3.14 Patch Notes

Posted on at 1:18 PM by Moobeat
Patch 3.14 is on the way and the official patch notes have been published!

Not only will this patch feature a visual upgrade for Nasus,  but it will also contain a wealth of preseason changes - including new and updated items, huge changes to the vision system, map and jungle modifications, a slew of new masteries, and much, much more. I recommend checking out Riot's preseason overview video and dedicated preseason website to preview the changes before jumping into the sea of notes.

Continue reading for the complete and massive set of patch notes!


General PVP.net Updates

  • We've fiddled with the client so you can now do things like mass dismiss notifications and suppress notification popups
  • We've also given the friends list and notifications a makeover, and overhauled the way notifications work significantly
  • Group Chat's been reworked and will generally perform faster and smoother across the board
  • Your skin selection will now lock in place a few moments before you enter the loading screen! Previously, you could still flick through your skins up to the last second, only to be met with a friendly “Error: Null” message if you attempted to select a different skin

In-Game UI

Context: Health bars give vital information in-game but become muddled and difficult to read when you and your team are bunched together. We're updating them to deliver important information at a glance while also allowing for instant identification of your champion, your allies and your enemies.
  • Updated champion health bars
  • Champion health bars now glow when the character is highlighted
  • Updated Smite particle, sound and icon


We're showing ability default hotkeys to more easily identify which abilities are being changed
Summary: We've increased the cast range and reduced the mana cost of Phosphorus Bomb while adding in a new mechanic to the ability so that bombs are now lobbed before exploding instead of instantly damaging an area. We've also reduced Gatling Gun's mana cost and increased Missile Barrage's total attack damage ratio at later levels.
Context: By adding more gameplay depth to Phosphorous Bomb, we can more effectively balance Corki's abilities, especially his mana costs. Historically, Corki was too dependent on his overpowering early game damage, allowing him to abuse his lane opponents and snowball the game. Now that we've addressed that issue, we have room to make him more competitive in the later parts of the game.
Q - Phosphorus Bomb
  • Mana cost reduced to 60 / 70 / 80 / 90 / 100 (from 80 / 90 / 100 / 110 / 120)
  • Now lobs a bomb through the air that explodes at the end location, instead of instantly damaging the area
  • Cast range increased to 825 (from 600)
  • Now additionally grants vision while the missile is in the air
E - Gatling Gun
  • Mana cost reduced to 50 at all ranks (from 60 / 65 / 70 / 75 / 80)
R - Missile Barrage
  • Total Attack Damage ratio increased to 20 / 30 / 40% (from 20%)

Summary: Barrel Roll's cast range has been decreased, but to compensate we've slightly changed the mechanics of the ability. Now, if a player continually presses the hotkey for Barrel Roll just as the barrel reaches its destination, it will immediately explode on arrival. Body Slam now deals full damage to all targets hit and has a longer cooldown that's cut in half whenever Gragas collides with a unit.
Context: We want to reward Gragas for fighting strategically in close combat as opposed to sniping opponents with his barrel. The changes to Body Slam encourage Gragas to get into the fight if he wants to hit his full damage potential and maximize his mobility.
Q - Barrel Roll
  • Now has a small buffer before the barrel reaches its destination (not when Gragas casts it) where Barrel Roll can be activated again to explode on arrival
  • Cast range reduced to 950 (from 1100)
E - Body Slam
  • Now deals full damage to all targets hit (rather than divided amongst them)
  • Cooldown increased to 12 seconds (from 7)
  • Cooldown reduced by half if Gragas collides with a unit

Context: Sometimes we want to adjust a champion's overall power without affecting their balance and functionality, we first look for ways to add gameplay and readability for their opponents. In Morgana's case, that means displaying the radius of Soul Shackles to both Morgana and her victims.
R - Soul Shackles
  • Now displays the leash radius to Morgana and her victims for the duration of the effect

Context: Nasus has received a visual update! By hitting Nasus' sustain in the early levels, we're hoping to tone down his ability to indefinitely stay in lanes by playing passively. Opponents should be able to capitalize on harassing Nasus in the early game if they don't want him to become an unstoppable force in the late game.
  • Nasus has received a visual update! .
Passive - Soul Eater
  • Lifesteal rescaled to 10 / 15 / 20% (at levels 1 / 7 / 13) (from 14 / 17 / 20% (at levels 1 / 6 / 11))

Context: We're buffing Nautilus' late game utility to further define his role in teamfights.
Passive - Staggering Blow
  • Root duration increased to 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds (at levels 1 / 6 / 11 / 16 / 18) (from 0.5 / 0.75 / 1 (at levels 1 / 7 / 13))

Summary: We've changed the mechanics of Javelin Toss so that it now gains bonus “travel” damage only if the ability travels further than Nidalee's human auto attack range. Additionally, we've changed the damage calculations to be based on where the ability was cast from, instead of where Nidalee is when the Javelin hits the target. We’re also reducing Bushwhack’s vision and armor/magic resistance shred duration.
Context: We wanted to clarify that the optimal way to play against AP Nidalee is to get up close and personal in order to limit her poke damage. Bushwhack’s old debuff duration was oppressively long given current game flow, so we shortened it.
Q - Javelin Toss
  • Now calculates damage based on where the Javelin was initially cast rather than where Nidalee is when the Javelin hits the target
  • No longer gains damage from distance traveled until it exceeds Nidalee's human auto attack range (maximum damage unchanged)
W - Bushwhack
  • Vision and Armor / Magic Resistance shred debuff duration reduced to 8 seconds (from 12)

Context: The damage, cooldown, and heal of Consume have all been lowered at early ranks in order to keep the ability in line with new Smite.
Q - Consume
  • Cooldown at earlier ranks reduced to 13 / 12 / 11 / 10 / 9 seconds (from 17 / 15 / 13 / 11 / 9 seconds)
  • Damage at earlier ranks reduced to 400 / 550 / 700 / 850 / 1000 (from 500 / 625 / 750 / 875 / 1000)
  • Heal at earlier ranks reduced to 70 / 115 / 160 / 205 / 250 (+0.75 Ability Power) (from 90 / 130 / 170 / 210 / 250 (+.75 Ability Power))

Summary: Boomerang Blade will do less base damage and scales with total attack damage instead of bonus AD. As a tradeoff for stripping some early to midgame power, we're making it so that each target hit by Boomerang Blade will feel it a little more.
Context: In the early game, when Sivir gets slightly ahead with attack damage items, she can deal a large amount of burst damage with just one well-placed Boomerang Blade. This allowed her to shut down her opponents and control the lane. We didn't want to simply nerf all of Sivir's numbers, so we approached her changes with two goals in mind. First, reduce Boomerang Blade's burst damage on a single target during the laning phase and midgame. Second, allow Boomerang Blade to remain strong in AoE situations, especially later in the game, to be more in line with Sivir's strengths.
Q - Boomerang Blade
  • Now scales with Total Attack Damage rather than Bonus Attack Damage
  • Damage changed to 25 / 45 / 65 / 85 / 105 (+0.7 / 0.8 / 0.9 / 1.0 / 1.1 Total Attack Damage) (from 60 / 105 / 150 / 195 / 240 (+1.1 Bonus Attack Damage))
  • Damage falloff per target hit reduced to 10% (from 20%)

Summary: We're taking some of the hidden power away from Vayne's Condemn.  The targets she condemns will no longer be unable to act at the end of the effect unless she stuns them against a wall. Additionally, we've removed the ability for Vayne to get a free auto attack on her victims while condemning them away.
Context: Similar to our Morgana changes, when we want to reduce some power on a champion without directly reducing their numbers, we first look to introduce more gameplay for opponents or to shave off hidden power. Highly-skilled Vayne players were getting a lot of trading power in lane by landing a free basic attack on a champion after hitting them with Condemn.
E - Condemn
  • Vayne can no longer queue up a basic attack on a champion after hitting them with Condemn.
  • Fixed a bug where the target would be briefly unable to act at the end of the effect, even if they did not hit a wall.
  • Condemn now deals all damage after knocking the target back. Wall hits are now displayed as critical strikes.

Support Champion Changes

Context: We're making changes to the way abilities scale on champions designed for the support role. Our goal is to emphasize utility and protection over damage output and, with more gold flowing to supports, we had to tweak numbers to ensure certain champions didn't become too oppressively powerful.

Summary: We're removing Janna's global passive and making it a local effect while increasing the movement speed bonus. We've also reduced the overall damage of Howling Gale, but it will scale more with ability power the longer it is charged. The active and passive movement speed affecting portions of Zephyr now also scale with ability power. The ability power ratio of Eye of the Storm's shield has been reduced, but it now has the added benefit of providing additional attack damage based on Janna's AP.
Context: We've been saying for a while that we wanted to hit global passives that provide hidden power, and we're using this opportunity to tweak Janna's Tailwind. As for her Tornados, the additional ability power scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game.
Passive - Tailwind
  • Tailwind is now local instead of global (800 range)
  • Tailwind movement speed buff increased to 5% (from 3%)
Q - Howling Gale
  • Now gains +0.1 Ability Power ratio per second that Howling Gale is charged before release
  • Ability Power ratio reduced to 0.35 (from 0.75)
  • Charge damage reduced to 15 / 20 / 25 / 30 / 35 (from 25 / 30 / 40 / 50 / 60)
W – Zephyr
  • Passive self-movement speed buff now scales at +1% per 50 Ability Power (0.02 AP ratio)
  • Passive self-movement speed buff changed to 4 / 6 / 8 / 10 / 12% (+0.02 Ability Power) (from a flat 4 / 7 / 10 / 13 / 16%)
  • Slow debuff now scales at +3% per 50 Ability Power (capped at 80% total)
  • Base slow reduced to 24 / 28 / 32 / 36 / 40% (from 24 / 30 / 36 / 42 / 48%)
  • Ability Power ratio reduced to 0.5 (from 0.6)
E - Eye of the Storm
  • Attack Damage buff of the shield now scales at +1 Attack Damage per 10 Ability Power (0.1 AP ratio)
  • Ability Power ratio reduced to 0.7 (from 0.9)

Context: As a result of their positioning in team fights, support tanks often require more survivability to make their contributions felt. We believe Leona has the tools to provide consistent disruption in team fights, but we wanted to bolster her survivability and let her evolve into a full tank as the game progresses.
W - Eclipse
  • Changed base bonus Armor / Magic Resistance to 25 / 35 / 45 / 55 / 65 (from 30 / 40 / 50 / 60 / 70)
  • Eclipse gains Armor equal to 20% of Leona's bonus armor
  • Eclipse gains Magic Resistance equal to 20% of Leona's bonus magic resistance

Summary: Several aspects of Lulu's kit are being adjusted to scale with ability power in this patch. The damage of Pix, Faerie Companion, Glitterlance's minimum slow decay and Whimsy's movement speed boost now all scale with AP. However, we did remove the AP bonus from Whimsy and slightly lowered its base movement speed buff.
Context: As with the other supports, our goal with Lulu is to focus on utility, not damage. The changes that best demonstrate this philosophy are the buffs to Pix, Faerie Companion and Whimsy. These better highlight Lulu's ability to bolster high attack speed allies and grant large speed boosts where needed. With Glitterlance, we wanted to improve her slow as she gained additional ability power, but didn't want to alter her strong base value.
Passive - Pix, Faerie Companion
  • Added a 0.15 Ability Power ratio
  • Base damage reduced to 9 / 18 / 27 / 36 / 45 / 54 / 63 / 72 / 81 (+0.15 Ability Power) (from 9 / 21 / 33 / 45 / 57 / 69 / 81 / 93 / 105 (+0 Ability Power)
Q – Glitterlance
  • Rather than decaying to 0% over a certain duration, the slow now decays to 1% per 7.5 Ability Power over its duration
W – Whimsy
  • Movement Speed bonus now scales at +1% per 10 Ability Power (0.1 AP Ratio)
  • Removed the Ability Power boost
  • Base movement speed increase reduced to 30% (from 35%)
E - Help Pix!
  • Offensive damage Ability Power ratio reduced to 0.4 (from 0.6)

Summary: We've reduced the ability power ratio of Aqua Prison and Tidal Wave but buffed Surging Tides along with Ebb and Flow. The bonus movement speed of Surging Tides and bounce power of Ebb and Flow now both scale with ability power. In fact, with enough AP, subsequent bounces of Ebb and Tide will actually heal and damage more per bounce.
Context: While Nami's general scaling is in a good place, we saw opportunities to add additional utility to her movement speed buffs and debuffs. The most unique change with Nami's AP utility scaling is on Ebb and Flow. Additional AP now improves the power of each bounce and can eventually reach positive values where each bounce is more powerful than the last.
Passive - Surging Tides
  • Bonus movement speed now scales at +1 bonus movement speed per 10 Ability Power (0.1 AP Ratio)
Q - Aqua Prison
  • Ability Power ratio reduced to 0.5 (from 0.65)
W - Ebb and Flow
  • The percentage power of later bounces now scales. Each bounce gains 0.75% more power per 10 AP.
E - Tidecaller's Blessing
  • Slow percentage now scales at +1% slow per 20 Ability Power (0.05 AP Ratio)
R - Tidal Wave
  • Reduced Ability Power ratio to 0.6 (from 0.7)

Summary: With new gold flowing into Sona's support coffers, it turns out Crescendo and Hymn of Valor would rock just a little too hard. We've reduced the ability power ratio on both, as well as adjusting the base heal amount of Aria of Perseverance at later ranks. She can still hit the high notes with her Power Chords, though, and we've added an AP ratio that'll allow Sona to scale better into the late game. Finally, the base activated speed boost of Song of Celerity has been slightly reduced, as it now scales its speed bonus with ability power.
Context: Our core focus with Sona is to take some power from her abilities to shift into her Power Chord and her Song of Celerity, which allows Sona's utility to scale into the late game while also ensuring her choice of Power Chord remains relevant at all stages.
Passive - Power Chord
  • Added a 0.2 Ability Power ratio to the damage of Power Chord – Staccato
  • Added a 0.02 Ability Power ratio to the damage reduction of Power Chord - Diminuendo
  • Added a 0.04 Ability Power ratio to the slow amount of Power Chord - Tempo
Q - Hymn of Valor
  • Ability Power ratio reduced to 0.5 (from 0.7)
W - Aria of Perseverance
  • Base heal amount reduced at later ranks to 40 / 55 / 170 / 85 / 100 (from 40 / 60 / 80 / 100 / 120)
E - Song of Celerity
  • Active speed boost now scales at +1% movement speed per 50 Ability Power (0.02 AP Ratio)
  • Active speed boost changed to 4 / 6 / 8 / 10 / 12% (+0.02 Ability Power) (from a flat 6 / 8 / 10 / 12 / 14%)
R - Crescendo
  • Ability Power ratio reduced to 0.5 (from 0.8)

Summary: Soraka's base health, health per level and base armor are all being increased and she has a new passive that makes her health/mana restoring abilities more effective when the target is missing more health or mana. Starcall now scales its magic resistance shred with ability power and if Soraka hits at least one champion with it, Astral Blessing's cooldown is reduced. Astral Blessing has been changed so its armor buff now scales with ability power. We saw an opportunity to add a new mechanic to Infuse, allowing Soraka to use her own mana as either a donation or for additional damage depending on who she targets. Turns out Wishes should probably not ignore untargetable allies, so now Soraka's ultimate affects everyone on your team.
Context: Our changes are focused on giving Soraka additional utility scaling and rewarding tactical plays in the middle of combat. We also introduced more gameplay to Soraka's kit that promotes that in-combat healing style rather than being a simple health and mana battery.
Base Stats
  • Base health increased to 405 (was 375)
  • Health per level increased to 76 (was 71)
  • Base Armor increased to 9.4 (was 7.4)
NEW Passive - Salvation
  • NEW: Soraka's health and mana restoring abilities are 1% more effective for each 2% health or mana the target is missing
Q- Starcall
  • Magic Resistance shred now scales at +1 Magic Resistance shred per 100 Ability Power (0.01 AP Ratio)
  • Magic Resistance reduction changed to 6 at all levels (+0.01 Ability Power) (from a flat 8 / 9 / 10 / 11 / 12)
  • If Starcall hits at least one enemy champion, Astral Blessing's cooldown is reduced by 5% / 6.25% / 7.5% / 8.75% / 10%
  • Mana cost changed to 30 / 40 / 50 / 60 / 70 (was 20 / 35 / 50 / 65 / 80)
W - Astral Blessing
  • Bonus armor now scales at +3 Armor per 20 Ability Power (0.15 AP ratio)
  • Bonus armor changed to 50 / 65 / 80 / 95 / 110 (+0.15 Ability Power) (from a flat 25 / 45 / 65 / 85 / 105)
  • Armor duration reduced to 2 seconds (from 3 seconds)
  • Healing reduced to 70 / 130 / 180 / 230 / 270 (+0.35 Ability Power) (from 70 / 140 / 210 / 280 / 350 (+0.45 Ability Power))
  • Mana cost lowered to 80 / 100 / 120 / 140 / 160 (from 25 / 45 / 65 / 85 / 105)
E - Infuse
  • Allied cast now gives an ally 20 / 40 / 60 / 80 / 100 mana + donates 5% of Soraka's maximum mana (was giving a flat 40 / 80 / 120 / 160 / 200 mana for 0 cost)
  • Enemy cast now deals damage equal to 40 / 70 / 100 / 130 / 160 + 5% of Soraka's max mana (+0.4 Ability Power) (was 50 / 100 / 150 / 200 / 250 (+0.6 Ability Power))
  • Can no longer be cast on allies who do not use mana or are already at max mana
R – Wish
  • Now affects untargetable allies
  • Healing reduced to 150 / 250 / 350 (+0.55 Ability Power) (from 200 / 320 / 440 (+0.7 Ability Power))

Summary: We're switching up Taric's passive so after each spell cast, his next auto attack is empowered to deal 30% of Taric's armor as magic damage and reduce the cooldown of his abilities. Imbue's AP ratio is lower and now also scales with a percentage of Taric's bonus health. We've also removed the AP scaling of Shatter as well as lowered its base damage. Shatter now scales even more with armor, and the shred scales with a percentage of Taric's armor. Finally, we've lowered the ability power ratios of Dazzle and Radiance, as well as increased their cooldowns.
Context: Overall we are adding additional depth and skill differentiation to Taric's gameplay through a rework of his passive. Additionally, as a tanky (and fabulous) support that excels in the middle of a team fight, we've introduced more defensive scaling for Taric to further define his intended role.
NEW: Passive - Gemcraft
  • NEW: After casting a spell, Taric gains a buff that deals 30% of his total Armor as bonus Magic Damage his next auto attack
  • Passive empowered attacks reduce the cooldown of all abilities by 2 seconds
  • Cooldown reduction on auto attacks removed (moved to passive)
  • Base cooldown lowered 20 / 19 / 18 / 17 / 16 to 18 / 17 / 16 / 15 / 14
  • AP ratio lowered from 0.6 to 0.3
  • Added scaling from 5% of bonus health
  • Base damages reduced to 40 / 80 / 120 / 160 / 200 (+30% total Armor) (+0 Ability Power) (from 50 / 90 / 130 / 170 / 210 (+20% total Armor) (+0.6 Ability Power))
  • Armor reduction now scales with 10% of Taric's total Armor
  • Ability Power ratio lowered to 0.2 / 0.4 Ability Power (from 0.4 / 0.8 Ability Power)
  • Cooldown increased from 14 / 13 / 12 / 11 / 10 seconds to 18 / 17 / 16 / 15 / 14 seconds
  • Ability Power ratio lowered to 0.5 Ability Power (from 0.7 Ability Power)
  • Cooldown increased to 75 seconds (from 60)

Minor Changes and Bug Fixes

Electrical Surge
  • Fixed a bug where Electrical Surge would not properly hit a target if Mark of the Storm wore off or was fully consumed before the casting time of Electrical Surge completed. This fixed two scenarios:
    • Mark of the Storm will no longer wear off in the middle of Kennen casting Electrical Surge
    • If Kennen casts Electrical Surge just as Mark of the Storm is consumed by another ability, he'll still deal damage and add a stack as normal

Context: We hit Shen's end collision radius just a little too hard last patch, so we're increasing it a little.
Shadow Dash
  • Collision radius at the end-point has been slightly increased


  • Improved Singed's running animation


  • Improved Soraka's running animation

  • Fixed a bug where the trail bonus was applying inconsistently

Assault and Battery
  • Fixed a bug where, if Vi's Banshee's Veil is popped at same moment Vi casts Assault and Battery, Assault and Battery would cause Vi to be locked into her charging animation.


  • The term "hat" is now searchable in the item shop. (Finally!)

Item Changes

Context: Because of our changes to the vision system (ward functionality, ward limits and trinkets), we're removing Oracle's Elixir from the game. We'll continue monitoring the vision system changes and make adjustments as needed.
The following items have been removed from the game:
  • Eleisa's Miracle
  • Oracle's Elixir
The following items have been remade (see below for details on new items):
  • Philosopher's Stone
  • Kage's Pick
  • Emblem of Valour

Support Items

Support Item Context: Our core goal with support items in the preseason is to provide more gold generation items that also build into the late game. Players are limited to buying just one gold item though. For more information, check out our preseason website.
NEW: Spellthief's Edge
  • Costs 365 Gold
  • +10 Ability Power
  • +3 Mana Regen per 5 seconds
  • +2 Gold per 10 seconds
  • UNIQUE Passive – Tribute: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

NEW: Frostfang
  • Recipe: Spellthief's Edge + 485 Gold (Total 850 gold)
  • +20 Ability Power
  • +7 Mana Regen per 5 seconds
  • +4 Gold per 10 seconds
  • UNIQUE Passive – Tribute: Basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

NEW: Frost Queen's Claim
  • Recipe: Frostfang + Amplifying Tome + 715 Gold (Total 2000 gold)
  • +50 Ability Power
  • +10 Mana Regen per 5 seconds
  • +4 Gold per 10 seconds
  • UNIQUE Passive – Tribute: Spells and basic attacks against champions grant 8 Gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
  • UNIQUE Active – Arctic Embrace: Chills target enemy champion and all nearby enemies, dealing 50 magic damage and reducing Movement Speed by 50% for 2 seconds (60 second cooldown.)

NEW: Ancient Coin
  • Costs 365 Gold
  • +5 Health Regen per 5 seconds
  • +3 Mana Regen per 5 seconds
  • UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 2 Gold.

NEW: Nomad's Medallion
  • Recipe: Ancient Coin + 485 Gold (Total 850 Gold)
  • +8 Health Regen per 5 seconds
  • +2 Gold per 10 seconds
  • UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold.

NEW: Talisman of Ascension
  • Recipe: Nomad's Medallion + Faerie Charm + 970 Gold (Total 2000 Gold)
  • +20% Cooldown Reduction
  • +10 Health Regen per 5 seconds
  • +15 Mana Regen per 5 seconds
  • +2 Gold per 10 seconds
  • UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 4 Gold.
  • UNIQUE Active: Grants nearby allies +40% Movement Speed for 3 seconds (60 second cooldown).

NEW: Relic Shield
  • Costs 365 Gold
  • +50 Health
  • +6 Health Regen per 5 seconds
  • UNIQUE Passive - Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 5 Gold.
    • These effects require a nearby allied champion. Recharges every 30 seconds. Max 2 charges.

NEW: Targon's Brace
  • Recipe: Relic Shield + 485 Gold (Total 850 Gold)
  • +175 Health
  • +12 Health Regen per 5 seconds
  • UNIQUE Passive - Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 10 Gold
    • These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges

NEW: Face of the Mountain
  • Recipe: Targon's Brace + Ruby Crystal + 675 Gold (Total 2000 Gold)
  • +375 Health
  • +10% Cooldown Reduction
  • +25 Health Regen per 5 seconds
  • UNIQUE Passive - Spoils of War: Basic attacks execute minions below 200 Health. Killing a minion heals the nearest allied champion for 2% of your maximum Health and grants them the bounty plus 10 Gold
    • These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.
  • UNIQUE Active - Deadly Phalanx: Consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes dealing 10% of your maximum Health as AoE magic damage (60 second cooldown)

Jungle Items

Jungle Item Context: We're adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items. For more information, check out our preseason website.
Hunter's Machete
  • Now also grants 3 health on hit versus monsters

Spirit Stone
  • Now also grants 3 health on hit versus monsters

Madred's Razors
  • Armor reduced to 20 (from 25)

REMADE: Wriggle's Lantern
  • Recipe: Madred's Razors + Dagger + Dagger (Total 1800 Gold)
  • +20 Armor
  • +25% Attack Speed
  • UNIQUE Passive - Maim: Deals 100 magic damage and heals 10 on hit against monsters
  • UNIQUE Passive: Gain 40% increased gold from monsters
  • UNIQUE Active: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown)

Spirit of the Elder Lizard
  • Attack Damage reduced to 30 (from 35)
  • Incinerate passive now procs on physical damage, damage increased to 16-50 (from 7-40)
  • UNIQUE Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 40 gold and large monsters grant 10 bonus Gold.

Spirit of the Ancient Golem
  • Health reduced to 350 from 500
  • UNIQUE Passive – Conservation: Gain a stack of Conservation every 1.5 seconds.
    • Lose Conservation stacks and gain equal gold upon killing a large monster.
    • Can gain up to 40 gold for a kill.
    • Maximum stacks 80.

REMADE: Spirit of the Spectral Wraith
  • Recipe: Spirit Stone + Fiendish Codex (Total 2000)
  • +50 Ability Power
  • +10% Cooldown Reduction
  • +14 Health Regen per 5
  • +7 Mana Regen per 5
  • UNIQUE Passive: Returns 8% of spell damage dealt to monsters (half for area-of-effect damage) as Health and Mana
  • UNIQUE Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 40 gold and large monsters grant 10 bonus Gold.
  • UNIQUE Passive: Damage dealt to monsters increased by 30%

Other Item Changes:

Context: We've updated the build paths for items that were previously built from the old gold generation items.
Aegis of the Legion
  • NEW Recipe: Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null-Magic Mantle + 595 Gold (Total 1950 Gold)

UPDATED: Banner of Command
  • Recipe: Fiendish Codex + Blasting Wand + 720 Gold (Total 2400 Gold)
  • +80 Ability Power
  • +20% Cooldown Reduction
  • UNIQUE Aura - Valor: Nearby allied minions deal 15% increased damage.
  • UNIQUE Active - Promote: Transforms a nearby siege minion into a more powerful unit and grants all gold that the unit earns (180 second cooldown).

UPDATED: Mikael's Crucible
  • Recipe: Chalice of Harmony + 720 Gold (Total 1600 Gold)
  • +40 Magic Resist
  • +12 Mana Regen per 5 seconds
  • UNIQUE Passive - Mana Font: Increases Mana Regen by 1% for every 1% of missing Mana.
  • UNIQUE Active: Removes all stuns, roots, taunts, fears, silences, and slows on an allied champion and heals that champion for 150 (+10% of maximum Health) (180 second cooldown).

UPDATED: Ohmwrecker
  • Recipe: Ruby Crystal + Blasting Wand + 665 Gold (Total 2000 Gold)
  • +350 Health
  • +50 Ability Power
  • UNIQUE Active: Prevents nearby enemy turrets from attacking for 2.5 seconds (120 second cooldown). This effect cannot be used against the same turret more than once every 7.5 seconds.

REMADE: Will of the Ancients
  • Recipe: Hextech Revolve + Faerie Charm + Faerie Charm + 440 Gold (Total 2000 Gold)
  • +50 Ability Power
  • +10 Mana Regen per 5 seconds
  • +10% Cooldown Reduction
  • UNIQUE Passive: +20% Spell Vamp

Twin Shadows
  • NEW Recipe: Amplifying Tome + Amplifying Tome + Null-Magic Mantle + 730 Gold (Total 2000 Gold)
  • Ability Power increased to 50 (from 40)
  • On Twisted Treeline and Crystal Scar this item is 200 Gold cheaper



Context: Support players were often expected to shoulder the warding burden on the map. With these changes, we want to encourage all players on the team to participate in providing vision for their team. We also want to introduce more dynamic gameplay within the vision system and most of our underlying changes reflect this philosophy. You can read more about our changes to the vision system on the microsite.

Sight Wards
  • Sight (Green) wards renamed to "Stealth Wards"
  • Sight wards limited to a max of 3 placed per player
  • Ward tooltips display how many stealth wards are currently placed

Sightstone / Ruby Sightstone
  • Sightstone no longer have their own restriction, but are restricted by your stealth ward cap

Vision Wards
  • Vision (Pink) wards no longer stealthed
  • Vision wards have 5 health
  • Vision wards have infinite duration
  • Vision wards cost reduced to 100 (from 75)
  • Vision wards limited to 1 placed on the map per player

  • Placing a ward will now display your ward count and the ward that will be destroyed.

Vision Trinkets (Summoner's Rift Only)

  • Added a 7th item slot, which can only contain a vision trinket
  • Players can switch their trinkets at the store at any time by selling their trinket, but this puts the new trinket on a 180 second cooldown.
  • Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens
    • Warding Totem - places a stealth ward for 60 seconds (120 second cooldown)
    • Scrying Orb - reveals a location within 1100 range for 1 second (150 second cooldown)
    • Sweeping Lens - disables and reveals nearby hidden wards, traps or devices for 4 seconds (180 second cooldown, 400 range)
  • These items automatically upgrade at Champion Level 9:
    • Greater Totem – stealth ward timer increased to 120 seconds (120 second cooldown)
    • Greater Orb - cast range increased to 2000 (150 second cooldown)
    • Greater Lens - sweep area of effect increased by 100%, cooldown reduced to 150 seconds, range increased to 600 (180 second cooldown)
  • These items can then be upgraded at the shop for 475 Gold:
    • Greater Stealth Totem - stealth ward timer increased to 180 seconds (120 second cooldown)
    • Greater Vision Totem – upgrades stealth ward to a vision ward (180 second cooldown)

    • Farsight Orb - cast range increased to 2500 (120 second cooldown)
    • Oracle's Lens – active now additionally grants True Sight for 10 seconds after activation (90 second cooldown, 600 range)

Summoner's Rift

The following changes are for Summoner's Rift only

Brush Changes

Context: We've reduced the size and changed the shape of most brush patches in order to encourage more gameplay with warding and brush combat.
  • Generally cleaned up brush configurations that required two or three wards for full coverage
  • Generally reduced the size and wavy nature of each jungle brush
  • Top lane brush has been broken up into three smaller individual brush patches
  • Brush leading into river has been moved back slightly


  • Added an extra camp (Wight) near the Blue Golem and Wolves.

  • Cooldown lowered to 40 seconds (from 60)
  • Damage reduced to 390-1000 based on champion level (from 460 + (lvl x30))
Context: Gold income for junglers wasn't scaling appropriately for dedicated jungle farmers and jungle difficulty was out of line with what we thought was appropriate. Here we've introduced monster levels that link with jungle difficulty and rewards.
  • Jungle monsters now have levels
  • Jungle monster level is based on the average level of the champions in the game when they spawn (equal to the average of all champion levels, rounded up)
  • Jungle monster level determines their HP / Damage and XP / Gold value
Context: Junglers who fall behind had no opportunity to catch up, so now Jungle monsters grant bonus XP to champions who are lower level than the monster they killed.
  • Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap
Context: With such a wealth of cooldown reduction options available, Crest of the Ancient Golem was causing a greater swing in lane control than we'd like.
  • Crest of the Ancient Golem ('Blue Buff')
    • Cooldown Reduction reduced to 10% (from 20%)

Jungle Monster Statistics
Summary: Jungle Monsters have been tuned to better fit the revised items and flow of the game
  • Ancient Golem
    • Health increased to 1500 from 1400
    • Gold reduced to 60 from 66
  • Elder Lizard
    • Health increased to 1500 from 1400
    • Gold reduced to 60 from 66
  • Lizard
    • Attack Damage increased to 12 from 11
    • Experience reduced to 20 from 50
    • Gold increased to 7 from 5
  • Giant Wolf
    • Attack Damage increased to 40 from 35
    • Experience reduced to 110 from 170
    • Gold reduced to 40 from 55
    • No longer critically strikes
  • Wolf
    • Attack Damage increased to 14 from 8
    • Experience increased to 25 from 10
    • Gold increased to 8 from 4
    • No longer critically strikes
  • Golem
    • Attack Damage increased to 60 from 59
    • Experience reduced to 140 from 160
  • Small Golem
    • Health increased to 450 from 300
    • Experience increased to 40 from 38
  • Wraith
    • Experience reduced to 90 from 103
    • Gold increased to 35 from 30
  • Lesser Wraith
    • Health increased to 250 from 150
    • Attack Damage increased to 12 from 10
    • Experience increased to 20 from 4
    • Gold increased to 4 from 3
  • Wight (New Camp)
    • 1400 Health
    • 75 Attack Damage
    • 15 Armor
    • 60 Gold
    • 150 Experience

Map Objectives

Context: To reduce the early snowball effect of Dragon and to give it mid-game comeback value, Dragon now gives global gold and local experience based on its level while also doling out additional bonus experience for champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters who level up when they spawn.
  • Dragon level minimum: 6, maximum: 15
  • Dragon local XP: 150 to 510 based on Dragon's level, divided between nearby allied Champions
  • Dragon global Gold: 125 to 260 based on Dragon's level given to all allied Champions
  • If the killing team is lower average level than their opponents, Dragon grants a bonus XP of +25% per average level difference
  • Bonus XP is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra)

Context: Turrets gave equal amounts of global gold when destroyed, despite outer turrets being that's lane's objective. While some of this is beneficial, we don't believe a lane should lose simply because another lane lost their outer turret too early.
  • Outer turrets now grant 100 global gold per player and 150 gold split among the players who participate in destroying the turret
  • Inner turrets now grant 125 global gold per player and 100 gold split among the players who participate in destroying the turret
  • Inhibitor turrets now grant 175 global gold per player
Context: The player experience for last hitting under turrets was inconsistent between high attack damage champions and supports or mages. We've adjusted turret base damage and damage against minions to make last hitting under turrets more consistent across all roles.
  • Base damage adjusted to match minion health growth
  • Base damage against minions increased to make last-hitting under turrets consistent
Context: Global experience on the outer towers has led to weird cases in lane, like levelling up other lanes accidentally. We're shifting this global experience to a phase of the game where it'll be more appreciated and less likely to cause odd level ups and snowball advantages.
  • Outer turrets no longer give 30 global XP when destroyed
  • Inhibitor turrets now give 100 global XP when destroyed (from 70)
Context: Defending against a split pusher is extremely taxing and ultimately unrewarding. We've made this change to help teams defending against extended periods of split pushing. A successful split push needs to do more than inflict light damage to the tower over time.
  • Inhibitor turrets gain 15 Health Regen per 5 seconds

Context: Losing an inhibitor often puts a team behind for a long period of time with few opportunities for retaliation. This was because a downed inhibitor also granted a global buff to minions in all lanes. We want more comeback opportunities for teams who can capitalize on winning teamfights, even with a downed inhibitor.
  • Inhibitor death timers reduced to 4 minutes (from 5 minutes)
  • Inhibitors no longer grant a global buff to all minions when destroyed
  • Inhibitors now grant a stronger damage and durability buff to minions in their specific lane

Game Flow

Context: We've made some adjustments to game flow on Summoner's Rift to alleviate some snowballing cases in the early and late game. For more information on our game flow changes, check out our preseason website.
Death Timers
Context: Early death timers were a little too punishing, especially given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing
  • Early game death timers now start at 7.5 seconds (from 12) and scale to the same values over the course of the game

Minion Experience
Context: Minions becoming worth more experience over time creates a severe experience discrepancy between champions who can farm and split push late game compared to champions who are forced to siege or participate in objective control. We're removing this discrepancy because it causes the former to spike in levels and gives an unfair advantage. Since this could potentially create some snowballing consequences, we'll be keeping a close eye on this and could make further changes if necessary.
  • Lane Minions are no longer worth more experience based on game time
    • Minions still become worth more gold and gain more statistics over time
  • Lane Minions now have a level equal to the average level of champions in the game
    • Currently this has no effect on the game but will be expanded upon in the future

Experience Curve
  • Reduced experience required to level by roughly 10% per level to compensate for the above minion change

Bounty Adjustments
Context: Echoing our above change with early death timers being too punishing at the early game, we've adjusted gold income to better match how games flow.
  • Kills are worth 60% of the base reward at 2 minutes, scaling to 100% at 4 minutes
  • Assists are worth 50% of the kill value before 20 minutes and then they linearly increase up to 80% at 35 minutes

Assist Bonus Gold
Context: We're adding an additional reward to players who get a lot of assists. We want these players to feel their contributions to fights, even if they have few opportunities to pick up kills.
  • If players have 2 more assists than kills they earn 30 additional Gold per assist
    • Additional assists increase this bonus by 15 Gold, capping at 60 Gold
    • This gold cannot be more than the original value of the kill

Minion Death Spree Reduction
Context: Single-minded pushing and proxy farming are fairly destructive methods of playing the game, mostly due to the fact that those champions are not accurately valued for their participation in the game.
  • Every 1000 gold earned from minions / monsters reduces your death spree by 1 death


Context: We've added a few new masteries! Masteries are a great way for players to tailor their play experience based on the role they want to fill. We want players to feel like they are committing to a playstyle when they invest heavily in a specific tree, so we're revising masteries to scale as the game grows longer and to have more impact for each role.
  • Masteries have been updated.


  • Fixed an issue where season 3 loading screen borders would show in incorrect queues in some cases

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