V3.14

New Skins in the Store
The following skin has been added to the store:
 * (Legendary Skin)

The following skin has been added to the store but is not yet available:

PVP.net

 * 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.

Ranked

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

General
''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 particle, sound, and icon.

Champions
''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.''
 * Mana cost reduced to from.
 * 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.
 * Mana cost reduced to 50 at all ranks from.
 * Total attack damage ratio increased to % from 20%.
 * Mana cost reduced to 50 at all ranks from.
 * Total attack damage ratio increased to % from 20%.
 * Total attack damage ratio increased to % from 20%.

''Summary: Barrel Roll's cast range has been decreased, but to compensate we've slightly changed the mechanics of the ability. Players can now cast Barrel Roll again while the barrel is en route to have it explode immediately 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.''
 * 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.
 * Now deals full damage to all targets hit rather than being divided amongst them.
 * Cooldown increased to 12 seconds from 7.
 * Cooldown reduced by half if Gragas collides with a unit
 * Cooldown increased to 12 seconds from 7.
 * Cooldown reduced by half if Gragas collides with a unit


 * 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.
 * 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: 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.''
 * Now displays the leash radius to Morgana and her victims for the duration of the effect
 * 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.''
 * General
 * Nasus has received a visual update.
 * Life steal changed to at levels  from  at levels.
 * Life steal changed to at levels  from  at levels.

Context: We're buffing Nautilus' late game utility to further define his role in teamfights.
 * Root duration increased to seconds at levels  from  at levels.
 * Root duration increased to seconds at levels  from  at levels.

''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.''
 * 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).
 * Vision and armor/magic resistance shred debuff duration reduced to 8 seconds from 12.
 * Vision and armor/magic resistance shred debuff duration reduced to 8 seconds from 12.
 * Vision and armor/magic resistance shred debuff duration reduced to 8 seconds from 12.


 * Fixed a bug where the trail bonus was applying inconsistently.
 * Fixed a bug where the trail bonus was applying inconsistently.
 * Fixed a bug where the trail bonus was applying inconsistently.

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.
 * Cooldown at earlier ranks reduced to seconds from.
 * Damage at earlier ranks reduced to from.
 * Heal at earlier ranks reduced to from.
 * Heal at earlier ranks reduced to from.

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


 * General
 * Improved Singed's running animation.
 * Improved Singed's running animation.

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.''
 * Damage changed to  from.
 * Damage falloff per target hit reduced to 10% from 20%.
 * 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.''
 * 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's damage is now dealt after the knock-back, rather than when the projectile hits. If the target hits a wall, the damage splat is now larger (as with critical strikes).
 * Condemn's damage is now dealt after the knock-back, rather than when the projectile hits. If the target hits a wall, the damage splat is now larger (as with critical strikes).


 * 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.
 * 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.
 * 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.

Support Champion Changes
''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 Tornadoes, 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.''
 * Tailwind range reduced to 800 from global.
 * Tailwind movement speed buff increased to 5% from 3%.
 * Ability power ratio reduced to from.
 * Charge damage reduced to  from.
 * Passive self-movement speed buff changed to  from a flat %.
 * Slow debuff now scales at +6% per 100 ability power, capped at 80% total.
 * Base slow reduced to from.
 * Ability power ratio reduced to from.
 * Attack damage buff of the shield now scales with.
 * Shield health ratio reduced to of ability power from.
 * Ability power ratio reduced to from.
 * Attack damage buff of the shield now scales with.
 * Shield health ratio reduced to of ability power from.
 * Shield health ratio reduced to of ability power from.

''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.''
 * Bonus armor changed to  from.
 * Bonus magic resist changed to  from.
 * Bonus magic resist changed to  from.

''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.''
 * Damage per bolt changed to 3–27 from 3–35.
 * The slow now increases/decreases to over the duration.
 * 0 AP - The slow decays to 0% over the duration.
 * 602 AP - The slow remains constant for the duration.
 * 602+ AP - The slow will get stronger over the duration.
 * Ability power buff removed.
 * Movement speed bonus changed to 30% movement speed from a fixed 35%.
 * Damage ability power ratio reduced to 40% from 60%.
 * Ability power buff removed.
 * Movement speed bonus changed to 30% movement speed from a fixed 35%.
 * Damage ability power ratio reduced to 40% from 60%.
 * Damage ability power ratio reduced to 40% from 60%.

''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.''
 * Movement speed bonus now scales with.
 * Ability power ratio reduced to 50% from 65%.
 * Damage reduction changed from a flat 15% reduction per bounce to a −15% damage modifier with each bounce. The damage modifier can become positive, leading to increased damage.
 * On-hit movement speed slow now scaled with.
 * Ability power ratio reduced to 60% from 70%.
 * Damage reduction changed from a flat 15% reduction per bounce to a −15% damage modifier with each bounce. The damage modifier can become positive, leading to increased damage.
 * On-hit movement speed slow now scaled with.
 * Ability power ratio reduced to 60% from 70%.
 * Ability power ratio reduced to 60% from 70%.
 * Ability power ratio reduced to 60% from 70%.

''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.
 * Ability power ratio reduced to 50% from 70%.
 * damage now scales with.
 * Base heal reduced to from.
 * damage reduction now scales with.
 * Activated movement speed bonus changed to % from %.
 * slow now scales with.
 * Ability power ratio reduced to 50% from 80%.
 * Activated movement speed bonus changed to % from %.
 * slow now scales with.
 * Ability power ratio reduced to 50% from 80%.
 * Ability power ratio reduced to 50% from 80%.

''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.''
 * General
 * Improved Soraka's running animation.
 * Stats
 * Base health increased to 405 from 375.
 * Health per level increased to 76 from 71.
 * Base armor increased to from.
 * Soraka's health and mana restoring abilities are 1% more powerful for every 2% of the target's missing health or mana.
 * Magic resistance reduction change to 6 from.
 * Mana cost changed from.
 * Base damage increased to from.
 * Gains the following effect: If Starcall hits at least one enemy champion, Astral Blessing's coolding is reduced by % of its base cooldown (factoring CDR).
 * Heal reduced to  from.
 * Armor buff increased to  from.
 * Armor buff duration reduced to 2 seconds from 3 seconds.
 * Mana cost reduced to from.
 * Soraka drains 5% of her maximum mana to restore  to the target allied champion.
 * Can no longer be cast on targets who do not use mana or are already at maximum mana.
 * Damage changed to  from.
 * Note that the ability is still free to cast on enemies.
 * Heal reduced to  from.
 * Now affects untargetable allies.
 * Damage changed to  from.
 * Note that the ability is still free to cast on enemies.
 * Heal reduced to  from.
 * Now affects untargetable allies.
 * Now affects untargetable allies.

''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.''
 * After using an ability, Taric's next basic attack deals bonus magic damage equal to and reduces his abilities' cooldown by 2 seconds.
 * Cooldown reduced to seconds from.
 * Mana cost reduced to from.
 * Heal ability power ratio reduced to 30% from 60%.
 * Heal now additionally scales with.
 * Cooldown reduction on autoattacks removed (moved to passive).
 * Damage changed to  from.
 * AP ratio reduced to 20–40% from 40–80%.
 * Cooldown increased to seconds from.
 * Ability power ratio reduced to 50% from 70%.
 * Cooldown increased to 75 seconds from 60.
 * AP ratio reduced to 20–40% from 40–80%.
 * Cooldown increased to seconds from.
 * Ability power ratio reduced to 50% from 70%.
 * Cooldown increased to 75 seconds from 60.
 * Cooldown increased to 75 seconds from 60.

Items

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


 * The following items have been removed from the game


 * The following items have been remade (see below for details on new items)


 * New Recipe: +  +  +  + 595g
 * Total cost increased to 1950g from 1900g
 * Total cost increased to 1950g from 1900g


 * New Recipe: +  + 720g = 2400g
 * Total cost increased to 2400g from 2360g
 * Ability Power increased to 80 from 40.
 * Cooldown Reduction increased to 20% from 10%.
 * Armor reduced to 0 from 30.
 * no longer grants health regeneration to nearby allies.
 * no longer grants health regeneration to nearby allies.


 * Cost reduced to 440g from 475g.
 * Attack Damage reduced to 8 from 10.
 * Basic attacks now restore 3 health for ranged champions and 5 health for melee champions, changed from 5 health for all champions.
 * Basic attacks now restore 3 health for ranged champions and 5 health for melee champions, changed from 5 health for all champions.


 * New Recipe: + 600g
 * Total cost increased to 2550g from 2500g
 * Total cost increased to 2550g from 2500g


 * Cost reduced to 360g from 400g.
 * All items building out of Long Sword have had their combine costs increased to accommodate (all items building out of Long Sword should cost the same).


 * New Recipe: + 720g
 * Total cost reduced to 1600g from 2500g.
 * Mana regeneration reduced to 12 from 18.
 * Health regeneration removed.
 * Health regeneration removed.


 * New Recipe: +  + 665g
 * Total cost reduced to 2000g from 2835g.
 * Health regeneration removed.
 * Mana regeneration removed.
 * Mana regeneration removed.


 * (Summoner's Rift/Howling Abyss)
 * New Recipe: +  +  + 730g
 * Total cost increased to 2000g from 1900g.
 * Ability power increased to 50 from 40.


 * New Recipe: +  +  + 440g
 * Total cost reduced to 2000g from 2550g
 * Stats: 10 mana regeneration, 10% cooldown reduction, 20% spell vamp, 50 ability power
 * No longer grants the aura.
 * No longer grants the aura.

Sight Items

 * renamed
 * Champions can only have 3 Stealth Wards placed at a time. Placing a new Stealth Ward will replace the oldest. This applies to Stealth Wards from any source.
 * Champions can only carry 5 Stealth Wards in their inventory.


 * No longer have their own ward limit.
 * No longer have their own ward limit.


 * No longer stealthed.
 * Health increased to 5 from 3.
 * Duration is now indefinite from 180 seconds.
 * Cost reduced to 100g from 125g.
 * Champions can only have 1 Vision Ward placed at a time. Placing a new Vision Ward will replace the previous. This applies to Vision Wards from any source.
 * Champions can only carry 2 Vision Wards in their inventory.
 * Champions can only carry 2 Vision Wards in their inventory.


 * Trinket - No Cost
 * Reveals target area within 1100 units for 1 second (150 second cooldown).
 * Transforms into a at level 9.
 * Transforms into a at level 9.


 * Reveals target area within 2000 units for 1 seconed (150 second cooldown).
 * Reveals target area within 2000 units for 1 seconed (150 second cooldown).


 * Recipe: + 475g
 * Reveals target area within 2500 units for 1 seconed (90 second cooldown).
 * Reveals target area within 2500 units for 1 seconed (90 second cooldown).


 * Trinket - No Cost
 * Reveals and disables nearby invisible traps and wards for 4 seconds (180 second cooldown).
 * Transforms into a at level 9.
 * Transforms into a at level 9.


 * Reveals and disables nearby invisible traps and wards for 6 seconds (150 second cooldown).
 * Reveals and disables nearby invisible traps and wards for 6 seconds (150 second cooldown).


 * Recipe: + 475g
 * Reveals and disables nearby invisible traps and wards for 6 seconds, and grants the user true sight for 10 seconds (90 second cooldown).
 * Reveals and disables nearby invisible traps and wards for 6 seconds, and grants the user true sight for 10 seconds (90 second cooldown).


 * Trinket - No Cost
 * Places a Stealth Ward that lasts 60 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Transforms into a at level 9.


 * Places an invisible Stealth Ward that lasts 120 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Places an invisible Stealth Ward that lasts 120 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.


 * Recipe: + 475g
 * Places an invisible Stealth Ward that lasts 180 seconds (180 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Places an invisible Stealth Ward that lasts 180 seconds (180 second cooldown). Limit 3 Stealth Wards on the map per player.


 * Recipe: + 475g
 * Places a visible Vision Ward that lasts 180 seconds (180 second cooldown). Limit 1 Vision Ward on the map per player.
 * Places a visible Vision Ward that lasts 180 seconds (180 second cooldown). Limit 1 Vision Ward on the map per player.

Economy 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 Basic Item - Costs 365g
 * Stats: +10 ability power, +3 mana regeneration, +2 gold/10
 * : Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * Recipe: + 400g = 765g
 * Stats: +20 ability power, +7 mana regeneration, +4 gold/10
 * : Basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * New Recipe: +  + 715g = 1915g
 * Stats: +50 ability power, +10 mana regeneraton, +4 gold/10
 * : Basic attacks and abilities against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
 * You deal 50 magic damage to the target enemy and all surrounding enemies, also slowing them by 50% for 2 seconds. 60 second cooldown.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * Caption: "Gold dust rises from the desert and clings to the coin." — Historian Shurelya, 11 November, 23 CLE
 * New Basic Item - Costs 365g
 * Stats: +5 health regen, +3 mana regeneration
 * Grants 2 gold each time a nearby enemy minion dies that you didn't kill.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * (remade from Philosopher's Stone)
 * "The medallion shines with the glory of a thousand voices when exposed to the sun." — Historian Shurelya, 22 June, 24 CLE
 * Recipe: + 335g = 700g
 * Stats: +8 health regen, +11 mana regeneration, +2 gold/10
 * Grants 4 gold each time a nearby enemy minion dies that you didn't kill.
 * Limited to 1 gold income item.


 * (remade from Shurelya's Reverie)
 * "Praise the sun." — Historian Shurelya, 22 September, 25 CLE
 * Recipe: +  + 970g = 1850g
 * Stats: 20% cooldown reduction, +10 health regen, +15 mana regeneration, +2 gold per 10 seconds
 * Grants 4 gold each time a nearby enemy minion dies that you didn't kill.
 * Limited to 1 gold income item.


 * New Basic Item - Costs 365g
 * Stats: +50 health, +6 health regen
 * Basic attacks execute minions bellow 200 health. Killing a minion heals the nearest allied champion for and grants them gold equal to the kill plus 5. This effect requires a nearby allied champion to trigger. Recharges every 30 seconds, up to a maximum of 2 charges.
 * Note that both you and your ally gain gold.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * Recipe: + 485g = 850g
 * Stats: +175 health, +12 health regen
 * Basic attacks execute minions bellow 200 health. Killing a minion heals the nearest allied champion for and grants them gold equal to the kill plus 10. This effect requires a nearby allied champion to trigger. Recharges every 30 seconds, up to a maximum of 4 charges.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * Recipe: +  + 675g = 2000g
 * Stats: +375 health, +25 health regen, 10% cooldown reduction
 * Basic attacks execute minions bellow 200 health. Killing a minion heals the nearest allied champion for and grants them gold equal to the kill plus 10. This effect requires a nearby allied champion to trigger. Recharges every 30 seconds, up to a maximum of 4 charges.
 * Consume 20% of your current health to shield the target ally for 10% of your maximum health for 4 seconds. After 4 seconds, an explosion originates from the target dealing 10% of your maximum health as magic damage in an area. The shield does not need to persist for the explosion to occur. 60 second cooldown.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.

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.''


 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.
 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.


 * Armor reduced to 20 from 25.
 * Basic attacks against monsters deal 60 bonus magic damage and restore 3 health.
 * Basic attacks against monsters deal 60 bonus magic damage and restore 3 health.


 * New Recipe: +  +  + 300g = 1800g
 * Total cost reduced to 1800 from 2000.
 * Armor reduced to 20 from 25.
 * Now grants 25% attack speed.
 * Attack damage removed.
 * Life steal removed.
 * Basic attacks against monsters deal 100 bonus magic damage and restore 10 health.
 * Gains the Gain 40% increased gold from monsters.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.
 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.


 * Attack damage reduced to 30 from 35.
 * Now only triggers on physical damage.
 * True damage increased to 16-50 from 7-40.
 * Scoring a kill or assist on a champion or epic monster will grant 40 bonus gold. Additionally, killing large monsters will yield 10 bonus gold.
 * Limited to 1 gold income item.
 * Scoring a kill or assist on a champion or epic monster will grant 40 bonus gold. Additionally, killing large monsters will yield 10 bonus gold.
 * Limited to 1 gold income item.


 * Health reduced to 350 from 500.
 * You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.


 * New Recipe: +  + 480g
 * Ability power increased to 50 from 40.
 * Mana regeneration reduced to 7 from 10.
 * Now grants 14 health regeneration.
 * No longer grants spell vamp (Will of the Ancients now offers CDR).
 * You restore health and mana equal to 8% of your damage dealt to neutral monsters (halved for area of effect spells).
 * Scoring a kill or assist on a champion or epic monster will grant 40 bonus gold. Additionally, killing large monsters will yield 10 bonus gold.
 * Limited to 1 gold income item.
 * Limited to 1 gold income item.

Summoner's Spells

 * Cooldown reduced to 40 seconds from 70.
 * Damage reduced to 390-1000 true damage based on champion's level from 460(30level).
 * Damage is the same at level 18.
 * New animation.
 * New animation.

Masteries
''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.''

Offense= Defense= Utility=
 * Tier 1
 * Double-Edged Sword
 * (Melee): Increases damage dealt by 2% and damage received by 1%.
 * (Ranged): Increases damage dealt and received by.
 * Fury: Grants attack speed.
 * Sorcery: Grants cooldown reduction.
 * Butcher: Basic attacks and single target, non-periodic abilities deal 2 bonus true damage to minions and monster.
 * Tier 2
 * Expose Weakness: Your damaging abilities debuff enemy champions for 3 seconds, increasing the damage they take from allied champions by 1%.
 * Brute Force: Grants AD at level 18 ( AD per level).
 * Mental Force: Grants AP at level 18 ( AP per level).
 * Feast: You restore 2 health and 1 mana on unit kill.
 * Tier 3
 * Spell Weaving: Damaging an enemy champion with a basic attack increases the damage dealt by your abilities by 1%, stacking up to 3 times.
 * Martial Mastery: Grants 5 attack damage.
 * Arcane Mastery: Grants 8 ability power.
 * Executioner: Increases damage dealt by 5% to enemy champions below health.
 * Tier 4
 * Blade Weaving: If your damaging abilities damage at least one enemy champion, the damage dealt by your basic attacks is increased by 1% (stacking up to 3 times). This cannot trigger more than once per second.
 * Abilities such as and  are classified as basic attacks and will trigger Spell Weaving.
 * Warlord: Increases your bonus attack damage by.
 * Archmage: Increases your ability power by.
 * Dangerous Game: Killing a champion restores 5% of your missing health and mana.
 * Tier 5
 * Frenzy: Grants 5% attack speed for 3 seconds after landing a critical strike. This stacks up to 3 times.
 * Devastating Strikes: Grants armor and magic penetration.
 * Arcane Blade: Your basic attacks deal bonus magic damage equal to 5% of your ability power.
 * Tier6
 * Havoc: Increases damage dealt by 3%.
 * Tier 1
 * Block: Reduces incoming damage from champion basic attacks by.
 * Recovery: Grants health regeneration per 5 seconds.
 * Enchanted Armor: Increases your bonus armor and magic resistance by.
 * Touch Skin: Reduces damage taken from monsters by.
 * Tier 2
 * Unyielding: Reduces all incoming damage from champions by 2 (1 on ranged champions).
 * Veteran Scars: Grants health.
 * Bladed Armor: Inflicts bleed on enemy monsters when they attack you for X seconds, dealing 1% of their current health as true damage each second.
 * Tier 3
 * Oppression: Reduces damage taken from enemies with impaired movement by 3%.
 * Juggernaut: Increases maximum health by 3%.
 * Hardiness: Grants armor.
 * Resistance: Grants magic resistance.
 * Tier 4
 * Perseverance: Grants health regeneration equal to of your missing health.
 * Swiftness: Reduces the effectiveness of slows by 10%.
 * Reinforced Armor: Reduces damage taken from critical strikes by 10%.
 * Evasive: Reduces damage taken from area of effect magic damage by 4%.
 * Tier 5
 * Second Wind: Increases all incoming healing effects by 10% when below 25% health.
 * Tenacious: Grants armor and  magic resist for each nearby enemy champion.
 * Runic Shield: Start the game with a 50 health shield. This shield regenerates each time you respawn.
 * Tier 6
 * Legendary Guardian: Reduces the duration of crowd control effects by 15%.
 * Tier 1
 * Phasewalker: Reduces the channel time of Recall by 1 second.
 * Fleet of Foot: Grants movement speed.
 * Meditation: Grants mana regeneration per 5 seconds.
 * Scout: Increases the cast range of wards and trinkets by 10%.
 * Tier 2
 * Summoner's Insight: Reduces the cooldown of Summoner Spells by.
 * Strength of Spirit: Strength of Spirit: Gain health regeneration equal to 0.3% of your maximum mana.
 * Alchemist: Increases the duration of potions and elixirs by 10%.
 * Tier 3
 * Greed: Grants gold per 10 seconds.
 * Runic Affinity: Increases shrine, relic and neutral buff durations by 20%.
 * Vampirism: Grants life steal and spell vamp.
 * Culinary Master: Your s are upgraded into, that restore an additional 20 health and 10 mana instantly upon consumption.
 * Tier 4
 * Wealth: Increases starting gold by 40.
 * Bandit:
 * (Melee): Champion kills and assists grant 15 bonus gold.
 * (Ranged): You gain 3 gold each time you attack an enemy champion. This cannot trigger on the same champion more than once every 5 seconds.
 * Expanded Mind: Increases your maximum mana by.
 * Inspiration: Grants 5 experience every 10 seconds while there is an allied champion nearby with a higher level.
 * Tier 5
 * Scavenger: You gain 1 gold each time a nearby allied champion kills an enemy minion..
 * Intelligence: Grants cooldown reduction and reduces the cooldown of activated items by.
 * Tier 6
 * Wanderer: Grants 5% bonus movement speed while out of combat.

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

Jungle

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

''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.''
 * Scaling
 * Jungle monsters now utilize a level system.
 * A monster's level is calculated when the monster spawns and is based on the average champion level (AFK players are excluded).
 * A monster's level determines its health, damage and bounty (exp and gold).
 * Killing jungle monsters a higher level than yourself can be worth up to 50% bonus experience (based on level difference).

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.
 * Cooldown reduction reduced to 10% from 20%.

Summary: Jungle Monsters have been tuned to better fit the revised items and flow of the game
 * Jungle Monster Statistics (at level 1)
 * 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
 * Young Lizard
 * Attack damage reduced 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 reduce to 110 from 170
 * Gold reduced to 40 from 55
 * Wolf
 * Attack damage increased to 14 from 8
 * Critical strike chance reduced to 0% from 25%.
 * Experience increased to 25 from 10
 * Gold increased to 8 from 4
 * Big Golem
 * Attack damage increased to 60 from 54
 * Experience reduced to 140 from 160
 * 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 3
 * Gold increased to 4 from 3
 * Wight (New Camp)
 * 1400 health
 * 75 attack damage
 * 15 armor
 * 60 gold
 * 150 experience

''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
 * Dragon level minimum: 6, maximum: 15
 * Unlike other jungle monsters, Dragon's level updates over time and not per-spawn.
 * 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 has a lower average level than their opponents, bonus experience is gained at 25% per average level difference.
 * The experience an individual champion gets for killing the dragon is increased by 15% per level they are lower than dragon (up to 200%).

Turrets
''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.''
 * Gold
 * 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.''
 * Damage
 * 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.''
 * Experience
 * Outer turrets no longer give global XP when destroyed (from 30)
 * 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.''
 * Comebacks
 * Inhibitor turrets gain 15 Health Regen per 5 seconds

Inhibitors
''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
 * Super Minions grant an aura that buffs nearby minions.
 * This unit inspires nearby minions, granting them 40% increased damage and 40 bonus armor and magic resistance.

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.''

''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''
 * Death Timers
 * Death timer adjusted to 5(2.5level) from 10(2level)

''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.''
 * Minion Experience
 * 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

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.
 * Bounty Adjustments
 * 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 (currently worth 50% all game)
 * Remember that assist gold is split among all members who receive an assist.

''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.''
 * Assist Bonus Gold


 * If players have at least 2 more assists than they have kills they will earn additional gold on their assists. The amount of bonus gold earned it capped at the value of the kill.
 * 2 more: 30 gold
 * 3 more: 45 gold
 * 4+ more: 60 gold

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.
 * Minion Death Spree Reduction
 * Every 1000 gold earned from minions / monsters reduces your death spree by 1 death

Gameplay

 * Champions now have a circle beneath them that indicate their hitbox.
 * Updated recall particles

Items

 * Recipe cost reduced to 650g from 850g.
 * Total cost reduced to 3000g from 3200g.
 * Total cost reduced to 3000g from 3200g.


 * New Recipe: +  +  + 765g
 * New Recipe: +  +  + 765g


 * Combine cost increased to 490g from 475.
 * Total cost reduced to 1325g from 1350 (factoring in the price reduction).
 * and prices have been lowered accordingly to this change.
 * and prices have been lowered accordingly to this change.

New item icons for:

Champions

 * The skill reticle will now mark the age of each turret (1, 2 and 3; with 1 being the youngest).
 * Are now immune to disables.
 * Heimerdinger will now cast throw the grenade at maximum range if you attempt to cast outside of maximum range, rather than having Heimerdinger move forward to get in range.
 * Are now immune to disables.
 * Heimerdinger will now cast throw the grenade at maximum range if you attempt to cast outside of maximum range, rather than having Heimerdinger move forward to get in range.
 * Heimerdinger will now cast throw the grenade at maximum range if you attempt to cast outside of maximum range, rather than having Heimerdinger move forward to get in range.
 * Heimerdinger will now cast throw the grenade at maximum range if you attempt to cast outside of maximum range, rather than having Heimerdinger move forward to get in range.


 * New lore.
 * New lore.

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