Buffing the Role Quest reward as a minor follow up on the change in 26.9. We felt this reward landed a bit soft, but we think it does good things for the shape of the game by allowing mid laners their own special form of scaling.
> Bonus AD and AP: 6%⇒8%
## Support Adjustments (10)
Summon Aery
NERFED
Summon Aery's early game defensive output is being tapped down a bit so lane trades can stick onto enchanter duos a bit better.
As a pretty "behind the scenes" unique that most of us just expect to work, Dream Maker is getting a mix of adjustments to help it perform in a more generally functional way that should pan out to be a nerf in most situations, but will definitely be a buff in others. Blue Bubble Damage Reduction is being adjusted from only affecting the literal first instance of damage (i.e. the first tick of a DoT, or the first instance of an on-hit damage from an incoming basic attack) to affecting the first cast source (i.e. the entire DoT, until it runs out of flat damage reduction.) Purple Bubble Damage is changing from mostly an on-hit effect to an on-hit or on-ability damage cast source effect with AoE penalties. (i.e. If Ezreal Ult triggers the Purple Bubble, it will apply to that entire Ezreal Ult but with reduced AoE efficacy. See Nami E for a similar example.)
> Blue Bubble Damage Reduction: Damage reduction affects the next non-0 instance of damage, regardless of how large it is⇒Damage reduction affects the next non-0 damage cast source (temporal carry-over)
> Purple Bubble Damage: Damage triggers on hit, or on certain abilities / items⇒Damage triggers on next damaging attack or ability, reduced for AoE effects (i.e. Nami E)
Moonstone Renewer
ADJUSTED
Moonstone will no longer double dip in both heal / shield power and Grievous Wounds / Shield Reaver. This is mostly a nerf, but will occasionally be a net positive when opponents have Grievous Wounds / Shield Reaver. As a mathy example, this means that if you have 50% Heal / Shield Power, and heal one ally for 100 * 150% from Heal / Shield = 150, on 26.10 it would then bounce 150 * 30% * 150% = 67.5 healing to another ally, whereas now it will only bounce 150 * 30% = 45 healing.
> Fixed various bugs, including no longer double dipping on both heal / shield power and Grievous Wounds / Shield Reaver
> Bounces now prioritize lower health allies
Imperial Mandate
ADJUSTED
An item that was completely bound to Nami because of outsized synergy with her E, Mandate is getting reworked to better fit into a niche for utility casters who want to help their team out with more crowd control rather than healing/shielding or personal damage. We look forward to seeing you figure out new optimal users!
> NEW Unique - Control: Gain 15 Ability Haste for your abilities with Immobilizing effects
> NEW Unique - Command: On immobilizing an enemy champion, mark them as 6% Vulnerable for 4s (Vulnerable enemies take % increased damage)
Echoes of Helia
NERFED
A straightforward nerf for enchanters.
> Damage Stored: 35%⇒30%
Locket of the Iron Solari
BUFFED
And a straightforwards buff for tanks.
> Armor and Magic Resist: 25⇒30
Knight’s Vow
BUFFED
For Knight's Vow, we're pushing the unique effect rather than generically buffing its stats or gold cost.
> Damage Redirection: 12%⇒14%
> Heal: 10%⇒12%
Zeke’s Convergence
ADJUSTED
Zeke's is getting a QoL improvement for any users who might be casting their ultimate from long range—such as Leona and Nautilus.
> Frostfire Tempest: Triggers on Ult cast⇒Readies on Ult cast for the next 5 seconds, triggering the moment an enemy champion gets within the range or after 5 seconds
Brand has been toeing the line in bot for a while now, and this patch has well and truly crossed over, so we're targeting that lane with a nerf to his base armor.
Diana's feeling a bit underwhelming in the jungle after her previous adjustments due to the Dusk and Dawn changes. So we're giving her a little more moon-power in the jungle to return her to her former glory.
Now that the dust has settled from 26.9's Dusk and Dawn reshape, we've uncovered that Ekko has room for a compensation buff as he is no longer completely bound to just buying that item for his power.
With the ranged minion aggro pull removed last patch, Heimerdinger mains ended up with some degraded functionality around how turret ranges interact with minion ranges—in the sense that ranged minions outrange Heimer's turrets and he had no way to pull them into their range. This makes for a pretty miserable experience where you just watch as your turrets tank minion autos without attacking back. Additionally, it was brought to our attention that his Evolution Turrets sometimes fail to follow up on his Storm Grenade when they lose vision of the target too quickly due to minor timing fluctuations around vision and turret logic, so we are increasing the vision duration slightly to resolve that.
Our Void Walker has been limping around the Rift more than blinking. Stackable tear items have provided an additional cool late-game fantasy option besides pure AP, but his early game has been tougher than usual (in part due to our mid quest adjustment). These changes should help his laning, both in farming and trading.
Quinngle (or Qungle [Kwun-gle]?) has been pretty popular and fun, even in a weak state. We know a lot of you will pick up more tricks and mastery over time, so for now we're just making sure her clear speed is more competitive without changing burst or dueling. This should help our trusty ranger more regularly undertake dangerous missions deep in enemy territory, whether she's looking for camps or champs.
The baby dragon has been absolutely blasting his opponents since getting his hands on Deathfire Touch. We've had to do an unfortunate number of micropatch nerfs back to back, and we are hopeful this will be the last one we need to do. Included in these changes are a continuation of the latest nerf's push towards bringing him back into primarily critical strike builds rather than just Essence Reaver into bruiser, which we think can sit stronger since at the end of the day, a squishier Smolder has more weaknesses to play around, like being burst by enemy spell rotations.
> Passive - Dragon Practice · Bonus Magic Damage on Q: 40% * (1 + (Crit Chance *.5 * (1 + Bonus Crit Damage)) of Passive stacks (60% at 100% Crit, 66% if you have IE)⇒25% * (1 + (Crit Chance * 1.2 * (1 + Bonus Crit Damage)) of Passive stacks
> Passive - Dragon Practice · Bonus Magic Damage on E: 12% of Passive stacks⇒8% * (1 + (Crit Chance * .6 * (1 + Bonus Crit Damage)) of Passive stacks
We'd love (fear) a world where Teemo could be equally happy building AP, on-hit, and AD for his new ratios, but as it stands, Shiv is ahead of the pack. By hitting his Toxic Shot AD ratio, we're confident Teemo with Shiv can land in a good spot without forcing those of you who like other builds (e.g. Nashor's, Liandry, Malignance) to rely on it. Additionally, hits to his scaling durability should preserve his lane bully identity, while increasing your chance of getting the jump on him!
> Base Stats · Armor Growth: 4.95 per level⇒4.5 per level
> E - Toxic Shot · On-hit/Poison per tick scaling: (+10% bonus AD/+20% bonus AD)⇒(+5% bonus AD/+10% bonus AD)
While AP Xin builds are not OP per se, the sheer amount of healing has been eye popping in an extremely expectation breaking way. Tamping that down with some compensation in the form of sustained damage.
We like a world where Hexplate is satisfying across a spread of archetypes, and serves as a springboard to dive into interesting itemization tradeoffs. However, right now the item makes League less approachable for top laners by letting Vayne and Varus maintain a large proportion of their damage while being a good bit harder to kill. This change should better align expectations opponents have around ranged users building Hexplate, while still presenting as a worthy Experimental choice.
> Overdrive: On ulting, 50% bonus AS and 20% bonus MS for 8 seconds⇒Ranged: 35% bonus AS and 14% bonus MS for 8 seconds (unchanged for melee)
Heartsteel
BUFFED
Heartsteel has slowly fallen out of favor. With Mundo meta out of the way though, we're going to revert a nerf from a year ago since we feel the item occupies a really cool (and important) aspect of greedy tank itemization.
> Damage To Permanent Health Conversion Rate: 8%⇒10%
Statikk Shiv
BUFFED
Shiv has picked up a neat spread of users—we think it could use more love when it comes to some characters that are more reliant on AD, like Kalista or Kai'Sa. We'll keep monitoring satisfaction around the new shape of Statikk as Season 2 progresses (should lightning strike twice?)
> Attack Damage: 40⇒45
## Runes (1)
Deathfire Touch
ADJUSTED
We are also making an adjustment to Deathfire Touch so that it now only deals magic damage to resolve an extreme synergy with Black Cleaver.
> Damage: Adaptive based on the user's AD vs AP⇒Magic Damage
## Modes · ARAM: Mayhem (11)
Gwen
NERFED
> Damage Dealt: 102%⇒100%
Vayne
ADJUSTED
> Damage Dealt: 105%⇒100%
> Damage Taken: 95%⇒100%
Xayah
NERFED
> Damage Dealt: 105%⇒100%
> AS Scaling: +3%⇒0%
Kalista
ADJUSTED
> Damage Dealt: 110%⇒105%
> Damage Taken: 90%⇒95%
Fizz
ADJUSTED
> Damage Dealt: 105%⇒100%
> Damage Taken: 95%⇒100%
> Tenacity: 10%⇒0%
Tristana
ADJUSTED
> Damage Dealt: 105%⇒100%
> Damage Taken: 95%⇒100%
Twitch
BUFFED
> Damage Taken: 95%⇒100%
Smolder
NERFED
> Damage Taken: 102%⇒100%
Varus
NERFED
> Damage Taken: 105%⇒100%
Samira
NERFED
> Damage Taken: 105%⇒100%
Fiddlesticks
ADJUSTED
> Damage Dealt: 95%⇒100%
> Damage Taken: 105%⇒100%
## Modes · ARAM (1)
Qiyana
BUFFED
> Ability Haste: 0⇒20
## Modes · Arena (51)
Laser Eyes
BUFFED
> Damage ramping fall-off after not looking at a target: 0.3s⇒0.6s
Contract Killer
ADJUSTED
> Damage Amp: 20% / 30%⇒15%
> Gold Amp: 150⇒150 / 200
Bounce of the Poro King
BUFFED
> Cooldown: 75s⇒30s
Dashing
NERFED
> Ability Haste: 200 / 275 / 350⇒200 / 325
> Max levels: 3⇒2
Deft
BUFFED
> Attack Speed: 0% / 75% / 120%⇒60% / 80% / 130%
Despoil
BUFFED
> Curse per dash: 2⇒5
Curse Augments
NERFED
> Curse cap per curse Augment: 20⇒10
Donation
BUFFED
> Gold Granted: 1750⇒2000
Get Excited!
BUFFED
> Buff duration: 6s⇒8s
> Attack Speed: 15%⇒30 / 60%
Kill Secured
BUFFED
> Movement speed: 60%⇒100%
Quest: Icathia's Fall
BUFFED
> Bami's Cinder HP: 150⇒550
> Void Immolation burn: 2.5%⇒4%
Lightning Strikes
BUFFED
> Attack Speed increase: 15% / 25%⇒20% / 30%
Shrink Engine
ADJUSTED
> Stacks lost on death: 50% / 0%⇒25% / 0%
> Haste per stack: 8⇒8 / 10
> Movement Speed per stack: 10%⇒1% / 1.5%
Sonic Boom
ADJUSTED
> Radius: 450 / 700⇒500
> Slow Duration: 2 / 3⇒1.5
> Slow Amount: 30%⇒30 / 60
Upgrade Hubris
BUFFED
> Heal per stack: 1%⇒3%
Clothesline
NERFED
> Lv2 HP Ratio: 7.5%⇒6.5%
> AP Ratio: 7%⇒6%
> AD Ratio: 9%⇒8%
Crack Open That Egg
NERFED
> Damage multiplier: 100% / 200%⇒100% / 150%
Big Dragon Energy
NERFED
> Damage multiplier: 200%⇒150%
Magic Missile
NERFED
> Level 2 Base Missile count: 5⇒3
Magical Girl
BUFFED
> Initial Star Land Time: 15s⇒20s
Nesting Doll
NERFED
> Revive HP: 80%⇒70%
Phenomenal Evil
BUFFED
> Max level: 2⇒3
Protein Shake
NERFED
> Conversion Rate: 35%⇒25%
> Heal Shield Power: 25⇒15
Zealot
NERFED
> Attack speed: 35%⇒25%
> Crit chance: 25%⇒12.5%
Kalista
ADJUSTED
> Q Total AD ratio: 135%⇒105%
> E AD Ratio per Additional Stack: 15 - 35%⇒20% - 50%
Warwick
ADJUSTED
> E CD: 18 - 14⇒15 - 11
> R Base Damage: 175 / 300 / 425⇒175 / 350 / 525
Karthus
NERFED
> R cooldown: 60⇒120 / 100 / 80
> AP Ratio: 100%⇒90%
Master Yi
ADJUSTED
> R Duration: 7⇒5
> Refresh Duration: 7⇒5
> Cooldown refund: 70%⇒50%
Soraka
NERFED
> Q Heal AP ratio: 45%⇒30%
> Q Cooldown: 5⇒9 - 5
Swain
NERFED
> R Health per tick: 10 / 15 / 20⇒7.5 / 15 / 22.5
> R Damage per tick: 10 / 15 / 20⇒7.5 / 12.5 / 17.5
Combo Breaker
NERFED
> CC trigger window: 4 seconds⇒3 seconds
Bulwark Blossom
ADJUSTED
> No longer receives additional damage from on hit effects
Diamond-Tipped Spear
BUFFED
> Attack speed: 30%⇒40%
Hexbolt Companion
ADJUSTED
> Attack speed: 75%⇒50%
> Movespeed: 4%⇒6%
> REMOVED Health: Removed
> Attack Damage: 70
Hexoptics C44
BUFFED
> AD: 50⇒55
> Buff duration: 10s⇒15s
Immortal Shieldbow
BUFFED
> Shield: 400-700⇒400 - 1000
Infinity Edge
ADJUSTED
> Crit Damage Multiplier: 40%⇒30%
> Attack Damage: 55⇒75
Statik Shiv
BUFFED
> Damage: 60⇒80 – 160
Kraken Slayer
BUFFED
> AD: 40⇒50
Locket of the Iron Solari
NERFED
Now has reduced effectiveness for 20 seconds after being healed
> Shield Amount: 600 - 1200⇒300 - 900
> Now has reduced effectiveness for 20 seconds after being healed
Mikael's Blessing
NERFED
> Heal & Shield Power: 16%⇒12%
Redemption
NERFED
Now has reduced effectiveness for 8 seconds after being healed
> Heal & Shield Power: 16%⇒12%
Stormrazor
BUFFED
> Damage: 100⇒100 – 250
> Movement speed duration: 1.5s⇒2s
Terminus
BUFFED
> Attack speed: 25%⇒40%
Wit's End
ADJUSTED
> Magic Resist: 40-45
Wordless Promise
NERFED
> AP Share: 20%⇒15%
> AH Share: 20%⇒15%
> Cooldown: 10⇒60
> Heal & Shield Power: 25%⇒15%
Dawncore
NERFED
> Heal & Shield Power: 16%⇒12%
Kayle: Divine Ascent
BUFFED
> Gold Gain: 1000⇒1500
> Final Reward (round 10) random augment level: 1⇒2
NEW Nilah: Joyful Delight
ADJUSTED
> Reduce the price of Legendary Item Anvils by 500 gold
> While hotstreaking, gain bonus rerolls
NEW Vayne: Tools of the Hunt
ADJUSTED
> Gain from a select few "tool" augments
NEW Yone: Inner Demon
ADJUSTED
> Vote for your team to ally with the demons or demon hunters
> Hunters gain gold whenever they defeat a demon team
> Demons gain an augment level whenever a hunter team is eliminated