Patch Notes 13.24

Table of Contents

Champions

Azir Azir

We’re happy that Azir has a new suite of items to consider and that Nashor’s Tooth finally functions as many players expect it should. Looking into his builds, Liandry’s-Nashor’s, Luden’s-Nashor’s, and Crown-Nashor’s are all performing a little bit worse than they were in the last patch so we’ll be walking back one of the smaller nerfs he received in 13.23.

Arise!W – Arise!

Damage: 2-77 (levels 10-18) (+50/65/80/95/110) (+55% AP) ⇒ 2-77 (levels 10-18) (+50/67/84/101/118) (+55% AP)


Braum Braum

Braum has some very sharp matchups in his current state. He’s extremely strong as counter-engage into vanguards and is very weak in most ranged matchups where he doesn’t really get to do anything. While he should be best served as a true defensive warden, we’d like to give him more agency in those weaker matchups. Mana regen should allow him more freedom to use abilities while a better Glacial Fissure will let him accomplish more outside of lane, while still being suboptimal for pure engage.

Base Stats

Base Mana Regeneration: 6 ⇒ 7


Glacial FissureR – Glacial Fissure

Minimum Knock Up Duration: 0.3 seconds ⇒ 0.6 seconds

Secondary Target Knock Up Duration: 0.3 seconds ⇒ 0.6 seconds


Briar Briar

Briar continues to devour her opposition in the jungle as players continue to get better at her, so we need to pull her power back a bit more. While we’re nerfing all her builds with these changes, we’re targeting lethality builds more. To that end, we’re shifting R to magic damage and throwing in a buff to her attack speed ratio. With the attack speed ratio change, Briar’s overall attack speed will be higher when building Stridebreaker, while staying close to the same on builds that don’t purchase any attack speed. This should help make up for the nerf to W.

Base Stats

Base Armor: 32 ⇒ 30

Attack Speed Ratio: 0.644 ⇒ 0.669 (Note: Attack speed at level 1 is unchanged.)


Head RushQ – Head Rush

Damage: 60/95/130/165/200 (+80% bonus AD) ⇒ 60/90/120/150/180 (+80% bonus AD)


Blood FrenzyW – Blood Frenzy

Bonus Attack Speed: 60/75/90/105/120% ⇒ 55/70/85/100/115%


Chilling ScreamE – Chilling Scream

Damage Reduction: 40% ⇒ 35%

Healing: 10/11.5/13/14.5/16% of Maximum Health ⇒ 9/10/11/12/13% of Maximum Health


Certain DeathR – Certain Death

Damage: 150/300/450 (+75% bonus AD) (+110% AP) Physical Damage ⇒ 200/375/550 (+50% bonus AD) (+120% AP) Magic Damage


Galio Galio

We’re back again to follow up on our Galio changes as he’s still not performing as well as we’d like him to. Our last two adjustments were intended to buff Galio’s unique strengths such as his semi-global ultimate and anti-mage durability. This round, we’re giving Galio players more individual power in the form of lowering his Q cooldown so he can better duel with his opponents because it’s currently quite high despite being his primary poke/clear ability.

Winds of WarQ – Winds of War

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


Gragas Gragas

Back in patch 13.12 we released a Gragas nerf that increased his passive cooldown from 8 to 12 seconds. We’ve updated this to have his passive scale down as the game goes on. This is intended to give Gragas players more frequent access to his passive at later points in the game so he can sustain better during teamfights and while side-laning, but without reintroducing the oppressive sustain he had earlier this year.

Happy HourPassive – Happy Hour

Cooldown: 12 seconds ⇒ 12/10/8/6 seconds (levels 1/6/11/16)


Ivern Ivern

Ivern remained unaffected when other junglers’ clears were made slightly slower in patch 13.20. As a result, he’s become one of the best junglers in the current game. We’d just like to take a small swing at his high base health in hopes of balancing him against other junglers and making him a bit more vulnerable to invades. Because Friend of the Forest’s health cost is based on Ivern’s base health, this change will have no impact on his ability to clear camps unless he gets directly damaged by his enemies. Beyond that, we’re taking a small bite out of Triggerseed’s slow as it locks down opponents a bit harder than we’d like, considering he has other harder-to-land crowd control abilities.

Base Stats

Base Health: 655 ⇒ 630


TriggerseedE – Triggerseed

Slow: 50/55/60/65/70% ⇒ 45/50/55/60/65%


K'Sante K’Sante

We overshot our nerf on K’Sante last patch but we’re happy with the parts of his kit that we addressed. Now that we’ve nerfed the lane safety provided by his Q, we’re aiming to buff him by making Path Maker a more active part of his laning phase through softening its mana cost and then increasing his reliance on gold income via these ratio buffs.

Path MakerW – Path Maker

Mana Cost: 60/65/70/75/80 ⇒ 40/45/50/55/60

Damage: 20/40/60/80/100 (+50% AD) (+30% bonus armor) (+30% bonus magic resistance) (+6/7/8/9/10% target’s maximum health) ⇒ 20/40/60/80/100 (+50% AD) (+50% bonus armor) (+50% bonus magic resistance) (+6/7/8/9/10% target’s maximum health)


Leona Leona

Leona isn’t the shining beam of light she once was and could use a bit more power. In order to get her glimmering again we’re aiming to enhance her ability to all-in, as she has to commit harder to her engages than other similar supports and her engage capability is a primary reason for picking her. We’re targeting her R damage and late-game W resistances specifically to give her more power in a way that doesn’t affect her first few levels.

EclipseW – Eclipse

Bonus Armor: 20/25/30/35/40 (+20% bonus armor) ⇒ 20/27.5/35/42.5/50 (+20% bonus armor)

Bonus Magic Resistance: 20/25/30/35/40 (+20% bonus magic resistance) ⇒ 20/27.5/35/42.5/50 (+20% bonus magic resistance)


Solar FlareR – Solar Flare

Damage: 100/175/250 (+80% AP) ⇒ 150/225/300 (+80% AP)


Lucian Lucian

Lucian is currently struggling in solo queue and could use a helping hand. Since our last two adjustments were to his Vigilance passive (which he’s reliant on his team for) we’re now choosing a buff that will give Lucian players themselves more power. We’ve decided to reduce his E cooldown, as Lucian is supposed to be powerful early, and this cooldown has some room to go down and still scale to the same level by mid game.

Relentless PursuitE – Relentless Pursuit

Cooldown: 22/20/18/16/14 seconds ⇒ 19/17.75/16.5/15.25/14 seconds


Mordekaiser Mordekaiser

Mordekaiser isn’t performing particularly well at the moment, so we’re taking a look under his rusty metal hood. First, a quality of life change to prevent the fog of war from canceling his ultimate. Second, he’s gettingan AP ratio buff to his Q with the goal of letting him build ability power in more of his games, instead of transitioning into tank items quite so quickly.

ObliterateQ – Obliterate

Damage: 75/95/115/135/155 (+5-139 (based on level)) (+60% AP) ⇒ 75/95/115/135/155 (+5-139 (based on level)) (+70% AP)


Realm of DeathR – Realm of Death

You Can Run…: Casting Realm of Death will now reveal the target upon starting the cast. This means that walking into a brush while Mordekaiser is casting his R will no longer cancel the spell. Note: The target will not be revealed for the entire duration of the spell, so you can still hide on bush if one comes with you to the Realm.


Qiyana Qiyana

Qiyana is a very high-skill-cap champion who only performs above average in very high-skill brackets. We don’t expect to truly change that fact, but we’d still like to make her a little more forgiving to play. We noticed that she’s a pretty frequent Manamune purchaser, so with these changes we’d like for you to have your cake and eat it too. If you don’t buy Manamune, you have more mana to play with, and thus, don’t need Tear as badly. However, if you do buy Manamune, having more total mana means more bonus AD and ability damage. So everyone wins! Except maybe her opponents. They might lose.

Base Stats

Base Mana: 325 ⇒ 375

Mana Growth: 50 ⇒ 60


Talon Talon

Consistency is key.

Noxian DiplomacyQ – Noxian Diplomacy

Quality of Life Change: When cast at range, Q will now reset Talon’s attack timer. (Note: this has been updated to match the functionality of his Q when cast at melee range.)


Vel'Koz Vel’Koz

As part of this patch we had planned to do some follow up work to Vel’Koz but the changes weren’t quite ready to ship. Part of those changes were bug fixes which were ready, so instead of waiting to patch in both at the same time we’ll be patching the bug fixes a bit earlier.

Void RiftW – Void Rift

Fixed a bug where the first half of the rift would fizzle if Vel’Koz died directly after casting.


Tectonic DisruptionE – Tectonic Disruption

Fixed a bug where the spell would fizzle out when V’K flashes or is knocked back at max range.

Tectonic Disruption’s missile will now spawn at Vel’koz’s original location if he flashes or is knocked back during the cast.


Zeri Zeri

Zeri hasn’t been zipping and zapping around like she used to and her battery power level is low, so we’re giving her a small damage buff with the goal to amp her up ever so slightly.

Base Stats

AD Growth: 1.3 ⇒ 2


Ultrashock LaserW – Ultrashock Laser

Damage: 20/60/100/140/180 (+130% AD) (+25% AP) ⇒ 30/70/110/150/190 (+130% AD) (+25% AP)


Arena returns


gameplay updates

Hexgates have been added to each of the 4 Rings of Wrath. They work just like they do on Hextech Rift and Howling Abyss and have a 7 second cooldown.

When a champion dies for the first time each round, they become downed for 11-8 seconds (based on round number), after which they become revivable. If an ally stands near a revivable ally for 3 seconds, they are resurrected and healed by their ally for 150+75 per level.

Revive duration is cumulative. If you spend 1 second near your Downed ally, then leave and come back, they will only take 2 seconds to Revive.

Revive duration is decreased based on the reviver,s Heal/Shield Power, and also decreased based on how much less team health the reviver has than the enemy team.

When you are revived, you become Invulnerable, Untargetable, and unable to attack/cast for 0.75 seconds. You will also gain 30% damage reduction, 75% Move Speed, and 50% Tenacity decaying over 3 seconds (or 2.25 seconds after the invulnerability ends).

In order to revive an ally, the ally must not be reviving with another effect or ability such as Zilean,s R, Zac,s Passive, or Guardian Angel.

The following Cameos have been removed: Naafiri. Samira, Shaco, Viego, Lux, Evelynn, and Jhin

The following Cameos have been added: Sylas (At the start of the round, Sylas replaces Summoner Flee with a one-use random Ultimate) and Thresh (Thresh will occasionally throw out a Lantern. The Lantern continuously Shields and can be selected to be pulled to Thresh).

Sword of the Blossoming Dawn: 40 Ability Power, 200 Health, 15% Heal and Shield Power, 15 Ability Haste. Passive Effervescence: Gain 1.2% Attack Speed for every 1% Heal and Shield Power you have. Passive Peppermint: On-Hit, heal the lowest health ally champion near you for 15-45 (+10% bonus AD) (+7% AP)

Perplexity: 70 Ability Power, 8% Move Speed, 22% Armor Penetration, 30% Magic Penetration. Passive Giant Slayer: Deal up to 22% bonus damage against champions with greater maximum Health than you.

Hellfire Hatchet: 40 Attack Damage, 12 Lethality, 15% Omnivamp. Passive Char: On-Hit or damaging an enemy with an active ability, heal for 2% of the Target’s Current Health and apply 1 stack of Burn that deals 12% bonus AD (+10% AP) (+2% Missing Health) physical damage per second for 4 seconds.

Wordless Promise: 60 Ability Power, 15% Heal and Shield Power, 25 Ability Haste. Active – Promise: Make a Promise to an ally (90 second Cooldown). Passive Promise: Gain 20% of your Promised ally’s Ability Power, and grant your Promised ally 20% of your Ability Haste.

Once two champions possess the same Augment, that Augment is removed from the pool.

60 Augments have been added to the Augment Pool! While we could share them all here, it,s more fun to enjoy exploring and experiencing them live. GLHF!

Maximum Party Size: 2 players ⇒ 4 players (Note: when queuing with 3 players the party will be given the option to select who will be matched with a random player.)

Rating Restrictions: Players with a Gladiator rating can only queue with other Gladiator rated players ⇒ Players with an 8,100 rating or higher can only queue with 1 other player, and players must be within 1,000 rating of one another to queue together

Private Matchmaking: A full party of 8 players can queue together for an unrated game. There are no rating restrictions in private matches.

Arena ratings from the initial launch have been reset, and all players will begin in Wood Tier with a 500 rating.

Gold Tier Rating: 3200 ⇒ 3300

Gladiator Tier Rating: 3800 ⇒ 4000

Health Bonus for Melee Champions: 200-700 (based on level)

50-900 (based on level)

Health Bonus for Ranged Champions: 300-800 (based on level) 150-1150 (based on level)

Resist Bonus for Melee Champions: 4-8 (based on level) 8-36 (based on level)

Armor/MR Bonus for Ranged Champions: 2-4 (based on level 2-16 (based on level)

Attack Speed Bonus for Ranged Champions: 20% at all levels Removed

E Recharge Time: 26-10 seconds 22-10 seconds

E Percent Healing: 18-24% 20-32%

E Empowered Percent Healing during Ultimate: 20-36% 24-44%

R Increased Healing: 25-45% 30-60%

R Bonus AD: 20-45% 30-55%.

Health Growth: 111 121

Q Damage: 50-150 (+60% AP) (+65% total AD) 60-180 (+70% AP) (+75% total AD)

W Ability Haste: +30 0

W Cooldown: 20 seconds 15 seconds

Health Growth: 105 115

AD Growth: 3 3.7

E bonus AD ratio: 17.5% 22.5%

W Ability Haste: – 30 0

W Cooldown: 14-10 26-16 seconds

R Ability Haste: -30 0

R Cooldown: 120-80 seconds 180-120 seconds

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: +5% 0

Health Growth: 102 92

Passive Stun Duration: 1.25-1.75 (based on level) 1-1.5 seconds

Q Damage: 70-210 (+75% AP) 60-200 (+65% AP)

W Damage: 70-250 (+85% AP) 60-220 (+75% AP)

W Damage: 20-80 (+100% AD) 25-105 (+120% AD)

R Stun Duration: 1-3.5 1.5-4.5 seconds

R AP Ratio: 120% 200%

Passive Chimes Per Upgrade: 5 4

Passive AP Ratio: 0.3 0 .5

Health Growth: 109 139

Q Ability Haste: +40 0

Q Cooldown: 20-16 13-9 seconds

Health Growth: 112 132

Attack Speed Growth: 3.5% 4.5%

W Braum Bonus Resistances: 20-40 (+36% bonus Armor/MR) 20-60 (+45% bonus Armor/MR)

W Ally Bonus Resistances: 20-40 (+12% bonus Armor/MR) 20-60 (+16% bonus Armor/MR)

Health Growth: 100 90

Armor Growth: 4.2 3.2

Q Base Damage: 60-220 50-190

Q Armor Shred: 10-26% 10-20%

W Bonus Attack Speed: 60-120% 60-100%

W Snack Attack Heal Percentage: 36-60% 36-48%

R Damage: 150-450 (+75% bonus AD) 150-400 (+90% bonus AD)

R Bonus Armor/MR: 20% AD 10% AD.

Health Growth: 104 94

W Ability Haste: -30 0

W Cooldown: 24-16 28-20 seconds

R Damage: 150-350 (+50% AP) 100-250 (+40% AP)

Q Ability Haste: +25 0

Q Cooldown: 6 5 seconds

R Ability Haste: +30 0

R Cooldown: 80-60 60–40 seconds

Base Health: 105 100

Passive Package Damage Per Second: 30-100 (based on level) (+200% bonus AD) (+24% AP) 30-100 (based on level) (+100% bonus AD) (+16% AP)

W Cooldown: 20-16 23-19 seconds

W AP Ratio Per Second: 40% 60%

E Ability Haste: -30 0

R Damage: 80-150 (+15-75% AD) (+12% AP) 70-140 (+10-60% AD) (+20% AP)

Passive Stacks per Round: 100 50

Passive Stacks per Catch: 10 5

Q Bonus Damage AD Ratio: +75-115% bonus AD +70-110% bonus AD

Q Health Growth: 98 128

Q Damage: 35-55 (+30% AP) 35-75 (+35% AP)

Q Bonus Damage on Marked Target: 25-65 (+30% AP) 30-70 (+40% AP)

W Ability Haste: +20 0

W Cooldown: 15-11 13-9 seconds

R Cooldown: 120-80 90-60 seconds

Passive Attack Speed per stack: 0.1 0.15

Q AD Ratio: 135% 140%

Q AP Ratio: 17% 20%

W Base Damage: 80-300 110-350

E Ability Haste: +15 0

E Cooldown: 26-14 18-10 seconds

E AP Ratio: 80% 90%

R AP Ratio: 95% 110%

Damage Dealt Modifier: -5% 0

Health Growth: 99 89

AD Growth: 3.3 2.8

Q Damage: 70-110 (+90-110% bonus AD) 55-95 (+70-90% bonus AD)

W Ability Haste: -20 0

W Cooldown: 24-16 28-20 seconds

Health Growth: 126 136

W Ability Haste: +30 >> 0

W Cooldown: 18-14 15-11 seconds

W Shield Health Ratio: 10% 15-25%

R Base Damage: 150-350 200-600

Damage Dealt Modifier: -5% 0

Health Growth: 101 86

Q Turret Shot AP Ratio: 35% 25%

Q Turret Beam AP Ratio: 55% 45%

E Ability Haste: -30 0

E Cooldown: 11 15 seconds

Damage Taken Modifier: +5% 0

Health Growth: 109 99

AD Growth: 5 4

Q Cooldown: 14-10 16-12 seconds

E Shield Amount: 85-245 (+50% AP) 80-220 (+45% AP)

E Damage: 70-150 (+80% AP) 60-120 (+70% AP)

E Slow Amount: 50-70% 40-60%

Health Growth: 100 90

AD Growth: 4.25 4

W Base Damage: 50-190 30-130

E Ability Haste: -30 0

E Cooldown: 15-9 20-14 seconds

R Passive Base Damage: 60-160 50-130

R Active Base Damage: 150-350 100-250

Passive Crit Movespeed Attack Speed Ratio: 40% 80%

Q Base Damage: 65-245 70-310

Q AD Ratio: 0.6-1 0.8-1.2

W Base Damage: 60-200 70-250

W Root Duration: 1.25-2.25 1.75-3.25 seconds

E Slow Amount: 35% 50%

R Base Damage: 100-400 144-444

R AD Ratio: 0.25 0.44

R Cooldown: 120-90 45-15 seconds

Health Growth: 105 115

AD Growth: 3.15 3.75

W Damage: 10-210 (+160% AD) 10-250 (+200% AD)

R Cooldown: 70-40 50-30 seconds

Kai’Sa:

Health Growth: 102 95

AD Growth: 2.6 2.2

Q Individual Missile Damage: 40-100 (+50% bonus AD) (+20% AP) 40-100 (+40% bonus AD) (+15% AP)

Q Total AD Ratio: 105% 135%

Damage Dealt Modifier: -5% 0

Passive Wave Damage: 20-41 (based on level) (+25% AP) (+10% bonus AD) 20-41 (based on level) (+17% AP) (+7% bonus AD)

Q Slow Percent: 26-50% 15-35%

W Movespeed: 24-40% 15-35%

E Passive Damage: 10-30 (+20% AP) (+10% bonus AD) 5-25 (+14% AP) (+7% bonus AD)

R Ability Haste: -100 0

R Cooldown: 160-80 320-160 seconds

R Base Damage: 50-150 150-300

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: -5% 0

Passive Orbs per Round: 25 30

Passive Assassin Out-of-Combat Window to Reset Passive: 8 4 seconds

Passive Assassin Bonus Magic Damage: 15-45% (based on level) 30-60% (based on level)

Q Darkin Damage: 5% 4% of target’s maximum health

Q Darkin Damage: 3.5% 3% maximum HP per 100 bonus AD

E Assassin Cooldown: 10 7 seconds

E Assassin Bonus Movespeed: 70% 100%

R Darkin Damage: 10% 7% per 100 bonus AD

R Assassin Bonus Cast and Emerge range: 200 400

Passive bonus AD Ratio: 0.4 0.55

Passive Slow: 25% 35%

Q Evolved Bonus Cooldown Refund on Isolated Target: 45% 60%

Q Base Bonus AD Ratio: 110% 140%

W Heal: 55-135 (+50% AP) 100-300 (+100% AP)

E Cooldown: 20-12 12-8 seconds

R Recast Window: 12 18 seconds

R Evolved Stealth Duration: 2 3 seconds

R Evolved Casts: 3 4

AD Growth: 3.25 2.75

Attack Speed Growth: 3.5 3

E Damage: 80-160 (+80% bonus AD) (+5% missing HP) (+0.5% missing HP per mark) 80-160 (+80% bonus AD) (+2% missing HP) (+0.5% missing HP per mark)

Damage Dealt Modifier: -5% 0

AD Growth: 3.1 2.3

Attack Speed Growth: 2.65 2.25

Q Resist Shred: 23-31% 15-25%

Q AP Ratio: 70% 100%

E Slow: 30-50% 20-60%

E AP Ratio: 70% 90%

R AP Ratio: 35% 45%

Health Growth: 115 130

Q Base Damage: 30-150 40-200

E Ability Haste: -20 0

E Cooldown: 10.5-8.5 9-7 seconds

R Cooldown: 120-80 90-60 seconds

Health Growth: 111 121

W Ability Haste: +15 0

Cooldown: 18-10 16-8 seconds

R Ability Haste: +15 0

Base Health: 645 725

Health Growth: 105 120

Q Ability Haste: +30 0

Q Cooldown: 10-6 8.5-4.5 seconds

W Shield Value: 60-300 70-350

Health Growth: 99 114

Passive AP Ratio: 35% 45%

Q Damage: 80-240 (+60% AP) 110-270 (+65% AP)

Q Cooldown: 11-9 10-8 seconds

W Shield Value: 40-100 (+35% AP) 60-180 (+45% AP)

Cooldown Reduction on Spell Cast or Hit Taken: 4 3 seconds

Q Damage: 70-270 (+2-4% max health) (+40% AP) 40-160 (+2-4% max health) (+60% AP)

W Cooldown: 13-9 15-11 seconds

AD Growth: 2.2 1.7

Q Damage: 30-150 (+50% AD) 20-120 (+40% AD)

E Base Damage: 30-50 20-40

AD Growth: 2.4 3.6

Health Growth: 103 113

Q AP Ratio: 0.35 0.55

E AP Ratio Per Second: 60% 90%

R AP Ratio Per Wave: 25% 35%

Health Growth: 120 140

Passive Packmate bonus AD Ratio: 4.5% 6%

Q First Cast Damage: 35-75 (+20% bonus AD) 45-95 (+25% bonus AD)

Q Second Cast Minimum Damage: 30-90 (+40% bonus AD) 40-100 (+45% bonus AD)

Q Bleed Damage: 30-150 (+80% bonus AD) 40-200 (+100% bonus AD)

Q Heal: 45-105 (+40% bonus AD) 60-150 (+50% bonus AD)

R Shield: 125-525 (+50% bonus AD) 250-750 (+70% bonus AD)

Q AP Ratio: 50% 70%

W Damage: 60-220 (+55% AP) 75-255 (+65% AP)

W Heal: 55-135 (+25% AP) 70-230 (+30% AP)

Health Growth: 100 120

Passive Per Target Cooldown: 6 5 seconds

W Shield Amount: 50-90 (+8-12% Maximum Health) 80-160 (+9-13% Maximum Health)

W Damage over Time: 30-70 (+40% AP) 40-100 (+55% AP)

Q Ability Haste: +30 0

Q Cooldown: 12-8 9-5 seconds

W Maximum AP Ratio: 150% 250%

Passive Stat Amplification per Mythic Upgraded: 4% 6%

Ornn can now only get stat amplifications for upgrading a maximum of 2 mythics per game. If Ornn or his teammate acquires the Mythical Augment, this cap will rise by 5.

Players can no longer buy another copy of the same mythic with Mythical after upgrading the first one.

Health Growth: 109 120

Q Cooldown: 11-8 10-7 seconds

R Cooldown: 180-150 60-40 seconds

W Ability Haste: -30 0

W Cooldown: 20-12 26-16 seconds

E Ability Haste: -50 0

E Cooldown: 14-10 21-15 seconds

Ability Haste: +20 0

Base Health: 670 740

Health Growth: 110 125

E Cooldown: 15-11 13-9 seconds

Passive Bonus AD Ratio: 0.3 0.5

Passive AP Ratio: 0.3 0.5

Q Brush Bonus Movement Speed: 20% 40%

Q River Root Duration: 0.5 1 second

E Base Damage: 50-210 70-270

R Cooldown: 120 80 seconds

Health Growth: 107 122

AD Growth: 2.7 3.7

W Ability Haste: +100 0

W Cooldown: 50-30 20-10 seconds

Health Growth: 94 109

Q Cooldown: 16-6 11-5 seconds

Q AP Ratio: 125% 150%

R Cooldown: 90 40 seconds

Health Growth: 99 119

AD Growth: 3 4

Q Burrowed Damage: 60-200 (+50% bonus AD) (+70% AP) 70-270 (+70% bonus AD) (+130% AP)

W Cooldown: 16-8 18-10 seconds

Q Bonus Damage: 30-150 (+0-20% AD) 40-200 (+5-25% AD)

Q Empowered Ratio: 40% 55%

W Damage stored as Grey health: 50% 60%

W Damage: 50-170 (+80% AP) 60-220 (+95% AP)

W Empowered AP Ratio: 80% 105%

R Cooldown: 110/100/90 80/70/60 seconds

R Bonus Movement Speed: 40-60% 50-90%

AD Growth: 3.3 2.8

Attack Speed Growth: 3.3 2.8

R Base Damage: 5-25 5-15

Health Growth: 114 144

Q Ability Haste: +20 0

Q Cooldown: 19-13 17-11 seconds

Q Damage: 90-290 (+60% AP) 110-350 (+110% AP)

R Cooldown: 130-90 80-60 seconds

Passive Stacks per Round: 6.25 7.5

Passive Attack Bonus AD Ratio: 25% 35%

Q Ability Haste: -30 0

Q Cooldown: 12-10 14-12 seconds

Q Base Damage: 25-65 45-125

W Fear Duration: 0.5 0.5-1 seconds

W Cooldown: 15 17 seconds

Damage Dealt Modifier: -5% 0

Health Growth: 104 94

Q Cooldown: 8-6 9-7 seconds

W Damage per tick: 20-60 (+20% bonus AD) 15-45 (+15% bonus AD)

E Percent Health Damage On-hit: 3% 2.5%

Q Base Stun Time: 1.25 1.75 seconds

Q Minimum AD Ratio: 45-75% 60-100%

Q Maximum AD Ratio: 135-225% 180-300%

W Stacking: Gains 800 stacks over 8 rounds Gains 1200 stacks over 8 rounds

E Base Damage: 65-205 80-300

E AP Ratio: 0.55 0.8

R Minimum Base Damage: 200-350 250-750

R Maximum Base Damage: 600-1400 700-2100

Q AD Ratio: 80-100% 90-130%

Q Damage: 1-3% maximum health (+20% AD) (+30% AP) 1-2.5% maximum health (+20% AD) (+40% AP)

E Stun Duration: 1.25 1 second

Passive Bonus AD Ratio: 2.1 3.0

Q AD Ratio: 100% Bonus AD 130% Bonus AD

W Slow: 40%-60% 50-70%

W Initial Base Damage: 40-80 60-120

W Return Base Damage: 50-170 75-225

E Wall Cooldown: 160-60 22-6 seconds

R Movement Speed: 40-70% 60-100%

R Cooldown: 100-60 80-60 seconds

E Ability Haste: -50 0

E Cooldown: 16-12 22-16 seconds

Q Damage: 80-260 (+80% AP) 70-230 (+70% AP)

Q Blind Duration: 2-3 1.5-2.5 seconds

Health Growth: 120 130

Q AP Ratio: 90% 120%

E Passive AD Ratio: 80-200% 100-300%

R AP Ratio: 100% 130%

Q Damage: 60-220 (+90% AP) 70-270 (+100% AP)

E AP Ratio: 50% 40%

E Base Damage: 65-165 65-265

Damage Dealt Modifier: -5% 0

Health Growth: 100 80

AD Growth: 3.1 2.1

Attack Speed Growth: 3.38 2.88

Passive AP Ratio: 3% 4%

E Bonus AD Ratio Per Stack: 0.35 0.3

E AP Ratio Per Stack: 0.3 0.35

R Bonus AD: 10-30 30-50

Q Maximum Health AD Ratio: .0004 .0003

Q2 Maximum Health AD Ratio: .0007 .006

W Shield AP Ratio: 40% 60%

W On-Hit Heal AP Ratio: 8% 12%

R Storm Base Damage: 20-92 25-125

R Storm AP Ratio: .00035 .00050

AD Growth: 4 3

Health Growth: 102 92

Armor Growth: 5.45 4.75

Firebrand,Heavy Hitter, Light ‘em Up, and Angel of Retribution now deal 50% damage during W

Q Cooldown: 16-12 13-9 seconds

E Bonus AD Ratio: 90% 110%

Health Growth: 103 93

Attack Speed Growth: 3.3 3

AD Growth: 2.35 1.95

Q Bonus Damage: 60-100% AD 50-90%

R Bonus AD: 25-55 10-30

Armor Growth: 5.2 4.2

Passive On-hit AP Ratio: 50% 40%

Q Cooldown: 14-10 16-12 seconds

Q Bonus AD Ratio: 120% 60%

W Heal: 20-80 (+8-20% missing health) 10-70 (+6-18% missing health)

E Shield: 14% maximum health (+75% AP) 11% maximum health (+65% AP)

E Damage: 80-200 (+80% AP) (+11-15 maximum health) 60-160 (+70% AP) (+9-13% maximum health)

E Ability Haste: -20 0

E Cooldown: 15-11 18-14 seconds

Q AD Ratio: 0.45 0.35

W Ability Haste: -30 0

W Cooldown: 22-14 26-18 seconds

R AD Ratio Per Second: 1.375 1.1

AD Growth: 3.5 2.6

Attack Speed Growth: 3.9 3.7

Health Growth: 107 97

Q Cooldown: 10-8 10-5 seconds

W Bonus Damage: 20% 15%

E Damage: 50-90 (+60% bonus AD) 40-80 (+50% bonus AD)

Health Growth: 106 121

W Base Damage: 60-200 85-225

E Minimum Stun Duration: 0.75 1.25 seconds

E Maximum Stun Duration: 2.25 2.5 seconds

E Cooldown: 13-11 11-9 seconds

Passive Ghoul AD Ratio: 0.25 0.2

R Maiden Health reduced by 30%

Q AP Ratio: 20% 25%

Q Empowered AP Ratio: 30% 37.5%

W Bonus Heal/Shield Power: 5-15% 10-25%

E Shield Amount: 80-180 (+30% AP) 100-200 (+40% AP)

Q Base Damage: 70-210 80-280

Q Bonus AD Ratio: 1.1 1.3

W Cooldown: 20-17 16-13 seconds

R Damage Amplification: 25-55% 30-60%

Health Growth: 106 121

Passive AP Ratio: 50% 65%

Q Damage: 95-295 (+65% AP) 125-325 (+75% AP)

W Ability Haste: +30 0

W Cooldown: 20-12 14-10 seconds

R Damage (unempowered): 200-400 (+73% AP) 250-550 (+85% AP)

R Damage (empowered): 300-600 (+110% AP) 375-825 (+ 127.5% AP)

Health Growth: 106 121

Base stats have been reduced to match values on Summoner’s Rift with +4 lethality unless otherwise noted below.

Health: 700 800

Ultimate Damage Amplification: 25% 20%

AD: 40 35

Percent Current Health On-hit Damage: 11%/8% (melee/ranged) 9%/6% (melee/ranged)

AP: 100 80

AP: 75 45

Percent Maximum Health Damage for Melee Users: 4% 3%

AD: 35 30

Passive Damage Amplification Cap: 16% 25%

Ability Haste: 30 40

Health: 200 400

Shard Heal: 40-160 60-210

Shard Damage: 45-270 60-310

AD: 60 50

Proc Percent Maximum Health Damage for Melee Users: 6% 4%

Mythic Passive Armor Penetration: 5% 4%

Lethality: 16 12

Health: 325 375

AD: 55 60

Maximum health: 300 400

Damage Amplification: 20% 25%

Cooldown: 30 20 seconds

Health: 400 500

AP: 70 80

Health: 400 450

Bonus MR at Maximum Stacks: 30 50

AD: 55 60

Attack Speed: 25% 40%

Health: 300 400

Missing Health Heal per champion: 8% 10%

Maximum Health: 200 350

Proc Maximum HP Ratio: 6% 7%

Proc Damage to Permanent Maximum Health Conversion: 10% 12%

AP: 80 100

AD: 40 50

Magic Penetration: 9 12

Cooldown: 40 25 seconds

All stat adjustments reverted.

Health: 300 150

AP: 90 100

Ability Haste: 20 15

Proc Bonus Damage: 15% 10%

Shield Amount: 320-530 (based on level) 400-680 (based on level)

Ability Power: 60 80

Ability Haste: 30 35

Initial Proc Damage: 50-90 70-170

Ally Proc Damage: 100-160 130-230

Damage Redirect Percentage: 10%/20% when empowered 8/16% for ranged and 12/24% for melee

AD: 40 45

Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)

Armor Penetration: 35% 30%

AP: 100 80

Mortal Reminder

Armor Penetration: 35% 30%

Ability Haste: 25 40

Attack Speed at Maximum Stacks: 30% 50%

Proc damage buffed to match live values (and AP ratios buffed slightly)

Health: 300 400

Health: 300 450

Shield now has a 30% bonus AD ratio.

AP: 85 70

Health: 475 400

AD: 55 65

Ranged shield reduction: 35% 50%

Armor Penetration: 40% 35%

Magic Penetration based on Target’s Current Health: 10-20 15-25

Active Movespeed: 30% 50%

Cooldown: 75 30 seconds

Proc Base Damage: 100-200 (based on level) 100-280 (based on level)

AP Ratio: 60% (unchanged)

Attack Speed: 15% 25%

AD: 50 60

Health Ratio Per Tick: 1.75% 2.5%

Heal Amount: 20-60 (+12% bonus AD) (+8% AP) 15-45 (+10% bonus AD) (+7% AP)

Health: 300 200

AP: 60 40

Attack Speed Per 1% Heal/Shield Power: 1.5% 1.2%

Bonus Health converted to AD: 2% 1.5%

Health: 500 400

Health: 200 333

AD: 30 33

Passive Lethality Reduced to 10-20 (based on level)

Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker’s Blessing, Zhonya’s Epiphany

Haste Per Cast: 8 9

Stat Amplification: 20% 25%

Health: 1000 1250

Heal to Damage Conversion: 50% 70%

Base Movement Speed for Ranged Users: 20% 30%

Base Movement Speed for Melee Users: 30% 40%

Maximum Haste: 60% 80%

Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)

Damage Amplification: 15% 20%

Base Shield: 200 100-400 (based on level)

Attack Speed: 50% 60%

Damage reduced by 17%

Ignite Damage: 70-410 (based on level) 100-600 (based on level)

Slow Amount: 30% 50%

Heal: 4% maximum health 10-180 (based on level) + 2% maximum health

AP Ratio: 10% 6%

AD per 1 Attack Speed: 30 25

Cooldown Refund: 1 1.25 seconds

Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)

Resists per stack: 15 12

Base Regeneration: 600% 800%

Amped Regen: 1200% 1600%

Per Ability Proc Cooldown: 0.75 0.5 seconds

newIf taken during the 2nd augment round, starts with 40 AP

Heal: 2% maximum health 5-90 (based on level) + 1% maximum health

Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)

Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%

Damage: 24-160 (based on level) 40-200 (based on level)

Total Bleed Damage: 2.5% 1.75% of Users Maximum Health

Slow Amount: 40% 30%

Damage: 40-160 (based on level) 30-150 (based on level)

Lifesteal on Critical Strike: 30% 20%

Damage Redirected: 25% 15%

Healing Copied: 45% 50%

Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)

Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)

Attack Speed per Stack for Melee Users: 10-15% 13-18%

Attack Speed per Stack for Ranged Users: 5-9% 8-12%

Damage Reduction: 30% 25%

Lethality: 15 10

Total Burn Percent Maximum Health Damage: 5% 4%

Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)

Current Converted to Shield: 30% 25%

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

queue changes

Maximum Party Size: 2 players ⇒ 4 players (Note: when queuing with 3 players the party will be given the option to select who will be matched with a random player.)

