Updated. Just read it!
First things first, this is a partial revert of the changes we made to LeBlanc during the Assassin Update. At the time, we had two goals for the update. For assassins as a whole, we wanted to give champions more time to play against assassins. For LeBlanc specifically, we wanted to reinforce her identity as a combo-based assassin who cared about the order in which she cast her spells. In LeBlanc's case, we feel that we've missed the mark on those goals, and we're turning back the clock on some of her changes.
Those two goals can most be exemplified by two abilities: Passive - Sigil of Malice, and R - Mimic. However, neither of these changes have quite hit the mark, so we'll be reverting them, and making some tweaks to the rest of her kit for balance purposes. More on the changes to each ability below.
At the moment, no matter how far ahead she is, LeBlanc needs to stick around for around 2 seconds to have a shot at killing a target. It feels pretty awkward having the right thing to do often be holding off on using your abilities (until your passive has cooked).
LeBlanc's reworked ult was supposed to give her more interesting combos by allowing her to choose which ability to duplicate. In practice, however, it allows her to go all in and still have Mimicked Distortion to get far, far away if mistakes were made.
E now amplifies Ahri's subsequent ability damage on the target it strikes. R and E base damage decreased. R damage ratio increased. Q no longer grants movement speed. W prioritizes targets Ahri has recently charmed or basic attacked.
A lot of players enjoy to play Ahri as an aggressive, snowballing assassin who specializes in isolating a target and eliminating them. With her reach and playmaking potential allowing her to surge into other lanes, she wants to rack up kills around the map and lead her team to victory. At the moment, Ahri getting ahead just isn't the terrifying prospect it should be. We're upping her ability to prioritize all of her damage onto one champion so she has a better chance of going from fed to victorious.
In exchange, that's going to mean Ahri has to give up some safety. As it is, the bonus movement speed attached to her Q allows her to toss it out just to avoid ganks. Making that Movement speed buff harder to access—and changing up her sustain model—should make her easier to punish in lane.
Base armor increased. Q damage to minions increased. R cooldown increased. R damage (missile and wall) decreased, especially at later ranks.
Irelia's laning phase is pretty weak, but if she makes it to late game she's extremely strong. We're trimming her late-game power by decreasing her ult's base damage, and giving her more consistent lane strength in exchange .
Soldier damage to non-primary targets decreased at earlier levels.
Azir's high waveclear in the early game gives him too much control over the tempo of a lane.
Armor growth decreased. W bonus resistances decreased.
He's too tanky! Cannot do shit when he's so tanky.
R cooldown increased.
As players have learned how to position themselves preemptively to use Galio's ultimate well, it's become pretty clear that it's available too often.
Health growth increased. R cooldown decreased.
For a ranged champion, Graves has to get pretty up close and personal to contribute, and right now his baseline tankiness isn't enough to consistently sustain that.
Movement speed decreased. W damage decreased.
Janna's high speed allows her a bit too much control over trades, while the base strength of Zephyr means she's just winning those trades too often
Health regen and health regen growth decreased. Q damage ratio decreased.
In her early patches, Kai'Sa was struggling to get through the laning phase, so we boosted her laning phase with some buffs. As players continue to learn how to play her, we're stripping that strength away.
Q mana cost decreased. R cooldown decreased at earlier ranks.
Lissandra has very sharp strengths as an initiator and mid-range damage dealer, and has historically need to be gated by mana and cooldowns to keep her in line. Right now she's struggling, so we're giving her more opportunities to do those things.
Mana increased. Attack damage increased. Q cooldown decreased at earlier ranks.
Nautilus is struggling a bit, and we want to try to give him strength that will help him find success in all of his historical roles (top, jungle, and support). His identity as a giant anchor-thrower should be pretty relevant in each of those lanes, so that's a good place to start.
E mana cost increased at early ranks.
Ryze's high waveclear in the early game gives him too much control over the tempo of a lane.
Q damage ratio decreased at earlier ranks.
Sion doesn't currently sacrifice much damage in order to max E - Roar of the Slayer instead of Q - Decimating Smash. In return he gains strong ranged poke, which is making him a dominant pick not only in top lane, but also mid in some matchups. There are times when it should make sense to max E first (ranged harass, using the slow to make Q easier to hit), but we want to make this less of a clear-cut choice.
E health restore decreased. W no longer grants Tahm Kench movement speed while moving towards enemy champions with a friend in his belly.
Tahm Kench is good at protecting allies by hiding them in his belly, but the high durability his E grants him means opponents don't feel great about the damage they land on him instead of his allies. Dialing that back should help him feel more fair to play against.
There's also something a bit more complicated here, and that's the bonus movement speed Devour gives Tahm Kench when running towards enemy champions. Because "towards" has a lot of leeway, in scattered teamfights "away from the person who is killing me" often means "towards some other opponent", which is allowing Tahm Kench too much escapability for both him and an ally.
Base health decreased. Q Cooldown increased at earlier ranks.
Taliyah has become a prized pick, thanks to her ability to shove and roam. We're pulling back some of her waveclear, but also decreasing her tankiness so that assassins can be a more consistent counterpick against her.
W on-hit damage decreased. W now has an active which empowers Varus' next Q to deal bonus damage.
Piercing Arrow is Varus' most iconic spell, but it's pretty underwhelming in many of his current builds. We're not looking to change the way he builds, but we do want to create more incentives for him to care about charging his Q, even when he's building on-hit. Given that he was pretty balanced before, adding a whole new active requires us to trim some power elsewhere.
Base armor decreased. Armor growth increased. Health regen and health regen growth increased. Passive and Q cooldowns decreased at early levels. E mana cost decreased.
We're looking to buff Vi, but also think it would be cool if she could sneak back into top lane (fun fact, Vi was designed as a top laner before becoming a jungler). By bringing some of her cooldowns and costs down and upping her health regen, we're aiming to give her more strength in solo lanes as well as in the jungle.
Base health regen decreased. Base attack damage decreased.
Xayah is currently able to coast through hard matchups and get to her strong mid and late game too easily.
Mana-to-ability-power conversion decreased.
Archangel's Staff is spiking too early, so we're decreasing some of its ability scaling before it upgrades to Seraph's Embrace.
Attack speed bonus increased.
Lethal Tempo still isn't doing well on most champions, so we're increasing the strength of the effect.
Sweeping Lens removed. Oracle Alteration now available at level 1. Swapping trinkets now retains the same percentage cooldown as the previous one.
The decision-making surrounding trinket swaps is currently a bit more complicated than it needs to be. By making swaps more consistent and decreasing the number of potential swaps, we're hoping to make the gains from those swaps more clear.
Homestart buff is granted by fountain until slightly later in the game. Homestart now begins to fall off at outer turrets, not the river.
Homestart gives too significant of a defender's advantage to champions who never cross into the river. Defensively, champions can run out to the brush near the river, retain the movement speed buff, and easily run away from any invaders - who lost their movement speed bonus once they set foot in the river. We're changing the movement speed buff to fall off a bit closer to your side of the map to make early aggression slightly more likely to succeed.
The following chromas will be released in patch 8.8:
Fixed a bug that was causing gemstones to drop 5% more often than intended.