

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

"Ambessa is a bit too good at assassinating squishy targets quickly, so taking down some base damage to make sure she needs to hit the right number of spells to kill her targets."

"Aphelios isn't critically weak, but his current builds mostly focus on spell-based outputs and not his actual attacks. We're buffing up his attack speed ratio to make investing in attack speed on Aphelios a bit more rewa"

"We overshot last patch's Ashe buff by a bit, so we'd like to rein in that overcorrection. This is meant to be a small nerf as Ashe is pretty close to her intended power level."

"Aurora's too good at catching out targets and bursting them in the midgame, so we're taking down some of her reliable burst damage and making it a bit less punishing to run away from her."

"Mid lane high-speed Cho'Gath has caught on as an overperformer, so we're trying to bring his power level down to a more reasonable level. We're specifically targeting his basic ability burst damage, as those outputs are "

"Mundo has been on the weaker side for a few patches now, especially with the recent nerfs to most of his favorite items. Looking to buff up his base HP to compensate for the missing health from items. As a lot of Mundo's"

"Last patch's changes succeeded in bringing Elise jungle and support closer together in power, but we overshot the magnitude of our buffs. We're happy with her offensive power being more about sustained spider attacks, so"

"K'Sante's early laning phase is just too strong, and some of his outputs later in the game are a bit shocking and overly powerful, especially around highly charged Path Maker casts. We're nerfing both of these aspects wi"

"Poppy lost quite a bit in top lane off of the recent tank item nerfs, her jungle is a bit weak, and her support is still quite strong overall. We're looking to deliver another adjustment aimed at making her stronger in t"

"Seraphine is performing a bit worse than typical mage supports and is even underperforming by bot lane mage standards, so we're delivering a small boost to her most common skill order, which is maxing Q. As it's usually "

"The Skorpion is due for another hit, this time targeting high skilled players' ability to optimize his Q. We're also increasing the cooldown on his mobility to force him to commit to engagements for longer before escapin"

"Yorick is extremely strong as a jungler, and moderately strong as a laner. We're targeting a nerf at his ability to quickly burn down camps and epic monsters with his ultimate active, which will have some impact on lane "

"Zed is still looking a bit worse for wear and is deserving of a shot in the arm. We want to give him more damage that asks him to risk his body or put his shadow on cooldown in order to access it."
New skins, chromas, bugfixes and everything else Riot shipped this patch.
Recently, we've made a number of changes that didn't hit the mark for everyone. We've been listening to your feedback, and it's clear that there are areas where we need to adjust.
So we're making some updates to ensure League is a game that feels rewarding and worth your time. A few of these changes you'll see go live in this patch, but others will take us a bit more time to get ready for you.
We go into more detail about these changes in our most recent Dev Update video and blog so we strongly encourage you to check those out, but here's a TL;DR of what's changing:
The updated battle pass as we head into Act 2 should reflect everything that we highlighted above. Here’s a handy table with everything so you can visually see how it breaks down now for each level:
| Pass Level | Old Pass | Improved Pass* |
|---|---|---|
| 1 Free | Welcome to Noxus Icon | |
| 2 Paid | Themed Loot | |
| 3 Free | Random Icon | Hextech Chest + Key |
| 4 |
125 Orange Essence | Mystery Emote |
| 5 Paid | 1 Ancient Spark | |
| 6 Free | 1000 Blue Essence | 2000 Blue Essence |
| 7 Paid | Themed Loot | |
| 8 |
125 Orange Essence | Mystery Icon |
| 9 Free | Mystery Emote | Mystery Emote |
| 10 Paid | Talon Skin + Champ Permanent | |
| 11 Paid | Grand Reckoning Talon Border | |
| 12 Free | Champion Capsule | |
| 13 Paid | Themed Loot | |
| 14 |
125 Orange Essence | Mystery Icon |
| 15 Free | Alistar Emote | Hextech Chest + Key |
| 16 Free | 1500 Blue Essence | 3000 Blue Essence |
| 17 Paid | Themed Emote | |
| 18 Free | Rell Icon | Mystery Emote |
| 19 Paid | 1 Ancient Spark | |
| 20 Free | Sion Skin + Champ Permanent | Hextech Chest + Key |
| 21 Paid | Mystery Emote | |
| 22 Free | Champion Capsule | |
| 23 Free | Mystery Icon | Hextech Chest + Key |
| 24 Paid | Steel Yourself Icon | |
| 25 Free | Threat Emote | |
| 26 Free | 2500 Blue Essence | 4000 Blue Essence |
| 27 Paid | Themed Loot | |
| 28 Paid | 125 Orange Essence | 250 Orange Essence |
| 29 Free | Champion Capsule | |
| 30 Paid | Alistar Skin + Champ Permanent | 25 Mythic Essence |
| 31 |
Grand Reckoning Alistar Border | Hextech Chest + Key |
| 32 Free | Glorious Champion Capsule | |
| 33 |
Themed Loot | Fighter’s Mettle Icon |
| 34 |
Fighter’s Mettle Icon | Themed Loot |
| 35 Paid | Mystery Ward Skin | Mystery Icon |
| 36 Free | 4000 Blue Essence | Hextech Chest + Key |
| 37 Paid | 125 Orange Essence | Mystery Ward Skin |
| 38 Free | Black Rose Initiate Title | |
| 39 Paid | 125 Orange Essence | 350 Orange Essence |
| 40 Paid | Rell Skin + Champ Permanent | Sion Skin + Champ Permanent |
| 41 Paid | Grand Reckoning Rell Border + Icon |
Grand Reckoning Sion Border + Icon |
| 42 Free | Mystery Emote | Hextech Chest + Key |
| 43 Paid | 250 Orange Essence | 400 Orange Essence |
| 44 Paid | Themed Loot | |
| 45 Free | Mystery Epic or Lower Skin | Hextech Chest + Key |
| 46 Paid | Noxian Fighting Pits Icon | |
| 47 Paid | Themed Loot | |
| 48 Paid | 1 Ancient Spark | |
| 49 Paid | Drink It Up Emote | |
| 50 Paid | Prestige Darius Skin Border + Icon |
|
| 51 Free (Repeating) | 750 Blue Essence | |
| 52 Free (Repeating) | 750 Blue Essence | |
| 53 Free (Repeating) | 750 Blue Essence | |
| 54 Free (Repeating) | 750 Blue Essence | |
| 55 Paid (Repeating) | 25 Orange Essence |
*If left blank, indicates no change made
Since announcing these changes we've seen a handful of questions so we want to do a small roundup to make sure our answers to them get seen.
On this Pro-focused patch, we're taking a heavy swing against lane swaps. For those unfamiliar, lane swaps are the fairly common practice for Pro teams to play out uneven 2v1 lanes instead of playing out conventional 1v1 top lane and 2v2 bot lane matchups. Not only does this unevenness make certain champions nearly unplayable if they can't withstand the lane swap itself, it deprives viewers of watching the more exciting heads-up matchups that conventional lanes provide, and not even Pro players are particularly excited to play these uneven lanes out.
Our prior design for reducing lane swaps (making top and mid outer tower take reduced damage in the early game) is insufficient as the amount of gold we're comfortable pushing into turret plates is not high enough to outweigh the potential benefits of skipping the early laning phase. As a result, we're implementing some very strong and targeted early game penalties for playing out nontraditional lane assignments. To be clear, these rules will not affect teams who don't play with any junglers at all, so for any 2/1/2 fans out there (under 1% of League games), feel free to keep duo laning top.
Once laning phase starts, we'll be detecting if two non-junglers are spending time together in the early laning phase. If so, they'll be met with strong income penalties that should outweigh just playing out their normal laning phase. Additionally, the defending champion will gain perfect gold and experience from anything nearby minions or towers kill. What's more, top laners on the receiving end will be nearly impossible to tower dive. Due to the short duration and diffuse nature, our hope is that these rules have limited effect on non-pro League gameplay.
We're making some adjustments with Atakhan's form spawn rules around tower dives to better catch deaths that happen between two of a team's towers in the same lane. We're also increasing the effect on score from the first few kills and tower dives which should result in the early game having more influence on seeing Ruinous or Voracious Atakahn.
For Paragon Chromas we wanted to make a change to them recently so that they weren't such a sparkly prismatic disco ball. We're not anti-disco ball, but the texture just had a bit too strong of an impact and we wanted to reduce that. We made this change with the Arcane Paragon Chromas, but as some of you noticed, that retroactively changed the Hall of Legends Paragon Chromas as well. Since these were skins that already existed and owned it didn't feel great to change them so heavily, especially if you acquired them already. So this patch we're somewhat reverting that change to get more of a middle ground between the two.
The Noxus map has been updated to make it a little less dreary, particularly in the lanes, bringing the tone a bit closer to the standard Summoner's Rift map. Looks like some foliage has made it onto the structures though, did our gardener take the day off?
Hello ARAMers, In this patch, we're making adjustments to Soraka and Sett.
For Soraka we want to emphasize her self-sustain and healing power rather than having her rely on Warmog's as her primary survival tool.
When it comes to Sett he's been performing well over the past two patches, so we're continuing to nerf his W and his self-regeneration to better balance his overall power. Thanks for tuning in, and enjoy the game!
We’ve overall been really happy about the introduction of Sudden Death into Swiftplay, and it’s achieving its stated goals of ensuring that matches don’t drag out too long. Numbers wise we’re not seeing games often reach into this state, but when it does it can be a little confusing / frustrating when the game ends without a champion taking an action, so we’re going to make another tweak to it by stopping the structure burn down at the Nexus. This will put the game into an easily finishable state within the time we’re looking for in Swiftplay, while not having it end so abruptly that you’re not sure how or why it’s over.
We’re introducing a premade party Ready Check function for the Swiftplay lobby as it can be pretty jarring to be suddenly thrust into the queue by your eager friend who REALLY likes swiftplay, and now you’re playing Aftershock Teemo cause you didn’t get to change your runes. The host of the lobby will now have a “Find Match” button that is gated by other members of the lobby checking that they’re “ready” for the queue. Once you’ve then checked that you’re ready you’ll be unable to edit your selections and a nice little green checkmark will tell the lobby that you’re ready to go.
For players who are queueing up Swiftplay solo, the lobby experience should have no changes and function the exact same way you’re used to!
Rod of AgesJust a small consistency pass to align with other alternate modes' RoA scaling.
Welcome to The Grand Reckoning!
See the Dev article for Arena - The Grand Reckoning.
For this release of Arena, we're introducing the brand new Arena "Fame" system as the primary way to progress through your Arena experience. You'll generally gain Fame depending on how you place in any individual game, but in addition to just playing and winning there will also be a set of three missions you can accomplish per champion that will drastically accelerate your Fame leveling experience.
We're experimenting with other ways of progression for engaged Arena players, as we were seeing that a large portion of the Arena audience wasn't excited by Ranked, and in some cases were actively put off from the mode by the seriousness a rank provides. We're exploring the best version of Arena metasystems to support Arena feeling worth your time and fun to play.
For those of you brave enough we've added a new way to play Arena. We're looking to reward players for branching out and trying champions in the Arena for the first time, while also hopefully encouraging some meta diversity, so in Champion Select you'll see two new options now.
Each game of Arena will feature a group of famous Noxians or Reckoners (aka champions), that will show up during different event rounds as "Guests of Honor." Every player in the lobby will then be able to vote on the Guests that have shown up and then the system will randomly roll a player and the guest they stand behind. The winning Guest will introduce a new rule that will be in place for the rest of the game.
This is a cameo replacement. The cameo system brought some much needed round to round variance to Arena but had some pretty substantial costs to game feel and fairness. While some cameos were quite popular like Sett and we do think there was a path forward with cameos, we're looking to find other systems that bring the same benefits but feel more fair and are more interesting and enjoyable to interact with. We tried a fairly wide range of Guests of Honor to see what kinds of guests were most fun to players, and what kinds of mechanics felt beyond acceptable. We'd like to see what things you all find most fun in this system as we work toward an ever better Arena.
We'll be releasing the Guest of Honor roster over 2 waves but here's the first wave you can expect to see!
Maps are a core part of the Arena experience, and we've long thought that they need to be a bit more interesting than baseline terrain. We'd pushed pretty hard in a new direction with Koi Pond in a way that was clearly too frustrating for players. We do think maps have a lot of room in Arena to be a special part of the game experience and so we're continuing to explore new spaces while reining in some of the high end frustration that a new map experience might provide.
Koi Pond is seeing an update to add pathways from island to island so you can't be trapped by the lilypad, which should help a lot in the sharp cases where it felt like the map decided the game. We're confident this version of the map should still feel unique and interesting to fight on while not feeling as fight-ending for certain comps or plain frustrating to play on.
We're also adding a new map with a new interactable: pillars! These are pillars that you can attack to knock over and create walls to block pathways. If you hit an enemy with them they deal tons of damage. We're aiming to open up what maps can do when playing Arena and explore mechanics League doesn't see elsewhere, but we'll be watching this closely to make sure it's working in a fun way. Let us know how it feels!
For Elise's Guest of Honor, we made two versions: one with clear spider iconography (and well… legit spiders in one too many dimensions) and one with all of that removed for folks who would prefer the amount of insect legs to remain at a minimum. This can be toggled via the "Hide Eye Candy" setting. We'd like a proper arachnophobia filter, but for now this is the best we can do.
For more specific details as to what happens on each side of the setting:
Please let us know if you have any feedback about the mode or if you experience any bugs! See you in The Grand Reckoning!
The following skins will be released in this patch:
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