Honor has been given a complete overhaul. You’ll see a new voting screen, the addition of a persistent Honor level, and rewards for consistently honorable play. Honor will be activated at some point during the patch. Read the full primer here.
Armor reduced. Q tornado zone base damage reduced, ratio increased.
Galio’s throwing his weight around a bit too well, so we’ve got a few changes to help opponents go toe to toe with the big guy in lane. First, we’re reining in his ability to instaclear waves without speccing into damage. Second, we’re making him more vulnerable to physical damage, given his niche is the anti-magic tank. Finally, we’re giving opponents a larger window to knock Galio down when he tries to Hero’s Entrance Exit a hostile gank.
Mini Q damage increased. Mega E jump range increased.
Gnar’s having trouble getting the job done, both as a lane bully in Mini form and a teamfight initiator in Mega form. In Mini Gnar’s case, Boomerang Throw could pack a harder punch as his primary means of whittling skittish enemies down and out of lane. Mega Gnar by contrast already has the raw power necessary to wreak havoc on his foes, but needs help getting into range to use those tools. These changes together help Gnar regardless of which hat he’s currently wearing.
W-empowered attack bonus is now base plus AP and bonus AD ratios. Hurricane no longer stacks W. E ratio increased.
As a basic-attack-focused mage, Kennen has access to both physical- and magic-damage focused builds. Choosing between them affects the strengths Kennen brings to the table: the physical build gives him more consistent, unrelenting damage, while the magic build makes him a burstier threat to deal with. In theory. The balance between these builds is off-kilter: AD Kennen's sustained damage is actually pretty bursty, and AP Kennen isn't bursting hard enough. We're giving AP Kennen better scaling, but our work on AD Kennen's a bit more nuanced.
Primarily, we're removing Electrical Surge as a repeatable damage spike in the physical build. Surge’s AD scaling is down, and in the (usual) case where Kennen picks up Runaan's Hurricane, it no longer triples Electrical Surge's stack rate. The nuance is in the ratio switch from total AD to bonus, a change meant to mitigate the impact to bot lane Kennen, who we’d like to keep viable as a niche strategic option. Switching to bonus AD removes the innate disadvantage bot lane Kennen faces with total AD scaling (bot laners are generally lower-level than solo laners, so their base AD hasn’t scaled as much) while letting us make a smaller ratio reduction than if we had stuck with total AD.
Q damage decreased but Isolation bonus increased. R stealth duration increased.
While getting each of Kha’Zix’s ability evolutions to at least niche appeal has been a juggling act as long as he’s existed in the game, Evolved Active Cloaking is currently in a pretty unpickable state. To remedy this, we’re making it easier for KZ to chain-stealth through multiple brush patches with R’s evolution, closing greater distances unseen. To make space for the buff, we’re reducing Q’s damage outside of Isolated situations (where it’s actually stronger! Something something strategic identity.)
Passive increases range more often, W and E damage up.
Since their update, we’ve had more time to assess Kindred's power and there was potential to give them a little bit more power throughout their kit. First we have the marks - as the game progresses, it gets harder to acquire marks, which makes it even harder for Kindred to access their bonus range, so we're easing the curve on the passive a bit. Additionally, early trades were still a bit on the weak side and Wolf attacks during Wolf's Frenzy didn't feel meaningfully more powerful with each successful hunt.
Base health increased, R range increased, cooldown per level reduced.
Maokai is on the doorstep of finding his home on the Rift, so we’re giving him the keys to unlock what the Twisted Treant is supposed to be doing more often and more successfully.
Q health ratio up.
Midseason left some tanks with less damage than they need to function. A little bump to Poppy’s bread and butter skill should go a long way toward bringing her back.
Void Rush AD ratio increased. W unburrow speed standardized.
After a couple of patches, we’re pretty comfortable with where Rek’Sai sits right now. We think there’s still slightly more room for Void Rush to scale, and we’re also making Rek’Sai’s gameplay more fluid and consistent.
E base damage down. E scaling up at later levels. E damage now physical instead of magical. E Execute paradigm altered.
Shaco isn’t getting to live out his assassin fantasy, instead playing as a “sort of tanky fighter with some dashes and a slow that allows him to stick to one target and stat check them to death”. We want him to feel more rewarded for building damage and stabbing people.
Q can damage turrets. W healing and regeneration amp increased and applies more quickly.
For a champion who excels at split-pushing and dueling his laner, Trundle’s Chomp not applying to turrets is just unintuitive. We’re adding that interaction back in, and taking the time to clean up the way Chomp works.
Q attack lockout now scales down with attack speed.
After last patch’s changes, we figured we could make Xayah feel a little bit smoother to play as the game progresses.
You’re not hearing things! ...well, technically you are, but…. Yeah! Audio updates!
Now builds from Catalyst of Aeons instead of Spectre Cowl.
(We’re leading in with a bunch of words about stuff that’s not Abyssal Mask, but trust us, we’re going somewhere with it.)
Doran’s Ring stacking had created an unhealthy pattern in lane; waveclear from a distance, get all of your mana back, repeat. However, its removal leaves some tanks feeling like they don’t have items that support their laning patterns at all. Catalyst of Aeons is a solid paradigm for in-lane sustain, but tanks don’t feel great about the items it builds into, especially now that Righteous Glory no longer builds out of it.
So that’s one side of things. On the other hand, Abyssal Mask had been underperforming, and we were looking for ways to make it a more palatable item. And that leads us to our changes. Abyssal Mask’s passive is a natural fit for tanks. Tanks need an item that builds out of Catalyst of the Aeons, and we just put the two ideas together to make the new Abyssal Mask.
Adaptive Helm isn’t quite providing the raw oomph it need to be a competitive defensive item, so we’re buffing the tankiness it provides just a bit.
Coin rewards increased.
The Coin line is underperforming to a pretty significant degree. Hence, buffs.
Cinderhulk is lagging behind the other jungle items at the moment, so we made some changes to jungle upgrades and Bami Cinder to help smooth out clearspeed - especially early on - for tank junglers.
Unlike fighters, tanks don’t clear very well when they rely on just their auto-attacks. Moreover, their lower damage means many camps simply take longer for them to clear than damage-building junglers. We want to smooth out that difference a little bit, so we’re giving junglers more mana to work with.
With more mana on all junglers, the mage enchantment doesn’t need to provide quite so much mana on its own.
Cost decreased. Health decreased. Monster damage increased.
Tanks don’t have a very smooth item progression in the jungle. If they have a good first gank and a solid clear, they sometimes back with enough gold to pick up Bami’s Cinder. But most of the time, they’re stuck sitting on a Ruby Crystal while other junglers get to keep picking up small components (aka Long Swords for days).
Worse, health doesn’t do anything for clear speed, so while tanks are trying to farm Cinderhulk, everybody else around them is already farming more quickly - thanks to those aforementioned small components. On top of that, Bami’s Cinder’s monster damage isn’t very powerful, which only amplifies the problem.
Total cost down. Health down. Bonus Health scaling up. Breakeven point is 1500 bonus health.
Build path adjustment for Bami’s Cinder cost changes above.
Herald should be immediately more rewarding to the individual who kills her.
Legend of the Poro King returns from 6/30/17 12:00 PT - 7/04/17 04:00 PT and 7/07/17 12:00 PT - 7/11/17 04:00 PT. Pelt your enemies in a grand snowball fight on the Howling Abyss to summon the resplendent Poro King.
May you always bowl straight and true, and may you be fast-footed to avoid those fluffballs.
Vision score is now displayed on your trinket tooltip.
We're re-adding the random champion button in Blind Pick and Custom games to support hardcore risk-takers and some community game modes.
We’re adding the functionality to buy skins in champion select again, starting in patch 7.13!