Patch 9.12 notes

By Aether, shio shoujo

Hello, welcome to Patch 9.12! I'm particularly excited about this patch because my friend will finally stop going on and on about the reworked Mordekaiser. Oh, have you not heard? Mordekaiser is back, baby.

In this patch we also have Ryze's sixth (or is it seventh?) "rework," more follow-up to everyone's favorite overpowered cat, and overall nerfs to Sylas. We're also making use of the Balance Framework we published and referencing it in our explanations for some champion changes, so make sure to check that out if you haven't! (Link to it in its respective section below).

Finally, we have another round of ARAM balance changes for the Howling Abyss enthusiasts as well as some beautiful VFX updates to Lulu, Amumu, Tryndamere, and Ziggs.

Read on for the full deets!
Hanna “shio shoujo” Woo Paul "Aether" Perscheid

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Mid-Patch Updates

13/6/2019 Mordekaiser Balance Changes and Bugfixes


We're trimming a lot of Mordekaiser's general strength and pulling back on the power his passive gives him in most matchups.
Base Attack Damage 65 61
Base Armor 39 37
Magic Resist GROWTH 1.5 1.25
Armor GROWTH 4 3
Passive - DARKNESS RISE Damage 10-35.5 (1-6.1% of target's maximum health) (levels 1-18) 8-25 (1-5% of target's maximum health) (levels 1-18)
Passive - DARKNESS RISE Movement Speed 5-10% at levels 1-6 3/6/9% at levels 1/6/11
R - REALM OF DEATH BUGFIX The Death Realm VFX no longer stays on-screen when the target dies and until someone else is brought back into the Death Realm


BUGFIX After Thresh's W - Dark Passage expires, the enemy team's Trundle no longer heals for an excessive amount of health

13/6/2019 Yuumi Bugfixes


W - YOU AND ME! BUGFIX If Yuumi gets hard CC'd during her dash, her basic abilities will no longer disable for a short amount of time
Q - PROWLING PROJECTILE BUGFIX No longer costs an additional 60 mana while attached to another player

Patch Highlights

Dark Cosmic Jhin, Dark Star Shaco, and Dark Star Karma will be available on June 13, 2019.

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Balance Framework

Last week, we introduced the Champion Balance Framework, a source for all players to hold the “balance” team accountable for how we approach buffing/nerfing champions on a patch-to-patch basis. Moving forward, we'll be referencing principles, thresholds, and specific audiences from the post when explaining the changes in the Patch Notes. For more details and information, you can find the full Champion Balance Framework post here.

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The Iron Revenant

The unstoppable juggernaut is back from the afterworld and ready to conquer the land of the living in patch 9.12!
High-res versions of Mordekaiser's updated splash arts are available on League Displays!


Q spell ranks decreased, shield removed, damage bonus now dependent on R. W now slows; Spell Flux bonus converts slow to root.

When Ryze is played optimally, he covers his weaknesses incredibly well. At the same time, he benefits highly from a coordinated team. Pro play relishes champions with these characteristics, which is why he's been such a strong pick in the space. We're chipping away at these strengths to quell his presence there, but at the same time, helping out those who are looking to pick him up and aren't as precise in their combos.

With the removal of his shield, he'll have fewer means of survivability against bad match-ups, and by changing his CC to a slow, his gank targets should have better chances of escaping a 2v1 (especially a Flash > Rune Prison combo). As part of the general adjustments we're making to make him more welcoming to less experienced players, we're also opening up the bouncing game a bit more by making Spell Flux always bounce off its primary target, and placing some scaling into a passive on Realm Warp. Then there’s a bunch of tuning to account for those changes. It’s not what we would typically call a rework, but since it’s Ryze, we’ll count it. Looking forward to v7 (v8?)!

Base Stats

MANA 400 300

Q - Overload

DAMAGE 60/85/110/135/160/185 80/105/130/155/180
removedSHIELD No longer grants a shield after consuming 2 Runes
updatedSPELL DAMAGE BONUS 40/50/60/70/80% (based on Spell Flux's rank) 10/40/70/100% (based on Realm Warp's rank)
BONUS MOVEMENT SPEED 25/28/31/34/37/40% 20/25/30/35/40%

W - Rune Prison

RATIO 1% bonus mana 4% bonus mana
COST 50/60/70/80/90 mana 40/55/70/85/100 mana
BASE CROWD CONTROL Rooted for 0.75 seconds Slowed by 35% for 1.5 seconds
SPELL FLUX BONUS Increased root duration Converts Slow to Root

E - Spell Flux

DAMAGE 70/90/110/130/150 60/80/100/120/140
COST 60/70/80/90/100 mana 40/55/70/85/100 mana
newBOUNCE HOUSE Now always bounces off the primary target
removedPING PONG PAIN Bounces no longer damage enemies
removedFLUX BOMB No longer spreads Flux to nearby enemies on unit kill

R - Realm Warp

newWARP DAMAGE Overload damage bonus against targets with Flux increased to 40/70/100%
newCLOSE ENOUGH Immediately casts at max range when attempting to cast beyond that
MAXIMUM CAST RANGE 1750/3000 3000
COOLDOWN 180 seconds 210/180/150 seconds


Passive now stores up to 2 charges; base damage increased; AoE damage less effective against minions. Q detonation damage and AoE range decreased on minions. W heal increased. E shield adjusted and cooldown increased later.

Sylas continues to be a high-tier competitive champion despite struggling in the hands of most players. We're taking some swings at aspects of his kit that are more powerful in pro, such as the on-demand nature of his shield and his AoE wave clear.

Passive - Petricite Burst

newCHARGES Now stores up to 2 charges which will be consumed on subsequent basic attacks
BASE DAMAGE 5-47.5 (levels 1-18) 9-60 (levels 1-18)
newMINIONS ARE FRIENDS Deals 70% less damage to minions

Q - Chain Lash

DETONATION DAMAGE 45/70/95/120/145 (+0.60 ability power) 40/60/80/100/120 (+0.40 ability power)
DETONATION AOE 200 range on minions 180 range on minions

W - Kingslayer

HEAL 60/80/100/120/140 (+0.4 ability power) 70/90/110/130/150 (+0.50 ability power)

E - Abscond/Abduct

removedABSCOND SHIELD No longer shields himself for 2 seconds on first cast
COOLDOWN 18/16/14/12/10 seconds 18/17/16/15/14 seconds
newABDUCT SHIELD Grants a 80/115/150/185/220 (+1.0 ability power) shield on enemy champion or monster hit for 2 seconds


Base health increased. Passive mana refund decreased early; shield decreased. W shared adaptive force adjusted; dash now interruptible by all CC.

Good Yuumis are very frustrating to play against and have virtually no windows of vulnerability—and more players are starting to get good at Yuumi. With this in mind, we're pulling some of the mid-patch buffs we gave her at release and nerfing her defenses to open up some weaknesses. Also, bugfixes and usability improvements!

Base Stats

HEALTH 432.36 480

Passive - Bop N' Block

MANA REFUND 40-160 (level 1-18) 30-160 (level 1-18)
SHIELD 80-360 (+0.40 ability power) 80-300 (+0.30 ability power)

Q - Prowling Projectile

BUGFIX Fixed a bug where the missile would not spawn towards the cursor as intended

W - You and Me!

KILL THE CAT Enemies now gain an assist on Yuumi when damaging the ally Yuumi is attached to
updatedSHARED ADAPTIVE FORCE 5/9/13/17/21% of her attached ally's adaptive force 5/7/9/11/13 flat adaptive force (+4/7/10/13/16% of her attached ally's adaptive force)
AND I OOP Yuumi's dash can be interrupted by knock-ups and knockbacks Yuumi's dash can be interrupted by any immobilizing CC
BUGFIX Fixed a bug where Yuumi would detach unintentionally when trying to attach to another champion outside of her range

Quality of Life Changes

SPECTATOR MODE Range rings for Yuumi's Q, W, and R no longer show on Spectator Mode
SNEAKY SNEAKS Yuumi now gains the same stealth screen overlay and fade on her model when attached to a champion in stealth
SADAKO'S JEWELRY The ally that Yuumi's attached to now has a ring around them that only Yuumi can see

Tahm Kench

W minimum duration before champion regurgitation decreased; allies can no longer release themselves early when CC'd; allied champion spit range decreased; damage decreased early.

We're helping Tahm Kench feel less overbearing in the top lane, but smoother in cases where reactive Devours are necessary.

W - Devour

BUGFIX Fixed a bug where Tahm Kench could cast Tongue Lash and Devour together against non-champions for no cost
newFISH OUT OF WATER Allies can no longer release themselves from Devour early while affected by CC
DAMAGE 100/135/170/205/240 (+5/7/9/11/13% target's maximum health) 60/105/150/195/240 (+9/10/11/12/13% target's maximum health)

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Simple Champion Changes


Passive cooldown now scales based on level. R healing bonus now only applies to self-healing.

We're following-up with the changes we made to Aatrox in 9.9 since right now he heals way too often in lane (via his passive) and heals way too much late-game (from book cats and star goats).

Passive - Deathbringer Stance

COOLDOWN 15 seconds 24-12 (level 1-18) seconds

R - World Ender

HEALING BONUS All incoming healing Self-healing only


W cooldown decreased.

Ashe could use more power, so we're specifically buffing the ability that she uses most to keep enemies at bay.

W - Volley

COOLDOWN 15/12.5/10/7.5/5 seconds 14/11.5/9/6.5/4 seconds


Base attack damage increased.

This is definitely a small buff, but we're being extra cautious with her since she has a tendency to take over metas.

Base Stats



E cooldown increased; range decreased

Due to her dominance in pro play, we're making Irelia pay a higher cost when she fails to stun her enemies with Flawless Duet. The decreased range should also make it riskier for her to go all-in.

E - Flawless Duet

COOLDOWN 14/13/12/11/10 seconds 18/16.5/15/13.5/12 seconds
RANGE 850 775


Q slow increased. E cost decreased; movement speed duration increased to match shield duration.

We're giving Karma more tools to help her survive, especially when she's caught out by herself.

Q - Inner Flame

SLOW 25% 35%

E - Inspire

COST 60/65/70/75/80 mana 50/55/60/65/70 mana
MOVEMENT SPEED DURATION 1.5 seconds 2.5 seconds (now matches shield duration)


VFX on all abilities updated. E shield increased; cost decreased later.

Buffs to help out support Lulu and bring her back into consideration. We've also updated her VFX to make her magic feel more unique and improve her gameplay clarity.

VFX Updates

BASIC ATTACK New purple-ier missiles and hit effects
ALL SKINS Cleaned up to match the new effects on the base skin
DRAGON TRAINER LULU Pix now shoots out small pink fireballs

E - Help, Pix!

SHIELD 70/105/140/175/210 80/115/150/185/220
COST 60/70/80/90/100 mana 60/65/70/75/80 mana
VFX Cleaned up shield (on allies) and improved Pix's teleport and hit effects (on enemies)

Passive - Pix, Faerie Companion

VFX Cleaned up Pix's bolts

Q - Glitterlance

VFX New purple-ier missiles and hit effects

W - Whimsy

VFX Cleaned up buff effect (for allies) and missiles/hit effects (on enemies)

R - Wild Growth

VFX Fairy dust, an entirely new and pretty AoE, and cleaned up enemy hit and slow effects

Master Yi

Fixed a bug on Master Yi's passive.

Passive - Double Strike

BUGFIX Fixed a bug where Master Yi's Double Strike stacks were lasting 3 seconds instead of 4


Q base damage decreased early.

We're reducing Nautilus' early all-in damage since he's currently too strong in higher areas of play.

Q - Dredge Line

BASE DAMAGE 100/145/190/235/280 80/130/180/230/280


W base damage increased. R knockback distance and chunk spawn adjusted.

Zac is significantly weaker after his revert in 9.11. We're following up on his ultimate to be closer to the original version and helping out his early clear speed which has been slow.

W - Unstable Matter

BASE DAMAGE 15/30/45/60/75 25/40/55/70/85

R - Let's Bounce!

KNOCKBACK DISTANCE 400 units away from Zac 250 units from where target is hit
CELL DIVISION CHUNK SPAWN Each enemy champion spawns a chunk the first time they're hit by a bounce (subsequent bounces on the same enemy won't spawn additional chunks) Each bounce that hits one or more enemy champions spawns a chunk (hitting the same enemy still spawns a chunk)

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Corrupting Potion

Bonus magic damage flattened.

Corrupting Potion is a dominant choice in pro and higher skill play. We're taking it down a notch so other options have an opportunity to shine.
BONUS MAGIC DAMAGE 15-30 (level 1-18) over 3 seconds 15 at all levels over 3 seconds

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ARAM Balance Changes

We've made an adjustment to the calculations that go into designating your Champion Mastery Grade at the end of an ARAM game to better represent the nuances of the game mode! Additionally, more nerfs and buffs!
END OF GAME MASTERY GRADE Modified calculations to be more accurate for ARAM

9.12 Nerfs

Fiora +8% damage dealt & -8% damage taken No changes compared to other modes
Jhin -5% damage dealt -8% damage dealt
Kassadin +10% damage dealt & -5% damage taken -5% damage taken
Katarina +8% damage dealt & -8% damage taken +5% damage dealt & -5% damage taken
Lux -10% damage dealt & +8% damage taken -10% damage dealt & +10% damage taken
Nidalee +15% damage dealt +12% damage dealt
Quinn +10% damage dealt & -10% damage taken +8% damage dealt & -8% damage taken
Rek’Sai +18% damage dealt & -10% damage taken +12% damage dealt & -10% damage taken
Sejuani -10% damage taken -8% damage taken
Sona -10% damage dealt & -15% healing done & -15% shielding done & +12% damage taken -15% damage dealt & -18% healing done & -18% shielding done & +15% damage taken
Tahm Kench +8% damage dealt & -8% damage taken -5% damage taken
Talon +10% damage dealt & -5% damage taken -5% damage taken
Trundle Normal +5% damage taken
Mordekaiser +5% damage dealt & -5% damage taken No changes compared to other modes

9.12 Buffs

Corki Normal +5% damage dealt & -5% damage taken
Elise +5% damage dealt +5% damage dealt & -5% damage taken
Fizz +5% damage dealt +5% damage dealt & -5% damage taken
Galio +5% damage taken No changes compared to other modes
Illaoi +5% damage taken No changes compared to other modes
Jarvan IV Normal +5% damage dealt & -5% damage taken
Karthus -8% damage dealt -6% damage dealt
Kled Normal +5% damage dealt & -5% damage taken
Nocturne +5% damage dealt & -10% damage taken +10% damage dealt & -12% damage taken
Riven +5% damage dealt +5% damage dealt & -5% damage taken
Swain -6% damage dealt & +6% damage taken -5% damage dealt
Yorick -5% damage dealt & +8% damage taken -5% damage dealt & +5% damage taken

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VFX Updates


This update is aimed at reinforcing Amumu's Shuriman thematic and improving his gameplay clarity. We also tried to make it as close as possible to the style in his music video!
BASIC ATTACK New hit effects
PASSIVE - CURSED TOUCH Cleaned up existing effects
Q - BANDAGE TOSS Added a subtle effect to show the width of his missile and brightened the tip of it
W - DESPAIR Now displays a reflection and has a better representation of the hitbox. New, more condensed impact effect.
E - TANTRUM New AoE, now with sand, and a better representation of the hitbox
R - CURSE OF THE SAD MUMMY More sand and actual Shuriman runes
ALL SKINS Cleaned up to match the new effects on the base skin
SAD ROBOT AMUMU New, robot-y effects across all his abilities


Mostly cleaned up his abilities to reduce noise, while adding a little bit of Freljordian flair.
BASIC ATTACK New hit effects and adjusted weapon trails
PASSIVE - BATTLE FURY New rage indicator effect
Q - BLOODLUST More visible heal effect with reduced noise
W - MOCKING SHOUT Added a cast effect that shows range
E - SPINNING SLASH New effect that shows the actual width of the AoE
R - UNDYING RAGE New activation and buff effects
ALL SKINS Cleaned up to match the new effects on the base skin


We completely overhauled Ziggs' VFXs, focusing on showing the actual size of the his AoEs and bringing him up to modern standards.
BASIC ATTACK New sparky missiles and hit effects
PASSIVE - SHORT FUSE Empowered hits are more explode-y; missiles are more sparky
Q - BOUNCING BOMB More sparks, new missile, and the explosion now leaves a crater that shows the size of the AoE
W - SATCHEL CHARGE New explosion that leaves behind a crater; new upward movement to reinforce the knock-up feel; new hit effects; adjusted AoE indicators to match hitbox
E - HEXPLOSIVE MINEFIELD Subtle trail on the missiles and range indicator on the mines. Also leave small craters on impact. And of course, more sparks!
R - MEGA INFERNO BOMB MUSHROOM CLOUD AND MORE SPARKS! New cast, indicators, missile, AoE, and hit effects.
MAD SCIENTIST ZIGGS Now with more bubbles and green goo
POOL PARTY ZIGGS Cleaned up the noise on his abilities and adjusted to better match the rest of the skin line
SNOW DAY ZIGGS Cleaned up the noise on his abilities and added some warmth to his missiles and explosions
ARCANIST ZIGGS Added the crater in his ultimate and updated the indicator to match the base skin's
ODYSSEY ZIGGS Added the crater in his ultimate

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  • Warwick's Q - Jaws of the Beast tooltip now lists the correct AP ratio
  • Split rewards now display on Ranked Armor on the Loading Screen
  • The "End-of-Vote" flash on the Surrender box no longer re-appears when the timer expires for those who have already voted
  • The Surrender box can now be properly be moved around
  • Headhunter Nidalee's Q - Javelin Toss's javelins have been adjusted for colorblind players to better see them
  • Jhin's Q - Dancing Grenade now properly bounces to other targets even after its damage is consumed by Sivir's E - Spell Shield

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Upcoming Skins & Chromas

The following skins will be released this patch. Grab the League Displays app for full-res splash art!

The following chromas will be released this patch:

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5 months ago

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