Leaked 7.3 Patch Notes
Aatrox:
' Aatrox is in a strange place at the moment. He isn't far off being a strong pick, but his outdated and, at times, contradictory kit prevents him from being consistent. Building Health on Aatrox was a double edged sword; you stack blood well more efficiently however when Blood Well activates you're left with very little health. In the inverse scenario, not building health causes Aatrox players to hit a wall in the mid to late game where spamming abilities and pushing waves with Blood Price will slowly fill up Blood Well. We're updating his Blood Well so that it fills more appropriately at all stages of the game, regardless of how many hp items you buy. Allowing Massacre to be cast during Blood Well's animation gives players the choice in their playstyle; jumping into 5 people and dying won't always result in the loss of your attack speed bonus (with the side benefit of matching his lore). '
Passive - Blood Well UPDATED Now fills up a fixed amount for each ability as follows: Dark Flight: 30% of Blood Well Blood Price: 15% of Blood Well Blades of Torment: 15% of Blood Well Massacre: 20% of Blood Well (per champion hit) UPDATED Blood Well now stores 100-800(+15% bonus HP) health from 105-870 NEW Aatrox can now cast Massacre during Blood Well animation, filling his Blood Well appropriately at the end of Blood Well's activation REMOVED No longer heals a flat amount based on level UNCHANGED Heals Aatrox for 100% of stored Blood Well upon activation BUGFIX Blood Well activation no longer interrupts Dark Flight BUGFIX Blood Well now properly fills when Aatrox's Blood Price procs on a ward
E - Blades of Torment BUGFIX Now properly hits enemies with smaller hitboxes directly in front of Aatrox
Annie:
' Annie's opponents were finding very little counter play against Disintegrate when her stun is up. Avoiding the damage, via items or abilities, merely delayed the inevitable, with Annie ready to stun immediately after. '
Passive - Pyromania BUGFIX Now stun charge is used up when damage from Disintegrate is avoided
Ashe:
' We hit Ashe a little too hard during her prime. She is an immobile utility carry, and we want to keep her that way. However she needs not feel clunky and the change to Ranger's Focus did just the opposite of that. '
Q - Ranger's Focus NEW(?) Now resets auto attack (again)
W - Volley NEW Enemies that are struck by multiple volley arrows are critically struck (tripling the slow)
Jinx:
' Jinx has a history as a strong hyper carry, though her laning mostly consists of levelling her Q to outrange opponents for trades. We would like to encourage the use of Zap! to create a more involved laning phase; for both sides.'
W - Zap! UPDATED Mana Cost reduced to 30 / 40 / 50 / 60 / 70 from 50 / 60 / 70 / 80 / 90
Kindred:
' Kindred's jungle clear in her prime was too quick and safe, however the subsequent nerfs made her a low tier jungler for a long time. We want to reward Kindred players for using Wolf's Frenzy aggressively, whilst making its power in the jungle a little more visible. '
W - Wolf's Frenzy REMOVED Against monsters slows attack speed by 50% for 2 seconds. NEW 100% of Damage against champions and monsters by wolf is stored up. Kindred is healed for 50% of stored damage when Wolf's Frenzy ends. (Max 80-360 based on level).
