Patch 14.16 Notes

Celebrate greatness with Patch 14.16!

Celebrate greatness with patch 14.16 and the triumphant T1!

In this week's patch we've got quite a few changes lined up for you, but let's start with one of the greatest lineups of all time: T1, whose skins hit the Rift this patch! We've also got a few updates to improve matchmaking quality, the Split 2 end and Split 3 start dates (September 24/25), a new Mythic Shop rotation, and we brought Mastery Points back to the loading screen. Every. Last. One.

On the gameplay side, check out the death timer and deathguard changes down below. No longer will you be punished for solo killing your lane opponent, only for them to Teleport back and freeze the wave on you! We're also continuing to nerf ADC itemization, as they've been dominating the upper echelons of solo queue and Pro play. For individual champions, we're bringing up several who had been weak due to over-nerfs or Pro play, adjusting Senna to function better as a pure support, giving Qiyana more early agency, and a lone nerf to Corki, who's still out-performing for the best of the best in mid lane. Don't worry Arena and ARAM mains, we've got you covered in this patch too.

OH, and it's your last chance to play our newest game mode, Swarm, so if you were on the fence about trying it or wanted to do a victory lap, now's the time!

Have you had a chance to play the new set yet? You won't beelieve what they've sugarcrafted for this set, read all about it in the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Mid-Patch Updates

8/15/2024

Matchmaking Improvements Delay

  • The matchmaking improvements noted in the 14.16 patch notes below have been delayed and will instead be included in patch 14.17.

Bugfixes

  • Fixed a bug that caused Samira’s passive to not display letter grades next to her health bar.
  • Fixed a bug that caused Rift Herald to double charge towers.

Patch Highlights

T1 Jayce, T1 Bard, T1 Jinx, T1 Orianna, T1 Lee Sin, and Prestige T1 Jayce will be available August 14, 2024 at 19:00 UTC.

As a reminder, Swarm Operation: Anima Squad will be leaving the game mode rotation on August 19, 2024 so make sure to check it out if you haven't already!

Ranked Split 2 End and Split 3 Start Times

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.

Local server time zones for reference:
OC1 Australian Eastern Standard Time (AEST)
JP1 Japan Standard Time (JST)
PH Philippine Standard Time
KR1 Korea Standard Time (KST)
SG Singapore Standard Time (GMT+8)
VN Indochina Time (GMT+7)
TH Indochina Time (GMT+7)
RU Moscow Standard Time (MSK)
TW Taipei Standard Time (GMT+8)
EUN1 Central European Summer Time (CEST)
TR1 Time zone in Istanbul, Turkey (GMT+3)
EUW1 Greenwich Mean Time (GMT)
LA2 Time zone in Buenos Aires, Argentina (GMT-3)
BR1 Time zone in São Paulo, Brazil (GMT-3)
LA1 Central Standard Time (CDT)
NA1 Pacific Standard Time (PDT)
ME1 Arabian Standard Time (GMT+3)

Matchmaking Improvements

Recently we've seen a lot of player feedback around issues surrounding the balance of blue side, red side and off-role balance. This patch, we're making changes to better match off roles, including matching secondaries as if they were off roles. We've also made some improvements to make team vs team balance feel more fair and not repeatedly place the same players on the same teams (especially at the top of the ladder).
  • Increased off-role parity, both teams should now have a more similar amount of players autofilled or placed into their secondary roles
  • Reduced how large LP gaps could be between players in a game
  • Decreased the red vs blue side imbalance, especially in higher MMRs

Boosting and Ranked Manipulation Penalties

As of this patch we'll be increasing the penalties for first-time offenders participating in malicious forms of ranked manipulation such as account boosting, win trading, and de-ranking.

Previously, our "warning" ban for first-time offenders was short enough so players at high ranks could return before ranked decay kicked in. Now the penalty will last a full 30 days, ensuring that these accounts will decay.

The penalty for a second offense is still a permanent ban. We take this behavior very seriously, so everyone only gets a single warning.

Career Stats Profile

We introduced the career stats page because there were a lot of players looking to dive into the nitty gritty details of their match history. But that was a few years ago and now we have lots of third-party partners that have created a ton of helpful and detailed tools that do a fantastic job at capturing the same information, but more in-depth or with improvement tips. We're still invested in finding ways to help players improve in League, like with our Bot AI update, but as less than 3% of players use the career stats page, we are making the decision to remove it from the client. If you're looking for other ways to view this information, here are some third-party sites that we'd recommend checking out:

Champions

Azir

Base Health Regeneration and Armor increased.

We have some relatively straightforward changes for Azir this patch, giving him some more resilience, particularly against physical damage opponents. Our last round of Pro-focused nerfs mainly affected him in solo queue, so we're rolling them back.

Base Stats

  • Health Regeneration: 3.5 ⇒ 5
  • Base Armor: 22 ⇒ 25

Corki

Q mana cost and cooldown increased.

It doesn't take Major Tom for ground control to realize Corki's currently flying a bit too high. With these changes, we're looking to force Corki to be more intentional when he's using his Phosphorus Bomb by limiting how often he can use it, meaning he'll have to make the call if he wants to use it to trade or clear waves.

Q - Phosphorus Bomb

  • Mana Cost: 60/65/70/75/80 ⇒ 80 at all ranks
  • Cooldown: 8/7.5/7/6.5/6 ⇒ 9/8.5/8/7.5/7 seconds

Katarina

Q damage increased. E damage decreased. R on-hit effectiveness decreased.

As it stands today, the majority of Katarina players are building AP and opting to max Q first, despite E max and AD on-hit builds being statistically better. In order to better match Katarina to how players want to build her, we'll be shifting some of her power from E-max and on-hit builds into Q-max AP builds.

Q - Bouncing Blade

  • Damage: 80/110/140/170/200 (+35% AP) ⇒ 80/120/160/200/240 (+45% AP)

E - Shunpo

  • Damage: 20/35/50/65/80 (+40% AD) (+25% AP) ⇒ 20/30/40/50/60 (+40% AD) (+25% AP)

R - Death Lotus

  • On-Hit Effectiveness: 30/35/40% ⇒ 25/30/35%

Lucian

Passive damage increased. Q damage decreased.

It's been a few years, and Lucian's back to terrorizing the mid lane. Thankfully, we've got some very specific levers for Lucian that he can only really benefit from in bot lane, so we're pulling them to make him less dominant in mid. We're lowering the wave clear and burst damage in his Q and directly compensating that damage by buffing his bot-lane oriented passive.

Passive - Lightslinger

  • Vigilance Damage: 15 (+15% total AD) ⇒ 15 (+20% total AD)

Q - Piercing Light

  • Damage: 95/125/155/185/215 (+60/75/90/105/120% bonus AD) ⇒ 85/115/145/175/205 (+60/75/90/105/120% bonus AD)

Orianna

Q damage increased.

Orianna has remained underperforming in a mid-lane meta that is largely unfavorable towards her, so we're looking to give our favorite ballerina more of a fighting chance in the dance battle of mid lane by bringing her primary poke ability in line with other champions.

Q - Command: Attack

  • Damage: 60/90/120/150/180 (50% AP) ⇒ 60/90/120/150/180 (55% AP)

Qiyana

Base armor increased. Q damage increased, bonus damage to monsters increased. W damage decreased. R damage decreased, damage to monsters decreased.

We missed Qiyana in our assassin sweep last patch so her time is now. Qiyana is in an odd spot where she's both very Elite-skewed and late-game skewed, which doesn't normally happen. We want to give her a much better laning phase, so we're trading some of her late-game burst to get her there. As another goal, we want to give her some fringe jungle capabilities as well, though we anticipate there's more work to do before she's truly good there.

Base Stats

  • Base Armor: 28 ⇒ 31

Q - Edge of Ixtal / Elemental Wrath

  • Damage: 50/85/120/155/190 (+75% bonus AD) ⇒ 60/90/120/150/180 (+90% bonus AD)
  • Bonus Damage to Monsters: 50% ⇒ 75%

W - Terrashape

  • Bonus On-Hit Damage: 8/22/36/50/64 (+10% bonus AD) (+45% AP) ⇒ 8/16/24/32/40 (+10% bonus AD) (+45% AP)

R - Supreme Display of Talent

  • Damage: 100/200/300 (+170% bonus AD) (+10% of target's maximum health) ⇒ 100/200/300 (+125% bonus AD) (+10% of target's maximum health)
  • Monster Damage Cap: 500/750/1000 (+150% bonus AD) ⇒ 500/750/1000 (+125% bonus AD)

Senna

All abilities (except E) adjusted.

Over time, Senna has morphed into a champion who can be the team's primary DPS carry as opposed to a supportive markswoman. Right now only pros play her with farming tanks to extract her full power, and she's much too strong in coordinated play when teams build around her. Meanwhile, the majority of at-home players overwhelmingly pick her as a support where she's significantly weaker. This patch, we're buffing her supportive aspects and nerfing her sustained DPS, which has crept up over the years.

On top of that, we're buffing several AP ratios to make AP (or at least a splash of an Ardent Censer) Senna a viable alternative build without pushing her into buying Mage or Enchanter items full time.

Finally, we're making a change to Black Cleaver this patch that allows her to always deliver two stacks on every attack and Q on enemy champions, further boosting her performance alongside traditional AD carries.

Base Stats

  • Attack Speed Growth: 4% ⇒ 2%

Passive - Absolution

  • Critical Strike Chance per 20 Stacks: 10% ⇒ 8%

Q - Piercing Darkness

  • Healing: 40/50/60/70/80 (+30% bonus AD) (+40% AP) (+160% Lethality) ⇒ 40/60/80/100/120 (+40% bonus AD) (+80% AP)
  • Slow: 15% (+0.1% per bonus AD) (+0.06% per AP) ⇒ 15% (+0.15% per bonus AD) (+0.1% per AP)

W - Last Embrace

  • Root Duration: 1/1.25/1.5/1.75/2 ⇒ 1.25/1.5/1.75/2/2.25 seconds

R - Dawning Shadow

  • Shield: 100/150/200 (+40% AP) (+1.5 per Mist collected) ⇒ 120/160/200 (+70% AP) (+1.5 per Mist collected)

Miscellaneous

  • Now that Black Cleaver now always applies a stack on-hit, this means Senna applies 2 stacks on Auto and Q

Skarner

Base health and attack damage increased. Q AD ratio increased.

Skarner still isn't doing too well, so we're continuing to bring up his ability to tank and scrap with either jungle camps or top laners in the early game. We also want to help out his old juggernaut players, so we're buffing his AD ratios to make that build more appealing.

Base Stats

  • Base Health: 610 ⇒630
  • Base Attack Damage: 60 ⇒ 63

Q - Shattered Earth / Upheaval

  • Bonus AD Ratio: 60% ⇒ 75%

Sylas

Base health increased. Passive damage increased. W damage increased.

After his recent changes, Sylas is in need of a little bit more power to get him into a good place. Now that players are building more health on him with items like Rod of Ages, Hextech Rocketbelt, and Cosmic Drive, we're making two changes that should help him thrive in more extended fights.

Base Stats

  • Base Health: 575 ⇒ 600

Passive - Petricite Burst

  • Damage to Primary Target: 130% AD (+25% AP) ⇒ 130% AD (+30% AP)

W - Kingslayer

  • Damage: 65/100/135/170/205 (+70% AP) ⇒ 75/110/145/180/215 (+70% AP)

Syndra

R damage increased.

Syndra's midscope was pretty successful in making her early game less oppressive, but as a result she's all but disappeared from Pro play. We want to give her an opportunity to transcend to the highest levels of play again, so we're increasing some of her Pro-skewed strengths.

R - Unleashed Power

  • Damage per Orb: 90/130/170 (+17% AP) ⇒ 100/140/180 (+17% AP)

Vi

Q damage increased.

Historically Vi has been a champion that, even if appropriately balanced, found herself in Pro play jail (oh the irony). These changes are intended to give her a little bit of power back without landing her in the slammer.

Q - Vault Breaker

  • Minimum Damage: 45/70/95/120/145 + 80% bonus AD ⇒ 50/75/100/125/150 + 80% bonus AD
  • Maximum Damage: 90/140/190/240/290 + 160% bonus AD ⇒ 100/150/200/250/300 + 160% bonus AD

Wukong

Passive bonus armor increased. E bonus attack speed increased.

Wukong is one of the simpler champions in the game and not driving everyone in Pro play bananas, so he's got plenty of room for more power! We're specifically playing up his sustained combat and ability to withstand incoming physical damage to give him strengths beyond just one-shotting his opponents.

Passive - Stone Skin

  • Bonus Armor: 5-9 (based on level) ⇒ 6-10 (based on level)

E - Nimbus Strike

  • Bonus Attack Speed: 35/40/45/50/55% ⇒ 40/45/50/55/60%

Items

Black Cleaver

We're softening some of Black Cleaver's stacking rules, which will make the item much stronger for some champions who used to be able to apply two stacks at once.

  • Black Cleaver no longer prevents champions from applying two stacks for basic attacks and abilities that apply after on-hit effects (e.g. Senna).

Blade of the Ruined King

Blade of the Ruined King came out a little stronger than it should have for ADCs so we're bringing its power down and compensating its melee users. Blade should be specifically good when targeting health-stackers, not just a generically great starter item, hence the reduction in base stats.

  • Attack Damage: 55 ⇒ 50
  • Attack Speed: 30% ⇒ 25%
  • On-Hit Damage: 9% (melee) / 6% (ranged) ⇒ 10% (melee) / 6% (ranged)

Doran's Blade

In an effort to chip away at ADC lane dominance in the early game, we're tapping down some of the early strength of Doran's Blade. Solo lane ADCs spend a large amount of time attacking minions relative to their bot lane brethren, and more consistently lane against those who threaten to burst them, so by reining in the durability of this item, we aim to make ADCs weaker to early aggression in solo lanes.

  • Health: 100 ⇒ 80
  • Life Steal: 3.5% ⇒ 3%

Death Timers and Deathguards

In patch 13.20 we lowered death timers as one of several adjustments to reduce snowballing. This change unfortunately created cases where a player got killed in lane but gained an advantage due to teleporting back quickly enough to freeze the wave. It's incorrect and frustrating for the player who got a kill to be punished and it also contributes to Teleport being such a powerful and prevalent spell.

We'd like to lower the frequency of the above case and indirectly nerf Teleport, so we're adjusting both death timers and respawn homeguards (deathguards). It'll take longer for the teleporting player to return to lane after respawning while the player without it receives mitigation from the deathguard buff. Since the 13.20 timer changes likely contributed to snowballing being significantly reduced that patch, we'd like to preserve that improvement despite higher timers.

Death Timers

  • Level 1: 6 ⇒ 10 seconds
  • Level 2: 6 ⇒ 10 seconds
  • Level 3: 8 ⇒ 12 seconds
  • Level 4: 8 ⇒ 12 seconds
  • Level 5: 10 ⇒ 14 seconds
  • Level 6: 12 ⇒ 16 seconds
  • Level 7: 16 ⇒ 20 seconds
  • Level 8: 21 ⇒ 25 seconds
  • Level 9: 26 ⇒ 28 seconds

Death-guards

  • Decaying Movement speed: 66.67% decaying movement speed over 5 seconds ⇒ 66.67% decaying movement speed over 8 seconds
  • Fountain Range: The range of the fountain for when deathguards start ticking down has been made more generous

Arena

Systems

Marksmen have been dominant in high-skilled play, especially with the new toys they got in patch 14.15. Due to this we'll be reducing some of the hidden power that these players typically take advantage of, which should help bring this class down to a more level playing field. We also added a nifty reroll tracking feature.
  • Arena Stat Adjustment - On-Hit Damage: 1% of the target's health, doubled if partner is dead ⇒ 0.5% of the target's health, doubled if partner is dead
  • Reroll Tracking: Your amount of rerolls will now show on your buff bar during the shopping phase

Champions

In previous patches, both Taric and Xayah received some Arena-specific nerfs that left them in a less-than-ideal state, so we're walking them back this patch.

On the other hand, Udyr and Shavana have been strong due to their inherent flexibility. We still expect these champions' flexibility to be valuable for them, but when the stars align they're quite overbear(stance)ing, so we're going to make their power levels (dragon's) descend.