Rating Restrictions: Players with a Gladiator rating can only queue with other Gladiator rated players ⇒ Players with an 8,100 rating or higher can only queue with 1 other player, and players must be within 1,000 rating of one another to queue together

Private Matchmaking: A full party of 8 players can queue together for an unrated game. There are no rating restrictions in private matches.

Arena ratings from the initial launch have been reset, and all players will begin in Wood Tier with a 500 rating.

Gold Tier Rating: 3200 ⇒ 3300

Gladiator Tier Rating: 3800 ⇒ 4000

Health Bonus for Melee Champions: 200-700 (based on level)

50-900 (based on level)

Health Bonus for Ranged Champions: 300-800 (based on level) 150-1150 (based on level)

Resist Bonus for Melee Champions: 4-8 (based on level) 8-36 (based on level)

Armor/MR Bonus for Ranged Champions: 2-4 (based on level 2-16 (based on level)

Attack Speed Bonus for Ranged Champions: 20% at all levels Removed

E Recharge Time: 26-10 seconds 22-10 seconds

E Percent Healing: 18-24% 20-32%

E Empowered Percent Healing during Ultimate: 20-36% 24-44%

R Increased Healing: 25-45% 30-60%

R Bonus AD: 20-45% 30-55%.

Health Growth: 111 121

Q Damage: 50-150 (+60% AP) (+65% total AD) 60-180 (+70% AP) (+75% total AD)

W Ability Haste: +30 0

W Cooldown: 20 seconds 15 seconds

Health Growth: 105 115

AD Growth: 3 3.7

E bonus AD ratio: 17.5% 22.5%

W Ability Haste: – 30 0

W Cooldown: 14-10 26-16 seconds

R Ability Haste: -30 0

R Cooldown: 120-80 seconds 180-120 seconds

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: +5% 0

Health Growth: 102 92

Passive Stun Duration: 1.25-1.75 (based on level) 1-1.5 seconds

Q Damage: 70-210 (+75% AP) 60-200 (+65% AP)

W Damage: 70-250 (+85% AP) 60-220 (+75% AP)

W Damage: 20-80 (+100% AD) 25-105 (+120% AD)

R Stun Duration: 1-3.5 1.5-4.5 seconds

R AP Ratio: 120% 200%

Passive Chimes Per Upgrade: 5 4

Passive AP Ratio: 0.3 0 .5

Health Growth: 109 139

Q Ability Haste: +40 0

Q Cooldown: 20-16 13-9 seconds

Health Growth: 112 132

Attack Speed Growth: 3.5% 4.5%

W Braum Bonus Resistances: 20-40 (+36% bonus Armor/MR) 20-60 (+45% bonus Armor/MR)

W Ally Bonus Resistances: 20-40 (+12% bonus Armor/MR) 20-60 (+16% bonus Armor/MR)

Health Growth: 100 90

Armor Growth: 4.2 3.2

Q Base Damage: 60-220 50-190

Q Armor Shred: 10-26% 10-20%

W Bonus Attack Speed: 60-120% 60-100%

W Snack Attack Heal Percentage: 36-60% 36-48%

R Damage: 150-450 (+75% bonus AD) 150-400 (+90% bonus AD)

R Bonus Armor/MR: 20% AD 10% AD.

Health Growth: 104 94

W Ability Haste: -30 0

W Cooldown: 24-16 28-20 seconds

R Damage: 150-350 (+50% AP) 100-250 (+40% AP)

Q Ability Haste: +25 0

Q Cooldown: 6 5 seconds

R Ability Haste: +30 0

R Cooldown: 80-60 60–40 seconds

Base Health: 105 100

Passive Package Damage Per Second: 30-100 (based on level) (+200% bonus AD) (+24% AP) 30-100 (based on level) (+100% bonus AD) (+16% AP)

W Cooldown: 20-16 23-19 seconds

W AP Ratio Per Second: 40% 60%

E Ability Haste: -30 0

R Damage: 80-150 (+15-75% AD) (+12% AP) 70-140 (+10-60% AD) (+20% AP)

Passive Stacks per Round: 100 50

Passive Stacks per Catch: 10 5

Q Bonus Damage AD Ratio: +75-115% bonus AD +70-110% bonus AD

Q Health Growth: 98 128

Q Damage: 35-55 (+30% AP) 35-75 (+35% AP)

Q Bonus Damage on Marked Target: 25-65 (+30% AP) 30-70 (+40% AP)

W Ability Haste: +20 0

W Cooldown: 15-11 13-9 seconds

R Cooldown: 120-80 90-60 seconds

Passive Attack Speed per stack: 0.1 0.15

Q AD Ratio: 135% 140%

Q AP Ratio: 17% 20%

W Base Damage: 80-300 110-350

E Ability Haste: +15 0

E Cooldown: 26-14 18-10 seconds

E AP Ratio: 80% 90%

R AP Ratio: 95% 110%

Damage Dealt Modifier: -5% 0

Health Growth: 99 89

AD Growth: 3.3 2.8

Q Damage: 70-110 (+90-110% bonus AD) 55-95 (+70-90% bonus AD)

W Ability Haste: -20 0

W Cooldown: 24-16 28-20 seconds

Health Growth: 126 136

W Ability Haste: +30 >> 0

W Cooldown: 18-14 15-11 seconds

W Shield Health Ratio: 10% 15-25%

R Base Damage: 150-350 200-600

Damage Dealt Modifier: -5% 0

Health Growth: 101 86

Q Turret Shot AP Ratio: 35% 25%

Q Turret Beam AP Ratio: 55% 45%

E Ability Haste: -30 0

E Cooldown: 11 15 seconds

Damage Taken Modifier: +5% 0

Health Growth: 109 99

AD Growth: 5 4

Q Cooldown: 14-10 16-12 seconds

E Shield Amount: 85-245 (+50% AP) 80-220 (+45% AP)

E Damage: 70-150 (+80% AP) 60-120 (+70% AP)

E Slow Amount: 50-70% 40-60%

Health Growth: 100 90

AD Growth: 4.25 4

W Base Damage: 50-190 30-130

E Ability Haste: -30 0

E Cooldown: 15-9 20-14 seconds

R Passive Base Damage: 60-160 50-130

R Active Base Damage: 150-350 100-250

Passive Crit Movespeed Attack Speed Ratio: 40% 80%

Q Base Damage: 65-245 70-310

Q AD Ratio: 0.6-1 0.8-1.2

W Base Damage: 60-200 70-250

W Root Duration: 1.25-2.25 1.75-3.25 seconds

E Slow Amount: 35% 50%

R Base Damage: 100-400 144-444

R AD Ratio: 0.25 0.44

R Cooldown: 120-90 45-15 seconds

Health Growth: 105 115

AD Growth: 3.15 3.75

W Damage: 10-210 (+160% AD) 10-250 (+200% AD)

R Cooldown: 70-40 50-30 seconds

Kai’Sa:

Health Growth: 102 95

AD Growth: 2.6 2.2

Q Individual Missile Damage: 40-100 (+50% bonus AD) (+20% AP) 40-100 (+40% bonus AD) (+15% AP)

Q Total AD Ratio: 105% 135%

Damage Dealt Modifier: -5% 0

Passive Wave Damage: 20-41 (based on level) (+25% AP) (+10% bonus AD) 20-41 (based on level) (+17% AP) (+7% bonus AD)

Q Slow Percent: 26-50% 15-35%

W Movespeed: 24-40% 15-35%

E Passive Damage: 10-30 (+20% AP) (+10% bonus AD) 5-25 (+14% AP) (+7% bonus AD)

R Ability Haste: -100 0

R Cooldown: 160-80 320-160 seconds

R Base Damage: 50-150 150-300

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: -5% 0

Passive Orbs per Round: 25 30

Passive Assassin Out-of-Combat Window to Reset Passive: 8 4 seconds

Passive Assassin Bonus Magic Damage: 15-45% (based on level) 30-60% (based on level)

Q Darkin Damage: 5% 4% of target’s maximum health

Q Darkin Damage: 3.5% 3% maximum HP per 100 bonus AD

E Assassin Cooldown: 10 7 seconds

E Assassin Bonus Movespeed: 70% 100%

R Darkin Damage: 10% 7% per 100 bonus AD

R Assassin Bonus Cast and Emerge range: 200 400

Passive bonus AD Ratio: 0.4 0.55

Passive Slow: 25% 35%

Q Evolved Bonus Cooldown Refund on Isolated Target: 45% 60%

Q Base Bonus AD Ratio: 110% 140%

W Heal: 55-135 (+50% AP) 100-300 (+100% AP)

E Cooldown: 20-12 12-8 seconds

R Recast Window: 12 18 seconds

R Evolved Stealth Duration: 2 3 seconds

R Evolved Casts: 3 4

AD Growth: 3.25 2.75

Attack Speed Growth: 3.5 3

E Damage: 80-160 (+80% bonus AD) (+5% missing HP) (+0.5% missing HP per mark) 80-160 (+80% bonus AD) (+2% missing HP) (+0.5% missing HP per mark)

Damage Dealt Modifier: -5% 0

AD Growth: 3.1 2.3

Attack Speed Growth: 2.65 2.25

Q Resist Shred: 23-31% 15-25%

Q AP Ratio: 70% 100%

E Slow: 30-50% 20-60%

E AP Ratio: 70% 90%

R AP Ratio: 35% 45%

Health Growth: 115 130

Q Base Damage: 30-150 40-200

E Ability Haste: -20 0

E Cooldown: 10.5-8.5 9-7 seconds

R Cooldown: 120-80 90-60 seconds

Health Growth: 111 121

W Ability Haste: +15 0

Cooldown: 18-10 16-8 seconds

R Ability Haste: +15 0

Base Health: 645 725

Health Growth: 105 120

Q Ability Haste: +30 0

Q Cooldown: 10-6 8.5-4.5 seconds

W Shield Value: 60-300 70-350

Health Growth: 99 114

Passive AP Ratio: 35% 45%

Q Damage: 80-240 (+60% AP) 110-270 (+65% AP)

Q Cooldown: 11-9 10-8 seconds

W Shield Value: 40-100 (+35% AP) 60-180 (+45% AP)

Cooldown Reduction on Spell Cast or Hit Taken: 4 3 seconds

Q Damage: 70-270 (+2-4% max health) (+40% AP) 40-160 (+2-4% max health) (+60% AP)

W Cooldown: 13-9 15-11 seconds

AD Growth: 2.2 1.7

Q Damage: 30-150 (+50% AD) 20-120 (+40% AD)

E Base Damage: 30-50 20-40

AD Growth: 2.4 3.6

Health Growth: 103 113

Q AP Ratio: 0.35 0.55

E AP Ratio Per Second: 60% 90%

R AP Ratio Per Wave: 25% 35%

Health Growth: 120 140

Passive Packmate bonus AD Ratio: 4.5% 6%

Q First Cast Damage: 35-75 (+20% bonus AD) 45-95 (+25% bonus AD)

Q Second Cast Minimum Damage: 30-90 (+40% bonus AD) 40-100 (+45% bonus AD)

Q Bleed Damage: 30-150 (+80% bonus AD) 40-200 (+100% bonus AD)

Q Heal: 45-105 (+40% bonus AD) 60-150 (+50% bonus AD)

R Shield: 125-525 (+50% bonus AD) 250-750 (+70% bonus AD)

Q AP Ratio: 50% 70%

W Damage: 60-220 (+55% AP) 75-255 (+65% AP)

W Heal: 55-135 (+25% AP) 70-230 (+30% AP)

Health Growth: 100 120

Passive Per Target Cooldown: 6 5 seconds

W Shield Amount: 50-90 (+8-12% Maximum Health) 80-160 (+9-13% Maximum Health)

W Damage over Time: 30-70 (+40% AP) 40-100 (+55% AP)

Q Ability Haste: +30 0

Q Cooldown: 12-8 9-5 seconds

W Maximum AP Ratio: 150% 250%

Passive Stat Amplification per Mythic Upgraded: 4% 6%

Ornn can now only get stat amplifications for upgrading a maximum of 2 mythics per game. If Ornn or his teammate acquires the Mythical Augment, this cap will rise by 5.

Players can no longer buy another copy of the same mythic with Mythical after upgrading the first one.

Health Growth: 109 120

Q Cooldown: 11-8 10-7 seconds

R Cooldown: 180-150 60-40 seconds

W Ability Haste: -30 0

W Cooldown: 20-12 26-16 seconds

E Ability Haste: -50 0

E Cooldown: 14-10 21-15 seconds

Ability Haste: +20 0

Base Health: 670 740

Health Growth: 110 125

E Cooldown: 15-11 13-9 seconds

Passive Bonus AD Ratio: 0.3 0.5

Passive AP Ratio: 0.3 0.5

Q Brush Bonus Movement Speed: 20% 40%

Q River Root Duration: 0.5 1 second

E Base Damage: 50-210 70-270

R Cooldown: 120 80 seconds

Health Growth: 107 122

AD Growth: 2.7 3.7

W Ability Haste: +100 0

W Cooldown: 50-30 20-10 seconds

Health Growth: 94 109

Q Cooldown: 16-6 11-5 seconds

Q AP Ratio: 125% 150%

R Cooldown: 90 40 seconds

Health Growth: 99 119

AD Growth: 3 4

Q Burrowed Damage: 60-200 (+50% bonus AD) (+70% AP) 70-270 (+70% bonus AD) (+130% AP)

W Cooldown: 16-8 18-10 seconds

Q Bonus Damage: 30-150 (+0-20% AD) 40-200 (+5-25% AD)

Q Empowered Ratio: 40% 55%

W Damage stored as Grey health: 50% 60%

W Damage: 50-170 (+80% AP) 60-220 (+95% AP)

W Empowered AP Ratio: 80% 105%

R Cooldown: 110/100/90 80/70/60 seconds

R Bonus Movement Speed: 40-60% 50-90%

AD Growth: 3.3 2.8

Attack Speed Growth: 3.3 2.8

R Base Damage: 5-25 5-15

Health Growth: 114 144

Q Ability Haste: +20 0

Q Cooldown: 19-13 17-11 seconds

Q Damage: 90-290 (+60% AP) 110-350 (+110% AP)

R Cooldown: 130-90 80-60 seconds

Passive Stacks per Round: 6.25 7.5

Passive Attack Bonus AD Ratio: 25% 35%

Q Ability Haste: -30 0

Q Cooldown: 12-10 14-12 seconds

Q Base Damage: 25-65 45-125

W Fear Duration: 0.5 0.5-1 seconds

W Cooldown: 15 17 seconds

Damage Dealt Modifier: -5% 0

Health Growth: 104 94

Q Cooldown: 8-6 9-7 seconds

W Damage per tick: 20-60 (+20% bonus AD) 15-45 (+15% bonus AD)

E Percent Health Damage On-hit: 3% 2.5%

Q Base Stun Time: 1.25 1.75 seconds

Q Minimum AD Ratio: 45-75% 60-100%

Q Maximum AD Ratio: 135-225% 180-300%

W Stacking: Gains 800 stacks over 8 rounds Gains 1200 stacks over 8 rounds

E Base Damage: 65-205 80-300

E AP Ratio: 0.55 0.8

R Minimum Base Damage: 200-350 250-750

R Maximum Base Damage: 600-1400 700-2100

Q AD Ratio: 80-100% 90-130%

Q Damage: 1-3% maximum health (+20% AD) (+30% AP) 1-2.5% maximum health (+20% AD) (+40% AP)

E Stun Duration: 1.25 1 second

Passive Bonus AD Ratio: 2.1 3.0

Q AD Ratio: 100% Bonus AD 130% Bonus AD

W Slow: 40%-60% 50-70%

W Initial Base Damage: 40-80 60-120

W Return Base Damage: 50-170 75-225

E Wall Cooldown: 160-60 22-6 seconds

R Movement Speed: 40-70% 60-100%

R Cooldown: 100-60 80-60 seconds

E Ability Haste: -50 0

E Cooldown: 16-12 22-16 seconds

Q Damage: 80-260 (+80% AP) 70-230 (+70% AP)

Q Blind Duration: 2-3 1.5-2.5 seconds

Health Growth: 120 130

Q AP Ratio: 90% 120%

E Passive AD Ratio: 80-200% 100-300%

R AP Ratio: 100% 130%

Q Damage: 60-220 (+90% AP) 70-270 (+100% AP)

E AP Ratio: 50% 40%

E Base Damage: 65-165 65-265

Damage Dealt Modifier: -5% 0

Health Growth: 100 80

AD Growth: 3.1 2.1

Attack Speed Growth: 3.38 2.88

Passive AP Ratio: 3% 4%

E Bonus AD Ratio Per Stack: 0.35 0.3

E AP Ratio Per Stack: 0.3 0.35

R Bonus AD: 10-30 30-50

Q Maximum Health AD Ratio: .0004 .0003

Q2 Maximum Health AD Ratio: .0007 .006

W Shield AP Ratio: 40% 60%

W On-Hit Heal AP Ratio: 8% 12%

R Storm Base Damage: 20-92 25-125

R Storm AP Ratio: .00035 .00050

AD Growth: 4 3

Health Growth: 102 92

Armor Growth: 5.45 4.75

Firebrand,Heavy Hitter, Light ‘em Up, and Angel of Retribution now deal 50% damage during W

Q Cooldown: 16-12 13-9 seconds

E Bonus AD Ratio: 90% 110%

Health Growth: 103 93

Attack Speed Growth: 3.3 3

AD Growth: 2.35 1.95

Q Bonus Damage: 60-100% AD 50-90%

R Bonus AD: 25-55 10-30

Armor Growth: 5.2 4.2

Passive On-hit AP Ratio: 50% 40%

Q Cooldown: 14-10 16-12 seconds

Q Bonus AD Ratio: 120% 60%

W Heal: 20-80 (+8-20% missing health) 10-70 (+6-18% missing health)

E Shield: 14% maximum health (+75% AP) 11% maximum health (+65% AP)

E Damage: 80-200 (+80% AP) (+11-15 maximum health) 60-160 (+70% AP) (+9-13% maximum health)

E Ability Haste: -20 0

E Cooldown: 15-11 18-14 seconds

Q AD Ratio: 0.45 0.35

W Ability Haste: -30 0

W Cooldown: 22-14 26-18 seconds

R AD Ratio Per Second: 1.375 1.1

AD Growth: 3.5 2.6

Attack Speed Growth: 3.9 3.7

Health Growth: 107 97

Q Cooldown: 10-8 10-5 seconds

W Bonus Damage: 20% 15%

E Damage: 50-90 (+60% bonus AD) 40-80 (+50% bonus AD)

Health Growth: 106 121

W Base Damage: 60-200 85-225

E Minimum Stun Duration: 0.75 1.25 seconds

E Maximum Stun Duration: 2.25 2.5 seconds

E Cooldown: 13-11 11-9 seconds

Passive Ghoul AD Ratio: 0.25 0.2

R Maiden Health reduced by 30%

Q AP Ratio: 20% 25%

Q Empowered AP Ratio: 30% 37.5%

W Bonus Heal/Shield Power: 5-15% 10-25%

E Shield Amount: 80-180 (+30% AP) 100-200 (+40% AP)

Q Base Damage: 70-210 80-280

Q Bonus AD Ratio: 1.1 1.3

W Cooldown: 20-17 16-13 seconds

R Damage Amplification: 25-55% 30-60%

Health Growth: 106 121

Passive AP Ratio: 50% 65%

Q Damage: 95-295 (+65% AP) 125-325 (+75% AP)

W Ability Haste: +30 0

W Cooldown: 20-12 14-10 seconds

R Damage (unempowered): 200-400 (+73% AP) 250-550 (+85% AP)

R Damage (empowered): 300-600 (+110% AP) 375-825 (+ 127.5% AP)

Health Growth: 106 121

Base stats have been reduced to match values on Summoner’s Rift with +4 lethality unless otherwise noted below.

Health: 700 800

Ultimate Damage Amplification: 25% 20%

AD: 40 35

Percent Current Health On-hit Damage: 11%/8% (melee/ranged) 9%/6% (melee/ranged)

AP: 100 80

AP: 75 45

Percent Maximum Health Damage for Melee Users: 4% 3%

AD: 35 30

Passive Damage Amplification Cap: 16% 25%

Ability Haste: 30 40

Health: 200 400

Shard Heal: 40-160 60-210

Shard Damage: 45-270 60-310

AD: 60 50

Proc Percent Maximum Health Damage for Melee Users: 6% 4%

Mythic Passive Armor Penetration: 5% 4%

Lethality: 16 12

Health: 325 375

AD: 55 60

Maximum health: 300 400

Damage Amplification: 20% 25%

Cooldown: 30 20 seconds

Health: 400 500

AP: 70 80

Health: 400 450

Bonus MR at Maximum Stacks: 30 50

AD: 55 60

Attack Speed: 25% 40%

Health: 300 400

Missing Health Heal per champion: 8% 10%

Maximum Health: 200 350

Proc Maximum HP Ratio: 6% 7%

Proc Damage to Permanent Maximum Health Conversion: 10% 12%

AP: 80 100

AD: 40 50

Magic Penetration: 9 12

Cooldown: 40 25 seconds

All stat adjustments reverted.

Health: 300 150

AP: 90 100

Ability Haste: 20 15

Proc Bonus Damage: 15% 10%

Shield Amount: 320-530 (based on level) 400-680 (based on level)

Ability Power: 60 80

Ability Haste: 30 35

Initial Proc Damage: 50-90 70-170

Ally Proc Damage: 100-160 130-230

Damage Redirect Percentage: 10%/20% when empowered 8/16% for ranged and 12/24% for melee

AD: 40 45

Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)

Armor Penetration: 35% 30%

AP: 100 80

Mortal Reminder

Armor Penetration: 35% 30%

Ability Haste: 25 40

Attack Speed at Maximum Stacks: 30% 50%

Proc damage buffed to match live values (and AP ratios buffed slightly)

Health: 300 400

Health: 300 450

Shield now has a 30% bonus AD ratio.

AP: 85 70

Health: 475 400

AD: 55 65

Ranged shield reduction: 35% 50%

Armor Penetration: 40% 35%

Magic Penetration based on Target’s Current Health: 10-20 15-25

Active Movespeed: 30% 50%

Cooldown: 75 30 seconds

Proc Base Damage: 100-200 (based on level) 100-280 (based on level)

AP Ratio: 60% (unchanged)

Attack Speed: 15% 25%

AD: 50 60

Health Ratio Per Tick: 1.75% 2.5%

Heal Amount: 20-60 (+12% bonus AD) (+8% AP) 15-45 (+10% bonus AD) (+7% AP)

Health: 300 200

AP: 60 40

Attack Speed Per 1% Heal/Shield Power: 1.5% 1.2%

Bonus Health converted to AD: 2% 1.5%

Health: 500 400

Health: 200 333

AD: 30 33

Passive Lethality Reduced to 10-20 (based on level)

Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker’s Blessing, Zhonya’s Epiphany

Haste Per Cast: 8 9

Stat Amplification: 20% 25%

Health: 1000 1250

Heal to Damage Conversion: 50% 70%

Base Movement Speed for Ranged Users: 20% 30%

Base Movement Speed for Melee Users: 30% 40%

Maximum Haste: 60% 80%

Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)

Damage Amplification: 15% 20%

Base Shield: 200 100-400 (based on level)

Attack Speed: 50% 60%

Damage reduced by 17%

Ignite Damage: 70-410 (based on level) 100-600 (based on level)

Slow Amount: 30% 50%

Heal: 4% maximum health 10-180 (based on level) + 2% maximum health

AP Ratio: 10% 6%

AD per 1 Attack Speed: 30 25

Cooldown Refund: 1 1.25 seconds

Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)

Resists per stack: 15 12

Base Regeneration: 600% 800%

Amped Regen: 1200% 1600%

Per Ability Proc Cooldown: 0.75 0.5 seconds

newIf taken during the 2nd augment round, starts with 40 AP

Heal: 2% maximum health 5-90 (based on level) + 1% maximum health

Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)

Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%

Damage: 24-160 (based on level) 40-200 (based on level)

Total Bleed Damage: 2.5% 1.75% of Users Maximum Health

Slow Amount: 40% 30%

Damage: 40-160 (based on level) 30-150 (based on level)

Lifesteal on Critical Strike: 30% 20%

Damage Redirected: 25% 15%

Healing Copied: 45% 50%

Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)

Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)

Attack Speed per Stack for Melee Users: 10-15% 13-18%

Attack Speed per Stack for Ranged Users: 5-9% 8-12%

Damage Reduction: 30% 25%

Lethality: 15 10

Total Burn Percent Maximum Health Damage: 5% 4%

Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)

Current Converted to Shield: 30% 25%

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

rating system changes

Arena ratings from the initial launch have been reset, and all players will begin in Wood Tier with a 500 rating.

Gold Tier Rating: 3200 ⇒ 3300

Gladiator Tier Rating: 3800 ⇒ 4000

Health Bonus for Melee Champions: 200-700 (based on level)

50-900 (based on level)

Health Bonus for Ranged Champions: 300-800 (based on level) 150-1150 (based on level)

Resist Bonus for Melee Champions: 4-8 (based on level) 8-36 (based on level)

Armor/MR Bonus for Ranged Champions: 2-4 (based on level 2-16 (based on level)

Attack Speed Bonus for Ranged Champions: 20% at all levels Removed

E Recharge Time: 26-10 seconds 22-10 seconds

E Percent Healing: 18-24% 20-32%

E Empowered Percent Healing during Ultimate: 20-36% 24-44%

R Increased Healing: 25-45% 30-60%

R Bonus AD: 20-45% 30-55%.

Health Growth: 111 121

Q Damage: 50-150 (+60% AP) (+65% total AD) 60-180 (+70% AP) (+75% total AD)

W Ability Haste: +30 0

W Cooldown: 20 seconds 15 seconds

Health Growth: 105 115

AD Growth: 3 3.7

E bonus AD ratio: 17.5% 22.5%

W Ability Haste: – 30 0

W Cooldown: 14-10 26-16 seconds

R Ability Haste: -30 0

R Cooldown: 120-80 seconds 180-120 seconds

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: +5% 0

Health Growth: 102 92

Passive Stun Duration: 1.25-1.75 (based on level) 1-1.5 seconds

Q Damage: 70-210 (+75% AP) 60-200 (+65% AP)

W Damage: 70-250 (+85% AP) 60-220 (+75% AP)

W Damage: 20-80 (+100% AD) 25-105 (+120% AD)

R Stun Duration: 1-3.5 1.5-4.5 seconds

R AP Ratio: 120% 200%

Passive Chimes Per Upgrade: 5 4

Passive AP Ratio: 0.3 0 .5

Health Growth: 109 139

Q Ability Haste: +40 0

Q Cooldown: 20-16 13-9 seconds

Health Growth: 112 132

Attack Speed Growth: 3.5% 4.5%

W Braum Bonus Resistances: 20-40 (+36% bonus Armor/MR) 20-60 (+45% bonus Armor/MR)

W Ally Bonus Resistances: 20-40 (+12% bonus Armor/MR) 20-60 (+16% bonus Armor/MR)

Health Growth: 100 90

Armor Growth: 4.2 3.2

Q Base Damage: 60-220 50-190

Q Armor Shred: 10-26% 10-20%

W Bonus Attack Speed: 60-120% 60-100%

W Snack Attack Heal Percentage: 36-60% 36-48%

R Damage: 150-450 (+75% bonus AD) 150-400 (+90% bonus AD)

R Bonus Armor/MR: 20% AD 10% AD.

Health Growth: 104 94

W Ability Haste: -30 0

W Cooldown: 24-16 28-20 seconds

R Damage: 150-350 (+50% AP) 100-250 (+40% AP)

Q Ability Haste: +25 0

Q Cooldown: 6 5 seconds

R Ability Haste: +30 0

R Cooldown: 80-60 60–40 seconds

Base Health: 105 100

Passive Package Damage Per Second: 30-100 (based on level) (+200% bonus AD) (+24% AP) 30-100 (based on level) (+100% bonus AD) (+16% AP)

W Cooldown: 20-16 23-19 seconds

W AP Ratio Per Second: 40% 60%

E Ability Haste: -30 0

R Damage: 80-150 (+15-75% AD) (+12% AP) 70-140 (+10-60% AD) (+20% AP)

Passive Stacks per Round: 100 50

Passive Stacks per Catch: 10 5

Q Bonus Damage AD Ratio: +75-115% bonus AD +70-110% bonus AD

Q Health Growth: 98 128

Q Damage: 35-55 (+30% AP) 35-75 (+35% AP)

Q Bonus Damage on Marked Target: 25-65 (+30% AP) 30-70 (+40% AP)

W Ability Haste: +20 0

W Cooldown: 15-11 13-9 seconds

R Cooldown: 120-80 90-60 seconds

Passive Attack Speed per stack: 0.1 0.15

Q AD Ratio: 135% 140%

Q AP Ratio: 17% 20%

W Base Damage: 80-300 110-350

E Ability Haste: +15 0

E Cooldown: 26-14 18-10 seconds

E AP Ratio: 80% 90%

R AP Ratio: 95% 110%

Damage Dealt Modifier: -5% 0

Health Growth: 99 89

AD Growth: 3.3 2.8

Q Damage: 70-110 (+90-110% bonus AD) 55-95 (+70-90% bonus AD)

W Ability Haste: -20 0

W Cooldown: 24-16 28-20 seconds

Health Growth: 126 136

W Ability Haste: +30 >> 0

W Cooldown: 18-14 15-11 seconds

W Shield Health Ratio: 10% 15-25%

R Base Damage: 150-350 200-600

Damage Dealt Modifier: -5% 0

Health Growth: 101 86

Q Turret Shot AP Ratio: 35% 25%

Q Turret Beam AP Ratio: 55% 45%

E Ability Haste: -30 0

E Cooldown: 11 15 seconds

Damage Taken Modifier: +5% 0

Health Growth: 109 99

AD Growth: 5 4

Q Cooldown: 14-10 16-12 seconds

E Shield Amount: 85-245 (+50% AP) 80-220 (+45% AP)

E Damage: 70-150 (+80% AP) 60-120 (+70% AP)

E Slow Amount: 50-70% 40-60%

Health Growth: 100 90

AD Growth: 4.25 4

W Base Damage: 50-190 30-130

E Ability Haste: -30 0

E Cooldown: 15-9 20-14 seconds

R Passive Base Damage: 60-160 50-130

R Active Base Damage: 150-350 100-250

Passive Crit Movespeed Attack Speed Ratio: 40% 80%

Q Base Damage: 65-245 70-310

Q AD Ratio: 0.6-1 0.8-1.2

W Base Damage: 60-200 70-250

W Root Duration: 1.25-2.25 1.75-3.25 seconds

E Slow Amount: 35% 50%

R Base Damage: 100-400 144-444

R AD Ratio: 0.25 0.44

R Cooldown: 120-90 45-15 seconds

Health Growth: 105 115

AD Growth: 3.15 3.75

W Damage: 10-210 (+160% AD) 10-250 (+200% AD)

R Cooldown: 70-40 50-30 seconds

Kai’Sa:

Health Growth: 102 95

AD Growth: 2.6 2.2

Q Individual Missile Damage: 40-100 (+50% bonus AD) (+20% AP) 40-100 (+40% bonus AD) (+15% AP)

Q Total AD Ratio: 105% 135%

Damage Dealt Modifier: -5% 0

Passive Wave Damage: 20-41 (based on level) (+25% AP) (+10% bonus AD) 20-41 (based on level) (+17% AP) (+7% bonus AD)

Q Slow Percent: 26-50% 15-35%

W Movespeed: 24-40% 15-35%

E Passive Damage: 10-30 (+20% AP) (+10% bonus AD) 5-25 (+14% AP) (+7% bonus AD)

R Ability Haste: -100 0

R Cooldown: 160-80 320-160 seconds

R Base Damage: 50-150 150-300

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: -5% 0

Passive Orbs per Round: 25 30

Passive Assassin Out-of-Combat Window to Reset Passive: 8 4 seconds

Passive Assassin Bonus Magic Damage: 15-45% (based on level) 30-60% (based on level)

Q Darkin Damage: 5% 4% of target’s maximum health

Q Darkin Damage: 3.5% 3% maximum HP per 100 bonus AD

E Assassin Cooldown: 10 7 seconds

E Assassin Bonus Movespeed: 70% 100%

R Darkin Damage: 10% 7% per 100 bonus AD

R Assassin Bonus Cast and Emerge range: 200 400

Passive bonus AD Ratio: 0.4 0.55

Passive Slow: 25% 35%

Q Evolved Bonus Cooldown Refund on Isolated Target: 45% 60%

Q Base Bonus AD Ratio: 110% 140%

W Heal: 55-135 (+50% AP) 100-300 (+100% AP)

E Cooldown: 20-12 12-8 seconds

R Recast Window: 12 18 seconds

R Evolved Stealth Duration: 2 3 seconds

R Evolved Casts: 3 4

AD Growth: 3.25 2.75

Attack Speed Growth: 3.5 3

E Damage: 80-160 (+80% bonus AD) (+5% missing HP) (+0.5% missing HP per mark) 80-160 (+80% bonus AD) (+2% missing HP) (+0.5% missing HP per mark)

Damage Dealt Modifier: -5% 0

AD Growth: 3.1 2.3

Attack Speed Growth: 2.65 2.25

Q Resist Shred: 23-31% 15-25%

Q AP Ratio: 70% 100%

E Slow: 30-50% 20-60%

E AP Ratio: 70% 90%

R AP Ratio: 35% 45%

Health Growth: 115 130

Q Base Damage: 30-150 40-200

E Ability Haste: -20 0

E Cooldown: 10.5-8.5 9-7 seconds

R Cooldown: 120-80 90-60 seconds

Health Growth: 111 121

W Ability Haste: +15 0

Cooldown: 18-10 16-8 seconds

R Ability Haste: +15 0

Base Health: 645 725

Health Growth: 105 120

Q Ability Haste: +30 0

Q Cooldown: 10-6 8.5-4.5 seconds

W Shield Value: 60-300 70-350

Health Growth: 99 114

Passive AP Ratio: 35% 45%

Q Damage: 80-240 (+60% AP) 110-270 (+65% AP)

Q Cooldown: 11-9 10-8 seconds

W Shield Value: 40-100 (+35% AP) 60-180 (+45% AP)

Cooldown Reduction on Spell Cast or Hit Taken: 4 3 seconds

Q Damage: 70-270 (+2-4% max health) (+40% AP) 40-160 (+2-4% max health) (+60% AP)

W Cooldown: 13-9 15-11 seconds

AD Growth: 2.2 1.7

Q Damage: 30-150 (+50% AD) 20-120 (+40% AD)

E Base Damage: 30-50 20-40

AD Growth: 2.4 3.6

Health Growth: 103 113

Q AP Ratio: 0.35 0.55

E AP Ratio Per Second: 60% 90%

R AP Ratio Per Wave: 25% 35%

Health Growth: 120 140

Passive Packmate bonus AD Ratio: 4.5% 6%

Q First Cast Damage: 35-75 (+20% bonus AD) 45-95 (+25% bonus AD)

Q Second Cast Minimum Damage: 30-90 (+40% bonus AD) 40-100 (+45% bonus AD)

Q Bleed Damage: 30-150 (+80% bonus AD) 40-200 (+100% bonus AD)

Q Heal: 45-105 (+40% bonus AD) 60-150 (+50% bonus AD)

R Shield: 125-525 (+50% bonus AD) 250-750 (+70% bonus AD)

Q AP Ratio: 50% 70%

W Damage: 60-220 (+55% AP) 75-255 (+65% AP)

W Heal: 55-135 (+25% AP) 70-230 (+30% AP)

Health Growth: 100 120

Passive Per Target Cooldown: 6 5 seconds

W Shield Amount: 50-90 (+8-12% Maximum Health) 80-160 (+9-13% Maximum Health)

W Damage over Time: 30-70 (+40% AP) 40-100 (+55% AP)

Q Ability Haste: +30 0

Q Cooldown: 12-8 9-5 seconds

W Maximum AP Ratio: 150% 250%

Passive Stat Amplification per Mythic Upgraded: 4% 6%

Ornn can now only get stat amplifications for upgrading a maximum of 2 mythics per game. If Ornn or his teammate acquires the Mythical Augment, this cap will rise by 5.

Players can no longer buy another copy of the same mythic with Mythical after upgrading the first one.

Health Growth: 109 120

Q Cooldown: 11-8 10-7 seconds

R Cooldown: 180-150 60-40 seconds

W Ability Haste: -30 0

W Cooldown: 20-12 26-16 seconds

E Ability Haste: -50 0

E Cooldown: 14-10 21-15 seconds

Ability Haste: +20 0

Base Health: 670 740

Health Growth: 110 125

E Cooldown: 15-11 13-9 seconds

Passive Bonus AD Ratio: 0.3 0.5

Passive AP Ratio: 0.3 0.5

Q Brush Bonus Movement Speed: 20% 40%

Q River Root Duration: 0.5 1 second

E Base Damage: 50-210 70-270

R Cooldown: 120 80 seconds

Health Growth: 107 122

AD Growth: 2.7 3.7

W Ability Haste: +100 0

W Cooldown: 50-30 20-10 seconds

Health Growth: 94 109

Q Cooldown: 16-6 11-5 seconds

Q AP Ratio: 125% 150%

R Cooldown: 90 40 seconds

Health Growth: 99 119

AD Growth: 3 4

Q Burrowed Damage: 60-200 (+50% bonus AD) (+70% AP) 70-270 (+70% bonus AD) (+130% AP)

W Cooldown: 16-8 18-10 seconds

Q Bonus Damage: 30-150 (+0-20% AD) 40-200 (+5-25% AD)

Q Empowered Ratio: 40% 55%

W Damage stored as Grey health: 50% 60%

W Damage: 50-170 (+80% AP) 60-220 (+95% AP)

W Empowered AP Ratio: 80% 105%

R Cooldown: 110/100/90 80/70/60 seconds

R Bonus Movement Speed: 40-60% 50-90%

AD Growth: 3.3 2.8

Attack Speed Growth: 3.3 2.8

R Base Damage: 5-25 5-15

Health Growth: 114 144

Q Ability Haste: +20 0

Q Cooldown: 19-13 17-11 seconds

Q Damage: 90-290 (+60% AP) 110-350 (+110% AP)

R Cooldown: 130-90 80-60 seconds

Passive Stacks per Round: 6.25 7.5

Passive Attack Bonus AD Ratio: 25% 35%

Q Ability Haste: -30 0

Q Cooldown: 12-10 14-12 seconds

Q Base Damage: 25-65 45-125

W Fear Duration: 0.5 0.5-1 seconds

W Cooldown: 15 17 seconds

Damage Dealt Modifier: -5% 0

Health Growth: 104 94

Q Cooldown: 8-6 9-7 seconds

W Damage per tick: 20-60 (+20% bonus AD) 15-45 (+15% bonus AD)

E Percent Health Damage On-hit: 3% 2.5%

Q Base Stun Time: 1.25 1.75 seconds

Q Minimum AD Ratio: 45-75% 60-100%

Q Maximum AD Ratio: 135-225% 180-300%

W Stacking: Gains 800 stacks over 8 rounds Gains 1200 stacks over 8 rounds

E Base Damage: 65-205 80-300

E AP Ratio: 0.55 0.8

R Minimum Base Damage: 200-350 250-750

R Maximum Base Damage: 600-1400 700-2100

Q AD Ratio: 80-100% 90-130%

Q Damage: 1-3% maximum health (+20% AD) (+30% AP) 1-2.5% maximum health (+20% AD) (+40% AP)

E Stun Duration: 1.25 1 second

Passive Bonus AD Ratio: 2.1 3.0

Q AD Ratio: 100% Bonus AD 130% Bonus AD

W Slow: 40%-60% 50-70%

W Initial Base Damage: 40-80 60-120

W Return Base Damage: 50-170 75-225

E Wall Cooldown: 160-60 22-6 seconds

R Movement Speed: 40-70% 60-100%

R Cooldown: 100-60 80-60 seconds

E Ability Haste: -50 0

E Cooldown: 16-12 22-16 seconds

Q Damage: 80-260 (+80% AP) 70-230 (+70% AP)

Q Blind Duration: 2-3 1.5-2.5 seconds

Health Growth: 120 130

Q AP Ratio: 90% 120%

E Passive AD Ratio: 80-200% 100-300%

R AP Ratio: 100% 130%

Q Damage: 60-220 (+90% AP) 70-270 (+100% AP)

E AP Ratio: 50% 40%

E Base Damage: 65-165 65-265

Damage Dealt Modifier: -5% 0

Health Growth: 100 80

AD Growth: 3.1 2.1

Attack Speed Growth: 3.38 2.88

Passive AP Ratio: 3% 4%

E Bonus AD Ratio Per Stack: 0.35 0.3

E AP Ratio Per Stack: 0.3 0.35

R Bonus AD: 10-30 30-50

Q Maximum Health AD Ratio: .0004 .0003

Q2 Maximum Health AD Ratio: .0007 .006

W Shield AP Ratio: 40% 60%

W On-Hit Heal AP Ratio: 8% 12%

R Storm Base Damage: 20-92 25-125

R Storm AP Ratio: .00035 .00050

AD Growth: 4 3

Health Growth: 102 92

Armor Growth: 5.45 4.75

Firebrand,Heavy Hitter, Light ‘em Up, and Angel of Retribution now deal 50% damage during W

Q Cooldown: 16-12 13-9 seconds

E Bonus AD Ratio: 90% 110%

Health Growth: 103 93

Attack Speed Growth: 3.3 3

AD Growth: 2.35 1.95

Q Bonus Damage: 60-100% AD 50-90%

R Bonus AD: 25-55 10-30

Armor Growth: 5.2 4.2

Passive On-hit AP Ratio: 50% 40%

Q Cooldown: 14-10 16-12 seconds

Q Bonus AD Ratio: 120% 60%

W Heal: 20-80 (+8-20% missing health) 10-70 (+6-18% missing health)

E Shield: 14% maximum health (+75% AP) 11% maximum health (+65% AP)

E Damage: 80-200 (+80% AP) (+11-15 maximum health) 60-160 (+70% AP) (+9-13% maximum health)

E Ability Haste: -20 0

E Cooldown: 15-11 18-14 seconds

Q AD Ratio: 0.45 0.35

W Ability Haste: -30 0

W Cooldown: 22-14 26-18 seconds

R AD Ratio Per Second: 1.375 1.1

AD Growth: 3.5 2.6

Attack Speed Growth: 3.9 3.7

Health Growth: 107 97

Q Cooldown: 10-8 10-5 seconds

W Bonus Damage: 20% 15%

E Damage: 50-90 (+60% bonus AD) 40-80 (+50% bonus AD)

Health Growth: 106 121

W Base Damage: 60-200 85-225

E Minimum Stun Duration: 0.75 1.25 seconds

E Maximum Stun Duration: 2.25 2.5 seconds

E Cooldown: 13-11 11-9 seconds

Passive Ghoul AD Ratio: 0.25 0.2

R Maiden Health reduced by 30%

Q AP Ratio: 20% 25%

Q Empowered AP Ratio: 30% 37.5%

W Bonus Heal/Shield Power: 5-15% 10-25%

E Shield Amount: 80-180 (+30% AP) 100-200 (+40% AP)

Q Base Damage: 70-210 80-280

Q Bonus AD Ratio: 1.1 1.3

W Cooldown: 20-17 16-13 seconds

R Damage Amplification: 25-55% 30-60%

Health Growth: 106 121

Passive AP Ratio: 50% 65%

Q Damage: 95-295 (+65% AP) 125-325 (+75% AP)

W Ability Haste: +30 0

W Cooldown: 20-12 14-10 seconds

R Damage (unempowered): 200-400 (+73% AP) 250-550 (+85% AP)

R Damage (empowered): 300-600 (+110% AP) 375-825 (+ 127.5% AP)

Health Growth: 106 121

Base stats have been reduced to match values on Summoner’s Rift with +4 lethality unless otherwise noted below.

Health: 700 800

Ultimate Damage Amplification: 25% 20%

AD: 40 35

Percent Current Health On-hit Damage: 11%/8% (melee/ranged) 9%/6% (melee/ranged)

AP: 100 80

AP: 75 45

Percent Maximum Health Damage for Melee Users: 4% 3%

AD: 35 30

Passive Damage Amplification Cap: 16% 25%

Ability Haste: 30 40

Health: 200 400

Shard Heal: 40-160 60-210

Shard Damage: 45-270 60-310

AD: 60 50

Proc Percent Maximum Health Damage for Melee Users: 6% 4%

Mythic Passive Armor Penetration: 5% 4%

Lethality: 16 12

Health: 325 375

AD: 55 60

Maximum health: 300 400

Damage Amplification: 20% 25%

Cooldown: 30 20 seconds

Health: 400 500

AP: 70 80

Health: 400 450

Bonus MR at Maximum Stacks: 30 50

AD: 55 60

Attack Speed: 25% 40%

Health: 300 400

Missing Health Heal per champion: 8% 10%

Maximum Health: 200 350

Proc Maximum HP Ratio: 6% 7%

Proc Damage to Permanent Maximum Health Conversion: 10% 12%

AP: 80 100

AD: 40 50

Magic Penetration: 9 12

Cooldown: 40 25 seconds

All stat adjustments reverted.

Health: 300 150

AP: 90 100

Ability Haste: 20 15

Proc Bonus Damage: 15% 10%

Shield Amount: 320-530 (based on level) 400-680 (based on level)

Ability Power: 60 80

Ability Haste: 30 35

Initial Proc Damage: 50-90 70-170

Ally Proc Damage: 100-160 130-230

Damage Redirect Percentage: 10%/20% when empowered 8/16% for ranged and 12/24% for melee

AD: 40 45

Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)

Armor Penetration: 35% 30%

AP: 100 80

Mortal Reminder

Armor Penetration: 35% 30%

Ability Haste: 25 40

Attack Speed at Maximum Stacks: 30% 50%

Proc damage buffed to match live values (and AP ratios buffed slightly)

Health: 300 400

Health: 300 450

Shield now has a 30% bonus AD ratio.

AP: 85 70

Health: 475 400

AD: 55 65

Ranged shield reduction: 35% 50%

Armor Penetration: 40% 35%

Magic Penetration based on Target’s Current Health: 10-20 15-25

Active Movespeed: 30% 50%

Cooldown: 75 30 seconds

Proc Base Damage: 100-200 (based on level) 100-280 (based on level)

AP Ratio: 60% (unchanged)

Attack Speed: 15% 25%

AD: 50 60

Health Ratio Per Tick: 1.75% 2.5%

Heal Amount: 20-60 (+12% bonus AD) (+8% AP) 15-45 (+10% bonus AD) (+7% AP)

Health: 300 200

AP: 60 40

Attack Speed Per 1% Heal/Shield Power: 1.5% 1.2%

Bonus Health converted to AD: 2% 1.5%

Health: 500 400

Health: 200 333

AD: 30 33

Passive Lethality Reduced to 10-20 (based on level)

Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker’s Blessing, Zhonya’s Epiphany

Haste Per Cast: 8 9

Stat Amplification: 20% 25%

Health: 1000 1250

Heal to Damage Conversion: 50% 70%

Base Movement Speed for Ranged Users: 20% 30%

Base Movement Speed for Melee Users: 30% 40%

Maximum Haste: 60% 80%

Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)

Damage Amplification: 15% 20%

Base Shield: 200 100-400 (based on level)

Attack Speed: 50% 60%

Damage reduced by 17%

Ignite Damage: 70-410 (based on level) 100-600 (based on level)

Slow Amount: 30% 50%

Heal: 4% maximum health 10-180 (based on level) + 2% maximum health

AP Ratio: 10% 6%

AD per 1 Attack Speed: 30 25

Cooldown Refund: 1 1.25 seconds

Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)

Resists per stack: 15 12

Base Regeneration: 600% 800%

Amped Regen: 1200% 1600%

Per Ability Proc Cooldown: 0.75 0.5 seconds

newIf taken during the 2nd augment round, starts with 40 AP

Heal: 2% maximum health 5-90 (based on level) + 1% maximum health

Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)

Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%

Damage: 24-160 (based on level) 40-200 (based on level)

Total Bleed Damage: 2.5% 1.75% of Users Maximum Health

Slow Amount: 40% 30%

Damage: 40-160 (based on level) 30-150 (based on level)

Lifesteal on Critical Strike: 30% 20%

Damage Redirected: 25% 15%

Healing Copied: 45% 50%

Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)

Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)

Attack Speed per Stack for Melee Users: 10-15% 13-18%

Attack Speed per Stack for Ranged Users: 5-9% 8-12%

Damage Reduction: 30% 25%

Lethality: 15 10

Total Burn Percent Maximum Health Damage: 5% 4%

Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)

Current Converted to Shield: 30% 25%

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

general balance adjustments

Health Bonus for Melee Champions: 200-700 (based on level)

50-900 (based on level)

Health Bonus for Ranged Champions: 300-800 (based on level) 150-1150 (based on level)

Resist Bonus for Melee Champions: 4-8 (based on level) 8-36 (based on level)

Armor/MR Bonus for Ranged Champions: 2-4 (based on level 2-16 (based on level)

Attack Speed Bonus for Ranged Champions: 20% at all levels Removed

E Recharge Time: 26-10 seconds 22-10 seconds

E Percent Healing: 18-24% 20-32%

E Empowered Percent Healing during Ultimate: 20-36% 24-44%

R Increased Healing: 25-45% 30-60%

R Bonus AD: 20-45% 30-55%.

Health Growth: 111 121

Q Damage: 50-150 (+60% AP) (+65% total AD) 60-180 (+70% AP) (+75% total AD)

W Ability Haste: +30 0

W Cooldown: 20 seconds 15 seconds

Health Growth: 105 115

AD Growth: 3 3.7

E bonus AD ratio: 17.5% 22.5%

W Ability Haste: – 30 0

W Cooldown: 14-10 26-16 seconds

R Ability Haste: -30 0

R Cooldown: 120-80 seconds 180-120 seconds

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: +5% 0

Health Growth: 102 92

Passive Stun Duration: 1.25-1.75 (based on level) 1-1.5 seconds

Q Damage: 70-210 (+75% AP) 60-200 (+65% AP)

W Damage: 70-250 (+85% AP) 60-220 (+75% AP)

W Damage: 20-80 (+100% AD) 25-105 (+120% AD)

R Stun Duration: 1-3.5 1.5-4.5 seconds

R AP Ratio: 120% 200%

Passive Chimes Per Upgrade: 5 4

Passive AP Ratio: 0.3 0 .5

Health Growth: 109 139

Q Ability Haste: +40 0

Q Cooldown: 20-16 13-9 seconds

Health Growth: 112 132

Attack Speed Growth: 3.5% 4.5%

W Braum Bonus Resistances: 20-40 (+36% bonus Armor/MR) 20-60 (+45% bonus Armor/MR)

W Ally Bonus Resistances: 20-40 (+12% bonus Armor/MR) 20-60 (+16% bonus Armor/MR)

Health Growth: 100 90

Armor Growth: 4.2 3.2

Q Base Damage: 60-220 50-190

Q Armor Shred: 10-26% 10-20%

W Bonus Attack Speed: 60-120% 60-100%

W Snack Attack Heal Percentage: 36-60% 36-48%

R Damage: 150-450 (+75% bonus AD) 150-400 (+90% bonus AD)

R Bonus Armor/MR: 20% AD 10% AD.

Health Growth: 104 94

W Ability Haste: -30 0

W Cooldown: 24-16 28-20 seconds

R Damage: 150-350 (+50% AP) 100-250 (+40% AP)

Q Ability Haste: +25 0

Q Cooldown: 6 5 seconds

R Ability Haste: +30 0

R Cooldown: 80-60 60–40 seconds

Base Health: 105 100

Passive Package Damage Per Second: 30-100 (based on level) (+200% bonus AD) (+24% AP) 30-100 (based on level) (+100% bonus AD) (+16% AP)

W Cooldown: 20-16 23-19 seconds

W AP Ratio Per Second: 40% 60%

E Ability Haste: -30 0

R Damage: 80-150 (+15-75% AD) (+12% AP) 70-140 (+10-60% AD) (+20% AP)

Passive Stacks per Round: 100 50

Passive Stacks per Catch: 10 5

Q Bonus Damage AD Ratio: +75-115% bonus AD +70-110% bonus AD

Q Health Growth: 98 128

Q Damage: 35-55 (+30% AP) 35-75 (+35% AP)

Q Bonus Damage on Marked Target: 25-65 (+30% AP) 30-70 (+40% AP)

W Ability Haste: +20 0

W Cooldown: 15-11 13-9 seconds

R Cooldown: 120-80 90-60 seconds

Passive Attack Speed per stack: 0.1 0.15

Q AD Ratio: 135% 140%

Q AP Ratio: 17% 20%

W Base Damage: 80-300 110-350

E Ability Haste: +15 0

E Cooldown: 26-14 18-10 seconds

E AP Ratio: 80% 90%

R AP Ratio: 95% 110%

Damage Dealt Modifier: -5% 0

Health Growth: 99 89

AD Growth: 3.3 2.8

Q Damage: 70-110 (+90-110% bonus AD) 55-95 (+70-90% bonus AD)

W Ability Haste: -20 0

W Cooldown: 24-16 28-20 seconds

Health Growth: 126 136

W Ability Haste: +30 >> 0

W Cooldown: 18-14 15-11 seconds

W Shield Health Ratio: 10% 15-25%

R Base Damage: 150-350 200-600

Damage Dealt Modifier: -5% 0

Health Growth: 101 86

Q Turret Shot AP Ratio: 35% 25%

Q Turret Beam AP Ratio: 55% 45%

E Ability Haste: -30 0

E Cooldown: 11 15 seconds

Damage Taken Modifier: +5% 0

Health Growth: 109 99

AD Growth: 5 4

Q Cooldown: 14-10 16-12 seconds

E Shield Amount: 85-245 (+50% AP) 80-220 (+45% AP)

E Damage: 70-150 (+80% AP) 60-120 (+70% AP)

E Slow Amount: 50-70% 40-60%

Health Growth: 100 90

AD Growth: 4.25 4

W Base Damage: 50-190 30-130

E Ability Haste: -30 0

E Cooldown: 15-9 20-14 seconds

R Passive Base Damage: 60-160 50-130

R Active Base Damage: 150-350 100-250

Passive Crit Movespeed Attack Speed Ratio: 40% 80%

Q Base Damage: 65-245 70-310

Q AD Ratio: 0.6-1 0.8-1.2

W Base Damage: 60-200 70-250

W Root Duration: 1.25-2.25 1.75-3.25 seconds

E Slow Amount: 35% 50%

R Base Damage: 100-400 144-444

R AD Ratio: 0.25 0.44

R Cooldown: 120-90 45-15 seconds

Health Growth: 105 115

AD Growth: 3.15 3.75

W Damage: 10-210 (+160% AD) 10-250 (+200% AD)

R Cooldown: 70-40 50-30 seconds

Kai’Sa:

Health Growth: 102 95

AD Growth: 2.6 2.2

Q Individual Missile Damage: 40-100 (+50% bonus AD) (+20% AP) 40-100 (+40% bonus AD) (+15% AP)

Q Total AD Ratio: 105% 135%

Damage Dealt Modifier: -5% 0

Passive Wave Damage: 20-41 (based on level) (+25% AP) (+10% bonus AD) 20-41 (based on level) (+17% AP) (+7% bonus AD)

Q Slow Percent: 26-50% 15-35%

W Movespeed: 24-40% 15-35%

E Passive Damage: 10-30 (+20% AP) (+10% bonus AD) 5-25 (+14% AP) (+7% bonus AD)

R Ability Haste: -100 0

R Cooldown: 160-80 320-160 seconds

R Base Damage: 50-150 150-300

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: -5% 0

Passive Orbs per Round: 25 30

Passive Assassin Out-of-Combat Window to Reset Passive: 8 4 seconds

Passive Assassin Bonus Magic Damage: 15-45% (based on level) 30-60% (based on level)

Q Darkin Damage: 5% 4% of target’s maximum health

Q Darkin Damage: 3.5% 3% maximum HP per 100 bonus AD

E Assassin Cooldown: 10 7 seconds

E Assassin Bonus Movespeed: 70% 100%

R Darkin Damage: 10% 7% per 100 bonus AD

R Assassin Bonus Cast and Emerge range: 200 400

Passive bonus AD Ratio: 0.4 0.55

Passive Slow: 25% 35%

Q Evolved Bonus Cooldown Refund on Isolated Target: 45% 60%

Q Base Bonus AD Ratio: 110% 140%

W Heal: 55-135 (+50% AP) 100-300 (+100% AP)

E Cooldown: 20-12 12-8 seconds

R Recast Window: 12 18 seconds

R Evolved Stealth Duration: 2 3 seconds

R Evolved Casts: 3 4

AD Growth: 3.25 2.75

Attack Speed Growth: 3.5 3

E Damage: 80-160 (+80% bonus AD) (+5% missing HP) (+0.5% missing HP per mark) 80-160 (+80% bonus AD) (+2% missing HP) (+0.5% missing HP per mark)

Damage Dealt Modifier: -5% 0

AD Growth: 3.1 2.3

Attack Speed Growth: 2.65 2.25

Q Resist Shred: 23-31% 15-25%

Q AP Ratio: 70% 100%

E Slow: 30-50% 20-60%

E AP Ratio: 70% 90%

R AP Ratio: 35% 45%

Health Growth: 115 130

Q Base Damage: 30-150 40-200

E Ability Haste: -20 0

E Cooldown: 10.5-8.5 9-7 seconds

R Cooldown: 120-80 90-60 seconds

Health Growth: 111 121

W Ability Haste: +15 0

Cooldown: 18-10 16-8 seconds

R Ability Haste: +15 0

Base Health: 645 725

Health Growth: 105 120

Q Ability Haste: +30 0

Q Cooldown: 10-6 8.5-4.5 seconds

W Shield Value: 60-300 70-350

Health Growth: 99 114

Passive AP Ratio: 35% 45%

Q Damage: 80-240 (+60% AP) 110-270 (+65% AP)

Q Cooldown: 11-9 10-8 seconds

W Shield Value: 40-100 (+35% AP) 60-180 (+45% AP)

Cooldown Reduction on Spell Cast or Hit Taken: 4 3 seconds

Q Damage: 70-270 (+2-4% max health) (+40% AP) 40-160 (+2-4% max health) (+60% AP)

W Cooldown: 13-9 15-11 seconds

AD Growth: 2.2 1.7

Q Damage: 30-150 (+50% AD) 20-120 (+40% AD)

E Base Damage: 30-50 20-40

AD Growth: 2.4 3.6

Health Growth: 103 113

Q AP Ratio: 0.35 0.55

E AP Ratio Per Second: 60% 90%

R AP Ratio Per Wave: 25% 35%

Health Growth: 120 140

Passive Packmate bonus AD Ratio: 4.5% 6%

Q First Cast Damage: 35-75 (+20% bonus AD) 45-95 (+25% bonus AD)

Q Second Cast Minimum Damage: 30-90 (+40% bonus AD) 40-100 (+45% bonus AD)

Q Bleed Damage: 30-150 (+80% bonus AD) 40-200 (+100% bonus AD)

Q Heal: 45-105 (+40% bonus AD) 60-150 (+50% bonus AD)

R Shield: 125-525 (+50% bonus AD) 250-750 (+70% bonus AD)

Q AP Ratio: 50% 70%

W Damage: 60-220 (+55% AP) 75-255 (+65% AP)

W Heal: 55-135 (+25% AP) 70-230 (+30% AP)

Health Growth: 100 120

Passive Per Target Cooldown: 6 5 seconds

W Shield Amount: 50-90 (+8-12% Maximum Health) 80-160 (+9-13% Maximum Health)

W Damage over Time: 30-70 (+40% AP) 40-100 (+55% AP)

Q Ability Haste: +30 0

Q Cooldown: 12-8 9-5 seconds

W Maximum AP Ratio: 150% 250%

Passive Stat Amplification per Mythic Upgraded: 4% 6%

Ornn can now only get stat amplifications for upgrading a maximum of 2 mythics per game. If Ornn or his teammate acquires the Mythical Augment, this cap will rise by 5.

Players can no longer buy another copy of the same mythic with Mythical after upgrading the first one.

Health Growth: 109 120

Q Cooldown: 11-8 10-7 seconds

R Cooldown: 180-150 60-40 seconds

W Ability Haste: -30 0

W Cooldown: 20-12 26-16 seconds

E Ability Haste: -50 0

E Cooldown: 14-10 21-15 seconds

Ability Haste: +20 0

Base Health: 670 740

Health Growth: 110 125

E Cooldown: 15-11 13-9 seconds

Passive Bonus AD Ratio: 0.3 0.5

Passive AP Ratio: 0.3 0.5

Q Brush Bonus Movement Speed: 20% 40%

Q River Root Duration: 0.5 1 second

E Base Damage: 50-210 70-270

R Cooldown: 120 80 seconds

Health Growth: 107 122

AD Growth: 2.7 3.7

W Ability Haste: +100 0

W Cooldown: 50-30 20-10 seconds

Health Growth: 94 109

Q Cooldown: 16-6 11-5 seconds

Q AP Ratio: 125% 150%

R Cooldown: 90 40 seconds

Health Growth: 99 119

AD Growth: 3 4

Q Burrowed Damage: 60-200 (+50% bonus AD) (+70% AP) 70-270 (+70% bonus AD) (+130% AP)

W Cooldown: 16-8 18-10 seconds

Q Bonus Damage: 30-150 (+0-20% AD) 40-200 (+5-25% AD)

Q Empowered Ratio: 40% 55%

W Damage stored as Grey health: 50% 60%

W Damage: 50-170 (+80% AP) 60-220 (+95% AP)

W Empowered AP Ratio: 80% 105%

R Cooldown: 110/100/90 80/70/60 seconds

R Bonus Movement Speed: 40-60% 50-90%

AD Growth: 3.3 2.8

Attack Speed Growth: 3.3 2.8

R Base Damage: 5-25 5-15

Health Growth: 114 144

Q Ability Haste: +20 0

Q Cooldown: 19-13 17-11 seconds

Q Damage: 90-290 (+60% AP) 110-350 (+110% AP)

R Cooldown: 130-90 80-60 seconds

Passive Stacks per Round: 6.25 7.5

Passive Attack Bonus AD Ratio: 25% 35%

Q Ability Haste: -30 0

Q Cooldown: 12-10 14-12 seconds

Q Base Damage: 25-65 45-125

W Fear Duration: 0.5 0.5-1 seconds

W Cooldown: 15 17 seconds

Damage Dealt Modifier: -5% 0

Health Growth: 104 94

Q Cooldown: 8-6 9-7 seconds

W Damage per tick: 20-60 (+20% bonus AD) 15-45 (+15% bonus AD)

E Percent Health Damage On-hit: 3% 2.5%

Q Base Stun Time: 1.25 1.75 seconds

Q Minimum AD Ratio: 45-75% 60-100%

Q Maximum AD Ratio: 135-225% 180-300%

W Stacking: Gains 800 stacks over 8 rounds Gains 1200 stacks over 8 rounds

E Base Damage: 65-205 80-300

E AP Ratio: 0.55 0.8

R Minimum Base Damage: 200-350 250-750

R Maximum Base Damage: 600-1400 700-2100

Q AD Ratio: 80-100% 90-130%

Q Damage: 1-3% maximum health (+20% AD) (+30% AP) 1-2.5% maximum health (+20% AD) (+40% AP)

E Stun Duration: 1.25 1 second

Passive Bonus AD Ratio: 2.1 3.0

Q AD Ratio: 100% Bonus AD 130% Bonus AD

W Slow: 40%-60% 50-70%

W Initial Base Damage: 40-80 60-120

W Return Base Damage: 50-170 75-225

E Wall Cooldown: 160-60 22-6 seconds

R Movement Speed: 40-70% 60-100%

R Cooldown: 100-60 80-60 seconds

E Ability Haste: -50 0

E Cooldown: 16-12 22-16 seconds

Q Damage: 80-260 (+80% AP) 70-230 (+70% AP)

Q Blind Duration: 2-3 1.5-2.5 seconds

Health Growth: 120 130

Q AP Ratio: 90% 120%

E Passive AD Ratio: 80-200% 100-300%

R AP Ratio: 100% 130%

Q Damage: 60-220 (+90% AP) 70-270 (+100% AP)

E AP Ratio: 50% 40%

E Base Damage: 65-165 65-265

Damage Dealt Modifier: -5% 0

Health Growth: 100 80

AD Growth: 3.1 2.1

Attack Speed Growth: 3.38 2.88

Passive AP Ratio: 3% 4%

E Bonus AD Ratio Per Stack: 0.35 0.3

E AP Ratio Per Stack: 0.3 0.35

R Bonus AD: 10-30 30-50

Q Maximum Health AD Ratio: .0004 .0003

Q2 Maximum Health AD Ratio: .0007 .006

W Shield AP Ratio: 40% 60%

W On-Hit Heal AP Ratio: 8% 12%

R Storm Base Damage: 20-92 25-125

R Storm AP Ratio: .00035 .00050

AD Growth: 4 3

Health Growth: 102 92

Armor Growth: 5.45 4.75

Firebrand,Heavy Hitter, Light ‘em Up, and Angel of Retribution now deal 50% damage during W

Q Cooldown: 16-12 13-9 seconds

E Bonus AD Ratio: 90% 110%

Health Growth: 103 93

Attack Speed Growth: 3.3 3

AD Growth: 2.35 1.95

Q Bonus Damage: 60-100% AD 50-90%

R Bonus AD: 25-55 10-30

Armor Growth: 5.2 4.2

Passive On-hit AP Ratio: 50% 40%

Q Cooldown: 14-10 16-12 seconds

Q Bonus AD Ratio: 120% 60%

W Heal: 20-80 (+8-20% missing health) 10-70 (+6-18% missing health)

E Shield: 14% maximum health (+75% AP) 11% maximum health (+65% AP)

E Damage: 80-200 (+80% AP) (+11-15 maximum health) 60-160 (+70% AP) (+9-13% maximum health)

E Ability Haste: -20 0

E Cooldown: 15-11 18-14 seconds

Q AD Ratio: 0.45 0.35

W Ability Haste: -30 0

W Cooldown: 22-14 26-18 seconds

R AD Ratio Per Second: 1.375 1.1

AD Growth: 3.5 2.6

Attack Speed Growth: 3.9 3.7

Health Growth: 107 97

Q Cooldown: 10-8 10-5 seconds

W Bonus Damage: 20% 15%

E Damage: 50-90 (+60% bonus AD) 40-80 (+50% bonus AD)

Health Growth: 106 121

W Base Damage: 60-200 85-225

E Minimum Stun Duration: 0.75 1.25 seconds

E Maximum Stun Duration: 2.25 2.5 seconds

E Cooldown: 13-11 11-9 seconds

Passive Ghoul AD Ratio: 0.25 0.2

R Maiden Health reduced by 30%

Q AP Ratio: 20% 25%

Q Empowered AP Ratio: 30% 37.5%

W Bonus Heal/Shield Power: 5-15% 10-25%

E Shield Amount: 80-180 (+30% AP) 100-200 (+40% AP)

Q Base Damage: 70-210 80-280

Q Bonus AD Ratio: 1.1 1.3

W Cooldown: 20-17 16-13 seconds

R Damage Amplification: 25-55% 30-60%

Health Growth: 106 121

Passive AP Ratio: 50% 65%

Q Damage: 95-295 (+65% AP) 125-325 (+75% AP)

W Ability Haste: +30 0

W Cooldown: 20-12 14-10 seconds

R Damage (unempowered): 200-400 (+73% AP) 250-550 (+85% AP)

R Damage (empowered): 300-600 (+110% AP) 375-825 (+ 127.5% AP)

Health Growth: 106 121

Base stats have been reduced to match values on Summoner’s Rift with +4 lethality unless otherwise noted below.

Health: 700 800

Ultimate Damage Amplification: 25% 20%

AD: 40 35

Percent Current Health On-hit Damage: 11%/8% (melee/ranged) 9%/6% (melee/ranged)

AP: 100 80

AP: 75 45

Percent Maximum Health Damage for Melee Users: 4% 3%

AD: 35 30

Passive Damage Amplification Cap: 16% 25%

Ability Haste: 30 40

Health: 200 400

Shard Heal: 40-160 60-210

Shard Damage: 45-270 60-310

AD: 60 50

Proc Percent Maximum Health Damage for Melee Users: 6% 4%

Mythic Passive Armor Penetration: 5% 4%

Lethality: 16 12

Health: 325 375

AD: 55 60

Maximum health: 300 400

Damage Amplification: 20% 25%

Cooldown: 30 20 seconds

Health: 400 500

AP: 70 80

Health: 400 450

Bonus MR at Maximum Stacks: 30 50

AD: 55 60

Attack Speed: 25% 40%

Health: 300 400

Missing Health Heal per champion: 8% 10%

Maximum Health: 200 350

Proc Maximum HP Ratio: 6% 7%

Proc Damage to Permanent Maximum Health Conversion: 10% 12%

AP: 80 100

AD: 40 50

Magic Penetration: 9 12

Cooldown: 40 25 seconds

All stat adjustments reverted.

Health: 300 150

AP: 90 100

Ability Haste: 20 15

Proc Bonus Damage: 15% 10%

Shield Amount: 320-530 (based on level) 400-680 (based on level)

Ability Power: 60 80

Ability Haste: 30 35

Initial Proc Damage: 50-90 70-170

Ally Proc Damage: 100-160 130-230

Damage Redirect Percentage: 10%/20% when empowered 8/16% for ranged and 12/24% for melee

AD: 40 45

Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)

Armor Penetration: 35% 30%

AP: 100 80

Mortal Reminder

Armor Penetration: 35% 30%

Ability Haste: 25 40

Attack Speed at Maximum Stacks: 30% 50%

Proc damage buffed to match live values (and AP ratios buffed slightly)

Health: 300 400

Health: 300 450

Shield now has a 30% bonus AD ratio.

AP: 85 70

Health: 475 400

AD: 55 65

Ranged shield reduction: 35% 50%

Armor Penetration: 40% 35%

Magic Penetration based on Target’s Current Health: 10-20 15-25

Active Movespeed: 30% 50%

Cooldown: 75 30 seconds

Proc Base Damage: 100-200 (based on level) 100-280 (based on level)

AP Ratio: 60% (unchanged)

Attack Speed: 15% 25%

AD: 50 60

Health Ratio Per Tick: 1.75% 2.5%

Heal Amount: 20-60 (+12% bonus AD) (+8% AP) 15-45 (+10% bonus AD) (+7% AP)

Health: 300 200

AP: 60 40

Attack Speed Per 1% Heal/Shield Power: 1.5% 1.2%

Bonus Health converted to AD: 2% 1.5%

Health: 500 400

Health: 200 333

AD: 30 33

Passive Lethality Reduced to 10-20 (based on level)

Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker’s Blessing, Zhonya’s Epiphany

Haste Per Cast: 8 9

Stat Amplification: 20% 25%

Health: 1000 1250

Heal to Damage Conversion: 50% 70%

Base Movement Speed for Ranged Users: 20% 30%

Base Movement Speed for Melee Users: 30% 40%

Maximum Haste: 60% 80%

Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)

Damage Amplification: 15% 20%

Base Shield: 200 100-400 (based on level)

Attack Speed: 50% 60%

Damage reduced by 17%

Ignite Damage: 70-410 (based on level) 100-600 (based on level)

Slow Amount: 30% 50%

Heal: 4% maximum health 10-180 (based on level) + 2% maximum health

AP Ratio: 10% 6%

AD per 1 Attack Speed: 30 25

Cooldown Refund: 1 1.25 seconds

Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)

Resists per stack: 15 12

Base Regeneration: 600% 800%

Amped Regen: 1200% 1600%

Per Ability Proc Cooldown: 0.75 0.5 seconds

newIf taken during the 2nd augment round, starts with 40 AP

Heal: 2% maximum health 5-90 (based on level) + 1% maximum health

Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)

Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%

Damage: 24-160 (based on level) 40-200 (based on level)

Total Bleed Damage: 2.5% 1.75% of Users Maximum Health

Slow Amount: 40% 30%

Damage: 40-160 (based on level) 30-150 (based on level)

Lifesteal on Critical Strike: 30% 20%

Damage Redirected: 25% 15%

Healing Copied: 45% 50%

Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)

Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)

Attack Speed per Stack for Melee Users: 10-15% 13-18%

Attack Speed per Stack for Ranged Users: 5-9% 8-12%

Damage Reduction: 30% 25%

Lethality: 15 10

Total Burn Percent Maximum Health Damage: 5% 4%

Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)

Current Converted to Shield: 30% 25%

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

champion balance adjustments

E Recharge Time: 26-10 seconds 22-10 seconds

E Percent Healing: 18-24% 20-32%

E Empowered Percent Healing during Ultimate: 20-36% 24-44%

R Increased Healing: 25-45% 30-60%

R Bonus AD: 20-45% 30-55%.

Health Growth: 111 121

Q Damage: 50-150 (+60% AP) (+65% total AD) 60-180 (+70% AP) (+75% total AD)

W Ability Haste: +30 0

W Cooldown: 20 seconds 15 seconds

Health Growth: 105 115

AD Growth: 3 3.7

E bonus AD ratio: 17.5% 22.5%

W Ability Haste: – 30 0

W Cooldown: 14-10 26-16 seconds

R Ability Haste: -30 0

R Cooldown: 120-80 seconds 180-120 seconds

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: +5% 0

Health Growth: 102 92

Passive Stun Duration: 1.25-1.75 (based on level) 1-1.5 seconds

Q Damage: 70-210 (+75% AP) 60-200 (+65% AP)

W Damage: 70-250 (+85% AP) 60-220 (+75% AP)

W Damage: 20-80 (+100% AD) 25-105 (+120% AD)

R Stun Duration: 1-3.5 1.5-4.5 seconds

R AP Ratio: 120% 200%

Passive Chimes Per Upgrade: 5 4

Passive AP Ratio: 0.3 0 .5

Health Growth: 109 139

Q Ability Haste: +40 0

Q Cooldown: 20-16 13-9 seconds

Health Growth: 112 132

Attack Speed Growth: 3.5% 4.5%

W Braum Bonus Resistances: 20-40 (+36% bonus Armor/MR) 20-60 (+45% bonus Armor/MR)

W Ally Bonus Resistances: 20-40 (+12% bonus Armor/MR) 20-60 (+16% bonus Armor/MR)

Health Growth: 100 90

Armor Growth: 4.2 3.2

Q Base Damage: 60-220 50-190

Q Armor Shred: 10-26% 10-20%

W Bonus Attack Speed: 60-120% 60-100%

W Snack Attack Heal Percentage: 36-60% 36-48%

R Damage: 150-450 (+75% bonus AD) 150-400 (+90% bonus AD)

R Bonus Armor/MR: 20% AD 10% AD.

Health Growth: 104 94

W Ability Haste: -30 0

W Cooldown: 24-16 28-20 seconds

R Damage: 150-350 (+50% AP) 100-250 (+40% AP)

Q Ability Haste: +25 0

Q Cooldown: 6 5 seconds

R Ability Haste: +30 0

R Cooldown: 80-60 60–40 seconds

Base Health: 105 100

Passive Package Damage Per Second: 30-100 (based on level) (+200% bonus AD) (+24% AP) 30-100 (based on level) (+100% bonus AD) (+16% AP)

W Cooldown: 20-16 23-19 seconds

W AP Ratio Per Second: 40% 60%

E Ability Haste: -30 0

R Damage: 80-150 (+15-75% AD) (+12% AP) 70-140 (+10-60% AD) (+20% AP)

Passive Stacks per Round: 100 50

Passive Stacks per Catch: 10 5

Q Bonus Damage AD Ratio: +75-115% bonus AD +70-110% bonus AD

Q Health Growth: 98 128

Q Damage: 35-55 (+30% AP) 35-75 (+35% AP)

Q Bonus Damage on Marked Target: 25-65 (+30% AP) 30-70 (+40% AP)

W Ability Haste: +20 0

W Cooldown: 15-11 13-9 seconds

R Cooldown: 120-80 90-60 seconds

Passive Attack Speed per stack: 0.1 0.15

Q AD Ratio: 135% 140%

Q AP Ratio: 17% 20%

W Base Damage: 80-300 110-350

E Ability Haste: +15 0

E Cooldown: 26-14 18-10 seconds

E AP Ratio: 80% 90%

R AP Ratio: 95% 110%

Damage Dealt Modifier: -5% 0

Health Growth: 99 89

AD Growth: 3.3 2.8

Q Damage: 70-110 (+90-110% bonus AD) 55-95 (+70-90% bonus AD)

W Ability Haste: -20 0

W Cooldown: 24-16 28-20 seconds

Health Growth: 126 136

W Ability Haste: +30 >> 0

W Cooldown: 18-14 15-11 seconds

W Shield Health Ratio: 10% 15-25%

R Base Damage: 150-350 200-600

Damage Dealt Modifier: -5% 0

Health Growth: 101 86

Q Turret Shot AP Ratio: 35% 25%

Q Turret Beam AP Ratio: 55% 45%

E Ability Haste: -30 0

E Cooldown: 11 15 seconds

Damage Taken Modifier: +5% 0

Health Growth: 109 99

AD Growth: 5 4

Q Cooldown: 14-10 16-12 seconds

E Shield Amount: 85-245 (+50% AP) 80-220 (+45% AP)

E Damage: 70-150 (+80% AP) 60-120 (+70% AP)

E Slow Amount: 50-70% 40-60%

Health Growth: 100 90

AD Growth: 4.25 4

W Base Damage: 50-190 30-130

E Ability Haste: -30 0

E Cooldown: 15-9 20-14 seconds

R Passive Base Damage: 60-160 50-130

R Active Base Damage: 150-350 100-250

Passive Crit Movespeed Attack Speed Ratio: 40% 80%

Q Base Damage: 65-245 70-310

Q AD Ratio: 0.6-1 0.8-1.2

W Base Damage: 60-200 70-250

W Root Duration: 1.25-2.25 1.75-3.25 seconds

E Slow Amount: 35% 50%

R Base Damage: 100-400 144-444

R AD Ratio: 0.25 0.44

R Cooldown: 120-90 45-15 seconds

Health Growth: 105 115

AD Growth: 3.15 3.75

W Damage: 10-210 (+160% AD) 10-250 (+200% AD)

R Cooldown: 70-40 50-30 seconds

Kai’Sa:

Health Growth: 102 95

AD Growth: 2.6 2.2

Q Individual Missile Damage: 40-100 (+50% bonus AD) (+20% AP) 40-100 (+40% bonus AD) (+15% AP)

Q Total AD Ratio: 105% 135%

Damage Dealt Modifier: -5% 0

Passive Wave Damage: 20-41 (based on level) (+25% AP) (+10% bonus AD) 20-41 (based on level) (+17% AP) (+7% bonus AD)

Q Slow Percent: 26-50% 15-35%

W Movespeed: 24-40% 15-35%

E Passive Damage: 10-30 (+20% AP) (+10% bonus AD) 5-25 (+14% AP) (+7% bonus AD)

R Ability Haste: -100 0

R Cooldown: 160-80 320-160 seconds

R Base Damage: 50-150 150-300

Damage Dealt Modifier: -5% 0

Damage Taken Modifier: -5% 0

Passive Orbs per Round: 25 30

Passive Assassin Out-of-Combat Window to Reset Passive: 8 4 seconds

Passive Assassin Bonus Magic Damage: 15-45% (based on level) 30-60% (based on level)

Q Darkin Damage: 5% 4% of target’s maximum health

Q Darkin Damage: 3.5% 3% maximum HP per 100 bonus AD

E Assassin Cooldown: 10 7 seconds

E Assassin Bonus Movespeed: 70% 100%

R Darkin Damage: 10% 7% per 100 bonus AD

R Assassin Bonus Cast and Emerge range: 200 400

Passive bonus AD Ratio: 0.4 0.55

Passive Slow: 25% 35%

Q Evolved Bonus Cooldown Refund on Isolated Target: 45% 60%

Q Base Bonus AD Ratio: 110% 140%

W Heal: 55-135 (+50% AP) 100-300 (+100% AP)

E Cooldown: 20-12 12-8 seconds

R Recast Window: 12 18 seconds

R Evolved Stealth Duration: 2 3 seconds

R Evolved Casts: 3 4

AD Growth: 3.25 2.75

Attack Speed Growth: 3.5 3

E Damage: 80-160 (+80% bonus AD) (+5% missing HP) (+0.5% missing HP per mark) 80-160 (+80% bonus AD) (+2% missing HP) (+0.5% missing HP per mark)

Damage Dealt Modifier: -5% 0

AD Growth: 3.1 2.3

Attack Speed Growth: 2.65 2.25

Q Resist Shred: 23-31% 15-25%

Q AP Ratio: 70% 100%

E Slow: 30-50% 20-60%

E AP Ratio: 70% 90%

R AP Ratio: 35% 45%

Health Growth: 115 130

Q Base Damage: 30-150 40-200

E Ability Haste: -20 0

E Cooldown: 10.5-8.5 9-7 seconds

R Cooldown: 120-80 90-60 seconds

Health Growth: 111 121

W Ability Haste: +15 0

Cooldown: 18-10 16-8 seconds

R Ability Haste: +15 0

Base Health: 645 725

Health Growth: 105 120

Q Ability Haste: +30 0

Q Cooldown: 10-6 8.5-4.5 seconds

W Shield Value: 60-300 70-350

Health Growth: 99 114

Passive AP Ratio: 35% 45%

Q Damage: 80-240 (+60% AP) 110-270 (+65% AP)

Q Cooldown: 11-9 10-8 seconds

W Shield Value: 40-100 (+35% AP) 60-180 (+45% AP)

Cooldown Reduction on Spell Cast or Hit Taken: 4 3 seconds

Q Damage: 70-270 (+2-4% max health) (+40% AP) 40-160 (+2-4% max health) (+60% AP)

W Cooldown: 13-9 15-11 seconds

AD Growth: 2.2 1.7

Q Damage: 30-150 (+50% AD) 20-120 (+40% AD)

E Base Damage: 30-50 20-40

AD Growth: 2.4 3.6

Health Growth: 103 113

Q AP Ratio: 0.35 0.55

E AP Ratio Per Second: 60% 90%

R AP Ratio Per Wave: 25% 35%

Health Growth: 120 140

Passive Packmate bonus AD Ratio: 4.5% 6%

Q First Cast Damage: 35-75 (+20% bonus AD) 45-95 (+25% bonus AD)

Q Second Cast Minimum Damage: 30-90 (+40% bonus AD) 40-100 (+45% bonus AD)

Q Bleed Damage: 30-150 (+80% bonus AD) 40-200 (+100% bonus AD)

Q Heal: 45-105 (+40% bonus AD) 60-150 (+50% bonus AD)

R Shield: 125-525 (+50% bonus AD) 250-750 (+70% bonus AD)

Q AP Ratio: 50% 70%

W Damage: 60-220 (+55% AP) 75-255 (+65% AP)

W Heal: 55-135 (+25% AP) 70-230 (+30% AP)

Health Growth: 100 120

Passive Per Target Cooldown: 6 5 seconds

W Shield Amount: 50-90 (+8-12% Maximum Health) 80-160 (+9-13% Maximum Health)

W Damage over Time: 30-70 (+40% AP) 40-100 (+55% AP)

Q Ability Haste: +30 0

Q Cooldown: 12-8 9-5 seconds

W Maximum AP Ratio: 150% 250%

Passive Stat Amplification per Mythic Upgraded: 4% 6%

Ornn can now only get stat amplifications for upgrading a maximum of 2 mythics per game. If Ornn or his teammate acquires the Mythical Augment, this cap will rise by 5.

Players can no longer buy another copy of the same mythic with Mythical after upgrading the first one.

Health Growth: 109 120

Q Cooldown: 11-8 10-7 seconds

R Cooldown: 180-150 60-40 seconds

W Ability Haste: -30 0

W Cooldown: 20-12 26-16 seconds

E Ability Haste: -50 0

E Cooldown: 14-10 21-15 seconds

Ability Haste: +20 0

Base Health: 670 740

Health Growth: 110 125

E Cooldown: 15-11 13-9 seconds

Passive Bonus AD Ratio: 0.3 0.5

Passive AP Ratio: 0.3 0.5

Q Brush Bonus Movement Speed: 20% 40%

Q River Root Duration: 0.5 1 second

E Base Damage: 50-210 70-270

R Cooldown: 120 80 seconds

Health Growth: 107 122

AD Growth: 2.7 3.7

W Ability Haste: +100 0

W Cooldown: 50-30 20-10 seconds

Health Growth: 94 109

Q Cooldown: 16-6 11-5 seconds

Q AP Ratio: 125% 150%

R Cooldown: 90 40 seconds

Health Growth: 99 119

AD Growth: 3 4

Q Burrowed Damage: 60-200 (+50% bonus AD) (+70% AP) 70-270 (+70% bonus AD) (+130% AP)

W Cooldown: 16-8 18-10 seconds

Q Bonus Damage: 30-150 (+0-20% AD) 40-200 (+5-25% AD)

Q Empowered Ratio: 40% 55%

W Damage stored as Grey health: 50% 60%

W Damage: 50-170 (+80% AP) 60-220 (+95% AP)

W Empowered AP Ratio: 80% 105%

R Cooldown: 110/100/90 80/70/60 seconds

R Bonus Movement Speed: 40-60% 50-90%

AD Growth: 3.3 2.8

Attack Speed Growth: 3.3 2.8

R Base Damage: 5-25 5-15

Health Growth: 114 144

Q Ability Haste: +20 0

Q Cooldown: 19-13 17-11 seconds

Q Damage: 90-290 (+60% AP) 110-350 (+110% AP)

R Cooldown: 130-90 80-60 seconds

Passive Stacks per Round: 6.25 7.5

Passive Attack Bonus AD Ratio: 25% 35%

Q Ability Haste: -30 0

Q Cooldown: 12-10 14-12 seconds

Q Base Damage: 25-65 45-125

W Fear Duration: 0.5 0.5-1 seconds

W Cooldown: 15 17 seconds

Damage Dealt Modifier: -5% 0

Health Growth: 104 94

Q Cooldown: 8-6 9-7 seconds

W Damage per tick: 20-60 (+20% bonus AD) 15-45 (+15% bonus AD)

E Percent Health Damage On-hit: 3% 2.5%

Q Base Stun Time: 1.25 1.75 seconds

Q Minimum AD Ratio: 45-75% 60-100%

Q Maximum AD Ratio: 135-225% 180-300%

W Stacking: Gains 800 stacks over 8 rounds Gains 1200 stacks over 8 rounds

E Base Damage: 65-205 80-300

E AP Ratio: 0.55 0.8

R Minimum Base Damage: 200-350 250-750

R Maximum Base Damage: 600-1400 700-2100

Q AD Ratio: 80-100% 90-130%

Q Damage: 1-3% maximum health (+20% AD) (+30% AP) 1-2.5% maximum health (+20% AD) (+40% AP)

E Stun Duration: 1.25 1 second

Passive Bonus AD Ratio: 2.1 3.0

Q AD Ratio: 100% Bonus AD 130% Bonus AD

W Slow: 40%-60% 50-70%

W Initial Base Damage: 40-80 60-120

W Return Base Damage: 50-170 75-225

E Wall Cooldown: 160-60 22-6 seconds

R Movement Speed: 40-70% 60-100%

R Cooldown: 100-60 80-60 seconds

E Ability Haste: -50 0

E Cooldown: 16-12 22-16 seconds

Q Damage: 80-260 (+80% AP) 70-230 (+70% AP)

Q Blind Duration: 2-3 1.5-2.5 seconds

Health Growth: 120 130

Q AP Ratio: 90% 120%

E Passive AD Ratio: 80-200% 100-300%

R AP Ratio: 100% 130%

Q Damage: 60-220 (+90% AP) 70-270 (+100% AP)

E AP Ratio: 50% 40%

E Base Damage: 65-165 65-265

Damage Dealt Modifier: -5% 0

Health Growth: 100 80

AD Growth: 3.1 2.1

Attack Speed Growth: 3.38 2.88

Passive AP Ratio: 3% 4%

E Bonus AD Ratio Per Stack: 0.35 0.3

E AP Ratio Per Stack: 0.3 0.35

R Bonus AD: 10-30 30-50

Q Maximum Health AD Ratio: .0004 .0003

Q2 Maximum Health AD Ratio: .0007 .006

W Shield AP Ratio: 40% 60%

W On-Hit Heal AP Ratio: 8% 12%

R Storm Base Damage: 20-92 25-125

R Storm AP Ratio: .00035 .00050

AD Growth: 4 3

Health Growth: 102 92

Armor Growth: 5.45 4.75

Firebrand,Heavy Hitter, Light ‘em Up, and Angel of Retribution now deal 50% damage during W

Q Cooldown: 16-12 13-9 seconds

E Bonus AD Ratio: 90% 110%

Health Growth: 103 93

Attack Speed Growth: 3.3 3

AD Growth: 2.35 1.95

Q Bonus Damage: 60-100% AD 50-90%

R Bonus AD: 25-55 10-30

Armor Growth: 5.2 4.2

Passive On-hit AP Ratio: 50% 40%

Q Cooldown: 14-10 16-12 seconds

Q Bonus AD Ratio: 120% 60%

W Heal: 20-80 (+8-20% missing health) 10-70 (+6-18% missing health)

E Shield: 14% maximum health (+75% AP) 11% maximum health (+65% AP)

E Damage: 80-200 (+80% AP) (+11-15 maximum health) 60-160 (+70% AP) (+9-13% maximum health)

E Ability Haste: -20 0

E Cooldown: 15-11 18-14 seconds

Q AD Ratio: 0.45 0.35

W Ability Haste: -30 0

W Cooldown: 22-14 26-18 seconds

R AD Ratio Per Second: 1.375 1.1

AD Growth: 3.5 2.6

Attack Speed Growth: 3.9 3.7

Health Growth: 107 97

Q Cooldown: 10-8 10-5 seconds

W Bonus Damage: 20% 15%

E Damage: 50-90 (+60% bonus AD) 40-80 (+50% bonus AD)

Health Growth: 106 121

W Base Damage: 60-200 85-225

E Minimum Stun Duration: 0.75 1.25 seconds

E Maximum Stun Duration: 2.25 2.5 seconds

E Cooldown: 13-11 11-9 seconds

Passive Ghoul AD Ratio: 0.25 0.2

R Maiden Health reduced by 30%

Q AP Ratio: 20% 25%

Q Empowered AP Ratio: 30% 37.5%

W Bonus Heal/Shield Power: 5-15% 10-25%

E Shield Amount: 80-180 (+30% AP) 100-200 (+40% AP)

Q Base Damage: 70-210 80-280

Q Bonus AD Ratio: 1.1 1.3

W Cooldown: 20-17 16-13 seconds

R Damage Amplification: 25-55% 30-60%

Health Growth: 106 121

Passive AP Ratio: 50% 65%

Q Damage: 95-295 (+65% AP) 125-325 (+75% AP)

W Ability Haste: +30 0

W Cooldown: 20-12 14-10 seconds

R Damage (unempowered): 200-400 (+73% AP) 250-550 (+85% AP)

R Damage (empowered): 300-600 (+110% AP) 375-825 (+ 127.5% AP)

Health Growth: 106 121

Base stats have been reduced to match values on Summoner’s Rift with +4 lethality unless otherwise noted below.

Health: 700 800

Ultimate Damage Amplification: 25% 20%

AD: 40 35

Percent Current Health On-hit Damage: 11%/8% (melee/ranged) 9%/6% (melee/ranged)

AP: 100 80

AP: 75 45

Percent Maximum Health Damage for Melee Users: 4% 3%

AD: 35 30

Passive Damage Amplification Cap: 16% 25%

Ability Haste: 30 40

Health: 200 400

Shard Heal: 40-160 60-210

Shard Damage: 45-270 60-310

AD: 60 50

Proc Percent Maximum Health Damage for Melee Users: 6% 4%

Mythic Passive Armor Penetration: 5% 4%

Lethality: 16 12

Health: 325 375

AD: 55 60

Maximum health: 300 400

Damage Amplification: 20% 25%

Cooldown: 30 20 seconds

Health: 400 500

AP: 70 80

Health: 400 450

Bonus MR at Maximum Stacks: 30 50

AD: 55 60

Attack Speed: 25% 40%

Health: 300 400

Missing Health Heal per champion: 8% 10%

Maximum Health: 200 350

Proc Maximum HP Ratio: 6% 7%

Proc Damage to Permanent Maximum Health Conversion: 10% 12%

AP: 80 100

AD: 40 50

Magic Penetration: 9 12

Cooldown: 40 25 seconds

All stat adjustments reverted.

Health: 300 150

AP: 90 100

Ability Haste: 20 15

Proc Bonus Damage: 15% 10%

Shield Amount: 320-530 (based on level) 400-680 (based on level)

Ability Power: 60 80

Ability Haste: 30 35

Initial Proc Damage: 50-90 70-170

Ally Proc Damage: 100-160 130-230

Damage Redirect Percentage: 10%/20% when empowered 8/16% for ranged and 12/24% for melee

AD: 40 45

Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)

Armor Penetration: 35% 30%

AP: 100 80

Mortal Reminder

Armor Penetration: 35% 30%

Ability Haste: 25 40

Attack Speed at Maximum Stacks: 30% 50%

Proc damage buffed to match live values (and AP ratios buffed slightly)

Health: 300 400

Health: 300 450

Shield now has a 30% bonus AD ratio.

AP: 85 70

Health: 475 400

AD: 55 65

Ranged shield reduction: 35% 50%

Armor Penetration: 40% 35%

Magic Penetration based on Target’s Current Health: 10-20 15-25

Active Movespeed: 30% 50%

Cooldown: 75 30 seconds

Proc Base Damage: 100-200 (based on level) 100-280 (based on level)

AP Ratio: 60% (unchanged)

Attack Speed: 15% 25%

AD: 50 60

Health Ratio Per Tick: 1.75% 2.5%

Heal Amount: 20-60 (+12% bonus AD) (+8% AP) 15-45 (+10% bonus AD) (+7% AP)

Health: 300 200

AP: 60 40

Attack Speed Per 1% Heal/Shield Power: 1.5% 1.2%

Bonus Health converted to AD: 2% 1.5%

Health: 500 400

Health: 200 333

AD: 30 33

Passive Lethality Reduced to 10-20 (based on level)

Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker’s Blessing, Zhonya’s Epiphany

Haste Per Cast: 8 9

Stat Amplification: 20% 25%

Health: 1000 1250

Heal to Damage Conversion: 50% 70%

Base Movement Speed for Ranged Users: 20% 30%

Base Movement Speed for Melee Users: 30% 40%

Maximum Haste: 60% 80%

Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)

Damage Amplification: 15% 20%

Base Shield: 200 100-400 (based on level)

Attack Speed: 50% 60%

Damage reduced by 17%

Ignite Damage: 70-410 (based on level) 100-600 (based on level)

Slow Amount: 30% 50%

Heal: 4% maximum health 10-180 (based on level) + 2% maximum health

AP Ratio: 10% 6%

AD per 1 Attack Speed: 30 25

Cooldown Refund: 1 1.25 seconds

Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)

Resists per stack: 15 12

Base Regeneration: 600% 800%

Amped Regen: 1200% 1600%

Per Ability Proc Cooldown: 0.75 0.5 seconds

newIf taken during the 2nd augment round, starts with 40 AP

Heal: 2% maximum health 5-90 (based on level) + 1% maximum health

Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)

Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%

Damage: 24-160 (based on level) 40-200 (based on level)

Total Bleed Damage: 2.5% 1.75% of Users Maximum Health

Slow Amount: 40% 30%

Damage: 40-160 (based on level) 30-150 (based on level)

Lifesteal on Critical Strike: 30% 20%

Damage Redirected: 25% 15%

Healing Copied: 45% 50%

Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)

Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)

Attack Speed per Stack for Melee Users: 10-15% 13-18%

Attack Speed per Stack for Ranged Users: 5-9% 8-12%

Damage Reduction: 30% 25%

Lethality: 15 10

Total Burn Percent Maximum Health Damage: 5% 4%

Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)

Current Converted to Shield: 30% 25%

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

item balance adjustments

Base stats have been reduced to match values on Summoner’s Rift with +4 lethality unless otherwise noted below.

Health: 700 800

Ultimate Damage Amplification: 25% 20%

AD: 40 35

Percent Current Health On-hit Damage: 11%/8% (melee/ranged) 9%/6% (melee/ranged)

AP: 100 80

AP: 75 45

Percent Maximum Health Damage for Melee Users: 4% 3%

AD: 35 30

Passive Damage Amplification Cap: 16% 25%

Ability Haste: 30 40

Health: 200 400

Shard Heal: 40-160 60-210

Shard Damage: 45-270 60-310

AD: 60 50

Proc Percent Maximum Health Damage for Melee Users: 6% 4%

Mythic Passive Armor Penetration: 5% 4%

Lethality: 16 12

Health: 325 375

AD: 55 60

Maximum health: 300 400

Damage Amplification: 20% 25%

Cooldown: 30 20 seconds

Health: 400 500

AP: 70 80

Health: 400 450

Bonus MR at Maximum Stacks: 30 50

AD: 55 60

Attack Speed: 25% 40%

Health: 300 400

Missing Health Heal per champion: 8% 10%

Maximum Health: 200 350

Proc Maximum HP Ratio: 6% 7%

Proc Damage to Permanent Maximum Health Conversion: 10% 12%

AP: 80 100

AD: 40 50

Magic Penetration: 9 12

Cooldown: 40 25 seconds

All stat adjustments reverted.

Health: 300 150

AP: 90 100

Ability Haste: 20 15

Proc Bonus Damage: 15% 10%

Shield Amount: 320-530 (based on level) 400-680 (based on level)

Ability Power: 60 80

Ability Haste: 30 35

Initial Proc Damage: 50-90 70-170

Ally Proc Damage: 100-160 130-230

Damage Redirect Percentage: 10%/20% when empowered 8/16% for ranged and 12/24% for melee

AD: 40 45

Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)

Armor Penetration: 35% 30%

AP: 100 80

Mortal Reminder

Armor Penetration: 35% 30%

Ability Haste: 25 40

Attack Speed at Maximum Stacks: 30% 50%

Proc damage buffed to match live values (and AP ratios buffed slightly)

Health: 300 400

Health: 300 450

Shield now has a 30% bonus AD ratio.

AP: 85 70

Health: 475 400

AD: 55 65

Ranged shield reduction: 35% 50%

Armor Penetration: 40% 35%

Magic Penetration based on Target’s Current Health: 10-20 15-25

Active Movespeed: 30% 50%

Cooldown: 75 30 seconds

Proc Base Damage: 100-200 (based on level) 100-280 (based on level)

AP Ratio: 60% (unchanged)

Attack Speed: 15% 25%

AD: 50 60

Health Ratio Per Tick: 1.75% 2.5%

Heal Amount: 20-60 (+12% bonus AD) (+8% AP) 15-45 (+10% bonus AD) (+7% AP)

Health: 300 200

AP: 60 40

Attack Speed Per 1% Heal/Shield Power: 1.5% 1.2%

Bonus Health converted to AD: 2% 1.5%

Health: 500 400

Health: 200 333

AD: 30 33

Passive Lethality Reduced to 10-20 (based on level)

Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker’s Blessing, Zhonya’s Epiphany

Haste Per Cast: 8 9

Stat Amplification: 20% 25%

Health: 1000 1250

Heal to Damage Conversion: 50% 70%

Base Movement Speed for Ranged Users: 20% 30%

Base Movement Speed for Melee Users: 30% 40%

Maximum Haste: 60% 80%

Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)

Damage Amplification: 15% 20%

Base Shield: 200 100-400 (based on level)

Attack Speed: 50% 60%

Damage reduced by 17%

Ignite Damage: 70-410 (based on level) 100-600 (based on level)

Slow Amount: 30% 50%

Heal: 4% maximum health 10-180 (based on level) + 2% maximum health

AP Ratio: 10% 6%

AD per 1 Attack Speed: 30 25

Cooldown Refund: 1 1.25 seconds

Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)

Resists per stack: 15 12

Base Regeneration: 600% 800%

Amped Regen: 1200% 1600%

Per Ability Proc Cooldown: 0.75 0.5 seconds

newIf taken during the 2nd augment round, starts with 40 AP

Heal: 2% maximum health 5-90 (based on level) + 1% maximum health

Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)

Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%

Damage: 24-160 (based on level) 40-200 (based on level)

Total Bleed Damage: 2.5% 1.75% of Users Maximum Health

Slow Amount: 40% 30%

Damage: 40-160 (based on level) 30-150 (based on level)

Lifesteal on Critical Strike: 30% 20%

Damage Redirected: 25% 15%

Healing Copied: 45% 50%

Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)

Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)

Attack Speed per Stack for Melee Users: 10-15% 13-18%

Attack Speed per Stack for Ranged Users: 5-9% 8-12%

Damage Reduction: 30% 25%

Lethality: 15 10

Total Burn Percent Maximum Health Damage: 5% 4%

Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)

Current Converted to Shield: 30% 25%

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

augment balance adjustments

Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker’s Blessing, Zhonya’s Epiphany

Haste Per Cast: 8 9

Stat Amplification: 20% 25%

Health: 1000 1250

Heal to Damage Conversion: 50% 70%

Base Movement Speed for Ranged Users: 20% 30%

Base Movement Speed for Melee Users: 30% 40%

Maximum Haste: 60% 80%

Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)

Damage Amplification: 15% 20%

Base Shield: 200 100-400 (based on level)

Attack Speed: 50% 60%

Damage reduced by 17%

Ignite Damage: 70-410 (based on level) 100-600 (based on level)

Slow Amount: 30% 50%

Heal: 4% maximum health 10-180 (based on level) + 2% maximum health

AP Ratio: 10% 6%

AD per 1 Attack Speed: 30 25

Cooldown Refund: 1 1.25 seconds

Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)

Resists per stack: 15 12

Base Regeneration: 600% 800%

Amped Regen: 1200% 1600%

Per Ability Proc Cooldown: 0.75 0.5 seconds

newIf taken during the 2nd augment round, starts with 40 AP

Heal: 2% maximum health 5-90 (based on level) + 1% maximum health

Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)

Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%

Damage: 24-160 (based on level) 40-200 (based on level)

Total Bleed Damage: 2.5% 1.75% of Users Maximum Health

Slow Amount: 40% 30%

Damage: 40-160 (based on level) 30-150 (based on level)

Lifesteal on Critical Strike: 30% 20%

Damage Redirected: 25% 15%

Healing Copied: 45% 50%

Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)

Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)

Attack Speed per Stack for Melee Users: 10-15% 13-18%

Attack Speed per Stack for Ranged Users: 5-9% 8-12%

Damage Reduction: 30% 25%

Lethality: 15 10

Total Burn Percent Maximum Health Damage: 5% 4%

Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)

Current Converted to Shield: 30% 25%

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

new arena challenges

Cream of the Crop: Deal the most damage to champions in the game

Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds

Double Down: Get double kills

The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying

Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby

I’ve Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

Aram balance changes


nerfs

Riven: Shielding Done: 120% 100%

Ashe: Damage Dealt: 90% 100%

buffs

Ashe: Damage Dealt: 90% 100%

Clash aram cup


  • Registration Begins: December 4 @ 11:00 AM (Local Time)
  • Tournament Days: December 9 and 10 (~4-7 PM Local, varies by region)

Mythic shop rotation


now available

Prestige PROJECT: Irelia

Prestige K/DA Kai’Sa

Prestige Spirit Blossom Master Yi

Prestige Battle Academia Lux

Hextech Alistar

Hextech Malzahar

Mythic Chroma Storm Dragon Lee Sin

Mythic Chroma Dawnbringer Riven

Crystalis Motis Ashe

Reclaimed Chroma (Crystalis Motis Ashe) + Icon

Crystalis Motis Ashe Emote

Crystalis Motis Ward Skin

Winterblessed 2022 Mythic Essence Icon

Lunar Revel 2023 Mythic Essence Icon

Fairie Court 2023 Mythic Essence Icon

Inkshadow 2023 Mythic Essence Icon

Soul Fighter 2023 Mythic Essence Icon

Worlds 2023 Mythic Essence Icon

Faerie Court 2023 Grab Bag

Prestige Cyber Halo Janna

Prestige K/DA Evelynn

Prestige Arcanist Zoe

Prestige Blood Moon Aatrox

Hextech Kog’Maw

Hextech Swain

Neo PAX Jax

Crystalis Motis Taliyah

Reclaimed Chroma (Crystalis Motis Taliyah) + Icon

Crystalis Motis Taliyah Emote

Galaxy Slayer Zed Mythic Chroma + Icon

High Noon Senna Mythic Chroma + Icon

leaving the mythic shop

Prestige Cyber Halo Janna

Prestige K/DA Evelynn

Prestige Arcanist Zoe

Prestige Blood Moon Aatrox

Hextech Kog’Maw

Hextech Swain

Neo PAX Jax

Crystalis Motis Taliyah

Reclaimed Chroma (Crystalis Motis Taliyah) + Icon

Crystalis Motis Taliyah Emote

Galaxy Slayer Zed Mythic Chroma + Icon

High Noon Senna Mythic Chroma + Icon

Bugfixes and qol changes


general

Fixed a bug that caused Elise’s Q – Venomous Bite’s on-hit sound effects to not play correctly while Elise is in Spider Form.

Fixed a bug that caused Draven’s R to execute himself if it was used in very close proximity to an enemy and the amount of gold accumulated from his passive was greater than his current health.

Fixed a bug that caused Xayah’s empowered auto attack feathers to break when hitting a dashing target.

Fixed a bug that caused Morgana’s W – Tormented Shadow pool VFX to not appear to enemies if it was cast inside of terrain.

Fixed a bug that caused Evelynn’s Q sound effects to not play when used very close to the target,

Fixed a bug that caused Neeko to be able to inherit the attributes of 2 different units at the same time, causing her to sometimes have 2.5 Attack Speed.

Fixed a bug that caused some of Ornn’s upgraded Mythic Items to not grant stackable unique passives such as Rod of Ages or Guinsoos.

Fixed a bug that caused Viego to be unable to swap guns if he possessed Aphelios.

Upcoming skins and chromas


Crystalis Motus Ashe

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Winterblessed Camille

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Winterblessed Thresh

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Winterblessed Senna

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Winterblessed Sylas

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Winterblessed Annie

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Winterblessed Hecarim

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Winterblessed Lucian

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Winterblessed Hwei

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Prestige Winterblessed Camille

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