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Patch 8.6 notes

Riot··1 votes·217,522 views

Greetings, Summoners,

Welcome to patch 8.6, the next big patch in our little patch, big patch cycle. This time around, we're taking a look at Duskblade and how it affects its core users. We think it brings too much power, but we wanted to make sure we gave those champions additional power if we're stripping some from Duskblade.

Then, we're introducing two new runes: one for champions who want to stay in fights for extended durations, and another for squishy champions who want a burst of early durability.

Finally, while we're mostly happy with where they've ended up since the update, we're still tweaking some of the mage items.

GLHF,
Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

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Patch Highlights

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Mid-Patch Updates

3/21 Kai'Sa Balance Update

Base attack damage decreased. Q mana cost increased.

Last patch, we gave Kai'Sa some reactive buffs to give players more room to learn her kit. Now that players have had time to understand her strengths and weaknesses - and how to play around them - we're pulling some of those props back out. There are other buffs shipping for Kai'Sa this patch, and we think those changes are a better direction overall for her strength profile.

Kai'Sa

BASE ATTACK DAMAGE 65 ⇒ 63

Q - Icathian Rain

COST 45 mana ⇒ 55 mana

Duskblade Champions

Duskblade of Draktharr

Nightstalker damage decreased and equalized between ranged and melee champions. Melee basic attacks instantly kill wards disabled by Duskblade. Blackout won't trigger during Red Sweeper.

Nightstalker is responsible for too much of the damage of its core users, making them overbearing when they can purchase it early, and underwhelming if they delay or don't purchase the item. We're pulling some of the strict nuking power out of the item and putting some of that strength into the item's vision control. Some of the lost damage will also be compensated directly into the kits of its core users.
NIGHTSTALKER DAMAGE (MELEE) 65-320 (at levels 1-18) ⇒ 30-200 (at levels 1-18)
NIGHTSTALKER DAMAGE (RANGED) 45-300 (at levels 1-18) ⇒ 30-200 (at levels 1-18)
newONE Melee basic attacks instantly kill traps/wards that are disabled by Blackout
newREDUNDANCY Blackout won't be triggered if the owner is currently using a Sweeping Lens or Oracle's Alteration

Graves

Attack damage growth and magic resist growth increased. W casts and applies vision reduction more quickly.


Base stats

ATTACK DAMAGE GROWTH 2.41 ⇒ 3
MAGIC RESIST GROWTH 0.5 ⇒ 1

W - Smoke Screen

WIND-UP 0.25 seconds ⇒ 0.15 seconds
LIGHTS OUT Vision reduction now applies more quickly

Kayn

W and R ratios increased.


W - Blade's Reach

RATIO 1.2 bonus attack damage ⇒ 1.3 bonus attack damage

R - Umbral Trespass

RATIO 1.5 bonus attack damage ⇒ 1.75 bonus attack damage (Rhaast's ratio unchanged)

Kha'Zix

Q base damage down; ratio increased; bonus vs isolated targets increased. W bonus damage to monsters removed.


Q - Taste Their Fear

BASE DAMAGE 65/90/115/140/165 ⇒ 50/75/100/125/150
RATIO 1.2 bonus attack damage ⇒ 1.3 bonus attack damage
ISOLATED BONUS 65% additional damage ⇒ 100% additional damage
ISOLATED DAMAGE 107.25/148.5/189.75/231/272.25 (+1.98 bonus attack damage) ⇒ 100/150/200/250/300 (+2.6 bonus attack damage)

W - Void Spike

At the moment, the monster damage in W ties Kha'Zix to the jungle. We'd like to give him a chance to spread his wings elsewhere, so we're swapping that power for a bigger Q buff than the Duskblade changes warrant alone.
removedVOID MONSTER No longer deals bonus damage to monsters

Miss Fortune

Attack damage growth increased.


Base stats

ATTACK DAMAGE GROWTH 1 ⇒ 2

Nocturne

R base damage increased at later ranks. R damage ratio increased.


R - Paranoia

BASE DAMAGE 150/250/350 ⇒ 150/275/400
RATIO 1.2 bonus attack damage ⇒ 1.5 bonus attack damage

Rengar

Q damage ratio increased. E damage ratio increased. R damage ratio increased. Several Q and E bugfixes.

While Rengar does often build Duskblade, this is also a part of our extended cleanup of Rengar after the recent Q revert.

Passive - Unseen Predator

FEROCITY LOCKOUT FOR Q AND E 0.25 seconds ⇒ 0.1 seconds
updatedTHAT ONE Ferocity lockout after using an empowered spell only applies on the slot you just cast
BUGFIX Rengar can no longer leap after hexflashing out of a brush
CHATTY CATTY Added 5 more VO lines for when Rengar gains a bonetooth stack

Q - Savagery

EMPOWERED RATIO 1.3 total attack damage ⇒ 1.4 total attack damage
updatedCIVILIZED SAVAGERY Adjusted the Q animation cast frame to make canceling the animation feel better
BUGFIX Fixed a bug where Rengar would get 3 fast attacks if he cast Q while leaping (should only get 2)
BUGFIX Fixed a bug where Rengar would attack again instantly after landing if he cast Q while leaping
BUGFIX Fixed a bug where Savagery would not grant ferocity when it missed because of dodge/blind
BUGFIX Fixed a bug where Nighthunter Rengar and Mecha Rengar weren't playing the proper particles on Q

E - Bola Strike

RATIO 0.7 bonus attack damage ⇒ 0.8 bonus attack damage
EMPOWERED RATIO 0.7 bonus attack damage ⇒ 0.8 bonus attack damage
BUGFIX Fixed a bug where casting Bola when leaping with three ferocity would sometimes consume all ferocity without granting an empowered spell

R - Thrill of the Hunt

LEAP BONUS DAMAGE 0.3 total attack damage ⇒ 0.5 total attack damage

Shaco

Q now grants Shaco's next basic attack bonus physical damage.


Q - Deceive

new?SURPRISE STAB Shaco's next basic attack after Deceive now also deals 10/20/30/40/50 (+0.7 bonus attack damage) (+0.3 ability power) bonus physical damage

Talon

Passive damage now continues scaling after level 11, until level 18. R ratio increased.


Passive - Blade's End

BASE DAMAGE 75-175 (at levels 1-11) ⇒ 75-245 (at levels 1-18) (damage between levels 1-11 unchanged)

R - Shadow Assault

DAMAGE RATIO 0.8 bonus attack damage ⇒ 1.0 bonus attack damage

Wukong

Attack damage growth increased. Q ratio increased at later ranks.


Base stats

ATTACK DAMAGE GROWTH 3.2 ⇒ 4.0

Q - Crushing Blow

RATIO 1.1 total attack damage ⇒ 1.1/1.2/1.3/1.4/1.5 total attack damage

Zed

Q damage to targets beyond the first decreased. Landing multiple shurikens on the same target no longer deals reduced damage. R damage amplification increased at later ranks.


Q - Razor Shuriken

PASSTHROUGH DAMAGE 60% to targets beyond the first ⇒ 50% to targets beyond the first
removedMULTI-HIT PENALTY Landing multiple shurikens on same target no longer causes each beyond the first to deal only 75% damage

R - Death Mark

STORED DAMAGE 25/35/45% damage dealt during Death Mark ⇒ 25/40/55% damage dealt during Death Mark

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Champions

Kai'sa

Attack range increased. Passive and Q ability power ratios increased. Q range increased. W ability power ratio decreased. E cast time decreased. E movement speed increased. R radius increased.

Kai'Sa's a new champion, and that means that players are still learning how she works—and in a lot of ways, so are we. One thing that really stands out is that? she does pretty well in the games where she gets ahead, but currently she's struggling pretty hard to ever get leads in the first place.

The main culprit is her laning phase, where her low range makes it hard for her to get the good trades she needs, so we're starting by minorly buffing her range. We're also buffing the mobility her E gives, both by increasing the movement speed and decreasing the cast time, which should allow her a bit more positional freedom to choose when and where she fights.

Her ability power ratios are also way too low to fulfill her flexible itemization fantasy, and with the Guinsoo's Rageblade changes below, we have some room to make those ratios a lot stronger.

Base stats

ATTACK RANGE 500 ⇒ 525

Passive - Second Skin

STACK RATIO 0.1/0.15/0.2/0.25/0.3 ability power (on applying 1st/2nd/3rd/4th/5th Plasma stack) ⇒ 0.2/0.25/0.3/0.35/0.4 ability power (on applying 1st/2nd/3rd/4th/5th Plasma stack)
PLASMA DETONATION RATIO 2.5% target's missing health per 100 ability power ⇒ 3.75% target's missing health per 100 ability power

Q - Icathian Rain

RANGE 575 ⇒ 600
RATIO PER MISSILE 0.2 ability power ⇒ 0.4 ability power
AP RATIO FOR 6 MISSILES 0.5 ability power ⇒ 1.0 ability power

W - Void Seeker

RATIO 0.65 ability power ⇒ 0.45 ability power
NOT A NERF Void Seeker deals the same amount of damage due to Second Skin's buffs above. Evolved Void Seeker deals more damage than before.

E - Supercharge

CAST TIME 1.5-0.75 seconds (at 0-100% bonus attack speed from items and levels) ⇒ 1.2-0.6 seconds (at 0-100% bonus attack speed from items and levels)
MINIMUM BONUS MOVEMENT SPEED 40/45/50/55/60% ⇒ 55/60/65/70/75%
MAXIMUM BONUS MOVEMENT SPEED 80/90/100/110/120% ⇒ 110/120/130/140/150%

R - Killer Instinct

RADIUS AROUND ENEMY CHAMPIONS 500 ⇒ 525
newTHINKING AHEAD Killer Instinct's shield is now granted on-cast. Still lingers for 3 seconds after dash ends.

