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Patch 9.2 notes

Riot··11 votes·194,117 views

Hello everyone, and welcome to 9.2. This is our season start patch, and while it's a big one, it's pretty straightforward. Names we've heard way too often in recent months (Urgot, Ignite, Red Smite) are getting nerfs, while others we haven't heard in some time (Shyvana, Yorick, Sunfire Cape) are being buffed up. Remember: Knowledge is power, so make sure you're read up on 9.2's changes before charging into Ranked!

Best of luck in your placements,
Paul "Aether" Perscheid

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Patch Highlights

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Mid-Patch Updates

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1/31/2019 ARURF Balance Update

Aatrox

BUFF +10% damage reduction buff increased to +20%, +5% damage buff increased to +15%

Aurelion Sol

BUFF +10% damage reduction, +5% damage

Corki

BUFF +10% damage

Darius

BUFF +10% damage reduction, +5% damage

Gangplank

BUFF +10% damage

Illaoi

BUFF +15% damage reduction, +5% damage

Irelia

BUFF +10% damage reduction, +5% damage

Leona

BUFF +10% damage reduction, +5% damage

Ornn

BUFF +20% damage reduction buff increased to +25%

Rek'Sai

BUFF +10% damage reduction buff increased to +20%

Sion

BUFF +15% damage reduction

Sona

BUFF -10% damage nerf reduced to -5%

Tahm Kench

BUFF +10% damage reduction buff increased to +20%

Thresh

BUFF +5% damage reduction, +5% damage

Urgot

BUFF +10% damage reduction, +5% damage

Yasuo

BUFF +5% damage reduction, +10% damage

Zac

BUFF +15% damage reduction

Zilean

BUFF +10% damage reduction

Dark Harvest

NERF Damage per soul reduced from 5 to 2
NERF Base damage reduced from 20-60 to 15-55
NERF Ability power ratio reduced from 0.15 to 0.1

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1/31/2019 Bugfixes

Evelynn

BUGFIX Empowered E - Whiplash once again applies on-hit effects

Sylas

BUGFIX If Sylas casts a stolen Kayn's R - Umbral Trespass on a spellshielded target, his ult now properly reverts to R - Hijack instead of staying as Umbral Trespass
BUGFIX If Sylas R - Hijacks Sion's R - Unstoppable Onslaught while Sion is in his Passive form, the stolen ult now properly scales with Sylas' R rank instead of Q rank (which allowed it to deal huge "rank 5" damage)

Taric

BUGFIX E - Dazzle no longer hits everything on the map if Taric casts it while linked to a Zed who's dashing to his W - Living Shadow

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1/29/2019 ARURF Balance Update

Ahri

NERF -5% damage

Bard

BUFF +10% damage reduction, +15% damage

Braum

BUFF +20% damage reduction, +10% damage

Gnar

BUFF +10% damage reduction, +5% damage

Kai'Sa

NERF -5% damage

Malzahar

NERF -8% damage

Master Yi

NERF -5% damage, -5% damage reduction

Ornn

BUFF +10% damage reduction buff increased to +20%

Rammus

BUFF +10% damage reduction

Rek'Sai

BUFF +10% damage reduction, +5% damage

Ryze

BUFF -10% damage nerf removed

Sivir

NERF -5% damage

Tahm Kench

BUFF +10% damage reduction

Wukong

BUFF -10% damage nerf reduced to -5%

Xayah

NERF -5% damage

1/28/2019 Update

Sylas

Helping Sylas stretch his legs after being stuck in Demacian jail for so long. (He was weak so we're buffing him.)
ATTACK DAMAGE 55.04 ⇒ 58
MAGIC RESIST GROWTH 0.5 ⇒ 1.25
E - ABDUCT DAMAGE 50/65/80/95/110 ⇒ 70/85/100/115/130

Yorick

BUGFIX R - Eulogy of the Isles' cooldown no longer resets if the Maiden dies the instant Yorick sets her free

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1/25/2019 Update

Galio

We overdid it on Galio's nerfs, but aren't keen on letting him anywhere close to his pre-9.2 state. Between E and Q, E is a much safer place to add power back.
E - JUSTICE PUNCH DAMAGE 80/115/150/185/220 ⇒ 100/135/170/205/240

Camera

BUGFIX Fixed a bug that caused the camera to center incorrectly when zooming out for ults like Jhin's R - Curtain Call, making it really hard to aim properly

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Season Start

Your 2019 Ranked climb begins this patch. Here's a quick TL;DR of the changes this season:
PLACEMENTS You'll get a provisional rank after your first Ranked game, which is the lowest rank you can end placements in. Placement wins grant bonus LP; losses don't cost LP. Your rank becomes visible to others after finishing placements.
TIERS & DIVISIONS We've added Iron tier below Bronze and Grandmaster tier between Master and Challenger. Division V has been removed from all tiers.
RANKED ARMOR This new reward reflects your current rank across your profile, Ranked dashboard, and hovercard as well as game lobbies
SPLITS Season 2019 is broken into three splits, with your performance in each split upgrading your ranked armor. There's no soft reset or time off between splits. End of season rewards are still based on your overall performance across the season.
POSITION RANKS We're previewing position ranks in Korea and North America for split 1 and plan to roll them out globally in split 2. Each position has its own matchmaking rating and rank, with matches rewarding LP and rating for the position you played, plus a little for your other positions to recognize overall improvement as you climb.
For a full rundown of this season's changes to Ranked (new tiers, season splits, position ranks, placements, and more), we've got a library of past Nexus posts at your disposal:

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Game Modes

After a rowdy month and a half of Bardle Royales, Battle Sledding, and Nexuses running it down mid, the Nexus Blitz queues shut down earlier this week. Thanks for playing—we'll be back with updates on our future plans a little further down the road!

If you're looking for something new to scratch your fast-paced-game-mode itch, we've got something new coming down the pipe later this patch! Stay tuned.

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Champions

Sylas

Sylas, the Unshackled, will break out during patch 9.2! Unlock the revolution with these links:
Full-res splash art is available on League Displays!

Aatrox

Q damage ratio decreased. E recharge time increased.

True to his nature as an unkillable ancient terror, Aatrox survived the nerfs we threw at him during preseason and is still savaging both pro and regular play. This patch, we're dropping his damage across the board (higher E cooldown means less reliability on Q) but are especially focusing on his early game.

Q - The Darkin Blade

BASE DAMAGE 10/25/40/55/70 (unchanged)
RATIO 0.64/0.68/0.72/0.76/0.80 total attack damage ⇒ 0.55/0.60/0.65/0.70/0.75 total attack damage
FULL COMBO BASE DAMAGE 56.25/140.63/225/309.38/393.75 (unchanged)
FULL COMBO RATIO 3.6/3.825/4.05/4.275/4.5 total attack damage ⇒ 3.09/3.38/3.66/3.94/4.22 total attack damage (numbers rounded because they're gross)

E - Umbral Dash

RECHARGE TIME 24/20/16/12/8 seconds ⇒ 26/22/18/14/10 seconds

Aurelion Sol

Q recast time reduced; stun duration shorter if recast quickly, longer for big stars.

Aurelion Sol's Q, Starsurge, has always suffered from two points of frustration. First, while its reactivation delay plays a crucial role in Aurelion's vulnerability to all-ins, not being able to cast and immediately pop Q feels unintuitive. Second, the reward for landing a giant star from halfway across the map feels underwhelming. Scaling Starsurge's stun duration lets us address both issues without fully eliminating Aurelion's intended vulnerability to all-ins.

Q - Starsurge

MINIMUM RECAST TIME 0.65 seconds ⇒ 0.25 seconds (can be buffered by double-tapping Q on cast)
STUN DURATION 1.1/1.2/1.3/1.4/1.5 seconds ⇒ 0.55/0.6/0.65/0.7/0.75 seconds, scaling to 1.65/1.8/1.95/2.1/2.25 seconds after traveling for 5 seconds
STUN SCALING Previous stun duration reached after 0.75 seconds (when Q reaches Aurelion Sol's outer limit if he stands still)

Brand

Passive damage over time decreased.

Brand shells out too much safe damage just by landing a spell and backing off—he should need to more actively make risky, aggressive plays to find success.

General

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Passive - Blaze

DAMAGE PER STACK 4% target's max health over 4 seconds ⇒ 3% target's max health over 4 seconds

Cassiopeia

W cooldown increased late; damage decreased late.

As a followup to the Noxious Blast nerf at the end of last year, we're reducing Miasma's effectiveness so Cassiopeia has to rely more on Twin Fang for damage. This forces her to get close to enemies, offering them an opportunity to fight back rather than melting helplessly from a distance.

W - Miasma

COOLDOWN 18/17/16/15/14 seconds ⇒ 18/17.5/17/16.5/16 seconds
DAMAGE PER SECOND 20/35/50/65/80 ⇒ 20/30/40/50/60
MAX DAMAGE 100/175/250/325/400 ⇒ 100/150/200/250/300

Galio

Q damage decreased, cost increased. E damage decreased early.

Galio underwent big changes at the end of last year with the goal of weakening his pro play strengths and amplifying his normal play strengths. With those mechanical shifts in place, he's now too strong at both levels of play, so we're going for raw power nerfs.

Q - Winds of War

COST 70/75/80/85/90 mana ⇒ 80/90/100/110/120 mana
WINDBLAST DAMAGE 70/110/150/190/230 ⇒ 70/105/140/175/210
WINDBLAST RATIO 0.9 ability power ⇒ 0.75 ability power
TORNADO RATIO 4% target's max health per 100 ability power ⇒ 2% target's max health per 100 ability power (base 6% max health damage unchanged)

E - Justice Punch

DAMAGE 100/130/160/190/220 ⇒ 80/115/150/185/220

Irelia

Passive bonus damage vs shields removed. Q deals bonus damage to minions instead of double damage. R duration decreased late; damage increased; slow increased; no longer disarms.

Irelia's got a lot going on across her abilities, which makes her effective in an extremely broad range of team comps and scenarios. We're removing a few mechanics that weren't essential to her blade dancer combat style as well as reining in Bladesurge's late game insta-waveclear.

Passive - Ionian Fervor

removedSHIELD BREAKER Irelia no longer deals bonus damage to shields at max stacks

Q - Bladesurge

BONUS DAMAGE VS MINIONS Double damage ⇒ Flat bonus
NUMBERS 5/25/45/65/85 (+0.6 total attack damage) ⇒ 45/60/75/90/105

R - Vanguard's Edge

DURATION 2.5/3/3.5 seconds ⇒ 2.5 seconds at all ranks
removedDISARM Enemies who pass through the wall are no longer disarmed
WALL SLOW 60% ⇒ 90%
WALL DAMAGE 75/125/175 ⇒ 125/200/275

Jarvan IV

E attack speed increased.

Buffing Jarvan's clear speed as well as the unique aura he provides his team.

E - Demacian Standard

BONUS ATTACK SPEED 15/17.5/20/22.5/25% ⇒ 20/22.5/25/27.5/30% (reminder: Jarvan has this bonus at all times and gains it a second time while near his flag)

Jax

Attack damage decreased. Q damage decreased early.

