On 28 June 2018, starting from 03:30 AM (GMT +8), ranked queues will be disabled in preparation for patch 8.13. At 05:00 AM (GMT +8), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds to be prepped and ready by 12:00 PM (GMT +8).
To get yourself caught up with all the buffs and nerfs this round, read up the Patch notes below.
Welcome to patch 8.13, where we clean up a lot of the outliers left as a result of the large changes over the past few patches.
First, we're putting some strength back into the kits of a number of crit marksmen, who have been facing stiff competition in bot lane. We're aiming to hold onto some of that lane diversity, but we want to make sure that enough marksmen (especially the "attack you a lot in a row and crit a ton" type) feel solid.
Since we've got some more games in the rearview mirror since Irelia's rework and Pyke's release, we're tweaking both of those champions to push their playstyles away from some of the free burst they have.
Finally, Aatrox hAas gotten Aa rework, so look out for the revamped Darkin Blade on Summoner's Rift!
7/3/2018 Balance Update
8.13 is a longer patch than normal, so we're releasing a bunch of small balance changes to tide us over until 8.14 in a few weeks. Most of the changes are strict buffs to marksmen, but we're also knocking down two dominant picks in Nocturne and Taliyah.
6/27/2018 Aatrox Balance Update
Base health increased. Q damage increased. E healing increased. E distance increased. E now resets attack timer. R cooldown decreased at early ranks.
Aatrox has released weaker than we'd like, so we're adding power into his baseline damage and durability and making some quality of life changes to his E.
Q - The Darkin Blade
E - Umbral Dash
R - World Ender
Passive on-hit damage decreased. Passive attack speed increased. W damage decreased at lower stacks.
Irelia has fallen into a burstier pattern than intended, which doesn't leave opponents much time to react. We're pushing some of her damage into her base attacks, stacking her passive, and charging her W, so she unloads her full damage a bit more slowly.
Passive - Ionian Fervor
W - Defiant Dance
E - Flawless Duet
R - Vanguard's Edge
W now correctly scales with items. W no longer reduces monster attack speed. Kindred once again gains stacks of Hunter's Vigor from moving and attacking.
There once was a duo named Kindred
Whose jungle strength Scuttle Crab hind'red
Now Wolf's attacks scale
Lamb's healthy and hale
And their games are less often surrend'red
W - Wolf's Frenzy
Attack damage growth decreased. R damage amplification to minions decreased.
Lucian is pretty much the premiere bot laner right now: Some of his core items got cheaper and most of his competition got weaker. Plus with Essence Reaver, his late game is stronger, making him one of the best marksmen both in lane and in late game. We're choosing to prioritize keeping that lane strength.
R - The Culling
Health growth decreased. Armor and magic resist growth increased. E and R base damage decreased at later ranks. E and R damage ratio increased.
Pyke has seen a lot of success opting into tank builds and mixed success with more damage builds. We're looking to encourage his more aggressive, less safe build paths by rewarding him more for building damage.
E - Phantom Undertow
R - Death From Below
W cooldown decreased at early ranks, increased at final rank. W grants Gragas additional range for the empowered attack.
W - Drunken Rage
Passive now has a minimum damage. E cooldown decreased at early ranks. E damage increased at early ranks.
Passive - Martial Cadence
E - Demacian Standard
Q rocket bonus damage can now crit. W damage ratio increased.
Q - Switcheroo!
W - Zap!
E damage ratio increased.
E - Rend
W now costs mana and can stack Tear. W, E, and R damage ratios increased.
W - Nether Blade
E - Force Pulse
R - Riftwalk
Health regen increased. R cooldown decreased at early ranks.
R - Blade of the Exile
E damage ratio increased.
E - Explosive Charge
E cooldown decreased at later ranks.
E - Spinning Slash
E damage ratio increased.
E - Contaminate
E attack damage reduced at later ranks.
E - Masochism
Q bonus damage to minions removed. Q mana cost decreased.
Master Yi is too efficient at cannibalizing multiple sources of income.
Q - Alpha Strike
W attack speed and ability power decreased. W ability power ratio added to both attack speed and ability power scaling.
Blood Boil offers too much base value regardless of how well Nunu is doing.
W - Blood Boil
Base health regen decreased. W size decreased.
W - Bellows Breath
E maximum health damage decreased. R stats decreased.
