Patch Notes 13.20

Table of Contents

Champions

Akshan Akshan

Akshan has been doing a bit too well in skilled and Elite brackets of solo queue and could use some toning down. In this patch we’re targeting his early game as it tends to be more Elite skewed. He’s currently too dominant in lane, and since we just buffed his late game functionality in 13.17, we’ll be reducing his early Q movement speed and E base damage which are most utilized by high skill Akshan players. These nerfs are intended to make it more possible for opponents to trade with him while still retaining his passive and early game strength.

AvengerangQ – Avengerang

Bonus Movement Speed: 40% ⇒ 20/25/30/35/40%


Heroic SwingE – Heroic Swing

Damage per Shot: 30/45/60/75/90 (+17.5% bonus AD) (1 + 0.3 per 100% bonus attack speed) ⇒ 25/40/55/70/85 (+17.5% bonus AD) (1 + 0.3 per 100% bonus attack speed)


Bel'Veth Bel’Veth

Our Void queen has been dominating the early game jungle in higher skill brackets of play, which doesn’t seem quite right given that she’s supposed to be a late game scaling champion. Our goal with this change list is to shift power away from her early game and bruiser builds and into her builds that prioritize late game scaling and critical strikes.

Death In LavenderPassive – Death In Lavender

Bonus Attack Speed After Spell Cast: 25-50% (scales linearly based on level) ⇒ 20-40% (scales using stat progression multiplier)


Royal MaelstromE – Royal Maelstrom

newCritical Stabby Stabs: Damage from Bel’Veth’s E can now critically strike.

Damage Reduction: 70% ⇒ 42/49/56/63/70%

Minimum Physical Damage: 8/10/12/14/16 (+6% AD) ⇒ 6/7/8/9/10 (+8% AD)

Minimum On Hit Damage: 6% ⇒ 8%


Endless BanquetR – Endless Banquet

Remora Health: 40/50/60% of minion’s maximum health ⇒ 20/45/70% of minion’s maximum health

True Form Out-of-Combat Movement Speed: 25/50/75 ⇒ 10/45/80


Galio Galio

Our Galio buff from last patch wasn’t as impactful as we had hoped for, and as we’re looking to give him more power back, we wanted to take the changes a little bit further this time. He could use some help after the laning phase, so we’re targeting his later game durability. Both the passive and active on his W retain high cooldowns throughout the game, so we decided to increase their uptime. With these changes we intend to make his unique anti-mage outputs stand out more and give him the much needed survivability a melee champion who has to get into close range in teamfights needs.

Shield of DurandW – Shield of Durand

Cooldown: 18/17.5/17/16.5/16 seconds ⇒ 18/17/16/15/14 seconds

Shield Out-of-Combat Timer: 12 seconds ⇒ 12/11/8 seconds (levels 1/6/11)


Jinx Jinx

Jinx had a blast at MSI this year, but after the nerfs post-MSI and ADC itemization changes that came afterwards, she’s been having a tough time. This set of changes is aimed at increasing her power in average skill brackets without putting her over the line in Pro play come the beginning of next year. Get excited, because we have a Get Excited! Buff that players should really appreciate alongside a little extra explosive power in her Super Mega Death Rocket.

Base Stats

Health Growth: 100 ⇒ 105


Get Excited!Passive – Get Excited!

newStacks on Stacks: The 25% bonus total attack speed gained from Get Excited! on takedowns now stacks.


Super Mega Death Rocket!R – Super Mega Death Rocket!

Cooldown: 75/65/55 seconds ⇒ 70/60/50 seconds

Minimum Damage: 30/45/60 (+15% bonus AD) (+25/30/35% of target’s missing health) ⇒ 32.5/47.5/62.5 (+16.5% bonus AD) (+25/30/35% of target’s missing health)

Maximum Damage: 300/450/600 (+150% bonus AD) (+25/30/35% of target’s missing health) ⇒ 325/475/625 (+165% bonus AD) (+25/30/35% of target’s missing health)


K'Sante K’Sante

K’Sante has been suffering in average play due to needing to balance him around Pro since his launch. Once mastered, he leaves little room for reaction and his opponents will often find themselves dead while being stunned the whole time. After all, it doesn’t matter how good Showmaker is if K’Sante can hit-confirm his whole combo via an instant cast spell. Meanwhile, most players won’t even know what that means.The changes here broadly serve two goals: the first is to slow down the beginning of K’Sante’s combos: Path Maker now has a minimum channel time and he cannot Flash during Q3. Both of these changes will allow skilled players to outplay his incoming combos which was difficult to do before. However, if these more difficult skill shots land, K’Sante can combo his abilities together just as before.The second set of goals aims to give K’Sante stronger overall abilities now that his counterplay has been improved. This means much stronger stuns and damage from W plus more reliable upsides from All Out.

Base Stats

Base Health: 610 ⇒ 570

Health Growth: 108 ⇒ 115

Armor Growth: 4.7 ⇒ 5.2


Dauntless InstinctPassive – Dauntless Instinct

All Out Bonus Damage: 35% (+20% per 100 bonus armor) (+20% per 100 bonus magic resistance) ⇒ 35%


Ntofo StrikesQ – Ntofo Strikes

newNot so Flash: Recasting K’Sante’s third Q will now disable Flash during its windup

newStat Check: Shift-Tooltip now shows your progress on the Armor/MR and HP for cooldown and cast time

Physical Damage: 50/75/100/125/150 (+40% AD) (+30% bonus armor) (+30% bonus magic resistance) ⇒ 30/60/90/120/150 (+40% AD) (+30% bonus armor) (+30% bonus magic resistance)


Path Maker (All Out Version)W – Path Maker (All Out Version)

newMinimum Channel Time: 0.5 seconds (Note: Maximum channel time is unchanged at 1 second)

newMaximum Damage: Path Maker’s damage, crowd control, dash distance, and all other outputs will now always deal the maximum corresponding values and will no longer be tied to the ability’s charge time

Damage Reduction: 30% (+12% per 100 bonus armor) (+12% per 100 bonus magic resistance) (+1.2% per 100 bonus health) ⇒ 50-75% (based on champion level)

removedAll Out of Extra Damage: While All Out, Path Maker will no longer deal extra damage (aside from the bonus AD provided upon entering All Out)

Cooldown: 24/22/20/18/16 seconds ⇒ 18/16.5/15/13.5/12 seconds


All OutR – All Out

Maximum Health Threshold: 55% ⇒ 65%

Knockback Distance: 350 ⇒ 300

Damage on Initial Cast: 35/70/105 (+ 20% AD) physical damage ⇒ 70/110/150 (+65% AP) magic damage

Damage on Successful Wall Slam: 150/250/350 physical damage ⇒ 70/110/150 (+65% AP) magic damage

Attack Resets: Attack reset timing has been slowed down to match K’Sante’s base form

newAll Out (of stacks): Casting All Out will now reset Q – Ntofo Strikes’ current stacks

Bonus Attack Damage Gained: 5 (+32.5% bonus armor) (+32.5% bonus magic resistance) ⇒ 15/30/45 (+25% bonus armor) (+25% bonus magic resistance)

Healing: 10% (+0.75% per 100 bonus health) omnivamp ⇒ 10/15/20% healing on all damage versus champions

newWeights are Off: K’Sante now gains 25/35/45% bonus attack speed when All Out


Kai'Sa Kai’Sa

Kai’Sa is an extremely common marksman in high skill brackets. The fact that she’s so frequently blind pickable in high-skilled play has led us to believe she doesn’t have enough weaknesses. As a very mobile and strong scaler with incredible build variety (totally reasonable strengths!) she needs to have weaknesses that skilled players can punish. Thus, we’re targeting her early laning phase without trying to take away too much of her overall power.

