It's that time again! It's preseason, baby, and this year, we're moving and shaking with huge item changes from the Item Shop you open up every game to updates for some of your favorites to an all-new tier of majestic Mythic items. As usual, we'll be closely monitoring all the balance metrics we've outlined earlier this year and see how these changes affect the overall meta for veterans. Additionally, a huge goal of ours with this Item rework was to help the system feel a lot more intuitive for all players (both old and new), so let us know your thoughts!
Take this portal if you're looking for TFT's patch notes!
First, some ARAM balance changes.
And finally, Immolate balance changes to target tanks.
Balance changes first! For mid-patch updates (especially so close to launch), we're focusing on clear outliers-not everything that got stronger or weaker. More changes will come in the weeks ahead as stable data becomes available!
We've also got a bunch of bugfixes.
The Item Shop refresh was designed with a few different goals. We wanted to create a streamlined, data-based Recommended Items experience, Improve the usability of the All Items view, maintain the ability to use and import item sets, and update the visual look and feel to match League’s evolving aesthetic.
As always, we'll be keeping our ears to the ground and will continue working with you all to make the item shop the best it can be.
The Recommended Items page displays relevant items for your champion based on where you currently are in your build, who you're up against, and how the game is progressing. It's meant to provide a quick way for you to understand what comes next on your journey to go plus ultra.
The All Items page is where you go if you want to see all the items. It contains everything you need to slice and dice the armory of League down to reasonable chunks.
You may have noticed some tabs hanging out on the left side of the shop. Introducing the Quickbuy panels! They make commonly purchased items like potions, elixirs, wards, and boots easy to access and quick… to… buy.
Mythic items are the new, highest item tier that will become the cornerstone of your build, with big effects that define your playstyle in each game. You can only own one at a time, so selecting a Mythic item (and the effects it grants) depends on your opponents and the game state. Your Mythic also sets the tone for the rest of your build, both in terms of which other items you'll want to pick up as well as a Mythic Passive that adds extra stats to your other fully completed items (now known as Legendary items). Mythic items generally carry the most complex effects and strongly impact your playstyle.
Even with the addition of a new tier of items, our goal isn't to inflate the power level of items overall. Mythics make your first choice more powerful than in the past, but we're borrowing that strength from the other item tiers to keep build strength relatively similar on the whole.
Galeforce gives marksman champions a way to dodge high-impact skillshots or aggressively finish off low-health targets.
Kraken Slayer allows a free-firing marksman to cut even the beefiest enemies down to size.
Immortal Shieldbow helps marksman champions survive burst damage and fight their way back from the brink.
Sunfire Aegis turns tanks into dangerous threats for enemies who take extended fights.
Frostfire Gauntlet can turn any tank into an inescapable behemoth.
For the tanks who love starting fights, Turbo Chemtank allows them to lead the charge into battle.
With Duskblade, assassins can keep their enemies guessing while wrecking invisible havoc in teamfights.
Eclipse helps assassins weave in and out of fights and take down tankier opponents in drawn-out encounters.
Prowler's Claw lets assassins get up close and personal with their prey, amplifying their damage for one fatal combo.
Liandry's Anguish allows mages to burn through health and resistances and excel in longer fights.
Luden's Tempest offers mages upfront burst power and the speed to reposition for another round.
With Everfrost, mages can control the battlefield and lock down their opponents in ice. This is especially useful for disengaging.
Rocketbelt gives shorter-range mages a way to blast onto the scene to get in range to destroy enemy champions.
Mages and tankier magic damage dealers can dominate fights that go long with ramping damage and healing.
Night Harvester is a great tool for magic-damage-dealing assassins and bruisers who want to work their way through the entire enemy team, rather than taking out one target and then bouncing out of the fight.
Allows fighters to take over long fights with ramping attack damage and repeated bursts of Spellblade procs.
Fighters can come back from the brink of death with a well-timed Thirsting Slash heal and increased attack damage while injured.
There's no escaping a fighter wielding Stridebreaker.
Your health? My health! This item allows fighters to steal chunks of their opponents' health with Spellblade and chew through tankier targets.
Shurelya's lets support players orchestrate flawless quintets by boosting allies' movement and damage at the start of fights.
Help your team withstand the enemy offensive with teamwide protection.
Healing over time
Dish out constant heals that ramp up over the fight.
Use your CC to call the shots as you mark enemies to be cut down by your team.
Why did the Mythic section above talk about "ability haste" rather than "cooldown reduction," and why didn't we explain ability haste first? Because Mythics are cooler, so we put them first for people with short attention spans.
Cooldown reduction was more valuable the more of it you got. Every percent reduced your cooldown by the same amount-say, one second off a 100-second cooldown. That one second didn't change even as the cooldown shrank. For that same 100-second cooldown, your 31st point of CDR took one second off the remaining 70-second cooldown, which is more than 1%. As such, CDR had to be capped at 40% to avoid going out of control, locking you out of a lot of items once you reached that cap.
Every point of ability haste lets you cast 1% faster. On paper, that makes it look like it gets less valuable the more you have because your cooldown shrinks by less and less each time. It's actually the same amount of power. 50 ability haste lets you cast an extra half a spell during the original cooldown. The next 50 gets you to a full extra cast (100% faster). If you get another 100 ability haste, you get another whole cast (200% faster). This linear scaling allows us to remove the cap, so you can buy as much as you want.
The big change here is that life steal now counts physical damage dealt by on-hit effects-since the idea is "heal from your attacks," it's more understandable if we include the whole attack. The other note is the addition of "physical vamp," (which currently exists just on Sanguine Blade) so its sustain can apply to assassins' abilities too. If you're curious whether that means we'll eventually bring back spell vamp, the answer is "maybe!"
Reducing the value of each point of critical strike chance and offering less of it per item allows us to smooth out marksman's build scaling and put more interesting-and powerful-unique effects on their items. They'll be stronger early- and mid-game, and their late-game damage will be less unilaterally based on constant crits since the other parts of their items will be more influential. Also, by spreading crit across five items (read: every non-boots slot) in marksman builds, we can put crit chance on more items because marksmen no longer run the risk of overcapping and losing access to items they otherwise would've wanted.
"Legendary" is the category of item that used to be the most powerful tier. They're your completed non-boots items that don't build into anything else.
We assessed different item classes to see which niches were most needed to create more meaningful choices. We also ensured that tools that were taken out of the item pool had good replacements when it made sense. Since Liandry's is now a Mythic, for instance, Demonic Embrace fills the niche for tankier champs who can't pick Liandry's every game, but still need a burn effect to deal relevant damage in fights. Because Mercurial Scimitar is now geared more towards marksman champions, we created a new version for fighters and assassins. Grievous Wounds warrants a special callout: We want to give more people access to it in ways that feel appropriate for their playstyles.
The Collector offers marksman champions a more aggressive option for when they find themselves facing squishy foes.
Navori Quickblades allows crit-heavy builds to scale their ability-casting as well.
Ramping magic resistance
Force of Nature helps turn tanks into swift behemoths in the face of ability-cast-heavy enemy teams.
Serpent's Fang helps assassins strike back against shield-heavy compositions that formerly rendered them weak.
Gives long-range artillery and control mages another damage alternative that loops into their playstyle.
If you want to deal death by a thousand spells instead of one needlessly large burst (and move fast while doing it), this is for you.
A new helm for those bruisers and battlemages that want to get into the thick of things, bulk up, and deal excellent damage over time.
Seryla's Grudge caps off assassin builds, slowing enemies into their graves. With the rest of their items providing lethality to deal with carries early and mid game, Grudge's percent penetration gives its users the means to threaten tanks in the late game as well.
Remove crowd control
The CC-cleansing option for fighters, as an alternative for Mercurial which caters to crit users.
Grievous Wounds option for fighters and assassins that will help you finish off pesky healer comps when they're at low health.
A Grievous Wounds option for support champions which is amplified by immobilizing enemy champions.
New item for enchanters that lets you support mage carries and zoom around alongside them.
Hold Control Wards
Ever needed one more pocket? We're taking a swing at solving the age-old inventory crunch for support players by giving them access to a growing item that can hold Control Wards.
Hold Control Wards
Keep your final slot for some combat power while establishing your dominance as the vision controller.
Hold Control Wards
Scale later into the game by turning your ward slot into a power slot. The six item fantasy is now a reality for supports.
Just like with to our goals for new Legendaries, we wanted to ensure existing options all offer a clear, unique reason to buy them, and that the item shop as a whole gives champions the tools they need to bring their innate strengths to bear, play into their allies, and react to enemy threats. One trend you'll notice is that many active effects have been removed or changed into passives: We want Mythics to house the most exciting and complex item effects, which meant simplifying Legendaries to ensure builds overall weren't becoming more complicated.
Note: For each item below that has its own section, functionality has changed enough that the usual "before -> after" treatment felt like the wrong approach. We want to equip you with the ability to evaluate "When do I want to buy this item now?" and provide a clean, comprehensive rundown of what each item offers does that better. There's a bucket at the bottom for items that are only getting small tuning adjustments—those'll have the "before -> after" lists since they still work the same.
No longer grants Armor Penetration. Now builds from Zeal. Now offers improved Grievous Wounds.
Previously, Mortal Reminder's percent penetration usually meant that completing it early was worse than buying more damage, since enemies needed to stack Armor before the penetration really mattered. Now, Mortal Reminder's more favorable build path and upgraded Grievous Wounds on completion offer additional incentive to complete it at all stages of the game.
Now grants on-hit damage based on critical strike chance, but you can't crit. No longer grants stacking attack speed. No longer grants attack damage, ability power, or penetration.
On-hit builds didn't have many build options since so much of the attack-focused portion of the shop is focused on the crit system. Rather than continue to have on-hit and crit continue fighting for item niches, Guinsoo's Rageblade now acts as a bridge between the crit and on-hit ecosystems, allowing Kog'Maws to access effects like Phantom Dancer or Runaan's Hurricane without wasting stats.
No longer has Lifeline. Grants Ghosting, movement speed, and bonus attack speed after consecutive attacks.
Phantom Dancer's defensive niche has been claimed by Immortal Shieldbow, so we're returning Phantom Dancer to its previous purpose as the highest attack and movement speed of the Zeal items. Its new passive emphasizes that Phantom Dancer is a top-tier choice when you can stand and fire in extended fights.
Now has critical strike chance. Deals additional damage against high-health targets.
Lord Dominik's Regards (and OG Last Whisper from years ago) has always occupied an anti-tank niche but has also flip-flopped between marksmen and assassins, always stronger for one class than the other. Situational items like this should feel rewarding to purchase when the occasion arises, meaning their stats need to be appropriately powerful for the class they're meant for. So, Lord Dominik's Regards has acquired some crit and is balanced for marksmen alone, while assassins have the new Serylda's Grudge item above.
Now builds out of Sheen and has a Spellblade passive.
The ability-weaving pattern of Sheen has always been fun and popular on some marksman champions, but Trinity Force frequently fell below the viability bar for those champions since it was balanced for fighters. Enter Essence Reaver, which has been revamped to double-down on the fantasy of a spell-slinging basic attacker.
Increased critical strike damage now scales with critical strike chance.
Infinity Edge is an iconic and valuable part of the marksman ecosystem, but buying it first most every game left little room for anything else to compete. We've reenvisioned Infinity Edge in a Deathcap-esque form that increases in value as a crit build progresses, allowing it to remain a staple power-spike in crit builds without defining the marksman early game with its awkward build path and lack of utility.
Now provides ability haste. Spending mana without hitting a target no longer grants stacks. Mana per stack and transform threshold reduced.
Manamune should be a valuable purchase to AD spellcasters who enjoy mana as well as AD. Ability haste in addition to the Muramana changes should broaden the list of champions who can use this item.
