Patch 9.9 notes

By Aether, shio shoujo

Hey all. Welcome to the biggest patch of the year (so far.)

We're seeing huge changes to Aatrox and Tahm Kench, champions who've relied on specific aspects of their kit to dominate in some skill brackets of play, but make them suffer in others. Soraka's another one we're evaluating, with changes aimed at getting her back to the ally-focused support she was meant to be. A small pool of champions are also getting VFX updates, helping them feel more modern and be up to caliber in visuals to newer champions.

We're adjusting a wide assortment of runes as well, with the goal of having them compete with other runes and encourage more diverse rune paths.

Get ready for one of the longest reads of your week.
Paul "Aether" Perscheid Hanna “shio shoujo” Woo

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Mid-Patch Updates

5/2/2019 Balance Update and Bugfixes

Aatrox

BASE ARMOR 33 38
BASE HEALTH GROWTH 80 90
PASSIVE DAMAGE AND HEALING 5-10% (based on level) of the target's maximum health 5-12% (based on level) of the target's maximum health

Q - The Darkin Blade

FIRST SWING AD RATIO 55/60/65/70/75% 60/65/70/75/80%

Blitzcrank

BUGFIX Blitzcrank's R - Static Field's active damage is back to 250/375/500

Rakan

BUGFIX Rakan's E - Battle Dance no longer costs double the mana when using it on an ally Xayah or when recasting

4/30/2019 Bugfix

Yasuo

BUGFIX Fixed a bug where Yasuo's Q - Steel Tempest has no cooldown during its combo with E - Sweeping Blade when he switches his camera perspective

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Patch Highlights



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Champions

Aatrox

Passive attack now also heals Aatrox and mutilation removed. Q cooldown adjusted and damage increased. W slow flattened and cooldown increased. E heal trigger adjusted. Revive no longer a baseline effect on R. Takedowns now extend R and enable revive, movement speed adjusted, increases healing. LOTS of tuning… Just read the full changelist for this one.

Where do we even begin? Since his rework, Aatrox has settled into a diving, one-shot playstyle that’s protected by the guaranteed safety of a revive. Rather than number tuning to make the revive less powerful, we’re making mechanics changes across the board to even the scales between reliable power that's valued in pro and power that's more fitting of Aatrox’s fantasy. Most notably, the revive on his ultimate is much less reliable, freeing up a lot of room to give him buffs (which make up the majority of the other changes here).

Overall, this patch pushes Aatrox toward a more bruisery, drain-tanky playstyle and his list of strengths will include more than one, all-in dive combo, accentuating his thematic as a life-draining war machine.

Base Stats

HEALTH REGEN 8 3

Passive - Deathbringer Stance

removedMUTILATION Aatrox no longer reduces healing and shielding on champions
newI NEED HEALING Heals Aatrox for bonus physical damage dealt
BONUS DAMAGE 8-16% (lvl 1-18) of the target's maximum health 5-10% (lvl 1-18) of the target's maximum health
COOLDOWN 25 seconds 15 seconds
COOLDOWN REFUND 2 seconds per ability cast and per champion hit with the edge of the Darkin Blade 2 seconds per attack or ability hit on enemy champions and large monsters and per champion hit with the edge of the Darkin Blade
MAXIMUM DAMAGE VS MONSTERS 400 100
PICTURE PERFECT Attack frame adjusted to better match Aatrox's basic attacks

Q - The Darkin Blade

COOLDOWN TIMER START On first cast After Q3 cast or after Q cast window expires
COOLDOWN 16/15/14/13/12 seconds 14/12/10/8/6 seconds
DAMAGE 10/25/40/55/70 10/30/50/70/90

W - Infernal Chains

SLOW 15/20/25/30/35% 25% at all ranks
COOLDOWN 18/17/16/15/14 seconds 26/23/20/17/14 seconds

E - Umbral Dash

removedATTACK DAMAGE No longer grants 15/25/35/45/55 attack damage for 1.5 seconds
HEAL TRIGGER Physical damage vs champions Any non-periodic damage vs champions (heal percentages unchanged)

R - World Ender

removedFREEVIVE Taking lethal damage during World Ender no longer revives Aatrox over 3.25 seconds, unless...
newGOT THE RESET Takedowns extend World Ender by 5 seconds, refresh its movement speed, and allow Aatrox to revive upon taking lethal damage while World Ender is active
removedAMNESIA Reviving no longer clears temporary buffs on Aatrox (e.g. Conqueror stacks)
MOVEMENT SPEED 120/180/240 flat movement speed for 1 second on cast and while out of combat during World Ender 60/80/100% decaying over World Ender's duration
removedFRIENDLY FEAR Aatrox no longer fears nearby allied minions on cast
newSTAYIN' ALIVE Aatrox receives 40/55/70% increased healing during World Ender
COOLDOWN TIMER START After World Ender expires On cast
COOLDOWN 160/140/120 seconds 140/120/100 seconds
CAST TIME 0.5 seconds 0.25 seconds
SLOW DURING REVIVE 25% 99%
HEAL DURING REVIVE 10-50% Aatrox's maximum health (based on Blood Well) 30% Aatrox's maximum health

Blitzcrank

Passive shield adjusted. R passive changed to mark targets with auto attacks and cause more damage after a delay. VFX for base and some skins updated.

While popular for his grabbing and popping, Blitzcrank really only has that one interaction up his nonexistent sleeve. We're modernizing his interactions with champions and giving him more to do when his hook is on cooldown.

VFX Updates

BASIC ATTACK New hit effects
RUSTY BLITZCRANK Rustier
PILTOVER CUSTOMS BLITZCRANK Recolored W effects and cleaned up
IBLITZCRANK Cleaned up Q and added jetpacks to his W run
BATTLE BOSS BLITZCRANK Added a hint of red to R
LANCER ROUGE BLITZCRANK Cleaned up noise on R
LANCER PARAGON BLITZCRANK Cleaned up noise on R

Passive - Mana Barrier

SHIELD 50% Blitzcrank's current mana 30% Blitzcrank's maximum mana
VFX Cleaned up shield effect

Q - Rocket Grab

VFX Updated to show the actual width and distance of the hook that is more consistent with the hitbox and cleaned up with a small cast effect

W - Overdrive

VFX More sparky

E - Power Fist

VFX More static shock with an uppercut hit effect

R - Static Field

removedPASSIVE Lightning no longer randomly arcs off Blitzcrank for 100/200/300 (+0.2 ability power)
newPASSIVE While his ultimate is off cooldown, Blitzcrank marks targets hit by his basic attacks. Enemies marked take 50/100/150 (+0.3 ability power) after a 1 second delay.
VFX Updated to show the actual range and clean up the electricity on Blitzcrank's body

Rakan

Base health, armor, magic resistance, and magic resist growth increased. Base attack damage decreased. W dash speed increased. R cast time adjusted to disallow W or Flash during.

Rakan's R > W combo consumes too much of the power budget of his kit. His zippity-zoppity flying is what makes him unique and fun to play, so we're restricting The Quickness a bit so we can give him some buffs.

Base Stats

HEALTH 480 540
ARMOR 29 32
ATTACK DAMAGE 70 62
MAGIC RESISTANCE 30 32.1
MAGIC RESIST GROWTH 0.5 1.25

W - Grand Entrance

DASH SPEED 1500 1700

R - The Quickness

LET ME STRETCH FIRST Rakan can no longer cast Grand Entrance or Flash during the first 0.5 seconds of The Quickness

Soraka

Q cooldown and haste adjusted, empowered heal for ally and self increased, damage decreased. E cooldown decreased, cost now scales, and damage decreased late.

If Soraka is going to be a bully to her enemies in lane it should manifest through healing and supporting her ally to allow them to beat the pulp out of the enemy lane, not by whittling them down herself with non-counterable damage. While we like that Soraka can contribute a measure of poke damage to her lane, we aren't particularly happy with the fact that her E max builds offers no real counterplay for her opponents.

We're taking this opportunity to make her Q > W combo more impactful and appreciable for her carry, so players consider utilizing her more supportive nature instead of always playing her as an aggressive goat.