Nerfing Jax's early game damage to slow his roll into a late-game raid boss and give enemies a wider window to beat him early.

Base Stats

ATTACK DAMAGE 69.97 ⇒ 68

Q - Leap Strike

DAMAGE 80/120/160/200/240 (+1.0 bonus attack damage) (+0.6 ability power) ⇒ 65/105/145/185/225 (+1.0 bonus attack damage) (+0.6 ability power)

Kassadin

Armor decreased.

We're playing into Kassadin's anti-magic theme by opening up a weakness to physical-damage lane bullies.

Base Stats

BASE ARMOR 23.376 ⇒ 19
ARMOR GROWTH 3.2 ⇒ 2.8

Kayn

Transformation rules are smoother and more intuitive.

There's a lot of text below, but here's the gist: Unlock progress for Red and Blue Kayn are no longer separate (violence always gets you closer to transformation), and capitalizing on advantageous mid-game opportunities against one range type no longer risks undoing the work you did to unlock the other type first. If you still end up unlocking the form you don't want, now you can unlock the form you do want faster by continuing to fight the other range type.

Passive - The Darkin Scythe

TRANSFORMATION PROGRESS Darkin and Shadow Assassin unlock progress are separate ⇒ Darkin and Shadow Assassin share unlock progress. When transformation becomes available, the form that unlocks is chosen based on which champion type Kayn dealt more damage to.
TRANSFORMATION THRESHOLD 400 points per champion type ⇒ 500 points from any champion type (offsetting the rate increase from combining transformation progress)
CLOSE CALL If Kayn unlocks his transformation when the two forms are near-even, Kayn unlocks the form of the champion type he damaged last
TIME WEIGHTING Damage dealt later in the game is still worth more transformation progress but doesn't count for more in terms of which form Kayn unlocks
newFASTER OTHER FORM Once Kayn's first form is unlocked, he can continue collecting orbs of the other form's type to reduce the timer until his second form unlocks

Transformation Clarity

newCOLORING Kayn's transformation bar now changes color based on which champion type Kayn has dealt more damage to
PINGING Kayn can now ping various aspects of his passive to his team:
  • Pinging the transformation bar tells allies roughly how close Kayn is to transformation (early in the transformation process, midway to transformation, or very near transformation)
  • Pinging the "Form available" button tells allies Kayn can transform into that form
  • Pinging the "Form unavailable" button tells allies the time remaining before that form unlocks

E - Shadow Step

LET ME GO HOME Kayn can now recall before Shadow Step expires as long as he isn't still in terrain

R - Umbral Trespass

Giving Shadow Assassin Kayn a better shot at escaping sticky situations.
SHADOW ASSASSIN EXIT DASH 300 range ⇒ 300-500 range based on Shadow Assassin Kayn's cursor position

Bugfixes

MISSTEP Fixed a Shadow Step into basic attack into Q - Reaping Slash bug where, if Shadow Step's buff expired during Q's cast time (due to the basic attack putting Kayn in combat), Q dealt no damage
NO SHORTCUTS Kayn no longer immediately harvests orbs when damaging ranged champions who hadn't yet damaged him. He'll now properly wait until exiting combat.
....HIGHLANDER? Fixed a bug where Soulhunter Kayn would hear the audio for Master Yi's R - Highlander forever if he transformed into Rhaast with Master Yi in the game

Neeko

W clone, haste duration increased; clone travels in target direction rather than pathing to target location. R no longer slows but Neeko lands faster after jumping.

We're playing up Neeko's clone baiting potential with Shapesplitter and trimming an extraneous strength from Pop Blossom (with an accompanying buff to keep the change net-neutral).

W - Shapesplitter

CLONE AND HASTE DURATION 2 seconds ⇒ 3 seconds (stealth duration still 0.5 seconds)
PATHING Neeko's clone now travels in the target direction until it runs into terrain, rather than pathing to the target location
BUGFIX Shapesplitter's passive once again works on turrets

R - Pop Blossom

removedSLOW Enemies in Pop Blossom's radius are no longer slowed by 40%
JUMP TIME 0.75 seconds ⇒ 0.6 seconds
TOOLTIP FIX Tooltip now indicates the ability power ratio on Pop Blossom's shield (actual scaling unchanged)

Ornn

Health and armor increased.

When we took a mechanics pass on Ornn last patch, our intent was that he'd be slightly stronger overall. This isn't the case—in particular, players are struggling in lane without Bellows Breath's shield so we're giving him some more baseline tankiness.

Base Stats

HEALTH 565.64 ⇒ 590
ARMOR 33.04 ⇒ 36

Rakan

Armor decreased. W dash speed decreased but activates faster upon reaching the destination.

This patch's changes to Grand Entrance are a targeted nerf for Rakan's R-W initiation: The Quickness's speed boost made Grand Entrance's dash fast enough for Rakan to reliably charm enemies at the dash's end point, holding them in place for the knockup and—for coordinated teams—a truckload of follow-up damage from Rakan's allies. Slowing Grand Entrance's dash speed gives foes more time to react to Rakan's dive while reducing the delay before it pops keeps it effective when Rakan isn't trying to do fancy combos with it.

General

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Base Stats

ARMOR 33 ⇒ 29

W - Grand Entrance

DASH SPEED 2050 (+30% Rakan's movement speed) ⇒ 1400 (+45/+80 with un-upgraded/upgraded boots)
EFFECT DELAY 0.5 seconds after reaching the destination ⇒ 0.35 seconds after reaching the destination
OVERALL Max-range casts hit slightly later than before; short-range casts hit faster

R - The Quickness

BUGFIX Fixed a bug that caused The Quickness to sometimes not affect Rakan's basic attack target

Shyvana

Passive bonus damage to dragons increased. E mark damage increased.

Shyvana's been on the weak side for quite a while. We're buffing her unique dragon killing ability, as well as her ability to shred through tanky targets.

Passive - Fury of the Dragonborn

BONUS DAMAGE VS DRAGONS 10% ⇒ 20% (also applies to Vilemaw on Twisted Treeline)

E - Flame Breath

MARK DAMAGE 2.5% target's max health ⇒ 3.25% target's max health

Tahm Kench

Allies in combat with champions can no longer jump into R.

This particular use case for Tahm Kench's ult was basically "second Devour." Chomping allies once a fight is enough, Tahm.

R - Abyssal Voyage

FINISH WHAT YOU STARTED Allies in combat with enemy champions can no longer jump into Abyssal Voyage

Urgot

Armor decreased. Q cost increased. W cooldown increased early.

It's time, Urgot. We're nerfing crab man's early game across a number of vectors to give other top laners a better chance at success.

Base Stats

ARMOR 39 ⇒ 36

Q - Corrosive Charge

COST 50 mana ⇒ 60 mana

W - Purge

COOLDOWN 13/12/11/10/9 seconds ⇒ 17/15/13/11/9 seconds

Vi

Next basic attack after E-empowered attack is faster.

In some late-game situations, the delay between Excessive Force's empowered attack and Vi's next basic attack lasted long enough that Vi ended up losing sustained damage compared to just basic-attacking as normal. We're making that not a thing anymore.

E - Excessive Force

COMET PUNCH The delay between Excessive Force's empowered attack and Vi's next basic attack is shorter and scales better with attack speed

Volibear

E bonus damage vs dashing/airborne targets changed to max health. R ratio increased; on-cast lightning happens faster; lightning now bounces instantly.

Given that Volibear, like other juggernauts, is often forced to fight whoever's up close and personal, we're changing Majestic Roar's bonus damage to be good against fighters and tanks, not just backline squishies. We're also taking the opportunity to make Thunder Claws feel snappier.

E - Majestic Roar

BONUS DAMAGE VS DASHING/AIRBORNE TARGETS 40/60/80/100/120 (+0.3 ability power) ⇒ 8% target's max health

R - Thunder Claws

RATIO 0.3 ability power ⇒ 0.4 ability power
LIGHTNING BOLT ON CAST Fires after 0.25 seconds ⇒ 0.1 second
removedBOUNCE DELAY Chain lightning no longer takes 0.075 seconds to bounce from one target to the next (it's now instant)

Yorick

The Maiden now follows Yorick when he leaves lane. Maiden health scales better with game time. Graves spawn faster late. Mist Walkers and the Maiden no longer deal less damage when far from Yorick.

Yorick's a lot stronger when The Maiden is with him, but he loses that strength if he doesn't stay in lane, leading to subpar contributions if he abandons a split-push to fight with his team. We're giving Yorick the ability to bring the Maiden and her Mist Walkers with him, roaming together as combat buddies or cross-lane turret demolitionists. Toss in a late-game increase to Mist Walker availability (especially when Yorick's allies don't let him last hit with Last Rites) and we've got a patch!

General

removedDECAYED INTENT Mist Walkers and the Maiden no longer deal decreased damage when far from Yorick

Passive - Shepherd of Souls

NEARBY ENEMY DEATHS PER GRAVE 12/8/4 (at levels 1/7/13), 4 on ARAM ⇒ 12/6/2 (at levels 1/7/13), 2 on ARAM
MIST WALKER GOLD 5 ⇒ 2

E - Mourning Mist

BUGFIX Mist Walkers and the Maiden no longer sometimes fail to target an enemy hit by Mourning Mist

R - Eulogy of the Isles

MAIDEN HEALTH 700/1500/4000 (+30% Yorick's health) ⇒ 300/1000/3000 (+70% Yorick's health)
removedBROKEN BOND The Maiden no longer begins autonomously pushing a lane when far from Yorick. Instead, she'll leash back to him.
newGO YOUR OWN WAY Yorick can now reactivate Eulogy of the Isles to set the Maiden free, but can't get her back once he does. She'll push the nearest lane until she dies.

Zyra

Mana regen decreased.

Lower mana regen means Zyra will need to think twice before fishing for hits with Deadly Spines and Grasping Roots, lest she be caught out without resources during a gank or all-in.

Base Stats

MANA REGEN 15.335 per 5 seconds ⇒ 13 per 5 seconds

Evelynn

Quality of life changes and fixes.

Q - Hate Spike

PRIORITY Hate Spike still prioritizes the last champion then the last non-champion Evelynn hit, but now prioritizes the lowest-health champion next (ahead of the lowest-health non-champion)
BUFFERING Hate Spike's recasts can now be buffered up to 0.5 seconds before becoming castable

W - Allure

FIZZLE FIX Allure's cast no longer fizzles if Evelynn loses sight of her target mid-cast

E - Whiplash

EMPOWERED DASH No longer occasionally drops Evelynn directly on top of her target

R - Last Caress

newBUFFERING Can now be buffered during Empowered E - Whiplash's cast

Kled

This one actually went live last patch, but we figured it's still worth a mention!

E - Jousting

VACUUM Jousting through minions is no longer likely to stack them directly on top of each other

Minimap Targeting

Given you're typically trying to hit something on-screen or just off-screen with these abilities, we're disabling minimap targeting to avoid miscasts.
MINIMAP TARGETING DISABLED Lux's R - Final Spark, Nami's R - Tidal Wave, and ARAM's Mark spell (yeah yeah it's not a champion ability) no longer use Minimap Targeting. If your cursor is over the minimap when casting one of these, it'll fire in the target direction instead.

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Items

Oblivion Orb

Cost increased, ability power decreased.

Oblivion Orb is a ubiquitous mage pick-up due to the ability to stack its magic penetration with Sorcerer's Shoes relatively early in the game. That being the case, why didn't we nerf the magic penetration? We're shrinking Oblivion Orb's contribution toward ability ratios so it's less attractive for late-scaling mages while still satisfying to rush for champions with high base damages or are looking for an early power spike before moving onto main-build items.
COST 1500 gold ⇒ 1600 gold
ABILITY POWER 25 ⇒ 20

Morellonomicon

Ability power decreased.

Like Oblivion Orb above, we want to push Morellonomicon a bit further toward its unique identity. In this case, that identity is the magic damage Grievous Wounds item. If the enemy team doesn't have significant sources of healing or regen, finishing Morellonomicon should be less attractive than sitting on Oblivion Orb and building something else.
COMBINE COST 650 gold ⇒ 550 gold (total cost unchanged due to Oblivion Orb cost increase)
ABILITY POWER 80 ⇒ 70

Sunfire Cape

Cost decreased.

Despite its historical place in many tank and fighter builds, Sunfire Cape isn't showing up in many inventories these days. Making it cheaper provides earlier access to the full-powered Immolate effect, giving core users a leg up in lane and reopening the door to Sunfire builds for champs who've rotated onto other first items.
COST 2900 gold ⇒ 2750 gold

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Runes

Overheal

Ally healing grants less shielding; self-healing grants more shielding late. Shield decays gradually instead of immediately.

Overheal's effectiveness relies on whether your allies know to... well... overheal you, which often isn't the case in solo queue. We're siphoning that coordinated play strength into more self-sufficiency, plus shifting the shield decay to the Bloodthirster model to make Overheal a more consistently rewarding defensive choice.
ALLY HEAL CONVERSION 300% ⇒ 40-100% (at levels 1-18)
SELF-HEAL CONVERSION 40% ⇒ 40-100% (at levels 1-18)
SHIELD DECAY Falls off immediately after 6 seconds ⇒ After 6 seconds, decays by 2.5% of the max shield value each second
BUGFIX Overheal's tooltips and post-game stats now properly track total damage blocked rather than just the last instance of damage blocked

Legend: Bloodline

Lifesteal per stack decreased; max stacks doubled.

The choice between Bloodline and Alacrity isn't all that exciting, with the majority of potential users simply defaulting to Alacrity without much thought. We're shifting Bloodline to be a stronger late game option, adding a new decision point on top of "attack speed or lifesteal?"
LIFESTEAL PER STACK 0.8% ⇒ 0.6%
MAX STACKS 10 ⇒ 20
MAX LIFESTEAL 8% ⇒ 12%

Cut Down

Bonus damage scales based on percent max health difference rather than flat max health difference. Maximum bonus decreased.

Cut Down scales dramatically over game time due flat health differences being much narrower before level scaling and items kick in. Switching to a percent model makes it useful even in the early game, though the max bonus is going down to accommodate this increase in relevance.
BONUS DAMAGE 4%-12% vs targets with 150-2000 more max health than you ⇒ 4%-10% vs targets with 10%-100% more max health than you

Absolute Focus

Adaptive stats decreased.

Absolute Focus is overtuned, particularly for champions who extract tons of PvE value from the bonus stats (marksmen, junglers). We're bringing its effectiveness down across the board.
ADAPTIVE STATS 3-24 attack damage or 5-40 ability power (at levels 1-18) ⇒ 1.8-18 attack damage or 3-30 ability power (at levels 1-18)

Rune Stats

Adaptive damage decreased. Armor and magic resist increased.

The adaptive damage stat has proven to be the best option in the offense row and especially the flex rows, so we're nerfing it. Buffs to the armor and magic resist rune will bring flex in line overall, with magic resist needing more of a leg up. While the individual buffs and nerfs here might look fiddly, a change in pick rates creates a far more noticeable effect: Champs who switch their flex from adaptive to armor or magic resist will lose ten damage, not one.
ADAPTIVE DAMAGE 10 ⇒ 9
ARMOR 5 ⇒ 6
MAGIC RESIST 6 ⇒ 8

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Summoner Spells

Ignite

Damage and cooldown decreased.

Ignite's damage nerf should come as no surprise: it's been flooding summoner spell choices across multiple lanes. The cooldown buff may look confusing, but shifting power out of Ignite's burn into its uptime lets us swing harder on damage without killing the spell entirely.
DAMAGE 80-505 (at levels 1-18) ⇒ 70-410 (at levels 1-18)
COOLDOWN 210 seconds ⇒ 180 seconds

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Game Pacing

Hand of Baron

Baron buff is weaker in the early game.

During preseason, we made Baron buff less mandatory for sieges (by buffing minions) to reduce the degree games revolve around it. We're following suit by weakening the combat strength early Barons offer to reduce the number of games that snowball off one good play into an abrupt end.

Hand of Baron

SCALING Scaling is linear and increments every minute ⇒ Scaling accelerates over time and increments every second
ATTACK DAMAGE 24-48 at 20-40 minutes (36 at 30 minutes) ⇒ 12-48 at 20-40 minutes (26 at 30 minutes)
ABILITY POWER 40-80 at 20-40 minutes (60 at 30 minutes) ⇒ 20-80 at 20-40 minutes (43 at 30 minutes)
MINION DAMAGE REDUCTION VS CHAMPIONS 70% at all times ⇒ 50%-70% at 20-40 minutes (58% at 30 minutes)

Inhibitor & Nexus Turrets

Inhibitor and Nexus turrets have late-game resistances at all times.

