Patch Notes 13.19

Table of Contents

Champions

Azir Azir

Last patch we changed Crown of the Shattered Queen in hopes of nerfing the item for Pro play while maintaining its power level in solo queue. That said, we still want to be cautious around Azir taking an overly dominant position at Worlds this year. Here’s a light nerf to his early laning to open up more counterplay against him. This will make an Azir pick a dedication to late game power without smooth sailing through the laning phase.

Conquering SandsQ – Conquering Sands

Cooldown: 12/10.5/9/7.5/6 seconds ⇒ 14/12/10/8/6 seconds


Briar Briar

While Briar on release looked quite weak, her power level has increased as players have learned the in(t)s and outs of her kit and item builds. We’re reducing her healing once she gets a few items, especially against jungle monsters, to give opponents a better shot at bringing down a fed Briar. On top of that, we’re adding a host of quality of life changes and bug fixes, including a frenzy bar! Now it should be easier to tell how much time is left to activate Snack Attack.

Base Stats

Attack Speed Growth: 2.5% ⇒ 2.3%


Head RushQ – Head Rush

newLogic Update: Q is now properly tagged as an attack reset for interactions like Hail of Blades


Snack AttackW – Snack Attack

Healing: 35/42.5/50/57.5/65% ⇒ 36/42/48/54/60%

Increased Damage Against Minions and Monsters: 20% ⇒ 10%

Maximum Percent Missing Health Damage Against Minions and Monsters: 500 ⇒ 400

Bugfix: Fixed a bug that caused the percent missing health damage to be able to critically strike.

newSlow Down There: Added a short minimum cooldown after casting Snack Attack to prevent double casts with high haste builds.


Chilling ScreamE – Chilling Scream

Bugfix: Fixed a bug where knocked back enemies would sometimes not be stunned after hitting player-created terrain.


Certain DeathR – Certain Death

newINCOMING!: Pinging R now tells teammates which enemies are in range.

Bugfix: Fixed a bug where Briar would become stuck attacking the wrong targets if Certain Death’s target died during the cast time.


Miscellaneous

Challenges: Briar is now properly tagged as a Noxian champion for Challenges.

Item Recommendations: Briar’s recommended items have been updated.

Rune Recommendations: Briar’s recommended runes have been updated.


Galio Galio

Galio mid is currently weak in all skill brackets and has room for some more power. Since he’s already successfully fulfilling his role as an anti-mage in lane, we’ll be buffing him in a way that increases his general power without altering his matchups. We’re targeting his R cooldown as it’s currently quite high compared to most other globals, and we want to give Galio players more opportunities to use this defining ability to impact the map.

Hero's EntranceR – Hero’s Entrance

Cooldown: 200/180/160 seconds ⇒ 180/160/140 seconds


Gangplank Gangplank

Gangplank is an underperforming top laner whose raw damage numbers can’t really get much higher than they already are. So instead we’re giving him some power in his more unique niches: ultimate upgrades and his ability to affect two parts of the map at once. Some of his tooltips are hooked up in weird ways, so the tooltips for his upgrades won’t be updated until the next patch.

Cannon BarrageR – Cannon Barrage

Cooldown: 180/160/140 seconds ⇒ 170/150/130 seconds

Upgrade – Death’s Daughter Slow: 60% for 1 second ⇒ 75% for 1 second

Upgrade – Raise Morale Movement Speed: 30% for 2 seconds ⇒ 40% for 2 seconds


Jhin Jhin

Last patch we identified Jhin as an underperforming champion who doesn’t find significant success in solo queue or pro play. However, we knew we were buffing Stormrazor that patch, so we elected to wait and see how those changes affected him. We think he’s still a bit below the bar so we’re providing him with some more power this patch. We’re seriously ramping up his ult damage for two reasons: First, where possible, every champion should have a reliably powerful ultimate so that even if you’re having a bad game, you can rely on a long cooldown window of power to try to get back into the game. Second, Jhin is canonically someone who wants to murder, so it’s important that his damage is up to snuff.

Curtain CallR – Curtain Call

Minimum Physical Damage: 50/125/200 (+25% total AD) ⇒ 64/154/244 (+25% total AD)


LeBlanc LeBlanc

LeBlanc’s core build has shifted into a manaless AD build that turns her into a very frustrating top lane split pusher. If she wants to build like a fighter, then she should also have meaningful mana constraints which we,ll be introducing here. Meanwhile, mage builds can rely on bonus mana from sources like Lost Chapter and Luden’s Tempest. Since nerfing her baseline mana pool and even her late game attack damage is a nerf to her mage power level, we’re giving her compensation in the form of some AP ratios. The change to her attack speed ratio and attack speed growth will result in identical attacks per second for LeBlanc unless she acquires sources of bonus attack speed.

Base Stats

Attack Speed Ratio: 0.625 ⇒ 0.4

Attack Speed Growth: 1.4% ⇒ 2.2%

Attack Damage Growth: 3.5 ⇒ 2.7

Mana Growth: 55 ⇒ 25

Mana Regeneration Growth: 1 ⇒ 0.8


DistortionW – Distortion

Magic Damage: 75/115/155/195/235 (+60% AP) ⇒ 75/115/155/195/235 (+65% AP)


Ethereal ChainsE – Ethereal Chains

Magic Damage from Initial Cast: 50/70/90/110/130 (+30% AP) ⇒ 50/70/90/110/130 (+35% AP)


LeeSin LeeSin

We’re certainly aware of the “It’s Worlds, time to buff Lee Sin” memes but in all honesty, most Lee Sin players aren’t finding much success in their games at home, even in high-skill games. We’re targeting a mix of guaranteed power via armor and making a button press for Lee more impactful. A short window of 5% omnivamp is just not enough power to make W2 worth pressing outside of activating his passive, so we’re giving it a solid increase in early power that falls off late game. We’re also aware that some players have begun taking him into solo lanes, where he maxes E – Tempest/Cripple second. Bringing up early Iron Will sustain will disproportionately help those lanes, so we’re preemptively addressing that role with a nerf.

Base Stats

Base Armor: 34 ⇒ 36


Iron WillW – Iron Will

Lifesteal and Spell Vamp: 5/10.5/16/21.5/27% ⇒ 10/14/18/22/26%


TempestE – Tempest

Magic Damage: 35/65/95/125/155 (+100% AD) ⇒ 35/60/85/110/135 (+100% AD)


Lissandra Lissandra

Lissandra’s been on thin ice in terms of power, both in solo queue and in Pro play. To increase her power as a counterpick against certain champions like LeBlanc, Fizz, and Akali, we’re slightly increasing the root duration on her W. The intention is to increase her advantage against champions who need to get up close to trade with her while not affecting other matchups.

Ring of FrostW – Ring of Frost

Root Duration: 1.1/1.2/1.3/1.4/1.5 seconds ⇒ 1.25/1.35/1.45/1.55/1.65 seconds


Pyke Pyke

Pyke has been lurking below the surface recently, and not in his usual “I’m fine being underwater” sense but more like he’s just not quite where we want him to be in terms of power. To give him some power back without making his damage too oppressive, we’ll be increasing his mid-to-late-game survivability. We also intend to give Pyke an alternative ability max option with W for lanes where he won’t be aggressively using E as much.

Base Stats

Health Growth: 104 ⇒ 110


Ghostwater DiveW – Ghostwater Dive

Cooldown: 12/11.5/11/10.5/10 seconds ⇒ 12/11/10/9/8 seconds


Rek'Sai Rek’Sai

Rek’Sai gained a lot of power with the Stridebreaker buffs a few patches ago so we’re taking another swing and bringing down her power level. Instead of primarily targeting her early damage (though we are providing some small changes here), we’re targeting the power level of burrowing, which high MMR players use disproportionately well, as she’s not nearly as strong in other skill brackets.

Fury of the Xer'SaiPassive – Fury of the Xer’Sai

Maximum Heal when Burrowed: 15-125 (+2-12% maximum health (increases every 3 levels)) ⇒ 10 (+2-10% maximum health (increases each individual level))


Queen's WrathQ – Queen’s Wrath

Bonus Physical Damage: 34/38/42/46/50% Total AD ⇒ 30/35/40/45/50% Total AD


Un-burrowW – Un-burrow

Physical Damage: 50/65/80/95/110 (+80% Bonus AD) ⇒ 50/85/120/155/190 (+80% Bonus AD)


Renekton Renekton

Renekton has been performing particularly well in high MMR solo queue and Pro play. He has a very high Elite/Pro pick rate due to his safety and consistency as a blind pick, so we’re targeting his base Magic Resistance to make him more vulnerable to certain matchups such as Gwen, Kennen, and Rumble, while preserving his much needed early game strength against other champions.

Base Stats

Base Magic Resistance: 32 ⇒ 28


Syndra Syndra

Syndra is an iconic mid lane Champion who has historically been stuck in Pro jail. Thankfully, her update in 12.19 has given us the space to make her strong in the hands of most players without being a Pro play problem. With this newfound power budget, we’ll be increasing her Q base damage slightly to help her get early lane priority, amping up a slim strategic niche among mages.

Dark SphereQ – Dark Sphere

Magic Damage: 70/105/140/175/210 (+70% AP) ⇒ 75/110/145/180/215 (+70% AP)


Twitch Twitch

In a routine sweep of champion viability and satisfaction, we identified Twitch as a Champion that isn’t necessarily weak but could use some quality of life improvements. We think Spray and Pray is the coolest part of Twitch’s arsenal and want to play up the differences between R being up and R being down. The change here is a small increase to the reliability of his ultimate as it’ll be less likely that someone simply walking sideways will dodge the bolts. Plus he won’t feel as much of a need to be in melee range just to make his attacks hit. His attacks are still Flashable and other fast dashes can get out of the way, but Spray and Pray will be a bit more reliable.

Spray And PrayR – Spray And Pray

Missile Speed: 4000 ⇒ 5000


Zeri Zeri

Zeri has had the highest Pro ADC presence in top Leagues this season, and with the 13.18 Xayah nerf she’s expected to become even more prevalent of a pick at Worlds. To ensure more bot lane diversity, we’ve decided to nerf her. While her solo queue win rate isn’t particularly problematic, she still has a very high Elite pick rate and is clearly a contested Champion. We’re targeting her base movement speed as she already has plenty of mobility with her E and R, and we want to increase her vulnerability throughout the game.

Base Stats

Base Movement Speed: 335 ⇒ 330


Items

Randuin's Omen Randuin’s Omen


Total Cost: 3000 ⇒ 2700

Statikk Shiv Statikk Shiv


Electroshock Damage to Minions: 200 ⇒ 150

Aram adjustments


Buffs

Briar: 100% Healing ⇒ 130% Healing, 100% Damage Taken ⇒ 95% Damage Taken, 100% Damage Dealt ⇒ 105% Damage Dealt

Nerfs

Galio: 95% Damage Dealt ⇒ 90% Damage Dealt

Kennen: 95% Damage Taken ⇒ 100% Damage Taken

Taliyah: 105% Damage Dealt ⇒ 100% Damage Dealt

Behavioral systems


  • Ranked Restrictions: Now when receiving penalties for disruptive behavior you can receive ranked restrictions in addition to your other penalties. These keep you from playing ranked game modes until you clear them.
  • Reenabling Ranked: Get rid of your ranked restriction by playing 5 games of a non-ranked mode. These queues include Blind Pick, Draft Pick, ARAM, and Rotating Game Modes.

Ping adjustments


  • Pinging your own information in the scoreboard pings as normal to allies.
  • Pinging neutral and enemy information in the scoreboard (dragon timers, enemy summoner spells, etc) prints out as normal to allies.
  • Pinging your own character portrait prints out that value for your team.

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