Pyke, the Bloodharbor Ripper joins the crew later in patch 8.11! Start stalking the waters with these links:
For full-res splashes, grab the League Displays app!
Q cooldown decreased at early ranks. Q damage ratio increased.
Patch 8.9's mana changes hit Anivia harder than most mages, so we're looking to give her some power back. Rather than return her previous level of waveclear, we're looking to up her potential in fights.
Base attack damage decreased. R cooldown decreased at early ranks.
The new emphasis on early jungle scrapping is pretty much Graves' happy place, and it's left other champions six feet under. Dialing back his early dueling and putting a longer window on his full combo should slow the snowball a bit.
R cooldown decreased at later ranks, but stealth duration decreased. Evolved R grants additional casts and stealth duration; no longer grants stealth or movement speed in brush.
One thing every assassin needs is a way to dance in and out of a fight and safely put down damage. For Kha'Zix, that's the stealth from Void Assault . The brush stealth on his evolved R is currently giving far too much of a different strength, though: the ability to sneak around the map relatively undetected. We're removing that evolution bonus in favor of giving Kha'Zix more R casts—and longer stealth—when he's upgraded his ultimate.
Mark respawn time decreased. First mark spawns earlier. Rift Scuttle assists now correctly collect marks.
The increased importance of Scuttle Crab has made it harder for Kindred to gather marks.
LeBlanc can now queue up casts of W and RW (in either order).
Energy restore on passive increased. Q, W, and E now apply cooldown reduction for the duration of their reactivation time.
Recent changes to Warding Trinket have left Lee Sin with fewer playmaking opportunities. Making sure he benefits fully from cooldown reduction should give him more to do with his baseline kit, and we also want to make sure he has more access to the energy needed to do so.
Q base heal decreased. E base shield decreased
For a support with so much hard engage, the sustain Rakan brings to lane is a bit overbearing.
You're probably just going to want to read this one.
Taliyah has a lot of strengths that are great in pro play, and just okay elsewhere. A lot of that comes from Q's waveclear, so the bulk of our mechanical changes focus on that ability (with tuning elsewhere). Taliyah will have to work harder to shove a wave and roam so that her opposing laner has more room to punish those roams. We're also decreasing the terrain control she brings from her ultimate, as it's bringing too much utility beyond just its roam strength.
Collision radius decreased. Base attack speed increased. Passive damage to monsters increased early. R no longer roots Urgot while he is grinding a champion to death.
We're making Urgot a bit more fluid to play and stripping some of the anti-jungling tuning from his kit.
Q discharge damage increased at later ranks. R damage ratio increased.
Patch 8.9's mana changes hit Viktor harder than most mages, so we're looking to give him some power back by upping his damage when he commits to a fight.
Base attack damage growth decreased. E slow decreased.
The scuttle changes increased the value of early fights, and Xin Zhao definitely excels in that world. Having a strong early game isn't the problem, but being able to translate that so easily into a strong mid-game is concerning. We're toning down his offensive scaling and his ability to stick to opponents and force them to fight him so he'll have to work harder for that mid-game edge.
E root duration increased
Zyra contributes slightly less in skirmishes than we'd like, but we're definitely not comfortable increasing her already-high damage. Some extra crowd control should give her more of an impact in those small fights.
The dominant strategy in bot lane has, over time, become sustaining through lane phase and scaling up into teamfights. Between health regen and Fleet Footwork, it's pretty hard to put the hurt on marksmen in a way they can't just passively recover from.. This means aggressive bot laners ( whether early game bully marksmen or supports who want to poke or go all-in) feel like they have no home.
Weakening marksman sustain (health regen here, Fleet Footwork below) means damage will stick on marksmen, making 2v2 fighting a more successful prospect for the stronger bot lane. Shifting some durability from armor into health should also let aggressive marksmen like Draven and Lucian shine a bit harder in the early game.
Finally, we're nerfing marksman base attack damage by 4 and pushing that damage into their growth stat, with the breakeven point around level 9. Though that might seem counterintuitive with our goals above, it means aggressive non-marksmen (ex. Leona, Brand) won't be chipped down by marksman basic attacks as quickly—giving them more opportunities to secure presence in the lane.
Base attack damage decreased. Bonus attack speed at level 1 increased.
Compensation for the Machete changes last patch.
Diana is getting a similar compensation, but applied to her passive, rather than her base stats.
For upfront burst and lots of kiting.
Marksman itemization is pretty focus on marksmen who want to stand still and basic attack. With Stormrazor, we're introducing an item for marksmen with longer pauses between attacks, whether they're kiting or just have long attack cooldowns (looking at you, Jhin).
Crit? Try more crit.
We're making Infinity Edge into a true scaling item for marksmen, one which amps up the power of critical strike but isn't itself a critical strike item.
Ornn's Masterwork upgrade. The cost and benefit of upgrading are both unchanged.
The ultimate power spike.
Essence Reaver was intended to be the alternative late-game scaling item for marksmen who care more about spell casts. However, it turned out that once you had Essence Reaver, you also wanted Infinity Edge, and at that point, you also want a Zeal item, and at that point you might as well build up to 100% crit. The overall effect was a core build of 4 items that didn't allow spellslinger marksmen much choice at all.
We're reshaping Essence Reaver around a new power spike, allowing spellcasting marksmen to double down on their spell-slinging fantasy and unleash their spells in a rapid barrage.
Bonus armor penetration shifted to total armor penetration (and decreased).
The problem with an armor penetration item that only feels good against armor stackers is that most champs don't feel good about getting it early to ensure their damage stays relevant as enemies build armor (they want to be killing squishy targets instead). But once tanks really armor up, damage dealers feel bad if they didn't purchase Last Whisper earlier. We're moving Last Whisper into a middle ground so it'll still scale against tanks but feel like less of a dead-end against other squishies.
Attack damage decreased. Bonus armor penetration shifted to total armor penetration. Bonus damage against higher-health targets removed.
Total armor penetration is stronger than bonus, meaning LDR scales better with itself. To to keep the focus on the armor penetration rather than raw damage output, we're trimming some attack damage and pushing the price point higher.
Attack damage decreased. Bonus armor penetration shifted to total armor penetration.
Total armor penetration is stronger than bonus, meaning Mortal Reminder scales better with itself. To keep the focus on the armor penetration rather than raw damage output, we're trimming some attack damage and pushing the price point higher.
Average cost of critical strike increased.
With Infinity Edge amplifying critical strike significantly, we're pushing its price point up.
The Brawler's Gloves changes pushed these two items too close together. A spiky glove feels more crit-like than a poncho, so we're retiring Cloak of Agility.
Gold cost decreased
Overall, the cost of marksman builds are up slightly, so we feel safe making lifesteal items cheaper.
Magic resist increased. Base shield value increased. Shield no longer scales with bonus magic resist.
Most champions who like Maw of Malmortius aren't looking to stack resistances, so we're tweaking its shield value to not scale with future magic resist accordingly.
Cost increased. Armor increased.
We wanted to allow marksmen who face heavy physical damage to get a Chain Vest (rather than just Cloth Armor), knowing they'd eventually build it into something. Guardian Angel was a natural choice, even if it required a higher price point.
Enhanced minions are highly resistant to magic and physical damage rather than entirely immune to magic damage only.
Banner of Command has emerged as an item that can effectively pin a mid laner at their wave. With how much gameplay revolves around wave control and roaming, Banner of Command does too much to shut that play down entirely..
Movement speed decreased. Cost increased. Base mana regen added. Active cooldown increased.
Shurelya's Reverie has emerged as too reliable a rush on certain champions who want it for selfish reasons (rather than as a supportive, team-oriented purchase) Singed and Vladimir among them. We're shifting the stat profile slightly to make it more attractive to supportive champions and slightly less compelling as a selfish buy.
Now builds out of Fiendish Codex rather than Lost Chapter. Ability power increased.
Lost Chapter is too expensive for a first component on junglers. Shifting Runic Echoes to build out of Fiendish Codex will give mage junglers an earlier power spike.
Fleet Footwork nerfs, a new Domination keystone, and two new minor runes!
For more context, view the Marksman Stat Adjustment section. TL;DR, marksmen have access to a ton of sustain in the laning phase, which makes the choice between early and late game too tilted towards late game, and decreases the overall impact of laning decisions (like poke/bullying). Weakening the heal ranged champions get from Fleet Footwork should go a long way towards making trades feel more meaningful.
One of the goals of runes is to give champions options about what tree they go into based on how they want to play. Domination is a tree about burst, which should make it appealing to some of the burstier marksmen, but there is no real keystone for them. Hail of Blades should help spell-based marksmen who want to lay down a swift chunk have a keystone to promote that playstyle.
We've been looking into changing Ultimate Hat for awhile. As a rune based around a spike of power (a champion's ultimate), it's always felt like an exciting option for Domination. We're bringing it in line with the Hunter paradigm and have created a replacement for Ultimate Hat below: Nimbus Cloak.
Battle mages should feel good about a rune that helps them get (or stay) in a fight when they push their go button.
See context above for Ultimate Hunter.Inspiration
Minion Dematerializer is offering too much wave control too early in the game.
Inhibitor and Nexus Turret health decreased. Inhibitor Turret health regen increased. Nexus and Inhibitor Turrets can now only regen health up to the next third.
We want to give defenders something to feel good about when they do hold off a push on their base, while also giving sieging teams meaningful milestones other than just "tower destroyed."
More of turret reward gold is granted locally rather than globally.
Similar to our bounty changes last patch, we're looking to decrease the number of truly global objectives in our game and allow players who have a large impact to feel that impact more personally. Accordingly, inner turrets will now provide more of their gold locally and less globally.
Attack speed decreased. Base corruption damage decreased. Special attacks no longer apply corruption
Baron definitely does too much damage after Patch 8.10's changes.
Respawn time increased. Shrine duration increased.
The action around Scuttle Crab is making for a good mini-objective, but it's currently up too often, forcing too much of a jungler's attention onto its continuous respawn. To compensate for fewer overall Scuttle Crabs, we're pushing some experience back into the basic jungle camps (detailed just below).
Experience slightly increased at later levels.
Bumping a little bit of experience back into the jungle.
If a basic attack would fail to kill a minion by 4 health or less, it will kill that minion.
This is solely to help transition players through the several highly disruptive patches. Every patch after Patch 8.11, we will reduce this number by 1.
The Butcher’s Bridge map returns until June 18 at 11:59 p.m. PT. Pyke joins the ARAM free-to-play rotation during this time.
The following permanent changes are now part of ARAM:
Along with some event-only gameplay tests:
During the event, Battle Boost temporarily unlocks two skins instead of one.
Read the full ARAM changes for more info.
Certain ping sounds now change depending on how far they are from the listening player and in what direction.
We’re sprucing up reform cards with a clarity pass sometime this patch.
Reform cards are getting some spring cleaning, so we added per-game tabs for chat logs, and made it more clear which chat is from pre-, mid-, or post-game.
Prestige Emotes for levels 400, 425, 450, 475, and 500 will come out during this patch. Players who hit these levels before the emotes are live, will be granted them two weeks after they launch
The following chromas will be released this patch: