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Patch 9.14 notes

Riot··8 votes·246,868 views

Hey, all! We're finally at the halfway point of the season. How's your Ranked climb going? How are your TFT games going? For more details on the schedule for future patches for the remainder of the year, please check out the Patch Schedule on the Support page! Also, tell your friends and bookmark that link!

During this patch, we're introducing certain counter mechanics to some champions' existing abilities. Our general thought is: Having natural counters to common and powerful effects in the game will help make it healthier in the long-term. And as a part of our overarching Summoner's Rift balance strategy, we want to continue encouraging diversity in lane picks and push safer and more reliable champions to a more "sharp" space like other champions are in currently.

Hopefully, the existence of these counters also introduces a slew of not-as-present champions to the mix in all levels of play. We were very selective in the champions we chose to add these mechanics to, keeping in mind their status in the game currently. We believe, in the long term, these additions will make pros' draft priorities more robust which can lessen the amount of nerf cycles on certain champions and allow us more opportunities to give more love and attention to others.

With these points in mind, here are the counters that will be added to specific champions in 9.14:
  • Anti-shield
  • Anti-healing
  • Flat damage reduction
  • Improvements to true sight mechanics
  • Anti-mobility
These changes are the last planned round of significant pattern-level or mechanic updates to champions before the end of the season. That being said, we won't turn a blind eye to game-impacting things that may crop up during the rest of the year.

Stay frosty!
Hanna “shio shoujo” Woo Paul "Aether" Perscheid

Mid-Patch Updates


7/24/2019 Azir Bugfix

Azir

PASSIVE - SHURIMA'S LEGACY BUGFIX Azir's turrets now deal the proper amount of damage to targets

7/22/2019 Bugfixes


ELECTROCUTE/PHASE RUSH BUGFIX Sheen procs no longer grant an additional stack towards Electrocute/Phase Rush

Akali

W - TWILIGHT SHROUD BUGFIX Akali will now stealth immediately upon entering her W - Twilight Shroud

Camille

TRINITY FORCE Trinity Force now properly adds Sheen damage to Camille's Q - Precision Protocol's true damage

Corki

SHEEN Corki's basic attacks now correctly convert to magic damage when he's holding a Spellblade item

Qiyana

Q+E COMBO TARGET BUGFIX Qiyana's targets no longer face and cast abilities towards the center of the map when they're subject to her Q - Edge of Ixtal + E - Audacity combo

7/19/2019 Bugfixes


KEYSTONE RUNES BUGFIX On-hit skills with basic attacks no longer grants 2 stacks of Keystone Runes like Electrocute, Phase Rush, and Conqueror (ex. Fizz's W - Seastone Trident, Urgot's Passive - Echoing Flames, Akali's Passive - Assassin's Mark, and Teemo's E - Toxic Shot

Azir

TURRET DAMAGE BUGFIX Azir's Passive - Disc of the Sun turrets now properly use its full damage, both base and scaling, against enemies

Blitzcrank

R - DAMAGE BUGFIX Blizcrank's R - Static Field passive damage is no longer 50 too high at all ranks

Fizz

PASSIVE - NIMBLE FIGHTER DAMAGE REDUCTION 3 (+0.01 ability power) against all sources of damage (maximum of 50% reduction) ⇒ 4 (+0.01 ability power) against all sources of damage (maximum of 50% reduction)

Wukong

COMBO BUGFIX Wukong's E - Nimbus Strike + basic attack + Q - Crushing Blow combo now properly counts the basic attack in the combo towards spell-counting Runes like Electrocute, Phase Rush, and Conqueror

7/18/2019 Balance Changes

Akali

BASE HEALTH 550 ⇒ 575
BASE HEALTH REGEN 6 ⇒ 8

Cassiopeia

W - MIASMA COOLDOWN 24/21/18/15/12 seconds ⇒ 24/22/20/18/16 seconds
E - TWIN FANG HEALING 13/16/19/22/25% of her ability power ⇒ 12/14/16/18/20% of her ability power

Fizz

PASSIVE - NIMBLE FIGHTER DAMAGE REDUCTION 4 (+0.01 ability power) against all sources of damage (maximum of 50% reduction) ⇒ 3 (+0.01 ability power) against all sources of damage (maximum of 50% reduction)

Galio

Q - WINDS OF WAR COST 80/85/90/95/100 mana ⇒ 70/75/80/85/90 mana
PASSIVE - COLOSSAL SMASH BASE DAMAGE 15-160 (levels 1-18) ⇒ 15-180 (levels 1-18)

Tahm Kench

PASSIVE - AN ACQUIRED TASTE ON-HIT DAMAGE 2.5% of Tahm Kench's maximum health ⇒ 4% of Tahm Kench's maximum health
Q - TONGUE LASH COOLDOWN 8/7.5/7/6.5/6 seconds ⇒ 5 seconds
Q - TONGUE LASH SLOW 30/35/40/45/50% ⇒ 30/40/50/60/70%

Singed

Q - POISON TRAIL RECAST TIMER 0 seconds ⇒ 0.5 seconds

7/18/2019 Kalista Bugfix

Kalista

BASIC ATTACK BUGFIX Kalista is no longer able to hit multiple enemies if she targets them during her attack animation wind-up

7/17/2019 Update


BUGFIX Fixed an issue causing multiple champions and Runes to not function properly.

Akali

R - PERFECT EXECUTION BUGFIX Akali's travel speed when casting R - Perfect Execution is no longer slower than intended

Lux

PASSIVE - ILLUMINATION STACKING BUGFIX Lux no longer gets additional Keystone Runes stacks when proccing Illumination on a target

Ryze

BUFFERING Ryze can now buffer his ability casts properly

Udyr

SPIRIT GUARD UDYR E BUGFIX Spirit Guard Udyr now properly has a cooldown on his E - Bear Stance

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Patch Highlights



Demacia Vice Garen and Demacia Vice Lucian will be available on July 18, 2019.

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Teamfight Tactics Patch Notes

9.14 also marks the first patch with official TFT patch notes! From now on, you can expect TFT patch notes almost every week on their own separate page. This first official patch week we have a whole host of changes. First, Twisted Fate is warping in to the Convergence for all your piracy and spell-slinging needs. Then, get ready to start climbing because the ranked Beta Season is coming and as they say, “RNG is a ladder.” Finally, items and gold will now drop from NPC rounds on a more consistent basis.

Looking for the full Teamfight Tactics patch notes? Take this magical journey!

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Anti-Shielding Champions

Blitzcrank's and Renekton's new anti-shielding effect specifically break damage-absorbing shields.

Blitzcrank

R now destroys shields on enemies before dealing damage and silencing.


R - Static Field

newE.M.P. Static Field now removes shields on enemies before its other effects (damage and silence)

Renekton

Empowered W now breaks shields on targets before dealing damage and stunning.


W - Ruthless Predator

newBREAKING GLASS ANGRILY Destroys existing shields on targets when empowered with 50 Fury before its existing effects (damage and stun)

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Anti-Healing Champions

While all other current healing reduction sources in the game cap out at 40%, Katarina's and Kled's will be at 60%, making them uniquely powerful and better than items like Executioner's Calling against specific healing team comps.

Katarina

R healing reduction increased.


R - Death Lotus

I NEED MORE BANDAGES 40% healing reduction ⇒ 60% healing reduction

Kled

Q pull now applies healing reduction.


Q - Bear Trap on a Rope

newBEETS ARE FOR BEARS Pulling in an enemy reduces all healing on them by 60% for 5 seconds

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Flat Damage Reduction Champions

Leona and Fizz will now be a little stronger against opponents with "death by a thousand cuts" types of damage patterns, like on-hit and DoT champions.

Fizz

Passive reduces all sources of damage.


Passive - Nimble Fighter

DAMAGE REDUCTION 4/6/8/10/12/14 (levels 1/4/7/10/13/16) against basic attacks ⇒ 4 (+0.01 ability power) against all sources of damage (maximum of 50% reduction)

Leona

W reduces damage by a flat amount; armor decreased; magic resist decreased. R no longer empowers basic attacks.


W - Eclipse

newFLAT DAMAGE REDUCTION Eclipse now grants 8/12/16/20/24 pre-mitigation damage reduction (maximum of 50% reduction)
ARMOR 25/35/45/55/65 ⇒ 20/25/30/35/40
MAGIC RESIST 20/30/40/50/60 ⇒ 20/25/30/35/40

R - Solar Flare

removedINCANDESCENCE Leona no longer gains empowered basic attacks after casting Solar Flare

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True Sight Champions

While these abilities already provide true sight, we're taking them a step further and extending the true sight effect beyond these champions' abilities' tethers and into the complete CC.

Karma

W now provides true sight on rooted targets.


W - Focused Resolve/Renewal

newI SEE YOU Focused Resolve/Renewal now reveals successfully rooted targets for the duration of the root as well

LeBlanc

E now provides true sight on rooted targets.


E - Ethereal Chains

newNOW I SEE YOU Ethereal Chains now reveals successfully rooted targets for the duration of the root as well

Morgana

R now provides true sight on stunned targets.


R - Soul Shackles

newALL-SEEING EYE Soul Shackles now reveals successfully stunned targets for the duration of the root as well

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Anti-Mobility Champions

Because mobility is such a prominent feature on many mainstay champions, we're increasing the power and number of anti-mobility options players have against them. This should open up more opportunities for Ahri, Cassiopeia, and Poppy to outplay their slippier opponents without increasing their overall power.

Ahri

E now cancels in-progress dashes; bonus damage duration decreased.


E - Charm

newSTOP IN THE NAME OF LOVE Charm now cancels in-progress dashes
BONUS DAMAGE DURATION 5 seconds ⇒ 3 seconds

Cassiopeia

W minimum cast range removed; maximum cast range decreased; cooldown increased early and decreased late. E healing increased; now reduced when poisoning minions and small monsters; cost flattened. Ability casts now buffer.

Outside of the flexibility in mobility, Cassio is getting too much out of just a few (or one!) points in her E, so we're amping up the value at later ranks to encourage a full rank-up.

General

newBUFFERING Cassiopeia can now buffer her ability casts

Base Stats

HEALTH 537 ⇒ 575
HEALTH GROWTH 87 ⇒ 90
MANA 418 ⇒ 350
MANA GROWTH 31.5 ⇒ 40
ARMOR 25 ⇒ 20

W - Miasma

removedMINIMUM CAST RANGE Cassiopeia no longer has a minimum cast range on Miasma
MAXIMUM CAST RANGE 800 ⇒ 700
COOLDOWN 18/17.5/17/16.5/16 seconds ⇒ 24/21/18/15/12 seconds

E - Twin Fang

newBASICALLY RAT POISON Cassiopeia heals for 75% less when she poisons minions and small monsters
HEAL 5-22 (based on level) (+0.1 ability power) ⇒ 13/16/19/22/25% of her ability power
COST 40/45/50/55/60 mana ⇒ 50 mana at all ranks

Poppy

W bonus movement speed increased; bonus movement speed duration decreased; grounds and slows dashing enemies.


W - Steadfast Presence

newCRASH-INTO HELLO If Poppy stops an enemy from dashing or casting a movement ability, she grounds and slows them by 25% for 2 seconds
MOVEMENT SPEED DURATION 2.5 seconds ⇒ 2 seconds
BONUS MOVEMENT SPEED 30% ⇒ 35%

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Champion Balance

Aatrox

Base health regen growth increased. R no longer revives Aatrox; amplified self-healing increased; cooldown decreased.

Despite the adjustments we've made over the past couple of patches, Aatrox has remained a stalwart presence in pro play. We're making him less reliable as a blind pick with the removal of revives from his ultimate.

Base Stats

HEALTH REGEN GROWTH 0.75 ⇒ 1

R - World Ender

removedMORTAL Aatrox no longer earns a Revive through kills
AMPLIFIED SELF-HEALING 40/55/70% ⇒ 50/60/70%
COOLDOWN 140/120/100 seconds ⇒ 120/100/80 seconds

Akali

W cooldown flattened; energy restore flattened; duration extension removed; stealth type changed. Q AP ratio increased. E damage increased. R cooldown increased.

We're taking some steps to make Akali a little less slippery while buffing her in other areas. By changing her stealth type to Invisibility, she'll now be revealed by true sight, giving more enemies a way to find her when she's in her shroud. Additionally, there will be a higher cost when she chooses to use her ultimate as a means of escape. But on the plus side, the buffs to her energy restore and damage on her E will help her stay lethal against any unfortunate, caught-out enemy.

Base Stats

MAGIC RESIST 32.1 ⇒ 37
HEALTH GROWTH 85 ⇒ 95

Q - Five Point Strike

RATIO 0.5 ability power ⇒ 0.6 ability power

W - Twilight Shroud

STEALTH TYPE Obscurity ⇒ Invisibility (Akali is now fully revealed by True Sight effects, rather than only her outline)
COOLDOWN 25/22/19/16/13 seconds ⇒ 20 seconds at all ranks
ENERGY RESTORE 40/50/60/70/80 ⇒ 80 at all ranks
removedDURATION EXTENSION Twilight Shroud's duration no longer extends if Akali breaks invisibility by basic attacking or using abilities

E - Shuriken Flip

SHURIKEN DAMAGE 70/105/140/175/210 (+0.7 bonus attack damage) ⇒ 40/70/100/130/160 (+0.35 total attack damage)
newSHURIKEN AP RATIO 0.5 ability power
DASH DAMAGE 50/80/110/140/170 (+0.7 bonus attack damage) ⇒ 40/70/100/130/160 (+0.35 total attack damage)
newDASH AP RATIO 0.5 ability power

R - Perfect Execution

COOLDOWN 100/85/70 seconds ⇒ 120/110/100 seconds

Alistar

Base mana and mana growth increased.

Giving Alistar a boost in average play without making him overbearing in pro. The increase in mana helps those who may struggle with managing their resources in lane.

Base Stats

MANA 278.84 ⇒ 350
MANA GROWTH 38 ⇒ 40

Aurelion Sol

Q max stun duration and radius growth per second increased. E max movement speed now scales with level.

Making larger-than-lane Q stars is so bad that it's just considered trolling. But it's definitely one of the cooler parts of Aurelion Sol's kit and should actually be considered a viable ability, especially in coordinated play. These changes should help encourage more dummy thicc Q stars.

Q - Starsurge

MAXIMUM STUN DURATION 1.65/1.8/1.95/2.1/2.25 seconds after traveling for 5 seconds ⇒ 2.2/2.4/2.6/2.8/3 seconds after traveling for 5 seconds (minimum stun duration still 0.55/0.6/0.65/0.7/0.75/0.8 seconds))
STAR RADIUS GROWTH Increased by 33%

E - Comet of Legend

MAXIMUM BONUS MOVEMENT SPEED 25/30/35/40/45% ⇒ 25-45% (levels 1-18)

Bard

Base health increased; health regen decreased. E travel speed increased; ally bonus speed flattened.

We're shifting some of Bard's durability around to help him survive all-ins with his team, and speeding up his tunnel mobility for stronger early-game ganks.

Base Stats

HEALTH 535 ⇒ 575
HEALTH REGEN 7.5 ⇒ 5.5

E - Magical Journey

TRAVEL SPEED 800 ⇒ 900
ALLY BONUS SPEED 10/20/30/40/50% ⇒ 33% at all ranks

Diana

Passive and R bugfixes. Q arc speed decreased. W cost bugfixed.

Diana's 9.13 changes had unintended power consequences. We're adjusting accordingly.

Passive - Moonsilver Blade

BUGFIX Will no longer occasionally do unintended additional damage to turrets

Q - Crescent Strike

INNER ARC SPEED 2100 ⇒ 1900
OUTER ARC SPEED 2300 ⇒ 2100

W - Pale Cascade

COST 40/55/60/65/70 mana ⇒ 40/55/70/85/100 mana

R - Lunar Rush

BUGFIX Lunar Rush can no longer be reset twice when a reset was timed with a new application of Moonlight

Galio

Passive cooldown reduction removed; cooldown decreased; damage increased. Q cooldown and damage increased; cost decreased late. W now interruptible by CC and restricts Flash during channel; self-slow decreased.

Galio has long been pro play regular, mainly due to his ability to safely clear waves at a range and threaten instant engages with his taunt+Flash combo. Both of these things are exceptionally powerful in pro, but have led to a low solo queue winrate for the gargoyle. This patch we're looking to diminish these pro strengths while moving that power to places that won't just lead to a different flavor of pro dominance. Overall, Galio should be worse at clearing minions from range, but have fewer mana constraints, which should encourage him to build more durability.

Base Stats

MANA GROWTH 20 ⇒ 40

Passive - Colossal Smash

removedCOOLDOWN REDUCTION Colossal Smash's cooldown is no longer reduced every time Galio hits a unique enemy champion with an ability
COOLDOWN 8 seconds ⇒ 5 seconds
DAMAGE 12-80 (levels 1-18) (+1.0 total attack damage) (+0.5 ability power) (+0.4 bonus magic resist) ⇒ 15-160 (levels 1-18) (+1.0 total attack damage) (+0.5 ability power) (+0.6 bonus magic resist)

Q - Winds of War

COOLDOWN 10/9.5/9/8.5/8 seconds ⇒ 14/13/12/11/10 seconds
GUST DAMAGE 70/105/140/175/210 ⇒ 80/115/150/185/220
COST 80/90/100/110/120 mana ⇒ 80/85/90/95/100 mana

W - Shield of Durand

newGROUNDED Galio cannot Flash while channeling Shield of Durand
newWHY'D YOU STOP ME Shield of Durand can now be interrupted by all the usual CC effects that interrupt channels
SELF-SLOW 30% ⇒ 15%

Jhin

W cooldown decreased; root duration increased.

Adding some power into the part of Jhin's kit that rewards timing and coordination.

W - Deadly Flourish

COOLDOWN 14 seconds ⇒ 12 seconds
ROOT DURATION 0.75/1/1.25/1.5/1.75 seconds ⇒ 1/1.25/1.5/1.75/2 seconds

Lux

Q cooldown increased early, decreased late; cost flattened. W double shield on return removed; shield ratio increased; shield duration decreased. R cooldown reset removed; cooldown decreased late; ratio increased.

Builds centered around the safety provided by Lux's W have risen in prominence over the last month or two. Because Lux's Prismatic Barrier dodged some of the adjustment treatment given to other shields, we're making some changes to adjust the power between her offense- and defense-oriented builds.

We're also removing Final Spark's cooldown refund since we never pushed the mechanic far enough to feel really meaningful and the effect can just be replicated with adjustments to its base cooldown.

Q - Light Binding

COOLDOWN 10 seconds ⇒ 13/12/11/10/9 seconds
COST 40/45/50/55/60 mana ⇒ 50 mana at all ranks

W - Prismatic Barrier

RETURNING SHIELD Double outgoing shield ⇒ Same as outgoing shield (returning shield still stacks with the outgoing shield)
SHIELD RATIO 0.2 ability power ⇒ 0.3 ability power
MAXIMUM SHIELD 150/195/240/285/330 (+0.6 ability power) ⇒ 100/130/160/190/220 (+0.6 ability power)
SHIELD DURATION 3 seconds ⇒ 2.5 seconds

R - Final Spark

removedCOOLDOWN REFUND No longer refunds a percentage of its maximum cooldown when hitting at least one enemy champion that dies within 1.75 seconds
COOLDOWN 80/65/50 seconds ⇒ 80/60/40 seconds
RATIO 0.75 ability power ⇒ 1.0 ability power

Malphite

Q slow increased, slow duration decreased. W empowers basic attacks on cast and cleaves in a cone; cost increased and scales with rank. VFX and QoL updates.

Malphite is one of the League's oldest champions, and we all know that rolling stones gather no moss. To that end, we're giving the Shard of the Monolith a giant quality-of-life update that should make his abilities feel more satisfying to use. Specifically, his Q should look and feel more responsive, and his W now resets his attack swing animation and cleaves in a longer-reaching cone rather than a circle.

We're also enhancing the fantasy of playing a literal mountain by scaling Malphite's size as he stacks armor throughout the match. Finally, a suite of new ability visual effects ties the whole update together and should help Malphite feel more rock solid than ever.

Visual Updates

SHINE AND POLISH New VFX for all abilities and skins
MOUNTAIN OUT OF A MOLEHILL Malphite is slightly smaller at the start of the game
newMOUNTAIN MAN Malphite's size now increases with his armor, capping around 850 armor

Passive - Granite Shield

newMOHS SCALE Shield regeneration VFX added

Q - Seismic Shard

ROLLING STONES Improved cast animation for most skins
THE ROCK IS COOKING Malphite now spawns his rock ~100 units in front of him rather than at his center point
SLOW 14/17/20/23/26% ⇒ 15/20/25/30/35%
SLOW DURATION 4 seconds ⇒ 3 seconds

newW - Thunderclap

EMPOWERED BASIC ATTACK Malphite's next basic attack within 6 seconds gains 50 increased range and deals 20/35/50/65/80 (+0.2 ability power) (+0.15 armor) bonus physical damage
ROCKY ROAD CONE For the next 5 seconds after casting, Malphite's basic attacks cleave enemies in a cone in front of him, dealing 10/20/30/40/50 (+0.2 ability power) (+0.1 armor) physical damage to enemies hit
COST 25 mana at all ranks ⇒ 30/35/40/45/50 mana

Mordekaiser

Passive base damage decreased. E magic penetration decreased late.

Even after 9.12's hotfixes, Mordekaiser is too strong. We're following up with some additional adjustments, pulling some power out of his damage amplification in the mid-game and his passive damage overall.

Passive - Darkness Rise

BASE DAMAGE 8-25 (levels 1-18) ⇒ 5-15 (levels 1-18)
BUGFIX No longer activates on Mordekaiser's corpse if it procs via Death's Grasp hitting 3 enemies after Mordekaiser dies

E - Death's Grasp

MAGIC PENETRATION 5/10/15/20/25% ⇒ 5/7.5/10/12.5/15%

Nidalee

Cougar E base magic damage increased.

Giving Nidalee a tiny bit of all-in help and jungle clear speed without impacting her already strong ranged abilities.

E - Swipe

BASE DAMAGE 70/130/190/250 ⇒ 80/140/200/260

Pyke

E now stuns non-champions. R deals reduced damage to surviving enemies; now grants Pyke additional "Your Cut" gold as well.

Pyke's 9.13 changes had the intended outcome of equalizing performance between support Pyke and solo Pyke, but left Pyke with some room for buffs.

E - Phantom Undertow

newDANNY PHANTOM Phantom Undertow now stuns non-champions, but deals no damage to them

R - Death From Below

newSURVIVOR Deals 50% reduced damage to enemies that survive Death from Below
SPLIT BOUNTY When Pyke kills an enemy with Death from Below, the last assisting ally ⇒ the last assisting ally and Pyke are granted "Your Cut"
FIRST MATE When Pyke assists on a kill following Death from Below, he receives 1 "Your Cut" ⇒ 2 "Your Cut"
newICON Death from Below's icon now shows next to Pyke's health bar when it can be cast for free

Ryze

Base health regen and health regen growth increased. Q and E bugfixes.

While the dart didn't land on "REWORK" this patch, it did land on "BUGFIX" and slightly grazed "BUFF" (we're giving him more forgiveness in lane while players acclimate to his new ability patterns).

Base Stats

HEALTH REGEN 7 ⇒ 8
HEALTH REGEN GROWTH 0.55 ⇒ 0.8

Q - Overload

BUGFIX 1 Overload no longer cancels Ryze's movement when spammed during its cast time
BUGFIX 2 Overload no longer bounces back to its original target if Spell Flux is applied to it during other bounces

E - Spell Flux

BUGFIX 3 Now correctly triggers Manaflow Band when it bounces to a champion
BUGFIX 4 Spell Flux no longer bounces back to its original target off of other targets that have Flux on them

Singed

Q recast timer increased; brighter ability icon when toggled on in the spell bar.

Making our toggle spells more consistent in timing so they get cancelled less.