On a similar note as Hand of Baron above, we're making base defenses more resilient to early sieges to avoid games falling into an unrecoverable state due to one good early push.
INHIBITOR AND NEXUS TURRET RESISTANCES 55-70 armor and magic resist at 31-45 minutes ⇒ 70 armor and magic resist at all times

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Jungle

Jungle Camp Experience

Camp experience scaling decreased. Rift Scuttler gold scaling also decreased.

Our preseason changes to camp experience didn't result in the jungler power and influence reduction we intended, so we're following up.

Small Camps

Experience scales every second level instead of every level; scaling reduced from +50% to +25%.

XP SCALING Every level from 1-7 ⇒ Levels 1/3/5/7
GROMP XP 115-172.5 ⇒ 115-143.75
GREATER MURK WOLF XP 65-97.5 ⇒ 65-81.25
MURK WOLF XP 25-37.5 ⇒ 25-31.25
CRIMSON RAPTOR XP 20-30 ⇒ 20-25
RAPTOR XP 20-30 ⇒ 20-25
ANCIENT KRUG XP 100-150 ⇒ 100-125 (reminder: first clear still grants 30% reduced XP)
KRUG XP 35-52.5 ⇒ 35-43.75
LESSER KRUG XP 7-10.5 ⇒ 7-8.75

Buff Camps

Experience scales every second level instead of every level; scaling reduced from +57% to +25%.

XP SCALING Every level from 1-7 ⇒ Levels 1/3/5/7
RED BRAMBLEBACK 115-180 ⇒ 115-143.75
BLUE SENTINEL 115-180 ⇒ 115-143.75

Rift Scuttler

Gold and experience scaling reduced from +100% to +80%.

GOLD 70-140 ⇒ 70-126
EXPERIENCE 115-230 ⇒ 115-207

Challenging Smite

Damage decreased. No longer grants vision of the target.

We're reining in the kill pressure Challenging Smite grants junglers.
DAMAGE VS CHAMPIONS 60-162 over 3 seconds (at levels 1-18) ⇒ 48-125 over 2.5 seconds (at levels 1-18)
removedVISION Challenging Smite no longer grants vision of the target while the effect is active

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Bugfixes

  • Jayce's ranged basic attack animation has been fixed to synchronize with the attack's actual wind-up and launch
  • Kai'Sa can now properly dash to an untargetable enemy with R - Killer Instinct
  • Fiora's W - Riposte now properly blocks Pyke's R - Death From Below when Fiora is below the execute threshold
  • When cast during Q - Lunge, Fiora's W - Riposte now properly activates in the area designated by the indicator rather than toward the original target position
  • When moused over, Lissandra's Passive - Iceborn Subjugation now properly shows the range within which slain enemies will become Frozen Thralls
  • Mordekaiser's W - Harvester of Sorrow reactivation no longer grants double the intended amount of shielding from his Passive - Iron Man from enemies hit by both zones
  • Hail of Blades now properly procs when the first basic attack causes a champion to exit Camouflage (ex. Twitch's Q - Ambush, Rengar's R - Thrill of the Hunt)
  • Rek'Sai's Q - Queen's Wrath attacks now interact properly with Hail of Blades
  • Fixed an edge case where Hail of Blades' cooldown would become unable to reset after selling or refunding a fully charged Dead Man's Plate
  • Nidalee's basic attack no longer cancels if a Hunt activates mid-attack animation
  • Lux's basic attack no longer cancels if issued the moment W - Prismatic Barrier reaches max range
  • Saving multiple highlights from the same game without renaming them no longer causes them to overwrite each other due to all of them using the same default name
  • Restored on-hit VFX for Base, High Noon, and PROJECT Yasuo's Q - Steel Tempest tornado
  • Restored missing VFX on Base, High Noon, and PROJECT Yasuo's E - Sweeping Blade-Q - Steel Tempest combo cast
  • Restored missing buff particles on Base and PROJECT Yasuo's sword after casting R - Last Breath
  • Restored missing swipe trails on High Noon and PROJECT Yasuo's basic attacks
  • Restored some missing audio on Kled's basic attacks while W - Violent Tendencies is on cooldown

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Upcoming Skins & Chromas

The following skins will be released this patch. Grab the League Displays app for full-res splash art!

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383 Comments

Wayward Fish190 votes

Why weren't these changes all in preseason so that they could be practiced and applicable when the season actually began?

Ultraviolently12 votes

This should be the top comment holy moly

Fâther91 votes

over the past season and a half riot is slowly making it suck worse and worse to be a jungler. thanks riot....thanks alot

Profirix36 votes

These jungler changes are actually much more potent than people realize. Expect the average jungler to be down 2-3 levels from a solo laner at all times.

Chase The Gas4 votes

There's something wrong with it?

Profirix25 votes

Yes and no. Yes because junglers that would prefer not to gank early and instead want to farm more will suffer more than junglers who want to gank at level 2. Level 2 ganking will be unaffected since scaling nerfs don't really start until level 3. Keep in mind there is no catch-up experience anymore from jungle camps. Now that scaling only occurs once every other level AND that scaling value is down by about half from previous scaling, you are looking at a very significant decrease in jungle experience, much of which will be made up for in lane by succeeding in a gank and killing the target. Power farmers can't make up that loss and will lose to ganking junglers every time.

No because jungler presence is really high, but I'm not convinced this will solve anything other than further shrink the pool of viable junglers.

TrixTeki46 votes

It fucking sucks. It would be better if they nerfed gold and xp AND decreased camp respawn time, rewarding junglers for actually pathing and farming well. All this will do is make the jungle even more PVP oriented. Get ready for S9 jungle meta where sit in a lane for the entire game.

Profirix17 votes

I proposed that in one of my earlier posts, but it got no attention. If you want to keep junglers in the jungle, make them have to farm if they want to stay competitive.

TheSingularity12 votes

Less so that, but more give them an objectively even option. They removed a choice in dragon (as it's too strong to solo for many champs who either lack DPS (jg assassins), clear it too slow (tanks) or lack in combat sustain). They remove the jungle farm by crushing respawn times and making most of them worth diddly squat. They used to be fatter, respawn more frequently but worth more (2 buffs for lvl 3). And they heavily nerfed the vision game (used to be able to have 3-5 wards on you, or pre vision changes as many wards as you wanted). Meanwhile a jg fruit can remove all your risky work with one click.

So now, we do one thing. We gank, gank and gank some more

Tormentula21 votes

You know how early game junglers can spam gank with little incentive to farm and manage to be 3 levels above the enemy jungler because they gain lane priority for every free scuttle and the enemy jungler can't do anything about it making the opposing jungler just undealable?

That just became worse because now the behind jungler will have a harder time coming back, and the winning jungler has LESS incentive to go farm minimum wage XP when they can just win ganking and shoving lanes sapping XP instead.

The reason early game junglers spam gank isn't because they have the XP to get away with it, its because they don't need the XP as much as other junglers who have to scale into the game, which indirectly, buffs early game and nerfs anything that needs to scale and makes the behind jungler get snowballed even worse.

pandaleon9 votes

cant wait for the solo laners to endlessly invade and contest my camps and scuddles when I'm 2 levels down and only making it worse for me. its already hard to recover, and normally by that point laners are taking Camps as well...

Sinkingsouls27 votes

So sad because junglers already have a hard time keeping up with laners in experience and cs

Best Veigar FL12 votes

Season and a half? It's been a bi yearly tradition for years for riot to change everything up in the jungle.

ROMYR11 votes

As a new jungler (silver 4) this is just going to be a pain. I'm usually a level or two behind the solo laners most games and this is going to make that even worse. The literal one upside is maybe now my laners won't kill my mobs when they hit 6.

Akheteru18 votes

No, your teammates will still counterjungle you because they'll see you as even more useless now. Get ready for ADC always taking your krugs (blue side), midlane always taking your raptors, support always taking your blue (red side), and being constantly flamed by everyone for stealing XP in lane and taxing their waves and dying when you attempt to gank laners 3 levels above you.

Forgot Smite43 votes

The kayn passive change is something Ive longed for [slayer-pantheon-thumbs]

Gondlink35 votes

Pls stop hurting my Rakan, he already gets popped :(

Tide of Light5 votes

AGREED!!! I LOVE RAKAN MY MAIN HOE!!

Chip Bonk11 votes

Being fast is what made Rakan fun and good. If he's slow then he's WORTHLESS

WolfeMann05147 votes

just played a game with Rakan and he feels useless in laneing phase

buggirlexpres33 votes

nerfing tahm kench when he's at a 44% winrate

Profirix10 votes

While I think Tahm Kench is literal garbage right now, this 'nerf' isn't doing anything to mainstream play.

The Birch21 votes

You're right, but it still feels like Riot's spitting in the eye of anyone who wants to play Tahm Kench.

Profirix19 votes

Absolutely. I'm sick of this professional favoritism that is utterly and completely destroying that champion for anything but a niche pick.

Primordial Nui8 votes

Being able to take his r during combat was one of the best parts about him too. They could've just let it be, and no one would have an issue with it. Feels Sad.

Best Veigar FL31 votes

When can tank Galio get buffs? [galio-happy]

Jarek71811 votes

You know that Galio got removed from the game a while back, right?

Best Veigar FL2 votes

Pre rework Galio wasn't even really a tank. His shield was anti-dot and that was it really. His other two basic abilities were fully damage. Sure his passive gave him damage for mr but back then the selection for mr items was pretty small. You had banshees, visage, and abyssal and that was basically it. Sure if the enemy team was full of ap/magic damage you could be a tank but with a few ads you really didn't want to.

Jarek71815 votes

You forgot his first build item item 3174 until Rito Game thought it was a good idea to remove it from the game. Sure his shield was very good against dots but it was still good on it's own. What kind of shield gives you 70 armor and mr while healing you every time you take a hit, that was a flat heal you know. As for his mr, 50% of his mr went to his AP. I never did say Galio was a tank, he was an anti-mage mage. The only thing he was missing was some kind of dash and he was a broken champ. Also don't you dare call that smug overdecorated walking rock Gailo.

Best Veigar FL10 votes

Man I completely forgot about when Athenes was a mid lane item. I still remember building it over morello despite it being what people insisted was the better item on mages before it was reworked into a support item. Guess I don't remember as much about old Galio as I thought I did. Completely forgot it gave that much for resistances while having the heal being flat. But I do remember that he was my go to pick whenever the enemy team picked Brand and walking into his skillshots just to heal up. I still remember hoping either that shield or his gust of wind would make it to the rework. And yeah the current champion with the name Galio really doesn't play like old Galio but old Galio and release rework Galio were never burst mages.

TheNegaV7 votes

I miss counterpicking a Malz or Brand and maxing w first just to dominate lane. That 70 mr is also 35 free AP, it's honestly a shame they reworked Galio completely. If they just gave his kit some touchups and a new e he would've been fine.