Champion Buffs

Ornn
  • W Cooldown: 12/11.5/11/10.5/10 ⇒ 10 seconds at all ranks
  • E Bonus Armor and Magic Resistance Ratios: 40% ⇒ 50%
  • R Cooldown: 140/120/100 ⇒ 80/60/40 seconds
Renata Glasc
  • Q AP Ratio: 80% ⇒ 90%
  • E Cooldown: 14/13/12/11/10 ⇒ 12/11/10/9/8 seconds
  • E Shield AP Ratio: 50% ⇒ 60%
  • R Cooldown: 150/130/110 ⇒ 100/90/80 seconds
Taric
  • Passive Bonus Armor Ratio: 10% ⇒ 15%
  • Q Base Heal: 15 ⇒ 20
  • E Cooldown: 22/20.5/19/17.5/16 ⇒ 19/17.5/16/14.5/13 seconds
Xayah
  • Attack Speed Growth: 3.7% ⇒ 3.9%
  • W Second Strike Damage: 15% ⇒ 20%
  • E bonus AD Ratio: 50% ⇒ 55%

Champion Nerfs

Nami
  • W Base Heal: 70/110/150/190/230 ⇒ 70/100/130/160/190
  • W Base Damage: 75/120/165/210/255 ⇒ 65/100/135/170/205
Shyvana
  • Q AD Ratio: 20/40/60/80/100% ⇒ 20/35/50/65/80%
  • E On-Hit Damage: 2.5% (+1% per 100 bonus AD) max health ⇒ 2% (+0.5% per 100 bonus AD) max health
  • Dragon E Fireball bonus AD Ratio: 50% ⇒ 30%
Sivir
  • Q AD Ratio: 90/100/110/120/130% ⇒ 80/85/90/95/100%
Sylas
  • W Minimum Heal AP Ratio: 30% ⇒ 20%
  • W Cooldown: 12/10.5/9/7.5/6 ⇒ 13/11.5/10/8.5/7 seconds
Udyr
  • Q Max Health Damage Ratio: 3% per 100 bonus AD ⇒ 2% per 100 bonus AD
  • Q Awaken Max Health Damage Ratio: 6% per 100 bonus AD ⇒ 4% per 100 bonus AD

Augments

Following up on our patch 14.15 content drop we'll be re-tuning some augments that are over the line or need some love. This includes making Ultimate Roulette a bit more fun in the early game for more ults and making Dual Wield increase your TOTAL attack speed. Additionally, we agree with recent player feedback that anvils provide a bit too much Lethality for Assassins, so we're tuning them down a tad.

Augment Buffs

Dual Wield
  • Attack Speed: 250% bonus attack speed ⇒ 100% total attack speed
Ultimate Roulette
  • Cooldown (Dr. Mundo's Maximum Dosage): 30/25/20 ⇒ 25/22.5/20 seconds
  • Cooldown (All Other Ultimates): 25/20/15 ⇒ 20/17.5/15 seconds

Augment Nerfs

Fire Sale
  • Prismatic Item Sell Value: 5000 ⇒ 4000 gold
  • Quality of Life Change: Selecting Fire Sale no longer flags to the game that you are finished shopping.
Minionmancer
  • Minion Damage: 45% ⇒ 40%
  • Minion Health: 45% ⇒ 40%
  • Minion Size: 45% ⇒ 40%
Quest: Urf's Champion
  • Required Takedowns if Selected as Second Augment: 15 ⇒ 13
  • Golden Spatula Critical Strike Chance: 35% ⇒ 25%
  • Golden Spatula Attack Damage: 100 ⇒ 90
  • Golden Spatula Ability Power: 150 ⇒ 125
  • Golden Spatula Attack Speed: 70% ⇒ 60%
Stat Anvils
  • Attack Speed Shard - Minimum Roll: 15% ⇒ 13%
  • Attack Speed Shard - Maximum Roll: 30% ⇒ 26%
  • Lethality Shard - Minimum Roll: 9 ⇒ 7
  • Lethality Shard - Maximum Roll: 18 ⇒ 14
  • Swift Shard Attack Speed - Minimum Roll: 11.5% ⇒ 10.5%
  • Swift Shard Attack Speed - Maximum Roll: 23% ⇒ 21%

Items

We're adding Black Cleaver to the Last Whisper-exclusive list of items and adding Blood Letter's Curse to the Blight exclusion list to match how they are on Summoner's Rift. In addition, we're re-balancing some Prismatic Items that didn't quite hit our targets.

We also have some bigger changes for Dragon Heart and Reverberation. We're shifting Dragon Heart's power more into the later game by removing the 5% stat increase, but making Elder Dragon the item's seventh soul. As for Reverberation, the on-hit damage upon immobilizing an enemy landed stronger than anticipated, so we're gating its power behind 100 stacks to give enemies more counterplay opportunities.
  • Black Cleaver added to the Last Whisper exclusion list
  • Blood Letter's Curse added to the Blight exclusion list

Item Buffs

Black Hole Gauntlet
  • Health: 800 ⇒ 900
  • Damage per Second (Level Scaling): 20-60 ⇒ 30-100
  • Damage per Second: 20-60 (based on level) (+50% armor) (+50% magic resistance) ⇒ 30-100 (based on level) (+60% armor) (+60% magic resistance)
Kinkou Jitte
  • Flat Magic Penetration Ratio: 0.1% ⇒ 0.15%
  • Lethality Ratio: 0.1% ⇒ 0.15%
  • Base Percent: 2% ⇒ 3%

Item Nerfs

Dragon Heart
  • Removed: Dragon Heart no longer grants a 5% increase to all stats
  • More Soul: Dragon Heart now give Elder Dragon Soul as a 7th soul
Guardian's Dirk
  • Lethality: 15 ⇒ 13
Lightning Rod
  • Lightning Cooldown: 14 ⇒ 16 seconds
Reverberation
  • Health gain now happens at combat start to avoid temporary health being factored in. Attack Speed gain now starts 2 seconds after combat starts to let temporary sources drop off.
  • Now only applies bonus on hits when you immobilize while at 100 stacks
  • No longer gains stacks when you are hit.
  • Stack Duration: 6 ⇒ 8 seconds
Twin Masks
  • Shared Base Stats: 15% ⇒ 10%

Bugfixes

  • Fixed a bug where Smolder couldn't fly over the Koi Pond Rivers while the Lilypad was closed.
  • Fixed a bug where Regicide would reset if Viego turned into another champion.
  • Fixed a bug where if both players had Regicide only one player would receive kill credit.
  • Fixed a bug where if you were revived when touching the side of the arena you would not rejoin the fight.
  • Selecting Fire Sale will no longer count you as having finished shopping.
  • Selling Lighting Rod will now correctly stop calling lighting bolts on your location.
  • Fixed a bug where Puppeteer was being reset by Sword of Blossoming Dawn and Moonstone Renewer.
  • Damage caused by energized items, along with Lighting Rod, and Kinkou Jitte are now counted as item damage and thus can crit with Vulnerability.
  • Fixed a bug stopping Hamstringer's DoT from being able to crit. It can now crit but stops itself from going infinite with Vulnerability.
  • Fixed a bug preventing Rite of Ruin from shielding allies when you apply heal or shield ability. It is now added to the Support Shop and Support anvil.
  • Updated Mystic Punch's tooltip to correctly call it an "On-hit".
  • Darius's Noxian Guillotine (R) is no longer blocked by Fallen Aegis's black shield.
  • Quantum Computing's tooltip has been updated to reflect its scaling.
  • Quantum Computing's cooldown is now correctly reduced by Lighting Rod's Fully Automated passive.
  • Diamond-Tipped Spear now correctly grants bonus damage to non-missile abilities.
  • Runecarver now correctly removes the bonus attack range granted by Rapid Firecannon.
  • Light Warden's cooldown is now correctly 8 instead of 7 seconds.
  • Reaper's Toll Reap passive now correctly reduces the max health of champions when they are shielded.
  • Gangplank can no longer create infinite barrels with tricky Power Flower usage.
  • Fixed a bug where casting an Ultimate Roulette ultimate would count as your ultimate cast for Ultimate Revolution.
  • Fixed an issue where the lighting on some arenas was darker than intended.
  • Augment cards no longer double-play their Flash-in and Refresh animations sometimes when first rendering.

Swarm

Final City survives the invasion of the Primordians. Thanks to everyone who answered the call to fight, the power of friendship and Anima prevails once again!

Swarm Operation: Anima Squad will be leaving the game mode rotation on August 19, 2024 so if you're itching to kick some Primordian butt one last time this is the time to do it.

ARAM

Hello ARAMers! In this patch we're focusing on champions that we haven't visited in a while by giving them some extra stats that should help them succeed in doing what each of them likes to do best. On the flip side, we're bringing down some bonus modifiers on champions that don't need them as much right now. The one exception being LeBlanc, who is struggling as an assassin mage, but is far too slippery with 20% bonus tenacity.

Buffs

  • Aurora: Ability Haste: 0 ⇒ 10
  • Diana: Damage Dealt: 100% ⇒ 105%
  • K'Sante: Damage Dealt: 100% ⇒ 105%
  • Maokai: Healing Done: 80% ⇒ 90%
  • Olaf: Damage Dealt: 100% ⇒ 105%
  • Rakan: Damage Taken: 100% ⇒ 95%
  • Sion: Ability Haste: -20 ⇒ -10

Nerfs

  • Kalista: Total Attack Speed: 2.5% ⇒ 0%
  • LeBlanc: Tenacity: 20% ⇒ 10%
  • Lee Sin: Healing Done: 120% ⇒ 110%

Mythic Shop Rotation

Here's our next Mythic shop rotation! We'll be leaving Prestige T1 Jayce in the shop a bit longer than usual to make sure everyone has enough time to collect Mythic Essence if they're looking to pick up this skin. Just make sure you pick it up before it leaves on Patch 14.20!

Now Available

  • Prestige Inkshadow Yasuo
  • Prestige K/DA ALL OUT Kai'Sa
  • Prestige Lunar Beast Fiora
  • Prestige True Damage Qiyana
  • Prestige T1 Jayce

Leaving the Mythic Shop

  • Prestige Eclipse Knight Senna
  • Prestige DRX Aatrox
  • Prestige Firecracker Vayne
  • Prestige Debonair Brand

Bugfixes & QoL Changes

QoL Improvements

  • By popular demand from players, champion Mastery Points have been added back to the loading screen! You can now have your opponents quake in their boots as they witness each and every Mastery Point you've managed to accumulate.

Bugfixes

  • Units affected by charm can no longer act for a brief period when another crowd control effect should prevent them.
  • Fixed a bug that caused Senna's E VFX to repeatedly play in spectator mode.
  • Fixed a bug that caused Aurora's Q to not grant stacks for Electrocute, Phase Rush, or Conqueror if it was used shortly before or after her E.
  • Fixed a bug where players could get both Triple Tonic and Biscuit Delivery from the same row if they took Hexflash but not Summoner Flash
  • Fixed multiple bugs that caused several SFX and VFX to be visible/audible from the Fog of War.
  • Fixed a bug that caused Alistar's W to grant him passive stacks if used against CC immune enemies.
  • Fixed a bug that caused Rell's Q to grant two stacks of her passive if it was empowered by her E.
  • Fixed a bug that caused Leona's E auto attack reset to not trigger Electrocute, Phase Rush, or Conqueror.
  • Fixed a bug that caused Yorick's R to not benefit from Malignance's ultimate cooldown reduction.
  • Fixed a bug that caused Cassiopeia's E heal to treat jungle monsters as champions.
  • Fixed a bug that caused Scuttle to transform into Void Scuttle visually, but underneath her shell she was actually just a normal scuttle. She will now properly be a Void Scuttle inside and out (and gameplay wise).
  • Fixed some bugs that caused Neeko and her clone to sometimes display different VFX.
  • Fixed a bug that caused Sudden Impact to go on cooldown in the event it was triggered but not used.
  • Fixed a bug that caused Aurora's R to sometimes interrupt dashes that were used to get inside of her zone.
  • Fixed a bug that caused Rift Herald to charge into a tower twice if it was spawned near a tower that was destroyed nearby while spawning.
  • Fixed a bug where Locket of the Iron Solari would display an aura icon that would do nothing.
  • Fixed a bug that caused Aurora's Passive, W, and R to not extend her passive's duration.
  • Fixed a bug that caused Varus' Q to cast in a different direction if used while ending a long distance movement.
  • Fixed a bug that caused Taliyah to fall off of her wall if she used a consumable while riding.
  • Fixed a bug that caused Aurora's R VFX to remain invisible in the Fog of War unless the opponent could see the center of the ability.
  • Fixed a bug that caused Sylas to not keep Master Yi and Jax ultimate passives for the duration of the active spells.
  • Item damage effects no longer grant stacks of Spear of Shojin and no longer benefit from the bonus damage.
  • Sterak's Gage no longer provides an invisible 25% size when triggered (sorry Tahm).
  • Neeko no longer displays Mountain Soul or Sunfire aura VFX when disguised as a non-champion or as her clone.
  • Hextech Alternator no longer triggers other item effects.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch: