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Patch Notes 13.11 - New Jungle Sharing (Whisps), some item nerfs , and a Rell midscope!


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Hey gamers!
Zekk here, bringing you the newest patch notes for the rift and beyond! There have been some massive changes to the item sets last patch and now they are being dialed in a bit so look over the item nerfs carefully, this will change a few playstyles.  The jungle blue and red buffs are getting a secondary pick up so jungle can share the buff with a friend after they complete their jungle item and fully upgrade their smite! So get ready to share those buffs with your laners tactically! And there was a midscope for any of you Rell players so study the changes hard!
See you in the rift!
 You get a Buff Wisp! YOU get a Buff Wisp! You ALL get Buff Wisps!

Did you all catch MSI? Huge congratulations to JDG for coming out on top! Riding the esports wave, we also have a skinline to celebrate last year’s World Champions, DRX, coming out this patch, with a special Prestige skin for Aatrox to celebrate Kingen’s dominating MVP performance!

In other news, we also have some exciting changes coming this week like Rell’s midscope update, universal buff sharing for junglers, some nerfs for Aphelios and Jinx, and quite a few followup changes to the Midseason update that came out in 13.10.

Looking to live out your TFT dreams like Urgot joining the Star Guardians? Check out the TFT patch notes here! 



DRX Aatrox, DRX Akali, DRX Ashe, DRX Caitlyn, DRX Kindred, DRX Maokai, Prestige DRX Aatrox will be available June 1, 2023 at 20:00 UTC.




Midscope, all abilities (except ultimate) adjusted.

 We think Rell’s fantasy of being a mounted lancer on horseback who transforms into heavy infantry by literally metalbending her horse into armor is compelling and exciting, but unfortunately she hasn’t fully lived up to that fantasy. In a Dev Blog back in March, we outlined the following goals:
  • Lean into the Mounted/Dismounted fantasy: Let Rell feel fast—like she can charge enemies down while mounted—and let her feel like a formidable fighter while dismounted.
  • Increase Play Pattern Variance: Give Rell more options in lane and teamfights besides landing W, and make sure that while she’s dismounted, there are useful things she can do.
  • Sand off some QoL issues: We’ve heard your feedback on some of the more frustrating parts of Rell’s kit, so we wanted to help alleviate some of them. We want to smooth out things like poor ward clearing, not being able to use E while alone, and Q having reduced power on subsequent enemies.

Rell’s new E should provide the giddyup she needs to charge down her enemies and proactively start fights, and the extra range and attack speed while dismounted let her participate more in the fight.

Adding a stun to her Q will let her have a more varied combat pattern that's not just looking for engages with W. Now she can fish with Q and follow up with a Crash Down if she lands it. With some new combos in her saddlebags, she should be feeling less binary and more flexible.

And finally, we’ve given her a normal attack speed, and removed the cap on how fast she can go while dismounted, which goes a long way to help improve how she feels to play (ward clearing is also much faster now!). 


  • Attack Speed: 0.55 ⇒ 0.625
  • Attack Speed Growth: 0.02 ⇒ 0.015
  • Armor Growth: 4.2 ⇒ 3
  • Magic Resist Growth: 2.05 ⇒ 1
  • Movement Speed: 335 ⇒ 330


  • Passive Duration: 4 seconds ⇒ 5 seconds
  • Armor and Magic Resist Shred: 10% ⇒ 2.5%
  • NEWStacks On Stacks: Armor and Magic Resist shred now stacks up to 5 times per target. All of Rell’s abilities will also apply a stack of her Passive
  • Minimum Armor and Magic Resist Steal: 5-12 (based on level) ⇒ 1.25-3 (based on level)
  • NEWDeath Proof Magnets: Rell keeps resists for the full duration of the Passive buff, even if the target dies
  • REMOVEDRode Off: Passive no longer deals bonus magic damage on hit
  • REMOVEDInto The: Hitting a new target no longer refreshes the Passive duration on all targets
  • REMOVEDSunset: Passive no longer applies to minions


  • Stunning Strike: Q now stuns all targets hit for 0.75 seconds
  • REMOVEDWho Needs Heals Anyway: Q no longer heals Rell or her allies
  • Range: 685 units in front of Rell, 150 behind Rell ⇒ 520 in front of Rell, 220 behind Rell
  • Cooldown: 9/8/7/6/5 seconds ⇒ 11/10.5/10/9.5/9 seconds
  • Magic Damage: 70/115/160/205/250 (+50% AP) ⇒ 60/95/130/165/200 (+50% AP)
  • Cast Time: 0.35 seconds ⇒ 0.5 seconds
  • NEWJungle Rell?: Deals 250% damage to jungle camps
  • NEWA Swing and a (Hopefully) Hit: When Rell casts Q, she moves 100 units forward as she takes a step to swing
  • REMOVEDAll The Damages: On old Rell, Q did reduced damage to enemies after the first, and only applied passive to the first enemy hit. Now it does full damage and applies passive to all enemies hit


  • NEWDismounted Bonus Attack Speed: 15/20/25/30/35%
  • NEWDismounted Bonus Attack Range: Gain 75 Attack Range
  • Dismounted Bonus Armor and Magic Resist: 10% ⇒ 12%
  • Dismounted Movement Speed : Reduced to 280 flat ⇒ Reduced by 15% (Note: this will be a nerf early game and a buff late game.)
  • REMOVEDCan’t Stop Me Now: Rell no longer has a movement speed cap while dismounted
  • Magic Damage: 70/105/140/175/210 (+60%AP) ⇒ 70/100/130/160/190 (+60%AP)
  • Shield Value: 35/60/85/110/135 (+12% maximum health) ⇒ 30/55/80/105/130 (+10% maximum health)
  • Maximum Slide Distance: 375 ⇒ 320
  • AoE Radius Form: 200 ⇒ 180
  • Jump Range: 500 ⇒ 400
  • Knock Up Duration: 1 second ⇒ 0.75 seconds
  • Slidespeed: 85% of jump speed ⇒ 100% of jump speed
  • NEWActually Jungle Rell Though…: Now deals 250% damage to jungle camps

RellW_Dismount.pngW - FERROMANCY: MOUNT UP

  • REMOVEDMounted Bonus Movement Speed: Rell no longer gains bonus passive movement speed while mounted.
  • Initial Movement Speed Bonus: 25/30/45/40/45% for 3.5 seconds ⇒ 30% that rapidly decays over 1 second


  • NEWPassive - Mounted Alacrity: Rell gains 5/8/11/14/17/20/24/28/32/36/40/45/50 move speed while mounted at levels 1-13, reduced by 50% in combat.
  • NEWActive - Full Tilt: Rell and an ally charge, gaining ramping Movement Speed up to 15/17.5/20/22.5/25% over 3 seconds, this is doubled to 30/35/40/45/50% toward enemies or each other. Additionally, Rell’s next Attack or Shattering Strike explodes in an area for 25/35/45/55/65 (+30% AP) (+2/2.5/3/3.5/4% Maximum Health Damage).


Q base damage increased.

 Akali is currently struggling to pull off her cool ninja shenanigans in both solo queue and Pro play. In this patch we’re looking to buff her Q damage slightly so that she has a more manageable time in lane before scaling into the slippery assassin we know her to be. 


  • Magic Damage: 30/55/80/105/130 (+ 65% AD) (+ 60% AP) ⇒ 40/65/90/115/140 (+ 65% AD) (+ 60% AP)


W damage decreased.

 Amumu might be lonely in lore, but he hasn’t been left out of the patch notes recently. Our 13.9 buffs went a bit overboard, specifically on the power of his early clear and skirmishing. So we’re going to lower them back down to near the previous values, but leave the scaling damage increase on Despair. 

AuraofDespair.pngW - DESPAIR

  • Base Damage per Tick (0.5 seconds): 10 ⇒ 7


Passive bonus AD decreased.

 Since Aphelios typically likes to spec into AD early, he’s able to leverage the extra damage to dominate early laning which feels a little odd considering he’s more of the scaling silent type. This should help make laning against him a bit easier for opponents. 


  • Bonus Attack Damage: 5/10/15/20/25/30 ⇒ 4.5/9/13.5/18/22.5/27


E mana cost increased, magic damage AP ratio decreased.

 Mages as a whole got a small power increase from the changes in patch 13.10, including the already powerful ones. Our friendly space dragon was already sitting above the stars, so we have a few changes to bring him down to earth. We’re making his Singularity cost more mana in the early laning phase to help opponents delay his farming while also lessening how much damage the spell does due to its incredibly good utility scaling. 

AurelionSolE.pngE - SINGULARITY

  • Mana Cost: 60/70/80/90/100 ⇒ 80/85/90/95/100
  • Magic Damage per Tick (0.25 seconds): 2.5/3.75/5/6.25/7.5 (6.25% AP) ⇒ 2.5/3.75/5/6.25/7.5 (5% AP)


Q cooldown decreased. W summon range increased, AP ratio increased.

 Azir's skill bracket skew has flattened significantly and he isn't seeing any Pro play, which means there’s some room for smaller buffs. This time around, we're aiming for changes that have been specifically requested by live Azir players, so the goal here is that he'll be a much more satisfying champion without breaking the Pro play bank. 


  • Cooldown: 14/12/10/8/6 seconds ⇒ 12/10.5/9/7.5/6 seconds

AzirW.pngW - ARISE!

  • Summon Range: 500 ⇒ 525
  • Magic Damage: 0-92 (based on level) (+50/67/84/101/118) (+55% AP) ⇒ 0-92 (based on level) (+50/67/84/101/118)(+60% AP)


Q follow up adjusted, cast range increased, now refunds cooldown when used on non-Epic monsters. W adjusted, now gives allies bonus on-hit damage, vision from spawn duration increased, brush despawn conditions changed. E shield now refreshes if no enemies were hit by the detonation. Daisy stats adjusted, Slam! Damage increased.

 With buff sharing becoming a part of the game this patch, we wanted to offer Ivern some buffs to the rest of his kit in exchange for removing his unique mechanic. Overall these changes shouldn't be too transformative, but his base spells should feel better in almost every situation they're cast in. Ivern’s Q will be able to reach between most camps on both sides of the map, and Daisy should feel a lot more responsive with faster attacks and move speed!

If you go through the change list, you’ll quickly realize that this isn’t the midscope we promised for Ivern. The reason we’ve decided to not give Ivern a midscope this patch is because player feedback around our proposed midscope was indicating we were on the wrong track, and internally we just didn’t feel like the designs were hitting the quality bar to ship. So for now, we’re offering Ivern some buffs that will help him become a healthier tree until he’s ready for a transplant. 


  • Jump for Joy!: Ivern can now recast Q to jump directly to the target, while Ivern and allies can issue an attack command to move to their auto attack range’s distance away from the target.
  • Cast Range: 1100 ⇒ 1150
  • Non-Epic Change: Q’s cooldown is now reduced by 50% when used on non-Epic monsters.


  • Redefining Death Bush: Brushmaker’s Passive bonus magic damage on-hit when exiting the brush for 3 seconds now applies to ally champions.
  • Ally On-Hit Damage: 5/7.5/10/12.5/15 (+10% Ivern's AP)
  • Brush Spawn Vision Duration: 3 seconds ⇒ 8 seconds
  • Brush Duration: 30 seconds ⇒ Up to a maximum of 45 seconds or until your team loses vision inside of them
  • Lookie!: Auto attacks empowered with Brushmaker now have a special visual effect to reflect the on-hit damage (note: this change is visual only).


  • Change: If, when the shield detonates, there are no enemies that are hit by the detonation and the shield has not been broken, the duration of the shield is renewed.

IvernR.pngR - DAISY

  • Daisy Attack Range: 125 ⇒ 175
  • Daisy HP Regeneration: 0 ⇒ 2.5 health per second
  • Daisy Movement Speed: 420 ⇒ 440
  • Daisy Attack Speed: 0.7 ⇒ 0.75
  • Daisy's Bonus Attack Speed: 30/50/70 ⇒ 30/45/60
  • Daisy, Slam! Damage: 100% of Daisy's AD (+20% AP) ⇒ 40/60/80 (+100% of Daisy's AD) (+20% AP)


Attack speed growth decreased.

 Jinx has been getting away with strong laning phases despite her identity being a scaling marksman. We’re reverting her Attack Speed Growth introduced in patch 13.5 to reduce her overall rocket DPS. 


  • Attack Speed Growth: 1.36 ⇒ 1


Base health increased, health regeneration increased, attack damage decreased. Passive vision interaction adjusted, on-hit damage increased. Q damage increased. E cooldown decreased, damage adjusted.

 Kalista’s auto attacks are feeling weak at the moment due to the 90% total AD ratio and missing during vision loss. We noticed that Kalista was really hurting after 13.10, so we're targeting some pretty large buffs aimed at usability and durability for her. The changes to base AD, Q, and E keep her damage output roughly equal to before. 


  • Base Health: 574 ⇒ 600
  • Health Regeneration: 3.75 ⇒ 4
  • Health Regeneration Growth: 0.55 ⇒ 0.75
  • Attack Damage: 66 ⇒ 61
  • Attack Damage Growth: 3.75 ⇒ 3.25

Kalista_Passive.pngPASSIVE - MARTIAL POISE

  • You Can Run, But You Can’t Hide: Kalista’s basic attacks no longer miss if a target leaves vision.
  • Damage Dealt On-Hit: 90% of total AD ⇒ 100% of total AD

KalistaMysticShot.pngQ - PIERCE

  • Physical Damage: 20/85/150/215/280 (+100% AD) ⇒ 20/85/150/215/280 (+105% AD)

KalistaExpungeWrapper.pngE - REND

  • Cooldown: 14/12.5/11/9.5/8 seconds ⇒ 10/9.5/9/8.5/8 seconds
  • Physical Damage Per Extra Stack: 10/16/22/28/34 (+23.2/27.55/31.9/36.25/40.6% AD) (+20% AP) ⇒ 8/12/16/20/24 (+25/30/35/40/45% AD) (+20% AP)


Passive refresh rate increased, heal increased. Q (Unburrowed) cooldown now decreases with rank, buff duration decreased, attacks refresh buff duration, buff no longer ends prematurely when underground, (Burrowed) vision duration increased. W adjusted.

 Rek'Sai was one of the non-Assassin champions that was bound to the old Prowler's Claw and took a big hit in power with its removal. We're taking this opportunity to shift Rek'Sai away from Assassin-burst builds (which her kit was never really made to support) and move her strengths towards a more durable Fighter with a chunkier passive heal and better feeling auto attacks. We're also including a few small QoL buffs that should make playing the Queen feel a bit more royal. 


  • Tremor Sense Refresh Rate: 1.5 seconds ⇒ 1 second
  • Heal with Maximum Fury: 20-190 (based on level) ⇒ [15 (+20 for every 3 levels)] + [2% (+2% Maximum HP for every 3 levels)]


  • Cooldown: 4 seconds at all levels ⇒ 4/3.5/3/2.5/2 based on rank
  • Buff Duration: 5 seconds ⇒ 3 seconds
  • NEWHit and Buff: Basic attacks now refresh the buff duration of Queen's Wrath
  • REMOVEDNot So Fast: Q’s buff no longer ends prematurely if Rek'Sai is Burrowed for more than 1.5 seconds.


  • Reveal Duration: 2.5 seconds ⇒ 5 seconds


  • QoL Update: Targeted range increased to match untargeted range. (Note: This will mean that the optimization where it was better to line Rek’Sai up to the edge of your knock up and press W at the perfect time instead of just clicking on the opponent has been removed.)


E cooldown decreased. R cooldown decreased, magic damage increased.

 Renekton has been a bit weak in solo queue, feeling more like a plush than a terrifying butcher, so we’re looking to decrease his E cooldown to bring the timing a bit closer to his other abilities. This will give Renekton more opportunities to engage/escape, and will make losing the Prowler's Claw active not feel as bad. We’re also looking to increase both the power and uptime of his ultimate. 

RenektonSliceAndDice.pngE - SLICE AND DICE

  • Cooldown: 18/17/16/15/14 seconds ⇒ 16/15/14/13/12 seconds

RenektonReignOfTheTyrant.pngR - DOMINUS

  • Cooldown: 120 seconds at all ranks ⇒ 120/100/80 seconds
  • Magic Damage Per Tick (0.5 seconds): 25/50/75 ⇒ 30/60/90


W cooldown decreased, no longer decreases with rank.

 Twisted Fate’s been drawing quite a few of the wrong cards recently, and he could use the odds being a little more in his favor. Lowering the cooldown on his W should give him more opportunities to draw what he needs and put more pressure on his opponents early. 

PickACard.pngW - PICK A CARD

  • Change: 8/7.5/7/6.5/6 seconds ⇒ 6 seconds at all ranks




 Ardent Censer is currently the highest winrate second item purchase for enchanter supports which goes against our goals of promoting support item diversity. We’re tuning down some numbers to keep it in line with Staff of Flowing Water to avoid one becoming clearly better than the other. 
  • Bonus Attack Speed: 15-30% (based on target’s level) ⇒ 20%


 Duskblade has been overshadowed by its purpler sibling. Duskblade is meant to be the more damage-heavy counterpart to Ghostblade in longer fights with enemies getting low, but simply lacks the punch compared to the other options.

With these changes we're buffing the passive amp so that it's a more viable damage option. We're also looking at if the Mythic Passives are in a healthy place, but for now we're staying with the small buff to Duskblade and a big nerf to Ghostblade. 
  • Nightstalker Bonus Ability Damage: 0-15% (based on target’s missing health) ⇒ 0-20% (based on target’s missing health)
  • Maximum Bonus Damage Health Threshold: 20% remaining health ⇒ 30% remaining health


 Echoes of Helia is too strong at healing, no way around it. We envision Echoes as an offensive enchanter item that excels in skirmishes, but right now it's just performing too well, especially when it comes to healing (which starts to get into Moonstone’s niche). Going forward we’ll be keeping an eye on this item’s healing outputs, but will mainly be focusing on crafting it into a support damage item option. 
  • Passive Healing Per Shard: 20-100 (levels 1-18) ⇒ 20-80 (levels 6-18)
  • Passive Damage Per Shard: 30-200 (levels 1-18) ⇒ 30-180 (levels 6-18)


 Despite popular opinion heading into the patch, it turns out Galeforce is indeed strong, even with the opportunity cost of Infinity Edge and Navori Quickblades. We're walking back some of the preemptive buffs it got heading into 13.10, specifically targeting its strongest synergies in Yasuo and Yone, where the item far exceeds their other options. 
  • Active Damage: 150-350 (based on level) (+250% critical strike chance) ⇒ 150-350 (based on level) (+200% critical strike chance)
  • Maximum Execution Damage: 160% ⇒ 150%


 Crit marksmen are dealing too much magic damage in long engagements, so we're switching Kraken Slayer to deal physical damage instead of magic. Because champions all have more armor than magic resist, this necessitates increasing its numbers just to keep it power-neutral. In addition, we're looking to buff Kraken Slayer slightly. Now Kraken will deal more damage to minions in all contexts and typically deal more damage to champions after building some form of armor penetration. Otherwise, the numbers should be pretty similar against most targets. One final note: Because more of its damage is coming from base damage, low-AD builds like Rageblade on-hit builds are even more buffed here, where the item is severely underperforming. 
  • Damage Type: Magic ⇒ Physical
  • Change: 20 (+60% AD) (+45% AP) ⇒ 35-85 (levels 8-18) (+65% AD) (+60% AP)


 Moonstone Renewer is weaker compared to the other Support Mythic item options, so we want to bring it more in line so it feels like a choice worth making. We’re planning to do this by doubling up on healing in order to make it a more useful tool for the champions looking to buy this item, namely, healers. We also fixed a bug for Moonstone that was not visually reflecting the chain and another where the AOE shield was not functioning properly. 
  • Chain Heal: 20-35% (based on ally’s level) ⇒ 20-40% (based on ally’s level)
  • Single Heal: 15-25% (based on ally’s level) ⇒ 15-30% (based on ally’s level)


 Quickblades has fallen pretty far behind its crit brethren in recent times. The item doesn't need more ability haste than it already has, and overall the Marksman class is about dealing extra damage in the first place, so we're shifting some of its ability haste into attack damage to better fit this role. 
  • Item Recipe: Caulfield’s Warhammer + Pickaxe + Cloak of Agility + 825 gold ⇒ Caulfield’s Warhammer + B.F. Sword + Cloak of Agility + 400 gold
  • Attack Damage: 60 ⇒ 65
  • Ability Haste: 20 ⇒ 15
  • Transcendence Cooldown Reduction: 12% ⇒ 15%
  • Mythic Passive: 5 Ability Haste ⇒ 5 Attack Damage


 Hurricane’s a bit overtuned after the added extra power last patch, despite the small increase in gold cost. We’re tapping down the on-hit damage which should help keep crit Marksmen from dealing too much magic damage. 
  • On-Hit Damage: 30 ⇒ 15


 Shiv launched a bit underpowered. Its gold efficiency is in a reasonable spot, so we're amping up its more unique aspects. While we've seen some mages like Veigar try this item out, it doesn't appear to be too powerful in their hands, so we’re leaving the AP ratio in place. 
  • Energize Damage: 60-170 (levels 7-18) (+50% AP) ⇒ 80-190 (levels 7-18) (+50% AP)
  • Damage to Minions Modifier: 220% ⇒ 250%


 Stormrazor came out of the Midseason gates swinging, landing a bit too strong. It's overly gold efficient and is contributing a bit too much burst. We're aware that Kai'Sa currently relies on Stormrazor in order to access Q evolutions easily and we'll be looking at this facet of hers in the near future. 
  • Attack Damage: 55 ⇒ 50
  • Change: 25 (+65% Total AD) (+50% AP) ⇒ 15 (+60% Total AD) (+50% AP)


 Of all the new items in patch 13.10, Ghostblade was a clear winner.

We want Ghostblade to be the ideal item for roaming around the map with a small bump in damage for one big initial burst. It's currently giving way too much damage way too often, so we're lowering the bonus Lethality and slowing down how fast the stacks accumulate. This should keep Ghostblade as the speedy item option, but should limit how often it's giving tons of damage to its users. 
  • Ability Haste: 20 ⇒ 15
  • Bonus Lethality at Maximum Stacks: 8-20 (based on level) ⇒ 3-12 (based on level)
  • Distance Per Stack: 45 ⇒ 55 (Note: this equates to roughly 20% slower stack generation.)


 Ornn item upgrade for Youmuu’s Ghostblade. 
  • Ability Haste: 25 ⇒ 20


 Buff sharing has been pretty similar since the dawn of League. You get your first two or three buffs, but then your mid laner and ADC start thinking they deserve them. Can you believe it?? The nerve of those laners.

In its current state there is pressure for Junglers to give up their buffs to laners at their own expense, which also creates some social friction and coordination challenges. Our goal with the introduction of buff sharing is to reduce the “feels bad” moments when jungler’s have to give up their buffs. This should help Jungler’s feel like they have control over their own jungle while still letting them be a team player and help out those needy laners. 
  • NEWBuff Wisps: When a Jungler kills Red Brambleback or the Blue Sentinel while their Smite is fully upgraded, they will still receive the camp’s buff, but in addition a Buff Wisp will be dropped at the camp’s spawn point. An ally can pick it up by walking within the Wisp’s radius within 1 minute of the camp dying before it disappears. Note: You do not need to Smite the camp at any time in order for the Buff Wisp to drop, but Smite MUST be fully upgraded.
  • But I’m Not the Jungler: If a player that is not the Jungler kills the Red Brambleback or the Blue Sentinel BUT the Jungler’s Smite is fully upgraded, then a Buff Wisp will still drop, but it will only be visible to the allied Jungler. It will still only remain for 1 minute.



  • Bel’Veth: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Quinn: 0% Attack Speed Scaling ⇒ 2.5% Attack Speed Scaling
  • Tristana: 100% Damage Taken ⇒ 95% Damage Taken
  • Olaf: 95% Damage Dealt ⇒ 100% Damage Dealt
  • Mordekaiser: 105% Damage Taken ⇒ 100% Damage Taken
  • Samira: 105% Damage Taken ⇒ 100% Damage Taken
  • Vayne: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Irelia: 0 Ability Haste ⇒ 20 Ability Haste


  • Aurelion Sol: 0 Ability Haste ⇒ -20 Ability Haste
  • Vladmir: 100% Damage Dealt ⇒ 95% Damage Dealt
  • Pyke: 85% Damage Taken ⇒ 90% Damage Taken
  • Kayn: 105% Damage Dealt ⇒ 100% Damage Dealt
  • Bard: 80% Damage Taken ⇒ 85% Damage Taken
  • Galio: 105% Damage Taken ⇒ 110% Damage Taken
  • LeBlanc: 110% Damage Dealt ⇒ 105% Damage Dealt


  • Ashe: -20 Ability Haste ⇒ -30 Ability Haste, 115% Damage Taken ⇒ 100% Damage Taken


 The Bandle City Cup Clash kicks off this weekend! Yordle-only comps are not required, but they are highly recommended. 
  • Weekend 1 Registration Begins: May 29 @ 11:00 AM (Local Time)
  • Weekend 1 Tournament Dates: June 3 and 4 (~4-7 PM Local Time, varies by region)


  • Fixed an issue that resulted in Wit’s End’s total cost being 100 gold more than intended.
  • Fixed a bug that would cause Watchful Wardstone to not appear in your inventory if purchased with 5 items and a control ward.
  • Fixed a bug that would cause Aurlelion Sol’s R shockwave to not appear if he was devoured by a Tahm Kench.
  • Fixed a bug where Draven’s Q - Spinning Axes critical strikes would do less damage if the attack was launched immediately after catching an axe.
  • Fixed a bug that would cause the Blue team’s summoner spells to be inverted.
  • Fixed a bug where Rell’s walk animation would freeze when continuously transitioning from walk to idle.
  • Fixed a bug where Sylas’ R would sometimes become disabled if he died during the cast time of a stolen Taliyah R.
  • Fixed a bug where Ivern’s Passive would sometimes drop two buff wisps instead of one.
  • Fixed a bug where Frozen Heart would sometimes generate monster aggro.
  • Fixed a bug where Zoe could still use Prowler’s Claw’s active with her W.
  • Fixed a bug causing the announcer to not announce that turret plating would be falling soon.
  • Fixed a bug that was causing feared jungle monsters to not behave as intended.
  • Fixed a very rare bug that would cause select champions to stop rendering under very specific conditions.
  • Fixed a bug that was causing Aurelion Sol’s E cooldown to be reduced by Ultimate Hunter’s effect.
  • Fixed a bug that caused Vigilant Wardstone to be able to drop infinite wards. It was being a lil too vigilant…
  • Fixed a bug where some abilities were consuming Energize despite not being intended to.
  • Fixed a bug where Shiv could damage allies after Renata R.
  • Fixed a bug where Duskblade users could be hit with abilities while untargetable if the ability was cast before the user became untargetable.
  • Fixed a bug where Abyssal Mask could cause the opponent to not be able to trigger Rod of Age’s passive.

Skin Bugfixes

  • Fixed a bug where Mecha and Lunar Eclipse Aatrox would return to and freeze in idle pose when their Recall (B) animation was paused.
  • Fixed a bug where a giant wall appeared in front of Project: Sylas after using some of the stolen ultimates.
  • Fixed a bug where some of Headhunter Caitlyn’s Ace in the Hole VFX was misaligned from her weapon.
  • Fixed a bug where Arcade and Arcade Prestige Edition’s health bar was obstructing their Recall (B) VFX.
  • Fixed a bug where The Darkin Blade (Q3) VFX of multiple Aatrox skins would render above impassable terrain.


The following chromas will be released this patch:

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