Patch 7.6 notes

Riot·3/21/2017, 12:15:26 AM·7 votes·172,651 views

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Greetings, Summoners,

Welcome to patch 7.6, the one where leg day pays off for Galio and he begins jumping halfway across the map.

We’re taking a lighter touch than normal this time around, but that isn’t to say we’re devoid of changes altogether. 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. Check the League Client Update section below for the specifics.

That’s it for this patch! As always, best of luck on the Rift. We’ll see you next time!
Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho

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Mid-Patch Updates

Additional Bugfixes

Fiora

STUNNING W - Riposte now consistently applies its stun when blocking crowd control from empowered basic attacks

Galio

NEEDS A MAP When Galio casts R - Hero's Entrance on an out-of-range ally, his landing point is now properly the spot his ally was at when Galio entered cast range, rather than where they were at when Galio first attempted to cast Hero's Entrance

Lulu

TRANSMOGULATE Fixed a few cases where W - Whimsy's polymorph wasn't interacting properly with effects that block, mitigate, or remove spell effects

Basic Attack Modifiers

WHAT ARE YOU WAITING FOR Spamming the hotkey for a basic attack modifier (ex. Ashe's Q - Ranger's Focus, Nasus's Q - Siphoning Strike) no longer causes the empowered attack to be delayed

Cloud Drake

HEAD IN THE CLOUDS Cloud Drake's effects now properly increase with additional stacks

In-Game Chat

CAN YOU HEAR ME NOW Fixed a few issues around sending or receiving private messages from a player currently in a game

Champions

Galio

Galio, the Colossus, will be updated with the launch of patch 7.6! For more details, check the following links:
Head to the “Extras” section of Galio’s Champion Reveal article above for high-res images of his updated base and skin splash art!

Aatrox

After reviving, Aatrox now keeps his primed Blood Price/Thirst hits and gets full Blood Well.

Between the depth of Aatrox’s changes last patch and the buffs we shipped shortly thereafter, the dust has yet to settle. We’re holding off on targeted balance follow-up until his performance has stabilized, but in the interim, we’re delivering some quality of life changes that should make the revive experience feel more consistent. Also... is it Darkin here or were Aatrox’s tooltips just hard to read? Turns out, a bit of the latter, so we’re doing some cleanup work.

Passive - Blood Well

NOT ACTUALLY DRAVEN Aatrox’s full Blood Well buff is now “Hellbent”, not “Blood Rush”
THIS ISN’T EVEN MY FINAL FORM On reviving from his passive, Aatrox now has a full Blood Well
WAIT FOR IT Aatrox now no longer loses his third hit from Blood Price/Thirst after reviving
DARK BUT NOT MYSTERIOUS Aatrox’s passive tooltips rewritten for clarity
These changes are already live; we’re just putting them here as a reminder.

Base stats

HEALTH 537.8 580

Q - Dark Flight

COOLDOWN 16/15/14/13/12 seconds 13/12.5/12/11.5/11 seconds

W - Blood Price

BASE DAMAGE 30/60/90/120/150 45/80/115/150/185

Cho'Gath

R grants more health per stack and stacks an additional time from minions/small monsters.

There’s always a relearning curve after we update a champion. In Cho’Gath’s case, this was more notable: few players had been picking him before the update, so there’s more learning than relearning. That being said, we think he’s slightly on the weak side even for those players who have adjusted. He is a giant monster, so we think a bit more base tankiness from Feast should do the trick.

R - Feast

BONUS HEALTH 80/110/140 per stack 80/120/160 per stack
MINION/SMALL MONSTER CAP 5 stacks 6 stacks

Fiddlesticks

Q cast range increased. W refunds its remaining duration when its target dies.

Fiddlesticks has been having a rough time clearing camps since pre-season’s updates - particularly the raptors. While Dark Wind is a solid AoE tool, it’s the only one Fiddle’s got, so after he’s Drained the Crimson Raptor, he’s left with nothing but basic attacks to slap the remaining little birds with. We’re giving him the option of chain-Draining the chicken nuggets (and other small monsters, like the smaller Krugs), provided he’s got the mana to do so.

On a completely separate note, we’re reverting last mid-season’s change to Terrify’s cast range. Our thinking back then was that if Terrify had a lower cast range than Drain, Fiddlesticks would get better mileage out of his Terrify-Drain combo since his target wouldn’t be forced out of tether range as quickly. What ended up happening is that trying to quickly execute the combo only worked if Fiddle was already in Terrify range - otherwise, his attempt to walk up would immediately be overwritten by Drain. This is equally - if not more - problematic than the original interaction, so we’re giving our scarecrow his 50 cast range back. Caw Caw.

Q - Terrify

CAST RANGE 525 575

W - Drain

newI CAN CAST IT TWICE?! If Drain’s target dies before the channel completes, the remaining duration is applied as cooldown reduction

Gnar

Mini Gnar and Mega Gnar have the same health regen.

When Gnar is ahead, his constant basic attacks and ability-casts send him Mega that much more often. But when Gnar is behind, he often can’t safely build the fury he needs to transform, denying access to Mega Gnar’s increased health regeneration. We’re smoothing out Gnar’s regen between forms to make him a little more capable of healing up when he falls behind. That being said, this should be an overall buff to Gnar; he spends more time small than large, even when he’s not behind.

Base stats

HEALTH REGEN (MINI) 2.5 4.5 health per 5 seconds
HEALTH REGEN GROWTH STAT (MINI) 0.5 1.75 health per 5 seconds
HEALTH REGEN (MEGA) 6.5 4.5 health per 5 seconds
HEALTH REGEN GROWTH STAT (MEGA) 3 1.75 health per 5 seconds

Mega E - Crunch

BUFF-FIX Mega Gnar can now queue another spell during E - Crunch’s cast time

Miss Fortune

Q damage up. Q and E are smoother to use.

Last patch’s shifts to Lethality, Deathfire Touch and Double Up were a big, coordinated swing at Miss Fortune’s strength. While these changes were important to keep MF healthy in the long run, it was overall a bigger power-down than was needed, so we’re adding a few follow-up buffs. Double Up should pack a bit more of its old punch (still not three-quarters of a health bar), especially as she transitions into the mid and late game, and we’ve bundled in some Lucian-style slickness improvements to boot. These changes will help the pirate hunter scale better as she starts to pick up her big-ticket crit items.

Q - Double Up

DAMAGE 20/35/50/65/80 20/40/60/80/100
RATIO 0.85 total attack damage 1.0 total attack damage
NOW WE’RE PLAYING WITH POWER Cast range now adjusts based on Miss Fortune’s attack range (ex. Rapidfire Cannon)
HAIR TRIGGER Miss Fortune no longer briefly pauses after casting Double Up

E - Make It Rain

HAIR TRIGGER Miss Fortune no longer briefly pauses after casting Make it Rain

Orianna

The Ball no longer returns to Orianna if the target it’s attached to dies.

The one-liner below is a one-stop ‘fix’ to a few bugs that occurred when an ally holding the Ball died (more specifically, when the Ball returned to Orianna immediately after). Unintended benefit of ditching the bugged mechanic entirely: one less case of accidentally ulting yourself!

E - Command: Protect

STAY! If an ally dies while holding the Ball, it now drops in place rather than returning to Orianna

Quinn

Harrier procs grant more attack speed. Skystrike damage down. Quinn respawns as Valor once R is available.

Let’s paint a picture: you’re minding your own business when a blazing-fast bird streaks out of the fog of war. In an instant, your vision disappears. A moment later, you’re dead. Quinn’s burst - combined with her high movement speed - gives opponents little time to react to her entrance. We want Quinn’s kill combo to have a little more room for enemy reaction, shifting some of that burst into extended trade strength.

W - Heightened Senses

BONUS ATTACK SPEED 20/25/30/35/40% on Harrier proc 20/35/50/65/80% on Harrier proc

R - Behind Enemy Lines

SKYSTRIKE DAMAGE 100% total attack damage 40% total attack damage
newCATCH THE PIGEON After putting at least one point in Behind Enemy Lines, Quinn respawns as Valor after deaths for the rest of the game

Varus

Q refund from Blight procs no longer reduced by cooldown reduction.

Last patch’s changes to Varus were part of a three-pronged approach to knocking Varus off the bot-lane throne (the other two being Edge of Night and Deathfire Touch nerfs). Speaking to Varus specifically, we tied Piercing Arrow’s cooldown to Varus’s willingness to use basic attacks to nock enemies dead. We’re happy with this direction, but have some room to restore a bit of power.

Part of Piercing Arrow’s cooldown refund mechanic included anti-scaling with cooldown reduction: we were hesitant to give him the option of getting Piercing Arrow’s cooldown lower than it was pre-nerf. Ultimately, though, Varus still has to use his basic attack to get his refund, which is the main improvement we wanted to see. Nixing the anti-scaling is a power-up for Varus that also makes the refund easier to understand and feel better in cooldown reduction builds.

Q - Piercing Arrow

COOLDOWN REFUND ON BLIGHT PROC 4 seconds, scaling down with cooldown reduction 4 seconds

Lux VO Expansion

We’ve added a bunch of new lines to Lux’s existing voiceover. She’s now got about four times as much to say, including many champion-specific interactions!

Magic Damage Shield UI

Real quick: we’re slightly changing the color health bars use to represent magic damage shields (Morgana, Camille, and now Galio!)

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Masteries

Warlord's Bloodlust

Now restores health based on attack damage rather than granting lifesteal.

7.5’s update to Warlord's Bloodlust is living up to its goal of creating discrete-high impact moments. It also came with a few kinks to smooth out, thanks to the way lifesteal works. Since lifesteal works based on damage dealt, the health you get can vary from one attack to the next, depending on stuff like basic attack modifiers and enemy armor. This becomes a pretty significant difference once the lifesteal value climbs up to 50%.

Warlord’s should have success cases, but “Caitlyn Headshots a minion” shouldn’t be more rewarding than “Caitlyn kites the enemy frontline”. Switching to a heal effect keeps Warlord’s rewarding as a combat sustain tool while making success easier to ID: kite and reposition against any threat that comes your way.
SUSTAIN BONUS Grants 1-50% lifesteal (at levels 1-18) Restores health equal to 3-40% total attack damage (at levels 1-18)
CRITICAL HEAL If the attack that procs Warlord’s Bloodlust critically strikes, the heal crits as well (further increased by crit damage modifiers, ex. Infinity Edge)

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Summoner’s Rift

Red Brambleback

Magic resist down.

Per our pre-season changes, Red Brambleback is meant to be resilient against magic damage, while Blue Sentinel offers the same challenge against physical damage. Those numbers didn’t line up, so we’re standardizing them now.
MAGIC RESIST 15/20/26/29/30 (at levels 1/4/8/9/10) 10/15/18/19/20 (at levels 1/3/5/7/8), matching Blue Sentinel’s armor

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In-Game Options Menu

Back in 7.4, we increased the size of the Options menu to make it more readable at high resolutions. The resulting size was a bit too large at super-high resolutions, so we’re reining the change in to a sweet spot somewhere in between.
COMFORTABLE SIZE The Options menu has been significantly reduced in size at larger than 1200 vertical resolution (smaller size reductions at smaller screen resolutions)
CONVENIENT POSITIONING The Options menu can now be click-and-dragged from any empty spot, not just the title bar

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Rotating Game Modes

Attack. Defend. Repeat. Nexus Siege blasts back into rotation from 3/24/17 12:00 PT - 3/28/17 04:00 PT and 3/31/17 12:00 PT - 4/4/17 04:00 PT.
TL;DR:
  • Take turns charging and protecting the Nexus with a crazy arsenal of unique and mega powerful siege weapons.
  • Earn the fastest base destruction (in attack mode) and victory is yours.
  • Average game length: 25 minutes.
Seem simple enough? Let the mayhem begin.

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League Client Update

We’ve updated Low-Spec Mode to make it feel smoother and improve performance even more drastically. There’s still some work to be done here, but we think enabling Low-Spec Mode will solve most performance issues for players having trouble running the updated client.

Enabling Low-Spec Mode kills the client while you're in-game, boosting your in-game machine performance but adding to the time it takes to get to the end-of-game screen (since the process has to automatically reboot the client). Based on player feedback, we’re working on making this an optional toggle in the settings so you can enable Low-Spec mode without killing the client in the background (or vice versa).

You can find solutions to most common issues in the Known Issues section of our support site.

Notable Fixes

  • We've improved the performance of the chat module in champ select, eliminating bugs that were causing lock-ups.
  • When using Low-Spec Mode, mastery pages should now work more smoothly in both champ select and the collection.
  • We rebuilt the ready-check process to improve stability and responsiveness.
  • Interactions with the champ select grid are now smoother—including hover, click, and open/close actions.
  • Clicking on the summoner name of "recently played with" players in the "Add Friend" interface will now take you to their profile.
  • You can now right-click friends in the conversation chat panel to invite them to your game, view their profile, or spectate their match.

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Queue Health Update


Ranked Solo/Duo

Ranked Flex

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Bugfixes

  • 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
  • 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

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Upcoming Skins & Chromas

The following skins will be released in patch 7.6:

The following chromas will be released in patch 7.6:

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294 Comments

DeltaRaven3/21/2017, 6:11:30 PM194 votes

Doublelift dies to Red buff in LCS, next patch Red buff gets nerfed.

Coincidence? I think NOT!

Civility3/21/2017, 7:53:51 PM81 votes

Rest in peace, Galio.

And welcome, new champion that is coincidentally also named Galio!

Just so we're clear on what is happening here.

Light Sovereign3/21/2017, 7:38:51 PM42 votes

darn i wanted Urf since it was almost april fools i hated arurf it wasnt random at all and it was cancer. Reasons why:

  1. No mirror matches
  2. a lot of the free to play champs were picked often
  3. i had to play yasuo in urf
  4. i had to play vs Fiora/Xin/Wu/Eve/Shaco/Fizz/Maokai, when in normal urf i could have ban them.
  5. theres a reason why we had bans cause the OP urf champs were still AVAILABLE and they were banned for a REASON
  6. unbalanced teams ex. blue team 3 op pick 2 decent picks red team 1 op pick 4 ok picks
  7. not all of us are tryhards, i would like to pick the same champ and try different builds with them, like lethality on jinx, Ap Ashe, etc.
  8. playing a very weak urf champ against your will (dont say that "all champs are op u just have to learn them" bs, its urf i wanna have fun not learn a champ)
  9. more bans could have fixed the whole urf issue :/, it would remove all the stale picks leaving room for the underrated champs. Rito u already tested random now give us more bans! and to counter your argument about "arurf and aram are the same thing" at least in aram u dont have infinite mana and a karthus ulting every 35 seconds. also i have uberdanger and Magikarpusedfly to agree with me "should you play Urf? Yes! should you play Arurf? No" -Uber "i just hate that i can;t choose who i wanna play on urf anymore i mean wtf man, that was the coolest thing about urf, finding and testing out champions that you think would be fun" - Magikarpusedfly also my friend only got to play her favorite champion once this arurf, and this just isnt what urf is about, plz rito give us normal urf back.
Fluffybunny6453/21/2017, 7:44:11 PM32 votes

Surprised that there are no upset comments about URF not being on April 1st

NAsureIsARegion3/21/2017, 6:11:03 PM29 votes

Just thought I'd leave a quick comment- Ahri's W is NOT charm, her E is her charm while W is foxfire! It's a mistake in the bugfixes!

Salganos3/21/2017, 7:27:50 PM27 votes

KogMaw <- now officially a puppy. This is fine.

meluvulongtime33/21/2017, 6:16:58 PM24 votes

Too many crappy rotating modes. Feels like you gotta wait 2-3 months every time for a fun one.

Would be interesting to see what the numbers look like in terms of how many people actually play each one...

Rein Masamune3/21/2017, 10:52:49 PM22 votes

You forgot to mention that Kassadin has a magic damage shield on his Q. Nice try Riot, I'm, not forgetting all those years of 95% ban rate THAT easily.

AidanWR3/21/2017, 8:31:56 PM19 votes

"Ahri's W-Charm." And several Ahri mains became tilted

Light Sovereign3/21/2017, 7:06:25 PM18 votes

I wanted One for All >:V

XHAD13/21/2017, 6:27:12 PM17 votes

and not a single bugfix to mordekaiser is riot waiting to release a reworked mordekaiser?

datJoosua3/21/2017, 6:43:40 PM17 votes

i love how the croma skins of Meowkai, Amumu and Alistar do not only change the color like the one for Gnar, but also the faces/cake dekoration :D

Zherron Vorse3/22/2017, 3:16:11 AM13 votes

For those of you keeping track at home here is the RGM dates and how many of each mode we have seen so far.

RGM Dates

2016

4/8 Ascension 4/15 Legend of the Poro King 4/22 Urf (Ultra Rapid Fire) 4/29 Hexakill -Twisted Treeline 5/6 One For All 5/13 Ascension 5/20 Urf (Ultra Rapid Fire) 5/27 Definitely Not Dominion 6/3 Legend of the Poro King 6/10 Hexakill - Twisted Treeline 6/17 One For All 6/24 Ascension 7/1 Hexakill - Twisted Treeline 7/8 Definitely Not Dominion 7/15 Nexus Siege 7/22 Nexus Siege 7/29 Legend of the Poro King 8/5 One For All 8/12 Ascension 8/19 Nemesis Draft 8/26 Hexakill - Twisted Treeline 9/2 Nexus Siege 9/9 Legend of the Poro King 9/16 One For All 9/23 All Random Urf 9/30 Ascension 10/7 Definetly Not Dominion 10/14 Hexakill - Twisted Treeline 10/20 Doom Bots of Doom 10/28 Doom Bots of Doom 11/4 Legend of the Poro King 11/11 Ascension 11/18 Ascension 11/25 One For All 12/2 One For All 12/9 Nexus Seige 12/14 Legend of the Poro King 12/23 Legend of the Poro King 12/30 Legend of the poro King

2017

1/6 Legend of the Poro King 1/13 Ascension 1/20 Ascension 1/27 Nexus Siege 2/3 Nexus Siege 2/10 Hunt of the Blood Moon 2/17 Hunt of the Blood Moon 2/24 All Random Urf 3/3 All Random Urf 3/10 Ascension 3/17 Ascension 3/24 Nexus Seige 3/31 Nexus Seige

Totals:

2 = Urf (Ultra Rapid Fire) 3 = All Random Urf 11 = Ascension 9 = Legend of the Poro King 5 = Hexakill - Twisted Treeline 6 = One For All 3 = Definitely Not Dominion 8 = Nexus Siege 1 = Nemesis Draft 2 = Doom Bots of Doom 2 = Hunt of the Blood Moon

Birdie Sànders3/21/2017, 6:14:25 PM12 votes

Quinn After putting at least one point in Behind Enemy Lines, Quinn respawns as Valor after deaths for the rest of the game

Please explain, Im too dumb

KAYDEL3/21/2017, 6:19:03 PM10 votes

Pretty sure Ahri W isn't Charm but close enough.

Otter Fire3/21/2017, 8:17:18 PM9 votes

She’s now got about four times as much to say

Jhin is pleased by the perfection....

Trump Win 20203/21/2017, 7:11:40 PM7 votes

I have question. Do Tier 3 LifeSteal runes going to be fixed in 7.6? Because they dont work(show 0 LS in game). And i tested them in practice tool(they dont work)

And if not. Can i get my IP back? [zombie-nunu-tears]

UpooOnMe3/21/2017, 8:40:24 PM5 votes

Why do you still use the assasin update splash above the patch notes?

Light Sovereign3/21/2017, 10:28:43 PM5 votes

Oh wow im having so much fun! Rito: Fun? oh we can't be having that in our game. changes something without communities approval Community: Y tho?

Ethan Hannum3/21/2017, 6:40:44 PM4 votes

STOP NERFING VARUS

TwoFaceTony3/21/2017, 6:29:41 PM3 votes

Personally, I think the "rotating game mode" section should show what the mode is more prominently. Maybe a bold title, in the same way that "Red Brambleback" has it. Mainly because if you're just skimming that section just to see what the mode is, since you already know how to play most/all modes, it takes a while to actually find it.