Patch Notes 13.14

Table of Contents

Champions

Aatrox Aatrox

Aatrox hasn’t been on his Aa-game since the end of last year. Not only is his win rate for most players quite low, there is also a criminal lack of A Darkin Carry (ADC) in Pro play. In all seriousness, Aatrox has been lacking since we took down his self-healing. We’d like to give Aatrox players power in ways they’ll appreciate without it being simply more sustain, so we,re bumping his AD ratios and wave clear power up which should keep him on AD builds and increase his ability to carry come late game.

The Darkin BladeQ – The Darkin Blade

First Cast Damage: 10/30/50/70/90 (+60/65/70/75/80% AD) ⇒ 10/25/40/55/70 (+60/70/80/90/100% AD) (Note: This will be a buff at 0/100/100/100/100 AD. The 2nd cast of Q will still deal 25% more than base damage and the 3rd cast will still deal 50% more.)

Minion Damage Modifier: 55% ⇒ 55/60/65/70% (levels 1/6/11/16)


Diana Diana

Diana has been weak since our adjustments to her and her tank build. This has become a little more apparent over the last few patches to the point where she’s deserving of a buff. In this patch we,re buffing Diana’s carry potential so that she’s more able to convert leads into wins. More specifically we,re looking to shore up her higher damage builds as well as a bit of early jungle health/laning power.

Pale CascadeW – Pale Cascade

Shield Strength: 40/55/70/85/100 (+25% AP) (+9% bonus health) ⇒ 45/60/75/90/105 (+30% AP) (+9% bonus health)

Magic Damage per Orb: 18/30/42/54/66 (+15% AP) ⇒ 18/30/42/54/66 (+18% AP)


Lunar RushE – Lunar Rush

Magic Damage: 50/70/90/110/130 (+50%) ⇒ 50/70/90/110/130 (+60%)


Hecarim Hecarim

Hecarim has been doing great in solo queue, a little too great. He’s currently able to build a high amount of damage while relying on the built-in durability of his kit. Combine that with the fact that Duskblade is his most commonly purchased mythic item, and you have a spooky tank assassin ghost horse. Since Hecarim is generally strong and one of his core items (Spear of Shojin) is getting buffed this patch, we’ll be toning down his W resistances to reduce how durable he can be without investing into more direct durability stats.

Spirit of DreadW – Spirit of Dread

Bonus Armor and Magic Resist: 15/20/25/30/35 ⇒ 5/10/15/20/25


Jax Jax

Jax has been a strong top laner in both Pro and solo queue for quite some time now. With the upcoming Shojin buff we’ll be increasing the cooldown on his E as it currently has great synergies with Spear of Shojin and we’d like to reduce the frequency at which Jax has access to this impactful ability. We’ll also be reverting an unintentional mana buff that shipped with the Jax update earlier this year.

Counter StrikeE – Counter Strike

Cooldown: 14/12.5/11/9.5/8 seconds ⇒ 15/13.5/12/10.5/9 seconds


Grandmaster-At-ArmsR – Grandmaster-At-Arms

Mana Cost: 50 ⇒ 100


Karthus Karthus

Karthus bot lane has been a very potent force, quickly overtaking games that he’s given free reign in, not to mention the fact that he,s been picking up in popularity. With these changes, we are aiming to preserve his jungle power where possible while nerfing the components of his kit that manifest in lane, like early non-monster damage and mana refunds, since jungle Karthus has access to Blue Buff and his jungle item for mana restoration.

Lay WasteQ – Lay Waste

Magic Damage: 45/62.5/80/97.5/115 (+35% AP) ⇒ 43/61/79/97/115 (+35% AP)

Monster Damage Modifier: 95% ⇒ 100%


DefileE – Defile

Mana Restoration on Enemy Takedown: 15/25/35/45/55 ⇒ 10/20/30/40/50


Kindred Kindred

Kindred have been a top tier jungler in high-skill brackets for a few patches now. Our nerfs from last patch, while overall reducing Kindred’s strength, did not have enough of a skew in high MMR to hit our goals. In this patch we’ll be nerfing both the base damage and cooldown of their Q which we expect to mostly impact Elite-level Kindred players due to their statistically higher Q cast frequency.Kindred,s most common and successful builds are pretty tanky right now with items like Trinity Force, Black Cleaver, Wit,s End, and even Sterak,s Gage. Trinity Force is a pretty logical inclusion in their build but we,ll be discussing whether or not they should need squishier builds to succeed in the future.