BïgFoof6 votes

I'd honestly love that. We already know that AP Galio is going to get nerfed into the ground in terms of damage, same with Sejuani. Riot takes away their tankier stats and utility, replaces it with way too much damage, then nerfs the damage, then wonders why the champion's win rate drops 10%.

Lux ˉ Bot23 votes

So is Lux's E SFX going to be fixed this patch? It's been slowly driving me crazy hearing it linger.

NooBStayBot22 votes

There is so much healing in the game...the only item a mage can get for grievous wounds is MORELLO. It is a must buy when every adc builds a blade of the ruined king or mundo, darius, fiora heals so much..if you wanted to nerf the magic pen then nerf the magic pen DONT nerf the AP, that just makes no sense when an ad champ can buy an executioners for 800 or a tank can buy a bramble vest for 900. If you dont want mages to buy morello then give us a cheaper option for grievous wounds.

Rivini7 votes

I'd rather have the 10 AP nerf than losing any magic pen. 10 AP is negligible for any AP champ that has ratios below 100%, and even for AP champs with 100% ratios or more, that still means less than a 10 damage nerf due to magic resistance. Magic pen, on the other hand, has much more of an impact for any AP champ.

Either way, it's just more of Riot's bias hatred towards AP.

BuffaloSpirit22 votes

How about enough with those prestige skins? they make getting RP less appealing, and I for one refuse to spend my RP on them, regardless of how lovely they may be.

Other crazy ideas:

What about a fruit salad skin line? we have a pizza line, what about the salad lovers? Gragas can throw the whole bowl during his ult causing an explosion of veggies or fruits Malz can have a fruit ult where he drinks juice through a straw from his target (a bit nasty but still humorous) Cocnuts MF - I mean.... it's just kind of required... Tahm Kench needs one for sure... not sure how to make it work though. Banana Chogath - he is a tree and the more stacks he has the more bananas he has hanging off! Q? BANANAS! W? BANANA JUICE! E? MORE BANANAS! R? it's bananas you said? ok! NOM NOM NOM! I can go on, but it sounds like a fun 975 rp skin line, something we are missing lately.

Lux needs another voice. It wants me to kill someone when I hear her speak. And I play her from time to time so it happens.

Gnar buffs?

Syndra got smacked. Please revert her passive for Q or increase the duration based on ability level/champ level. She needs a quality of life buff because she is dead. It's rare to see a good Syndra player, and anyone below silver will have trouble playing her.

Ryze - please do not give up on him! I love playing him and I miss him. The feeling of content when the flux exploded on a large wave and just wipes it out.... wow.... you took away LB's rework based on community requests, however I for one loved playing her like that, so now I only have ryze. Please bring him back. If he sounds rude it's only because he is trying to save the world. He has amazing voice lines, and I would love to play him more.

Last thing - Heim Dragon Trainer. Best skin ever. Thank you for making it. I love it and play him for the skin because it's so fun.

BunNivida Coda22 votes

When are you going to fix the bug with the sound of Lux's E when detonating early

firmtheworm21 votes

item 3455 kha is broken nerf this champ

Zeroa16 votes

Nah, they just nerfed all junglers instead.

Autolatrist19 votes

Hey guys! I see you're buffing Shyvana through the Cinders debuff on her E, but that ability actually has a severe bug!

Shyvana item 3751 Shyvana item 3751 Shyvana item 3751 Shyvana item 3751 Shyvana

When Shyvana applies the Cinders debuff in Human Form, her auto attacks deal percent health bonus damage, as expected. However, when Shyvana applies the Cinders debuff in Dragon Form, her auto attacks deal no extra damage--the debuff is merely cosmetic.

Not having access to Cinders' bonus damage during teamfights makes Shyvana a lot weaker in-game than she looks on paper, and as a result this buff probably won't help her as much as intended.

Profirix4 votes

If this is true, provide evidence through screenshots and post it to Report a Bug.

FortColors15 votes

You make it sound like riot actually cares about bug reports... looking at the gigantinormous morde and sion buglists that have received lots of acknowledgement from rito totally despite being incredibly detailed with screenshots, clips from various sources (including proplay), and carefully tested reproduction instructions.

EinWaltz11 votes

Shyvana is gonna be insane holy moly lol

Daoist10 votes

So even Kalista got a buff last patch. What about Azir ? Azir is barely playable now with his 44%WR. To be honest Bot lane Azir works even better than mid Azir cuz at least you can have a safe farming phrase early game.

The Birch12 votes

Well Tahm Kench is in the same spot for the support role with 43% WR, and he's getting a skin this patch... Soooo they nerfed him. He's such a fun support. He doesn't deserve this weird, inverted logic.

MoonFlux978 votes

As if the support role was not hated enough already, just gives people even more reason to be playing these champs in "support" Brand Velkoz Veigar Heimerdinger

Grand Entrançe4 votes

hes been getting this "weird, inverted logic" for like this entire season - every patch is either a nerf, them trying to forcefully ignore the pitiful state hes in, or a nerf not-so-disguised as a buff.

BïgFoof32 votes

I don't really see that as the case. Azir has a 44% winrate because he's actually hard to play. I've gone against Azir's who completely fuck everything that comes into their W range, and I've seen Azirs miss their R on an afk target. When you actually learn Azir and learn the matchups, he's pretty damn good. He's just too high of a skill cap for most players.

FTD Bongbong7 votes

So when does this go live, officially?

TheShadowReaper14 votes

Tomorrow at 3am (PST), 4am (MST), 5am (CST), 6am (EST).

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