E – EVENT HORIZON BUGFIXFixed an issue with Veigar's E – Event Horizon's hitbox which would cause targets hit by the edge of the cage to not be properly stunned
PATCH HIGHLIGHTS
Arcana Lucian, Arcana Tahm Kench, Arcana Xerath, and Arcana Camille will be available on May 13th, 2021.
CHAMPIONS
BARD
Passive base damage decreased.
Bard's been overperforming at higher tiers of play due to his roaming capabilities. Obviously, it's Bard. Bard roams. So to preserve his unique strength as a roaming support, we're toning down his early lane damage instead.
PASSIVE – TRAVELER'S CALL
BASE DAMAGE40⇒30
DARIUS
E cooldown increased.
Darius has been chopping up his foes left, right, and across levels of play. With high win rates in Elite and high ban rates in Average tiers, we're looking to make Apprehend less oppressive by giving his opponents more opportunities to farm or mount a counter-attack.
W cooldown now flat; magic damage shield decreased.
Galio's been soaring high as a mid laner and support in Elite play. His shield is where a large part of the problem lies. With an early max, Galio's durability remains strong throughout the course of the game, so we're giving his shield appropriate downtime and scaling to match.
W – SHIELD OF DURAND
COOLDOWN18/17.5/17/16.5/16 seconds⇒18 seconds
MAGIC DAMAGE SHIELD8/11/14/17/20% of maximum health⇒8/9.75/11.5/13.25/15% of maximum health
JINX
Base armor decreased. R damage now capped against epic monsters.
Despite Jinx's bugfix-nerf in 11.9, she's still at the top of the marksmen heap. In addition to her big ol' deadly rocket to snipe objectives, she's a safe pick to handle most scenarios. We're making her more vulnerable to enemies who want to shut her down early on, then pulling back on a super mega frustrating point of her ult.
BASE STATS
ARMOR28⇒26
R – SUPER MEGA DEATH ROCKET!
NEWSMALLER MEGA DEATH ROCKETExecute damage against epic monsters is now capped at 1000 (AoE damage is capped at 800)
KATARINA
Base movement speed decreased.
Katarina's been terrorizing Skilled play, so we're adjusting her roaming prowess due to the impact it can have on higher-leveled matches.
BASE STATS
MOVEMENT SPEED340⇒335
KAYLE
Passive AP damage ratio and bonus attack range increased; Muramana bugfix.
Kayle is a little weak across all levels of play, so we're strengthening her moment of transformative ascension at level 16 so she can rain down damage from above.
Our laser lady has been underperforming in mid and support, so we're putting more zap in her waveclear to help Lux players in the mid lane, as well as the support Lux players who tend to play more aggressively in the bot lane.
We're updating Sejuani's targeting so that she knows which boarbullseye to strike.
E – PERMAFROST
UPDATEDTARGETING250 for all targets⇒Prioritizes champions within 50 of cursor, then non-champions within 50 of cursor, then champions within 350 of cursor, then closest unit to cursor within 2500 (this only applies if there is no target directly under your cursor)
TALON
Q bonus AD damage ratio decreased.
Talon's been raking it in as the premier mid lane roamer in Elite play. He's able to pack a punch in lane, then dash and slash his enemies in the next lane over. We're slowing down his roll by lowering some of his upfront burst and dialing down how much he spikes for each successful gank.
Q – NOXIAN DIPLOMACY
DAMAGE RATIO110% bonus AD⇒100% bonus AD
THRESH
Base health decreased; health growth increased.
We tried to chain down Thresh in patch 11.8, but the Warden's still keeping his enemies prisoner in Elite play. We're lowering his early durability so that he'll be more susceptible to all-ins.
BASE STATS
HEALTH561⇒530
HEALTH GROWTH93⇒95
YUUMI
Q base damage and empowered damage increased. W ally icon bugfix.
It appears that the bot lane is full of dog people because Yuumi's been a less ideal partner for marksman champions due to her more passive presence. To coax her back as a more active participant in lane, we're giving her some damage from the outset so that her Q feels more like poke than a pat.
Q – PROWLING PROJECTILE
BASE DAMAGE40/70/100/130/160/190⇒50/80/110/140/170/200
BASE EMPOWERED DAMAGE45/85/125/165/205/245⇒60/100/140/180/220/260
W – YOU AND ME!
ALLY ICON BUGFIXYuumi's ally's level icon now properly reverts back to normal when Yuumi detaches from said ally
ZYRA
Passive Vine Lasher slow increased. W cooldown decreased.
Feeding Zyra's plants more power and uptime so she gets more bang for her… bud.
At all phases of the game, Abyssal Mask is getting overlooked in favor of more powerful defensive options. It could use some raw power to compete against its peers.
HEALTH350⇒400
UNMAKE DAMAGE RATIO10%⇒15%
UNMAKE DURATION4 seconds⇒5 seconds
GOREDRINKER
Goredrinker has been on the weaker end of things for a while now and has been phasing out of fighter builds. Giving it a fighting chance by bumping up its healing.
THIRSTING SLASH HEALING25% AD (+8% of missing health)⇒25% AD (+10% of missing health)
GUINSOO'S RAGEBLADE
Guinsoo's has been in a rough spot, so we're making it a more affordable option for on-hit champions to ramp up their damage earlier on in the game.
COMBINE COST1100g⇒900g
RIFTMAKER
We're speeding up Riftmaker's stacking time and broadening the ways to trigger the stacking for a more satisfying and expected feel during combat.
COMBAT TRIGGERDealing damage to enemy champions⇒Dealing damage to and taking damage from enemy champions
VOID CORRUPTION INCREASED DAMAGE PER SECOND2%, stacking up to 5 times for a maximum of 10%⇒3%, stacking up to 3 times for a maximum of 9%
RUNES
PHASE RUSH
Phase Rush dominates high-level play with its ability to provide safety both in lane and in extended fights. We're pumping the brakes for users across the board. We know a few champions are very tied to Phase Rush, and we'll be monitoring them closely over the patch and follow up as needed.
COOLDOWN15 seconds⇒30-10 seconds (based on level)
BONUS MOVEMENT SPEED40%-60% for melee || 25-40% for ranged⇒30%-60% for melee || 15-40% for ranged
JUNGLE UPDATE
Throughout patch notes history, the jungle has been changed in ways that have pushed PvE prowess to the highest levels of importance, where the priority is to farm fast to get ahead of the experience curve. This is even more pronounced in higher levels of play, where the champion pool has narrowed down to those with competitive clearing capabilities, making the jungle a solved system and a scary place when you fall behind.
To address this, we're relaxing camp timers to allow for more leniency on pathing through the jungle. We're also reinstituting an improved version of the comeback experience which only kicks in when a jungler is significantly behind the game— now, if that's the case, it shouldn't feel impossible to win. The intent isn't so that a strategy is born out of the comeback mechanism, but instead to limit the number of games that feel truly out of hand due to a struggling jungler with no path to recover.
Jungle Timers and Camp Gold
Even the fastest clearing junglers have little to no downtime between finishing one camp from the next. Our original intent for this aggressive respawn timing was that there's always an opportunity cost to taking any other action on the map, and this pacing reduced jungler presence in lanes at the very early game. The problem it brings in hand is twofold: Junglers never feel like they've finished farming, almost like the game was telling them they were failing at optimizing their clears, and windows to set up exciting ganks were far few in between. As a result, we're partially walking back camp timer respawns from last year's preseason. In addition, we're also matching camp indicators to how players intuitively play around them so that you aren't constantly stressed about being everywhere at once.
CAMP RESPAWN TIMER2 minutes⇒2 minutes 15 seconds
CAMP RESPAWN GLOWING INDICATOR15 seconds before camp spawns⇒10 seconds before camp spawns
Comeback Experience
Setting a jungler behind is usually a concerted team effort of countering ganks, blocking off access to buffs, and controlling vision—not just the enemy jungler clearing faster or counter-jungling. This combined with the unforgiving pathing optimization due to aggressive 2:00 respawn timers leads to cases where junglers who fall behind, stay behind, and it's far less likely they have the ability to stabilize in comparison to other roles.
In lane, losing a turret means you're farming closer to the safety of your base and enemies have to extend into your half of the map to fight you. But the jungle works counter to that, since a turret going down makes its neighboring section of the jungle drastically less safe for the rest of the game, since you have to extend past your inner turrets to farm it.
All this being said, we don't expect most players to run into this comeback experience, except in the most dire of circumstances. And ultimately, although this catchup boost is a helping hand, it won't make struggling junglers as strong as they would have been, had they never fallen behind.
NEWTHE COMEBACK KIDWhen a jungler is at least two levels below the average level of all players in the game, they get increased XP from large and epic monsters. These camps will grant 50 XP more per level below the average level of all players in the game.
Smite
A jungler's nothing without his Summoner Spell, so we're slapping on some quality of life buffs to Smite. No longer do you have to check your Smite tooltip or buff bar when approaching an epic monster, and now you should be more equipped to secure objectives.
SMITE DAMAGE TO MONSTERS390-1000 (based on levels)⇒450 at base, 900 after Smite quest completion
NEWUNSEALED SPELLBOOK SWAP SMITE DAMAGESmite damage now increases after swapping summoner spells twice
NEWSCUTTLE ON BACKSmite now breaks Rift Scuttle's shield before applying damage
Survivability
Putting Omnivamp on jungle items in preseason improved clarity by eliminating a wordy jungle-specific regen mechanic. But it also skewed towards benefiting champions who could clear fast (i.e. take less damage) and use the bonus as a health battery as the game went on. We're pulling power out of Omnivamp while increasing the flat restore you get from Smite, and reducing jungle camp damage across the board, especially small AoE camps. This way, junglers are less punished when they aren't able to instantly clear them.
OMNIVAMP ON JUNGLE ITEMS10%⇒8%
SMITE HEAL FROM MAX HEALTH10%⇒15%
Jungle Monster Camp Changes
And to top it all off, we adjusted specific jungle camps based on our overarching goals: 1. Reduce incoming damage from jungle camps to offset the reduced healing from omnivamp, 2. change jungle monsters' health to offset the higher Smite damage, and 3. change gold values to offset income lost by spawn timers.
Jungle Camp Attack Damage:
BLUE SENTINEL82-303 (levels 1-18)⇒78-234 (levels 1-18)
RED BRAMBLEBACK82-303 (levels 1-18)⇒78-234 (levels 1-18)
We're back at it again with another set of VFX updates, this time for everyone's favorite void pupper, Kog'Maw!
Once again, our goals for these sorts of smaller updates is to improve the overall gameplay clarity of VFX (here's a whole article about it) while bringing them up to modern League of Legends standards. This means that our efforts are primarily aimed at abilities which do not clearly communicate their hitbox.
Kog'Maw
PASSIVE – ICATHIAN SURPRISEReduced noise and improved clarity with regards to the size of the explosion
BASIC ATTACKNew missiles and hit effects
Q – CAUSTIC SPITTLENew hit effects and a new missile to better represent its actual hitbox
W – BIO-ARCANE BARRAGENew effects to make Kog'Maw more representative of the Void
E – VOID OOZENew hit effects and a new missile to better represent its actual hitbox
R – LIVING ARTILLERYNew effects that better represent the hitbox
Kog'Maw Skins
BASE KOG'MAWUpdated character texture
REINDEER KOG'MAWAdded new recolors to all VFX
DEEP SEA KOG'MAWAdded new recolors to all VFX
JURASSIC KOG'MAWAdded new recolors to all VFX
LION DANCE KOG'MAWNew unique VFX on E; updated R and Q VFX
PUG'MAWAll VFX updated
ALL OTHER KOG'MAW SKINSR updated to show hitbox more clearly
BUGFIXES/QOL CHANGES
Updated the width of Pyke's E – Phantom Undertow's VFX to better match the hitbox
Fixed a bug where Prowler's Claw's Sandswipe would only work on champions, not other targets like minions
Fixed a bug where Sanguine Blade's "healing from physical vamp against champions" counter so that it accurately displays the amount of healing the user receives
Aurelion Sol's Q – Starsurge's stun and R – Voice of Light's knock-up are no longer delayed by up to 0.25 seconds
The Rift Herald will no longer spawn the wrong way
Fixed a bug where Fizz was unable to gain Tear of the Goddess stacks when killing minions with W – Seastone Trident
When a player completes Cull's Reap's minion kill requirement via their ally's Relic Shield's Spoils of War, the player now properly gains the 350 gold from Cull
Yone's Q – Mortal Steel no longer only activates Navori Quickblade at point-blank range
Navori Quickblade now properly triggers when Yasuo uses his E – Sweeping Blade and Q – Steel Tempest combo
If a player's inventory is full and they sell their Trinket, attempting to purchase a Wardstone will no longer subtract its gold cost given that the player's inventory is full
Fixed a bug where melee champions would gain 54% bonus attack range from Rapid Firecannon instead of the expected 35%
Death's Dance no longer extends Aspect of the Dragon's burn damage longer than intended (3 seconds)
Fixed a bug where Fiddlesticks' Passive – A Harmless Scarecrow effigies would not be usable for the rest of the game if the user sold their Poro Snax at the shop in ARAM
Fixed a bug where Akali would deal double E – Shuriken Flip damage if her target was very close to a wall
Vladimir no longer becomes targetable when his W – Sanguine Pool ends after using Zhonya's Hourglass' Stasis during the ability
UPCOMING SKINS & CHROMAS
The following skins will be released in this patch:
Arcana Lucian
Arcana Tahm Kench
Arcana Xerath
Arcana Camille
The following chromas will be released this patch: