Hi! It's heating up outside, so we've got a pretty chill patch for you.
This patch is mostly about reacting to balance outliers, so here we are after making the rounds: hopping up a particularly hoppy yordle, simmering down Syndra’s spheres, tapping up a blue-headed mage, and leashing a particularly literate cat.
We also revisited a couple runes, specifically Conqueror and Guardian, which have been overperforming when compared to the other Keystones. We’re steering them back on course to provide a less supposedly obvious path to success and more playstyle diversity.
Then we’ve brought some love to Kog’Maw and Nunu in areas that are a little less conventional to incentivize players to experiment with off-meta builds. Stay cool out there, and bring on a summer of spittle and snowballs!
Take this portal if you're looking for TFT's patch notes!
Base attack damage growth decreased. Q Chakram reset removed for Epic Monsters; turret range indicators no longer visible in Spectator. R follow-up attack critical damage decreased.
Aphelios has not waned with the moons—instead, he’s been a persistent star in professional play. We’re toning down his overwhelming strength in objective control and his formidable contributions to fights from a safe distance in later stages of the game.
Base magic resist decreased.
Our snaky lady didn't lose quite as much as we'd have liked last patch, so we're walking (slithering?) back some changes. Bundled with the Conqueror changes, we’re hoping this follow-up will help Cass shed her skin.
E attack speed increased, attack speed duration increased.
Carefully nudging Mini Gnar in the right direction. We think his attack speed is a safe lever to bring up since he’s been struggling with a much wider range of fighter matchups
Base attack damage growth decreased.
Whether she's wreaking havoc in top lane or jumping around in her standard bot lane carry role, Kalista is an imposing force in pro play. We want this change to encourage players to rely more on her early power and will also take away some of her level scaling so she doesn’t gain as much from soaking up XP from side lanes.
Q damage ratio increased. R damage ratio increased.
Although his standard build has been doing well, AP Kog’Maw hasn’t been oozing much confidence recently. We’re bringing some enzymatic excitement for players to experiment with alternative builds around his AP.
Q ability range increased.
Even with the specific marksman buffs he received earlier, Lucian’s been in a weak spot in the bot lane, mainly due to the fact that he’s often outranged by his enemies. Buffing his ability range so that he can dash back to the path of vengeance.
Bugfix on Umbra Blades cooldown. Passive now always procs against monsters.
Midturne, Topturne, Laneturne are all outpacing Junglturne in terms of effectiveness by a decent margin. We’re giving Nocturne more tools to clear out his camps quicker and hopefully bring his roles closer in power.
Q damage and healing ratio increased. R shield now includes AP ratio.
Just like with Kog’Maw, we’re throwing the boy and his yeti some ability power to empower their alternative builds. This way to adventure! (Willump noises)
Passive health and mana items now retain previous health and mana percentages.
We’d like to make Ornn less of an easy blind pick in pro, so we’re knocking down his early item sustain to decrease his safety in lane.
W base damage increased later.
With a W that packs a bit more punch, Rakan can use this to play a more aggressive game while majestically dancing it out.
Base magic resist and attack damage increased.
Cautiously bringing up Ryze’s magic durability and damage so that he can rise up against his enemies in lane and get that last blast on pesky minions.
Q cost increased.
Following up from patch 10.11, we’re continuing to adjust Syndra’s power as we specifically target pro-facing changes. We're pulling out some sustained usage of Syndra's Q at early levels so she can't whittle down waves and champions as comfortably. Don't worry, though—the power is still hers to command.
Q cooldown decreased later.
Vi has been struggling to keep up with other junglers, so we're punching up her… punch! We’re hoping this will enforce her position as a mobile disruptor.
R range for Maiden of the Mist’s leash decreased.
Making it so the Maiden leashes more responsively when Yorick exits a fight. We suspect this will be a small amount of power that skews towards the upper echelons of play where Yorick is currently weak.
E cost increased.
We have nothing but love for felines here, but this cat’s E costs are currently too easily solved with systemic mana increases. We’re afraid this chapter needs to be shut.
We’re happy with Conqueror’s current standing: a Keystone players gravitate to for elongated fights and utility for healing and DPS. That being said, we’ve been seeing the rune bleed into other archetypes and overrule its peers like Electrocute. As a result, we wanted to fine-tune the rune in a modest way where it maintained its intended strengths, so we’re shaving off some power to open up Keystone selection for a number of champions.
Guardian is overperforming after its recent buffs to consistency. Bringing the base shield value down back to before it was buffed.
Base post-mitigation damage storing decreased for ranged champions.
Death's Dance has been overperforming on ranged champions, although we think its utility as a defensive measure should still be within reach. Looking to tone down the effect on ranged champions to open up builds while still leaving the item as a viable option.
During patches 10.13 and 10.14, we're testing two new features to address game-ruining behavior in Champ Select. North America and Korea are up first, with other regions joining later during the test window. We've got an article explaining how these features work, but here's the quick version: