

Every change in this patch, grouped by impact.
Reworked, retuned or shifted around

"Cassiopeia was a strong performer before Feats of Strength and she’s still excellent after her recent nerf. We’d like to preserve her ability to take a few hits as a midrange battlemage and preserve Twin Fang as much as "

"Evelynn isn’t doing very well, even for those who correctly max Allure second. We’d like to buff her for all players and especially close the gap between the intuitive E-max and overall stronger W-max. As she’s already q"

"Galio should be more vulnerable early given his powerful first item spike, so we’re looking to increase counterplay by reducing his base health, especially since he performs best in high skill brackets."

"Jax is weak, especially at lower ranks. With the removal of biscuits mana, Jax’s mana issues have become a more real problem, so we’re buffing base mana regen to compensate. We’re also giving him a bit more health per le"

"Tank Jayce is over present in pro play and players haven’t been happy to see him played as a tank. Over time a lot of Jayce’s buffs have been base damage increases, so we’re pulling those back and giving compensation buf"

"Shadow Assassin Kayn is definitely the weaker option right now, which just isn’t fair to this double-edgedlord. By ramping up his Q damage, we can ensure he’ll be more lethal when not playing as Rhaast, who replaces his "

"We’d like to slowly trim late-game armor from the game over the course of the year, partially in an effort to make physical lethality builds not fall off as steep of a cliff as games go on. Miss Fortune is one such champ"

"Nasus got hit too hard from his last nerf along with losing some power this season and we’d like to return some of his passive sustain which should help him function throughout the game."

"Quinn is quite weak right now and has had to rely on burst lethality builds to get some semblance of a good performance. We’d like to return her basic attack prowess to its former glory in this patch and we’ll revisit he"

"Rakan is weaker than he ought to be for most League players, which means we’d like to buff him. Though this buff looks small, we think early game engage agency will be quite meaningful for him, but we’ll be ready to foll"

"Rell’s power has swung a bit back and forth the last few months, but she’s currently the #1 support for most League players. Sure, she’s a bit of a loner, but that doesn’t mean she should be standing so far ahead of ever"

"While Samira experts are actually performing fairly well, we’d like to open up success to more of her playerbase. This attack speed buff should be helpful for anyone who can’t reliably combo into Inferno Trigger in a fra"

"Skarner is more mobile than most tanks and has an extremely potent engage and disengage tool in his E. His E already has a built in 35% cooldown reduction if he stuns a target with it, so the base cooldown has room to go"

"Swain’s last nerfs took him a bit lower than we wanted, so we’re re-adding some power. The passive health should make him less reliant on further HP purchases, while the AP ratio buff should similarly help him get value "

"Teemo is too good at bullying top lanes at the moment, his strongest lever for reducing this is the upfront on-hit damage of his E which he can apply frequently against melee matchups before the full poison can tick out."

"Thresh is cool and we like it when he’s good. Buffing his base health to let him brawl more in lane and buffing his E passive auto damage to allow him better damage scaling throughout the game."

"Viego is performing well with a high pick and ban rate so we're toning down his power by walking back the AD he gained from his Worlds patch buff."

"Wukong has recently risen to become the king of the jungle. We’d like to open up a bit more space in the role, so we’re bringing down some of his more recent buffs that proved to be jungle-skewed in order to leave Top Wu"

"Bloodsong is performing a bit too well, especially on supports such as Poppy and Leona where its pick rate has increased over time, so we're nerfing its passive in a way that shouldn't majorly affect its ranged users."

"We're looking to do a nerf to both Bloodsong and Realmspike as a systemic push away from damage supports and try to push players towards tanks and enchanters. Aiming for a small nerf to Realmspike mostly as a placebo to "

"Dark Harvest is getting a similar buff to Electrocute, getting 50% more damage in the early game and 25% more damage from its scaling, making it a rune that requires early excellence in order to keep pace and great rewar"

"We’re comfortable with the new Domination vision runes for now but the Domination tree itself is still overall weak. So to balance out that fact, we’re driving on some keystone buffs across the board with the goal of let"
New skins, chromas, bugfixes and everything else Riot shipped this patch.
To maintain the stability and performance of our games, we sometimes need to deprecate support for older hardware or software that isn’t widely used by players anymore. These kinds of changes typically only impact a small number of players, but we wanted to give an ample heads up in case you’re impacted by these changes.
In a couple of patches, we will be upgrading macOS users from an OpenGL graphics technology to Metal graphics. This will roll out gradually with the ability to revert back to OpenGL for a period of time until OpenGL is removed. If you’re still using OpenGL, the client will automatically use Metal when we remove the support, so no action is required from you. However, if you were running OpenGL due to your hardware not being compatible with Metal graphics, you will need to upgrade your hardware so that you can continue playing after OpenGL support is removed.
We’re also going to be upgrading how we use DirectX 11 for Windows users. If your graphics card supports DirectX 11 feature level 11_0, your client will update automatically. However, if your graphics card only supports up to DirectX 11 feature level 10_0, you will need to update your hardware so that you can continue playing after this upgrade.
For Minimum and Recommended System Requirements we recommend checking the support article.
With this patch we’re introducing a Streamer Mode. This will replace account names with the champion name from the loading screen all the way through the end of the game from the view of the player that has this enabled. This addition is intended to help reduce incidents of things like Stream Sniping, or other forms of streamer harassment or disruption.
To enable Streamer Mode all you need to do is enable this setting in the Interface settings in the client. Just navigate to Settings -> Interface -> Health and Resource Bars.
This patch’s Swiftplay update has two core features. First, we’re promising a hard cap on how long each game can go. While 90% of games are over by 33:00 on the clock, we don’t want anyone to be stuck in game longer than 35 minutes, and even the average game time of 24:45 could stand to go down some. Second, we’ve heard the feedback that there’s simply too much to do at all points in time, and you’d rather be fighting each other than epic monsters.
On the game ending front, we’ve buffed minion scaling to more closely match how quickly champions earn gold and experience. This way their health pools should weather champion wave clear a bit better and their sharper blades should cut down structures a bit faster. We’ve also added a sudden death mechanic, similar to the one seen in Clash.
At 25 minutes, structures will begin to lose resistances, at 27 minutes, everyone will receive a 3-minute warning, and at 30 minutes, vulnerable structures will crumble to dust over the course of 1 minute. The expectation is that this mechanic won’t have to decide many games and will instead spur players to action so that they can claim victory.
For Epic monster pacing, we’ve moved dragons back to the normal 5:00 re-spawn timer and pushed Rift Herald back to the midpoint between Void Grubs and Baron Nashor in order to alleviate how many jungle monsters are fighting for your attention.
Hello ARAMers, we know Sett has been strong in ARAM, so instead of waiting to adjust him in S1.3, we dropped a balance micropatch in S1.2. We'll continue to monitor his performance in Live.
Below are more adjustments for this patch cycle:
The big change this patch is to raise the Attack Speed cap from 2.5 attacks/ second up to 10 attacks/ second. To account for this we’ve made some balance changes on Champions we expect to benefit from this change, and continue to monitor over and underperforming Champions in live.
The following skins will be released in this patch:
The following chromas will be released this patch:
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