Patch 8.15 Notes
Welcome to patch 8.15. As mentioned in previous patches, after the significant changes in midseason, we're mostly focusing on balancing outliers. As a result, this is a pretty small patch.
To start, we're taking a look at marksmen. They're still feeling some pain from their midseason changes (especially in mid-game when they can't yet afford multiple items), so we're decreasing the cost of their items to let them hit their power spike more quickly and decreasing their overall stats slightly to compensate.
Akali's rework also hits the Rift this patch, so be sure to check out her new abilities.
GLHF,
Patch Highlights
Champions
Akali
Akali, the Rogue Assassin strikes in patch 8.15! Make your own path with these links:
Fiddlesticks
E cost increased at early ranks. E base damage decreased.
Fiddlesticks ability to poke (particularly as a support in bot lane) is currently too high.
E - Dark Wind
Fizz
W active base damage increased. W active and on-hit damage ratios increased. R ability power ratios increased, increased less for larger sharks.
The recent changes to Fizz have left him weaker on damage than intended.
W - Seastone Trident
R - Chum the Waters
Irelia
Attack damage increased. Health increased. Passive damage increased. Q range, base damage, and damage ratio decreased. E range and base damage decreased. R range decreased.
As a continuation of our changes to Irelia, we're shifting more of her power out of her abilities and into her basic attacks.
Base stats
Passive - Ionian Fervor
Q - Bladesurge
W - Defiant Dance
E - Flawless Duet
R - Vanguard's Edge
Kindred
W attack speed scaling (for Wolf) decreased. R cooldown increased.
Recent bugfixes gave Kindred far more of a bump than expected, and as a result they have emerged as a dominant jungler. Pulling back some power and aligning their ultimate cooldown with other similarly game-changing ultimates.
W - Wolf's Frenzy
R - Lamb's Respite
Lee Sin
Q base damage decreased. Q damage ratio increased. No longer deals damage based on target's missing health damage. Now scales amplified damage based on target's missing health.
Lee Sin is an aggressive, snowball-oriented champion and we want to make sure he is appropriately rewarded when he does get ahead.
Q - Sonic Wave / Resonating Strike
Morgana
Base mana regen decreased. Black Shield cost increased.
In her other roles, Morgana's ability to spam spells is gated by the harsh mana scaling on her W, but as a support (where she maxes W last), she has too much lane consistency.
Base Stats
E - Black Shield
Olaf
W bonus attack speed increased.
Bumping up the berserker's clear speed to give him some strength back.
W - Vicious Strikes
Quinn
Armor decreased. Passive damage decreased.
Quinn's lane strength has started to become a bit of an issue. As a ranged champion, when she does get hard-engaged on she shouldn't be quite so hard to kill.
Base Stats
Passive - Harrier
Syndra
Q base damage increased.
This should put some power into Syndra's early game.
Q - Dark Sphere
Thresh
W cooldown decreased at later ranks. E maximum attack damage contribution increased at early ranks.
We feel like Thresh could use a bit more power, specifically in his early game all-in potential and his late-game playmaking options.
W - Dark Passage
E - Flay
Items
Support Items
Cost of starting support items increased.
The current cost of support items lets support players mitigate a pretty high amount of poke through potions, which makes trading feel more ineffective than we'd like.
Ancient Coin, Relic Shield & Spellthief's Edge
Nomad's Medallion, Targon's Brace & Frostfang
Marksman Itemization
Our goal of giving marksmen a later spike was hit a little bit too hard, and it's left marksmen feeling underwhelming in the mid-game (and thus often unable to reach their late-game power). We're decreasing the cost of some marksman items so they spike earlier, but cutting some of their late-game power so they don't take over the game when they get there.
Infinity Edge
Total cost decreased. Build path changed. True damage decreased. Attack damage decreased.
Cheaper items (with fewer stats to compensate) should help marksmen reach a reasonable spike earlier.
Stormrazor
Cost decreased. Attack damage decreased. Attack speed decreased.
Cheaper items (with fewer stats to compensate) should help marksmen reach a reasonable spike earlier.
Essence Reaver
Attack damage increased.
In 8.12, we made some changes to Essence Reaver that were intended to make the item more accessible, but it looks like those changes also slightly weakened the item overall. As a result, we're adding some power back.
Zeal Items
Gold cost decreased
Rapid Firecannon, Statikk Shiv & Runaan's Hurricane
Phantom Dancer
Mercurial Scimitar
Total and combine cost decreased. Attack damage decreased.
There should be clear tradeoffs in itemization; in the case of Mercurial Scimitar, the extra safety from its active does not hold an appropriate tradeoff in damage dealt.
Jungle Items
Monster Hunter restriction now applies if the champion has the highest minion kill score, not the most gold.
The previous Monster Hunter had the effect of inhibiting the snowball of a jungle who got ahead with kills, not just a champion who was duo-farming the jungle. We're changing the mechanic to only restrict champions who have the highest minion score, not the highest gold.
Runes
Perfect Timing
Time of activation pushed to later in the game.
In patch 8.4, we pushed the activation time of Stopwatch to 10 minutes because its prevalence in professional play was delaying or inhibiting early action. In 8.10 we tried a lower value (8 minutes), but we've begun observing the same impact on pro play, so we're reverting those changes.
Chromas Collection
Chromas are joining the Collection tab soon after 8.15 goes live! You'll be able to see all chromas you own, filter to show unowned or unavailable chromas, and group and sort your collection view just like you can with the Skins, Icons, and Wards collections.
Store, Gifting, and Forging
A few improvements to purchasing, gifting, and forging content.
Stats
A new suite of performance-based stats for Summoner’s Rift games drop into the client later during this patch.
The new Stats tab inside your profile page comes stuffed with performance-based analysis of your play across combat, map control, and income. Compare yourself to friends and enemies alike, and uncover the path to your next level of play.
Bugfixes
- Fearing a champion with Nocturne's E - Unspeakable Horror no longer interrupts his attacks
- Fixed a bug where champions with Absolute Focus falling under 70% health during their attack animation would have the attacks canceled and reset.
- Fixed a bug where the first attack of Hail of Blades would sometimes cancel.
- Stormrazor no longer incorrectly gives movement speed on every crit if the Stormrazor crit activated Conqueror
- Kassadin's W - Nether Blade on-hit SFX have been restored
- SSG skins are now listed properly as World Champions: 2017 in the Skins Collections tab
- Several missing VO lines for God King Darius and God King Garen have been restored
- Push-to-talk settings are now correctly saved between sessions
Upcoming Skins & Chromas
The following skins will be released this patch. Grab the League Displays app for full-res splashes!
The following chromas will be released this patch:
321 Comments
Hey guys, back here in the patch notes to call attention to Kayle's E not correctly functioning with Hunter's Talisman. This interaction has been bugged since Patch 7.9 in May of last year, and there have been many submissions reporting it. Missing out on 150+ health while clearing raptors makes a huge difference in your first few clears. It's been reported dozens of times, and I've personally mentioned it in the patch notes four other times. Can someone please take notice and take action?

https://boards.na.leagueoflegends.com/en/c/bug-report/t3i7zt9a-kayle-jungle-e-bug
https://boards.na.leagueoflegends.com/en/c/bug-report/LK9EwcK1-kayle-e-hunters-talisman-gameplay
I always see your posts and I am sad to see there has not been a fix yet. Hoping for the best! [slayer-pantheon-thumbs]
I don't even play Kayle jungle and I'm mad this hasn't been looked at.
MORDE W ALSO NEEDS FIXED IT GOES INVIS CONSTANTLY
Hey Autolatrist! First off, seriously, thanks for taking the time to make sure this gets raised to our attention. For real, thank you.
I passed your message along to the dev team, and they're looking into it as we speak. We can't promise you'll see any changes to this on 8.15, but they're assuredly discussing it and will hopefully have something to show you soon!
Good to see you guys on top of bug fixing /s cough Mordekaiser cough
This also happens with Nocturne passive. I'm pretty sure it is all aoe on hit affects on a kit
I'd like a place to put these things, in a champ specific thread, now that the old forums are no more plz.
Vlad's entire kit, except maybe the ult, is totally buggy & different one spell cast to the next.
-Do my auto attack still disappear? (this issue is only ever discussed in the Korean patch notes for some reason). -Is the E(Tides of Blood) gonna pass through an entire wave, or hit only one minion? -Will Q(Transfusion) just randomly go on CD and not heal/buildcharges if i farm with it? -Can this Sion/Blitz/knockup going to hit me into the air in my pool?
<3 thanks for letting us help you keep the game healthy, that IS how it was made in the first place, as a community.
Rest in peace refillable potion start on supports. You will be missed.

That and my favorite Bard start of
. Tis a sad day in Bardland today.
Potion, schmotion...
So much for my
/
start on healer supports. Unlimited mana early game . . . ahh . . . those were the days. :-(
Very annoyed here about the loss of refillable pots. I may look to get it anyways through other means. Also for STE users, it removes the option of going faerie charm to get a bit of additional mana regen while saving up toward FF.
I do find it strange how much Riot is beating people over the heads about constantly fighting and trading with your enemy laner or jungler. This is a game where all you do is fight with your opponent, you don't have to FORCE players to do it even more. There needs to be some times in the game where your purposefully not interacting with your opponent for whatever reason, otherwise every lane bully or stronger early champion who can duel wins.
Let’s pause and rework death recap before any more champions.
So when do we get anything about death recap ? The new runes don't even show in it. Riot mentionned a couple of months ago that the new client was the reason they weren't reworking it to not waste work.
Now what's your excuse ? It's stupid but with how stupidly fast we die right now, it would actually be usefull to know HOW you died. Getting killed by blank square abilities is unacceptable. The way death recap works is absolutely unnaceptable for a game like your especialyl if you keep pushing the everyone does dmg meta.
Can we get a bugfix on the snowball in ARAM please? It's really infuriating to have someone instantly pop up on you instead of showing the animation.
It's affecting some other dashes too. They go off in exact opposite direction f for the day animation, then pop into existence where they should be at the end. I actually dunno if it's purely animation or if they could get e.g. caught by aoe they appear to pass through while going wrong way
Thank God for the Quinn nerfs tho. Maybe my anus will be less sore in the top lane.
"Adc's can't make it to late game, mid game too weak. Lets just make infinity edge, an item not built during the mid game cheaper and WEAKER DURING THE LATE GAME." Not to mention most games end before you even get full build. What's the point of adc's only being viable during the late game if you can't even make it there? Just revert the changes already. This has literally made people quit the game at a higher rate than any patch in the past year.
rito isn't nerfing Zoe yet because they gotta milk the skin sales first
Zoe is in a really good spot right now? I don't see how anyone could perceive her as overpowered unless they're just mad that she can burst as a burst mage.
I just want them to nerf her W, most of the time when I fight zoe she only gets redemptions, ignites and ghost. Sucks when I finally get a decent trade on her and she just redemptions it away, twice. Or ignites me, twice. Or spams her Q, then ghosts, twice, and AA's me with her lich bane to death. Maybe reduce the effects of the spells she picks up and remove the movement speed she gets? Or at least nerf it either by just reducing it or disabling it when she uses ghost.
I don't think Zoe should get random actives from minions at all if they wanna keep the minion balloons they should just grant the base portion of the spell. Also they should allow enemies to stand on spell shards for a duration to destroy them, if Zoe is near. But agreed the spell effects should get reduced.
Why would you mess with the support starting items? Come one Rito, are you trying to completely screw over the bot lane? Now im gonna have to buy two damn potions instead of the refillable potion, which is gonna force me to have to make more purchases again, instead of just getting it refilled. Its already hard for supports to make money in early game. Just remove the bot lane and get it over with riot, cause you screwed over ADCs and now you screwing over supports....
Dude supports have more impact in the game then anyone and honestly, the support controls alot of how well the marksmen plays, idc what any one sais it is true
So I guess Duskblade with Stormrazer is balance right? I dont see any nerfs to Duskblade
Have you considered fixing the auto attack bug currently in the game with every single auto attack reset ability? (Titanic included) You'll stand completely still until the ability runs out or your auto attack cycle reaches the next time you could auto attack (Generally happens on champions with low attack speed, Darius, Yorick, Chogath etc. etc.)
If you're referring to some auto attacks being un-cancellable, that's intentional.
If you're referring to the bug where sometimes you go to auto attack and your attack cancels (I see it a lot when a minion dies mid-auto) but your next auto attack doesn't queue up for almost a full second, I've see that bug before! I hate that bug
This. I notice it a lot on Katarina with her e auto reset. I will auto, e, auto and then she just stands there instead of continuing to auto the target. Yes, I have auto attack enabled in the settings. Sometimes it even happens without the first auto when I shunpo to an enemy target and then she just stands there.
Wait. Did they nerf adc even more? Lmao It looks like they reduced the cost of some of the items but nerfed them lol.
It's not a nerfing it's putting them in mid game
Wait. Did they nerf adc even more? Lmao It looks like they reduced the cost of some of the items but nerfed them lol.
Their intent was to nerf their late game and spike their early/mid game so they'll go "live" sooner.
Hey, just thought you guys might like to know you nerfed the WRONG Morgana ability! The problem with Morgana isn't that she can keep a carry safe forever, it's that she can spam her binding without penalty throughout the entire game and landing it even 1/100 times is basically a guaranteed kill.
50 mana on the most overpowered cc ability in the game is disgusting, and the cost doesn't scale up enough to ever make it an issue. Put E back the way it was and nerf the Q mana costs to 60/70/80/90/100. ffs Nami's W costs 130 mana at rank 5 and that spell doesn't even do anything impactful.
what the fuck? nami w not being impactful??? are we playing the same game??? nami w has the ability to heal your teammates TWICE with one spell cast ontop of granting them movement speed.
How is Pyke untouched..?
Why should he be touched?
Something something physical affection
But what happened to Crimson Akali!??
Changed to infernal
Old crimson akali was bought because he had booobbbbss
[{quoted}](name=Cha The Boosted,realm=NA,application-id=Ag8jgd8Q,discussion-id=wLM7yQjt,comment-id=00060001,timestamp=2018-07-31T18:34:06.224+0000)
he
#what
It's wild to me that we've gone this many patches without even a minor Talon nerf.
He literally got a nerf last patch cycle. If you are going to complain at least know what you are complaining about.
"We realize we ruined Quinn in the patch 5.22 gutting and REMOVED Valor from the game. Making an unblanceable dumpster fire, but we don't want to do the smart thing of reverting her. So here are some unjustifiable nerfs!"
- Rito "Balance" Team
Unjustifiable
54+% winrate across 3 patches This graph that looks absolutely disgusting Yeah no absolutely no justification here friend, completely unwarranted nerfs. Despite her abysmal 1st place win-rate in toplane, Riot is once again bringing down the nerf hammer on an underpowered Champion. I mean, how could they put her armour in line with every other ranged auto-attacking Champion, and take five (5!!) damage off of her passive?
They completely gutted her. Absolutely unplayable. How is she supposed to build lethality into Stormrazor + shiv now that she has 5 less damage? The combined 500 less gold for SR + shiv pales in comparison to the 5 armour she lost. She might as well become a support with that damage nerf.
I don't think I agree with the changes to stop gold funneling. What I'm reading here is who ever is best at farming on your team, even if they are only 1 minion ahead, will get their farm gold cut in half? People are gonna start to farm less to make sure they get more gold because they aren't getting rewarded for playing well. I think it should be if a player is X number of minions ahead of their team they get 10 gold less per minion. If I'm misinterpreting this, feel free to say so.

You are indeed misunderstanding. The reduced minion gold only applies to a champion that has the jungle item. Even if you have the most cs, if you don't have the jungle item you don't get reduced gold.















