Rek’Sai’s ultimate now launches her at a target she’s recently damaged. Tunnels can be re-entered more quickly. Base damages down, scaling up.
Rek’Sai is a ferocious predator who strikes fear into the hearts of her prey as she hunts them. The way Rek’Sai is currently played —a vanguard who sets up plays for her team—just doesn’t sync up with that promised fantasy.
We see a lot of potential for Rek’Sai, and this update is an opportunity to double down on Rek’Sai’s predatory instincts. Rek’Sai should be feared for her individual threat, not the followup of her team. With these changes, we’re reimagining a Rek’Sai who has better backline access in teamfights and does more damage when she gets in there, but is less consistent when behind or built tanky.
For more information, check our our post on Rek’Sai’s update.
Fury generation faster. Burrowed health regeneration ticks more quickly but max regeneration is down.
Base damage down at later ranks. Ratio doubled.
Now has a bonus AD ratio. Does physical damage instead of magic.
Primary target is still knocked up, others are now knocked back.
Now has base damage, and scales off bonus AD instead of total AD. Damage no longer scales linearly with Fury, but full-Fury casts still deal double damage as true damage.
Tunnel creation and re-entry cooldowns both reduced at later ranks.
Rek’Sai marks champions she damages and can dash to a marked target, dealing damage based off their missing health.
Passive stacks increase Kindred’s attack range and amplify their abilities.
Kindred were our first attempt at ground-up designing a marksman for the jungle. Although they’ve been on-and-off present in the meta (mostly ‘off’ as of late), their playstyle has settled in a spot that felt closer to skirmisher than marksman. Today, we’re revisiting Kindred's kit to deliver the jungler marksman playstyle we originally intended. Wolf and Lamb have more distinct roles to play, synergizing with one another to make a better-feeling Kindred overall.
Here’s the tightrope we’re walking: “jungler” and “marksman” have pretty conflicting needs. Marksmen are typically weaker in the early game, scaling up to late game carry potential. Junglers need at least enough early strength to kill monsters and gank lanes. To be both, we need to define when Kindred has weaknesses, and by process of elimination, that’s mid-game. With clearer emphasis on late-game sustained damage (new scaling from Marks, ratio shifts to bonus AD), we’re lowering the mid-game burstiness their abilities offer.
All in all, we want Kindred players to feel good about playing a marksman in the jungle, using the right amount of power during the right parts of the game.
Grants attack speed on-cast.
Deals additional damage based on current enemy health. Kindred can choose where to cast Wolf’s Frenzy.
Deals additional damage based on missing enemy health and crits low-health enemies.
Q, E, and R deal more damage. W spawns Voidlings based on Malzahar’s spellcasts. Voidlings are less threatening early.
Support Malzahar's been an ongoing source of frustration this season, and efforts to keep him in check have exacted a toll on midlane Malzahar, who's left in a pretty unhappy place. A big part of this is how overbearing Void Swarm is early when Malzahar doesn’t need to manage a solo lane. So, we’re pulling in Void Swarm’s early dominance, and redistributing power back into the rest of Malz’s kit. Voidlings are overall less reliable: they’re more fragile, easier to avoid, and have lower early damage that scales back up toward the late game. Void Swarms are also more costly to set up.
While his Voildings are less reliable, Malz himself is getting a lot in return. Malefic Visions, which previously enabled a ton of Voidling damage, now does more damage on its own. The same is true for Nether Grasp: to keep Malzahar’s all-in combo threatening against squishies, his ult now deals direct damage to its primary target. Finally, we’re making Call of the Void smoother to use by reducing the amount of time Malz sits still to cast it. The missiles take a bit longer to fire overall, giving us room to - you guessed it - add more damage. All in all, this patch paves the way for Malzahar to return home to mid.
Voidlings gain attack speed per level. Overall damage lower early, higher late.
Voidlings die faster.
Voidling movement speed decreased, no longer changes situationally.
Less damage on W and R, more damage on E.
Ahri is outperforming most midlaners due to how broad her strengths are. We're trimming some single-target potential off her auto-targeted spells so she’s more reliant on landing skillshots to secure kills.
Runaan’s Hurricane bolts no longer stack Headshot.
Because of its interaction with Headshot, Runaan’s Hurricane has been Caitlyn’s best option for area-of-effect and single-target damage. We’re removing this interaction so Caitlyn’s forced to choose which type of damage she wants to spec into. Similarly, we think Caitlyn’s at her finest when she’s sniping enemies with Headshot procs off of well-placed traps. Right now, she gets to have that as well as high sustained damage in teamfights via right-clicking. We’re hitting the Sheriff’s scaling with attack speed items to keep her focused on traps as the game progresses.
Attack damage per level and W damage per second up.
Since 7.9, we’ve been keeping an eye on how midseason’s itemization changes are affecting our tanky friends. A few uber-durable dudes have been hit particularly hard by the Sunfire Cape changes—Dr. Mundo, Malphite and Sion. We’re compensating these champions with some power boosts aimed at mitigating the loss of Sunfire’s dueling power.
High-latency players can ward hop.
In the same vein as recent changes to Ryze and Karthus, we’re making Lee Sin’s ward hopping more feasible in high-latency environments.
Q mana cost up at later ranks.
Lucian’s been able to spec into a decent amount of survivability (Ninja Tabi, Black Cleaver, and Blade of the Ruined King) without significant damage trade-offs. If the Purifier still wants to give up on Essence Reaver, he needs to be more frugal with his spell usage.
Passive heal base down, health scaling up. Saplings speed and AP scaling down. Brush sapling duration increases with bonus health instead of ability level.
Maokai’s supposed to be a hearty tank who wades into combat, swinging his branches around to disrupt and using his mighty trunk to soak damage. At the moment he plays more like a catapult, launching saplings for slows and damage. Similar to last patch, we’re shifting power away from saplings into his durability.
Over the past two patches, we made a bunch of changes to Renekton’s underlying code to address a bunch of longstanding bugs and make him easier to work on in the future. Unfortunately, that work created a number of other issues which, in some respects, have left him worse off than he started. We’re rolling both sets of changes back.
W area of effect reduced.
Force of Will is pretty hard to miss, leading to gank setups where the only test of skill is whether Syndra can land Scatter the Weak’s stun on a slow-moving target. We're giving opponents a more realistic chance to dodge Force of Will, which gives them a shot at dodging Scatter the Weak as well.
Q stacks expire faster.
Yasuo was already on the cusp of being too powerful and midseason’s cost reductions to critical strike items just pushed him over the edge. We’re reducing the amount of pressure he exerts by sitting on Q stacks to give opponents more chances to play against him.
E warning indicator shows up earlier. Zac’s voice isn’t squeaky as often.
Zac’s update gave him more ways to follow up on his own initiation. That was offset by a shorter knockup duration on Elastic Slingshot, but now that it can scale back up to a full second again, we’re giving enemies slightly more warning time.
Just as a reminder. With the max health scaling we added in the initial 7.10 patch, Stretching Strikes was dealing too much damage. We shipped additional base damage nerfs halfway through the patch.
Name change and icon update to match midseason’s changes.
Cost increased. Magic resist increased.
Given the potent defense a spell shield offers in lane, we want to ensure Banshee’s Veil doesn’t come online too early and that enemies have a chance to fight Veil buyers while they’re vulnerable. A cost increase hits both goals at once: buyers need more time to earn the extra gold and are left sitting on just Null-Magic Mantle for longer. That said, we don’t think Veil needs a flat-out nerf, so we’re keeping it competitive at its new cost.
Blade of the Ruined King is just overtuned at the moment. The item has a lot of cool identities - dueling item, mild tank buster, early power spike - and we want to make sure to preserve them. However, since it’s already letting buyers win trades via damage, allowing them to heal up so easily afterwards just adds insult to injury.
Basic attack damage reduction decreased.
Ninja Tabi should be the go-to item into a ton of physical damage, and its additional tankiness against basic attacks gives it baseline effectiveness against at least the marksman in most games. At the moment, it’s the right choice pretty much whenever the enemy team has any physical damage on top of their marksman, so we’re dialing back that baseline value.
Combine cost decreased. Also affects Talisman of Ascension & Eye of the Oasis.
When we updated Nomad’s Medallion’s build path last patch, the small offset to its combine cost change didn’t go through. Here it is.
Playing against a champion who creates lots of smaller units makes it hard to tell how well you’re actually last-hitting. We’re keeping the gold reward earned for fighting these pets but removing the confusion they create around last-hit tracking.
With the addition of crowd control name displays above health bars as a dedicated solution, crowd control doesn’t need to be included in floating combat text any more.
We’re adding a simultaneous 10-champ ban phase to all draft Summoner’s Rift modes throughout 7.11, starting with Normal Draft in NA. We want to make sure all players have more agency in the ban phase, as well as attempting to make the time taken to get into game significantly shorter. Read the announcement post here for details, or below for the tl;dr:
Regular custom games are unchanged for now while we do some backend tweaks to how custom games work. Tournament Draft custom games are switching to the esports format which has been in use for a while, but the UI might be a little unclear for launch. We’ll be cleaning this up in a later patch.
We’re removing one barrier from getting a party together. Just a small quality-of-life buff for when the captain goes to make a sandwich.
Team up to overcome the cursed Doom Bots of Doom and their evil overlord before everything you love and cherish is DOOMED!!! Doom Bots is available from 6/2/17 - 6/6/17 and 6/9/17 - 6/13/17.
Let the mayhem begin. Mwahaha. MWAHAHAHAHAHAH!!!
- Overcome the Doom Bots’ EVIIIIIIIIL curses — stasis, warping, windwalls (and more), oh my!
- Survive and defeat the devilish little horror behind it all. Hut, two, three, four...
With the rollout of the new client complete, we’re moving full steam ahead with new features and improvements.
You can find solutions to most common issues in the Known Issues section of our support site.
Dragon Fist Lee Sin’s splash and in-game VFX have been adjusted. The dragon on his back is now gold in his splash, and now turns gold when he casts R - Dragon’s Rage. (Chromas change the in-game color.)
Having to scroll to reach unopened chests is kinda annoying, especially if you’ve accumulated a lot of loot.