Bonus damage now applies to abilities in addition to attacks. No longer consumes mana on proc.
Following the Manamune changes, allowing Muramana to proc on abilities further encourages AD casters to consider a new addition to their item builds. Removing the mana consumption increases clarity and lets users focus more on letting their spells fly.
AP per mana increased. No longer grants ability haste or mana refund on cast. Spending mana without hitting a target no longer grants stacks. Mana per stack and transform threshold reduced.
The previous version of Seraph's offered a power scaling option both offensively and defensively with its shield. We're shifting the Archangel's line to be the purely offensive, greedy option by focusing on its slacking mana and AP fantasy.
AP per mana increased. Now also grants mana per AP. No longer grants ability haste or mana refund on cast. No longer grants a shield.
Seraph's now gives purely offensive stats as a scaling item for mages. Instead of an on-demand shield (which allowed Seraph's to provide both offensive and defensive options), Seraph's now gives more scaling AP and mana.
Spellblade damage and cooldown increased. No longer grants mana or ability haste.
Opening up Lich Bane to not just mana users by removing the mana from Sheen and also giving it higher upfront damage at the cost of a slightly increased cooldown.
Movement speed active is now a passive.
Wanted to retain this iconic and unique active effect, but needed to make some room for the actives and other more complex effects coming through from Mythic items.
Now deals missing health damage against fully stacked targets. No longer grants movement speed on-hit.
Black Cleaver did many things decently well, but we want it to do fewer things better. Moved its movement-speed-granting effects to more movement based items and replaced with an execution effect on targets you've fully shredded.
Cleave now also procs on abilities and ranged basic attacks. Now grants Omnivamp instead of life steal. No longer grants health regen. Active removed.
Active re-homed in “Goredrinker,” a fighter Mythic with room for an effect of this complexity and power. Ravenous Hydra simplified to be THE vamp item for physical damage casters or basic attackers.
Now grants AD based on health. Cleave now also procs on ranged basic attacks. No longer grants health regen. Active removed.
Shaping Titanic Hydra to be a bridge between heavy tank builds and fighter builds. Some power taken out of its on-hit and moved to raw AD to give it a home with champions who don't attack as often but still like AD.
Now grants movement speed on-hit instead of healing.
With a few more healing options in the mythic space, we had to be judicious with other sources of healing. Replaced with movement speed to offer light fighters (Fiora, Yi, Ekko, etc) another powerful form of utility. Now with more AD to broaden appeal among fighters.
Lifeline shield increased; bonus stats on proc removed.
With more specialized healing options elsewhere, we wanted Maw to stand out as THE anti-magic-burst item.
Omnivamp replaced with Bleed cleanse, movement speed, and heal on takedown. Magic damage no longer reduced and converted to Bleed.
Death's Dance was the 1-stop-shop for everything fighters needed. AoE healing, mitigation against all damage sources, bonus damage, cooldown, etc. We still offer all these effects in the item shop, but the combination requires piecing together a few more purchases. Death's Dance is sharpening its role into the anti-physical damage item.
Base Shield decreased but now scales with number of enemies in combat. Now grants healing based on enemies in combat. Tenacity removed. No longer melee only.
Sterak's is still your go-to optimal purchase for constant teamfighting. If you're dueling or in small skirmishes though, Death's Dance or Maw will outshine it against physical and magic damage, respectively.
Active now also reduces enemy AD and crit damage. Now passively reduces damage taken from any basic attack, not just crits. No longer reduces enemy attack speed when hit.
Retooling Randuin's to better identify its effectiveness as a powerful defensive tool against all physical damage and specifically crit-based attacks.
Now passively reduces damage taken from basic attacks.
While Randuin's fills the anti-crit space, Frozen Heart takes the same core effect but retains its previous niche as an anti-attack speed item.
Active converted to a decaying shield. Passive grants resistances on taking damage.
Reinforcing Gargoyle Stoneplate as the ideal item for players who love to teamfight and tank entire teams.
Passive changed to increased damage on immobilized enemies.
Abyssal Mask now has a more streamlined use-case and has been broadened to increase all damage to the target, not just magic.
Damage reduced and now applies improved Grievous Wounds upon immobilizing an enemy.
On top of applying Grievous Wounds when hit, Thornmail now gives tanks a way to proactively apply the effect without waiting for enemies to attack.
Now grants bonus on-hit damage to your linked ally on targets you have immobilized.
Zeke's previous effect was extremely powerful, but limited to small windows and was hard to appreciate. Updated the effect to be more easily accessible for beefier supports who want to lock-down and protect their carries.
Damage redirect increased. Now grants movement speed toward low-health Partners. No longer grants armor, passive movement speed towards Partner, or heals from Partner damage.
Moving Knight's Vow in the Warden niche by increasing the health and damage redirection on the item. A sharper movement speed effect should also help allies swoop in to save the day for their allies in peril.
Now grants access to improved Grievous Wounds. No longer grants magic penetration.
Making Morello a pure anti-healing item rather than a mixed-purpose confusing item so that you won't have to use your advanced math degree to determine optimal damage.
Now provides physical vamp instead of life steal.
We're promoting Sanguine Blade's life steal into the new physical vamp stat so ability-heavy assassins can benefit from its sustain as well while they clear waves and champions.
Some items are only being returned to fit into preseason-the biggest change you'll find in any of the sections below is the addition or removal of stat types, but not entire unique effects (with Mikael's' regen-granting Harmony passive as an exception). As with the other Legendaries, keep in mind that Mythic passives add additional stats that aren't listed here, so things that look like flat nerfs are at least in part adjusting for that extra power.
We want junglers to be able to engage with the item system instead of being forced to purchase the same dull item every game, especially with the Mythic item system making your first item so important. We're taking cues from last year's well-received update to support items and letting junglers progress toward their Smite without having to spend more money. That puts them on even footing with the other four positions in terms of being able to start on their Mythic right away.
Also, we snuck some jungle camp changes into this section so junglers can process everything specific to the role in one place. "You're welcome" or "we're sorry," depending on whether that helped or confused you personally.
The blue one.
The red one. We're also cleaning up Challenging Smite to make it a bit more intuitive.
Overall, our aim is to slightly improve pathing diversity and make the camps feel distinct.
We're running a consistency pass to remove some arcane optimizations and rules that aren't apparent in game. Gromp and Scuttle in particular are getting changes to emphasize their unique identities. In Scuttle's case, she'll also be a little less costly to lose since you're not losing a chunk of sustain.
Epic items are the tier below Legendary: They're the mid-tier components of Legendary and Mythic items that build out of basic items. We're ensuring they serve their role as valuable building blocks, offering incremental stats and effects that smooth your progression toward bigger purchases.
Like the Legendaries, we're providing blank-slate presentations of these Epics to give you a clean read on when you'll want to pick them up. New and updated have been mixed together since there aren't as many.
Marksman champions suffer from awkward early-game components that leave them missing either attack damage or attack speed, both of which are critical for them to feel powerful. So, we created Noonquiver-an Epic that specifically builds into marksman Mythics and features both stats. Noonquiver also amplifies marksman PvE capabilities to provide the early lane management marksman champions crave without sending their PvP power over the top. Lastly, by giving it a smooth build path of smaller parts, it avoids the lane snowballing issue B.F. Sword had if you were forced to back before saving up 1300 gold.
Giving on-hit champs the flexibility to access Guinsoo's new crit-converting effect without completing Rageblade itself so they can spec into crit chance items first if the situation calls for it.
Giving mages earlier access to Grievous Wounds, like physical damage dealers get from Executioner's Calling. Orb is losing its flat penetration to get this effect.
Opening up the item to be less restrictive on who can take and use it—the damage proc now applies to abilities too.
The centerpoint of tank Mythics now scales better early, though it loses its bursty immobilize proc in exchange.
Giving an MR equivalent to Seeker's Armguard so when you need to survive a difficult ability power lane you have options.