Q - Starcall

COOLDOWN 5 seconds at all ranks 8/7/6/5/4 seconds
REJUVENATION SELF-HEAL 56/64/72/80/88 (+0.4 ability power) over 4 seconds 60/80/100/120/140 (+0.5 ability power) over 5 seconds
REJUVENATION ALLY HEAL 42/56/72/90/110 (+0.3/0.35/0.4/0.45/0.5 ability power) 60/80/100/120/140 (+0.5 ability power) over 5 seconds
HEAL OVER TIME Ticks evenly over the duration Initial ticks heal more than later ticks
DAMAGE 70/110/150/190/230 (+0.35 ability power) 60/95/130/165/200 (+0.35 ability power)
REJUVENATION MOVEMENT SPEED 10% when moving away from enemy champions 14/18/22/26/30% decaying movement speed

W - Astral Infusion

TOOLTIP Now shows the actual minimum cast health threshold

E - Equinox

COOLDOWN 24/22/20/18/16 seconds 20/19/18/17/16 seconds
COST 70 mana 70/75/80/85/90 mana
DAMAGE 70/110/150/190/230 (+0.40 ability power) 70/95/120/145/170 (+0.40 ability power)

R - Wish

TOOLTIP Now shows how much Wish will heal low health allies

Tahm Kench

Passive bonus damage flattened. Q slow, range, and slow increased. W CCs self for enemies and allies, and refunds mana when used on enemies. E heal and shield increased and no longer costs mana. R range decreased and cooldown increased.

Tahm Kench’s Devour does too much for a basic ability, and it makes him a huge priority pick for pros, regardless of the state of the rest of his kit. We're taking some big steps at redistributing some power, namely by significantly restricting beloved-by-pro abilities like his ally Devour and moving some power into his stats.

Base Stats

HEALTH 540 600
HEALTH GROWTH 102 100
MOVEMENT SPEED 335 345

Passive - An Acquired Taste

BONUS DAMAGE 1.25/1.5/1.75% (based on level) Tahm Kench's maximum health 1.5% Tahm Kench's maximum health at all levels

Q - Tongue Lash

SLOW DURATION 1.5 seconds 2 seconds
COOLDOWN 5 seconds at all ranks 8/7/6/5/4 seconds
TONGUE RANGE 800 900
SLOW 30/40/50/60/70% 50/55/60/65/70%

W - Devour/Regurgitate

newALLY DEVOUR Now grounds and slows Tahm Kench by 95% (same as devouring an enemy champion)
newMANA REFUND 50% when Tahm Kench devours an enemy champion
COST 60 mana 100 mana
COOLDOWN 28/25/22/19/16 seconds 20 seconds at all ranks
BASE MINION SPIT DAMAGE 100/150/200/250/300 100/135/170/205/240
ENEMY CHAMPION DAMAGE 20/24/28/32/36% (+0.02 per 100 ability power) target's maximum health 100/135/170/205/240 (5/7/9/11/13% target's maximum health) (+0.02 per 100 ability power)

E - Thick Skin

HEAL 15/20/25/30/35% Grey Health 20/25/30/35/40% Grey Health
SHIELD 70/75/80/85/90% Grey Health 80/85/90/95/100% Grey Health
removedCOST No longer costs 50 mana. It's free.

R - Abyssal Voyage

RANGE 4500/5500/6500 2500/5500/8500
COOLDOWN 120/110/100 seconds 140/130/120 seconds

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Simple Champion Changes

Akali

W extended duration when breaking invisibility decreased; cooldown increased early.

We want Akali to have more windows of vulnerability, especially during laning where she's often too safe in her shroud.

W - Twilight Shroud

EXTENDED DURATION WHEN BREAKING INVIS 3 seconds 2 seconds
COOLDOWN 21/19/17/15/13 seconds 25/22/19/16/13 seconds

Darius

Q healing and damage increased.

We're improving Darius' conditions for success when he gets in the thick of fights.

Q - Decimate

HEALING 12/24/36% Darius' missing health on 1/2/3+ enemy champions hit by the blade 15/30/45% Darius' missing health on 1/2/3+ enemy champions hit by the blade
DAMAGE 40/70/100/130/160 (+1.0/1.1/1.2/1.3/1.4 total attack damage) 50/80/110/140/170 (+1.0/1.1/1.2/1.3/1.4 total attack damage)

Ekko

Base attack damage increased. E cost decreased at later ranks.

Buffing Ekko to help him last hit in lane, clear monsters in the jungle, and better synergize with Sheen.

Base Stats

ATTACK DAMAGE 55 58

E - Phase Dive

COST 40/50/60/70/80 mana 40/45/50/55/60 mana

Hecarim

Q bonus damage decreased. E min and max damage decreased later.

While we like that Hecarim ramps up over the course of a fight, his latest buffs enabled more of a bursty pop-off type affair. We're nerfing his damage all around so his targets have some semblance of a chance to survive in a drawn-out fight and when caught out in the jungle.

Q - Rampage

BONUS DAMAGE 10% per stack 5% per stack

E - Devastating Charge

MINIMUM DAMAGE 45/80/115/150/185 45/75/105/135/165
MAXIMUM DAMAGE 90/160/230/300/370 90/150/210/270/330

Jarvan IV

Base health, mana, and mana regen decreased. W bonus shield for each enemy champion hit decreased and flattened at all ranks. E cooldown increased.

Cleaning up some base stats and hitting Jarvan IV's fallback Q > W max build so it's less effective.

Base Stats

HEALTH 571.2 570
MANA 302.3 300
MANA REGEN 6.756 6.5

W - Golden Aegis

BONUS SHIELD 2.0/2.25/2.5/2.75/3.0% Jarvan IV's maximum health per enemy champion hit 1.5% Jarvan IV's maximum health per enemy champion hit

E - Demacian Standard

COOLDOWN 11 seconds 12 seconds

Kennen

E bonus resistances removed. Bonus resistances added to R.

Kennen's E max build, while niche, covers his vulnerabilities too well. We're moving around his resistances so that he doesn't get all that and a bag of chips in one ability.

E - Lightning Rush

removedRESISTANCES No longer grants Kennen 10/20/30/40/50 bonus armor and magic resist for the duration

R - Slicing Maelstrom

newRESISTANCES 20/40/60 bonus armor and magic resist for the duration

Kindred

Passive mark spawns later in game.

Matching some Rift Scuttler changes below. Sorry for spoilers.

Passive - Mark of the Kindred

FIRST MARK SPAWN 2:05 3:15

Lissandra

W damage increased late.

The 9.7 hit to Liss was great for slowing down her waveclear. However, with Aftershock seeing nerfs this patch to hit champions like her (see Runes), we’re giving her a small bump in power that'll help in situations where she's getting all up in her enemies' faces.

W - Ring of Frost

DAMAGE 70/100/130/160/190 (+0.3 ability power) 70/105/140/175/210 (+0.5 ability power)

Maokai

Q base damage increased.

Maokai is underperforming so we're giving him a little water and a smidgen of sunlight to grow into a mighty tree in the top and jungle.

Q - Bramble Smash

DAMAGE 65/105/145/185/225 (+0.4 ability power) 70/115/160/205/250 (+0.4 ability power)

Morgana

E cooldown increased and shield strength decreased.

Morgana’s still too strong even with the changes in 9.7. We’re targeting her shield this time so she (and her lane partner) is a bit more vulnerable when it's on cooldown.

E - Black Shield

COOLDOWN 23/21/19/17/15 seconds 26/24/22/20/18 seconds
SHIELD STRENGTH 70/140/210/280/350 60/120/180/240/300

Rek'Sai

Base attack damage and attack damage growth decreased. Empowered Q cooldown increased. E min and true damage decreased.

Rek'Sai is another example of a champion we've been trying to quell a bit due to her status as a "must-pick" for her role. We're hitting two birds with one stone by taking some bark out of her bite and tidying up some of her base stats.

Base Stats

ATTACK DAMAGE 65.5 64
ATTACK DAMAGE GROWTH 3.35 3

Burrowed Q - Prey Seeker

COOLDOWN 11/10/9/8/7 seconds 12/11.5/11/10.5/10 seconds

E - Furious Bite

MINIMUM DAMAGE 55/65/75/85/95 50/60/70/80/90
EMPOWERED TRUE DAMAGE 110/130/150/170/190 100/120/140/160/180

Shaco

Sweeping Lens no longer reveals and immediately activates stealthed W.

Changing Sweeping Lens’ interaction with Shaco's boxes so enemies don’t completely neutralize his signature toys from a distance with little consequence.

W - Jack In The Box

HERE'S JOHNNY Sweeping Lens reveal and immediately activate Jack in the Boxes only reveal Jack in the Boxes
newPOP DOESN'T GO WEASEL Jack in the Boxes now have small activation range indicators

Shen

Base attack speed ratio increased. E damage ratio increased.

We’re buffing Shen to help him out in the top lane.

Base Stats

ATTACK SPEED RATIO 2% 3%

E - Shadow Dash

DAMAGE 50/75/100/125/150 (+0.12 bonus health) 50/75/100/125/150 (+0.15 bonus health)

Sylas

W base damage increased.

We stole a considerable amount of power from Sylas in 9.7, and we want to give some of it back. He'll still have the vulnerabilities we wanted to open up with those past changes, but also have a fairer chance to fight back.

W - Kingslayer

BASE DAMAGE 50/75/100/125/150 60/90/120/150/180

Volibear

W bonus attack speed increased.

Increasing Volibear's clear speed to help him compete with other junglers.

W - Frenzy

BONUS ATTACK SPEED 4/8/12/16/20 per stack, up to 3 stacks 9/13/17/21/25 per stack, up to 3 stacks

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Items

removed

Hunter's Potion

Hunter's Potion is an underpowered and seldom-picked option for players. We're removing it from the game as we don't feel it’s necessary in the current jungle.

Manamune

Base damage increased.

Bow down Ezreal mains.

Base Stats

DAMAGE 25 35
MURAMANA Also applies to Muramana

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VFX and SFX Updates

Ashe

VFX updates across the board to clean up unnecessary noise, improve gameplay clarity, and bring Ashe more in line with newer Freljordian champions.
BASIC ATTACK More frosty with an updated arrow model
PASSIVE - FROST SHOT More frosty and cool
Q - RANGER'S FOCUS More icy and glowy
W - VOLLEY Cleaned up unnecessary noise and created a sharper projectile
E - HAWKSHOT Updated hawk model, basically Anivia's baby chick
R - ENCHANTED CRYSTAL ARROW Brand new arrow model that indicates a clearer hitbox

Caitlyn

Reinforcing Caitlyn's Piltover/hextech thematic in her VFX where it made sense, while preserving her unique feel. Effects should feel more impactful and modern, and improve gameplay clarity.
BASIC ATTACK Cleaned up noise and added new hit impacts
PASSIVE - HEADSHOT Brand new headshot missile and effects for better readability
Q - PILTOVER PEACEMAKER Cleaned up noise, added a width indicator for clarity, and updated hit effects
W - YORDLE SNAP TRAP Reduced activation noise and cleaned up root effect. Updated ally traps as well to glow blue.
E - 90 CALIBER NET Cleaned up and now more accurately represents the width of the missile
R - ACE IN THE HOLE Reduced the target effect's noise, improved the timing, and added new cast, missile, and hit effects
HEADHUNTER CAITLYN Cleaned up the projectiles and added the width indicator to her Q
LUNAR WRAITH CAITLYN Cleaned up the projectiles and adjusted the width of her Q to match the new base. Also cleaned up R charging and hit effects.

Jax

VFX are now sharper, more impactful, and clearer in gameplay.
BASIC ATTACK Cleaned up and added some oomph
Q - LEAP STRIKE Cleaned up for readability
W - EMPOWER Activation made more visible and fire added to his lamppost
E - COUNTER STRIKE Cleaned up and added an indicator for the stun range
R - GRANDMASTER'S MIGHT Cleaned up, added sand particles, and made the third hit more clear and satisfying
NEMESIS JAX New particles over the entire kit
GOD STAFF JAX Added E stun range indicator to match changes to base

Renekton

Cleaning up Renekton's audio so his abilities sound more clear to pair with his earlier VFX updates.
PASSIVE - REIGN OF ANGER Made his growl cleaner and the cast punchier
Q - CULL THE MEEK Emphasize the blade sounds when it hits on the target
W - RUTHLESS PREDATOR Added more shwing and cleaned up the sounds
E - SLICE AND DICE Made punchier
R - DOMINUS Added more debris sounds and cleaned up on unnecessary sounds

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Runes

Aftershock

Resistances no longer scale with level; now scale with other bonus resistances up to a level-based cap. Damage no longer scales with AD or AP.

Aftershock is taken by a fairly wide variety of champions, especially those with access to hard CC who opt into this rune for a windowed boost of durability. Right now, it looks to be strongest on mages specifically: that extreme durability in combination with high amounts of burst damage mages can provide via Aftershock's AP ratio leaves little room for opponents to play against Aftershock mages. To combat these cases, we're specifically targeting Aftershock's scaling to better hit the same power level for all its users.
BONUS ARMOR 70-120 based on level when immobilizing an enemy champion 70 (+0.5 bonus armor, max 80-150 based on level) when immobilizing an enemy champion
BONUS MAGIC RESISTANCE 70-120 based on level when immobilizing an enemy champion 70 (+0.5 bonus magic resistance, max 80-150 based on level) when immobilizing an enemy champion
DAMAGE 10-120 based on level (+0.03 maximum health)(+0.15 bonus attack damage)(+0.1 ability power) 10-120 based on level (+0.04 maximum health)

Minor Rune Tuning

We've pulled too much power out of runes in general, so we want to give back power in ways that don't favor a specific role/class too highly. We're targeting runes that, when tweaked, can better compete with Inspiration's minor runes, and avoiding sustain runes since they've been overperforming in comparison.

Bone Plating

DAMAGE BLOCKED 25-50 based on level 30-60 based on level

Celerity

We're pulling back slightly on Celerity's niche status. We want more players to use it and broaden its use cases, so while these changes may not always be favorable to its old top tier users, it should be stronger overall to compete with other rune options.
PASSIVE All movement speed bonuses are 10% more effective 1% movement speed + all movement speed bonuses are 7% more effective

Cheap Shot

DAMAGE 8-40 based on level 10-45 based on level

Conditioning

RESISTANCES AT 10 MINUTES 8 bonus armor and and bonus magic resistance 9 bonus armor and bonus magic resistance

Demolish

TOOLTIP Now shows how much damage the next Demolish empowered basic attack will do

Ghost Poro

newI SEE YOU Additionally grants 2 adaptive force when a Ghost Poro spots an enemy (maximum stats are unchanged)

Magical Footwear

Magical Footwear has become its own beast that outperforms every other option by a large margin. We're reining it in a bit so that it still stays viable for many champions, but isn't so overwhelmingly better that other runes can't be considered.
SPAWN TIME 10 minutes (-30 seconds per takedown) 12 minutes (-45 seconds per takedown)

Relentless Hunter

OUT-OF-COMBAT MOVEMENT SPEED 8 (+8 per stack) 10 (+9 per stack)

Scorch

DAMAGE 10-30 based on level 15-35 based on level

Ultimate Hunter

ULTIMATE COOLDOWN REDUCTION 5% (+3% per stack), up to 20% at max stacks 5% (+4% per stack), up to 25% at max stacks

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Rift Scuttler

Scuttler's first spawn now happens later in the game

Right now, there's a lot of frustration between junglers and laners due to an expectation for the laner to help the jungler secure Rift Scuttler when it first spawns. At 2:00, this tension creates forced, awkward conflict between players who at that point are barely level 2, pushing players to pick junglers and laners that are strong at level 2 and 1, respectively.

By moving the Scuttler's spawn time later, players will have a bit more time to plan out and assess the game before committing to taking down the Scuttler; they'll also be less mandated to pick specific champions who are strong at early Scuttle takes.

As a note, this is also not meant to be a meaningful nerf to early game jungle experience. Since Scuttler's level is based on the average level of the game, it'll more likely than not be higher-leveled than it was when it spawned at 2:00, meaning it'll grant more gold and experience when killed.
INITIAL SPAWN TIME 2:00 3:15

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Bugfixes

  • Fixed a bug where Frostblade Irelia's moving blades did not play sounds during her Golden Chroma respawn animation
  • Fixed a bug where players who first join League Voice with Push-to-Talk enabled would pick up audio even when not pressing the associated key bind
  • Elderwood LeBlanc and Ravenborn LeBlanc no longer incorrectly use base LeBlanc's R - Mimic
  • Casting LeBlanc's Q - Sigil of Malice or her R - Mimic Sigil of Malice and W - Distortion in quick succession no longer sometimes fail to trigger her mark
  • Taliyah's R - Weaver's Wall toggle animation no longer permanently stays on the ability icon
  • When reactivated quickly Kayn's model no longer appears before R - Umbral Trespass completes
  • When spectating a game, the Dragon icon no longer appears on the HUD before the Dragon is killed
  • Added a feature where players get a message when they've successfully made it out of Champion Select. If unsuccessful, players will not see any message
  • Reactivated Ranked Decay
  • Fixed a bug in Ranked Profile display in regions where Ranked Twisted Treeline was disabled
  • Fixed a bug where Kayle would sometimes freeze when casting her R - Divine Judgement and then teleport to a new location

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Upcoming Skins & Chromas

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:

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3 weeks ago

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