แพตช์โน้ต Wild Rift — Patch 7.3 · ตัวอย่าง
Patch 7.3 — called «Center Stage» globally and «Spotlight Moment» on the Chinese client — is the largest update Wild Rift has had in a long time. These are the complete notes from the Chinese test server: the 2 September build plus the 10 September update, weeks before the global release expected on 22 September. Three new champions arrive: Hwei, Sylas and Rek'Sai. Every marksman is rebuilt at once: critical damage goes from 175% to 200%, the attack speed cap rises to 3.0, and attack speed ratios become individual for each champion. The jungle and the turrets are rewritten, a new stat (Life Steal) replaces omnivamp, thirteen items arrive and four leave, and Rune ARAM comes back rebuilt with five mode-exclusive items. Durability and attack speed are retuned for the entire roster — both full lists are included below. These are test-server values: they can still change before release.
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Hwei
The new champion: a ranged mage for the mid lane, from Ionia. He paints his spells, combining three schools — Disasters, Serenities and Torments — into ten different abilities, mixing ranged poke, area crowd control, shielding and healing. Riot describes him as an all-round mage with a very high skill ceiling.
- Hwei, the genius painter from Ionia, can pour surging emotions into his brush, condensing them into spells that shake reality. He is a ranged mage, primarily played in the mid lane. Using his painting as a blade, he can combine ten types of spells across Disasters, Serenities, and Torments, featuring ranged poke, area-of-effect crowd control, and shield healing. He is an all-around mage with an extremely high skill ceiling.
Sylas
The second new champion of the patch, revealed in the 10 September test build. A melee mage-fighter for the mid lane and the jungle: his ultimate steals the enemy's ultimate, so his value changes with every draft.
- Sylas, the Unshackled, was born able to sense magic, and for that he spent years imprisoned by Demacia's mage seekers. After escaping, he became the banner of the revolt against the ban on magic. He is a melee mage-type fighter: his ultimate, Hijack, steals the ultimate ability of an enemy champion, letting him adapt to any composition and grow stronger the longer a teamfight lasts.
Rek'Sai
The third new champion, also from the 10 September test build. A jungle fighter built around burrowing and tunnels: long roams and surprise ganks on every lane.
- Rek'Sai, the Void Burrower, lurks beneath the sands of Shurima and senses her prey through vibrations. She is a jungle fighter who excels at burrowing and digging tunnels, appearing and disappearing through her tunnels and her Tremor Sense marks. She is built for long roams and surprise ganks: a top-tier hunter who gives no lane any peace.
All marksmen — system changes
The largest system change in the patch, and the reason every marksman below is touched: critical damage jumps from 175% to 200%, the attack speed ceiling rises, and attack speed ratios stop being split between melee and ranged — each champion now gets its own. Every champion that buys crit changes value overnight.
- Critical Strike Rate
- Critical Strike Damage Rate: 175% → 200%
- Attack Speed
- Attack Speed Cap (attacks/second): 2.5 → 3
- The attack speed growth for some champions has been adjusted.
- The attack speed scaling ratio is no longer differentiated by melee/ranged; each champion will have an independent attack speed scaling ratio.
- For detailed information regarding this adjustment, please refer to the Annex at the end of the article [Detailed list of Champion Attack Speeds and mechanism explanations].
Ezreal
His poke is pushed back: the first ability costs more time and lands less damage, but it now refunds cooldown on every ability, so the reward moves from spamming to hitting.
- Base Stats — Base Attack Damage: 58 → 60
- (1) Mystic Shot — Cooldown: 4.5/4/3.5/3 seconds → 5.5/5/4.5/4 seconds
- (1) Mystic Shot — Damage: 50/85/120/155 + 135% Attack Damage + 30% Ability Power → 25/55/85/115 + 135% Attack Damage + 30% Ability Power
- (1) Mystic Shot — Cooldown Refund: Reduces cooldowns of other abilities except [Mystic Shot] → Reduces cooldown time of all abilities
- (4) Trueshot Barrage — Cooldown: 70/65/60 seconds → 80/70/60 seconds
- (4) Trueshot Barrage — Damage: 350/500/650 + 100% Bonus Attack Damage + 90% Ability Power → 300/500/700 + 100% Bonus Attack Damage + 100% Ability Power
Kai'Sa
Less base attack damage, but her passive scales with her own plasma stacks and her ultimate shields for more: she pays for the early game and gets it back once evolved.
- Base Stats — Base Attack Damage: 62 → 59
- (Passive) Second Skin — Plasma Damage: 4.5 + 0.5 × own Level + 15% Ability Power → 4 + 1 × Level + 12% Ability Power + current Plasma stacks × (1 + 0.2 × Level + 2% Ability Power)
- (Passive) Second Skin — Missing Health Damage: (15 + 2.5% Ability Power)% → (15 + 5% Ability Power)%
- (2) Void Seeker — Damage: 30/60/90/120 + 110% Attack Damage + 60% Ability Power → 30/60/90/120 + 130% Attack Damage + 50% Ability Power
- (3) Supercharge — Movement Speed: 50%/55%/60%/65% + 80% × Item Attack Speed × 50%/55%/60%/65% (Item Attack Speed maxes at 90/99/108/117%) → 50%/55%/60%/65% + Bonus Attack Speed × 50%/55%/60%/65% (Max 100%/110%/120%/130%)
- (4) Killer Instinct — Shield: 75/100/125 + 100/150/200% Attack Damage + 75% Ability Power → 100/125/150 + 80/120/160% Attack Damage + 100% Ability Power
Twitch
The biggest rework of the group. The attack speed no longer comes from full venom stacks but from leaving stealth, and his third ability can no longer be cast on an empty screen: it needs a poisoned target within 1200 units, which makes his all-in far more readable.
- Base Stats — Base Attack Damage: 54 → 58
- Base Stats — Attack Damage Growth: 4.5 → 4
- (Passive) Deadly Venom — Damage per stack: 1/2/3/4/5 + 2.5% Ability Power → 1/2/3/4/5 + 3% Ability Power
- (Passive) Deadly Venom — Removed: When venom effects on an enemy champion reach maximum stacks, Twitch gains 30/35/40/45/50% (at levels 1/4/7/10/13) attack speed for 5 seconds; triggering it repeatedly refreshes the duration.
- (1) Ambush — New: Upon exiting camouflage, Twitch gains 35/40/45/50% bonus attack speed for 6 seconds.
- (1) Ambush — Removed: Within 3 seconds of exiting camouflage, Twitch's basic attacks apply 2 stacks of Deadly Venom.
- (2) Venom Cask — Adjusted: Twitch hurls a cask of venom to the target area, gaining vision of the area, and reducing the movement speed of enemies within it by 30%/35%/40%/45% + 0.06% × Ability Power. The area lasts for 3 seconds, applying 1 stack of Deadly Venom per second to enemies inside.
- (3) Contaminate — Direct Detonation Physical Damage: 25/35/45/55 → 30/40/50/60
- (3) Contaminate — Physical Damage per stack: 20/25/30/35 + 42% Bonus Attack Damage + 18% Ability Power → 20/25/30/35 + 35% Bonus Attack Damage
- (3) Contaminate — New: Magic Damage per stack: 35% Ability Power
- (3) Contaminate — New: This ability is only castable when there are poisoned targets within 1200 units of himself.
- (4) Spray and Pray — Cooldown: 70/65/60 seconds → 75/70/65 seconds
- (4) Spray and Pray — Bullet Speed: 60 → 65
Lucian
His ultimate stops firing a fixed number of bullets: the count grows with critical strike, so crit items now change how the ability behaves rather than just how hard it hits.
- Base Stats — Base Attack Damage: 58 → 60
- Base Stats — Attack Damage Growth: 4 → 3.5
- (Passive) Lightslinger — Secondary Attack Damage: 35/50/65% × Attack Damage → 40/50/60% × Attack Damage
- (1) Piercing Light — Damage: 80/125/170/215 + 65/85/105/125% × Bonus Attack Damage → 75/125/175/225 + 100% × Bonus Attack Damage
- (4) The Culling — Number of Bullets: 22/26/30 → 20 + 20 × Critical Strike Rate (adds 2 bullets per 10% Critical Strike Rate) + (Critical Strike Damage Rate - 2) × 20 × Critical Strike Rate
- (4) The Culling — Damage per bullet: 20/35/50 + 25% Attack Damage + 10% Ability Power → 20/25/30 + 25% Attack Damage + 15% Ability Power
Caitlyn
Rebuilt around critical strike: the headshot and the ultimate both scale with crit chance and crit damage instead of flat ratios, so the more crit she buys the harder the execute lands. Her net holds for less time.
- Base Stats — Base Attack Damage: 54 → 60
- Base Stats — Attack Damage Growth: 4.5 → 4.2
- (Passive) Headshot — Headshot Bonus Damage: (60% – 100%) × Attack Damage + 200 × Critical Strike Rate → (60% – 100%) × Attack Damage + Critical Strike Rate × 100% + (Critical Strike Damage Rate - 2) × Critical Strike Rate × 100% × Attack Damage
- (1) Piltover Peacemaker — Damage: 60/110/160/210 + 125/140/155/170% Attack Damage → 50/100/150/200 + 125/145/165/185% Attack Damage
- (2) Yordle Snap Trap — New: Landing a Headshot attack on enemies rooted by the trap deals 40/90/140/190 (+30% Bonus Attack Damage) bonus physical damage.
- (3) 90 Caliber Net — Slow Duration: 1.5 seconds → 1 second
- (4) Ace in the Hole — Damage: 200/375/550 + 200% Bonus Attack Damage + 20% of target's missing health → (250/450/650 + 100% Bonus Attack Damage + 20% of target's missing health) × (1 + Critical Strike Rate × 30% + (Critical Strike Damage Rate - 2) × 30% × Critical Strike Rate)
Draven
Less gold from stacks, but his ultimate now executes: enemies who drop below a health value equal to his Adoration stacks die outright.
- Base Stats — Attack Damage Growth: 4.5 → 3.8
- (Passive) League of Draven — Bounty: 80 + (Stacks) × 4 → 60 + (Stacks) × 3
- (1) Spinning Axe — Damage: 45/50/55/60 + 100/110/120/130% → 45/50/55/60 + 80/90/100/110%
- (4) Whirling Death — Damage reduction per hit: 8% (Minimum of 40%) → 5% (Minimum of 50%)
- (4) Whirling Death — New: Enemy champions who fall below Draven's current Adoration stacks in health after taking damage from this ability will be executed.
Miss Fortune
Her passive no longer doubles with crit chance the way it did, and her first ability's second hit now scales with crit damage: her damage moves from the early tap to the full crit build.
- (Passive) Love Tap — Damage: (15 + 40% Bonus Attack Damage) × (1 + Critical Strike Rate) → (15 + 40% Bonus Attack Damage) × (0.6 + Critical Strike Rate × 0.4)
- (Passive) Love Tap — Damage Amplification: 6% – 10.9% (Based on level) → 6% – 9.5% (Based on level)
- (1) Double Up — Damage: 60/90/120/150 + 112/120/128/136% Attack Damage + 35% Ability Power → 60/90/120/150 + 110% Attack Damage + 35% Ability Power
- (1) Double Up — Second hit damage coefficient: 120% → 60% × current Critical Strike Damage Rate
- (1) Double Up — Adjusted: Optimized the targeting rules for the bounce.
- (2) Strut — Initial Movement Speed: 30/35/40/45 → 35/40/45/50
- (2) Strut — Maximum Movement Speed: 80/90/100/110 → 70/80/90/100
- (3) Make It Rain — Slow: 30/40/50/60% → 40% + 0.06% × Ability Power
- (4) Bullet Time — Wave Damage: 85% Attack Damage + 20% Ability Power → 20/30/40 + 60% Attack Damage + 20% Ability Power
- (4) Bullet Time — Critical Strike Coefficient: 130% → 130% + (Critical Strike Damage Rate - 2) × 0.3
Samira
Lower base damage across the board, but her ultimate is far cheaper to use: shorter cooldown and no mana cost, so the combo comes up more often. Test build of 10 September: two of her abilities now trigger life steal.
- Base Stats — Base Attack Damage: 62 → 60
- Base Stats — Attack Damage Growth: 4 → 3.5
- (Passive) Daredevil Impulse — Movement speed bonus per grade: 4% → 3%/3.25%/3.5%/3.75%/4% (Based on level)
- (1) Flair — Damage: 15/20/25/30 + 100/115/130/145% Attack Damage → 15/20/25/30 + 110% Attack Damage
- (1) Flair — Critical Strike Damage Rate: Current Critical Strike Damage Rate - 50% → 150% – 165% (Based on Critical Strike Damage Rate)
- (2) Blade Whirl — Bonus Attack Damage Coefficient: 80% → 50%
- (3) Wild Rush — Attack Speed: 35%/40%/45%/50% → 25%/30%/35%/40%
- (4) Inferno Trigger — Cooldown: 8/8/8 → 6/6/6
- (4) Inferno Trigger — Mana Cost: 60/30/0 → 0/0/0
- (4) Inferno Trigger — Damage: 5/20/35 + 60% Attack Damage → 20/40/60 + 40% Attack Damage
- (1) Flair — New: the damage dealt by this ability can now trigger life steal.
- (4) Inferno Trigger — New: the damage dealt by this ability can now trigger 7% life steal.
Zeri
One of the clearest winners: more damage on every ability, and her ultimate keeps overcharge running much longer, especially on critical hits.
- (Passive) Living Battery — Excess Attack Speed to Attack Damage conversion coefficient: 50% → 60%
- (Passive) Living Battery — Damage: 13/15/17/19/21 + 105/110/115/120/125% Attack Damage → 20/24/28/32/36 + 102/104/106/108/110% Attack Damage
- (1) Burst Fire — Damage: 35/60/85/110 + 55/70/85/100% Attack Damage + 30/35/40/45% Ability Power → 70/100/130/160 + 80% × Bonus Attack Damage + 30/35/40/45% Ability Power
- (1) Burst Fire — Slow Duration: 2 seconds → 1.5 seconds
- (2) Ultrashock Laser — Damage: 30/70/110/150 + 80% Attack Damage + 40% Ability Power → 60/100/140/180 + 100% Attack Damage + 50% Ability Power
- (2) Ultrashock Laser — Critical Strike Damage Rate: Current Critical Strike Damage Rate → (150% + (Critical Strike Damage Rate - 2) × 0.5)
- (3) Spark Surge — Subsequent Damage Coefficient: 80/85/90/95% → 85/90/95/100%
- (4) Lightning Crash — Nova Damage: 150/200/250 + 70% Bonus Attack Damage + 80% Ability Power → 150/225/300 + 60% Bonus Attack Damage + 100% Ability Power
- (4) Lightning Crash — Overcharge Duration: 1.5 seconds → 2.5 seconds
- (4) Lightning Crash — Overcharge Extension Duration: Non-critical 1.5 seconds, Critical 4.5 seconds → Non-critical 2.5 seconds, Critical 7.5 seconds
- (4) Lightning Crash — Overcharge Chain Lightning Attack Damage Coefficient: 25% → 30%
- (4) Lightning Crash — Critical Strike Damage Rate: Current Critical Strike Damage Rate → 150% + (Critical Strike Damage Rate - 2) × 0.5
Jinx
Only the rocket is touched: it comes back later at early ranks and scales slightly less with bonus attack damage.
- Base Stats — Attack Damage Growth: 4.5 → 4
- (4) Super Mega Death Rocket! — Cooldown: 50/45/40 seconds → 60/50/40 seconds
- (4) Super Mega Death Rocket! — Damage: 25/35/45 + 15% × Bonus Attack Damage to 250/350/450 + 150% × Bonus Attack Damage → 25/35/45 + 12% × Bonus Attack Damage to 250/350/450 + 120% × Bonus Attack Damage
Akshan
His passive movement speed now scales with attack speed instead of level, and his first ability trades base damage for bonus-AD scaling: he needs items to work.
- Base Stats — Attack Damage Growth: 5.5 → 4.5
- (Passive) Dirty Fighting — Movement Speed: 40 – 120 (Based on level) → 20 – 80 (Based on level) × (1 + 100% Bonus Attack Speed)
- (1) Avengerang — Damage: 10/40/70/100 + 85% Attack Damage → 60/110/160/210 + 70% × Bonus Attack Damage
- (1) Avengerang — Minion coefficient: 55/70/85/100% → 50/60/70/80%
- (3) Heroic Swing — Critical Strike Damage Rate: 150% → Current Critical Strike Damage Rate × 0.7
- (4) Comeuppance — Damage per bullet: (20/30/40 + 10% Attack Damage) - (80/120/160 + 40% Attack Damage) → (25/35/45 + 15% Attack Damage) - (75/105/135 + 45% Attack Damage)
- (4) Comeuppance — Damage increase based on Critical Strike attributes: 50% × Critical Strike Rate → 30% × Critical Strike Rate + (Critical Strike Damage Rate - 2) × Critical Strike Rate × 0.3
Corki
A general trim: less growth and slightly lower ratios on his missiles, with the armor shred flattened across ranks.
- Base Stats — Attack Damage Growth: 3 → 2.5
- (1) Phosphorus Bomb — Damage: 65/125/185/245 + 125% Bonus Attack Damage + 80% Ability Power → 60/120/185/240 + 110% Bonus Attack Damage + 100% Ability Power
- (3) Gatling Gun — Armor and Magic Resistance Reduction: 10/14/18/22 → 12/14/16/18
- (4) Missile Barrage — Bonus Attack Damage Coefficient for Missile Damage: 70% Bonus Attack Damage → 65% Bonus Attack Damage
- (4) Missile Barrage — Bonus Attack Damage Coefficient for Enhanced Missile Damage: 140% Bonus Attack Damage → 130% Bonus Attack Damage
Kalista
Straight buff to her base attack damage and growth: nothing else changes.
- Base Stats — Base Attack Damage: 54 → 57
- Base Stats — Attack Damage Growth: 5 → 5.2
Kog'Maw
Straight buff to base attack damage.
- Base Stats — Base Attack Damage: 54 → 58
Varus
Straight buff to base attack damage.
- Base Stats — Base Attack Damage: 54 → 58
Xayah
Her feathers now scale with critical strike: less attack speed from the second ability, but the recall damage grows with crit chance and crit damage.
- Base Stats — Base Attack Damage: 54 → 60
- Base Stats — Attack Damage Growth: 5 → 4.2
- (2) Deadly Plumage — Attack Speed: 45/50/55/60% → 40/45/50/55%
- (2) Deadly Plumage — Bonus Feather Damage Coefficient: 20% → 25%
- (2) Deadly Plumage — Movement Speed: 25/30/35/40% → 30%
- (3) Bladecaller — Damage: 60/70/80/90 + 90% Bonus Attack Damage → (70/80/90/100 + 50% Bonus Attack Damage) × (1 + 50% × Critical Strike Rate + 50% × (Critical Strike Damage Rate - 2) × Critical Strike Rate)
- (4) Featherstorm — Damage: 125/250/375 + 100% Bonus Attack Damage → 150/250/350 + 100% Bonus Attack Damage
Tristana
Her jump and her charge both move damage from ability power to bonus attack damage, and her ultimate gains an attack damage ratio: she becomes a marksman again rather than a hybrid.
- Base Stats — Base Attack Damage: 54 → 60
- Base Stats — Attack Damage Growth: 6 → 5
- (2) Rocket Jump — Cooldown: 22/19/16/13 → 22/20/18/16
- (2) Rocket Jump — Damage: 85/155/225/295 + 50% Ability Power → 80/120/160/200 + 80% × Bonus Attack Damage + 50% Ability Power
- (2) Rocket Jump — Slow Effect: 60% → 50%
- (2) Rocket Jump — Slow Duration: 1.5/2/2.5/3 seconds → 2 seconds
- (3) Explosive Charge — Cooldown: 15/14/13/12 → 16/15/14/13
- (3) Explosive Charge — Passive Explosion Damage: 65/100/135/170 + 25% Ability Power → 60/90/120/150 + 25% Ability Power
- (3) Explosive Charge — Active Explosion Damage: 50/75/100/125 + 75/110/145/180% Bonus Attack Damage + 50% Ability Power → (80/100/120/140 + 100% Bonus Attack Damage + 50% Ability Power) × (1 + Critical Strike Rate × 40% + (Critical Strike Damage Rate - 2) × 40% × Critical Strike Rate)
- (3) Explosive Charge — Damage per stack: 30% → 25%
- (4) Buster Shot — Damage: 350/450/550 + 100% Ability Power → 300/350/400 + 70% × Bonus Attack Damage + 100% Ability Power
Sivir
Her boomerang and ricochet are rewritten around attack damage, and her ultimate gives less cooldown reduction but can be re-triggered to refresh itself.
- Base Stats — Base Attack Damage: 58 → 60
- (Passive) Fleet of Foot — Acceleration: 31 – 45 (Based on level) → 55 – 70 (Based on level)
- (1) Boomerang Blade — Damage: 10/30/50/70 + 75/80/85/90% Attack Damage + 60% Ability Power × 50% × Critical Strike Rate → (70/100/130/160 + 70% × Bonus Attack Damage + 60% Ability Power) × (1 + Critical Strike Rate × 40% + (Critical Strike Damage Rate - 2) × 40% × Critical Strike Rate)
- (1) Boomerang Blade — Non-champion damage coefficient: 80% → 75%
- (2) Ricochet — Damage: 4/6/8/10 + 15/18/21/24% Attack Damage → 37.5%/40%/42.5%/45% Attack Damage
- (2) Ricochet — Minion coefficient: 75% → 70%
- (4) On the Hunt — Acceleration effect upon initial trigger: 15% → 15/20/25%
- (4) On the Hunt — Acceleration duration upon initial trigger: 10/11/12 seconds → 8/10/12 seconds
- (4) On the Hunt — Cooldown reduction coefficient: 30/35/40% → 20/25/30%
- (4) On the Hunt — Attack Damage per Rally stack: 2/3/4 → 2/2.5/3
- (4) On the Hunt — When triggered again, refreshes the duration of On the Hunt.
- (4) On the Hunt — Acceleration effect provided when triggered again: 25% → 15/20/25%
Vayne
A clean buff: more base attack damage, a stronger tumble, and true damage that starts far higher at early ranks.
- Base Stats — Base Attack Damage: 54 → 60
- (1) Tumble — Damage: 35/45/55/65% Attack Damage → 50/60/70/80% Attack Damage
- (2) Silver Bolts — Max Health True Damage: 2/5/8/11% → 6/7/8/9%
- (4) Final Hour — Attack Damage: 15/25/35 → 30/40/50
Ashe
Large buff. Her attack damage growth is raised sharply, her passive slow and bonus damage go up, and her volley comes back much sooner at later ranks.
- Base Stats — Attack Damage Growth: 2.65 → 4
- Base Stats — Base Attack Damage: 58 → 60
- (Passive) Frost Shot — Slow Effect: 15/17.5/20/22.5/25% (based on level) → 20/22.5/25/27.5/30% (based on level)
- (Passive) Frost Shot — Bonus Damage: 10% + 100% × Critical Strike Chance × (Critical Strike Damage - 1) → 100% × Critical Strike Chance + 100% × (Critical Strike Damage Rate - 2) × Critical Strike Chance
- (1) Ranger's Focus — Mana Cost: 50/50/50/50 → 30/30/30/30
- (2) Volley — Cooldown: 16/13.5/11/8.5 seconds → 15/12/9/6 seconds
- (2) Volley — Mana Cost: 50/50/50/50 → 65/60/55/50
- (2) Volley — Damage: 20/35/50/65 + 115% Attack Damage → 70/110/150/190 + 100% Bonus Attack Damage
Jhin
His critical strikes now deal only 80% of normal crit damage, in exchange for higher base stats and a fourth bullet that scales with the new crit damage rate.
- Base Stats — Base Attack Damage: 58 → 60
- Base Stats — Attack Damage Growth: 4.55 → 5
- (Passive) Whisper — New: Critical strikes only deal 80% of critical strike damage.
- (Passive) Whisper — Fourth bullet damage increase against turrets: 135%/162% (with Infinity Edge) → 150%/172.5% (with Infinity Edge)
- (Passive) Whisper — Attack Damage Conversion Ratio: Bonus Attack Speed × 30% + Critical Strike Chance × 45% + Level × 4.5% → Bonus Attack Speed × 30% + Critical Strike Chance × 40% + Level × 3%
- (Passive) Whisper — Critical Strike Movement Speed: 15% + 0.55% × Bonus Attack Speed → 14% + 0.44% × Bonus Attack Speed
- (4) Curtain Call — Fourth super bullet damage ratio: 200% → Current Critical Strike Damage Rate
Senna
Her crit chance per mist stack drops and her critical attacks deal 90% damage, but her ultimate scales better with ability power.
- (Passive) Absolution — Current Health Damage: 1.2% - 12% (based on level) → 1% - 10% (based on level)
- (Passive) Absolution — Critical Strike Chance provided per 20 stacks of Mist: 15% → 10%
- (Passive) Absolution — New: Basic attacks deal 90% of normal critical strike damage when critically striking.
- (1) Piercing Darkness — Base Damage: 50/90/130/170 → 50/80/110/140
- (4) Dawning Shadow — Damage: 250/375/500 + 120% Bonus Attack Damage + 50% Ability Power → 250/400/550 + 120% Bonus Attack Damage + 70% Ability Power
- (4) Dawning Shadow — Shield: 120/160/200 + 40% Ability Power + Mist × 4 → 120/160/200 + 50% Ability Power + Mist × 2
Yunara
A small trim to her passive crit damage and a flatter attack speed curve on her first ability.
- (Passive) Firstborn's Vow — Critical Strike Bonus Damage: 10% (increases by 10% per 100 Ability Power) → 8% (increases by 8% per 100 Ability Power)
- (1) Spirit Aura Punch — Bonus Attack Speed: 22.5%/35%/47.5%/60% → 25%/35%/45%/55%
Yasuo
His excess crit chance converts to less attack damage, and his critical strikes deal 90% of normal crit damage: the 200% crit damage of this patch would otherwise have made him far too strong.
- (Passive) Way of the Wanderer — Excess Critical Strike Chance to Attack Damage conversion ratio: 0.6 → 0.5
- (Passive) Way of the Wanderer — Yasuo's basic attacks and (1) skill's critical strike damage will deal 90% of normal critical strike damage.
- (4) Last Breath — Damage: 250/400/550 + 160% Bonus Attack Damage → 200/350/500 + 150% Bonus Attack Damage
Yone
Same crit correction as Yasuo, plus a rebalance of his second ability: less max-health damage but a shield that scales at every rank. Test build of 10 September: his first ability clears jungle camps faster.
- (Passive) Way of the Hunter — Excess Critical Strike Chance to Attack Damage conversion ratio: 0.6 → 0.5
- (Passive) Way of the Hunter — Yone's basic attacks and (1) skill's critical strike damage will deal 90% of normal critical strike damage.
- (2) Spirit Cleave — Damage: 25/35/45/55 + 11/12/13/14% Target's Maximum Health → 20/35/50/65 + 9/10/11/12% Target's Maximum Health
- (2) Spirit Cleave — Shield: 45 + 80% Bonus Attack Damage → 40/55/70/85 + 60% Bonus Attack Damage
- (3) Soul Unbound — Stored Damage Percentage: 24/28/32/36% → 27.5%/30%/32.5%/35%
- (4) Fate Sealed — Damage: 200/350/500 + 80% Attack Damage → 200/375/550 + 60% Attack Damage
- (1) Mortal Steel — Damage coefficient against jungle monsters: 65% → 70%
Viego
Lower base stats and less healing from his passive, with his first ability's crit interactions capped: he was the champion who gained the most from the new crit numbers.
- Base Stats — Base Attack Damage: 62 → 60
- Base Stats — Attack Damage Growth: 4.5 → 4.2
- (Passive) Sovereign's Domination — Base Health Restoration: 7% → 5%
- (1) Blade of the Ruined King — Critical Strike Damage Rate of Current Health Damage: Current Critical Strike Damage Rate → Current Critical Strike Damage Rate × 80%
- (1) Blade of the Ruined King — Critical Strike Damage Rate of Second Strike: Current Critical Strike Damage Rate → Current Critical Strike Damage Rate × 80%
- (1) Blade of the Ruined King — Thrust Damage: 20/40/60/80 (+80% Attack Damage) × (1 + 50% × Critical Strike Chance) → 25/45/65/85 (+70% Attack Damage) × (1 + 60% × Critical Strike Chance + (Critical Strike Damage Rate - 2) × Critical Strike Chance × 60%)
- (3) Harrowed Path — Attack Speed: 45/50/55/60% → 35/40/45/50%
- (4) Heartbreaker — Damage: (110% Attack Damage - 165% Attack Damage) (based on Critical Strike Chance) + Target's Missing Health × (14/17/20 + Bonus Attack Damage × 6%)% → 120% Attack Damage × (1 + 50% × Critical Strike Chance + (Critical Strike Damage Rate - 2) × Critical Strike Chance × 50%) + Target's Missing Health × (14/17/20 + Bonus Attack Damage × 5%)%
Tryndamere
Rebuilt. He loses the attack speed from his passive and his ultimate entirely, and gets it back as raw stats: base attack damage jumps to 64 and his rage now converts far more attack damage at high ranks. Test build of 10 September: his spin now takes cooldown back from far more targets.
- Base Stats — Base Attack Damage: 54 → 64
- Base Stats — Attack Damage Growth: 5.5 → 5
- Base Stats — Armor Growth: 3.9 → 4.5
- (Passive) Battle Fury — Removed: After a basic attack hits an enemy champion, gains 30% Attack Speed for 5 seconds; enters a 6-second cooldown after the effect ends.
- (1) Bloodlust — Fixed Attack Damage: 7/12/17/22 → 0
- (1) Bloodlust — Bonus Attack Damage gained per 1% Health missing: 0.35/0.40/0.45/0.5 → 0.3/0.5/0.7/0.9
- (2) Mocking Shout — Attack Damage Reduction: 40% → 20/40/60/80
- (3) Spinning Slash — Damage: 80/120/160/200 + 135% Bonus Attack Damage + 100% Ability Power → 80/120/160/200 + 100% Bonus Attack Damage + 80% Ability Power
- (4) Undying Rage — Removed: Increases the Attack Speed effect of Battle Fury to 45/60/75%.
- (3) Spinning Slash — Targets whose critical strikes reduce the cooldown: minions → minions, jungle monsters, champion summons and any other unit that can be critically struck
Nunu & Willump
Test build of 10 September: the bonus damage to jungle monsters is removed, in line with the Smite rework that moves clear speed onto the summoner spell itself.
- (3) Snowball Barrage — Removed: the effect that dealt 150% damage to jungle monsters.
Zed
Test build of 10 September. Listed as a buff: he loses the damage penalties his shurikens carried against jungle monsters, so his clear no longer pays a tax.
- (1) Razor Shuriken — Removed: the effect that dealt 80% damage to jungle monsters.
- (3) Shadow Slash — Removed: the effect that dealt 60% damage to jungle monsters.
Fizz
Test build of 10 September. Same correction as Zed: the monster damage penalty on his passive is gone.
- (Passive) Seastone Trident — Removed: the effect that dealt 90% damage to jungle monsters.
Olaf
Stat adjustments only.
- Base Stats — Base Health: 690 → 660
- Base Stats — Health Growth: 112 → 140
- (1) Undertow — Bonus Attack Damage Ratio: 120% → 105%
- (4) Ragnarok — Armor and Magic Resistance Increase: 25/35/45 → 15/25/35
Volibear
Stat adjustments only.
- (Passive) The Relentless Storm — Damage: 11 - 80 (based on level) + 40% Ability Power → 12 - 68 (based on level) + 40% Ability Power
Champion durability — full list
Health, armor and magic resistance are retuned across the roster so that the new marksman damage does not simply delete everyone. Every champion in the list below has its own numbers.
- Due to the large number of adjusted items, see the Annex [Detailed List of Champion Durability Adjustments] for the specific list.
- Garen — Base Stats — Base Health: 660 → 690
- Garen — Base Stats — Base Armor: 52 → 44
- Garen — Base Stats — Armor Growth: 5.8 → 5
- Garen — Base Stats — Attack Speed Ratio: 0.625
- Garen — Base Stats — Base Attack Speed: 0.625
- Garen — Base Stats — Base Bonus Attack Speed: 0.28
- Garen — Base Stats — Attack Speed Growth: 0.024
- Aatrox — Base Stats — Armor Growth: 4.5 → 5
- Aatrox — Base Stats — Base Magic Resistance: 40 → 36
- Aatrox — Base Stats — Attack Speed Ratio: 0.651
- Aatrox — Base Stats — Base Attack Speed: 0.651
- Aatrox — Base Stats — Base Bonus Attack Speed: 0.13
- Aatrox — Base Stats — Attack Speed Growth: 0.021
- Rengar — Base Stats — Base Health: 660 → 630
- Rengar — Base Stats — Health Growth: 128 → 136
- Rengar — Base Stats — Attack Speed Ratio: 0.667
- Rengar — Base Stats — Base Attack Speed: 0.667
- Rengar — Base Stats — Base Bonus Attack Speed: 0.2
- Rengar — Base Stats — Attack Speed Growth: 0.023
- Amumu — Base Stats — Health Growth: 104 → 114
- Amumu — Base Stats — Attack Speed Ratio: 0.638
- Amumu — Base Stats — Base Attack Speed: 0.638
- Amumu — Base Stats — Base Bonus Attack Speed: 0.25
- Amumu — Base Stats — Attack Speed Growth: 0.024
- Nunu & Willump — Base Stats — Base Health: 690 → 630
- Nunu & Willump — Base Stats — Health Growth: 120 → 124
- Nunu & Willump — Base Stats — Attack Speed Ratio: 0.625
- Nunu & Willump — Base Stats — Base Attack Speed: 0.625
- Nunu & Willump — Base Stats — Base Bonus Attack Speed: 0.28
- Nunu & Willump — Base Stats — Attack Speed Growth: 0.0122
- Ekko — Base Stats — Base Health: 630 → 650
- Ekko — Base Stats — Health Growth: 120 → 126
- Ekko — Base Stats — Attack Speed Ratio: 0.625
- Ekko — Base Stats — Base Attack Speed: 0.625
- Ekko — Base Stats — Base Bonus Attack Speed: 0.28
- Ekko — Base Stats — Attack Speed Growth: 0.031
- Kha'Zix — Base Stats — Base Health: 630 → 640
- Kha'Zix — Base Stats — Health Growth: 120 → 128
- Kha'Zix — Base Stats — Attack Speed Ratio: 0.668
- Kha'Zix — Base Stats — Base Attack Speed: 0.668
- Kha'Zix — Base Stats — Base Bonus Attack Speed: 0.2
- Kha'Zix — Base Stats — Attack Speed Growth: 0.0185
- Xin Zhao — Base Stats — Base Health: 690 → 650
- Xin Zhao — Base Stats — Armor Growth: 4.3 → 4.7
- Xin Zhao — Base Stats — Health Growth: 120 → 130
- Xin Zhao — Base Stats — Attack Speed Ratio: 0.645
- Xin Zhao — Base Stats — Base Attack Speed: 0.645
- Xin Zhao — Base Stats — Base Bonus Attack Speed: 0.24
- Xin Zhao — Base Stats — Attack Speed Growth: 0.025
- Hecarim — Base Stats — Base Armor: 46 → 42
- Hecarim — Base Stats — Armor Growth: 5 → 5.4
- Hecarim — Base Stats — Health Growth: 120 → 130
- Hecarim — Base Stats — Attack Speed Ratio: 0.67
- Hecarim — Base Stats — Base Attack Speed: 0.67
- Hecarim — Base Stats — Base Bonus Attack Speed: 0.2
- Hecarim — Base Stats — Attack Speed Growth: 0.016
- Braum — Base Stats — Base Health: 690 → 630
- Braum — Base Stats — Base Armor: 52 → 46
- Braum — Base Stats — Health Growth: 120 → 136
- Braum — Base Stats — Attack Speed Ratio: 0.644
- Braum — Base Stats — Base Attack Speed: 0.644
- Braum — Base Stats — Base Bonus Attack Speed: 0.16
- Braum — Base Stats — Attack Speed Growth: 0.03
- Jhin — Base Stats — Base Health: 600 → 630
- Jhin — Base Stats — Attack Speed Ratio: 0.625
- Jhin — Base Stats — Base Attack Speed: 0.625
- Jhin — Base Stats — Base Bonus Attack Speed: 0.06
- Jhin — Base Stats — Attack Speed Growth: 0.032
- Evelynn — Base Stats — Base Health: 600 → 630
- Evelynn — Base Stats — Attack Speed Ratio: 0.667
- Evelynn — Base Stats — Base Attack Speed: 0.667
- Evelynn — Base Stats — Base Bonus Attack Speed: 0.2
- Evelynn — Base Stats — Attack Speed Growth: 0.012
- Akali — Base Stats — Health Growth: 140 → 150
- Akali — Base Stats — Attack Speed Ratio: 0.625
- Akali — Base Stats — Base Attack Speed: 0.625
- Akali — Base Stats — Base Bonus Attack Speed: 0.28
- Akali — Base Stats — Attack Speed Growth: 0.02
- Pantheon — Base Stats — Base Health: 690 → 660
- Pantheon — Base Stats — Base Armor: 52 → 48
- Pantheon — Base Stats — Health Growth: 120 → 132
- Pantheon — Base Stats — Attack Speed Ratio: 0.658
- Pantheon — Base Stats — Base Attack Speed: 0.658
- Pantheon — Base Stats — Base Bonus Attack Speed: 0.22
- Pantheon — Base Stats — Attack Speed Growth: 0.02
- Fiora — Base Stats — Base Health: 650 → 630
- Fiora — Base Stats — Base Armor: 46 → 42
- Fiora — Base Stats — Armor Growth: 4.3 → 4.8
- Fiora — Base Stats — Health Growth: 120 → 130
- Fiora — Base Stats — Attack Speed Ratio: 0.69
- Fiora — Base Stats — Base Attack Speed: 0.69
- Fiora — Base Stats — Base Bonus Attack Speed: 0.16
- Fiora — Base Stats — Attack Speed Growth: 0.026
- Blitzcrank — Base Stats — Base Health: 660 → 630
- Blitzcrank — Base Stats — Base Armor: 49 → 45
- Blitzcrank — Base Stats — Health Growth: 120 → 135
- Blitzcrank — Base Stats — Attack Speed Ratio: 0.625
- Blitzcrank — Base Stats — Base Attack Speed: 0.625
- Blitzcrank — Base Stats — Base Bonus Attack Speed: 0.2
- Blitzcrank — Base Stats — Attack Speed Growth: 0.006
- Jax — Base Stats — Base Health: 690 → 660
- Jax — Base Stats — Base Armor: 46 → 44
- Jax — Base Stats — Health Growth: 120 → 130
- Jax — Base Stats — Attack Speed Ratio: 0.638
- Jax — Base Stats — Base Attack Speed: 0.638
- Jax — Base Stats — Base Bonus Attack Speed: 0.15
- Jax — Base Stats — Attack Speed Growth: 0.03
- Vi — Base Stats — Base Health: 690 → 660
- Vi — Base Stats — Base Armor: 46 → 42
- Vi — Base Stats — Health Growth: 112 → 130
- Vi — Base Stats — Attack Speed Ratio: 0.644
- Vi — Base Stats — Base Attack Speed: 0.644
- Vi — Base Stats — Base Bonus Attack Speed: 0.24
- Vi — Base Stats — Attack Speed Growth: 0.012
- Rakan — Base Stats — Base Armor: 49 → 42
- Rakan — Base Stats — Base Health: 660 → 640
- Rakan — Base Stats — Health Growth: 112 → 120
- Rakan — Base Stats — Attack Speed Ratio: 0.635
- Rakan — Base Stats — Base Attack Speed: 0.635
- Rakan — Base Stats — Base Bonus Attack Speed: 0.18
- Rakan — Base Stats — Attack Speed Growth: 0.022
- Gwen — Base Stats — Base Health: 690 → 640
- Gwen — Base Stats — Base Armor: 52 → 48
- Gwen — Base Stats — Health Growth: 120 → 136
- Gwen — Base Stats — Attack Speed Ratio: 0.69
- Gwen — Base Stats — Base Attack Speed: 0.69
- Gwen — Base Stats — Base Bonus Attack Speed: 0.16
- Gwen — Base Stats — Attack Speed Growth: 0.026
- Camille — Base Stats — Base Health: 690 → 660
- Camille — Base Stats — Health Growth: 128 → 132
- Camille — Base Stats — Attack Speed Ratio: 0.644
- Camille — Base Stats — Base Attack Speed: 0.644
- Camille — Base Stats — Base Bonus Attack Speed: 0.24
- Camille — Base Stats — Attack Speed Growth: 0.016
- Jarvan IV — Base Stats — Base Health: 690 → 660
- Jarvan IV — Base Stats — Health Growth: 120 → 130
- Jarvan IV — Base Stats — Attack Speed Ratio: 0.658
- Jarvan IV — Base Stats — Base Attack Speed: 0.658
- Jarvan IV — Base Stats — Base Bonus Attack Speed: 0.22
- Jarvan IV — Base Stats — Attack Speed Growth: 0.016
- Viego — Base Stats — Base Health: 660 → 630
- Viego — Base Stats — Health Growth: 128 → 138
- Viego — Base Stats — Attack Speed Ratio: 0.658
- Viego — Base Stats — Base Attack Speed: 0.658
- Viego — Base Stats — Base Bonus Attack Speed: 0.22
- Viego — Base Stats — Attack Speed Growth: 0.025
- Lee Sin — Base Stats — Base Health: 690 → 660
- Lee Sin — Base Stats — Health Growth: 120 → 132
- Lee Sin — Base Stats — Attack Speed Ratio: 0.651
- Lee Sin — Base Stats — Base Attack Speed: 0.651
- Lee Sin — Base Stats — Base Bonus Attack Speed: 0.23
- Lee Sin — Base Stats — Attack Speed Growth: 0.02
- Kennen — Base Stats — Base Health: 660 → 600
- Kennen — Base Stats — Health Growth: 120 → 130
- Kennen — Base Stats — Attack Speed Ratio: 0.69
- Kennen — Base Stats — Base Attack Speed: 0.69
- Kennen — Base Stats — Base Bonus Attack Speed: 0.09
- Kennen — Base Stats — Attack Speed Growth: 0.028
- Dr. Mundo — Base Stats — Base Health: 720 → 680
- Dr. Mundo — Base Stats — Health Growth: 112 → 120
- Dr. Mundo — Base Stats — Attack Speed Ratio: 0.625
- Dr. Mundo — Base Stats — Base Attack Speed: 0.625
- Dr. Mundo — Base Stats — Base Bonus Attack Speed: 0.28
- Dr. Mundo — Base Stats — Attack Speed Growth: 0.028
- Rammus — Base Stats — Base Health: 690 → 670
- Rammus — Base Stats — Base Armor: 49 → 45
- Rammus — Base Stats — Health Growth: 112 → 124
- Rammus — Base Stats — Attack Speed Ratio: 0.625
- Rammus — Base Stats — Base Attack Speed: 0.625
- Rammus — Base Stats — Base Bonus Attack Speed: 0.28
- Rammus — Base Stats — Attack Speed Growth: 0.0185
- Zeri — Base Stats — Base Health: 630 → 600
- Zeri — Base Stats — Health Growth: 128 → 136
- Zeri — Base Stats — Attack Speed Ratio: 0.625
- Zeri — Base Stats — Base Attack Speed: 0.625
- Zeri — Base Stats — Base Bonus Attack Speed: 0.28
- Zeri — Base Stats — Attack Speed Growth: 0.024
- Master Yi — Base Stats — Health Growth: 120 → 130
- Master Yi — Base Stats — Attack Speed Ratio: 0.679
- Master Yi — Base Stats — Base Attack Speed: 0.679
- Master Yi — Base Stats — Base Bonus Attack Speed: 0.18
- Master Yi — Base Stats — Attack Speed Growth: 0.018
- Yone — Base Stats — Base Health: 650 → 630
- Yone — Base Stats — Health Growth: 120 → 130
- Yone — Base Stats — Attack Speed Ratio: 0.625
- Yone — Base Stats — Base Attack Speed: 0.625
- Yone — Base Stats — Base Bonus Attack Speed: 0.28
- Yone — Base Stats — Attack Speed Growth: 0.032
- Darius — Base Stats — Base Health: 650 → 660
- Darius — Base Stats — Base Armor: 52 → 45
- Darius — Base Stats — Health Growth: 144 → 148
- Darius — Base Stats — Attack Speed Ratio: 0.625
- Darius — Base Stats — Base Attack Speed: 0.625
- Darius — Base Stats — Base Bonus Attack Speed: 0.17
- Darius — Base Stats — Attack Speed Growth: 0.008
- Alistar — Base Stats — Base Health: 720 → 700
- Alistar — Base Stats — Attack Speed Ratio: 0.625
- Alistar — Base Stats — Base Attack Speed: 0.625
- Alistar — Base Stats — Base Bonus Attack Speed: 0.2
- Alistar — Base Stats — Attack Speed Growth: 0.012
- Aurora — Base Stats — Health Growth: 120 → 132
- Aurora — Base Stats — Attack Speed Ratio: 0.668
- Aurora — Base Stats — Base Attack Speed: 0.668
- Aurora — Base Stats — Base Bonus Attack Speed: 0.12
- Aurora — Base Stats — Attack Speed Growth: 0.02
- Kassadin — Base Stats — Base Health: 630 → 650
- Kassadin — Base Stats — Health Growth: 120 → 132
- Kassadin — Base Stats — Attack Speed Ratio: 0.64
- Kassadin — Base Stats — Base Attack Speed: 0.64
- Kassadin — Base Stats — Base Bonus Attack Speed: 0.25
- Kassadin — Base Stats — Attack Speed Growth: 0.027
- Graves — Base Stats — Base Health: 660 → 630
- Graves — Base Stats — Health Growth: 128 → 136
- Graves — Base Stats — Attack Speed Ratio: 0.7
- Graves — Base Stats — Base Attack Speed: 0.7
- Graves — Base Stats — Base Bonus Attack Speed: 0
- Graves — Base Stats — Attack Speed Growth: 0.021
- Poppy — Base Stats — Base Health: 660 → 630
- Poppy — Base Stats — Health Growth: 128 → 136
- Poppy — Base Stats — Attack Speed Ratio: 0.625
- Poppy — Base Stats — Base Attack Speed: 0.625
- Poppy — Base Stats — Base Bonus Attack Speed: 0.2
- Poppy — Base Stats — Attack Speed Growth: 0.021
- Draven — Base Stats — Base Health: 630 → 650
- Draven — Base Stats — Health Growth: 128 → 132
- Draven — Base Stats — Attack Speed Ratio: 0.679
- Draven — Base Stats — Base Attack Speed: 0.679
- Draven — Base Stats — Base Bonus Attack Speed: 0.11
- Draven — Base Stats — Attack Speed Growth: 0.03
- Malphite — Base Stats — Health Growth: 120 → 130
- Malphite — Base Stats — Attack Speed Ratio: 0.638
- Malphite — Base Stats — Base Attack Speed: 0.638
- Malphite — Base Stats — Base Bonus Attack Speed: 0.25
- Malphite — Base Stats — Attack Speed Growth: 0.04
- Gragas — Base Stats — Base Health: 720 → 660
- Gragas — Base Stats — Health Growth: 120 → 140
- Gragas — Base Stats — Attack Speed Ratio: 0.625
- Gragas — Base Stats — Base Attack Speed: 0.625
- Gragas — Base Stats — Base Bonus Attack Speed: 0.28
- Gragas — Base Stats — Attack Speed Growth: 0.013
- Riven — Base Stats — Base Health: 690 → 660
- Riven — Base Stats — Health Growth: 120 → 125
- Riven — Base Stats — Base Armor: 46 → 43
- Riven — Base Stats — Attack Speed Ratio: 0.625
- Riven — Base Stats — Base Attack Speed: 0.625
- Riven — Base Stats — Base Bonus Attack Speed: 0.28
- Riven — Base Stats — Attack Speed Growth: 0.022
- Irelia — Base Stats — Base Health: 690 → 660
- Irelia — Base Stats — Health Growth: 128 → 138
- Irelia — Base Stats — Attack Speed Ratio: 0.656
- Irelia — Base Stats — Base Attack Speed: 0.656
- Irelia — Base Stats — Base Bonus Attack Speed: 0.22
- Irelia — Base Stats — Attack Speed Growth: 0.016
- Katarina — Base Stats — Base Health: 630 → 660
- Katarina — Base Stats — Attack Speed Ratio: 0.658
- Katarina — Base Stats — Base Attack Speed: 0.658
- Katarina — Base Stats — Base Bonus Attack Speed: 0.22
- Katarina — Base Stats — Attack Speed Growth: 0.018
- Skarner — Base Stats — Base Health: 690 → 660
- Skarner — Base Stats — Health Growth: 128 → 132
- Skarner — Base Stats — Attack Speed Ratio: 0.625
- Skarner — Base Stats — Base Attack Speed: 0.625
- Skarner — Base Stats — Base Bonus Attack Speed: 0.28
- Skarner — Base Stats — Attack Speed Growth: 0.005
- Shen — Base Stats — Health Growth: 112 → 124
- Shen — Base Stats — Attack Speed Ratio: 0.651
- Shen — Base Stats — Base Attack Speed: 0.651
- Shen — Base Stats — Base Bonus Attack Speed: 0.23
- Shen — Base Stats — Attack Speed Growth: 0.0367
- Galio — Base Stats — Base Health: 660 → 630
- Galio — Base Stats — Health Growth: 144 → 148
- Galio — Base Stats — Attack Speed Ratio: 0.625
- Galio — Base Stats — Base Attack Speed: 0.625
- Galio — Base Stats — Base Bonus Attack Speed: 0.28
- Galio — Base Stats — Attack Speed Growth: 0.007
- Lissandra — Base Stats — Health Growth: 120 → 130
- Lissandra — Base Stats — Attack Speed Ratio: 0.625
- Lissandra — Base Stats — Base Attack Speed: 0.625
- Lissandra — Base Stats — Base Bonus Attack Speed: 0.2
- Lissandra — Base Stats — Attack Speed Growth: 0.01
- Senna — Base Stats — Base Health: 600 → 570
- Senna — Base Stats — Attack Speed Ratio: 0.4
- Senna — Base Stats — Base Attack Speed: 0.4
- Senna — Base Stats — Base Bonus Attack Speed: 0.6
- Senna — Base Stats — Attack Speed Growth: 0.05
- Nautilus — Base Stats — Base Health: 720 → 690
- Nautilus — Base Stats — Attack Speed Ratio: 0.612
- Nautilus — Base Stats — Base Attack Speed: 0.612
- Nautilus — Base Stats — Base Bonus Attack Speed: 0.2
- Nautilus — Base Stats — Attack Speed Growth: 0.0124
- Thresh — Base Stats — Health Growth: 120 → 140
- Thresh — Base Stats — Attack Speed Ratio: 0.625
- Thresh — Base Stats — Base Attack Speed: 0.625
- Thresh — Base Stats — Base Bonus Attack Speed: 0.2
- Thresh — Base Stats — Attack Speed Growth: 0.028
- Ornn — Base Stats — Base Health: 720 → 690
- Ornn — Base Stats — Health Growth: 120 → 132
- Ornn — Base Stats — Attack Speed Ratio: 0.625
- Ornn — Base Stats — Base Attack Speed: 0.625
- Ornn — Base Stats — Base Bonus Attack Speed: 0.17
- Ornn — Base Stats — Attack Speed Growth: 0.012
- Nocturne — Base Stats — Health Growth: 120 → 134
- Nocturne — Base Stats — Attack Speed Ratio: 0.721
- Nocturne — Base Stats — Base Attack Speed: 0.721
- Nocturne — Base Stats — Base Bonus Attack Speed: 0.11
- Nocturne — Base Stats — Attack Speed Growth: 0.024
Champion attack speed — full list
With the melee/ranged split gone, every champion gets an individual attack speed ratio. This is the complete list, champion by champion, plus how the new mechanic works.
- In Patch 7.3, we have made significant changes to attack speed, so the team also hopes to take this opportunity to fully explain the mechanics of attack speed to players.
- Attack speed is the attribute that determines the frequency of a unit's basic attacks. For a champion, the attack speed attribute is primarily divided into the following types:
- Base Attack Speed: Base attack speed is a champion's initial attack speed, which typically also determines the champion's attack speed ratio.
- Attack Speed Ratio: The attack speed ratio determines the efficiency at which a champion converts gained bonus attack speed into actual attack speed bonuses. The attack speed ratio converts the bonus attack speed a champion gains by a percentage into the actual attack speed attribute. The value of the attack speed ratio is usually equal to the champion's base attack speed.
- Base Bonus Attack Speed: Base bonus attack speed is the bonus attack speed a champion acquires upon entering the game, and it does not scale with the champion's level. This means that every champion's attack speed at level 1 is determined by both their base attack speed and base bonus attack speed.
- Attack Speed Growth: Attack speed growth is the attack speed a champion gains as their level increases, and it is also calculated as bonus attack speed. (Usually, other growth attributes, such as attack damage growth, are not counted as bonus attack damage but are calculated as base attack damage.)
- Although attack speed growth is a fixed value, the bonus attack speed a champion gains per level is not equal.
- Bonus attack speed gained through level growth per level = Attack Speed Growth × (0.7 + 0.04 × Current Level). For example, when a champion levels up from level 1 to level 2, the bonus attack speed gained equals 74% of the attack speed growth.
- Similarly, the total bonus attack speed gained through level growth at max level = 1400% × Attack Speed Growth.
- Below, the team will further introduce the calculation mechanics for the attack speed attribute; first, let's look at a few calculation formulas: Total Attack Speed = Base Attack Speed + Attack Speed Ratio × Bonus Attack Speed
- Bonus Attack Speed = Base Bonus Attack Speed + Bonus Attack Speed from Level Growth + Bonus Attack Speed from other sources such as Equipment/Runes/Abilities
- Let's take Caitlyn as an example and substitute the values into the calculation formula for demonstration:
- For Caitlyn, both her base attack speed and attack speed ratio are 0.625, her base bonus attack speed is 0.28, and her attack speed growth is 0.04.
- At level 1 without any additional equipment or runes, Caitlyn's bonus attack speed only consists of her base bonus attack speed, so Caitlyn's attack speed = Base Attack Speed + Attack Speed Ratio × Base Bonus Attack Speed = 0.625 + 0.625 × 0.28 = 0.8
- Assuming at max level, Caitlyn has fully stacked the [Legend: Alacrity] rune (providing 18% bonus attack speed) and is equipped with Berserker's Greaves (providing 35% bonus attack speed), her attack speed can be calculated as follows:
- 0.625 + 0.625 × (0.28 + 0.04 × 14 + 0.18 + 0.35) = 1.48125
- On the stats panel, the attack speed is simplified to two decimal places: 1.48
- Garen — Base Stats — Base Health: 660 → 690
- Garen — Base Stats — Base Armor: 52 → 44
- Garen — Base Stats — Armor Growth: 5.8 → 5
- Garen — Base Stats — Attack Speed Ratio: 0.625
- Garen — Base Stats — Base Attack Speed: 0.625
- Garen — Base Stats — Base Bonus Attack Speed: 0.28
- Garen — Base Stats — Attack Speed Growth: 0.024
- Aatrox — Base Stats — Armor Growth: 4.5 → 5
- Aatrox — Base Stats — Base Magic Resistance: 40 → 36
- Aatrox — Base Stats — Attack Speed Ratio: 0.651
- Aatrox — Base Stats — Base Attack Speed: 0.651
- Aatrox — Base Stats — Base Bonus Attack Speed: 0.13
- Aatrox — Base Stats — Attack Speed Growth: 0.021
- Lux — Base Stats — Attack Speed Ratio: 0.625
- Lux — Base Stats — Base Attack Speed: 0.625
- Lux — Base Stats — Base Bonus Attack Speed: 0.2
- Lux — Base Stats — Attack Speed Growth: 0.03
- Amumu — Base Stats — Health Growth: 104 → 114
- Amumu — Base Stats — Attack Speed Ratio: 0.638
- Amumu — Base Stats — Base Attack Speed: 0.638
- Amumu — Base Stats — Base Bonus Attack Speed: 0.25
- Amumu — Base Stats — Attack Speed Growth: 0.024
- Kayn — Base Stats — Attack Speed Ratio: 0.67
- Kayn — Base Stats — Base Attack Speed: 0.67
- Kayn — Base Stats — Base Bonus Attack Speed: 0.2
- Kayn — Base Stats — Attack Speed Growth: 0.018
- Rengar — Base Stats — Base Health: 660 → 630
- Rengar — Base Stats — Health Growth: 128 → 136
- Rengar — Base Stats — Attack Speed Ratio: 0.667
- Rengar — Base Stats — Base Attack Speed: 0.667
- Rengar — Base Stats — Base Bonus Attack Speed: 0.2
- Rengar — Base Stats — Attack Speed Growth: 0.023
- Karma — Base Stats — Attack Speed Ratio: 0.625
- Karma — Base Stats — Base Attack Speed: 0.625
- Karma — Base Stats — Base Bonus Attack Speed: 0.2
- Karma — Base Stats — Attack Speed Growth: 0.0135
- Nunu & Willump — Base Stats — Base Health: 690 → 630
- Nunu & Willump — Base Stats — Health Growth: 120 → 124
- Nunu & Willump — Base Stats — Attack Speed Ratio: 0.625
- Nunu & Willump — Base Stats — Base Attack Speed: 0.625
- Nunu & Willump — Base Stats — Base Bonus Attack Speed: 0.28
- Nunu & Willump — Base Stats — Attack Speed Growth: 0.0122
- Wukong — Base Stats — Attack Speed Ratio: 0.625
- Wukong — Base Stats — Base Attack Speed: 0.625
- Wukong — Base Stats — Base Bonus Attack Speed: 0.28
- Wukong — Base Stats — Attack Speed Growth: 0.028
- Vayne — Base Stats — Attack Speed Ratio: 0.658
- Vayne — Base Stats — Base Attack Speed: 0.658
- Vayne — Base Stats — Base Bonus Attack Speed: 0.23
- Vayne — Base Stats — Attack Speed Growth: 0.03
- Ekko — Base Stats — Base Health: 630 → 650
- Ekko — Base Stats — Health Growth: 120 → 126
- Ekko — Base Stats — Attack Speed Ratio: 0.625
- Ekko — Base Stats — Base Attack Speed: 0.625
- Ekko — Base Stats — Base Bonus Attack Speed: 0.28
- Ekko — Base Stats — Attack Speed Growth: 0.031
- Orianna — Base Stats — Attack Speed Ratio: 0.658
- Orianna — Base Stats — Base Attack Speed: 0.658
- Orianna — Base Stats — Base Bonus Attack Speed: 0.14
- Orianna — Base Stats — Attack Speed Growth: 0.032
- Diana — Base Stats — Attack Speed Ratio: 0.694
- Diana — Base Stats — Base Attack Speed: 0.694
- Diana — Base Stats — Base Bonus Attack Speed: 0.15
- Diana — Base Stats — Attack Speed Growth: 0.008
- Zoe — Base Stats — Attack Speed Ratio: 0.625
- Zoe — Base Stats — Base Attack Speed: 0.625
- Zoe — Base Stats — Base Bonus Attack Speed: 0.2
- Zoe — Base Stats — Attack Speed Growth: 0.021
- Tryndamere — Base Stats — Attack Speed Ratio: 0.725
- Tryndamere — Base Stats — Base Attack Speed: 0.725
- Tryndamere — Base Stats — Base Bonus Attack Speed: 0.1
- Tryndamere — Base Stats — Attack Speed Growth: 0.025
- Xin Zhao — Base Stats — Base Health: 690 → 650
- Xin Zhao — Base Stats — Armor Growth: 4.3 → 4.7
- Xin Zhao — Base Stats — Health Growth: 120 → 130
- Xin Zhao — Base Stats — Attack Speed Ratio: 0.645
- Xin Zhao — Base Stats — Base Attack Speed: 0.645
- Xin Zhao — Base Stats — Base Bonus Attack Speed: 0.24
- Xin Zhao — Base Stats — Attack Speed Growth: 0.025
- Kha'Zix — Base Stats — Base Health: 630 → 640
- Kha'Zix — Base Stats — Health Growth: 120 → 128
- Kha'Zix — Base Stats — Attack Speed Ratio: 0.668
- Kha'Zix — Base Stats — Base Attack Speed: 0.668
- Kha'Zix — Base Stats — Base Bonus Attack Speed: 0.2
- Kha'Zix — Base Stats — Attack Speed Growth: 0.0185
- Jinx — Base Stats — Attack Speed Ratio: 0.625
- Jinx — Base Stats — Base Attack Speed: 0.625
- Jinx — Base Stats — Base Bonus Attack Speed: 0.3
- Jinx — Base Stats — Attack Speed Growth: 0.02
- Hecarim — Base Stats — Base Armor: 46 → 42
- Hecarim — Base Stats — Armor Growth: 5 → 5.4
- Hecarim — Base Stats — Health Growth: 120 → 130
- Hecarim — Base Stats — Attack Speed Ratio: 0.67
- Hecarim — Base Stats — Base Attack Speed: 0.67
- Hecarim — Base Stats — Base Bonus Attack Speed: 0.2
- Hecarim — Base Stats — Attack Speed Growth: 0.016
- Yuumi — Base Stats — Attack Speed Ratio: 0.625
- Yuumi — Base Stats — Base Attack Speed: 0.625
- Yuumi — Base Stats — Base Bonus Attack Speed: 0.2
- Yuumi — Base Stats — Attack Speed Growth: 0.006
- Braum — Base Stats — Base Health: 690 → 630
- Braum — Base Stats — Base Armor: 52 → 46
- Braum — Base Stats — Health Growth: 120 → 136
- Braum — Base Stats — Attack Speed Ratio: 0.644
- Braum — Base Stats — Base Attack Speed: 0.644
- Braum — Base Stats — Base Bonus Attack Speed: 0.16
- Braum — Base Stats — Attack Speed Growth: 0.03
- Jhin — Base Stats — Base Health: 600 → 630
- Jhin — Base Stats — Attack Speed Ratio: 0.625
- Jhin — Base Stats — Base Attack Speed: 0.625
- Jhin — Base Stats — Base Bonus Attack Speed: 0.06
- Jhin — Base Stats — Attack Speed Growth: 0.032
- Aurelion Sol — Base Stats — Attack Speed Ratio: 0.625
- Aurelion Sol — Base Stats — Base Attack Speed: 0.625
- Aurelion Sol — Base Stats — Base Bonus Attack Speed: 0.2
- Aurelion Sol — Base Stats — Attack Speed Growth: 0.004
- Syndra — Base Stats — Attack Speed Ratio: 0.625
- Syndra — Base Stats — Base Attack Speed: 0.625
- Syndra — Base Stats — Base Bonus Attack Speed: 0.2
- Syndra — Base Stats — Attack Speed Growth: 0.015
- Twisted Fate — Base Stats — Attack Speed Ratio: 0.651
- Twisted Fate — Base Stats — Base Attack Speed: 0.651
- Twisted Fate — Base Stats — Base Bonus Attack Speed: 0.15
- Twisted Fate — Base Stats — Attack Speed Growth: 0.016
- Kai'Sa — Base Stats — Attack Speed Ratio: 0.644
- Kai'Sa — Base Stats — Base Attack Speed: 0.644
- Kai'Sa — Base Stats — Base Bonus Attack Speed: 0.17
- Kai'Sa — Base Stats — Attack Speed Growth: 0.022
- Nilah — Base Stats — Attack Speed Ratio: 0.67
- Nilah — Base Stats — Base Attack Speed: 0.67
- Nilah — Base Stats — Base Bonus Attack Speed: 0.21
- Nilah — Base Stats — Attack Speed Growth: 0.02
- Morgana — Base Stats — Attack Speed Ratio: 0.625
- Morgana — Base Stats — Base Attack Speed: 0.625
- Morgana — Base Stats — Base Bonus Attack Speed: 0.2
- Morgana — Base Stats — Attack Speed Growth: 0.005
- Evelynn — Base Stats — Base Health: 600 → 630
- Evelynn — Base Stats — Attack Speed Ratio: 0.667
- Evelynn — Base Stats — Base Attack Speed: 0.667
- Evelynn — Base Stats — Base Bonus Attack Speed: 0.2
- Evelynn — Base Stats — Attack Speed Growth: 0.012
- Pantheon — Base Stats — Base Health: 690 → 660
- Pantheon — Base Stats — Base Armor: 52 → 48
- Pantheon — Base Stats — Health Growth: 120 → 132
- Pantheon — Base Stats — Attack Speed Ratio: 0.658
- Pantheon — Base Stats — Base Attack Speed: 0.658
- Pantheon — Base Stats — Base Bonus Attack Speed: 0.22
- Pantheon — Base Stats — Attack Speed Growth: 0.02
- Akali — Base Stats — Health Growth: 140 → 150
- Akali — Base Stats — Attack Speed Ratio: 0.625
- Akali — Base Stats — Base Attack Speed: 0.625
- Akali — Base Stats — Base Bonus Attack Speed: 0.28
- Akali — Base Stats — Attack Speed Growth: 0.02
- Fiora — Base Stats — Base Health: 650 → 630
- Fiora — Base Stats — Base Armor: 46 → 42
- Fiora — Base Stats — Armor Growth: 4.3 → 4.8
- Fiora — Base Stats — Health Growth: 120 → 130
- Fiora — Base Stats — Attack Speed Ratio: 0.69
- Fiora — Base Stats — Base Attack Speed: 0.69
- Fiora — Base Stats — Base Bonus Attack Speed: 0.16
- Fiora — Base Stats — Attack Speed Growth: 0.026
- Blitzcrank — Base Stats — Base Health: 660 → 630
- Blitzcrank — Base Stats — Base Armor: 49 → 45
- Blitzcrank — Base Stats — Health Growth: 120 → 135
- Blitzcrank — Base Stats — Attack Speed Ratio: 0.625
- Blitzcrank — Base Stats — Base Attack Speed: 0.625
- Blitzcrank — Base Stats — Base Bonus Attack Speed: 0.2
- Blitzcrank — Base Stats — Attack Speed Growth: 0.006
- Seraphine — Base Stats — Attack Speed Ratio: 0.625
- Seraphine — Base Stats — Base Attack Speed: 0.669
- Seraphine — Base Stats — Base Bonus Attack Speed: 0.12
- Seraphine — Base Stats — Attack Speed Growth: 0.017
- Mordekaiser — Base Stats — Attack Speed Ratio: 0.625
- Mordekaiser — Base Stats — Base Attack Speed: 0.625
- Mordekaiser — Base Stats — Base Bonus Attack Speed: 0.17
- Mordekaiser — Base Stats — Attack Speed Growth: 0.008
- Annie — Base Stats — Attack Speed Ratio: 0.625
- Annie — Base Stats — Base Attack Speed: 0.625
- Annie — Base Stats — Base Bonus Attack Speed: 0.2
- Annie — Base Stats — Attack Speed Growth: 0.006
- Yasuo — Base Stats — Attack Speed Ratio: 0.67
- Yasuo — Base Stats — Base Attack Speed: 0.67
- Yasuo — Base Stats — Base Bonus Attack Speed: 0.2
- Yasuo — Base Stats — Attack Speed Growth: 0.04
- Ahri — Base Stats — Attack Speed Ratio: 0.625
- Ahri — Base Stats — Base Attack Speed: 0.625
- Ahri — Base Stats — Base Bonus Attack Speed: 0.2
- Ahri — Base Stats — Attack Speed Growth: 0.02
- Zed — Base Stats — Attack Speed Ratio: 0.651
- Zed — Base Stats — Base Attack Speed: 0.651
- Zed — Base Stats — Base Bonus Attack Speed: 0.23
- Zed — Base Stats — Attack Speed Growth: 0.024
- Jax — Base Stats — Base Health: 690 → 660
- Jax — Base Stats — Base Armor: 46 → 44
- Jax — Base Stats — Health Growth: 120 → 130
- Jax — Base Stats — Attack Speed Ratio: 0.638
- Jax — Base Stats — Base Attack Speed: 0.638
- Jax — Base Stats — Base Bonus Attack Speed: 0.15
- Jax — Base Stats — Attack Speed Growth: 0.03
- Kayle — Base Stats — Attack Speed Ratio: 0.667
- Kayle — Base Stats — Base Attack Speed: 0.667
- Kayle — Base Stats — Base Bonus Attack Speed: 0.13
- Kayle — Base Stats — Attack Speed Growth: 0.028
- Lucian — Base Stats — Attack Speed Ratio: 0.638
- Lucian — Base Stats — Base Attack Speed: 0.638
- Lucian — Base Stats — Base Bonus Attack Speed: 0.25
- Lucian — Base Stats — Attack Speed Growth: 0.028
- Leona — Base Stats — Attack Speed Ratio: 0.625
- Leona — Base Stats — Base Attack Speed: 0.625
- Leona — Base Stats — Base Bonus Attack Speed: 0.2
- Leona — Base Stats — Attack Speed Growth: 0.021
- Tristana — Base Stats — Attack Speed Ratio: 0.694
- Tristana — Base Stats — Base Attack Speed: 0.694
- Tristana — Base Stats — Base Bonus Attack Speed: 0.17
- Tristana — Base Stats — Attack Speed Growth: 0.02
- Teemo — Base Stats — Attack Speed Ratio: 0.69
- Teemo — Base Stats — Base Attack Speed: 0.69
- Teemo — Base Stats — Base Bonus Attack Speed: 0.09
- Teemo — Base Stats — Attack Speed Growth: 0.03
- Sona — Base Stats — Attack Speed Ratio: 0.644
- Sona — Base Stats — Base Attack Speed: 0.644
- Sona — Base Stats — Base Bonus Attack Speed: 0.17
- Sona — Base Stats — Attack Speed Growth: 0.016
- Lulu — Base Stats — Attack Speed Ratio: 0.625
- Lulu — Base Stats — Base Attack Speed: 0.625
- Lulu — Base Stats — Base Bonus Attack Speed: 0.2
- Lulu — Base Stats — Attack Speed Growth: 0.013
- Shyvana — Base Stats — Attack Speed Ratio: 0.638
- Shyvana — Base Stats — Base Attack Speed: 0.638
- Shyvana — Base Stats — Base Bonus Attack Speed: 0.25
- Shyvana — Base Stats — Attack Speed Growth: 0.012
- Vi — Base Stats — Base Health: 690 → 660
- Vi — Base Stats — Base Armor: 46 → 42
- Vi — Base Stats — Health Growth: 112 → 130
- Vi — Base Stats — Attack Speed Ratio: 0.644
- Vi — Base Stats — Base Attack Speed: 0.644
- Vi — Base Stats — Base Bonus Attack Speed: 0.24
- Vi — Base Stats — Attack Speed Growth: 0.012
- Xayah — Base Stats — Attack Speed Ratio: 0.658
- Xayah — Base Stats — Base Attack Speed: 0.658
- Xayah — Base Stats — Base Bonus Attack Speed: 0.22
- Xayah — Base Stats — Attack Speed Growth: 0.034
- Rakan — Base Stats — Base Armor: 49 → 42
- Rakan — Base Stats — Base Health: 660 → 640
- Rakan — Base Stats — Health Growth: 112 → 120
- Rakan — Base Stats — Attack Speed Ratio: 0.635
- Rakan — Base Stats — Base Attack Speed: 0.635
- Rakan — Base Stats — Base Bonus Attack Speed: 0.18
- Rakan — Base Stats — Attack Speed Growth: 0.022
- Twitch — Base Stats — Attack Speed Ratio: 0.679
- Twitch — Base Stats — Base Attack Speed: 0.679
- Twitch — Base Stats — Base Bonus Attack Speed: 0.18
- Twitch — Base Stats — Attack Speed Growth: 0.03
- Gwen — Base Stats — Base Health: 690 → 640
- Gwen — Base Stats — Base Armor: 52 → 48
- Gwen — Base Stats — Health Growth: 120 → 136
- Gwen — Base Stats — Attack Speed Ratio: 0.69
- Gwen — Base Stats — Base Attack Speed: 0.69
- Gwen — Base Stats — Base Bonus Attack Speed: 0.16
- Gwen — Base Stats — Attack Speed Growth: 0.026
- Camille — Base Stats — Base Health: 690 → 660
- Camille — Base Stats — Health Growth: 128 → 132
- Camille — Base Stats — Attack Speed Ratio: 0.644
- Camille — Base Stats — Base Attack Speed: 0.644
- Camille — Base Stats — Base Bonus Attack Speed: 0.24
- Camille — Base Stats — Attack Speed Growth: 0.016
- Jarvan IV — Base Stats — Base Health: 690 → 660
- Jarvan IV — Base Stats — Health Growth: 120 → 130
- Jarvan IV — Base Stats — Attack Speed Ratio: 0.658
- Jarvan IV — Base Stats — Base Attack Speed: 0.658
- Jarvan IV — Base Stats — Base Bonus Attack Speed: 0.22
- Jarvan IV — Base Stats — Attack Speed Growth: 0.016
- Viego — Base Stats — Base Health: 660 → 630
- Viego — Base Stats — Health Growth: 128 → 138
- Viego — Base Stats — Attack Speed Ratio: 0.658
- Viego — Base Stats — Base Attack Speed: 0.658
- Viego — Base Stats — Base Bonus Attack Speed: 0.22
- Viego — Base Stats — Attack Speed Growth: 0.025
- Volibear — Base Stats — Attack Speed Ratio: 0.7
- Volibear — Base Stats — Base Attack Speed: 0.7
- Volibear — Base Stats — Base Bonus Attack Speed: 0.05
- Volibear — Base Stats — Attack Speed Growth: 0.014
- Lee Sin — Base Stats — Base Health: 690 → 660
- Lee Sin — Base Stats — Health Growth: 120 → 132
- Lee Sin — Base Stats — Attack Speed Ratio: 0.651
- Lee Sin — Base Stats — Base Attack Speed: 0.651
- Lee Sin — Base Stats — Base Bonus Attack Speed: 0.23
- Lee Sin — Base Stats — Attack Speed Growth: 0.02
- Corki — Base Stats — Attack Speed Ratio: 0.644
- Corki — Base Stats — Base Attack Speed: 0.644
- Corki — Base Stats — Base Bonus Attack Speed: 0.17
- Corki — Base Stats — Attack Speed Growth: 0.032
- Kennen — Base Stats — Base Health: 660 → 600
- Kennen — Base Stats — Health Growth: 120 → 130
- Kennen — Base Stats — Attack Speed Ratio: 0.69
- Kennen — Base Stats — Base Attack Speed: 0.69
- Kennen — Base Stats — Base Bonus Attack Speed: 0.09
- Kennen — Base Stats — Attack Speed Growth: 0.028
- Dr. Mundo — Base Stats — Base Health: 720 → 680
- Dr. Mundo — Base Stats — Health Growth: 112 → 120
- Dr. Mundo — Base Stats — Attack Speed Ratio: 0.625
- Dr. Mundo — Base Stats — Base Attack Speed: 0.625
- Dr. Mundo — Base Stats — Base Bonus Attack Speed: 0.28
- Dr. Mundo — Base Stats — Attack Speed Growth: 0.028
- Zyra — Base Stats — Attack Speed Ratio: 0.625
- Zyra — Base Stats — Base Attack Speed: 0.625
- Zyra — Base Stats — Base Bonus Attack Speed: 0.2
- Zyra — Base Stats — Attack Speed Growth: 0.02
- Rammus — Base Stats — Base Health: 690 → 670
- Rammus — Base Stats — Base Armor: 49 → 45
- Rammus — Base Stats — Health Growth: 112 → 124
- Rammus — Base Stats — Attack Speed Ratio: 0.625
- Rammus — Base Stats — Base Attack Speed: 0.625
- Rammus — Base Stats — Base Bonus Attack Speed: 0.28
- Rammus — Base Stats — Attack Speed Growth: 0.0185
- Nasus — Base Stats — Attack Speed Ratio: 0.638
- Nasus — Base Stats — Base Attack Speed: 0.638
- Nasus — Base Stats — Base Bonus Attack Speed: 0.25
- Nasus — Base Stats — Attack Speed Growth: 0.024
- Miss Fortune — Base Stats — Attack Speed Ratio: 0.656
- Miss Fortune — Base Stats — Base Attack Speed: 0.656
- Miss Fortune — Base Stats — Base Bonus Attack Speed: 0.22
- Miss Fortune — Base Stats — Attack Speed Growth: 0.032
- Zeri — Base Stats — Base Health: 630 → 600
- Zeri — Base Stats — Health Growth: 128 → 136
- Zeri — Base Stats — Attack Speed Ratio: 0.625
- Zeri — Base Stats — Base Attack Speed: 0.625
- Zeri — Base Stats — Base Bonus Attack Speed: 0.28
- Zeri — Base Stats — Attack Speed Growth: 0.024
- Sett — Base Stats — Attack Speed Ratio: 0.625
- Sett — Base Stats — Base Attack Speed: 0.625
- Sett — Base Stats — Base Bonus Attack Speed: 0.17
- Sett — Base Stats — Attack Speed Growth: 0.01
- Yone — Base Stats — Base Health: 650 → 630
- Yone — Base Stats — Health Growth: 120 → 130
- Yone — Base Stats — Attack Speed Ratio: 0.625
- Yone — Base Stats — Base Attack Speed: 0.625
- Yone — Base Stats — Base Bonus Attack Speed: 0.28
- Yone — Base Stats — Attack Speed Growth: 0.032
- Master Yi — Base Stats — Health Growth: 120 → 130
- Master Yi — Base Stats — Attack Speed Ratio: 0.679
- Master Yi — Base Stats — Base Attack Speed: 0.679
- Master Yi — Base Stats — Base Bonus Attack Speed: 0.18
- Master Yi — Base Stats — Attack Speed Growth: 0.018
- Darius — Base Stats — Base Health: 650 → 660
- Darius — Base Stats — Base Armor: 52 → 45
- Darius — Base Stats — Health Growth: 144 → 148
- Darius — Base Stats — Attack Speed Ratio: 0.625
- Darius — Base Stats — Base Attack Speed: 0.625
- Darius — Base Stats — Base Bonus Attack Speed: 0.17
- Darius — Base Stats — Attack Speed Growth: 0.008
- Graves — Base Stats — Base Health: 660 → 630
- Graves — Base Stats — Health Growth: 128 → 136
- Graves — Base Stats — Attack Speed Ratio: 0.7
- Graves — Base Stats — Base Attack Speed: 0.7
- Graves — Base Stats — Base Bonus Attack Speed: 0
- Graves — Base Stats — Attack Speed Growth: 0.021
- Kindred — Base Stats — Attack Speed Ratio: 0.625
- Kindred — Base Stats — Base Attack Speed: 0.625
- Kindred — Base Stats — Base Bonus Attack Speed: 0.28
- Kindred — Base Stats — Attack Speed Growth: 0.032
- Maokai — Base Stats — Attack Speed Ratio: 0.695
- Maokai — Base Stats — Base Attack Speed: 0.695
- Maokai — Base Stats — Base Bonus Attack Speed: 0.15
- Maokai — Base Stats — Attack Speed Growth: 0.029
- Janna — Base Stats — Attack Speed Ratio: 0.625
- Janna — Base Stats — Base Attack Speed: 0.625
- Janna — Base Stats — Base Bonus Attack Speed: 0.2
- Janna — Base Stats — Attack Speed Growth: 0.022
- Poppy — Base Stats — Base Health: 660 → 630
- Poppy — Base Stats — Health Growth: 128 → 136
- Poppy — Base Stats — Attack Speed Ratio: 0.625
- Poppy — Base Stats — Base Attack Speed: 0.625
- Poppy — Base Stats — Base Bonus Attack Speed: 0.2
- Poppy — Base Stats — Attack Speed Growth: 0.021
- Draven — Base Stats — Base Health: 630 → 650
- Draven — Base Stats — Health Growth: 128 → 132
- Draven — Base Stats — Attack Speed Ratio: 0.679
- Draven — Base Stats — Base Attack Speed: 0.679
- Draven — Base Stats — Base Bonus Attack Speed: 0.11
- Draven — Base Stats — Attack Speed Growth: 0.03
- Gnar — Base Stats — Attack Speed Ratio: 0.625
- Gnar — Base Stats — Base Attack Speed: 0.625
- Gnar — Base Stats — Base Bonus Attack Speed: 0.2
- Gnar — Base Stats — Attack Speed Growth: 0.015
- Ashe — Base Stats — Attack Speed Ratio: 0.658
- Ashe — Base Stats — Base Attack Speed: 0.658
- Ashe — Base Stats — Base Bonus Attack Speed: 0.23
- Ashe — Base Stats — Attack Speed Growth: 0.03
- Zilean — Base Stats — Attack Speed Ratio: 0.625
- Zilean — Base Stats — Base Attack Speed: 0.625
- Zilean — Base Stats — Base Bonus Attack Speed: 0.2
- Zilean — Base Stats — Attack Speed Growth: 0.017
- Alistar — Base Stats — Base Health: 720 → 700
- Alistar — Base Stats — Attack Speed Ratio: 0.625
- Alistar — Base Stats — Base Attack Speed: 0.625
- Alistar — Base Stats — Base Bonus Attack Speed: 0.2
- Alistar — Base Stats — Attack Speed Growth: 0.012
- Ambessa — Base Stats — Attack Speed Ratio: 0.625
- Ambessa — Base Stats — Base Attack Speed: 0.625
- Ambessa — Base Stats — Base Bonus Attack Speed: 0.28
- Ambessa — Base Stats — Attack Speed Growth: 0.012
- Malphite — Base Stats — Health Growth: 120 → 130
- Malphite — Base Stats — Attack Speed Ratio: 0.638
- Malphite — Base Stats — Base Attack Speed: 0.638
- Malphite — Base Stats — Base Bonus Attack Speed: 0.25
- Malphite — Base Stats — Attack Speed Growth: 0.04
- Nidalee — Base Stats — Attack Speed Ratio: 0.638
- Nidalee — Base Stats — Base Attack Speed: 0.638
- Nidalee — Base Stats — Base Bonus Attack Speed: 0.18
- Nidalee — Base Stats — Attack Speed Growth: 0.024
- Aurora — Base Stats — Health Growth: 120 → 132
- Aurora — Base Stats — Attack Speed Ratio: 0.668
- Aurora — Base Stats — Base Attack Speed: 0.668
- Aurora — Base Stats — Base Bonus Attack Speed: 0.12
- Aurora — Base Stats — Attack Speed Growth: 0.02
- Fizz — Base Stats — Attack Speed Ratio: 0.658
- Fizz — Base Stats — Base Attack Speed: 0.658
- Fizz — Base Stats — Base Bonus Attack Speed: 0.22
- Fizz — Base Stats — Attack Speed Growth: 0.022
- Ziggs — Base Stats — Attack Speed Ratio: 0.656
- Ziggs — Base Stats — Base Attack Speed: 0.656
- Ziggs — Base Stats — Base Bonus Attack Speed: 0.14
- Ziggs — Base Stats — Attack Speed Growth: 0.014
- Cho'Gath — Base Stats — Attack Speed Ratio: 0.625
- Cho'Gath — Base Stats — Base Attack Speed: 0.625
- Cho'Gath — Base Stats — Base Bonus Attack Speed: 0.28
- Cho'Gath — Base Stats — Attack Speed Growth: 0.008
- Gragas — Base Stats — Base Health: 720 → 660
- Gragas — Base Stats — Health Growth: 120 → 140
- Gragas — Base Stats — Attack Speed Ratio: 0.625
- Gragas — Base Stats — Base Attack Speed: 0.625
- Gragas — Base Stats — Base Bonus Attack Speed: 0.28
- Gragas — Base Stats — Attack Speed Growth: 0.013
- Vladimir — Base Stats — Attack Speed Ratio: 0.658
- Vladimir — Base Stats — Base Attack Speed: 0.658
- Vladimir — Base Stats — Base Bonus Attack Speed: 0.14
- Vladimir — Base Stats — Attack Speed Growth: 0.0165
- Nami — Base Stats — Attack Speed Ratio: 0.644
- Nami — Base Stats — Base Attack Speed: 0.644
- Nami — Base Stats — Base Bonus Attack Speed: 0.17
- Nami — Base Stats — Attack Speed Growth: 0.02
- Riven — Base Stats — Base Health: 690 → 660
- Riven — Base Stats — Health Growth: 120 → 125
- Riven — Base Stats — Base Armor: 46 → 43
- Riven — Base Stats — Attack Speed Ratio: 0.625
- Riven — Base Stats — Base Attack Speed: 0.625
- Riven — Base Stats — Base Bonus Attack Speed: 0.28
- Riven — Base Stats — Attack Speed Growth: 0.022
- Varus — Base Stats — Attack Speed Ratio: 0.658
- Varus — Base Stats — Base Attack Speed: 0.658
- Varus — Base Stats — Base Bonus Attack Speed: 0.22
- Varus — Base Stats — Attack Speed Growth: 0.03
- Irelia — Base Stats — Base Health: 690 → 660
- Irelia — Base Stats — Health Growth: 128 → 138
- Irelia — Base Stats — Attack Speed Ratio: 0.656
- Irelia — Base Stats — Base Attack Speed: 0.656
- Irelia — Base Stats — Base Bonus Attack Speed: 0.22
- Irelia — Base Stats — Attack Speed Growth: 0.016
- Katarina — Base Stats — Base Health: 630 → 660
- Katarina — Base Stats — Attack Speed Ratio: 0.658
- Katarina — Base Stats — Base Attack Speed: 0.658
- Katarina — Base Stats — Base Bonus Attack Speed: 0.22
- Katarina — Base Stats — Attack Speed Growth: 0.018
- Singed — Base Stats — Attack Speed Ratio: 0.625
- Singed — Base Stats — Base Attack Speed: 0.625
- Singed — Base Stats — Base Bonus Attack Speed: 0.28
- Singed — Base Stats — Attack Speed Growth: 0.016
- Soraka — Base Stats — Attack Speed Ratio: 0.625
- Soraka — Base Stats — Base Attack Speed: 0.625
- Soraka — Base Stats — Base Bonus Attack Speed: 0.2
- Soraka — Base Stats — Attack Speed Growth: 0.012
- Ezreal — Base Stats — Attack Speed Ratio: 0.625
- Ezreal — Base Stats — Base Attack Speed: 0.625
- Ezreal — Base Stats — Base Bonus Attack Speed: 0.28
- Ezreal — Base Stats — Attack Speed Growth: 0.022
- Galio — Base Stats — Base Health: 660 → 630
- Galio — Base Stats — Health Growth: 144 → 148
- Galio — Base Stats — Attack Speed Ratio: 0.625
- Galio — Base Stats — Base Attack Speed: 0.625
- Galio — Base Stats — Base Bonus Attack Speed: 0.28
- Galio — Base Stats — Attack Speed Growth: 0.007
- Akshan — Base Stats — Attack Speed Ratio: 0.4
- Akshan — Base Stats — Base Attack Speed: 0.45
- Akshan — Base Stats — Base Bonus Attack Speed: 0.67
- Akshan — Base Stats — Attack Speed Growth: 0.04
- Jayce — Base Stats — Attack Speed Ratio: 0.658
- Jayce — Base Stats — Base Attack Speed: 0.658
- Jayce — Base Stats — Base Bonus Attack Speed: 0.22
- Jayce — Base Stats — Attack Speed Growth: 0.021
- Urgot — Base Stats — Attack Speed Ratio: 0.625
- Urgot — Base Stats — Base Attack Speed: 0.625
- Urgot — Base Stats — Base Bonus Attack Speed: 0.2
- Urgot — Base Stats — Attack Speed Growth: 0.031
- Kassadin — Base Stats — Base Health: 630 → 650
- Kassadin — Base Stats — Health Growth: 120 → 132
- Kassadin — Base Stats — Attack Speed Ratio: 0.64
- Kassadin — Base Stats — Base Attack Speed: 0.64
- Kassadin — Base Stats — Base Bonus Attack Speed: 0.25
- Kassadin — Base Stats — Attack Speed Growth: 0.027
- Samira — Base Stats — Attack Speed Ratio: 0.658
- Samira — Base Stats — Base Attack Speed: 0.658
- Samira — Base Stats — Base Bonus Attack Speed: 0.14
- Samira — Base Stats — Attack Speed Growth: 0.03
- Bard — Base Stats — Attack Speed Ratio: 0.658
- Bard — Base Stats — Base Attack Speed: 0.658
- Bard — Base Stats — Base Bonus Attack Speed: 0.14
- Bard — Base Stats — Attack Speed Growth: 0.015
- Olaf — Base Stats — Attack Speed Ratio: 0.694
- Olaf — Base Stats — Base Attack Speed: 0.694
- Olaf — Base Stats — Base Bonus Attack Speed: 0.06
- Olaf — Base Stats — Attack Speed Growth: 0.0326
- Sivir — Base Stats — Attack Speed Ratio: 0.625
- Sivir — Base Stats — Base Attack Speed: 0.625
- Sivir — Base Stats — Base Bonus Attack Speed: 0.3
- Sivir — Base Stats — Attack Speed Growth: 0.01
- Milio — Base Stats — Attack Speed Ratio: 0.625
- Milio — Base Stats — Base Attack Speed: 0.625
- Milio — Base Stats — Base Bonus Attack Speed: 0.2
- Milio — Base Stats — Attack Speed Growth: 0.022
- Lissandra — Base Stats — Health Growth: 120 → 130
- Lissandra — Base Stats — Attack Speed Ratio: 0.625
- Lissandra — Base Stats — Base Attack Speed: 0.625
- Lissandra — Base Stats — Base Bonus Attack Speed: 0.2
- Lissandra — Base Stats — Attack Speed Growth: 0.01
- Kog'Maw — Base Stats — Attack Speed Ratio: 0.665
- Kog'Maw — Base Stats — Base Attack Speed: 0.665
- Kog'Maw — Base Stats — Base Bonus Attack Speed: 0.2
- Kog'Maw — Base Stats — Attack Speed Growth: 0.03
- Caitlyn — Base Stats — Attack Speed Ratio: 0.625
- Caitlyn — Base Stats — Base Attack Speed: 0.625
- Caitlyn — Base Stats — Base Bonus Attack Speed: 0.28
- Caitlyn — Base Stats — Attack Speed Growth: 0.04
- Rell — Base Stats — Attack Speed Ratio: 0.625
- Rell — Base Stats — Base Attack Speed: 0.625
- Rell — Base Stats — Base Bonus Attack Speed: 0.2
- Rell — Base Stats — Attack Speed Growth: 0.01
- Skarner — Base Stats — Base Health: 690 → 660
- Skarner — Base Stats — Health Growth: 128 → 132
- Skarner — Base Stats — Attack Speed Ratio: 0.625
- Skarner — Base Stats — Base Attack Speed: 0.625
- Skarner — Base Stats — Base Bonus Attack Speed: 0.28
- Skarner — Base Stats — Attack Speed Growth: 0.005
- Shen — Base Stats — Health Growth: 112 → 124
- Shen — Base Stats — Attack Speed Ratio: 0.651
- Shen — Base Stats — Base Attack Speed: 0.651
- Shen — Base Stats — Base Bonus Attack Speed: 0.23
- Shen — Base Stats — Attack Speed Growth: 0.0367
- Brand — Base Stats — Attack Speed Ratio: 0.625
- Brand — Base Stats — Base Attack Speed: 0.625
- Brand — Base Stats — Base Bonus Attack Speed: 0.2
- Brand — Base Stats — Attack Speed Growth: 0.0185
- Renekton — Base Stats — Attack Speed Ratio: 0.665
- Renekton — Base Stats — Base Attack Speed: 0.665
- Renekton — Base Stats — Base Bonus Attack Speed: 0.2
- Renekton — Base Stats — Attack Speed Growth: 0.024
- Veigar — Base Stats — Attack Speed Ratio: 0.625
- Veigar — Base Stats — Base Attack Speed: 0.625
- Veigar — Base Stats — Base Bonus Attack Speed: 0.2
- Veigar — Base Stats — Attack Speed Growth: 0.014
- Senna — Base Stats — Base Health: 600 → 570
- Senna — Base Stats — Attack Speed Ratio: 0.4
- Senna — Base Stats — Base Attack Speed: 0.4
- Senna — Base Stats — Base Bonus Attack Speed: 0.6
- Senna — Base Stats — Attack Speed Growth: 0.05
- Pyke — Base Stats — Attack Speed Ratio: 0.667
- Pyke — Base Stats — Base Attack Speed: 0.667
- Pyke — Base Stats — Base Bonus Attack Speed: 0.13
- Pyke — Base Stats — Attack Speed Growth: 0.021
- Sion — Base Stats — Attack Speed Ratio: 0.679
- Sion — Base Stats — Base Attack Speed: 0.679
- Sion — Base Stats — Base Bonus Attack Speed: 0.18
- Sion — Base Stats — Attack Speed Growth: 0.006
- Swain — Base Stats — Attack Speed Ratio: 0.625
- Swain — Base Stats — Base Attack Speed: 0.625
- Swain — Base Stats — Base Bonus Attack Speed: 0.2
- Swain — Base Stats — Attack Speed Growth: 0.012
- Heimerdinger — Base Stats — Attack Speed Ratio: 0.625
- Heimerdinger — Base Stats — Base Attack Speed: 0.625
- Heimerdinger — Base Stats — Base Bonus Attack Speed: 0.2
- Heimerdinger — Base Stats — Attack Speed Growth: 0.01
- Talon — Base Stats — Attack Speed Ratio: 0.625
- Talon — Base Stats — Base Attack Speed: 0.625
- Talon — Base Stats — Base Bonus Attack Speed: 0.28
- Talon — Base Stats — Attack Speed Growth: 0.015
- Vel'Koz — Base Stats — Attack Speed Ratio: 0.625
- Vel'Koz — Base Stats — Base Attack Speed: 0.625
- Vel'Koz — Base Stats — Base Bonus Attack Speed: 0.2
- Vel'Koz — Base Stats — Attack Speed Growth: 0.01
- Thresh — Base Stats — Health Growth: 120 → 140
- Thresh — Base Stats — Attack Speed Ratio: 0.625
- Thresh — Base Stats — Base Attack Speed: 0.625
- Thresh — Base Stats — Base Bonus Attack Speed: 0.2
- Thresh — Base Stats — Attack Speed Growth: 0.028
- Warwick — Base Stats — Attack Speed Ratio: 0.638
- Warwick — Base Stats — Base Attack Speed: 0.638
- Warwick — Base Stats — Base Bonus Attack Speed: 0.25
- Warwick — Base Stats — Attack Speed Growth: 0.012
- Nautilus — Base Stats — Base Health: 720 → 690
- Nautilus — Base Stats — Attack Speed Ratio: 0.612
- Nautilus — Base Stats — Base Attack Speed: 0.612
- Nautilus — Base Stats — Base Bonus Attack Speed: 0.2
- Nautilus — Base Stats — Attack Speed Growth: 0.0124
- Fiddlesticks — Base Stats — Attack Speed Ratio: 0.625
- Fiddlesticks — Base Stats — Base Attack Speed: 0.625
- Fiddlesticks — Base Stats — Base Bonus Attack Speed: 0.2
- Fiddlesticks — Base Stats — Attack Speed Growth: 0.012
- Kalista — Base Stats — Attack Speed Ratio: 0.694
- Kalista — Base Stats — Base Attack Speed: 0.694
- Kalista — Base Stats — Base Bonus Attack Speed: 0.16
- Kalista — Base Stats — Attack Speed Growth: 0.046
- Lillia — Base Stats — Attack Speed Ratio: 0.625
- Lillia — Base Stats — Base Attack Speed: 0.625
- Lillia — Base Stats — Base Bonus Attack Speed: 0.28
- Lillia — Base Stats — Attack Speed Growth: 0.016
- Ornn — Base Stats — Base Health: 720 → 690
- Ornn — Base Stats — Health Growth: 120 → 132
- Ornn — Base Stats — Attack Speed Ratio: 0.625
- Ornn — Base Stats — Base Attack Speed: 0.625
- Ornn — Base Stats — Base Bonus Attack Speed: 0.17
- Ornn — Base Stats — Attack Speed Growth: 0.012
- Ryze — Base Stats — Attack Speed Ratio: 0.625
- Ryze — Base Stats — Base Attack Speed: 0.625
- Ryze — Base Stats — Base Bonus Attack Speed: 0.2
- Ryze — Base Stats — Attack Speed Growth: 0.018
- Smolder — Base Stats — Attack Speed Ratio: 0.638
- Smolder — Base Stats — Base Attack Speed: 0.638
- Smolder — Base Stats — Base Bonus Attack Speed: 0.25
- Smolder — Base Stats — Attack Speed Growth: 0.031
- Mel — Base Stats — Attack Speed Ratio: 0.625
- Mel — Base Stats — Base Attack Speed: 0.625
- Mel — Base Stats — Base Bonus Attack Speed: 0.2
- Mel — Base Stats — Attack Speed Growth: 0.016
- Rumble — Base Stats — Attack Speed Ratio: 0.644
- Rumble — Base Stats — Base Attack Speed: 0.644
- Rumble — Base Stats — Base Bonus Attack Speed: 0.24
- Rumble — Base Stats — Attack Speed Growth: 0.016
- Vex — Base Stats — Attack Speed Ratio: 0.625
- Vex — Base Stats — Base Attack Speed: 0.625
- Vex — Base Stats — Base Bonus Attack Speed: 0.2
- Vex — Base Stats — Attack Speed Growth: 0.01
- Viktor — Base Stats — Attack Speed Ratio: 0.658
- Viktor — Base Stats — Base Attack Speed: 0.658
- Viktor — Base Stats — Base Bonus Attack Speed: 0.14
- Viktor — Base Stats — Attack Speed Growth: 0.02
- Taliyah — Base Stats — Attack Speed Ratio: 0.625
- Taliyah — Base Stats — Base Attack Speed: 0.625
- Taliyah — Base Stats — Base Bonus Attack Speed: 0.2
- Taliyah — Base Stats — Attack Speed Growth: 0.01
- Yunara — Base Stats — Attack Speed Ratio: 0.65
- Yunara — Base Stats — Base Attack Speed: 0.65
- Yunara — Base Stats — Base Bonus Attack Speed: 0.23
- Yunara — Base Stats — Attack Speed Growth: 0.032
- Nocturne — Base Stats — Health Growth: 120 → 134
- Nocturne — Base Stats — Attack Speed Ratio: 0.721
- Nocturne — Base Stats — Base Attack Speed: 0.721
- Nocturne — Base Stats — Base Bonus Attack Speed: 0.11
- Nocturne — Base Stats — Attack Speed Growth: 0.024
- K'Sante — Base Stats — Attack Speed Ratio: 0.625
- K'Sante — Base Stats — Base Attack Speed: 0.625
- K'Sante — Base Stats — Base Bonus Attack Speed: 0.28
- K'Sante — Base Stats — Attack Speed Growth: 0.021
- Norra — Base Stats — Attack Speed Ratio: 0.625
- Norra — Base Stats — Base Attack Speed: 0.625
- Norra — Base Stats — Base Bonus Attack Speed: 0.2
- Norra — Base Stats — Attack Speed Growth: 0.012
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Marksman items — components and new pieces
The bottom of the shop is rebuilt: the basic attack-speed and crit components change numbers, and several new pieces enter to support the new critical damage.
- Dagger — Base Stats — Total Cost: 500 → 400
- Dagger — Base Stats — Attack Speed: 15% → 12%
- Last Whisper — Base Stats — New: Build Path: Long Sword (500) + 700
- Last Whisper — Base Stats — Total Cost: 800 → 1200
- Last Whisper — Base Stats — New: Attack Damage: 15
- Last Whisper — Base Stats — Armor Penetration: 12% → 15%
- Recurve Bow — Base Stats — Build Path: Dagger (500) + Dagger (500) + 400 → Dagger (400) + 500
- Recurve Bow — Base Stats — Total Cost: 1400 → 900
- Recurve Bow — Base Stats — Attack Speed: 30% → 20%
- Zeal — Base Stats — Movement Speed: 5% → 4%
- Noonquiver — Base Stats — Build Path: Long Sword (500) + Dagger (500) + 350 → Long Sword (500) + Brawler's Gloves (500) + 300
- Noonquiver — Base Stats — Total Cost: 1350 → 1300
- Noonquiver — Base Stats — Attack Damage: 25 → 20
- Noonquiver — Base Stats — Removed: Attack Speed: 15%
- Noonquiver — Base Stats — New: Critical Strike Chance: 15%
- Vampiric Scepter — Base Stats — Removed: Physical Vamp: 8%
- Vampiric Scepter — Base Stats — New: Life Steal: 8%
- Kircheis Shard — Base Stats — Build Path: Long Sword (500) + 400 → Dagger (400) + 400
- Kircheis Shard — Base Stats — Total Cost: 900 → 800
- Kircheis Shard — Base Stats — Removed: Attack Damage: 15
- Kircheis Shard — Base Stats — New: Attack Speed: 20%
- Kircheis Shard — Base Stats — Jolt: Dealing damage to an enemy champion deals 40 bonus magic damage (25 seconds cooldown). Attacks reduce this cooldown by 1 second.
- Pickaxe [new] — Base Stats — Total Cost: 800
- Pickaxe [new] — Base Stats — Build Path: Long Sword (500) + 300
- Pickaxe [new] — Base Stats — Attack Damage: 20
- Hearthbound Axe [new] — Hearthbound Axe replaces Noonquiver as a mid-tier item providing attack speed and attack damage. Base Stats
- Hearthbound Axe [new] — Total Cost: 1200
- Hearthbound Axe [new] — Build Path: Long Sword (500) + Dagger (400) + 300
- Hearthbound Axe [new] — Attack Damage: 20
- Hearthbound Axe [new] — Attack Speed: 15%
- Hexoptics C44 [new] — Base Stats — Total Cost: 2900
- Hexoptics C44 [new] — Base Stats — Build Path: Pickaxe (800) + Noonquiver (1300) + Long Sword (500) + 300
- Hexoptics C44 [new] — Base Stats — Attack Damage: 55
- Hexoptics C44 [new] — Base Stats — Critical Strike Chance: 25%
- Hexoptics C44 [new] — Base Stats — Magnification: Attacks deal 0 - 10% bonus damage, damage increases based on your distance to the enemy (reaches maximum damage at 550 range).
- Hexoptics C44 [new] — Base Stats — Arcane Aim: When a champion you have damaged within the last 3 seconds dies, you gain 100 bonus attack range, lasting for 8 seconds.
- Yun Tal Wildarrows [new] — Base Stats — Total Cost: 3100
- Yun Tal Wildarrows [new] — Base Stats — Build Path: Noonquiver (1300) + Pickaxe (800) + Kircheis Shard (800) + 200
- Yun Tal Wildarrows [new] — Base Stats — Attack Damage: 50
- Yun Tal Wildarrows [new] — Base Stats — Critical Strike Chance: 0%
- Yun Tal Wildarrows [new] — Base Stats — Attack Speed: 25%
- Yun Tal Wildarrows [new] — Base Stats — Practice Makes Perfect: Permanently gain critical strike chance on each basic attack, gaining 0.4%/0.2% (Melee/Ranged) critical strike chance per attack, up to a maximum of 25%.
- Yun Tal Wildarrows [new] — Base Stats — Flurry: When attacking an enemy champion, gain 25% Attack Speed for 6 seconds (20 seconds cooldown). Attacks reduce this cooldown by 1 second, and this reduction is increased to 2 seconds upon critical strikes.
Energized and marksman legendary items
The heart of the patch on the item side: the energized family and the big marksman legendaries are retuned around 200% critical damage, and five new items join them.
- Stormrazor [new] — Base Stats — Total Cost: 3000
- Stormrazor [new] — Base Stats — Build Path: B.F. Sword (1500) + Kircheis Shard (800) + Brawler's Gloves (500) + 200
- Stormrazor [new] — Base Stats — Attack Damage: 50
- Stormrazor [new] — Base Stats — Critical Strike Chance: 25%
- Stormrazor [new] — Base Stats — Attack Speed: 20%
- Stormrazor [new] — Base Stats — Energized: Moving and attacking will generate an Energized attack.
- Stormrazor [new] — Base Stats — Bolt: Your Energized attack deals 120 bonus magic damage and grants 45% movement speed for 1.5 seconds.
- Rapid Firecannon [new] — Base Stats — Total Cost: 2650
- Rapid Firecannon [new] — Base Stats — Build Path: Zeal (1400) + Kircheis Shard (800) + 450
- Rapid Firecannon [new] — Base Stats — Critical Strike Chance: 25%
- Rapid Firecannon [new] — Base Stats — Attack Speed: 40%
- Rapid Firecannon [new] — Base Stats — Movement Speed: 4%
- Rapid Firecannon [new] — Base Stats — Energized: Moving and attacking will generate an Energized attack.
- Rapid Firecannon [new] — Base Stats — Sharpshooter: Your Energized attack deals 80 bonus magic damage and grants 35% bonus attack range (max 150).
- Fiendhunter Bolts [new] — Base Stats — Total Cost: 2650
- Fiendhunter Bolts [new] — Base Stats — Build Path: Zeal (1400) + Kircheis Shard (800) + 450
- Fiendhunter Bolts [new] — Base Stats — Critical Strike Chance: 25%
- Fiendhunter Bolts [new] — Base Stats — Attack Speed: 45%
- Fiendhunter Bolts [new] — Base Stats — Movement Speed: 4%
- Fiendhunter Bolts [new] — Base Stats — Night Watch: Gain 20 Ultimate Ability Haste.
- Fiendhunter Bolts [new] — Base Stats — Opening Barrage: After casting your Ultimate, your next 3 attacks gain 50% Attack Speed and are guaranteed to critically strike, dealing 80% of your normal critical strike damage, lasting for 8 seconds. If an attack was already going to critically strike, it instead deals 15% bonus true damage (45 seconds cooldown).
- Immortal Shieldbow [new] — Immortal Shieldbow returns as an item focused on defense, aiming to provide marksmen with more late-game survivability. Base Stats
- Immortal Shieldbow [new] — Total Cost: 3000
- Immortal Shieldbow [new] — Build Path: Noonquiver (1300) + Pickaxe (800) + 900
- Immortal Shieldbow [new] — Attack Damage: 55
- Immortal Shieldbow [new] — Critical Strike Chance: 25%
- Immortal Shieldbow [new] — Lifeline: Upon taking damage that would reduce your health below 30%, gain a shield for 3 seconds (Melee 350 - 650, Ranged 300 - 550, depending on champion level) (70 seconds cooldown).
- Statikk Shiv [new] — Base Stats — Total Cost: 3000
- Statikk Shiv [new] — Base Stats — Build Path: Aether Wisp (950) + Pickaxe (800) + Kircheis Shard (800) + 450
- Statikk Shiv [new] — Base Stats — Attack Damage: 40
- Statikk Shiv [new] — Base Stats — Ability Power: 40
- Statikk Shiv [new] — Base Stats — Attack Speed: 30%
- Statikk Shiv [new] — Base Stats — Movement Speed: 4%
- Statikk Shiv [new] — Base Stats — Energized: Moving and attacking will generate an Energized attack.
- Statikk Shiv [new] — Base Stats — Electroshock: Your Energized attack fires chain lightning that bounces to additional targets. Bounce amount: 3/4/5/6 (increases at levels 1/5/9/13 respectively), dealing 60 (increased to 90 against minions and monsters) magic damage. Secondary bounce targets also take on-hit effects.
- Statikk Shiv [new] — Base Stats — Electrotherapy: Basic attacks grant 5 bonus Energized stacks.
- Bloodthirster — Base Stats — Build Path: Vampiric Scepter (1200) + Cloak of Agility (1000) + Ruby Crystal (500) + 300 → Vampiric Scepter (1200) + B.F. Sword (1500) + 500
- Bloodthirster — Base Stats — Total Cost: 3000 → 3200
- Bloodthirster — Base Stats — Attack Damage: 55 → 75
- Bloodthirster — Base Stats — Removed: Critical Strike Chance: 25%
- Bloodthirster — Base Stats — Removed: Maximum Health: 250
- Bloodthirster — Base Stats — Removed: Physical Vamp: 8%
- Bloodthirster — Base Stats — New: Life Steal: 15%
- Bloodthirster — Base Stats — Ichor Shield: Converts overhealing from Life Steal into a shield, up to 165 - 345 (based on level) shield value.
- Essence Reaver — Base Stats — Build Path: Sheen (800) + Cloak of Agility (1000) + Long Sword (500) + 700 → Sheen (800) + Caulfield's Warhammer (1200) + Brawler's Gloves (500) + 500
- Essence Reaver — Base Stats — Attack Damage: 35 → 50
- Essence Reaver — Base Stats — Spellblade: After casting an ability, your next basic attack within 10 seconds will deal 135% × Base Attack Damage + 0 - 80 (increases by 0.8 per 1% Critical Strike Chance) bonus physical damage, and restores Mana equal to 50% of this damage value (Cooldown: 1.5 seconds).
- Galeforce — Base Stats — Build Path: Zeal (1400) + B.F. Sword (1500) + 200 → Noonquiver (1300) + Pickaxe (800) + Long Sword (500) + 500
- Galeforce — Base Stats — Attack Damage: 50 → 60
- Galeforce — Base Stats — Removed: Attack Speed: 15%
- Galeforce — Base Stats — Movement Speed: 5% → 4%
- The Collector — Base Stats — Build Path: Serrated Dirk (1000) + Cloak of Agility (1000) + 1000 → Serrated Dirk (1000) + Noonquiver (1300) + 700
- The Collector — Base Stats — Attack Damage: 45 → 50
- The Collector — Base Stats — Death and Taxes: If dealing damage to an enemy champion leaves them below 5% of their maximum health, directly executes the target and permanently increases the execution maximum health percentage by 0.1%, and provides an additional 25 gold.
- Kraken Slayer — Base Stats — Build Path: Noonquiver (1300) + Dagger (500) + Long Sword (500) + 500 → Recurve Bow (900) + Hearthbound Axe (1200) + Long Sword (500) + 300
- Kraken Slayer — Base Stats — Total Cost: 2800 → 2900
- Kraken Slayer — Base Stats — Attack Damage: 40 → 45
- Kraken Slayer — Base Stats — Attack Speed: 30% → 35%
- Kraken Slayer — Base Stats — Movement Speed: 5% → 4%
- Kraken Slayer — Bring It Down — Adjusted: Every third attack deals 150 - 210 (Ranged champions 120 - 168) bonus physical damage; this damage increases based on the target's missing health. For every 1% health the target is missing, the damage increases by 0.75%, up to a maximum of 75%.
- Kraken Slayer — Bring It Down — Optimized the interaction with Yunara's (1) skill. Now Yunara's (1) skill spread effect can trigger [Bring It Down].
- Blade of the Ruined King — Base Stats — Build Path: Vampiric Scepter (1200) + Recurve Bow (1400) + 400 → Vampiric Scepter (1200) + Pickaxe (800) + Recurve Bow (900) + 200
- Blade of the Ruined King — Base Stats — Total Cost: 3200 → 3100
- Blade of the Ruined King — Base Stats — Attack Damage: 25 → 40
- Blade of the Ruined King — Base Stats — Attack Speed: 35% → 30%
- Blade of the Ruined King — Base Stats — Removed: Omnivamp: 10%
- Blade of the Ruined King — Base Stats — New: Life Steal: 12%
- Blade of the Ruined King — Ruined Strike — On-hit basic attacks deal bonus physical damage equal to 7% of the target's current health (Melee 8.5%), minimum 15 damage, maximum 100 against monsters.
- Blade of the Ruined King — Drain — Hitting the same enemy champion with basic attacks or abilities 3 times slows the target by 30% for 1.5 seconds (30 seconds cooldown).
- Guinsoo's Rageblade — Base Stats — Build Path: Baron's Stinger (800) + Recurve Bow (1400) + 900 → Amplifying Tome (500) + Recurve Bow (900) + Pickaxe (800) + 800
- Guinsoo's Rageblade — Base Stats — Total Cost: 3100 → 3000
- Guinsoo's Rageblade — Base Stats — New: Attack Damage: 35
- Guinsoo's Rageblade — Base Stats — New: Ability Power: 30
- Guinsoo's Rageblade — Base Stats — Removed: Movement Speed: 5%
- Guinsoo's Rageblade — Wrath — Attacks deal 30 bonus magic damage.
- Guinsoo's Rageblade — Seething Strike — Basic attacks grant 8% Attack Speed, stacking up to 4 times. At maximum stacks, every third basic attack triggers on-hit effects an additional time.
- Wit's End — Base Stats — Build Path: Recurve Bow (1400) + Negatron Cloak (900) + 500 → Recurve Bow (900) + Negatron Cloak (900) + Dagger (400) + 600
- Wit's End — Base Stats — Attack Speed: 45% → 50%
- Wit's End — Base Stats — New: Tenacity: 20%
- Wit's End — At Wit's End — On-hit basic attacks deal 40 bonus magic damage.
- Terminus — Base Stats — Build Path: Recurve Bow (1400) + B.F. Sword (1500) + 400 → Recurve Bow (900) + Hearthbound Axe (1200) + 900
- Terminus — Base Stats — Total Cost: 3300 → 3000
- Terminus — Base Stats — Attack Damage: 40 → 35
- Terminus — Shadow — On-hit basic attacks deal 30 bonus magic damage to the target.
- Terminus — Juxtaposition — Light on-hit provides 5-8 Armor and Magic Resistance; Dark on-hit provides 10% Armor Penetration and Magic Penetration, stacking up to 3 times.
- Phantom Dancer — Base Stats — Build Path: Zeal (1400) + Dagger (500) + Long Sword (500) + 500 → Zeal (1400) + Dagger (400) + Dagger (400) + 450
- Phantom Dancer — Base Stats — Total Cost: 2900 → 2650
- Phantom Dancer — Base Stats — Removed: Attack Damage: 20
- Phantom Dancer — Base Stats — Movement Speed: 5% → 7%
- Phantom Dancer — Spectral Waltz — Basic attacks against a champion grant 6% Attack Speed and 1% Movement Speed for 6 seconds, stacking up to 5 times.
- Runaan's Hurricane — Base Stats — Build Path: Recurve Bow (1400) + Cloak of Agility (1000) + 500 → Zeal (1400) + Kircheis Shard (800) + 450
- Runaan's Hurricane — Base Stats — Total Cost: 2900 → 2650
- Runaan's Hurricane — Base Stats — Attack Speed: 35% → 40%
- Runaan's Hurricane — Base Stats — New: Movement Speed: 4%
- Runaan's Hurricane — Wind's Fury — On-hit basic attacks fire micro-bolts at 2 nearby targets, each dealing 55% physical damage, which can critically strike and apply on-hit effects.
- Runaan's Hurricane — Wind's Fury — Removed: Wind's Edge.
- Mortal Reminder — Base Stats — Build Path: Last Whisper (800) + Executioner's Calling (800) + Cloak of Agility (1000) + 900 → Last Whisper (1200) + Executioner's Calling (800) + Brawler's Gloves (500) + 500
- Mortal Reminder — Base Stats — Total Cost: 3300 → 3000
- Mortal Reminder — Base Stats — Attack Damage: 25 → 35
- Mortal Reminder — Base Stats — Removed: Attack Speed: 15%
- Mortal Reminder — Base Stats — New: Armor Penetration: 30%
- Mortal Reminder — Judgment — Dealing physical damage to an enemy champion applies 50% Grievous Wounds for 3 seconds.
- Mortal Reminder — Last Whisper — Integrated into Base Stats.
- Infinity Edge — Base Stats — Build Path: B.F. Sword (1500) + Cloak of Agility (1000) + 900 → B.F. Sword (1500) + Pickaxe (800) + Brawler's Gloves (500) + 700
- Infinity Edge — Base Stats — Attack Damage: 65 → 75
- Infinity Edge — Infinity — Critical strike damage increased from 200% to 230%.
- Infinity Edge — Infinity — Removed: Break the Limit.
- Manamune — Base Stats — Build Path: Tear of the Goddess (500) + Caulfield's Warhammer (1200) + 1000 → Caulfield's Warhammer (1200) + Tear of the Goddess (500) + Long Sword (500) + 700
- Manamune — Base Stats — Total Cost: 2700 → 2900
- Manamune — Base Stats — Attack Damage: 25 → 40
- Manamune — Base Stats — Mana: 300 → 500
- Manamune — Base Stats — Ability Haste: 20 → 15
- Manamune — Awe — Grants bonus Attack Damage equal to 2% maximum Mana, and refunds 15% of all Mana spent.
- Manamune — Mana Charge — Each basic attack or Mana expenditure grants 14 maximum Mana, up to 700, maximum 3 times every 10 seconds.
- Muramana — Base Stats — Total Cost: 2700 → 2900
- Muramana — Base Stats — Attack Damage: 25 → 40
- Muramana — Base Stats — Ability Haste: 20 → 15
- Muramana — Awe — Adjusted: Grants bonus Attack Damage equal to 2% maximum Mana, and refunds 15% of all Mana spent.
- Muramana — Shock — Adjusted: Basic attacks deal bonus physical damage equal to 1.5% maximum Mana; abilities deal bonus physical damage equal to 3.5% (Melee) / 3% (Ranged) maximum Mana.
- Serylda's Grudge — Base Stats — Build Path: Caulfield's Warhammer (1200) + Last Whisper (800) + Long Sword (500) + 800 → Caulfield's Warhammer (1200) + Last Whisper (1200) + 700
- Serylda's Grudge — Base Stats — Total Cost: 3300 → 3100
- Serylda's Grudge — Base Stats — Attack Damage: 40 → 50
- Serylda's Grudge — Base Stats — New: Armor Penetration: 35%
- Serylda's Grudge — Icy — Adjusted: Damaging active abilities and empowered attacks reduce the movement speed of enemies below 60% of their current health by 30% for 1 second.
- Serylda's Grudge — Last Whisper — Integrated into Base Stats.
- Serylda's Grudge — Last Whisper — Removed: Frostbite.
- Navori Quickblades — Base Stats — Total Cost: 2800 → 2650
- Navori Quickblades — Base Stats — Attack Speed: 45% → 40%
- Navori Quickblades — Base Stats — Movement Speed: 5% → 4%
- Lord Dominik's Regards — Base Stats — Build Path: Last Whisper (800) + Long Sword (500) + Cloak of Agility (1000) + 1000 → Last Whisper (1200) + Noonquiver (1300) + 800
- Lord Dominik's Regards — Base Stats — Attack Damage: 25 → 35
- Lord Dominik's Regards — Base Stats — Armor Penetration: 36% → 35%
- Quicksilver Sash — Base Stats — Removed: Physical Vamp: 10%
- Quicksilver Sash — Base Stats — New: Life Steal: 12%
All other item changes
Support, tank, mage and assassin items: more than thirty entries, including four new items and the reworked healing and shielding pieces.
- Winged Moonplate — Base Stats — Movement Speed: 5% → 4%
- Bami's Cinder — Base Stats — Build Path: Glowing Mote (500) + Ruby Crystal (500) + 300 → Ring of Revelation (300) + Ruby Crystal (500) + 400
- Bami's Cinder — Base Stats — Total Cost: 1300 → 1200
- Bami's Cinder — Base Stats — New: Ability Haste: 5
- Aether Wisp — Base Stats — Movement Speed: 5% → 4%
- Phage — Rage — Basic attacks hitting a unit grant 20 Movement Speed for 2 seconds. The movement speed bonus cannot stack, and the effect is halved for ranged champions.
- Forbidden Idol — Base Stats — Build Path: No longer requires crafting
- Forbidden Idol — Base Stats — Total Cost: 900 → 700
- Forbidden Idol — Base Stats — Heal and Shield Power: 4% → 6%
- Forbidden Idol — Base Stats — [Removed] Health: 100
- Forbidden Idol — Base Stats — [Removed] Ability Haste: 5
- Bandleglass Mirror [new] — Base Stats — Build Path: Amplifying Tome (500) + Ring of Revelation (300) + 100
- Bandleglass Mirror [new] — Base Stats — Total Cost: 900
- Bandleglass Mirror [new] — Base Stats — Base Mana Regeneration: 50%
- Bandleglass Mirror [new] — Base Stats — Ability Haste: 10
- Whispering Circlet [new] — Base Stats — Total Cost: 2400
- Whispering Circlet [new] — Base Stats — Build Path: Forbidden Idol (700) + Tear of the Goddess (500) + Ruby Crystal (500) + 700
- Whispering Circlet [new] — Base Stats — Health: 200
- Whispering Circlet [new] — Base Stats — Maximum Mana: 500
- Whispering Circlet [new] — Base Stats — Base Mana Regeneration: 50%
- Whispering Circlet [new] — Base Stats — Heal and Shield Power: 8%
- Whispering Circlet [new] — Harmony — Gain bonus Heal and Shield Power equal to 0.5% maximum Mana, and refund 25% of Mana spent.
- Whispering Circlet [new] — Mana Charge — Each Mana expenditure grants 14 maximum Mana, up to a maximum of 700, triggering up to 2 times every 10 seconds. Upon reaching maximum stacks, it automatically upgrades into [Diadem of Song].
- Diadem of Songs [new] — Base Stats — Build Path: Whispering Circlet
- Diadem of Songs [new] — Base Stats — Health: 200
- Diadem of Songs [new] — Base Stats — Mana: 1200
- Diadem of Songs [new] — Base Stats — Base Mana Regeneration: 50%
- Diadem of Songs [new] — Base Stats — Heal and Shield Power: 8%
- Diadem of Songs [new] — Harmony — Gain bonus Heal and Shield Power equal to 0.5% maximum Mana, and refund 25% of Mana spent.
- Diadem of Songs [new] — Consonance — If you or any ally you healed or shielded within the last 3 seconds is in combat, restore Health equal to 0.8% of your maximum Mana per second to the lowest-health nearby ally (within an 800 range).
- Echoes of Helia [new] — Base Stats — Total Cost: 2400
- Echoes of Helia [new] — Base Stats — Build Path: Bandleglass Mirror (900) + Kindlegem (1000) + 500
- Echoes of Helia [new] — Base Stats — Health: 200
- Echoes of Helia [new] — Base Stats — Ability Power: 40
- Echoes of Helia [new] — Base Stats — Ability Haste: 20
- Echoes of Helia [new] — Base Stats — Base Mana Regeneration: 50%
- Echoes of Helia [new] — Soul Siphon — 30% of pre-mitigation damage dealt to enemy champions is stored as Soul Charges (80 - 250, increasing with level). Healing or shielding allies (excluding yourself) consumes all Soul Charges to restore a corresponding amount of health.
- Ardent Censer — Base Stats — Build Path: Forbidden Idol (900) + Aether Wisp (950) + Ring of Revelation (300) + 550 → Forbidden Idol (700) + Aether Wisp (950) + 750
- Ardent Censer — Base Stats — Total Cost: 2700 → 2400
- Ardent Censer — Base Stats — Ability Power: 45 → 50
- Ardent Censer — Base Stats — Heal and Shield Power: 5% → 8%
- Ardent Censer — Base Stats — Movement Speed: 5% → 4%
- Ardent Censer — Base Stats — Removed: Ability Haste: 10
- Ardent Censer — Base Stats — Removed: Health: 250
- Ardent Censer — Censer — Adjusted: After providing a shield or heal to another champion, empower yourself and that champion for 6 seconds, granting 30% bonus attack speed and 25 on-hit magic damage on basic attacks.
- Staff of Flowing Water — Base Stats — Total Cost: 2500 → 2400
- Staff of Flowing Water — Base Stats — Health: 100 → 0
- Staff of Flowing Water — Base Stats — Heal and Shield Power: 5% → 8%
- Staff of Flowing Water — Base Stats — Ability Haste: 15 → 10
- Staff of Flowing Water — Rapids — Adjusted: After providing a shield or heal to another champion, empower yourself and that champion for 6 seconds, granting 40 Ability Power and 15 Ability Haste.
- Redemption — Base Stats — Total Cost: 2600 → 2450
- Redemption — Base Stats — Health: 150 → 0
- Redemption — Base Stats — Ability Power: 50 → 40
- Redemption — Base Stats — Heal and Shield Power: 5% → 8%
- Redemption — Base Stats — Ability Haste: 15 → 10
- Shurelya's Battlesong — Base Stats — Build Path: Aether Wisp (950) + Amplifying Tome (500) + Ring of Revelation (300) + 750 → Bandleglass Mirror (900) + Aether Wisp (950) + 550
- Shurelya's Battlesong — Base Stats — Movement Speed: 5% → 4%
- Imperial Mandate — Base Stats — Build Path: Fiendish Codex (900) + Kindlegem (1000) + 600 → Bandleglass Mirror (900) + Blasting Wand (800) + 900
- Imperial Mandate — Base Stats — Total Cost: 2500 → 2600
- Imperial Mandate — Base Stats — Health: 200 → 0
- Imperial Mandate — Base Stats — Ability Power: 50 → 60
- Imperial Mandate — Base Stats — New: Base Mana Regeneration: 50%
- Imperial Mandate — Control — Crowd control abilities grant 20 Ability Haste.
- Imperial Mandate — Coordinated Fire — Immobilizing an enemy champion marks them for 4 seconds, causing them to take 7% bonus damage for those 4 seconds.
- Harmonic Echo — Base Stats — Build Path: Lost Chapter (1200) + Forbidden Idol (900) + Amplifying Tome (500) + 100 → Bandleglass Mirror (900) + Kindlegem (1000) + 600
- Harmonic Echo — Base Stats — Total Cost: 2800 → 2500
- Harmonic Echo — Base Stats — Health: 100 → 200
- Harmonic Echo — Base Stats — Ability Power: 50 → 40
- Harmonic Echo — Base Stats — Ability Haste: 15 → 20
- Harmonic Echo — Base Stats — Removed: Maximum Mana: 300
- Harmonic Echo — Base Stats — Removed: Heal and Shield Power: 5%
- Harmonic Echo — Harmony — When healing or shielding an allied champion, connects to the closest allied champion within range with the lowest health percentage (excluding yourself), granting them an effect equal to 30% of the heal value or 35% of the shield value. If no other allied champions are within range, grants the full heal or shield value to the original target.
- Knight's Vow — Base Stats — Build Path: Kindlegem (1000) + Chain Vest (900) + 700 → Kindlegem (1000) + Chain Vest (900) + 550
- Knight's Vow — Base Stats — Total Cost: 2600 → 2450
- Knight's Vow — Base Stats — Health: 400 → 200
- Zeke's Convergence — Base Stats — Build Path: Glacial Shroud (1000) + Giant's Belt (1000) + 700 → Kindlegem (1000) + Cloth Armor (500) + Null-Magic Mantle (500) + 400
- Zeke's Convergence — Base Stats — Total Cost: 2700 → 2400
- Zeke's Convergence — Base Stats — Health: 400 → 300
- Zeke's Convergence — Base Stats — Removed: Mana: 150
- Zeke's Convergence — Base Stats — Armor: 40 → 25
- Zeke's Convergence — Base Stats — New: Magic Resistance: 25
- Zeke's Convergence — Base Stats — Ability Haste: 15 → 10
- Zeke's Convergence — Convergence — Grants 10 Ultimate Ability Haste.
- Zeke's Convergence — Frostfire Tempest — Upon casting your Ultimate, deals 150 magic damage to nearby enemies and slows them by 30% for 5 seconds. If no enemy champions are within range when casting your Ultimate, it is delayed by up to 5 seconds, or unleashed when an enemy champion enters range.
- Yordle Trap — Base Stats — Build Path: Chain Vest (900) + Kindlegem (1000) + 700 → Kindlegem (1000) + Cloth Armor (500) + Null-Magic Mantle (500) + 400
- Yordle Trap — Base Stats — Total Cost: 2600 → 2400
- Yordle Trap — Base Stats — Health: 350 → 200
- Yordle Trap — Base Stats — Armor: 40 → 20
- Yordle Trap — Base Stats — New: Magic Resistance: 20
- Yordle Trap — Trappers — Slowing or immobilizing an enemy champion empowers yourself for 8/4 seconds (Melee/Ranged), granting 20 movement speed. While empowered, you and surrounding allies gain 30%/20% (Melee/Ranged) bonus attack speed. If an ally (including yourself) scores a takedown while inspired, you gain 20 gold.
- Mantle of the Twelfth Hour — Base Stats — Build Path: Surging Scales (1300) + Negatron Cloak (900) + 500 → Kindlegem (1000) + Giant's Belt (1000) + 550
- Mantle of the Twelfth Hour — Base Stats — Total Cost: 2700 → 2550
- Mantle of the Twelfth Hour — Base Stats — Health: 200 → 600
- Mantle of the Twelfth Hour — Base Stats — Removed: Armor: 40
- Mantle of the Twelfth Hour — Base Stats — Removed: Magic Resistance: 40
- Mantle of the Twelfth Hour — Base Stats — New: Ability Haste: 20
- Mantle of the Twelfth Hour — Lifeline — When your health falls below 30% of maximum health, instantly gain 200 - 300 bonus health for 5 seconds, and continuously heal for 200 - 400 + 120% bonus Armor + 120% bonus Magic Resistance + 15% bonus health over 5 seconds. While active, gain 10% size increase, 10% bonus movement speed, and 20% Tenacity.
- Frozen Heart — Base Stats — Total Cost: 2650 → 2550
- Frozen Heart — Base Stats — Maximum Mana: 250 → 400
- Frozen Heart — Winter's Caress — All enemy champions within a 650 range have their attack speed reduced by 25%.
- Radiant Virtue — Base Stats — Build Path: Kindlegem (1000) + Chain Vest (900) + 950 → Giant's Belt (1000) + Cloth Armor (500) + Null-Magic Mantle (500) + 650
- Radiant Virtue — Base Stats — Total Cost: 2850 → 2650
- Radiant Virtue — Base Stats — Armor: 45 → 30
- Radiant Virtue — Base Stats — New: Magic Resistance: 30
- Radiant Virtue — Base Stats — Ability Haste: 15 → 10
- Abyssal Mask — Base Stats — Build Path: Kindlegem (1000) + Negatron Cloak (900) + Ruby Crystal (500) + 600 → Kindlegem (1000) + Negatron Cloak (900) + 500
- Abyssal Mask — Base Stats — Total Cost: 3000 → 2400
- Abyssal Mask — Base Stats — Health: 400 → 350
- Abyssal Mask — Base Stats — Magic Resistance: 55 → 45
- Abyssal Mask — Ruin — All enemy champions within a 6.5-meter radius take 12% bonus magic damage.
- Gunmetal Greaves — Base Stats — Removed: Physical Vamp: 5%
- Gunmetal Greaves — Base Stats — New: Life Steal: 5%
- Death's Dance — Base Stats — Build Path: Caulfield's Warhammer (1200) + Chain Vest (900) + 1000 → Caulfield's Warhammer (1200) + Chain Vest (900) + Pickaxe (800) + 300
- Death's Dance — Base Stats — Total Cost: 3100 → 3200
- Death's Dance — Base Stats — Attack Damage: 35 → 50
- Death's Dance — Base Stats — Armor: 40 → 45
- Death's Dance — Defiance — If an enemy champion dies within 3 seconds of you dealing damage to them, the remaining bleed damage from Ignore Pain is purified, and you are healed for 90% of your bonus attack damage over 2 seconds.
- Death's Dance — Ignore Pain — Stores 30% (Ranged 12%) of physical and magical damage taken, which is then dealt to you as true damage over 3 seconds.
- Winter's Approach — Base Stats — Build Path: Tear of the Goddess (500) + Giant's Belt (1000) + 1100 → Tear of the Goddess (500) + Giant's Belt (1000) + Kindlegem (1000) + 100
- Winter's Approach — Base Stats — Maximum Health: 350 → 500
- Winter's Approach — Awe — Grants additional health equal to 15% of maximum Mana, and refunds 15% of all Mana spent.
- Winter's Approach — Mana Charge — Each basic attack, mana expenditure, or instance of damage taken from champions, structures, and epic monsters grants 14 maximum Mana. Up to 700 maximum, triggering up to 3 times every 10 seconds. Limited to one Tear of the Goddess item.
- Fimbulwinter — Base Stats — Maximum Health: 350 → 500
- Fimbulwinter — Awe — Grants additional health equal to 15% of maximum Mana, and refunds 15% of all Mana spent.
- Fimbulwinter — Frozen Field — Immobilizing an enemy champion consumes mana to grant a shield for 3 seconds that absorbs 120 + 4.5% maximum Mana damage. If there is more than 1 nearby enemy champion, the shield value is increased by 80% (8 seconds cooldown). Ranged champions have 50% shield efficiency.
- Amaranth Twinguard — Base Stats — Build Path: Surging Scalemail (1300) + Negatron Cloak (900) + 900 → Giant's Belt (1000) + Chain Vest (900) + Negatron Cloak (900) + 400
- Amaranth Twinguard — Base Stats — Total Price: 3100 → 3200
- Amaranth Twinguard — Base Stats — New: Health: 300
- Amaranth Twinguard — Base Stats — Armor: 60 → 50
- Amaranth Twinguard — Base Stats — Magic Resistance: 60 → 50
- Amaranth Twinguard — Endurance — While in combat with enemy champions, gain 1 stack of Endurance every 1 second, up to a maximum of 5 stacks. At maximum stacks, gain 20% increased size, 20% Tenacity, and increase bonus Armor by 30% and bonus Magic Resistance by 30% until out of combat.
- Dead Man's Plate — Base Stats — Build Path: Winged Moonplate (900) + Surging Scalemail (1300) + 600 → Winged Moonplate (900) + Chain Vest (900) + Ruby Crystal (500) + 500
- Dead Man's Plate — Base Stats — Movement Speed: 5% → 4%
- Force of Nature — Base Stats — Build Path: Winged Moonplate (900) + Spectre's Cowl (1100) + 750 → Winged Moonplate (900) + Negatron Cloak (900) + Ruby Crystal (500) + 500
- Force of Nature — Base Stats — Total Price: 2750 → 2800
- Force of Nature — Base Stats — Max Health: 350 → 400
- Force of Nature — Base Stats — Movement Speed: 5% → 4%
- Force of Nature — Absorb — Taking magic damage from enemy champions grants 1 stack of Steadfast (up to 4 stacks), lasting 7 seconds. Dealing damage to enemy champions refreshes the duration. At maximum stacks, Movement Speed is increased by 6%, and you gain 70 bonus Magic Resistance.
- Youmuu's Ghostblade — Base Stats — New: Movement Speed: 4%
- Youmuu's Ghostblade — Momentum / Intrepid — 3 seconds after ending combat with enemy champions, gain 30 (20 for ranged) bonus Movement Speed.
- Youmuu's Ghostblade — Momentum / Intrepid — Spectral Haste: Removed.
- Titanic Hydra — Base Stats — Build Path: Bami's Cinder (1300) + Jaurim's Fist (1200) + 500 → Pickaxe (800) + Jaurim's Fist (1200) + Ruby Crystal (500) + 500
- Cosmic Drive — Base Stats — Movement Speed: 5% → 4%
- Trinity Force — Base Stats — Build Path: Sheen (800) + Phage (1000) + Stinger (1200) + 333 → Sheen (800) + Phage (1000) + Hearthbound Axe (1200) + 333
- Trinity Force — Base Stats — Attack Damage: 30 → 36
- Trinity Force — Base Stats — Ability Haste: 20 → 15
- Trinity Force — Base Stats — Movement Speed: 5% → 0
- Dusk and Dawn — Base Stats — Ability Power: 70 → 60
- Dusk and Dawn — Base Stats — Max Health: 350 → 300
- Dusk and Dawn — Base Stats — Attack Speed: 25% → 20%
- Dusk and Dawn — Spellblade — After casting an ability, your next attack deals (75% Base AD + 10% AP) bonus magic damage, and heals you for 10% AP + 3% bonus Health; after a short delay, applies an additional on-hit effect to the target (1.5-second cooldown). Damage to structures is reduced.
- Nashor's Tooth — Base Stats — Build Path: Baron's Stinger (800) + Recurve Bow (1400) + 600 → Recurve Bow (900) + Blasting Wand (800) + Fiendish Codex (900) + 300
- Nashor's Tooth — Base Stats — Total Price: 2800 → 2900
- Nashor's Tooth — Base Stats — Attack Speed: 45% → 50%
- Nashor's Tooth — Base Stats — New: Ability Power: 80
- Nashor's Tooth — Base Stats — Ability Haste: 20 → 15
- Nashor's Tooth — Bite — Basic attacks deal 15 + 20% bonus Ability Power magic damage on-hit.
- Nashor's Tooth — Bite — Magic Fang: Removed.
- Luden's Echo — Echo — Your next damaging ability or empowered basic attack deals 75 + 8% Ability Power magic damage to the primary target and up to 5 nearby enemies. For each target less that Echo hits, the primary target takes an additional 20 + 1.2% Ability Power magic damage (9-second cooldown).
- Sunfire Aegis — Immolate — Upon entering combat, deal 20 + 1.5% bonus Health magic damage per second to nearby enemies. Immolate deals 175% – 250% damage to minions and 130% damage to monsters.
- Sunfire Aegis — Immolate — Flametouch: Removed.
- Tear of the Goddess — [Removed] 5 Ability Haste
Removed items
These items leave the shop entirely. Any build page still recommending them — ours included — will be out of date the day the patch lands.
- Searing Crown
- Surging Scales
- Stinger
- Shimmering Spark
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Runes
The attack-speed and sustained-damage keystones are rebuilt around the new marksman numbers, one legend rune is replaced and two runes are removed outright.
- [Lethal Tempo]'s excessive Attack Speed distribution and bonus range have led to power fluctuations and chaotic experiences for some marksman champions across different game stages, creating hard-to-control impacts on their performance ceilings and floors.
- After re-adjusting marksman items, we want it to have an effect that synergizes well with other Attack Speed sources, ensuring it neither provides excessive Attack Speed on its own, nor scales with bonus Attack Speed beyond a controllable range.
- Basic attacks hitting enemy champions grant stacking Attack Speed (8% for melee / 6.4% for ranged), up to a maximum of 6 stacks, lasting 6 seconds. At maximum stacks, attacks will also fire a projectile dealing adaptive damage (930 for melee / 624 for ranged), with damage increasing by (1% for melee, 0.67% for ranged) for every 1% of bonus Attack Speed.
- The team has unified the Attack Damage and Ability Power scaling of Conqueror.
- Stats granted per stack: 35 bonus AD / 48 AP (1.25 – 1.6x multiplier) → 35 bonus AD / 5 – 8.33 AP (unified at a 1.667x multiplier)
- Replaces [Legend: Tenacity].
- Takedowns on monsters, champions, or minions grant Ability Haste, up to a maximum of 15 Ability Haste, granting 1.5 points per stack.
- To adapt to turret-related adjustments such as Crystalline Overgrowth, we have made synchronized adjustments to Demolish; for specific details, see [Battlefield Adjustments].
- After landing 3 basic attacks on a turret, melee champions deal 85 + 28% maximum Health bonus physical damage; ranged champions deal 50 + 20% maximum Health bonus physical damage.
- The coupling effect of Ingenious Hunter with certain items is simply too strong, while feeling almost unnoticeable on most other items. Therefore, for the stability of the overall item system, the team has to temporarily remove it. But don't worry, we will bring Ingenious Hunter back when the time is right.
- Given that Mercury's Treads provide a massive amount of Tenacity, having easily accessible Tenacity in the rune system makes this stat easily exceed reasonable limits. The team wants to strictly limit the availability of Tenacity to ensure champions excelling in crowd control aren't overly marginalized, so we have replaced [Legend: Tenacity] with [Legend: Haste].
Jungle
The jungle is rewritten. Smite becomes an area damage-over-time tool, monsters level with the players instead of the clock, the gold curve is redrawn and laners who steal camps are punished with experience loss.
- Overall, we hope to increase the diversity of jungle champion picks, equalize the clearing efficiency of different champions, and reduce the pressure from non-jungler champions, giving non-carry junglers more ways to lead their teams to victory.
- The biggest change is that we are shifting a large portion of direct basic attack and ability damage amplification into continuous burn damage. This portion of damage will benefit from most stats, allowing any type of jungler to increase their clearing speed through itemization, rather than forcing tank junglers to build Sunfire-type items.
- The team has also reshaped the jungle economy structure, reducing the base economy of jungle monsters, placing a higher gold weight on the bonuses provided by Smite, and increasing the durability and damage of monsters against non-jungler champions. These changes will help reduce instances of laners poaching jungle camps and give the trailing team a chance to recover their losses.
- The level scaling of jungle monsters has been changed from a time-based scaling to one based on the average level of both teams, which helps prevent monsters from becoming too durable or too fragile, making the overall combat experience with them more stable.
- We have also moved the jungle healing effect from casting Smite to defeating jungle monsters, making the overall reward timing (gold, experience, health regeneration, etc.) more unified and easier to understand.
- On the other hand, for Epic Monsters, the team wants them to be objectives worth contesting that won't be defeated too quickly, therefore uniformly adjusting the durability of Epic Monsters and increasing the mid-game rewards for Baron Nashor. The team hopes that, in coordination with turret and minion wave changes, the team that secures an early Baron Nashor—especially a team led by a non-carry jungler—can more consistently suppress opponents and move toward victory.
- Finally, we brought a change highly anticipated by jungle players: increasing Smite damage. Now, Smite will receive two upgrades based on consumed reward stacks, increasing damage up to a maximum of 1400 points; combined with increased resistances, this can also prevent non-junglers from stealing jungle resources. Contesting these objectives already places significant pressure on junglers, which can often leave many players feeling suffocated, so the team has increased the margin of error for the jungle role.
- [New] Champions equipped with the Smite spell will now deal 25 – 165 (scaling with level) + 10% bonus AD + 12% AP + 20% bonus Armor + 20% bonus Magic Resistance + 3% bonus Health true damage per second to all active monsters within 650 units when attacking them. After stopping the attack, it will continue to deal damage up to two more times. Meanwhile, the champion heals for 5 – 35 Health per second (scaling with champion level).
- [Removed] Champions equipped with Smite will no longer deal bonus ability and basic attack damage to monsters.
- [New] Non-epic monsters will deal 50% damage to champions equipped with the Smite spell.
- [Removed] Healing upon using Smite.
- [New] Defeating a large monster heals the killer for 100 – 260 Health (scaling with monster level, reaching max value at level 9).
- [Removed] Gold scaling on jungle monsters over time.
- Conservation Adjustments:
- Champions equipped with Smite gain 1 stack every 20 seconds; defeating a monster camp consumes 1 stack, granting 60 bonus gold, stacking up to a maximum of 3 times.
- Catch-up mechanism: If your team's total gold < enemy team's total gold × 0.9, and your personal gold ≤ your team's average gold × 0.95, consuming 1 stack grants 90 gold instead.
- Jungler Minion Penalty:
- Champions equipped with Smite receive 30% – 100% experience from lane minions, increasing over time (changing every minute) and reaching 100% at 15 minutes.
- If a jungler's gold gained from lane minions exceeds 40% of their gold gained from jungle monsters, the gold and experience gained from lane minions is reduced by 50%. This effect can stack with the previous effect and is removed at 12 minutes.
- Laner Jungle Penalty:
- Champions without the Smite spell receive only 50% – 80% experience from jungle monsters, increasing over time (changing every minute) and reaching 80% at 12 minutes.
- Initial Damage: 600 true damage.
- Complete missions to upgrade Smite by consuming stacks.
- Accumulated 8 stacks consumed:
- Smite damage upgrades to 1000 true damage.
- Accumulated 20 stacks consumed:
- Smite damage upgrades to 1400 true damage.
- Conservation stacks generation changes to 1 stack every 30 seconds.
- Gain 5% bonus Movement Speed while in the jungle and river, increasing to 10% when out of combat.
- Each monster camp grants an additional 20 gold.
- Monster levels no longer increase based on time, but instead increase based on the average level of all champions in the match.
- Epic Monster Stats: — Elemental Drakes (Level 5 – 15):
- Epic Monster Stats: — Health: 4900 – 10900, Attack Damage: 70, Armor: 59 – 119, Magic Resistance: 41 – 81
- Epic Monster Stats: — Rift Herald (Level 5 – 15):
- Epic Monster Stats: — Health: 7100 – 11100, Attack Damage: 100 – 200, Armor: 79 – 139, Magic Resistance: 52 – 82
- Epic Monster Stats: — Summoned Rift Herald (Level 5 – 15):
- Epic Monster Stats: — Health: 5300 – 7300, Attack Damage: 80 – 130, Armor: 54 – 114, Magic Resistance: 32 – 62
- Epic Monster Stats: — Gold granted when Summoned Rift Herald charges: 200 → 50
- Epic Monster Stats: — Baron Nashor (Level 9 – 15):
- Epic Monster Stats: — Health: 14000 – 18500, Attack Damage: 280 – 490, Armor: 96 – 168, Magic Resistance: 56 – 98
- Epic Monster Stats: — Basic attacks and abilities that hit a champion will apply a debuff reducing Armor and Magic Resistance by 0.5, stacking up to 100 times, lasting 8 seconds. Basic attacks apply 1 stack, abilities apply 2 stacks.
- Epic Monster Stats: — Pulsing Chakram Attack Damage scaling: 60% → 30%
- Epic Monster Stats: — Acid Pool Attack Damage scaling: 100% → 50%
- Epic Monster Stats: — Earthshatter Attack Damage scaling: 200% → 100%
- Epic Monster Stats: — Tentacle Spike Attack Damage scaling: 100% → 50%
- Epic Monster Stats: — Elder Dragon (Level 11 – 15):
- Epic Monster Stats: — Health: 19000 – 20200, Attack Damage: 105, Armor: 150 – 170, Magic Resistance: 95 – 107
- Standard Monster Stats (Level 1 – 15): — Krug:
- Standard Monster Stats (Level 1 – 15): — Health: 1300 – 3050, Attack Damage: 60 – 172, Armor: 40, Magic Resistance: 35
- Standard Monster Stats (Level 1 – 15): — Mini Krug:
- Standard Monster Stats (Level 1 – 15): — Health: 650 – 1560, Attack Damage: 20 – 62, Armor: 20, Magic Resistance: 20
- Standard Monster Stats (Level 1 – 15): — Gromp:
- Standard Monster Stats (Level 1 – 15): — Health: 1800 – 4390, Attack Damage: 55 – 160, Armor: 40, Magic Resistance: 35
- Standard Monster Stats (Level 1 – 15): — Blue Sentinel:
- Standard Monster Stats (Level 1 – 15): — Health: 2200 – 4650, Attack Damage: 70 – 210, Armor: 40, Magic Resistance: 35
- Standard Monster Stats (Level 1 – 15): — Red Brambleback:
- Standard Monster Stats (Level 1 – 15): — Health: 2200 – 4650, Attack Damage: 70 – 210, Armor: 40, Magic Resistance: 35
- Standard Monster Stats (Level 1 – 15): — Crimson Raptor:
- Standard Monster Stats (Level 1 – 15): — Health: 1000 – 2540, Attack Damage: 20 – 55, Armor: 40, Magic Resistance: 35
- Standard Monster Stats (Level 1 – 15): — Raptor:
- Standard Monster Stats (Level 1 – 15): — Health: 500 – 1270, Attack Damage: 10 – 24, Armor: 20, Magic Resistance: 20
- Standard Monster Stats (Level 1 – 15): — Greater Murk Wolf:
- Standard Monster Stats (Level 1 – 15): — Health: 1200 – 3230, Attack Damage: 30 – 93, Armor: 40, Magic Resistance: 35
- Standard Monster Stats (Level 1 – 15): — Murk Wolf:
- Standard Monster Stats (Level 1 – 15): — Health: 600 – 1510, Attack Damage: 10 – 31, Armor: 20, Magic Resistance: 20
- Standard Monster Stats (Level 1 – 15): — Rift Scuttler:
- Standard Monster Stats (Level 1 – 15): — Health: 1500 – 3600, Armor: 40, Magic Resistance: 40
- Standard Monster Stats (Level 1 – 15): — First spawn time adjusted to 1:30.
- New Monster Traits: — Krug, Crimson Raptor, and Greater Murk Wolf deal 3% of the target's current Health as bonus physical damage on attack.
- New Monster Traits: — Gromp, Red Brambleback, and Blue Sentinel deal 5% of the target's current Health as bonus physical damage on attack.
Turrets and the map
Turret plating no longer disappears at six minutes, and turrets gain a mechanic that punishes long sieges: diving becomes far riskier.
- Turrets — This season, the team hopes to encourage more diverse strategic gameplay and improve the stability of the laning phase. The focus lies in two points: first, ensuring the laning phase doesn't end immediately after turret plating falls off at the 6-minute mark; second, allowing players without [Demolish] and [Hullbreaker] to gain tangible progress and rewards during every push.
- Turrets — First, we increased the health of all turrets, gave plating to every turret, and made it so plating no longer falls off at the 6-minute mark.
- Turrets — In previous matches, a single mistake after 6 minutes could almost cause a full-health turret to be destroyed instantly. This felt like an overly harsh punishment for the team making the mistake, and the sudden shift from laning phase to map rotation was somewhat confusing. Furthermore, the widely popular plating mechanic only existing for the first 6 minutes was a missed opportunity, making teams that failed to secure enough plates feel like they "lost out."
- Turrets — Therefore, we increased turret health and implemented full-match plating, primarily to serve the following purposes: making the transition from the laning phase to map rotation smoother; ensuring that every push that doesn't completely destroy a turret still grants actual rewards; increasing the difficulty of taking down multiple plates consecutively; and providing more stable economy from plating.
- Turrets — The team also introduced the [Crystalline Overgrowth] mechanic, designed to help players accumulate damage against turrets. Essentially, its core concept is: "What if every champion had a tool similar to [Demolish] to execute small-scale pushes?"
- Turrets — Over several minutes, crystals will passively accumulate on the turret. When a champion attacks the turret, these overgrown crystals will shatter, dealing bonus true damage based on the accumulated hypertrophy. This damage is independent of the attacker's stats (and the attacker doesn't need to linger near the turret for a long time).
- Turrets — The tuning here ensures that whether you push frequently or only attack the turret a few times an entire game, it remains effective. The team hopes this mechanic allows most champions in most matches to feel the benefits, while avoiding it being exclusively abused by "split-push kings" or serving only as a comeback tool.
- Crystalline Overgrowth [New] — All attackable lane turrets will now be affected by Crystalline Overgrowth.
- Crystalline Overgrowth [New] — Turrets crystallize over time; a champion's first basic attack detonates all crystals, dealing true damage.
- Crystalline Overgrowth [New] — The higher the average level of the attacking team's champions, the higher the crystal shatter damage.
- Crystalline Overgrowth [New] — Cooldown: Enters a 50-second cooldown after a turret spawns; begins crystallizing once the cooldown ends.
- Crystalline Overgrowth [New] — Overgrowth remains at its minimum damage state for 30 seconds, then linearly increases in damage over 160 seconds, indefinitely maintaining maximum damage thereafter.
- Crystalline Overgrowth [New] — Minimum damage: 2% – 8.7% of the turret's maximum Health (based on the attacking team's level).
- Crystalline Overgrowth [New] — Maximum damage: 3.3% – 18.9% of the turret's maximum Health (based on the attacking team's level).
- Crystalline Overgrowth [New] — If there are enemy champions nearby at the 50-second mark when the mechanic is supposed to activate, Crystalline Overgrowth will be temporarily suppressed and won't appear. Once all enemy champions leave, the hypertrophy begins and will "fast-forward" to its proper stage to compensate for the delayed progress. This design aims to prevent sudden triggers during an active push.
- Crystalline Overgrowth [New] — While an Outer Turret is standing, the Inner and Inhibitor Turrets will not crystallize. Once the Outer Turret is destroyed, the Inner Turret enters its crystallization state.
- Crystalline Overgrowth [New] — When no allied minions are within the turret's range, the turret's damage reduction takes effect, and crystals cannot be detonated.
- Turret-Related Changes — Turret Adjustments — All Turrets:
- Turret-Related Changes — Turret Adjustments — [New] All turrets take 20% bonus damage from melee champions.
- Turret-Related Changes — Turret Adjustments — [Adjusted] Plating distribution: Outer Turrets, Inner Turrets, Inhibitor Turrets.
- Turret-Related Changes — Turret Adjustments — [Adjusted] Plating will be permanent.
- Turret-Related Changes — Turret Adjustments — [Adjusted] The number of plates corresponds to Health thresholds; whenever a turret's Health drops below 90%, 75%, 55%, 30%, and 0%, a turret plate falls off.
- Turret-Related Changes — Turret Adjustments — [Removed] When an Outer/Inner Turret is destroyed, the corresponding Inner/Inhibitor Turret will no longer generate a 30-second shield mechanic.
- Turret-Related Changes — Turret Adjustments — [Removed] For the first 2 minutes of the match, Solo Lane and Mid Lane turrets will no longer gain 50 bonus Armor and Magic Resistance.
- Turret-Related Changes — Turret Adjustments — [Removed] For the first 6 minutes of the match, Outer Turrets will no longer gain Armor and Magic Resistance based on their remaining Health.
- Turret-Related Changes — Turret Adjustments — [Removed] For the first 5 minutes of the match, if multiple enemy champions appear within a turret's range, it will no longer gain bonus stats.
- Turret-Related Changes — Turret Adjustments — [New] Outer Turret Armor, Magic Resistance, and plate gold rewards will begin decaying at 5:00, decaying up to 4 times.
- Turret-Related Changes — Turret Adjustments — Plate gold reward: Decreases by 10 gold every 30 seconds, down to a minimum of 100 gold.
- Turret-Related Changes — Turret Adjustments — Armor and Magic Resistance: Decreases by 15 points every 30 seconds, down to a minimum of 0.
- Turret-Related Changes — Turret Adjustments — [Adjusted] Whenever a plate falls off, the turret gains 30 Armor and Magic Resistance for 20 seconds; every time a plate is broken, the duration is refreshed. During this period, for every additional enemy champion within an 850-unit radius of the turret, Armor and Magic Resistance will increase by 5 points accordingly.
- Turret-Related Changes — Turret Stats — [Adjusted] Health:
- Turret-Related Changes — Turret Stats — Outer Turret: 3000 → 7000
- Turret-Related Changes — Turret Stats — Inner Turret: 3000 → 4500
- Turret-Related Changes — Turret Stats — Inhibitor Turret: 3200 → 4250
- Turret-Related Changes — Turret Stats — [Adjusted] Armor and Magic Resistance: 60
- Turret-Related Changes — Turret Stats — [Removed] Local gold upon destroying a turret.
- Turret-Related Changes — Turret Stats — [Adjusted] Plating and Turret Rewards:
- Turret-Related Changes — Turret Stats — Outer Turret: 140 gold per plate, 700 gold total.
- Turret-Related Changes — Turret Stats — Inner and Inhibitor Turrets: 120 gold per plate, 600 gold total.
- Turret-Related Changes — Turret Stats — First Turret bonus: 150 gold.
- Turret-Related Changes — Turret Stats — Global bounty for destroying an Outer Turret: 50 gold per person.
- Turret-Related Changes — Turret Stats — Global bounty for destroying an Inner or Inhibitor Turret: 25 gold per person.
Game pacing
Takedown gold, Baron and the minion waves are all retuned: the patch is meant to change how fast a game snowballs, not just who wins fights.
- Takedown Gold — Currently, the economy gained from takedowns is somewhat lagging behind the economy provided by other systems (CSing, turrets, plating, etc.), so we have increased the mid-to-late game takedown gold allocation. This should better help the team scoring kills to snowball their advantage.
- Takedown Gold — [Adjusted] Base Takedown Gold: 300 → Levels 1 – 5: 300; Levels 6 – 15: 310 – 400 (based on the average level of all champions).
- Baron Nashor — As mentioned in the jungle section, we have also made corresponding adjustments to Hand of Baron. We redesigned the buffs Hand of Baron provides to different types of minions, making their functional distinctions clearer and adding more pacing and depth to minion wave pushes. Additionally, the team changed minion Attack Damage scaling from a percentage to flat values, making early Baron more attractive while ensuring it isn't overly powerful in the late game.
- Baron Nashor — The team also introduced an important mechanic to Hand of Baron: a minimum movement speed, ensuring minion pushes aren't excessively thwarted when facing opponents with Rylai's Crystal Scepter Morgana or Ziggs.
- Baron Nashor — Hand of Baron [Adjusted] — Melee Minions:
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from champions reduced by: 50% – 70% (11 – 25 minutes)
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from minions reduced by: 80%
- Baron Nashor — Hand of Baron [Adjusted] — Attack Damage increased by: 10
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from turrets reduced by: 25%
- Baron Nashor — Hand of Baron [Adjusted] — Caster Minions:
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from champions reduced by: 50% – 70% (11 – 25 minutes)
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from minions reduced by: 20%
- Baron Nashor — Hand of Baron [Adjusted] — Attack Damage increased by: 30
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from turrets reduced by: 25%
- Baron Nashor — Hand of Baron [Adjusted] — Siege Minions:
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from champions reduced by: 30%
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from minions reduced by: 20%
- Baron Nashor — Hand of Baron [Adjusted] — Attack Damage increased by: 100
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from turrets reduced by: 25%
- Baron Nashor — Hand of Baron [Adjusted] — Cannon Minions:
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from champions reduced by: 30%
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from minions reduced by: 20%
- Baron Nashor — Hand of Baron [Adjusted] — Attack Damage increased by: 100
- Baron Nashor — Hand of Baron [Adjusted] — Damage taken from turrets reduced by: 25%
- Baron Nashor — Hand of Baron [Adjusted] — All Minions:
- Baron Nashor — Hand of Baron [Adjusted] — Minions with Hand of Baron have a minimum movement speed of: 3.3
- Minion Waves — Minion adjustments are another vital part of this version update. The team hopes to better reward the side that continuously pushes and destroys the opponent's Inhibitor Turrets, allowing the pushing team to steadily secure advantages and progressively chip away at their opponents.
- Minion Waves — The team also changed the minion acceleration mechanic from an out-of-combat movement speed boost to a more stable, permanent speed increase, aiming to slightly speed up the mid-to-late game pushing pace and reduce the likelihood of mistakes during minion wave downtimes.
- Minion Waves — Super Minion Effect — [Adjusted] Based on the number of enemy Inhibitor Turrets destroyed, the amplification effect Super Minions provide to nearby minions:
- Minion Waves — Super Minion Effect — 1 Turret: 35 Armor, 35 Magic Resistance
- Minion Waves — Super Minion Effect — 2 Turrets: 35 Armor, 35 Magic Resistance, Attack Damage: +15%
- Minion Waves — Super Minion Effect — 3 Turrets: 35 Armor, 35 Magic Resistance, Attack Damage: +40%
- Minion Waves — Super Minion Effect — [Removed] Super Minions no longer benefit from the Super Minion Effect themselves.
- Minion Waves — Minion Stats — Super Minions
- Minion Waves — Minion Stats — [Adjusted] Base Health: 800 → 1100
- Minion Waves — Minion Stats — Cannon Minions
- Minion Waves — Minion Stats — [Adjusted] Damage to structures: At 23 minutes, reaching max 100% → Fixed at 84%
- Minion Waves — Minion Stats — All Minion Types
- Minion Waves — Minion Stats — [New] All minion types deal 60% damage to champions.
- Minion Waves — Minion Stats — [New] Starting at 5 minutes 30 seconds, Movement Speed increases by 25 every 150 seconds, up to a maximum of 6 times.
- Minion Waves — Minion Stats — [Removed] Out-of-combat movement speed increasing by 10% every minute starting at 11 minutes.
- Minion Waves — Minion Stats — [Adjusted] Minion experience radius: 8 → 10
- Minion Waves — Minion Stats — Minion Push Buff:
- Minion Waves — Minion Stats — The team with a higher total level and a turret pushing advantage will receive a Minion Push Buff:
- Minion Waves — Minion Stats — [New] Bonus damage dealt to minions: (5% + (5% × Lane Turret Advantage)) × Team Average Level Advantage
- Minion Waves — Minion Stats — [New] Damage reduction against minions: 1 + (Lane Turret Advantage × Team Average Level Advantage)
Life Steal
A new stat replaces the old omnivamp on several items: it works only on basic attacks and on abilities that count as basic attacks.
- The new vamp stat [Life Steal] will only apply to basic attacks, on-hit damage, and basic attack-like abilities. Marksmen will receive higher benefits from basic attacks, while simultaneously minimizing extreme cases where certain champions could gain excessive vamp capabilities.
- Vamp theoretically should exist as a scarce capability in the environment, and some champions have this ability as a defining core trait. If other champions can easily acquire this ability, it diminishes the unique advantages of those specific champions; too many sources of vamp can also overpower those champions, subsequently requiring nerfs to their other abilities. The introduction of [Life Steal] is a major adjustment to pull back vamp capabilities from the environment.
- [Adjusted] This stat on items has replaced the previous vamp effects. See items: Quicksilver Sash, Vampiric Scepter, Bloodthirster, Blade of the Ruined King, and Gluttonous Greaves for details.
Other in-game changes
Practice tool and the in-match item recommendations, which now suggest counter-items against the enemy team.
- Practice Tool — Now, players can interact with the shop from anywhere in the Practice Tool, including buying items, undoing purchases, and selling items.
- In-Game Key Item Recommendations — We have launched the "Battlefield Smart Counter Assistant." The system will recommend key counter items for the current match based on the enemy champion composition and item traits, and provide reasoning to help players make more appropriate build decisions.
- Custom mode — A new custom game is added, Rift Trial (峡谷试炼): the two sides face off one against one on the solo lane of Summoner's Rift.
- Summoner's Rift — When you are inside the shop range of your base, the gold box is highlighted.
- Summoner's Rift — The item price difference is now shown inside the base range as well.
- Summoner's Rift — When an elemental drake is about to spawn, a shadow circling in the air appears near its spawn point.
Game modes
Arena moves to its seventh season, a new five-faction mode enters testing, and rune ARAM returns.
- Arena Season 7 updates on September 23, 2026, at 11:00 Beijing Time! Bringing new entertainment gameplay experiences and new rewards! This Arena season will release 4 Garlic Fierce Lulu chromas! There are also exclusive skin icons, avatar borders, and other items waiting to be claimed. When claiming the hidden chroma skin this time, players can choose to claim the base skin or the hidden chroma skin, preventing situations where players cannot use the chroma after claiming it. Let the brawl begin!
- We have launched an early test version of a brand-new five-faction free-for-all mode. No minions, no turret pushing, just enjoy the pure combat of empowered abilities.
- Rune ARAM is expected to open on September 10, 2026, Beijing Time.
Rune ARAM — Soundwave season
The whole Rune ARAM mode is rebuilt in the 10 September test build: new rune-card sets that reward collecting, a redesigned card art and sound direction, and five mode-exclusive items. Riot has not published the global English names for these items yet, so the names below are our rendering of the Chinese, with the original alongside.
- Welcome to the "Soundwave" season of Rune ARAM!
- Theme rune cards — This update adds several new rune-card sets, such as Heartsteel and True Damage. Cards of the same set usually work better together: the more cards of one set you hold, the stronger the overall effect.
- Theme rune cards — Heartsteel: you earn Heartsteel tokens (钢霸符) in various ways, and every 100 tokens opens a chest that gives gold, a forge and extra rune cards. The more Heartsteel rune cards you hold, the more tokens you gain each time.
- Theme rune cards — True Damage: attacks deal bonus true damage. As the number of True Damage rune cards grows, the true damage bonus given by the set's "Duo" card grows as well, up to +100% to the true damage you deal.
- Theme rune cards — Pentakill: greatly increases a champion's sustained combat ability. When a champion holding these cards scores a pentakill, a unique pentakill performance is triggered; the more cards of the set you hold, the wilder the performance.
- Theme rune cards — We have also balanced how strong collecting a set is, so that a card's own power is not overshadowed by the set effect.
- Theme rune cards — For more on the new rune cards, check the rune codex after the update.
- Soundwave season look — The rune card art and the selection sound effects are redesigned. Cards of the music sets have unique animated champion art, and their effects are usually inspired by the champion on the card.
- New items (Rune ARAM only) — Endless Hunger (无穷饥渴): if a champion you have damaged within the last 3 seconds dies, you gain 15% omnivamp for 8 seconds. The effect can stack.
- New items (Rune ARAM only) — Profane Hydra (亵渎九头蛇): attacks deal area damage to nearby enemies, and empowered basic attacks deal additional area damage.
- New items (Rune ARAM only) — Elixir of Iron (钢铁合剂): increases health and tenacity.
- New items (Rune ARAM only) — Elixir of Sorcery (巫术合剂): increases ability power and mana regeneration, and deals bonus true damage.
- New items (Rune ARAM only) — Elixir of Wrath (愤怒合剂): increases attack damage and physical vamp.
- Card pool — We have improved the rune card pool so champions find the cards they need more easily. We will keep working on it, trying to avoid cards with little practical use.
- Card pool — Some champions can pick fewer cards from the set packs. After picking any one card of a set, the remaining cards of that set are unlocked.
- Rune card adjustments — The numbers on some rune cards have been improved to make them more competitive, for example True Damage and Wizard's Thinking (巫师式思考).
- Sylas in the entertainment modes — These modes change the behaviour of many ultimates, so Sylas's behaviour after stealing them had to be adapted. Almost every issue was fixed during development and Sylas is currently playable in them. If a serious Sylas-related problem appears — crashes, abilities that cannot be used — we may temporarily disable the champion and fix it as soon as possible.
Systems and bug fixes
New systems added with the patch.
- Teammate Rune Recommendation Feature When selecting a rune card, if you are undecided, you can ask your premade teammates for recommendations.
- Newbie rewards — The old 8-day newbie check-in and the discounted gift pack are now in a single screen, keeping the duration and the progress of the original events, so collecting is easier. New players get a free reward every time they log in, and can see the discounted content in the same place.
- Newbie rewards — Players who had already unlocked the newbie rewards before the update will see the new check-in screen after it. Progress and duration carry over from the original event: nothing is lost.
- Champion strength leaderboard — Shows each champion's strength data and statistics in full, so players can grasp the direction of the patch quickly.
- Security — When a report of a teammate succeeds, or when the security system issues a penalty, the end-of-game flow and the penalty mail now name the specific negative behaviour: poor team cooperation, disrupting teammates, disrupting the jungler, building items that do not match the role, and so on.
- Security — Detection of negative behaviour is upgraded: ability-abuse detection is added, and detection and punishment of refusing to group and of feeding on purpose are made stricter.
- Leaderboards — The leaderboard screen is fully upgraded, with layout and visual style redesigned to make browsing smoother and more immediate.
- In-game shop — The team has built a new layout for the in-game shop and its sidebar.
- In-game shop — Besides fitting more icons on screen, the items for marksmen, fighters and assassins are pulled out of the old "attack" category, so those champions no longer have to hunt through a crowded item screen.
- In-game shop — The "pro guide" marker is replaced with a shorter, clearer label, which saves screen space and leaves room for more item stats and effects.
- In-game shop — Feedback is welcome: it helps us keep improving the shop screen.
Ranked Season 23
The new ranked season starts the day after the patch, and bans open up: Platinum and above get five, with no two-week delay at the start.
- We are about to welcome Ranked Season 23, and the season-exclusive skin "Glorious Armada Milio" will be released. Ranked Season 23 will begin on September 23, 2026, at 11:00 Beijing Time, and is expected to end in January 2027; for details, please pay attention to the prompts on the Ranked match entrance interface.
- In the new season, Ranked matches will receive a brand-new revamp! Platinum and higher tiers will have 5 ban slots available (originally, Platinum to Diamond had 3 ban slots), and the restriction of not opening 5 ban slots for the first 2 weeks of the season will be canceled.
- Rating system revamp (trial) — For a long time kills, deaths and assists have weighed heavily in the S/A grade and in the best-player pick, but that data cannot fully reflect a player's ability and contribution in a match.
- Rating system revamp (trial) — To measure more accurately the performance and the team contribution of different champion types and different lanes, we are trialling a new ranked rating system, and we will keep tuning it on player feedback.
- Rating system revamp (trial) — 1. The S/A grade algorithm is adjusted. The grade still compares players of the same champion, but more statistics on lane duties and team contribution are added, and the weights are tuned to the duties of each lane, so the grade reflects performance more accurately.
- Rating system revamp (trial) — 2. The best-player algorithm is improved, weighing the duties and the contribution of each lane so that the pick matches the real contribution.
- Rating system revamp (trial) — 3. A new grade above S is added, Legendary S. Earning it also gives a larger ranked energy bonus.
- Rating system revamp (trial) — 4. The post-game rating screen of Ranked and Peak of the Rift is redesigned, to show a player's performance more clearly and more completely.
- Rating system revamp (trial) — 5. This rating change applies only to Ranked and to Peak of the Rift.
- Peak of the Rift revamp — To bring more high-level players into Peak of the Rift, and to help players reach the tier that matches their skill faster, we are changing the entry requirement, the promotions and the points rules.
- Peak of the Rift revamp — 1. Lower entry requirement: players who reach Master this season, or Grandmaster and above last season, can take part while Peak of the Rift is open.
- Peak of the Rift revamp — 2. A new Peak Trial event is added: players who complete the given challenges with a good performance are promoted straight to the Peak Master tier.
- Peak of the Rift revamp — 3. A provincial regional leaderboard is added, giving high-level players more room to show their skill and compete for honour.
- Peak of the Rift revamp — 4. High-tier point rules are adjusted: once a player reaches a high tier, keeping a higher win rate is required to keep climbing, which raises the value of the high tiers.
- Champion score revamp — To make the champion score reflect a player's real skill with that champion, and to reduce the effect of score manipulation and passive play on the competitive environment, we are changing how the champion score is made up and how it is earned.
- Champion score revamp — We hope this lets players focus on climbing Peak of the Rift without worrying about losing champion score, and without giving up the champion the composition needs just to raise the score of one particular champion.
- Champion score revamp — 1. The Peak of the Rift performance score is removed and the Peak of the Rift coefficient is kept. The higher the tier, the higher the coefficient, and the coefficient values are raised sharply.
- Champion score revamp — 2. The Peak of the Rift coefficient now unlocks champion by champion: a player has to build up net wins with a champion to unlock its coefficient step by step.
- Champion score revamp — 3. The champion record score is no longer deducted after a defeat. Barring rule-breaking behaviour, it only goes up.
- Champion score revamp — 4. "Champion performance score" becomes "Ranked performance score", and after the change it can only be earned in ranked matches.
- Champion score revamp — 5. The coefficients and values of the Peak of the Rift challenge are adjusted accordingly.
- Champion score revamp — 6. The old season legacy score bonus is removed, and a mastery score bonus (神通千面) is added.
- Unpopular lane bonus — To improve the matchmaking of every lane, encourage players to pick the roles that are currently scarce and reward those willing to take on more team duties, ranked adds a bonus for unpopular lanes.
- Unpopular lane bonus — 1. The bonus applies to ranked matches from Platinum to Challenger.
- Unpopular lane bonus — 2. The extra points from the bonus count toward the weekly performance points cap.
- Unpopular lane bonus — 3. Which lanes give the bonus changes every season, based on what players pick and on the overall matchmaking; the in-game display is what counts. This season the bonus positions are Support, Jungle and "any position".
- Unpopular lane bonus — 4. "Any position" no longer counts toward the fill reward: in ranked it is replaced by the unpopular lane bonus.
- Unpopular lane bonus — 5. The regular fill bonus of Peak of the Rift is kept as it is.
- Ban rules — To unify the ban rules across tiers, add strategy to the draft and the ban phase and improve the competitive feel of ranked, the 5-ban rule is extended.
- Ban rules — 1. In ranked matches from Platinum to Diamond, bans go from 3 per team to 5 per team.
- Ban rules — 2. The rule that kept 5 bans closed for the first two weeks of a new season is removed: eligible matches use 5 bans from the start of the season.
Wild Pass
The pass is rebuilt: new content, a reworked store and milestones, and a mini pass later in the season.
- The Wild Rift Pass has been completely upgraded! Rewards have been increased, bringing a brand-new experience.
- The new "Pencil Sharpener" Wild Rift Pass will officially begin on September 22, 2026, at 08:00 Beijing Time, bringing the new skin "Pencil Sharpener Kog'Maw" and its upgraded version "Pencil Sharpener Pink Jurassic Kog'Maw". This update will optimize the Pass experience and increase the value of rewards; the core contents are as follows:
- Added personalized content: New Battle Emblem - Super Pencil Sharpener, and Pencil Sharpener series theme exclusive emote "Grinning From Ear to Ear".
- The newly added returning skins can be selected in the Pass rewards; players can freely choose between the current Pass skin or the returning Pass skins.
- Wild Rift Pass newly added returning skins: Dream Raider Thresh, Dream Raider Thresh Ascended, Hexplorer Amumu, and Hexplorer Spicy! Amumu.
- Mini Pass newly added returning skins: Dragonslayer Kayle, Dragonslayer Angel Wings Kayle, Blackfrost Renekton, and Blackfrost Amethyst Myth Renekton.
- Mini Pass skin returning track: Battlecast Urgot. This returning track shares level progression with the main track of the current [Wild Rift Pass]. Leveling up the Pass will simultaneously unlock rewards on the main track and the corresponding rewards on the returning track.
- Acquiring Star Emblem Vouchers is easier: All Star Emblem Vouchers will be distributed within the first 75 levels of the Pass; you no longer need to spend time and effort chasing recurring rewards.
- Increased Star Emblem Voucher acquisition amount: The total number of Star Emblem Vouchers obtained when the Wild Rift Pass reaches level 75 is increased from 250 to 330, and the number obtained when the Mini Pass reaches level 50 is increased from 100 to 140.
- Elite Pass additions: After purchasing the Wild Rift Pass Elite Edition, you will receive a one-time addition of 200 Star Emblem Vouchers.
- Grand Member optimization: Grand Member daily rewards now include 2 additional Star Emblem Vouchers, and Grand Member Enhanced Edition daily rewards now include 3 additional Star Emblem Vouchers.
- Automatic conversion of expired Star Emblem Vouchers: The automatic conversion for expired Star Emblem Vouchers will be adjusted from 1 Blue Mote to 5 Essence Ores.
- Pass Store removal: After the update, the Pass Store system will be deleted.
- Series Exchange: After the update, you can exchange personalized rewards directly in the series exchange window. In addition, Battle Emblems will be adjusted from Secret Stash draws to Star Emblem Voucher exchanges, costing 455 Star Emblem Vouchers; Battle Emblems will also be removed from the Secret Stash.
- After cumulatively consuming a certain number of Star Emblem Vouchers, you will obtain personalized rewards. Specifically, non-series personalized items from the original Pass Store will all appear as rewards in the consumption milestones.
- The Wild Rift Pass interface has undergone a massive upgrade; after the upgrade, the interface is clearer, reward displays are more comprehensive, and convenience functions are more complete.
- The positions of the Pass skin reward and the Random Skin Chest have been swapped. After the update, the Pass skin will be placed at Level 1, meaning you will immediately obtain the Pass skin upon unlocking the Premium Edition or above Pass; the Random Skin Chest will be placed at Level 20.
- After the "Pencil Sharpener" Wild Rift Pass ends, the brand-new "Christmas Reindeer" Mini Pass will be released on December 3, 2026, Beijing Time, bringing the new skin "Christmas Reindeer Smolder" and the chroma skin "Christmas Reindeer Strawberry Candy Smolder".
- During the availability of the Mini Pass, its level system, exclusive rewards, and missions will be independently set and adjusted according to the characteristics of the Mini Pass.
- Star Emblem Voucher General Rule: During the availability of the Wild Rift Pass and the Mini Pass, Star Emblem Vouchers can be used universally between the two.
- Please note: After the Mini Pass ends, unused Star Emblem Vouchers will be automatically reclaimed by the system.
Bug fixes
Fixes shipped with the test build.
- Fixed an issue where applying a slow would be immediately removed if the target entered an unstoppable or crowd-control immune state. Now, the slow will not take effect during this state, but its duration will continue to tick normally; once the state ends, the slow will continue to take effect.
- Fixed an issue where Sivir's (2) Ricochet could trigger the Crest of Cinders (Red Buff) effect.
- Senna currently has an abnormal attack speed, which will be fixed in the next update. At level 1, it should be 0.64, but it is actually 0.4.
- Fixed an issue where the description of Heimerdinger's (1) H-28 G Evolution Turret was missing the line saying that melee champions deal extra damage to the turret.
- Fixed an issue where Wukong's (4) Cyclone would occasionally knock the target up one extra time.