Base health regen and meep damage increased.
The new trading landscape has done a lot to buff the trading patterns of supports while Bard has stayed pretty constant. As a result, he's a bit on the punishable side, so we're giving him some love.
Passive shield duration increased. Q recast window increased.
Fervor of Battle had been providing Camille with a good deal of sustained damage. Without that, she's losing more trades. Rather than straight up increasing her trade power, we're giving her more room to use Q2 more effectively (and potentially while protected by her passive shield).
Passive bleed damage and bonus AD at max stacks increased.
Darius lost bonus attack damage from both runes and Fervor of Battle when we switched to the new system. While he got a base attack damage buff at the same time, his passive scales with bonusónot totalóattack damage, and his trading pattern has suffered as a result.
W's magic resist shred now applies to the attack or ability that procs it.
Some feel-good usability tweaks
Q ratio decreased.
Back when we buffed Mystic Shot in 7.17, Ezreal was struggling in the bot lane landscape. Flash forward seven patches, and with how strong Kleptomancy is on him, it's clear he no longer needs that additional baseline power.
W now deals damage to champions. Passive ratio decreased. E cooldown decreased.
Galio is struggling a bit, so we're buffing up his damage. However, we want to tie his strength to slightly riskier actions, like diving in with Justice Punch and landing a good Shield of Durand taunt. Essentially, as a beefy champion who also has the potential to dish out some damage, he should be rewarded for taking positional risks.
Grove health cost decreased.
Ivern's historically relied on Triggerseed's low cooldown to help him survive fights. However, the transition from Thunderlord's Decree to the burstier-but-higher-cooldown Electrocute has given aggressive junglers an easier time taking Ivern down before he gets a second shield off. We're offsetting this systemic shift by reducing the health costs Ivern pays for clearing his own camps.
Passive and Q damage decreased.
Electrocute's high burst damage means Jarvan is laying down serious gank kill threat, so we're taking away some of his base damage to compensate.
R ratio increased.
Losing Deathfire Touch has hurt Karthus' overall teamfight damage and he doesn't have a solid replacement. As such, he just needs a bit more oomph.
W damage decreased.
Leona's always dealt a lot of magic damage, and with less magic resist in the systemóplus the new Aftershock runeóit's too much.
R damage decreased.
Malzahar should need to press more buttons to kill people.
Q damage decreased.
With less magic resist around, Maokai's high base damage has made him a bit too threatening for a tank.
Base mana regen increased; mana regen growth decreased. Passive no longer procs on small units but heals more off everything else. W cooldown reduced when passive procs.
Morgana's existing laning pattern is pretty uninspiring: Press W on wave, get health back, keep laning. We're sharpening that pattern to give her more clear success and failure cases, and give opponents better windows in which to punish her (or deny her lane sustain). Trimming back that generic power allows us to make solo lane Morgana a lot stronger when played well.
W damage reduced, cooldown increased.
With Sunfire Cape buffs on the way (see below), Ornn's Bellows are going to be a bit too stokedóespecially since he's already on the strong sideóso we're dialing back his innate damage.
Q damage increased.
Without Fervor of Battle, Riven is missing out on a decent amount of her sustained damage.
Q damage bonus decreased.
Shen's ability to win trades on his base damage alone is making him a pretty oppressive top laner to face off against.
Q cost increased. Q aura's flat damage bonus decreased; ratio increased.
Even after her mid-patch nerfs back in 7.22, Sona's lane poke is overbearing.
Base armor decreased.
Lots of champions received bonus armor when we released Runes Reforged. Most champions don't have as many armor ratios as Taric does, though, and as a result he gained too much from those buffs.
Base health decreased. W second hit ratio decreased.
Xin is proving too good at Pressing Three Attacks. Once he does, his baseline durability gives him too much freedom to unload on his target (and his overall damage is probably also a bit high).
Base attack damage decreased.
Yorick benefits from base attack damage more than almost any champ between his Triforce/Sterak's Gage synergy and his attack reset, which we recently changed to work on turrets. In combination with new runes like Demolish, the split-pushing grave digger has a bit too much damage to unearth on champions and towers alike.
W spell pickups last less long. E now travels less far, slows less, but lasts longer.
Zoe's Spell Thief pickups put a lot of pressure on her opponents. When they're on the ground, they're an extra burst of power they have to fear, and that can make it overwhelming to fight against her. Moreover, if an opponent does try to zone her away from the pickup, they have to do so for quite some time. Bringing that time down should give opponents more ability to exert influence in the lane.
