League Of Legends – Patch 4.5 notes Breakdown

League Of Legends – Patch 4.5 notes Breakdown

This patch got lot of changes to the actual game. Those who haven’t seen the rune changes or want to know breakdown of them go here! As for other changes we got Rengar Rework (Not sure did he really need one), but Riot has a need to do that. Also they are shifting lot of numbers on Gragas as well. If your interested seeing full list of patch notes look them below.

LoL Client

Game Lobbies

Minor improvement to invite statuses to better document the history of the lobby.

  • When the creator of a game lobby transfers ownership to another player, their status will now change to “Creator” rather than “Joined”.

Team Builder

  • Captains now see a spinner animation when friends in the group are still determining their spec
  • Captains can now invite friends to their group before determining their own spec
  • Friend invite statuses are now properly updating

Combat Text

Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages.

  • Gold gain text is now indicated by a gold coin, rather than the letter ‘g’
  • Critical strike text is now indicated by a bursty icon, rather than the symbol ‘!’

Gameplay Updates

Rengar

Rengar’s received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there’s no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he’s chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won’t be revealed). Ferocity abilities now scale independently of the base skill rank so they’re always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn’t stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.

Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar’s problem was that he was binary in design – he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn’t an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it’s a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!

General

  • HEALTH PER LEVEL: 85 ⇒ 90
  • FEROCITY EFFECT SCALING: Per ability level ⇒ Per champion level

Passive – Unseen Predator

  • STEALTH: Rengar becomes visible mid-leap ⇒ at the beginning of the leap

Q – Savagery

  • BUG FIX: Fixed a bug where the bonus damage from Savagery could crit
  • COOLDOWN: 8/7.5/7/6.5/6 seconds ⇒ 6/5.5/5/4.5/4 seconds
  • DAMAGE: 30/60/90/120/150 (+1.0 attack damage at all ranks) ⇒20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)
  • REMOVED ATTACK SPEED BUFF: 30/35/40/45/50% attack speed for 4 seconds
  • BASIC ATTACK BUFF WINDOW: 2 seconds ⇒ 3 seconds
  • REMOVED UTILITY: Usable on structures

Q – Empowered Savagery

  • DAMAGE: 30/60/90/120/150 (+2.0 attack damage) based on skill level ⇒20-235 (+1.5 attack damage) based on champion level
  • ATTACK SPEED BUFF: +60/70/80/90/100% attack speed based on skill level ⇒ +50-101% attack speed based on champion level
  • ATTACK SPEED BUFF DURATION: Unchanged (5 seconds)
  • NEW ATTACK DAMAGE BUFF: +10% attack damage for 5 seconds

W – Battle Roar

  • COOLDOWN: 15/14/13/12/11 seconds ⇒ 12 seconds at all ranks
  • DAMAGE: Unchanged (50/80/110/140/170 (+0.8 ability bower))
  • BONUS ARMOR & MAGIC RESISTANCE: +15/22/29/36/43 armor & magic resistance ⇒ +10/15/20/25/30 armor & magic resistance
  • BONUS ARMOR & MAGIC RESISTANCE DURATION: 3 seconds ⇒ 4 seconds
  • NEW UTILITY: Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)

W – Empowered Battle Roar

  • DAMAGE: 50/80/110/140/170 (+0.8 ability power) based on skill level ⇒40-240 (+0.8 ability power) based on champion level
  • MINIMUM HEAL: 20 + (10 x level) ⇒ 12 + (4 x level)
  • MAXIMUM HEAL: 40 + (20 x level) ⇒ 75 + (25 x level)

E – Bola Strike

  • NEW UTILITY: Targeted ability ⇒ Skillshot
  • COOLDOWN: 12/11/10/9/8 seconds ⇒ 10 seconds at all ranks
  • DAMAGE: 60/105/150/195/240 (+0.7 attack damage) ⇒50/100/150/200/250 (+0.7 attack damage)
  • RANGE: 575 ⇒ 1000
  • MOVEMENT SPEED SLOW-50/55/60/65/70% movement speed ⇒-60/65/70/75/80% movement speed
  • MOVEMENT SPEED SLOW DURATION: Unchanged (2.5 seconds)

E – Empowered Bola Strike

  • DAMAGE: 60/105/150/195/240 (+0.7 attack damage) based on skill level⇒ 50-340 (+0.7 attack damage) based on champion level
  • ROOT DURATION: 1 second ⇒ 1.75 seconds

R – Thrill of the Hunt

  • COOLDOWN: 140/105/70 seconds ⇒ 120/95/70 seconds
  • NEW UTILITY: Rengar only gains movement speed when moving toward enemy champions
  • MOVEMENT SPEED BONUS: +20/25/30% movement speed ⇒ +15% movement speed
  • NEW UTILITY: After breaking stealth, Rengar gains +25/45/45% movement speed for 5 seconds
  • NEW UTILITY: After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds
  • NEW UTILITY: Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.

