These patch notes are very big. Look at all our bugfixes. Look at Prestige Edition Senna. Look at the Akali work. Look at what they did to my girl. Look at the buffs to jungle! And maybe even most importantly, we got some amazing VFX updates this patch for some of our oldest and most beloved champions.
Take this portal if you're looking for TFT's patch notes!
Q cost increased. W shroud movement speed increased and now decays. R now targets champions, not direction.
As promised, we've done some major work on Akali that's going live this patch. These changes are the result of her presence in pro play and aim to trim power there more than for every day players. With that in mind, one of the biggest issues we wanted to tackle was the sheer number of options she had when approaching fights or surviving bad situations. She was way too flexible, being able to split push and teamfight, while also not being committed to a specific playstyle (early domination, scaling, etc.).
Q marked enemy attack range no longer infinite.
Giving Aphelios some limitations so he's not shooting enemies all the way to the moon.
Base mana increased. R number of soldiers increased.
The emperor has seen better days but has the risk of power-tripping, so we're cautiously buffing him.
W damage per second ratio increased; burn duration increased; now slows.
We want Corki's Special Delivery to be used more aggressively towards enemies, so we're helping incentivize that action.
Base mana decreased. W damage per orb decreased.
Mercury's in retrograde and that means nerfs to Diana.
Passive monster stack damage decreased.
Specifically hitting jungle Ekko. Spoiler alert, we also have some jungle changes that'll give back some XP to junglers earlier in the game.
Base mana growth and AS growth increased.
MF outdated. Aphelios overrated. Long have you waited. No longer jebaited.
Q tornado duration and damage ticks increased.
Aiming to help out Galio players in normal skilled games who get more from the tornado element of his Q.
W and E damage decreased.
Leona's damage is eclipsing her opponents' HP bars too much.
Base attack speed growth decreased.
Miss Fortune is doing well in all skill brackets, so we’re hitting her base stats instead of abilities that certain players utilize better than others.
Base stats rounded. W bonus movement speed and shield decreased.
Cleaning up some stats to nice, clean whole numbers and pulling power out of his W defenses so he's not such a terror in the mid lane.
Now has bonus AS at level 1. Frost Armor now removed when damaged from all monsters and champions.
Cautiously buffing Sejuani. We're also removing some elements to her passive that feel unintuitive for most players and aren't capitalized on. If we proactively remove it now, we'll have more room to buff her in the future since pro players won't exploit the safety it brings.
Mist Wraith drop chance adjusted. Spoils of War now counts as kills, reducing drop Mist Wraith drop chance. E bugfix.
While we love Senna's flexibility as both a marksman and support, she's a little too strong as the former. We're adjusting the Mist Wraith drop chances to support her role as a support (say that 5 times fast).
Base health regen decreased. W cooldown increased; base damage decreased later.
Sett's been breaking some faces with ease. While stylish, he's not really getting put to the test. We're gonna give him the ol' 1-2 of nerfs, with a focus on making his Haymaker a challenge to get multiple rotations in a fight.
E self movement speed decreased.
Nobody puts baby girl in the corner…
Actual context: Sona's new kicks have been showing off all over town. Pulling back a bit since she's slightly too fly. Unzoom zoom.
Q empowered damage decreased and now considers target's health; cost now flat. W no longer goes on cooldown from Silences. E base heal decreased, but ratio increased.
No longer just a healbot (cats can't be trained to heel anyways). Her Q should be more worthwhile to cast even in the mid-late game.
After the 2019 preseason jungle changes, we nerfed junglers through their EXP gain (they’re gaining around 40 EXP less per minute). As a result, we’re giving back around half the EXP we took out and pushing that into the jungler’s item specifically, so laners can’t co-opt it. Additionally, we’re making sure Krugs feel more worthwhile to kill, while still requiring the intended time for the reward trade-off. Finally, we are looking to address “the funnel strategy” by tightening the minion gold restriction further.