Dragon Form Heal75-214.71 (based on level) (+ 10% bonus AD) (+ 5% AP), increased by 0%, 100% (based on her missing health) for a maximum heal of 150-429.41 (based on level) (+ 20% bonus AD) (+ 10% AP)→ 60 - 100 + 4-8% missing health (based on level)
Subsequent Explosion Damage Against Same Target50%→ 40%
Slow20 / 25 / 30 / 35 / 40%→ 30%
Riot
With Shyvana having been out for a few patches, we've taken stock of where she's landed and identified two areas to address: broadening bruiser item viability and sharpening the distinction between AD and AP builds. On the bruiser side, we've reduced the emphasis on pure dps items like Kraken Slayer. Adjustments to her base stats, Q and W create more room for Sheen, ability haste, and health to meaningfully contribute to her kit. For build differentiation, AD Shyvana looks to engage in more sustained combat through auto attacks followed by big Q hits, using her W for sustain and sticking power and E for supplementary chase power. AP Shyvana, by contrast, centers damage around R and E, with W existing as a way to weave in and out of combat.
Cooldown RefreshApplies on attacks and abilities vs champions→ Applies on attacks vs everything
R - Lightning Crash
Burst AD ratio100%→ 60%
MS per stack1%→ 1.5%
Stack duration1.5→ 2.5
Riot
Zeri's changes have pushed her over time to become more of a bursty assassin than the fantasy that initially called to many of her players. By moving power from her burst and late-game DPS towards her mobility and early laning, these changes should allow Zeri to shine once again as the zappy, speedy legend she is (while still doing ADC damage!)
Briar has one of the steepest mastery curves in League. However, as time has gone on, more and more players have ended up at the high end of that curve and have been finding a lot of success. So we're looking to nerf a bit of her survivability, but keep her ability to kill a target.
Ambessa has carried the Medarda legacy a bit too well. Her brutality and fantasy has resonated with her mains, but we believe her ult has felt slightly fast to the point that players hit by it often don't have clarity on what happened. We're extending her cast time to open up clearer counterplay, and will be keeping a watchful eye on opportunities for follow-up work.
We want to bring back some playstyles that have been lost to the sands of time. First up on that list is AP Ezreal. Bring out your global snipes, there's a lot of good mages out there but none of them are this skillful!
Gragas top is most impacted by the removal of Phase Rush, and only time will tell whether Grasp or Comet comes out on top. As we wait to see how his laning shakes out, this change should let Gragas players better frontline for their teams, and have a bigger impact in the late-game where they struggle most.
NeuW[NEW] Passive When ready, now applies the passive effect to the entire attack as an On-Hit, rather than just the first On-Hit trigger
NeuW[NEW] Passive Damage Can now Critically Strike for 140% (+40% of Bonus Critical Strike Damage)
Patchnotes 3
W - Electrical Surge
Neu[NEW] Passive When ready, now applies the passive effect to the entire attack as an On-Hit, rather than just the first On-Hit trigger
Neu[NEW] Passive Damage Can now Critically Strike for 140% (+40% of Bonus Critical Strike Damage)
E - Lightning Rush
Neu[NEW] Attack Speed Buff Critical Strikes now extend the duration of Lightning Rush's Attack Speed buff by 1 second, up to the initial duration of 4s. This can happen any number of times.
Riot
Our second lost playstyle is AD Kennen. In this case, we're adding critical strike synergy to Kennen's W and E. While a more attack speed focused on-hit hybrid build may stand out as a more intuitive choice for an auto-attack focused Kennen, we actually think it would spill over too hard into his standard AP builds and want to avoid adjustments to his typical playstyle just to enable this one.
EGrey Health to HP conversion45 - 100% (Level 1 - 18)→ 60 - 100% (Level 1 - 18)
RMove Speed On Ally Devour40% for 3 seconds→ 60% for 3 seconds
Patchnotes 2
E - Thick Skin
Grey Health to HP conversion45 - 100% (Level 1 - 18)→ 60 - 100% (Level 1 - 18)
R - Devour
Move Speed On Ally Devour40% for 3 seconds→ 60% for 3 seconds
Riot
Last patch's adjustment last patch ended up a very slight nerf (less than .5%) for both top and support. So we're making some support-focused improvements to compensate.
Taliyah is in the same spot as Gragas (RIP Phase Rush), except she was also taken down a notch from the pro mid meta in her last nerf. We don't expect her to be able to utilize the changes as well as a lot of her competition, so we're walking back our last hit to her, while also making sure she doesn't approach sub-2:30 clears.
NeuE[NEW] Initial Damage Bonus AD Ratio 10% Bonus AD
NeuE[NEW] DoT Damage Bonus AD Ratio 30% Bonus AD over 4 seconds
Patchnotes 2
E - Toxic Shot
Neu[NEW] Initial Damage Bonus AD Ratio 10% Bonus AD
Neu[NEW] DoT Damage Bonus AD Ratio 30% Bonus AD over 4 seconds
Riot
Our third lost playstyle, On-hit-focused Teemo builds have slowly fallen out of vogue as he's been tuned around Malignance and Liandries. We are adding bonus AD ratios to Teemo's E to open up itemization options for auto-attack builds featuring hybrid items like rageblade and the reworked Statikk Shiv.
QBonus Damage on First 2 Attacks3 / 4 / 5 / 6 / 7 / 8% (+4% per 100 bonus AD) of the target's Max Health→ 3 / 4 / 5 / 6 / 7 / 8% (+3.5% per 100 bonus AD) of the target's Max Health
Bonus Damage on First 2 Attacks3 / 4 / 5 / 6 / 7 / 8% (+4% per 100 bonus AD) of the target's Max Health→ 3 / 4 / 5 / 6 / 7 / 8% (+3.5% per 100 bonus AD) of the target's Max Health
Awakened Bonus Damage on First 2 AttacksAn additional 2 - 4% (based on level) (+3% per 100 bonus AD) of the target's Max Health→ An additional 2 - 4% (based on level) (+1.5% per 100 bonus AD) (+1% per 1000 bonus HP of the target's Max Health)
Awakened Chain Lightning Damage Per Bounce1.5 - 3% (based on level) (+.8% per 100 AP)→ 1.5 - 3% (based on level) (+.6% per 100 AP)
W - Iron Mantle
Neu[NEW] Shield AD Ratio 50% bonus AD
Neu[NEW] Awakened Shield AD Ratio 100% bonus AD
Neu[NEW] Awakened Heal AD Ratio 50% bonus AD
E - Blazing Stampede
Neu[NEW] Move Speed AD Ratio 5% move speed per 100 bonus AD
Neu[NEW] Awakened Move Speed AD Ratio 10% move speed per 100 bonus AD
Riot
Currently, we feel that Udyr's AD Q builds are extremely one note, which makes sense when you look at their scaling. We want to broaden his AD Q bruiser builds by shifting some of his AD ratios out of his Q and into W and E so the stance swapper has more than one stance.
Our favorite wolf-boy Warwick has been struggling to find his place over game time. We are looking to soften the blow of his transition into the late game by bringing up some of his scaling.
Attack Speed Buff40 / 50 / 60 / 70 / 80% for 5 seconds→ 38 / 46 / 54 / 62 / 70% (+1% per 5% permanent AS) (+10% per 100 AP) for 5 seconds
Riot
Our fourth lost playstyle is centered around Xin Zhao, particularly attack speed and AP Xin Zhao. Over the years Xin has moved off of auto attack builds solidly into bruiser AD-caster builds buying items like Sundered Sky or Black Cleaver. We think more attack speed-centric Xin Zhao builds offered an enjoyable melee fighter experience, and we want to bring it back. Whether it's full AP builds revolving around drain tanking, heavy attack speed on-hit carry builds, or just some minor pivots into Stridebreaker, Titanic Hydra, and Triforce, we want to see a bit more build options.
Unique Passive - Slay On champion takedown, gain 1% Omnivamp permanently, stacking up to 6 times
Tier 3 Immortal Path - Bonus Unique Passive - Now and Forever While above half health, deal 5% increased damage. While below half health, receive +15% healing, shielding, and regeneration.
Hubris
Nerf
Base AD60→ 55
Passive AD per Stack+2→ +3
Bonus AD+15→ +12
Staff of Flowing Water
Unique Passive - RapidsHealing or Shielding other ally champions grants both you and them +45 Ability Power for 6s→ Healing or Shielding other ally champions grants both you and them +40 Ability Power and +15 Ability Haste for 6s
Unique Passive - Electrospark Your Energized trigger fires a chain of lightning, dealing 60 (increased to 90 for minions and monsters) bonus magic damage to up to (4 - 8, scaling with level) targets. Applies on-hit effects to secondary bounce targets.
Unique Passive - Electroshock Basic attacks grant an additional +9 Energize stacks
[REWORKED] Voltaic Cyclosword
Unique Passive - Galvanize Damaging enemy champions with abilities will trigger Energized if it is ready
Unique Passive - Firmament Your Energized trigger grants you [15 Melee | 12 Ranged] Lethality for 4s and deals bonus physical damage equal to [9% Melee | 7% Ranged] of the target's current health. This bonus damage is capped to 200 against non-champions.
Cost3000g→ 2900g
Lethality18→ 10
Statikk Shiv
Nerf
total gold2700→ 3000
attack damage45→ 40
Black Hole Gauntlet
Nerf
total gold1000→ 2750
Cloak of Starry Night
Nerf
total gold1000→ 2750
Cruelty
Nerf
total gold1000→ 2750
Darksteel Talons
Nerf
total gold1000→ 2750
Decapitator
Nerf
total gold1000→ 2750
Demon King's Crown
Nerf
total gold1000→ 2750
Detonation Orb
Nerf
total gold1000→ 2750
Diamond-Tipped Spear
Nerf
total gold1000→ 2750
Dragonheart
Nerf
total gold1000→ 2750
Eleisa's Miracle
Nerf
total gold1000→ 2750
Empyrean Promise
Nerf
total gold1000→ 2750
Flesheater
Nerf
total gold1000→ 2750
Force Of Entropy
Nerf
total gold1000→ 2750
Fulmination
Nerf
total gold1000→ 2750
Gambler's Blade
Nerf
total gold1000→ 2750
Hamstringer
Nerf
total gold1000→ 2750
Hemomancer's Helm
Nerf
total gold1000→ 2750
Hexbolt Companion
Nerf
total gold1000→ 2750
Innervating Locket
Nerf
total gold1000→ 2750
Kinkou Jitte
Nerf
total gold1000→ 2750
Legendary Assassin Item
Nerf
total gold2000→ 2250
Legendary Fighter Item
Nerf
total gold2000→ 2250
Legendary Mage Item
Nerf
total gold2000→ 2250
Legendary Marksman Item
Nerf
total gold2000→ 2250
Legendary Support Item
Nerf
total gold2000→ 2250
Legendary Tank Item
Nerf
total gold2000→ 2250
Lightning Rod
Nerf
total gold1000→ 2750
Mirage Blade
Nerf
total gold1000→ 2750
Moonflair Spellblade
Nerf
total gold1000→ 2750
Puppeteer
Nerf
total gold1000→ 2750
Pyromancer's Cloak
Nerf
total gold1000→ 2750
Reality Fracture
Nerf
total gold1000→ 2750
Reaper's Toll
Nerf
total gold1000→ 2750
Regicide
Nerf
total gold1000→ 2750
Reverberation
Nerf
total gold1000→ 2750
Runecarver
Nerf
total gold1000→ 2750
Sanguine Gift
Nerf
total gold1000→ 2750
Shield of Molten Stone
Nerf
total gold1000→ 2750
Sword of the Divine
Nerf
total gold1000→ 2750
Talisman Of Ascension
Nerf
total gold1000→ 2750
Turbo Chemtank
Nerf
total gold1000→ 2750
Twilight's Edge
Nerf
total gold1000→ 2750
Twin Mask
Nerf
total gold1000→ 2750
Voltaic Cyclosword
Buff
total gold3000→ 2900
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