Hello children of the earth.
In this patch, we welcome the arrival of the new, trickier Wukong, and an update to the matchmaking system so that less games have an unbalanced amount of Autofilled players. The details are a lot more interesting than the broad explanation I can give up here, so head below for all the info!
We’re also following up our last patch with a third round of jungle changes to non-jungle champions and a couple of additional system changes to continue helping top laners be more of a threat throughout the whole game.
Take this portal if you’re looking for TFT’s patch notes!
Hanna “shio shoujo” Woo
3/20/2020 Wukong Balance Changes
3/19/2020 Kayn Bugfix
Kayn is no longer able to damage monsters and champions globally if he casts W – Blade’s Reach
3/18/2020 Wukong Bugfixes
Now properly applies the bonus damage to structures
Wukong’s decoy’s basic attacks now properly deal the expected damage against structures and champions
The Solo/Duo queue matchmaking system will now be less likely to create games where teams do not have the same number of autofilled players.
It’s no secret that having an autofilled player (or two) on your team while your opponents are all on their primary position feels rough. With this change, we’re letting matches wait a little longer to try and put an autofilled player on both sides of the match (or, when possible, not autofill anyone). While we can’t just get rid of autofill without making queue times skyrocket, this change should help make games with an autofilled player feel as fair as possible.
We’re also looking at a similar change that aims to make the number of premades on each team equal. In our first tests, the change worked pretty well in isolation. However, it ended up combining with the Autofill Parity changes in a really bad way that led to matches being made with more uneven MMR than we wanted. So we’re tuning the Premade Balance system and hope to get it out to you in the near future.
For right now, we’re only making this change to Solo/Duo matchmaking because it can affect different queues in different ways. But if things continue going well, we’ll look to expand the change to other queues soon.
R Iced duration increased.
Making a small consistency change to Anivia’s Iced debuff (the one that doubles the damage of her E) duration on her ultimate so that all forms of it in her kit apply it consistently.
R – Glacial Storm
3 seconds (now the same as Q – Flash Frost’s Iced duration)
Severum’s innate heal and Infernum’s innate damage to minions decreased. Crescendum’s empowered damage decreased.
Aphelios continues to dominate pro play. We’re pulling more power out of the mechanics pro players tend to value higher than players at other tiers.
Severum, the Scythe Pistol
8-25% (levels 1-18) of damage dealt
3-20% (levels 1-18) of damage dealt
Infernum, the Flamethrower
45% (level 9) of the AoE damage
30% (level 9) of the AoE damage
Crescendum, the Chakram
30-173% total attack damage
24-164% total attack damage
W bonus damage decreased; cost increased. E cost increased but now scales down with rank.
Darius is crossing the line after all the top lane and fighter item work. We’re giving him a light nerf, with an emphasis on making Apprehend an even more important strategic decision.
W – Crippling Strike
50/55/60/65/70% total attack damage
40/45/50/55/60% total attack damage
E – Apprehend
W decaying movement speed increased.
We’re buffing some of Draven’s power in a way that experienced Draven players can capitalize on so he can muscle into higher-skilled levels of play.
W – Blood Rush
Base magic resist growth decreased. E crit strike ratio decreased.
Garen’s build diversity is up, but not quite where we want it to be, so we’re nerfing some of the stats that continue to trend him more towards damage builds. He’s also just really strong right now.
E – Judgment
R fear duration increased.
We’re encouraging Hecarim to take more risks with max-range engages.
R – Onslaught of Shadows
0.75-1.5 (based on distance traveled) seconds
0.75-2 (based on distance traveled) seconds
Passive orb gain speed increased later.
Last patch we smoothed out Kayn’s orb gain, but his transformation times shifted back to later in the game. We’re moving his average transformation times closer to where they used to be.
Passive – The Darkin Scythe
At 10-13 minutes into the game, Kayn will increase his orb gain speed by 15%, rising throughout the duration.
Base attack damage growth and mana regen increased. W health restore increased. R heal increased.
Kindred is starving for some buffs. Since Lamb and Wolf have been a little weak as of late, we’re giving them some sweet nutrition in the form of healing and scaling.
W – Wolf’s Frenzy
32-100 (levels 1-18) based on her missing health
49-100 (levels 1-18) based on her missing health
R – Lamb’s Respite
Base movement speed increased. E shield increased early.
Buffs primarily targeting support Morgana since her mid-lane is in a good place.
E – Black Shield
Base mana regen growth increased. W damage increased later.
We want to manage Ryze’s presence in pro play and ensure he doesn’t completely dominate players’ pick line-ups, but his late game isn’t as strong as it could be. Cementing him as the one of the kings of level 18 for the opportunities where games go that far.
W – Rune Prison
Passive AD per soul decreased; Mist cooldown now scales.
Support Senna is currently too strong, especially when she’s paired with defensive tank champions. We’re decreasing the value of Souls as well as their cadence so she can’t just constantly harass her lane opponents—something she gets to do much more frequently when she has a tank to protect her.
Passive – Absolution
6/5/4 (levels 1/6/11) seconds
R clone basic attack damage decreased.
AD Shaco is just a bit too strong right now, so we’re aiming for a soft nerf.
R – Hallucinate
75% total attack damage
60% total attack damage
Q Rejuvenation heal increased; movement speed bonus increased.
Putting some power back into Starcall now that the scourge of Soraka top is no longer threatening time and space we know it.
Q – Starcall
40/50/60/70/80 (+0.3 ability power)
50/60/70/80/90 (+0.3 ability power)
W blue and red cards’ AP ratios increased.
Now there’s a little more reason to stack your deck differently come late-game.
W – Pick A Card
0.5 ability power
0.9 ability power
0.5 ability power
0.6 ability power
Q slow duration increased. E stun duration increased.
With Purge being Urgot’s go-to ability to max first, his other abilities can feel crummy to use. The small buffs to Urgot’s CC potential will increase his combo reliability even through Tenacity and keep Urgot feeling like an Ur-God.
Q – Corrosive Charge
E – Disdain
Base AD, AD growth, and armor increased. Q base damage increased.
Smol buffs for the smol boy.
Q – Baleful Strike
Passive increases stats for fighting champions instead of based on proximity. W now has a dash and a decoy that mimics basic attacks and abilities. R can now be cast twice.
One of our primary goals of this update is to give Wukong more of that true trickster playstyle that it felt like he was missing. As a result, we’re giving his combat pattern more versatility and ways to outplay his opponents. This monkey may finally be able to trick people instead of just one-shot whacking people with his staff. In addition, we want to power up his bruiser, top, and jungle builds, since his mid and assassin builds (while strong) did not feel as satisfying to play or play against. Also, something, something, 200+ years.
Updated to reflect the strength of bruiser-oriented builds on Wukong
Passive – Stone Skin
4/6/8 (levels 1/7/13) per nearby champion
5-11 (level 1-18)
Wukong no longer gains 4/6/8 (levels 1/7/13) bonus magic resist
Now grants 0.5% maximum health regen per 5 seconds
Bonuses are increased by 62.5% for 5 seconds every time Wukong or his decoy hit an enemy champion or monster (stacking up to 8 times for a total bonus of 500%)
Q – Crushing Blow
10/40/70/100/130 (+0/0.1/0.2/0.3/0.4 total attack damage)
30/55/80/105/130 (+0.5 bonus attack damage)
Cast time now scales with Wukong’s attack speed
Added a timer to the ability icon to show how much time is left to use the empowered attack
Whenever Wukong or his decoy deal damage with basic attacks or abilities, Q – Crushing Blow‘s cooldown is reduced by 0.5 seconds
updatedW – Warrior Trickster
Added a 300 range dash that can’t go over walls
Wukong’s decoy no longer deals AoE magic damage before disappearing
Wukong’s decoy now mimics his attacks and ultimate, but deals 50/55/60/65/70% damage
The decoy will attempt to attack enemies Wukong has recently attacked
The decoy’s next attack is empowered
The decoy gains bonus attack speed
The decoy will start spinning and knock-up enemies that haven’t been knocked-up already from the initial ultimate cast
E – Nimbus Strike
65/100/135/170/205 (+0.8 bonus attack damage) physical
80/120/160/200/240 (+0.8 ability power) magic
R – Cyclone
Wukong can now cast his ultimate a second time within 8 seconds. The second cast can knock-up enemies a second time.
20-200 (+1.1 total attack damage)
4-8% maximum health (+1.1 total attack damage)
5-40% (based on spin duration)
After 1 second
After 0.5 seconds
0.25 seconds (each tick of damage now applies Conqueror)
50 (this will make Wukong get closer to his target)
Wukong can now cast other abilities to cancel his ultimate, stopping its spin
Wukong’s bonus attack speed duration from E – Nimbus Strike is refreshed while spinning
Added a timer to the ability icon to show how much spin time is left and how much time he has left to recast the ability before it goes on cooldown
W center damage amp increased. R damage per shot increased later.
We want to buff Xerath’s more precise-sniper-oriented abilities to reward skilled Xerath players for mastering their aim.
W – Eye of Destruction
R – Rite of the Arcane
200/240/280 (+0.43 ability power)
200/250/300 (+0.45 ability power)
Continuing with a third round of changes to diversify and widen the jungle champion pool. You’ll notice that Morgana is getting a specific change to have her be viable in the jungle along buffs to her main roles. We’re monitoring the effect of these changes to assure that they’re not overwhelmingly affecting anything at the higher rungs of the skill ladder while also confirming that they are in fact fostering more diverse picks.
Ablaze now deals 120% damage to monsters
Now does 150% damage to monsters
Now lasts 100% longer vs. monsters
Now does 150% damage to monsters
Yorick now raises graves on large monster deaths and Mist Walkers take 50% reduced damage from monsters
Zyra’s plants now deal 150% damage to monsters
Funneling continues to be present in solo queue at all parts of the ladder. We’re going harder on the restrictions so that laners are more motivated to keep their gold and XP. Those who are playing the lane as is and not funneling an ally will essentially never run into this condition.
UNIQUE – Monster Hunter
13 less gold from lane minions if more than half of your farm gold is from minions; removed at 14 minutes
13 less gold and 50% less XP from lane minions if more than half of your farm is from minions; removed at 14 minutes
We’re following up with our top lane changes from 10.5 with an additional set of changes for Death’s Dance and Teleport. This combination should continue reinforcing our initial goals of helping top laners that are coming out of laning phase build carry items to be a threat throughout the game. The Teleport change should also shift some of its power as an excellent lane sustain tool to a more late-game splitting-and-flanking tool.
Caulfield’s Warhammer + Pickaxe + Vampiric Scepter + 625g
Caulfield’s Warhammer + Aegis of the Legion + Vampiric Scepter + 500g
80 attack damage, 10% cooldown reduction
50 attack damage, 30 armor, 30 magic resist, 10% cooldown reduction
Stores 30% of all post-mitigation damage received and takes it as damage over time true damage
Stores 30% of all post-mitigation damage received for melee champions (20% for ranged champions) and takes it as damage over time true damage
420-240 (levels 1-18) seconds
Grants 3 seconds of 30-50% movement speed upon teleport completion based on character level (increased by 10% at levels 6 and 11)
As League of Legends evolves, players discover new metas and strategies, champions are changed, or items are reworked, added, or removed. During all the changing and adjusting, sometimes the Recommended Items get left behind and never updated to reflect all the other changes being made in the game. We did a pass to correct some simple mistakes or completely redo what is displayed in the shop, so that players have an accurate build that is easily accessible by everyone of all skill levels. (Note: this does not mean these are always the best build, but what a new player is most likely to succeed with)
List of champions with major Recommended Items updates: Alistar, Ashe, Blitzcrank, Garen, Gragas, Ivern, Kai’sa, Kassadin, Kayn, Kindred, LeBlanc, Lee Sin, Leona, Lucian, Master Yi, Miss Fortune, Mordekaiser, Morgana, Olaf, Qiyana, Rakan, Renekton, Rengar, Riven, Rumble, Shaco, Sona, Swain, Syndra, Talon, Taric, Thresh, Varus, Vayne, Vel’koz, Warwick, Xerath, Xin Zhao, Zilean, Zoe, Zyra
+12% damage dealt
+5% damage dealt
Our main navigation in the League Client has gotten pretty full with Teamfight Tactics and Clash finally live. We want to give it a little breathing room and at the same time make some usability improvements to the main navigation. As a result, we’re changing the Profile and Collection tabs to icons, similar to Loot and Store today. Through user testing, we’ve also found that players occasionally confuse the existing Loot and Store icons, so along with this change, in the 10.5 patch we changed the Loot icon to resemble crafting, and in this patch we’ve given the store icon a special visual treatment to help it stand out.
- Modals in the LCU will now allow you to click outside of the modal in order to close it (instead of always having to click on the X-button)
- Rek’Sai no longer gains CC immunity after R – Void Rush‘s leap on clones for 3 seconds
- When attempting to cast Miss Fortune’s E – Make It Rain, Syndra’s Q – Dark Sphere, or Varus’ E – Hail of Arrows outside of their max range immediately after Flashing, the ability’s position will now properly update and cast at its post-Flash max range
- Using a Summoner Spell to trigger Nimbus Cloak will no longer reset any ongoing basic attack animation
- When suppressed by Sett’s R – The Show Stopper, LeBlanc will not return to her
W – Distortion marker, and it will last the appropriate amount of time
- Gangplank will now properly gain bonus gold or Silver Serpents from Q – Parrrley if the energized lightning from Statikk Shiv kills a target
R – Realm of Death no longer deals an additional 10% of the target’s maximum health in damage when cast on a target at full health
- Omnivamp and Spellvamp effects now properly provide healing even if the targets are shielded
- Manaflow Band now consistently procs when an enemy champion is hit by an ability
- Graves now deals the proper amount of damage when attacking a target with a max range Energized basic attack (Energized from Rapid Fire Cannon)
- Mastery Emote Upgrades from completing Eternals sets (hitting 15 milestones) should now be properly granted
- Gangplank’s “Eternal Plunder” Eternal will now properly track gold earned from non-direct Q – Parrrley damage (e.g. chained barrel blasts)
- Eternals milestone callouts will no longer immediately disappear if the player enters combat right as a milestone callout appears
- Enemy Eternals milestone callouts should no longer display when “Self + Allies Only” is selected in the Milestone Display settings
- Eternals Milestone Display settings should now persist between client sessions
- Eternals Milestones will now properly display after the player exits combat if the action that increments the Eternal puts the player into combat
- Eternals milestone progress made in-game should now be accurately reflected in the client