Patch 8.9 notes

By Aether, Gentleman Gustaf

Greetings, Summoners,

Welcome to patch 8.9. This patch, we're looking at mages, mana, and spellcasts. Over time, waveclear champions have slowly edged out all other champions in mid lane, to the detriment of overall playstyle diversity. Basically, it's become too easy to spam your spells on waves, and the items which give you the mana to do so are also just the best choices. We're updating the core mana items mages buy, the base mana/mana regen of mages, and more.

On top of that, we're looking at game pacing over the next few patches. We want to make sure that there are fewer games that feel like they're lost but just won't end for awhile. The first step is looking at objectives. First, we're making Baron more accessible when you're ahead, but also more contestable in closer games. We're also upping the strength of Rift Herald when teams are able to safely shepherd it, but also increasing the ability of opposing teams to kill it when they see an opening.

Finally, we're reworking Unsealed Spellbook. The old model mostly meant "you get to flash more," and we're trying to create a keystone that really sells the fantasy of getting to play around with the whole spellbook, not just two summoner spells.

So get out there and clear some waves (but not too many), bash Rift Herald into some towers, and swap some summoner spells!

GLHF,

Mattias "Gentleman Gustaf" Lehman Paul "Aether" Perscheid

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Patch Highlights

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Mages Changes

Mages pretty much have two mana states: pre-mana purchase and post-mana purchase. During their first trip to lane, mages have to be very careful about when they cast spells or they risk going oom and being stuck in lane for a while with little or no mana. Once they've backed and acquired their laning item, many mages feel like they can spam spells almost mindlessly—especially with blue buff.

We're making a lot of changes to base mana, mana regeneration, and mana sustain mage items with the overall goal of letting mages be more spell happy at the start of the game, but more conscientious about when they use their spells in the early-mid game. With a bit more attention needing to be paid to mana, we're pumping a little more power (mostly ability power) into their core items so that when they do land a spell, it'll pack more punch.

Let's dive into the item changes first!

Doran's Ring

No longer gives base mana regen or mana regen on minion kill. Now gives flat mana regen and bonus damage vs minions.

We're pushing Doran's Ring away from "csing gives you mana". Basically, incentivizing "use spells on waves because you'll get the mana back" puts mages in a weird cycle where trading is generally a worse choice than simply waveclearing. The new Doran's Ring will help mages feel better about csing without using spells, allowing them more opportunities to trade directly with their laning opponents.
removedBASE MANA REGEN No longer gives base mana regen
removedMANPIRE No longer returns mana on minion kill
newFLAT MANA REGEN Now gives 5 mana regen per 5 seconds
newMANA PUNCH Now gives +5 on-hit damage vs minions

Lost Chapter

Cost and ability power increased.

Pushing Lost Chapter somewhat later in the laning phase means that its users will get fewer procs of its level-up effect, decreasing overall access to mana.
BUILD PATH Amplifying Tome + Sapphire Crystal + 315 gold Amplifying Tome + Sapphire Crystal + Amplifying Tome + 80 gold
COST 1100 gold 1300 gold
ABILITY POWER 25 40

Tear of the Goddess

Total cost increased. Mana refund decreased. Max mana increase now increases current mana by current percentage of mana.

Tear of the Goddess too comprehensively solves mana problems for the champions who build it. It'll still be the late-scaling item that delivers mad ability power once you've stacked it and upgraded it to Archangel's Staff, but it won't replenish your mana quite as well.
COST 750 gold 850
MANA COST REFUND 15% 10%
updatedAQUA INTO WINE; AQ INTO WI When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana, rather than granting you the full max mana increase as a current mana increase. This applies to Manamune and Archangel's Staff as well.

Hextech GLP-800

Combine cost decreased. Mana increased. Slow duration increased. Missile speed increased. Missile spread time decreased.

