V5.22

New Cosmetics in the Store
The following Champions skins have been added to the store:
 * (Awarded to Gold+ Players)

The following Summoner icons have been added to the store:

Game Settings

 * Game Settings are now stored server-side per account, rather than on the local machine. Your first game in V5.22 will upload your settings to the server.

Champions

 * Fixed a bug where Azir and his allies could be pinned to his wall as a result of abilities that collided with terrain.
 * Fixed a similar bug where allied Gnar couldn't wall-stun using Azir's phalanx.
 * Fixed a bug where allied Sion's couldn't charge through the phalanx.
 * Fixed a similar bug where allied Gnar couldn't wall-stun using Azir's phalanx.
 * Fixed a bug where allied Sion's couldn't charge through the phalanx.


 * Starting at 6 stacks, Wolf will now start hunting and . He still loses the ability to hunt other monsters.
 * Damage versus monsters is now capped at 75 (+10 per stack).
 * No longer displays a stack on your buff bar when you have 0 stacks.
 * Fixed a bug where the sound sometimes wouldn't play.
 * No longer displays a stack on your buff bar when you have 0 stacks.
 * Fixed a bug where the sound sometimes wouldn't play.
 * Fixed a bug where the sound sometimes wouldn't play.


 * Clone will now possess copies of, and.
 * Clone will now possess copies of, and.
 * Clone will now possess copies of, and.


 * Fixed a bug where targets hit by Ruthless Predator wouldn't be stunned if they managed to flash in time.
 * Fixed a bug where targets hit by Ruthless Predator wouldn't be stunned if they managed to flash in time.
 * Fixed a bug where targets hit by Ruthless Predator wouldn't be stunned if they managed to flash in time.


 * Fixed a bug where the third cast would sometimes fail to clear terrain.
 * Fixed a bug where the third cast would sometimes fail to clear terrain.
 * Fixed a bug where the third cast would sometimes fail to clear terrain.


 * Passive miss chance versus minions and monsters.
 * Passive now reduces the attack speed of minions and monsters by %.
 * Clone will now spawn with a random facing direction.
 * Shaco can now see the remaining duration of his clone.
 * Clone will now possess copies of, and.
 * Clone will now spawn with a random facing direction.
 * Shaco can now see the remaining duration of his clone.
 * Clone will now possess copies of, and.


 * Fixed a bug where airborne minions wouldn't take any damage.
 * Fixed a bug where airborne minions wouldn't take any damage.
 * Fixed a bug where airborne minions wouldn't take any damage.


 * Improved the ability to cancel the attack.
 * Improved the ability to cancel the attack.
 * Improved the ability to cancel the attack.


 * Clone will now possess copies of, , and.
 * Fixed a bug where Wukong would patch back to his previous target after using Nimbus Strike.
 * Clone will now possess copies of, , and.
 * Fixed a bug where Wukong would patch back to his previous target after using Nimbus Strike.
 * Fixed a bug where Wukong would patch back to his previous target after using Nimbus Strike.


 * Fixed a bug where casting at the same time as his other abilities would avoid the cast time.
 * Fixed a bug where casting at the same time as his other abilities would avoid the cast time.
 * Fixed a bug where casting at the same time as his other abilities would avoid the cast time.

Summoner's Rift

 * Basics
 * Starting gold increased to 500 from 475.
 * Initial minion spawn time reduced to 1:15 from 1:30.
 * Initial monster spawn reduced to 1:40 from 1:55.
 * Ambient gold generation (gold per 10 seconds) increased to from 19.
 * Initial movement speed bonus duration increased.

Hide= Show=
 * Starting Items
 * The following are considered to be Starting Items:
 * (Dead-End)
 * (Dead-End)
 * (Dead-End)
 * (Dead-End)
 * (Cannot be purchased alongside )
 * The following are affordable consumables to supplement your Starting Item(s):
 * (Dead-End)
 * (Dead-End)
 * (Dead-End)
 * (Cannot be purchased alongside )
 * The following are affordable consumables to supplement your Starting Item(s):
 * (Cannot be purchased alongside )
 * The following are affordable consumables to supplement your Starting Item(s):
 * (Cannot be purchased alongside )
 * The following are affordable consumables to supplement your Starting Item(s):
 * The following are affordable consumables to supplement your Starting Item(s):
 * The following are affordable consumables to supplement your Starting Item(s):
 * The following are affordable consumables to supplement your Starting Item(s):
 * The following are affordable consumables to supplement your Starting Item(s):
 * The following are affordable consumables to supplement your Starting Item(s):


 * General
 * Effect reduced to 40% from 50%.
 * Effect now only affects self-heals.
 * Minions will drop aggro from targets in the jungle or river.
 * Minions will lost interest in targets who enter the jungle or river.
 * Ward_Rubble.jpg Wards will now leave rubble on the ground when they are destroyed or time-out. You can now track your enemy's warding habits. This expire after a seemingly random amount of time between 30 seconds and 5 minutes.
 * Ward_Rubble.jpg Wards will now leave rubble on the ground when they are destroyed or time-out. You can now track your enemy's warding habits. This expire after a seemingly random amount of time between 30 seconds and 5 minutes.


 * Block / Blind / Dodge
 * On-hit effects versus and, or while , now have a normalized behavior in favour of ,  and .


 * All on-hit effects will now be dodged, blocked or miss - preventing/wasting all effects as you would expect. This is with the current exceptions of and.
 * All damage types will be mitigated.
 * All secondary effects (e.g.  or  AD reduction) will be mitigated.
 * All stacking effects will not increase - although be wary that the effects will not decrease the stacks.
 * Effects that would previously "wait" until a successful attack landed (e.g. vs. Blind) will now be used, but do nothing.
 * On-hit effects with a per-target cooldown will still trigger the per-target cooldown - granting you all of the immunity with none of the pain.
 * Effects that trigger spell effects (e.g. ) will be blocked and wasted.
 * Effects that benefit the attacker for landing an attack (e.g. ) will still happen.


 * Call For Help
 * Call_For_Help.pngFor reference, Call For Help is the mechanic where nearby allied minions and towers place aggro upon hostile champions. At the moment, allied minions and towers within your Call For Help radius will check to see if your aggressor is in their attack range plus additional acquisition radius - and will change to target them if they are. Minions react to basic attacks and towers react to any damage.


 * In addition to drawing aggression from minions and turrets in range of your target, champions will now draw aggression from minions (but not turrets) in range of them. Minions only in range of the aggressor do not search beyond their attack range (i.e. there's no bonus acquisition radius). The intent of this change is to give melee champions some assistance versus ranged champions.


 * Towers
 * Base Armor and magic resistance reduced to 0 from 100.
 * Turrets now gain 2 armor and magic resistance per minute starting immediately (Outer), 15 minutes (Inner) and 30 minutes (Inhibitor and Nexus).
 * Outer tower health increased to 3500 from 1000.
 * Inner tower health increased to 3500 from 1300.
 * Inhibitor tower health increased to 4000 from 1300.
 * Nexus tower health increased to 4000 from 1500.
 * AP ratio on champion attacks versus turrets increased to 50% from 40%.
 * Structures take physical damage from champion basic attacks equal to plus the greater value between  and, now,.
 * Reinforced Armor bonus reduced to 200 from 300.
 * Outer turret local gold increased to from.
 * Inner turret local gold increased to from.


 * Killing Sprees
 * A champion's bounty increases as you accumulate kills without dying, starting at 2 kills without dying (tier 2).
 * Gold bounty stages are now formally classified into Bounty Tiers.
 * Shutdowns now reduced your current Bounty Tier by 3 changed rather than fully resetting it.
 * Gold_Bounty_UI_Element.jpg is a new UI element next to your level that indicates your current Bounty Tier.
 * Gold granted to the killer flattened to at all Bounty Tiers from.
 * Assist pool flattened to at all Bounty Tiers from . Kill Gold.
 * The assist pool is shared evenly among all people who get an assist.
 * Champions are now worth Global Gold based on Bounty Tier. This is granted in full to all allied champions -- living or dead -- on top of the earned for killing/assisting.
 * Tier 1: Note that it is only possible to enter Tier 1 by being shutdown from Tier 4.
 * Tier 2: (2 kills)
 * Tier-3: (Killing Spree, 3 kills)
 * Tier-4: (Rampage, 4 kills)
 * Tier-5: (Unstoppable, 5+ kills)
 * Assist streaks. This is compensated in the above changes and from improvements to gold generation items.


 * Death Sprees
 *  These haven't been affected by the change to Killing Sprees. Assuming you are at 0 Bounty Tier, each following death will reduce how much gold you are worth up to 8 times (9 deaths in a row). This hasn't changed.

Experience changes= Conjectural translation=
 * Experience / Experience Bounties - Was not reverted on the PBE but not documented in the Patch Notes.
 * Experience to level up between 16-and-17 and 17-and-18 increased to from 1780 / 1880.
 * Base Exp Multiple increased to from.
 * Level Difference Exp Multiple reduced to from.
 * Minimum Exp Multiple increased to from.
 * The following is a reasonable guess on what the aforementioned number changes mean. This is a guess because the Wiki does not currently know the existing experience modifiers for level differences.


 * Modified experience on kills between differently levelled champions:
 * Base modifier for bonus experience increased to 60% from 50%.
 * Experience modifier per level difference reduced to ±7% from ±8%.
 * Minimum experience earned increased to 20% from 15%.
 * Killing an enemy champion a higher level than you earns 60% (+7% per level difference) bonus experience. Killing an enemy champion a lower level than you reduces the experience you earn by 60% + (7% per level difference), to a minimum of 20% experience.


 * Summoner Spells
 * disabled on Summoner's Rift. Still available on ARAM.
 * disabled on Summoner's Rift. Still available on ARAM and Dominion.
 * No longer has a reduced cooldown when targeting an allied structure.
 * Channel time increased to 4 from.
 * Channel time increased to 4 from.

Minions

 * If your team's average level is higher than the enemy's:
 * Your minions deal 10% bonus damage to enemy minions. If your team has taken more turrets, this damage is increased by a further 10%.
 * Your minions take 1 + (tower differentiallevel differential) less damage (flat) from enemy minions.
 * If your average level is at least 3 levels higher and you've taken 2 more towers in a single lane, your minions become Enraged:
 * The bonus damage is increased by a further 90%.
 * The flat damage reduction is increased by a further 7.
 * The flat damage reduction is increased by a further 7.


 * Melee minion
 * Initial gold increased to 20 from.
 * Gold growth reduced to per minute from.


 * Caster minion
 * Initial gold increased to 17 from.
 * Gold growth reduced to per minute from.


 * Siege minion
 * Initial gold increased to 45 from.
 * Gold growth reduced to per minute from.

Monsters

 * Critical strikes.
 * Armor reduced to 10 from 20.
 * XP reduced to 90 from 100.
 * Gold increased to 58 from 36.
 * Now grants 2 ability power per level.
 * Now grants 2 ability power per level.
 * Now grants 2 ability power per level.


 * Health reduced to 375 from 400.
 * Magic resistance increased to 10 from 0.
 * Armor decreased to 0 from 8.
 * Armor decreased to 0 from 8.


 * Armor reduced to 10 from 20.
 * XP reduced to 90 from 100.
 * Gold increased to 58 from 36.
 * Now applies to towers.
 * Now applies to towers.
 * Now applies to towers.


 * Health reduced to 375 from 400.
 * Magic resistance increased to 10 from 0.
 * Armor decreased to 0 from 8.
 * Armor decreased to 0 from 8.


 * Magic resistance reduced to -10 from 0.
 * Damage reduced to 75 from 83.
 * XP reduced to 140 from 150.
 * Gold increased to 81 from 60.
 * Gold increased to 81 from 60.


 * Attack range reduced to 150 from 190.
 * Damage reduced to 75 from 83.
 * XP reduced to 190 from 200.
 * Gold increased to 86 from 62.
 * Gold increased to 86 from 62.


 * Health reduced to 500 from 540.
 * Magic resistance increased to 0 from -10.
 * Damage reduced to 32 from 35.
 * Armor reduced to 0 from 12.
 * Armor reduced to 0 from 12.


 * Attack range increased to 175 from 125.
 * XP reduced to 132 from 142.
 * Gold increased to 68 from 53.
 * Gold increased to 68 from 53.


 * Health reduced to 380 from 420.
 * Armor reduced to 0 from 6.
 * Armor reduced to 0 from 6.


 * XP reduced to 130 from 140.
 * Gold increased to 62 from 41.
 * Gold increased to 62 from 41.


 * Health reduced to 225 from 250.
 * Armor reduced to 0 from 5.
 * Armor reduced to 0 from 5.


 * - Added
 * The intent behind this monster is to give objectives in the upper half of the map and remove some of the "Top Lane Island" gameplay.


 * Spawns in the pit starting at 4 minutes and respawning every 5 minutes.
 * Despawns at 19:45 unless in combat; hard-despawns at 19:55 no matter what.
 * Stats
 * 5000 health, 120 damage, attack speed, 40 armor, 20 magic resistance, 150 attack range and 325 movement speed.
 * Encounter details:
 * Hard hitting melee attacks.
 * Takes 35% reduced damage from ranged autoattacks.
 * Attacks against Rift Herald's eye deal as bonus true damage, causing it to close its eye for 3 seconds. If the empowered attack reduces the Rift Herald's health to below 15% of it's maximum health, it's eye will remain open - allowing the bonus to be instantly triggered again for the kill.
 * * The 35% reduced damage for ranged champions seems to affect the bonus true damage, despite damage modifiers not usually affecting true damage.
 * Rewards:
 * 50 global gold to each champion on the killing team
 * 200 local experience
 * Grants to the killer for 120 seconds.
 * * 10% increased damage (except true damage) and 40 bonus movement speed.
 * * Enhanced recall.
 * * Grants nearby minions 40% additional attack speed.

Champions
V5.22/Champion Changes|Champion Changes V5.22/Stat Changes|Stat-only Changes

Items

 * Removed
 * (replaced by )
 * (replaced by, and )
 * (replaced by )
 * (merged into )
 * (built into the fountain/base)
 * (adjustments made to champions who needed them)
 * (now an upgrade for )
 * (wards can still be planted from other sources)
 * (Summoner's Rift only; active is now on )
 * (now an upgrade for )
 * (wards can still be planted from other sources)
 * (Summoner's Rift only; active is now on )
 * (wards can still be planted from other sources)
 * (Summoner's Rift only; active is now on )
 * (Summoner's Rift only; active is now on )

Beginner Items

 * - Added
 * Costs.
 * Grants +5 attack damage and +3 health on-hit.
 * Grants 1 bonus gold on minion kills up to 100. Upon reaching the cap, you gain a bonus 300 gold.


 * Cost increased to from.
 * Attack damage increased to 8 from 7.
 * Health increased to 80 from 70.
 * Health increased to 80 from 70.


 * Cost increased to from.
 * Cost increased to from.


 * Flat mana regeneration removed.
 * Now grants +50% base mana regeneration.
 * On-kill mana restore increased to 4 from 3.
 * On-kill mana restore increased to 4 from 3.

Potions and Elixirs

 * Cost increased to from.
 * Limited to one type of Healing Potion.
 * Limited to one type of Healing Potion.


 * added
 * Costs.
 * Limited to one type of Healing Potion.
 * Grants Consumes a charge to restore 100 Health over 10 seconds. Holds up to 2 charges that refill upon visiting the store.


 * added
 * Limited to one type of Healing Potion.
 * Grants Consumes a charge to restore 150 Health and 50 Mana over 12 seconds and grants  for the duration. Holds up to 3 charges that refill upon visiting the store.
 * Spells and attacks burn enemy champions for 15 - 30 magic damage over 3 seconds (based on level). Bonus damage is halved on AOEs and DOTs.
 * Corrupting Potion can be used even at full Health and Mana.
 * Corrupting Potion can be used even at full Health and Mana.


 * added
 * Limited to one type of Healing Potion.
 * Grants Consumes a carge to restore 60 Health and 35 Mana over 8 seconds. Hold up to 5 charges and refiles upon visiting the store. Killing large monsters grants one charge. Killing a large monster at maximum charges will trigger the restoration at no cost to the charges.
 * Grants Consumes a carge to restore 60 Health and 35 Mana over 8 seconds. Hold up to 5 charges and refiles upon visiting the store. Killing large monsters grants one charge. Killing a large monster at maximum charges will trigger the restoration at no cost to the charges.


 * Cost increased to from.
 * Now grants 300 health.
 * Slow resistance removed.
 * Slow resistance removed.


 * Cost increased to from.
 * Ability power increased to 50 from 40.
 * Ability power increased to 50 from 40.


 * Cost increased to from.
 * Attack damage increased to 30 from 25.
 * Bloodlust healing increased to 15% from 10%.
 * Kills no longer extend the duration.
 * Kills no longer extend the duration.

Basic Items

 * Cost reduced to from.
 * Attack damage reduced to 40 from 50.
 * Attack damage reduced to 40 from 50.


 * Cost reduced to from.
 * Cost reduced to from.


 * Critical strike chance increased to 10% from 8%.
 * Critical strike chance increased to 10% from 8%.


 * Cost reduced to from.
 * Critical strike chance increased to 20% from 15%.
 * Critical strike chance increased to 20% from 15%.


 * Cost reduced to from.
 * Attack speed reduced to 12% from 15%.
 * Attack speed reduced to 12% from 15%.


 * added
 * Costs.
 * Grants 15 ability power, +25% increase health from healing potions and +100 mana.
 * Grants Grants +3 ability power per Glory.
 * Grants Grants 2 Glory for a champion kill or 1 Glory for an assist, up to 10 Glory. Lose 4 Glory on death.
 * Builds into: .


 * Cost reduced to from.
 * Cost reduced to from.


 * Cost reduced to from.
 * Cost reduced to from.


 * Cost reduced to from.
 * Cost reduced to from.


 * Cost reduced to from.
 * Cost reduced to from.


 * Cost reduced to from.
 * Mana increased to 250 from 200.
 * Mana increased to 250 from 200.

Advanced Items

 * Total cost reduced to from.
 * Aura magic resistance reduced to 10 from 15.
 * Aura magic resistance reduced to 10 from 15.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Total cost increased to from.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Life steal increased to 10% from 8%.
 * Life steal increased to 10% from 8%.


 * Health increased to 225 from 200.
 * Health increased to 225 from 200.


 * added
 * Grants +25 attack damage.
 * Grants +10% Cooldown Reduction.
 * Builds into:, , . and .
 * Builds into:, , . and .


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Total cost increased to from.


 * re-added
 * Grants 15 attack damage.
 * Grants Physical damage inflicts  on enemy champions for 3 seconds.
 * Build into: .
 * Build into: .


 * Combine cost decreased to from.
 * Total cost reduced to from.
 * Ability power reduced to 25 from 30.
 * Ability power reduced to 25 from 30.


 * Combine cost increased to from.
 * Total cost reduced to from.
 * Total cost reduced to from.


 * added
 * Grants +10 attack damage.
 * Grants You deal 1% increased physical damage for every 50 maximum health your target has more than you, up to 10% at 500 health different.
 * Builds into: 
 * Builds into: 


 * Combine cost increased to from.
 * Total cost increased to from.
 * Armor increased to 25 from 20.
 * Armor increased to 25 from 20.


 * Combine cost increased to from.
 * Total cost reduced to from.
 * Total cost reduced to from.


 * Combine cost reduced to from.
 * Total cost increased to from.
 * Attack damage reduced to 20 from 25.
 * Magic resistance reduced to 30 from 35.
 * Shield strength changed to 110 to 280 based on level from 250 at all levels.
 * Shield strength changed to 110 to 280 based on level from 250 at all levels.


 * added
 * Grants +15 attack damage and +150 health.
 * Grants Killing a unit permanently grants 5 maximum health, stacking up to 30 times (150 health).
 * Builds into:, and .
 * Builds into:, and .


 * Combine cost reduced to from.
 * Total cost increased to from.
 * Total cost increased to from.


 * added
 * Grants +15% attack speed.
 * Grants Moving and attacking builds charges. At 100 charges, your next attack is Energized.
 * Grants Your Energized attacks deal 30 bonus magic damage on-hit.
 * Builds into: and .
 * Builds into: and .


 * reworked
 * Grants +25 attack damage.
 * Grants Your physical damage ignores 30% of your target's bonus-armor.
 * Builds into: and .
 * Builds into: and .


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Magic resistance reduced to 40 from 45.
 * Magic resistance reduced to 40 from 45.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Attack damage reduced to 15 from 20.
 * Attack damage reduced to 15 from 20.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Total cost increased to from.


 * Health regeneration reduced to 125% from 150%.
 * Health regeneration reduced to 125% from 150%.
 * Health regeneration reduced to 125% from 150%.


 * Combine cost increased to from.
 * Total cost reduced to from.
 * Attack speed reduced to 25% from 30%.
 * On-hit damage increased to 15 from 10.
 * On-hit damage increased to 15 from 10.


 * Armor reduced to 20 from 30.
 * Armor reduced to 20 from 30.


 * added
 * Grants +20 attack damage.
 * Grants +10 Armor Penetration
 * Grants After killing a unit, your next basic attack or single target spell deals 15 bonus damage.
 * Builds into: and .
 * Builds into: and .


 * Ability power removed.
 * Now grants 10% cooldown reduction.
 * Mana increased to 250 from 200.
 * Now grants 10% cooldown reduction.
 * Mana increased to 250 from 200.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Magic resistance reduced to 35 from 40.
 * Magic resistance reduced to 35 from 40.


 * Combine cost increased to from.
 * Total cost reduced to from.
 * Attack speed increased to 50% from 40%.
 * Attack speed increased to 50% from 40%.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Total cost increased to from.


 * Attack damage reduced to 30 from 40.
 * Health regeneration reduced to 50% from 100%.
 * removed.
 * Health regeneration reduced to 50% from 100%.
 * removed.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Attack damage increased to 15 from 10.
 * Life steal increased to 10% from 8%.
 * Life steal increased to 10% from 8%.


 * Armor reduced to 40 from 45.
 * Armor reduced to 40 from 45.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Attack speed reduced to 15% from 20%.
 * Critical strike chance increased to 20% from 10%.
 * Movement speed is now a unique passive.
 * Movement speed is now a unique passive.

Finished Items

 * Total cost reduced to from.
 * Total cost reduced to from.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Health increased to 500 from 450.
 * Magic resistance increased to 70 from 60.
 * Magic resistance increased to 70 from 60.


 * Attack damage increased to 55 from 40.
 * Health reduced to 300 from 400.
 * Attack damage increased to 55 from 40.
 * Health reduced to 300 from 400.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Passive damage reduced to 6% from 8%.
 * Passive damage reduced to 6% from 8%.


 * Attack damage reduced to 75 from 80.
 * Life steal is no longer unique.
 * Attack damage reduced to 75 from 80.
 * Life steal is no longer unique.


 * Total cost increased to from.
 * Total cost increased to from.


 * added
 * Grants +65 attack damage and +10% cooldown reduction
 * Grants Dealing physical damage heals for 12% of the damage dealt. Healing is one-third effective for area of effect and multi-hit effects.
 * Grants Stores 12% of damage taken before resistances. You take 33% of the stored damage every second. Tracks magic and physical damage separately; does not affect true damage.
 * Grants Stores 12% of damage taken before resistances. You take 33% of the stored damage every second. Tracks magic and physical damage separately; does not affect true damage.


 * reworked
 * Grants +65 attack damage and +20% critical strike chance.
 * Grants +10% Cooldown Reduction.
 * Grants Grants 1% Cooldown Reduction for every 1% of your Critical Strike Chance from sources other than Essence Reaver, up to 20%.
 * Grants Critical strikes restores.
 * Grants Critical strikes restores.


