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League of Legends Patch 13.22 - Mages Auto Rebalance + Janna Rework!


Zekk
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Hey Gamers,
Zekk here with the latest Patch drop for the rift and beyond! Lots of good qol and updated to mages and nexus blitz! See you in Game!
 
 
Outside of normally-sized balance changes, this patch has two big updates. The first is a sweep of mage and mage-like champion attack speed. We noticed that many mages had slow-feeling attack speeds and want to bring (almost) all of them up to a new baseline for missile speed and snappiness of their basic attack animations—with exceptions for champions who have functional auto attack replacements, like Karthus and Fiddlesticks. We're also injecting some early attack speed into mages who tend to run the attack speed stat shard, don't have any strong basic attack synergies in their kit, and don't already have elevated level 1 attack speed.

The second is a major kit update (salute) to Janna. We're bringing back elements of her kit from a few years ago with the goal of turning her into a more active participant in the game and less about long-range tornadoes.

Also in this patch be ready to pop off with the new Heartsteel skins, remix it up with the new Mythic Variant Breakout True Damage Ekko, or checkout the new rotation of the Mythic Shop. We also threw in some ARAM and Nexus Blitz adjustments for good measure!

It's the last patch of Runeterra Reforged before TFT moves on to their next set, so be sure to read about all the changes right here! 
riot_sakaar.pngCaden "Riot Sakaar" House

Patch Highlights

LOL_13.22_infographic.jpg?disposition=inline

HEARTSTEEL Kayn, HEARTSTEEL K'Sante, HEARTSTEEL Ezreal, HEARTSTEEL Sett, HEARTSTEEL Aphelios, HEARTSTEEL Yone, Prestige HEARTSTEEL Yone, and Breakout True Damage Ekko will be available on November 8, 2023 at 20:00 UTC.

Champions

Brand.png

Brand

Passive Monster damage modifier increased. E damage increased.

 We got Brand really close to our power level goals last patch and just want to nudge him over the line. We'd like to ignite Brand Mid and Jungle as his best roles while still retaining Support Brand as viable. So we're nudging up the ability he frequently gets to max in jungle and mid that support tends to leave at one skill point. 

BrandP.pngPassive - Blaze

  • Monster modifier: 220% ⇒ 230%

BrandE.pngE - Conflagration

  • Damage: 65/90/115/140/165 (+50% AP) ⇒ 60/90/120/150/180 (+60% AP)
Briar.png

Briar

Q damage and Armor Shred decreased. R damage decreased.

 As players have improved (and inted less) as Briar, she's continued to climb the ranks as a jungler. We're seeing all of her builds overperform at the moment but specifically her lethality builds. Ability damage and armor shred both synergize with lethality, which is why we've chosen these nerfs, hoping to bring her fighter and lethality builds closer together in power. 

BriarQ.pngQ - Head Rush

  • Physical Damage: 60/100/140/180/220 (+80% bonus AD) ⇒ 60/95/130/165/200 (+80% bonus AD)
  • Armor Reduction: 10/14/18/22/26% ⇒ 10/12.5/15/17.5/20%

BriarR.pngR - Certain Death

  • Physical Damage: 150/325/500 (+110% bonus AD) (+110% AP) ⇒ 150/300/450 (+75% bonus AD) (+110% bonus AP)
DrMundo.png

Dr. Mundo

E Passive bonus damage increased.

 Our Dr. Mundo nerf from last patch ended up hitting his win rate more than we intended and we'll be partially reverting it. To give Mundo some agency back, we'll be reverting some of the E passive attack damage nerf, as it's a more impactful change than our active E nerf (since it's not dependent on his missing health). 

DrMundoE.pngE - Blunt Force Trauma

  • Passive Bonus Attack Damage: 2/2.25/2.5/2.75/3% ⇒ 2/2.35/2.7/3.05/3.4%
Gragas.png

Gragas

E cooldown reduction increased. R travel time decreased.

 While not strictly powerful, max-ability-haste Gragas's ability to remove enemies from being able to play the game is just not acceptable gameplay. However, we also acknowledge that Gragas could use some love. This patch we're hoping to buff Gragas through a better cooldown refund on E (up until about 70 ability haste) plus an extra buff to the reliability of his ultimate. We expect these changes to help jungle Gragas most of all, so if you're raring to rabble-rouse some raptors, ‘ragas is ready to roll. 

GragasE.pngE - Body Slam

  • Cooldown Refund on Hit: 3 ⇒ 40% of remaining cooldown
  • We did the math for you: 3 ⇒ 5.6/5.4/5.2/5/4.8, scaling with ability haste

GragasR.pngR - Explosive Cask

  • Travel Time: 0.55 seconds ⇒ 0.5 seconds
Graves.png

Graves

E bonus armor per stack decreased.

 Graves, who was already in a good spot, benefitted from our 13.20 jungle companion adjustments due to the bonus armor he gains through E. He has safe clears with his range and passive and can also skirmish aggressively due to his in-kit durability. This allows him to reliably scale into the mid and late game where he performs quite well.

To give his opponents more of a chance to fight him in the early game, we'll be adjusting the bonus armor on his E. While we're reducing both the level 1 and 5 values, this is mainly intended to increase his early vulnerability while still keeping his mid–to-late game power intact. 

GravesMove.pngE - Quickdraw

  • Bonus Armor per stack: 4/7/10/13/16 ⇒ 2/5/8/11/14
Janna.png

Janna

Stats and abilities adjusted to fit the playstyle of a more aggressive harasser around her W and auto attacks.

 We've noticed that Janna's play rate has languished despite being a relatively strong pick in many skill brackets. Looking at her prior iterations, we identified elements that seemed to really resonate with her potential player base, so we're bringing back some past versions of her abilities.

Most importantly, we're shifting her from a low-interaction champion who fishes for tornadoes and reactively shields into an aggressive high-uptime auto-attacker and Zephyr caster. Many of these changes are just shifting incentives and power budgets around: With auto attacks and Ws becoming better and more frequent, she's losing some power in her Q. With mana costs going down to incentivize repeat Zephyr casts, her mana pool follows suit.

Overall, we expect her to max Zephyr before Eye of the Storm and play an aggressive harass-based game. 

Base Stats

  • Attack Range: 500 ⇒ 550
  • Base Mana: 350 ⇒ 360
  • Mana Growth: 64 ⇒ 50
  • Health Growth: 84 ⇒ 90
  • Armor Growth: 5 ⇒ 4.5
  • Base Attack Damage: 52 ⇒ 47
  • Attack Damage Growth: 3 ⇒ 2.5
  • Attack Windup: 22% ⇒ 20%

Janna_Tailwind.pngPassive - Tailwind

  • *Removed*: Janna no longer gains bonus move speed while facing allied champions
  • *New*: Janna's basic attacks and W deal bonus magic damage equal to 20/25/30/35% (1/6/11/16) of her bonus Move Speed

HowlingGale.pngQ - Howling Gale

  • Mana Cost: 60/70/80/90/100 ⇒ 90/95/100/105/110
  • Cooldown: 12 ⇒ 14
  • Minimum Damage: 60/85/110/135/160 (+35% AP) ⇒ 55/90/125/160/195 (+50% AP)
  • Maximum Bonus Damage: 45/60/75/90/105 (+30% AP) ⇒ 30/45/60/75/90 (+30% AP)

SowTheWind.pngW - Zephyr

  • Cooldown: 12 ⇒ 9/8.5/8/7.5/7
  • Mana: 50/60/70/80/90 ⇒ 50/55/60/65/70
  • Damage: 80/110/140/170/200 (+60% AP) ⇒ 55/90/125/160/195 (+60% AP) (+ Tailwind Bonus Damage)
  • Slow Duration: 3 seconds ⇒ 2 seconds
  • *New*: Zephyr passive move speed is no longer removed while on cooldown

EyeOfTheStorm.pngE - Eye Of The Storm

  • Cooldown: 15/13.5/12/10.5/9 ⇒ 16/15/14/13/12
  • Mana: 70/80/90/100/110 ⇒ 70/75/80/85/90
  • Shield: 75/100/125/150/175 (+55%AP) ⇒ 80/115/150/185/220 (+55% AP)
  • Shield Duration: 5 seconds ⇒ 4 seconds
  • *Removed*: Shield no longer decays
  • *Removed*: Janna no longer gains heal and shield power on CC
  • *New*: Reduce cooldown by 20% remaining cooldown on slow/knockup. Max once per spell.
KSante.png

K'Sante

Q bonus health for minimum cast time cap increased.

 We micropatched K'Sante early on in 13.21 and this note is here to make sure you all see that this change went live last week. His changes over the past few weeks have closed the gap between elite and average skilled play. He's still much better in the hands of well-practiced players, which is very much intended. Now that he's accessible and strong in the hands of many more players, we're going to wait and see how his new strengths and weaknesses manifest in Pro play but will continue monitoring his performance in other tiers. 