The old GLP-800 is still a bit on the weak side, and also feels less responsive than we'd like. Some feel-good buffs—as well as a bit more gold efficiency—should be just what the doctor ordered.
COMBINE COST 650 450
TOTAL COST (unchanged, offset by Lost Chapter cost increase)
MANA 500 600
SLOW DURATION 1 second 2 seconds
MISSILE SPEED 1600 2000
MISSILE SPREAD TIME 0.3 seconds 0.2 seconds
CAST TIME 0.25 seconds (unchanged)

Fiendish Codex

Ability power increased.

Fiendish Codex is being tuned up in overall ability power to match Lost Chapter.
ABILITY POWER 30 35
UPGRADED Zhonya's Hourglass and Banshee's Veil also have 5 more total ability power.

Twin Shadows

Ability power increased.

We're always a little bit concerned about combat items which give slows. If an item lets you start a fight, it's a bit concerning when they can also make sure you win that fight. That being said, it looks like we released Twin Shadows weak even by that standard, so we're giving it a bit more ability power.
ABILITY POWER 60 70

Seeker's Armguard

Total cost decreased.

Seeker's Armguard is a reactive purchase for mages who need extra armor in rough matchups. With the cost of Lost Chapter going up, we don't want Seeker's Armguard to take that much longer to purchase in those rough matchups.
TOTAL COST 1200 1100
UPGRADED Zhonya's Hourglass' total gold cost is unchanged.

Spellbinder

Base ability power increased. Ability power from activation decreased. Combine cost and total cost increased.

This item is doing alright on champions who can spam spells and get its active charged, but that number of champions is pretty small. Shifting some of its active's ability power into its base statline should make the item slightly more accessible.
TOTAL COST 2800 gold 2900 gold
COMBINE COST 700 gold 800 gold
ABILITY POWER 100 120
ABILITY POWER MAX ON ACTIVATION 100 80
MOVEMENT SPEED MAX ON ACTIVATION 30% 50%

Rylai's Crystal Scepter

Ability power increased.

ABILITY POWER 85 90

Mejai's Soulstealer

Glory stacks required for bonus movement speed decreased.

Upgrading Dark Seal to Mejai's Soulstealer feels pretty awkward. First, you have to invest gold, but then, even if you're already at 10 stacks, you have to get a few more to get the bonus effect. This feels even worse when you would have had more than 10 stacks, but had been capped by Dark Seal.
STACKS FOR MOVEMENT SPEED 15 10

Luden's Echo

Total cost decreased. Mana increased.

Luden's was already on the weak side, and with a number of ability power items getting buffs this patch, it would no longer have been cost-competitive.
TOTAL COST 3300 gold 3200 gold
BUILD PATH Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold Lost Chapter + Blasting Wand + 1050 gold
MANA 500 600

Turrets

Damage to turrets on basic attacks from ability power increased and converted to magic damage.

Taking turrets is an important mechanic in the game, and mages often get left out of that game. Currently, champions who build more ability power than attack damage get some percentage of their ability power as additional magic damage whenever they attack a tower. We're upping that ratio, and also converting their whole attack to magic damage, not just the bonus damage.
AP TO DAMAGE CONVERSION 50% 60%
newTHE WHOLE THING If a basic attack uses ability power bonus to turrets, the whole attack will convert to magic damage, rather than only the ability power scaling portion.

Champions

25 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.
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    Ahri

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 334 418
    MANA GROWTH 50 25

    Anivia

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 396 495
    MANA GROWTH 50 25

    Annie

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 334 418
    MANA GROWTH 50 25

    Azir

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 350 438
    MANA GROWTH 42 21

    Brand

    MANA REGEN 8 per 5 seconds 10.65 per 5 seconds
    BASE MANA 375 496
    MANA GROWTH 42 21

    Cassiopeia

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 334 418
    MANA GROWTH 63 31.5

    Fiddlesticks

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 400 500
    MANA GROWTH 56 28

    Heimerdinger

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 308 385
    MANA GROWTH 40 20

    Karthus

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 373 467
    MANA GROWTH 61 30.5

    Lissandra

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 380 475
    MANA GROWTH 60 30

    Lux

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 384 480
    MANA GROWTH 47 23.5

    Malzahar

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 300 375
    MANA GROWTH 55 27.5

    Orianna

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 334 418
    MANA GROWTH 50 25

    Swain

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 374 468
    MANA GROWTH 57 28.5

    Syndra

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 384 480
    MANA GROWTH 60 30

    Taliyah

    MANA REGEN 7 per 5 seconds 9.335 per 5 seconds
    BASE MANA 340 425
    MANA GROWTH 60 30

    Twisted Fate

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 266 333
    MANA GROWTH 38 19

    Veigar

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 392 490
    MANA GROWTH 52 26

    Vel'Koz

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 375 469
    MANA GROWTH 42 21

    Viktor

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 324 405
    MANA GROWTH 50 25

    Xerath

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 367 459
    MANA GROWTH 44 22

    Ziggs

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 384 480
    MANA GROWTH 47 23.5

    Zilean

    MANA REGEN 8.5 per 5 seconds 11.335 per 5 seconds
    BASE MANA 361 452
    MANA GROWTH 60 30

    Zoe

    MANA REGEN 6 per 5 seconds 8 per 5 seconds
    BASE MANA 340 425
    MANA GROWTH 50 25

    Zyra

    MANA REGEN 10.5 per 5 seconds 15.335 per 5 seconds
    BASE MANA 334 418
    MANA GROWTH 50 25
These champions, while also affected by the Doran's Ring, don't tend to build any of the mana items we're touching this patch. So, we're only adjusting their mana regen, but leaving their base mana and mana growth untouched.
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    Diana

    MANA REGEN 6 per 5 seconds 8 per 5 seconds

    Galio

    MANA REGEN 7 per 5 seconds 9.335 per 5 seconds

    Kayle

    MANA REGEN 6 per 5 seconds 8 per 5 seconds

    Morgana

    MANA REGEN 11.5 per 5 seconds 15 per 5 seconds

    Teemo

    MANA REGEN 7.2 per 5 seconds 9.6 per 5 seconds

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Champions

Amumu

Q mana cost decreased.

Amumu already has a pretty weak early game, but he's extra-penalized for failed ganks because they leave his mana pool too low to effectively return to clearing. This is especially bad for Amumu players who max Q, and prevents Amumu players from feeling comfortable opting into a utility-based build.

Q - Bandage Toss

COST 80/90/100/110/120 mana 50/55/60/65/70 mana

Caitlyn

Passive can no longer crit and now simply has a percentage increase over damage dealt to champions.

Caitlyn's headshot against non-champions is a bit much, giving her neutral monster damage (and sustain from lifesteal) that is well above what feels appropriate. We're aligning the formula closer to Headshot's damage to champions to decrease her ability to quickly heal up off of monsters and minions.

Passive - Headshot

DAMAGE TO CHAMPIONS +50% (modified by critical strike) total attack damage (unchanged)
updatedDAMAGE TO NON-CHAMPIONS +100% (modified by critical strike) total attack damage

Dr. Mundo

R healing increased.

Dr Mundo needs a bit more overall durability if he is to successfully go where he pleases.

R - Sadism

HEALING 40/50/60% maximum health 50/75/100% maximum health

Garen

Q base damage increased at later ranks. W resistances increased.

Compared to similar juggernauts (looking at you, Darius), Garen is underwhelming. We're adding a bit more damage and durability so he can better scale as the game goes on.

Q - Decisive Strike

BASE DAMAGE 30/55/80/105/130 30/65/100/135/170

W - Courage

MAXIMUM RESISTANCES 30 40

Irelia

Passive now refreshes its duration when attacking large monsters.