Base Stats

Armor: 28 ⇒ 25


Milio Milio

Milio’s been feeling pretty down after his heavy passive and protection nerfs due to his extremely strong showing in Pro earlier this year. With these changes we’re looking to bring back some power that was taken away and add exciting systemic interactions with a meaningful change to his passive.

Fired UpPassive – Fired Up

On Fire: Burn damage now counts as Milio’s damage even when applied through allies, allowing it to interact with a select number of items like Chemtech Putrifier. Burn damage will still grant the ally who applied the debuff the kill, preventing Milio from accidentally kill stealing confirming kills.


Warm HugsE – Warm Hugs

Cooldown: 18/17/16/15/14 seconds ⇒ 17/16/15/14/13 seconds

Shield Strength: 60/85/110/135/160 (+30% AP) ⇒ 60/90/120/150/180 (+30% AP)


Breath Of LifeR – Breath Of Life

Healing: 150/250/350 (+30% AP) ⇒ 150/250/350 (+50% AP)


Morgana Morgana

Morgana has felt weak for a while, but it’s been difficult to buff her due to her high ban rate. This patch, we’re buffing her ult to ensure it continues to be worth casting as the game progresses, but slightly increasing the E cooldown to give CC supports more windows to interact with her. We’re also helping out her midlane and jungle with buffs to W scaling.

Tormented ShadowW – Tormented Shadow

Magic Damage per Second: 12/22/32/42/52 (+14% AP) ⇒ 12/22/32/42/52 (+17% AP)

Monster Damage Modifier: 155% ⇒ 165%


Black ShieldE – Black Shield

Cooldown: 24/22/20/18/16 seconds ⇒ 26/23.5/21/18.5/16 seconds


Soul ShacklesR – Soul Shackles

Bonus Movement Speed: 5/30/55% while facing towards tethered enemies ⇒ 10/35/60% in all directions

Stun Duration: 1.5 seconds at all ranks ⇒ 1.5/1.75/2 seconds

Magic Damage: 150/225/300 (+70% AP) ⇒ 175/250/325 (+80% AP) (Note: this will still hit twice, once upon initial cast and a second time when the tether stuns)


Quinn Quinn

We made changes to Quinn in 13.17 after we identified she was getting incredibly squishy due to build changes after the midseason item update. While we tried to compensate for some increased midgame durability buffs with some base damage nerfs, she ended up stronger overall, which wasn’t our goal. This patch, we’re taking a more holistic look at the champion with two goals: nerfing her on average and granting her better gameplay for her and her opponents.Why base health? This places her much closer to other ranged top laners with strong anti-melee tools like Mini Gnar and Teemo. We still believe in the goals and results of increasing her health scaling, but she doesn’t really need strong durability in the laning phase. The move speed nerf is part of a long-term effort to rein in the overall movement speed in the game. In Quinn’s case, she already has substantial movement speed buffs through W and R, so she isn’t really going to be missing it too much.

Base Stats

Base Health: 603 ⇒ 565

Movement Speed: 335 ⇒ 330

Attack Damage Growth: 2.4 ⇒ 2.7


Zed Zed

While the vast majority of Zed players max Q first and E second, W max second is currently better and is growing in popularity among high-skill brackets of play. This is giving Zed expectation-breaking ability uptime, as he’s also acquiring plenty of haste through his item builds. Since we’re addressing the items with the 2024 gameplay changes, we’re looking to nerf his incentive for maxing W directly. This is mostly intended to nerf the W max second optimization while not affecting the majority of Zed players, as they put their second point in W at level 14 when they already have a lot of haste.

Living ShadowW – Living Shadow

Cooldown: 20/18.5/17/15.5/14 seconds ⇒ 20/19.25/18.5/17.75/17 seconds


Ziggs Ziggs

Ziggs hasn’t been his bubbly booming self recently, so we’re giving him a buff that we hope his mains will appreciate. His Q, while intended to be a bit unreliable, could miss in situations where players expect it to land, so we’re looking to revert the nerf all the way back from 4.11 (that’s right, Riot Games remembers). We believe in his current state there’s room for us to increase the radius of his Q while still retaining its unreliable theme.

Bouncing BombQ – Bouncing Bomb

Explosion Hitbox: 150 ⇒ 180


Items

Duskblade of Draktharr Duskblade of Draktharr


Ability Haste: 20 ⇒ 15

Damage Amplification: 0-18% (at 0-70% missing health) ⇒ 0-16% (at 0-70% missing health)

Lord Dominik's Regards Lord Dominik’s Regards


Giant Slayer Passive: 0-25% increased Physical and Magic damage against targets with more maximum health than the user (maximum at 2500 more) ⇒ 0-22% increased Physical and Magic damage against targets with more maximum health than the user (maximum at 2500 more)

newUpdated Math: Passive – Giant Slayer now applies before Shields and Lifesteal are calculated

Youmuu's Ghostblade Youmuu’s Ghostblade


Spectral Shard Lethality: 3-12 (level 7-18) ⇒ 7-18 (level 7-18)

Jungle adjustments


doran’s blade

Attack Damage: 8 ⇒ 10

Health: 80 ⇒ 100

Ability Power: 15 ⇒ 18

Health:70 ⇒ 90

Health: 80 ⇒ 110

Regeneration when Damage: 0-40 health over 8 seconds ⇒ 0-45 over 8 seconds (Note: maximum is unchanged at 25% remaining health)

Stack Friendly: Dark Seal is not unique with other Doran’s items, so feel free to pick both up

Health: 40 ⇒ 50

Ability Power: 5 ⇒ 7

Health: 30 ⇒ 50

Attack Damage: 3 ⇒ 4

Health: 30 ⇒ 50

Attack Damage: 5 ⇒ 6

Health: 10 ⇒ 25

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

doran’s ring

Ability Power: 15 ⇒ 18

Health:70 ⇒ 90

Health: 80 ⇒ 110

Regeneration when Damage: 0-40 health over 8 seconds ⇒ 0-45 over 8 seconds (Note: maximum is unchanged at 25% remaining health)

Stack Friendly: Dark Seal is not unique with other Doran’s items, so feel free to pick both up

Health: 40 ⇒ 50

Ability Power: 5 ⇒ 7

Health: 30 ⇒ 50

Attack Damage: 3 ⇒ 4

Health: 30 ⇒ 50

Attack Damage: 5 ⇒ 6

Health: 10 ⇒ 25

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

doran’s shield

Health: 80 ⇒ 110

Regeneration when Damage: 0-40 health over 8 seconds ⇒ 0-45 over 8 seconds (Note: maximum is unchanged at 25% remaining health)

Stack Friendly: Dark Seal is not unique with other Doran’s items, so feel free to pick both up

Health: 40 ⇒ 50

Ability Power: 5 ⇒ 7

Health: 30 ⇒ 50

Attack Damage: 3 ⇒ 4

Health: 30 ⇒ 50

Attack Damage: 5 ⇒ 6

Health: 10 ⇒ 25

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

dark seal

Stack Friendly: Dark Seal is not unique with other Doran’s items, so feel free to pick both up

Health: 40 ⇒ 50

Ability Power: 5 ⇒ 7

Health: 30 ⇒ 50

Attack Damage: 3 ⇒ 4

Health: 30 ⇒ 50

Attack Damage: 5 ⇒ 6

Health: 10 ⇒ 25

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

relic shield

Ability Power: 5 ⇒ 7

Health: 30 ⇒ 50

Attack Damage: 3 ⇒ 4

Health: 30 ⇒ 50

Attack Damage: 5 ⇒ 6

Health: 10 ⇒ 25

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

steel shoulderguards

Attack Damage: 3 ⇒ 4

Health: 30 ⇒ 50

Attack Damage: 5 ⇒ 6

Health: 10 ⇒ 25

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

spectral sickle

Attack Damage: 5 ⇒ 6

Health: 10 ⇒ 25

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

spellthief’s edge

Ability Power: 8 ⇒ 10

Health: 10 ⇒ 25

waterwalking

Adaptive Force: 5-30 (based on level) ⇒ 13-30 (based on level)

Movement Speed: 25 ⇒ 10

Others

Snowballing adjustments



DRAGON SLAYER


Drakes currently offer a sizable amount of stats that the winning team generally gets access to. While contesting drakes is valuable to the game in both solo queue and Pro play, we believe there’s room to reduce the amount of stats that the Dragon Slayer stacks give, and to buff the souls to incentivize still taking them. We’re not including Chemtech among these changes since the power level of the Dragon Slayer stack and the soul is already in a reasonable state.

  • Cloud Drake: 7% slow resistance and out-of-combat movement speed ⇒ 5% slow resistance and out-of-combat movement speed
  • Hextech Drake: 7.5 ability haste and 7.5% bonus attack speed ⇒ 5 ability haste and 5% bonus attack speed
  • Infernal Drake: 5% attack damage and ability power ⇒ 3% attack damage and ability power
  • Mountain Drake: 8% bonus armor and magic resistance ⇒ 5% bonus armor and magic resistance
  • Ocean Drake: restore 2.5% missing health every 5 seconds ⇒ restore 2% missing health every 5 seconds


DRAGON SOUL

  • Cloud Drake: 15% bonus movement speed ⇒ 20% bonus movement speed
  • Hextech Drake: 40% base slow (30% for ranged champions) ⇒ 45% base slow (35% for ranged champions)
  • Infernal Drake: 80 base adaptive damage for explosion ⇒ 100 base adaptive damage for explosion
  • Mountain Drake: 180 base shield after not taking damage for 5 seconds ⇒ 220 base shield after not taking damage for 5 seconds
  • Ocean Drake: 130 base heal, 80 base mana regeneration ⇒ 150 base heal, 100 base mana regeneration


RIFT HERALD


Rift Herald contributes plenty to snowballed game states due to the large amount of gold on kill, the empowered recall, and the Herald itself solidifying leads (not to mention the tower plate gold it can potentially secure). We believe there’s room to reduce the amount of reward that it gives, and we’re targeting the local gold amount to limit the amount of gold the jungler receives both when soloing it and when taking it with a teammate.

  • Local Gold Given: 200 ⇒ 100


BARON NASHOR


Baron is currently too reliable to take safely and too fast to burst down due to the increased damage and durability in the game. This gives the winning team access to a very decisive objective post-20 minutes, and increasing its health will prevent Baron from being bursted down quickly, making the objective more contestable for the other team.

  • Base Health: 12600 ⇒ 15000 (Note: health scaling of +180 health per minute is unchanged)


DEATH TIMER ADJUSTMENTS


As part of reducing overall snowballing, we’ll be reducing early death timers, as dying once in lane can be quite punishing today. Aside from the gold/experience reward on kill, one’s opponent can often get a minion advantage, turret plates, get closer to securing the first turret gold bonus, and then recall to get an item lead. Reducing the death timers is intended to reduce access to those post-kill rewards since players will be getting back to lane sooner.

  • Level 1 Death Timer: 6 seconds ⇒ 6 seconds (unchanged)
  • Level 2 Death Timer: 8 seconds ⇒ 6 seconds
  • Level 3 Death Timer: 10 seconds ⇒ 8 seconds
  • Level 4 Death Timer: 12 seconds ⇒ 8 seconds
  • Level 5 Death Timer: 14 seconds ⇒ 10 seconds
  • Level 6 Death Timer: 16 seconds ⇒ 12 seconds
  • Level 7 Death Timer: 21 seconds ⇒ 16 seconds
  • Level 8 Death Timer: 27.5 seconds ⇒ 21 seconds
  • Level 9 Death Timer: 30 seconds ⇒ 26 seconds


TURRET PLATING


Similar to the reasoning for the death timer adjustments, we’re also reducing turret plate gold as a way to reduce the amount of rewards ahead players can get access to. This amount of gold should still be satisfying and rewarding in the event a player can get a turret plate, but won’t be as detrimental to the opposing laner.

  • Gold per Plate: 175 ⇒ 125

Rune adjustments


taste of blood

Healing: 16-30 (based on level) (+15% bonus AD) (+8% AP) ⇒ 16-40 (based on level) (+10% bonus AD) (+5% AP)

Exposed Damage: 8-12% ⇒ 8%

Runes

Conqueror Conqueror


Attack Damage per Stack: 1.2-2.7 (based on level) bonus AD ⇒ 1.08-2.4 (based on level) bonus AD

Ability Power per Stack: 2-4.5 (based on level) AP ⇒ 1.8-2.4 (based on level) AP

Attack Damage at Maximum Stacks: 14.4-32.4 (based on level) bonus AD ⇒ 12.96-28.8 (based on level) bonus AD

Ability Power at Maximum Stacks: 24-54 (based on level) bonus AP ⇒ 21.6-48 (based on level) bonus AP

Lethal Tempo Lethal Tempo


Attack Speed per Stack (Melee): 10-15% ⇒ 9-13.5%

Attack Speed per Stack (Ranged): 4-9% ⇒ 3.6-8%

Electrocute Electrocute


Damage: 30-180 (based on level) (+40% bonus AD) (+25% AP) ⇒ 30-220 (based on level) (+10% bonus AD) (+5% AP)

Dark Harvest Dark Harvest


Adaptive Damage: 20-60 (based on level) (+ 5 per Soul) (+25% bonus AD) (+15% AP) ⇒ 20-80 (based on level) (+ 5 per Soul) (+10% bonus AD) (+5% AP)

Arcane Comet Arcane Comet


Adaptive Damage: 30-100 (based on level) (+35% bonus AD) (+20% AP) ⇒ 30-130 (based on level) (+10% bonus AD) (+5% AP)

Summon Aery Summon Aery


Adaptive Damage: 10-40 (based on level) (+15% bonus AD) (+10% AP) ⇒ 10-50 (based on level) (+10% bonus AD) (+5% AP)

Shield: 30-75 (based on level) (+35% bonus AD) (+22.5% AP) ⇒ 30-100 (based on level) (+10% bonus AD) (+5% AP)

Fleet Footwork Fleet Footwork


Heal: 10-100 (based on level) (+30% bonus AD) (+20% AP) ⇒ 10-130 (based on level) (+10% bonus AD) (+5% AP)

First Strike First Strike


Bonus True Damage: 9% ⇒ 8%

Press the Attack Press the Attack


Exposed Damage: 8-12% ⇒ 8%

Behavioral systems


  • ARAM and Rotating/Event Game Modes will no longer count toward the 5 game ranked restriction penalty

Ping adjustments


  • Allied scoreboard pings are now sent to your premade party instead of being self only.
  • For 10 seconds after getting a champion takedown, all allied scoreboard pings directed at your champion are visible to the team.
  • The bait ping has been replaced with the enemy vision ping, and the hold ping has been replaced with the need vision ping.
  • The vision cleared ping and the vision ping wheel have been removed.