KSanteQ.pngQ - Ntofo Strikes

  • Required Bonus Health for Minimum Cast Time: 1200 ⇒ 1600
Kassadin.png

Kassadin

E damage decreased. R non stack damage decreased.

 Kassadin, like other scaling champions, benefitted from reduced snowballing in the game and can use some toning down. We decided to reduce the damage on his E and R, because now that he scales more consistently, he gets to access these high AP ratios which allow him to reliably deal a significant amount of damage. This adjustment is intended to require him to stack more R's before having as much upfront damage. 

ForcePulse.pngE - Force Pulse

  • Magic Damage: 60/90/120/150/180 (+85% AP) ⇒ 60/90/120/150/180 (+80% AP)

RiftWalk.pngR - Riftwalk

  • Zero-Stack Magic Damage: 70/90/110 (+60% AP) (+2% maximum mana) ⇒ 70/90/110 (+50% AP) (+2% maximum mana)
Nilah.png

Nilah

Q bonus attack speed decreased. R damage over time decreased, and maximum total damage decreased.

 Nilah has been a strong performer for a long time and that strength has finally caught on. This patch we're lowering her ability to single-handedly carry team fights with her whip-blade. 

NilahQ.pngQ - Formless Blade

  • Bonus Attack Speed: 10-60% (based on level) ⇒ 10-50% (based on level)

NilahR.pngR - Apotheosis

  • Damage Over Time: 60/120/180 (+112% bonus AD) ⇒ 60/120/180 (+80% bonus AD)
  • Maximum Total Damage: 185/345/505 (+232% Bonus AD) ⇒ 185/345/505 (+200% bonus AD)
Rammus.png

Rammus

W bonus armor increased.

 Rammus gained a ton of power in 13.20 as armor became a much stronger stat in the jungle. Then he lost a bit more than he gained in 13.21 between direct nerfs and systemic buffs to AD junglers. We're looking to return Rammus to his power level from 13.19 and before. We're choosing to unwind some of his 13.21 nerfs with the hope to hit that power level goal. 

DefensiveBallCurl.pngW - Defensive Ball Curl

  • Bonus Armor: 30 (+35/45/55/65/75% total armor) ⇒ 40 (+35/45/55/65/75% total armor)
Senna.png

Senna

Q damage and healing decreased.

 Senna gained a lot of power due to the anti-snowballing changes of 13.20, so she needs to take a step back, especially in Elite play. It's cool that she's a strong scaler with a lot of agency and some strong matchups, but she's currently too successful as a lane bully and too bursty in the mid game. Both Q damage and healing are higher in Elite MMR than normal, which explains our target selection. 

SennaQ.pngQ - Piercing Darkness

  • Damage: 30/65/100/135/170 (+50% bonus AD) ⇒ 30/60/90/120/150 (+50% bonus AD)
  • Healing: 40/55/70/85/100 (+30% bonus AD) (+40% AP) (+1.6 per 1 Lethality) ⇒ 40/50/60/70/80 (+30% bonus AD) (+40% AP) (+1.6 per 1 Lethality)
Seraphine.png

Seraphine

Passive damage adjusted. Q cooldown increased at lower levels. W shield decreased.

 Seraphine's changes last patch brought her up in all roles and has made W-max support Seraphine significantly stronger than it was before. However, because all of her roles went up, she's now a little too strong as a bot laner, which we'll be addressing in this patch. The passive is shifting to a higher base value with lower AP ratios, which should help mid and support while bringing bot lane more in line with her other roles. Reverting the Q cooldown buff from last patch and adding a W AP ratio nerf will end up lowering her power everywhere, but should disproportionately hit bot lane. We'll keep an eye on her performance in this patch and follow up where necessary to bring her various roles closer to parity. 

Seraphine_Passive.pngPassive - Stage Presence

  • Damage Per Note: : 4/8/14/25 (based on level) (+7% AP) ⇒ 5/10/18/30 (based on level) (+5% AP)

SeraphineQ.pngQ - High Note

  • Cooldown : 9/8/7/6/5 ⇒ 10/8.75/7.5/6.25/5

SeraphineW.pngW - Surround Sound

  • Shield: 50/75/100/125/150 (+25% AP) ⇒ 50/75/100/125/150 (+20% AP)
TahmKench.png

Tahm Kench

Passive bonus magic damage decreased.

 Tahm Kench gained plenty of power from our buff last patch and while we're going to let him keep a lot of it, we've chosen to walk back on some of it. Since he's performing reasonably as a support, we'll be particularly targeting his gold scaling by nerfing his passive bonus health ratio. We intend for this change to put Tahm Kench in a more reasonable spot while still keeping the power increase from patch 13.21. 

TahmKenchP.pngPassive - An Acquired Taste

  • Bonus Magic Damage: 6-48 (based on level) (+2% AP per 100 bonus health) (+5% of his bonus health) ⇒ 6-48 (based on level) (+2% AP per 100 bonus health) (+4% of his bonus health)
Ziggs.png

Ziggs

Basic attack windup increased, base armor decreased.

 Ziggs has been enjoying his increased Q reliability from patch 13.20 a bit too much and we've decided to adjust him so he can keep it. He's quite a safe pick due to how far back from his opponents he can play, and this nerf is intended to increase his vulnerability in certain mid and many bot match ups so that his AD opponents gain more for reaching him. He's also getting slightly nicer basic attacks as part of a sweep on all mages, which you can read more about below. 

Base Stats

  • Base Armor: 22 ⇒ 18
  • Basic Attack Frame: 20.8% ⇒ 20%

Attack Speed Changes

 This patch we've taken a broad sweep across every champion that can reasonably be considered a mage and noticed that many of them have weak-feeling basic attacks. While we don't expect most of these champions to feel as snappy as marksmen, or to basic attack as well as they do, it's important that something they do hundreds of times a game feels good, even if it doesn't represent much of their power. 

We're broadly doing three things here:

  • First, we're bringing basic attack windups (this is how long into the attack animation their attack actually fires) up to a new baseline, with exceptions for champions who have innate basic attack replacements (Karthus's Lay Waste) or have a weapon that implies slow basic attacks (Mordekaiser's mace).
  • Second, we're bringing up missile speeds to a new minimum as well, which should especially help with last hitting minions.
  • Third, we're trying to alleviate the desire to run attack speed shards on mages who don't have any inherent attack speed synergies within their kit, through modifying their level 1 attack speed, attack speed ratios, (the degree to which champions scale with sources of bonus attack speed) and inherent attack speed growth. As many of these champions are already quite strong, we're limiting the magnitude of these changes to about 5% bonus attack speed at level 1 and we'll keep an eye out for any champions that become too strong as a result of these changes.
Ahri.png

Ahri

Basic attack speed growth and windup increased.


Base Stats

  • Attack windup: 20.1% ⇒ 20%
  • Attack Speed Ratio: 0.668 ⇒ 0.625
  • Base Attack Speed: 0.668 (unchanged)
  • Attack Speed Growth: 2% ⇒ 2.2%
Anivia.png

Anivia

Base attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
Annie.png

Annie

Base attack speed, ratio, and missile speed increased.


Base Stats

  • Base Attack Speed: 0.579 ⇒ 0.61
  • Attack Speed Ratio: 0.579 ⇒ 0.625
  • Basic Attack Missile Speed: 1200 ⇒ 1500
Cassiopeia.png

Cassiopeia

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1200 ⇒ 1500
Heimerdinger.png

Heimerdinger

Basic attack windup and speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
  • Attack windup: 20.1% ⇒ 20%
Ivern.png

Ivern

Basic attack windup increased. Restored an attack animation.


Base Stats

  • Attack windup: 23% ⇒ 20%
  • Attack Animations: Restored an alternate attack animation which will be used 25% of the time for regular attacks and every time for critical attacks
Karthus.png

Karthus

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1200 ⇒ 1500
Leblanc.png

LeBlanc

Basic attack speed and ratio increased. Attack speed growth decreased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
  • Attack Speed Ratio: 0.4 ⇒ 0.625
  • Attack Speed Growth: 2.2% ⇒ 1.5%
Lissandra.png

Lissandra

Basic attack speed growth increased.


Base Stats

  • Attack Speed Growth: 1.36% ⇒ 1.5%
Neeko.png

Neeko

Attack windup increased.


Base Stats

  • Attack windup: 21.5% ⇒ 20%
Orianna.png

Orianna

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1450 ⇒ 1500
Rumble.png

Rumble

Basic attack windup increased.


Base Stats

  • Attack windup: 22.9% ⇒ 20%
Ryze.png

Ryze

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
Singed.png

Singed

Basic attack speed, ratio, and windup increased.


Base Stats

  • Base Attack Speed: 0.613 ⇒ 0.625
  • Attack Speed Ratio: 0.613 ⇒ 0.625
  • Attack windup: 23.6% ⇒ 20%
Syndra.png

Syndra

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
Taliyah.png

Taliyah

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
Teemo.png

Teemo

Basic attack missile speed and windup increased.


Base Stats

  • Basic Attack Missile Speed: 1300 ⇒ 1500
  • Attack windup: 21.6% ⇒ 20%
TwistedFate.png

Twisted Fate

Basic attack windup increased.


Base Stats

  • Attack windup: 24.4% ⇒ 20%
Veigar.png

Veigar

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1100 ⇒ 1500
Velkoz.png

Vel'Koz

Basic attack speed and growth increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.643 (23-25th digits of pi)
  • Attack Speed Growth:1.36% ⇒ 1.59% (4-6th digits of pi)
Xerath.png

Xerath

Basic attack windup and speed increased. Basic attack animation pattern changed.


Base Stats

  • Basic Attack Frame: 25.1% ⇒ 20%
  • Base Attack Speed: 0.625 ⇒ 0.658
  • Attack Animations: Now uses both attack animations equally instead of 75/25%
Zilean.png

Zilean

Basic attack speed and missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1200 ⇒ 1500
  • Basic Attack Speed: 0.625 ⇒ 0.658
Zoe.png

Zoe

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658

Vision Adjustments

 We're modifying how vision is granted when attacking from fog of war on Summoner's Rift. Experienced players understand that attacking from brush makes the brush nearly unusable and so don't bother but it's also nearly impossible to know how long you're revealed when performing fairly normal behaviors like attacking enemies from over a wall. This also has the negative downside of occasionally betraying your hiding teammates. We're shrinking the reveal circle to give away teammates less frequently and shortening the reveal in order to make the delay before dipping back into fog of war more intuitive. 
  • Reveal Radius on attack: 400 ⇒ 300
  • Reveal circle duration: 4.5 seconds ⇒ 2 seconds

Ping Changes

 Overall, we're continuing to evaluate the ping changes and currently consider them successful in reaching our original goals. We've seen measurable improvements in players feeling respected and safe in the game after shipping these and the ranked restrictions. We're still working on hitting a balance between available constructive communication options and protecting the experience from destructive comms. 
  • More celebration: Within 10 seconds of getting an epic objective takedown, all allied pings directed at your champion are visible to your team.
  • Ping lockout timer reverted: 5s/15s/30s/60s/120s  6s/12s/16s/20s/24s. This was originally changed in 13.19 but did not make the patch notes.
  • The “Alert” and “Enemy Missing” pings can only be used 3 times before being rate limited.

ARAM Adjustments

Buffs

  • Lillia: Damage Taken: 110% ⇒ 105%
  • Aphelios: Damage Taken: 100% ⇒ 95%

Nerfs

  • K'Sante: Damage Taken: 90% ⇒ 95%
  • Tryndamere: Healing Done: 140% ⇒ 135%

Nexus Blitz Adjustments

Nexus Blitz has been live for a patch, and the team has been hard at work squashing bugs and addressing player pain points.


Events

 
 Aspect of the Dragon has been removed from the general reward pool. If a team manages to win three events, they will be rewarded with Aspect of the Dragon. 

Due to its high impact on game state and perceived power level, Aspect of the Dragon has been contentious ever since its addition as an event reward. Not all rewards are intended to be equal, but Elder Dragon's power was a step too far. We wanted to preserve the fantasy of obtaining the Elder Dragon buff, but restrict it only to teams who have clearly earned that power.


Buffs

  • Bard: Increased Chime Spawn Rate. First spawn at 30 seconds, spawns 2 new ones every 20 seconds
  • Blitzcrank: Damage dealt +5%
  • Rek'sai: Damage dealt +5%, Damage taken -10%
  • Rod of Ages Stack Gain: 60 seconds ⇒ 30 seconds

Nerfs

  • Brand: Damage Taken: +5% ⇒ 8%
  • Morgana: Damage Dealt -5%
  • Sion: Damage Taken: +5%
  • Teemo: Damage Dealt -5%, Damage Taken +5%
  • Zyra: Damage Taken: +5% ⇒ 8%

Adjustments

  • Thresh: Doubled passive soul gain
  • Thresh: Damage Dealt: +10% ⇒ 0%
  • Thresh: Damage Taken: -10% ⇒ 0%

Bug Fixes

  • Rift Herald objective timer now shows when you bring up the scoreboard.
  • Protect the Soraka event will no longer always play its sound effects at max volume regardless of sound settings. Apologies to all headphone users.
  • Protect the Soraka event will no longer have lingering UI elements on screen when it is the first event.
  • King of the Hill event now has a maximum time limit of 5 minutes.
  • Landing Briar ultimate on an enemy right as URF Deathmatch or Prize fight starts will no longer perma-taunt Briar.
  • Ivern's Triggerseed detonation now damages jungle camps when cast on himself or Daisy.

Quickplay Launch

 Quickplay will be released to live region by region in patch 13.22. Blind Pick queue will be disabled along with Quickplay release. 
  • In order to make sure players who own a limited number of champions have access to Quickplay, new-player-specific free to play champion rotation is expanded to Diana, Jinx, Malphite, Mordekaiser, Rammus, Yuumi, Sona, Teemo, Tristana, Vi, Caitlyn, Kai'Sa, Syndra, Leona, Sett, Pantheon, Ziggs, Talon, Amumu, and Viktor.
  • Players can select Smite starting from Summoner Level 3
  • Quickplay first surrender will be available at 10 minutes and successful with 4/5 of the players agreeing
  • Quickplay surrender at 20 minutes will be successful with 3/5 of the players agreeing
  • Eternals will be available on Quickplay in a later patch

Quickplay known bugs

  • Purchasing a chroma in the Quickplay lobby consecutively may temporarily lock out chroma purchase ability
  • Chroma preferences do not save when swapping to a different skin
  • Some Quickplay data is missing in Stats

Global Language Select

 Players will now have the ability to select their preferred game language in the LoL settings menu of Riot Client. Our goal in this update is to ensure that players can experience the core game in their preferred language, regardless of where they live in the world. Note that there will be some language inconsistencies with publishing content in the client since we do not localize all of our regional publishing content. 
  • This will go live separately from the patch at 10AM PST on Nov 8th.

Global Language Select known bugs

  • Some international fonts are currently unable to be displayed in regions that normally wouldn’t support them. (i.e. NA player selects a CN language, types in a CN font, other NA players will see blank messages).

Mythic Shop Rotation

Now Available

  • Prestige Cyber Halo Janna
  • Prestige K/DA Evelynn
  • Prestige Arcanist Zoe
  • Prestige Blood Moon Aatrox
  • Mythic Chroma High Noon Senna
  • Mythic Chroma Galaxy Slayer Zed

Leaving the Mythic Shop

  • Prestige Star Guardian Syndra
  • Prestige Ocean Song Seraphine
  • Prestige Dark Star Malphite
  • Prestige Porcelain Lux

Bugfixes & QoL Changes

  • Fixed a bug that would cause Renata Glasc's Passive to instantly kill Zac when an ally attacked a Zac revive blob with her passive debuff.
  • Fixed a bug where Pix was sometimes preventing Lulu players from earning kill credit.
  • Fixed a bug where if the target of Briar's R is untargetable when it lands it causes a mass disconnect.
  • Fixed an issue that caused Janna's W tooltip to display incorrect information.
  • Fixed a bug that caused Kai'Sa and Braum's passive indicator to overlap.
  • Fixed a bug that was causing Jungle pet's stealth VFX to appear to all enemies, and also reveal stealthed champions.
  • Fixed a bug where Recurve Bow's tooltip was incorrect.
  • Fixed a Skarner ASU-related bug, can't tell you what it is but we fixed it, promise.
  • Fixed a bug where if Briar kills Baron with Snack Attack… she gets credit for all Baron-powered minion kills…. whoops.
  • Fixed a bug where Briar's Blood Frenzy was counting as a CC in the death recap and crowd control score in the post-game stats.
  • Fixed a bug where Briar's auto attacks would become disabled after casting her Ultimate.
  • Fixed a bug that caused Neeko's clone to not properly display her Honor 5 or Challenger Recall.
  • Fixed a bug that caused Briar to sometimes attack allies when Berserked.
  • Fixed a display bug that caused Varus's Q to always show the line indicator even if the setting was disabled.
  • Fixed an issue that caused Empyrean Jax's flame to be misplaced during his recall animation.
  • Fixed a bug that caused Jax to play the default attack animation on his W when he has any passive stacks.
  • Fixed a bug that caused Briar's W auto attack animations against other champions to be slowed down.
  • Fixed an issue that caused Sylas's UI to display an incorrect Ultimate when Hijacking Neeko's Ultimate.
  • Fixed a bug that caused Briar's Frenzy to trigger the loss of control screen flash.
  • Fixed a bug where the jungle item could be re-added to your inventory after transformation if you used the undo feature in the shop.

Upcoming Skins & Chromas

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