Now that Irelia is no longer a new—and thus potentially volatile—champion, we feel comfortable taking risks we didn't on her release. One of those risks was her potential to end up a stronger jungler than toplaner, and so we'd put an intentional limit on her clear speed. Now that she's in a more stable spot, we feel comfortable turning the parking brake off and letting her push down on that gas pedal.

Passive - Ionian Fervor

updatedMONSTER STACKS Now also refreshes its duration when attacking large monsters

Ivern

Passive health cost decreased. Passive maturation time decreased at later ranks. Q missile width increased.

Ivern's passive makes him a unique jungler, and we're looking to keep that. However, his early game is a bit too punishing. We're also making his mid-game farming less costly and his Q a bit easier to land to smooth out the learning curve just a bit.

Passive - Friend of the Forest

COST 25% of maximum health 22.5% of maximum health
MATURATION TIME 40-6 (at levels 1-18) 40-30 (at levels 1-6), 27-15 (at levels 7-11), 11-3 (at levels 12-14), 1 (level 15+)

Q - Rootcaller

MISSILE WIDTH 65 80

Kai'sa

Evolved Q missile count decreased. Missile damage is now flagged as area of effect. E duration decreased.

Dialing back Kai'Sa's late game scaling a bit so she doesn't carry quite so hard. Specifically, the interaction of her abilities with certain items—primarily healing from spell damage—ramps her into territory which can get excessive.

Q - Icathian Rain

EVOLVED Q 12 missiles 10 missiles
BOMBARDMENT Missile damage is now flagged as AoE in all cases.

E - Supercharge

DURATION 5 seconds 4 seconds
TOO MUCH Runaan's Hurricane bolts no longer grant Supercharge's cooldown reduction

Kassadin

Q magic damage shield strength increased.

Kassadin currently needs a bit more help to get through his laning phase.

Q - Null Sphere

SHIELD 40/70/100/130/160 60/85/110/135/160

Kennen

W 5th hit base damage and bonus attack damage ratio increased at later ranks; ability power ratio decreased. W active base damage decreased; ability power ratio increased. Kennen now loses E defenses but gains attack speed upon exiting lightning form.

Kennen is one of those champions who has seen success with both attack damage and ability power builds. At the moment, both of them are struggling. We're looking to add strength to both playstyles, and also move some of Kennen's power around to ensure that those two playstyles are somewhat different from one another.

W - Electrical Surge

5TH ATTACK BASE DAMAGE 15/20/25/30/35 10/20/30/40/50
5TH ATTACK DAMAGE RATIO (AD) 60% bonus attack damage 60/70/80/90/100% bonus attack damage
5TH ATTACK DAMAGE RATIO (AP) 0.3 ability power 0.2 ability power
ACTIVE BASE DAMAGE 65/95/125/155/185 60/85/110/135/160
ACTIVE DAMAGE RATIO 0.55 ability power 0.8 ability power

E - Lightning Rush

newSTRIKE MORE THAN TWICE Kennen gains 30-70% attack speed for 4 seconds upon exiting Lightning Rush
newIMPATIENT Lightning Rush's defensive bonuses are lost upon exiting Lightning Rush

Leona

W base damage increased.

Now that Aftershock is in a less dominant state, we feel comfortable returning some of Leona's damage to make sure she's not Eclipsed by the competition.

W - Eclipse

BASE DAMAGE 40/80/120/160/200 60/100/140/180/220

Lux

Q base damage increased and cooldown decreased. W shield now doubles on return even if it hadn't hit an ally on the way out. E missile speed, radius, and mana cost decreased. E cooldown at later ranks decreased.

Lux's high ranged poke—thanks to Lucent Singularity's consistency—limits how much power she can have elsewhere. By making E harder to land, we can put more power into her abilities and let her cast them more often, whether it's to waveclear, initiate trades, or go for picks.