Separately, we fixed a bug that was making it very difficult to cast Sleepy Trouble Bubble through walls unless you got right next to them. Now that players are going to be able to cast from slightly farther away from walls, we're afraid that will simply give her a longer threat range than intended, so we're taking a bit of the overall range out of that ability.
Base mana regen increased; mana regen growth decreased. W charge time reduced whenever Zyra kills an enemy. W no longer increases plant health.
Zyra's one of the champions that makes us have long discussions about what a healthy gameplay pattern is, even more so when she's t(h)orn between being a midlaner or a support. It also made us think about what it means to have champions transitioning from one lane to another and what that means for the game in general.
We always get super excited whenever we see champions having fun play patterns in more than one role. For Zyra especially, we found ways for her to thrive as a support in a healthier way, but it wasn't all flowers just yet. This set of changes should provide our favorite fern more agency to go where she wants or where her team needs her the most.
Plants now die instantly to melee basic attacks but can survive more hits from damage over time effects and small minions/monsters. They're less durable in the late game against all other sources, since ranking up W no longer increases their health. As a side note, there are a few more plants overall.
Reflect damage now has lower base damage but scales with armor.
Bramble Vest is still proving too strong a spot-counter against basic attackers, thanks to the spike of strength it provides against them. We're working to dial that back and ensure it doesn't take over the laning phase.
Aura damage increased.
The two items that have enabled consistent laning patterns for tanks this season have been Sunfire Cape and Bramble Vest. We're not really happy with the play patterns that arise from either being the go-to item on tanks: Sunfire Cape tends to lead to overly high base damage on tanks with little cost in overall durability, while Bramble Vests makes playing basic-attacking champions in top lane overly prohibitive.
However, without either of those items, it's become clear that tank laning patterns fall apart. At this point, it's clear that Sunfire Cape is the healthier dynamic, so we're reverting the changes from Patch 7.9, but we hope to revisit Sunfire Cape in the future.
This is our first wide balance pass on the Runes paths! We've got a few case-by-case contexts in the tabs below, but are otherwise focused on ensuring no one option in any given row is overpowering its neighbors.
Melee Phase Rush users are almost universally outperforming their ranged compatriots, so we're giving ranged users the slow resistance as well.
We're really happy with how Kleptomancy landed, but we still think there's room for improvements to the internal item generator system that feeds it. Our goal is to reduce the gap between extreme cases, be it the best-in-class champions using it, or champions who would fall behind and weren't able to recover from it.
More fighting and more kills make Dark Harvest pretty strong on ARAMÖ
Amumu's ability icons have been updated!
Dr. Mundo's ability icons have been updated!
Nunu's ability icons have been updated!
Renekton's ability icons have been updated!
Weíve updated in-game health bars. You wonít have to relearn anything and you get some new toys. Expect more play/counterplay around defensive windows, awareness of special states, and big moments more clearly reflected.
Continuing our work from last patch, short character biographies have been created/adjusted for all champions. The full bios remain on Universeóthese changes are to give a consistent and quick summary for each champion in the client.
Youíll now have the ability to invite people to your party from the end-of-game screen without adding them as a friend, for those times when you donít want to make it ìLeague officialî yet.
Clubís max member limit is doubling to 100.
This oneís been a long time coming, so we wanted to sneak it in before the end of the year.
Seven new emotes debut this Snowdown:
These emotes will automatically appear in your collection if you earned them last year. Also we snuck in three non-Snowdown emotes. Don't tell anyone!
Play naughty or nice missions and earn event-exclusive emotes, limited-time poro skins, and more.
Legend of the Poro King returns from 12/13/17 at 12:00 AM - 12/20/17 at 11:55 AM and 1/3/18 at 12:00 AM - 1/8/18 at 3:59 PM. Pelt your enemies in a grand snowball fight on the Howling Abyss to summon the resplendent Poro King. You can also equip poro icons and fight alongside their corresponding poro skins during Snowdown.
A frigid fate awaits your foes! Fling spells and snowballs in this icy twist on ARURF, featuring League's coolest champions from 12/20/17 at 12:00 AM - 1/2/18 at 11:55 AM. All Snowdown and winter-themed skins are free to play in this game mode. You can also equip poro icons and fight alongside their corresponding poro skins during Snowdown.
The following skins will be released in patch 7.24: