- For the Teamfight Tactics patch, see V9.23 (Teamfight Tactics).
New Cosmetics[]
The following Champion skins have been added to the store:
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:
The following Emotes have been added to the store:
League of Legends V9.23[]
Game modes[]
- Twisted Treeline removal[1]
- 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 the exclusive That's Twisted emote.
- 100+ games: Exclusive icon, the exclusive That's Twisted emote and a limited time icon.
- Removed items: , , , , , , , , , , , , , .
- Removed monsters: Golem camp, Wolf camp, Wraith camp. ,
Client[]
- Essence Emporium
- Essence Emporium returns from from November 25 to December 10, 2019.
- Item Set Editor
- Items from Nexus Siege, Odyssey: Extraction, Nexus Blitz, Poro King, and Dominion have been removed from the item set editor.
- RP
- New icon for .
Champions[]
-
- Loading screen border is now uniquely colored per True Damage skin.
- Bug Fix: Attack no longer hits through when it critically strikes.
- Bug Fix: Now properly gains a stack of from the basic attack issued automatically after dashing to a target with Lunar Rush.
-
- Loading screen border is now uniquely colored per True Damage skin.
- The shaved part of his hair has been extended to cover more of his forehead.
- Bug Fix: Tooltip no longer displays zeros for every number.
- Bug Fix: If the attack is canceled due to losing vision of his target, he's no longer locked out of casting until the empowered attack window ends.
- Bug Fix: Empowered attack window no longer lasts indefinitely if the first basic attack that would proc it is canceled.
- Gathering Swarm stacks renamed to Zz'Rot Swarm.
- Bug Fix: If she stuns an enemy with it and that enemy is then stunned by another effect during Heroic Charge's stun, the second stun is no longer removed when Heroic Charge's stun expires.
-
- Loading screen border is now uniquely colored per True Damage skin.
- Removed: No longer changes the item-line to grant adaptive force instead of ability power.
- ARAM Only: Stacks per collection of Mist reduced to 1 from 2.
-
- Loading screen border is now uniquely colored per True Damage skin.
- Bug Fix: Dragon Form attack now properly grants multiple stacks of .
-
- Loading screen border is now uniquely colored per True Damage skin.
Game[]
- Camera
- Bug Fix: The camera no longer becomes locked if, while dead, you use the minimap to move the camera around, then after respawning press the spacebar to center it on yourself.
- Mute icon
- Bug Fix: The mute icon has been fixed.
- 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.
- Experience
- Minion solo experience multiplier increased to 0.93 from 0.92.
- Minion shared experience multiplier reduced to 1.16 from 1.2.
- Caster minion
- Solo XP increased to 29.76 from 29.44.
- Shared XP reduced to 37.12 from 38.4.
- Melee minion
- Base XP increased to 65 from 64.
- Solo XP increased to 60.45 from 58.88.
- Shared XP reduced to 75.4 from 76.8.
- Siege minion
- Solo XP increased to 93 from 92.
- Shared XP reduced to 116 from 120.
- Super minion
- Solo XP increased to 93 from 92.
- Shared XP reduced to 116 from 120.
Note: The changed modifiers also apply to experience granted by wards and the .
Items[]
- - Removed
- Removed from the game.
- Unique passive is now named Spell Shield.
- New spell shield VFX.
- - New item
- Cost: 400, upgrades from .
- Stats: 35 attack damage, 150 health, 3 per 10 seconds.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
- Unique Passive: Receives diminishing gold from excessive minion kills.
- Limitations: Limited to 1 Jungle or Gold Income item.
- - Removed
- Removed from the game.
- - New item
- Cost: 400, upgrades from .
- Stats: 300 health, 40 ability power, 3 per 10 seconds.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
- Unique Passive: Receives diminishing gold from excessive minion kills.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Critical strike chance increased to 25% from 20%.
- Bonus health regeneration increased to 0 − 40 (based on current missing health) from 0 − 30 (based on current missing health).
- Regeneration duration reduced to 8 seconds from 10.
- New Effect: Regeneration is now 66% effective for ranged champions or when triggered by AoE, DoT, or proc effects.
- Attack damage increased to 60 from 55.
- Removed Unique Passive - Blackout: When spotted by an enemy ward or traps, gain Blackout over a 400-unit radius for 8 seconds (90 second cooldown). You disable surrounding wards, as well as exposing stealthed wards and traps. The effects linger for 2 seconds after you walk away. Melee basic attacks instantly kill wards or traps revealed by Blackout. Blackout does not extend over terrain.
- Total cost reduced to 2900 from 3000.
- Attack damage reduced to 50 from 55.
- Lethality reduced to 10 from 18.
- Health increased to 325 from 250.
- Removed Unique Active - Night's Veil: Channels for 1 second to gain a spell shield 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.
- New Unique Passive - Spell Shield: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.
- New spell shield VFX.
- - Rework
- New item icon.
- New Effects:
- Cost: 400, upgrades from .
- Stats: 15 ability power, 70 health, 3 per 10 seconds.
- Unique Passive - Tribute: 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 15. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , increasing the Warding active to instead have 4 wards in stock.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Old Effects:
- Recipe: + + 325 = 850.
- Stats: 20 ability power, 50% base mana regeneration, 10% cooldown reduction, 2 per 10 seconds.
- Unique Passive - Tribute: 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 18 bonus magic damage, and if an allied champion is nearby, also grants 22. Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
- Unique Passive - Quest: Earn 500 using this item. Reward: Permanently upgrades to and to , giving them the Warding active with respectively 3 and 4 wards in stock.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Builds Into: .
- Removed: .
- - New item
- Cost: 400, upgrades from .
- Stats: 10 attack damage, 60 health, 3 per 10 seconds.
- Unique Passive - Tribute: 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 15. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , increasing the Warding active to instead have 4 wards in stock.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Removed: Killing large or epic monsters no longer grants 50 bonus experience for each level the monster is higher than you. Epic monsters still innately have catch-up experience.
- First camp bonus experience increased to 165 from 120.
- Removed: Killing large or epic monsters no longer grants 50 bonus experience for each level the monster is higher than you. Epic monsters still innately have catch-up experience.
- First camp bonus experience increased to 165 from 120.
- Total cost increased to 700 from 600.
- Energized stacks per attack reduced to 6 from 12.
- Energized stacks per movement increased to (1 for every 25 units) from (1 for every 30 units).
- New Effect: Energized effects now always work on turrets.
- New Effect: Damage from other Energized effects now stacks.
- Energized damage increased to 80 from 60.
- Unique Energized bonus magic damage is now named Jolt.
- Unique Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100.
- Unique Passive - Jolt: When fully Energized, your next basic attack deals 80 bonus magic damage on-hit.
- Previous Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack deals 50 bonus magic damage on-hit.
- - Removed
- Removed from the game.
- Removed: .
- - Removed
- Removed from the game.
- - New item
- Cost: 400, upgrades from .
- Stats: 300 health, 24 attack damage, 3 per 10 seconds.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
- Unique Passive: Receives diminishing gold from excessive minion kills.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Combine cost reduced to 500 from 800.
- Energized stacks per attack reduced to 6 from 12.
- Energized stacks per movement increased to (1 for every 25 units) from (1 for every 30 units).
- New Effect: Energized effects now always work on turrets.
- Energized damage changed to 120 at all levels from 60 − 140 (based on level).
- Removed: Energized attacks no longer charge 25% faster and function on structures.
- New Effect: Damage from other Energized effects now stacks.
- Unique Energized bonus magic damage and bonus attack range is now named Sharpshooter.
- Unique Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100.
- Unique Passive - Sharpshooter: When fully Energized, your next basic attack deals 120 bonus magic damage on-hit. Energized attacks gain 35% bonus range (+150 range maximum).
- Previous Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack deals 60 − 140 (based on level) bonus magic damage on-hit.
- Previous Passive: Energized attacks gain 35% bonus range (+150 range maximum), charge 25% faster, and function on structures.
- - Removed
- Removed from the game.
- - Rework
- New item icon.
- New Effects:
- Cost: 400.
- Stats: 30 health, 5 ability power, 2 per 10 seconds.
- Unique Passive - Spoils of War: Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. Melee basic attacks execute minions below 50% of their maximum health and ranged basic attacks below 30% of their maximum health. Killing a minion by any means with a charge grants you and the nearest allied champion kill gold. These effects require an allied champion to be nearby. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , gaining the Warding active with 3 wards in stock.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Old Effects:
- Cost: 400.
- Stats: 50 health, 1 per 10 seconds.
- Unique Passive - Spoils of War: Grants a charge every 40 seconds, up to 2 charges. Melee basic attacks can consume one charge to execute minions below 200 − 285 (based on level) (+ 100% AD) health. Killing a minion by any means with a charge heals you and the nearest allied champion for 5 − 30 (based on missing health) health and grants them kill gold. Healing is halved if the owner is ranged. These effects require an allied champion to be nearby.
- Unique Passive - Quest: Earn 500 using this item and upgrade to . Reward: Permanently upgrades to and to , giving them the Warding active with respectively 3 and 4 wards in stock.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Builds Into: .
- - Removed
- Removed from the game.
- Removed: .
- - Removed
- Removed from the game.
- Removed: .
- - Removed
- Removed from the game.
- Removed: .
- - New item
- Cost: 400, upgrades from .
- Stats: 100 health, 6 attack damage, 3 per 10 seconds.
- Unique Passive - Spoils of War: Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions below 50% of their maximum health. Killing a minion by any means with a charge grants you and the nearest allied champion kill gold. These effects require an allied champion to be nearby. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , increasing the Warding active to instead have 4 wards in stock.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
- Limitations: Limited to 1 Jungle or Gold Income item.
- - New item
- Recipe: + + 1000 = 3000.
- Stats: 50 attack damage, 15% steal.
- Unique Passive: 10 lethality.
- Unique Passive - Blood Pursuit: While near one or fewer visible enemy champions gain 8 lethality and 40% − 100% (based on level) bonus attack speed, decaying over 3 seconds if other enemy champions get too close.
- Removed Unique Passive - Headhunter: After killing any enemy, your next damaging spell will deal 40 bonus physical damage to all enemies it hits (30 second cooldown).
- - New item
- Cost: 400, upgrades from .
- Stats: 60 ability power, 150 health, 3 per 10 seconds.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
- Unique Passive: Receives diminishing gold from excessive minion kills.
- Limitations: Limited to 1 Jungle or Gold Income item.
- New Recipe: + + 600 = 2050.
- Health increased to 300 from 200.
- New Unique Passive: +10% heal and shield power.
- Base health regeneration increased to 100% from 0%.
- Ability power reduced to 0 from 40.
- Cooldown reduction is no longer Unique.
- Removed Unique Passive: +5% movement speed.
- Active range increased to 1000 from 700.
- Removed: Killing large or epic monsters no longer grants 50 bonus experience for each level the monster is higher than you. Epic monsters still innately have catch-up experience.
- First camp bonus experience increased to 165 from 120.
- Removed from Summoner's Rift. Still available on the Howling Abyss.
- - New item
- Cost: 400.
- Stats: 5 attack damage, 10 health, 2 per 10 seconds.
- Unique Passive - Tribute: 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 15. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , gaining the Warding active with 3 wards in stock.
- Limitations: Limited to 1 Jungle or Gold Income item.
- - Rework
- New item icon.
- New Effects:
- Cost: 400.
- Stats: 8 ability power, 10 health, 2 per 10 seconds.
- Unique Passive - Tribute: 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 15. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , gaining the Warding active with 3 wards in stock.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Old Effects:
- Cost: 400.
- Stats: 10 ability power, 25% base mana regeneration, 2 per 10 seconds.
- Unique Passive - Tribute: 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 13 bonus magic damage, and if an allied champion is nearby, also grants 11. Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
- Unique Passive - Quest: Earn 500 using this item and upgrade to . Reward: Permanently upgrades to and to , giving them the Warding active with respectively 3 and 4 wards in stock.
- Limitations: Limited to 1 Jungle or Gold Income item.
- Builds Into: .
- Removed: Killing large or epic monsters no longer grants 50 bonus experience for each level the monster is higher than you. Epic monsters still innately have catch-up experience.
- First camp bonus experience increased to 165 from 120.
- Combine cost reduced to 500 from 800.
- Energized stacks per attack reduced to 6 from 12.
- Energized stacks per movement increased to (1 for every 25 units) from (1 for every 30 units).
- New Effect: Energized effects now always work on turrets.
- Energized damage changed to 120 at all levels from 60 − 140 (based on level).
- New Effect: Damage from other Energized effects now stacks.
- Removed: 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 Electroshock.
- Unique Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100.
- Unique Passive - Electroshock: When fully Energized, your next basic attack deals 120 bonus magic damage on-hit. Energized attacks bounce to 7 targets.
- Previous Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack deals 60 − 140 (based on level) bonus magic damage on-hit.
- Previous Passive: Energized attacks bounce to 5 targets and are affected by critical strike modifiers.
- - New item
- Cost: 400.
- Stats: 30 health, 3 attack damage, 2 per 10 seconds.
- Unique Passive - Spoils of War: Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. Melee basic attacks execute minions below 50% of their maximum health and ranged basic attacks below 30% of their maximum health. Killing a minion by any means with a charge grants you and the nearest allied champion kill gold. These effects require an allied champion to be nearby. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , gaining the Warding active with 3 wards in stock.
- Limitations: Limited to 1 Jungle or Gold Income item.
- New Recipe: + + + 400 = 3200.
- Energized stacks per attack reduced to 6 from 12.
- Energized stacks per movement increased to (1 for every 25 units) from (1 for every 30 units).
- New Effect: Energized effects now always work on turrets.
- Attack damage reduced to 55 from 60.
- Critical strike chance increased to 25% from 0%.
- Attack speed reduced to 15% from 30%.
- Energized damage increased to 120 from 50.
- Removed: No longer increases Energized effects by 35%.
- New Effect: Damage from other Energized effects now stacks.
- Slow strength increased to 75% from 40%.
- Slow duration reduced to 0.5 seconds from 1.5.
- Removed: Slow no longer decays over the duration.
- Unique Energized bonus magic damage and slow is now named Paralyze.
- Unique Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100.
- Unique Passive - Paralyze: When fully Energized, your next basic attack deals 120 bonus magic damage on-hit. Energized effects slow by 75% for 0.5 seconds.
- Previous Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack deals 50 bonus magic damage on-hit.
- Previous Passive: Energized effects have all of their respective effects increased by 35% and also slow for 40% decaying over 1.5 seconds.
- - Removed
- Removed from the game.
- Removed: .
- - New item
- Cost: 400, upgrades from .
- Stats: 100 health, 10 ability power, 3 per 10 seconds.
- Unique Passive - Spoils of War: Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions below 50% of their maximum health. Killing a minion by any means with a charge grants you and the nearest allied champion kill gold. These effects require an allied champion to be nearby. Receive diminishing gold from excessive minion kills.
- Quest: Earn 500 using this item to upgrade to , increasing the Warding active to instead have 4 wards in stock.
- Unique Active - Warding: Consumes a charge to place a Stealth Ward at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
- Limitations: Limited to 1 Jungle or Gold Income item.
- - New item
- Recipe: + + + 600 = 2400.
- Stats: 50 attack damage, 10% cooldown reduction.
- Unique Passive: 12 lethality.
- Unique Passive - Blackout: When spotted by an enemy ward or traps, gain Blackout over a 400-unit radius for 8 seconds (45 second cooldown). You disable surrounding wards, as well as exposing stealthed wards and traps. 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.
- New Effect: Active now also grants ghosting.
- New Recipe: + + 300 = 1400.
- Critical strike chance increased to 25% from 15%.
- Attack speed reduced to 12% from 15%.
- - Removed
- Removed from the game.
- 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": Farming more than 20 CS per 5 minutes (3 out of 10 waves) reduces gold from minions by 50%. The penalty increases with further CS to a max of 80% reduction at 50 minions. Once the penalty kicks in, your CS gold is reduced to (70 - CS within 5 minutes)%.
- 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.
- Bug Fix: Spoils of War can now properly be triggered even if the only nearby ally is untargetable or in stasis.
Runes[]
- Bonus armor reduced to 35 from 70.
- Armor ratio increased to 80% bonus armor from 50%.
- Bonus magic resistance reduced to 35 from 70.
- Magic resistance ratio increased to 80% bonus magic resistance from 50%.
- Shockwave base damage increased to 25 − 120 (based on level) from 10 − 120 (based on level).
- Shockwave damage health ratio changed to 8% of bonus health from 4% of maximum health.
- Cooldown reduced to 20 seconds from 35.
- Bug Fix: Resistances no longer last for slightly longer than intended.
- Removed: 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 (1.2 − 3 (based on level) bonus AD or 2 − 5 (based on level) AP) from (1.2 − 3.6 (based on level) bonus AD or 2 − 6 (based on level) AP).
- Total stats gained increased to (12 − 30 (based on level) bonus AD or 20 − 50 (based on level) AP) from 6 − 18 (based on level) bonus AD or 10 − 30 (based on level) AP).
- New Effect: Melee champion basic attack stack increased to 2 from 1.
- Ranged champion stack duration increased to 8 seconds from 2.
- AD per Eyeball collected reduced to 0.6 from 1.2.
- AP per Eyeball collected reduced to 1 from 2.
- Maximum Eyeballs increased to 20 from 10.
- Kills grant 2 Eyeballs and assists grant 1, instead of takedown giving 1.
- Energized stacks per attack reduced to 6 from 12.
- Energized stacks per movement increased to (1 for every 25 units) from (1 for every 30 units).
- New Effect: Energized effects now always work on turrets.
- - Removed
- Removed from the game.
- - New rune
- Replaces .
- Inspiration Keystone rune.
- Periodically gain a single use of another random keystone. Once a keystone is rolled, it can't be rolled again until only three options are left, at which point the table resets (you won't get the keystone you just used, though).
- Gain a new keystone 8 − 4 (based on level) seconds after using the last. (Increased to 12 − 8 (based on level) seconds for ranged champions).
- Gain a new keystone while out of combat after 40 seconds of not using a keystone.
- Your current keystone shows up to the right of your health bar. All ten players can see it.
- souls persist after you get a different keystone and affect all your other keystones. health persists after you get a different keystone, too.
- Available Keystones: , , , , , , , , , , , , , and .
- is only available to champions who have already purchased boots. souls amplify the effects of all keystones. is only available to champions who have learned a basic spell that can trigger it.
- Does not re-roll if in-combat.
- Keystones cycle pseudo randomly - you cannot repeat a keystone for 5 rolls after it has been used.
- 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 15% − 35% (based on summoner spell cooldown) from 100 flat movement speed. Higher cooldown summoner spells grant more movement speed.
- Removed: No longer has a 1.5-second delay.
- Removed: The bonus movement speed no longer decays over the last 1 second.
- Removed: No longer has a 60-second cooldown, affected by cooldown reduction.
- Removed: No longer refunds 10% of your ultimate's maximum cooldown on takedown.
- New Effect: Now also restores 20% of your maximum energy on takedown.
- New Effect: Now grants 100 maximum mana or 10 maximum energy on takedown, stacking up to 5 times.
Monsters[]
- Elemental Drakes
- New Spawning Rules:
- First Drake: At 5:00 into the game, an elemental drake ( ) of a random type spawns in the dragon camp.
- Second Drake: If it is slain, an elemental drake of another type spawns after 5 minutes.
- Rift Changes: 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.
- Rift Drake: 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.
- Elder Dragon: Once a team has killed their fourth drake:
- The remaining elemental buffs will be 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 .
- Old Spawning Rules:
- 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:
- New Health: 2650 (+ 240 per level, minimum level 6) before the Rift transforms; 4350 (+ 240 per level, minimum level 6) for the third drake onward.
- Old Health: 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
- If your team had vision of a small camp when it was killed, you'll see a respawn icon on the minimap 15 seconds before respawn.
- Buff camp respawn icon change from gray to yellow 15 seconds before respawn, instead of 20 seconds.
- Respawn time reduced to 2:00 from 2:30.
- Experience reduced to 15 − 18.75 (based on monster's level) from 35 − 43.75 (based on monster's level)
- Respawn time reduced to 2:00 from 2:30.
- Respawn time reduced to 2:00 from 2:30.
- Base health increased to 2100 from 1800.
- Gold increased to 105 from 86.
- Experience increased to 135 − 168.75 (based on monster's level) from 115 − 143.75 (based on monster's level).
- Respawn time reduced to 2:00 from 2:30.
- Spawn time reduced to 8:00 from 10:00.
- New Effect: Can now respawn after 6 minutes.
- Health changed to 8250 − 16500 (based on level) from 10000 − 16000 (based on level).
- Base attack speed reduced to 0.4 from 0.5.
- 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 3180 − 6360 (based on level) from 4000 − 6400 (based on level).
- Headbutt turret damage changed to 1500 − 2250 (based on level) from (40% of Herald's current health or 1500, whichever is greater).
- Headbutt self damage increased to 66% of Herald's curent health from 25%.
Neutral buffs[]
- New buff icon and VFX.
- New Effects:
- Damaging enemies causes them to burn for 90 − 270 (based on minutes) true damage over 3 seconds. Damaging an enemy champion below 20% of their maximum health blasts them with Elder Immolation after 0.5 seconds, dealing 100% of their maximum health as true damage. Elder Immolation has no cooldown. Lasts 180 seconds and is lost on death.
- Elder Immolation can't execute enemies through invulnerability effects like or undying effects like .
- Old Effects:
- Aspect of the Dragon: Damage to non-turret units burns them for 45 + (45 per stack) bonus true damage over 3 seconds and reveals them for the duration. Also increases the strength of all buffs by 50%. Lasts for 150 seconds.
- Empowered Aspect of the Dragon: Dealing damage to non-turrets burn the target for 135 + (90 per stack) bonus true damage 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 Effects:
- Cloudbringer's Grace: + 10 / 20 / 30 / 40% (based on stacks) ultimate cooldown reduction, ignoring the CDR cap.
- Infernal Might: + 5 / 10 / 15 / 20% (based on stacks) attack damage and ability power.
- Mountainous Vigor: + 8 / 16 / 24 / 32% (based on stacks) armor and magic resistance.
- Oceanic Will: Restores 5 / 10 / 15 / 20% (based on stacks) of missing health every 5 seconds.
- Old Effects:
- 3 / 4.5 / 6% (based on stacks) bonus movement speed, tripled to 9 / 13.5 / 18% (based on stacks) while out-of-combat. : +
- 10 / 17 / 24% (based on stacks) attack damage and ability power. : +
- 16 / 23 / 30% (based on stacks) bonus true damage to epic monsters and turrets. : +
- 6 / 9 / 12% (based on stacks) of missing health and missing mana every 5 seconds when you haven't taken damage from champions or turrets within the last 8 seconds. : Restores
- - New neutral buff
- 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: Grants 10% bonus movement speed, increased to 40% bonus movement speed for 3 seconds after casting your ultimate (30 second cooldown).
- Infernal Dragon Soul: Damaging abilities and basic attacks create an explosion around the target, dealing 90 (+ 25% bonus AD) (+ 15% AP) (+ 3% bonus health) adaptive damage to the target and nearby enemies (3 second cooldown).
- Mountain Dragon Soul: After not taking champion damage for 5 seconds, gain a shield for 225 (+ 20% bonus AD) (+ 15% AP) (+ 15% bonus health).
- Ocean Dragon Soul: Dealing damage to enemies restores 180 (+ 40% bonus AD) (+ 25% AP) (+ 10% bonus health) health and 90 (+ 4% maximum mana) mana over 3 seconds. Damage to minions and monsters regenerates with 30% effectiveness.
- New buff VFX.
- Buff duration reduced to 180 seconds from 210.
Turrets[]
- Penetrating Bullets renamed to Ohmwrecker.
- Icon updated to Ohmwrecker's icon, instead of Skull Crusher's icon.
- Turret Plating resistances per stack increased to 0 − 130 (based on nearby enemy champions) from 0 − 100 (based on nearby enemy champions).
Bots[]
- Bots now use the new support items.
- Bots now use .
Hotfixes[]
November 20th Hotfix[]
- Bug Fix: Visual effects are no longer invisible to the enemy team.
- Bug Fix: Passive no longer infinitely triggers .
- Bug Fix: No longer infinitely triggers .
November 21st Hotfix[]
- Stats
- Base health increased to 500 from 491.
- Base mana increased to 375 from 360.
- Base mana regeneration increased to 8.5 from 8.092.
- Base damage increased to 20 / 45 / 70 / 95 / 120 from 15 / 40 / 65 / 90 / 115.
- Total cost increased to 3100 from 3000.
- Bonus attack speed reduced to 20% − 80% (based on level) from 40% − 100% (based on level).
- Cooldown for melee champions reduced to 7 − 3 (based on level) seconds from 8 − 4 (based on level).
- Cooldown for ranged champions reduced to 11 − 7 (based on level) seconds from 12 − 8 (based on level).
- Bug Fix: Elder Immolation now calculates execution threshold post-mitigation from pre-mitigation.
November 25th Hotfix[]
- Increased the ability's indicator width to match the actual hitbox for gameplay clarity.
- Elemental Drakes
- Health regeneration reduced to 3 / 6 / 9 / 12% (based on stacks) missing health from 5 / 10 / 15 / 20% (based on stacks).
- Turret
- Turret Plating