Hi.
This patch, we're addressing the "zero-CS-top-lane" problem in a more systematic way to squash similar situations in the future. Sona and Soraka were just the tip of the iceberg of the hypothetical "zero-CS-top-lane" playstyle, so we're making larger changes to the top lane that should remove such strategies from showing up in the future while also allowing games to be carried by those in that lane. Current pro play mainstays Ornn and Sett are also seeing some nerfs so that we're not constantly seeing folks getting rammed down and thrown around by these beefy dudes. We also have a second round of jungle champion changes to help slightly widen that pool.
We also got some ARAM balance changes, as well as the initial release of Eternals! Like other features and content outside of Summoner's Rift, these types of content might not be for you and that's okay. So just do you. Play ARAM, try out Eternals, purchase skins-- or don't!
Take this portal if you're looking for TFT's patch notes!
Base health increased. Passive stack gain no longer has a cooldown after Alistar roars.
Moo cow needs more milk.
R cooldown increased early.
We're pulling back on some of the power we gave him in 10.4.
Passive chime damage decreased.
After a history of Journeying under the radar, Bard has to be pulled back a bit due to how much he's succeeding at high levels of play. We're slightly reducing the impact of the Meeps' sweet chime music.
Base armor decreased.
A small nerf since he just barely hit our triggers.
Base MR and MR growth increased. Q cost now flat; cooldown decreased.
Graves has been weak for higher tier play, and middling for everyone else. Giving him back some of the Magic Resist we pulled off his E, as well as a buff aimed to help both his jungle and laning.
Q AP ratio decreased; upgraded missiles increased. W base damage and AP ratio increased, tAD decreased; upgraded cooldown refund increased.
The goal of these changes are to power up Kai'Sa as she evolves, especially as she starts to specialize in either AP or AD. However, there should also be more of a trade-off based on that evolution
Passive orb gain increased. W slow increased.
Smoothing out Kayn's transformation rules so he's not punished due to confusion or complexity. We're adding a slight buff to his catching ability too to overall make him easier to succeed with.
Q AP ratio increased.
We're putting some power back into Lissandra's (cold) bread and (frozen) butter ability, so enemies know they can't just eat them willy nilly.
Base AS growth and ratio increased. E AP ratio increased. R shield increased.
Giving Neeko some buffs for any situation, no matter what shape she takes.
Passive empowered damage decreased; item auto-upgrade level increased; ally item upgrade available later.
We're lowering his damage a bit and reverting a prior buff that we had originally put in to ram him back into pro play. The ram's now a little too aggressive and butting heads way too often.
Base AS ratio decreased.
Wasn't actually "ok." like we thought. Pulling back some of the power from 10.4's buffs.
Base armor, health regen, and health regen growth decreased. R slow duration decreased.
While he's mostly showing off in the top lane, Sett is also showstoppingly strong in the jungle. Taking some swings to reduce power in both places.
Q damage increased later. R minimum movement speed now scales.
Sivir is on the weaker side across all games, so we're buffing her.
Base AD and AD growth increased. E self movement speed increased and now flat.
We're reverting the mid-patch 10.4 changes since we decided to go forward with changes to the Tribute support question line, including Spellthief's Edge, in this patch. All in all, that should bring her back to respectable levels in her main lane and keep her out of top lane for good.
When you try to cast an ability outside its max range, one of two things will happen: Either you'll walk into range and then cast the ability, or the ability will automatically cast at max range in that direction. We're changing the three abilities below to all follow the 'cast at max range' behavior based on how we see players (especially newer players) try to use them. In Syndra's case, this specifically makes her Q->E combo easier to pull off.
While mains will need to relearn the feel for how these abilities cast at long ranges, our intent isn't to add or remove significant power. We'll follow up on these three if needed.
Last patch's round of jungle champ pool changes went well—lots of players in the target skill range have been finding success trying the new picks out, without those picks also crushing the competition at higher parts of the ladder. Morde and Darius were the underperformers of the pack so we're giving them a bit more help. We're also adding Poppy to the mix: She's actually already a decently strong jungler in the hands of some players, so she just needs a slight bump.
Turret plates grant more gold, take more damage from melee champions, and are more resilient to group pushes.
We're changing turret plating in a few ways toward the goal of making it a more appealing top-lane objective for solo melee pushers. Since plates take more damage from melee champs, most of the top lane roster will have an easier time downing them (and an easier time securing first turret gold as a result). Increasing Bulwark resistances means group pushes won't be as rewarding, with 'gank bot and set up for dragon' the most common group push case in lane phase. Higher gold value adds extra consequence to these changes. All said, the tradeoff for abandoning a lane and roaming will be literally more costly once 10.5 hits.
To ranged readers: The second and third lines even out to you dealing the same damage to plating as you did before. We just didn't want to say "turret plates take increased damage from melee champions".
Current health damage increased for melee champions.
Blade of the Ruined King has been out of fighter inventories for a while now. We're buffing it to be a luxury option for shredding through juggernauts and tanks.
Lifesteal increased. Active area of effect increased, now occurs at your max attack range.
Increasing Ravenous Hydra's strength should open its appeal to more fighters and buff the ones who already pick it up. We're also making the Crescent active work as expected for those who have longer than 125 attack range.
Passive damage to targets in the cone increased.
We're buffing Titanic Hydra's health scaling to increase the threat it presents in HP-heavy builds.
Tribute procs now require a nearby ally.
Removing support items from being used in solo lanes.
Tribute procs now require a nearby ally.
Removing support items from being used in solo lanes.
Cost increased.
Mobi's heavily increase the ability to snowball in higher ranked games, allowing very strong lanes to spread their leads easily and decreasing diversity in your shoe choices. We're making them a bit more of a premium boot to buy, instead of something you can easily get once you're in that position.
Movement speed increased.
Swifties are just not great right now, so we're helping it be more competitive.
Eternals are available starting in 10.5. Capture, celebrate, and flex your moments of glory in and out of game on your main and track your per-game personal bests. Starter Series Eternals are available for Blue Essence and Series 1 Eternals are available for RP.
The following skins will be released this patch. Grab the League Displays app for full-res splash art!
The following chromas will be released this patch: