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Patch 8.9 notes

Riot··4 votes·176,640 views

Greetings, Summoners,

Welcome to patch 8.9. This patch, we're looking at mages, mana, and spellcasts. Over time, waveclear champions have slowly edged out all other champions in mid lane, to the detriment of overall playstyle diversity. Basically, it's become too easy to spam your spells on waves, and the items which give you the mana to do so are also just the best choices. We're updating the core mana items mages buy, the base mana/mana regen of mages, and more.

On top of that, we're looking at game pacing over the next few patches. We want to make sure that there are fewer games that feel like they're lost but just won't end for awhile. The first step is looking at objectives. First, we're making Baron more accessible when you're ahead, but also more contestable in closer games. We're also upping the strength of Rift Herald when teams are able to safely shepherd it, but also increasing the ability of opposing teams to kill it when they see an opening.

Finally, we're reworking Unsealed Spellbook. The old model mostly meant "you get to flash more," and we're trying to create a keystone that really sells the fantasy of getting to play around with the whole spellbook, not just two summoner spells.

So get out there and clear some waves (but not too many), bash Rift Herald into some towers, and swap some summoner spells!

GLHF,

Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

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Patch Highlights

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Mages Changes

Mages pretty much have two mana states: pre-mana purchase and post-mana purchase. During their first trip to lane, mages have to be very careful about when they cast spells or they risk going oom and being stuck in lane for a while with little or no mana. Once they've backed and acquired their laning item, many mages feel like they can spam spells almost mindlessly—especially with blue buff.

We're making a lot of changes to base mana, mana regeneration, and mana sustain mage items with the overall goal of letting mages be more spell happy at the start of the game, but more conscientious about when they use their spells in the early-mid game. With a bit more attention needing to be paid to mana, we're pumping a little more power (mostly ability power) into their core items so that when they do land a spell, it'll pack more punch.

Let's dive into the item changes first!

Doran's Ring

No longer gives base mana regen or mana regen on minion kill. Now gives flat mana regen and bonus damage vs minions.

We're pushing Doran's Ring away from "csing gives you mana". Basically, incentivizing "use spells on waves because you'll get the mana back" puts mages in a weird cycle where trading is generally a worse choice than simply waveclearing. The new Doran's Ring will help mages feel better about csing without using spells, allowing them more opportunities to trade directly with their laning opponents.
removedBASE MANA REGEN No longer gives base mana regen
removedMANPIRE No longer returns mana on minion kill
newFLAT MANA REGEN Now gives 5 mana regen per 5 seconds
newMANA PUNCH Now gives +5 on-hit damage vs minions

Lost Chapter

Cost and ability power increased.

Pushing Lost Chapter somewhat later in the laning phase means that its users will get fewer procs of its level-up effect, decreasing overall access to mana.
BUILD PATH Amplifying Tome + Sapphire Crystal + 315 gold ⇒ Amplifying Tome + Sapphire Crystal + Amplifying Tome + 80 gold
COST 1100 gold ⇒ 1300 gold
ABILITY POWER 25 ⇒ 40

Tear of the Goddess

Total cost increased. Mana refund decreased. Max mana increase now increases current mana by current percentage of mana.

Tear of the Goddess too comprehensively solves mana problems for the champions who build it. It'll still be the late-scaling item that delivers mad ability power once you've stacked it and upgraded it to Archangel's Staff, but it won't replenish your mana quite as well.
COST 750 gold ⇒ 850
MANA COST REFUND 15% ⇒ 10%
updatedAQUA INTO WINE; AQ INTO WI When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana, rather than granting you the full max mana increase as a current mana increase. This applies to Manamune and Archangel's Staff as well.

Hextech GLP-800

Combine cost decreased. Mana increased. Slow duration increased. Missile speed increased. Missile spread time decreased.

The old GLP-800 is still a bit on the weak side, and also feels less responsive than we'd like. Some feel-good buffs—as well as a bit more gold efficiency—should be just what the doctor ordered.
COMBINE COST 650 ⇒ 450
TOTAL COST (unchanged, offset by Lost Chapter cost increase)
MANA 500 ⇒ 600
SLOW DURATION 1 second ⇒ 2 seconds
MISSILE SPEED 1600 ⇒ 2000
MISSILE SPREAD TIME 0.3 seconds ⇒ 0.2 seconds
CAST TIME 0.25 seconds (unchanged)

Fiendish Codex

Ability power increased.

Fiendish Codex is being tuned up in overall ability power to match Lost Chapter.
ABILITY POWER 30 ⇒ 35
UPGRADED Zhonya's Hourglass and Banshee's Veil also have 5 more total ability power.

Twin Shadows

Ability power increased.

We're always a little bit concerned about combat items which give slows. If an item lets you start a fight, it's a bit concerning when they can also make sure you win that fight. That being said, it looks like we released Twin Shadows weak even by that standard, so we're giving it a bit more ability power.
ABILITY POWER 60 ⇒ 70

Seeker's Armguard

Total cost decreased.

Seeker's Armguard is a reactive purchase for mages who need extra armor in rough matchups. With the cost of Lost Chapter going up, we don't want Seeker's Armguard to take that much longer to purchase in those rough matchups.
TOTAL COST 1200 ⇒ 1100
UPGRADED Zhonya's Hourglass' total gold cost is unchanged.

Spellbinder

Base ability power increased. Ability power from activation decreased. Combine cost and total cost increased.

This item is doing alright on champions who can spam spells and get its active charged, but that number of champions is pretty small. Shifting some of its active's ability power into its base statline should make the item slightly more accessible.
TOTAL COST 2800 gold ⇒ 2900 gold
COMBINE COST 700 gold ⇒ 800 gold
ABILITY POWER 100 ⇒ 120
ABILITY POWER MAX ON ACTIVATION 100 ⇒ 80
MOVEMENT SPEED MAX ON ACTIVATION 30% ⇒ 50%

Rylai's Crystal Scepter

Ability power increased.

ABILITY POWER 85 ⇒ 90

Mejai's Soulstealer

Glory stacks required for bonus movement speed decreased.

Upgrading Dark Seal to Mejai's Soulstealer feels pretty awkward. First, you have to invest gold, but then, even if you're already at 10 stacks, you have to get a few more to get the bonus effect. This feels even worse when you would have had more than 10 stacks, but had been capped by Dark Seal.
STACKS FOR MOVEMENT SPEED 15 ⇒ 10

Luden's Echo

Total cost decreased. Mana increased.

Luden's was already on the weak side, and with a number of ability power items getting buffs this patch, it would no longer have been cost-competitive.
TOTAL COST 3300 gold ⇒ 3200 gold
BUILD PATH Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold ⇒ Lost Chapter + Blasting Wand + 1050 gold
MANA 500 ⇒ 600

Turrets

Damage to turrets on basic attacks from ability power increased and converted to magic damage.

Taking turrets is an important mechanic in the game, and mages often get left out of that game. Currently, champions who build more ability power than attack damage get some percentage of their ability power as additional magic damage whenever they attack a tower. We're upping that ratio, and also converting their whole attack to magic damage, not just the bonus damage.
AP TO DAMAGE CONVERSION 50% ⇒ 60%
newTHE WHOLE THING If a basic attack uses ability power bonus to turrets, the whole attack will convert to magic damage, rather than only the ability power scaling portion.

Champions

25 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.
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    Ahri

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 334 ⇒ 418
    MANA GROWTH 50 ⇒ 25

    Anivia

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 396 ⇒ 495
    MANA GROWTH 50 ⇒ 25

    Annie

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 334 ⇒ 418
    MANA GROWTH 50 ⇒ 25

    Azir

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 350 ⇒ 438
    MANA GROWTH 42 ⇒ 21

    Brand

    MANA REGEN 8 per 5 seconds ⇒ 10.65 per 5 seconds
    BASE MANA 375 ⇒ 496
    MANA GROWTH 42 ⇒ 21

    Cassiopeia

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 334 ⇒ 418
    MANA GROWTH 63 ⇒ 31.5

    Fiddlesticks

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 400 ⇒ 500
    MANA GROWTH 56 ⇒ 28

    Heimerdinger

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 308 ⇒ 385
    MANA GROWTH 40 ⇒ 20

    Karthus

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 373 ⇒ 467
    MANA GROWTH 61 ⇒ 30.5

    Lissandra

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 380 ⇒ 475
    MANA GROWTH 60 ⇒ 30

    Lux

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 384 ⇒ 480
    MANA GROWTH 47 ⇒ 23.5

    Malzahar

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 300 ⇒ 375
    MANA GROWTH 55 ⇒ 27.5

    Orianna

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 334 ⇒ 418
    MANA GROWTH 50 ⇒ 25

    Swain

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 374 ⇒ 468
    MANA GROWTH 57 ⇒ 28.5

    Syndra

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 384 ⇒ 480
    MANA GROWTH 60 ⇒ 30

    Taliyah

    MANA REGEN 7 per 5 seconds ⇒ 9.335 per 5 seconds
    BASE MANA 340 ⇒ 425
    MANA GROWTH 60 ⇒ 30

    Twisted Fate

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 266 ⇒ 333
    MANA GROWTH 38 ⇒ 19

    Veigar

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 392 ⇒ 490
    MANA GROWTH 52 ⇒ 26

    Vel'Koz

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 375 ⇒ 469
    MANA GROWTH 42 ⇒ 21

    Viktor

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 324 ⇒ 405
    MANA GROWTH 50 ⇒ 25

    Xerath

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 367 ⇒ 459
    MANA GROWTH 44 ⇒ 22

    Ziggs

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 384 ⇒ 480
    MANA GROWTH 47 ⇒ 23.5

    Zilean

    MANA REGEN 8.5 per 5 seconds ⇒ 11.335 per 5 seconds
    BASE MANA 361 ⇒ 452
    MANA GROWTH 60 ⇒ 30

    Zoe

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds
    BASE MANA 340 ⇒ 425
    MANA GROWTH 50 ⇒ 25

    Zyra

    MANA REGEN 10.5 per 5 seconds ⇒ 15.335 per 5 seconds
    BASE MANA 334 ⇒ 418
    MANA GROWTH 50 ⇒ 25
These champions, while also affected by the Doran's Ring, don't tend to build any of the mana items we're touching this patch. So, we're only adjusting their mana regen, but leaving their base mana and mana growth untouched.
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    Diana

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds

    Galio

    MANA REGEN 7 per 5 seconds ⇒ 9.335 per 5 seconds

    Kayle

    MANA REGEN 6 per 5 seconds ⇒ 8 per 5 seconds

    Morgana

    MANA REGEN 11.5 per 5 seconds ⇒ 15 per 5 seconds

    Teemo

    MANA REGEN 7.2 per 5 seconds ⇒ 9.6 per 5 seconds

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Champions

Amumu

Q mana cost decreased.

Amumu already has a pretty weak early game, but he's extra-penalized for failed ganks because they leave his mana pool too low to effectively return to clearing. This is especially bad for Amumu players who max Q, and prevents Amumu players from feeling comfortable opting into a utility-based build.

Q - Bandage Toss

COST 80/90/100/110/120 mana ⇒ 50/55/60/65/70 mana

Caitlyn

Passive can no longer crit and now simply has a percentage increase over damage dealt to champions.

Caitlyn's headshot against non-champions is a bit much, giving her neutral monster damage (and sustain from lifesteal) that is well above what feels appropriate. We're aligning the formula closer to Headshot's damage to champions to decrease her ability to quickly heal up off of monsters and minions.

Passive - Headshot

DAMAGE TO CHAMPIONS +50% (modified by critical strike) total attack damage (unchanged)
updatedDAMAGE TO NON-CHAMPIONS +100% (modified by critical strike) total attack damage

Dr. Mundo

R healing increased.

Dr Mundo needs a bit more overall durability if he is to successfully go where he pleases.

R - Sadism

HEALING 40/50/60% maximum health ⇒ 50/75/100% maximum health

Garen

Q base damage increased at later ranks. W resistances increased.

Compared to similar juggernauts (looking at you, Darius), Garen is underwhelming. We're adding a bit more damage and durability so he can better scale as the game goes on.

Q - Decisive Strike

BASE DAMAGE 30/55/80/105/130 ⇒ 30/65/100/135/170

W - Courage

MAXIMUM RESISTANCES 30 ⇒ 40

Irelia

Passive now refreshes its duration when attacking large monsters.

Now that Irelia is no longer a new—and thus potentially volatile—champion, we feel comfortable taking risks we didn't on her release. One of those risks was her potential to end up a stronger jungler than toplaner, and so we'd put an intentional limit on her clear speed. Now that she's in a more stable spot, we feel comfortable turning the parking brake off and letting her push down on that gas pedal.

Passive - Ionian Fervor

updatedMONSTER STACKS Now also refreshes its duration when attacking large monsters

Ivern

Passive health cost decreased. Passive maturation time decreased at later ranks. Q missile width increased.

Ivern's passive makes him a unique jungler, and we're looking to keep that. However, his early game is a bit too punishing. We're also making his mid-game farming less costly and his Q a bit easier to land to smooth out the learning curve just a bit.

Passive - Friend of the Forest

COST 25% of maximum health ⇒ 22.5% of maximum health
MATURATION TIME 40-6 (at levels 1-18) ⇒ 40-30 (at levels 1-6), 27-15 (at levels 7-11), 11-3 (at levels 12-14), 1 (level 15+)

Q - Rootcaller

MISSILE WIDTH 65 ⇒ 80

Kai'sa

Evolved Q missile count decreased. Missile damage is now flagged as area of effect. E duration decreased.

Dialing back Kai'Sa's late game scaling a bit so she doesn't carry quite so hard. Specifically, the interaction of her abilities with certain items—primarily healing from spell damage—ramps her into territory which can get excessive.

Q - Icathian Rain

EVOLVED Q 12 missiles ⇒ 10 missiles
BOMBARDMENT Missile damage is now flagged as AoE in all cases.

E - Supercharge

DURATION 5 seconds ⇒ 4 seconds
TOO MUCH Runaan's Hurricane bolts no longer grant Supercharge's cooldown reduction

Kassadin

Q magic damage shield strength increased.

Kassadin currently needs a bit more help to get through his laning phase.

Q - Null Sphere

SHIELD 40/70/100/130/160 ⇒ 60/85/110/135/160

Kennen

W 5th hit base damage and bonus attack damage ratio increased at later ranks; ability power ratio decreased. W active base damage decreased; ability power ratio increased. Kennen now loses E defenses but gains attack speed upon exiting lightning form.

Kennen is one of those champions who has seen success with both attack damage and ability power builds. At the moment, both of them are struggling. We're looking to add strength to both playstyles, and also move some of Kennen's power around to ensure that those two playstyles are somewhat different from one another.

W - Electrical Surge

5TH ATTACK BASE DAMAGE 15/20/25/30/35 ⇒ 10/20/30/40/50
5TH ATTACK DAMAGE RATIO (AD) 60% bonus attack damage ⇒ 60/70/80/90/100% bonus attack damage
5TH ATTACK DAMAGE RATIO (AP) 0.3 ability power ⇒ 0.2 ability power
ACTIVE BASE DAMAGE 65/95/125/155/185 ⇒ 60/85/110/135/160
ACTIVE DAMAGE RATIO 0.55 ability power ⇒ 0.8 ability power

E - Lightning Rush

newSTRIKE MORE THAN TWICE Kennen gains 30-70% attack speed for 4 seconds upon exiting Lightning Rush
newIMPATIENT Lightning Rush's defensive bonuses are lost upon exiting Lightning Rush

Leona

W base damage increased.

Now that Aftershock is in a less dominant state, we feel comfortable returning some of Leona's damage to make sure she's not Eclipsed by the competition.

W - Eclipse

BASE DAMAGE 40/80/120/160/200 ⇒ 60/100/140/180/220

Lux

Q base damage increased and cooldown decreased. W shield now doubles on return even if it hadn't hit an ally on the way out. E missile speed, radius, and mana cost decreased. E cooldown at later ranks decreased.

Lux's high ranged poke—thanks to Lucent Singularity's consistency—limits how much power she can have elsewhere. By making E harder to land, we can put more power into her abilities and let her cast them more often, whether it's to waveclear, initiate trades, or go for picks.

Base Stats

BONUS ATTACK SPEED AT LEVEL 1 0% ⇒ 7%
ATTACK SPEED GROWTH 1.36% ⇒ 1%
HEALTH GROWTH 91 ⇒ 85

Q - Light Binding

BASE DAMAGE 50/100/150/200/250 ⇒ 70/115/160/205/250
COOLDOWN 13/12.5/12/11.5/11 seconds ⇒ 10 seconds
COST 50/55/60/65/70 mana ⇒ 40/45/50/55/60 mana

W - Prismatic Barrier

RETURN SHIELD 200% if Lux shields an ally on the way out ⇒ 200% always
SPEED OF LIGHT Lux now shields herself and fires the missile at the start of cast (instead of after the 0.25 second cast time). She is still rooted for the cast time.

E - Lucent Singularity

MISSILE SPEED 1300 ⇒ 1200
RADIUS 350 ⇒ 310
COST 70/85/100/115/130 mana ⇒ 70/80/90/100/110 mana
COOLDOWN 10 seconds ⇒ 10/9.5/9/8.5/8 seconds

Rammus

W armor bonus increased.

Rammus could use a bit more durability to help him feel ok again.

W - Defensive Ball Curl

FLAT ARMOR ON ACTIVATION 20 ⇒ 30

Poppy

Base movement speed decreased. W movement speed and resistances decreased. Passive and E range increased. Snapcast R now knocks up for a lower duration and no longer makes enemies untargetable. Charged R missile speed increased.

Steadfast Presence's passive gives Poppy a ton of resistances and its active gives her a ton of movement speed, and she relies on those to get in—and stay alive in—a teamfight. We're dialing back on some of those stats to make Poppy less overall consistent at closing the gap and staying alive, and in return strengthening the things she gets to do once while in the thick of things.

Base stats

BASE MOVEMENT SPEED 345 ⇒ 340

Passive - Iron Ambassador

RANGE BONUS 300 ⇒ 350

W - Steadfast Presence

MOVEMENT SPEED BONUS 32/34/36/38/40% ⇒ 30%
BASE RESISTANCES BONUS 15% ⇒ 10%
RESISTANCES BONUS BELOW 40% HEALTH 30% ⇒ 20%

E - Heroic Charge

RANGE 425 ⇒ 475

R - Keeper's Verdict

newHASAGI Snapcast no longer makes enemies untargetable during knock-up
SNAPCAST KNOCKUP DURATION 1 second ⇒ 0.75 seconds
BASE DAMAGE 210/310/410 ⇒ 200/300/400

CHARGED

MISSILE SPEED

1600 ⇒ 2000

Shyvana

E and R ability power damage ratio increased. W ability power damage ratio removed.

A relatively unexplored part of Shyvana's fantasy is the whole flying-around-breathing-fire thing. We're moving around some of her ability power ratios to enable more people to try out this play pattern. That way, when players opt into that playstyle, she feels like a different dragon entirely: bombarding enemies with fireballs before descending on the enemy team, not just the same old dragon wearing a magical hat.

W - Burnout

removedABILITY POWER DAMAGE RATIO 10% ⇒ 0%

E - Flame Breath

FIREBALL DAMAGE RATIO (AP) 0.3 ability power ⇒ 0.7 ability power

R - Dragon's Descent

DAMAGE RATIO 0.7 ability power ⇒ 1.0 ability power

Sona

Base attack damage increased. Power Chord damage increased.

Inb4 "5 damage lul," let's talk about what changes like this mean. Sona gets a lot of Power Chords over the course of the laning phase and—combined with the base attack damage changes—she'll be lay down more chip damage and go for the kill.

Base stats

BASE ATTACK DAMAGE 46 ⇒ 49

Passive - Power Chord

BASE DAMAGE 15-235 (at levels 1-18) ⇒ 20-240 (at levels 1-18)

Syndra

Q's Transcendent bonus is now bonus damage to champions, not longer Sphere duration.

Getting a maximum sphere ultimate off on should feel like the Syndra player has managed her Spheres well and was rewarded with a big play. Her passive's current Dark Sphere upgrade makes getting those big ultimates far too easy to pull off. We're shifting that bonus to increase the value of landing those Dark Spheres instead, so that Syndra players will feel more rewarded by landing a few Spheres before they go for the kill.

Passive - Transcendent

DARK SPHERE UPGRADE Dark Sphere's last 2 additional seconds ⇒ Dark Sphere deals +15% damage to champions

Talon

Bugfixin'


Q - Noxian Diplomacy

BUGFIX Fixed a bug where Talon's Q range was lower than expected
RANGE 500 ⇒ 575

Warwick

Base attack damage decreased. Q damage decreased at later ranks.

Warwick's early dueling and clearspeed allows opponents few opportunities to fight him in the early-mid game, and also secures him a gold/experience advantage against most junglers. Dialing that back should help him feel more fair to play against, but he'll still be strong early.

Base stats

ATTACK DAMAGE 66 ⇒ 63

Q - Jaws of the Beast

TARGET'S MAXIMUM HEALTH DAMAGE 6/7/8/9/10% ⇒ 6/6.5/7/7.5/8%

Ziggs

E base damage increased at later ranks.

Ziggs could use a bit more oomph as the game goes on. We're not looking to up his poke damage, but when he does commit to a fight, we think he needs a bit more boom. Ziggs also got mana changes as part of our mage mana refactor, so check out that section above.

E - Hexplosive Minefield

BASE DAMAGE 40/65/90/115/140 ⇒ 40/75/110/145/180

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Items

Guinsoo's Rageblade

BUGFIX Fixed a bug where Rageblade interacted with other bonus attack damage-granting effects to grant more attack damage than intended (lookin' at you, Jhin, but also Infernal Drake and Master Yi, etc.).

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Epic Monsters

Baron Nashor

Base damage decreased. Base health increased. Corruption damage increased.

Some team compositions—those without tanks—find Baron way too threatening. We're shifting Baron's damage to distribute more over the whole party (and not just one target). To make sure Baron is still contestable, we're upping its health, so it takes longer to bring down. With Baron requiring more time to kill and spreading its damage around the whole team, opposing teams should have more time to contest, and a bigger teamfight advantage if they do.
BASE DAMAGE 400-550 (at minutes 20-40) ⇒ 285-435 (at minutes 20-40)
BASE HEALTH 6400 ⇒ 9000
BARON CORRUPTION 30 (+5% total attack damage) every 0.5 seconds to the target with the lowest corruption stacks ⇒ 120 + (30% total attack damage) every basic attack and spike attack, (these occur every 0.75 seconds). Baron corruption attack is also represented with different visual particles now to make the difference more clear. (Champions gain corruption by being hit by his attacks/spells).

Summoned Rift Herald

Takes less damage from charging. Does more damage to towers with charge. Takes more damage from eye pokes.

Rift Herald is the Baron of pre-20 minutes: a strong option for teams who are ahead and want to widen their lead. We want players who use Rift Herald well to be more rewarded, potentially with multiple towers, while players who drop Rift Herald at the wrong time will be more easily punished. For teams that are even, getting an eye proc should successfully shut her down, but without it, expect her to continue her rampage.
DAMAGE TO SELF ON TURRET CHARGE 150 + 25% current health ⇒ 25% current health
DAMAGE TO TURRET ON TURRET CHARGE 150 + 25% current health ⇒ 40% of current HP or 1500, whichever is greater.
EYE DAMAGE 20% maximum health ⇒ 40% maximum health

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Runes

updatedUnsealed Spellbook

Unsealed Spellbook is now a completely different keystone.

Unsealed Spellbook was intended to offer a keystone option for players who wanted to be able to reactively opt into a different summoner spell to match the current game state. Problem is, the old Unsealed Spellbook required far too much advance planning, and then locked the player into that choice for far too long. In reality, many players took Unsealed Spellbook just for a lower Flash cooldown, not caring a ton about the swapping gameplay except to get Teleport every once in awhile.

The new Unsealed Spellbook can be swapped anywhere—as long as you're out of combat. Once you use the new summoner spell, it's back to your old one. This solves both of the previous problems: requiring too much preparation, and locking you in for too long.
newTAKE THIS! Swap one of your equipped summoner spells to a new, single-use summoner spell. After using the single-use summoner spell, your original summoner spell will swap back in.
FIRST SWAP AVAILABLE 6 minutes
SWAP COOLDOWN 4 minutes, permanently reduced by 15 seconds each time you swap to a summoner spell you haven't yet swapped to
STILL TICKING Your original summoner spells continue cooling down in the background while swapped out
STORE COMES TO YOU You can now swap your summoner spells anywhere on the map as long as you're out of combat
BUGFIX 3.9 Closing the Unsealed Spellbook tab while dead no longer prevents you from re-opening it until respawn

Chrysalis

Bugfixin'
BUGFIX 3.1 Chrysalis's adaptive damage bonuses no longer revert to health when in combat with enemy champions
BUGFIX 2.10 Chrysalis's tooltip now indicates the proper amount of adaptive stats granted once transformed

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Bugfixes

  • Fixed a bug where Katarina's R - Death Lotus could not be cast if enemies in range could not be seen
  • Katarina can now correctly ping her R - Death Lotus if no valid targets are nearby
  • Azir is no longer missing VO lines for R - Emperor's Divide
  • Manaflow Band can no longer be triggered by certain items
  • Casting summoner spell Exhaust now correctly puts the caster in combat
  • Fixed a bug where the bonus attack damage did not count towards Zed's bonus attack damage scaling on Q - Razor Shuriken
  • Fixed a bug where certain zombie states prevented future stacking of Manaflow Band
  • Fixed a bug where Varus's W - Blighted Quiver's basic attack played the base skin's sound effects instead of those for whatever skin was in use
  • Muramana and Seraph's Embrace now correctly grant gold when sold
  • Shockblade Zed Ruby Chroma no longer steals particles from Championship Zed if both skins are present in the same game
  • Forecast Janna's umbrella no longer gets burnt before the lightning strikes her during her joke animation

  • Dragonblade Riven's E - Valor trail is no longer invisible on lower graphics settings
  • Death Blossom Kha'Zix's wings from E - Evolved Leap no longer lose textures and transparency when recalling
  • El Macho Mundo's W - Burning Agony particles are no longer base and have been restored to orange fists
  • Pool Party Rek'Sai's tunnels now properly use the correct textures and base tunnels can no longer be seen through the deflated tunnels
  • VFX have been restored for Zilean's Q - Time Bomb's expiration
  • Unique SFX for W - Blighted Quiver have been restored for Varus and all skins.
  • Birdio is no longer incorrectly listed as a Mythic skin
  • VO lines have been added to Azir's R - Emperor's Divide that are now consistent on all skins and base
  • Championship Thresh's R - The Box VFX are no longer misplaced if the ability is cast while moving
  • Captain Fortune's shoulders no longer clip through her coat during her recall animation
  • Glaive Warrior Pantheon's cape now moves more naturally during all of his animations
  • Malzahar's Q - Call of the Void VFX no longer flicker
  • Shyvana Bot no longer becomes dormant while in Dragon form
  • Rammus Bot no longer becomes dormant while in Q - Power Ball
  • Fixed a bug where Teemo's R - Noxious Trap mushrooms and Jhin's E - Captive Audience would trigger repeatedly against intro bots

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Upcoming Skins & Chromas

The following skins will be released this patch:

The following chromas will be released in patch 8.9:

Beemo (Ruby)

Beemo (Peridot)

Beemo (Aquamarine)

Beemo (Amethyst)

Beemo (Rose Quartz)

Beemo (Obsidian)

Mecha Zero Sion (Ruby)

Mecha Zero Sion (Pearl)

Mecha Zero Sion (Sapphire)

Mecha Zero Sion (Rose Quartz)

Mecha Zero Sion (Catseye)

Mecha Zero Sion (Tanzanite)

Mecha Zero Sion (Obsidian)

Mecha Zero Sion (Meteorite)

Client Feature

OWN ADVENTURE Choose your own profile background! Go to the profiles page, click the new cog icon, and select from any splash art from the skins or champion you own.

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313 Comments

x The DK Crew64 votes

At long last, the Mecha Sion chroma.

Now I can decide if I feel like playing as a Decepticon or a Gundam, or just ramming a pink train of pain straight up the lane.

When One For All comes back, I hope I find four teammates who also have the chromas, so that we may each choose a separate one and crush a cowardly 5-Yasuo team in the name of our patron saint, lord Voltron.

Combat Conductor8 votes

Summoner's Drift

honorspell4 votes

"FORM FEET AND LEGS"

Jobriq49 votes

40/50/60% maximum health ⇒ 50/75/100% maximum health

BUY STOCK IN MUNDO NOW DrMundo DrMundo DrMundo

Far2Reckless9 votes

My first thought.. like tf... I'ma spam that mother... Ppl never learn to play vs late game or fed Mundo.

Decay Destroy21 votes

Mundo can now truly go where he pleases... Especially the enemy fountain.

Autumn Grace1 votes

fuck off the healthhhh ;-; can't 1 shot then, now never can find a time to 1 shot

tamashinoerufu2 votes

if you can one shot a tank, you're either a)extremely fed, and you can do whatever you want or b)the champion you're playing is insanely op and needs to be nerfed asap

Prisma Loli46 votes

Now manaless midlaners like Zed will have an easier time shoving lane with 0 punishment because their skills are basically free, and mages will have to waste all mana to contest, or save their mana and lose farm, like uh?

[sg-lux-2]

Brandox25 votes

This. Someone was dropped on their head over at the riot balance team. Mid isnt the issue. Now they buffed Zed twice in 2 patches and nerf'ed the majority of AP mages. It reminds me of season 4 all over again, when only assassins were played.

Jobriq12 votes

They even reverted LeBlanc last patch too.... literally trying to bring back S4

dmilin5 votes

They did a bunch of big damage buffs to AP mages though, and almost every mage's early game is now stronger with the larger mana pools. Melee ADs like Zed and Talon will get bullied out of lane so easily now.

Shiesu15 votes

Larger mana pools... until what, level 4. Also, you are just wrong about there being "big damage buffs" to AP mages, where the hell did you get that from?

Ztoka11 votes

Oh, you know, adding 5-15ap to an item is soooooo op. Watch out, that 5 ap could very well be game breaking.. Effin riot.. More ADC plz..

TrueCrusaderBoB3 votes

honestly though i dont think these mana changes arent warranted, id love to see ryze/azir sink to a forsaken teir like mordekaiser for abit, but champions like zed and yasuo are long past due for nerfs, yasuo with conquerer is absolutely dominating every game as long as he isnt a potato and zed is still to safe to call an assassin, honestly i think they should make zeds w plant the shadow on top of him and let him blink back to it later and his ult shadow needs a max range to how far you can blink back. while were at it with yasuo how about nerfing the other toplane/midlane picks that are getting 5x more damage then anyone else while inting their asses off: teemo, yasuo, brand, swain, illoai. honestly illoai needs buffs but not damage or cd she needs slows or somethin

Cyrren8 votes

TLDR: -Zed and Yasuo need to be able to be bullied to be balanced -changing mana to be a more constantly available resource (i.e. mana is always accessible through consistent regen rather than large amounts in bursts from specific items) makes it easier to bully champions like Zed and Yasuo -mana is a factor in games to have players make resource-conscious decisions; mana in league right now is acting more as a timer (spells are too expensive to use and rarely used, then mana items are bought, then spells are spammed at no risk to running out of mana)

Champions like Yasuo and Zed need early advantages to be fully relevant later in the game. The best preventative measure to be taken is to bully them early so that they're forced to play catchup later, farming and splitting (instead of being available for teamfights) just to gain any semblance of relevancy. Because of mana item changes in the past, this has been much harder for most mages to do. Because, as the notes in the patch say, mana champions mostly get near inexhaustible mana pools later in the game at the expense of quickly exhausted mana pools early, this has been hard for most to accomplish. These new mana changes should help mages bully more in the early game, which will decrease the viability of easily bullied champions like Zed and Yasuo, and also hopefully force some mages who tend to be "spammy" once they have their mana items to be making more resource-conscious decisions, which is the point of having a mana system at all. To that end, the mana system in League as it stands feels like a timer of sorts. The patch notes mentions this, but I wanted to say a little more about this here. Mana as it was in 8.8 served more as a preventative measure to spellcasting, where high mana costs, small mana pools, and low passive regen made a lot of mana-based champions play like Rumble in their earlygames: using too many spells (3 or 4 sometimes!) would prevent the player from being able to use ANY spells until they had waited long enough for their resource bar to reset. (This is why Zed and Yasuo have been so hard to punish early) Once they've obtained their mana item, however, they never need to worry about mana again, being able to spam just about anything. Playing jungle, I've even had players turn down Blue Buffs because they know that the single item is all they need to have enough mana. Mana seems to serve more as a timer in this scenario, where until a specific point in the game, the champion is extremely limited. It's almost like going Predator keystone with Magical Boots on Hecarim; you have a timer until you can actually unlock the potential of your champion.
That's not what mana is meant to do. If you play any other game with mana, in most cases it is a resource to be used and managed throughout the game. It would be ridiculous if halfway through an RPG about being a wizard mana no longer mattered. Resource management at least in the form of mana management would doubtless have been an integral part of gameplay before- why should that change halfway through the game? In general, when playing as a mage or wizard in video games, a key aspect of playing these characters is resource management, and frequently that comes in the form of mana.

Sorry for the long post, just think it's an interesting topic.

Rodnii25 votes

I don't care what the reasoning is honestly. I'll never understand why a Poppy nerf was needed. She's not even kind of meta. There are tons of champs who are too strong but they pick a niche champ and nerf her.

Weird Top Laner8 votes

nerf? Poppy's E range is back

Chao19512 votes

yes, but they straight nerfed Poppy's W

Ornuth31078 votes

and now when i snapcast my ulti i don't make my team miss their burst lol

ridderhoff4 votes

Yasuo

Inazuma Seishin9 votes

The nerf to her W is too big, they say "Adjustments" but it's just a straight up nerf to her.

TylerGaming1217 votes

what is the new cog icon

Hungry Cancer3 votes

"Choose your own profile background! Go to the profiles page, click the new cog icon, and select from any splash art from the skins or champion you own."

6lack Mamba4 votes

What is the cog icon tho? I can't seem to find where to change my profile.

Hungry Cancer3 votes

It won't be out until the patch hits obviously so that's why you can't find it yet, patch always hits at 5 am Central the morning after patch notes are released (usually it falls on a Wednesday morning).

Axis of Darkness4 votes

idk why people downvoted this there's nothing wrong it's just a factual statement

Rubella1928 votes

Found it, but it's bugged. XD in the right top corner near "summoner Search" field You see it when you click profile, but when Profile is loaded cog icon dissappeares.Disabled Summoner Spell

JSilv4 votes

Was wondering if I was blind, this mornin. Saw this: https://www.riftherald.com/lol-gameplay/2018/5/2/17312612/lol-customize-background-profile-bug Apparently slow rollout. Hope that helps someone.

Skizzo12 votes

Looks like its still Bugged. I just got the patch installed and the Cog pops up for about a second.

Everlasttt13 votes

"Client Feature" isn't working for me. The cog is there when the screen starts loading then disappears. I was excited for it too :( item 3070

Mellõna12 votes

How come I can't use the new client feature :C

DoorZimoa12 votes

So... Just a minor thing.. but the cog on my profile page only appears while the profile page is loading. When the page finishes loading.. the cog disappears... :(

BeatzBoyFTW11 votes

Still no Kha'zix nerfs. Why am I not surprised...

Gamma Anomaly5 votes

Riot just loves him too much, always have.

Autumn Grace2 votes

.... STOP CARING ABOUT KHAZIK LOOK AT FUCKIN G RENGAR WITH THE NEW STUPID ITEM THAT GIVES HIM CRIT WHEN HE ULTS

Junkoo Enoshima10 votes

So I'd like to ask Riot a serious question. When making your patch changes and champion changes, do you only look at the winrate and stats? or do you actually play champions? Because from what I have seen you have no idea what any of these champs do nor how they actually play. Do any of you actually play mundo? He's already over the top when it comes to healing especially late game if you don't have ignite or grievous wounds. Also with lux, why? You have buffed her the last, what 3 patches now? and for what reason exactly? If you have actually played her you would know she doesn't need any of those buffs. She can already solo carry from support, and one shot even when she's behind. It's almost like none of the people working on patches have actually played league of legends.

SirDgor29 votes

"if you dont have ignite or grievous wounds"

um there's easy ways to get grievous wounds. All of these items:

item 3076 item 3123 item 3033 item 3075

your tank/adc should have one of these items

oh also item 3165 for your mages

I am Ah Pukuh7 votes

No kidding... especially since they apply grievous wounds at 100% hp, no more low hp thresholds. If your team doesn't have grievous wounds, you 3-4 players to blame.

NA Lucifer9 votes

The funniest thing about Lux is I had one in a game the other day use her ult 4 times in a teamfight. How there was still people for her to lazer is beyond me....

Axis of Darkness5 votes

long teamfight.

Hungry Cancer16 votes

Wood-Tier-Pro-tip: if you make it to mid game, let alone late game, without G-wounds against a Mundo then you are definitely doing it wrong. G-wounds is so ridiculously prevalent now that in the case of heal-centric champs like Mundo, Raka, and Vlad they have to be balanced around it being used against them in every game. If you don't use it against them then you are supposed to lose or at the very least be put at a serious disadvantage; Riot wants you to have to pay attention to an enemy champion's kit, runes, and build and for you to have to account for that with itemization choices and champion and rune choices before game. You aren't supposed to be able to blindly choose the same champion with the same runes and build every game against any champ successfully.

Salvey1610 votes

[sg-lux-2] "Choose your own profile background! Go to the profiles page, click the new cog icon, and select from any splash art from the skins or champion you own" Rito It is bugged [sg-soraka]

DaSmartezt8 votes

I'm gonna be real here, I haven't had a game in months where I, a Gnar main, felt like when my botlane fed, I could do anything about it. I've tried making TP plays, I've tried peeling for my super behind adc, but all that ends up happening is we all get shredded by the 10/2 jinx, jhin, kai'sa, what have you. I want to see more games where if the bottom lane loses, it's still winnable.

Side note: What's with the enchanter meta? What happened to CC being as relevant as shields or heals?

NA Lucifer9 votes

They felt relic shield was too op so now its much riskier going a tank (who normally starts teh game with less hp than your adc due to the insane hp nerfs on relic). The tanks now dont have the hp to take the sustained poke that comes from supports that can continuously launch abilities due to insane sustain from coin and spellthiefs. And since they cant take the poke as well, its much harder to close the gap. Not saying it is impossible and tank supports are definitely viable....its just "what would you rather have?" Ranged cc/damage/shields/steroids? Or a risky, most-likely-gonna-feed, "tank" that cant really do anything for 3 items.

Eepthecreep5 votes

Riot Development Team: "Wow tanks are really strong and adc is sort of in a bad place" | "Let's buff casters and keep buffing tanks shall we" Fuck you riot lol

ParadoxTm22 votes

wait, aren't we in an adc meta right now? I feel like all I hear streamers complaining about is how strong adcs are.

El Sexo Goato21 votes

I don't think the issue is that adc is too strong, but rather that it swings the game too hard. Assuming about even skill, one kinda decent gank on bot lane or one fight that goes wrong can be the end of the game, simply because 1.) it is way too easy to gank and dive at times, 2.) the adc that is behind will be absolutely useless compared to his counterpart simply because the damage output isn't even kinda comparable, and 3.) it is super easy to push an advantage in bot lane, especially in an extended laning phase.

I think the biggest issue with adc atm is that getting ahead is too easy and the difference between an adc who is slightly ahead and one who is slightly behind is way too large.

Shellg5 votes

Wait, why is Rammus listed before Poppy?

nosafterburn39 votes

Q'd then taunted her.

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