Base Stats

Base Health: 580 ⇒ 610

Base Armor: 26 ⇒ 29


Dance of ArrowsQ – Dance of Arrows

Physical Damage: 50/75/100/125/150 (+75% bonus AD) ⇒ 40/65/90/115/140 (+75% bonus AD)

Cooldown: 8 seconds ⇒ 9 seconds


Lissandra Lissandra

Our goal with this set of changes is to smooth out rough edges for Lissandra. Her Q is a spell that most players don’t realize doesn’t slow beyond the first target, so we want to align the spell with player and spell expectations. This may end up being a bit powerful since her slow amount has been balanced around the first hit unit being slowed only, but we,ll be keeping an eye on this change to see if it needs retuning in a future patch.Another goal we have is making Lissandra’s Frozen Thralls more responsive to enemy actions and not feel as if they,re giving up damage and kills. Their interactions around Fog of War and stopping prior to exploding ended up feeling like her kit was working against her. We,re also buffing her R healing to ensure that this spell doesn’t feel bad to cast on yourself come late game so that Lissandra really does feel like a frost lich. Last but not least, we want to ensure that her R’s effects happen responsively to enemies foolish enough to enter into the area of her tomb.

Iceborn SubjugationPassive – Iceborn Subjugation

Thrall Movement: Thralls will stop at final frames before exploding ⇒ Thralls will continue to chase down their targets until they explode

newYou Can’t Hide: Thralls will now follow enemies into Brush if they were already being chased down by the Thrall

newI C(E) You Coming: Thralls are revealed to enemies through Fog of War


Ice ShardQ – Ice Shard

Slow Application: Q will slow the first enemy hit ⇒ Q will now slow all enemies hit

Ice Shard Missile: Q will cast from position post-cast rather than pre-cast


Frozen TombR – Frozen Tomb

Heal Amount: 90/140/190 (+25% AP) (increased by 0-100% based on missing health) ⇒ 100/150/200 (+55% AP) (increased by 0-100% based on missing health) (Note: Maximum heal value will be at 30% or less health now instead of 0% health.)

Damage and Slow Application Cadence: 4 times per second ⇒ 16 times per second

Dash Interactions: Updated logic slightly around stopping dashes


Milio Milio

Milio is overall pretty balanced for most players, albeit with a bit of room to move down. That said, he does have a high risk of overtaking Pro play in the near future. In this patch we’re targeting Pro-skill-skewed parts of his kit that scale strongly with both coordination and the skill level of your ally. We,d rather preserve his signature outputs such as his AoE cleanse and bonus attack range and reduce his less unique tools.

Fired Up!Passive – Fired Up!

Burn Damage: 25-80 (based on level) (+20% AP) ⇒ 15-50 (based on level) (+20% AP)


Warm HugsE – Warm Hugs

Bonus Movement Speed: 15/17.5/20/22.5/25% ⇒ 12/14/16/18/20%


Rek'Sai Rek’Sai

Rek’Sai gained a lot of power with her update a few patches ago, and while she was nerfed last patch, we didn’t go quite far enough. We’re targeting her overwhelming early gank power since she already has such great target access, which means she doesn’t need to also guarantee the kill quite so easily.

Un-burrowW – Un-burrow

Physical Damage: 55/70/85/100/115 (+80% bonus AD) ⇒ 50/65/80/95/110 (+80% bonus AD)


Furious BiteE – Furious Bite

Physical Damage: 55/60/65/70/75 (+85% bonus AD) ⇒ 5/10/15/20/25 (+70% total AD)


Rell Rell

Our goal last patch was to increase the power of Rell jungle and decrease her strength as a support. While we achieved both of those goals, we didn’t quite nerf Rell support enough. As many Pro leagues around the world are using 13.14 as their playoff patch, we want to dial in how powerful she is in Pro play before we,re able to collect data heading into Worlds. Our goal this patch is for Rell to still be a strong pick but to be less overbearing.We,re reducing Rell,s baseline armor so that she will have below-average tank stats for a support since both her passive and W give her more of them. Meanwhile, it’s incredibly important that Rell feels like a fast horse rider and that each of her button presses carries enough damage to feel good. Each of her individual damage numbers are already quite low, so we’re targeting another balance lever that is much less noticeable: her passive.

Base Stats

Base Armor: 39 ⇒ 36


Break the MoldPassive – Break the Mold

Armor and Magic Resist Steal: 3% ⇒ 2%

Minimum Armor and Magic Resist Steal: 1.25-3 (based on champion level) ⇒ 0.8-2 (based on champion level)

Maximum Armor and Magic Resist Steal: 15% ⇒ 10%


Rengar Rengar

Rengar just loves to cuddle with squishy champions and then collect their teeth for his necklace. We’re glad he’s building damage items, has a unique love for critical strike chance, and plays as an assassin. However, he’s succeeding too well in elite game lobbies. The speed at which he one-shots his foes leaves little room for counterplay, hence the Q nerf. Also, he,s been more successful in top lane than jungle recently, which is where the base health regen nerf comes in.

Base Stats

Health Regeneration per 5 seconds: 7 ⇒ 6


SavageryQ – Savagery

Critical Strike Damage Conversion: 95% ⇒ 75%


Shaco Shaco

Full AD assassin Shaco builds have been struggling to finish off kills after the adjustments we made to Duskblade and Infinity Edge a few patches back. We,re looking to give back a little of his lost power with these changes, ensuring that his primary AD assassin build remains well supported.

DeceiveQ – Deceive

Bonus Physical Damage: 25/35/45/55/65 (+50% bonus AD) ⇒ 25/35/45/55/65 (+60% bonus AD)

Backstab Bonus Critical Strike Damage: 40% ⇒ 55%


HallucinateR – Hallucinate

Prowler’s Claw Bugfix: Prowler’s Claw’s passive will now properly be applied to Shaco’s clone


Bugfixes

Not So Fast Dragon: Shaco boxes will no longer instantly die to Hextech Dragon,s lightning AoE

Zip Zap No More: Zeri,s Q bullets will now deal the correct amount of damage to Shaco,s boxes


Shyvana Shyvana

Shyvana,s builds have been skewing heavily towards AP lately, and her AD builds haven,t been getting much love. She was depending on items and a few other in-game systems to keep her strong in the past, but with these getting adjusted, a lot of her power went along with it. Our goal with these changes is to give Shyvana more solid reasons to build and scale with AD-centric builds. And we,re also adding built-in attack speed so she doesn’t have to rely on items to provide it for her.

Twin BiteQ – Twin Bite

Bonus Physical Damage: 20/35/50/65/80% AD (+25% AP) ⇒ 20/40/60/80/100% AD (+25% AP)

newAttack Speed Increase: Shyvana’s next 2 attacks have 40/45/50/55/60% increased attack speed

Cooldown: 7/6.5/6/5.5/5 seconds ⇒ 8/7.5/7/6.5/6 seconds


Flame BreathE – Flame Breath

Bonus Magic Damage On-Hit vs Marked Targets: 3% of target’s maximum health ⇒ 3% of target’s maximum health (+1% per 100 bonus AD)


Volibear Volibear

Volibear buffs! Wizard bear is a relatively popular, yet underpowered Volibear build, and the champion is underperforming in top lane overall. So we,re giving him some simple buffs aimed at making both builds scale better in order to help Voli become a beary scary carry.

The Relentless StormPassive – The Relentless Storm

Lightning Claws Magic Damage: 11-60 (based on level) (+40% AP) ⇒ 11-60 (based on level) (+50% AP)


Thundering SmashQ – Thundering Smash

QoL Update: Removed a hitch in Volibear’s auto attacks after stunning at high attack speeds.


Frenzied MaulW – Frenzied Maul

Heal: 20/35/50/65/80 (+8/10/12/14/16% of missing health) ⇒ 20/35/50/65/80 (+8/11/14/17/20% of missing health)


Xerath Xerath

Despite Xerath,s success as a support, he has been an unpopular and mediocre mid laner. While we don,t mind Xerath support being viable, we,d like to make picking Xerath mid a more consistent and realistic option for those who want to play him there. With these changes we,re giving him more access to mana, particularly in the mid lane, to help him trade and clear waves. We also want to reward Xerath players for landing consecutive missiles while using their ultimate, so we,ll be adding bonus damage and adjusting the numbers accordingly. While the base mana nerf will be a hit to Xerath support (there,s room as he,s currently quite strong there), the passive proc on structures will be helpful for him no matter which role he,s picked into.

Base Stats

Base Mana: 459 ⇒ 400


Mana SurgePassive – Mana Surge

Cooldown: 12 seconds ⇒ 16 seconds

newTwo for One: Mana Surge’s cooldown is now reduced by 2 seconds upon killing a unit

newTower is Power: Hitting Turrets will now proc Mana Surge


Rite of the ArcaneR – Rite of the Arcane

Number of Casts: 3/4/5 ⇒ 4/5/6

Magic Damage: 200/250/300 (+45% AP) ⇒ 180/230/280 (+40% AP)

newSuccessive Snipes: If a champion is hit with a bolt, successive bolts will deal an additional 20/25/30 (+5% AP) damage (Note: This applies to any number of champions hit with a bolt, so whether you hit one or five you will only receive up to one stack per cast.)


Zyra Zyra

Zyra remains a popular and very deep champion with her roots sunken into her devoted fanbase, so while she may not be the perfect queen of plants, we believe she,s clearly a character players love as she is. With these changes we,re looking to help polish her up and ensure that playing her is enjoyable and that her gameplay doesn,t feel like it,s fighting against you. These changes should make her feel more responsive and function more in line with what her players would expect.We,re also making her jungle mod make sense as an additional change. We don’t expect that to be her primary or even secondary role, but we want to make sure it’s at least a little viable for the players who are excited to play her there. Meanwhile, we also want to retain some parity for ranged AoE users who are intentionally damaging down these units with auto attacks.

Garden of ThornsPassive – Garden of Thorns

Plant Damage from AoE Spells: 4 ⇒ 3

Plant Damage from Ranged Auto Attacks: 4 ⇒ 5

Plant Damage to Monsters: 150% damage to non-Epic monsters ⇒ 40-100 bonus magic damage to all monsters (scales with champion level)


Rampant GrowthW – Rampant Growth

Seeds on First Rank-Up: 1 ⇒ 2


Grasping RootsE – Grasping Roots

Flash Interaction: E no longer locks Zyra out of using Flash during the cast time


StranglethornsR – Stranglethorns

Damage Application Cadence: 4 times per second ⇒ 16 times per second

Casting Logic: Zyra will walk to the position at which her R was cast ⇒ Zyra will immediately cast her R at its maximum range


Items

Axiom Arc Axiom Arc


Ultimate Cooldown Refunded: 20% of total cooldown ⇒ 5% (+40% of total Lethality) (Note: This will be a buff at Mythic item + Axiom Arc, scaling up to ~40% at full build.)

Galeforce Galeforce


Cooldown: 90 seconds ⇒ 120 seconds

Infinity Edge Infinity Edge


Attack Damage: 70 ⇒ 65

Critical Strike Damage: 35% ⇒ 45%

Prowler's Claw Prowler’s Claw


Lethality: 15 ⇒ 18

Randuin's Omen Randuin’s Omen


Critical Strike Damage Reduction: 20% ⇒ 25%

Spear of Shojin Spear of Shojin


Total Cost: 3400 gold ⇒ 3300 gold

Health: 300 ⇒ 350

Spirit Visage Spirit Visage


Magic Resistance: 50 ⇒ 60

Statikk Shiv Statikk Shiv


Attack Speed: 25% ⇒ 30%

Electroshock Minion Damage: 250-450 (based on level) ⇒ 250-350 (250 + 25 per level starting at level 7, then +12.5 per level at level 11 ⇒ 250 + 10 per level starting at level 9)

Sterak's Gage Sterak’s Gage


Total Cost: 3100 gold ⇒ 3000 gold

Health: 400 ⇒ 450

Trinity Force Trinity Force


Attack Speed: 35% ⇒ 33%

Attack Damage per Stack: 4% ⇒ 3% + 3% (Note: This is just 6%)

Maximum Threefold Strike Stacks: 5 ⇒ 3 (Note: Maximum AD decreased from 20% to 18%.)

Others

Jungle buff adjustments


crest of cinders

Burn True Damage: 10-78 (linear scaling based on level) ⇒ 10-75 (remains at 10 damage for levels 1-5, then increases in increments of 5 per level)

Melee Slow: 10/15/20% (levels 1/6/11) ⇒ 5/10/15/20% (levels 1/6/11/16)

Ranged Slow: 5/7.5/10% (levels 1/6/11) (Note: Unchanged)

crest of insight

Ability Haste: 10 ⇒ 5/10/15/20 (levels 1/6/11/16)

Aram adjustments


Themed clash


  • Registration Begins: July 17 @ 11:00 AM (Local Time)
  • Tournament Dates: July 22 and 23 (~4-7 PM Local Time, varies by region)


As a reminder, we have quite a few changes coming to Clash this split which are as follows:

  • Clash tournament cadence has been reduced from twice to once per month (with 2 Clash days per tournament)
  • Clash Capsule and Orb rewards will now be distributed based on total wins throughout the tournament and not placement position
  • Players will receive double the VP every time they win, while the amount of VP required for each reward will remain the same
  • We’ve decided to host at least one Non-Summoner’s Rift Clash tournament per year
  • The Clash schedule for Split 2 2023 is now live
  • VP needed for the Clash-related Challenges has been adjusted accordingly


Make sure to check out all of the details regarding the Clash changes and the schedule for the rest of the year here!

Arena augment data policy


  • Augment win rates
  • Average game placement with selected Augments
  • Augment numbers based on data with the exception of popularity and pick rate


We’d like to dive a bit into the philosophy behind this approach with Arena. Arena is meant to be a game mode that encourages players to experiment and try new things. We believe it will be at its strongest when, through that experimentation, we can see significant meta shifts as the mode progresses. We want to avoid a scenario where data points to a currently “optimal” choice, since the sheer number of potential combinations of champions, items, and Augments is meant to force players to think on their feet as opposed to following a specific script.

We know this is very different from how League has approached sharing data in the past, particularly around Summoner’s Rift. Our goal is for Arena to be a place for players to theorycraft and adjust the meta more naturally instead of focusing on raw win rate data. Raw win rate data can be misleading and can cause a stagnant meta in an unhealthy way that will likely make the game less enjoyable. We will still be sharing a healthy amount of data to allow players to inform themselves based on pick rates or subjective recommendations based on particular players’ perceptions or reads on the game state.

We’re excited to see what combinations players come up with for Arena, and will be keeping a close eye on how the meta develops once the mode goes live. We will be actively exploring options on how to further improve in-game information to help players with the decision making process on what their preferred progression paths could be based on the options available to them.

Bugfixes and qol changes


general

Holding the mute button on the scoreboard will now mute all communications for that player

Custom game lobbies for Summoner,s Rift will now only display a player,s highest Summoner,s Rift rank instead of including TFT rank

Ranked related challenges have been adjusted to match the new split structure. Now, ranked related challenges (Ex: get to gold in the ranked season, etc.) will be progressable twice a year

Upcoming skins and chromas


Soul Fighter Sett

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Soul Fighter Samira

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Soul Fighter Lux

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Soul Fighter Naafiri

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Soul Fighter Pyke

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Prestige Soul Fighter Pyke

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Star Guardian Senna

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