Bonetooth Necklace

  • ITEM TYPE: Basic item ⇒ Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)
  • COST: 800 gold ⇒ Free
  • TROPHY GAIN: Unchanged (+1 per kill or assist)
  • REMOVED DEATH PENALTY: -1 stack on death
  • REMOVED BONUS ATTACK DAMAGE: +5 attack damage (+2 additional Attack Damage per level)
  • 3 TROPHY BONUS: +10 armor penetration, +5% cooldown reduction ⇒+25 movement speed out of combat and in brush
  • 6 TROPHY BONUS: +25 movement speed ⇒ +125 Unseen Predator leap range, Tier 2 vision active
  • REMOVED 9 TROPHY BONUS: +150 Unseen Predator leap range
  • NEW 12 TROPHY BONUS: +5 seconds to Thrill of the Hunt duration
  • REMOVED 14 TROPHY BONUS: +3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of Ferocity
  • NEW 20 TROPHY BONUS: Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)

GragasGragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target’s maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy’s lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range…barrel…sniper?

When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn’t (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.

General

  • MAGIC RESIST PER LEVEL: 0 ⇒ 1.25
  • MOVEMENT SPEED: 340 ⇒ 330

Passive – Happy Hour

  • HEALTH RESTORE: 2% max health over 4 seconds ⇒ 4% max health instantly
  • NEW COOLDOWN: 8 seconds

Q – Barrel Roll

  • NEW MOVEMENT SPEED SLOW: 30/35/40/45/50% for 2 seconds
  • COOLDOWN: Unchanged (11/10/9/8/7 seconds)
  • MANA COST: 80/90/100/110/120 mana ⇒ 60/65/70/75/80 mana
  • RANGE: 950 ⇒ 850
  • BASE DAMAGE: 85/135/185/245/285 ⇒ 80/120/160/200/240
  • ABILITY POWER RATIO: 0.9 ⇒ 0.6
  • REMOVED ATTACK SPEED SLOW -20/25/30/35/40% attack speed for 3 seconds
  • NEW UTILITY: Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation

W – Drunken Rage

  • COOLDOWN: 25 seconds at all ranks ⇒ 8/7.5/7/6.5/6 seconds
  • MANA COST: Unchanged (No cost)
  • NEW DAMAGE: Gragas’ next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target’s maximum health as bonus magic damage
  • DURATION: 20 seconds ⇒ 3 seconds
  • DAMAGE REDUCTION: Unchanged (10/12/14/16/18%)
  • NEW UTILITY: Gragas can now move at 80% movement speed while drinking
  • REMOVED ATTACK DAMAGE BUFF: +30/40/50/60/70 attack damage
  • REMOVED MANA RESTORE: Restores 30/40/50/60/70 mana

E – Body Slam

  • COOLDOWN: 12 seconds at all ranks ⇒ 16/15/14/13/12 seconds
  • MANA COST: 75 ⇒ 50
  • BASE DAMAGE: 80/120/160/200/240 ⇒ 80/130/180/230/280
  • ABILITY POWER RATIO: 0.5 ⇒ 0.6
  • REMOVED ATTACK DAMAGE RATIO: 0.3/0.4/0.5/0.6/0.7
  • UTILITY: Cooldown reduced by 50% on unit collision ⇒ Cooldown reduced by 3 seconds on unit collision
  • CROWD CONTROL: 35% Movement Speed slow for 2.5 seconds ⇒ 1 second stun & slight knockback

R – Explosive Cask

  • COOLDOWN: Unchanged (100/90/80 seconds)
  • MANA COST: Unchanged (100)
  • BASE DAMAGE: 200/325/450 ⇒ 200/300/400
  • ABILITY POWER RATIO: 0.9 ⇒ 0.7
  • UTILITY: Unchanged (Knocks back all enemies hit and grants vision of the area)

Champions

Global Stat Changes

Armor seals have become such a standardized rune that players have learned to play with – and around – them. These buffs are to compensate for that dependency.

  • BASE ARMOR: All champions have gained +4 base armor

Anivia

Anivia’s received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm.

R – Glacial Storm

  • UTILITY: Now deals a tick of damage when cancelled

Fiddlesticks

Did you know that when Fiddlesticks hides in a bush and you don’t have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn’t be so sad.

Passive – Dread

  • UTILITY: No longer affects champions who cannot see Fiddlesticks

GravesQuickdraw costs less mana to use, Collateral Damage’s explosion damage is now the same as the impact damage.

We’re emphasizing the collateral part of Collateral Damage.

E – Quickdraw

  • MANA COST: 50 mana ⇒ 40 mana

R – Collateral Damage

  • COLLISION BONUS ATTACK DAMAGE RATIO: 1.4 ⇒ 1.5
  • EXPLOSION DAMAGE: 140/250/360 (+1.2 bonus attack damage) ⇒200/280/360 (+1.2 bonus attack damage)

HeimerdingerApex Turret no longer spawns with a beam charge stored so it can’t be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.

The ‘Dinger’s been whomping a little too hard in the early game, so we brought Heimer’s overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret.

