We've made it through the storm and landed on the last patch of the year! Get your reading glasses and Santa hats on, because we've got a substantial list of changes from smoothing out the new landscape.
And keep them on, because we’ll also be following up on balance outliers with an end-of-year “10.25b” mid-patch update to tie up all the loose ends before we ring in the holidays.
Past champs and items, we're rolling out updates to Ranked initial placements and decay, bringing back Nexus Blitz with its own set of improvements, and riding Rell in, iron horse and all.
And that's it! So from all of us: stay safe, stay cozy, and we'll see you in the new year. It's going to be a good one.
Take this portal if you're looking for TFT's patch notes!
As promised, we're doing one last round of balance changes to ensure the game is in a good state before the winter break. Again, happy holidays and we'll see you back in January!
Akali was a big winner in preseason in that her win rate climbed considerably from awful to okay for most players. We've been hoping that we wouldn't need to nerf her until pro play started, but unfortunately, she's breaking ban rate limits in Elite play. Decreasing her prolonged combat damage as a result.
We're rebalancing Runaan's to feel better as a second purchase.
While relatively balanced, Sunfire Aegis continues to dominate tank Mythic choices. We're giving the other items more of a chance to be explored.
Base mana growth decreased. E base damage decreased later. R stun duration decreased early and now scales.
Amumu's win rate was exceeding acceptable bands, to the point where we had to micropatch him in on 10.24. We're reiterating the changes here in case you missed it: With the synergy between his passive, Despair's uptime, Tantrum's resist scaling, Sunfire Aegis' unique and resistances, Demonic Embrace's burn, and Abyssal Mask's damage amplification on his R, Mummy seems to be the clear winner of preseason. Add in his buff in 10.23 when we made his ult a stun and he's been sweeping the competition off their feet. This should knock him down a peg.
Basic attack animation sped up. Q cooldown, missile speed, and detonation damage increased; passthrough damage and cost decreased; now Chills enemies it passes through. E cost flattened and damage increased. R cooldown now scales; base damage decreased; cost decreased.
Anivia's been feeling out of date for a while. Though technically balanced, we thought she could use an update to her playstyle. Since she also lost a bunch of power from preseason changes, we're using this as an opportunity to fluff and buff her feathers. To make room for these modernization improvements, we're also cutting some base damage from her R so that she doesn't fly too close to the sun.
E bonus movement speed decreased.
Annie has seen strong success with her pick-and-burst potential. As the new season also brought a trove of Annie-friendly toys, we're toning back some of the movement that helped her run it down.
Passive damage ratio to monsters increased and cap removed.
Ekko's doing well in mid but is really struggling in the jungle, so we're giving him back our 10.3 nerf and a little extra.
Base mana growth decreased.
Fizz has been faring swimmingly despite his mana loss in 10.24. In combination with the overall net positive from Mythics, he's hopped over the line. Turning the tides by reverting our change in 10.23.
Passive healing increased. W cooldown decreased.
Gragas was hit hard, especially in a post-preseason jungle with less health to guzzle. Helping him clear camps faster to soften the blow.
Base AD increased. Q cooldown decreased.
Irelia hasn't really found a home with the Fighter Mythics yet, so we're specifically tackling the areas that will help her synergize better with existing Mythics and also handing her back some cooldown for her immediate Sheen purchase.
Q cooldown decreased. E cooldown decreased; shield increased. R basic attack speed increased.
Ivern's fallen below par and deserves quite a bit of love, especially after the shift to ability haste. To help root him as a stronger jungle pick, we're giving back some of the extra shielding power he lost from Athene's, and opening up access to more of his abilities to help both him and his allies survive fights. And we can't forget about Daisy, can we?
Q minimum damage ratio decreased.
Even with some of his lethality options catching some nerfs (see below), Jhin's still cashing out hard this preseason with pure crit builds. Giving him a direct trim.
Q cost decreased later; damage ratio increased.
Karthus isn't performing well in any of his roles, but seems to do a lot better when getting mana out of his Mythic. We're giving him a small boost, but also expect item optimizations will improve his strength.
Base magic resist decreased. E passive damage ratio decreased.
Prior to the item rework, we buffed Kayle in preparation so that she'd have better choices in the new system. Those items ended up synergizing really well on her and have resulted in an overperformance in the mid lane. We overall like the item choices she has so we're not fully reverting the buff we did in 10.23, but are instead targeting other problem areas (her resilience in the midlane and the on-hit damage she gets when combined with Nashor's Tooth).
Base armor decreased. Q base damage decreased; cooldown increased.
Kayn is one of the few junglers able to fully utilize the new jungle item due to his penchant for strong basic attacking and AoE damage, increasing his overall early clear speed and power. Bringing some of his early clears back in line.
Base armor increased. W cooldown decreased. E base damage increased.
Monk with no sight and no Machete means monk gets more muscle.
Q base damage decreased; deals bonus damage to targets hit with both bolts; removed passthrough falloff damage; deals less damage to minions.
Giving Lulu a higher success rate when hitting both Glitterlance bolts and clearing up confusion around whether her second bolt does any damage. Well, now it does!
Q isolated enemy damage increased.
Morde became a little worse for wear after losing his Liandry's + Rylai's combo, but was at the very least propped up by Riftmaker's in 10.23. With Riftmaker nerfed in 10.24, we are looking to give some power back to Morde himself so he's not so reliant on a specific item or item combo.
W DoT decreased later.
Morgana's DoT is making her too strong in her solo lane, especially as her opponents don't have the help of another body like in bot.
Q cooldown decreased.
Due to the changes to cooldown reduction, Nasus is finding it difficult to ramp up the frequency of his strikes. Directly reducing its base cooldown to let it scale better into the late game.
Q cost decreased later; damage increased later. E cost decreased.
Nidalee's balance state used to be extremely tied to her synergy with Runic Echoes, which was removed in the item rework. She is also running into pretty severe mana issues, due to the fact that her costs were tuned around the item. With all that in mind, we're shifting some of her power from strong mid-game farming into more champion-focused damage, as the latter is friendlier to all levels of players.
Realigning Pantheon to better support the various roles he's been taking on the Rift.
Pantheon's last overhaul was aimed at bringing new life to an old top lane mainstay. With time and professional play, his rework shifted gears to mid, and then to support. While we love seeing players innovate and journey with the champion, we can't ignore the growing sentiment of folks missing the old champion they love, and we think it's worthwhile to bring Pantheon back to his original home.
With that being said, the intent of these changes isn't to destroy support Pantheon, but rather to adjust that role's power, while also giving a boost to the tools that'll finally let old-school Pantheon fans successfully play him in top, and even mid lane, as promised years ago.
TL;DR, we're shifting more power into a bruiser-y playstyle by giving him a higher uptime on his Q and equipping him with more selfish outputs like armor penetration at the cost of utility (i.e. strong invulnerability), slows, and most importantly, a massive movement speed boost for when he crashes onto the scene.
Passive updated to extend Knock Up duration on already knocked up enemies. Q and R life steal effectiveness decreased. Q crit bugfix.
Samira's win rate isn't over the line, but her ban rate certainly is, which indicates an issue with game health. Cutting a frustrating knock up mechanic and the hard synergy she gained with new items.
Base health growth increased. W self-shield increased.
Seraphine is currently feeling a lot of weakness against more aggressive opponents (i.e. Zed, Fizz, Akali) in the midlane. So much so that it's driving players away from playing her there. We're giving her a little more durability so that she can survive longer and more successfully in 1v1s.
Adjusted Shyvana's Passive on non-SR game modes like ARAM and Nexus Blitz.
As many Shyvana players know, it's extremely frustrating to play Shyvana on any other game modes besides those on Summoner's Rift because Passive only gives her 5 bonus armor and magic resistance On other maps she has no way to fully gain from her passive! Well, we're changing that.
Subsequent Q hits no longer deal reduced damage to monsters.
Helping Jungle Taliyah keep up with other junglers while ensuring that her mid performance isn't overly affected.
Q attack speed increased. W slow increased. R bonus damage increased.
Both AP and AD Twitch are significantly underperforming. Our goals are for both to be viable ways to play him, but to stay true to his original gameplay design, we don't necessarily want his AP gameplay to be stronger than AD. For now, we're going to be buffing him in both styles of play, but it is possible that we will need further tuning adjustments as players get used to AP Twitch.
Base AS growth increased.
Increasing Yasuo's attack speed scaling because his new itemizations don't always give him the ramp up he needs for scaling DPS.
Base AS growth increased.
Bros for life. Yone has the same issue as Yasuo and is being tuned accordingly.
W healing from monsters increased; now deals bonus damage to monsters.
Big cat and the following champs (forgive us for the non-alphabetized order here) came out of the preseason changes sorely missing the old Tiamat, so we're making adjustments for them. Rengar in particular took a massive clear speed hit, so we're bringing that back up.
Passive bonus damage increased. Tooltip updated to reflect accuracy.
The loss of both Tiamat and Machete took its toll on Warwick's clear speed, and his builds are now looking very tank-heavy. Looking to buff that back up and add some more incentive for damage items.
W return damage increased later.
Talon's ability to roam is contingent on his ability to clear waves. And his ability to clear waves was too reliant on Tiamat. While his lethality build suffered a lot, he's starting to move out of assassin items into Goredrinker and Ravenous, so we're only giving him a small buff for now.
E now deals more damage to monsters.
Niche for sure, but jungle Wukong was also hit really hard, so we're adjusting accordingly.
Grouping some individual item changes since most of our item changes this patch can be easily categorized by class. A couple of notes on some specific items though: Muramana has started to see play as the optimal second item for several mage champions. We're changing its effect to physical damage to incentivize its target audience to pick it up (AD casters, where ya at), while laying the groundwork for potential buffs that won't encourage more mage poaching. And Seeker's Armguard was too efficient for its cost, so we're nudging down its power.
Certain junglers who get high value out of fast attacks and AoE have been significantly overperforming since preseason began, so we're paring down the power in clear speeds that were introduced in the new system.
Some cleanup to support items to address some concerns:
Many of our marksman champions are still weak, especially those that rely on their basic attacks to deal damage. To help with this issue, we're buffing a couple early build Legendaries so that marksman champions can scale up smoothly through midgame to eventually spike hard with Infinity Edge.
Responding to feedback about champions feeling sluggish with low haste by making a few changes to some of the AP mana Mythics to improve baseline item feels. Liandry's will still be the ultimate haste option, providing up to 40 haste late game. Ornn's items will also reflect equivalent adjustments.
Eclipse and Duskblade are both overperforming on ranged champions.
Some more tank systemic nerfs. Slowing down Bami's power spike, especially for junglers, and pushing Mythic item strengths further apart from each other. Sunfire may be a standout in popularity, but all of them are reaching higher power levels at the moment than desired.
We've been hard at work iterating on the shop and have some exciting features to share with you this time. Stay tuned - we aren't done yet and there will be more coming soon.
We're continuing to iterate on the new in-game chat. This time we're focused on eliminating those pesky early line breaks.
Nexus Blitz is back in 10.25, this time with a couple of changes we've made from feedback we received from last run, as well as some bugfixes:
Continuing our work on Ranked to ensure that the start of season is a less frustrating experience for all players. For Diamond specifically, we're removing the complexity in the system since the tier used to have an entirely different version of decay. This new version is also more forgiving for Diamond players than the old version, in addition to being more relaxed than the rules for Master+.
Master, Grandmaster, Challenger
As outlined in our Content Refund FAQ, players with less than three refund tokens in 2020 will receive their 2021 refund token granted in 10.25! As a reminder, you only get back one refund token per year, even if you are down more than one. You can always check how many you have in the Store and read through the Player Support FAQ for more information about refund tokens.