Lee Sin

Passive energy return increased at later levels. Q range increased. R base damage increased.

Losing Tracker's Knife has taken away some of the consistency of Lee Sin's playmaking potential. We're looking to put some of that back into his kit.

Passive - Flurry

FIRST ATTACK ENERGY RETURN 20 ⇒ 20/25/30 (at levels 1/7/13)
SECOND ATTACK ENERGY RETURN 10 ⇒ 10/12.5/15 (at levels 1/7/13)

Q - Resonating Strike

RANGE 1100 ⇒ 1200

R - Dragon's Rage

BASE DAMAGE 150/300/450 ⇒ 150/375/600

Lucian

W base damage increased. R damage ratio increased.

The buffs to Press the Attack certainly helped Lucian, but he could still use some more damage.

W - Ardent Blaze

BASE DAMAGE 60/100/140/180/220 ⇒ 85/125/165/205/245

R - The Culling

RATIO PER SHOT 0.20 total attack damage ⇒ 0.25 total attack damage
MAX RATIO 4.0/5.0/6.0 total attack damage ⇒ 5.0/6.25/7.5 total attack damage

Quinn

Base attack damage decreased. Attack damage growth increased. Many bugfixes and quality of life changes.

Quinn has a lot of bugs and feel-bad moments. We're smoothing out many of those frustrations, which should lead to Quinn feeling better to play (and being stronger).

Base stats

BASE ATTACK DAMAGE 62 ⇒ 59
ATTACK DAMAGE GROWTH 2.4 ⇒ 3

Passive - Harrier

SEE VULNERABILITY Attacks now trigger Vulnerable marks that appear on their target while they are in flight
newHEAR VULNERABILITY New audio cues have been added for hitting a target with a Vulnerable mark

R - Behind Enemy Lines

newSTRIKE FROM THE SKIES! Skystrike now applies Vulnerable mark to all enemy champions hit
removedDON'T CHANGE THE CHANNEL Taking damage while channeling no longer breaks channel
HOLD ON TIGHT Taking damage from non-minions while flying immediately ends Behind Enemy Lines ⇒ removes Behind Enemy Lines' bonus movement speed for 3 seconds
HOLD ON TIGHT Taking damage from minions while flying no longer slows Valor
newTHE ENEMY FOUNTAIN IS DOWN Automatically casts Behind Enemy Lines when returning to the Summoning Platform
removedLOCKOUT No longer goes on 3-second cooldown when in combat
BUGFIX Skystrike no longer fails to cast if cast within the last 10 seconds
BUGFIX Skystrike no longer deals double damage when cast by reactivating R
BUGFIX Behind Enemy Lines no longer ends immediately when used near a turret that Quinn had been attacking
BUGFIX Canceling Behind Enemy Lines while Presence of Mind is active no longer refunds mana that was never consumed
BUGFIX Behind Enemy Lines no longer removes existing movement orders or ignores new movement orders given during its cast and channel

Rakan

Q and R damage ratios increased.

Rakan is currently struggling when paired with most marksmen. The obvious exception is Xayah—the two lovebirds are doing pretty well together. We're looking to make Rakan more impactful on his own without further increasing his strength alongside his partner.

Q - Gleaming Quill

RATIO 0.5 ability power ⇒ 0.6 ability power

W - Grand Entrance

RATIO 0.5 ability power ⇒ 0.7 ability power

E - Battle Dance

RANGE 600 ⇒ 700
BONUS RANGE TOWARD XAYAH 400 ⇒ 300 (total range unchanged)

Xayah

Xayah and Rakan's basic attacks no longer trigger feathers from each other's Deadly Plumage.

As above, bringing Xayah and Rakan's strength together down.

W - Deadly Plumage

DAMAGE While Deadly Plumage is active on both Xayah and Rakan, when one of them basic attacks an enemy, both of their Deadly Plumages strike that enemy ⇒ only their own Deadly Plumage strikes that enemy

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Items

new?

Shurelya's Reverie

When you a support but you and your squad wanna go in.

With the removal of Talisman of Ascension, the support item landscape was missing the "everybody in" item. Since we were remaking it anyway, we took a look at who we wanted picking up this item. Ultimately, we wanted to make sure that it wasn't super attractive to tanks (they already have Righteous Glory), but felt good on most other supports.
COST 2100 gold
BUILD PATH Aether Wisp + Kindlegem + 450 gold
ABILITY POWER 40
HEALTH 200
COOLDOWN REDUCTION 10%
MOVEMENT SPEED 8%
UNIQUE ACTIVE Grants user and nearby allies + 40% movement speed for 3 seconds (60 second cooldown)

Abyssal Mask

Aura radius decreased; potency increased.

When we moved ability power off of Abyssal Mask and onto Banshee's Veil, we hoped to cement Abyssal as less of a core mage item and more of a tank pickup to boost allied mages. However, the high range on its aura has made it a compelling damage option on mages that also provides defensive value intended for tanks. As a result, we're seeing a lot of mages pick it up as a "get me through mid lane with no interaction possible" item, without paying much of a hit to their late game damage. Shrinking the aura will sharpen the intended user base to champions who want to get up close and personal.

AURA RADIUS 700 (edge to edge) ⇒ 325 (center to enge)
MAGIC DAMAGE AMPLIFIER 10% ⇒ 15%
HI, ORNN These changes also apply to Ornn's masterwork upgrade, Infernal Mask
BUGFIX Abyssal Mask no longer counts as a spell for the purposes of Electrocute or Phase Rush's "3 unique spell" requirement

Seraph's Embrace

Shield mana ratio decreased. Shield duration decreased.

Seraph's Embrace's shield is providing too much safety for its purchasers.
SHIELD RATIO 20% current mana ⇒ 15% current mana
SHIELD DURATION 3 seconds ⇒ 2 seconds

Dead Man's Plate

Slow is now magic damage instead of physical. Momentum generation tweaked.

Dead Man's Plate is underperforming at the moment, and we're taking a pass at giving it some love. While we do so, we'd like to sharpen its identity as the item for fighters, who really shine when they get the opportunity to maneuver around a fight laying down damage.

As such, we're going under the hood and tweaking the way DMP generates Momentum. If you're able to lock a target in place (hello Maokai/Nautilus) and prevent them from kiting you that much, you won't get as much damage and you're unlikely to get a lot of slows. On the other hand, if you're darting around a fight (Irelia, Renekton) you'll feel the full impact of the passive.

Hopefully, when fighters see this item, they'll think to themselves "yes.". When tanks see this item, they'll think to themselves "no."
PROC DAMAGE TYPE Physical ⇒ Magic
removedSLOWMENTUM Users no longer lose stacks while Slowed
updatedSOMENTUM Now consumes all momentum on basic attacks even if at less than max stacks, dealing 1 damage per momentum consumed
NEEDS MO'MENTUM The slow only triggers at max stacks (unchanged; still melee-only)
newLOCKING OUT MY GENERATION Basic attacking now locks out momentum generation until your attack timer resets

Guinsoo's Rageblade

Cost decreased. Attack damage and ability power decreased. Base magic damage on-hit decreased; ratio added. Physical damage on-hit added. Stack bonuses now scale with stats from other sources.

Guinsoo's Rageblade currently has two problems: It's only good on a select few champions, and on those champions it serves as an insane first item spike. We're hitting both problems by changing its statline and on-hits to scale directly with other stats. TL;DR, Guinsoo's shouldn't be as immediately powerful of a rush item, but it fits into a few more types of builds.
TOTAL COST 3600 gold ⇒ 3000 gold
BUILD PATH Blasting Wand + Recurve Bow + Pickaxe + 875 gold ⇒ Amplifying Tome + Recurve Bow + Pickaxe + 690 gold
ATTACK DAMAGE 35 ⇒ 25
ABILITY POWER 50 ⇒ 25
MAGIC DAMAGE ON HIT 15 ⇒ 5 (+0.1 ability power)
newPHYSICAL DAMAGE ON HIT 5 + (0.1 bonus attack damage)
ABILITY POWER PER STACK 4 flat ability power ⇒ 4% ability power
ATTACK SPEED PER STACK 8% bonus attack speed ⇒ 8% total attack speed
ATTACK DAMAGE PER STACK ⇒ 4% bonus attack damage
newRAPID RAGE At half stacks, melee champions' next basic attack fully stacks Rageblade

Hextech GLP-800

Cost decreased.

This item is still a bit too weak.
TOTAL COST 3000 gold ⇒ 2800 gold
COMBINE COST 850 gold ⇒ 650 gold

Statikk Shiv

Energized proc damage decreased at higher levels. Lightning no longer deals bonus damage to minions.

The combination of proc damage and wave clear is allowing any marksman to be their team's wave clear all on their own, making Statikk Shiv too dominant a pick over the other zeal items.
PROC DAMAGE 60-160 ⇒ 60-140
removedWAVE CLEAR No longer deals bonus damage to minions

Rapid Firecannon

Energized proc damage increased.

We're taking this opportunity to match the damage of Rapid Firecannon to that of Statikk Shiv, to make it a more clear choice between extra range and extra wave clear.
PROC DAMAGE 50-120 ⇒ 60-140

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Summoner Spells

Ignite

Damage increased.

For a while now, Heal and Teleport have been outclassing Ignite mid lane, especially in pro play. To increase diversity in Summoner spells, we're pushing a bit more power into Ignite.
DAMAGE 70-410 (at levels 1-18) ⇒ 80-505 (at levels 1-18)

Heal

Cooldown increased.

In general, defensive spells should have higher cooldowns than offensive spells. That is, if two opposing player uses Heal and Ignite in the same fight, there should be a window where the Ignite player has a summoner spell edge and can try and make another play. Currently, Heal's cooldown is probably a bit too low for players to take advantage of that disparity, so we're upping it.
COOLDOWN 240 seconds ⇒ 270 seconds

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Runes

new

Conqueror

New Precision keystone.

We wanted to introduce a keystone for champions who excel in long, drawn-out fights—especially melee champions.
CONQUERER After 4 seconds in combat, your first attack against an enemy champion grants you 10-35 attack damage, based on level, for 3 seconds, and converts 20% of your damage to champions to true damage
MELEE ONLY Damaging enemy champions refreshes this buff

Bone Plating

Bone Plating duration decreased.

Bone Plating was intended as an anti-burst rune, but thanks to its long duration it's being used as a generic anti-damage rune. Shortening the duration should make it less generically good while preserving its anti-burst power.
DURATION 5 seconds ⇒ 3 seconds
new

Chrysalis

New Resolve rune in the Resistance row.

Many champions—especially carry-style champions—might want defensive stats to get through the laning phase, but ultimately want carry stats for the late game. This is the rune for them.
CHRYSALIS Start the game with an additional 60 health. When you get 4 takedowns, consume that health to gain an adaptive bonus of 9 attack damage or 15 ability power.

Removed Runes

Iron Skin and Mirror Shell in the Resistance row of the Resolve tree have been removed.

Iron Skin and Mirror Shell weren't adding much to the runes landscape; they were largely just flat stats that didn't feel compelling to a lot of characters. Now that we've added Chrysalis (and Bone Plating two patches ago), we can remove Iron Skin/Mirror Shell.
removedIRON SKIN Iron Skin has been removed
removedMIRROR SHELL Mirror Shell has been removed
BACKUP WIND Pages that previously took Iron Skin or Mirror Shell have auto-swapped to Second Wind

Rune Selection Upgrades

HEY LISTEN New or reworked runes will now have an indicator and the drawer they're in will auto-pop open
LOOK AT THIS STUFF Last patch we added a feature where we auto-swapped removed runes and put an indicator on the affected pages. This patch, we're adding an indicator to the specific rune so it's easier to see what has been auto-swapped.
WHICH RUNE Fixed some buggy behavior in substyle selection (in particular, the ring which shows you which rune will be replaced was often wrong)

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Twisted Treeline

Bandit passive removed. Movement speed added to Ancient Coin line of items. Many other changes.

These are just the same changes these items have gone through on Summoner's Rift over the last 2 patches.

All Support Items

removedBANDIT No longer grants gold when nearby enemy minions are killed by allies or when attacking enemy champions

Spellthief's Edge, Frostfang, and Eye of the Watchers

updatedLOCKOUT The penalty for killing a minion or non-epic monster now pauses gold per 10 generation in addition to Tribute stack generation
updatedQUEST COMPLETION Lockout clears upon quest completion, rather than upon upgrading to Remnant of the Watchers
SPELLTHIEF'S EDGE TRIBUTE GOLD 10 gold (unchanged)
FROSTFANG & EYE OF THE WATCHERS TRIBUTE GOLD 15 gold ⇒ 20 gold

Ancient Coin

MOVEMENT SPEED 5

Nomad's Medallion & Timeworn Talisman of Ascension

MOVEMENT SPEED 10
GOLD COIN REWARD 40 gold ⇒ 45 gold

Relic Shield

HEALTH 75 ⇒ 50

Targon's Brace

HEALTH 175 ⇒ 125
PASSIVE GOLD GENERATION 2 gold per 10 seconds ⇒ 4 gold per 10 seconds

Timeworn Face of the Mountain

TOTAL COST 2200 gold ⇒ 2100 gold
COMBINE COST 550 gold ⇒ 450 gold
HEALTH 450 ⇒ 300
PASSIVE GOLD GENERATION 2 gold per 10 seconds ⇒ 4 gold per 10 seconds

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One for All

It's back!

Get silly this season by playing the same champ as your teammates in this wacky and accelerated twist on Summoner's Rift. One For All springs back into action from 3/30/18 at 8:00 AM PT - 4/16/18 at 11:59 PM PT.

TL;DR

  • 5v5 battle on Summoner's Rift
  • You play the same champion as your teammates
  • Everyone votes for their choice during champ select. Champions with at least four votes get locked in.

Updates

  • Each player can now ban a champion
  • New or updated champs available since last run:
    • Camille
    • Rakan
    • Xayah
    • Kayn
    • Ornn
    • Zoe
    • Kaisa
    • Many reworked champions (Swain, Urgot, Galio, etc)

Fast and Furious

  • Start at level 3
  • Experience and Gold gain sped up by 30%
  • Dragon and Baron spawn sooner and more often
  • Bonus out-of-combat move speed

STACKS ON STACKS:

  • Shields now stack!
  • Most buffs and debuffs stack! Some examples...
    • Oriannas can now have up to 4 of The Ball floating around her using E - Command: Protect
    • Each Nunu in a game can give up to 120% bonus ability power to a single Nunu using W - Blood Boil, for a grand total of 600% potential bonus ability power
    • Each Nami can buff an ally with E - Tidecaller's Blessing at the same time, resulting in three SUPER CHARGED Nami basic attacks!
    • Sivir has claimed the title of The Fast, at a recorded top speed of ~2000 while all Sivirs are R - On the Hunt
  • Slows don't stack! The slows will still be put on the target, but only the strongest slow applies.
That's it! Go forth and slam your opponents with Leap of Faith x 5, or maybe a Penta Umbral Trespass.

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Honor

After popping the hood on Honor, we're seeing that the path back from dishonor is a bit too harsh. So now it's less steep. There are no other changes to Honor.
HONOR RECLIMBS The requirements to move up from Dishonorable to Honor level 2 have been lowered

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Parties Level Up

Voice Chat

Later this patch, your party won't ignore your cries for help because they'll hear you in voice chat.

Voice works for any party of two or more players. As soon as you join a friend's party you'll connect to voice chat automatically and remain connected for as many games as you play together.
QUEUE TOGETHER SPEAK TOGETHER Voice chat only works for parties that queue together
TALK ME THROUGH IT Your party connects to voice chat automatically right from the lobby. It's that easy.
I CAN'T HEAR YOU Every player can adjust their team's volume in-game by clicking the mic icon at the bottom of their screen

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Bugfixes

  • Fixed a bug where Vi's empowered attack from E - Excessive Force was being blocked by spell shields
  • Press the Attack now correctly plays its lock-in sound when selected
  • Xin Zhao no longer stops attacking after casting W - Wind Becomes Lightning
  • Pinging a gold income item now displays the correct amount of gold needed to finish its quest
  • Relentless Hunter's out of combat movement speed now correctly falls off when its user is dealt damage
  • Entities created by champions (Illaoi tentacles, Shaco boxes, Teemo mushrooms, etc) no longer count as wards for the purpose of placing and destroying them
  • Fixed a bug where Gangplank's basic attack, when empowered by Sona's Q - Hymn of Valor, would detonate his E - Powder Keg barrels
  • Kai'Sa now correctly swaps out Aftershock for Grasp of the Undying if she is equipped with an Aftershock rune page
  • Syndra's W - Force of Will now correctly makes Malzahar's W - Voidlings untargetable while they are held
  • Dark Star Jarvan IV's VO processing has been restored
  • Tyrant Swain no longer plays base Swain's VO lines after killing an objective
  • PROJECT: Jhin's music once again plays at the beginning of the game upon first move
  • Q - Blinding Dart VFX have been fully restored for Astronaut, Cottontail and Super Teemo
  • Fnatic Corki's The Package VFX are no longer misplaced when picked up
  • Infernal Nasus' Q - Siphoning Strike special stack count interaction VOs have been restored
  • Game audio volume slider behavior has been restored to normal
  • Various loud SFX, such as end of game banner, recall, level up, and gold collection, have been restored to their proper volume level

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Upcoming Skins, Chromas & Emotes

The following skins will be released in patch 8.6:

The following chromas will be released in patch 8.6:

Renektoy (Catseye)

Renektoy (Obsidian)

Renektoy (Rose Quartz)

Renektoy (Tanzanite)

Renektoy (Aquamarine)

Renektoy (Amethyst)

Renektoy (Pearl)

Pug’Maw (Rose Quartz)

Pug’Maw (Sandstone)

Pug’Maw (Meteorite)

Pug’Maw (Citrine)

Pug’Maw (Speckled)

Pug’Maw (Pearl)

Pug’Maw (Obsidian)

Pug’Maw (Granite)

Pizza Delivery Sivir (Catseye)

Pizza Delivery Sivir (Aquamarine)

Pizza Delivery Sivir (Rose Quartz)

Pizza Delivery Sivir (Amethyst)

Pizza Delivery Sivir (Obsidian)

Birdio (Ruby)

Birdio (Aquamarine)

Birdio (Catseye)

Birdio (Citrine)

Birdio (Rose Quartz)

Birdio (Meteorite)

The following emotes will be released in patch 8.6:

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361 Comments

Asian McLovin215 votes

Can you work on autofill. During champ select add a * icon by the summoner. Lot of people don't speak up about trading roles. Plus if I auto fill, my team better have their main roles, not 3 of us are auto filled.

Equal Right17 votes

This is the best suggestion of all time in the history of League of legends.

360ºTilt19 votes

logged in just to upvote.

Cryoptimica5 votes

I think they should have an Icon that shows the most played role next to the icon of the player. Like if they play queue mid the most they get a little mid icon on the bottom of their lobby icon. I think this would fix a lot of issues we have with autofill.

Bísmark51 votes

so you change mage items, but dont buff the mages that got left behind. However, you change 1 ad item and buff every single ad assassin in game to "compensate". feelsbadman

Invictu56 votes

[deleted]

A Dastardly Lime21 votes

Ori is doing great with archangels, taliyah doesnt need help, nor does zoe, and viktor does his own things and is doing just fine, same with malzahar.

And even if its true, not all champions can be permanently good forever, a new breed is good and popular at the moment, let it be.

Couz47 votes

It's minor but there's a math problem for the new Guinsoo.

Amplifying Tome + Recurve Bow + Pickaxe + 990 gold = 3300 gold

In the patch notes, you said 3000.

Just to let you know.

Gamma Anomaly31 votes

I just want to pick Kindred and not be flamed before the game starts.

Al Havoc6 votes

I don't even understand why people complain,i perform well on her most of time i play her and her winrate has been moderate-high past few patches. She is supposedly getting some changes though.

EdwardWolperting7 votes

Source? As an avid Kindred player I'm eager to see any and all changes.

Gamma Anomaly6 votes

I think Aatrox was also gonna get changes but Riot is quiet. And it wouldn't annoy me as much as it does if their primary focus wasn't the same 20 champions.

Scootz15 votes

Aatrox is slated for a gameplay update (said to be the largest pure gameplay update ever) and should be coming out within the next few patches. Probably before the Akali VGU.

A Dastardly Lime7 votes

Kindreds win rate is irrelevant because the play rate is so low. Most of the players on her are one tricks who just like playing the champion, or shes getting picked for a specific situation/counterpick. If everyone started playing her, the winrate would dip down quite a lot.

Kindreds problem is that the Ult is way too difficult to co-ordinate with a team in solo queue, and there are much better champions to be playing in pro play and solo queue too.

Dont take winrates on a first look basis.

vandreg26 votes

Man, never gonna get sick of reading comments on patch notes. Watching the world fall apart over what I personally think are incrementally small changes makes mah day

Slim Gragas5 votes

I think it's moreso rather being annoyed that ridiculous shit stays in the game so long, not as much changes that were just implemented this patch.

Exciting Boredom21 votes

That Poppy emote is scary asf

[sg-ahri-1]

grarrrg24 votes

It's based on the original LolliPoppy splash art. And no I will not link to it, cause the nightmares will start again...

UpooOnMe8 votes

I have to have it.[sg-lulu]

Angel Of Babylon19 votes

Man, being a support main is dumb, when riot doesn't seem to care about us support mains. just the route the support items have been going the past few patches just has been disappointing.

Acamality7 votes

???? Better system for getting wards. New support item to make up for previous losses. ????

PingTheAwesome16 votes

Yet we lost the functionality options one of the items (seeker's built in) and now a key item has been gone after because Rito didn't like other laners taking an item.

Ajogamer17 votes

"One For All springs back into action from 3/30/18 at 8:00 AM PT - 4/16/17 at 11:59 PM PT."

I know One For All took a lot of work to add to the new client, but I didn't realize that required adding a wormhole to 2017 into the new client; that's really going above and beyond!

CheshireGame11 votes

wtf is this shit, I love it how my adc gets to watch an old black and white movie while we fight 4v5 because assassins were too weak, now we can ALL watch a black and white movie together [slayer-jinx-unamused] seriously though, how the fuck is that supposed to be a good thing for game health?

NaturesMayhem24 votes

Yeah, I feel that assassins are the only reasonable counter measure to ADC's atm, but they're becoming weak enough that they can't even kill the ADC.

CheshireGame7 votes

well, what am i supposed to do when a zed that knows what he's doing, builds correctly, and he ults me. We are of equivalent skill, but he is zed, neither of us have summs just abilities. Am I just supposed to attack him, then as he safely goes back to his shadow go ahhh, it's ok that he only needs to do 75% of my health and gets a hget out of jail free card and I have to do 100% of his and walk out. Yeah, it seems like he needs some buffs

CheshireGame4 votes

note i am an ap mage player, so yeah I don't like zed. most are garbo and i just want variety of my opponents, but when all of my opponents in season 6 and most of season 7 were ZED AND YASUO, I GET SICK OF FIGHTING THEM REGARDLESS OF SKILL

A7X Kindred14 votes

Zed has been trash for a long time now chill dude we want to play our champ as well.

NaturesMayhem26 votes

well, what am i supposed to do when a vayne that knows what he's doing, builds correctly, and she ults me. We are of equivalent skill, but she is vayne, neither of us have summs just abilities. Am I just supposed to attack her, then as she safely tumbles away and the last auto to stack nears by and go ahhh, it's ok that she only need to auto attack me three time while using displacement abilities and invisibility every 3 seconds. Yeah, it seems like one of her few counters really needs a nerf.

