Hey Humans or Dancer. It's patch 9.16! The One Where Pantheon Falls From The Skies.
The Mantheon himself comes back to us in the form of Atreus and is ready to rock and roll with his trusty spear and shield. We're also making some smaller changes to some champions, which includes a lot of mid-laners like Corki, Azir, LeBlanc, Syndra, and others.
See ya, space cowboy!
Reworked Pantheon's W stun was intentionally made to be dodgeable as a counterplay measure at very high skill play and sometimes, on low ping. However, it's happening much more than intended at all levels of play and at average ping. We're reverting this change so that the stun applies similarly to how it did with legacy Pantheon.
While his main role is still in the top lane, Pantheon is still a champion that can flex his muscles (ha) in the jungle. He's not matching the expectations we had for him in that secondary role, so we're remedying that.
Dragon Oracle Udyr will be available on August 15, 2019.
The Unbreakable Spear
Pantheon crashes through the enemy frontline and causes havoc in their ranks starting in 9.16.
High-res versions of Pantheon's updated splash arts are available on League Displays!
Q cooldown increased late.
We're opening up late game windows of opportunity for Azir's enemies so he and his soldiers can't just chase them relentlessly.
Base attack damage and attack damage growth decreased.
Corki's been too present in pro play due to his all-too-reliable damage, so we're nerfing him.
W Tenacity flattened. E cooldown now scales.
With four patches worth of smaller changes already under his belt, the mad lad's been asking for something more substantial.
E bonus damage increased. R cooldown decreased late.
Ekko has room for more power in all areas of play.
Q AP ratio decreased. E cooldown increased.
AP Ezreal's burst has made him a bit of a terror, so we're taking some power out of the build and hitting his early game safety.
E cooldown decreased early; bonus attack speed now scales.
Giving Fiora more strength to capitalize on momentum she gets from a lead in lane.
Q cooldown decreased.
As a melee champion, Jax will benefit from having more opportunities to jump on the ranged enemies who otherwise steadily chip him down in lane.
W basic attack damage modifier increased.
Strengthening the aspects of Kassadin that can keep some of the shorter ranged mid laners in check, especially if they're champions he should naturally be good against anyways (AP assassins).
Q AP ratio increased.
We're reverting the nerf LeBlanc received earlier this year since she can use more power in a way that average players can utilize.
W shield increased late.
When we hit Lux's shield with nerfs in 9.14, we were mainly quelling the builds that took advantage of its safety. However, as a result we ended up hitting support Lux a lot harder than anticipated. We’re giving back some of that damage mitigation so she can still keep her partner meaningfully safe in the bot lane.
Base armor increased. W bonus attack speed increased.
Nocturne has been overshadowed by other junglers as a competitively viable option, so we're buffing him.
Rounded out some stats!
Q cooldown flattened.
We're reverting the scaling cooldown change to Riven's Q from 9.10. The cooldown increase on her E from that patch didn't offset the strength of the Q buff in higher levels of solo queue games, and our intent wasn't to buff her in that patch.
Frost Armor base armor and magic resistance decreased, ratio increased. Q cooldown increased.
Sejuani has been a dominant force in pro play for awhile, despite receiving some recent nerfs. Taking a more substantial swing at her power.
Q empowered damage ratio increased. E base damage increased.
Shen could use a little more power when split-pushing in the mid-to-late game.
Base mana increased. R bonus stats increased late.
Giving Singed a little extra oomph so his Insanity can lead him to some more wins if he makes it to the late game.
Rounded out some stats!
Base mana increased. Q base min and max damage increased; removed damage reduction on monsters.
Smoothing out some of Sion's rougher edges, like rounding out his base stats and removing a mechanic that no longer seems needed. Overall, he'll have more chances to brawl with his opponents in the top lane, especially with other fighters.
Rounded out some stats!
W AD ratio decreased early.
Sivir is strong. When coupled with Yuumi, she's ESPECIALLY strong. The cat is getting nerfed (spoiler alert if you haven't gotten to her section yet), but we think Sivir could use nerfs too to quell her early game wave clear and give opponents a chance to put her on the back foot.
Q2 damage reduction now applies to minions and monsters.
Sylas has been thriving in the jungle after his latest set of changes. Following up on those by toning down his clear speed a bit.
Q bonus damage against champions increased. E base damage increased.
Syndra's weak in all levels of play at the moment so we're giving her some general power.
Base movement speed decreased. E shield duration decreased.
We're making Tahm Kench more vulnerable to ganks as a countermeasure to the safety he brings his already-safe bot lane buddies (like Ezreal).
Q empowered damage decreased late; slow decreased; slow duration flattened; cooldown increased early.
Yuumi's damage is too high for how reliable it is, especially when coupled with other high-damage bot lane partners.
W AP ratio increased; cooldown decreased early. R cooldown decreased late.
Ziggs isn't doing so hot right now, so we're buffing up one of his less potent abilities and letting him access his ultimate more frequently.
Biscuits delivered decreased; delivery intervals adjusted. Health and mana per biscuit decreased. Healing duration decreased. Permanent mana per biscuit increased.
These biscuits are too fresh, giving too much sustain to its holders during laning phase. Many of these changes are to the rune itself, but the ones that affect the Biscuits directly will also apply to the Biscuits occasionally acquired through Kleptomancy.
New Honor 5 chroma rewards debut in 9.16!
We're unifying Challenger and Grandmaster's 0 LP demotion rules with Master's existing rules. This is mainly an edge-case change since losing LP over a few days or weeks naturally demotes players into Master before they reach 0 LP, though in smaller servers it'll also address situations where it was near-impossible to demote out of Challenger.
The following skins will be released this patch. Grab the League Displays app for full-res splash art!