R duration decreased; now always grants max heal if Blood Well is over 80% filled.
Aatrox won’t have as long to wreak havoc with the promise of revival during World Ender, but he’ll max out the revive heal sooner. A few clarity improvements will help enemies make the best choice when deciding when and if to kill him the first time or wait out the clock to deny the revive.
R – World Ender
W base damage increased; AP ratio now scales with rank. R damage decreased against minions and non-epic monsters but no longer falls off per target hit.
We promised we’d look out for AP Ezreal after his update, so we’re back with a few more changes. Apart from some pure power-ups to W, we’re also pushing the difference between builds by making Trueshot Barrage—which is stronger for AP Ezreal—a more powerful AoE teamfight ability.
W – Essence Flux
R – Trueshot Barrage
New passive. Mana regen growth increased. Q, W costs decreased. W damage decreased. Short E dashes are faster. R ratio decreased.
Despite her recent presence at Worlds, Lissandra’s passive has always felt somewhat flat, particularly since her mana costs have been balanced around the free cast. As a result, many Lissandra players feel like they don’t actually have a passive. We’re getting rid of Iceborn and introducing Iceborn Subjugation, rewarding her burst and pick strengths and synergizing with her AoE teamfight disruption.
NEW Passive – Iceborn Subjugation
Q – Ice Shard
W – Ring of Frost
E – Glacial Path
R – Frozen Tomb
Q cooldown, cost, Worked Ground duration decreased. Q multi-hit damage penalty now applies to everything, not just champions.
Q – Threaded Volley
On-hit flat damage increased; ratios removed. Now grants armor and magic penetration. Stacks no longer grant AD/AP. Cost decreased.
Monster Hunter gold penalty removed.
Relic Shield Upgrades
Minion execute threshold increased for Relic Shield’s upgrades.
We’re helping Relic Shield’s upgrades keep up with the minion health increases preseason brings.
Remnant of the Aspect / Eye of the Aspect
Wards & Trinkets
Control Ward inventory cap reduced. Trinkets scale with average level of all champs in the game instead of owner’s level. Warding Totem ward duration decreased late.
Outer turrets have extra resistances early but grant gold for each 1000 health they lose.
Outer turret health increased; resistances removed. All turret AD scaling increased. First turret bonus reduced.
The first turret bonus and outer turret changes were made to accommodate turret plating (see above). Beyond those, turret damage is going up to add risk back into to dive attempts, while global gold is going down to shrink the teamwide snowball granted by one lane pulling ahead.
First Turret Bonus
Minion health, AD, and movement speed scaling increased. Cannon minions spawn faster earlier in the game.
Baron buff is meant to enable game-ending pushes, but it’s become near-mandatory for a team to close out a match. We’re making minion waves more effective at supporting sieges on their own so teams with huge advantages don’t have to wait on Baron’s respawn timer to end the game.
Global Minion Changes
Epic Monster Respawn Time
Epic monsters respawn faster.
First spawn is later; respawn is faster. Gold and experience increased. Buff strength increased early.
We’re increasing the value of early drakes so teams are less willing to give the first few away. Pushing initial spawn time back gives teams more time to prepare for that first drake fight.
Jungle Camp Experience
Camp monster experience unchanged early, reduced late.
Junglers have been slightly higher-level than intended following midseason’s changes to camp experience. With the greater potential for impact that preseason offers junglers via stronger early drakes and a longer lane phase, we’re toning the upper end of monster XP scaling down to get them back to their intended leveling pace.
(Note: All values below scale from monster level 1-7.)
Rune path bonuses removed. Select one stat from each of three rows before each game.
Now amplifies movement speed bonuses rather than all movement speed; no longer grants adaptive force.
Movement speed and adaptive damage are two of the most generically valuable stats in League, so whenever Celerity was tuned to be strong, it was a must-pick for any champion. Removing the damage conversion lets us carve out a sharper identity: Now that we don’t have to worry about excessive AD/AP in outlier cases, Celerity can grant larger movement speed bonuses for champs and teams with lots of haste effects. Switching from all movement speed to only bonus lets us push that niche further.
Now only procs on low-health targets but no longer requires a soul to have recently been collected. Cooldown partially resets on takedowns. No longer stacks off minions and monsters.
Damaging a low-health champion deals bonus damage and harvests their soul, permanently increasing the damage of future procs.
Base healing decreased.
Ravenous Hunter stands out as the clear best option in its row. We’re taking its early sustain down a notch to make it less generically “the best”. (Early defenses from rune stats are an indirect nerf that comes into play here as well.)
Gain bonus resistances while shielded. Your next basic attack after gaining a shield deals bonus damage.
“Stacks” now grant flat health rather than percent health. At 120 minion and monster deaths, gain a percent health bonus.
Now procs off the next two basic attacks after using an ability rather than just the first. Wards no longer drop after 20 minutes.
Giving Kleptomancy a second proc broadens its user base beyond Ezreal champions whose abilities either reset or count as the basic attack that procs Klepto. We’re also removing wards from the loot table after 20 minutes since at that point inventories are often filled with component items and the wards just immediately drop onto the ground.
Kill bounties increased at 4+ kills. Minion & monster gold advantages now factor into bounties. Bounties on the losing team reduced. Bounty payout per kill now capped.
The goal of our bounty changes is to help teams bounce back from slight to moderate deficits via higher rewards for successful comeback plays and lower payouts for dying when you’re the one keeping your team in the game. We’re also making a long-requested change: Bounties won’t change until combat ends, so if you grab a bunch of kills in a teamfight, your value won’t go up until you’ve at least had a chance to spend your gold. Finally, large bounties have been added to the scoreboard so you can spot the highest-value target to take out.
NEWMinion & Monster Gold Bounties
Bounty Payout Modifications
Minimum Kill Gold
Minimum gold granted for killing an enemy with 6+ deaths increased.
Channel time reduced but can no longer be canceled.
Channeling Teleport is often enough to deter enemies from an aggressive push or dive, even if you have no intention of following through. The mind game is interesting, but should be accompanied by a higher commitment. Laners can still use Teleport to shut down cross-map plays elsewhere, but now they’ll sacrifice more tempo in their own lane to do so.
Also, if you pick a bad Teleport, there’s no going back so you’re probably gonna die. Click carefully.
The first elements of Ranked 2019 are arriving.
We’ve reworked the lobby to include the new past rank banners to get ready for Ranked armor in 8.24. There’s no new functionality, we just wanted to give you a heads-up that buttons will be in slightly different places.
- Made a number of fixes to missing and hard-to-read VFX across LeBlanc and a few of her skins:
- Base Q – Sigil of Malice size increased and decal added inside the orb
- Ravenborn Passive – Mirror Image clone now has proper particle effects
- Ravenborn Q – Sigil of Malice size increased
- Ravenborn RE – Ethereal Chains darkened
- Elderwood Passive – Mirror Image clone now has proper particle effects
- Elderwood Q – Sigil of Malice now has pink effects
- Restored volume on Rengar’s Passive – Unseen Predator leap roar
- Thresh’s basic attack once again plays audio at max range
- Dying to the summoned Rift Herald with Blue and/or Red buff now properly transfers the buff to the enemy who summoned Rift Herald