Patch 14.19 Notes

It’s time for the Split 3 Patch Notes!

Welcome to patch 14.19 and the start of Split 3!

We've got a huge system update, nerfing almost every Legendary item in the game between 5-12%. By doing this broad nerf we're hoping to reduce snowballing, slow down late game combat pacing, and make overall combat in the game more readable. We're primarily reducing movement speed, ability haste, and damage output for classes and subclasses that don't need it, while preserving these stats for those who do.

We're also re-adding Lethal Tempo back into the game but replacing the very high late game attack speed and capstone bonus attack range with extra on-hit damage instead, which should still make it a great sustained damage rune without invalidating attack speed purchases. This change comes with smaller updates to a few minor runes as well.

A few champions are getting noteworthy updates: Elise has been re-scripted and gotten a few QoL and agency touches. K'Sante has been given a large update to increase the playing-against experience for his opponents while sharpening his abilities as an occasional skirmisher. Tristana has been given a pass over each of her abilities to buff her in bot lane without delivering as much power to her mid lane version.

We're also adding several usability and QoL features into the game. Players can queue up and partially buy Legendaries with a single click, complete with an on-screen reminder of when it's time to recall to finish the job or when you forgot to buy anything at all. Potions will remind you they're in your inventory when you're low. Turret particles have been updated and now grow in size and ferocity as the turret heats up and deals more damage. A new announcement has been added for the spawn of epic monsters. And when your jungler gets invaded and they're too busy fighting for their life to beseech for help, the game will now automatically inform all their teammates of the active threat. If you're looking for a deeper dive into the gameplay changes, check out our 2024 Split 3 Gameplay Changes /dev blog here!

TFT patch notes here!
Caden "Riot Sakaar" House

Patch Highlights

Fright Night Veigar, Fright Night Nunu & Willump, Fright Night Shaco, Fright Night Pyke, Fright Night Zeri, Prestige Fright Night Zeri, and Worlds 2024 Viego will be available September 25, 2024 at 18:00:00 UTC. Victorious Sona will be granted to those that earned it from Split 2 a few days into the Split 3 start.

Ultimate Spellbook

Ultimate Spellbook is back, now with even more Ultimates!

At game start, you still choose 1 of 4 Ulternate Summoners. But now you'll be offered more Ultimates throughout the game. Love the Ultimate you've got? You can keep it! Would a bonus change your mind? Gold and stat bonuses are offered to tempt you away from that perfect Ult. Swap your Ultimate at the shop (or on death) after 8 minutes, and then every 6 minutes for the rest of the game.

Ultimate Ammo has also been added! Kill Baron, Elder Dragon, or acquire Dragon Soul and your team will be rewarded with an extra charge for their Ulternate Summoners. Cast your Ultimate and 3 seconds later cast it again!

We've also updated the list of Ulternate Summoners available for you to choose from. We've added:
  • Aurora
  • Smolder
  • Hwei
  • Ziggs
  • Leona
  • Nautilus
  • Ornn
  • Nami
  • Kennen
  • Milio
  • Zilean
We've also got some other updates like:
  • Upgraded older Ultimates to match their new implementations
  • The return of auto-Smite, rebalanced to match the current state of jungle
  • Updated jungle timings
  • Scuttle: 3:30 (3m respawn) ⇒ 3 (90s respawn)
  • Grubs: 6 (4m respawn) ⇒ 3:30 (2:30m respawn)
  • Dragon: 5 (5m respawn) ⇒ 4 (3m respawn)
  • Baron: 20 (5m respawn) ⇒ 10 (3m respawn)
  • New champion bounty system
  • Objective Bounties: 14m ⇒ 10m

Honor Updates

A brand new Honor voting experience is live for players in 14.19. Starting this patch, players will be able to honor both teammates and enemies, as well as up to four players per game. Now you'll be able to honor all those who have played honorably and contributed positively to sportsmanship in the game!

"My Bad" Interactive Emote

Did you face-check a bush and gray-screen? Steal a kill from your teammate by mistake? Accidentally waste a Summoner? We're adding a light-hearted way to express to your team that you've made an error. Using the "I" keybind will trigger this emote, and your team can press "I" to let you know everything's okay. If everyone responds, the emote will transform into a celebration for the whole team. A little apology can go a long way!

SR Ranked Split 3

As announced back in 14.16 patch notes, SR Ranked Split 2 will end on September 24, 2024, 23:59:59 according to each region's local time, which is the last day of patch 14.18.

Split 3 will start on September 25 2024, 12:00:00 according to each region's local time, which is the first day of patch 14.19.
  • Shard Transfer Service will be disabled a few hours before season ends globally and be turned back on after all end of split 2 rewards are granted in 14.19
  • Ranked Queue will be disabled same time with split end, and be turned back on immediately after 14.19 deploy is complete. Please note that there is a few hours gap between Ranked Queue turned on and Split 3 Start, during the split cool down hours, ranked game progression will not be counted towards Split 3.
  • Similar to previous years, at the start of Split 3, APEX Duo MMR restriction will be temporarily disabled, earned visual rank duo restriction for APEX duo will remain the same.
  • End of Split 2 rewards will be granted, it might take a few days into the patch/split start.

Ward Experience

Wards no longer grant XP when killed. This was a minor and invisible mechanic that still had the potential to put the ward user in a meaningful disadvantage by letting enemies reach level breakpoints earlier. The gold reward is more than enough to make killing wards satisfying and this is unneeded.
  • Stealth Ward Experience: 40 ⇒ 0
  • Farsight Alteration Experience: 20 ⇒ 0
  • Ward-like entities such as Fiddlesticks Effigy and Zombie Ward already grant 0 XP

Champions

Elise

Passive spiderlings now always regen when resummoned and jump on Q cast. Human E now reveals stealthed units and can now be redirected via flash. Spider E buff now applies on cast and can be recast to immediately drop back. R cooldown decreased.

We wanted to give Elise a bit of love with some small updates on spells that are easy to modernize. This included simplifying Rappel rules around the buff it provides, giving Elise an option to drop down early if she wishes to, and making Cocoon a more reliable play making spell at higher skill levels. R cooldown should really help her when trying to both roam in Spider form, transform to human to start a skirmish and then get back on her eight legs to keep fighting.

Passive - Spider Queen

  • Spiderlings always regenerate to full health when resummoned
  • Spiderlings jump on Q spell cast rather than waiting for Elise to land on target

  • Q - Venomous Bite

  • Target gets revealed for a short duration while Elise gets to them

  • E - Cocoon

  • Now reveals stealthed units and shares its duration with stun duration
  • You can now Flash during the cast to redirect Cocoon

  • E - Rappel

  • Rappel Buff is now always applied after descending
  • After 1 second in the air, Elise can recast E or target the ground to immediately drop back at her location

  • R - Spider Form

  • Cooldown: 4 ⇒ 3
  • K'Sante

    Base Attack Range reduced. All abilities adjusted.

    While K'Sante is intended to be a difficult champion, in the hands of skilled players he offers high levels of safety, reliability, and general power regardless of his circumstances or the relative skill of his enemies. This has made him a Pro staple since release at the cost of his playability for most players (a tale as old as time). Our aim, however, is not to make K'Sante an easy champion, or one that anybody can pick up and play. He should absolutely be a more difficult champion who rewards deep mastery and experience. He should not be a champion who top-tier players can reliably pick into any situation, even if they aren't great at K'Sante specifically. When a K'Sante player pops off, it should be clear to all that this success was earned through superior play.

    With these changes, we're asking K'Sante to commit to fights and actively outplay his opponents, taking risks and testing his skill against theirs. His Q and W are less reliable, but players who can consistently land their spells regardless should find even more success. His lane safety has been reduced and compensated with more power to actively win, rather than passively scale. We're also solidifying the roles of his two forms as Warden and Skirmisher—he should be excellent at protecting his allies as a defensive tank, and thrive as a fighter in the smaller-scale encounters he can set up with his R. His All Out E has been reshaped to fit the frequent repositioning needed in tense 1v1s with decreased cooldown and increased speed, rather than increased range that's best used for diving squishy backline champions in teamfights. The damage profile of his ultimate form has also been updated to focus on target-agnostic damage—as a monster hunter, he should be better equipped to cut down enemies of all sizes.

    Overall, we expect changes of this magnitude to require some relearning. We appreciate your patience and dedication, and hope you enjoy the update. Get out there and make Nazumah proud, hunters.

    Base Stats

  • Attack Range: 175 ⇒ 150

  • Passive - Dauntless Instinct

  • Damage: 5-20 (+1/1.33/1.66/2% target's maximum health) (based on level) ⇒ 20 (+1-2% target's maximum health) (based on level)
  • NEW: Now causes K'Sante's attacks abilities, and passive to deal an additional 1% (+1% per 100 bonus resists) of the target's maximum health as physical damage while All Out
  • No longer deals True Damage while All Out
  • No longer deals increased damage while All Out
  • No longer grants 25 attack range against marked targets

  • Q - Ntofo Strikes

  • Mana Cost: 28/26/24/22/20 ⇒ 20
  • Damage: 30/55/80/105/130 (+40% AD) (+30% bonus resistances) ⇒ 70/100/130/160/190 (+35% bonus resistances)
  • Cooldown: 3.5-1.75s (from 0-250 bonus resistances) ⇒ 3.5-2 (from 0-120 bonus resistances)
  • All Out Cooldown Modifier: Reduced by 1 second with a 1.33 second minimum ⇒ Reduced by 33%
  • Cast Time: 0.45 - 0.25 (from 0-1600 bonus health) ⇒ 0.45 seconds - 0.35 seconds (from 0-120 bonus resistances)
  • No longer has reduced cast time while All Out
  • Once again slows enemies hit while All Out
  • Width: 150 ⇒ 100
  • Removed 100 unit circle hitbox around K'Sante for Q1
  • No longer resets upon casting R

  • W - Path Maker

  • Damage: 20/40/60/80/100 (+50% AD) (+85% bonus resistances) (+6/7/8/9/10% target's maximum health) ⇒ 40/60/80/100/120 (+8% (+2% per 100 bonus resistances) target's maximum health)
  • Now deals a maximum of 180/260/340/420/500 damage against monsters
  • Cooldown: 24/22/20/18/16 ⇒ 14/13/12/11/10
  • Minimum Cast Time: 0.75 ⇒ 0.4
  • Maximum Cast Time: 1.5 ⇒ 1
  • Will now go partial distance if not fully charged
  • Stun Duration: 1.25 ⇒ 0.5-1.5 (based on charge duration)
  • K'Sante can no longer change his direction after casting this spell
  • While in All Out, now deals an additional 0-110% of its damage as true damage (based on charge time)
  • All Out Damage Reduction: 60% ⇒ 75%
  • No longer charges more quickly in All Out

  • E - Footwork

  • Cooldown: 10.5/10/9.5/8/8.5 ⇒ 10/9.5/9/8.5/8
  • Now has a 50% reduced cooldown while All Out
  • No longer grants increased range while All Out
  • No longer resets K'Sante's basic attack
  • No longer goes over walls while All Out
  • Dash Speed: 900 ⇒ 500 (+ Movement Speed)
  • Dash Speed to Ally: 1100 (+ Movement Speed) (unchanged)
  • All Out Dash Speed: 900 ⇒ 950 (+ Movement Speed)
  • All Out Dash Speed to Ally: 1100 (+ Movement Speed) ⇒ 1400 (+ Movement Speed)

  • R - All Out

  • Damage: 70/110/150 (+65% AP) magic damage ⇒ 80/115/150 physical damage
  • Follow-up Damage: 70/110/150 (65% AP) magic damage ⇒ 80/115/150 (+5% bonus health) physical damage
  • Duration: 20 ⇒ 15
  • Attack Speed: 25/35/45% ⇒ 40/60/80%
  • Now grants 50% bonus armor penetration
  • Now grants 20% omnivamp
  • No longer grants attack damage based on bonus resistances
  • No longer grants healing equal to 10/15/20% damage dealt to champions
  • Can no longer be reactivated to end early
  • Will now properly reduce bonus resistances from Jak'Sho the Protean
  • Tristana

    Basic Attack Range, Damage, and Attack Speed Ratio increased. AD growth, HP Regen growth, and Armor growth decreased. Passive range decreased at higher levels. Q Attack Speed increased. W slow decreased and duration changed to a flat value. W AD ratio added. E damage profile reworked to value crit. R cooldown changed to a flat value. R stun added. R damage profile reworked to account for AD ratio.

    Tristana was sadly locked away in Pro jail earlier this year but now that the season is over with this patch, it's time to free her. Our goals here are two fold: First, we want to buff her, as Tristana is weak relative to other champions in her class. Second, we want to make her strengths more attuned to the bottom lane as opposed to mid lane. To do this, we're lowering the value of experience, raising the value of gold, offering a few quality-of-life changes, and helping her play out early cooperative lanes better.

    The Explosive Charge passive change should make it harder for her to have automatic push in mid lane, while in bot lane she can now cleanly last hit 5/6 minions under her turret, as the previous tuning would immediately ruin every melee minion after just last hitting one and break the last ranged minion after killing two. Tristana players may want to delay Rank 2 of E to preserve this change. The R stun duration will help Tristana's ultimate apply full crowd control value even when her opponents are pushed into a wall (much more common in bot lane), as the knockback debuff could end early. The E active change asks her to invest more in late game crit itemization, meaning she can't go for selfish one-item spikes to try to take over solo lanes. And finally, she's getting AD ratio additions while reducing the value of leveling up via both base stats and ability ranks.


    Base Stats

  • Attack Range: 525 ⇒ 550
  • Basic Attack Damage: 59 ⇒ 60
  • Attack Damage Growth: 3.7 ⇒ 2.5
  • Health Regen Growth: .65 ⇒ .5
  • Armor Growth: 4.5 ⇒ 4
  • Attack Speed Ratio: .679 ⇒ .694

  • Passive - Draw a Bead

  • Bonus Range: 0-136 ⇒ 0-125

  • Q - Rapid Fire

  • Attack Speed: 50/65/80/95/110% ⇒ 60/75/90/105/120%

  • W - Rocket Jump

  • Slow: 60% ⇒ 40%
  • Slow Duration: 1/1.5/2/2.5/3 seconds ⇒ 2 seconds
  • Damage: 95/145/195/245/295 (+50% AP) ⇒ 70/105/140/175/210 (+75% Bonus AD) (+50% AP)

  • E - Explosive Charge

  • Passive Explosion Damage: 55/80/105/130/155 ⇒ 45/60/75/90/105
  • Active Damage: 70/80/90/100/110 (+50/75/100/125/150% Bonus AD) (+50% AP) ⇒ 60/70/80/90/100 (+100/110/120/130/140% Bonus AD) (+50% AP)
  • Critical Strike Modifier: Damage is multiplied by 1.0 - 1.33x based on critical strike chance (33% more damage at 100% critical strike chance) ⇒ Damage is multiplied by 1.0 - 2.15x based on critical strike chance and critical strike damage (75% more at 100% critical strike chance, 115% more damage at 100% crit chance and an Infinity Edge)

  • R - Buster Shot

  • NEW: Stun: 0.4/.55/.7 seconds
  • Cooldown: 120/110/100 ⇒ 100
  • Damage: 300/400/500 ⇒ 275/325/375 (+70% Bonus AD)
  • Vladimir

    W healing effectiveness reduced against minions.

    W-max Vladimir has become a fairly common build. While it isn't very good (Vladimir's win rate has actually decreased due to its discovery), the gameplay quality is extremely poor since he sustains so much off of every wave. This patch we're bringing the minion healing down a fair bit, though still somewhat higher than it was before 14.12's buffs. We've also updated the tooltip to be clearer about the heal's functionality.

    W - Sanguine Pool

  • Healing is now 60% effective against minions
  • Updated tooltip to clarify that healing is not mitigated by target resistances
  • Items

    We're broadly nerfing most completed items with a few primary goals in mind: First, we'd like to overall slow down the pace of combat in the late game. This pace reduction should be felt in actual speed, such as move speed and ability haste but also in burst damage for those classes who aren't centered around dealing significant damage in the first place. Second, we want to reduce the rate of snowballing, as gold is the primary vector through which winning teams grow their leads, so games should feel closer for longer and for lanes to not feel quite so hopeless off of a mismatched first item spike. Third, we want classes to play out more distinctly from one another, which means that burst classes will be bursty but not so well rounded that they can also compete as DPS threats, while the DPS champions should have a much harder time bursting and champions whose strengths are indexed in durability will have to rely on that tankiness to do their jobs. We'll go into more context for the changes in each section but broadly we nerfed most legendary items between 5% and 12% of their total power, sometimes focused on bringing down one or two stats and sometimes compensating with others.
    • Most items have had minor tooltip styling improvements in addition to all of the gameplay stat changes mentioned below.

    Components

    Our goal with the component changes is to more accurately hit their true gold-to-stat values. Early resources and regeneration is still intentionally overpriced in order to keep those components from overtaking the laning phase, but they shouldn't feel like such large downgrades when they're part of later game builds.

    Dagger

    • Total Cost: 300 ⇒ 250

    Faerie Charm

    • Total Cost: 250 ⇒ 200

    Sapphire Crystal

    • Total Cost: 350 ⇒ 300
    • Mana: 250 ⇒ 300

    Needlessly Large Rod

    • Total Cost: 1250 ⇒ 1200
    • Ability Power: 70 ⇒ 65

    Epic Items

    Some Epic items are being re-priced to better match their stat value, so you'll see a mix of nerfs and buffs to items that give simple stats. We're also taking a closer look at "strong laning Epics" such as Hexdrinker, Spectre's Cowl, and Warden's Mail and ensuring they're appropriately strong reactive purchases for losing lanes without choking out their opponents entirely.

    Hexdrinker

  • Magic Resist: 30 ⇒ 25

  • Caulfield’s Warhammer

  • Total Cost: 1100 ⇒ 1050

  • Scout’s Slingshot

    • Total Cost: 800 ⇒ 600

    Hearthbound Axe

    • Total Cost: 1300 ⇒ 1200

    Noonquiver

    • Recipe: 2x Long Sword + Cloak of Agility + 100 Gold ⇒ Long Sword + Cloak of Agility + 350 Gold
    • Total Cost: 1400 ⇒ 1300
    • Attack Damage: 20 ⇒ 15

    Rectrix

    • Total Cost: 900 ⇒ 775
    • Attack Damage: 20 ⇒ 15

    Zeal

    • Total Cost: 1100 ⇒ 1200
    • Movement Speed: 5% ⇒ 4%

    Oblivion Orb

    • Ability Power: 30 ⇒ 25

    Aether Wisp

    • Total Cost: 850 ⇒ 900
    • Movement Speed: 5% ⇒ 4%

    Fiendish Codex

    • Total Cost: 900 ⇒ 850

    Verdant Barrier

    • Magic Resist: 30 ⇒ 25

    Seeker’s Armguard

    • Ability Power: 45 ⇒ 40

    Winged Moonplate

    • Health: 150 ⇒ 200
    • Movement Speed: 5% ⇒ 4%

    Glacial Buckler

    • Armor: 20 ⇒ 25
    • Mana: 250 ⇒ 300

    Warden’s Mail

    • Rock Solid: 5 (+3.5 per 1000 HP) ⇒ 15
    • Rock Solid now only affects champion damage

    Bramble Vest

    • Thorns Damage: 6 ⇒ 10

    Bami’s Cinder

    • Health: 200 ⇒ 150
    • Immolate: 13 (+.5% Bonus HP) ⇒ 15
    • Minion/Monster Bonus: 25% ⇒ 50%

    Negatron Cloak

    • Total Cost: 900 ⇒ 850
    • Magic Resist: 50 ⇒ 45

    Spectre’s Cowl

    • Magic Resist: 25 ⇒ 35

    Bandleglass Mirror

    • Total Cost: 1000 ⇒ 900
    • Mana Regen: 75% ⇒ 100%

    Forbidden Idol

    • Total Cost: 800 ⇒ 600

    Fighter Items

    We rebalanced fighter items with the three classes in mind: skirmishers, who need to be highly lethal and require finesse to find success, divers, who need to get through the front line to access their weaker targets, and juggernauts, who should be tanky enough to hit whoever's in front of them. With these goals in mind, we focused on balancing item power budget between durability—which there's a lot of on fighter items—and repeatable damage effects. We also wanted to ensure that some resist-heavy tank items remain solid picks for when fighter players need to take up tank duties to counter enemy team comps.

    Wit’s End

    We're removing some of the level- and stat-scaling from various items in order to slow date late-game combat. While Wit's End has come a long way from when it also gave 40 AD on purchase, it's still a solid aggressive item with a meaningful amount of magic resist and tenacity. And it doesn't need to scale into one of the highest on-hit items in the game to perform that duty.
  • Attack Speed: 55% ⇒ 50%
  • Magic Resist: 50 ⇒ 45
  • On-hit Damage: 40-80 ⇒ 45

  • Eclipse

    • Total Cost: 2800 ⇒ 2900
    • Attack Damage: 70 ⇒ 60

    Chempunk Chainsword

    We think of Grievous Wounds items in two ways: the Epic and the Legendary. Epics are cheap and readily accessible. Legendaries are slot efficient when you reach the end-game, but aren't meant to be great on their own. Because Chainsword is the only fighter upgrade to Executioners, it needs to be placed where it's not too squishy for juggernauts and not too tanky for the lighter fighters who don't want Mortal Reminder (or can't buy it because of Black Cleaver). So we're placing it at the midpoint on durability, raising its price to be worth the slot, and overall lowering its efficiency.
  • Total Cost: 2800 ⇒ 3100
  • Recipe: Executioner's Calling + Ruby Heart + Caulfield's Warhammer + 500 Gold ⇒ Executioner's Calling + Giant's Belt + Caulfield's Warhammer + 500 Gold
  • Health: 250 ⇒ 450
  • Attack Damage: 55 ⇒ 45

  • Experimental Hexplate

    • Recipe: Tunneler + Hearthbound Axe + 550 Gold ⇒ Tunneler + Phage + Dagger + 500 Gold
    • Attack Damage: 55 ⇒ 40
    • Attack Speed: 25% ⇒ 20%
    • Health: 300 ⇒ 450

    Hullbreaker

    While there are a lot of changes for Hullbreaker, they're mainly focused on making it a tankier item that appeals to fighters who want to convert their health pools into damage with clearly better single-target damage than Titanic Hydra.
  • Recipe: Tunneler + Rectrix + Pickaxe + 75 Gold ⇒ Tunneler + Winged Moonplate + Pickaxe + 175 Gold
  • Attack Damage: 65 ⇒ 40
  • Health: 350 ⇒ 500
  • Movement Speed: 5% ⇒ 4%
  • Melee On-hit Damage: 140% base AD (+3.5% max HP) ⇒ 120% base AD (+5% max HP)
  • Ranged On-hit Damage: 70% base AD (+3.5% max HP) ⇒ 84% base AD (+3.5% max HP)
  • Melee On-hit Structure Damage: 400% base AD (+7% max HP) ⇒ 300% base AD (+10% max HP)
  • Ranged On-hit Structure Damage: 200% base AD (+7% max HP) ⇒ 210% base AD (+7% max HP)
  • Melee bonus cannon/super minion resist: 20-135 (based on level 1-18) ⇒ 70-130 (based on level 8-18)
  • Ranged bonus cannon/super minion resist: 10-68 (based on level 1-18) ⇒ 35-65 (based on level 8-18)

  • Black Cleaver

    • Recipe: Phage + Caulfield's Warhammer + Ruby Crystal + 400 Gold ⇒ Phage + Kindlegem + Pickaxe + 225 Gold
    • Attack Damage: 55 ⇒ 40

    Maw of Malmortius

    • Attack Damage: 70 ⇒ 60
    • Lifeline Shield: 200 (+225% Bonus AD) ⇒ 200 (+150% Bonus AD)

    Spear of Shojin

    • Recipe: Caulfield's Warhammer + Pickaxe + Kindlegem + 325 Gold ⇒ Pickaxe + Tunneler + Ruby Crystal + 675 Gold
    • Attack Damage: 55 ⇒ 45
    • Haste: 20 ⇒ 0
    • Health: 300 ⇒ 450
    • Basic Ability Haste: 15 ⇒ 25

    Sundered Sky

    • Recipe: Tunneler + Caulfield's Warhammer + 850 gold ⇒ Tunneler + Caulfield's Warhammer + Ruby Crystal + 500 Gold
    • Attack Damage: 45 ⇒ 40
    • Haste: 15 ⇒ 10
    • Health: 450 ⇒ 400
    • Lightshield Strike Heal: 120% Base AD (+6% missing health) ⇒ 100% Base AD (+6% missing HP)

    Blade of the Ruined King

    • Attack Damage: 50 ⇒ 40

    Death’s Dance

    • Total Cost: 3200 ⇒ 3300

    Sterak’s Gage

    • The Claws That Catch: 50% Base AD ⇒ 45% Base AD
    • Lifeline Shield: 80% Bonus HP ⇒ 60% Bonus HP

    Stridebreaker

    • Attack Damage: 50 ⇒ 40
    • Attack Speed: 30% ⇒ 25%
    • REMOVED Temper: Removed

    Ravenous Hydra

    • Attack Damage: 70 ⇒ 65
    • Haste: 20 ⇒ 15
    • Crescent Damage: 100% AD ⇒ 80% AD
    • Crescent Life Steal Effectiveness: 150% ⇒ 100%

    Titanic Hydra

    • Recipe: Tiamat + Tunneler + Ruby Crystal + 550 Gold ⇒ Tiamat + Tunneler + Giant's Belt + 50 Gold
    • Attack Damage: 50 ⇒ 40
    • Health: 550 ⇒ 600
    • Cleave On-hit Damage: 1.5% max HP ⇒ 1% Max HP

    Overlord’s Bloodmail

    • Attack Damage: 40 ⇒ 30
    • Health: 500 ⇒ 550

    Trinity Force

    • Attack Damage: 45 ⇒ 36
    • Haste: 20 ⇒ 15
    • Attack Speed: 33% ⇒ 30%
    • Health: 300 ⇒ 333

    ADC Items

    Here's the first section where a meaningful amount of movement speed has been pulled out of the system. While we think ADCs deserve solid access to consistent move speed (just like fighters do), these numbers shouldn't be so high that they actually run faster than the fighters themselves. We're generally reducing level scaling from the system (some of which shipped in 14.18) and trying to place some AD-crit items as reasonable first-slot purchases so that not everyone feels like they need to rush Kraken Slayer or Statikk Shiv, though they should still be viable.

    Phantom Dancer

    • Total Cost: 2600 ⇒ 2650
    • Movement Speed: 12% ⇒ 8%

    Navori Flickerblade

    • Total Cost: 2600 ⇒ 2650
    • Movement Speed: 7% ⇒ 4%

    Runaan’s Hurricane

    • Total Cost: 2600 ⇒ 2650
    • Movement Speed: 7% ⇒ 4%

    Rapid Firecannon

    • Total Cost: 2600 ⇒ 2650
    • Movement Speed: 7% ⇒ 4%
    • Energize Damage: 60 ⇒ 40

    Manamune

    • Awe Attack Damage: 2.5% max mana ⇒ 2% max mana

    Muramana

    • Awe Attack Damage: 2.5% max mana ⇒ 2% max mana
    • On-hit Damage: 1.5% max mana ⇒ 1.2% max mana
    • On-spell Damage: 3.5%/2.7% max mana (+6% bonus AD) ⇒ 4%/3% max mana

    Statikk Shiv

    • Attack Damage: 55 ⇒ 50
    • Attack Speed: 45% ⇒ 40%
    • Movement Speed: 5%⇒ 4%

    Guinsoo’s Rageblade

    • Attack Damage: 35 ⇒ 30
    • Ability Power: 35 ⇒ 30

    Lord Dominik’s Regards

    • Attack Damage: 45 ⇒ 35

    Mortal Reminder

    As mentioned earlier in the fighter system, Grievous Wounds items only need to be slot efficient and don't need to be strong competition with other items. Mortal Reminder will be clearly worse than LDR with an increased price and lower armor penetration as recompense for the healing reduction.
    • Total Cost: 3000 ⇒ 3200
    • Armor Penetration: 35% ⇒ 30%

    Terminus

    • Attack Damage: 35 ⇒ 30

    Essence Reaver

    • Attack Damage: 70 ⇒ 65
    • Haste: 25 ⇒ 20
    • Total Cost: 3100 ⇒ 3150

    Kraken Slayer

    • Attack Damage: 50 ⇒ 45
    • Movement Speed: 5% ⇒ 4%
    • On-hit Damage: 140-310 (80% for ranged) ⇒ 150-200 (80% for ranged)

    Blade of the Ruined King

    • Attack Damage: 50 ⇒ 40

    The Collector

    • Total Cost: 3200 ⇒ 3400
    • Lethality: 12 ⇒ 10

    Yun Tal Wildarrows

    We think there's more work to be done for Yun Tal Wildarrows but this light touch actually makes the item stronger in the first two item slots while still getting rid of some gold scaling that was practically identical to just being critical strike damage. Our goal is for Yun Tal, Hurricane, and Infinity Edge to be a satisfying build for core auto-attackers this patch.
    • Recipe: Pickaxe + Noonquiver + 925 Gold ⇒ B.F. Sword + Noonquiver + 600 Gold
    • Bleed Damage: 35% total AD ⇒ 70

    Mercurial Scimitar

    We're trying to lower per-slot magic resist outside of the tank system but as it stands, Scimitar isn't a very good item, so we're pairing this MR nerf with a cost reduction, making it one of the least-nerfed ADC items. We also added it to the fighter shop, as the stat line should be reasonable for several skirmishers who need the cleanse.
    • Total Cost: 3300 ⇒ 3200
    • Magic Resist: 50 ⇒ 40

    Infinity Edge

    As the premiere gold-scaling class, there's no reason IE shouldn't be at least tied for the most expensive item in the game. Also, since we're trying to make Essence Reaver, Yun Tal Wildarrows, and Collector be solid AD-crit starter items, we can push IE back to make more sense on slot two or three as a true capstone.
    • Total Cost: 3400 ⇒ 3600
    • Attack Damage: 80 ⇒ 70

    AD Assassin Items

    Assassins are defined by being squishy and bursty with an eye toward removing high-value targets quickly before escaping retaliation. As this combat pattern is not predicated on repeatability, the primary nerf vector for assassin items is ability haste. Assassin items have 0 or 10 haste with a specific exception for the repeatability-focused Axiom Arc. They're also generally meant to be early game-focused champions who need to press their leads to close out the game, so level-scaling and gold-scaling has generally been lowered.

    Umbral Glaive

    • Haste: 15 ⇒ 10

    Youmuu’s Ghostblade

    • Total Cost: 2700 ⇒ 2800
    • Recipe: Serrated Dirk + Rectrix + 800 Gold ⇒ Serrated Dirk + Rectrix + Pickaxe + 150 Gold
    • Out of Combat Move Speed: 40/20 (Melee/Ranged) ⇒ 20

    Opportunity

    • Attack Damage: 55 ⇒ 50
    • Lethality: 18 ⇒ 15
    • Movement Speed: 5% ⇒ 4%
    • Preparation Lethality: 5-10 ⇒ 10 (Still 60% for ranged)

    Edge of Night

    • Total Cost: 2800 ⇒ 3000

    Voltaic Cyclosword

    • Total Cost: 2900 ⇒ 3000
    • Haste: 15 ⇒ 10

    Hubris

    • Haste: 15 ⇒ 10

    Axiom Arc

    • Haste: 25 ⇒ 20
    • Flux Reset: 10 (+.3% Lethality) ⇒ 15 (+.15% Lethality)

    Serylda’s Grudge

    Serylda's Grudge is mostly returning to its old caster-assassin form, where it's still assassins' best percent pen option but also feels re-enabled for typical AD casters like Jayce. The percent pen is now higher for non-lethality users and is cheaper to boot, though the base 15 lethality loss means for the most part, the item is still nerfed.
    • Total Cost: 3200 ⇒ 3000
    • Recipe: The Brutalizer + Last Whisper + 413 Gold ⇒ Caulfield's Warhammer + Last Whisper + 450 Gold
    • Haste: 15 ⇒ 20
    • REMOVED Rancor: Removed
    • NEW: Armor Penetration: 30%

    Profane Hydra

    Like other wave clear items, Profane Hydra should be good at wave clear but not also the best option for fighting as there are plenty of other items for the purpose of killing champions quickly. We're fine with Profane being niche for assassins who want faster wave clear or those who are lacking it entirely, but killing enemy champions should mostly come from scaling up one's base kit, not printing new spells to activate, as it risks non-assassins encroaching on their territory (cough, Aatrox, cough).
    • Total Cost: 3300 ⇒ 3200
    • Haste: 20 ⇒ 10
    • Cleave: 50% AD ⇒ 40% AD
    • Cleave Radius: 450 ⇒ 350
    • Heretical Cleave: 100% AD (Increased to 130% on targets below 50% health) ⇒ 80% AD

    AP Items

    The ability power system is broadly used by several classes of champions. There are AP skirmishers like Lillia, AP juggernauts like Mordekaiser, burst mages like Annie and LeBlanc, assassins like Fizz and Akali, artillery like Xerath, and ones who blur the lines such as Singed and Diana. Instead of looking at AP items through the lens of classes, let's talk about the needs for mana, durability, burst, and repeatability.

    There are five mana items, which are Rod of Ages and the four Lost Chapter upgrades. Each of these should be distinct in what they provide. Bursty champions who opt in for Luden's Tempest, Lich Bane, Shadowflame, Stormsurge, Void Staff, and Deathcap have those burst options with the opportunity cost of not getting the level of ability haste that others can access. Meanwhile, champions who want a lot of repeatability via Seraph's Embrace, Blackfire Torch, Cosmic Drive, and Horizon Focus will notice lower AP counts as their path to victory is about multiple spell rotations, not destroying their opponents with just one. Overall, these changes are primarily about making different AP builds stand out as more distinct from one another.

    Though not direct changes in the AP system, we've generally lowered the amount of MR in non-tank items, making those items less likely to invalidate magic damage, and lowered the health on several tank items, meaning those stacking armor purchases are less resilient to mages.

    Morellonomicon

    As mentioned in the other Grievous Wounds spaces, Morellonomicon is meant to be slot efficient, not gold efficient and its stat line should allow any AP user to feel comfortable finishing this item in a full build.
    • Recipe: Oblivion Orb + Fiendish Codex +500 Gold ⇒ Oblivion Orb + Blasting Wand + Kindlegem + 500 Gold
    • Total Cost: 2200 ⇒ 2950
    • Ability Power: 90 ⇒ 75
    • Health: 0 ⇒ 350

    Rod of Ages

    • Ability Power per minute: 4 ⇒ 3
    • Health per minute: 20 ⇒ 10

    Rylai’s Crystal Scepter

    • Ability Power: 75 ⇒ 65

    Hextech Rocketbelt

    • Ability Power: 70 ⇒ 60
    • Health: 400 ⇒ 350

    Malignance

    • Recipe: Lost Chapter + Fiendish Codex + 600 Gold ⇒ Lost Chapter + Blasting Wand + 650 Gold
    • Ability Power: 80 ⇒ 85
    • Haste: 25 ⇒ 15

    Horizon Focus

    We're placing Horizon Focus as the clear front runner for non-HP ability haste, and combined with Hypershot, is still pretty deadly per gold spent. 15 AP is certainly a larger nerf than 5 haste is a buff, but with most Lost Chapter items losing haste themselves, we're hoping Horizon has a clear purpose for mages who want repeat casts.
    • Recipe: Fiendish Codex + Hextech Alternator + 700 Gold ⇒ Fiendish Codex + Fiendish Codex + Amplifying Tome + 600 Gold
    • Ability Power: 90 ⇒ 75
    • Haste: 20 ⇒ 25

    Blackfire Torch

    • Ability Power: 90 ⇒ 80
    • Haste: 25 ⇒ 20
    • Baleful Blaze Burn Damage: 45 (+9% AP) ⇒ 60 (+6% AP)

    Cryptbloom

    Void Staff is the burst percent pen item, Abyssal Mask is for the juggernauts, and Cryptbloom is right in the middle with a bit of haste but no innate durability. With a cheaper price tag and an appreciable amount of haste, it doesn't need too much AP to do its job. We're also significantly softening the gold scaling on the Life from Death passive, with an eye toward those games where you really need this on your second slot.
    • Ability Power: 70 ⇒ 60
    • Life From Death Heal: 50 (+50% AP) ⇒ 100 (+25% AP)

    Luden’s Companion

    • Haste: 20 ⇒ 10

    Archangel’s Staff

    • Ability Power: 80 ⇒ 70

    Seraph’s Embrace

    • Ability Power: 80 ⇒ 70
    • Lifeline Shield: 250 (+20% current mana) ⇒ 200 (+20% current mana)

    Stormsurge

    • Movement Speed: 5% ⇒ 4%
    • Stormraider Movement Speed: 35% ⇒ 25%
    • Stormraider Duration: 2 seconds ⇒ 1.5 seconds
    • Squall Damage: 140 (+20% AP) ⇒ 150 (+15% AP)

    Nashor’s Tooth

    • Ability Power: 90 ⇒ 80
    • On-hit Damage: 15 (+20% AP) ⇒ 15 (+15% AP)

    Liandry’s Torment

    • Ability Power: 90 ⇒ 70

    Cosmic Drive

    Cosmic Drive is probably the single most underrated item in the game. While only Vladimir buys it every game, that list is about seven names too short. We're delivering typical up-front AP nerfs to a sustained damage item and reducing the extremely high amounts of move speed it can provide while still keeping it as the fastest AP item by a lot. This reduction to flat movement speed paired with an increase to its duration should make it less dominated by DoT mages who can maintain the uptime permanently and instead allow conventional mages like Viktor, with or without Blackfire Torch, to utilize its full effects.
    • Ability Power: 80 ⇒ 70
    • Movement Speed: 5% ⇒ 4%
    • Spelldance Movement Speed: 40-60 for 2 seconds on ability damage to a champion ⇒ 20 for 4 seconds on any magic or true damage to a champion

    Banshee’s Veil

    • Total Cost: 3100 ⇒ 3000
    • Ability Power: 120 ⇒ 105
    • Magic Resist: 50 ⇒ 40
    • Annul CD: 30 seconds ⇒ 40 seconds

    Lich Bane

    • Recipe: Sheen + Aether Wisp + Hextech Alternator + 250 Gold ⇒ Sheen + Aether Wisp + Needlessly Large Rod + 200 Gold
    • Total Cost: 3100 ⇒ 3200
    • Ability Power: 100 ⇒ 115
    • Ability Haste: 15 ⇒ 10
    • Spellblade AP Ratio: 45% ⇒ 40%
    • Movement Speed: 8% ⇒ 4%

    Riftmaker

    • Ability Power: 80 ⇒ 70
    • Void Corruption Stacks: 5 ⇒ 4

    Shadowflame

    • Ability Power: 115 ⇒ 110
    • Pet/Dot Damage: 125% ⇒ 120%

    Zhonya’s Hourglass

    • Ability Power: 120 ⇒ 105

    Rabadon’s Deathcap

    • Ability Power: 140 ⇒ 130
    • Magical Opus: 35% ⇒ 30%

    Tank Items

    Tank items are overall fairly weak and as a result are the least-nerfed class of items in this update. We're generally lowering late-game damage in the tank space in order to increase the damage disparities between tanks and non-tanks. And we're growing a couple of fighter-adjacent items like Abyssal Mask and Iceborn Gauntlet to be properly sized for both tanks and juggernauts.

    We're also shifting tank item budgets toward resists and away from health. This shift should let tanks counter-build their lane opponents more strongly, make them stronger sideboard options for fighters who are already getting large amounts of health in their builds, and make tanks less resilient to classes they aren't counter-building.

    Locket of the Iron Solari

    • Armor: 30 ⇒ 25
    • Magic Resist: 30 ⇒ 25

    Zeke’s Convergence

    • Frostfire Tempest Damage per Second: 50 ⇒ 30

    Knight’s Vow

    • Total Cost: 2200 ⇒ 2300

    Frozen Heart

    As part of an ongoing effort to reign in complexity while retaining depth in item choices, we're removing Rock Solid from Frozen Heart and replacing it with some extra armor. Taking less damage per auto and simply reducing the number of incoming autos are pretty similar mechanics and Winter's Caress is a strict upgrade.
    • Armor: 65 ⇒ 75
    • REMOVED Rock Solid: Removed
    • Winter's Caress: Now only affects champions

    Abyssal Mask

    Abyssal Mask is being grown to more clearly look like a good selfish AP juggernaut item while still comfortably fitting in the income tank mold. AoE magic resist shred is more than powerful and unique enough, so we're stripping out the self-only bonus MR that was hard to appreciate.
    • Total Cost: 2500 ⇒ 2650
    • Haste: 10 ⇒ 15
    • Magic Resist: 50 ⇒ 45
    • REMOVED Unmake Bonus Magic Resist: Removed

    Trailblazer

    Trailblazer is mostly an inferior version of Warmog's Armor, so we're delivering buffs to its price and durability while matching the move speed nerf delivered to other items like it.
    • Total Cost: 2500 ⇒ 2400
    • Health: 200 ⇒ 250
    • Movement Speed: 5% ⇒ 4%

    Iceborn Gauntlet

    Similar to Abyssal Mask, we're growing Iceborn Gauntlet to live between a tank and juggernaut item. The new 1.5x Spellblade and front loaded slow should make this item a better early power spike without delivering huge slows late game.
    • Total Cost: 2500 ⇒ 2900
    • Spellblade Damage: 100% AD ⇒ 150% AD
    • Slow: 15% (.004% HP) ⇒ 25% (Still half value for ranged)

    Sunfire Aegis

    We've made changes to other wave clear items this patch by making them strongly about their wave clear. And if you don't need it, that's fine! There are plenty of other armor tank items. We just don't want the majority of tanks getting late game damage from an item they bought to help with early jungle clears and wave management.
    • Immolate Damage: 15 (+1.75% Bonus HP) ⇒ 20 (+1% Bonus HP)
    • Minion Bonus: 25% ⇒ 50%
    • Monster Bonus: 0% ⇒ 50%
    • Damage no longer ramps against champions or epic monsters.

    Thornmail

    • Total Cost: 2700 ⇒ 2450
    • Recipe: Bramble Vest + Giant's Belt + 1000 Gold ⇒ Bramble Vest + Chain Vest + Ruby Crystal + 450 Gold
    • Health: 350 ⇒ 150
    • Armor: 70 ⇒ 80
    • Thorns: 10 (+25% bonus Armor) ⇒ 15 (+15% bonus Armor)

    Hollow Radiance

    • Health: 450 ⇒ 400
    • Immolate Damage per second: 10 (+1.75% bonus HP) ⇒ 15 (+1% bonus HP)
    • Desolate Damage: 20 (+3.5% bonus HP) ⇒ 30 (+2% bonus HP)
    • Immolate Minion bonus: 25% (unchanged)
    • Immolate Monster bonus: 0% ⇒ 25%

    Unending Despair

    • Health: 400 ⇒ 350
    • Armor: 55 ⇒ 60

    Force of Nature

    • Movement Speed: 5% ⇒ 4%
    • Steadfast Movement Speed: 10% ⇒ 6%

    Spirit Visage

    We're choosing to shrink Spirit Visage so that it's no longer the most expensive MR option despite being mandatory on a slew of champions who self-regenerate.
    • Total Cost: 2900 ⇒ 2700
    • Health: 450 ⇒ 400
    • Magic Resist: 60 ⇒ 50

    Kaenic Rookern

    • Health Regen: 150% ⇒ 100%
    • Shield: 18% max health ⇒ 15% max health

    Dead Man’s Plate

    • Health: 300 ⇒ 350
    • Armor: 45 ⇒ 55
    • Movement Speed: 5% ⇒ 4%
    • Shipwrecker max Movement Speed: 40 ⇒ 20

    Heartsteel

    • Recipe: Giant's Belt + Crystalline Bracer + Ruby Crystal + 900 Gold ⇒ Giant's Belt + Crystalline Bracer + Giant's Belt + 400 Gold
    • Health Regen: 200% ⇒ 100%

    Warmog’s Armor

    • Movement Speed: 5% ⇒ 4%
    • Out-of-Combat Movement Speed: 5% ⇒ 4%

    Jak’Sho, The Protean

    • Recipe: Chain Vest + Negatron Cloak + Ruby Crystal + 1100 ⇒ Chain Vest + Negatron Cloak + Giant's Belt + 600 Gold
    • Health: 300 ⇒ 350
    • Armor: 50 ⇒ 45
    • Magic Resist: 50 ⇒ 45

    Enchanter Items

    Similar to ADCs and tanks, enchanters are losing a chunk of their bonus move speed effects, which is manifesting both in base items and in secondary effects that aren't the primary purpose. We're also generally shifting enchanter items more toward heal and shield power, and making it a bit easier to finish builds.

    Shurelya’s Battlesong

    • Movement Speed: 5% ⇒ 4%

    Echoes of Helia

    • Ability Power: 40 ⇒ 35
    • Soul Siphon Damage: 60 ⇒ 50
    • Soul Siphon Healing: 75 ⇒ 65

    Moonstone Renewer

    • Ability Power: 30 ⇒ 25
    • Health: 250 ⇒ 200
    • Starlit Grace: 40/45% of heal/shield for nearby ally, additional 30/35% of heal/shield if no nearby allies ⇒ 30/35% of heal/shield

    Imperial Mandate

    Mandate is the first of two enchanter items losing secondary move speed. It should be purchased as the most aggressive enchanter option tailor-made to bring down beefier targets. After all, it's called "Coordinated Fire," not "Coordinated Fire and Then Run Around Quickly." A cheaper price tag partially compensates for the nerf and should still make it appreciable.
    • Price: 2300 ⇒ 2250 gold
    • REMOVED Coordinated Fire Bonus Movement Speed: 25% ⇒ 0

    Ardent Censer

    • Price: 2300 ⇒ 2200 gold
    • Ability Power: 50 ⇒ 45
    • Heal and Shield Power: 8% ⇒ 10%
    • Movement Speed: 8% ⇒ 4%

    Staff of Flowing Water

    Staff of Flowing Water will always be niche: After all, it's there to make AP carries stronger and there just aren't that many in bot lane. You can certainly buy it later as well and simply buff Viktor mid or something, but plenty of players skip over that. The nice thing is that many enchanter items have been made cheaper, so the ability to opt into Staff second is a bit more available. Anyways, the point of this change is to remove dangling move speed that was generally hard to appreciate and instead play up its primary purpose, which is to raise Karthus Bot's win rate. It's not 60% yet, but you can do it, Nami!
    • Price: 2300 ⇒ 2250 gold
    • Ability Power: 40 ⇒ 35
    • Heal and Shield Power: 8% ⇒ 10%
    • Rapids Bonus AP: 30 ⇒ 45
    • REMOVED Rapids Bonus Movement Speed: 10% ⇒ 0

    Redemption

    • Heal and Shield Power: 15% ⇒ 10%

    Dawncore

    When we remade Dawncore as an enchanter capstone, it took some time to catch on. It's not surprising to see an enchanter capstone be rare since it's hard to get that much gold, but we'd like to place it within reach in more games. Though this is an overall nerf, it should be easier to convince yourself to grab it as your second or third Legendary.
    • Price: 2700 ⇒ 2500 gold
    • Ability Power: 60 ⇒ 45

    Boots

    Though there aren't many changes here, we also looked over the various boots upgrades. We expect the basic 300g boots to be bought early every game and we're pricing their resulting upgrades similar to how we price other legendaries. Easily completed, reasonably efficient tier two boots will still be strong purchases, but we're bringing down the top end to make that comparison more fair.

    Berserker’s Greaves

    • Attack Speed: 30% ⇒ 25%
    • Item Recipe: Boots + Dagger + 500 Gold ⇒ Boots + Dagger + Dagger + 300 Gold

    Ionian Boots of Lucidity

    • Price: 1000 ⇒ 900 gold
    • Ability Haste: 15 ⇒ 10

    Mercury’s Treads

    • Price: 1200 ⇒ 1300 gold

    Plated Steelcaps

    • Plating Damage Reduction: 10% ⇒ 12%

    Runes

    Lethal Tempo

    Lethal Tempo is back with a new rework! We removed the previous one because too much of its power budget was in pure attack speed, which made other sources of attack speed redundant. If there other thing it granted was a tunable effect, this would have been manageable, but alas attack range is not that. After giving some time to re-adjust marksmen items, we are bringing Lethal Tempo back, this time with an effect that synergizes with your other attack speed purchases.

    • Tempo Change: Attacking an enemy champion grants a stack of Lethal Tempo for 6 seconds, up to 6 stacks. Each stack grants 5% Melee / 4% Ranged Attack Speed. At max stacks, attacks also fire a note that deals 9-30 Melee / 6-24 Ranged, increased by 1% per 1% bonus Attack Speed, as bonus adaptive damage.
    • Tracking: Lethal Tempo now tracks how many of your attacks against champions are Perfectly Timed (Perfectly Timed: Attacks launched within 0.25 seconds of when your attack is ready after previously attacking a champion)

    Presence of Mind

    We're happy that Presence of Mind provides fuel for champions to whittle down their opponents but the current shape predisposes it to damage over time effects. This new model resores a similar amount of mana for most champions without being substantially stronger for very specific ones.

    • Mana/Energy Restore: 1.5 - 11 (melee) / 1.2 - 8.8 (ranged) (based on level) or 1.5 energy per second for 4 seconds ⇒ 6 - 50 (melee) / 4.8 - 40 (ranged) (based on level) mana or 6 energy instantly, 8 second cooldown

    Shield Bash

    We want Shield Bash to be more specific in its purpose instead of giving two relatively meek effects, so we're removing the invisible resistances buff and amping up the "bash" part of "Shield Bash."

    • REMOVED Passive Resistances when Shielding: 1-10 (based on level) ⇒ 0
    • Bonus Health Scaling: 1.5% ⇒ 2.5%
    • Shield Scaling: 8.5% ⇒ 15%

    Biscuit Delivery

    We want to reduce mana restoration in runes that do not require champion interaction so we're converting the mana restoration effects of Biscuits health.

    • NEW: Healing on Consumption: 12% of missing health
    • NEW: Maximum Health Bonus on Consumption: 30
    • REMOVED Biscuits no longer restore or grant maximum mana

    Nimbus Cloak

    We've changed Nimbus Cloak to feel punchier without being significantly more powerful by changing its flat move speed buff into a higher-intensity decaying one. The overall distance traveled is about the same as before but your initial burst of movement speed will be faster.

    • Movement Speed: 5-25% (based on summoner spell cooldown) for 2 seconds ⇒ 12-35% (based on summoner spell cooldown) decaying over 2 seconds

    Split 3 Quality of Life Updates

    We have a whole batch of quality of life updates coming to the Rift this patch that we're excited for all of you to try out. Whether you're loading into the Rift for the first or thousandth time, we have different types of improvements for everyone.

    Item Shop & Queuing

    Shopping can be intimidating for newer players, and pretty nuanced even for veterans of the game. We wanted to help players stay on track with purchases, and overall decrease the amount of idle gold a player might unintentionally be holding in their inventory.

    • You can queue your next Legendary item by right clicking it in the shop or selecting it in the shop and clicking "Queue Item." Your queued item will appear on the HUD next to your gold amount. A progress bar around the item queue will show you the gold you have vs. the full cost of completing the item. The progress bar will glow when you have enough gold to fully complete the item on your next base.
    • Right clicking the item queue will clear it, left clicking the item queue will open your shop directly to the page of the queued item.
    • Attempting to purchase an item you cannot fully buy will now purchase components of that item up to the amount of gold and item slots you have, starting with the most expensive available component.
    • Moved the interaction button in the shop from the bottom right to middle right.
    • Various shop SFX updates.

    Purchase Reminder

    Forgetting to buy items is sad for everyone except your lane opponent. Spend that gold!

    • Leaving the base at the beginning of the game without purchasing items will notify you to purchase items. This notification can be dismissed manually or will automatically dismiss at 1:30.

    Jungle Combat Notification

    Jungle invades are one of the more punishing and snowbally interactions for less experienced or weaker junglers. We want to make it easier to understand when this is happening for allies so they can assess if they should assist, or at least empathize with why their Lee Sin is two levels down against the enemy Nidalee. We don't expect a massive swing to jungling dynamics with this, but it should be slightly more important to check if your lanes are in a good state before throwing yourself into the enemy's jungle.

    • Before 14 minutes, when a player enters champion combat in their own jungle their team receives a light audio cue and minimap ping. This has a 20 second cooldown.

    Epic Objective Spawn Announcements

    • Epic objectives (Baron, Dragons, Void Grubs, Rift Herald) have a global announcement banner and SFX when they spawn.

    Tower Missile VFX

    If you've been playing League for a long time, you probably know that turrets deal ramping damage as they continue to hit champions. We want that mechanic to be more intuitively understandable, so the tower shots themselves should better demonstrate the amount of damage they're putting out.

    • Tower missile VFX have been updated. They will grow progressively larger and more threatening to reflect the tower's heat status.

    Tower Plate and Takedown Gold

    We've done a simplification pass on the way you gain Tower Plate and local Takedown gold.

    • To earn gold, you must: Damage it personally within the last 10 seconds (not counting pets) and be within 2500u -or- Your summoned Rift Herald damaged it (but only for plates) -or- You are within 1200 units of the tower You or anything you summoned damaged it within the last 10 seconds -or- You are within 1200u of the tower.

    Potion Highlights

    Newer players can forget to use consumable health restoration when they're low, so we added a notification for new players.

    • For players below account level 11, health potions in your inventory will be highlighted when you are low on health and out of champion combat.

    ARAM

    Hello ARAMers! In this patch, we're focusing on adjustments for burst mages. Due to recent item buffs, we are removing some extra power from these mages to reduce how powerful and frustrating they can be to play against. Statikk Shiv is on our radar as well due to it becoming increasingly frustrating to play against, so expect changes to come within the next patch or two.

    Since there are a TON of item changes going through this patch we expect champion and item power levels to move a bit, but we'll be keeping an eye out and making changes as needed.

    Looking forward to Split 3 and hope you enjoy the game.

    Buffs

    • Samira: Damage Dealt: 95% ⇒ 98%

    Nerfs

    • Aurora: Ability Haste: 10 ⇒ 0
    • Diana: Damage Dealt: 105% ⇒ 102%; Damage Taken: 95% ⇒ 98%
    • Fizz: Tenacity: 120% ⇒ 110%
    • Karma: Damage Dealt: 100% ⇒ 97%
    • LeBlanc: Tenacity: 110% ⇒ 100%
    • Pantheon: Damage Dealt: 105% ⇒ 100%
    • Syndra: Ability Haste: 15 ⇒ 5
    • Vladmir: Damage Taken: 100% ⇒ 105%

    Bugfixes

    • Fixed a bug that caused Electrocute to deal an incorrect amount of damage.

    Bugfixes & QoL Changes

    Victorious Sona

    During Sona's PBE cycle we discovered there were a few SFX adjustments we wanted to make before she went live. However, we don't want to delay the skin from players who've earned her this past Split. So we're going to launch Victorious Sona with her base SFX but we plan on coming back with an SFX update later. We'll update you all on when that's coming as soon as we know for sure when we're going to release it.

    Worlds 24 Viego Splash Border

    There was an issue that prevented us from delivering the Worlds ‘24 Viego splash border with his skin inside patch 14.19. We're working on fixing that and looking to deliver it in a later patch. For now it will have a "coming soon" card in the token shop until we're able to put it into the live version of the game. It'll be available in the token shop in 14.22 until the token shop deactivates on 11/18. It will also be available for RP purchase from 14.22 until 14.24 due to the late release of this. Apologies for the delay on this one.

    • Fixed an issue that caused Gragas W SFX to be audible in Fog of War.
    • Fixed an issue where entering too many characters into the shop search box would crash the game for yourself.
    • Fixed an issue where Doran's Ring would grant an unintended extra .25 mana per second.
    • Fixed an issue that caused Sion to sometimes uncontrollably fully charge Q when respawning.
    • Fixed an issue that caused Viego's W to cast itself when exiting his R.
    • Fixed an issue where re-buying a broken Seeker's Armguard will force players to purchase the full item again instead of considering components.
    • Fixed a handful of VO issues with Crystalis Indomitus audio being too low in some languages.
    • Fixed an issue that caused Kassadin's Q to go on cooldown if it was cast on a target exiting vision without the spell effect occurring.
    • Fixed an issue that caused Structures to be missing their target outlines when viewed at certain angles.
    • Fixed an issue that caused Jhin's E to reveal their ward if it was placed directly on a friendly ward and then triggered by an enemy. (Editor's Note: What?)
    • Fixed a network issue that occurred when 5 Miss Fortunes use R at the same time.
    • Fixed an issue that prevented Camille from getting the heal from her W if damage was done to shields.
    • Fixed an animation error that would occur when K'Sante would cast his E.
    • Fixed an issue that caused Udyr to gain a redundant buff when casting his E.
    • Fixed an issue that caused Kai'Sa's VO lines to sometimes be out of sync or not trigger.

    Upcoming Skins & Chromas