E - Fling
R - Insanity Potion
E base damage decreased. E armor ratio increased. R cooldown increased.
Dazzle offers too much base value regardless of how well Taric is doing.
E - Dazzle
W - Bastion
R - Cosmic Radiance
E damage decreased when charged.
E - Tides of Blood
W damage ratio decreased. W movement speed duration decreased at late ranks.
W - Spell Thief
Attack damage and ability power per stack decreased.
Domination Style Bonus
Initially, we'd conceived of Domination as the “stronger keystone with weaker stats” tree and Sorcery as the “stronger stats with weaker keystone” tree. As the power of their keystones has converged, we're removing that stat distinction.
Hail of Blades
Out of combat cooldown decreased. Maximum time between attacks increased.
Hail of Blades isn't a top keystone for any champion right now. We're lowering its cooldown to up its potency on champions who prefer staggered, short trades.
Unique summoner spell cap decreased. Cooldown reduction per summoner spell increased. Overall available cooldown reduction at max summs unchanged.
Unsealed Spellbook is on the weak side since its rework. We're letting players reach max cooldown reduction more quickly (and without having to cycle through as many spells).
We've been making changes to the game all season to encourage early action, and we're happy with the increased interaction it's driven. Now that players are more likely to fight, it's gotten far more likely that the game snowballs out of control too early. As a result, we're looking to dial back on how easy it is to get rolling in the first place.
Specifically, we think that the laning phase should determine the tempo of the rest of the game (whether one team is on their back foot or pushing to take more advantages), but rarely should the laning phase determine the result of the game.
This patch, we're looking to make it a bit harder to build a large lead in the laning phase, especially early on.
Death timers decreased at early ranks.
The first place we're starting with is death timers. Getting a kill is one of the high moments of the laning phase. You've asserted your dominance in lane, picked up some gold, and earned a moment to take a breather or pressure elsewhere on the map.
However, it's got one more effect that’s probably a bit too strong: It takes the victim off the map. While you're dead, you miss out on a ton of experience and gold, meaning that not only has your opponent gotten ahead, but you’ve fallen further behind. We're reducing death timers early on so that players can get back into the action more quickly.
Bounties now start at two kills. Bounty gold increased at all levels of kills.
A bounty is a reward to a team who takes down a champion who has been pulling ahead. Essentially, it's the way we make it worthwhile to keep fighting even while you're down. Currently, those bounties often don't kick in until it's too late for the laning phase: Fighting from three kills down is pretty terrifying. We're introducing a level 2 bounty—and also increasing bounty gold overall—to make fighting from behind feel more rewarding. Still the same risk (dying again), but a much better reward.
Outer Turret Gold
Global gold reward decreased.
When it comes down to it, we want the laning phase to determine which lanes are ahead or behind, not which team is ahead or behind. The large global outer turret gold reward is a little too tilted towards the latter, so we're reducing that reward.
Non-Buff Large Monsters
Burn damage from Immolate (Bami Cinder/Cinderhulk) and Tooth (Hunter's Talisman) can now kill non-buff camp large monsters.
Don't worry, you can still hand off buffs!
Inappropriate name detection buffed.
The detection for, um, unsavory summoner names is getting a big buff. So your reports on names should net you some of that feel good Reporter Feedback. If your name gets rekt, you'll be forced to choose a new one, but there are no additional penalties or impacts to your Honor level.
- Bots no longer purchase Banner of Command on the black market after its removal from the shop
- Fixed a bug where closing a rune page after making an edit didn't prompt for a save
- Caitlyn's Passive - Headshot no longer interacts with Stormrazor to deal extra damage while the Stormrazor buff is inactive
- Predator's active cooldown is no longer incorrectly refreshed by completing the gold income item's quest clear
- Presence of Mind now correctly partially refunds the cooldown of Rek'Sai's R - Void Rush and Yasuo's R - Last Breath
- Caitlyn's R - Ace in the Hole now correctly updates its range for the first use after leveling it
- Jhin's E - Captive Audience no longer fails to play sound and animation if the trap is triggered in brush
- Pet attacks more accurately draw turret aggro
- Gun Goddess Miss Fortune's hand VFX glow now shows appropriately on her hand, as opposed to on the ground below her
- Shields and bindings on Playmaker Lee Sin's model are now appropriately sized