Off-topic dicsussion should go in the Off-topic Dicsussion Thread.
Certain topics are blacklisted from LoL General Discussion and they include:
- "Elo hell"
- The Tribunal
- Bans, either from TL.net or LoL
- "What is a tank" (and other vague monikers)
- Unjustified game theory
Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.
Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.
There is no new champion this patch.
Patch 4.5: Live on April 2nd, 2014
+ Show Spoiler [Patch Notes] +
Game Lobbies
Minor improvement to invite statuses to better document the history of the lobby.
- When the creator of a game lobby transfers ownership to another player, their status will now change to "Creator" rather than "Joined".
Team Builder
- Captains now see a spinner animation when friends in the group are still determining their spec
- Captains can now invite friends to their group before determining their own spec
- Friend invite statuses are now properly updating
Combat Text
Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages.
- Gold gain text is now indicated by a gold coin, rather than the letter 'g'
- Critical strike text is now indicated by a bursty icon, rather than the symbol '!'
Gameplay Updates
Rengar
Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.
Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!
General
Health per level 85 ⇒ 90
Ferocity effect scaling Per ability level ⇒ Per champion level
Passive - Unseen Predator
Stealth Rengar becomes visible mid-leap ⇒ at the beginning of the leap
Q - Savagery
Bugfix Fixed a bug where the bonus damage from Savagery could crit
Cooldown 8/7.5/7/6.5/6 seconds ⇒ 6/5.5/5/4.5/4 seconds
Damage 30/60/90/120/150 (+1.0 attack damage at all ranks) ⇒ 20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)
removedAttack Speed buff 30/35/40/45/50% attack speed for 4 seconds
Basic attack buff window 2 seconds ⇒ 3 seconds
removedUtility Usable on structures
Q - Empowered Savagery
Damage 30/60/90/120/150 (+2.0 attack damage) based on skill level ⇒ 20-235 (+1.5 attack damage) based on champion level
Attack Speed buff +60/70/80/90/100% attack speed based on skill level ⇒ +50-101% attack speed based on champion level
Attack Speed buff duration Unchanged (5 seconds)
newAttack Damage buff +10% attack damage for 5 seconds
W - Battle Roar
Cooldown 15/14/13/12/11 seconds ⇒ 12 seconds at all ranks
Damage Unchanged (50/80/110/140/170 (+0.8 ability bower))
Bonus Armor & Magic Resistance +15/22/29/36/43 armor & magic resistance ⇒ +10/15/20/25/30 armor & magic resistance
Bonus Armor & Magic Resistance duration 3 seconds ⇒ 4 seconds
newUtility Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)
W - Empowered Battle Roar
Damage 50/80/110/140/170 (+0.8 ability power) based on skill level ⇒ 40-240 (+0.8 ability power) based on champion level
Minimum heal 20 + (10 x level) ⇒ 12 + (4 x level)
Maximum heal 40 + (20 x level) ⇒ 75 + (25 x level)
E - Bola Strike
newUtility Targeted ability ⇒ Skillshot
Cooldown 12/11/10/9/8 seconds ⇒ 10 seconds at all ranks
Damage 60/105/150/195/240 (+0.7 attack damage) ⇒ 50/100/150/200/250 (+0.7 attack damage)
Range 575 ⇒ 1000
Movement Speed slow -50/55/60/65/70% movement speed ⇒ -60/65/70/75/80% movement speed
Movement Speed slow duration Unchanged (2.5 seconds)
E - Empowered Bola Strike
Damage 60/105/150/195/240 (+0.7 attack damage) based on skill level ⇒ 50-340 (+0.7 attack damage) based on champion level
Root duration 1 second ⇒ 1.75 seconds
R - Thrill of the Hunt
Cooldown 140/105/70 seconds ⇒ 120/95/70 seconds
newUtility Rengar only gains movement speed when moving toward enemy champions
Movement speed bonus +20/25/30% movement speed ⇒ +15% movement speed
newUtility After breaking stealth, Rengar gains +25/45/45% movement speed for 5 seconds
newUtility After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds
newUtility Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.
Bonetooth Necklace
Item type Basic item ⇒ Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)
Cost 800 gold ⇒ Free
Trophy gain Unchanged (+1 per kill or assist)
removedDeath penalty -1 stack on death
removedBonus attack damage +5 attack damage (+2 additional Attack Damage per level)
3 trophy bonus +10 armor penetration, +5% cooldown reduction ⇒ +25 movement speed out of combat and in brush
6 trophy bonus +25 movement speed ⇒ +125 Unseen Predator leap range, Tier 2 vision active
removed9 trophy bonus +150 Unseen Predator leap range
new12 trophy bonus +5 seconds to Thrill of the Hunt duration
removed14 trophy bonus +3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of Ferocity
new20 trophy bonus Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)
Gragas
Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?
When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.
General
Magic Resist per level 0 ⇒ 1.25
Movement Speed 340 ⇒ 330
Passive - Happy Hour
Health restore 2% max health over 4 seconds ⇒ 4% max health instantly
newCooldown 8 seconds
Q - Barrel Roll
newMovement Speed slow 30/35/40/45/50% for 2 seconds
Cooldown Unchanged (11/10/9/8/7 seconds)
Mana cost 80/90/100/110/120 mana ⇒ 60/65/70/75/80 mana
Range 950 ⇒ 850
Base Damage 85/135/185/245/285 ⇒ 80/120/160/200/240
Ability Power ratio 0.9 ⇒ 0.6
removedAttack Speed slow -20/25/30/35/40% attack speed for 3 seconds
newUtility Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation
W - Drunken Rage
Cooldown 25 seconds at all ranks ⇒ 8/7.5/7/6.5/6 seconds
Mana cost Unchanged (No cost)
newDamage Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage
Duration 20 seconds ⇒ 3 seconds
Damage reduction Unchanged (10/12/14/16/18%)
newUtility Gragas can now move at 80% movement speed while drinking
removedAttack Damage buff +30/40/50/60/70 attack damage
removedMana restore Restores 30/40/50/60/70 mana
E - Body Slam
Cooldown 12 seconds at all ranks ⇒ 16/15/14/13/12 seconds
Mana cost 75 ⇒ 50
Base Damage 80/120/160/200/240 ⇒ 80/130/180/230/280
Ability Power ratio 0.5 ⇒ 0.6
removedAttack Damage ratio 0.3/0.4/0.5/0.6/0.7
Utility Cooldown reduced by 50% on unit collision ⇒ Cooldown reduced by 3 seconds on unit collision
Crowd Control 35% Movement Speed slow for 2.5 seconds ⇒ 1 second stun & slight knockback
R - Explosive Cask
Cooldown Unchanged (100/90/80 seconds)
Mana cost Unchanged (100)
Base Damage 200/325/450 ⇒ 200/300/400
Ability Power ratio 0.9 ⇒ 0.7
Utility Unchanged (Knocks back all enemies hit and grants vision of the area)
Champions
Global Stat Changes
Armor seals have become such a standardized rune that players have learned to play with - and around - them. These buffs are to compensate for that dependency.
Base Armor All champions have gained +4 base armor
Anivia
Anivia's received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm.
R - Glacial Storm
Utility Now deals a tick of damage when cancelled
Fiddlesticks
Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad.
Passive - Dread
Utility No longer affects champions who cannot see Fiddlesticks
Graves
Quickdraw costs less mana to use, Collateral Damage's explosion damage is now the same as the impact damage.
We're emphasizing the collateral part of Collateral Damage.
E - Quickdraw
Mana cost 50 mana ⇒ 40 mana
R - Collateral Damage
Collision Bonus Attack Damage ratio 1.4 ⇒ 1.5
Explosion Damage 140/250/360 (+1.2 bonus attack damage) ⇒ 200/280/360 (+1.2 bonus attack damage)
Heimerdinger
Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.
The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret.
Q - H-28G Evolution Turret
Cannon Damage 15/22/29/36/42 (+0.125 ability power) ⇒ 12/18/23/29/34 (+0.150 ability power)
Beam Damage 50/75/100/125/150 (+0.5 ability power) ⇒ 40/60/80/105/130 (+0.55 ability power)
Beam Cooldown 12 seconds ⇒ 16 seconds
Q - H-28Q Apex Turret
Cannon Damage 90/110/130 (+0.33 ability power) ⇒ 70/90/110 (+0.3 ability power)
Beam Damage 225/300/375 (+0.8 ability power) ⇒ 180/240/300 (+0.7 ability power)
Beam Charge per cannon attack 2/4/6/8/10% ⇒ 20% at all ranks
removedUtility Spawns with a beam charge
Kha'Zix
Kha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.
We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting.
R - Void Assault
Bugfix Casting Flash no longer breaks Void Assault stealth
newCooldown between casts 1 second
R - Evolved Active Camouflage
removedDamage Reduction Reduces turret damage
Lee Sin
Safeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.
Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards.
W - Safeguard
Cooldown 9 seconds ⇒ 14 seconds
newUtility Cooldown reduced by 50% if cast on Lee Sin or an allied champion
Shield duration 5 seconds ⇒ 4 seconds
removedUtility Lee Sin gains a shield when Safeguard is cast on non-champion units
W - Iron Will
Duration 5 seconds ⇒ 4 seconds
Leona
The correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona's a slightly more viable in-combat target. Plus, if she doesn't get a kill, that combat damage will stick harder.
General
Base Health Regen/5 sec 9 ⇒ 7
W - Eclipse
Bonus Armor & Magic Resistance 25/35/45/55/65 ⇒ 20/30/40/50/60
Lulu
Help, Pix!'s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.
When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu's high offensive power, but we're also committed to ensuring this doesn't have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we'll look at ways to help support Lulu if she comes out too weak because of these changes.
E - Help, Pix!
Enemy follow duration 6 seconds ⇒ 4 seconds
removedMinion cast Minions gain a shield
Base Damage 80/130/180/230/280 ⇒ 80/110/140/170/200
Miss Fortune
Miss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF's lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).
In the past, Miss Fortune's been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she's been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF's early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots.
Passive - Strut
newUtility Bonus movement speed now displayed on buff icon
Q - Double Up
Cooldown 9/8/7/6/5 ⇒ 7/6/5/4/3
Mana cost 70/75/80/85/90 ⇒ 43/46/49/52/55
1st target Base Damage 25/60/95/130/165 ⇒ 20/35/50/65/80
1st target Attack Damage ratio 0.75 ⇒ 0.85
2nd target Base Damage 30/72/114/156/198 ⇒ 40/70/100/130/160
2nd target Attack Damage ratio 0.9 ⇒ 1.0
W - Impure Shots
Mana cost 50 at all ranks ⇒ 30/35/40/45/50
Bonus Damage per stack 4/6/8/10/12 (+0.05 ability power) ⇒ 0.06 attack damage
Attack Speed buff +30/35/40/45/50% attack speed ⇒ +20/30/40/50/60% attack speed
Grievous Wounds duration 3 seconds ⇒ 2 seconds
E - Make It Rain
Cooldown 15 at all ranks ⇒ 14/13/12/11/10
Movement Speed slow 20/28/36/44/52% ⇒ 25/35/45/55/65%
Vision More closely matches the area of effect
R - Bullet Time
newUtility Passively increases the stack cap of Impure Shots to 6/7/8
Base Damage 65/95/125 per bullet ⇒ 50/75/125 per bullet
Total Base Damage 520/760/1000 ⇒ 400/600/1000
removedBonus Attack Damage ratio 0.35
newUtility Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)
Renekton
Dominus' health bonus and AoE magic damage are lower in early ranks and higher at later ranks.
While we're very aware of the high strength Renekton brings to the lane, we're tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on.
R - Dominus
Bonus health 300/450/600 health ⇒ 200/400/800 health
Magic Damage per tick 40/70/100 ⇒ 30/60/120
Twisted Fate
We're finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier.
W - Pick A Card
Card selection window 8 seconds ⇒ 6 seconds
Card use window 4 seconds ⇒ 6 seconds
Wukong
Wukong's armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone's total attack damage ratio has been reduced.
Statistically, Wukong's performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu's found a position that circumvents his natural weaknesses, we can tune some of his high damage - particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn't do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with).
Q - Crushing Blow
Armor shred 30% at all ranks ⇒ 10/15/20/25/30%
R - Cyclone
Attack Damage ratio 1.2 per second (4.8 total) ⇒ 1.1 per second (4.4 total)
Ziggs
Ziggs' attack range has been reduced.
Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit.
General
Attack range 575 ⇒ 550
Minor Changes & Bug Fixes
Ahri
Q - Orb of Deception
Bugfix Fixed a bug where Orb of Deception wouldn't return if Ahri was dead or in stasis
Blitzcrank
Q - Rocket Grab
Bugfix Fixed a bug that prevented Blitzcrank from using Thresh's Lantern while casting Rocket Grab.
Jarvan IV
Cataclysm should now be more reliable for Jarvan IV to land.
R - Cataclysm
Utility The walled area is now centered between Jarvan and his target.
Jinx
R - Super Mega Death Rocket!
newBugfix Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
newBugfix If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown
Malzahar
Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.
Passive - Summon Voidling
newPriority system
Attack the target of Nether Grasp.
Attack the nearest champion with Malefic Visions.
Attack the nearest non-champion with Malefic Visions.
Attack the nearest enemy.
Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.
Pantheon
Passive - Aegis Protection
Bugfix Now blocks any attack of a siege minion or large monster even if they don't meet the 40 damage threshold
Talon
R - Shadow Assault
newUtility Flash no longer breaks Shadow Assault stealth
Bugfix Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)
Items
Blue Trinkets
Still in the process of making Blue Trinkets less sad. Maybe it's the color.
Scrying Orb (level 1)
Vision Duration 1 second ⇒ 2 seconds
Range 1500 ⇒ 2500
Scrying Orb (level 9)
Vision Duration 1 second ⇒ 2 seconds
Range 2500 ⇒ 3500
Farsight Orb
Vision Duration 1 second ⇒ 2 seconds
Range 3000 ⇒ 4000
Spirit of the Elder Lizard
We're a little concerned that Spirit of the Elder Lizard is skewing the landscape of the early jungle toward high damage champions who sustain (and thrive) thanks to their offensive prowess. We're still keeping a close eye on Elder Lizard, but are moving conservatively in the meantime.
Damage amplification vs. monsters 30% ⇒ 20%
newFeral Flare
It's finally here! Picking up after our 4.4 changes to Wriggle's Lantern, we wanted to introduce a new jungle item that "rounds out" the pool. Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power.
Transform Upgrades from Wriggle's Lantern after killing 25 large monsters
Attack Damage +15 attack damage
Attack Speed +35% attack speed
Unique Passive Maim Basic attacks deal 100 damage (reduced by 67% against champions) and heal 10 health on hit. Kills, assists, and large monster kills increase the damage by 3 and heal by 1.
Unique Passive +30% gold from monster kills
Unique Active Places a stealth ward that reveals the surrounding area for 180 seconds (180 second cooldown)
Utility Ward cast range greatly increased versus normal ward cast range
Support Itemization & Build Paths
We've introduced two new foundational items for supports in the form of Aether Wisp (ability power, movement speed), and Forbidden Idol (mana regen and cooldown reduction). Several items have had their build paths strealimed (or changed) to accommodate.
These changes are a mid-season followup to our 2014 Season Changes for supports and support itemization. We noticed that while we succeeded in giving supports more gold, we didn't give them enough itemization paths that paced well with their gold gain. With these new items, this means we can also look at support itemization in the future to offer more interesting choices.
newAether Wisp
Recipe Amplifying Tome + 515 gold
Total cost 950 gold
Ability Power +30 ability power
Unique Passive +5% movement speed
Lich Bane
Recipe Sheen + Blasting Wand + 940 gold ⇒ Sheen + Aether Wisp + 1000 gold
Total cost Unchanged (3000 gold)
Twin Shadows
Recipe Amplifying Tome + Amplifying Tome + Null Magic Mangle + 730 gold ⇒ Aether Wisp + Fiendish Codex + 780 gold
Total cost 2000 gold ⇒ 2400 gold
removedCrystal Scar & Twisted Treeline Recipe Amplifying Tome + Amplifying Tome + Null Magic Mangle + 530 gold = 1800 gold
Ability Power +50 ability power ⇒ +80 ability power
newCooldown Reduction +10% cooldown reduction
removedMagic Resistance +40 magic resistance
Active Cooldown (Summoner's Rift & Howling Abyss) 120 seconds
Active Cooldown (Crystal Scar & Twisted Treeline) 60 seconds
newUtility If the ghosts fail to find a target, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of this item by 40 seconds (20 seconds on Crystal Scar & Twisted Treeline).
newForbidden Idol
Recipe Faerie Charm + Faerie Charm + 390 gold
Total cost 750 gold
Mana Regen/5 sec 8
Unique Passive +10% cooldown reduction
Morellonomicon
Recipe Amplifying Tome + Faerie Charm + Fiendish Codex + 765 gold ⇒ Fiendish Codex + Forbidden Idol + 630 gold
Total cost Unchanged (2200 gold)
Talisman of Ascension
Recipe Nomad's Medallion + Faerie Charm + 955 Gold ⇒ Nomad's Medallion + Forbidden Idol + 585 Gold
Total cost 2000 gold ⇒ 2200 gold
Mana Regen/5 sec 10 ⇒ 15
Frost Queen's Claim
Combine cost 315 gold ⇒ 515 gold
Total cost 2000 gold ⇒ 2200 gold
Ability Power +40 ability power ⇒ +50 ability power
Health Regen/5 sec 25 ⇒ 20
Health +375 health ⇒ +500 health
Will of the Ancients
Recipe Hextech Revolver + Faerie Charm + Faerie Charm + 440 gold ⇒ Hextech Revolver + Fiendish Codex + 480 gold
Total cost 2000 gold ⇒ 2500 gold
Ability Power +50 ability power ⇒ +80 ability power
removedMana Regen/5 sec 10
Aegis of the Legion
Recipe Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null Magic Mantle + 670 Gold ⇒ Rejuvenation Bead + Ruby Crystal + Negatron Cloak + 600 hold
Total cost 1950 gold ⇒ 1900 gold
newMagic Resistance +20 magic resistance
removedArmor +20 Armor
Locket of the Iron Solari
Recipe Aegis of the Legion + 600 gold ⇒ Kindlegem + Aegis of the Legion + 50 gold
Total cost 2550 gold ⇒ 2800 gold
Health +300 health ⇒ +400 health
newMagic Resistance +20 magic resistance
removedArmor +20 Armor
Warden's Mail
Recipe Cloth Armor + Cloth Armor + 400 gold ⇒ Chain Vest + 280 gold
Total cost Unchanged (1000 gold)
Glacial Shroud
Recipe Sapphire Crystal + Chain Vest + 230 gold ⇒ Cloth Armor + Sapphire Crystal + 250 gold
Total cost 1350 gold ⇒ 950 gold
Armor +45 Armor ⇒ +20 armor
Mana +300 Mana ⇒ +250 mana
Iceborn Gauntlet
Combine cost 700 gold ⇒ 750 gold
Total cost 3250 gold ⇒ 2900 gold
Armor +70 armor ⇒ +60 armor
Frozen Heart
Combine cost 550 gold ⇒ 650 gold
Total cost 2900 ⇒ 2600
Armor +95 armor ⇒ +100 armor
Mana +500 mana ⇒ +400 mana
Attack Speed reduction aura -20% attack speed ⇒ -15% attack speed
Boot Enchantments
Because Homeguard boots are so strong as a defensive item, we realized we needed to bring the offensive boot enchantments up to parity. Boot enchants should be an opportunity to personalize your play, so... have a few more choices!
Enchantment: Alacrity
Movement Speed +15 movement speed ⇒ +20 movement speed
Enchantment: Captain
Cost 750 gold ⇒ 600 gold
Approaching ally Movement Speed +8% movement speed ⇒ +10% movement speed
Enchantment: Distortion
Summoner Spell Cooldown Reduction 25% ⇒ 20%
newUtility Increases Ghost movement speed to 40% from 28%
newUtility Grants +30% movement speed for 1 second after using Flash
newUtility Grants +30% movement speed for 3 seconds after successfully using Teleport
Enchantment: Furor
Cost 650 gold ⇒ 475 gold
Enchantment: Homeguard
Fountain healing Instant full restore ⇒ Restores a portion of missing health and mana per second
Activation delay 8 seconds out of combat ⇒ 6 seconds out of combat
Runes
We promised rune balance changes for the 2014 season but when we took a deeper look we realized that we needed to do more fundamental work on the system itself. That said, we wanted to get a few balance changes in for the 2014 season, so we targeted midseason as the right time. We've heard a lot of feedback from players on the pains surrounding the rune system, and we'll be taking that into consideration in the future! It may not be a holistic fix right now, but these balance changes allow us to open up a little more diversity in rune choice. We've also made some compensation buffs for the two runes we nerfed.
As a side note, we specifically tackled armor runes and lifesteal quintessences because they were becoming the "best in slot" choice for any champion that could use them. In the case of armor, the answer was "everyone," while lifesteal quintessences had a slightly narrower appeal. The buffs we made across other runes were to focus on adding more options without affecting any larger systems while also bringing some runes up to parity in terms of gold value.
Seals
Tier 3
Greater Seal of Armor
Per Seal +1.41 armor ⇒ +1.00 armor
Per 9 Seals +12.69 armor ⇒ +9.00 armor
Supplementary Base armor of all champions increased by 4
Greater Seal of Scaling Armor
Per Seal +2.7 armor at lvl 18 ⇒ +3.00 armor at lvl 18
Per 9 Seals +24.3 armor at lvl 18 ⇒ +27.00 armor at lvl 18
Greater Seal of Health
Per Seal +5.35 health ⇒ +8.00 health
Per 9 Seals +48.15 health ⇒ +72 health
Greater Seal of Scaling Health
Per Seal +19.44 health at lvl 18 ⇒ +24.00 health at lvl 18
Per 9 Seals +174.96 health at lvl 18 ⇒ +216.00 health at lvl 18
Greater Seal of Health Regeneration
Per Seal +0.43 health regen/5 sec ⇒ +0.56 health regen/5 sec
Per 9 Seals +3.87 health regen/5 sec ⇒ +5 health regen/5 sec
Tier 2
Seal of Armor
Per Seal +1.09 armor ⇒ +0.78 armor
Per 9 Seals +9.81 armor ⇒ +7.02 armor
Supplementary Base armor of all champions increased by 4
Seal of Scaling Armor
Per Seal +2.16 armor at lvl 18 ⇒ +2.34 armor at lvl 18
Per 9 Seals +19.44 armor at lvl 18 ⇒ +21.06 armor at lvl 18
Seal of Health
Per Seal +4.16 health ⇒ +6.24 health
Per 9 Seals +37.44 health ⇒ +56.16 health
Seal of Scaling Health
Per Seal +15.12 health at lvl 18 ⇒ +18.72 health at lvl 18
Per 9 Seals +136.08 health at lvl 18 ⇒ +168.48 health at lvl 18
Seal of Health Regeneration
Per Seal +0.34 health regen/5 sec ⇒ +0.43 health regen/5 sec
Per 9 Seals +3.06 health regen/5 sec ⇒ +3.90 health regen/5 sec
Tier 1
Lesser Seal of Armor
Per Seal +0.78 armor ⇒ +0.56 armor
Per 9 Seals +7.02 armor ⇒ +5.04 armor
Supplementary Base armor of all champions increased by 4
Lesser Seal of Scaling Armor
Per Seal +1.44 armor at lvl 18 ⇒ +1.68 armor at lvl 18
Per 9 Seals +12.96 armor at lvl 18 ⇒ +15.12 armor at lvl 18
Lesser Seal of Health
Per Seal +2.97 health ⇒ +4.48 health
Per 9 Seals +26.73 health ⇒ +40.32 health
Lesser Seal of Scaling Health
Per Seal +10.8 health at lvl 18 ⇒ +13.44 health at lvl 18
Per 9 Seals +97.2 health at lvl 18 ⇒ +120.96 health at lvl 18
Lesser Seal of Health Regeneration
Per Seal +0.24 health regen/5 sec ⇒ +0.31 health regen/5 sec
Per 9 Seals +2.16 health regen/5 sec ⇒ +2.80 health regen/5 sec
Glyphs
Tier 3
Greater Glyph of Scaling Cooldown Reduction
Per Glyph +1.11% cooldown reduction at lvl 18 ⇒ +1.67% cooldown reduction at lvl 18
Per 9 Glyphs +9.99% cooldown reduction at lvl 18 ⇒ +15% cooldown reduction at lvl 18
Greater Glyph of Scaling Magic Resist
Per Glyph +2.7 magic resistance at lvl 18 ⇒ +3.00 magic resistance at lvl 18
Per 9 Glyphs +24.3 magic resistance at lvl 18 ⇒ +27.00 magic resistance at lvl 18
Greater Glyph of Mana Regeneration
Per Glyph +0.31 mana regen/5 sec ⇒ +0.33 mana regen/5 sec
Per 9 Glyphs +2.79 mana regen/5 sec ⇒ +3 mana regen/5 sec
Greater Glyph of Scaling Mana Regeneration
Per Glyph +0.99 mana regen/5 sec at lvl 18 ⇒ +1.20 mana regen/5 sec at lvl 18
Per 9 Glyphs +8.91 mana regen/5 sec at lvl 18 ⇒ +10.80 mana regen/5 sec at lvl 18
Tier 2
Glyph of Scaling Cooldown Reduction
Per Glyph +0.9% cooldown reduction at lvl 18 ⇒ +1.30% cooldown reduction at lvl 18
Per 9 Glyphs +8.1% cooldown reduction at lvl 18 ⇒ +11.70% cooldown reduction at lvl 18
Glyph of Scaling Magic Resist
Per Glyph +2.16 magic resistance at lvl 18 ⇒ + 2.34 magic resistance at lvl 18
Per 9 Glyphs +19.44 magic resistance at lvl 18 ⇒ +21.06 magic resistance at lvl 18
Glyph of Mana Regeneration
Per Glyph +0.24 mana regen/5 sec ⇒ +0.26 mana regen/5 sec
Per 9 Glyphs +2.16 mana regen/5 sec ⇒ +2.34 mana regen/5 sec
Glyph of Scaling Mana Regeneration
Per Glyph +0.72 mana regen/5 sec at lvl 18 ⇒ +0.94 mana regen/5 sec at lvl 18
Per 9 Glyphs +6.48 mana regen/5 sec at lvl 18 ⇒ +8.42 mana regen/5 sec at lvl 18
Tier 1
Lesser Glyph of Scaling Cooldown Reduction
Per Glyph +0.72% cooldown reduction at lvl 18 ⇒ +0.93% cooldown reduction at lvl 18
Per 9 Glyphs +6.48% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18
Lesser Glyph of Scaling Magic Resist
Per Glyph +1.44 magic resistance at lvl 18 ⇒ +1.68 magic resistance at lvl 18
Per 9 Glyphs +12.96 magic resistance at lvl 18 ⇒ +15.12 magic resistance at lvl 18
Lesser Glyph of Mana Regeneration
Per Glyph +0.17 mana regen/5 sec ⇒ +0.19 mana regen/5 sec
Per 9 Glyphs +1.53 mana regen/5 sec ⇒ +1.68 mana regen/5 sec
Lesser Glyph of Scaling Mana Regeneration
Per Glyph +0.54 mana regen/5 sec at lvl 18 ⇒ +0.67 mana regen/5 sec at lvl 18
Per 9 Glyphs +4.86 mana regen/5 sec at lvl 18 ⇒ +6.05 mana regen/5 sec at lvl 18
Quintessences
Tier 3
Greater Quintessence of Cooldown Reduction
Per Quintessence +1.67% cooldown reduction ⇒ +2.50% cooldown reduction
Per 3 Quintessences +5.01% cooldown reduction ⇒ +7.50% cooldown reduction
Greater Quintessence of Scaling Cooldown Reduction
Per Quintessence +2.5% cooldown reduction at lvl 18 ⇒ +5.00% cooldown reduction at lvl 18
Per 3 Quintessences +7.5% cooldown reduction at lvl 18 ⇒ +15.00% cooldown reduction at lvl 18
Greater Quintessence of Attack Speed
Per Quintessence +3.4% attack speed ⇒ +4.50% attack speed
Per 3 Quintessences +10.2% attack speed ⇒ +13.50% attack speed
Greater Quintessence of Life Steal
Per Quintessence +2% lifesteal ⇒ +1.5% lifesteal
Per 3 Quintessences +6% lifesteal ⇒ +4.5% lifesteal
Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)
Tier 2
Quintessence of Cooldown Reduction
Per Quintessence +1.33% cooldown reduction ⇒ +1.95% cooldown reduction
Per 3 Quintessences +3.99% cooldown reduction ⇒ +5.85% cooldown reduction
Quintessence of Scaling Cooldown Reduction
Per Quintessence +2% cooldown reduction at lvl 18 ⇒ +3.9% cooldown reduction at lvl 18
Per 3 Quintessences +6% cooldown reduction at lvl 18 ⇒ +11.7% cooldown reduction at lvl 18
Quintessence of Attack Speed
Per Quintessence +2.64% attack speed ⇒ +3.51% attack speed
Per 3 Quintessences +7.92% attack speed ⇒ +10.53% attack speed
Quintessence of Life Steal
Per Quintessence +1.56% lifesteal ⇒ +1.17% lifesteal
Per 3 Quintessences +4.68% lifesteal ⇒ +3.51% lifesteal
Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)
Tier 1
Lesser Quintessence of Cooldown Reduction
Per Quintessence +0.93% cooldown reduction ⇒ +1.40% cooldown reduction
Per 3 Quintessences +2.79% cooldown reduction ⇒ +4.20% cooldown reduction
Lesser Quintessence of Scaling Cooldown Reduction
Per Quintessence +1.44% cooldown reduction at lvl 18 ⇒ +2.80% cooldown reduction at lvl 18
Per 3 Quintessences +4.32% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18
Lesser Quintessence of Attack Speed
Per Quintessence +1.89% attack speed ⇒ +2.52% attack speed
Per 3 Quintessences +5.67% attack speed ⇒ +7.56% attack speed
Lesser Quintessence of Life Steal
Per Quintessence +1.12% lifesteal ⇒ +0.84% lifesteal
Per 3 Quintessences +3.36% lifesteal ⇒ +2.52% lifesteal
Supplementary The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)
Masteries
Feast
Similar to our armor seal changes, lifesteal quintessences are a fairly standardized rune on certain champions, so we wanted to compensate for the change in specific cases.
Health on kill 2 ⇒ 3
Scavenger
Completely unrelated buff here - we noticed that Scavenger's range was smaller than Ancient Coin (occasionally resulting in one granting gold while the other didn't), so we fixed it.
Range 900 ⇒ 1100
Summoner Spells
Exhaust
Exhaust has fallen out of favor as Ignite has become the staple for kill lanes around the world. Additionally, the successful "use case" of Exhaust has grown more difficult as burst damage combinations become the norm (both through the current popular support roster and overall damage contributions in lane). These buffs to Exhaust are to give it a stronger defensive use case while also letting the player feel better about using it in a timely manner.
Attack Speed reduction -50% attack speed ⇒ -30% attack speed
Damage debuff -30% damage ⇒ -50% damage
Range 550 ⇒ 650
Heal
While the current live environment heavily favors all-in engagements, we wanted a summoner spell that could be reliably used for defensive lanes. These changes let us expand the scope of Heal so that it has more cool use cases and playmaking opportunities.
Cooldown 300 ⇒ 240
Heal 90-345 ⇒ 90-495
newUtility Heals all allies in range ⇒ Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor)
newCrazy Removes healing reduction effects on affected champions
newCrazy-Awesome Affected champions gain +30% movement speed for 2 seconds
Ignite
Partially to compensate for the Heal changes and because when you set someone on fire, that should make them real visible.
Vision Now grants vision of the target while ignited - does not reveal stealthed champions.
Barrier
We heard your feedback and have tuned up the uniqueness of the Barrier particle.
Visuals Gold ⇒ Off-white
Summoner's Rift
Dragon
Dragon now deals a percentage of the target's current health as damage (this goes up over time). Dragon's debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.
In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost).
Attack Damage 145 ⇒ 110
newBonus Armor & Magic Resist +13 armor and +5.85 magic resist per level after level 9
new% Current Health Damage 5% (+0.5% per level after level 9) current health as physical damage per attack
newDamage debuff -20% damage
removedAttack Speed slow -20% attack speed