Changing Phage into a Health-scaling Epic that helps fighters beef up in longer fights. Its old passive is moving to a new item. Look down a few lines.
Home to Phage's old passive, our new, more agility-themed weapon offers movement speed on hit and builds into several items that do the same.
We're splitting up Tiamat's passive and active to let each take on more of a center-stage role as separate components. Tiamat is keeping the passive; the active is moving to a new item just below.
Tiamat's active and passives were split up to let each of them take a more center stage in their respective item. Ironspike Whip inherited Tiamat's Active.
Like Legendaries, some Epics are getting simple tuning passes, based on how we want you to build into the new and updated Legendary and Mythic items.
Finally, we've got our basic, starter, and support items. The ones that don't have any components of their own.
Moving Tear into the Starting Item space to serve as a greedy, scaling option for spellcasters. The stacking mechanic has been changed to discourage empty spell spamming and encourage opportunistic trading.
Making Seal a better option for those who don't need mana, and unbinding its strength from potions.
To ensure support builds are influenced similarly by their Mythic passives as other roles, we're counting the fully upgraded forms as Legendaries but reducing their innate stats so they don't become more powerful in the process. We're also buffing Spoils of War and Tribute so supports can bring their Mythics online closer to everyone else.
Last on the list for our items world tour is paying respects to the items leaving the shop.
Now a Mythic item (Everfrost). This one's not as much a 1-to-1 Mythic-ification like the others since Everfrost's active is more defensive and less pick-oriented. If you're looking for a slow cone, though, you'll find a familiar toy here, with some extra use cases.
Now a Mythic item (Luden's Tempest)
Now a Mythic item (Liandry's Anguish)
Now a Mythic item (Hextech Rocketbelt)
Now a Mythic item (Sunfire Aegis)
Now a Mythic item (Turbo Chemtank)
Now a Mythic item (Frostfire Gauntlet)
Now a Mythic item
Now a Mythic item
Now a Mythic item (Shurelya's Battlesong)
Now a Mythic item
Helm was too niche, only countering a few champions but to a major degree. Also didn't feel powerful even when it was.
Athene's was constantly a mandatory item for certain champions and gave much more power than we could support.
Mallet was either much too niche when balanced, or way too strong when purchased by more than one or two champs.
Gunblade completely overwhelmed build options for a small pool of champions but saw very little use outside of that pool. It was also one of the more frustrating items in the shop.
Spellbinder was hard to use well and hard to know whether you used it well.
RoA's time-scaling fantasy didn't feel impactful on a Mythic for a first purchase and didn't feel realistic as a later purchase. It also overlapped in fantasy with Archangel's, but was the less exciting of the two.
Shiv's chain lightning effect was either underwhelming when balanced or too strong when it felt good.
Twin Shadows was too powerful and playstyle-warping when tuned to be purchasable.
Unlike Seeker's Armguard, whose armor stacking mechanic gives physical damage dealers a window to fight mages in lane before full stacks, the health stacking mechanic on Jaurim's isn't doing anything valuable. It's been largely replaced with the new Phage as a health+AD component.
Chalice was redundant with other mana Epics that were filling out the shop (especially with the removal of Athene's). The other options were more needed for recipes.
Actives are high mindshare, so culling them in places they weren't doing exciting things seemed to work well. Blade of the Ruined King lost this active and Hextech Gunblade was removed, so Cutlass no longer had a reason to have an active, which was the main reason it existed to begin with.
Catalyst offered early access to the Eternity passive previously held by Rod of Ages and Abyssal Mask. With Rod's removal and Mask's update, the Eternity passive is gone and Catalyst no longer has a role to fill.
Streamlining Conqueror's role as a damage-oriented rune by shifting its power from sustain to Adaptive Force.
Toning back the overall sustain of Legend: Bloodline as its life steal was dominating the choice structure within the Precision tree and having a bigger impact on rune and item builds than a minor rune should, allowing champs to delay or altogether forego sustain purchases.