 * Attack damage increased to 40 from 30.
 * Health reduced to 650 from 700.
 * Attack damage increased to 40 from 30.
 * Health reduced to 650 from 700.


 * Total cost increased to from.
 * Armor increased to 60 from 50.
 * Magic resistance increased to 60 from 50.
 * Magic resistance increased to 60 from 50.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Stacking passive is now unique.
 * Stacking attack speed increased to 8% from 4%.
 * Stacks now also grant +3 attack damage.
 * Stack gain from ability casts removed.
 * Melee basic attacks now grant 2 stacks.
 * While you have 8 stacks, you gain.
 * Base attacks deal bonus magic damage equal to 20  to your target and nearby enemy units.
 * Base attacks deal bonus magic damage equal to 20  to your target and nearby enemy units.


 * Combine cost reduced to from.
 * Life steal removed.
 * Spell vamp removed.
 * Grants You restore health equal to 15% of damage dealt. This is one-third effective for area of effect and multi-hit.
 * Reload passive removed.
 * Reload passive removed.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Ability power removed.
 * Armor increased to 65 from 60.
 * Cooldown reduction increased to 20% from 10%.
 * Slow zone radius is no longer smaller on ranged champions.
 * Slow zone radius now scales with.
 * Slow zone radius now scales with.


 * Total cost reduced to from.
 * Attack damage reduced to 65 from 80.
 * Attack damage reduced to 65 from 80.


 * Total cost increased to from.
 * Total cost increased to from.


 * Now grants 10% cooldown reduction,
 * Movement speed increased to 7% from 5%.
 * Now grants 10% cooldown reduction,
 * Movement speed increased to 7% from 5%.


 * added
 * Grants +40 attack damage.
 * Grants You deal % increased damage for every 50 maximum health your target has more than you, up to 15% at 500 health different.
 * Grants Your physical damage ignores 40% of your target's bonus-armor.
 * Grants Your physical damage ignores 40% of your target's bonus-armor.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Total cost increased to from.


 * - REWORKED!
 * Grants +55 attack damage, +50 magic resistance and +10 armor penetration.
 * Grants Upon taking magic damage that would reduce maximum health below 30%, grants a shield that absorbs up to 300  magic damage in the next 5 seconds. (90 second cooldown)
 * Grants When Lifeline triggers, gain +25% attack speed, +10% spell vamp and +10% life steal until out of combat.
 * Grants When Lifeline triggers, gain +25% attack speed, +10% spell vamp and +10% life steal until out of combat.


 * reworked
 * Grants +20 ability power and +200 mana.
 * Grants Grants +5 ability power per Glory. Grants 10% Movement Speed if you have at least 15 Glory.
 * Grants Grants 4 Glory for a champion kill or 2 Glory for an assist, up to 25 Glory. Lose 10 Glory on death.
 * Grants Grants 4 Glory for a champion kill or 2 Glory for an assist, up to 25 Glory. Lose 10 Glory on death.


 * Grants +75 attack damage, +35 magic resist and +10% life steal.
 * No changes to.
 * Grants +75 attack damage, +35 magic resist and +10% life steal.
 * No changes to.


 * Total cost increased to from.
 * Magic resistance reduced to 35 from 40.
 * Magic resistance reduced to 35 from 40.


 * Total cost increased to from.
 * Total cost increased to from.


 * added
 * Grants +40 attack damage.
 * Grants Physical damage inflicts  on enemy champions for 5 seconds.
 * Grants Your physical damage ignores 40% of your target's bonus-armor.
 * Grants Your physical damage ignores 40% of your target's bonus-armor.


 * Attack speed increased to 50% from 40%.
 * Attack speed increased to 50% from 40%.


 * Total cost increased to from.
 * Total cost increased to from.


 * reworked
 * Attack speed reduced to 40% from 50%.
 * Critical strike chance reduced to 30% from 35%.
 * While within 500 units of a visible enemy champion, you gain 12% bonus movement speed and can move through units.
 * You take 12% reduced damage from the last enemy champion you hit, lingering for 10 seconds after your last hit.
 * You take 12% reduced damage from the last enemy champion you hit, lingering for 10 seconds after your last hit.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Health increased to 450 from 400.
 * Health increased to 450 from 400.


 * added
 * Grants Moving and attacking builds charges. At 100 charges, your next attack is Energized.
 * Grants Your Energized attacks gain 35% bonus range and deal 50-200 bonus magic damage on-hit (based on level). Bonus attack range is capped at 150.
 * Grants Your Energized attacks gain 35% bonus range and deal 50-200 bonus magic damage on-hit (based on level). Bonus attack range is capped at 150.


 * You can now freely exchange and .
 * You can now freely exchange and .
 * You can now freely exchange and .


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Ability power increased to 80 from 60.
 * Ability power increased to 80 from 60.


 * reworked
 * Grants +40% attack speed, +30% critical strike chance and +5% movement speed.
 * Grants When basic attacks, bolts are fired at up to 2 enemies near the target, each dealing . Bolts can critically strike and apply on-hit effects.
 * Grants Basic attacks deal 15 bonus physical damage on-hit.
 * Grants Basic attacks deal 15 bonus physical damage on-hit.


 * Total cost increased to from.
 * Health increased to 500 from 400.
 * Magic resistance increased to 70 from 60.
 * Magic resistance increased to 70 from 60.


 * Attack speed reduced to 35% from 40%.
 * Critical strike chance increased to 30% from 20%.
 * Movement speed reduced to 5% from 6%.
 * Grants Moving and attacking builds charges. At 100 charges, your next attack is Energized.
 * Grants Your Energized attacks cause lightning to ricochet from your target, dealing 50-150 bonus magic damage to all target struck (based on level). The damage can critically strike and deals 50% bonus damage to minions.
 * Grants Moving and attacking builds charges. At 100 charges, your next attack is Energized.
 * Grants Your Energized attacks cause lightning to ricochet from your target, dealing 50-150 bonus magic damage to all target struck (based on level). The damage can critically strike and deals 50% bonus damage to minions.




 * Total cost increased to from.
 * Health increased to 500 from 450.
 * Health increased to 500 from 450.


 * Health increased to 450 from 400.
 * You can now freely exchange and .
 * Health increased to 450 from 400.
 * You can now freely exchange and .


 * Combine cost increased to from.
 * Total cost increased to from.
 * Now grants 10% cooldown reduction.
 * Ability power removed.
 * Attack damage reduced to 25 from 30.
 * Attack speed reduced to 15% from 30%.
 * Critical strike chance increased to 20% from 10%.
 * Movement speed reduced to 5% from 8%.
 * Mana increased to 250 from 200.
 * Mana increased to 250 from 200.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Health increased to 850 from 800.
 * Health increased to 850 from 800.


 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost increased to from.
 * Magic resist increased to 40 from 30.
 * Attack speed reduced to 40% from 50%.
 * On-hit damage reduced to 40 from 42.
 * On-hit damage reduced to 40 from 42.


 * Attack damage increased to 65 from 30.
 * Critical strike chance removed.
 * Attack damage increased to 65 from 30.
 * Critical strike chance removed.


 * Armor reduced to 45 from 50.
 * Total cost increased to from.
 * Total cost increased to from.


 * Total cost reduced to from.
 * Health regeneration reduced to 125% from 150%.
 * Health regeneration reduced to 125% from 150%.

Boots and Enchantments

 * Total cost increased to from.
 * Attack speed increased to 30% from 25%.
 * Attack speed increased to 30% from 25%.


 * Total cost reduced to from.
 * Enhanced movement increased to 65 from 60.
 * Enhanced movement increased to 65 from 60.


 * Total cost reduced to from.
 * Cooldown reduction reduced to 10% from 15%.
 * Reduces the cooldowns of Summoner Spells by 10%.
 * Reduces the cooldowns of Summoner Spells by 10%.


 * Total cost reduced to from.
 * Tenacity reduced to 20% from 35%.
 * Tenacity reduced to 20% from 35%.


 * Total cost increased to from.
 * Armor increased to 30 from 25.
 * Armor increased to 30 from 25.


 * Total cost reduced to from.
 * Total cost reduced to from.


 * Total cost reduced to from.
 * Total cost reduced to from.


 * Total cost reduced to from.
 * Summoner cooldown reduction reduced to 15% from 20%.
 * Flash movement speed reduced to 20% from 30%.
 * Flash movement speed reduced to 20% from 30%.


 * Total cost reduced to from.
 * Total cost reduced to from.


 * Total cost reduced to from.
 * Total cost reduced to from.

Economy & Vision

 * Cost reduced to from.
 * Cost reduced to from.


 * Ward duration adjusted to 60 - 120 based on level from.
 * Ward charges increased to 2 from 1.
 * Recharge time adjusted to 180 - 120 based on level from 120 at all levels.
 * Recharge time adjusted to 180 - 120 based on level from 120 at all levels.


 * added
 * + Level 9
 * Grants the following compared to :
 * Cast range is increased by 650%.
 * Farsight Wards lasts until killed and do not count toward ward limit. Not specified if Farsight Wards have a limit.
 * Recharge time reduced by 60%.
 * Ward is visible, has only 1 health and cannot be targeted by allies. No teleporting!
 * Charge limit reduced to 1.


 * Cooldown adjusted to 90 - 60 based on level from.
 * Cast radius now increases gradually with level from.
 * Scan radius now increases gradually with level from.
 * Fixed a bug where some stealthed traps weren't being revealed and disabled.
 * Pings if it detects an enemy unit that you do not have visible of.
 * Pings if it detects an enemy unit that you do not have visible of.


 * added
 * + Level 9
 * Grants the following compared to :
 * Duration increased to 10 seconds.
 * Scanner now follows the caster.
 * Cast range removed.


 * Grants Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 3 charges that refill upon visiting the shop.
 * Charges reduced to 3 from 4.
 * Ward duration reduced to 150 seconds from 180.
 * No longer grants Ward Refresh or Ghost Ward.
 * No longer grants Ward Refresh or Ghost Ward.


 * Combine cost increased to from.
 * Total cost increased to from.
 * Health increased to 500 from 400.
 * Grants Item active cooldowns are reduced by 10%.
 * Grants Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges that refill upon visiting the shop.
 * Ward duration reduced to 150 seconds from 180.
 * No longer grants Ward Refresh or Ghost Ward.
 * No longer grants Ward Refresh or Ghost Ward.


 * Cost reduced to from.
 * Now grants 2 gold generation.
 * Now grants 2 gold generation.


 * Now grants 2 gold generation.
 * Now grants 2 gold generation.
 * Now grants 2 gold generation.


 * Health reduced to 450 from 500.
 * Now grants 2 gold generation.
 * Health ratio on heal removed.
 * Shield detonation damage removed.
 * Shield detonation now slows surrounding enemies by 40% for 2 seconds.
 * Shield detonation now slows surrounding enemies by 40% for 2 seconds.


 * added
 * Grants +500 health and +100% base health regeneration.
 * Grants Melee autoattacks execute minions below 400  health. Killing a minion by any means heals you and the nearest allied champion for 50 health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds. Max 4 charges.
 * Grants Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges that refill upon visiting the shop.
 * Limited to 1 Gold Income item.
 * Limited to 3 Stealth Wards on the map at a time.
 * Limited to 1 Gold Income item.
 * Limited to 3 Stealth Wards on the map at a time.


 * Cost reduced to from.
 * Gold generation removed.
 * Movement speed removed.
 * Favor gold increased to 4 from 3.
 * Favor gold increased to 4 from 3.


 * Gold generation removed.
 * Movement speed removed.
 * Favor gold increased to 6 from 4.
 * Movement speed removed.
 * Favor gold increased to 6 from 4.


 * Combine cost reduced to from.
 * Total cost increased to from.
 * Gold generation removed.
 * Movement speed removed.
 * Favor gold increased to 6 from 4.
 * Active cooldown increased to 60 seconds from 40.
 * Active cooldown increased to 60 seconds from 40.


 * added
 * Grants +200 health, +2 gold generationm +150% base health regeneration and +150% base mana regeneration.
 * Grants Grants  and restores 10 health each time a nearby enemy minion dies that you didn't kill (1400 range).
 * Grants Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges that refill upon visiting the shop.
 * Limited to 1 Gold Income item.
 * Limited to 3 Stealth Wards on the map at a time.
 * Limited to 1 Gold Income item.
 * Limited to 3 Stealth Wards on the map at a time.


 * Cost reduced to from.
 * Tribute gold increased to 8 from 5.
 * Cooldown changed to "3 times every 30 seconds" from "1 charge every 10 seconds, up to 3".
 * Cooldown changed to "3 times every 30 seconds" from "1 charge every 10 seconds, up to 3".


 * Mana regeneration increased to 100% from 50%.
 * Tribute gold increased to 15 from 10.
 * Cooldown changed to "3 times every 30 seconds" from "1 charge every 10 seconds, up to 3".
 * Tribute gold increased to 15 from 10.
 * Cooldown changed to "3 times every 30 seconds" from "1 charge every 10 seconds, up to 3".


 * Mana regeneration increased to 150% from 50%.
 * Tribute gold increased to 15 from 10.
 * Cooldown changed to "3 times every 30 seconds" from "1 charge every 10 seconds, up to 3".
 * Previous active removed.
 * Now grants Summons 2 icy ghosts for 6 seconds that seek out nearby enemy champions. Ghosts reveal enemies on contact and reduce their movement speed by 40% for 4 seconds. 60 second cooldown.
 * Now grants Summons 2 icy ghosts for 6 seconds that seek out nearby enemy champions. Ghosts reveal enemies on contact and reduce their movement speed by 40% for 4 seconds. 60 second cooldown.


 * added
 * Grants +200 health, +25 ability power, +2 gold generation and +150% base mana regeneration.
 * Grants Your next damaging ability or autoattack against a champion or structure will deal 15 additional damage and grant . This can occur up to 3 times every 30 seconds.
 * Grants Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges that refill upon visiting the shop.
 * Limited to 1 Gold Income item.
 * Limited to 3 Stealth Wards on the map at a time.
 * Limited to 1 Gold Income item.
 * Limited to 3 Stealth Wards on the map at a time.

Jungle Items

 * - REWORKED!
 * Cost reduced to from.
 * Grants +8% life steal versus monsters.
 * Grants Basic attacks versus monsters deal 20 bonus damage. Killing large monsters grants 15 bonus experience. Damage type matches the triggering attack and will benefit from life steal.


 * - NEW!
 * Costs.
 * Grants +150% Mana Regeneration while in the Jungle
 * Grants Damaging a monster applies, which deals 20 magic damage over 5 seconds while restoring as much as health. Killing large monsters grants 15 bonus experience.


 * - REWORKED!
 * Grants +10% life steal versus monsters and +150% mana regeneration while in the Jungle.
 * Grants Basic attacks versus monsters deal 20 bonus damage and damaging a monster through any means applies, which deals 30 magic damage over 5 seconds while restoring as much as health. Killing large monsters grants 30 bonus experience.
 * Grants.
 * Limited to 1 Jungle item.
 * Limited to 1 Jungle item.


 * - NEW!
 * Grants +10% life steal versus monsters and +150% mana regeneration while in the Jungle.
 * Grants Basic attacks versus monsters deal 20 bonus damage and damaging a monster through any means applies, which deals 30 magic damage over 5 seconds while restoring as much as health. Killing large monsters grants 30 bonus experience.
 * Grants Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 2 charges that refill upon visiting the shop. The Warding passives from other items take priority over this one.
 * Limited to 1 Jungle item.
 * Limited to 3 Stealth Wards on the map at a time.
 * Limited to 1 Jungle item.
 * Limited to 3 Stealth Wards on the map at a time.


 * - REWORKED!
 * Grants +10% life steal versus monsters and +150% mana regeneration while in the Jungle.
 * Grants Basic attacks versus monsters deal 20 bonus damage and damaging a monster through any means applies, which deals 30 magic damage over 5 seconds while restoring as much as health. Killing large monsters grants 30 bonus experience.
 * Grants.
 * Limited to 1 Jungle item.
 * Limited to 1 Jungle item.


 * Total cost changed to from.
 * Total cost changed to from.


 * Total cost changed to from.
 * Total cost changed to from.


 * Tier-2 + +  +  =  (from )
 * Ability power reduced to 40 from 50.
 * Mana increased to 250 from 200.
 * Mana increased to 250 from 200.


 * Tier-2 + +  =  (from )
 * Attack damage increased to 65 from 45.
 * Armor penetration removed.
 * Armor penetration removed.

Masteries

 * Overview
 * Three new mastery trees: Ferocity, Cunning and Resolve.
 * Each tree has 6 tiers of masteries, with each tier consisting of 2 masteries (except tier-6 that has 3).
 * The tiers alternate between 5-rank effects and 1-rank effects and you can only invest 5 points in 5-rank tiers and 1 point in 1-rank tiers.
 * 1-rank tiers are now completely mutually exclusive.
 * 5-rank tiers have 5 points to allocate, allowing for 5 - 0, 4 - 1 and 3 - 2 splits between the two options.
 * You must fully invest in the previous tier to progress to the next tier.
 * By default, selecting a mastery will invest the maximum number of points - selecting the alternative mastery will then reduce points from the previous selection. You can right-click to deduct points.
 * The new standard mastery splits are 18-12-0, 18-6-6 or 12-12-6, compared to the 21-9-0 of previous seasons - but you can still choose any amounts you like.
 * The tier 2, 4 and 6 masteries are called Keystone Masteries.
 * Your selected tier-6 Keystone Mastery is displayed next to your summoner spells on the scoreboard and the loading screen.

Visual= Expanded=

Ferocity Tree

 * Tier 1
 * Grants % bonus attack speed.
 * Increased ability damage by %.
 * Tier 2
 * Melee champions deal an additional 3% damage while taking an additional %. Ranged champions deal and take an additional 2% damage.
 * Killing a unit restores 20 health. 20 second cooldown.
 * Tier 3
 * Grants % life steal and  % spell vamp.
 * Grants attack damage and  ability power per level, for a total of  attack damage and  ability power at level 18.
 * Tier 4
 * Killing an enemy champion permanently increases your damage by 1%. You can only claim this once per enemy champion.
 * You deal % increased damage to targets with impaired or inhibited movement.
 * Tier 5
 * Grants % armor penetration.
 * Grants % magic penetration.
 * Tier 6
 * (Keystone)
 * Critical strikes heal for 15% of the damage dealt and grant 20% bonus attack speed for 4 seconds. 2 second cooldown.
 * (Keystone)
 * Your basic attacks and spells grant you a stack of Fervor for 5 seconds, stacking up to 10 times. Each stack adds 1-8 bonus physical damage to your attacks versus champions (based on level).
 * (Keystone)
 * Your damaging abilities cause enemy champions to take 5 bonus magic damage over 3 seconds. AOEs and DOTs deal   bonus magic damage over  seconds, instead.
 * Grants % armor penetration.
 * Grants % magic penetration.
 * Tier 6
 * (Keystone)
 * Critical strikes heal for 15% of the damage dealt and grant 20% bonus attack speed for 4 seconds. 2 second cooldown.
 * (Keystone)
 * Your basic attacks and spells grant you a stack of Fervor for 5 seconds, stacking up to 10 times. Each stack adds 1-8 bonus physical damage to your attacks versus champions (based on level).
 * (Keystone)
 * Your damaging abilities cause enemy champions to take 5 bonus magic damage over 3 seconds. AOEs and DOTs deal   bonus magic damage over  seconds, instead.
 * Your damaging abilities cause enemy champions to take 5 bonus magic damage over 3 seconds. AOEs and DOTs deal   bonus magic damage over  seconds, instead.

Cunning Tree

 * Tier 1
 * Grants % bonus Movement Speed while out of combat.
 * Basic attacks and single target spells deal bonus damage to minions and monsters.
 * Tier 2
 * Buffs granted by jungle monsters last 15% longer, including Epic Monsters but excluding River Shrines.
 * Your potions, flasks and elixirs last 10% longer. Additionally, your are converted into  that instantly restores an additional 20 Health and 10 Mana when consumed. Consuming charges from refillable potions will also trigger this effect.
 * Tier 3
 * Deals % increase damage to champions below.
 * Once every 5 seconds you regenerate.
 * Tier 4
 * Gain each time a nearby minion is killed by an allied champion and  each time you hit an enemy champion with an attack or deal ability damage (5 second per target cooldown).
 * Champion kills and assists restore and.
 * Tier 5
 * Grants + (level) armor and magic penetration.
 * Grants % cooldown reduction as well as increasing the cap on cooldown reduction by the same amount.
 * Tier 6
 * (Keystone)
 * Dealing within 2 seconds grants you 35% bonus movement speed for 3 seconds. 10 second cooldown.
 * (Keystone)
 * Your 3rd attack or spell on an enemy champion shocks the area around them, dealing (10level) Magic damage to enemies in the area (30 second cooldown).
 * (Keystone)
 * Your heals and shields are 10% stronger. Additionally, your shields and heals on other targets increase your target's armor and magic resistance by 15% for 3 seconds.
 * Grants + (level) armor and magic penetration.
 * Grants % cooldown reduction as well as increasing the cap on cooldown reduction by the same amount.
 * Tier 6
 * (Keystone)
 * Dealing within 2 seconds grants you 35% bonus movement speed for 3 seconds. 10 second cooldown.
 * (Keystone)
 * Your 3rd attack or spell on an enemy champion shocks the area around them, dealing (10level) Magic damage to enemies in the area (30 second cooldown).
 * (Keystone)
 * Your heals and shields are 10% stronger. Additionally, your shields and heals on other targets increase your target's armor and magic resistance by 15% for 3 seconds.
 * Your heals and shields are 10% stronger. Additionally, your shields and heals on other targets increase your target's armor and magic resistance by 15% for 3 seconds.

Resolve Tree

 * Tier 1
 * Grants hp/5.
 * Increases bonus armor and bonus magic resistance by %.
 * Tier 2
 * Grants 12 movement speed in Brush and River.
 * Reduced damage from Champion and Monster basic attacks by 2.
 * Tier 3
 * Incoming health restoring effects and shields are increased by %.
 * Increases maximum health by %.
 * Tier 4
 * Reduces the cooldown of your summoner spells by 15%.
 * Grants +50% base health regeneration. This is increased to +200% base health regeneration while below.
 * Tier 5
 * Grants % Tenacity and Slow Resist.
 * Grants armor and magic resistance for each nearby enemy champion.
 * Tier 6
 * (Keystone)
 * If you have been in combat for at least 4 seconds, your next basic attack against a champion deals bonus magic damage equal to (halved for ranged attacks) and restores as much health. This cannot happen again for 4 seconds.
 * (Keystone)
 * Killing a siege minion and large monsters permanently grants bonus health: 20 for siege minions and 10 for large monsters. This bonus is capped at 300, after which you will 100 health whenever a nearby siege minion dies.
 * (Keystone)
 * Grants 4% damage reduction, which is doubled while near an allied champion. While above 15% of your maximum health, 8% of damage dealt to your nearest allied champion is redirected to you.
 * Grants % Tenacity and Slow Resist.
 * Grants armor and magic resistance for each nearby enemy champion.
 * Tier 6
 * (Keystone)
 * If you have been in combat for at least 4 seconds, your next basic attack against a champion deals bonus magic damage equal to (halved for ranged attacks) and restores as much health. This cannot happen again for 4 seconds.
 * (Keystone)
 * Killing a siege minion and large monsters permanently grants bonus health: 20 for siege minions and 10 for large monsters. This bonus is capped at 300, after which you will 100 health whenever a nearby siege minion dies.
 * (Keystone)
 * Grants 4% damage reduction, which is doubled while near an allied champion. While above 15% of your maximum health, 8% of damage dealt to your nearest allied champion is redirected to you.
 * Grants 4% damage reduction, which is doubled while near an allied champion. While above 15% of your maximum health, 8% of damage dealt to your nearest allied champion is redirected to you.