Nidalee:
' Similar to Kog'Maw, Nidalee was a rework that we look back upon and realise it didn't hit the mark. Her playstyle has become binary, her flexibility in roles has been reduced and her counterplay when viable isn't defined. As NEW additions have been made - items and champions alike -, the threat of a strong siege champion is less toxic to gameplay. As such we have decided to do a partial revert on Nidalee, while changing minor parts of her abilities to keep her healthy. '
Passive - Prowl REMOVED The Hunt mechanic has been removed
Q - (Human) Javelin Toss UPDATED Cooldown increased to 8 seconds from 6 seconds. UPDATED Cast time changed to 0.175 seconds UPDATED Minimum damage changed to 55 / 90 / 125 / 160 / 195 (+ 60% AP) from 70 / 85 / 100 / 115 / 130 (+ 40% AP) UPDATED Spear damage now scales exponentially with distance, immediately after being thrown UNCHANGED Width of spear remains the same
Q - (Cougar) Takedown UPDATED Minimum damage changed to 20 / 50 / 90 (+ 100% AD) (+ 24% AP) from 5 / 30 / 55 / 80 (+ 75% AD) (+ 40% AP) UPDATED Maximum damage based on missing health increased from 250% to 300% UPDATED Now deals Physical damage
W - (Human) Bushwack UPDATED AP Ratio increased to 0.8 UPDATED Cooldown changed to 20 / 19 / 18 / 17 / 16 REMOVED Base damage removed NEW Nidalee gains 5% +(1% per 20 bonus AD) movement speed towards trapped enemies within 2000 units of her
W - (Cougar) Pounce UPDATED Damage 120 / 180 / 220 (+ 40% AP) from 60 / 110 / 160 / 210 (+ 30% AP) UNCHANGED Pounce still casts towards cursor, not the direction Nidalee is facing UPDATED Cooldown reduction on kill changed from 1 seconds to 0.1 seconds (now Champion kill only)
E - (Human) Primal Surge UPDATED Heal changed to 35 / 70 / 105 / 140 / 175 (+ 40% AP) from 25 / 45 / 65 / 85 / 105 (+ 27.5% AP)
E - (Cougar) Swipe UPDATED Damage changed to 160 / 220 / 280 (+ 55% AP) from 70 / 130 / 190 / 250 (+ 45% AP)
R - Cougar / Human REMOVED Cougar form no longer available level 1, available at 6 / 11 / 16 NEW Cougar form reduces Javelin Toss cooldown by 1 / 2 / 3 at ranks 6 / 11 / 16
Rengar:
' As an Assassin, Rengar needs an opportunity to kill his target, and he needs a form of escape. His escape, however, was allowing him to delete any target he wanted to with no counter play. We're removing that. '
W - Battle Roar REMOVED Empowered Roar no longer grants Crowd Control Immunity for 1.5 seconds UNCHANGED Still removes Crowd Control on Rengar
Ryze:
' Ryze's kit has basically been a condensed version of his old kit, with new added goodies. His Overload contains his old Passive and Ultimate, which gave him too many tools. We still feel Ryze will be in a good place after removing the shield from his Q. '
Q - Overload OVERLOADED KIT No longer gives Ryze a shield
W - Rune Prison UPDATED Now snares for 0.6 / 0.7 / 0.8 / 0.9 / 1.0 seconds from 1 second at all ranks UPDATED Flux now doubles snare duration instead of 2 seconds
Taric:
' A small buff to Taric's mana costs, since his heal is quite restricted in many other areas '
Q - Starlight Touch UPDATED Mana cost reduced to 40 / 55 / 70 / 85 / 100 from 60 / 80 / 100 / 120 / 140
Trundle:
' Trundle was taking down towers too quickly with the bonus damage from chomp, however not being able to activate it against towers at all feels clunky and unnecessarily hurts his ability to split push. '
Q - Chomp UPDATED Chomp can now be used on towers, bonus damage is not dealt however Trundle gains bonus attack damage
Victor:
' Victor was able to win trades early on with ease due to instant shields and strong auto attack enhancement. Now his opponents will have time to react. ' Q - Siphon Power
UPDATED Now grants shield and auto attack enhancement when Siphon Power returns to Victor, rather than immediately
Yasuo:
' Yasuo is a high skillcap champion with a high outplay potential. His windwall can cause frustrating situations for his enemies as he weaves back and forth between it over its duration. To deal with this Yasuo now has to cast Windwall more often, with an overall longer cooldown and shorter duration. This will put more pressure on the Yasuo player, and relieve his opponents of the same pressure slightly. Also bugfixes and visibility for his enemies. '
Q - Steel Tempest BUGFIX No longer interrupted by hard crowd control
W - Windwall UPDATED Windwall cooldown changed to 20 / 18 / 16 / 14 / 12 from 26 / 24 / 22 / 20 / 18 NEWWindwall has two charges UPDATED Windwall duration reduced to 1.75 seconds from 3.75 seconds NEW Internal cooldown of 0.75 seconds between Windwalls
E - Sweeping Blade NEW Now displays marked targets to Yasuo's enemies UPDATED Bonus damage decreased to 20% from 25%, maximum down to 40% from 50% BUGFIX Sweeping Blade no longer interrupted by hard crowd control