Q - Poison Trail

RECAST TIMER 0 seconds ⇒ 0.5 seconds
INDICATOR When toggled on, Poison Trail's icon will be highlighted more brightly

Swain

Soul Fragments restore mana and permanently increase Swain's max HP. Q pierces through minions; no longer pierces through champions killed. R1 drains all nearby enemies. R2 damage tied to R1 health drained; no longer modified by Soul Fragments; now castable immediately.

Swain's Soul Fragment mechanic gated players from simply accessing his ultimate, making it a whole lot less satisfying when they're finally able to trigger it. We're cutting out the decision-making around when Swain should cast Demonflare, while also pushing the scaling fantasy that's appropriate to his thematics.

Base Stats

HEALTH GROWTH 90 ⇒ 85
ATTACK RANGE 550 ⇒ 525

Passive - Ravenous Flock

removedSTORING SOUL FRAGMENTS Swain can no longer store up to 5 Soul Fragments in reserve, empowering Demonflare
newSOUL EATER Swain permanently stores Soul Fragments, increasing his maximum health by 5 per Soul Fragment
newSOUL DRINKER Collecting a Soul Fragment restores 4/5.5/7% of Swain's mana

Q - Death's Hand

removedMEGA DRAIN Killing a target no longer restores 3% of Swain's maximum mana
newTHUNDERBOLT Bolts now always continues through minions, but stop on impact with enemy champions
COOLDOWN 7.5/6.25/5/3.75/2.5 seconds ⇒ 10/8.5/7/5.5/4 seconds
RANGE 725 ⇒ 625
ANGLE BETWEEN BOLTS 8 ⇒ 10

R - Demonic Ascension

COST 0 mana ⇒ 100 mana
BONUS HEALTH 150/275/400 ⇒ 125/200/275 (+5 per Soul Fragment)
MINION AND MONSTER HEALING REDUCTION 80% ⇒ 90%
newGIGA DRAIN Swain drains all enemy units within range, including invisible units

R - Demonflare

removedSECOND CAST HEALTH THRESHOLD Swain no longer needs to restore 125/300/450 health to cast Demonflare and can cast it immediately
DEMONFLARE DAMAGE 45/60/75 (+0.21 ability power) magic damage per Soul Fragment to all nearby enemies ⇒ 75% of the health Swain has drained during Demonic Ascension in magic damage, up to a cap
newDEMONFLARE MINIMUM DAMAGE 100/150/200 (+0.5 ability power)
newDEMONFLARE MAXIMUM DAMAGE 200/300/400 (+1.0 ability power)

Sylas

Passive damage vs minions less reduced. Q detonation damage increased. E shield granted on first cast; no longer blocks non-magic damage but blocks all magic damage for a duration; cooldown flattened; second cast stun duration decreased. R cast range decreased, recast window decreased, cooldown increased, AD->AP ratio conversion decreased.

Sylas has been a high priority pick in pro play due to his versatility and late-game power. We're putting in some changes focused around reducing the fallback power of his ultimate, and changing his pick conditions.

Passive - Petricite Burst

DAMAGE REDUCTION ON MINIONS 70% ⇒ 50%

Q - Chain Lash

DETONATION DAMAGE 40/60/80/100/120 (+0.4 ability power) ⇒ 45/70/95/120/145 (+0.6 ability power)

E - Abscond/Abduct

newABSCOND SHIELD Now shields himself against all magic damage for 2 seconds on first cast
COOLDOWN 18/17/16/15/14 seconds ⇒ 14 seconds at all ranks
ABDUCT STUN DURATION 0.5 seconds ⇒ 0.35 seconds

R - Hijack

CAST RANGE 1050 ⇒ 950
HIJACKED ULTIMATE HOLD DURATION 120 seconds ⇒ 90 seconds
COOLDOWN 85/50/15 seconds ⇒ 100/80/60 seconds
AP RATIO CONVERSION 0.5 ability power to 1.0 bonus attack damage, 0.7 ability power to 1.0 total attack damage ⇒ 0.4 ability power to 1.0 bonus attack damage, 0.6 ability power to 1.0 total attack damage

Tahm Kench

Passive damage health scaling increased; stacks no longer increase ability damage; abilities no longer apply stacks. Q no longer has a melee-range arc; stun now consumes all stacks. W1 Nearsight on enemies removed. W2 stun on enemies removed. E stores less Grey Health but heals for a higher percent; cooldown reduced but starts on shield expiration.

We're taking a sweeping pass at some of the things that make Tahm Kench unnecessarily frustrating to play against, notably the constant CC that plagues opponents in lane and his Q's large melee hitbox.

And he can now Devour Blue and Red Buffs, because that seems like it could be fun.

Passive - An Acquired Taste

removedFILET O' FISH Abilities no longer deal bonus magic damage based on passive stacks
removedNO FOOD Abilities no longer apply An Acquired Taste stacks
ON-HIT DAMAGE 1.5% Tahn Kench's maximum health per stack ⇒ 2.5% Tahm Kench's maximum health at any number of stacks

Q - Tongue Lash

COOLDOWN 8/7/6/5/4 seconds ⇒ 8/7.5/7/6.5/6 seconds
removedMELEE HITBOX No longer hits enemies in a wide arc in front of Tahm Kench on cast
newFISHING WITH ELECTRICITY Stunning an enemy with Tongue Lash consumes all stacks of An Acquired Taste
SLOW 50/55/60/65/70% ⇒ 30/35/40/45/50%
SLOW DURATION 2 seconds ⇒ 3 seconds
STUN DURATION 1.5 seconds ⇒ 2 seconds

W - Devour/Regurgitate

removedANGLERFISH'S LIGHT Enemies are no longer nearsighted while Devoured
removedGROSS Enemies are no longer stunned for 0.25 seconds after they're Regurgitated
DAMAGE RATIO 9/10/11/12/13% of target's maximum health ⇒ 11% of target's maximum health
MAXIMUM MONSTER DAMAGE 400/450/500/550/600 ⇒ 500
newFISH ARE FRIENDS AND FOOD Tahm Kench can now Devour and Regurgitate Blue Sentinel and Red Brambleback

E - Thick Skin

GREY HEALTH 80/85/90/95/100% of the damage Tahm Kench takes ⇒ 45/50/55/60/65% of the damage Tahm Kench takes
GREY HEALTH HEAL 20/25/30/35/40% of Grey Health ⇒ 75% of Grey Health at all ranks
COOLDOWN 6 seconds starting on cast ⇒ 3 seconds when Thick Skin's shield expires or is broken

Urgot

W recast timer decreased.

Making our toggle spells more consistent in timing so they get cancelled less.

W - Purge

RECAST TIMER 1 seconds ⇒ 0.5 seconds

Yuumi

Passive shield decreased; mana restore removed. Q empowered damage decreased; cost increased. E missing HP scaling increased; cost decreased.

We're opening Yuumi's early game weakness to reduce her presence in pro play. These changes cut her very early lane poke dominance, while buffing her later lane scrapping.

Passive - Bop 'n' Block

SHIELD 80-300 (levels 1-18) ⇒ 50-300 (levels 1-18)
removedMANA RESTORE Yuumi no longer restores mana when she hits an enemy with an empowered basic attack

Q - Prowling Projectile

EMPOWERED DAMAGE 60/105/150/195/240/285 (+0.6 ability power) ⇒ 50/95/140/185/230/275 (+0.65 ability power)
COST 60/65/70/75/80/85 mana ⇒ 75/80/85/90/95/100 mana

E - Zoomies!

BASE HEAL SCALING Up to +100% ⇒ +130% based on target's missing health(healing from AP ratio still scales up to +300% based on target's missing health)
COST 60/70/80/90/100 mana ⇒ 30/40/50/60/70 mana

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Ranged Top Laners

A handful of ranged top laners are the dominant picks in professional play because of a combination of their status as a safe early pick in the draft order and their potential to heavily punish unfavorable match-ups in the early game.

Kennen, Neeko, and Jayce all have the following attributes that give them this flexibility and dominance: exceptional (normally enhanced) basic attacks and powerful (and often low cooldown) disengage abilities. With these changes, we're attempting to push these champions' harass power down for the first few levels in exchange for scaling. The expectation is this will lower frustration for the average player, as well as lower pro pick priority.

Jayce

Attack damage decreased; attack damage growth increased. Q base damage decreased early, increased late; damage ratio increased.


Base Stats

ATTACK DAMAGE 58 ⇒ 54
ATTACK DAMAGE GROWTH 3.5 ⇒ 4.25

Q - Shock Blast

DAMAGE 70/115/160/205/250/295 (+1.0 bonus attack damage) ⇒ 55/105/155/205/255/305 (+1.2 bonus attack damage)

Kennen

Attack damage and attack speed decreased; attack damage growth increased. E bonus attack speed increased.


Base Stats

ATTACK DAMAGE 50.544 ⇒ 48
ATTACK DAMAGE GROWTH 3.3 ⇒ 3.75
ATTACK SPEED 0.69 ⇒ 0.625

E - Lightning Rush

BONUS ATTACK SPEED 30/40/50/60/70% ⇒ 40/50/60/70/80%

Neeko

Attack damage and attack speed decreased; attack damage growth and attack speed growth increased. Passive no longer breaks when Neeko basic attacks enemy champions. W passive movement speed decreased.


Base Stats

ATTACK DAMAGE 52 ⇒ 48
ATTACK DAMAGE GROWTH 2 ⇒ 2.5
ATTACK SPEED 0.645 ⇒ 0.625
ATTACK SPEED GROWTH 2.5% ⇒ 3%

Passive - Inherent Glamour

GUESS WHO? Neeko no longer loses her disguise when basic attacking enemy champions

W - Shapesplitter

PASSIVE BONUS MOVEMENT SPEED 20/25/30/35/40% ⇒ 10/15/20/25/30%

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ARAM Balance Changes

9.14 Nerfs

Corki +5% damage dealt & -5% damage taken ⇒ -5% damage taken
Illaoi Unchanged ⇒ -5% damage dealt & +5% damage taken
Jarvan IV +5% damage dealt & -5% damage taken ⇒ -5% damage taken
Kled +5% damage dealt & -5% damage taken ⇒ -5% damage taken
Nami Unchanged ⇒ +5% damage taken
Tryndamere +10% damage dealt & -10% damage taken ⇒ +5% damage dealt & -5% damage taken
Urgot Unchanged ⇒ -5% damage dealt
Volibear Unchanged ⇒ +5% damage taken

9.14 Buffs

Akali +18% damage dealt & -8% damage taken ⇒ +18% damage dealt & -12% damage taken
Alistar +5% damage taken ⇒ Unchanged
Jayce Unchanged ⇒ +5% damage dealt
Qiyana Unchanged ⇒ +12% damage dealt & -10% damage taken
Sylas Unchanged ⇒ +5% damage dealt
Syndra Unchanged ⇒ +5% damage dealt
Talon -5% damage taken ⇒ +5% damage dealt & -5% damage taken
Trundle +5% damage taken ⇒ Unchanged
Yuumi Unchanged ⇒ +5% damage dealt

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Death Recap

The new Death Recap is now live! This new and improved version includes damage type breakdowns, fight duration, and CC duration. Clicking the Recap will allow you to expand and see additional details on damage sources. We still have some more improvements planned for the future, so stay tuned. In the meantime, get in the game and see it for yourself!

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Show [Allied] Chat

We've added a new option under Settings>Interface>Chat that will now allow you to mute your allies' chats. There is now a separate checkbox for "Show [Allied] Chat" next to the already existing "Show [All] Chat". Both settings will be checked by default, but players can now uncheck both to mute both enemies' and teammates' chats permanently, or until they're turned back on. However, unchecking both will not mute the pre- and post-game chat, but we've heard your requests and are considering including those in the future!

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Bugfixes

  • Qiyana's W - Terrashape passive now procs correctly with Liandry's Torment
  • Galio's E - Justice Punch no longer remains in the realm it was cast in when entering/existing Mordekaiser's R - Realm of Death
  • Corki's Passive - Hextech Munitions's The Package no longer spawns only in Mordekaiser's R - Realm of Death if Corki was banished there at the time of its spawn
  • Rammus' Q - Powerball and Lucian's R - The Culling can no longer be interrupted by CC effects while under the effects of Edge of Night, Banshee's Veil, or Morgana's E - Black Shield
  • Vision Score now properly updates on the vision Trinket's tooltip

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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!

The following chromas will be released this patch:

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540 Comments

DCYOUNG888131 votes

Really sad that Aatrox Aatrox's revive got removed in his ult. Removing that is also removing one of Aatrox's unique identities and strengths in League as a whole and is one reason I like to play him. I hope one day it returns though even in a different form again.

i4got2pull0ut41 votes

It was also the only thing that was in his old kit. Not the most successful rework

AhriMainBTW8 votes

are you joking

SpectreJuniper39 votes

Reworks are successful when the essence of the reworked champion is still in the game. The Aatrox rework already got rid of most of his essence. Then they got rid of the only thing left from it and he is now an entirely new champion.

3NRAG331 votes

The revive on his ult didn't really thematically fit with his lore. He never truly dies, yet is in a constant state of decay and regrowth using the flesh of his fallen enemies. He is immortal, yet the body he wields is not. He has to constantly rend new flesh for his mortal form, lest it fall apart and he be trapped within the sword. His kit needs to stay focused more on the lifesteal to fit thematically with his lore.

BIGBOIBETER41 votes

Then his abilities should cost a percentage of his health

Ony45 votes

Yah that's why when he got a kill before he went down, he mended himself with the flesh of the fallen. It totally made sense thematically in it's last iteration.

Talonted Inter11 votes

Yea, but currently, as hashinshin even stated, his revive was just an unfun mechanic that contributed to his snowballing potential. How a stupid teammate could just run into Aatrox q and die giving him a revive to run away. Although it was what shined in old aatrox, it was just an all around unfun mechanic.

Adam019344 votes

“Revive is an unfun mechanic” is all it takes for it to be removed? Might as well remove Zilean ult then. Or Guardian Angel. Or Sion/Kog’Maw passives. Or Karthus passive so he can’t keep damaging you after he dies.

The point being, just because something isn’t fun to play against, doesn’t mean it should be removed. Aatrox’s revive was a core part of who he was. He was supposed to be this immortal badass demon and riot took that “immortal” part away in the sake of balance. Now he’s just a worse Riven.

Best Veigar FL87 votes

Rest in peace Galio You were designed as a anti mage then reworked and riot forced you into being a mage. Then when they nerfed that they nerfed you even more by making you not be able to flash taunt and the ability for that to be uninterruptible. The thing you were known for even from before your rework. It was nice knowing you blue and yellow gargoyle who's now sitting in a grave as a white and yellow gargoyle.

Sycoblast6942 votes

Im upset that I cannot upvote this 100x. Galio is the prototype failure for modern LOL. Complete loss of what the champ was designed to be, and ends up being good at nothing.

Galiö63 votes

RIP Galio two years ago and RIP less fun new(er) Galio today :p

Best Veigar FL22 votes

RIP flash taunt the thing he was always known for. Guess now he's back to having Udyr and Braum hard countering his taunt if people even play Galio after this which I can't blame them if they don't.

ltmetal54 votes

The Aatrox changes are a melting point. With the complete removal of revive, there are zero mechanic/kit similarities with old and new Aatrox. I might be being harsh here, but I think that makes this a failed rework. It would've been better to keep old Aatrox and release the current version of Aatrox in the future as a brand new champion. Now, we lost the old Aatrox for practically nothing.

Riff225 votes

Since they cant back track a rework (riot is a company and backtracking is bad pr) i think they just wanted to balance at this point. I agree with getting rid of the "infinite revive" thing where you get a revive from ult, ga, and maybe even a zilean if their team is that insane.

Kazekiba20 votes

Reverting his rework would be an entire VGU in itself. He doesn't have the old animations on his new rig so they'd have to do all that + SFX etc. again.

but at this point, he's a Riven rework not an Aatrox.

Mecha Jax5 votes

If you want to boil it down he is very similar to riven now. 3 part q, cc w, dash e, more damage ultimate plus both can benefit from sustain like conqueror and deaths dance.

Scarletmeow51 votes

Welcome everyone, to the patch where Yuumi will truly become an afk support champion because jumping off for nothing but a 50 dmg shield which will get removed the second you get it is nothing short of trolling.

Anihime A20 votes

How I see it, it's not worth it to come off to get shield because it's too low, no mana regain and they up the cost on her Q to poke for Laning phase. So basically the laning phase might be hell now...they could've lessen the amount of mana she receives but don't out right take it out she's already squishy and not much adc's like to play with her.

Kshaway8 votes

She’s at a hard spot. Right now she’s a strong early harasser and a strong late game steroids buff. By removing some of her early game strength, it should balance her out a bit more, if you saw, they really buffed Zoomies early. (Sorta like what was done with Soraka).

Scarletmeow24 votes

No actual Yuumi player wants to be an AFK Heal bot.

Le Tam43 votes

You took away Irelia's shield breaking and now you want anti-class shield breaking back. Nice...

Bastion68 votes

I think that was because Irelia is/was already overloaded. Having a passive that increases attack speed and damage along with shield busting (+ the rest of her kit) is pretty powerful to have on 1 champion. By distributing this power to other classes, you side step the issue of having Irelia be turbo loaded while increasing other champ viability. Whether or not Renekton was a good candidate for this buff, is a different story, but I'd like to see how he does for this patch.

CritDoge23 votes

Also, it should be noted that Irelia was just extra DAMAGE to shields, while this is a more binary shield broken yes/no mechanic. This is a better version of the mechanic since the version on Irelia and Aatrox would have to require tuning every time they changed either Irelia's damage or the strength of shields/shielding items.

DragonSkye32 votes

Hi! I was curious which category neeko, galio, jayce, yuumi and renekton fall into to receive their respective nerfs/buffs.

Neeko and galio received nerfs while sitting below the threshold at all levels for a nerf.

Jayce and yuumi received buffs while sitting above at least the pro-play presence threshold for buffs.

Renekton also is sitting at a high pick/ban rate in pro play, as well as a high presence in soloqueue considered as a high priority pick. And he received a flat buff with shield break.

Maybe I don't have all my statistics right, but I'd love to know what else goes into determining these power changes aside from those numbers you released in life of a patch.

His Xayáh25 votes

Yuumi’s is supposed to be a nerf but they don’t know how to nerf the champion properly so they’re taking shots in the dark (and missing horribly)

His Xayáh31 votes

Come on Riot... You do realize that those changes to Yuumi, (particularly the Mana back removal) promotes the ‘AFK and heal’ Yuumi play style and removes her main weakness which is being detached to poke right? I can already see the “Yuumi is too safe being attached 24/7 so we’re nerfing her strengths” coming and the thing is it’s your fault because you made this one change.

Anihime A7 votes

As of tomorrow I'm going with Ancient Coin for first item, when your adc wanna farm to try and get BF Sword or Pickaxe you not gonna last that long because Q have mana cost increase, no mana regen from passive and shield in laning phase have lowered. By the time you get your shield you'll lose it if they hit you. They wanted her independent now they taking her independency which equals to AFK or Trolling Yuumi they'll say.

His Xayáh13 votes

It’s unreal how someone took a look at her and went “Her passive is the problem, remove the mana refund for interactive and sometimes risky play!”

Peet Sweenis29 votes

another case of over nerfing. Tahm is op, and does need a nerf, no doubt. but like Ornn and Zac before when the new runes hit, you can over nerf. Why gut these champions when they can be tuned back more reasonably and made viable instead of keeping them op, or making them unplayable? how long will it be until he gets buff to be viable again? will it be quick and be in a couple patches, or the usually 1-2 seasons before he sees any significant buff besides some "3 more flat damage on his Q"?

3NRAG327 votes

Vs nearly all melee matchups, Tahm had no counterplay. Once he stacked his passive on u, it was just a constant annoying cc chain until you died. Even if you were tanky enough to survive the first couple rotations, he himself is too inherently tanky to be stopped before he gets another rotation in. You literally cannot play against it in most melee matchups.

Richard Blow18 votes

As a guy who did the top Tahm since S5 when the on-hit was on his ult, I'm pretty happy with these changes for the most part. They buffed his sustain but it's harder for him to just run you down the entire lane, which was always stupid as hell. I also like that they made the correct counterplay to his Q (just stand in your minions, my guy) cleaner, and in general are encouraging him to get the quick W and then end the trade, which feels a lot better and has more counterplay than "Oh I can just chase you from my turret to yours now I guess." Still playable top, still good, hopefully seen more as a counterpick now than a faceroll champ.

mk DILLY22 votes

Riot, where is Varus' increase to healing reduction? Why do you always forget Varus?! [sg-janna]

Fauste9 votes

The two champions that they added the augmented healing reduction to can only apply it situationally. Katarina's ult requires her to channel in melee range, and has a 90/60/45 second cooldown (less 15 seconds if she gets a kill/assist). Kled's Q only applies it on the second part of the ability, so he has to hit his target with a blockable skillshot, then stay in range for 1.75 seconds to tether them for the grievous wounds to actually be applied. On top of the delay and the ability of the target to avoid it just by walking away after they get hit by Q1, it's also only single-target.

Varus' E, on the other hand, is an aoe with 925 range on an 18-10 second cooldown, and takes effect nearly instantly after casting it. Increasing the grievous wounds effectiveness on Varus would be a far greater change than the ones to Katarina and Kled.

RJTaxiServices20 votes

Not to be that one trick, but please please PLEASE fix Yasuo's God damn Windwall. LIke why is it still bugged after a whole month? It has caused so many unnecessary deaths in games its unbearable.

MasterDClone23 votes

lol shaco has had bugs in every single one of his abilities including passive for years, welcome to the club

Bewitched Janna14 votes

I really hate to sound toxic but this whole patch is an absolute shit show.[sg-lulu]

BlueAirplane13 votes

rip akali.. We will remember you..

iiGazeii56 votes

{quoted}

rip akali.. We will remember you..

These changes are overall buffs for Akali. She can be revealed in her shroud and her ult cooldown is longer, but her shroud has more uptime, she gets a huge boost in damage, and she has more energy to work with in the early game. If the enemy doesn't have a spell that reveals people, her shroud is the same as before but on a shorter cooldown and she has more damage.

Rïv5 votes

The shroud cooldown is only better for her early and she was already super strong early. After lvl 10 her shroud is on longer cooldown then it is currently on 9.13 which makes her teamfight harder in the stages of the game where she's already harder to pull off.

XShadowAlkX7 votes

Yeah but she has an overall AP ratio increase of 1.1 in her full combo which is massive, not even mentioning how her q cd is also super low. The main issue I've noticed is that akali players tend to fall off because they stop doing enough damage to oneshot an adc, and the adc lifesteals up and kills her once shroud ends. Now she will be a potent damage threat at all stages.

G3TASSASSINATED2 votes

As someone who still enjoyed akali, this is actually a major nerf and all people have to do is keep control wards and she's utterly useless. She's hardly been buffed, with how many nerfs been handed to her over and over. The champ was already reworked, at this point they should revert her back to her entire old kit because that Shroud nerf won't work with this akali well.

XShadowAlkX48 votes

Umm, control wards won't counter her at all... She has invisibility not camouflage.

Blañk11 votes

i like how you guys like stripping and removing shit frkm aatrox but riven despite how oppressive and universally disliked she is

i4got2pull0ut10 votes

Also I like how they disguised this lux buff as a nerf with some minor changes to the abilities that we have been talking about being either too strong or non-consistent with other similar abilities.

catchick13 votes

She needed the ult buff as a mid laner (I 100% agree with them saying that the CD refund was inconsequential too frequently) and she got hard-nerfed as a support since her shield power is mostly on AP ratio now.

Blue Comfort7 votes

It is because the Double on the return value on Lux's shield made her too dominant as a support so they are making her better at being a mid lane champ. I like the change though.

metamilo9 votes

Still no Twisted Treeline section in the patch notes.

[zombie-brand-mindblown]

I know you don't touch the treeline in 99% of patches, but you could at least let us know you're aware of the issues we report and keep us up to date on your plans for the map.

Sycoblast6914 votes

Riot's plans for TT are to ignore the community until it dissolves, then delete it entirely. Then reassign the resources to TFT.

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