See my point? I'm not trying to say that these champions are deserving of more damage, merely that we shouldn't take away whatever they have right now. ADCs are ruling the meta, and assassins are barely scarping by and doing their job. They don't need more nerfs on top of that.

FlameHalbrdOkido10 votes

If MF was buying Duskblade a mistake has already been made, but she deals enough dmg already w/o

Kai'sa while it may be argued that she struggles right now, due to her low range in lane, why change that, as an assassin marksman, having a lower range should be a trade off for her burst potential and mobility. Also what's wrong with her not being so good in the botlane why not let her flourish in other areas like the jg?

Additionally her E is on a much 2 short CD when CDR, AS and her AAs are taken into consideration

Especially when E actually shortens it's own CD with: AAs reduce the the CD...how is that Ok? An AS buffing ability gets its CD reduces with AAs this might be ok if it were ONLY an AS buff, or if it only shortened it's CD with AAs once the ability were over but neither is the case.

CS3Narutoi9 votes

I believe the fastest champ should be Zilean with 5 E :)

grarrrg6 votes

A Zilean would be Fast. But ALL Sivirs can Fast and for longer.

PICKLERICK2549 votes

riot.... if you're going to buff EVERY invisible jungler to absolute hell and sent every adc main running with fear.. couldn't you at LEAST give us pink wards back so they actually ahae to TRY to kill us? xD

yay nibbers31 votes

They're getting buffed because Duskblade is getting a huge nerf. Does anyone even try to read patch notes anymore?

1Maza21 votes

Not to mention how hilarious it is that ADC mains have had the strongest position in the game by far for half a year now and still think they have the right to complain about anything.

Molossus7 votes

Riot likes to make everything confusing by mixing nerfs and buffs, so it's hard to tell if it's a net nerf or net buff (often they tell us it's a net buff when it's a net nerf or vice versa).

That being said, some people just don't like assassins in general. In my opinion they are unhealthy for the game because they make one player happy at the expense of everyone else in the game. Getting killed 100-0 in less than a second is extremely frustrating, especially when the champion doing it is invisible or has insane mobility. It feels like there is very little in the way of counterplay against assassins. If they can't assassinate, they feel useless to play, and if they can, everyone else feels useless. Assassins are a guaranteed source of feelsbadman, in my opinion.

Hungry Cancer9 votes

Why is Conqueror the only Keystone that doesn't use the Adaptive Force mechanic for granting AD and AP? There are plenty of melee AP champs that would work really well with that without breaking it like Ekko, Maokai, Kassawin, Eve, Galio, etc.

Solari Fortune7 votes

600% AP Buff on a Nunu WHYYYYYYYYYYYY

sillyscylla10 votes

I reaAALLLY wish they hadn't pointed out the possibilities of stacked buffs, cuz now everyone's gonna either instaban those champions, or everyone's gonna pick them. I'd love to go up against a squad of Oriannas desperately drying to shield one another against a team of assassins lol

grarrrg10 votes

The fun part of Oriannas is not only does the Shield stack now, but presumably the 30 AR/MR buff stacks as well. So not only are you trying to burst down over 1000 points of shield BUT the target also has an extra ~100+ AR/MR.

Teemo Mid4 votes

It's still capped at 600 AP with five blood boils anyway.

HeazonZ7 votes

isn't Nocturne ultimate just a stronger version of RekSai ultimate at this point?

DorkunedAuras29 votes

Nocturne doesn't go untargettable during it, and it's on a long enough CD that you don't want to use it during combat. A good Rek'Sai will NEVER use her ult to engage a fight.

Dîo Brando24 votes

Rek'sai's is a dodge and/or execution, Noct's is for making picks or backline diving once the fight already started. Noct's ult is best used when you're snowbally and want to pick off that midlaner or adc when they think they're safe due to Shen/Raka ult, your ult prevents any info coming to them whether or not they should ult or who.

This is of course only a little of what each ult can do, and can be put in even more unique scenerios, but i hope this helped! [slayer-pantheon-thumbs]

HeazonZ4 votes

Of course rek'sai's ult still has it's uses but it only benefits her and not even by that much. Nocturne's ult benefits him and his whole team. The black out effect is a game changer. Rek'sai's ult barely has any impact on a teamfight so it should bring more benefit to her personally shouldn't it? Yet the target is able to dodge it with a basic ability and you gain zero benefit and neither does your team. That doesn't seem wonky?

megadethfish2 votes

Wasn't there mention of changes to Kayn's transformation timings/soul collection?

Would love to know if these changes were cut or just not mentioned in the notes.

HD DareDevil5 votes

I think I read somewhere on the pbe updates that it got pushed back to next patch

CS3Narutoi1 votes

How does Kai'Sa's W interact with her Passive? Does it deal the Passive's bonus damage when it strikes an enemy?

LoveAndTolerate5 votes

Yep. Applies stacks. 2 normally, 3 when upgraded.

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