Base Stats

BONUS ATTACK SPEED AT LEVEL 1 0% 7%
ATTACK SPEED GROWTH 1.36% 1%
HEALTH GROWTH 91 85

Q - Light Binding

BASE DAMAGE 50/100/150/200/250 70/115/160/205/250
COOLDOWN 13/12.5/12/11.5/11 seconds 10 seconds
COST 50/55/60/65/70 mana 40/45/50/55/60 mana

W - Prismatic Barrier

RETURN SHIELD 200% if Lux shields an ally on the way out 200% always
SPEED OF LIGHT Lux now shields herself and fires the missile at the start of cast (instead of after the 0.25 second cast time). She is still rooted for the cast time.

E - Lucent Singularity

MISSILE SPEED 1300 1200
RADIUS 350 310
COST 70/85/100/115/130 mana 70/80/90/100/110 mana
COOLDOWN 10 seconds 10/9.5/9/8.5/8 seconds

Rammus

W armor bonus increased.

Rammus could use a bit more durability to help him feel ok again.

W - Defensive Ball Curl

FLAT ARMOR ON ACTIVATION 20 30

Poppy

Base movement speed decreased. W movement speed and resistances decreased. Passive and E range increased. Snapcast R now knocks up for a lower duration and no longer makes enemies untargetable. Charged R missile speed increased.

Steadfast Presence's passive gives Poppy a ton of resistances and its active gives her a ton of movement speed, and she relies on those to get in—and stay alive in—a teamfight. We're dialing back on some of those stats to make Poppy less overall consistent at closing the gap and staying alive, and in return strengthening the things she gets to do once while in the thick of things.

Base stats

BASE MOVEMENT SPEED 345 340

Passive - Iron Ambassador

RANGE BONUS 300 350

W - Steadfast Presence

MOVEMENT SPEED BONUS 32/34/36/38/40% 30%
BASE RESISTANCES BONUS 15% 10%
RESISTANCES BONUS BELOW 40% HEALTH 30% 20%

E - Heroic Charge

RANGE 425 475

R - Keeper's Verdict

newHASAGI Snapcast no longer makes enemies untargetable during knock-up
SNAPCAST KNOCKUP DURATION 1 second 0.75 seconds
BASE DAMAGE 210/310/410 200/300/400

CHARGED

MISSILE SPEED 1600 2000

Shyvana

E and R ability power damage ratio increased. W ability power damage ratio removed.

A relatively unexplored part of Shyvana's fantasy is the whole flying-around-breathing-fire thing. We're moving around some of her ability power ratios to enable more people to try out this play pattern. That way, when players opt into that playstyle, she feels like a different dragon entirely: bombarding enemies with fireballs before descending on the enemy team, not just the same old dragon wearing a magical hat.

W - Burnout

removedABILITY POWER DAMAGE RATIO 10% 0%

E - Flame Breath

FIREBALL DAMAGE RATIO (AP) 0.3 ability power 0.7 ability power

R - Dragon's Descent

DAMAGE RATIO 0.7 ability power 1.0 ability power

Sona

Base attack damage increased. Power Chord damage increased.

Inb4 "5 damage lul," let's talk about what changes like this mean. Sona gets a lot of Power Chords over the course of the laning phase and—combined with the base attack damage changes—she'll be lay down more chip damage and go for the kill.

Base stats

BASE ATTACK DAMAGE 46 49

Passive - Power Chord

BASE DAMAGE 15-235 (at levels 1-18) 20-240 (at levels 1-18)

Syndra

Q's Transcendent bonus is now bonus damage to champions, not longer Sphere duration.

Getting a maximum sphere ultimate off on should feel like the Syndra player has managed her Spheres well and was rewarded with a big play. Her passive's current Dark Sphere upgrade makes getting those big ultimates far too easy to pull off. We're shifting that bonus to increase the value of landing those Dark Spheres instead, so that Syndra players will feel more rewarded by landing a few Spheres before they go for the kill.

Passive - Transcendent

DARK SPHERE UPGRADE Dark Sphere's last 2 additional seconds Dark Sphere deals +15% damage to champions

Talon

Bugfixin'


Q - Noxian Diplomacy

BUGFIX Fixed a bug where Talon's Q range was lower than expected
RANGE 500 575

Warwick

Base attack damage decreased. Q damage decreased at later ranks.

Warwick's early dueling and clearspeed allows opponents few opportunities to fight him in the early-mid game, and also secures him a gold/experience advantage against most junglers. Dialing that back should help him feel more fair to play against, but he'll still be strong early.

Base stats

ATTACK DAMAGE 66 63

Q - Jaws of the Beast

TARGET'S MAXIMUM HEALTH DAMAGE 6/7/8/9/10% 6/6.5/7/7.5/8%

Ziggs

E base damage increased at later ranks.

Ziggs could use a bit more oomph as the game goes on. We're not looking to up his poke damage, but when he does commit to a fight, we think he needs a bit more boom. Ziggs also got mana changes as part of our mage mana refactor, so check out that section above.

E - Hexplosive Minefield

BASE DAMAGE 40/65/90/115/140 40/75/110/145/180

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Items

Guinsoo's Rageblade

BUGFIX Fixed a bug where Rageblade interacted with other bonus attack damage-granting effects to grant more attack damage than intended (lookin' at you, Jhin, but also Infernal Drake and Master Yi, etc.).

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Epic Monsters

Baron Nashor

Base damage decreased. Base health increased. Corruption damage increased.

Some team compositions—those without tanks—find Baron way too threatening. We're shifting Baron's damage to distribute more over the whole party (and not just one target). To make sure Baron is still contestable, we're upping its health, so it takes longer to bring down. With Baron requiring more time to kill and spreading its damage around the whole team, opposing teams should have more time to contest, and a bigger teamfight advantage if they do.
BASE DAMAGE 400-550 (at minutes 20-40) 285-435 (at minutes 20-40)
BASE HEALTH 6400 9000
BARON CORRUPTION 30 (+5% total attack damage) every 0.5 seconds to the target with the lowest corruption stacks 120 + (30% total attack damage) every basic attack and spike attack, (these occur every 0.75 seconds). Baron corruption attack is also represented with different visual particles now to make the difference more clear. (Champions gain corruption by being hit by his attacks/spells).

Summoned Rift Herald

Takes less damage from charging. Does more damage to towers with charge. Takes more damage from eye pokes.

Rift Herald is the Baron of pre-20 minutes: a strong option for teams who are ahead and want to widen their lead. We want players who use Rift Herald well to be more rewarded, potentially with multiple towers, while players who drop Rift Herald at the wrong time will be more easily punished. For teams that are even, getting an eye proc should successfully shut her down, but without it, expect her to continue her rampage.
DAMAGE TO SELF ON TURRET CHARGE 150 + 25% current health 25% current health
DAMAGE TO TURRET ON TURRET CHARGE 150 + 25% current health 40% of current HP or 1500, whichever is greater.
EYE DAMAGE 20% maximum health 40% maximum health

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Runes

updatedUnsealed Spellbook

Unsealed Spellbook is now a completely different keystone.

Unsealed Spellbook was intended to offer a keystone option for players who wanted to be able to reactively opt into a different summoner spell to match the current game state. Problem is, the old Unsealed Spellbook required far too much advance planning, and then locked the player into that choice for far too long. In reality, many players took Unsealed Spellbook just for a lower Flash cooldown, not caring a ton about the swapping gameplay except to get Teleport every once in awhile.

The new Unsealed Spellbook can be swapped anywhere—as long as you're out of combat. Once you use the new summoner spell, it's back to your old one. This solves both of the previous problems: requiring too much preparation, and locking you in for too long.
newTAKE THIS! Swap one of your equipped summoner spells to a new, single-use summoner spell. After using the single-use summoner spell, your original summoner spell will swap back in.
FIRST SWAP AVAILABLE 6 minutes
SWAP COOLDOWN 4 minutes, permanently reduced by 15 seconds each time you swap to a summoner spell you haven't yet swapped to
STILL TICKING Your original summoner spells continue cooling down in the background while swapped out
STORE COMES TO YOU You can now swap your summoner spells anywhere on the map as long as you're out of combat
BUGFIX 3.9 Closing the Unsealed Spellbook tab while dead no longer prevents you from re-opening it until respawn

Chrysalis

Bugfixin'
BUGFIX 3.1 Chrysalis's adaptive damage bonuses no longer revert to health when in combat with enemy champions
BUGFIX 2.10 Chrysalis's tooltip now indicates the proper amount of adaptive stats granted once transformed

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Bugfixes

  • Fixed a bug where Katarina's R - Death Lotus could not be cast if enemies in range could not be seen
  • Katarina can now correctly ping her R - Death Lotus if no valid targets are nearby
  • Azir is no longer missing VO lines for R - Emperor's Divide
  • Manaflow Band can no longer be triggered by certain items
  • Casting summoner spell Exhaust now correctly puts the caster in combat
  • Fixed a bug where the bonus attack damage did not count towards Zed's bonus attack damage scaling on Q - Razor Shuriken
  • Fixed a bug where certain zombie states prevented future stacking of Manaflow Band
  • Fixed a bug where Varus's W - Blighted Quiver's basic attack played the base skin's sound effects instead of those for whatever skin was in use
  • Muramana and Seraph's Embrace now correctly grant gold when sold
  • Shockblade Zed Ruby Chroma no longer steals particles from Championship Zed if both skins are present in the same game
  • Forecast Janna's umbrella no longer gets burnt before the lightning strikes her during her joke animation
  • Dragonblade Riven's E - Valor trail is no longer invisible on lower graphics settings
  • Death Blossom Kha'Zix's wings from E - Evolved Leap no longer lose textures and transparency when recalling
  • El Macho Mundo's W - Burning Agony particles are no longer base and have been restored to orange fists
  • Pool Party Rek'Sai's tunnels now properly use the correct textures and base tunnels can no longer be seen through the deflated tunnels
  • VFX have been restored for Zilean's Q - Time Bomb's expiration
  • Unique SFX for W - Blighted Quiver have been restored for Varus and all skins.
  • Birdio is no longer incorrectly listed as a Mythic skin
  • VO lines have been added to Azir's R - Emperor's Divide that are now consistent on all skins and base
  • Championship Thresh's R - The Box VFX are no longer misplaced if the ability is cast while moving
  • Captain Fortune's shoulders no longer clip through her coat during her recall animation
  • Glaive Warrior Pantheon's cape now moves more naturally during all of his animations
  • Malzahar's Q - Call of the Void VFX no longer flicker
  • Shyvana Bot no longer becomes dormant while in Dragon form
  • Rammus Bot no longer becomes dormant while in Q - Power Ball
  • Fixed a bug where Teemo's R - Noxious Trap mushrooms and Jhin's E - Captive Audience would trigger repeatedly against intro bots

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Upcoming Skins & Chromas

The following skins will be released this patch:

The following chromas will be released in patch 8.9:

Beemo (Ruby)

Beemo (Peridot)

Beemo (Aquamarine)

Beemo (Amethyst)

Beemo (Rose Quartz)

Beemo (Obsidian)

Mecha Zero Sion (Ruby)

Mecha Zero Sion (Pearl)

Mecha Zero Sion (Sapphire)

Mecha Zero Sion (Rose Quartz)

Mecha Zero Sion (Catseye)

Mecha Zero Sion (Tanzanite)

Mecha Zero Sion (Obsidian)

Mecha Zero Sion (Meteorite)

Client Feature

OWN ADVENTURE Choose your own profile background! Go to the profiles page, click the new cog icon, and select from any splash art from the skins or champion you own.

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5 months ago

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Patch Notes