Q – H-28G Evolution Turret

  • CANNON DAMAGE: 15/22/29/36/42 (+0.125 ability power) ⇒12/18/23/29/34 (+0.150 ability power)
  • BEAM DAMAGE: 50/75/100/125/150 (+0.5 ability power) ⇒40/60/80/105/130 (+0.55 ability power)
  • BEAM COOLDOWN: 12 seconds ⇒ 16 seconds

Q – H-28Q Apex Turret

  • CANNON DAMAGE: 90/110/130 (+0.33 ability power) ⇒ 70/90/110 (+0.3 ability power)
  • BEAM DAMAGE: 225/300/375 (+0.8 ability power) ⇒ 180/240/300 (+0.7 ability power)
  • BEAM CHARGE PER CANNON ATTACK: 2/4/6/8/10% ⇒ 20% at all ranks
  • REMOVED UTILITY: Spawns with a beam charge

Kha’ZixKha’Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha’Zix is stealthed.

We love seeing Kha’Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha’Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha’Zix’s opponents have a way to respond when the bug is out hunting.

R – Void Assault

  • BUGFIX Casting Flash no longer breaks Void Assault stealth
  • NEW COOLDOWN BETWEEN CASTS: 1 second

R – Evolved Active Camouflage

  • REMOVED DAMAGE REDUCTION: Reduces turret damage

Lee SinSafeguard’s cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard’s cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.

Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee’s core play patterns (which wasn’t our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don’t touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards.

W – Safeguard

  • COOLDOWN: 9 seconds ⇒ 14 seconds
  • NEW UTILITY: Cooldown reduced by 50% if cast on Lee Sin or an allied champion
  • SHIELD DURATION: 5 seconds ⇒ 4 seconds
  • REMOVED UTILITY: Lee Sin gains a shield when Safeguard is cast on non-champion units

W – Iron Will

  • DURATION: 5 seconds ⇒ 4 seconds

Leona

The correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona’s a slightly more viable in-combat target. Plus, if she doesn’t get a kill, that combat damage will stick harder.

General

  • BASE HEALTH REGEN/5 SEC: 9 ⇒ 7

W – Eclipse

  • BONUS ARMOR & MAGIC RESISTANCE: 25/35/45/55/65 ⇒ 20/30/40/50/60

LuluHelp, Pix!’s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.

When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren’t due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu’s high offensive power, but we’re also committed to ensuring this doesn’t have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we’ll look at ways to help support Lulu if she comes out too weak because of these changes.

E – Help, Pix!

  • ENEMY FOLLOW DURATION: 6 seconds ⇒ 4 seconds
  • REMOVED MINION CAST: Minions gain a shield
  • BASE DAMAGE: 80/130/180/230/280 ⇒ 80/110/140/170/200

Miss FortuneMiss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF’s lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).

In the past, Miss Fortune’s been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she’s been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF’s early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots.

Passive – Strut

  • NEW UTILITY: Bonus movement speed now displayed on buff icon

Q – Double Up

  • COOLDOWN: 9/8/7/6/5 ⇒ 7/6/5/4/3
  • MANA COST: 70/75/80/85/90 ⇒ 43/46/49/52/55
  • 1ST TARGET BASE DAMAGE: 25/60/95/130/165 ⇒ 20/35/50/65/80
  • 1ST TARGET ATTACK DAMAGE RATIO: 0.75 ⇒ 0.85
  • 2ND TARGET BASE DAMAGE: 30/72/114/156/198 ⇒ 40/70/100/130/160
  • 2ND TARGET ATTACK DAMAGE RATIO: 0.9 ⇒ 1.0

W – Impure Shots

  • MANA COST: 50 at all ranks ⇒ 30/35/40/45/50
  • BONUS DAMAGE PER STACK: 4/6/8/10/12 (+0.05 ability power) ⇒ 0.06 attack damage
  • ATTACK SPEED BUFF: +30/35/40/45/50% attack speed ⇒+20/30/40/50/60% attack speed
  • GRIEVOUS WOUNDS DURATION: 3 seconds ⇒ 2 seconds

E – Make It Rain

  • COOLDOWN: 15 at all ranks ⇒ 14/13/12/11/10
  • MOVEMENT SPEED SLOW: 20/28/36/44/52% ⇒ 25/35/45/55/65%
  • VISION: More closely matches the area of effect

R – Bullet Time

  • NEW UTILITY: Passively increases the stack cap of Impure Shots to 6/7/8
  • BASE DAMAGE: 65/95/125 per bullet ⇒ 50/75/125 per bullet
  • TOTAL BASE DAMAGE: 520/760/1000 ⇒ 400/600/1000
  • REMOVED BONUS ATTACK DAMAGE RATIO: 0.35
  • NEW UTILITY: Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)

RenektonDominus’ health bonus and AoE magic damage are lower in early ranks and higher at later ranks.

While we’re very aware of the high strength Renekton brings to the lane, we’re tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on.

R – Dominus

  • BONUS HEALTH: 300/450/600 health ⇒ 200/400/800 health
  • MAGIC DAMAGE PER TICK: 40/70/100 ⇒ 30/60/120

Twisted Fate

We’re finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier.

W – Pick A Card

  • CARD SELECTION WINDOW: 8 seconds ⇒ 6 seconds
  • CARD USE WINDOW: 4 seconds ⇒ 6 seconds

WukongWukong’s armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone’s total attack damage ratio has been reduced.

Statistically, Wukong’s performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu’s found a position that circumvents his natural weaknesses, we can tune some of his high damage – particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn’t do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with).

Q – Crushing Blow

  • ARMOR SHRED: 30% at all ranks ⇒ 10/15/20/25/30%

R – Cyclone

  • ATTACK DAMAGE RATIO: 1.2 per second (4.8 total) ⇒ 1.1 per second (4.4 total)

ZiggsZiggs’ attack range has been reduced.

Ziggs has a super safe laning phase, even when he’s constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit.

General

  • ATTACK RANGE: 575 ⇒ 550

Minor Changes & Bug Fixes

Ahri

Q – Orb of Deception

  • BUGFIX: Fixed a bug where Orb of Deception wouldn’t return if Ahri was dead or in stasis

Blitzcrank

Q – Rocket Grab

  • BUGFIX: Fixed a bug that prevented Blitzcrank from using Thresh’s Lantern while casting Rocket Grab.

Jarvan IV

Cataclysm should now be more reliable for Jarvan IV to land.

R – Cataclysm

  • UTILITY: The walled area is now centered between Jarvan and his target.

JinxR – Super Mega Death Rocket!

  • NEW BUGFIX: Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
  • NEW BUGFIX: If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown

MalzaharMalzahar’s voidling’s attack priority system has been reworked to function more intuitively and not just occasionally sit there.

Passive – Summon Voidling

  • NEW PRIORITY SYSTEM
    • Attack the target of Nether Grasp.
    • Attack the nearest champion with Malefic Visions.
    • Attack the nearest non-champion with Malefic Visions.
    • Attack the nearest enemy.
    • Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.

Nami
General

  • RECOMMENDED ITEMS: Recommended Items have been updated

PantheonPassive – Aegis Protection

  • BUG FIX: Now blocks any attack of a siege minion or large monster even if they don’t meet the 40 damage threshold

TalonR – Shadow Assault

  • NEW UTILITY: Flash no longer breaks Shadow Assault stealth
  • BUGFIX: Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)

Items

 Blue Trinkets

Still in the process of making Blue Trinkets less sad. Maybe it’s the color.

Scrying Orb (level 1)

  • VISION DURATION: 1 second ⇒ 2 seconds
  • RANGE: 1500 ⇒ 2500

Scrying Orb (level 9)

  • VISION DURATION: 1 second ⇒ 2 seconds
  • RANGE: 2500 ⇒ 3500

Farsight Orb

  • VISION DURATION: 1 second ⇒ 2 seconds
  • RANGE: 3000 ⇒ 4000
Spirit of the Elder Lizard

We’re a little concerned that Spirit of the Elder Lizard is skewing the landscape of the early jungle toward high damage champions who sustain (and thrive) thanks to their offensive prowess. We’re still keeping a close eye on Elder Lizard, but are moving conservatively in the meantime.

  • DAMAGE AMPLIFICATION VS. MONSTERS: 30% ⇒ 20%

 NEW: Feral Flare

It’s finally here! Picking up after our 4.4 changes to Wriggle’s Lantern, we wanted to introduce a new jungle item that “rounds out” the pool. Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power.

  • TRANSFORM: Upgrades from Wriggle’s Lantern after killing 25 large monsters
  • ATTACK DAMAGE: +15 attack damage
  • ATTACK SPEED: +35% attack speed
  • UNIQUE PASSIVE MAIM: Basic attacks deal 100 damage (reduced by 67% against champions) and heal 10 health on hit. Kills, assists, and large monster kills increase the damage by 3 and heal by 1.
  • UNIQUE PASSIVE: +30% gold from monster kills
  • UNIQUE ACTIVE: Places a stealth ward that reveals the surrounding area for 180 seconds (180 second cooldown)
  • UTILITY: Ward cast range greatly increased versus normal ward cast range

Support Itemization & Build PathsWe’ve introduced two new foundational items for supports in the form of Aether Wisp (ability power, movement speed), and Forbidden Idol (mana regen and cooldown reduction). Several items have had their build paths strealimed (or changed) to accommodate.

These changes are a mid-season followup to our 2014 Season Changes for supports and support itemization. We noticed that while we succeeded in giving supports more gold, we didn’t give them enough itemization paths that paced well with their gold gain. With these new items, this means we can also look at support itemization in the future to offer more interesting choices.


 NEW: Aether Wisp

  • RECIPE: Amplifying Tome + 515 gold
  • TOTAL COST: 950 gold
  • ABILITY POWER: +30 ability power
  • UNIQUE PASSIVE: +5% movement speed

Lich Bane

  • RECIPE: Sheen + Blasting Wand + 940 gold ⇒ Sheen + Aether Wisp + 1000 gold
  • TOTAL COST: Unchanged (3000 gold)

Twin Shadows

  • RECIPE: Amplifying Tome + Amplifying Tome + Null Magic Mangle + 730 gold ⇒ Aether Wisp + Fiendish Codex + 780 gold
  • TOTAL COST: 2000 gold ⇒ 2400 gold
  • REMOVED CRYSTAL SCAR & TWISTED TREELINE RECIPE: Amplifying Tome + Amplifying Tome + Null Magic Mangle + 530 gold = 1800 gold
  • ABILITY POWER: +50 ability power ⇒ +80 ability power
  • NEW COOLDOWN REDUCTION: +10% cooldown reduction
  • REMOVED MAGIC RESISTANCE: +40 magic resistance
  • ACTIVE COOLDOWN (SUMMONER’S RIFT & HOWLING ABYSS)120 seconds
  • ACTIVE COOLDOWN (CRYSTAL SCAR & TWISTED TREELINE)60 seconds
  • NEW UTILITY: If the ghosts fail to find a target, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of this item by 40 seconds (20 seconds on Crystal Scar & Twisted Treeline).

 NEW: Forbidden Idol

  • RECIPE: Faerie Charm + Faerie Charm + 390 gold
  • TOTAL COST: 750 gold
  • MANA REGEN/5 SEC: 8
  • UNIQUE PASSIVE: +10% cooldown reduction

Morellonomicon

  • RECIPE: Amplifying Tome + Faerie Charm + Fiendish Codex + 765 gold ⇒Fiendish Codex + Forbidden Idol + 630 gold
  • TOTAL COST: Unchanged (2200 gold)

Talisman of Ascension

  • RECIPE: Nomad’s Medallion + Faerie Charm + 955 Gold ⇒ Nomad’s Medallion + Forbidden Idol + 585 Gold
  • TOTAL COST: 2000 gold ⇒ 2200 gold
  • MANA REGEN/5 SEC: 10 ⇒ 15

Frost Queen’s Claim

  • COMBINE COST: 315 gold ⇒ 515 gold
  • TOTAL COST: 2000 gold ⇒ 2200 gold
  • ABILITY POWER: +40 ability power ⇒ +50 ability power

Face of the Mountain

  • COMBINE COST: 185 gold ⇒ 385 gold
  • TOTAL COST: 2000 gold ⇒ 2200 gold
  • HEALTH REGEN/5 SEC: 25 ⇒ 20
  • HEALTH: +375 health ⇒ +500 health

Will of the Ancients

  • RECIPE: Hextech Revolver + Faerie Charm + Faerie Charm + 440 gold ⇒Hextech Revolver + Fiendish Codex + 480 gold
  • TOTAL COST: 2000 gold ⇒ 2500 gold
  • ABILITY POWER: +50 ability power ⇒ +80 ability power
  • REMOVED MANA REGEN/5 SEC: 10

Aegis of the Legion

  • RECIPE: Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null Magic Mantle + 670 Gold ⇒ Rejuvenation Bead + Ruby Crystal + Negatron Cloak + 600 hold
  • TOTAL COST: 1950 gold ⇒ 1900 gold
  • NEW MAGIC RESISTANCE: +20 magic resistance
  • REMOVED ARMOR: +20 Armor

Locket of the Iron Solari

  • RECIPE: Aegis of the Legion + 600 gold ⇒ Kindlegem + Aegis of the Legion + 50 gold
  • TOTAL COST: 2550 gold ⇒ 2800 gold
  • HEALTH: +300 health ⇒ +400 health
  • NEW MAGIC RESISTANCE: +20 magic resistance
  • REMOVED ARMOR: +20 Armor

Warden’s Mail

  • RECIPE: Cloth Armor + Cloth Armor + 400 gold ⇒ Chain Vest + 280 gold
  • TOTAL COST: Unchanged (1000 gold)

Glacial Shroud

  • RECIPE: Sapphire Crystal + Chain Vest + 230 gold ⇒ Cloth Armor + Sapphire Crystal + 250 gold
  • TOTAL COST: 1350 gold ⇒ 950 gold
  • ARMOR: +45 Armor ⇒ +20 armor
  • MANA: +300 Mana ⇒ +250 mana

Iceborn Gauntlet

  • COMBINE COST: 700 gold ⇒ 750 gold
  • TOTAL COST: 3250 gold ⇒ 2900 gold
  • ARMOR: +70 armor ⇒ +60 armor

Frozen Heart

  • COMBINE COST: 550 gold ⇒ 650 gold
  • TOTAL COST: 2900 ⇒ 2600
  • ARMOR: +95 armor ⇒ +100 armor
  • MANA: +500 mana ⇒ +400 mana
  • ATTACK SPEED REDUCTION AURA: -20% attack speed ⇒ -15% attack speed

 Boot Enchantments

Because Homeguard boots are so strong as a defensive item, we realized we needed to bring the offensive boot enchantments up to parity. Boot enchants should be an opportunity to personalize your play, so… have a few more choices!

Enchantment: Alacrity

  • MOVEMENT SPEED: +15 movement speed ⇒ +20 movement speed

Enchantment: Captain

  • COST: 750 gold ⇒ 600 gold
  • APPROACHING ALLY MOVEMENT SPEED: +8% movement speed ⇒ +10% movement speed

Enchantment: Distortion

  • SUMMONER SPELL COOLDOWN REDUCTION: 25% ⇒ 20%
  • NEW UTILITY: Increases Ghost movement speed to 40% from 28%
  • NEW UTILITY: Grants +30% movement speed for 1 second after using Flash
  • NEW UTILITY: Grants +30% movement speed for 3 seconds after successfully using Teleport

Enchantment: Furor

  • COST: 650 gold ⇒ 475 gold

Enchantment: Homeguard

  • FOUNTAIN HEALING: Instant full restore ⇒ Restores a portion of missing health and mana per second
  • ACTIVATION DELAY: 8 seconds out of combat ⇒ 6 seconds out of combat

Runes

We promised rune balance changes for the 2014 season but when we took a deeper look we realized that we needed to do more fundamental work on the system itself. That said, we wanted to get a few balance changes in for the 2014 season, so we targeted midseason as the right time. We’ve heard a lot of feedback from players on the pains surrounding the rune system, and we’ll be taking that into consideration in the future! It may not be a holistic fix right now, but these balance changes allow us to open up a little more diversity in rune choice. We’ve also made some compensation buffs for the two runes we nerfed.

As a side note, we specifically tackled armor runes and lifesteal quintessences because they were becoming the “best in slot” choice for any champion that could use them. In the case of armor, the answer was “everyone,” while lifesteal quintessences had a slightly narrower appeal. The buffs we made across other runes were to focus on adding more options without affecting any larger systems while also bringing some runes up to parity in terms of gold value.

 Seals

Tier 3

Greater Seal of Armor

  • PER SEAL: +1.41 armor ⇒ +1.00 armor
  • PER 9 SEALS: +12.69 armor ⇒ +9.00 armor
  • SUPPLEMENTARY: Base armor of all champions increased by 4

Greater Seal of Scaling Armor

  • PER SEAL: +2.7 armor at lvl 18 ⇒ +3.00 armor at lvl 18
  • PER 9 SEALS: +24.3 armor at lvl 18 ⇒ +27.00 armor at lvl 18

Greater Seal of Health

  • PER SEAL: +5.35 health ⇒ +8.00 health
  • PER 9 SEALS: +48.15 health ⇒ +72 health

Greater Seal of Scaling Health

  • PER SEAL: +19.44 health at lvl 18 ⇒ +24.00 health at lvl 18
  • PER 9 SEALS: +174.96 health at lvl 18 ⇒ +216.00 health at lvl 18

Greater Seal of Health Regeneration

  • PER SEAL+0.43 health regen/5 sec ⇒ +0.56 health regen/5 sec
  • PER 9 SEALS+3.87 health regen/5 sec ⇒ +5 health regen/5 sec

Tier 2

Seal of Armor

  • PER SEAL: +1.09 armor ⇒ +0.78 armor
  • PER 9 SEALS: +9.81 armor ⇒ +7.02 armor
  • SUPPLEMENTARY: Base armor of all champions increased by 4

Seal of Scaling Armor

  • PER SEAL: +2.16 armor at lvl 18 ⇒ +2.34 armor at lvl 18
  • PER 9 SEALS: +19.44 armor at lvl 18 ⇒ +21.06 armor at lvl 18

Seal of Health

  • PER SEAL: +4.16 health ⇒ +6.24 health
  • PER 9 SEALS: +37.44 health ⇒ +56.16 health

Seal of Scaling Health

  • PER SEAL: +15.12 health at lvl 18 ⇒ +18.72 health at lvl 18
  • PER 9 SEALS: +136.08 health at lvl 18 ⇒ +168.48 health at lvl 18

Seal of Health Regeneration

  • PER SEAL: +0.34 health regen/5 sec ⇒ +0.43 health regen/5 sec
  • PER 9 SEALS: +3.06 health regen/5 sec ⇒ +3.90 health regen/5 sec

Tier 1

Lesser Seal of Armor

  • PER SEAL: +0.78 armor ⇒ +0.56 armor
  • PER 9 SEALS: +7.02 armor ⇒ +5.04 armor
  • SUPPLEMENTARY: Base armor of all champions increased by 4

Lesser Seal of Scaling Armor

  • PER SEAL: +1.44 armor at lvl 18 ⇒ +1.68 armor at lvl 18
  • PER 9 SEALS: +12.96 armor at lvl 18 ⇒ +15.12 armor at lvl 18

Lesser Seal of Health

  • PER SEAL: +2.97 health ⇒ +4.48 health
  • PER 9 SEALS: +26.73 health ⇒ +40.32 health

Lesser Seal of Scaling Health

  • PER SEAL: +10.8 health at lvl 18 ⇒ +13.44 health at lvl 18
  • PER 9 SEALS: +97.2 health at lvl 18 ⇒ +120.96 health at lvl 18

Lesser Seal of Health Regeneration

  • PER SEAL: +0.24 health regen/5 sec ⇒ +0.31 health regen/5 sec
  • PER 9 SEALS: +2.16 health regen/5 sec ⇒ +2.80 health regen/5 sec

Glyphs

Tier 3

Greater Glyph of Scaling Cooldown Reduction

  • PER GLYPH: +1.11% cooldown reduction at lvl 18 ⇒ +1.67% cooldown reduction at lvl 18
  • PER 9 GLYPHS: +9.99% cooldown reduction at lvl 18 ⇒ +15% cooldown reduction at lvl 18

Greater Glyph of Scaling Magic Resist

  • PER GLYPH: +2.7 magic resistance at lvl 18 ⇒ +3.00 magic resistance at lvl 18
  • PER 9 GLYPHS: +24.3 magic resistance at lvl 18 ⇒ +27.00 magic resistance at lvl 18

Greater Glyph of Mana Regeneration

  • PER GLYPH: +0.31 mana regen/5 sec ⇒ +0.33 mana regen/5 sec
  • PER 9 GLYPHS: +2.79 mana regen/5 sec ⇒ +3 mana regen/5 sec

Greater Glyph of Scaling Mana Regeneration

  • PER GLYPH: +0.99 mana regen/5 sec at lvl 18 ⇒ +1.20 mana regen/5 sec at lvl 18
  • PER 9 GLYPHS: +8.91 mana regen/5 sec at lvl 18 ⇒ +10.80 mana regen/5 sec at lvl 18

Tier 2

Glyph of Scaling Cooldown Reduction

  • PER GLYPH: +0.9% cooldown reduction at lvl 18 ⇒ +1.30% cooldown reduction at lvl 18
  • PER 9 GLYPHS: +8.1% cooldown reduction at lvl 18 ⇒ +11.70% cooldown reduction at lvl 18

Glyph of Scaling Magic Resist

  • PER GLYPH: +2.16 magic resistance at lvl 18 ⇒ + 2.34 magic resistance at lvl 18
  • PER 9 GLYPHS: +19.44 magic resistance at lvl 18 ⇒ +21.06 magic resistance at lvl 18

Glyph of Mana Regeneration

  • PER GLYPH: +0.24 mana regen/5 sec ⇒ +0.26 mana regen/5 sec
  • PER 9 GLYPHS: +2.16 mana regen/5 sec ⇒ +2.34 mana regen/5 sec

Glyph of Scaling Mana Regeneration

  • PER GLYPH: +0.72 mana regen/5 sec at lvl 18 ⇒ +0.94 mana regen/5 sec at lvl 18
  • PER 9 GLYPHS: +6.48 mana regen/5 sec at lvl 18 ⇒ +8.42 mana regen/5 sec at lvl 18

Tier 1

Lesser Glyph of Scaling Cooldown Reduction

  • PER GLYPH: +0.72% cooldown reduction at lvl 18 ⇒ +0.93% cooldown reduction at lvl 18
  • PER 9 GLYPHS: +6.48% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18

Lesser Glyph of Scaling Magic Resist

  • PER GLYPH: +1.44 magic resistance at lvl 18 ⇒ +1.68 magic resistance at lvl 18
  • PER 9 GLYPHS: +12.96 magic resistance at lvl 18 ⇒ +15.12 magic resistance at lvl 18

Lesser Glyph of Mana Regeneration

  • PER GLYPH: +0.17 mana regen/5 sec ⇒ +0.19 mana regen/5 sec
  • PER 9 GLYPHS: +1.53 mana regen/5 sec ⇒ +1.68 mana regen/5 sec

Lesser Glyph of Scaling Mana Regeneration

  • PER GLYPH: +0.54 mana regen/5 sec at lvl 18 ⇒ +0.67 mana regen/5 sec at lvl 18
  • PER 9 GLYPHS: +4.86 mana regen/5 sec at lvl 18 ⇒ +6.05 mana regen/5 sec at lvl 18

 Quintessences

Tier 3

Greater Quintessence of Cooldown Reduction

PER QUINTESSENCE: +1.67% cooldown reduction ⇒ +2.50% cooldown reduction
PER 3 QUINTESSENCES: +5.01% cooldown reduction ⇒ +7.50% cooldown reduction

Greater Quintessence of Scaling Cooldown Reduction

PER QUINTESSENCE: +2.5% cooldown reduction at lvl 18 ⇒ +5.00% cooldown reduction at lvl 18
PER 3 QUINTESSENCES: +7.5% cooldown reduction at lvl 18 ⇒ +15.00% cooldown reduction at lvl 18

Greater Quintessence of Attack Speed

PER QUINTESSENCE: +3.4% attack speed ⇒ +4.50% attack speed
PER 3 QUINTESSENCES: +10.2% attack speed ⇒ +13.50% attack speed

Greater Quintessence of Life Steal

PER QUINTESSENCE: +2% lifesteal ⇒ +1.5% lifesteal
PER 3 QUINTESSENCES: +6% lifesteal ⇒ +4.5% lifesteal
SUPPLEMENTARY: The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

Tier 2

Quintessence of Cooldown Reduction

  • PER QUINTESSENCE: +1.33% cooldown reduction ⇒ +1.95% cooldown reduction
  • PER 3 QUINTESSENCES: +3.99% cooldown reduction ⇒ +5.85% cooldown reduction

Quintessence of Scaling Cooldown Reduction

  • PER QUINTESSENCE: +2% cooldown reduction at lvl 18 ⇒ +3.9% cooldown reduction at lvl 18
  • PER 3 QUINTESSENCES: +6% cooldown reduction at lvl 18 ⇒ +11.7% cooldown reduction at lvl 18

Quintessence of Attack Speed

  • PER QUINTESSENCE: +2.64% attack speed ⇒ +3.51% attack speed
  • PER 3 QUINTESSENCES: +7.92% attack speed ⇒ +10.53% attack speed

Quintessence of Life Steal

  • PER QUINTESSENCE: +1.56% lifesteal ⇒ +1.17% lifesteal
  • PER 3 QUINTESSENCES: +4.68% lifesteal ⇒ +3.51% lifesteal
  • SUPPLEMENTARY: The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

Tier 1

Lesser Quintessence of Cooldown Reduction

  • PER QUINTESSENCE: +0.93% cooldown reduction ⇒ +1.40% cooldown reduction
  • PER 3 QUINTESSENCES: +2.79% cooldown reduction ⇒ +4.20% cooldown reduction

Lesser Quintessence of Scaling Cooldown Reduction

  • PER QUINTESSENCE: +1.44% cooldown reduction at lvl 18 ⇒ +2.80% cooldown reduction at lvl 18
  • PER 3 QUINTESSENCES: +4.32% cooldown reduction at lvl 18 ⇒ +8.40% cooldown reduction at lvl 18

Lesser Quintessence of Attack Speed

  • PER QUINTESSENCE: +1.89% attack speed ⇒ +2.52% attack speed
  • PER 3 QUINTESSENCES: +5.67% attack speed ⇒ +7.56% attack speed

Lesser Quintessence of Life Steal

  • PER QUINTESSENCE: +1.12% lifesteal ⇒ +0.84% lifesteal
  • PER 3 QUINTESSENCES: +3.36% lifesteal ⇒ +2.52% lifesteal
  • SUPPLEMENTARY: The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

Masteries

Feast

Similar to our armor seal changes, lifesteal quintessences are a fairly standardized rune on certain champions, so we wanted to compensate for the change in specific cases.

  • HEALTH ON KILL: 2 ⇒ 3

Scavenger

Completely unrelated buff here – we noticed that Scavenger’s range was smaller than Ancient Coin (occasionally resulting in one granting gold while the other didn’t), so we fixed it.

  • RANGE: 900 ⇒ 1100

Summoner Spells

Exhaust

Exhaust has fallen out of favor as Ignite has become the staple for kill lanes around the world. Additionally, the successful “use case” of Exhaust has grown more difficult as burst damage combinations become the norm (both through the current popular support roster and overall damage contributions in lane). These buffs to Exhaust are to give it a stronger defensive use case while also letting the player feel better about using it in a timely manner.

  • ATTACK SPEED REDUCTION: -50% attack speed ⇒ -30% attack speed
  • DAMAGE DEBUFF: -30% damage ⇒ -50% damage
  • RANGE: 550 ⇒ 650

Heal

While the current live environment heavily favors all-in engagements, we wanted a summoner spell that could be reliably used for defensive lanes. These changes let us expand the scope of Heal so that it has more cool use cases and playmaking opportunities.

  • COOLDOWN: 300 ⇒ 240
  • HEAL: 90-345 ⇒ 90-495
  • NEW UTILITY: Heals all allies in range ⇒ Heals the caster and the allied champion nearest to the caster’s cursor (or the most wounded ally if no target is near the cursor)
  • NEW CRAZY: Removes healing reduction effects on affected champions
  • NEW CRAZY-AWESOME: Affected champions gain +30% movement speed for 2 seconds

Ignite

Partially to compensate for the Heal changes and because when you set someone on fire, that should make them real visible.

  • VISION: Now grants vision of the target while ignited – does not reveal stealthed champions.

Barrier

We heard your feedback and have tuned up the uniqueness of the Barrier particle.

  • VISUALS: Gold ⇒ Off-white

Summoner’s Rift

Dragon

Dragon now deals a percentage of the target’s current health as damage (this goes up over time). Dragon’s debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.

In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost).

  • ATTACK DAMAGE: 145 ⇒ 110
  • NEW BONUS ARMOR & MAGIC RESIST: +13 armor and +5.85 magic resist per level after level 9
  • NEW % CURRENT HEALTH DAMAGE: 5% (+0.5% per level after level 9) current health as physical damage per attack
  • NEW DAMAGE DEBUFF: -20% damage
  • REMOVED ATTACK SPEED SLOW: -20% attack speed

 

SugiStyle

SugiStyle

Sugi is Owner of MobaMonster. He likes to try/play different Moba games in the market and is very competitive gamer. Currently is looking forward to Strife and Core Masters. Sugi's grammar is bad.

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