V9.23


 * For the patch, see V9.23 (Teamfight Tactics).

New Cosmetics
The following Champion skins have been added to the store:
 * (Limited)
 * (Limited)

The following Champion skin will be distributed to players who earned Gold+ in any ranked queue:

The following Summoner icons have been added to store:

Game modes

 * removal
 * Players who achieved ranks through Twisted Treeline games will still get those end of season rewards when the season officially ends on November 19 12:00AM PT. But as stated previously, there will not be a Twisted Treeline specific chroma this year.
 * In patch 9.23, players who played games of Twisted Treeline Treeline over the map's lifespan will get exclusive rewards:
 * 10+ games: Exclusive icon.
 * 50+ games: Exclusive icon and and the exclusive That's Twisted Emote.png That's Twisted emote.
 * 100+ games: Exclusive icon, the exclusive That's Twisted Emote.png That's Twisted emote and a limited time icon.
 * Removed items:, , , , , , , , , , , , ,.
 * Removed monsters:, , ,.

Champions

 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Stacks per collection of reduced to 1 from 2.
 * No longer changes the item-line to grant  instead of.
 * Stacks per collection of reduced to 1 from 2.
 * No longer changes the item-line to grant  instead of.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.

Practice Tool
Some changes are coming to the Practice Tool.
 * Spawn Jungle Camps are now split into:
 * "Spawn Jungle Camps and "
 * "Spawn Jungle Camps and "
 * New "Fast Forward 10min" button.
 * New "Suicide" button.
 * Target dummies:
 * Health reduced to 1,000 from 10,000.
 * Armor and magic resistance to 0 from 100.
 * New "Add 100 Max HP" button.
 * New "Remove 100 Max HP" button.
 * The target dummy gains increased size the more it has, with the maximum size capped at 10,000 health.
 * New "Add 10 Resistances" button.
 * New "Remove 10 Resistances" button.
 * New "Fully Stack Runes" button, which fully stacks:
 * Precision Legend runes
 * Domination Vision runes
 * Domination Hunter runes.
 * Domination Hunter runes.

Game

 * Side Lane Alcoves and Brush
 * New alcoves have been carved into the outer corners of top and bot lanes.
 * Bot lane now has three brush patches, instead of two long patches, mirroring top lane.
 * New brush has been added by the river entrances in both Blue buff quadrants.

Items

 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 35 attack damage, 150 health, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 300 health, 40 ability power, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * Critical strike chance increased to 25% from 20%.
 * Critical strike chance increased to 25% from 20%.


 * Bonus health regeneration increased to from.
 * Regeneration duration reduced to 8 seconds from 10.
 * Regeneration is now 66% effective for champions or when receiving area of effect or periodic damage.
 * Regeneration trigger changed to (after taking basic or single target ability damage from an enemy champion) from (after taking damage from an enemy champion).
 * Regeneration trigger changed to (after taking basic or single target ability damage from an enemy champion) from (after taking damage from an enemy champion).


 * Attack damage increased to 60 from 55.
 * When spotted by an enemy ward or, gain Blackout over a 400-unit radius for 8 seconds (90 second cooldown). You surrounding wards, as well as  stealthed wards and . The effects linger for 2 seconds after you walk away.  basic attacks instantly kill wards or traps revealed by Blackout. Blackout does not extend over terrain.
 * Lethality increased to 23 from 21.
 * Lethality is no longer.
 * Nightstalker damage now applies.
 * Cooldown reduction reduced to 0% from 10%.
 * Nightstalker slow reduced to 97% from 99%.
 * Cooldown reduction reduced to 0% from 10%.
 * Nightstalker slow reduced to 97% from 99%.
 * Nightstalker slow reduced to 97% from 99%.


 * Total cost reduced to from.
 * Combine cost reduced to from.
 * Health increased to 325 from 250.
 * Attack damage reduced to 50 from 55.
 * Lethality reduced to 10 from 18.
 * Channels for 1 second to gain a that blocks the next enemy ability within the next 7 seconds (40 second cooldown). Damage will interrupt the channel. You can move while channeling. If the channel is interrupted, the item is put on a reduced 5 second cooldown.
 * Grants a that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.
 * Lethality is no longer.
 * Lethality is no longer.


 * - Rework
 * New item icon.
 * , upgrades from.
 * 15 ability power, 70 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.
 * 20 ability power, 50% base mana regeneration, 10% cooldown reduction, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item.  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item.  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.


 * - New item
 * , upgrades from.
 * 10 attack damage, 60 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * Total cost increased to from.
 * Combine cost increased to from.
 * Damage from other Energized effects now stacks.
 * Energized damage increased to 80 from 60.
 * Unique Energized bonus magic damage is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.


 * - Removed
 * Removed from the game.


 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 300 health, 24 attack damage, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.




 * Combine cost reduced to from.
 * Energized damage changed to 120 at all levels from.
 * Energized attacks no longer charge 25% faster and function on structures.
 * Damage from other Energized effects now stacks.
 * Unique Energized bonus magic damage and bonus attack range is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals . Energized attacks gain 35% bonus range (+150 range maximum).
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized attacks gain 35% bonus range (+150 range maximum), charge 25% faster, and function on structures.
 * Attack speed increased to 35% from 30%.
 * Maximum bonus attack range increased to 200 from 150.
 * Maximum bonus attack range increased to 200 from 150.


 * - Removed
 * Removed from the game.


 * - Rework
 * New item icon.
 * 30 health, 5 ability power, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. basic attacks execute minions  and  basic attacks . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 50 health, per 10 seconds.
 * Grants a charge every 40 seconds, up to 2 charges. basic attacks can consume one charge to  minions below . Killing a minion by any means with a charge heals you and the nearest allied champion for  health and grants them kill . Healing is halved if the owner is . These effects require an allied champion to be.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 50 health, per 10 seconds.
 * Grants a charge every 40 seconds, up to 2 charges. basic attacks can consume one charge to  minions below . Killing a minion by any means with a charge heals you and the nearest allied champion for  health and grants them kill . Healing is halved if the owner is . These effects require an allied champion to be.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.


 * - Removed
 * Removed from the game.


 * - Removed
 * Removed from the game.


 * - Removed
 * Removed from the game.


 * Combine cost reduced to from.
 * Combine cost reduced to from.


 * - New item
 * , upgrades from.
 * 100 health, 6 attack damage, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * - New item
 * 50 attack damage, 15% steal.
 * 10 lethality.
 * While near one of fewer visible enemy champions gain 8 lethality and, decaying over 3 seconds if other enemy champions get too close.
 * While near one of fewer visible enemy champions gain 8 lethality and, decaying over 3 seconds if other enemy champions get too close.


 * After killing any enemy, your next damaging spell will deal to all enemies it hits (30 second cooldown).
 * After killing any enemy, your next damaging spell will deal to all enemies it hits (30 second cooldown).


 * - New item
 * , upgrades from.
 * 60 ability power, 150 health, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * Ability power reduced to 0 from 40.
 * Base health regeneration increased to 100% from 0%.
 * Health increased to 300 from 200.
 * Cooldown reduction is no longer.
 * +5% movement speed.
 * +10% heal and shield power.
 * Cooldown reduction is no longer.
 * +5% movement speed.
 * +10% heal and shield power.


 * - Removed
 * Removed from the game.


 * - New item
 * 5 attack damage, 10 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * Limited to 1 Jungle or Gold Income item.


 * - Rework
 * New item icon.
 * 8 ability power, 10 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 10 ability power, 25% base mana regeneration, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 10 ability power, 25% base mana regeneration, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.


 * Combine cost reduced to from.
 * Energized damage changed to 120 at all levels from.
 * Damage from other Energized effects now stacks.
 * Energized effects can no longer critically strike.
 * Number of bounces increased to 7 from 5.
 * Unique Energized bonus magic damage and chain lightning is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals . Energized attacks bounce to 7 targets.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized attacks bounce to 5 targets and are affected by modifiers.
 * Energized attacks bounce to 5 targets and are affected by modifiers.


 * - New item
 * 30 health, 3 attack damage, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. basic attacks execute minions  and  basic attacks . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * Limited to 1 Jungle or Gold Income item.


 * Attack damage reduced to 55 from 60.
 * Attack speed reduced to 15% from 30%.
 * Critical strike chance increased to 25% from 0%.
 * Energized damage increased to 120 from 50.
 * No longer increases Energized effects by 35%.
 * Damage from other Energized effects now stacks.
 * Slow strength increased to 75% from 40%.
 * Slow duration reduced to seconds from.
 * Slow no longer decays over the duration.
 * Unique Energized bonus magic damage and slow is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals . Energized effects by 75% for  seconds.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized effects have all of their respective effects increased by 35% and also for 40% decaying over  seconds.
 * Now charges Energized attacks 30% faster.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized effects have all of their respective effects increased by 35% and also for 40% decaying over  seconds.
 * Now charges Energized attacks 30% faster.


 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 100 health, 10 ability power, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * - New item
 * 50 attack damage, 10% cooldown reduction.
 * 12 lethality.
 * When spotted by an enemy ward or, gain Blackout over a 400-unit radius for 8 seconds (45 second cooldown). You surrounding wards, as well as  stealthed wards and . The effects linger for 2 seconds after you walk away. Basic attacks instantly kill revealed traps and do triple damage to wards revealed by Blackout. Blackout does not extend over terrain.
 * When spotted by an enemy ward or, gain Blackout over a 400-unit radius for 8 seconds (45 second cooldown). You surrounding wards, as well as  stealthed wards and . The effects linger for 2 seconds after you walk away. Basic attacks instantly kill revealed traps and do triple damage to wards revealed by Blackout. Blackout does not extend over terrain.


 * Active now also grants.
 * Lethality is no longer.
 * Cooldown reduction reduced to 0% from 10%.
 * Lethality reduced to 13 from 18.
 * Lethality is no longer.
 * Cooldown reduction reduced to 0% from 10%.
 * Lethality reduced to 13 from 18.


 * Critical strike chance increased to 25% from 15%.
 * Attack speed reduced to 12% from 15%.
 * Critical strike chance increased to 25% from 15%.
 * Attack speed reduced to 12% from 15%.
 * Attack speed reduced to 12% from 15%.


 * - Removed
 * Removed from the game.

Runes

 * Bonus armor reduced to 35 from 70.
 * Armor ratio increased to from.
 * Bonus magic resistance reduced to 35 from 70.
 * Magic resistance ratio increased to from.
 * Shockwave base damage increased to from.
 * Shockwave damage health ratio changed to from.
 * Cooldown reduced to 20 seconds from 35.
 * Cooldown reduced to 20 seconds from 35.


 * No longer converts 8% of damage done to true damage.
 * Healing changed to post mitigation damage from pre-mitigation damage.
 * Healing conversion increased to 15% from 8%.
 * Maximum stack increased to 10 from 5.
 * Bonus stats per stack reduced to ( bonus AD or AP) from ( bonus AD or  AP).
 * Total stats gained increased to ( bonus AD or AP) from  bonus AD or  AP).
 * champion stack increased to 2 from 1.
 * champion stack duration increased to 8 seconds from 2.
 * champion stack duration increased to 8 seconds from 2.


 * AD per Eyeball collected reduced to from.
 * AP per Eyeball collected reduced to 1 from 2.
 * Eyeballs per takedown increased to 2 from 1.
 * Maximum Eyeballs increased to 20 from 10.
 * Maximum Eyeballs increased to 20 from 10.


 * - Removed
 * Removed from the game.


 * - New rune
 * Replaces .
 * Inspiration icon.png Inspiration Keystone rune.
 * Periodically grants a single use of another random keystone.
 * second cooldown between using a keystone and gaining the next ( seconds for champions).
 * After 40 seconds of not uisng a given keystone, another random keystone is granted.
 * Does not re-roll if in-combat.
 * Includes:, , , , , , , , , ,.
 * Keystones cycle pseudo randomly - you cannot repeat a keystone for 5 rolls after it has been used.
 * only available to champions who have learned a basic spell that can trigger it. is only available to champions who have already purchased boots.
 * Entering the fountain will reroll your current keystone.


 * Effect trigger changed to casting a summoner spell from casting your ultimate ability.
 * Bonus movement speed changed to from 100 flat movement speed. Higher cooldown summoner spells grant more movement speed.
 * No longer has a -second delay.
 * No longer has a -second delay.


 * No longer refunds 10% of your ultimate's maximum cooldown on takedown.
 * Now also restores on takedown.
 * Now grants or  on takedown, stacking up to 10 times.
 * Now grants or  on takedown, stacking up to 10 times.

Game

 * Minions
 * 2% increase to solo lane experience.
 * % decrease to duo lane experience.

Monsters

 * Elemental Drakes
 * At 5:00 into the game, an elemental drake of a random type spawns in the dragon camp.
 * If it is slain, an elemental drake of another type spawns after 5 minutes.
 * After the second drake has been slained, an element, that is different from the two previous drakes, is selected and the Rift is changed based on that element. From now on, the elemental drake of that element will be the only one to spawn.
 * 5 minutes after the last drake has been killed, an elemental drake of the Rift's element spawns. This repeats until a team has killed their fourth drake.
 * Once a team has killed their fourth drake:
 * The remaining elemental buffs will be Locked Dragon buff.png locked.
 * The next dragon to spawn with be the, which spawns 6 minutes after the last drake has been killed. If it is killed, another spawns after 6 minutes, and so on.
 * Example: First drake: . Second drake: . Rift changes: Mountain Rift. Rift drake: . Afterwards: only.
 * At 5:00 into the game, an elemental drake of a random type spawns in the dragon camp. If it is slain, another random elemental drake spawns after 5 minutes; this continues until the game reaches 35 minutes. The same type cannot spawn more than 3 times. After 35 minutes have elapsed, the next dragon with be the . If it is killed, another  spawns after 6 minutes, and so on.
 * Elemental Drake health changed:
 * 2650 (+ 240 per level, minimum level 6) before the Rift transforms; 4350 (+ 240 per level, minimum level 6) for the third drake onward.
 * 3500 (+240 per level, minimum level 6).
 * 2650 (+ 240 per level, minimum level 6) before the Rift transforms; 4350 (+ 240 per level, minimum level 6) for the third drake onward.
 * 3500 (+240 per level, minimum level 6).


 * Elemental Rift
 * The third drake transforms the Rift before it spawns and after that, its element will be the only one to spawn for the remainder of the game. The transformation on the Rift occurs on the same areas, which are the dragon pit and the buff camps. The first three dragons are now always different from each other.
 * The Cloud winds quicken! Air currents flow throughout the area around Blue and Red buffs, granting speed boosts to everyone inside. Dragon Pit also becomes a speed boosting wind tunnel.
 * The Inferno blazes! Sunders the Rift. The brush nearest to Blue and Red buffs burn away, and new pathways open up through the Blue and Red buff pits. The entrance to Dragon pit widens.
 * The Mountains rise! Triggers a seismic shift throughout the Rift. Two new bluffs of rock emerge in each jungle quadrant. A rock formation rises in front of the Dragon pit.
 * The Oceans bring life! Brings new life to the Rift. Most of the brush in the jungle grows larger and new spawns near the buff camps. Water pools into puddles throughout the jungle, which functions with  and . New brush patches sprout up around the Dragon pit.


 * Monster camps
 * New respawn timer icons (like on red and blue buff) to the minimap for every camp.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from
 * Experience reduced to from


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold increased to from.
 * Experience increased to from
 * Experience increased to from


 * Respawn time reduced to 2:00 from 2:30.
 * Krug experience reduced to from
 * Mini Krug gold reduced from.
 * Mini Krug experience increased to from
 * Mini Krug experience increased to from


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Respawn time reduced to 2:00 from 2:30..
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Spawn time reduced to 8:00 from 10:00.
 * Can now respawn after 6 minutes.
 * Health changed to from.
 * Base attack speed reduced to from.
 * pick-up window reduced to 20 seconds from 40.
 * channel time reduced to 1 second from 4.
 * Summoned Rift Herald level is now determined on picking up the, rather than on using the.
 * Summoned Rift Herald health changed to from.
 * Headbutt turret damage changed to from ( or 1500, whichever is greater).
 * Headbutt self damage increased to from.
 * Headbutt self damage increased to from.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced from.
 * Experience reduced to from.
 * Experience reduced to from.

Neutral buffs

 * New buff icon and VFX.
 * Damaging enemies causes them to burn for  over 3 seconds. Damaging an enemy champion  blasts them with Elder Immolation after  seconds, dealing  as . Elder Immolation has no cooldown cooldown. Lasts 180 seconds and is still on death.
 * Elder Immolation can't execute enemies through invulnerability effects like or undying effects like.
 * Damage to non-turret units burns them for 45 + (45 per stack)  over 3 seconds and  them for the duration. Also increases the strength of all  buffs by 50%. Lasts for 150 seconds.
 * Dealing damage to non-turrets burn the target for 135 + (90 per stack)  over 3 seconds and reveals them for the duration. Also increases the strength of all  buffs by 100%. Lasts for 300 seconds.
 * Damage to non-turret units burns them for 45 + (45 per stack)  over 3 seconds and  them for the duration. Also increases the strength of all  buffs by 50%. Lasts for 150 seconds.
 * Dealing damage to non-turrets burn the target for 135 + (90 per stack)  over 3 seconds and reveals them for the duration. Also increases the strength of all  buffs by 100%. Lasts for 300 seconds.
 * Dealing damage to non-turrets burn the target for 135 + (90 per stack)  over 3 seconds and reveals them for the duration. Also increases the strength of all  buffs by 100%. Lasts for 300 seconds.


 * New buff icon and VFX.
 * New buff icon and VFX.


 * New buff icon and VFX.
 * New buff icon and VFX.


 * Cloud Dragon buff.png Cloudbringer's Grace: + % ultimate cooldown reduction, ignoring the CDR cap.
 * Infernal Dragon buff.png Infernal Might: + % and.
 * Mountain Dragon buff.png Mountainous Vigor: + % and.
 * Ocean Dragon buff.png Oceanic Will: Restores every 5 seconds.
 * : + bonus movement speed, tripled to  while out-of-combat.
 * : +  and.
 * : + bonus true damage to epic monsters and turrets.
 * : Restores of  and  every 5 seconds when you haven't taken damage from champions or turrets within the last 8 seconds.
 * : +  and.
 * : + bonus true damage to epic monsters and turrets.
 * : Restores of  and  every 5 seconds when you haven't taken damage from champions or turrets within the last 8 seconds.


 * Dragon Soul
 * When a team kills their fourth Elemental Drake, they'll gain a powerful Dragon Soul from the dominant dragon (the one that transformed the Rift). Dragon Souls persist through death and last the remainder of the game.
 * Cloud Dragon Soul buff.png Cloud Dragon Soul: Grants 10% bonus movement speed, increased to 40% bonus movement speed for 3 seconds after casting your ultimate (30 second cooldown).
 * Infernal Dragon Soul buff.png Infernal Dragon Soul: Damaging abilities and basic attacks create an explosion around the target, dealing 90    to the target and nearby enemies (3 second cooldown).
 * Mountain Dragon Soul buff.png Mountain Dragon Soul: After not taking champion damage for 5 seconds, gain a shield for 225.
 * Ocean Dragon Soul buff.png Ocean Dragon Soul: Dealing damage to enemies restores 180   health and 90  mana over 3 seconds. Damage to minions and monsters regenerates with 30% effectiveness.


 * New VFX.
 * Buff duration reduced to 180 seconds from 210.
 * Buff duration reduced to 180 seconds from 210.

Turrets

 * Penetrating Bullets renamed to Ohmwrecker.
 * Icon updated to Ohmwrecker item.png Ohmwrecker's icon, instead of Skull Crusher item.png Skull Crusher's icon.


 * Support items
 * Towards the goal of creating more satisfying items, supports will no longer have to upgrade these starter items in the shop. Instead, the quest system now automatically upgrades items to their second and third tiers when milestones are reached, with the Warding passive baked into those upgrades.
 * Tier 1 - Starting stats and gold generation passive.
 * Tier 2 - Stats improved, 3 wards added.
 * Tier 3 - Major stats upgrade, 4 ward capacity, gold generation passive removed.
 * "Receive diminishing gold from excessive minion kills": this seems to occur after killing 20 minions, it halves gold received from minions. This penalty lasts for 4 minutes 30 seconds without killing minions. Killing more than 20 minions reduces gold received from minions even more, up to a cap (4 gold for melee minions and 3 gold for caster minions).
 * Having a support item to tier 2 or tier 3, selling it, and buying another support item will automatically upgrade that item to the respective tier.

Bots

 * Bots now use the new support items.
 * Bots now use.