Similar to Bloodline and Conqueror, lowering the overall amount of free sustain within the rune system to open up more choices within the rune and item systems.
Presence of Mind's permanent stats were single-handedly solving resource issues. We're reworking the rune to be more in-line with other minor runes and tailored towards champions who prefer sustained combat.
Updating Transcendence to still provide for spell-happy casters and anyone else in need of a little boost while fitting into the new uncapped haste system.
Similar to Transcendence, Cosmic Insight has been updated to function in the new haste system. The rune is now more streamlined to focus on item haste and summoner spell haste to reduce some of the low-cost haste in the rune system.
Updating Ingenious Hunter values to work with the haste system as well as broadening its use cases to all items with cooldowns so it should feel a little more usable than before.
The CDR rune stat had to scale up over time to avoid letting champions reach the cap too quickly. Now that we're using ability haste, it gets to provide more immediate benefit.
Small clarity update to Time Warp Tonic as the cooldown on consumables was occasionally confusing to players for a minor rune.
Headshot damage from crit chance decreased.
The math behind this is super gross, but the gist is that Headshot's bonus damage scales off Infinity Edge's crit damage in a way that completely ignored preseason's systemic crit damage reduction. We're baking that systemic change into Headshot's calculations, though Cait is still arguably buffed relative to other marksmen since new IE's greater maximum crit damage increase washes out most of this nerf at full build.
Passive crit damage reduction and crit-to-AD conversion decreased
We still want Jhin's crits to feel noticeably different from his non-crits, so we're nerfing the AD he gets from crit chance instead of his crit damage.
Passive crit damage reduction and crit chance per 20 souls decreased. R now collects Mist Wraiths on cast.
Bringing Senna into the crit system by having her crits happen less, but hit even stronger than before.
Passive crit chance flattened.
Making sure Tryndamere doesn't waste stats at max Fury with his crit build.
Passive now converts crit strike chance above 100% to bonus AD.
Now that the crit system offers more interesting options and comes in 20% increments, we wanted to make sure Yasuo wasn't wasting stats or getting locked out of exciting items because of his passive.
Passive now converts crit strike chance above 100% to bonus AD.
Now that the crit system offers more interesting options and comes in 20% increments, we wanted to make sure Yone wasn't wasting stats or getting locked out of exciting items because of his passive.
Q cost decreased later.
Adjusting Akali for the loss of Hextech Gunblade and Presence of Mind's increased Energy pool.
Passive, E, and R now apply on-hit effects. R now deals hybrid damage and scales with attack speed.
With the loss of Gunblade and the lack of hybrid damage among Mythics, Katarina needed help to keep her identity as an assassin in the new item system. We're helping her adapt to the new shop by further differentiating AD and AP Katarina builds, adding new scaling hooks that let her access the on-hit system. The Katarina you know and love is still here, but without Gunblade dictating her build, her daggers might not look the same every time you see her.
Reminder: Kat throws 15 daggers per ult.
Passive bonus attack speed now scales with AP.
The landscape around Kayle is shifting dramatically and AP Kayle in particular may take a while to find replacements for previous favorites like Hextech Gunblade. We're lending AP builds some aid and ensuring that both forms of Kayle can hyperscale into late game.
Masterworks now upgrade Mythics. Ornn now gains increased bonus health in addition to armor and magic resist. Bonus defenses now increase per Masterwork he creates.
We're tying Ornn's Masterwork system into the Mythic system, opening up build diversity for both him and his allies by ensuring everyone can get an upgrade no matter their build. We're also giving Ornn some smithy power now that he only gets to upgrade one of his own items.
Hex Core removed; Viktor now upgrades his abilities by earning champion takedowns and last-hits. E damage increased. Mana growth increased.
Making Viktor embrace and engage with the new itemization system while also giving him a bit more oomph now that his Hex Core isn't there to amp him up.
