Patch 9.12 notes
Hello, welcome to Patch 9.12! I'm particularly excited about this patch because my friend will finally stop going on and on about the reworked Mordekaiser. Oh, have you not heard? Mordekaiser is back, baby.
In this patch we also have Ryze's sixth (or is it seventh?) "rework," more follow-up to everyone's favorite overpowered cat, and overall nerfs to Sylas. We're also making use of the Balance Framework we published and referencing it in our explanations for some champion changes, so make sure to check that out if you haven't! (Link to it in its respective section below).
Finally, we have another round of ARAM balance changes for the Howling Abyss enthusiasts as well as some beautiful VFX updates to Lulu, Amumu, Tryndamere, and Ziggs.
Read on for the full deets!
Mid-Patch Updates
6/13/2019 Mordekaiser Balance Changes and Bugfixes
Mordekaiser
We're trimming a lot of Mordekaiser's general strength and pulling back on the power his passive gives him in most matchups.
Thresh
6/13/2019 Yuumi Bugfixes
Yuumi
Patch Highlights
Balance Framework
Last week, we introduced the Champion Balance Framework, a source for all players to hold the “balance” team accountable for how we approach buffing/nerfing champions on a patch-to-patch basis. Moving forward, we'll be referencing principles, thresholds, and specific audiences from the post when explaining the changes in the Patch Notes. For more details and information, you can find the full Champion Balance Framework post here.
Champions

Mordekaiser
The Iron Revenant
The unstoppable juggernaut is back from the afterworld and ready to conquer the land of the living in patch 9.12!
High-res versions of Mordekaiser's updated splash arts are available on League Displays!

Ryze
Q spell ranks decreased, shield removed, damage bonus now dependent on R. W now slows; Spell Flux bonus converts slow to root.
When Ryze is played optimally, he covers his weaknesses incredibly well. At the same time, he benefits highly from a coordinated team. Pro play relishes champions with these characteristics, which is why he's been such a strong pick in the space. We're chipping away at these strengths to quell his presence there, but at the same time, helping out those who are looking to pick him up and aren't as precise in their combos.
With the removal of his shield, he'll have fewer means of survivability against bad match-ups, and by changing his CC to a slow, his gank targets should have better chances of escaping a 2v1 (especially a Flash > Rune Prison combo). As part of the general adjustments we're making to make him more welcoming to less experienced players, we're also opening up the bouncing game a bit more by making Spell Flux always bounce off its primary target, and placing some scaling into a passive on Realm Warp. Then there’s a bunch of tuning to account for those changes. It’s not what we would typically call a rework, but since it’s Ryze, we’ll count it. Looking forward to v7 (v8?)!
Base Stats
Q - Overload
W - Rune Prison
E - Spell Flux
R - Realm Warp

Sylas
Passive now stores up to 2 charges; base damage increased; AoE damage less effective against minions. Q detonation damage and AoE range decreased on minions. W heal increased. E shield adjusted and cooldown increased later.
Sylas continues to be a high-tier competitive champion despite struggling in the hands of most players. We're taking some swings at aspects of his kit that are more powerful in pro, such as the on-demand nature of his shield and his AoE wave clear.
Passive - Petricite Burst
Q - Chain Lash
W - Kingslayer
E - Abscond/Abduct

Yuumi
Base health increased. Passive mana refund decreased early; shield decreased. W shared adaptive force adjusted; dash now interruptible by all CC.
Good Yuumis are very frustrating to play against and have virtually no windows of vulnerability—and more players are starting to get good at Yuumi. With this in mind, we're pulling some of the mid-patch buffs we gave her at release and nerfing her defenses to open up some weaknesses. Also, bugfixes and usability improvements!
Base Stats
Passive - Bop N' Block
Q - Prowling Projectile
W - You and Me!
Quality of Life Changes
Simple Champion Changes

Aatrox
Passive cooldown now scales based on level. R healing bonus now only applies to self-healing.
We're following-up with the changes we made to Aatrox in 9.9 since right now he heals way too often in lane (via his passive) and heals way too much late-game (from book cats and star goats).
Passive - Deathbringer Stance
R - World Ender

Ashe
W cooldown decreased.
Ashe could use more power, so we're specifically buffing the ability that she uses most to keep enemies at bay.
W - Volley

Caitlyn
Base attack damage increased.
This is definitely a small buff, but we're being extra cautious with her since she has a tendency to take over metas.
Base Stats

Irelia
E cooldown increased; range decreased
Due to her dominance in pro play, we're making Irelia pay a higher cost when she fails to stun her enemies with Flawless Duet. The decreased range should also make it riskier for her to go all-in.
E - Flawless Duet

Karma
Q slow increased. E cost decreased; movement speed duration increased to match shield duration.
We're giving Karma more tools to help her survive, especially when she's caught out by herself.
Q - Inner Flame
E - Inspire

Lulu
VFX on all abilities updated. E shield increased; cost decreased later.
Buffs to help out support Lulu and bring her back into consideration. We've also updated her VFX to make her magic feel more unique and improve her gameplay clarity.
VFX Updates
E - Help, Pix!
Passive - Pix, Faerie Companion
Q - Glitterlance
W - Whimsy
R - Wild Growth

Master Yi
Fixed a bug on Master Yi's passive.
Passive - Double Strike

Nautilus
Q base damage decreased early.
We're reducing Nautilus' early all-in damage since he's currently too strong in higher areas of play.
Q - Dredge Line
Tahm Kench
W minimum duration before champion regurgitation decreased; allies can no longer release themselves early when CC'd; allied champion spit range decreased; damage decreased early.
We're helping Tahm Kench feel less overbearing in the top lane, but smoother in cases where reactive Devours are necessary.
W - Devour

Zac
W base damage increased. R knockback distance and chunk spawn adjusted.
Zac is significantly weaker after his revert in 9.11. We're following up on his ultimate to be closer to the original version and helping out his early clear speed which has been slow.
W - Unstable Matter
R - Let's Bounce!
Items

Corrupting Potion
Bonus magic damage flattened.
Corrupting Potion is a dominant choice in pro and higher skill play. We're taking it down a notch so other options have an opportunity to shine.
ARAM Balance Changes
We've made an adjustment to the calculations that go into designating your Champion Mastery Grade at the end of an ARAM game to better represent the nuances of the game mode! Additionally, more nerfs and buffs!
9.12 Nerfs
9.12 Buffs
VFX Updates

Amumu
This update is aimed at reinforcing Amumu's Shuriman thematic and improving his gameplay clarity. We also tried to make it as close as possible to the style in his music video!

Tryndamere
Mostly cleaned up his abilities to reduce noise, while adding a little bit of Freljordian flair.

Ziggs
We completely overhauled Ziggs' VFXs, focusing on showing the actual size of the his AoEs and bringing him up to modern standards.
Bugfixes
- Warwick's Q - Jaws of the Beast tooltip now lists the correct AP ratio
- Split rewards now display on Ranked Armor on the Loading Screen
- The "End-of-Vote" flash on the Surrender box no longer re-appears when the timer expires for those who have already voted
- The Surrender box can now be properly be moved around
- Headhunter Nidalee's Q - Javelin Toss's javelins have been adjusted for colorblind players to better see them
- Jhin's Q - Dancing Grenade now properly bounces to other targets even after its damage is consumed by Sivir's E - Spell Shield
Upcoming Skins & Chromas
The following skins will be released this patch. Grab the League Displays app for full-res splash art!
The following chromas will be released this patch:









in the comments.
this is a big change right? what do you think the balance is going to be like? at least the ulti max range thing seems better for panic casting.