Mid-Patch Updates


Developer's notes
Two changes that slipped through the cracks in our initial notes release. They’re small (3-star changes), but important to note, so we’ll keep them front and center for now.
Camille Defensive Sweep shielding: 225/300/425 ⇒ 225/300/435
Seraphine Encore bonus attack speed: 30/50/150 ⇒ 30/50/100

Trait Augments

Developer's notes
Most heart Augments now also grant a champion of the same trait, allowing you to instantly tap into the power of that trait, or get just a bit closer to the next breakpoint.
Assassin Heart now also grants a Talon
Bodyguard Heart now also grants a Leona
Bruiser Heart now also grants a Trundle
Challenger Heart now also grants a Warwick
Clockwork Heart now also grants a Zilean
Enchanter Heart now also grants a Taric
Enforcer Heart now also grants a Vi
Imperial Heart now also grants a Swain
Mutant Heart now also grants a Kog’maw
Protector Heart now also grants a Blitzcrank
Scholar Heart now also grants a Lissandra
Scrap Heart now also grants an Ekko
Sniper Heart now also grants a Tristana
Syndicate Heart now also grants a Zyra
Twinshot Heart now also grants a Graves
Developer's notes
All Augments that grant one emblem have been renamed for consistency to crests (e.g Hired Gun has become Mercenary Crest). The crests listed below also grant a champion from their trait.
Arcanist Crest also grants a Twisted Fate
Assassin Crest also grants an Ekko
Bodyguard Crest also grants a Leona
Bruiser Crest also grants a Trundle
Challenger Crest also grants a Warwick
Chemtech Crest also grants a Zac
Imperial Crest also grants a Talon
Mutant Crest also grants a Kog’maw
Scholar Crest also grants a Heimerdinger
Scrap Crest also grants an Ekko
Sniper Crest also grants a Tristana
Syndicate Crest also grants a Zyra
Developer's notes
Some Soul Augments that benefit units of the same trait have been changed to crowns, and now grant 2 emblems allowing you to instantly capitalize on the trait’s power by bestowing it to your units. Other soul Augments now also grant gold in addition to their benefit. These changes should allow for a more immediate power spike similar to other Prismatic options. As a reminder, emblems also provide a small amount of combat power depending on their recipe, or default 150 Health.
Academy Soul is now Academy Crown and gives 2 Academy Emblems
Arcanist Soul is now Arcanist Crown and gives 2 Arcanist Emblems
Assassin Soul is now Assassin Crown and gives 2 Assassin Emblems
Bodyguard Soul is now Bodyguard Crown and gives 2 Bodyguard Emblems
Bruiser Soul is now Bruiser Crown and gives 2 Bruiser Emblems
Challenger Soul is now Challenger Crown and gives 2 Challenger Emblems
Chemtech Soul is now Chemtech Crown and gives 2 Chemtech Emblems
Imperial Soul is now Imperial Crown and gives 2 Imperial Emblems
Mutant Soul is now Mutant Crown and gives 2 Mutant Emblems
Protector Soul is now Protector Crown and gives 2 Protector Emblems
Sniper Soul is now Sniper Crown and gives 2 Sniper Emblems
Syndicate Soul is now Syndicate Crown and gives 2 Syndicate Emblems
Clockwork Soul also grants 8 gold
Enchanter Soul also grants 8 gold
Enforcer Soul also grants 8 gold
Scholar Soul also grants 8 gold
Scrap Soul also grants 8 gold

Large Changes

Developer's notes
Innovators are too strong when they can hit the trait’s next breakpoint much earlier than expected. These changes let players still achieve the Bear/Dragon dream but prevent them from accessing them too early.
March of Progress is really good for a gold Augment (Tier 2). Instead of nerfing it, we’re making it a Prismatic (Tier 1) and then buffing it just a bit, while making it only appear as the first Augment choice. This way, it’ll always feel like a high roll.
Our Spell Blade changes are intended to be power neutral, with a focus on increasing satisfaction and fantasy via one visible large damage auto after each spell rather than a small bonus on each attack.
Broken Stopwatch (Clockwork) Tier: Prismatic ⇒ Gold
Broken Stopwatch (Clockwork) Stun duration: 5 ⇒ 4 seconds
Duet (Socialite) NEW: Now, in addition to providing a second spotlight, gives a bonus of 500 maximum Health to Spotlighted champions.
Featherweights bonus Attack Speed & Movement Speed: 35/50/70% ⇒ 30/40/60%
Innovator Heart can no longer be offered on the 1st Augment choice
Innovator Soul can now only be offered on the 3rd augment choice
Item Grab Bag I & II REMOVED: No longer grants Reforger(s)
Level Up! can no longer be offered after choosing March of Progress
March of Progress can now only be offered on the 1st augment choice
March of Progress XP per round: 4 ⇒ 5
March of Progress Tier: Gold ⇒ Prismatic
Spell Blade (Arcanist) REWORKED: After casting their Ability, Arcanists’ next attack deals bonus magic damage equal to 200% of their Ability Power
Windfall Gold given: 20/25/30 ⇒ 15/25/35
Developer's notes
By the time a Chemtech champion dropped below the health threshold, triggering the trait, the fight would end before the buff could be used effectively. By giving the buff a flat duration and making its potency scale with trait breakpoints, we’re hoping Chemtech 7 and 9 will have more impact later into the game.
Challenger Attack Speed: 30/60/90/145% ⇒ 30/55/80/130%
Chemtech Now always lasts 8 seconds
Chemtech Attack Speed: 50% ⇒ 25/50/75/100%
Chemtech Health Regeneration: 4% ⇒ 3/4/6/10%
Innovator Mechanical Bear Power Surge (spell) ally Attack Damage & Ability Power team buff: 25 ⇒ 20
Innovator Mechanical Dragon Electrifying Roar (spell) ally Crit Damage Buff: 75% ⇒ 40%
Mutant Adrenaline Rush chance for extra attacks: 33/66% ⇒ 40/75%
Clockwork bonus Attack Speed: 10/30/55% ⇒ 10/35/70%
Developer's notes
Garen’s been empowering dominant reroll compositions since G&G’s release, but he’s found decisive success in recent Sniper Protector comps, so we’re striking his execution damage down quite a bit.
Garen Decisive Strike missing Health damage percentage: 20% ⇒ 15%
Developer's notes
Me Kat meow ⇒ Me nerfed now. Even with a nerf in our mid-week patch, Katarina’s damage has been caught cutting class without a hall pass. So, we’re hitting Katarina with a substantial damage nerf at 3 stars; which, considering how often she casts in a fight, is a considerable change. We’ll be keeping close eyes on her, especially as Kat has fallen out of favor in non-NA regions while continuing to define the meta in NA.
By defining the meta, Katarina has led to the uprising of the troll! Gaining popularity as a counter to Katarina comps, Trundle comps have ended up being effective into just about every comp with correct itemization.
Katarina Shunpo Damage: 180/225/300 ⇒ 160/200/250
Trundle Chomp Attack Damage steal percentage: 20/30/50 ⇒ 20/25/40
Trundle Chomp Attack Speed slow: 50% ⇒ 25%
Developer's notes
Taric with some tank items can get into an unkillable cycle of healing, especially in the early game or with an Arcanist spat. By nerfing his healing, it’ll be more possible to take him down.
Vex’s ability to stall out fights with repeat shields is allowing for backlines to pump out uninhibited damage. This wouldn’t be so bad if Vex didn’t also top the damage charts while doing this.
