The 2019 season has drawn to a close, and we hope you reached your ranked goals this season. If you achieved Gold or higher in Summoner’s Rift Ranked Solo or Flex, or Twisted Treeline Ranked, you’ve earned Victorious Aatrox. If you achieved Gold or higher in two of those queues, you’ve also earned a Victorious Aatrox chroma.
All ranked rewards—icon, border, skin, and chroma—will be distributed during 9.23.
This preseason, we’re adding more game-to-game variety and opportunities for mastery to Summoner’s Rift. After the second Elemental Drake of the game dies, the map will permanently transform to one of four Elemental Rifts, each with unique terrain changes that’ll alter the way you take on teamfights, rotations, vision, and objective control.
Elemental Rifts don’t favor a specific team, so games are still in players’ hands regardless of which one takes shape. We also wanted to ensure the Rifts feel intuitive even in your first game, so they don’t introduce any new mechanics and terrain changes always occur in the same areas no matter which element spawns.
New paths make opportunities for a quick flank or sidestep that your opponent isn’t expecting.
Extra tight spaces give opportunities for big AOE wombos and create some interesting new hiding spots with fog of war.
Sneak around the jungle or look for a new ambush opportunity.
Dodge skillshots or make a swift collapse on your enemies trying to sneak a far away objective.
We’re adding two new lane alcoves to the Rift, one in each side lane. We don’t expect laning to fundamentally change as a result, but the extra terrain and its impact on line of sight should occasionally offer new playmaking opportunities through positioning, jukes, flanks, and ganks.
Dragon Souls are a new end-game payoff for the team who wins the Elemental Drake game, a powerful reward that’s similar to an Epic objective. Dragon Souls don’t offer the same moment-to-moment strength as Baron or Elder buff, but they’re permanent and an additional bonus on top of the drake stacks their bearers already earned.
- Every 3 seconds, your next damaging attack or ability on an enemy unit triggers a small explosion, dealing 90 (+0.25 bonus attack damage) (+0.15 ability power) (+0.03 bonus health) damage to the target and nearby enemies.
- After not taking damage for 5 seconds, gain a shield for 225 (+0.2 bonus attack damage) (+0.15 ability power) (+0.15 bonus health)
- Dealing damage to enemies heals you for 180 (+0.4 bonus attack damage) (+0.25 ability power) (+0.1 bonus health) and restores 90 (+0.04 maximum mana) mana over 3 seconds.
- Damage to minions or monsters regenerates with 30% effectiveness.
- Passively gain 10% increased movement speed.
- After casting your ultimate, gain an additional 30% movement speed for 3 seconds (30 second cooldown).
Elemental Drake Buffs
We’re updating the buffs to be more equal in power and excitement. Stack for stack, elemental buffs are weaker than before to avoid excessively power creeping SR’s buff ecosystem. With Dragon Souls adding new late game payout to Elemental Drakes, we’re switching from the current frontloaded buff stacks back to a linear model. Last note: You can now get four stacks of an element if the enemy team gets the first two or three drakes (always different elements), then you get the next four (always the same element).
Cloud’s movement speed was powerful, but not all that exciting. We’re moving the speed boost to Cloud’s Elemental Rift (where we can support it with visuals) and adding a different kind of haste to Cloud’s buff.
Elemental Drake Mechanics
Visuals for Blue Buff, Red Buff, Red Buff’s burn effect, Hand of Baron, and Aspect of the Dragon (Elder Dragon buff) have all been updated. All monster buffs are now visually cohesive, including the new Dragon Souls.
Row 1: Blue buff, Red buff, Red buff burn
Row 2: Elder Dragon, Hand of Baron, All buffs + Dragon Soul
With the increased importance on drakes on bot side, we’re spawning Rift Herald a bit earlier and letting her respawn once so teams don’t completely abandon their top laners in favor of bot lane presence. (Y’know…more than they already do.)
Rift Herald Fight
Summoned Rift Herald
We’re very lightly adjusting minion XP to slightly equalize the influence top and bot laners have on the game. Solo laners will level about 2% faster from minions, while duo laners (or solo laners getting non-stop jungler attention) will level about 2% slower. Put another way, every five waves adds up to an extra caster minion for solo laners and one fewer for bot.
Melee regen increased, ranged regen decreased.
Buffing DShield’s regen to make it a stronger option in melee vs ranged matchups.
Jungle Item XP
Duskblade of Draktharr
AD increased, Blackout removed.
Active ghosts users.
Edge of Night
Spell shield now works like Banshee’s Veil. Health increased, attack damage and lethality decreased. Cost decreased.
Gain attack speed and lethality when near one or fewer enemies.
New Blackout item.
The item shop has a few component pieces whose passives disappear from their upgrades, and Serrated Dirk is one of them. These days we’re not huge fans of that, since disappearing passives ask you to play around an effect that you lose access to as the game progresses. Since the lethality line’s getting an overall power-up from the adaptability provided by new options, we’re nerfing it by removing the disappearing passive from Dirk.
We’re refreshing support items to be less poachable by solo laners and have an expanded quest system that provides free, automatic upgrades, letting supports start the rest of their build earlier. (This should also lead to more build diversity between champs that use the same starter.) As a trade-off, Tribute no longer damages and Spoils of War no longer heals, so supports will have less impact in the early lane phase.
At max tier, we’ve removed the Tribute/Spoils of War passives. Most of the gold these effects granted is still earned in the lower tiers and passive gold per 10 is up, so mid/late game economy is still buffed overall considering the gold made available by the free upgrades.
We’re also introducing AD equivalents of the items to broaden the cast of champs who can be played as support. At launch they’ll basically be the same as the AP versions, but that symmetry may break down the road as we balance each item line individually.
Spellthief’s Edge Line
Ability power, health, and Tribute.
The magical-flavored aggressive line (with fancy new icons)! Tribute no longer deals damage, so Spellthief’s users won’t be contributing as much to early skirmishes. The new anti-poaching rule lets us rip out Tribute’s nearby ally requirement and charge rate CS penalty.
Tribute gold is buffed for Spellthief’s but nerfed for Frostfang to maintain the time at which supports gain access to wards (given they can’t pay to upgrade to Frostfang) but push the final upgrade later than when supports previously completed Remnant of the Watchers. Shard of True Ice’s stats on top of the items purchased with freed-up transformation gold would’ve been too much of a buff.
Shard of True Ice
Spectral Sickle Line
Attack damage, health, and Tribute.
Black Mist Scythe
Relic Shield Line
Health, ability power, and Spoils of War.
Spoils of War
Bulwark of the Mountain
Steel Shoulderguards Line
Health, attack damage, and Spoils of War.
Pauldrons of Whiterock
Ancient Coin Line
Grants health/health regen/heal and shield power instead of ability power/movement speed. Range increased. Build path updated, cost decreased.
Energized damage increased. Slow is stronger but shorter. Now grants crit chance. Attack damage, attack speed decreased. Build path updated, cost increased.
Energized damage higher early, lower late. No longer increases Energized charge rates.
Item Set Editor Cleanup
Kleptomancy was designed as a rune that (a) allowed users to build a gold advantage over opponents at the cost of the immediate power other keystones provide, and (b) created moment-to-moment changes in laning dynamics depending on what you got from procs. The experience Klepto created for opponents, however—be farmed for gold by constant harass damage—has been rough, especially for ranged vs melee matchups. Removing gold as an incentive only left the moment-to-moment dynamic changes as Klepto’s design core, and League’s consumable item system isn’t deep enough to carry an entire keystone on its back. Sorry, Klepto—even for an Inspiration rune, you were too weird.
Periodically gain a single use of another random keystone.
- Press the Attack
- Lethal Tempo
- Fleet Footwork
- Summon Aery
- Arcane Comet
- Phase Rush
- Predator (only if you have boots)
- Dark Harvest (souls amplify the effects of all keystones)
- Hail of Blades
- Grasp of the Undying
- Aftershock (only if you can trigger it on a basic ability)
- Glacial Augment
True damage conversion removed. Healing is now post-mitigation. Max stacks increased; melee champions now gain double stacks. Ranged stacks no longer expire faster.
Flat resistances decreased, percent bonus resistances increased. Flat damage decreased early. Damage now scales with bonus health rather than max health. Cooldown decreased.
Presence of Mind
Increases mana or energy pool on takedown instead of refunding ult cooldown. Now restores energy in addition to mana.
Procs off summoner spells instead of ults.
No longer gains double stacks on ARAM.
Passive – Absolution
Twisted Treeline is officially retiring with 9.23. Thank you to every player who’s made the Treeline their home over the years! Your rewards will be distributed during the patch. As a refresher:
- Players who played more than 10 games will get an exclusive icon
- Players who played more than 50 games will also get an exclusive emote
- Players who played more than 100 games will also get a second exclusive icon
- The camera no longer becomes locked if, while dead, you use the minimap to move the camera around, then after respawning press the spacebar to center it on yourself
- The mute icon has been fixed
- If Poppy stuns an enemy with E – Heroic Charge and that enemy is then stunned by another effect during Heroic Charge’s stun, the second stun is no longer removed when Heroic Charge’s stun expires
- Darius’ W – Crippling Strike attack no longer hits through Teemo’s Q – Blinding Dart when it critically strikes
- If Garen’s Q – Decisive Strike attack is canceled due to losing vision of his target, he’s no longer locked out of casting E – Judgment until Q’s empowered attack window ends
- Spoils of War can now properly be proc’d even if the only nearby ally is untargetable or in stasis
- Malphite’s W – Thunderclap empowered attack window no longer lasts indefinitely if the first basic attack that would proc it is canceled
- Diana now properly gains a stack of Conqueror from the basic attack issued automatically after dashing to a target with R – Lunar Rush
- Shyvana’s Dragon Form Q – Twin Bite now properly grants multiple stacks of Conqueror
- Evelynn’s Passive – Demon Shade tooltip no longer displays zeros for every number