Patch 5.22 notes

By Scarizard

Got patching problems? Check the Boards for tips and solutions!

What a time. You've read the sites, you've seen the devblogs, you've heard the announcements. Preseason is finally upon us.

So what's on the docket for us this year? Well, to be frank, a little bit of everything. We're looking to make every game of League feels unique, and that means going the distance to make sure your decisions matter. From the champions you pick, the masteries you choose, and the way you express yourself with Items, 2016's all about meaningful choices.

For the bottom laners of the world, we've got 6 marksman reworks aimed at tuning, tweaking and reinforcing their strategic identities. You can read below for the details, but protip: don't wander any closer to Graves than your attack range requires. Toss in a bunch of new items to enable new playstyles (do I want siege? How about pushing? dueling?) and you've got a whole new world of ranged damage dealing to explore.

Marksmen aren't the only ones getting new toys: new starting items and an intricate new mastery system impact just about everyone that loads onto the Rift. Stealth Wards are gone from the shop, Sightstone's got some sweet new build paths, the Jungle's less difficult and a mean lookin' void crab's taken a liking to Baron pit. That's still only scratching the surface.

Before we go, remember that this is a time for learning. A time for experimenting. A time to reassess what you know, and to express yourself the way you want. We should all feel comfortable enabling one another to try new builds, new compositions, and to push the boundaries of what we're capable of. You just might surprise yourselves.

So when towers are falling and marksman are running amok, when your trinkets auto-upgrade and you die taking the Rift Herald, when you're busy in the shop looking over all the new options and you hear that botlane ping...

That can only mean one thing. Welcome to Preseason.

Patrick "Scarizard" Scarborough

Back to top

Patch Updates

Graves

11/17: As many a botlaner might attest, Graves is bursting harder than is probably fair, even given the 're-familiarizing' period we expect with updated champions. We're lowering both sides of End of the Line's damage by the same amount, which plays out as a stronger nerf to the less-avoidable initial hit. A higher mana cost should additionally force Graves to think more carefully about his Q's rather than spamming them on cooldown.

Burst aside, Graves has also never been as dash-y as he is with the new Essence Reaver. We like the decisionmaking around when to use Quickdraw in fights, so we're letting Graves keep his combat mobility at the expense of some generic movement speed.

General

MOVEMENT SPEED 345 340

Q - End of the Line

INITIAL DAMAGE 60/80/100/120/140 55/70/85/100/115
DETONATION DAMAGE 90/155/220/285/350 85/145/205/265/325
COST 55/60/65/70/75 mana 60/70/80/90/100 mana

Kog'Maw

11/17: Though Kog'Maw's update pushes his identity as a true "weak early, strong late" hypercarry, we went a bit too far. Kog'Maw doesn't ever seem to reach that late game hypercarry status, so we're slightly amping his base stats to help him scale into the barfy machine gun he's always wanted to be. These changes aren't aimed at completely nullifying Kog's early-game weakness but should serve to distinguish him from a caster minion while he's working on his items.

General

BASE ATTACK SPEED 0.625 0.665
BASE ATTACK DAMAGE 54.46 57.46

Warlord's Bloodlust

11/17: This is why we can't have nice things, Yasuo. You too, Tryndamere.

LIKE EVERY OTHER KEYSTONE Now only procs on critical strikes against champions or champion clones (tooltip will be updated next patch)

Thunderlord's Decree

11/17: This one's actually just a bugfix.

THUNDERLORDS' DECREES Thunderlord's Decree now works properly when multiple teammates select it

11/13/2015

Masteries

HEY, LISTENAdded a prompt on login for players to update their masteries which will appear once per account, per computer

Summoner's Rift

ZOOM ZOOMThe start-of-game movement speed buff now lasts its full intended value of 16 seconds

Jungle Items

SORRY, IONIAFixed a bug where the mana regeneration effects of Hunter's Talisman and the Tier 2 jungle items was applying to energy regen as well

Phantom Dancer

QUICKSTEPFixed a hitching issue with the new Phantom Dancer, which has now been enabled!

Enchantment: Distortion

OVERLY DISTORTEDFixed a bug where, under specific circumstances, Enchantment: Distortion could completely remove Ghost's cooldown

Master Yi

ALPHA STUCKFixed a bug where reaching full Energized stacks (ex. Statikk Shiv) by using Q - Alpha Strike could prevent Master Yi from proccing Energized attacks until he died

Shyvana

SHOPKEEPER THEFTFixed a bug where attempting to buy Tiamat or its upgrades while in Dragon form would take the gold but not grant the item

Tahm Kench

REGURGITATEDClones eaten by W - Devour can no longer turn invisible when spat back out

Twisted Fate

DECK CUTTINGFixed a bug with W - Pick a Card where, while a card was selected, Energized autoattack procs (ex. Statikk Shiv) would fire before the autoattack itself

Marksman Updates

One of the most important goals of these marksman updates is to give each updated champion a unique reason to be brought to a game, and we want each champion to feel different whether playing against, as, or with. For some, this means sharpening what they already do well, or should do well. For others, it means finding new elements that make them feel special. We want you to have a reason to pick Graves over Lucian, and vice-versa, outside of just dealing more damage. Our additional goal here is to ensure basic attacks between marksmen are as differentiated as possible. This is a new objective that's particularly important for this group, given how reliant they are on right clicking.

Quinn

Kicking off our foray into the Marksman Update, Quinn's a champion that's always been confusing to say the least. Too unsafe to see success as a typical bottom laner, she was banished to the land of ‘niche top laners', either snowballing and forcing surrenders or losing the game before getting off the ground. Quinn's always had her unique traits, but never enough in one direction to find a true identity in League.

Now, Demacia's Wings bear the responsibility as their team's first-responders in case of emergency. Need to stop a split-push in progress? Need to create one of your own? Quinn and Valor can put out (or start) fires wherever there's trouble, patrolling the Rift at top speed on practically no cooldown. As flexible as ever, the dynamic duo are ready to take flight in almost any position, given you've got a keen sense of map awareness to support your daring maneuvers.

General

BASE ATTACK DAMAGE 51.04 56.46
ATTACK DAMAGE GROWTH STAT 3 2.41
EYES IN THE SKY Recommended Items updated

Passive - Harrier

BONUS DAMAGE 25 - 215 (+0.5 bonus attack damage) 0.5 total attack damage
COOLDOWN 8 seconds
IT'S A LOT OF MATH Harrier's cooldown is reduced by 1% per 1% Critical Strike Chance, multiplicatively (ex. at 50% Critical Strike Chance, Harrier's cooldown is ~5 seconds, at 100% Critical Strike Chance, the cooldown is ~3 seconds)
NO TIME TO WASTE Valor now marks targets as Vulnerable immediately when Harrier is available

Q - Aerial Assault

NAME Blinding Assault Aerial Assault
DAMAGE 70/110/150/190/230 (+0.65 bonus attack damage) (+0.5 ability power) 20/45/70/95/120 (+0.7/0.75/0.8/0.85/0.9 total attack damage) (+0.35 ability power), increasing by up to 100% based on the target's missing health
COST 50/55/60/65/70 mana 50 mana at all ranks
CAST TIME 0.31 seconds 0.25 seconds
MISSILE WIDTH 80 60
removedI SEE No longer blinds targets hit
newSHE'S STILL THROWING A BIRD AT YOU Now marks the first target hit as Vulnerable
newBRING BACK SCRAPS If Aerial Assault kills a target, half the cooldown is refunded

W - Heightened Senses

MOVEMENT SPEED FROM HARRIER 20/30/40/50/60 flat movement speed 20/25/30/35/40 percent movement speed
DURATION 3 seconds 2 seconds

R - Tag Team

After channeling for 2 seconds, Quinn calls upon Valor to assist her. While together, the two have massively increased movement speed from all sources and can cast Skystrike by taking an offensive action or reactivating Tag Team.

COST 100 mana 100/50/0 mana
COOLDOWN 140/110/80 seconds No cooldown
DURATION 20 seconds Indefinite
I NEED SILENCE If Quinn takes damage while channeling, Tag Team's cooldown is set to 3 seconds
TAG TEAM MOVEMENT BONUS 70/100/130% total movement speed
SKYSTRIKE DAMAGE 100/150/200 (+ 0.5 bonus attack damage) 1.0 total attack damage
removedSNACKS No longer deals increased damage based on enemy missing health
TAKE US DOWN, VAL Basic attacking or dealing direct damage causes Quinn to swap in
DIRECT HIT Taking champion or turret damage causes Quinn to swap in
BRUSH IT OFF All other sources of damage disable Tag Team's speed bonuses and slows Quinn and Valor temporarily

Graves

The beefiest of the Marksman lineup, Graves' burst and tankiness were hallmarks of the carry you'd call when you needed some fighting done - that is, until other bot laners simply started outshining him. Be it rockets, piercing light or laser barrages, Ol' Malcolm's struggled to set himself apart from the pack beyond his bad attitude and big gun.

That is, until he got himself a new big gun.

Armed with New Destiny, Graves finally has the tools to live up to the up-close-and-personal fantasy he's always promised. While most carries kite the front lines, the burden's on the enemy to kite Graves, lest they take the full brunt of New Destiny's rounds to the gut.

General

BASE ATTACK DAMAGE 54.2 60.83
ATTACK DAMAGE GROWTH STAT 3.1 2.41
ATTACK RANGE 525 425
MOVEMENT SPEED 330 345
ARMOR GROWTH STAT 3.2 3.4

newPassive - New Destiny

BUCKSHOT Graves' basic attack is now a cone of 4 bullets whose AD ratio scales with level
DAMAGE FROM FIRST BULLET 0.75 - 1.1 total attack damage
BONUS DAMAGE 25-33% per bullet beyond the first
ONE AT A TIME Bullets stop on the first unit hit
TOUGHER THAN LEATHER Structures take 25% reduced damage from Graves' basic attacks
DOUBLE BARREL Graves stores two Shells at any time and expends them when he basic attacks. After using them, Graves reloads, delaying his next basic attack significantly.
WAIT YOUR TURN Graves' reload time is slightly reduced by attack speed
DOUBLE TAP Graves time between attacks is greatly reduced by attack speed
12-GAUGE Instead of dealing bonus damage, Graves fires 8 bullets upon critically striking (10 with Infinity Edge)

newQ - End of the Line

Fires a narrow missile in a line. After 1 second, the line detonates, dealing high damage in a 'T' shape from where Graves fired it.

INITIAL DAMAGE 60/80/100/120/140 (+0.75 bonus attack damage)
DETONATION DAMAGE 90/155/220/285/350 (+0.4/0.6/0.8/1/1.2 bonus attack damage)
COST 50/55/60/65/70 mana
COOLDOWN 14/13/12/11/10 seconds
FISH IN A BARREL If End of the Line strikes a wall, it detonates immediately.

W - Smoke Screen

LIGHTS OUT Enemy units inside Smoke Screen cannot see out for any reason
COOLDOWN 20/19/18/17/16 seconds 26/24/22/20/18 seconds

E - Quickdraw

removedWASTE OF AMMO No longer grants attack speed
LOCK AND LOAD Now resets Graves' basic attack timer and refills 1 Shell
THIS IS GONNA TICKLE Now grants 10/15/20/25/30 Armor and Magic Resist for 4 seconds. This can stack up to 4 times on Graves on each cast. Damaging non-minions refreshes True Grit.
COOLDOWN 22/20/18/16/14 seconds 18/17/16/15/14 seconds
COOLDOWN REFUND 1 second per basic attack 0.5 seconds per bullet hit

R - Collateral Damage

BARN-BURNER Graves now recoils 300 units backwards upon firing

Corki

While Corki's always happened to have the highest magic damage of the marksmen, we finally decided to embrace his hextech obsession, tweaking his basic attack to do both physical and magic damage. If that weren't enough of an itemization headache, Gatling Gun's received a similar treatment and now splits its shred between armor and magic resist. A true multi-threat, Corki's damage demands an answer or he'll burn through the last of your resistances in no time.

On top of his new weapons, Corki's also pushing the boundaries of the word ‘daring', picking up periodic payloads that buff Valkyrie for big teamfight disruption or reckless solo dogfights.

General

BASE ATTACK DAMAGE 51.24 56
ATTACK DAMAGE GROWTH STAT 3 2.5
BASE MANA 305.16 350.16
MANA GROWTH STAT 37 34

newPassive - Hextech Munitions

HEXTECH SHRAPNEL SHELLS Corki's basic attacks deal 110% damage, split evenly between 55% magic damage and 55% physical damage
THE PACKAGE After 8 minutes, Corki can return to base to pick up The Package, gaining extreme out-of-combat Movement Speed (150% while in base, 40% outside) and can cast Special Delivery for 60 seconds
PACKAGE COOLDOWN 5 minutes after being used

W - Valkyrie

RANGE 800 600
THE PACKAGE Special Delivery: Travels further and drops bombs along the path that knock aside enemies and leave a burning trail in the area for 5 seconds.
THE PACKAGE Special Delivery: Enemies in the trail are slowed by 90%
THE PACKAGE Special Delivery: Enemies in the trail burn for magic damage equal to 30-100 at levels 1-18 (+1.5 bonus AD) (+0.2 Ability Power)

E - Gatling Gun

I'M SENSING A PATTERN Now deals half of its damage as magic damage
EXPOSED Now additionally reduces Magic Resist
ARMOR AND MAGIC RESIST SHRED 2/4/6/8/10 per second 1/2/3/4/5 per second

R - Missile Barrage

DAMAGE 100/180/260 100/130/160
TOTAL ATTACK DAMAGE RATIO 0.2/0.3/0.4 0.2/0.5/0.8

Kog'Maw

When someone says Kog'Maw, the word 'hypercarry' is never far behind. Already one of the most strategically distinct marksmen, we're pushing him above and beyond - disregarding the attack speed cap, the enemy's composition, and even their feelings. Power does come at a price however, so while Kog is busy spewing acid (and whatever else) onto his foes he's unable to budge without giving up his unparalleled damage stream. A well-protected Kog'Maw will bring down anyone, anywhere, but leave him out to dry and he's just another Kog in the machine.

