins with no need to set up either.

Ashe - the immobile melee circlejerk is really gonna love this one.

ASol - Sol is already a dominant one trick pony champion that puts way too much pressure on the map. Let's buff his damage so he'll still only be used by one tricks but they'll be able to hit Master now.

Blitz - QoL buffs. The problem with Blitz R is it's fairly random and if new targets walk in the direction he can acquire them so it might just be too much visual noise.

Cait - I'd have to know when the damage caps but having a 300% AD ratio is kinda absurd. Late-game the ability already does upward of 1k damage on a squishy. Also, the trap change isn't that helpful as she only needs 2 to force a team to funnel into an AoE zone if they want to challenge her.

Cass - Cass is less consistent in the late-game but she's unpunishable early so she'll get there unless she doesn't know how to play the champion!

Fiora - no. Not sure how she's before the 'E' champs.

Elise - this is fine. Mana on minion is questionable though.

Evelynn - what does this even provide for the champion that she needs?

Ezreal - shot speed is a reasonable balance decision, although not one I would make. Everything else can be scrapped.

Galio - I really like the buffs that allow him to tank better. There's just 2 things I would address.

  1. He's already played as a mage when he is played.

  2. That R buff is way too much. It already does so much Riot put it on a 200s CD why does it need to do more?

Garen - meme changes

Gragas - fair change. Congrats Salvor you've made the only reasonable changes I've seen thus far.

Irelia - Irelia is busted right now. That's pretty fair to say. However, by nerfing the AD ratio on bladesurge that much you're chunking her damage/burst, her mobility, and her dps. Those kinds of changes always do more than you'd think. As a high skill champion she should definitely be welcome but not at the level she's currently at and not at the level you're suggesting.

E hitbox is nice though.

Janna - 5 MS and 5 W damage to counter Riot nerfing 5 MS and 5 W damage a few patches ago. Another meme change.

Jhin - idek what to do with a change like this.

Jinx - We heard Jinx was taking towers too quickly, and towers were too fragile, so we buffed her tower taking (GD in a nutshell). Jinx R isn't good right now but making it harder to execute low health champions and making it more likely to crash into and damage towers is definitely not the way to go. If anything a raw damage buff at low HP values on champions is probably a better change to this ability.

Kalista - you should always have mana in lane because you should only be poking in lane with spears in a champ and enough spears in a minion as well to be getting that execute mana back. It's not a bad change it's just one with almost no net value.

Karthus - His damage isn't getting hit enough to justify such a huge upswing in power by having a dash-interrupt on his W. If you consider how quickly he can put up the wall that nullifies a lot of engages on him that are designed to catch him out. For a champion that's so dominant with boosting strategies at the moment he'll become a permaban champion until Nunu or this strat gets nerfed.

Kog'Maw - I haven't seen AP Kog in so long I have no clue where he stands so I'm not gonna comment on this change.

Lissandra - Mana regen and MS is nice but she doesn't need more damage she needs a less binary kit. If you've noticed all Lissandra builds that people run are run with the intent of killing a single target and she becomes completely useless if she can't kill that target. Taking away 75 base from her abilities on a single target (25 from a skill that she's not even going to be using for damage), adding 150 via passive, a 15% Ap ratio, higher ranges, a MS steal, lower CDs, damage reduction, and higher AoE damage is not going to "fix her". These are massive buffs to a bad kit.

Master Yi - okay that's reasonable

Nami - why?

Ori - Ori's problems as a champion stem from the fact most of her damage in lane is unavoidable. Buffing her autoattacks and base stats is a terrible way to address things as you fail to address how frequently and easily she can shove out and duel most mages. Put more oomph into her trading patterns than her raw pushing abilities.

Poppy - doesn't need more damage reduction. She has so much in her kit as it stands.

Rakan - already a strong pick and super slippery. Adding a shield makes him that much less punishable.

Rek'Sai - I hate trying to address Rek'Sai since her two builds (AD and HP) are way too fickle for me to accurately assess. Maybe this makes her Cinderhulk build good, maybe it just makes Titanic Sterak's too overwhelming.

Shen - Shen doesn't need shielding. It's like Poppy where it's great your identity involves protecting yourself and using that to be a threat but speccing entirely into shielding just makes the champion a one trick pony that's either too good or too bad based on numbers.

Sivir - damage is bad. Let's give this champion raw damage (Boards 2018). Sivir is in a bad spot because of both itemization and all her bad matchups are meta. It's better to address crit itemization being weak at the moment and nerf Lucian/Draven than to buff Sivir.

Soraka - stop.

Syndra - not terrible, but not particularly impactful.

I'm gonna skip Tahm and Tryndamere because this is taking too long and I don't wanna analyze all that.

Udyr - Udyr is finally a viable champ and we're gonna gut the build that makes him good?

Urgot - changes are awful and have absolutely zero direction besides "let's strip as much damage and add as much utility as we can."

Vi - tanks are bad. Let's buff her damage vs. tanks (Boards 2018). Vi's clear speed is fine so I don't like the AS changes. I also don't really think armor pen is going to help when very few people are actively building armor. Give her a little more raw dueling potential levels 2-3 if you want her to be good right now or she'll just continue to be edged out by Graves and Xin.

Warwick - QoL is QoL. Can't really hate on it.

Wukong - doesn't need damage considering he's a very good pick right now. Do you even play the same game?

Xayah - I've wanted to see crit scaling removed from her E for a while now. This also puts more power in her E and because of crit not being as strong you see less power in her autos. I think this is a good change. With the 15 less damage per feather she isn't going to break even until 150 AD so it also makes her laning phase a bit weaker, which is what people have been wanting for a while now.

Yasuo - Yasuo nerf to appease Gameplay. Yasuo is never strong because of his damage, he always shows up in the meta because he has gained enough defensive tools to survive and deal his ridiculous damage (Warlord's Bloodlust giving tons of sustain, PD Frozen Mallet making him tanky while Fervor gave him manageable damage, and now Bone Plating) so stop trying to take away his double crit. Idk why that's always pulled so much hate out of everything in his kit. As for nerfing the shield, that would make him too vulnerable to any forms of DoT or random AoE and for a champion Riot wants to be a teamfighter that's never a good choice.

Yorick - reasonable changes to make him do more than afk splitpush. I approve.

Zac - he's not building AP stop trying.

Zed - Zed would be absolutely crippled by these changes as they completely destroy his pushing capabilities and lane presence. Zed is numerically strong and kit-weak at the moment stop destroying his kit because of his numbers and start trimming the numbers and adding more to his kit.

Zoe - Zoe is strong in high elo because she goes electrocute and maxes W second allowing her to 100-0 you without using her bubble. This is a token change that doesn't really achieve anything.

Zyra - I'm sick of Zyra mains on boards so I'm skipping this

Lashers - basically just allowing Rakan and Thresh to proc Targons. I think this is fair for Thresh as he's very susceptible to poke in lane. I don't like it for Rakan since he's already extremely safe.

Dark Seal - nerf singed nerf singed nerf singed. Singed is the only champion who abuses this interaction, my only question is whether it's better to make Singed weak early game or tone down his late-game. That being said Riot is choosing to do the latter this patch with his %dmg down.

Deadman's Plate - I thought the point of this item was to gain MS UNTIL you get into combat.

Doran's Shield - Doran's Shield is important because it protects you from ranged poke. It's so crucial against champions that poke you hard even ranged champions need to take it into some ranged matchups. Of fucking course the person asking for this nerf is a Jayce main.

Duskblade - kneejerk nerf. The problem with taking Gameplay seriously is they want to both remove assassin kits and damage numbers.

Ohmwrecker - I'm going to pretend nobody mentioned this item.

RoA - the point of this item is to be better LATER. Making it stronger upfront doesn't fit into the playstyle of RoA. If anything it needs straight buffs, such as the +20 AP change, although with TF being a top tier pick this is the last thing you want to do right now.

Rune changes - Conquerer change is reasonable if the fighter items were to come out. We absolutely don't need to buff Aery. Grasp change is silly.

Tower Fortification reminds me that Gameplay has no clue why bot tower lost its fortification. That being said, the change to AS/true damage is one that seems fairly reasonable. Jungle changes I have no text space left to work with.

Galiö10 votes

Let's get LS to waste some time and critique this :p

ModAcademy Kayn4 votes

Since the Wukong was my change, I'd be more than happy to explain why I said what I did. The damage is meant to help push him towards teamfights, while the dash range makes it harder to instantly dash-delete people. It buffs damage in teamfights while building tankier, pushing him to potentially go back to his Old Diver ways, rather than Assassin.

Diver > Assassin with a knock-up.

ModCaptainMårvelous16 votes

Original Thread here: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/HfzsQKN9-experiment-community-patch-notes?show=nested

It's locked but you can see some posts and some balance choices that DIDNT make the cut!

BestPudgeNA6 votes

{quoted}

Original Thread here: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/HfzsQKN9-experiment-community-patch-notes?show=nested

It's locked but you can see some posts and some balance choices that DIDNT make the cut!

If you do this again you really shouldn't include comments with negative votes, probably shouldn't include thing that are less then 10 upvotes positive.

ModCaptainMårvelous1 votes

{quoted}

If you do this again you really shouldn't include comments with negative votes, probably shouldn't include thing that are less then 10 upvotes positive.

IDK if I will tbh, it was a lot of work. Adding in +10 suggestions might be difficult as well unless people are dedicated and go through EVERY SINGLE POST.

Small Boobs Ahri2 votes

especially since it's easy to ask friends to go up/down vote something :/

Umery114 votes

Damn, good thing for this post.

It finally shows why the boards should never be in charge of balance.

BEK Makadur1 votes

Is mine so bad? :( :D

Umery13 votes

nah mb, the fiora one just triggered me. She's sitting at 47-48 winrate and the community decides she needs a nerf.

BEK Makadur3 votes

Alot of this are just terrible tbh, but they got upvotes so he put them in. Imo this is still a good way to show how people feel about certain champs and whats going on in league.

The tahm buffs are just ridiculous. And show that balance is very subjective :D (But i would like to give his w the ability to devour blue and red if he has smite)

Just thought about giving some champs the ability to jgl by adding extras if they take smite :D

Laceration9 votes

buff to mages and nerfs to AD assassins LOL

Kelg8 votes

As an Urgot player, Urgot would be 100% pick/ban if he got these changes. [zombie-brand-facepalm]

BoilTheOil7 votes

Those urgot and tahm kench changes are god awful and gamebreaking

King Lego6 votes

These changes are interesting and all, though as an Urgot main, i feel like this will make him broken and his kit so overloaded...i mean why does he even need AP?!? He's a living machine of science! I don't know...this is what i feel.

As much as i want these to happen, i doubt riot will listen anyway. Because reasons.

Galiö11 votes

Yeah the urgot changes were way over the line and was quite a discussion on the board making these. If it was half these changes maybe and def not the ult change. But eh lol

King Lego3 votes

{quoted}

Yeah the urgot changes were way over the line and was quite a discussion on the board making these. If it was half these changes maybe and def not the ult change. But eh lol

Urgot's ulti is good as it is. When i pressed that R for the very first time and see how it worked, i actually got scared. Not even joking, my heart was racing up... This post is interesting and all, but now to think of it, i don't think riot should listen. Why? Well, there could be a slight glimpse of bias on that specific person, either hidden properly well, or just straight up in front of us. If these changes happen, maybe the items will make them broken beyond logic, even if talks about items were made, there could be an element missing that would be a major issue. If we want riot to listen to us, then they should select the players CAREFULLY, by any means possible, to avoid bias. As a Vel'Koz main, i would even buff Vel'Koz to do 1000 Q damage at level 1 or something, and hide it with an innocent sheep costume and get it on live and here you go! Freelo to Challenger! Since this is the case, no, riot shouldn't listen to the community. For now at least, until precautions are taken.

Emerald Fang6 votes

Those Yasuo nerfs are absolutely ridiculous, and the maximum AD you would ever get from it is 25... Not even a Q damage increase to compensate...?

I’m not even a yas main or player in any way but that’s insane.

SennaFirstPick6 votes

damn my suggestion didn't make it. i am gonna write here because its only a QoL for Bard players

Bard Bard can now ping how many meeps he has collected.

DearPear5 votes

To be fair, some of these should never have made to this list, not because I disagree with the change but because it's mathematically just wrong.


Ezreal

"Physical Damage: 15 / 40 / 65 / 90 / 115 (+ 110% AD) (+ 40% AP) ⇒ 15 / 35 / 60 / 85 / 125"

15 / 35 / 60 / 85 / 125 means a skill stats growth of : 20/25/25/40. You will never see a pattern like that in all LoL's history, ever.

"Cost: 28 / 31 / 34 / 37 / 40 ⇒ 25 / 30 / 35 / 40 / 45 / 50"

He now has 6 levels for his Q spell?

Xayah

"Base Damage : 55 / 65 / 75 / 85 / 95 ⇒ 55 / 70 / 85 / 100 / 110"

Skill stats growth : 15/15/15/10. Again, you'll never see anything like that ever. It even baffles me how that last stat growth was cut by 5 for no apparent reason. I mean, why???


Zyra

"Strangethorns: Damage: 180/265/350 ⇒ 90/133/175"

Why no standardized values ? "90/135/180" isn't much different and avoids the unwelcomed rounding.


Shen

"Shadow Dash: Damage from 50/75/100/125/150 ⇒ 40/65/90/120/150."

I've already commented on that. +25/+25/+20/+30 is not just improbable, it's simply impossible in LoL. A +25/+25/+25/+25 would end up with similar values but it'd be mathematically correct.


Caitlyn

"Ace in the Hole: 250/475/700 (+200 Bonus AD) ⇒ 150/475/600 (+100% Bonus AD) to 250/475/700 (+300% bonus AD) based on missing HP"

inconsistant bonus damage based on missing HP that is only applied to first level base damage. The bonus is not equally applied to the bonus AD ratio and to the base damage. Also, base damage stats growth is mathematically wrong (+225/+125)


That's about it.

Newbie1287493 votes

tahm eats me with auto q and now he eats me again with auto titanic and now he eats me with auto q again and now i'm dead while i can't do any damage to him because he regens all of it

Fertsa3 votes

i feel like some people missed the memo on consistent scaling between ranks, the only things that don't do this are things based on champion level

meteorbreaker3 votes

The changes for Zyra sound very strange, at least for Q it would be desirable to return its old form and increase the range to 850. The plants look rather strange, but it would be interesting to look at it. The problem with the scaling remains the same. She needs to raise a little AP ratio on E and Q, or slightly increase the scaling on the plants themselves. The proposed changes look clumsy so far.

JRobin312 votes

Well, it looks like I was outvoted 6 to 5 on the Fiora change. Someone suggested nerfing % max health true damage to % current health true damage and this bizzarre riposte change. I suggested removing the true damage altogether.

O well... fun experiment. Carry on.

ModCaptainMårvelous4 votes

{quoted}

Well, it looks like I was outvoted 6 to 5 on the Fiora change. Someone suggested nerfing % max health true damage to % current health true damage and this bizzarre riposte change. I suggested removing the true damage altogether.

O well... fun experiment. Carry on.

S'not perfect but I'd imagine Riot has similar situations where two Rioters suggest decent changes followed by educated guessing/heavy debate about which one gets in.

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