Passive attack now also heals Aatrox and mutilation removed. Q cooldown adjusted and damage increased. W slow flattened and cooldown increased. E heal trigger adjusted. Revive no longer a baseline effect on R. Takedowns now extend R and enable revive, movement speed adjusted, increases healing. LOTSof tuning… Just read the full changelist for this one.
Where do we even begin? Since his rework, Aatrox has settled into a diving, one-shot playstyle that’s protected by the guaranteed safety of a revive. Rather than number tuning to make the revive less powerful, we’re making mechanics changes across the board to even the scales between reliable power that's valued in pro and power that's more fitting of Aatrox’s fantasy. Most notably, the revive on his ultimate is much less reliable, freeing up a lot of room to give him buffs (which make up the majority of the other changes here).
Overall, this patch pushes Aatrox toward a more bruisery, drain-tanky playstyle and his list of strengths will include more than one, all-in dive combo, accentuating his thematic as a life-draining war machine.
Passive - Deathbringer Stance
REMOVEDMUTILATIONAatrox no longer reduces healing and shielding on champions
NEWI NEED HEALINGHeals Aatrox for bonus physical damage dealt
BONUS DAMAGE8-16% (lvl 1-18) of the target's maximum health⇒5-10% (lvl 1-18) of the target's maximum health
COOLDOWN25 seconds⇒15 seconds
COOLDOWN REFUND2 seconds per ability cast and per champion hit with the edge of the Darkin Blade⇒2 seconds per attack or ability hit on enemy champions and large monsters and per champion hit with the edge of the Darkin Blade
MAXIMUM DAMAGE VS MONSTERS400⇒100
PICTURE PERFECTAttack frame adjusted to better match Aatrox's basic attacks
Q - The Darkin Blade
COOLDOWN TIMER STARTOn first cast⇒After Q3 cast or after Q cast window expires
Passive shield adjusted. R passive changed to mark targets with auto attacks and cause more damage after a delay. VFX for base and some skins updated.
While popular for his grabbing and popping, Blitzcrank really only has that one interaction up his nonexistent sleeve. We're modernizing his interactions with champions and giving him more to do when his hook is on cooldown.
BASIC ATTACKNew hit effects
PILTOVER CUSTOMS BLITZCRANKRecolored W effects and cleaned up
IBLITZCRANKCleaned up Q and added jetpacks to his W run
BATTLE BOSS BLITZCRANKAdded a hint of red to R
LANCER ROUGE BLITZCRANKCleaned up noise on R
LANCER PARAGON BLITZCRANKCleaned up noise on R
Passive - Mana Barrier
SHIELD50% Blitzcrank's current mana⇒30% Blitzcrank's maximum mana
VFXCleaned up shield effect
Q - Rocket Grab
VFXUpdated to show the actual width and distance of the hook that is more consistent with the hitbox and cleaned up with a small cast effect
W - Overdrive
E - Power Fist
VFXMore static shock with an uppercut hit effect
R - Static Field
REMOVEDPASSIVELightning no longer randomly arcs off Blitzcrank for 100/200/300 (+0.2 ability power)
NEWPASSIVEWhile his ultimate is off cooldown, Blitzcrank marks targets hit by his basic attacks. Enemies marked take 50/100/150 (+0.3 ability power) after a 1 second delay.
VFXUpdated to show the actual range and clean up the electricity on Blitzcrank's body
Base health, armor, magic resistance, and magic resist growth increased. Base attack damage decreased. W dash speed increased. R cast time adjusted to disallow W or Flash during.
Rakan's R > W combo consumes too much of the power budget of his kit. His zippity-zoppity flying is what makes him unique and fun to play, so we're restricting The Quickness a bit so we can give him some buffs.
MAGIC RESIST GROWTH0.5⇒1.25
W - Grand Entrance
R - The Quickness
LET ME STRETCH FIRSTRakan can no longer cast Grand Entrance or Flash during the first 0.5 seconds of The Quickness
Q cooldown and haste adjusted, empowered heal for ally and self increased, damage decreased. E cooldown decreased, cost now scales, and damage decreased late.
If Soraka is going to be a bully to her enemies in lane it should manifest through healing and supporting her ally to allow them to beat the pulp out of the enemy lane, not by whittling them down herself with non-counterable damage. While we like that Soraka can contribute a measure of poke damage to her lane, we aren't particularly happy with the fact that her E max builds offers no real counterplay for her opponents.
We're taking this opportunity to make her Q > W combo more impactful and appreciable for her carry, so players consider utilizing her more supportive nature instead of always playing her as an aggressive goat.
Q - Starcall
COOLDOWN5 seconds at all ranks⇒8/7/6/5/4 seconds
REJUVENATION SELF-HEAL56/64/72/80/88 (+0.4 ability power) over 4 seconds⇒60/80/100/120/140 (+0.5 ability power) over 5 seconds
Passive bonus damage flattened. Q slow, range, and slow increased. W CCs self for enemies and allies, and refunds mana when used on enemies. E heal and shield increased and no longer costs mana. R range decreased and cooldown increased.
Tahm Kench’s Devour does too much for a basic ability, and it makes him a huge priority pick for pros, regardless of the state of the rest of his kit. We're taking some big steps at redistributing some power, namely by significantly restricting beloved-by-pro abilities like his ally Devour and moving some power into his stats.
Passive - An Acquired Taste
BONUS DAMAGE1.25/1.5/1.75% (based on level) Tahm Kench's maximum health⇒1.5% Tahm Kench's maximum health at all levels
Q - Tongue Lash
SLOW DURATION1.5 seconds⇒2 seconds
COOLDOWN5 seconds at all ranks⇒8/7/6/5/4 seconds
W - Devour/Regurgitate
NEWALLY DEVOURNow grounds and slows Tahm Kench by 95% (same as devouring an enemy champion)
NEWMANA REFUND50% when Tahm Kench devours an enemy champion
COST60 mana⇒100 mana
COOLDOWN28/25/22/19/16 seconds⇒20 seconds at all ranks
BASE MINION SPIT DAMAGE100/150/200/250/300⇒100/135/170/205/240
ENEMY CHAMPION DAMAGE20/24/28/32/36% (+0.02 per 100 ability power) target's maximum health⇒100/135/170/205/240 (5/7/9/11/13% target's maximum health) (+0.02 per 100 ability power)
E - Thick Skin
HEAL15/20/25/30/35% Grey Health⇒20/25/30/35/40% Grey Health
SHIELD70/75/80/85/90% Grey Health⇒80/85/90/95/100% Grey Health
Q bonus damage decreased. E min and max damage decreased later.
While we like that Hecarim ramps up over the course of a fight, his latest buffs enabled more of a bursty pop-off type affair. We're nerfing his damage all around so his targets have some semblance of a chance to survive in a drawn-out fight and when caught out in the jungle.
Q - Rampage
BONUS DAMAGE10% per stack⇒5% per stack
E - Devastating Charge
The 9.7 hit to Liss was great for slowing down her waveclear. However, with Aftershock seeing nerfs this patch to hit champions like her (see Runes), we’re giving her a small bump in power that'll help in situations where she's getting all up in her enemies' faces.
Base attack damage and attack damage growth decreased. Empowered Q cooldown increased. E min and true damage decreased.
Rek'Sai is another example of a champion we've been trying to quell a bit due to her status as a "must-pick" for her role. We're hitting two birds with one stone by taking some bark out of her bite and tidying up some of her base stats.
We stole a considerable amount of power from Sylas in 9.7, and we want to give some of it back. He'll still have the vulnerabilities we wanted to open up with those past changes, but also have a fairer chance to fight back.
Cleaning up Renekton's audio so his abilities sound more clear to pair with his earlier VFX updates.
PASSIVE - REIGN OF ANGERMade his growl cleaner and the cast punchier
Q - CULL THE MEEKEmphasize the blade sounds when it hits on the target
W - RUTHLESS PREDATORAdded more shwing and cleaned up the sounds
E - SLICE AND DICEMade punchier
R - DOMINUSAdded more debris sounds and cleaned up on unnecessary sounds
Resistances no longer scale with level; now scale with other bonus resistances up to a level-based cap. Damage no longer scales with AD or AP.
Aftershock is taken by a fairly wide variety of champions, especially those with access to hard CC who opt into this rune for a windowed boost of durability. Right now, it looks to be strongest on mages specifically: that extreme durability in combination with high amounts of burst damage mages can provide via Aftershock's AP ratio leaves little room for opponents to play against Aftershock mages. To combat these cases, we're specifically targeting Aftershock's scaling to better hit the same power level for all its users.
BONUS ARMOR70-120 based on level when immobilizing an enemy champion⇒70 (+0.5 bonus armor, max 80-150 based on level) when immobilizing an enemy champion
BONUS MAGIC RESISTANCE70-120 based on level when immobilizing an enemy champion⇒70 (+0.5 bonus magic resistance, max 80-150 based on level) when immobilizing an enemy champion
DAMAGE10-120 based on level (+0.03 maximum health)(+0.15 bonus attack damage)(+0.1 ability power)⇒10-120 based on level (+0.04 maximum health)
Minor Rune Tuning
We've pulled too much power out of runes in general, so we want to give back power in ways that don't favor a specific role/class too highly. We're targeting runes that, when tweaked, can better compete with Inspiration's minor runes, and avoiding sustain runes since they've been overperforming in comparison.
DAMAGE BLOCKED25-50 based on level⇒30-60 based on level
We're pulling back slightly on Celerity's niche status. We want more players to use it and broaden its use cases, so while these changes may not always be favorable to its old top tier users, it should be stronger overall to compete with other rune options.
PASSIVEAll movement speed bonuses are 10% more effective⇒1% movement speed + all movement speed bonuses are 7% more effective
DAMAGE8-40 based on level⇒10-45 based on level
RESISTANCES AT 10 MINUTES8 bonus armor and and bonus magic resistance⇒9 bonus armor and bonus magic resistance
TOOLTIPNow shows how much damage the next Demolish empowered basic attack will do
NEWI SEE YOUAdditionally grants 2 adaptive force when a Ghost Poro spots an enemy (maximum stats are unchanged)
Magical Footwear has become its own beast that outperforms every other option by a large margin. We're reining it in a bit so that it still stays viable for many champions, but isn't so overwhelmingly better that other runes can't be considered.
SPAWN TIME10 minutes (-30 seconds per takedown)⇒12 minutes (-45 seconds per takedown)
OUT-OF-COMBAT MOVEMENT SPEED8 (+8 per stack)⇒10 (+9 per stack)
DAMAGE10-30 based on level⇒15-35 based on level
ULTIMATE COOLDOWN REDUCTION5% (+3% per stack), up to 20% at max stacks⇒5% (+4% per stack), up to 25% at max stacks
Scuttler's first spawn now happens later in the game
Right now, there's a lot of frustration between junglers and laners due to an expectation for the laner to help the jungler secure Rift Scuttler when it first spawns. At 2:00, this tension creates forced, awkward conflict between players who at that point are barely level 2, pushing players to pick junglers and laners that are strong at level 2 and 1, respectively.
By moving the Scuttler's spawn time later, players will have a bit more time to plan out and assess the game before committing to taking down the Scuttler; they'll also be less mandated to pick specific champions who are strong at early Scuttle takes.
As a note, this is also not meant to be a meaningful nerf to early game jungle experience. Since Scuttler's level is based on the average level of the game, it'll more likely than not be higher-leveled than it was when it spawned at 2:00, meaning it'll grant more gold and experience when killed.
INITIAL SPAWN TIME2:00⇒3:15
Fixed a bug where Frostblade Irelia's moving blades did not play sounds during her Golden Chroma respawn animation
Fixed a bug where players who first join League Voice with Push-to-Talk enabled would pick up audio even when not pressing the associated key bind
Elderwood LeBlanc and Ravenborn LeBlanc no longer incorrectly use base LeBlanc's R - Mimic
Casting LeBlanc's Q - Sigil of Malice or her R - Mimic Sigil of Malice and W - Distortion in quick succession no longer sometimes fail to trigger her mark
Taliyah's R - Weaver's Wall toggle animation no longer permanently stays on the ability icon
When reactivated quickly Kayn's model no longer appears before R - Umbral Trespasscompletes
When spectating a game, the Dragon icon no longer appears on the HUD before the Dragon is killed
Added a feature where players get a message when they've successfully made it out of Champion Select. If unsuccessful, players will not see any message
Reactivated Ranked Decay
Fixed a bug in Ranked Profile display in regions where Ranked Twisted Treeline was disabled
Fixed a bug where Kayle would sometimes freeze when casting her R - Divine Judgementand then teleport to a new location
Upcoming Skins & Chromas
The following skins will be released this patch. Grab the League Displays app for full-res splash art!