Between mana changes to items like Tear, Sheen, Lich Bane, and the lack of mana on most Mythic items, we're giving the following champions a +20 increase to mana growth:
While our last changes helped bring Brand back into the midlane, he's a little too strong in Average play for both mid and support. Dampening down his early game damage to bring him back in line.
Similar to Brand, we're focusing on knocking down some of the mummy's power in Average play by pulling back on some of his durability.
Opening up Elise's build diversity with the new system.
We're pushing the distinction between mid and support Seraphine. Mid Sera, who will be higher level throughout the game, will have better access to scaling damage via the Passive and Q changes and can now use E more comfortably for waveclear when needed. Support Sera won't be able to hit those same levels or damage numbers, but will still be able to lean on E-max to provide consistent CC for her team.
Deadly Venom damage and W slow now scale with AP. Contaminate's AP scaling now deals magic damage.
Following up a prior buff that didn't actually put AP Twitch anywhere near the mark of playability. These changes are geared toward a playstyle of quickly stacking Deadly Venom and detonating it, then rat-tailing it out to reset. It'll scale worse than AD Twitch (who isn't sacrificing anything for these changes, by the way) and have less explosive openers with Spray and Pray than crit-based versions, but is hopefully an exciting alternative option for Twitch players.
Passive now scales with AP. E deals more damage to minions late.
With AP fighter items coming into the game we're polishing this bear's AP playstyle to be a little more viable. His extended fights and farming should be bumped up enough with these changes for magebear to be a better opt-in option.
We originally billed this as a quality of life change but have seen a bunch of questions, so let's talk about it now. For abilities and effects with delayed healing, it can be hard to know mid-fight how much health you (or your opponent) will get, leading to situations where you back out from a fight you could've won or stay in a fight you're about to lose. This change makes that decision clearer by indicating the amount of incoming heals on champion health bars. We're adjusting the visualization of this effect based on feedback so far (like toning down the brightness of the incoming health to make it easier to distinguish from current health); let us know if you think further changes are needed.
In 10.23, we added the indicator for Evelynn's Passive - Demon Shade, Karma's W - Renewal, and Soraka's Q - Starcall heal over time both on herself and when transferred to an ally via W - Astral Infusion. And as a recap, we added the following in 10.22: Seraphine's W - Surround Sound Vladimir's R - Hemoplague, Redemption, and ARAM health packs.
Some adjustments to ARAM to account for the wider item changes that are happening.
And with that, we've reached the end of the 2020 season! We're listing out all the times for all regions below so everyone is crystal clear on when Ranked ends this year:
If you achieved Gold or higher in Summoner's Rift Ranked Solo/Duo, Flex, or both, you'll receive Victorious Lucian (as well as Lucian himself if you don't own him yet). New to 2020, you'll also receive a Victorious chroma for each rank you hit above Gold. As a cherry on top, everyone who finished Ranked placements will receive an Eternals Lucian Series 1 Permanent (also new this year!), a Ranked profile icon, and a Ranked profile banner trim.
Based on your Honor level, you will also receive the following rewards:
As for Clash's End of Season (another first!), everyone who participated in any Clash tournament will receive a Clash Contender Icon. In addition, you will receive an icon, logo, and banner based on how many Victory Points you earned over the course of the season.
All ranked rewards will be distributed by December 10th in all regions except CN. CN will see their ranked rewards in patch 10.24!
This preseason, we're making a couple updates on the Summoner's Rift Ranked system to make sure the placement process and climb is as informed and intuitive as possible.
First, brand new accounts entering Ranked for the first time will now take into account additional variables to ensure a more accurate original placement.
Next, in order to smooth out progression speed bumps, we're removing promotion series for interdivision transitions. This means that going from division IV to division I for any given rank will be automatic when you reach 100 LP, and any additional LP rolls into the next division. Consequently, demotion protection between divisions will also be removed so that losing a game at 0 LP will result in moving down a division.
Last but not least, we're removing the ability to duo queue at ranks Master and above to highlight competitive prowess and improve matchmaking at the top of the ladder.
Another long list of League Client bugfixes and QoL changes this patch, so we're tucking them into its own section!