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    [League of Legends] Patch 9.9 Notes

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    Patch Highlights

     

    Champions

    Aatrox.png&resize=64:

    Aatrox

    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.

    Base Stats

    HEALTH REGEN8  3

    Aatrox_Passive.png&resize=32: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

    AatroxQ.png&resize=32:Q - The Darkin Blade

    COOLDOWN TIMER STARTOn first cast  After Q3 cast or after Q cast window expires
    COOLDOWN16/15/14/13/12 seconds  14/12/10/8/6 seconds
    DAMAGE10/25/40/55/70  10/30/50/70/90

    AatroxW.png&resize=32:W - Infernal Chains

    SLOW15/20/25/30/35%  25% at all ranks
    COOLDOWN18/17/16/15/14 seconds  26/23/20/17/14 seconds

    AatroxE.png&resize=32:E - Umbral Dash

    REMOVEDATTACK DAMAGENo longer grants 15/25/35/45/55 attack damage for 1.5 seconds
    HEAL TRIGGERPhysical damage vs champions  Any non-periodic damage vs champions (heal percentages unchanged)

    AatroxR.png&resize=32:R - World Ender

    REMOVEDFREEVIVETaking lethal damage during World Ender no longer revives Aatrox over 3.25 seconds, unless...
    NEWGOT THE RESETTakedowns extend World Ender by 5 seconds, refresh its movement speed, and allow Aatrox to revive upon taking lethal damage while World Ender is active
    REMOVEDAMNESIAReviving no longer clears temporary buffs on Aatrox (e.g. Conqueror stacks)
    MOVEMENT SPEED120/180/240 flat movement speed for 1 second on cast and while out of combat during World Ender  60/80/100% decaying over World Ender's duration
    REMOVEDFRIENDLY FEARAatrox no longer fears nearby allied minions on cast
    NEWSTAYIN' ALIVEAatrox receives 40/55/70% increased healing during World Ender
    COOLDOWN TIMER STARTAfter World Ender expires  On cast
    COOLDOWN160/140/120 seconds  140/120/100 seconds
    CAST TIME0.5 seconds  0.25 seconds
    SLOW DURING REVIVE25%  99%
    HEAL DURING REVIVE10-50% Aatrox's maximum health (based on Blood Well)  30% Aatrox's maximum health
    Blitzcrank.png&resize=64:

    Blitzcrank

    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.

    VFX Updates

    BASIC ATTACKNew hit effects
    RUSTY BLITZCRANKRustier
    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

    Blitzcrank_ManaBarrier.png&resize=32:Passive - Mana Barrier

    SHIELD50% Blitzcrank's current mana  30% Blitzcrank's maximum mana
    VFXCleaned up shield effect

    RocketGrab.png&resize=32: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

    Overdrive.png&resize=32:W - Overdrive

    VFXMore sparky

    PowerFist.png&resize=32:E - Power Fist

    VFXMore static shock with an uppercut hit effect

    StaticField.png&resize=32: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
    Rakan.png&resize=64:

    Rakan

    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.

    Base Stats

    HEALTH480  540
    ARMOR29  32
    ATTACK DAMAGE70  62
    MAGIC RESISTANCE30  32.1
    MAGIC RESIST GROWTH0.5  1.25

    RakanW.png&resize=32:W - Grand Entrance

    DASH SPEED1500  1700

    RakanR.png&resize=32:R - The Quickness

    LET ME STRETCH FIRSTRakan can no longer cast Grand Entrance or Flash during the first 0.5 seconds of The Quickness
    Soraka.png&resize=64:

    Soraka

    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.

    SorakaQ.png&resize=32: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
    REJUVENATION ALLY HEAL42/56/72/90/110 (+0.3/0.35/0.4/0.45/0.5 ability power)  60/80/100/120/140 (+0.5 ability power) over 5 seconds
    HEAL OVER TIMETicks evenly over the duration  Initial ticks heal more than later ticks
    DAMAGE70/110/150/190/230 (+0.35 ability power) 60/95/130/165/200 (+0.35 ability power)
    REJUVENATION MOVEMENT SPEED10% when moving away from enemy champions  14/18/22/26/30% decaying movement speed

    SorakaW.png&resize=32:W - Astral Infusion

    TOOLTIPNow shows the actual minimum cast health threshold

    SorakaE.png&resize=32:E - Equinox

    COOLDOWN24/22/20/18/16 seconds  20/19/18/17/16 seconds
    COST70 mana  70/75/80/85/90 mana
    DAMAGE70/110/150/190/230 (+0.40 ability power) 70/95/120/145/170 (+0.40 ability power)

    SorakaR.png&resize=32:R - Wish

    TOOLTIPNow shows how much Wish will heal low health allies
    TahmKench.png&resize=64:

    Tahm Kench

    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.

    Base Stats

    HEALTH540  600
    HEALTH GROWTH102  100
    MOVEMENT SPEED335  345

    TahmKench_P.png&resize=32: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

    TahmKenchQ.png&resize=32:Q - Tongue Lash

    SLOW DURATION1.5 seconds  2 seconds
    COOLDOWN5 seconds at all ranks  8/7/6/5/4 seconds
    TONGUE RANGE800  900
    SLOW30/40/50/60/70%  50/55/60/65/70%

    TahmKenchW.png&resize=32: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)

    TahmKenchE.png&resize=32: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
    REMOVEDCOSTNo longer costs 50 mana. It's free.

    TahmKenchNewR.png&resize=32:R - Abyssal Voyage

    RANGE4500/5500/6500  2500/5500/8500
    COOLDOWN120/110/100 seconds  140/130/120 seconds
     

    Simple Champion Changes

    Akali.png&resize=64:

    Akali

    W extended duration when breaking invisibility decreased; cooldown increased early.
    We want Akali to have more windows of vulnerability, especially during laning where she's often too safe in her shroud.

    AkaliW.png&resize=32:W - Twilight Shroud

    EXTENDED DURATION WHEN BREAKING INVIS3 seconds  2 seconds
    COOLDOWN21/19/17/15/13 seconds  25/22/19/16/13 seconds
    Darius.png&resize=64:

    Darius

    Q healing and damage increased.
    We're improving Darius' conditions for success when he gets in the thick of fights.

    DariusCleave.png&resize=32:Q - Decimate

    HEALING12/24/36% Darius' missing health on 1/2/3+ enemy champions hit by the blade  15/30/45% Darius' missing health on 1/2/3+ enemy champions hit by the blade
    DAMAGE40/70/100/130/160 (+1.0/1.1/1.2/1.3/1.4 total attack damage)  50/80/110/140/170 (+1.0/1.1/1.2/1.3/1.4 total attack damage)
    Ekko.png&resize=64:

    Ekko

    Base attack damage increased. E cost decreased at later ranks.
    Buffing Ekko to help him last hit in lane, clear monsters in the jungle, and better synergize with Sheen.

    Base Stats

    ATTACK DAMAGE55  58

    EkkoE.png&resize=32:E - Phase Dive

    COST40/50/60/70/80 mana  40/45/50/55/60 mana
    Hecarim.png&resize=64:

    Hecarim

    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.

    HecarimRapidSlash.png&resize=32:Q - Rampage

    BONUS DAMAGE10% per stack  5% per stack

    HecarimRamp.png&resize=32:E - Devastating Charge

    MINIMUM DAMAGE45/80/115/150/185  45/75/105/135/165
    MAXIMUM DAMAGE90/160/230/300/370  90/150/210/270/330
    JarvanIV.png&resize=64:

    Jarvan IV

    Base health, mana, and mana regen decreased. W bonus shield for each enemy champion hit decreased and flattened at all ranks. E cooldown increased.
    Cleaning up some base stats and hitting Jarvan IV's fallback Q > W max build so it's less effective.

    Base Stats

    HEALTH571.2  570
    MANA302.3  300
    MANA REGEN6.756  6.5

    JarvanIVGoldenAegis.png&resize=32:W - Golden Aegis

    BONUS SHIELD2.0/2.25/2.5/2.75/3.0% Jarvan IV's maximum health per enemy champion hit  1.5% Jarvan IV's maximum health per enemy champion hit

    JarvanIVDemacianStandard.png&resize=32:E - Demacian Standard

    COOLDOWN11 seconds  12 seconds
    Kennen.png&resize=64:

    Kennen

    E bonus resistances removed. Bonus resistances added to R.
    Kennen's E max build, while niche, covers his vulnerabilities too well. We're moving around his resistances so that he doesn't get all that and a bag of chips in one ability.

    KennenLightningRush.png&resize=32:E - Lightning Rush

    REMOVEDRESISTANCESNo longer grants Kennen 10/20/30/40/50 bonus armor and magic resist for the duration

    KennenShurikenStorm.png&resize=32:R - Slicing Maelstrom

    NEWRESISTANCES20/40/60 bonus armor and magic resist for the duration
    Kindred.png&resize=64:

    Kindred

    Passive mark spawns later in game.
    Matching some Rift Scuttler changes below. Sorry for spoilers.

    Kindred_Passive.png&resize=32:Passive - Mark of the Kindred

    FIRST MARK SPAWN2:05  3:15
    Lissandra.png&resize=64:

    Lissandra

    W damage increased late.
    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.

    LissandraW.png&resize=32:W - Ring of Frost

    DAMAGE70/100/130/160/190 (+0.3 ability power) 70/105/140/175/210 (+0.5 ability power)
    Maokai.png&resize=64:

    Maokai

    Q base damage increased.
    Maokai is underperforming so we're giving him a little water and a smidgen of sunlight to grow into a mighty tree in the top and jungle.

    MaokaiQ.png&resize=32:Q - Bramble Smash

    DAMAGE65/105/145/185/225 (+0.4 ability power) 70/115/160/205/250 (+0.4 ability power)
    Morgana.png&resize=64:

    Morgana

    E cooldown increased and shield strength decreased.
    Morgana’s still too strong even with the changes in 9.7. We’re targeting her shield this time so she (and her lane partner) is a bit more vulnerable when it's on cooldown.

    MorganaE.png&resize=32:E - Black Shield

    COOLDOWN23/21/19/17/15 seconds  26/24/22/20/18 seconds
    SHIELD STRENGTH70/140/210/280/350  60/120/180/240/300
    RekSai.png&resize=64:

    Rek'Sai

    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.

    Base Stats

    ATTACK DAMAGE65.5  64
    ATTACK DAMAGE GROWTH3.35  3

    RekSaiQ.png&resize=32:Burrowed Q - Prey Seeker

    COOLDOWN11/10/9/8/7 seconds  12/11.5/11/10.5/10 seconds

    RekSaiE.png&resize=32:E - Furious Bite

    MINIMUM DAMAGE55/65/75/85/95  50/60/70/80/90
    EMPOWERED TRUE DAMAGE110/130/150/170/190 100/120/140/160/180
    Shaco.png&resize=64:

    Shaco

    Sweeping Lens no longer reveals and immediately activates stealthed W.
    Changing Sweeping Lens’ interaction with Shaco's boxes so enemies don’t completely neutralize his signature toys from a distance with little consequence.

    JackInTheBox.png&resize=32:W - Jack In The Box

    HERE'S JOHNNYSweeping Lens reveal and immediately activate Jack in the Boxes  only reveal Jack in the Boxes
    NEWPOP DOESN'T GO WEASELJack in the Boxes now have small activation range indicators
    Shen.png&resize=64:

    Shen

    Base attack speed ratio increased. E damage ratio increased.
    We’re buffing Shen to help him out in the top lane.

    Base Stats

    ATTACK SPEED RATIO2%  3%

    ShenE.png&resize=32:E - Shadow Dash

    DAMAGE50/75/100/125/150 (+0.12 bonus health) 50/75/100/125/150 (+0.15 bonus health)
    Sylas.png&resize=64:

    Sylas

    W base damage increased.
    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.

    SylasW.png&resize=32:W - Kingslayer

    BASE DAMAGE50/75/100/125/150  60/90/120/150/180
    Volibear.png&resize=64:

    Volibear

    W bonus attack speed increased.
    Increasing Volibear's clear speed to help him compete with other junglers.

    VolibearW.png&resize=32:W - Frenzy

    BONUS ATTACK SPEED4/8/12/16/20 per stack, up to 3 stacks 9/13/17/21/25 per stack, up to 3 stacks
     

    Items

    2032.png&resize=64:REMOVED

    Hunter's Potion

    Hunter's Potion is an underpowered and seldom-picked option for players. We're removing it from the game as we don't feel it’s necessary in the current jungle.
    3004.png&resize=64:

    Manamune

    Base damage increased.
    Bow down Ezreal mains.

    Base Stats

    DAMAGE25  35
    MURAMANAAlso applies to Muramana
     

    VFX and SFX Updates

    Ashe.png&resize=64:

    Ashe

    VFX updates across the board to clean up unnecessary noise, improve gameplay clarity, and bring Ashe more in line with newer Freljordian champions.
    BASIC ATTACKMore frosty with an updated arrow model
    PASSIVE - FROST SHOTMore frosty and cool
    Q - RANGER'S FOCUSMore icy and glowy
    W - VOLLEYCleaned up unnecessary noise and created a sharper projectile
    E - HAWKSHOTUpdated hawk model, basically Anivia's baby chick
    R - ENCHANTED CRYSTAL ARROWBrand new arrow model that indicates a clearer hitbox
    Caitlyn.png&resize=64:

    Caitlyn

    Reinforcing Caitlyn's Piltover/hextech thematic in her VFX where it made sense, while preserving her unique feel. Effects should feel more impactful and modern, and improve gameplay clarity.
    BASIC ATTACKCleaned up noise and added new hit impacts
    PASSIVE - HEADSHOTBrand new headshot missile and effects for better readability
    Q - PILTOVER PEACEMAKERCleaned up noise, added a width indicator for clarity, and updated hit effects
    W - YORDLE SNAP TRAPReduced activation noise and cleaned up root effect. Updated ally traps as well to glow blue.
    E - 90 CALIBER NETCleaned up and now more accurately represents the width of the missile
    R - ACE IN THE HOLEReduced the target effect's noise, improved the timing, and added new cast, missile, and hit effects
    HEADHUNTER CAITLYNCleaned up the projectiles and added the width indicator to her Q
    LUNAR WRAITH CAITLYNCleaned up the projectiles and adjusted the width of her Q to match the new base. Also cleaned up R charging and hit effects.
    Jax.png&resize=64:

    Jax

    VFX are now sharper, more impactful, and clearer in gameplay.
    BASIC ATTACKCleaned up and added some oomph
    Q - LEAP STRIKECleaned up for readability
    W - EMPOWERActivation made more visible and fire added to his lamppost
    E - COUNTER STRIKECleaned up and added an indicator for the stun range
    R - GRANDMASTER'S MIGHTCleaned up, added sand particles, and made the third hit more clear and satisfying
    NEMESIS JAXNew particles over the entire kit
    GOD STAFF JAXAdded E stun range indicator to match changes to base
    Renekton.png&resize=64:

    Renekton

    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
     

    Runes

    VeteranAftershock.png

    Aftershock

    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.
    BonePlating.png

    Bone Plating

    DAMAGE BLOCKED25-50 based on level  30-60 based on level
    CelerityTemp.png

    Celerity

    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
    CheapShot.png

    Cheap Shot

    DAMAGE8-40 based on level  10-45 based on level
    Conditioning.png

    Conditioning

    RESISTANCES AT 10 MINUTES8 bonus armor and and bonus magic resistance 9 bonus armor and bonus magic resistance
    Demolish.png

    Demolish

    TOOLTIPNow shows how much damage the next Demolish empowered basic attack will do
    GhostPoro.png

    Ghost Poro

    NEWI SEE YOUAdditionally grants 2 adaptive force when a Ghost Poro spots an enemy (maximum stats are unchanged)
    MagicalFootwear.png

    Magical Footwear

    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)
    RelentlessHunter.png

    Relentless Hunter

    OUT-OF-COMBAT MOVEMENT SPEED8 (+8 per stack)  10 (+9 per stack)
    Scorch.png

    Scorch

    DAMAGE10-30 based on level  15-35 based on level
    UltimateHunter.png

    Ultimate Hunter

    ULTIMATE COOLDOWN REDUCTION5% (+3% per stack), up to 20% at max stacks  5% (+4% per stack), up to 25% at max stacks
     

    Rift Scuttler

    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
     

    Bugfixes

    • 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!
    The following chromas will be released this patch:

    Edited by Venocide


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