Patch 4.21 notes
Hi Summoners,
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.
Please don't let it be Warwick.
Chris "Pwyff" Tom
Champions

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!
E - Shifting Sands
R - Emperor's Divide

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
Q - Noxious Blast
E - Twin Fang

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

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

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

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
E - Dark Wind

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

Jarvan IV
IF HE'S MAKING A CRATER SOMEONE'S GONNA GET HURT.
R - Cataclysm

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
R - Grandmaster's Might

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

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!

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
R - Slicing Maelstrom

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

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

Pantheon
As some who benefited a lot from the Preseason changes, Pantheon fits well within our expectations for a jungler: his ganks are amazing and he really benefits from the itemization paths available (see: Warrior enchant, Stalker's Blade, etc). From a durability standpoint however, Aegis Protection's been giving Panth a free pass in terms of health-pool, making him head-and-shoulders above other Assassins/Fighters when it comes to ganking-uptime. We're lowering his attack speed to make his passive proc less often unless he focuses more of his mana into casting spells, which translates to a riskier jungle for him overall.
To slightly compensate (and make his combo abilities better), we're speeding up Pantheon's attack frame animations, which gets a little complicated but basically means he completes attacks faster but doesn't attack faster overall.
General

Rengar
Haha oh dear.
Bonetooth Necklace

Sejuani
Sej has more base mana, Q no longer scales with max health but just does straight magic damage. W and E are more focused on consistent damage over time.
Winter is coming, and she's riding a boar. Sejuani hasn't been in the spotlight for some time, but in light of the updated jungle we figured we'd look back at some outliers. While Sej's far from the bottom of the ice-bucket, she's always suffered from not having incentives to stay in the fight compared to other tanks. Instead she just throws out her spells and then sits around waiting for them to recharge.
Seizing the opportunity to improve this, a lot of Sejuani's damage has been shifted out of her up-front burst (Q) and instead shoved into the damage-over-time of her Flail and Permafrost, making her a more active threat in prolonged fights. Sometimes icy hearts just need warm smiles. Or buffs for the holidays.
We're giving you both.
General
Q - Arctic Assault
W - Flail of the Northern Winds
E - Permafrost

Shen
Check out this awesome summary: Shadow Dash costs less energy. 20 less.
Though Shen is no stranger to the shadows, we all remember how crazy this ninja gets when he's gets out of control. That said, we think loosening some of Shen's larger energy constraints is a nice place to push his power without instantly putting him on top. We're still assessing where he's at, but hopefully this allows us all to see a little more Shen in our lives. Or not? (He's not a very good ninja).
E - Shadow Dash

Shyvana
Twin Bite has a slightly lower cooldown and Burnout now deals bonus damage to monsters.
In light of her recent exit from popularity, Shyvana's a character that's been left without a clear identity. Is she a human? Is she a dragon? Is she viable? Leaning on her original jungling roots, we've decided to boost Shyv's clearing speeds so that she can be one of the faster farmers out there, opening her up to make cooler decisions than just shoving in top-laners and living forever.
Q - Twin Bite
W - Burnout

Soraka
Soraka's base health regen and health regen growth stat have been reduced, but Astral Blessing's passive now scales better with ability power.
One of the problems the Soraka update tried to fix were the times when she would just sit in the back and heal things without ever being vulnerable. In practice, however, Soraka's synergies with health and mana regeneration allowed League's Premier Healer to overcome these obstacles and amp her annoying meter all the way to 11. Thanks to the way regen works in the 2015 preseason, we're able to mitigate the effectiveness of this strategy by lowering her base stats, but we're adding more power into Astral Blessing's passive to reward the most accurate of star-snipers.
Premiere healer.
General
W - Astral Blessing

Varus
Despite being an effective lane-bully, Varus's effectiveness is so heavily tied to his Q harrass that he often finds himself running out of gas when it comes time to leverage that early-mid advantage into a more substantial one. We think Varus is a pretty cool dude (if perhaps a little grumpy; all he does is grumble), so we're seeing if this small change helps him stay relevant into the late game.
General

Warwick
We bet nobody saw this coming.
Warwick's popularity (and subsequent insanity in the win rate department, even though we don't like using win rate as a statistic because it's loaded with so many other variables but let's not get into that) is a perfect storm of changes to preseason systems, the jungle, and the latent powers within his kit. We all know Warwick should be lowered a peg (or two. or five.), so we've decided to focus on Hunter's Call and Infinite Duress.
We're going to be monitoring Warwick heavily to see if we need to go harder, but we're confident this reduces his power enough that you might actually be able to compete with him in games. 60%. Never forget. Now let's not talk about win rates again (seriously though, win rates are a correlation of game health, not a cause).
W - Hunter's Call
R - Infinite Duress

Yasuo
Yasuo moves slightly faster and Steel Tempest has a lower cooldown at early ranks.
We might have overdone it a tad with 4.18, so we're stepping back just a bit. These changes should maintain Yasuo's vulnerability to ganks in lane but give him a little more leeway to make plays with Steel Tempest. A wanderer isn't always lost, but that doesn't mean he's over-nerfed. What does that mean. We don't know.
General
Q - Steel Tempest

Zac
Elastic Slingshot makes more chunks if Zac hits multiple champions, and Let's Bounce has a higher knockback range.
The last on our 'Naughty or Nice' junglers list, we wanted to give Zac a little more oomph for those who make it through his somewhat punishing early-levels. In-line with Zac's identity as initiator, buffing the knock-back effect on Let's Bounce! means finding fights at max-range lets Zac play more with his opponent's positioning to single someone out.
E - Elastic Slingshot
R - Let's Bounce!
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?
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
Turrets are worth more gold!
One issue with Dragon getting stingy with his gold bounties is that the amount of accessible gold in each game has gone down. What that means is that players are having more difficulty hitting their mid-game fantasy item builds (that is now a term) at a reasonable time. Rather than just throwing gold onto everything, we're going to up the rewards on objectives that are already gold-focused so as to reiterate their strategic value. And diversity.
Turret Shielding
We don't hate Mordekaiser or Malzahar, we swear.
Our philosophy with the inner turret shield has always been about offering a broad strategic defense against poke / siege teams, and not a weird way to nullify damage-over-time abilities. That said, our safeguard against the latter wasn't very fine-tuned as the turret basically checked every second if a champion within range had been damaged and, if they hadn't, it gave them a shield. This lead to some weird timing issues where a DoT-ed champion could potentially cycle between being on fire while also getting shielded if they hit the right window. Hopefully this change removes that but, if it doesn't, we'll be sure to revisit this!
Death Timers
The death timer is being unilaterally raised by 2.5 seconds.
We've noticed that because objectives are so much important (or everyone just wants to protect the Rift Scuttler crab...), team fights are also starting earlier and more frequently. While the extra action is great, lower death timers mean the victorious team doesn't have enough time to do anything after, which leads to a lot of combat without much progression in objective control. We're hoping for a better balance here, even if the change itself is small.
Experience Rewards for Champion Kills
Slightly less experience rewards for killing everyone.
Echoing the above point, there are a lot more team fights in the early game so we're doing some light retuning to make sure things don't get out of control too quickly.
Minion Gold
More minion gold on the map!
With every other objective on the map gaining more importance, we want to make sure that lane control strategies feel equally rewarding. You could call this a form of importance-creep (although you'd be weird to call it that) where things need to keep up in importance in relation to each other but, similar to our thoughts with Dragon not giving a global gold bounty, this was another place we could introduce some accessible gold.
Minion Health
Minion health scales slightly less over game time.
Apparently minions scale on their own very, very complicated math system that involves game time and some exponential factors, which is less than ideal for all involved. On a whim, we picked a random time (22:30) in the game and did comparisons, so we'll share some very odd math with you. It's worth noting this will have an impact on games but it'll be hard to tell from this changelist.
Summoner's Rift
General Changes
We are constantly iterating on the updated Summoner's Rift!
- 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
- Battle Training has been re-enabled on the updated Summoner's Rift
- 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!
Geography Changes
Dragon
Fixed some exploits where players could not take damage from Dragon in a variety of ways.
Real talk: those videos of low level Fioras soloing dragon are pretty cool, but there are obviously more abuse than "neat" cases, so action had to be taken. This does lower some of the nuance of the Dragon fight (ie: aggro dancing or running... a lot of attack speed on jungle Pantheon. Woo mastery.) and doesn't solve all low level solo Dragon cases, but it'll at least give us a better idea of what champs should have that threat versus those who shouldn't. Final note: Dragon's fireball will now pop Banshee's Veil, but we're aware of that interaction and are planning to keep it (for now).
Hand of Baron
SHORTER BARON BUFF.
Now that Hand of Baron has CLARITY OF DESIGN, players have been pretty good about using it to its maximum potential. Unfortunately, this makes outlasting or enduring a Baron buffed team pretty tough, so we're lowering its duration to maintain its clear identity without teams getting steamrolled as soon as it lands.
Dragon Slayer buffs
The power of the first Dragon Slayer buff has been reduced and the 4th stack / 2nd stack bonuses have been swapped.
Right now we're seeing games snowball a little too quickly, and one of the culprits seems to be the Dragon Slayer buff. Of specific note is that second stack buff that lets a team double down on their map pressure, as they can objectively push lanes and take jungle monsters a whole 15% faster. We're not sure if that's a mathematically correct statement, but let's assume it is.
Gift of Heavy Hands
+1 to the number of attacks needed to stun a monster with the Heavy Hands buff.
It turns out that a stun based on basic attacks + high attack speed champions = very strong junglers who can safely farm to infinity. In general, we're okay with Heavy Hands adding more safety to a jungle clear but, for some champions, it got a little obnoxious.
Gift of the Toadstool
More poisonous toadstool armor.
The Gromp buff was designed to establish a baseline clear speed for tank junglers, as we expect most would rely on the toadstool armor over their basic abilities to clear camps. This is just an example of the ways we can tweak jungle parameters to benefit groups of junglers in healthy ways!
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.
We're seeing a lot of junglers having difficulty keeping up in gold generation, but if we just throw more gold onto the camps we'd probably see laners stealing monsters instead. This is a light first pass at correcting gold flow for junglers versus laners, but we now have the ability to go harder (or softer) if this is still a problem in the future. Design levers!
Items
newNegatron Cloak
IT'S BAAAAACK.
We're currently happy with the magic resistance changes, except for Guardian Angel on squishy damage dealers. Right now, GA's got a preeeeettty big combine cost without providing much protection against Mages through its build path, so we're re-introducing Negatron Cloak as a stepping stone.

Guardian Angel
See above.
See above, which will direct you to above that. So see above the above.

Abyssal Scepter
While Negatron Cloak is here, we might as well use it in recipes that make sense.
We don't see this as being a permanent fix for Abyssal Scepter, but felt we could make this change just to clean up the recipe. While there's less Magic Resistance in the build path, it also consumes less inventory space!

Targon's Brace
Targon's Brace Spoils of War passive now executes at higher thresholds.
We've heard this request quite a bit from supports who don't know how to last hit (just kidding), so... here you go.

Face of the Mountain
See above, but replace Targon's Embrace with Face of the Mountain.
See above, then see above that. At this point we're going to repeat the joke about supports not being able to last hit.

Ranger's Trailblazer
Ranger's Trailblazer no longer reduces Smite's cooldown.
The goal of Ranger's Trailblazer was to either help a jungler double-down on their farming or help them get out of the dumpster when their teammate accidentally steals the first camp (or buff!). Unfortunately, reducing Smite's cooldown creates the wrong incentive as it gives all of the above advantages to junglers who are ahead while also letting them counterjungle and gank more by stealing enemy jungle buffs.

Poacher's Knife
Not a placebo.
Poacher's Knife is actually very impactful in counterjungling, but because we made it only track 'bonus' gold, the tooltip undervalued the actual use of the item. Changing the tooltip isn't a placebo, we're trying to reflect the contribution it brings!

Skirmisher's Sabre
Attacking a Smited opponent now burns them for true damage over 3 seconds, rather than just dealing true damage on hit.
While we're running into a few abuse cases with Skirmisher's Sabre, the big reason we're changing it is because it's weighted so heavily in favor of dudes who can hit you in the face as fast as possible. Given our goal with the new jungle items was to open up different playstyles, we're balancing it out in favor of more champions.

Enchantment - Devourer
Sliiiiiightly overtuned.
Kind of reminds us of launch Feral Flare. And nobody wants that.

Chalice of Harmony
More mana regeneration!
More mana regeneration!

Athene's Unholy Grail
This is going to get repetitive. More mana regeneration!
More mana regeneration!

Mikael's Crucible
Last one we swear. More mana regeneration!
More mana regeneration!

Forbidden Idol
Less mana regeneration.
When we realized Forbidden Idol was the only item in the game that didn't have mana regeneration that was a multiple of 25%, we figured it would be wiser to bring it in line than to let it sit at an odd 60%.
Twisted Treeline
Jungle
Twisted Treeline's jungle has been updated to account for the 2015 season!
With the new 2015 preseason hitting Summoner's Rift, we felt we could port over most of the jungle changes to Twisted Treeline before taking a deeper dive on any map-specific modifications we need to make.
Base Stats
Golems
Wolves
Wraith
Vilemaw
Items
Madred's Razors
Overlord's Bloodmail
removedItems
- The following items have been removed:
- Atma's Impaler
- Sword of the Divine
- Executioner's Calling
Dominion
Items
new Overlord's Bloodmail
Summoner Spells
Ability Bar Update
The UI has been updated per your feedback!
Thanks to your feedback, we've moved some more important buffs back to the center of the HUD.
- 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
Team Colors
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!
Suggested Players
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
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
Upcoming Skins
The following skins will be released at various times during Patch 4.21:







