Apparently adding the changes to the Tier 2 and Tier 1 runes to the OP (in spoilers) made it exceed the character limit of a single post (thank god I saved my previous post in a Word document, otherwise I would've lost part of my work because of that). For anyone looking to pick up some of those juicy low tier runes, here are the changes:
Tier 2 Seals
Tier 1 Seals
Tier 2 Glyphs
Tier 1 Glyphs
Tier 2 Quintessences
Tier 1 Quintessences






Love the sound of the
Heal change. Also, lol, blue is a sad colour 8D

Vapora Dark wrote:
... They fixed Ahri's Q not returning to her if she died mid-Q, but didn't bother fixing the exact same bug that affects Talon's w AND ult?
Talon is still not FotM so yeah
Man those



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BY RIOT PWYFF
It's mid season! That doesn't mean we'll be making dramatic changes a la the 2014 preseason, but it does mean we can make some larger systemic changes in areas where we could. You'll see this in places like the support item recipe cleanup and the addition of two foundational support items. While we're not planning to completely change the landscape, this does mean that supports will be able to keep pace when purchasing ability power items and, in the future we'll be able to build out more support itemization paths for those who want it.
Also included in this patch are two gameplay updates (that's what we're calling 'em): Rengar and Gragas. Rengar's got some new tools to actually contribute to an ongoing team fight, while Gragas has traded some of his long-range barrel-sniping power for scrappy in-your-face brawlin' strength. Our overarching philosophy behind these two changes was mostly due to their binary gameplay, where both had clear success cases (usually involving the absolute destruction of a single target before they knew it) but, when they weren't succeeding, they were rarely allowed to contribute in meaningful ways. You can find out more details by reading below, but our goals were to provide more tools and, generally speaking, more cool things to do in a fight. Like belly slams.
04/16/2014
LoL Client
04/07/2014
LoL Client
W -
E -
LoL Client
Game Lobbies
Minor improvement to invite statuses to better document the history of the lobby.
Team Builder
Combat Text
Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages.
Gameplay Updates
Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.
Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!
General
85⇒ 90FEROCITY EFFECT SCALING :
Per ability level⇒ Per champion levelPassive -
Rengar becomes visible mid-leap⇒ at the beginning of the leapQ -
COOLDOWN :
8/7.5/7/6.5/6 seconds⇒ 6/5.5/5/4.5/4 secondsDAMAGE :
30/60/90/120/150 (+1.0 attack damage at all ranks)⇒ 20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)REMOVED - ATTACK SPEED BUFF :
30/35/40/45/50% attack speed for 4 secondsBASIC ATTACK BUFF WINDOW :
2 seconds⇒ 3 secondsREMOVED - UTILITY :
Usable on structuresQ -
30/60/90/120/150 (+2.0 attack damage) based on skill level⇒ 20-235 (+1.5 attack damage) based on champion levelATTACK SPEED BUFF :
+60/70/80/90/100% attack speed based on skill level⇒ +50-101% attack speed based on champion levelATTACK SPEED BUFF DURATION : Unchanged (5 seconds)
NEW - ATTACK DAMAGE BUFF : +10% attack damage for 5 seconds
W -
15/14/13/12/11 seconds⇒ 12 seconds at all ranksDAMAGE : Unchanged (50/80/110/140/170 (+0.8 ability power))
BONUS ARMOR & MAGIC RESISTANCE :
+15/22/29/36/43 armor & magic resistance⇒ +10/15/20/25/30 armor & magic resistanceBONUS ARMOR & MAGIC RESISTANCE DURATION :
3 seconds⇒ 4 secondsNEW - UTILITY : Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)
W -
50/80/110/140/170 (+0.8 ability power) based on skill level⇒ 40-240 (+0.8 ability power) based on champion levelMINIMUM HEAL :
20 + (10 x level)⇒ 12 + (4 x level)MAXIMUM HEAL :
40 + (20 x level)⇒ 75 + (25 x level)E -
Targeted ability⇒ SkillshotCOOLDOWN :
12/11/10/9/8 seconds⇒ 10 seconds at all ranksDAMAGE :
60/105/150/195/240 (+0.7 attack damage)⇒ 50/100/150/200/250 (+0.7 attack damage)RANGE :
575⇒ 1000MOVEMENT SPEED SLOW :
-50/55/60/65/70% movement speed⇒ -60/65/70/75/80% movement speedMOVEMENT SPEED SLOW DURATION : Unchanged (2.5 seconds)
E -
60/105/150/195/240 (+0.7 attack damage) based on skill level⇒ 50-340 (+0.7 attack damage) based on champion levelROOT DURATION :
1 second⇒ 1.75 secondsR -
140/105/70 seconds⇒ 120/95/70 secondsNEW - UTILITY : Rengar only gains movement speed when moving toward enemy champions
MOVEMENT SPEED BONUS :
+20/25/30% movement speed⇒ +15% movement speedNEW - UTILITY : After breaking stealth, Rengar gains +25/35/45% movement speed for 5 seconds
NEW - UTILITY : After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds
NEW - UTILITY : Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.
UTILITY :
Refunds mana on hitting enemy champions⇒ No longer refunds mana on hitting enemy championsBonetooth Necklace Bonetooth Necklace
Basic item⇒ Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)COST :
800 gold⇒ FreeTROPHY GAIN : Unchanged (+1 per kill or assist)
REMOVED - DEATH PENALTY :
-1 stack on deathREMOVED - BONUS ATTACK DAMAGE :
+5 attack damage (+2 additional Attack Damage per level)3 TROPHY BONUS :
+10 armor penetration, +5% cooldown reduction⇒ +25 movement speed out of combat and in brush6 TROPHY BONUS :
+25 movement speed⇒ +125 Unseen Predator leap range, Tier 2 vision activeREMOVED - 9 TROPHY BONUS :
+150 Unseen Predator leap rangeNEW - 12 TROPHY BONUS : +5 seconds to Thrill of the Hunt duration
REMOVED - 14 TROPHY BONUS :
+3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of FerocityNEW - 20 TROPHY BONUS : Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)
Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?
When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.
General
0⇒ 1.25MOVEMENT SPEED :
340⇒ 330Passive -
2% max health over 4 seconds⇒ 4% max health instantlyNEW - COOLDOWN : 8 seconds
Q -
COOLDOWN : Unchanged (11/10/9/8/7 seconds)
MANA COST :
80/90/100/110/120 mana⇒ 60/65/70/75/80 manaRANGE :
950⇒ 850BASE DAMAGE :
85/135/185/245/285⇒ 80/120/160/200/240ABILITY POWER RATIO :
0.9⇒ 0.6REMOVED - ATTACK SPEED SLOW :
-20/25/30/35/40% attack speed for 3 secondsNEW - UTILITY : Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation
W -
25 seconds at all ranks⇒ 8/7.5/7/6.5/6 secondsMANA COST : Unchanged (No cost)
NEW - DAMAGE : Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage
DURATION :
20 seconds⇒ 3 secondsDAMAGE REDUCTION : Unchanged (10/12/14/16/18%)
NEW - UTILITY : Gragas can now move at 80% movement speed while drinking
REMOVED - ATTACK DAMAGE BUFF :
+30/40/50/60/70 attack damageREMOVED - MANA RESTORE :
Restores 30/40/50/60/70 manaE -
12 seconds at all ranks⇒ 16/15/14/13/12 secondsMANA COST :
75⇒ 50BASE DAMAGE :
80/120/160/200/240⇒ 80/130/180/230/280ABILITY POWER RATIO :
0.5⇒ 0.6REMOVED - ATTACK DAMAGE RATIO :
0.3/0.4/0.5/0.6/0.7UTILITY :
Cooldown reduced by 50% on unit collision⇒ Cooldown reduced by 3 seconds on unit collisionCROWD CONTROL :
35% Movement Speed slow for 2.5 seconds⇒ 1 second stun & slight knockbackR -
MANA COST : Unchanged (100)
BASE DAMAGE :
200/325/450⇒ 200/300/400ABILITY POWER RATIO :
0.9⇒ 0.7UTILITY : Unchanged (Knocks back all enemies hit and grants vision of the area)
Champions
Global Stat Changes
Armor seals have become such a standardized rune that players have learned to play with - and around - them. These buffs are to compensate for that dependency.
Anivia's received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm.
R -
Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad.
Passive -
Quickdraw costs less mana to use, Collateral Damage's explosion damage is now 80% of the impact damage.
We're emphasizing the collateral part of Collateral Damage.
E -
50 mana⇒ 40 manaR -
1.4⇒ 1.5EXPLOSION DAMAGE :
140/250/360 (+1.2 bonus attack damage)⇒ 200/280/360 (+1.2 bonus attack damage)Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.
The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret.
Q -
15/22/29/36/42 (+0.125 ability power)⇒ 12/18/23/29/34 (+0.150 ability power)BEAM DAMAGE :
50/75/100/125/150 (+0.5 ability power)⇒ 40/60/80/105/130 (+0.55 ability power)BEAM COOLDOWN :
12 seconds⇒ 16 secondsQ -
90/110/130 (+0.33 ability power)⇒ 70/90/110 (+0.3 ability power)BEAM DAMAGE :
225/300/375 (+0.8 ability power)⇒ 180/240/300 (+0.7 ability power)BEAM CHARGE PER CANNON ATTACK :
2/4/6/8/10%⇒ 20% at all ranksREMOVED - UTILITY :
Spawns with a beam chargeKha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.
We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting.
R -
NEW - COOLDOWN BETWEEN CASTS : 1 second
R - Evolved Active Camouflage
Reduces turret damageSafeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.
Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards.
W -
9 seconds⇒ 14 secondsNEW - UTILITY : Cooldown reduced by 50% if cast on Lee Sin or an allied champion
SHIELD DURATION :
5 seconds⇒ 4 secondsREMOVED - UTILITY :
Lee Sin gains a shield when Safeguard is cast on non-champion unitsW -
5 seconds⇒ 4 secondsThe correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona's a slightly more viable in-combat target. Plus, if she doesn't get a kill, that combat damage will stick harder.
General
9⇒ 7W -
25/35/45/55/65⇒ 20/30/40/50/60Help, Pix!'s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.
When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu's high offensive power, but we're also committed to ensuring this doesn't have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we'll look at ways to help support Lulu if she comes out too weak because of these changes.
E -
6 seconds⇒ 4 secondsREMOVED - MINION CAST :
Minions gain a shieldBASE DAMAGE :
80/130/180/230/280⇒ 80/110/140/170/200Miss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF's lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).
In the past, Miss Fortune's been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she's been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF's early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots.
Passive -
Q -
9/8/7/6/5⇒ 7/6/5/4/3MANA COST :
9/8/7/6/5⇒ 7/6/5/4/31ST TARGET BASE DAMAGE :
25/60/95/130/165⇒ 20/35/50/65/801ST TARGET ATTACK DAMAGE RATIO :
0.75⇒ 0.852ND TARGET BASE DAMAGE :
30/72/114/156/198⇒ 40/70/100/130/1602ND TARGET ATTACK DAMAGE RATIO :
0.9⇒ 1.0W -
50 at all ranks⇒ 30/35/40/45/50BONUS DAMAGE PER STACK :
4/6/8/10/12 (+0.05 ability power)⇒ 0.06 attack damageATTACK SPEED BUFF :
+30/35/40/45/50% attack speed⇒ +20/30/40/50/60% attack speedGRIEVOUS WOUNDS DURATION :
3 seconds⇒ 2 secondsE -
15 at all ranks⇒ 14/13/12/11/10MOVEMENT SPEED SLOW :
20/28/36/44/52%⇒ 25/35/45/55/65%VISION : More closely matches the area of effect
R -
BASE DAMAGE :
65/95/125 per bullet⇒ 50/75/125 per bulletTOTAL BASE DAMAGE :
520/760/1000⇒ 400/600/1000REMOVED - BONUS ATTACK DAMAGE RATIO :
0.35NEW - UTILITY : Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)
Dominus' health bonus and AoE magic damage are lower in early ranks and higher at later ranks.
While we're very aware of the high strength Renekton brings to the lane, we're tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on.
R -
300/450/600 health⇒ 200/400/800 healthMAGIC DAMAGE PER TICK :
40/70/100⇒ 30/60/120We're finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier.
W -
8 seconds⇒ 6 secondsCARD USE WINDOW :
4 seconds⇒ 6 secondsWukong's armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone's total attack damage ratio has been reduced.
Statistically, Wukong's performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu's found a position that circumvents his natural weaknesses, we can tune some of his high damage - particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn't do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with).
Q -
30% at all ranks⇒ 10/15/20/25/30%R -
1.2 per second (4.8 total)⇒ 1.1 per second (4.4 total)Ziggs' attack range has been reduced.
Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit.
General
575⇒ 550Minor Changes & Bug Fixes
Q -
Q -
Cataclysm should now be more reliable for Jarvan IV to land.
R -
R -
NEW - BUGFIX : If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown
Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.
Passive -
General
Passive -
R -
BUGFIX : Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)
Items
Blue Trinkets
Still in the process of making Blue Trinkets less sad. Maybe it's the color.
1 second⇒ 2 secondsRANGE :
1500⇒ 25001 second⇒ 2 secondsRANGE :
2500⇒ 35001 second⇒ 2 secondsRANGE :
3000⇒ 4000We're a little concerned that Spirit of the Elder Lizard is skewing the landscape of the early jungle toward high damage champions who sustain (and thrive) thanks to their offensive prowess. We're still keeping a close eye on Elder Lizard, but are moving conservatively in the meantime.
30%⇒ 20%It's finally here! Picking up after our 4.4 changes to Wriggle's Lantern, we wanted to introduce a new jungle item that "rounds out" the pool. Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power.
ATTACK DAMAGE : +15 attack damage
ATTACK SPEED : +35% Attack Speed
UNIQUE PASSIVE MAIM : Basic attacks deal 100 damage (reduced by 67% against champions) and heal 10 health on hit. Kills, assists, and large monster kills increase the damage by 3 and heal by 1.
UNIQUE PASSIVE : +30% gold from monster kills
UNIQUE ACTIVE : Places a stealth ward that reveals the surrounding area for 180 seconds (180 second cooldown)
UTILITY : Ward cast range greatly increased versus normal ward cast range
Support Itemization & Build Paths
We've introduced two new foundational items for supports in the form of Aether Wisp (ability power, movement speed), and Forbidden Idol (mana regen and cooldown reduction). Several items have had their build paths strealimed (or changed) to accommodate.
These changes are a mid-season followup to our 2014 Season Changes for supports and support itemization. We noticed that while we succeeded in giving supports more gold, we didn't give them enough itemization paths that paced well with their gold gain. With these new items, this means we can also look at support itemization in the future to offer more interesting choices.
TOTAL COST : 950 gold
ABILITY POWER : +30 ability power
UNIQUE PASSIVE : +5% movement speed
Sheen + Blasting Wand + 940 gold⇒ Sheen + Aether Wisp + 850 goldTOTAL COST : Unchanged (3000 gold)
Amplifying Tome + Amplifying Tome + Null Magic Mangle + 730 gold⇒ Aether Wisp + Fiendish Codex + 780 goldTOTAL COST :
2000 gold⇒ 2400 goldREMOVED - CRYSTAL SCAR & TWISTED TREELINE RECIPE :
Amplifying Tome + Amplifying Tome + Null Magic Mangle + 530 gold = 1800 goldABILITY POWER :
+50 ability power⇒ +80 ability powerNEW - COOLDOWN REDUCTION : +10% cooldown reduction
REMOVED - MAGIC RESISTANCE :
+40 magic resistanceACTIVE COOLDOWN (SUMMONER'S RIFT & HOWLING ABYSS) : 120 seconds
ACTIVE COOLDOWN (CRYSTAL SCAR & TWISTED TREELINE) : 60 seconds
NEW - UTILITY : If the ghosts fail to find a target, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of this item by 40 seconds (20 seconds on Crystal Scar & Twisted Treeline).
TOTAL COST : 750 gold
MANA REGEN / 5 SEC : 8
UNIQUE PASSIVE : +10% cooldown reduction
Amplifying Tome + Faerie Charm + Fiendish Codex + 765 gold⇒ Fiendish Codex + Forbidden Idol + 630 goldTOTAL COST : Unchanged (2200 gold)
Talisman of Ascension Talisman of Ascension
Nomad's Medallion + Faerie Charm + 955 Gold⇒ Nomad's Medallion + Forbidden Idol + 585 GoldTOTAL COST :
2000 gold⇒ 2200 goldMANA REGEN / 5 SEC :
10⇒ 15315 gold⇒ 515 goldTOTAL COST :
2000 gold⇒ 2200 goldABILITY POWER :
+40 ability power⇒ +50 ability powerFace of the Mountain Face of the Mountain
185 gold⇒ 385 goldTOTAL COST :
2000 gold⇒ 2200 goldHEALTH REGEN / 5 SEC :
25⇒ 20HEALTH :
+375 health⇒ +500 healthHextech Revolver + Faerie Charm + Faerie Charm + 440 gold⇒ Hextech Revolver + Fiendish Codex + 480 goldTOTAL COST :
2000 gold⇒ 2500 goldABILITY POWER :
+50 ability power⇒ +80 ability powerREMOVED - MANA REGEN / 5 SEC:
10Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null Magic Mantle + 670 gold⇒ Rejuvenation Bead + Ruby Crystal + Negatron Cloak + 600 goldTOTAL COST :
1950 gold⇒ 1900 goldNEW - MAGIC RESISTANCE : +20 magic resistance
REMOVED - ARMOR :
+20 ArmorAegis of the Legion + 600 gold⇒ Kindlegem + Aegis of the Legion + 50 goldTOTAL COST :
2550 gold⇒ 2800 goldHEALTH :
+300 health⇒ +400 healthNEW - MAGIC RESISTANCE : +20 magic resistance
REMOVED - ARMOR :
+20 ArmorCloth Armor + Cloth Armor + 400 gold⇒ Chain Vest + 280 goldTOTAL COST : Unchanged (1000 gold)
Sapphire Crystal + Chain Vest + 230 gold⇒ Cloth Armor + Sapphire Crystal + 250 goldTOTAL COST :
1350 gold⇒ 950 goldARMOR :
+45 Armor⇒ +20 armorMANA :
+300 Mana⇒ +250 mana700 gold⇒ 750 goldTOTAL COST :
3250 gold⇒ 2900 goldARMOR :
+70 armor⇒ +60 armor550 gold⇒ 650 goldTOTAL COST :
2900 gold⇒ 2600 goldARMOR :
+95 armor⇒ +100 armorATTACK SPEED REDUCTION AURA :
-20% attack speed⇒ -15% attack speedBoot Enchantments
Because Homeguard boots are so strong as a defensive item, we realized we needed to bring the offensive boot enchantments up to parity. Boot enchants should be an opportunity to personalize your play, so... have a few more choices!
+15 movement speed⇒ +20 movement speed750 gold⇒ 600 goldAPPROACHING ALLY MOVEMENT SPEED :
+8% movement speed⇒ +10% movement speed25%⇒ 20%NEW - UTILITY : Increases Ghost movement speed to 40% from 28%
NEW - UTILITY : Grants +30% movement speed for 1 second after using Flash
NEW - UTILITY : Grants +30% movement speed for 3 seconds after successfully using Teleport
650 gold⇒ 475 goldInstant full restore⇒ Restores a portion of missing health and mana per secondACTIVATION DELAY :
8 seconds out of combat⇒ 6 seconds out of combatRunes
We promised rune balance changes for the 2014 season but when we took a deeper look we realized that we needed to do more fundamental work on the system itself. That said, we wanted to get a few balance changes in for the 2014 season, so we targeted midseason as the right time. We've heard a lot of feedback from players on the pains surrounding the rune system, and we'll be taking that into consideration in the future! It may not be a holistic fix right now, but these balance changes allow us to open up a little more diversity in rune choice. We've also made some compensation buffs for the two runes we nerfed.
As a side note, we specifically tackled armor runes and lifesteal quintessences because they were becoming the "best in slot" choice for any champion that could use them. In the case of armor, the answer was "everyone," while lifesteal quintessences had a slightly narrower appeal. The buffs we made across other runes were to focus on adding more options without affecting any larger systems while also bringing some runes up to parity in terms of gold value.
Seals
+1.41 armor⇒ +1.00 armorPER 9 SEALS :
+12.69 armor⇒ +9.00 armorSUPPLEMENTARY : Base armor of all champions increased by 4
+2.7 armor at level 18⇒ +3.00 armor at level 18PER 9 SEALS :
+24.3 armor at level 18⇒ +27.00 armor at level 18+5.35 health⇒ +8.00 healthPER 9 SEALS :
+48.15 health⇒ +72 health+19.44 health at level 18⇒ +24.00 health at level 18PER 9 SEALS :
+174.96 health at level 18⇒ +216.00 health at level 18+0.43 health regen / 5 sec⇒ +0.56 health regen / 5 secPER 9 SEALS :
+3.87 health regen / 5 sec⇒ +5 health regen / 5 secGlyphs
+1.11% cooldown reduction at lvl 18⇒ +1.67% cooldown reduction at lvl 18PER 9 GLYPHS :
+9.99% cooldown reduction at lvl 18⇒ +15% cooldown reduction at lvl 18+2.7 magic resistance at lvl 18⇒ +3.00 magic resistance at lvl 18PER 9 GLYPHS :
+24.3 magic resistance at lvl 18⇒ +27.00 magic resistance at lvl 18+0.31 mana regen / 5 sec⇒ +0.33 mana regen / 5 secPER 9 GLYPHS :
+2.79 mana regen / 5 sec⇒ +3 mana regen / 5 sec+0.99 mana regen / 5 sec at level 18⇒ +1.20 mana regen / 5 sec at level 18PER 9 GLYPHS :
+8.91 mana regen / 5 sec at level 18⇒ +10.80 mana regen / 5 sec at level 18Quintessences
+1.67% cooldown reduction⇒ +2.50% cooldown reductionPER 3 QUINTESSENCES :
+5.01% cooldown reduction⇒ +7.50% cooldown reduction+2.5% cooldown reduction at lvl 18⇒ +5.00% cooldown reduction at lvl 18PER 3 QUINTESSENCES :
+7.5% cooldown reduction at lvl 18⇒ +15.00% cooldown reduction at lvl 18+3.4% attack speed⇒ +4.50% attack speedPER 3 QUINTESSENCES :
+10.2% attack speed⇒ +13.50% attack speed+2% lifesteal⇒ +1.5% lifestealPER 3 QUINTESSENCES :
+6% lifesteal⇒ +4.5% lifestealSUPPLEMENTARY : The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)
Masteries
Similar to our armor seal changes, lifesteal quintessences are a fairly standardized rune on certain champions, so we wanted to compensate for the change in specific cases.
2⇒ 3Completely unrelated buff here - we noticed that Scavenger's range was smaller than Ancient Coin (occasionally resulting in one granting gold while the other didn't), so we fixed it.
900⇒ 1100Summoner Spells
Exhaust has fallen out of favor as Ignite has become the staple for kill lanes around the world. Additionally, the successful "use case" of Exhaust has grown more difficult as burst damage combinations become the norm (both through the current popular support roster and overall damage contributions in lane). These buffs to Exhaust are to give it a stronger defensive use case while also letting the player feel better about using it in a timely manner.
-50% attack speed⇒ -30% attack speedDAMAGE DEBUFF :
-30% damage⇒ -50% damageRANGE :
550⇒ 650While the current live environment heavily favors all-in engagements, we wanted a summoner spell that could be reliably used for defensive lanes. These changes let us expand the scope of Heal so that it has more cool use cases and playmaking opportunities.
300 seconds⇒ 240 secondsHEAL :
90-345⇒ 90-495NEW - UTILITY :
Heals all allies in range⇒ Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor)NEW - CRAZY : Removes healing reduction effects on affected champions
NEW - CRAZY-AWESOME : Affected champions gain +30% movement speed for 2 seconds
Partially to compensate for the Heal changes and because when you set someone on fire, that should make them real visible.
We heard your feedback and have tuned up the uniqueness of the Barrier particle.
Gold⇒ Off-whiteSummoner's Rift
Dragon
Dragon now deals a percentage of the target's current health as damage (this goes up over time). Dragon's debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.
In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost).
145⇒ 110NEW - BONUS ARMOR & MAGIC RESIST : +13 armor and +5.85 magic resist per level after level 9
NEW - % CURRENT HEALTH DAMAGE : 5% (+0.5% per level after level 9) current health as physical damage per attack
NEW - DAMAGE DEBUFF : -20% damage
REMOVED - ATTACK SPEED SLOW :
-20% attack speedBot AI Updates
We've made a bunch of under-the-hood improvements to bots with the overall goal of making them more human-like opponents. For example, bots will now factor in whether or not their opponents' spells are on cooldown when assessing threat, and the same information will also allow them to (sometimes) dodge skill shots.
Click here if you'd like to know more about the goals and tech behind these changes.