Worlds clash


  • For Worlds Clash participants with Premium tickets who finish between 1st – 7th place: (1) Championship Skin Permanent
  • For all Worlds Clash participants (Premium and Basic tickets) who finish 1st place: (1) World’s Event Capsule
  • For Worlds Clash participants with Premium tickets who finish between 8th – 15th place: (1) Championship Skin Shard


Since Worlds Clash is 16-team bracket instead of the usual 8-team bracket, there will be an additional level of rewards based on number of wins/losses in the orbs and capsules:

  • Basic Ticket: 0W, 3L: 3 Win XP Boost, 1 Mystery Icon, 1 Clash Logo
  • Basic Ticket: 1W, 3L: 1 Mystery Emote, 640 Ward Skin, 1 Clash Logo
  • Basic Ticket: 2W, 2L: 640 Ward Skin, 975 Skin Shard,1 Mystery Icon, 1 Mystery Emote, 1 Clash Logo, 1 Basic Ticket
  • Basic Ticket: 3W, 1L: 640 Ward Skin, 975 Skin Shard, 1350 Skin Shard, 1 Mystery Icon, 1 Mystery Emote, 1 Chibi Icon, 1 Clash Logo, 1 Basic Ticket
  • Basic Ticket: [World’s Clash ONLY] 4W: 640 Ward Skin, 975 Skin Shard, 1350 Skin Shard, 1 Mystery Icon, 1 Mystery Emote, 1 Chibi Icon, 1 Clash Logo, 1 Basic Ticket, Worlds Orb/Capsule
  • Premium Ticket: 0W, 3L: 1 Basic Ticket, 500 OE, 750 Skin Shard, 1 Logo
  • Premium Ticket: 1W, 3L: 1 Basic Ticket, 500 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1 Logo
  • Premium Ticket: 2W, 2L: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard, 1 Logo
  • Premium Ticket: 3W, 1L: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard,1 Chibi Icon, 10 Mythic Essence, 1350 Skin, 1 Logo
  • Premium Ticket: [World’s Clash ONLY] 4W: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard,1 Chibi Icon, 10 Mythic Essence, 1350 Skin, 1 Logo, Worlds Orb/Capsule

Mythic shop rotation



NOW AVAILABLE

  • Prestige Star Guardian Syndra
  • Prestige Ocean Song Seraphine
  • Prestige Dark Star Malphite
  • Prestige Porcelain Lux
  • Neo PAX Jax


LEAVING THE MYTHIC SHOP

  • Prestige Star Guardian Ekko
  • Prestige Pulsefire Lucian
  • Prestige Spirit Blossom Teemo
  • Prestige Battle Queen Diana
  • Mythic Chroma Star Guardian Jinx

Bugfixes and qol changes


general

Fixed a bug that caused Kraken Slayer and Stormrazor to ignore Shen’s W – Spirit Refuge.

Fixed a bug that caused Aatrox’s movement speed buff VFX from his R – World Ender to disappear prematurely when it should have been extended from a takedown.

Fixed a bug that caused the scoreboard to desync if a takedown occurred while blinded.

Fixed a bug with the shop that would cause visual issues with the UI when searching for certain items.

Fixed a bug that caused the Elemental Drakes and Elder Dragons’ leash ranges to be inconsistent.

Fixed a bug that caused Vayne’s Passive – Night Hunter buff to not display the movement speed speed buff in the buff bar when activated.

Fixed a bug that caused Illaoi’s E – Test of Spirit to not work on Briar unless she was frenzied.

Fixed a bug that caused Mecha Kingdom Jax’s E – Counter Strike VFX ring to remain after counterattacking multiple hits in a single cast.

Fixed a bug where Invictus Gaming Rakan would snap back to his idle position when Zhonya’s Hourglass was activated during his Recall (B).

Fixed a bug where Star Guardian Rakan’s Homeguard animation would not play as intended if activated prior to the 14 minute mark.

Fixed a bug where some of the on-ground VFX were not following the moving target during Bewitching Elise’s Rappel (E).

Upcoming skins and chromas


Worlds 2023 Renekton

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Redeemed Star Guardian Rakan & Xayah

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Coven Nami

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Coven Nilah

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Coven Akali

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Coven Elise

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Old God Mordekaiser

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Prestige Coven Akali

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Neo PAX Jax

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Nemesis Jax

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Mecha Kingdoms Jax

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Empyrean Jax

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