General

NOT FULL Recommended Items updated
BASE HEALTH 546 517
HEALTH GROWTH STAT 87 82
BASE ATTACK DAMAGE 52.04 54.46
ATTACK DAMAGE GROWTH STAT 3 2.41
BASE ATTACK SPEED 0.665 0.625
ATTACK SPEED GROWTH STAT 2.65 1.5
BASE MANA 298.88 322.2
MANA GROWTH STAT 41 40

Q - Caustic Spittle

PASSIVE ATTACK SPEED 10/15/20/25/30% 15/20/25/30/35%

W - Bio-Arcane Barrage

While active, Kog'Maw gains bonus range, 100% attack speed from all sources, and a raised attack speed cap of 5.0.

DURATION 8 seconds 6 seconds
COST 40 mana
COOLDOWN 17 seconds on cast 13/11.5/10/8.5/7 seconds once the buff expires
BONUS RANGE 130/150/170/190/210 90/120/150/180/210
REDUCED DAMAGE Now reduces all of Kog'maw's damage against non-minions by 55% while active
BONUS DAMAGE Deals 1.25% per 100 total AD plus 0.75% per 100 AP of the target's maximum health as additional magic damage
ULTRA RAPID KOG'MAW Now doubles Kog'Maw's attack speed cap and reduces cast times by 50% while active

R - Living Artillery

COST 40 mana 50 mana
DAMAGE 80/120/160 70/110/150
ABILITY POWER RATIO 0.3 0.25
BONUS ATTACK DAMAGE RATIO 0.5 0.65
VISION DURATION 4 seconds 2 seconds
MANA DEBUFF DURATION 6 seconds 10 seconds
removedDON'T TOUCH THAT No longer deals 100% increased base damage to champions
newSMELLS LIKE FEAR Now deals double damage to enemies between 25% and 50% health
newSMELLS LIKE DESPERATION Now deals triple to enemies between 0% and 25% health

Miss Fortune

Once the 'Queen of Combo', Miss Fortune's taking back her throne faster than she took Bilgewater (and just as forcefully). Armed with new crit scaling on her Bullet Time and a brand new passive, MF's the markswoman to call when you want to spread the love (as long as 'love' means 'lots of face-melting bullets'). Though her shots aren't as impure as they used to be, Miss Fortune's attack speed steroid lasts as long as there are new targets to switch to, letting her juggle her attention between as many bad guys as there are bounties to collect.

General

BASE ATTACK DAMAGE 49.54 46
ATTACK DAMAGE GROWTH STAT 3 1
BASE MANA 275.84 325.84
MANA GROWTH STAT 38 35

newPassive - Love Tap

Whenever Miss Fortune basic attacks a new target, she deals bonus physical damage.

DAMAGE 0.6 - 1.0 total attack damage (at levels 1-18)
NO LOVE FOR MINIONS Deals 50% damage to minions
OR BUILDINGS Deals 50% damage to turrets

newW - Strut

removedIMPURE SHOTS No longer passively deals ramping magic damage per basic attack
ACTIVE COOLDOWN 12 seconds 8 seconds
COOLDOWN START On cast On buff expiration
PASSIVE MOVEMENT SPEED After 5 seconds of not taking direct damage, gain 25 movement speed, ramping up to 70 60/70/80/90/100 after 5 additional seconds
MADE FOR WALKING When activated, Strut now instantly grants the maximum movement speed value instead of ramping up over time.
ATTACK SPEED DURATION 6 seconds 3 seconds
ATTACK SPEED 20/30/40/50/60% 60/75/90/105/120%
GETTING IN THE GROOVE Love Tapping increases Strut's attack speed duration by 1 second (2 seconds against champions)

E - Make It Rain

RANGE 800 1000

R - Bullet Time

DURATION 2 seconds 3 seconds
removedPURIFIED No longer applies Impure Shots
DAMAGE PER WAVE 50/75/125 (+.1/.175/.25 bonus attack damage) (+0.2 ability power) (+0.75 total attack damage) (+0.2 ability power)
NUMBER OF WAVES 8 12/14/16
BULLET HELL Bullet Time can now critically strike, dealing 120% damage per wave

Caitlyn

The mildest of the updates, Caitlyn's changes are more a ‘refinement' of her current style of sharpshooting than anything else. Always slightly behind the curve on sieging and tower-taking relative to her nemesis Jinx, Cait's new headshot interactions and ammo-based trap system play up her ability to control any zone or choke point, tower or no.

General

BASE ATTACK DAMAGE 50.04 53.66
ATTACK DAMAGE GROWTH STAT 3 2.18
ATTACK SPEED MODIFIER Caitlyn's basic attacks scale with bonus attack speed at 90% effectiveness

Passive - Headshot

removedPILTILE SNIPER No longer penetrates bonus armor
STEADY AIM Headshot's damage is increased by 50% of her crit chance
NO SCOPE Caitlyn can fire a long-range headshot on enemies that step on a Yordle Snap Trap or get caught in 90-Caliber Net (see below)

Q - Piltover Peacemaker

DAMAGE 20/60/100/140/180 (+1.3 total attack damage) 30/70/110/150/190 (+1.3/1.4/1.5/1.6/1.7 total attack damage)
MISSILE WIDTH 90 60
DAMAGE FALL OFF 10% less damage per target hit 40% less damage after striking one target
FLATHEAD After striking one target, gains 30 width
IN MY SIGHTS Always deals 100% damage to units revealed by Yordle Snap Trap

W - Yordle Snap Trap

COST 30 mana 20 mana
removedCOOLDOWN 20/17/14/11/8 seconds No cooldown
newCHARGE TIMER 45/32.5/20/12.5/10 seconds
newHEXTECH UTILITY BELT Caitlyn can now store up to 3/3/4/4/5 traps at one time.
MAXIMUM ACTIVE TRAPS 3 3/3/4/4/5
DAMAGE 80/130/180/230/280 (+0.6 ability power) None
NO SCOPE Caitlyn can now Headshot trapped targets once at 1300 range
removedTHE CUPCAKES HAVE EYES Fixed a bug where traps revealed the area around them on cast
A LITTLE BREATHING ROOM Caitlyn can no longer re-trap a trapped target

E - 90 Caliber Net

MISSILE SPEED 2000 1600
MISSILE WIDTH 80 70
DASH DISTANCE 500 400
DAMAGE 80/130/180/230/280 (+0.8 ability power) 70/110/150/190/230 (+0.8 ability power)
SLOW DURATION 1/1.25/1.5/1.75/2 seconds 1 second
NO SCOPE Caitlyn can now Headshot netted targets once at 1300 range

Back to top

Champions

Ashe

Ranger's Focus only stacks on basic attacks, but has no cooldown. Critical Strikes now double slow.

With crit chance becoming a more prominent fixture of Marksmen itemization, we're reintroducing the stat to Ashe's repertoire while retaining her unique interactions with it. Paired with the new always-on paradigm of Ranger's Focus, we're pushing Ashe's style of combat to favor the drawn out engagements rather than quick bursts.

Passive - Frost Shot

SLOW 5-35% (at levels 1-18) 5-25% (at levels 1-18)
removedFROSTBITE Frost Shot's bonus damage no longer counts as a Critical Strike
newSTAY FROSTY Ashe's Critical Strikes deal 1.0 of her total attack damage (instead of 2.0 total attack damage), but double the effectiveness of Frost Shot.

Q - Ranger's Focus

removedTHAWED OUT No longer amplifies Ashe's slow from Frost Shot
removedACTUALLY REQUIRES FOCUS Can no longer be cast at less than 5 stacks
removedNO DOUBLE-DIPPING Ashe can no longer build passive Focus stacks while Ranger's Focus is active
removedONE ARROW AT A TIME Volley and Enchanted Crystal Arrow no longer add stacks of Focus
COOLDOWN 18 seconds No cooldown

W - Volley

newCRIT AND CHILL? Now automatically critically strikes against champions for the purposes of Frost Shot's slow

Draven

Attack frame increased, but missile speed lower.

Though a bit odd on paper, these changes together give Draven greater control of the trajectory and positioning necessary to his flashy style of looking good while laying down axes.

General

ATTACK FRAME 0.32 0.23
BASIC ATTACK MISSILE SPEED 1700 1600

Ezreal

Q and E cooldown up, but Q refunds more cooldown on-hit.

Just a small tweak to reinforce Ezreal's synergies with cooldown reduction, especially given its new availability to marksman with the new Essence Reaver (check below!)

Q - Mystic Shot

COOLDOWN 6/5.5/5/4.5/4 seconds 6.5/6/5.5/5/4.5 seconds
COOLDOWN REDUCTION ON-HIT 1 second 1.5 seconds

E - Arcane Shift

COOLDOWN 19/17/15/13/11 seconds 19/17.5/16/14.5/13 seconds

Jinx

Passive's attack speed now stacks on multikills, but Rockets lose attack speed.

As you'll notice with many of our markspeople changes this patch, we're focused on pushing each one's unique identity to help them stand out from one another. In Jinx's case, her thing is getting excited and snowballing teamfights, so we're really letting her crank it up to 11 (provided she can make the plays to get there).

Passive - Get Excited!

newGETTING OUT OF HAND! Getting excited now stacks, increasing Jinx's total attack speed by 15% per stack
DURATION 4 seconds 6 seconds

Q - Switcheroo!

newSTUPID ROCKET LAUNCHER Jinx loses 15% total attack speed while using Fishbones, the Rocket Launcher

Kalista

Higher base attack speed, but worse attack speed per level. Passive dash speed scales with attack speed.

Just as other marksfolk align with cooldown reduction or critical strike chance as a core stat, we're pushing Kalista to embrace attack speed as her primary scaling given her stand-out strengths as a bunny-hopping battle-banshee.

General

BASE ATTACK SPEED 0.658 0.694
ATTACK SPEED GROWTH 3.3% 2.8%
COMMITTED RELATIONSHIP Fixed a bug where The Black Spear remained available for purchase throughout the game

Passive - Martial Poise

newRAPID HOPS The speed of Martial Poise's jump now only scales with attack speed (can be negatively affected by attack speed slows)

Lucian

Culling no longer scales with attack speed, but fires more bullets generally.

Another light (ahem) tweak, Lucian's changes remove his ult's somewhat awkward dependency on attack speed scaling, allowing him to embrace his identity as a cooldown-oriented caster marksman (hello Essence Reaver!).

R - The Culling

removedFIRE EVERYTHING No longer scales the number of bullets with attack speed
newSHOTS FIRED Now fires 20/25/30 bullets based on rank

Sivir

Attack speed reduced, but W scales better with cooldown reduction.

Though Sivir's kit has always had a strong area-effect flavor, the state of marksman itemization has traditionally forced her into the same single-target-oriented build paths as her compatriots. We're changing Ricochet to benefit greatly from newfangled cooldown reduction builds, pushing Sivir's identity as a sustained multi-target damage threat.

General

BASE ATTACK SPEED 0.66 0.625

W - Ricochet

COOLDOWN 9/8/7/6/5 seconds 12/10.5/9/7.5/6 seconds
COOLDOWN START When the buff expires On cast
BUFF DURATION 6 seconds 4 seconds

Tristana

Removing Q->E cooldown loops, but W now resets when E detonates.

When talking about identities, Tristana's always had trouble finding her niche. With elements of a caster, siege-expert and hyper-carry all in one, we're focusing her further towards all-in combat. Trist demands full commitment to fights, but constant resets offer her serious rewards for being the daring yordle gunner she's always been.

Q - Rapid Fire

removedRAPID CHARGES No longer reduces Explosive Charge's cooldown while attacking with Rapid Fire active
removedUNLIMITED AMMO Rapid Fire's cooldown is no longer reduced when attacking targets marked by Explosive Charge
COOLDOWN 20 seconds 20/19/18/17/16 seconds

W - Rocket Jump

MAGIC DAMAGE 80/105/130/155/180 60/110/160/210/260
removedTHE BIG BANG No longer deals increased damage per stack of Explosive Charge
newGOT THE RESET Now additionally resets whenever Explosive Charge detonates at maximum stacks on champions

E - Explosive Charge

newHANDLE WITH CARE Now detonates instantly upon reaching maximum stacks
newPUT A BOMB ON IT Rocket Jump and Buster Shot now apply Explosive Charge stacks
MISSILE SPEED 1800 2400

Twitch

Q now resets whenever poisoned champions die.

The sneakiest marksman of the bunch, we're incentivizing Twitch to take risks and embrace his assassin-side by giving him the ability to get in and get out (rather than 'get in and get flattened').

Q - Ambush

newRIGHT UNDER THEIR NOSES Now resets cooldown when an enemy champion affected by Deadly Venom dies
newDON'T BLOW IT Entering stealth cancels Twitch's current basic attack command

R - Rat-Ta-Tat-Tat

DURATION 7 seconds 5 seconds
COST 100/125/150 mana 100 mana
newUNDER COVER Using Rat-Ta-Tat-Tat during Ambush's stealth no longer cancels stealth

Varus

R damage down, but rooted units stack Blight.

Varus' pattern of 'Blight dudes and light 'em up with abilities' never interacted very well with Chain of Corruption, typically used as a pure disengage tool. Now we're giving him the option to 'turn and burn' after chunking rooted targets with a big, Blighty arrow.

R - Chain of Corruption

newTENTACLARITY Now displays the tendrils' maximum spread range to Varus and his enemies if it's going to spread to at least one enemy champion
newDOWNED WITH THE SICKNESS Rooted targets gain 3 stacks of Blight over the duration of the root
MAGIC DAMAGE 150/250/350 100/175/250

Vayne

Silver Bolts loses its base damage, but deals way more percent damage.

Vayne's always been one of the few markspeople that could forego the all-powerful Infinity Edge in favor of hammering in more attacks to Silver Bolt her prey to death. We're taking that paradigm up to 12, giving her far more dueling strength when she can commit to burning down a single target and far less when she's pressured to switch focus.

W - Silver Bolts

removedBASE TRUE DAMAGE 20/30/40/50/60 0
TRUE DAMAGE 4/5/6/7/8% of target's maximum health 6/7.5/9/10.5/12% of target's maximum health
newMINIMUM DAMAGE 40/60/80/100/120

Urgot

R's resists removed in favor of damage reduction.

Urgot's ult is cool for a lot of reasons - like the feeling of becoming an unkillable beefcrab after displacing some poor wandering enemy champion. And by 'unkillable beefcrab', we mean 'beefcrab that really hopes no one has any % penetration' (read: they usually do). Swapping to damage reduction ensures Urgot can realize his massive terror-crab dream, no matter how the opponent itemizes.

R - Hyper-Kinetic Position Reverser

removedARMOR AND MAGIC RESIST 60/90/120 0
newDAMAGE REDUCTION 30/40/50%

Azir

THE BUGFIX IS GIVEN

We've been here before, so we'll be short. Bugfixes. Done.

R - Emperor's Divide

NOT HELPING Fixed a bug where Azir and his allies could be pinned to his wall as a result of abilities that collided with terrain
THE EMPEROR'S BOUNCE-CASTLE Fixed a similar bug where allied Gnar couldn't wall-stun using Azir's phalanx
*BONK* Fixed a heartbreaking, yet funny bug where Azir's phalanx would stop allied Sions from being able to charge through it with R - Unstoppable Onslaught

Kindred

Health regen down. Passive cap introduced to monsters.

The Kindred have been tearing up the jungle, pulling death-defying stunts and objective-based snowballs like you've never seen before. We're putting a limit on their Mark's damage towards monsters (10 second barons are a little unfair) and cutting down their initial sustain to keep them from spiraling leads too harshly out of control.

General

BASE HEALTH REGEN 10 7

Passive - Mark of the Kindred

newPHYSICAL DAMAGE VS MONSTERS Capped at 75 (+10 per stack)
SIKE No longer displays 1 stack on your buff bar when you have 0 stacks
newDEATH'S HERALDS At 6 stacks, Wolf will now hunt Baron Nashor and the Rift Herald instead of stopping his hunts

E - Mounting Dread

BUGFIX Now properly plays a sound effect when proc'd

LeBlanc

Mirror Image is now more literal.

We're always looking at ways to make our tricky champions trickier, so we've tricked 'em out with new faux-buffs to trick your opponents.

Passive - Mirror Image

newTRICKY, AREN'T YOU Leblanc's Mirror Image will now display fake versions of Blue, Red, and Baron buffs

Renekton

stay where you are


W - Ruthless Predator

HEY COME BACK Fixed a bug where targets hit by Ruthless Predator wouldn't be stunned if they managed to flash in time

Riven

Q works as intended.

As funny as it is to see Riven bonk on walls, this wasn't intended.

Q - Broken Wings

ACTUALLY BROKEN WINGS Fixed a bug where the 3rd strike from Broken Wings wouldn't let you cross terrain if cast a certain way

Shaco

Hallucination gets some nice improvements, and E slows monster attack speed rather than causing them to miss.

This might look like the longest set of changes Shaco's gotten in a million years, but the actual gist of this is we're cleaning up a mechanic that doesn't make much sense (E making monsters miss, but only sometimes?) and making Hallucination more tricky, in line with our other clone changes this patch. Shaco might not see an insane boost in effectiveness, but to the 3 shaco masters out there - we salute you.

E - Two-Shiv Poison

removedWATCH WHERE YOU'RE SWINGING No longer causes monsters to miss Shaco 20/22.5/25/27.5/30% of the time
newPUT A LITTLE POISON INTO IT Now slows the attack speed of monsters by 20/22.5/25/27.5/30% on-hit

R - Hallucinate

newNOW YOU SEE ME Shaco's Hallucination will now display fake versions of Blue, Red, and Baron buffs
newLOOK FOR THE ONE WITH THE KNIVES Hallucination now randomizes its facing on spawn (rather than always facing the same direction)
newPULL THE STRINGS Now displays the Hallucination's remaining lifespan to Shaco only

Sion

tell them how you really feel, sion


E - Roar of the Slayer

I'M NOT YELLING Fixed a bug where yelling at an airborne minion would deal no damage

Volibear

this bug was unbearable


Q - Rolling Thunder

THUNDER CANCELLING Attempting to cancel Rolling Thunder's attack no longer causes sluggish behavior

Wukong

Fixing a few bugs and adding more trickiness to Decoy.


Q - Crushing Blow

CRUSH CANCELLING Attempting to cancel Crushing Blow's attack no longer causes sluggish behavior

W - Decoy

newBEEN WAITING FOR THIS Wukong's Decoy will now display fake versions of Blue, Red, and Baron buffs

E - Nimbus Strike

MASTER YOUR MOVEMENTS Fixed a bug where Wukong would path back to his previous target after using Nimbus Strike

Zed

W won't hide Q's cast time.

While often seen as an 'advanced technique' for Zed, this bug actually just removed the ability to react to Razor Shuriken if cast a specific way. Zed's been on the brain for us recently (stronger marksmen = higher-value assassinations), but he shouldn't rely on an exploit for power.

W - Living Shadow

IT ACTUALLY WAS THE DEADLIEST Fixed a bug where quickly casting Living Shadow and Razor Shuriken would cause Zed's Living Shadow to cast instantly, instead of using the cast time

Back to top

Attack Damage Adjustments

In an effort to preempt the late-game damage output of marksmen with their souped up 6-item builds, we're tweaking their base stats so they're less dependent on character level (and thus are more equipped for early fighting) but still have to rely on items for their peak effectiveness come the final stages of the game.

The following champs have +5.42 base attack damage and -0.59 per level (net -10 attack damage at level 18). Except Lucian, who gets two more because he's special. And also Vayne, who gets a bunch less because Silver Bolts.

Ashe

BASE ATTACK DAMAGE 51.08 56.5
ATTACK DAMAGE GROWTH STAT 2.85 2.26

Draven

BASE ATTACK DAMAGE 50.38 55.8
ATTACK DAMAGE GROWTH STAT 3.5 2.91

Ezreal

BASE ATTACK DAMAGE 50.24 55.6
ATTACK DAMAGE GROWTH STAT 3 2.41

Jinx

BASE ATTACK DAMAGE 53.04 58.46
ATTACK DAMAGE GROWTH STAT 3 2.41

Kalista

BASE ATTACK DAMAGE 57.5 62.92
ATTACK DAMAGE GROWTH STAT 3.5 2.91

Kindred

BASE ATTACK DAMAGE 49 54.42
ATTACK DAMAGE GROWTH STAT 2.2 1.61

Lucian

BASE ATTACK DAMAGE 52.04 59.46
ATTACK DAMAGE GROWTH STAT 3 2.41

Sivir

BASE ATTACK DAMAGE 52.04 57.46
ATTACK DAMAGE GROWTH STAT 3 2.41

Tristana

BASE ATTACK DAMAGE 51.54 57.06
ATTACK DAMAGE GROWTH STAT 3 2.41

Twitch

BASE ATTACK DAMAGE 49.04 54.46
ATTACK DAMAGE GROWTH STAT 3 2.41

Varus

BASE ATTACK DAMAGE 49.04 54.46
ATTACK DAMAGE GROWTH STAT 3 2.41

Vayne

BASE ATTACK DAMAGE 50.46 56.88
ATTACK DAMAGE GROWTH STAT 3.25 1.66

Back to top

Mana & Mana Regen Adjustments

In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.

Mana

The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):

Anivia

BASE MANA 346.04 396.04
MANA GROWTH STAT 53 50

Ashe

BASE MANA 231.8 280
MANA GROWTH STAT 35 32

Brand

BASE MANA 325.6 375.6
MANA GROWTH STAT 45 42

Draven

BASE MANA 310.56 360.56
MANA GROWTH STAT 42 39

Evelynn

BASE MANA 265.6 315.6
MANA GROWTH STAT 45 42

Ezreal

BASE MANA 310.6 360.56
MANA GROWTH STAT 42 39

Fiddlesticks

BASE MANA 350.12 400.12
MANA GROWTH STAT 59 56

Fizz

BASE MANA 267.2 317.2
MANA GROWTH STAT 40 37

Galio

BASE MANA 319 369
MANA GROWTH STAT 50 47

Hecarim

BASE MANA 277.2 327.2
MANA GROWTH STAT 40 37

Irelia

BASE MANA 288.8 338.8
MANA GROWTH STAT 35 32

Jax

BASE MANA 288.8 338.8
MANA GROWTH STAT 35 32

Jayce

BASE MANA 307.2 357.2
MANA GROWTH STAT 40 37

Kassadin

BASE MANA 347.6 397.6
MANA GROWTH STAT 70 67

Lucian

BASE MANA 298.88 348.88
MANA GROWTH STAT 41 38

Lux

BASE MANA 335 384
MANA GROWTH STAT 50 47

Maokai

BASE MANA 327.28 377.28
MANA GROWTH STAT 46 43

Nasus

BASE MANA 275.6 325.6
MANA GROWTH STAT 45 42

Nautilus

BASE MANA 284.0 334.0
MANA GROWTH STAT 50 47

Olaf

BASE MANA 265.6 315.6
MANA GROWTH STAT 45 42

Pantheon

BASE MANA 267.12 317.12
MANA GROWTH STAT 34 31

Ryze

BASE MANA 342.4 392.4
MANA GROWTH STAT 55 52

Sion

BASE MANA 275.6 325.6
MANA GROWTH STAT 45 42

Swain

BASE MANA 324.0 374.0
MANA GROWTH STAT 50 47

Syndra

BASE MANA 334 384
MANA GROWTH STAT 63 60

Talon

BASE MANA 327.2 377.2
MANA GROWTH STAT 40 37

Varus

BASE MANA 310 360
MANA GROWTH STAT 36 33

Veigar

BASE MANA 342.4 392.4
MANA GROWTH STAT 55 52

Vel'Koz

BASE MANA 325.6 375.6
MANA GROWTH STAT 45 42

Xerath

BASE MANA 316.96 366.96
MANA GROWTH STAT 47 44

Ziggs

BASE MANA 334 384
MANA GROWTH STAT 50 47

Mana Regen

The following champs have +2.5 base mana regen per 5 seconds:

Alistar

BASE MANA REGEN 6 8.5

Blitzcrank

BASE MANA REGEN 6 8.5

Janna

BASE MANA REGEN 9 11.5

Karma

BASE MANA REGEN 6 8.5

Lulu

BASE MANA REGEN 8.5 11

Morgana

BASE MANA REGEN 6 8.5

Nami

BASE MANA REGEN 9 11.5

Sona

BASE MANA REGEN 9 11.5

Soraka

BASE MANA REGEN 9 11.5

Tahm Kench

BASE MANA REGEN 5.5 8

Taric

BASE MANA REGEN 6 8.5

Zilean

BASE MANA REGEN 6 8.5

Zyra

BASE MANA REGEN 6 8.5

Back to top

Systems

Grievous Wounds

REDUCED HEALING 50% 40%
LESS GENERALLY GRIEVOUS Grievous Wounds now only affects self-healing instead of all healing

Empowered Basic Attack Changes

Historically, the way empowered basic attacks would affect their target if they'd fail to hit (due to Teemo's Blinding Dart, Pantheon's Aegis of Zeonia, or Jax's Counterstrike) has been pretty inconsistent. In some cases they'd do nothing, in others they'd apply crowd control (but no damage) and in a few they'd just ignore the status altogether. We've retooled these to more consistently meet expectations: if one of the following empowered basic attack misses its target, it won't deal any damage or apply any other effects. In cases where this is tied to a buff, that buff will be consumed as well.

The following abilities will be consumed and have no effect if they would miss:

Blitzcrank

  • E - Power Fist

Darius

  • W - Crippling Strike

Ekko

  • Passive - Z-Drive Resonance

Garen

  • Q - Decisive Strike

Jayce

  • R - Transform: Mercury Hammer

Jax

  • W - Empower

Kassadin

  • W - Nether Blade

Leona

  • Q - Shield of Daybreak

Master Yi

  • Passive - Double Strike

Nasus

  • Q - Siphoning Strike

Nautilus

  • Passive - Staggering Blow

Rengar

  • Q - Savagery

Renekton

  • W - Ruthless Predator

Riven

  • Passive - Runic Blade

Sejuani

  • W - Flail of the Northern Winds

Shyvana

  • Q - Twin Bite

Skarner

  • E - Fracture

Sona

  • Passive - Power Chord

Talon

  • Q - Noxian Diplomacy

Trundle

  • Q - Chomp

Twisted Fate

  • W - Pick A Card

Udyr

  • E - Bear Stance

Vayne

  • Q - Tumble

Viktor

  • Q - Siphon Power

Wukong

  • Q - Crushing Blow

Xin Zhao

  • Q - Three Talon Strike

Ziggs

  • Passive - Short Fuse

Back to top

Summoner's Rift

Rift Herald

Even a Baron has its subjects.

As it stands, the bottom lane is the only 'correct' area of early game focus, warping teams' choices of summoner spells, champions and strategies in a never-ending arms race that's culminated in the modern-era Teleport-pocalypse. With so many team resources tied up in this problem, we set out to see if we could even up the map.

Enter the Rift Herald.

As an objective, Herald gives a reason to dominate the top lane and something to miss if you Teleport away. Providing a powerful buff that enables split-pushing (as well as an encounter as difficult as any in League at the moment), its presence adds relevance to the northern side of the map, giving teams alternative strategies to pursue or a counter-move to make when the going gets tough down south.
SPAWNS AT 4 minutes
RESPAWN RATE 5 minutes
DESPAWNS AT 19:45 out of combat, 19:55 no matter what
BACKSTAB The eye on Rift Herald's back periodically opens, causing basic attacks from behind to deal 15% of its maximum health as true damage
MASSIVE DAMAGE If Backstabbing Rift Herald brings it to 15% health or below, the eye stays open.
VOID ARMOR Rift Herald takes 35% less damage from ranged basic attacks
BREAK THE PINATA Slaying Rift Herald grants 50 gold to your team and Doom's Eve to whoever lands the killing blow for 2 minutes.
DOOM'S EVE Rift Herald's slayer gains the following bonuses:
  • 10% increased damage
  • 40 movement speed
  • Enhanced Baron Recall
HERALD'S LEGION Minions near Rift Herald's slayer gain the following bonuses:
  • 40% increased attack speed
  • 100 extra range (on Cannon Minions)

Game Pacing Changes

We're changing up the normal ordering of the patch notes because we wanted to hit on the game pacing changes first before getting to things like item efficiency costs.

The short of it is we're making some small, but focused changes aimed at making League a little more intention-based. What that really means is we're trying to amp up the ways teams can push their advantage while also exposing more gold flow for those defending or looking for a way to get back in. The shorter version of that is there will probably be more gold within the game (so the item efficiency pass isn't so dramatic), but it will be almost entirely focused on giving gold in ways you need to earn (well, except that ambient gold change).

Game Start Time

Minions and monsters spawn 15 seconds earlier

Just losing some of the extra dead time at the beginning of the game. We like the downtime, but 1:55 was a lot of waiting around.
MINIONS HAVE SPAWNED Minions spawn at 1:30 1:15
MONSTERS HAVE AWOKEN Jungle camps spawn at 1:55 1:40

Ambient Gold

With items costing more as part of our global efficiency pass, we're injecting more cash into the flow, as well as a little extra for the down-and-out.
FOR DOING NOTHING, YOU GET 9.5 gold per 5 seconds 10.2 gold per 5 seconds
BAILOUT After 12 minutes, the 2 members of each team with the least gold at any given moment gain an additional 2 gold per 5 seconds (increasing by 0.1 per minute)

Kill Gold

In place of traditional kill streaks, bounties turn shutdowns into global gold.

League often comes down to an optimization of 'how can I get the most value for my effort?' Sometimes this shakes out in neat ways (do we take dragon for later, or a tower for now?), but when you have to crunch numbers to tell whether or not it's valuable enough to kill a target, we may have gone too far. Bounties are a way to ensure the answer to 'Should I kill this high-profile bad guy?' is always yes, changing the question to 'how and when' rather than 'yes or no'.

Bounty tiering

BOUNTY BOARD Bounties are now visualized by a banner next to champion health bars
FAME Bounties begin accruing at 2 consecutive kills (unchanged)
INFAMY Bounties increase per additional consecutive kill, up to 5 kills (unchanged)
PERMANENT RECORD Bounties are no longer reset on death. Instead, dying now reduces bounty tier by 3.
PROBATION A bounty tier of 1 is now possible, but only if a champion dies while at bounty tier 4

Bounty gold rewards

removedHEADHUNTING Bounties no longer add to kill gold
newPSEUDO-OBJECTIVES Bounties now provide team gold, displayed to both teams on-kill
TIER 1 REWARD 20 global gold
TIER 2 REWARD 30 global gold
TIER 3 REWARD 60 global gold
TIER 4 REWARD 70 global gold
TIER 5 REWARD 90 global gold (max)

removedAssist streaks

NO STREAKING Consecutive assists no longer grant bonus gold

Turrets

Lots of numbers below, but the gist is that turrets are more vulnerable on average unless you give them time to scale up. Take down an outer early enough and you'll be able to put meaningful damage on the next (or even take it outright!) before it can fortify if your opponent isn't respecting your demolition power.

Turret mechanics

removedSHIELDS OFFLINE Inner towers no longer shield nearby players from damage
THIS IS A MAGE BUFF Basic attacks against turrets deal damage equal to base attack damage + either 1.0 bonus attack damage or 0.4 ability power 0.5 ability power, whichever is higher

Turret resistances

BASE ARMOR AND MAGIC RESIST 100 0
newWE CAN REBUILD Turrets gain 2 armor and magic resist per minute, up to a maximum of 30. Outer towers begin scaling at game-start, Inner towers at 15 minutes, Inhibitor & Nexus towers at 30 minutes.
REINFORCED ARMOR Turrets gain 300 200 armor and magic resist if no minions are nearby

Turret health

OUTER TOWER HEALTH 2000 3500
INNER TOWER HEALTH 2500 3500
INHIBITOR TOWER HEALTH 2800 4000
NEXUS TOWER HEALTH 3000 4000

Turret gold rewards

OUTER TOWER LOCAL GOLD 150 gold 220 gold
INNER TOWER LOCAL GOLD 100 gold 250 gold

Minions


newPushing advantage

Minions get combat bonuses when your team has a level advantage over the opposing team

UPDATE: We froze the pushing changes below at the last minute, so these won't be going live in 5.22. They'll make their official debut in 5.23!

Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game
MINION DAMAGE BONUS If your team's average level is higher than the enemy's, your minions deal 10% bonus damage to enemy minions. If you've taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents.
ENRAGE If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions
MINION DAMAGE REDUCTION If your team's average level is higher than the enemy's, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can't fall below 1.
IRONCLAD If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions

Melee minion gold reward

INITIAL GOLD VALUE 18.5 gold 20 gold
GOLD GROWTH 0.17 gold per minute 0.125 gold per minute

Caster minion gold reward

INITIAL GOLD VALUE 13.8 gold 17 gold
GOLD GROWTH 0.17 gold per minute 0.125 gold per minute

Siege minion gold reward

INITIAL GOLD VALUE 36.8 gold 45 gold
GOLD GROWTH 0.425 gold per minute 0.35 gold per minute

Jungle Tuning

Health, armor, damage and experience down. Magic resist and gold reward up.

It wouldn't be a preseason without some jungle changes, would it? We're actually pretty happy with where the Jungle sits systems-wise, so we're just doing a tuning pass to keep things in line with the other changes we've made. Simply put, the jungle's a tad easier and gives more gold, but nets less overall experience unless you've got a jungle item to make up the difference.

Blue Sentinel

ARMOR 20 10
removedCRITICAL STRIKE CHANCE Blue Sentinel's attacks can no longer critically strike
EXPERIENCE REWARD 100 90
GOLD REWARD 51 58
newSENTINEL'S BLESSING Crest of Insight now grants its wearer 2 ability power per level

Sentries

HEALTH 400 375
removedARMOR 8 0
newMAGIC RESIST 0 10

Red Brambleback

ARMOR 20 10
EXPERIENCE REWARD 100 90
GOLD REWARD 51 58
newBRAMBLEBACK'S RAGE Crest of Cinders' true damage now applies to turrets

Cinderlings

HEALTH 400 375
removedARMOR 8 0
newMAGIC RESIST 0 10

Crimson Raptor

EXPERIENCE REWARD 140 130
GOLD REWARD 58 62

Raptor

HEALTH 250 225
removedARMOR 5 0

Greater Murk Wolf

ATTACK RANGE 125 175
EXPERIENCE REWARD 142 132
GOLD REWARD 53 68

Murk Wolf

HEALTH 420 380
removedARMOR 6 0

Ancient Krug

ATTACK RANGE 190 150
ATTACK DAMAGE 73 68
EXPERIENCE REWARD 150 140
GOLD REWARD 75 81

Krug

ATTACK DAMAGE 35 32
HEALTH 540 500
MAGIC RESIST -10 0
removedARMOR 12 0

Gromp

MAGIC RESIST 0 -10
ATTACK DAMAGE 83 75
EXPERIENCE REWARD 200 190
GOLD REWARD 80 86

Rift Scuttler

GOLD REWARD 65 70

Teleport

Cooldown increased on turrets. Channel time increased.

Ah, Teleport. A summoner spell made contentious over a season's worth of scrutiny, TP simply didn't have the windows necessary to play around to make it anything short of amazing, even considering the aggressive or defensive options at your disposal. The ability to impact the map every 5 minutes isn't one to be taken lightly, and while we have other changes alongside this to disincentivize Teleport as your 'every game' choice (Rift Herald says hi), we're taking extra measures to ensure that the burden of making the most of your Teleports is even higher, and that the 'get-out-of-jail-free' card isn't as free as it seems.
COOLDOWN ON TURRET CAST 240 seconds 300 seconds
CHANNEL TIME 3.5 seconds 4 seconds

Removed Summoner Spells

no tears, only dreams

Simply put, these Summoners were caught in a space where they'd either never be picked or be too powerful to not pick, given the tuning (hint: it was always the former). As such, keeping these spells around served as a trap for those poor, unfortunate souls who took them, so we're laying them to rest. Say hey to Fortify, Promote and Surge for us.

The following Summoner Spells have been removed from Summoner's Rift:

Clairvoyance

Clarity

Back to top

Removed Items

on to the big heart of gold in the sky

Dearly beloved, friends, invocadores - we are gathered here today not to mourn the past, but to celebrate new strategies, new seasons, and new beginnings. While the items below, some of whom we've shared both victory and defeat, won't be moving on into that new age with us, we must remember them for who they were, letting them live on in our memories (even if we didn't let them into our inventories).

While not all of the below items were unsuccessful in the way you might expect, many were often restrictive, incomplete, or otherwise not very well supported, limiting design spaces for us to work. Others simply weren't worth the effort. We'll be covering some of the specifics below, but let's all take one last moment of silence before we commit them to the past. More important than providing us stats or building into other items - you built into our hearts.

Later, buddies.

On a more serious note, let's talk at-large about some items that might not be real threats to game balance (see: Sword of the Occult) but are still being removed. The answer is two-fold: design trust, and design clutter.

Design trust refers to an item sufficiently fulfilling its intended role. When a player sees X item, they should be able to trust that said item is cost-efficient and can fulfill its expectations. Some items in League just fall to the wayside (like Ohmwrecker. Every season.) and we try to cull the herd when possible (usually during preseason), but deliberately keeping an item undertuned so that it can remain fun but unbalanced is just not something we can uphold while still preserving a competitive game.

This leads to our next point about design clutter. Some items fulfill very niche roles in League and may not actually be undertuned to a very small subset of champions. In these cases we're careful to assess the individual impact of removing said item before taking action. You might have seen this with the removal of the Magus enchantment, where we had to think hard if jungle Fiddlesticks was truly going to be useless without his finely-tuned enchantment (we came to the conclusion of no). Niche items that tie themselves so closely to a champion's balance do end up skewing that champion to being dependent on the item to function, and can often ‘hide' real design problems that we can't get to.

Avarice Blade


Crystalline Flask


Elixir of Ruin


Mana Potion


Poacher's Knife


Ranger's Trailblazer


Stealth Ward


Sword of the Occult


The Brutalizer


Twin Shadows


Zephyr

Back to top

Marksman Itemization

High-level, our goal with the marksman itemization update is to provide meaningful choice for marksmen in their game. The designer-speak for it is to provide more agency for the purchaser, and we'll explain what that means in a sec.

In previous seasons, a marksman's build path was almost 100% set as IE > PD/SS > LW/BT > BT/LW (whichever you didn't buy). The only variation in this build path was Blade of the Ruined King for super basic attack focused champions, but to stray from the path often meant just being deliberately inefficient. Our goal with these changes isn't to just make marksmen super fabulous (maybe that's a symptom), but to give them real options when it comes to deciding how they deal damage.

We set out to accomplish this goal by making each decision more specialized, like Last Whisper only affecting bonus armor, so it's not just a generalist "deal more damage" item - it's specifically for armor-stacking opponents. This means it's also possible to make the wrong decision, like buying a Statikk Shiv for waveclear when your team really needs siege potential.

Our marksman itemization changes also come as part of an even larger tuning sweep (we're calling it an item efficiency pass) that we'll get to below, but our hope is that marksmen truly have some choice in their item builds from start to finish (even if it's the wrong choice, hah!).

B. F. Sword

TOTAL COST 1550 gold 1300 gold
ATTACK DAMAGE 50 40

Cloak of Agility

TOTAL COST 730 gold 800 gold
CRITICAL STRIKE CHANCE 15% 20%

Infinity Edge

TOTAL COST 3800 gold 3600 gold
BUILD PATH B. F. Sword + Pickaxe + Cloak of Agility + 625 gold
ATTACK DAMAGE 80 65

Essence Reaver

Updated. Now gives cooldown reduction based on critical strike chance.

In days past, Infinity Edge stood alone as the top dog for enabling the marksman class's damage output, with its ruthless efficiency and multiplicative spike potential. IE still remains a powerhouse, but the long-forgotten Essence Reaver's now risen to do battle with the heavyweights.

No longer a niche lifesteal item, Essence Reaver grants near-cap cooldown reduction to marksmen that rely on abilities for their primary damage output - the same way an Infinity Edge + Phantom Dancer 'spike' turns a Jinx or Caitlyn into a mid-game monster. Fun fact: Essence Reaver and Infinity Edge actually play well together (especially in a 6-item build), but where you start and which style you embrace makes all the difference.
TOTAL COST 3200 gold 3600 gold
BUILD PATH B. F. Sword + Caulfield's Warhammer + Cloak of Agility + 400 gold
ATTACK DAMAGE 80 65
newCRITICAL STRIKE CHANCE 20%
removedLIFE STEAL 10% 0
removedREAVED Basic attacks no longer restore missing mana
UNIQUE PASSIVE 10% cooldown reduction. Gains up to +20% additional cooldown reduction equal to your critical strike chance from other sources
UNIQUE PASSIVE Critical strikes restore 3% of your maximum mana

Recurve Bow

TOTAL COST 1100 gold 1000 gold
BUILD PATH Dagger + Dagger + 400 gold
ATTACK SPEED 30% 25%
ON-HIT PHYSICAL DAMAGE 10 15

Bilgewater Cutlass

TOTAL COST 1400 gold 1650 gold
BUILD PATH Vampiric Scepter + Long Sword + 350 gold
LIFESTEAL 8% 10%

Blade of the Ruined King

that's the spirit

TOTAL COST 3200 gold 3400 gold
BUILD PATH Bilgewater Cutlass + Recurve Bow + 750 gold
CURRENT HEALTH DAMAGE 8% 6%

Zeal

TOTAL COST 1100 gold 1200 gold
BUILD PATH Dagger + Brawler's Gloves + 500 gold
ATTACK SPEED 20% 15%
CRITICAL STRIKE CHANCE 10% 20%

Phantom Dancer

if a phantom dances, does anyone see it?

With the rise of a few new options for multiplying marksman damage, Phantom Dancer seeks to differentiate itself via sheer dueling power. Enabling both pursuit and escape, PD's new spooky effects empower the solo-splitpushing playmakers out there to take on the world (as long as it's one at a time).
TOTAL COST 2800 gold 2700 gold
BUILD PATH Zeal + Dagger + Dagger + 900 gold
ATTACK SPEED 50% 40%
CRITICAL STRIKE CHANCE 35% 30%
removedMOVEMENT SPEED 5% 0%
removedTWO LEFT FEET No longer ignores unit collision
UNIQUE PASSIVE Spectral Waltz: While within 500 units of an enemy champion you can see, you gain 12% movement speed and pass through units
UNIQUE PASSIVE Lament: Basic attacking a champion causes them to deal 12% less damage to you for 10 seconds. Can only be active on one champion at a time.

Runaan's Hurricane

Unlike Phantom Dancer, Runaan's enables marksmen to split their focus and smack down multiple targets at once. In the past the incredible amount of attack speed and lack of crit synergy made this unfeasible for all but a few champions, but a new stat lineup means a lot more marksmen can spread their love to anyone and everyone in the way (And by 'love', we mean 'bullets, arrows, bolts, lasers, and generally powerful projectiles').
TOTAL COST 2500 gold (unchanged)
BUILD PATH Recurve Bow + Zeal + 300 gold
ATTACK SPEED 70% 40%
newCRITICAL STRIKE CHANCE 30%
newMOVEMENT SPEED 5%
ON-HIT PHYSICAL DAMAGE 10 15
BOLT RATIO 0.5 total attack damage 0.25 total attack damage
MEGASTRONG The bolts from Runaan's Hurricane can now critically strike
new

Kircheis Shard

Buy this baby-shiv to baby-zap opponents as you kite like mad. It's worth noting that Energize isn't a unique passive, so both Statikk Shiv and Rapid Firecannon play together rather well!
TOTAL COST 750 gold
BUILD PATH Dagger + 450 gold
ATTACK SPEED 15%
ENERGIZE Moving and attacking builds stacks, up to 100. When fully stacked, your next basic attack expends the charges and becomes energized
UNIQUE PASSIVE Energized Strike: Your energized basic attacks deal 30 bonus magic damage on-hit

Statikk Shiv

TOTAL COST 2500 gold (unchanged)
BUILD PATH Zeal + Kircheis Shard + 550 gold
ATTACK SPEED 40% 35%
CRITICAL STRIKE CHANCE 20% 30%
MOVEMENT SPEED 6% 5%
SHIV MAGIC DAMAGE 100 50-150 (at level 18)
SHIV LIGHTNING TARGETS 4 5
newLIGHTNING ROD Now deals 50% bonus damage to minions
new

Rapid Firecannon

bang bang

Firecannon's the fancy new Zeal upgrade you call on when it's time to go a-siegin'. Rub your feet together to gain enough electricity to snipe foes attempting to poke or clear from afar, or to sneak super-powered shots onto structures in tense situations. Come to think of it, it's not actually very Rapid, is it?
TOTAL COST 2500 gold
BUILD PATH Zeal + Kircheis Shard + 550 gold
ATTACK SPEED 30%
CRITICAL STRIKE CHANCE 30%
ENERGIZE Moving and attacking build stacks, up to 100. When fully stacked, your next basic attack expends the charges and becomes energized
UNIQUE PASSIVE Firecannon: Your energized gain 35% bonus range and deal 50-200 magic damage (at levels 1-18) on-hit. Energized attacks work on structures.

Last Whisper

Simply put, the answer of when to buy Last Whisper previously was 'pretty much always'. While certainly better when the enemy was armor-stacking, the total armor penetration meant it was always a sizeable and necessary damage increase in any situation. Last Whisper now occupies a reactive slot, letting you forego it when the enemy's just as reckless as you are.
TOTAL COST 2300 gold 1300 gold
BUILD PATH Pickaxe + 425 gold
ATTACK DAMAGE 40 25
ARMOR PENETRATION 35% total armor penetration 30% bonus armor penetration
new

Giant Slayer

the bigger they are, the harder you hit 'em

In tandem with Blade of the Ruined King, Giant Slayer (and its upgrade) give you a fighting chance to mount an attack on the titans and health-stacking beefsticks out there who block you from carrying your team to victory.
TOTAL COST 1000 gold
BUILD PATH Long Sword + 650 gold
ATTACK DAMAGE 10
UNIQUE PASSIVE Giant Slayer: Grants up to +10% damage against enemy champions with greater maximum health than you (+1% damage per 50 health difference, maxing at 500 health difference)
new?

Executioner's Calling

started at the bottom now we still at the bottom

One of our oldest items, Executioner's has answered the call to combat high amounts of sustain and has returned to the shop once more. It's worth noting that Grievous Wounds is now 40% healing reduction instead of 50%, so while it doesn't shut down regeneration as hard, it'll still put a dent in anyone looking to buy back all their health in quick succession.
TOTAL COST 800 gold
BUILD PATH Long Sword + 450 gold
ATTACK DAMAGE 15
UNIQUE PASSIVE Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 3 seconds
new

Lord Dominik's Regards

when giant slaying isn't enough, you have my regards

TOTAL COST 2700 gold
BUILD PATH Last Whisper + Giant Slayer + 400 gold
ATTACK DAMAGE 40
UNIQUE PASSIVE Giant Slayer: Grants up to +15% damage against enemy champions with greater maximum health than you (+1.5% damage per 50 health difference, maxing at 500 health difference)
UNIQUE PASSIVE Last Whisper: 40% bonus armor penetration
new

Mortal Reminder

It's like Executioner's Calling, but bigger!

TOTAL COST 2700 gold
BUILD PATH Last Whisper + Executioner's Calling + 600 gold
UNIQUE PASSIVE Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds
UNIQUE PASSIVE Last Whisper: 40% bonus armor penetration

Mercurial Scimitar

TOTAL COST 3700 gold (unchanged)
BUILD PATH Pickaxe + Vampiric Scepter + Quicksilver Sash + 625 gold
ATTACK DAMAGE 80 75
newLIFESTEAL 10%

The Bloodthirster

TOTAL COST 3500 gold 3700 gold
BUILD PATH B. F. Sword + Vampiric Scepter + Long Sword + 1150 gold
ATTACK DAMAGE 80 75

Back to top

Item Efficiency Tuning

Hopefully you've read the game pacing and gold flow changes above before coming to this! If not, here's a very designer-y summary: with so much changing with gold flow in League, it's hard to assess individual itemchanges in a vacuum. The short of it is you'll probably be hitting your gold power spikes at different times than before, so it's better to understand the following changes in relation to gold efficiency rather than game flow. For the large part, these changes are simple gold adjustments with some smaller power changes where necessary.

Up front: our intention isn't just a wholesale nerfing of mages. We ran a full-scale audit of all items in League of Legends to understand what their cost to power ratio was, then compared them to each other to ensure their efficiencies were on similar spectrums. This allows us to fully understand our item ecosystem and how champions interact with it. We also gain a better understanding of the innate strength of a champion in relation to others, rather than having to guess if their core items were just incredibly efficient.

Following our sweep, we came to the conclusion that ability power was just far more efficient as a stat purchase for mages in relation to their AD brethren (although this has a lot of nuance, like the fact there are no AD-based control mages), so we made adjustments. We are more than willing to readjust if necessary, especially if we see an ecosystem that is significantly skewed toward AD champions and AD assassins.

Back to top

Ability Power Itemization

Luden's Echo

TOTAL COST 3000 gold 3200 gold
BUILD PATH Needlessly Large Rod + Aether Wisp + 1100 gold

Rabadon's Deathcap

TOTAL COST 3500 gold 3800 gold
BUILD PATH Needlessly Large Rod + Blasting Wand + Amplifying Tome + 1265 gold

Seeker's Armguard

ABILITY POWER 25 20
ARMOR 30 25

Zhonya's Hourglass

TOTAL COST 3000 gold 3500 gold
BUILD PATH Seeker's Armguard + Needlessly Large Rod + 1050 gold
ARMOR 50 45

Archangel's Staff

TOTAL COST 3000 gold 3100 gold
BUILD PATH Tear of the Goddess + Needlessly Large Rod + 1100 gold

Rod of Ages

TOTAL COST 2700 gold 3000 gold
BUILD PATH Catalyst the Protector + Blasting Wand + 950 gold
ABILITY POWER 60 80

Rylai's Crystal Scepter

TOTAL COST 3000 gold 3200 gold
BUILD PATH Needlessly Large Rod + Amplifying Tome + Giant's Belt + 515 gold

Haunting Guise

TOTAL COST 1500 gold 1600 gold
BUILD PATH Ruby Crystal + Amplifying Tome + 765 gold

Liandry's Torment

TOTAL COST 3000 gold 3200 gold
BUILD PATH Haunting Guise + Blasting Wand + 750 gold

Morellonomicon

TOTAL COST 2300 gold 2550 gold
BUILD PATH Fiendish Codex + Forbidden Idol + 765 gold

Will of the Ancients

TOTAL COST 2500 gold 2300 gold
BUILD PATH Hextech Revolver + Fiendish Codex + 300 gold

Athene's Unholy Grail

TOTAL COST 2700 gold 2800 gold
BUILD PATH Chalice of Harmony + Fiendish Codex + Amplifying Tome + 565 gold

Mejai's Soulstealer

Builds from The Dark Seal. Grants movement speed instead of cooldown reduction.

While always a big risk, Mejai's cooldown reduction reward rarely benefitted users who often hit the CDR cap far before reaching max stacks. Movement speed fits better, turning the back-and-forth risk vs. reward more tense as you try ascend to glory.
TOTAL COST 1400 gold (unchanged)
BUILD PATH The Dark Seal + 1000 gold
newMANA 200
newUNIQUE PASSIVE Do or Die: Grants 4 Glory per champion kill or 2 Glory per assist, up to 25 Glory total. Upon dying, you lose 10 stacks of Glory.
newUNIQUE PASSIVE Dread: Grants 5 ability power per Glory. Grants 10% movement speed if you have at least 15 Glory.

Void Staff

TOTAL COST 2500 gold 2650 gold
BUILD PATH Blasting Wand + Amplifying Tome + 1365 gold

Abyssal Scepter

TOTAL COST 2450 gold 2350 gold
BUILD PATH Blasting Wand + Negatron Cloak + 780 gold

Lich Bane

TOTAL COST 3000 gold 3200 gold
BUILD PATH Sheen + Aether Wisp + Blasting Wand + 450 gold
MOVEMENT SPEED 5% 7%
newCOOLDOWN REDUCTION 0% 10%

Stinger

TOTAL COST 1250 gold 1200 gold
BUILD PATH Dagger + Dagger + 600 gold
ATTACK SPEED 40% 50%

Nashor's Tooth

TOTAL COST 3000 gold (unchanged)
BUILD PATH Fiendish Codex + Stinger + 1000 gold
ATTACK SPEED 40% 50%

Back to top

Defensive Itemization

Glacial Shroud

TOTAL COST 900 gold 1000 gold
BUILD PATH Sapphire Crystal + Cloth Armor + 350 gold

Warden's Mail

ARMOR 45 40

Frozen Heart

TOTAL COST 2600 gold 2800 gold
BUILD PATH Warden's Mail + Glacial Shroud + 700 gold

Randuin's Omen

TOTAL COST 2700 gold 3000 gold
BUILD PATH Warden's Mail + Giant's Belt + 900 gold
HEALTH 400 450

Thornmail

TOTAL COST 2300 gold 2350 gold
BUILD PATH Cloth Armor + Chain Vest + 1250 gold

Dead Man's Plate

TOTAL COST 2750 gold 2800 gold

Quicksilver Sash

TOTAL COST 1250 gold 1300 gold
BUILD PATH Null-Magic Mantle + 850 gold

Spectre's Cowl

TOTAL COST 1200 gold 1100 gold
BUILD PATH Ruby Crystal + Null-Magic Mantle + 250 gold
MAGIC RESIST 40 35

Banshee's Veil

TOTAL COST 2700 gold 2900 gold
BUILD PATH Spectre's Cowl + Crystalline Bracer + 1150 gold
HEALTH 450 500
MAGIC RESIST 60 70

Spirit Visage

TOTAL COST 2700 gold 2800 gold
BUILD PATH Spectre's Cowl + Kindlegem + 900 gold
HEALTH 400 500
MAGIC RESIST 60 70

Bami's Cinder

TOTAL COST 1000 gold 1100 gold
BUILD PATH Ruby Crystal + 700 gold

Warmog's Armor

TOTAL COST 2750 gold 2850 gold
HEALTH 800 850

Sunfire Cape

TOTAL COST 2600 gold 2700 gold
BUILD PATH Bami's Cinder + Chain Vest + 800 gold
HEALTH 450 500

Guardian Angel

TOTAL COST 2800 gold 2900 gold
BUILD PATH Chain Vest + Negatron Cloak + 1380 gold
ARMOR 50 60
MAGIC RESIST 50 60

Aegis of the Legion

TOTAL COST 1600 gold 1500 gold
BUILD PATH Null-Magic Mantle + Crystalline Bracer + 400 gold
MAGIC RESIST AURA 15 10

Locket of the Iron Solari

TOTAL COST 2750 gold 2500 gold
BUILD PATH Aegis of the Legion + Kindlegem + 200 gold

Back to top

Jungle Items

Hunter's Machete

it's dangerous to go alone

One of the two items necessary to make your tier 2 jungle items, Machete's carving out an identity as the more basic attack-focused of the jungle starting items, providing the on-hit damage and sustain necessary to cleave the cute woodland beasts of the Rift. It's lost all of its mana regeneration in return for offensive power, so consider starting at the Blue Sentinel if you're reliant on abilities to clear!
TOTAL COST 400 gold 350 gold
removedMORE PROBLEMS No longer grants 15 bonus gold on large monster kill
removedJUNGLER No longer burns monsters or gives regeneration when hit by monsters.
newLIFESTEAL 8% vs monsters
newUNIQUE PASSIVE Nail: Basic attacks deal 20 bonus damage on-hit vs monsters. Killing large monsters grants 15 bonus experience.
new

Hunter's Talisman

*(Knowing that Brand can finally jungle... It fills you with determination.)

The other half of the essential Hunter's gear, Talisman provides an option for those tanks and mages lacking the sustain to survive their early clears,. Massive boosts to mana regen and the health drain on monsters make it less specialized than Machete, increasing the number of would-be adventurers who can hold their own the jungle. As a pro-tip, consider starting at the Red Brambleback to take advantage of red buff's health regen to safely power-clear with Talisman's mana battery at your disposal!
TOTAL COST 350 gold
MANA REGENERATION 150% while in the jungle
newUNIQUE PASSIVE Tooth: Damaging a monster steals 20 health over 5 seconds. Killing large monsters grants 15 bonus experience.

Skirmisher's Sabre

Pretty similar to before, but now costs a little more thanks to the new build path. Luckily, these Tier 2's also inherit the wealth of lifesteal, regeneration, on-hit and over-time damage from its predecessors, making it well worth the extra cash.
TOTAL COST 850 gold 1050 gold
BUILD PATH Hunter's Machete + Hunter's Talisman + 350 gold
LIFESTEAL 10% vs monsters
MANA REGENERATION 150% while in jungle
removedMORE PROBLEMS No longer grants 30 bonus gold on large monster kill
removedJUNGLER No longer burns monsters or gives regeneration when hit by monsters.
newUNIQUE PASSIVE Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 health over 5 seconds. Killing a large monster grants +30 bonus experience.
SIDEGRADE COST 255 gold 200 gold

Stalker's Blade

We just covered this! Just re-read that one, but imagine this icon in your head. Just like new.
TOTAL COST 850 gold 1050 gold
BUILD PATH Hunter's Machete + Hunter's Talisman + 350 gold
LIFESTEAL 10% vs monsters
MANA REGENERATION 150% while in jungle
removedMORE PROBLEMS No longer grants 30 bonus gold on large monster kill
removedJUNGLER No longer burns monsters or gives regeneration when hit by monsters.
newUNIQUE PASSIVE Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 health over 5 seconds. Killing a large monster grants +30 bonus experience.
SIDEGRADE COST 255 gold 200 gold
new

Tracker's Knife

now that's a knife

Tracker's Knife doesn't strengthen your Smite, but gives you a Sightstone-style stack of seeing sticks to seek out sporting stalkers and sneaky skirmishers, securing your squad's section of Summoner's Rift. Alternatively (for the alliteration illiterate) this augment allows illumination always, assuming your ambitions align with accumulating authority alongside your allies over your adversary's abode.
TOTAL COST 850 gold 1050 gold
BUILD PATH Hunter's Machete + Hunter's Talisman + 350 gold
LIFESTEAL 10% vs monsters
MANA REGENERATION 150% while in jungle
UNIQUE PASSIVE Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 health over 5 seconds. Killing a large monster grants +30 bonus experience.
UNIQUE PASSIVE Warding (Minor): Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 2 charges which refill upon visiting the shop.
SIDEGRADE COST 255 gold 200 gold

Enchantment: Runeglaive

TOTAL COST 2250 gold 2675 gold
BUILD PATH Sheen + Amplifying Tome + Tier 2 Jungle Item + 140 gold
ABILITY POWER 50 40
MANA 200 250

Enchantment: Cinderhulk

TOTAL COST 2250 gold 2625 gold
BUILD PATH Bami's Cinder + Tier 2 Jungle Item + 475 gold

Enchantment: Warrior

TOTAL COST 2250 gold 2625 gold
BUILD PATH Caulfield's Warhammer + Tier 2 Jungle Item + 475 gold
ATTACK DAMAGE 45 60
removedARMOR PENETRATION 10 0

Enchantment: Devourer

TOTAL COST 2250 gold 2450 gold
BUILD PATH Recurve Bow + Tier 2 Jungle Item + 400 gold
ATTACK SPEED 50% 40%
SATED ON-HIT MAGIC DAMAGE 50 60

Back to top

Support Items

Ancient Coin

probably worth a lot

TOTAL COST 365 gold 350 gold
FAVOR GOLD GENERATION 3 gold when a nearby enemy minion dies 4 gold when a nearby minion dies

Nomad's Medallion

TOTAL COST 865 gold 850 gold
BUILD PATH Ancient Coin + Faerie Charm + Rejuvenation Bead + 225 gold
removedMOVEMENT SPEED 10 0
removedPASSIVE GOLD GENERATION 2 gold per 10 seconds 0
BASE HEALTH REGEN 25% 50%
FAVOR GOLD GENERATION 4 gold when a nearby enemy minion dies 6 gold whenever a nearby enemy minion dies

Talisman of Ascension

TOTAL COST 2100 gold 2200 gold
removedMOVEMENT SPEED 20 0
removedPASSIVE GOLD GENERATION 2 gold per 10 seconds 0
FAVOR GOLD GENERATION 4 gold when a nearby enemy minion dies 6 gold whenever a nearby enemy minion dies
ACTIVE COOLDOWN 40 seconds 60 seconds

Relic Shield

TOTAL COST 365 gold 350 gold
newPASSIVE GOLD GENERATION 2 gold per 10 seconds

Targon's Brace

TOTAL COST 865 gold 850 gold
BUILD PATH Relic Shield + Rejuvenation Bead + 350 gold
newPASSIVE GOLD GENERATION 2 gold per 10 seconds

Face of the Mountain

TOTAL COST 2200 gold (unchanged)
HEALTH 500 450
HEAL 50 + 1% of your maximum health 50
newGOLD GENERATION 2 gold per 10 seconds
newWITNESS ME Face of the Mountain's active shield detonation now slows nearby enemies by 40% for 2 seconds instead of dealing damage (60 second cooldown)

Spellthief's Edge

TOTAL COST 365 gold 350 gold
TRIBUTE GOLD 5 gold on damage/attack on a champion or structure 8 gold on damage/attack on a champion or structure

Frostfang

TOTAL COST 865 gold 850 gold
BUILD PATH Spellthief's Edge + Faerie Charm + 375 gold
ABILITY POWER 10 15
BASE MANA REGEN 50% 100%
TRIBUTE GOLD 10 gold on damage/attack on a champion or structure 15 gold on damage/attack on a champion or structure

Frost Queen's Claim

TOTAL COST 2200 gold (unchanged)
BASE MANA REGEN 50% 150%
TRIBUTE GOLD 10 gold on damage/attack on a champion or structure 15 gold on damage/attack on a champion or structure
removedUNIQUE ACTIVE Arctic Embrace no longer exists
newUNIQUE ACTIVE Summons 2 icy ghosts for 6 seconds that seek out nearby enemy champions. Ghosts reveal enemies on contact and reduce their movement speed by 40% for 4 seconds (60 second cooldown)

Ardent Censer

TOTAL COST 2100 gold 2200 gold
BUILD PATH Forbidden Idol + Aether Wisp + 800 gold

Mikael's Crucible

TOTAL COST 2450 gold 2300 gold
BUILD PATH Chalice of Harmony + Forbidden Idol + 750 gold
MAGIC RESIST 40 35

Zeke's Harbinger

TOTAL COST 2250 gold 2350 gold
BUILD PATH Glacial Shroud + Amplifying Tome + Amplifying Tome + 480 gold

Back to top

Vision Items

Stealth & Vision Wards

Stealth wards have been removed from the shop. All wards leave Rubble upon death.

When vision is in an easily acquired consumable state, a few things tend to happen. For starters, vision becomes an arms race due to the inherent power of map knowledge - making the appropriate answer to 'how many wards should we have' universally 'as many as you can, always'. This means that, executed optimally, an entire team's excess gold income (or primary income, if you're a Jungler or a Support) is funneled into keeping up as much vision as possible at all times.

This means decisionmaking around the questions 'when is the right time to ward?' and 'where is the right place to ward?' is thrown out in favor of sheer throughput. By removing 'safe' vision from the map (invisible wards) and placing the other vision resources on meaningful cooldowns, teams will have to think a lot more about where they light up the map, rather than ward coverage being a function of team gold advantage.
VISION WARD COST 100 gold 75 gold
removedWARDED OFF Stealth wards are no longer available for purchase
STEALTH WARD DURATION 180 seconds 150 seconds
newPICKING UP THE PIECES Upon death or expiration, wards leave behind Rubble. Rubble is team colored, lasts up to 5 minutes, and appears as circles where the ward was when it was active.
newINSIGHTFUL Wards now indicate their vision range while being placed

Sightstone

WARD CHARGES 4 wards 3 wards
newWE HAVE THE TECHNOLOGY In addition to Ruby Sightstone, can now combine with Tier 2 support items (Frostfang, Nomad's Medallion and Targon's Brace)

Ruby Sightstone

Now gives active item cooldown reduction.

Ruby Sightstone, often seen as a minimal efficiency upgrade, now provides an important decision point for supports' endgame builds. Ruby synergizes with the Tier 3 support items (Talisman of Ascension, Face of the Mountain, or Frost Queen's Claim), as well as any future active items you might build. The tradeoff is that you've committed two of your item slots - one to vision and one to your support item. So, whether you'd like the 'extra' slot (Eyestones - see below), or the more efficient slot (Ruby) is in your hands.
TOTAL COST 1600 gold 1800 gold
HEALTH 400 500
newSTAYING ACTIVE Item Active cooldowns are reduced by 10%
WARD CHARGES 5 4
new

Eye of the Watchers

somebody's watchin' me

Below are the three 'Eyestones', so let's cover the context all in one go, shall we? In contrast to Ruby Sightstone above, these Eyestones (built from combining Sightstone and your Tier 2 support item) give you the option to choose between the synergies of a Ruby + Tier 3 'active' build or an Eyestone, nixing the power of your Tier 3 in favor of more selfish items down the road. It's a tough question, and one supports will need to constantly evaluate on the fly with the departure of 'Stealth Ward stacking' as a viable progression path. All Eyestones keep their gold generation passives, making them the economic choice if you're looking to rush any particular item for your composition.
TOTAL COST 2200 gold
BUILD PATH Sightstone + Frostfang + 550 gold
HEALTH 200
ABILITY POWER 25
PASSIVE GOLD GENERATION 2 gold per 10 seconds
BASE MANA REGEN 150%
UNIQUE PASSIVE Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 gold. This can occur up to 3 times every 30 seconds.
UNIQUE PASSIVE Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.
new

Eye of the Oasis

Part 2. Context above!
TOTAL COST 2200 gold
BUILD PATH Sightstone + Nomad's Medallion + 550 gold
HEALTH 200
BASE HEALTH REGEN 150%
BASE MANA REGEN 150%
UNIQUE PASSIVE Favor: Being near a minion death without dealing the killing blow grants 6 gold and 10 health
UNIQUE PASSIVE Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.
new

Eye of the Equinox

Aaand Part 3. Context above-above!
TOTAL COST 2200 gold
BUILD PATH Sightstone + Targon's Brace + 550 gold
HEALTH 500
BASE HEALTH REGEN 100%
PASSIVE GOLD GENERATION 2 gold per 10 seconds
UNIQUE PASSIVE Spoils of War: Melee basic attacks execute minions below 240 health. Killing a minion heals the owner and the nearest allied champion for 50 health and grants them kill gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.
UNIQUE PASSIVE Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

Trinkets

Because you always forgot to.

As Stealth Wards exit from the shop, Trinkets step up to take their place as the primary interaction point with the vision game. Warding and Sweeping are now the team's responsibility, and you'll have to coordinate carefully to simultaneously light up the fog of war and black out the enemy's wards. For the Trinket-Impaired, all upgrades and swap-costs are free!

Quick aside: we didn't really just make these trinkets auto-upgrade just because you forgot to. Ultimately if we're making the trinket / vision game a mandatory system to engage with for all players of all skill levels, we want to make sure we remove any needless barriers to entry. Fundamentally, we believe the trinket system is an integral part of the vision game, and we do hope y'alls learn to coordinate.
newFREE AT LAST Purchasing, upgrading, or swapping between trinkets no longer costs gold
TRINKET FEUD Swapping between the Warding line and the Sweeping line puts your trinket on cooldown for 2 minutes
removed

Scrying Orb line


Scrying Orb

don't scry for me, argentina

removedAS I LAY SCRYING Scrying Orb has been removed

Farsight Orb

didn't see that coming

removedOVERSIGHT Farsight Orb has been removed

Warding Totem line


Warding Totem

Ward duration increases with champion level. Now generates charges.

removedVISION QUEST Greater Stealth and Greater Vision totems removed
newCHARGED UP Can now store up to two wards at one time. Starts with one charge.
WARD DURATION 60 seconds 60 - 120 seconds (at levels 1-18)
CHARGE COOLDOWN Generates a new charge every 180 - 120 seconds (from levels 1-18)

Farsight Alteration

ALTERED TOTEM At level 9, you can alter your Warding Totem into a Farsight Totem. Once altered, Farsight Totem instead places a visible, 1-health ward from far away, briefly revealing the surrounding area.
COOLDOWN 40% of Warding Totem's charge cooldown (61 - 48 seconds at levels 9 - 18)
RANGE 4000 units
WARD DURATION Infinite
THIS ONE'S SPECIAL Farsight Totem's ward doesn't count against your ward limits

Sweeping Lens line


Sweeping Lens

newSIGHT BEYOND SIGHT In addition to disabling wards, Sweeping Lens will spawn warning particles over units it finds that you can't see (champions, pink wards, etc.)
RANGE 500 - 2000 (at levels 1-18)
COOLDOWN 90 - 60 seconds (at levels 1-18)
SIZE 450 - 575 (at levels 1-18)

Oracle Alteration

ALTERED LENS At level 9, you can alter your Sweeping Lens into an Oracle's Lens. Once altered, Oracle's Lens instead constantly sweeps the area around your champion for 10 seconds.
removedFALSE SIGHT? No longer grants true sight
newSIGHT BEYOND SIGHT In addition to disabling wards, Sweeping Lens will spawn warning particles over units it finds that you can't see (champions, pink wards, etc.)
SIZE Increased by about 50%

Back to top

Starting Items & Consumables

Our focus with starting items this season is the same philosophy that informed our first wave of support item changes from way back. Specifically we want to offer more options for the opening game that really show intent as opposed to reacting to your opponent. There are still generalist pickups for people who want everything (see: the Doran's items), but now there should be more options for different styles of openings.

Doran's Shield

Doran tunes his items carefully.

TOTAL COST 440 gold 450 gold

Doran's Blade

Very carefully.

TOTAL COST 440 gold 450 gold
HEALTH 70 80
ATTACK DAMAGE 7 8

Doran's Ring

Less power early-game (for most champs), but scales better as a bench warmer while you transition to more powerful end-game builds.
MANA REGEN 3 per 5 seconds 50%
new

The Dark Seal

Alternative starting item to Doran's Ring. Builds into Mejai's. Is dark. Is a seal.

Doran's Ring has always been the go-to starting item for mages, but offers more in the way of lane safety than offensive potential. The Dark Seal trades defense for all-in power, presenting an aggressive option for champs who want to roam and make plays to start a match off strong. Fail to snowball? No sweat, just sell it off like you would your Doran's and proceed as normal. Get a few early fights in your favor? Go for glory and start stealing some souls.
TOTAL COST 400 gold
ABILITY POWER 15
MANA 100
BONUS HEALING FROM POTIONS 25%
newUNIQUE PASSIVE Do or Die: Grants 2 Glory per champion kill or 1 Glory per assist, up to 10 Glory total. Upon dying, you lose 4 stacks of Glory.
newUNIQUE PASSIVE Dread: Grants 3 ability power per Glory
new

Cull

Doran's Blade alternative. Less safe, but more gold.

Tired of those supports that want you to fight all the time? Buy Cull and proceed to rack up the gold instead. While it doesn't completely discourage scrapping (life on hit starts off stronger than D. Blade's % lifesteal), Cull's mix of both sustain and farming power lets you play flexibly, given that no one tries to interrupt your delicious, minion-killing plans.

(They will, though. Good luck.)
TOTAL COST 450 gold
ATTACK DAMAGE 5
LIFE ON HIT 3
CULLEN Killing a minion grants 1 additional gold. Killing 100 minions grants an additional 300 gold immediately and disables this passive.

Health Potion

The potion who lived.

TOTAL COST 35 gold 50 gold
OFF THE STUFF Limited to one type of Healing Potion

Refillable Potion

Refillable Potions are an exercise in saving for the future! For the same cost, three health potions outscale this immediately, but a single trip back to your fountain recoups the value difference. Refillable is an attractive option for those looking to play the long game in lane; its upgrades provide some very real power.
TOTAL COST 150 gold
FREE REFILLS Consume a charge to restore 100 health over 10 seconds. Holds up to 2 charges and refills upon visiting the shop
PUT A LID ON IT Limited to one type of Healing Potion

Hunter's Potion

It's like the Refillable Potion, but more fit to survive the wilderness.

One of the upgrades to Refillable, Hunter's Potion gives sustain to junglers who have none and allows those that do to double up. In the past, we've had to rely on intrinsic sustain mechanics (miss u, spirit stone) that always skewed towards the damage dealers in the crowd. You'll have to pay for it, but grab this on champions without strong lifesteal/spell vamp options (*cough*Amumu*cough*) and you'll find yourself burning through the jungle much healthier than normal.
TOTAL COST 400 gold
BUILD PATH Refillable Potion + 250 gold
FREE REFILLS Consume a charge to restore 60 health and 35 mana over 8 seconds. Holds up to 5 charges and refills upon visiting the shop.
DELICIOUS JUNGLE TEARS Killing a large monster grants one charge
DON'T SPILL IT Limited to one type of Healing Potion

Corrupting Potion

It's a bad influence on the other potions.

Crystalline Flask (rip) used to be an attractive option for anyone looking to quietly sustain through lane phase. For opponents, on the other hand, it often felt like the only way to get an edge was to burn through a Flask holder's entire reservoir of health, which was no bueno (especially in combination with Teleport's lower cooldown).

Now that Flask's all out of juice, Corrupting Potion's your go-to if you're looking to outlast your opponent. Laners that choose to opt into raw stats will still have a combat advantage as they complete their item builds, but until then, Corrupting Potion's all-in nature once consumed demands respect in lane duels.
TOTAL COST 500 gold
BUILD PATH Refillable Potion + 350 gold
"FREE" REFILLS? Consume a charge to restore 150 health and 50 mana over 12 seconds and grants Touch of Corruption during that time. Holds up to 3 charges and refills upon visiting the shop.
BUT AT WHAT COST? While under Touch of Corruption, your single target spells and attacks burn enemy champions for 15-30 (at levels 1-18) magic damage over 3 seconds
removed

Elixir of Ruin

While both Sorcery and Wrath have clear definitions to make the purchase feel impactful, Ruin and Iron both fulfilled the same niche, often feeling like a trap or generally underpowered relative to their damage-dealing brethren. As we retire Elixir of Ruin into the abyss, we're taking the health from it and looking to create the One True Tank Elixir everyone can feel good about buying.
removedRUINED Elixir of Ruin has been removed

Elixir of Iron

Has Elixir of Ruin's health.

TOTAL COST 400 gold 500 gold
newSAVED Now gives 300 health
removedYOU'RE TOO SLOW No longer reduces the effectiveness of slows by 25%
TOO BIG Size increase slightly reduced

Elixir of Sorcery

AP increased.

TOTAL COST 400 gold 500 gold
ABILITY POWER 40 50

Elixir of Wrath

Damage and healing increased, but no longer resets.

TOTAL COST 400 gold 500 gold
ATTACK DAMAGE 25 30
BLOODLUST HEAL 10% of all physical damage dealt 15% of all physical damage dealt
removedANGER MANAGEMENT Kills and assists no longer extend the duration

Back to top

Boots

Boots of Speed

TOTAL COST 325 gold 300 gold

Berserker's Greaves

TOTAL COST 1000 gold 1100 gold
BUILD PATH Boots of Speed + Dagger + 500 gold
ATTACK SPEED 25% 30%

Boots of Swiftness

TOTAL COST 1000 gold 800 gold
BUILD PATH Boots of Speed + 500 gold
MOVEMENT SPEED 60 65

Ionian Boots of Lucidity

TOTAL COST 1000 gold 800 gold
BUILD PATH Boots of Speed + 500 gold
COOLDOWN REDUCTION 15% 10%
newTRUCIDITY Now additionally reduces the cooldowns of Summoner Spells by 10%

Mercury's Treads

TOTAL COST 1200 gold 1100 gold
BUILD PATH Boots of Speed + Null-Magic Mantle + 350 gold
TENACITY 35% 20%

Ninja Tabi

TOTAL COST 1000 gold 1100 gold
BUILD PATH Boots of Speed + Cloth Armor + 500 gold
ARMOR 25 30

Enchantment: Alacrity

TOTAL COST 475 gold 450 gold

Enchantment: Furor

TOTAL COST 475 gold 450 gold

Enchantment: Distortion

TOTAL COST 475 gold 450 gold
SUMMONER SPELL COOLDOWN REDUCTION 20% 15%

Enchantment: Captain

Now you can afford this one!
TOTAL COST 600 gold 450 gold

Enchantment: Homeguard

TOTAL COST 475 gold 450 gold

Back to top

Items

new

Death's Dance

Lifesteals from all physical damage, and converts damage taken into a delayed damage-over-time effect.

Lifesteal as a stat for champions that primarily use abilities has always been an interesting space to work in, but often failed because the 'casters' in question lack the inherent durability to really start draining and instead just die on the spot. Death's Dance instead provides 'pseudo-durability' - just enough to give the user time to get their sustain engine going, but forcing that lifesteal to work overtime so as not to succumb to their accumulated debt. Can you outrace your own death, or will you just dance around it?
TOTAL COST 3400 gold
BUILD PATH Vampiric Scepter + Pickaxe + Caulfield's Warhammer + 525 gold
ATTACK DAMAGE 65
COOLDOWN REDUCTION 10%
UNIQUE PASSIVE Dealing physical damage heals for 12% of the damage dealt (33% effectiveness for multi-target effects)
UNIQUE PASSIVE 12% of the damage you take is instead turned into a bleed for 5 seconds.

Hexdrinker

TOTAL COST 1450 gold 1300 gold
BUILD PATH Long Sword + Null-Magic Mantle + 500 gold
ATTACK DAMAGE 25 20
MAGIC RESIST 30 35
MAGIC DAMAGE SHIELD 250 110-280 (at levels 1-18)

Maw of Malmortius

No longer gives attack damage when low, but enrages instead.

Never an efficient combination of stats, Maw's updated inclusion of Dirk's armor penetration and the new Lifegrip passive work together with Lifeline's shield to create the feeling of just staving off death, flying into a berserker rage when the heat is on. That sounds a lot better for fighters than the previous 'get a lot of damage when you're almost dead and then die', so we went with it.
TOTAL COST 3200 gold 3250 gold
BUILD PATH Hexdrinker + Serrated Dirk + 850 gold
ATTACK DAMAGE 60 55
MAGIC RESIST 40 50
newARMOR PENETRATION 10
LIFELINE SHIELD 400 300 + 1 per bonus magic resist
removedCOME AT ME No longer grants bonus attack damage based on missing health
newUNIQUE PASSIVE Lifegrip: When Lifeline triggers, you gain 25% attack speed, 10% spell vamp and 10% lifesteal until you leave combat

Frozen Mallet

TOTAL COST 3300 gold 3100 gold
BUILD PATH Jaurim's Fist + Pickaxe + Ruby Crystal + 525 gold
HEALTH 700 650
ATTACK DAMAGE 30 40

Youmuu's Ghostblade

No longer has crit, but has wayyy more damage.

Simply put, Ghostblade often lived in the valley between 'An assassin item that has crit I don't need' and 'A marksman item that isn't as good as Phantom Dancer'. With Marksman getting a host of new toys, we're refocusing Ghostblade as a much-needed buy for Assassins.
TOTAL COST 2700 gold 3200 gold
BUILD PATH Serrated Dirk + Caulfield's Warhammer + 1000 gold
ATTACK DAMAGE 30 65
removedCRITICAL STRIKE CHANCE 15% 0%

Guinsoo's Rageblade

The statistically least-bought item in League of Legends (even less than Poacher's Knife, rest in peace), Guinsoo's always presented a puzzle to players - 'When do I want this item? Who could use it really well?' As it turns out, even on the few champions it works for (Kayle and Jax, primarily) it never really panned out. With berserker healing moved to Maw of Malmortius, we went all in on hulking out, providing a payoff worth stacking for should you succeed in pulling it off.
TOTAL COST 2500 gold
BUILD PATH Blasting Wand + Pickaxe + 775 gold
newUNIQUE PASSIVE Basic attacks grant +8% Attack Speed, +3 Attack Damage, and +4 Ability Power for 5 seconds (stacks up to 8 times, melee attacks grant 2 stacks). While you have 8 stacks, gain Guinsoo's Rage.
newGUINSOO'S RAGE Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.

Hextech Gunblade

Similar to Guinsoo's (though quite not as scarce), Gunblade's reload mechanic actually restricted its active's use as a means of catching people out, instead favoring champions who could repeatedly 'reload' it (hint: it's Akali). By stripping out the mechanic and halving the cooldown we're looking to bring Gunblade back as a possible choice for a broader set of champions, namely those looking to heal off of everything. Actually everything.
TOTAL COST 3400 gold (unchanged)
BUILD PATH Bilgewater Cutlass + Hextech Revolver + 550 gold
removedLIFESTEAL 10% 0%
removedSPELLVAMP 20% 0%
newOMNIVORE Now heals for 15% of all damage dealt (33% effective for AoE)
ACTIVE COOLDOWN 60 seconds 30 seconds
removedRELOAD No longer reduces the active cooldown by 3 seconds per basic attack and single target spell-hit

Tiamat

TOTAL COST 1900 gold 1250 gold
BUILD PATH Pickaxe + Rejuvenation Bead + 225 gold
ATTACK DAMAGE 40 30
BASE HEALTH REGEN 100% 50%
removedCLEAVE No longer passively cleaves around your target

Ravenous Hydra

hungry hungry hydra

We'd intended Titanic and Ravenous (the two 'heads' of the hydra) to be interchangeable all along, but Titanic's awkward build-path led to some complications. With Tiamat being cheaper and more accessible, we're executing on that now.

Gameplay-wise this lets you customize your type of builds on the fly, but it's also just really cool.
TOTAL COST 3300 gold 3600 gold
BUILD PATH Tiamat + Vampiric Scepter + Long Sword + 1100 gold
MANY-HEADED HORROR You can now freely exchange between Ravenous Hydra and Titanic Hydra

Titanic Hydra

Not much to add. Still cool.
TOTAL COST 3300 gold 3600 gold
BUILD PATH Jaurim's Fist + Tiamat + 1150 gold
HEALTH 400 450
MANY-HEADED HORROR You can now freely exchange between Titanic Hydra and Ravenous Hydra

Phage

TOTAL COST 1325 gold 1250 gold
BUILD PATH Ruby Crystal + Long Sword + 500 gold
ATTACK DAMAGE 20 15

The Black Cleaver

TOTAL COST 3000 gold 3500 gold
BUILD PATH Phage + Caulfield's Warhammer + 1150 gold
ATTACK DAMAGE 40 55
HEALTH 400 300

Trinity Force

TOTAL COST 3703 gold 3800 gold
BUILD PATH Zeal + Sheen + Phage + 300 gold
MANA 200 250
MOVEMENT SPEED 8% 5%
CRITICAL STRIKE CHANCE 10% 20%
ATTACK SPEED 30% 15%
ATTACK DAMAGE 30 25
removedABILITY POWER 30 0
newCOOLDOWN REDUCTION 10%

Iceborn Gauntlet

With the removal of ability power on Sheen, we took the opportunity to refocus the item towards tanks via its new armor scaling. Ezreal might still wear it from time to time, but once Malphite gets in the mix things'll get real icy, real fast.
TOTAL COST 2850 gold 2700 gold
BUILD PATH Sheen + Glacial Shroud + 650 gold
ARMOR 60 65
COOLDOWN REDUCTION 10% 20%
removedABILITY POWER 30 0
newPACKS A PUNCH Size of the slow zone now increases with bonus armor

Manamune

TOTAL COST 2200 gold 2400 gold
BUILD PATH Tear of the Goddess + Pickaxe + 775 gold

Wit's End

TOTAL COST 2550 gold 2800 gold
BUILD PATH Recurve Bow + Dagger + Null-Magic Mantle + 1050 gold
MAGIC RESIST 30 40
ATTACK SPEED 50% 40%
ON-HIT MAGIC DAMAGE 42 40

Sterak's Gage

TOTAL COST 2550 gold 2700 gold
BUILD PATH Jaurim's Fist + Ruby Crystal + 1100 gold

Righteous Glory

TOTAL COST 2400 gold 2600 gold
BUILD PATH Catalyst the Protector + Crystalline Bracer + 750 gold

Banner of Command

TOTAL COST 2750 gold 2900 gold
BUILD PATH Aegis of the Legion + Fiendish Codex + 600 gold

Ohmwrecker

it's your old pal, ohmwrecker

TOTAL COST 2600 gold 2650 gold
BUILD PATH Raptor Cloak + Kindlegem + 650 gold
STILL IN THE GAME Still exists

Zz'rot Portal

TOTAL COST 2750 gold 2700 gold
BUILD PATH Raptor Cloak + Negatron Cloak + 780 gold
BASE HEALTH REGEN 150% 125%

Back to top

Component Items

Rejuvenation Bead

TOTAL COST 180 gold 150 gold

Faerie Charm

TOTAL COST 180 gold 125 gold

Forbidden Idol

TOTAL COST 600 gold 550 gold
BUILD PATH Faerie Charm + Faerie Charm + 300 gold

Sapphire Crystal

more mana, more problems

TOTAL COST 400 gold 350 gold
MANA 200 250

Sheen

Costs less, no longer has ability power. Now has cooldown reduction.

One of the oldest items in the game, Sheen's ability power always made it a little awkward to use as a building block for other items (like Iceborn Gauntlet, which was always pretty confusing). Removing AP and adding cooldown reduction adds more synergies for the champions who want the Spellblade passive without forcing an often-'wasted' stat on them.
TOTAL COST 1250 gold 1050 gold
BUILD PATH Sapphire Crystal + 700 gold
MANA 200 250
removedABILITY POWER 25 0
newCOOLDOWN REDUCTION 0% 10%

Tear of the Goddess

TOTAL COST 720 gold 750 gold
BUILD PATH Sapphire Crystal + Faerie Charm + 275 gold

Long Sword

it's actually pretty short

TOTAL COST 360 gold 350 gold

Brawler's Gloves

break your targets

CRITICAL STRIKE CHANCE 8% 10%

Dagger

TOTAL COST 450 gold 300 gold
ATTACK SPEED 15% 12%

Crystalline Bracer

TOTAL COST 600 gold 650 gold
BUILD PATH Ruby Crystal + Rejuvenation Bead + 100 gold

Raptor Cloak

TOTAL COST 1100 gold 1200 gold
BUILD PATH Chain Vest + Rejuvenation Bead + 250 gold

Catalyst the Protector

HEALTH 200 225

Chain Vest

TOTAL COST 750 gold 800 gold

Negatron Cloak

TOTAL COST 800 gold 720 gold
BUILD PATH Null-Magic Mantle + 270 gold
MAGIC RESIST 45 40
new

Jaurim's Fist

Because even a giant belt doesn't punch people.

This neat little death-gauntlet gives us some nice flexibility in health-oriented builds. From now on: Giant's Belt for big ticket tank items, Jaurim's for a few punches with your beefstats.
TOTAL COST 1200 gold
BUILD PATH Long Sword + Ruby Crystal + 450 gold
ATTACK DAMAGE 15
HEALTH 150
UNIQUE PASSIVE Killing a unit grants 5 maximum health, stacking up to 30 times.
new

Serrated Dirk

One half of the item formerly known as the Brutalizer. Doesn't look very sanitary.

We've essentially got context split across two items, so we'll tackle it here. The Brutalizer, while an amazing item for its cost, stats, and flexibility, was in some ways too desirable. By already being a 'complete' item in terms of stat profile, anything it upgraded to had to be 'Brutalizer But Bigger and/or Better'.

To tackle this, we split it up - one half with armor penetration, and the other with cooldown reduction. This gives us room to improve existing items and make new ones in the future for a variety of AD champions looking to utilize those stats without making Rengar (and all the other assassins hungry for your Flash cooldowns) harder to balance.
TOTAL COST 1100 gold
BUILD PATH Long Sword + Long Sword + 400 gold
ATTACK DAMAGE 20
ARMOR PENETRATION 10
UNIQUE PASSIVE After killing any unit, your next basic attack or single target spell deals 15 bonus damage
new

Caulfield's Warhammer

One half of the item formerly known as the Brutalizer. A little flat, but has a good head on its shoulders.

Pretty much everything from the Serrated Dirk section. If you want more context, scroll up and re-read the last one. We'll wait.
TOTAL COST 1100
BUILD PATH Long Sword + Long Sword + 400 gold
ATTACK DAMAGE 25
COOLDOWN REDUCTION 10%

Vampiric Scepter

TOTAL COST 800 gold 900 gold
BUILD PATH Long Sword + 550 gold
ATTACK DAMAGE 10 15
LIFESTEAL 8% 10%

Fiendish Codex

TOTAL COST 825 gold 800 gold
BUILD PATH Amplifying Tome + 365 gold
ABILITY POWER 30 25

Kindlegem

TOTAL COST 850 gold 800 gold
BUILD PATH Ruby Crystal + 400 gold

Back to top

Masteries

Overall Philosophy

We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.

Ferocity Tree

Rather than just the 'Offense' tree, let's look at the types of bonuses Ferocity provides. This tree is all about getting into fights and staying there, scrapping with anyone at any time. Many of its bonuses help you against a large number of targets (attack speed and % penetration are pretty 'always good'), but bursty mages or assassins may find single target isolation somewhat lacking. Wanna deal damage, but worried about tanks and fighters getting in your face? Get ferocious and bite back.
Tier 1

You may split five points between the following masteries:


Fury

ATTACK SPEED 0.8/1.6/2.4/3.2/4%

Sorcery

INCREASED DAMAGE FROM ABILITIES 0.4/0.8/1.2/1.6/2%
Tier 2

You may choose one of the following one-point masteries:


Double Edged Sword

MELEE Deal an additional 3% damage, but receive an additional 1.5% damage
RANGED Deal an additional 2% damage, but receive an additional 2% damage

Feast

I HUNGER Killing a unit restores 20 health
COOLDOWN 20 seconds
Tier 3

You may split five points between the following masteries:


Vampirism

LIFESTEAL AND SPELLVAMP 0.4/0.8/1.2/1.6/2.0%

Natural Talent

SCALING ATTACK DAMAGE 2/4/6/8/10 at level 18
SCALING ABILITY POWER 3/6/9/12/15 at level 18
Tier 4

You may choose one of the following one-point masteries:


Bounty Hunter

TAKING NAMES You gain a permanent 1% damage increase for each unique enemy champion you kill

Oppressor

KICK 'EM WHEN THEY'RE DOWN You deal 2.5% increased damage to targets with impaired movement (slows, stuns, taunts, etc)
Tier 5

You may split five points between the following masteries:


Battering Blows

ARMOR PENETRATION 1.4/2.8/4.2/5.6/7%

Piercing Thoughts

MAGIC PENETRATION 1.4/2.8/4.2/5.6/7%
Keystone

You may choose one of the following keystone masteries:


Warlord's Bloodlust

DRINK THEIR BLOOD Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds
COOLDOWN 2 seconds

Fervor of Battle

STACKTIVATE Your basic attacks and spells give you stacks of Fervor for 5 seconds, stacking 10 times. Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

Deathfire Touch

TOUCH, DON'T GRASP Your damaging abilities deal an additional (0.5 bonus attack damage + 0.2 ability power) magic damage to enemy champions over 3 seconds (half damage over 1.5 seconds for AoE and damage-over-time)

Cunning Tree

No longer just 'Utility', Cunning is the tree for those living in the moment. Want extra speed for that clutch save on an ally? Perhaps you're looking to dive in and take out a low health target instead. Cunning's your go-to tree for both! Buyer beware: unlike Ferocity's offerings, Cunning's benefits are really only effective against softer targets, so think a lot about who you'll be fighting before spending your points!
Tier 1

You may split five points between the following masteries:


Wanderer

MOVEMENT SPEED 0.6/1.2/1.8/2.4/3% out of combat

Savagery

BONUS DAMAGE TO MINIONS AND MONSTERS 1/2/3/4/5 on single target spells and basic attacks
Tier 2

You may choose one of the following one-point masteries:


Runic Affinity

BABY GOT BUFFS Buffs granted by jungle monsters last 15% longer

Secret Stash

HITS THE SPOT Your potions, flasks and elixirs last 10% longer
APPETIZERS Health potions are now Biscuits, restoring 20 health and 10 mana on use.
Tier 3

You may split five points between the following masteries:


Merciless

DAMAGE AMPLIFICATION 1/2/3/4/5% increased damage to champions below 40% health

Meditation

MANA REGEN 0.3/0.6/0/9/1.2/1.5% of your missing mana per 5 seconds
Tier 4

You may choose one of the following one-point masteries:


Bandit

FINDERS KEEPERS Gain 1 gold whenever a nearby minion is killed by an allied champion
PICKPOCKET Gain 3 gold (10 gold for melee) when basic attacking an enemy champion
PICKPOCKET COOLDOWN 5 seconds

Dangerous Game

NOT EVEN CLOSE, BABY Kills and assists restore 5% of your missing health and mana
Tier 5

You may split five points between the following masteries:


Precision

ARMOR & MAGIC PENETRATION 0.6/1.2/1.8/2.4/3 + 0.06/0.12/0.18/0.24/0.3 per level
TOTAL AT LEVEL 18 1.7/3.4/5.0/4.8/8.4

Intelligence

COOLDOWN REDUCTION 1/2/3/4/5%
COOLDOWN REDUCTION CAP 40% 41/42/43/44/45%
Keystone

You may choose one of the following keystone masteries:


Stormraider's Surge

HIT AND RUN Dealing 30% of a champion's maximum health within 2 seconds grants you 35% bonus movement speed for 3 seconds
COOLDOWN 10 seconds

Thunderlord's Decree

RIDE THE LIGHTNING Your 3rd ability or basic attack on an enemy champion shocks them, dealing 10-180 (+0.2 bonus attack damage) (+0.1 ability power) magic damage in an area around them
COOLDOWN 30 seconds

Windspeaker's Blessing

FIGHTING SPIRIT Your shields and heals are 10% stronger
POWER OF FRIENDSHIP Your shields and heals on allies other than yourself grant them 15% increased armor and magic resist for 3 seconds

Resolve Tree

Resolve's the tree that's the least changed in terms of why you'd want to take it - it's for the immovable objects out there that want to be in the middle of a fight and stay there for a good long while. If you're someone that values staying alive for multiple rotations of crowd control or initiation, Resolve's the tree for you.
Tier 1

You may split five points between the following masteries:


Recovery

HEALTH REGEN 0.4/0.8/1.2/1.6/2 per 5 seconds

Unyielding

BONUS ARMOR AND MAGIC RESIST 1.2/2.4/3.6/4.8/6%
Tier 2

You may choose one of the following one-point masteries:


Explorer

I'LL GO AHEAD You gain 12 movement speed while in the river or in brush

Tough Skin

DIRT OFF YOUR SHOULDERS You take 2 less damage from champion and monster basic attacks
Tier 3

You may split five points between the following masteries:


Runic Armor

INCREASED HEALING FROM ALL SOURCES 1.6/3.2/4.8/6.4/8%
FORTIFIED Shields are 1.6/3.2/4.8/6.4/8% more effective on you

Veteran's Scars

BONUS HEALTH 0.8/1.6/2.4/3.2/4% maximum health
Tier 4

You may choose one of the following one-point masteries:


Insight

INVOCADORES Your Summoner Spell cooldowns are reduced by 15%

Perseverance

WHEN THE GOING GETS TOUGH 50% health regen, increased to 200% health regen when below 20% health
Tier 5

You may split five points between the following masteries:


Swiftness

SLOW RESIST AND TENACITY 3/6/9/12/15%

Legendary Guardian

ARMOR AND MAGIC RESIST 0.6/1.2/1.8/2.4/3 for each nearby enemy champion
Keystone

You may choose one of the following keystone masteries:


Grasp of the Undying

HERE TO STAY Every 4 seconds in combat, your next attack against an enemy champion steals life equal to 3% of your maximum health (1.5% for ranged champions)

Strength of the Ages

STEPPING ON THE LITTLE GUYS Killing a Siege minion or large monster increases your maximum health by 20 and 10 respectively, up to 300 health.
THE LONG HAUL After maxing this bonus, you restore 100 health when a nearby siege minion dies.

Bond of Stone

DAMAGE REDUCTION 4%, doubling to 8% when near at least one allied champion
IN THIS TOGETHER 8% of the damage that the nearest allied champion would take is dealt to you instead. This can't bring you below 15% health.

Back to top

End of Season Rewards

We're in the final moments of the 2015 season! Ranked queues close on November 11, 2015 at 12:01 AM PST with rewards distributed in the days that follow. Head to the End of Season page for the full list of rewards for each tier.

As part of their rewards, players in Gold tier or higher in any ranked queue at the end of the season will receive the Victorious Sivir skin!

Back to top

Server-Side Game Settings

PC cafe players rejoice!

The ultimate evolution of "quality of life changes". Those of you who frequently play on different computers can likely readjust your settings while blindfolded, but... now you won't have to. Enjoy 10 whole extra seconds of map awareness while everyone's still in the fountain.
COMFORT ZONE All in-game settings (ex. key bindings) are now saved server-side per account, rather than on individual computers.
CONVENIENCE ZONE Once this feature is activated (after 5.22 launches), the servers will automatically record your computer's settings in the next match you play. From then on, your account will switch to using server-side game settings.

Back to top

Mac Load Time Improvements

For real this time.
GENIUS Mac players now load into games up to 30% faster, matching speeds with their Windows teammates

Back to top

Bugfixes

  • Talon's W - Rake will now return to him if he dies or enters stasis while Rake is in-flight
  • Fixed a bug where Lulu became unable to attack if E - Help, Pix! was attached to an ally with insanely high attack speed
  • Shyvana can no longer double-cast E - Flame Breath at the exact moment she reverts to human form
  • Fixed an issue where Syndra's W - Force of Will was dropping stuff inaccurately

Back to top


1 year ago

Tagged with: 
Patch Notes