Patch 4.5 notes

By Riot Pwyff
Hey Summoners,

It's mid season! That doesn't mean we'll be making dramatic changes a la the 2014 preseason, but it does mean we can make some larger systemic changes in areas where we could. You'll see this in places like the support item recipe cleanup and the addition of two foundational support items. While we're not planning to completely change the landscape, this does mean that supports will be able to keep pace when purchasing ability power items and, in the future we'll be able to build out more support itemization paths for those who want it.

Also included in this patch are two gameplay updates (that's what we're calling 'em): Rengar and Gragas. Rengar's got some new tools to actually contribute to an ongoing team fight, while Gragas has traded some of his long-range barrel-sniping power for scrappy in-your-face brawlin' strength. Our overarching philosophy behind these two changes was mostly due to their binary gameplay, where both had clear success cases (usually involving the absolute destruction of a single target before they knew it) but, when they weren't succeeding, they were rarely allowed to contribute in meaningful ways. You can find out more details by reading below, but our goals were to provide more tools and, generally speaking, more cool things to do in a fight. Like belly slams.

Pwyff

Patch Updates

04/16/2014

LoL Client

  • Fixed a bug where players were sometimes getting stuck in premade game lobbies

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04/07/2014

LoL Client

  • Fixed a navigation bug where using a Tournament Code wasn't properly showing players their game lobby

Gragas

  • W - Drunken Rage
    • Fixed a bug where Gragas would stop automatically acquiring targets after he kills a unit with Drunken Rage
    • Extended Gragas' window to make a buffed attack to 5 seconds (from 4 seconds)
  • E - Body Slam
    • Hitbox has been rounded off to better reflect Graggy's girth
    • Gragas will no longer auto acquire a target after Body Slam if Drunken Rage is active

Enchantment: Alacrity

  • Fixed a bug where Enchantment: Alacrity was giving less movement speed than intended when purchased with Mercury Treads

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LoL Client

Game Lobbies

Minor improvement to invite statuses to better document the history of the lobby.
  • When the creator of a game lobby transfers ownership to another player, their status will now change to "Creator" rather than "Joined".

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Team Builder

  • Captains now see a spinner animation when friends in the group are still determining their spec
  • Captains can now invite friends to their group before determining their own spec
  • Friend invite statuses are now properly updating

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Combat Text

Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages.
  • Gold gain text is now indicated by a gold coin, rather than the letter 'g'
  • Critical strike text is now indicated by a bursty icon, rather than the symbol '!'

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Gameplay Updates

Rengar

Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.

Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!

General

Health per level 85 90
Ferocity effect scaling Per ability level Per champion level

Passive - Unseen Predator

Stealth Rengar becomes visible mid-leap at the beginning of the leap

Q - Savagery

Bugfix Fixed a bug where the bonus damage from Savagery could crit
Cooldown 8/7.5/7/6.5/6 seconds 6/5.5/5/4.5/4 seconds
Damage 30/60/90/120/150 (+1.0 attack damage at all ranks) 20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)
removedAttack Speed buff 30/35/40/45/50% attack speed for 4 seconds
Basic attack buff window 2 seconds 3 seconds
removedUtility Usable on structures

Q - Empowered Savagery

Damage 30/60/90/120/150 (+2.0 attack damage) based on skill level 20-235 (+1.5 attack damage) based on champion level
Attack Speed buff +60/70/80/90/100% attack speed based on skill level +50-101% attack speed based on champion level
Attack Speed buff duration Unchanged (5 seconds)
newAttack Damage buff +10% attack damage for 5 seconds

W - Battle Roar

Cooldown 15/14/13/12/11 seconds 12 seconds at all ranks
Damage Unchanged (50/80/110/140/170 (+0.8 ability power))
Bonus Armor & Magic Resistance +15/22/29/36/43 armor & magic resistance +10/15/20/25/30 armor & magic resistance
Bonus Armor & Magic Resistance duration 3 seconds 4 seconds
newUtility Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)

W - Empowered Battle Roar

Damage 50/80/110/140/170 (+0.8 ability power) based on skill level 40-240 (+0.8 ability power) based on champion level
Minimum heal 20 + (10 x level) 12 + (4 x level)
Maximum heal 40 + (20 x level) 75 + (25 x level)

E - Bola Strike

newUtility Targeted ability Skillshot
Cooldown 12/11/10/9/8 seconds 10 seconds at all ranks
Damage 60/105/150/195/240 (+0.7 attack damage) 50/100/150/200/250 (+0.7 attack damage)
Range 575 1000
Movement Speed slow -50/55/60/65/70% movement speed -60/65/70/75/80% movement speed
Movement Speed slow duration Unchanged (2.5 seconds)

E - Empowered Bola Strike

Damage 60/105/150/195/240 (+0.7 attack damage) based on skill level 50-340 (+0.7 attack damage) based on champion level
Root duration 1 second 1.75 seconds

R - Thrill of the Hunt

Cooldown 140/105/70 seconds 120/95/70 seconds
newUtility Rengar only gains movement speed when moving toward enemy champions
Movement speed bonus +20/25/30% movement speed +15% movement speed
newUtility After breaking stealth, Rengar gains +25/35/45% movement speed for 5 seconds
newUtility After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds
newUtility Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.

Bonetooth Necklace

Item type Basic item Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)
Cost 800 gold Free
Trophy gain Unchanged (+1 per kill or assist)
removedDeath penalty -1 stack on death
removedBonus attack damage +5 attack damage (+2 additional Attack Damage per level)
3 trophy bonus +10 armor penetration, +5% cooldown reduction +25 movement speed out of combat and in brush
6 trophy bonus +25 movement speed +125 Unseen Predator leap range, Tier 2 vision active
removed9 trophy bonus +150 Unseen Predator leap range
new12 trophy bonus +5 seconds to Thrill of the Hunt duration
removed14 trophy bonus +3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of Ferocity
new20 trophy bonus Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)

Gragas

Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?

When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.

General

Magic Resist per level 0 1.25
Movement Speed 340 330

Passive - Happy Hour

Health restore 2% max health over 4 seconds 4% max health instantly
newCooldown 8 seconds

Q - Barrel Roll

newMovement Speed slow 30/35/40/45/50% for 2 seconds
Cooldown Unchanged (11/10/9/8/7 seconds)
Mana cost 80/90/100/110/120 mana 60/65/70/75/80 mana
Range 950 850
Base Damage 85/135/185/245/285 80/120/160/200/240
Ability Power ratio 0.9 0.6
removedAttack Speed slow -20/25/30/35/40% attack speed for 3 seconds
newUtility Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation

W - Drunken Rage

Cooldown 25 seconds at all ranks 8/7.5/7/6.5/6 seconds
Mana cost Unchanged (No cost)
newDamage Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage
Duration 20 seconds 3 seconds
Damage reduction Unchanged (10/12/14/16/18%)
newUtility Gragas can now move at 80% movement speed while drinking
removedAttack Damage buff +30/40/50/60/70 attack damage
removedMana restore Restores 30/40/50/60/70 mana

E - Body Slam

Cooldown 12 seconds at all ranks 16/15/14/13/12 seconds
Mana cost 75 50
Base Damage 80/120/160/200/240 80/130/180/230/280
Ability Power ratio 0.5 0.6
removedAttack Damage ratio 0.3/0.4/0.5/0.6/0.7
Utility Cooldown reduced by 50% on unit collision Cooldown reduced by 3 seconds on unit collision
Crowd Control 35% Movement Speed slow for 2.5 seconds 1 second stun & slight knockback

R - Explosive Cask

Cooldown Unchanged (100/90/80 seconds)
Mana cost Unchanged (100)
Base Damage 200/325/450 200/300/400
Ability Power ratio 0.9 0.7
Utility Unchanged (Knocks back all enemies hit and grants vision of the area)

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Champions

Global Stat Changes

Armor seals have become such a standardized rune that players have learned to play with - and around - them. These buffs are to compensate for that dependency.
Base Armor All champions have gained +4 base armor

Anivia

Anivia's received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm.

R - Glacial Storm

Utility Now deals a tick of damage when cancelled

Fiddlesticks

Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad.

Passive - Dread

Utility No longer affects champions who cannot see Fiddlesticks

Graves

Quickdraw costs less mana to use, Collateral Damage's explosion damage is now 80% of the impact damage.

We're emphasizing the collateral part of Collateral Damage.

E - Quickdraw

Mana cost 50 mana 40 mana

R - Collateral Damage

Collision Bonus Attack Damage ratio 1.4 1.5
Explosion Damage 140/250/360 (+1.2 bonus attack damage) 200/280/360 (+1.2 bonus attack damage)

Heimerdinger

Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.

The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret.

Q - H-28G Evolution Turret

Cannon Damage 15/22/29/36/42 (+0.125 ability power) 12/18/23/29/34 (+0.150 ability power)
Beam Damage 50/75/100/125/150 (+0.5 ability power) 40/60/80/105/130 (+0.55 ability power)
Beam Cooldown 12 seconds 16 seconds

Q - H-28Q Apex Turret

Cannon Damage 90/110/130 (+0.33 ability power) 80/100/120 (+0.3 ability power)
Beam Damage 225/300/375 (+0.8 ability power) 200/270/340 (+0.7 ability power)
Beam Charge per cannon attack 2/4/6/8/10% 20% at all ranks
removedUtility Spawns with a beam charge

Kha'Zix

Kha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.

We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting.

R - Void Assault

Bugfix Casting Flash no longer breaks Void Assault stealth
newCooldown between casts 1 second

R - Evolved Active Camouflage

removedDamage Reduction Reduces turret damage

Lee Sin

Safeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.

Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards.

W - Safeguard

Cooldown 9 seconds 14 seconds
newUtility Cooldown reduced by 50% if cast on Lee Sin or an allied champion
Shield duration 5 seconds 4 seconds
removedUtility Lee Sin gains a shield when Safeguard is cast on non-champion units

W - Iron Will

Duration 5 seconds 4 seconds

Leona

The correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona's a slightly more viable in-combat target. Plus, if she doesn't get a kill, that combat damage will stick harder.

General

Base Health Regen/5 sec 9 7

W - Eclipse

Bonus Armor & Magic Resistance 25/35/45/55/65 20/30/40/50/60

Lulu

Help, Pix!'s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.

When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu's high offensive power, but we're also committed to ensuring this doesn't have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we'll look at ways to help support Lulu if she comes out too weak because of these changes.

E - Help, Pix!

Enemy follow duration 6 seconds 4 seconds
removedMinion cast Minions gain a shield
Base Damage 80/130/180/230/280 80/110/140/170/200

Miss Fortune

Miss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF's lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).

In the past, Miss Fortune's been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she's been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF's early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots.

Passive - Strut

newUtility Bonus movement speed now displayed on buff icon

Q - Double Up

Cooldown 9/8/7/6/5 7/6/5/4/3
Mana cost 70/75/80/85/90 43/46/49/52/55
1st target Base Damage 25/60/95/130/165 20/35/50/65/80
1st target Attack Damage ratio 0.75 0.85
2nd target Base Damage 30/72/114/156/198 40/70/100/130/160
2nd target Attack Damage ratio 0.9 1.0

W - Impure Shots

Mana cost 50 at all ranks 30/35/40/45/50
Bonus Damage per stack 4/6/8/10/12 (+0.05 ability power) 0.06 attack damage
Attack Speed buff +30/35/40/45/50% attack speed +20/30/40/50/60% attack speed
Grievous Wounds duration 3 seconds 2 seconds

E - Make It Rain

Cooldown 15 at all ranks 14/13/12/11/10
Movement Speed slow 20/28/36/44/52% 25/35/45/55/65%
Vision More closely matches the area of effect

R - Bullet Time

newUtility Passively increases the stack cap of Impure Shots to 6/7/8
Base Damage 65/95/125 per bullet 50/75/125 per bullet
Total Base Damage 520/760/1000 400/600/1000
removedBonus Attack Damage ratio 0.35
newUtility Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)

Renekton

Dominus' health bonus and AoE magic damage are lower in early ranks and higher at later ranks.

While we're very aware of the high strength Renekton brings to the lane, we're tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on.

R - Dominus

Bonus health 300/450/600 health 200/400/800 health
Magic Damage per tick 40/70/100 30/60/120

Twisted Fate

We're finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier.