Ekko's fulfilling his role as the utility Assassin, but the attack speed disparity he creates through a reduction on the enemy and increase to his allies, is too impactful.
Despite the dominance of Assassin comps, one Assassin seemed to be missing out on all the fun—and it wasn’t because they turn invisible. The most successful Assassin comps oftentimes just ran Shaco as an afterthought, preferring (rightfully so) to itemize Twitch if they had the extra items to go around.
Ekko Parallel Convergence ally bonus Attack Speed: 40/50/75% ⇒ 35/40/50%
Shaco Health: 650 ⇒ 700
Shaco max Mana buff: 50/90 ⇒ 40/80
Shaco Deceive base Damage: 75/100/125 ⇒ 90/110/130
Taric Starlight Bastion Healing: 375/475/600 ⇒ 325/425/600
Vex Personal Space stacking shield bonus upon being destroyed: 25% ⇒ 10%
Vex Personal Space Shield: 550/700/900 ⇒ 500/600/750
Vex Personal Space Damage:125/200/275 ⇒ 100/135/175
Developer's notes
Strengthening some of the more niche 4-costs to perform better at what they do, whether that’s CC, tankiness, or dancing with a sword.
Jhin will still get those sweet sweet backline assassinations slightly more often, but it will take him longer to auto down the frontline.
Every spark can’t be your Final Spark if you cast 11 times in a fight.
Fiora Attack Damage: 70 ⇒ 75
Fiora Blade Waltz Attack Damage scaling: 160% ⇒ 170%
Jhin max Mana buff: 0/80 ⇒ 0/70
Jhin Attack Damage: 95 ⇒ 90
Jhin Curtain Attack Damage scaling: 150/225/344% ⇒ 150/200/344%
Lux Final Spark Mana Refund on Kill: 30 ⇒ 20
Orianna Mana buff: 80/180 ⇒ 50/140
Orianna Command: Shockwave stun duration: 1.5/1.5/4 ⇒ 1/1/4 seconds
Sion Health: 1750 ⇒ 1850
Sion Decimating Smash: 2/2.5/5 ⇒ 2/3/6 seconds
Developer's notes
Jayce’s hammer form is more often than not his best form, partially due to the excessive tankiness it brings, and partially due to Jayce’s shaky performance when using cannon form—even on the smallest of targets.
If you thought that reference was metal, the next one is Akaline. Unless you happen to have perfect items for her lying around, Akali has struggled to find a place in G&G. With a bit more base stats, Akali should be able to hit the barium requirements for a viable 5-cost.
Making a colossal and speedy entrance onto ranked ladders near you, attack speed Galio, aka Clapio, has proven to be both strong and awkward to play. While it’s always awesome to see new and inventive builds, Clapio is not only the most optimal way to play Galio, but also over our desired balance levels. The changes below reign in on the applause, but deliver an encore performance for tank Galio with some extra health and spell damage.
Finally, a nerf to Viktor should keep his damage from disintegrating unintended team comps and fan girls alike.
Akali Health: 800 ⇒ 850
Akali Perfect Execution initial dash Damage 275/375/2000 ⇒ 300/375/2000
Galio Health:1800 ⇒ 1900
Galio Attack Damage: 150 ⇒ 120
Galio Colossal Entrance Damage:150/250/2000 ⇒ 200/300/9001
Galio at 3-stars now makes an even larger entrance, with a greater crash zone radius and dieameter.
Jayce Armor and Magic Resist: 40 ⇒ 30
Jayce Melee form Shield Amount: 400/600/3000 ⇒ 350/500/3000
Jayce Ranged form Attack Damage Gain: 35/60/1000 ⇒ 45/70/1000
Jinx Attack Speed: 1.05 ⇒ 1.0
Jinx Rocket Launcher Attack Damage scaling: 190/210/888% ⇒ 190/200/888%
Viktor Mana: 0/140 ⇒ 0/150
Viktor Chaos Rays Damage: 350/450/1500 ⇒> 325/425/1500
Developer's notes
Blue Buff has been successful as a carry item for specialized casters, but has struggled as a late game item when a player’s carry doesn't need Blue Buff. We're increasing the starting mana to allow utility units to get their first cast off faster, without impacting the best use cases too much.
Blue Buff
Blue Buff NEW: Now grants an additional 20 Starting Mana
Frozen Heart
Frozen Heart Attack Speed Slow: 25% ⇒ 35%

Small Changes

Developer's notes
Please @ me your Stand United theory-crafted comp and double hook Blitzcrank VODs!
Featherweights bonus Attack Speed & Movement Speed: 35/50/70% ⇒ 30/40/60%
Gold Reserves (Mercenaries) percent bonus damage per gold: 1% ⇒ 2%
Gold Reserves (Mercenaries) damage cap remains at 60%, now achieved at 30 gold.
Stand United bonus Attack Damage and Ability Power per active trait: 2/3/4 ⇒ 3/4/5
Knife’s Edge Attack Damage: 30/45/60 ⇒ 25/40/55
Cram Session (Academy) Mana restored after first cast: 80% ⇒ 90%
Broken Stopwatch (Clockwork) Tier: Prismatic ⇒ Gold
Portable Forge Armory option, Death’s Defiance Attack Damage: 15 ⇒ 30
Portable Forge Armory option, Death’s Defiance Attack Speed: 15% ⇒ 30%
Portable Forge Armory option, Death’s Defiance Ignore Pain Percent: 60% ⇒ 70%
Portable Forge Armory option, Gold Collector, gold drop chance: 100% ⇒ 75%
Portable Forge Armory option, Manazane starting Mana: 15 ⇒ 50
Portable Forge Armory option, Zhonya’s Paradox Ability Power: 15 ⇒ 45
Portable Forge Armory option, Zhonya’s Paradox Armor & Magic Resist: 25 ⇒ 35
Portable Forge Armory option, Rocket Propelled Fist will now ignore Blitzcrank’s hook target when deciding which unit to hook. This means that Blitzcrank and Rocket Propelled Fist will always hook two different targets. This means you should try this, not because it will be particularly strong, but because it will be quite funny.
The following Augments will now appear slightly more often: Ascension, Cybernetic Implants, Knife’s Edge, Makeshift Armor, Underdogs
Developer's notes
This is where we buff all the traits at their specific breakpoints that are not being used or are just underperforming.
Syndicates have been the Syndican’ts all set, so we’re adding some power to the defensive bonuses these shady operators get while decreasing the bonus amplifier at (7) Syndicate to account for the extra armor and magic resistance added.
Academy bonus Attack Damage & Ability Power: 18/35/50/70 ⇒ 18/40/50/70
Academy bonus Attack Damage & Ability Power per cast: 3/5/8/12 ⇒ 3/5/10/15
Arcanist Team Ability Power: 20/20/50/125 ⇒ 20/20/50/145
Arcanist Total Ability Power: 20/65/100/125 ⇒ 20/60/100/145
Bruiser Health: 125/225/350/700 ⇒ 125/225/400/700
Imperial (5) Non-Tyrant bonus damage: 0/50% ⇒ 0/75%
Syndicate bonus Armor and Magic Resist: 50 ⇒ 60
Syndicate (7) Omnivamp, Armor, and Magic Resist bonuses increase: 50% ⇒ 33%
Twinshot bonus Attack Damage: 5/30/60 ⇒ 5/40/80
Developer's notes
It’s time to pay the reroll toll.
Camille max Mana nerf: 0/50 ⇒ 0/60
Darius max Mana nerf: 50/95 ⇒ 50/100
Darius Decimate healing: 125/150/175 ⇒ 120/140/160
Kassadin Null Sphere Mana reave: 35/50/65% ⇒ 50%
Developer's notes
Rather than heavily nerfing any piece of the popular and powerful Kog’maw protector reroll comp, we’re adding small nerfs and adjustments to multiple components that make the comp as strong as it currently is. As with our Garen and Kassadin nerf above, we’re adjusting Kog’maw so his 3-star form doesn’t vastly outperform his 1 and 2-star forms.
Blitzcrank Rocket Grab Damage: 150/300/1337 ⇒ 150/300/900
Kog'maw Barrage target max health bonus Damage: 6/7/10% ⇒ 7/8/9%
Zyra’s delay between her cast and stun has been slightly reduced.
Developer's notes
With two critical Lissandra bugs being fixed (related to her spell failing to cast), she’s been significantly buffed. To compensate for this we’ve shipped a preemptive nerf. The Lissandra changes are large, in that there are many, but they should only result in a small nerf overall.
Cho’Gath Health: 1300 ⇒ 1400
Heimerdinger Rocket Swarm Damage: 70/100/150 ⇒ 70/95/140
Lissandra Iron Maiden damage: 250/350/575 ⇒ 225/300/500
Lissandra Iron Maiden Attack Damage reduction duration: 5 ⇒4 seconds
Lissandra Iron Maiden Attack Damage reduction: 40% ⇒ 30%
Samira Attack Damage: 80 ⇒ 75
Urgot max Mana buff: 0/60 ⇒ 0/50
Yone Attack Damage: 80 ⇒ 75
Ionic Spark
Ionic Spark max Mana damage ratio: 225% ⇒ 200%

Hyper Roll

Developer's notes
It’s hard to stack stacks when the clock’s stacked against you, so we’re making it easier for Cho’Gath to get big in Hyper Roll.
Cho’Gath: Now gains twice as many Feast stacks

League of Legends Event Mission Points Restructure

Developer's notes
Points collected for all League of Legends events moving forward will be based on how much time is spent playing rather than number of games. For more details, check out the Quick Gameplay Thoughts on it. As for how this impacts TFT, keep reading below.
TFT games will grant 2 points per minute played, or 3 points per minute played if you place in 1st-4th place for your game. While TFT gametime still counts towards LoL’s events, they’re not the most efficient way to grind points, granting them at roughly 50% the rate.
TFT Hyper Roll and Double Up are now eligible for League mission progress! These TFT modes have the same 50% rate as detailed above.
TFT AFK check has been improved to ensure better game quality.

Bug Fixes

Champions will no longer randomly swap targets after casting their spells
Scouting scouting: Tactician scouting has been reactivated in Double Up now that we have fixed a bunch of bugs
Lissandra GA buff: Lissandra no longer fizzles her cast on both self and enemy units while affected by Guardian Angel stasis
Lissandra buff: Lissandra now correctly retargets a new unit if her original target dies during the spell cast time
Units can no longer instantaneously be moved to the bench and then back to the battlefield instantly with the “Deploy to Battlefield/Return to Bench” hotkey
Miscalculated: Calculated Loss will no longer give a reroll on 2-1 when taken as your first augment
Soldier for hire: Fixed an issue with the 7 Mercenary Soldier payout not working
OOM: Fixed an issue where the mana reduction from Mutant Emblem would sometimes not work correctly
Secret extrovert: Fixed an issue where there is a second secret Socialite Hex that can be used even without the Duet augment
Twin talons: Fixed an issue where 2 Talons were refreshing each other’s bleed stacks when attacking a unit at the same time
Uninvited to the party: Fixed situations where certain champion visual effects would continue to show during the victory sequence even after the champion was hidden
Incompatible fleshlings: Blitzcrank’s allies will no longer attempt to target his Rocket Grab target if they are immune to crowd control and did not get hooked
Monsoon season: Fixed Kai’Sa failing to fire her Icathian Monsoon missiles after dashing if she was stunned or in Guardian Angel stasis
Reinforcing: Enforcer 4 now properly stuns the enemy unit with the highest damage dealt last combat
Clarity: The Clear Mind augment no longer considers Tome of Traits a unit
Tooltips wait for no one: Zilean’s tooltip now properly shows a 25% Attack Speed reduction at 1-Star (was showing 20% when it was slowing by 25%)
Dog years: Underdogs now correctly ticks every second instead of ticking every other second for twice the heal amount.
Ezreal no longer fails to gain mana on his first attack after casting his Ability if he has a high amount of attack speed
Rocket Propelled Fist from the Portable Forge augment will now fire its hook even if the holder is stunned (Zephyr, Enforcer, etc.)
Malzahar no longer fails to gain mana on his first attack after casting his Ability for the first time in combat
We’re all winners here: The Double Up victory sequence will no longer pick an empty board to display as the winner of a game
Built same same, but different: Fixed an issue where some trait augments would still show up after the Built Different augment was taken (some trait augments that grant teamwide bonuses, such as Enchanter Soul or Enforcer Soul can still show up)