We think The Darkin Blade has lost a fair bit of power with Sundered Sky nerfs that were aimed more at opening up the jungle meta, so we are giving him a bump so he remains a world-ending threat.
Aphelios has been kiting the spotlight for a while now, even though he's a hypercarry in an enchanter meta that should favor him, so we're looking to give him a little boost to encourage him to get out of his comfort zone.
> Crescendum · Mini-Crescendum Damage: 15% AD, decreasing by 1.5% AD to a minimum of 5% AD for the 8th+ chakram⇒16% AD, decreasing by 1.5% AD to a minimum of 5% AD for the 9th+ chakram
Despite not receiving any changes since last year, Aurora has fallen off as we've had to nerf Rocketbelt into a fairer state. We're giving our favorite Bryni a bit more power in her waveclear and outplay potential with her ultimate.
> E - The Weirding · Base Damage: 70 / 110 / 150 / 190 / 230⇒80 / 120 / 160 / 200 / 240
> R - Between Worlds · Rift Duration: 1.75 / 2.5 / 3.25 seconds⇒2.25 / 2.75 / 3.25 seconds
Since all bot laners received significantly increased gold income thanks to role quests, Draven's potential to gain a gold advantage through his Adoration stacks has lost some of its impact. We're giving him a helping hand (axe?) by tapping up his early game damage.
This year started strong for AP junglers that could use Dusk and Dawn, but others like Elise have been in a weak spot for a while, so we are helping out our friendly neighborhood spider with clear speed and damage.
Kha'Zix has been on the fringe of the meta now that the jungle is no longer dominated by Sundered Sky users. We are taking this opportunity to buff some of his weaker evolves to give him the flexibility to adapt and overcome.
Lillia is on the edge of being viable at higher levels of play and we believe her current pattern requires her to get in danger's way, so we're helping her durability. We also want to give Lillia opportunities to really be a playmaker so we're making the enemies she lullabies a little extra sleepy.
Years ago, we added the Vigilance Passive so Lucian bot players didn't feel like their champ was being nerfed because of mid laners, which ended up being super effective . We think now is a good opportunity to adjust the tuning of the passive and strike a balance between both roles.
Somewhat overdue, but because Duskblade was removed a while ago, we're removing the Ability Haste penalty we had to apply to his Q CDR mechanic. This should have minimal impact on Summoner's Rift, but we see you Mayhem and Arena!
> Q - Alpha Strike · Cooldown Refund on Hit: -1 second, scaling down with Ability Haste⇒1 second
Nasus is difficult to keep down these days, and part of that is how quickly getting his early stacks leads to more reliable stacking. These higher highs will be compensated with some lower lows through some more vulnerability early on with lower damage and lifesteal lane sustain values off of that, and a bit longer before he really comes online.
Nocturne has been a popular and powerful jungler in both pro and solo-queue for a while, so we're hitting the map presence and dueling power he benefits from through his ultimate.
Poppy's flex potential and jungle presence has been a bit problematic, suppressing many champions across the board as a strong counterpick. For this change, we're targeting her flexibility by reverting a previous buff to jungle clear.
At higher levels of play, we've seen Rumble continue to take over games, even after our changes earlier this year designed to hit his power in lane. Here, we're making some modifications to his passive that's much more elite-skewed, while giving Rumble in the Jungle some compensation.
Between strong itemization options and best-in-class skirmish and roam potential demonstrated by his most skilled players, it's high time we put some restraints on the archmage, while giving him some help with bad solo queue matchups.
Vi has been a meta staple for the entire year, and now that Sundered Sky is in a better spot, we're going after her durability and early clear speed to make her a riskier pick who can still bring the pain if you are willing to build for it.
This year we've been carefully buffing up AD Volibear, but he remains on the weak side even with his very unique AP build. We're tuning him up to help him out across both the fringe AD build and his core AP build.
> Passive - The Relentless Storm · Attack Speed per Stack: 5% (+3% per 100 AP)⇒5% (+4% per 100 AP)
As the meta has continued to adjust to role quests, it's become clear that top lane is slightly weak, especially for split pushing. We're in turn buffing the cooldown of both the free role quest Teleport and upgraded Unleashed Teleport to promote those alternative strategies.
> Top Role Quest's Free Teleport Cooldown: 420 seconds⇒390 seconds
> Top Role Quest's Upgraded Unleashed Teleport Cooldown: 330 - 240 seconds⇒300 - 210 seconds
Fizz came out back in 2011 and was finally reworked in late 2016. Though many of you remember all his buttons being in the same place, he's got a missing HP bleed on his W passive, so maybe build a Sunfire Cape or two?
> Passive - Nimble Fighter · Fizz can move through units and takes reduced damage from basic attacks.
> Q - Urchin Strike · Fizz dashes a fixed distance through an enemy, damaging them and applying on-hit effects.
> W - Seastone Trident · Passive: Fizz's basic attacks deal additional damage over time, scaling with his target's missing health.
> W - Seastone Trident · Active: For the next few seconds, Fizz's basic attacks deal bonus damage on-hit and apply Grievous Wounds for a few seconds, reducing healing by 50%.
> E - Playful/Trickster · First cast: Fizz hops up on his trident, becoming untargetable. After a short delay, he will crash down, damaging and slowing enemies around him.
> E - Playful/Trickster · Second cast: Fizz can hop off the trident early to dash farther but deal damage in a smaller area and doesn't slow.
> R - Chum the Waters · Fizz throws out bait that clings onto the first enemy champion it hits. After a short delay, a mighty shark stalks its prey, dealing tons of damage, knocking up, and slowing enemies in the area.
NEW Graves
ADJUSTED
Welcome back, pre-rework Graves! This version from 2011-2015 is a true-to-live bot lane ADC, rewarded for long duration fights and deadly burst damage against short-range enemies. Careful though, his bonus resists take time to stack up, so assassins can still jump you in the jungle.
> Passive - True Grit · While in combat, Graves gains stacking Armor and Magic Resist every second, up to a cap.
> Q - Buckshot · Graves fires out three bullets that damage all enemies in a line. Multiple hits on the same target deal reduced damage.
> W - Smokescreen · Graves launches a smoke grenade that damages, slows, and nearsights enemies in an area.
> E - Quickdraw · Graves dashes a short distance and gains bonus attack speed for several seconds. Basic attacks reduce Quickdraw's cooldown.
> R - Collateral Damage · Graves fires an explosive shell that damages enemies in a line. It explodes on the first enemy champion hit, dealing reduced damage in a cone behind them.
NEW Nami
ADJUSTED
Nami is back in action and not much has changed since her release in 2013. For those of you coming right from the modern game, her E buff is attack-only, so the modern Nami-Karthus synergy is gone.
> Passive - Surging Tides · Allies struck by Nami's abilities briefly gain bonus move speed.
> Q - Aqua Prison · Nami lobs a bubble that damages and stuns enemies where it lands.
> W - Ebb and Flow · Nami unleashes a stream of water that bounces, alternating between enemies and allies. Enemies take damage while allies are healed. Each bounce is less effective than the hit before it.
> E - Tidecaller's Blessing · Nami empowers an ally, causing their next three attacks to deal bonus damage and slow their target.
> R - Tidal Wave · Nami unleashes a massive tidal wave that damages, knocks up, and slows all enemies it crashes into.
NEW Nautilus
ADJUSTED
Nautilus came out back in 2012 and as with Nami, his kit has stood the test of time. Remember that you can buy multiple Doran's Rings if you want your laning phase to work out, and he used to be quite the jungler back in the day. The biggest difference you'll find is that his ultimate is much less disruptive to targets hit by the traveling portion.
> Passive - Staggering Blow · Nautilus's basic attacks deal bonus damage and root their enemies. Each enemy can only be Staggered once every few seconds.
> Q - Dredge Line · Nautilus throws out his anchor, colliding with the first enemy or piece of terrain it hits. Enemies are damaged and pulled in, while Nautilus pulls himself to his target. Hitting terrain refunds part of Dredge Line's cooldown.
> W - Titan's Wrath · Nautilus gains a shield. While it holds, his attacks deal damage over time to enemies in the area.
> E - Riptide · Nautilus slams the ground, sending out cascading shockwaves that damage and slow enemies. Enemies may be hit by multiple shockwaves, taking reduced damage for subsequent hits.
> R - Depth Charge · Nautilus fires a shockwave into the earth that damages and knocks up enemies in its path. When it reaches his target, it damages, knocks up, and stuns all enemies in the immediate area.
Akali
BUFFED
As the dust has settled, Akali appears weak, so we're swinging by for some buffs. Crescent Slash can feel like it's a waste of energy, so we're both improving its late-game energy efficiency and its overall DPS, which are buffs from 2012 and 2015, respectively.
> E - Crescent Slash · Ability Power Ratio: 30%⇒40%
Fiora
ADJUSTED
Fiora is doing far too well, so it's nerf time. First up, we're fixing several bugs and implementation mismatches compared to her 3.11 version, which is why you're seeing some low-impact changes here. For her balance, we're pulling in an adjustment from 2014 and reverting a buff from 2012. The change to her ultimate will deal similar damage to a single isolated target but weaken her AoE teamfighting.
> W - Riposte · Bugfix: Fixed a bug where the reflected damage could be blocked by enemies in the way.
> R - Blade Waltz · Damage Timing: Starts dealing damage 0.25s later into the animation.
> R - Blade Waltz · Target Prioritization: Now always tries to prioritize unstruck enemies if possible.
> R - Blade Waltz · Maximum Return Range: 1500⇒2500
> R - Blade Waltz · Bugfix: Fixed a bug where Fiora could be locked out of attacking or moving for 2 seconds if her target immediately became untargetable.
Galio
BUFFED
While Fiora landed as pretty much the strongest champion in the game, Galio is arguably the weakest. We're delivering a huge swath of buffs and some bugfixes for his initial state.
> W - Bulwark · Bugfix: Fixed a bug where the first heal was receiving the -20% heal reduction.
> E - Righteous Gust · Cast Time: 0.4s⇒0.25s
> E - Righteous Gust · Missile Speed: 1200⇒1300
> E - Righteous Gust · Missile Width: 60⇒160
> E - Righteous Gust · Missile Range: 1100⇒1175
> E - Righteous Gust · Bugfix: Fixed a bug where it was dealing 15 more damage than it should have.
> E - Righteous Gust · Bugfix: Fixed a bug where it was applying the wrong VFX on its target.
Kassadin
BUFFED
As we've buffed up the bottom end of the mid lane pool, Kassadin has wound up as the actual worst-performing mid laner. Our primary buff is increasing his Riftwalk range. Instead of using his formerly Dominion-only 600 max range, he's regaining his full Summoner's Rift 700 range Riftwalk. We're also shipping adjustments that adhere more closely to his tuning during Worlds 2013.
We've got a few historical-accuracy changes and bugfixes for Malphite this patch. Crit AD Malphite now has sweet AoE damage and he no longer halves Dragon's attack speed. Infinity Edge is calling to you.
> W - Brutal Strikes · Splash Damage: Now crits if the main attack does.
> W - Brutal Strikes · Activation: No longer interrupts Malphite's attack mid-swing.
> E - Ground Slam · Bugfix: Fixed a bug where it could slow Epic Monster attack speed.
> R - Unstoppable Force · Bugfix: Fixed a bug where Malphite could get locked out of casting Flash for too long.
Morgana
NERFED
Morgana is one of the strongest mid laners in the game and is a little too good in support as well, so we're pushing in some mid-skewed nerfs by reverting some of her 2010-2012 era buffs and adjustments.
We're putting in a few more historical-accuracy changes for Nidalee this patch. There won't be a huge power gain here, but it will allow oldschool expert Nidalee players to activate their old combos.
> W - Bushwhack · Vision: Now gives 250u of vision for 0.5s when cast.
> W - Bushwhack · Damage Duration: 4s⇒2.5s. Total damage unchanged.
> R - Aspect of the Cougar · Attack Timer: Now resets Nidalee's basic attack timer.
Poppy
ADJUSTED
Poppy re-released fairly balanced but had a few bugs and oversights in her scripts. Both of these changes represent period-accurate power to Season Three and constitute small buffs.
> Q - Devastating Blow · Critical Strike: Now crits her total AD ratio if she crits.
> Q - Devastating Blow · Spellblade Damage: Now converts all Spellblade damage to magic.
> Q - Devastating Blow · Tooltip: Updated to clarify crit damage, damage cap, and the Spellblade interaction.
Shyvana
BUFFED
Shyvana isn't doing too hot, so it's time for buffs. We're leading with a revert of some nerfs from 2012, which should help her stay in step with her opponents.
> W - Burnout · Maximum Duration Extension: 4⇒6
> R - Dragon's Descent · Bonus Resistances: 10 / 15 / 20⇒15 / 20 / 25, still doubled during dragon form.
Twisted Fate
NERFED
Twisted Fate is too good in both mid and support, so it's nerf time. As support is the better-performing role, we're lowering his map-wide omnipresence and frontloading the nerfs. These nerfs come in the form of patch 3.7's Destiny cooldown and 1.0.0.75's Gate cooldown, the last time it was ever its own spell. We're also matching his passive's behavior with other global passives: It's disabled while he's dead.
> Passive - Loaded Dice · Bonus Gold While Dead: Allies no longer gain bonus gold while Twisted Fate is dead.
Zilean has some small anachronisms in his cast paradigms and ability functionality, which we're fixing this patch.
> Passive - Heightened Learning · Bonus Experience While Dead: No longer grants bonus XP while Zilean is dead.
> Q - Time Bomb · Cast Visibility: Casting the spell now reveals Zilean if cast from fog of war.
> E - Time Warp · Cast Range: 550 edge to edge (around 650 in practical use)⇒700 center to center
NEW Cloak and Dagger
ADJUSTED
> Recipe: Cloak of Agility + Dagger. 1130 total cost.
> Attack Speed: 20%
> Critical Strike Chance: 20%
> Unique Passive: 35% Tenacity, shared with Mercury's Treads, Zephyr, and Moonflair Spellblade.
NEW Moonflair Spellblade
ADJUSTED
> Recipe: Seeker's Armguard + Negatron Cloak. 2300 total cost.
> Ability Power: 50
> Armor: 50
> Magic Resistance: 50
> Unique Passive: 35% Tenacity, shared with Mercury's Treads, Zephyr, and Cloak and Dagger.
NEW Zz'Rot Portal
ADJUSTED
> Recipe: Chain Vest + Negatron Cloak + Rejuvenation Bead. 2700 total cost.
> Armor: 50
> Magic Resistance: 50
> Health Regeneration: 5 per 5 seconds
> Active: Place down a void gate for 150 seconds. Voidlings with decaying health periodically spawn and march down the nearest lane, damaging enemies in their path. 150-second cooldown.
Miscellaneous
ADJUSTED
> Added more in-game negative behavior detections.
> Updated in-game pings to use oldschool art.
> Updated start-of-champion select visuals to make team and position more apparent.
> Updated the loading screen to look more classic.
> Improved visual clarity in The Council voting.
> Added a new "Recommended" sort in the Runes store, making it easier for new players to identify good early-account runes.
## Modes · ARAM: Mayhem (1)
High Roller
ADJUSTED
> Drop Rate: Further reduced.
## Modes · Arena (37)
Aphelios
BUFFED
> Base Stats · Health Growth: 102⇒114
> Base Stats · Attack Damage Growth: 2.3⇒3.3
> Base Stats · Move Speed: 325⇒330
Bard
NERFED
> Passive - Traveler's Call · Chimes per Upgrade: 4⇒3
Bel'Veth
NERFED
> E - Royal Maelstrom · On-Hit/Attack Effectiveness: 12 - 24⇒8 - 16
> Whenever you cast an ability, refund the cooldown of another, randomly selected ability by 30% of the cast ability's cooldown.
NEW Crit N Cast
ADJUSTED
> Gain Ability Haste equal to 40% of your Critical Strike Chance.
NEW Death Dealer
ADJUSTED
> Replacement: Replaces Flee.
> Activate on a target champion to enter the Death Realm for 4 / 8 seconds. Entering the Death Realm causes you to become invisible for the first 2 seconds.
> Cap Stone: At Max Level, killing your target grants your team another revive and delays the slain player's revive by 1 second.
NEW Got That Dog In Em
ADJUSTED
> Every 3 seconds spawn a nearby hot dog. This can be picked up by anyone, causing them to breathe fire.
> Enemies who pick this up can damage their allies.
> If you die while breathing fire, you explode, dealing magic damage per stack.
NEW Hellbent
ADJUSTED
Generate a stack of Revivemaxxing for each enemy champion you hit with basic attacks or abilities, lasting for 6 seconds, refreshing on subsequent hits, and stacking up to 10 times. At maximum stacks, you become Hellbent.
> Hellbent: Upon taking lethal damage, you enter resurrection for 4 seconds, during which you are invulnerable, untargetable, and unable to act. Afterwards, you revive with 35 - 75% (based on level) of your maximum health with a 90-second cooldown. Additionally, you become empowered for the next 15 seconds, granting you 15 - 120 (based on level) bonus Attack Damage or 25 - 200 (based on level) Ability Power (Adaptive), 20% - 40% (based on level) bonus Move Speed while facing toward nearby enemy champions, and 15% - 30% (based on level) Omnivamp for the duration.
NEW Rite of Ascension
ADJUSTED
Scoring a takedown against an enemy champion within 3 seconds of damaging them causes them to leave behind their Essence for 8 seconds. You can basic attack the Essence within 400 units to consume it, causing you to blink to its location after winding up for 1.25 seconds, during which you are untargetable, displacement immune, and unable to act.
> Upon consumption of the Essence, you gain 100% bonus Move Speed decaying over 2 seconds, heal yourself for 75 - 300 (based on level) (+50% bonus AD) (+25% AP), and reset the cooldowns of your basic abilities. The heal is increased by 0% - 100% (based on your missing health), for a maximum heal of 150 - 600 (based on level) (+100% bonus AD) (+50% AP).
NEW Shark Bait
ADJUSTED
Upon taking fatal damage, you become a Shark Bait, causing you to enter a zombie state for 3.5 seconds, during which your Move Speed is set to a static 400, you gain Ghosting, and enemies within 400 units of you are slowed by 40%.
> At the end of the duration, a massive shark emerges from beneath you that lets out a powerful chomp in a 400 radius, dealing 120 - 350 (based on level) (+10 / 30% of the target's missing health) magic damage to all enemies within the area and knocking them up for 1 second.
> While under the zombie state, you are able to move and become invulnerable, untargetable, and immune to crowd control, but you are also rendered unable to declare basic attacks, cast abilities, use summoner spells, and activate items.
> At Max Level, everyone on your team will turn into a shark on death.
NEW Sonata
ADJUSTED
Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity, with the former being cast first on a 7.5-second cooldown.
> Aria of Perseverance: Heal yourself for 60 (+60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions an 80 (+40% AP) shield for 1.5 seconds.
> Song of Celerity: Gain 30% bonus Move Speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus Move Speed for 3 seconds.
NEW Surge Field
ADJUSTED
Upon casting your ultimate ability, you spawn a surge zone beneath you that has a 300 radius. While you are within the zone, you gain 50 Ability Haste and 40% bonus Move Speed, and your damage dealt to enemy champions fires missiles at them that deal 20% of the triggering damage instance pre-mitigation as bonus magic damage.
> The missile effect cannot trigger from itself.
> The zone lasts indefinitely as long as you stay within its radius.
> If you leave the zone's radius for the first time, it moves to your current location.
> Exiting the zone a second time causes it to disappear if you do not re-enter the area within 1.25 seconds.
NEW Titan's Resolve
ADJUSTED
Dealing and receiving champion damage grants you 1 stack of Juggernauting for 6 seconds. For every 10 stacks of Juggernauting you gain 25-75 Adaptive Force, 5-10 Armor and Magic Resist, Size, and 8% Tenacity.
> Rank 1 Stacks Gained: 1
> Rank 2 Stacks Gained: 2
Angel of Retribution
BUFFED
> Health Scaling Ratio: 350⇒450
Chroma Flux
ADJUSTED
> Rarity: Prismatic⇒Gold
Giant Slayer
NERFED
> Rank 1 Damage Bonus: 10 - 30⇒5 - 25
> Rank 2 Damage Bonus: 15 - 35⇒10 - 30
> Rank 3 Damage Bonus: 20 - 40⇒15 - 35
Protein Shake
BUFFED
> Base Health Scaling: 15⇒25
Scavenger
BUFFED
> Gold: 500⇒1000
Spellcraft
BUFFED
> Cooldown: 15 seconds⇒10 seconds
> Base Damage: 100⇒150
Bonus Energy Regen Based on Missing Health
BUFFED
> Maximum Bonus Energy Regeneration: Up to 100%⇒Up to 400%
NEW Ivern
ADJUSTED
> When a team loses a round, spawn a brush at each of their locations. This brush lasts the rest of the game.
NEW Senna
ADJUSTED
> Opens up 3 portals to the Death Realm. Anyone can enter the portal to go to the Death Realm. While in the Death Realm, you can go through any of the portals to return to the living realm.
NEW Thresh
ADJUSTED
> While downed, throw a lantern to your allies every few (8) seconds. This grants allies near the lantern a shield. Anyone can click the lantern to be pulled to the downed player.