W - Pick A Card

Card selection window 8 seconds 6 seconds
Card use window 4 seconds 6 seconds

Wukong

Wukong's armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone's total attack damage ratio has been reduced.

Statistically, Wukong's performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu's found a position that circumvents his natural weaknesses, we can tune some of his high damage - particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn't do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with).

Q - Crushing Blow

Armor shred 30% at all ranks 10/15/20/25/30%

R - Cyclone

Attack Damage ratio 1.2 per second (4.8 total) 1.1 per second (4.4 total)

Ziggs

Ziggs' attack range has been reduced.

Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit.

General

Attack range 575 550

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Minor Changes & Bug Fixes

Ahri


Q - Orb of Deception

Bugfix Fixed a bug where Orb of Deception wouldn't return if Ahri was dead or in stasis

Blitzcrank


Q - Rocket Grab

Bugfix Fixed a bug that prevented Blitzcrank from using Thresh's Lantern while casting Rocket Grab.

Jarvan IV

Cataclysm should now be more reliable for Jarvan IV to land.

R - Cataclysm

Utility The walled area is now centered between Jarvan and his target.

Jinx


R - Super Mega Death Rocket!

newBugfix Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
newBugfix If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown

Malzahar

Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.


Passive - Summon Voidling

newPriority system
  • Attack the target of Nether Grasp.
  • Attack the nearest champion with Malefic Visions.
  • Attack the nearest non-champion with Malefic Visions.
  • Attack the nearest enemy.
  • Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.

Nami


General

Recommended Items Recommended Items have been updated

Pantheon


Passive - Aegis Protection

Bugfix Now blocks any attack of a siege minion or large monster even if they don't meet the 40 damage threshold

Talon


R - Shadow Assault

newUtility Flash no longer breaks Shadow Assault stealth
Bugfix Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)

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Items

Blue Trinkets

Still in the process of making Blue Trinkets less sad. Maybe it's the color.

Scrying Orb (level 1)

Vision Duration 1 second 2 seconds
Range 1500 2500

Scrying Orb (level 9)

Vision Duration 1 second 2 seconds
Range 2500 3500

Farsight Orb

Vision Duration 1 second 2 seconds
Range 3000 4000

Spirit of the Elder Lizard

We're a little concerned that Spirit of the Elder Lizard is skewing the landscape of the early jungle toward high damage champions who sustain (and thrive) thanks to their offensive prowess. We're still keeping a close eye on Elder Lizard, but are moving conservatively in the meantime.
Damage amplification vs. monsters 30% 20%

newFeral Flare

It's finally here! Picking up after our 4.4 changes to Wriggle's Lantern, we wanted to introduce a new jungle item that "rounds out" the pool. Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power.
Transform Upgrades from Wriggle's Lantern after killing 25 large monsters
Attack Damage +15 attack damage
Attack Speed +35% attack speed
Unique Passive Maim Basic attacks deal 100 damage (reduced by 67% against champions) and heal 10 health on hit. Kills, assists, and large monster kills increase the damage by 3 and heal by 1.
Unique Passive +30% gold from monster kills
Unique Active Places a stealth ward that reveals the surrounding area for 180 seconds (180 second cooldown)
Utility Ward cast range greatly increased versus normal ward cast range

Support Itemization & Build Paths

We've introduced two new foundational items for supports in the form of Aether Wisp (ability power, movement speed), and Forbidden Idol (mana regen and cooldown reduction). Several items have had their build paths strealimed (or changed) to accommodate.

These changes are a mid-season followup to our 2014 Season Changes for supports and support itemization. We noticed that while we succeeded in giving supports more gold, we didn't give them enough itemization paths that paced well with their gold gain. With these new items, this means we can also look at support itemization in the future to offer more interesting choices.

newAether Wisp

Recipe Amplifying Tome + 515 gold
Total cost 950 gold
Ability Power +30 ability power
Unique Passive +5% movement speed

Lich Bane

Recipe Sheen + Blasting Wand + 940 gold Sheen + Aether Wisp + 850 gold
Total cost Unchanged (3000 gold)

Twin Shadows

Recipe Amplifying Tome + Amplifying Tome + Null Magic Mangle + 730 gold Aether Wisp + Fiendish Codex + 780 gold
Total cost 2000 gold 2400 gold
removedCrystal Scar & Twisted Treeline Recipe Amplifying Tome + Amplifying Tome + Null Magic Mangle + 530 gold = 1800 gold
Ability Power +50 ability power +80 ability power
newCooldown Reduction +10% cooldown reduction
removedMagic Resistance +40 magic resistance
Active Cooldown (Summoner's Rift & Howling Abyss) 120 seconds
Active Cooldown (Crystal Scar & Twisted Treeline) 60 seconds
newUtility If the ghosts fail to find a target, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of this item by 40 seconds (20 seconds on Crystal Scar & Twisted Treeline).

newForbidden Idol

Recipe Faerie Charm + Faerie Charm + 390 gold
Total cost 750 gold
Mana Regen/5 sec 8
Unique Passive +10% cooldown reduction

Morellonomicon

Recipe Amplifying Tome + Faerie Charm + Fiendish Codex + 765 gold Fiendish Codex + Forbidden Idol + 630 gold
Total cost Unchanged (2200 gold)

Talisman of Ascension

Recipe Nomad's Medallion + Faerie Charm + 955 Gold Nomad's Medallion + Forbidden Idol + 585 Gold
Total cost 2000 gold 2200 gold
Mana Regen/5 sec 10 15

Frost Queen's Claim

Combine cost 315 gold 515 gold
Total cost 2000 gold 2200 gold
Ability Power +40 ability power +50 ability power

Face of the Mountain

Combine cost 185 gold 385 gold
Total cost 2000 gold 2200 gold
Health Regen/5 sec 25 20
Health +375 health +500 health

Will of the Ancients

Recipe Hextech Revolver + Faerie Charm + Faerie Charm + 440 gold Hextech Revolver + Fiendish Codex + 480 gold
Total cost 2000 gold 2500 gold
Ability Power +50 ability power +80 ability power
removedMana Regen/5 sec 10

Aegis of the Legion

Recipe Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null Magic Mantle + 670 gold Rejuvenation Bead + Ruby Crystal + Negatron Cloak + 600 gold
Total cost 1950 gold 1900 gold
newMagic Resistance +20 magic resistance
removedArmor +20 Armor

Locket of the Iron Solari

Recipe Aegis of the Legion + 600 gold Kindlegem + Aegis of the Legion + 50 gold
Total cost 2550 gold 2800 gold
Health +300 health +400 health
newMagic Resistance +20 magic resistance
removedArmor +20 Armor

Warden's Mail

Recipe Cloth Armor + Cloth Armor + 400 gold Chain Vest + 280 gold
Total cost Unchanged (1000 gold)

Glacial Shroud

Recipe Sapphire Crystal + Chain Vest + 230 gold Cloth Armor + Sapphire Crystal + 250 gold
Total cost 1350 gold 950 gold
Armor +45 Armor +20 armor
Mana +300 Mana +250 mana

Iceborn Gauntlet

Combine cost 700 gold 750 gold
Total cost 3250 gold 2900 gold
Armor +70 armor +60 armor

Frozen Heart

Combine cost 550 gold 650 gold
Total cost 2900 2600
Armor +95 armor +100 armor
Attack Speed reduction aura -20% attack speed -15% attack speed

Boot Enchantments

Because Homeguard boots are so strong as a defensive item, we realized we needed to bring the offensive boot enchantments up to parity. Boot enchants should be an opportunity to personalize your play, so... have a few more choices!

Enchantment: Alacrity

Movement Speed +15 movement speed +20 movement speed

Enchantment: Captain

Cost 750 gold 600 gold
Approaching ally Movement Speed +8% movement speed +10% movement speed

Enchantment: Distortion

Summoner Spell Cooldown Reduction 25% 20%
newUtility Increases Ghost movement speed to 40% from 28%
newUtility Grants +30% movement speed for 1 second after using Flash
newUtility Grants +30% movement speed for 3 seconds after successfully using Teleport

Enchantment: Furor

Cost 650 gold 475 gold

Enchantment: Homeguard

Fountain healing Instant full restore Restores a portion of missing health and mana per second
Activation delay 8 seconds out of combat 6 seconds out of combat

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Runes

We promised rune balance changes for the 2014 season but when we took a deeper look we realized that we needed to do more fundamental work on the system itself. That said, we wanted to get a few balance changes in for the 2014 season, so we targeted midseason as the right time. We've heard a lot of feedback from players on the pains surrounding the rune system, and we'll be taking that into consideration in the future! It may not be a holistic fix right now, but these balance changes allow us to open up a little more diversity in rune choice. We've also made some compensation buffs for the two runes we nerfed.

As a side note, we specifically tackled armor runes and lifesteal quintessences because they were becoming the "best in slot" choice for any champion that could use them. In the case of armor, the answer was "everyone," while lifesteal quintessences had a slightly narrower appeal. The buffs we made across other runes were to focus on adding more options without affecting any larger systems while also bringing some runes up to parity in terms of gold value.

Seals

Tier 3

Greater Seal of Armor

Per Seal +1.41 armor +1.00 armor
Per 9 Seals +12.69 armor +9.00 armor
Supplementary Base armor of all champions increased by 4

Greater Seal of Scaling Armor

Per Seal +2.7 armor at lvl 18 +3.00 armor at lvl 18
Per 9 Seals +24.3 armor at lvl 18 +27.00 armor at lvl 18

Greater Seal of Health

Per Seal +5.35 health +8.00 health
Per 9 Seals +48.15 health +72 health

Greater Seal of Scaling Health

Per Seal +19.44 health at lvl 18 +24.00 health at lvl 18
Per 9 Seals +174.96 health at lvl 18 +216.00 health at lvl 18

Greater Seal of Health Regeneration

Per Seal +0.43 health regen/5 sec +0.56 health regen/5 sec
Per 9 Seals +3.87 health regen/5 sec +5 health regen/5 sec
Tier 2

Seal of Armor

Per Seal +1.09 armor +0.78 armor
Per 9 Seals +9.81 armor +7.02 armor
Supplementary Base armor of all champions increased by 4

Seal of Scaling Armor

Per Seal +2.16 armor at lvl 18 +2.34 armor at lvl 18
Per 9 Seals +19.44 armor at lvl 18 +21.06 armor at lvl 18

Seal of Health

Per Seal +4.16 health +6.24 health
Per 9 Seals +37.44 health +56.16 health

Seal of Scaling Health

Per Seal +15.12 health at lvl 18 +18.72 health at lvl 18
Per 9 Seals +136.08 health at lvl 18 +168.48 health at lvl 18

Seal of Health Regeneration

Per Seal +0.34 health regen/5 sec +0.43 health regen/5 sec
Per 9 Seals +3.06 health regen/5 sec +3.90 health regen/5 sec
Tier 1

Lesser Seal of Armor

Per Seal +0.78 armor +0.56 armor
Per 9 Seals +7.02 armor +5.04 armor
Supplementary Base armor of all champions increased by 4

Lesser Seal of Scaling Armor

Per Seal +1.44 armor at lvl 18 +1.68 armor at lvl 18
Per 9 Seals +12.96 armor at lvl 18 +15.12 armor at lvl 18

Lesser Seal of Health

Per Seal +2.97 health +4.48 health
Per 9 Seals +26.73 health +40.32 health

Lesser Seal of Scaling Health

Per Seal +10.8 health at lvl 18 +13.44 health at lvl 18
Per 9 Seals +97.2 health at lvl 18 +120.96 health at lvl 18

Lesser Seal of Health Regeneration

Per Seal +0.24 health regen/5 sec +0.31 health regen/5 sec
Per 9 Seals +2.16 health regen/5 sec +2.80 health regen/5 sec

Glyphs

Tier 3

Greater Glyph of Scaling Cooldown Reduction

Per Glyph +1.11% cooldown reduction at lvl 18 +1.67% cooldown reduction at lvl 18
Per 9 Glyphs +9.99% cooldown reduction at lvl 18 +15% cooldown reduction at lvl 18

Greater Glyph of Scaling Magic Resist

Per Glyph +2.7 magic resistance at lvl 18 +3.00 magic resistance at lvl 18
Per 9 Glyphs +24.3 magic resistance at lvl 18 +27.00 magic resistance at lvl 18

Greater Glyph of Mana Regeneration

Per Glyph +0.31 mana regen/5 sec +0.33 mana regen/5 sec
Per 9 Glyphs +2.79 mana regen/5 sec +3 mana regen/5 sec

Greater Glyph of Scaling Mana Regeneration

Per Glyph +0.99 mana regen/5 sec at lvl 18 +1.20 mana regen/5 sec at lvl 18
Per 9 Glyphs +8.91 mana regen/5 sec at lvl 18 +10.80 mana regen/5 sec at lvl 18
Tier 2

Glyph of Scaling Cooldown Reduction

Per Glyph +0.9% cooldown reduction at lvl 18 +1.30% cooldown reduction at lvl 18
Per 9 Glyphs +8.1% cooldown reduction at lvl 18 +11.70% cooldown reduction at lvl 18

Glyph of Scaling Magic Resist

Per Glyph +2.16 magic resistance at lvl 18 + 2.34 magic resistance at lvl 18
Per 9 Glyphs +19.44 magic resistance at lvl 18 +21.06 magic resistance at lvl 18

Glyph of Mana Regeneration

Per Glyph +0.24 mana regen/5 sec +0.26 mana regen/5 sec
Per 9 Glyphs +2.16 mana regen/5 sec +2.34 mana regen/5 sec

Glyph of Scaling Mana Regeneration

Per Glyph +0.72 mana regen/5 sec at lvl 18 +0.94 mana regen/5 sec at lvl 18
Per 9 Glyphs +6.48 mana regen/5 sec at lvl 18 +8.42 mana regen/5 sec at lvl 18
Tier 1

Lesser Glyph of Scaling Cooldown Reduction

Per Glyph +0.72% cooldown reduction at lvl 18 +0.93% cooldown reduction at lvl 18
Per 9 Glyphs +6.48% cooldown reduction at lvl 18 +8.40% cooldown reduction at lvl 18

Lesser Glyph of Scaling Magic Resist

Per Glyph +1.44 magic resistance at lvl 18 +1.68 magic resistance at lvl 18
Per 9 Glyphs +12.96 magic resistance at lvl 18 +15.12 magic resistance at lvl 18

Lesser Glyph of Mana Regeneration

Per Glyph +0.17 mana regen/5 sec +0.19 mana regen/5 sec
Per 9 Glyphs +1.53 mana regen/5 sec +1.68 mana regen/5 sec

Lesser Glyph of Scaling Mana Regeneration

Per Glyph +0.54 mana regen/5 sec at lvl 18 +0.67 mana regen/5 sec at lvl 18
Per 9 Glyphs +4.86 mana regen/5 sec at lvl 18 +6.05 mana regen/5 sec at lvl 18

Quintessences

Tier 3

Greater Quintessence of Cooldown Reduction

Per Quintessence +1.67% cooldown reduction +2.50% cooldown reduction
Per 3 Quintessences +5.01% cooldown reduction +7.50% cooldown reduction

Greater Quintessence of Scaling Cooldown Reduction

Per Quintessence +2.5% cooldown reduction at lvl 18 +5.00% cooldown reduction at lvl 18
Per 3 Quintessences +7.5% cooldown reduction at lvl 18 +15.00% cooldown reduction at lvl 18

Greater Quintessence of Attack Speed

Per Quintessence +3.4% attack speed +4.50% attack speed
Per 3 Quintessences +10.2% attack speed +13.50% attack speed

Greater Quintessence of Life Steal

Per Quintessence +2% lifesteal +1.5% lifesteal
Per 3 Quintessences +6% lifesteal +4.5% lifesteal
Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)
Tier 2

Quintessence of Cooldown Reduction

Per Quintessence +1.33% cooldown reduction +1.95% cooldown reduction
Per 3 Quintessences +3.99% cooldown reduction +5.85% cooldown reduction

Quintessence of Scaling Cooldown Reduction

Per Quintessence +2% cooldown reduction at lvl 18 +3.9% cooldown reduction at lvl 18
Per 3 Quintessences +6% cooldown reduction at lvl 18 +11.7% cooldown reduction at lvl 18

Quintessence of Attack Speed

Per Quintessence +2.64% attack speed +3.51% attack speed
Per 3 Quintessences +7.92% attack speed +10.53% attack speed

Quintessence of Life Steal

Per Quintessence +1.56% lifesteal +1.17% lifesteal
Per 3 Quintessences +4.68% lifesteal +3.51% lifesteal
Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)
Tier 1

Lesser Quintessence of Cooldown Reduction

Per Quintessence +0.93% cooldown reduction +1.40% cooldown reduction
Per 3 Quintessences +2.79% cooldown reduction +4.20% cooldown reduction

Lesser Quintessence of Scaling Cooldown Reduction

Per Quintessence +1.44% cooldown reduction at lvl 18 +2.80% cooldown reduction at lvl 18
Per 3 Quintessences +4.32% cooldown reduction at lvl 18 +8.40% cooldown reduction at lvl 18

Lesser Quintessence of Attack Speed

Per Quintessence +1.89% attack speed +2.52% attack speed
Per 3 Quintessences +5.67% attack speed +7.56% attack speed

Lesser Quintessence of Life Steal

Per Quintessence +1.12% lifesteal +0.84% lifesteal
Per 3 Quintessences +3.36% lifesteal +2.52% lifesteal
Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

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Masteries

Feast

Similar to our armor seal changes, lifesteal quintessences are a fairly standardized rune on certain champions, so we wanted to compensate for the change in specific cases.
Health on kill 2 3

Scavenger

Completely unrelated buff here - we noticed that Scavenger's range was smaller than Ancient Coin (occasionally resulting in one granting gold while the other didn't), so we fixed it.
Range 900 1100

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Summoner Spells

Exhaust

Exhaust has fallen out of favor as Ignite has become the staple for kill lanes around the world. Additionally, the successful "use case" of Exhaust has grown more difficult as burst damage combinations become the norm (both through the current popular support roster and overall damage contributions in lane). These buffs to Exhaust are to give it a stronger defensive use case while also letting the player feel better about using it in a timely manner.
Attack Speed reduction -50% attack speed -30% attack speed
Damage debuff -30% damage -50% damage
Range 550 650

Heal

While the current live environment heavily favors all-in engagements, we wanted a summoner spell that could be reliably used for defensive lanes. These changes let us expand the scope of Heal so that it has more cool use cases and playmaking opportunities.
Cooldown 300 240
Heal 90-345 90-495
newUtility Heals all allies in range Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor)
newCrazy Removes healing reduction effects on affected champions
newCrazy-Awesome Affected champions gain +30% movement speed for 2 seconds

Ignite

Partially to compensate for the Heal changes and because when you set someone on fire, that should make them real visible.
Vision Now grants vision of the target while ignited - does not reveal stealthed champions.

Barrier

We heard your feedback and have tuned up the uniqueness of the Barrier particle.
Visuals Gold Off-white

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Summoner's Rift

Dragon

Dragon now deals a percentage of the target's current health as damage (this goes up over time). Dragon's debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.

In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost).
Attack Damage 145 110
newBonus Armor & Magic Resist +13 armor and +5.85 magic resist per level after level 9
new% Current Health Damage 5% (+0.5% per level after level 9) current health as physical damage per attack
newDamage debuff -20% damage
removedAttack Speed slow -20% attack speed

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Bot AI Updates

We've made a bunch of under-the-hood improvements to bots with the overall goal of making them more human-like opponents. For example, bots will now factor in whether or not their opponents' spells are on cooldown when assessing threat, and the same information will also allow them to (sometimes) dodge skill shots.

Click here if you'd like to know more about the goals and tech behind these changes.
  • Improved evaluation of enemy and friendly strength.
  • Improved understanding of tower mechanics and power.
  • Improved behaviors while under high threat.
  • Improved lane rotation decision making.
  • Improved last hitting with auto-attacks both when farming normally and when pushing.
  • Lane behaviors (harassing vs. farming, etc) are now more in line with human behaviors.
  • Bots now attempt to dodge some skill shots.
  • Beginner bots now build recommended items, while Intermediate bots now make more advanced item choices.
  • Bots now scan their surroundings at variable rates depending on difficulty setting and in-game threat level.

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8 months ago