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Patch 5.10 Summary

Creator: PsiGuard May 27, 2015 7:33pm
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PsiGuard
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Hello and welcome to the MOBAFire Patch Summary - 5.10!

This is the patch where Riot shows a little love to some underutilized supports along with some tweaks to some recent problem champions, including nerfs to the big three dominant junglers - Gragas, Rek'Sai and Sejuani. The support (or is she a mid laner?) that received the most major changes is Karma, who had her ultimate, Mantra, majorly refocused on her Focused Resolve and Inspire abilities.

Ekko will be released a little later after the patch hits. If you haven't seen the details of his abilities yet, be sure to check out Ekko's reveal and watch the champion spotlight to get an idea of how he works before you see him (or play him) on the rift!

Keep reading, because there are also some item changes and buffs to see, along with some significant changes to the Utility mastery tree! As usual, there are also a slew of miscellaneous changes and fixes apart from specific champions and items. Let's get to it!


Champion Updates

WHAT DID THEY DO TO MY CHAMPION?!
quick access for concerned players

+
-
-
Akali
Cassiopeia
Gragas
-
!
-
Jinx
Karma
Leona
+
-
+
Lulu
Rek'Sai
Ryze
-
*
+
Sejuani
Sion
Taric

! = Rework* = Bugfix(es) and/or display changes only+ = Buff- = Nerf~ = Mixed


Karma is apparently next on the rework train, though her changes are perhaps a little more subtle than Ashe's or Ryze's in recent patches. The functionality of her basic abilities remains largely unaffected, but her passive, Gathering Fire, was given some pretty significant late-game scaling to help Karma pump out Mantra-empowered abilities much more frequently in team fights.

Focused Resolve received a small buff to its AP ratio and can now target jungle monsters! This should be pretty nice if you're helping your Marksman kill Krugs or if you're trying to solo blue buff as a mid laner. Or if you play jungle Karma I guess. When empowered by Mantra, this ability increases the root duration, but no longer grants bonus damage. More utility, less burst.

Inspire is a little cheaper to cast and comes up a little sooner, but the shield values in later ranks were dropped slightly. Casting Inspire with Mantra no longer damages enemies, but now significantly increases the shield strength on the primary target with nearby allies receiving 50% of that total shield.

As you can see in the table above, the rest of the champion changes include some small nerfs to currently strong champions and a few buffs to some champions that could use some love. Akali's Shadow Dance should put her in autoattack range of her target now, especially if she marked it with Mark of the Assassin. Lulu and Taric received some buffs to their mana sustain, Ryze's Arcane Mastery and Desperate Power both last 6 seconds right from the get-go (instead of scaling all the way up there), and Sion's Unstoppable Onslaught is no longer bugged so that it scales with the target's bonus AD instead of his own. I didn't even know that was happening but that's hilarious.

On the nerfs side of things, Cassiopeia lost some of that late game health and mana sustain she gets for free. Gragas and Leona had the hitboxes of their dashes reduced slightly while Jinx and Sejuani had their primary damage tools toned down a bit. Rek'Sai lost about 40 base health.


Item Changes

All the items in the Ancient Coin line had their respective gold generation on enemy minion death increased by one while the range on this effect increased from 1100 to 1400. Nomad's Medallion (as well as its upgrade of course) gives basically double the sustain as before and Talisman of Ascension's active effect went from a 60 second cooldown to a 40 second cooldown! Perhaps this will be the buff Talisman needs to shine alongside the raw stats of Turbo Chemtank.
Ardent Censer gives 10% less attack speed on shielded or healed targets, but now adds 30 magic damage on-hit for the duration of the effect. This should mean it's a little more generally useful and offers a bigger power spike upon completion instead of just buffing late game Marksmen DPS.
Bilgewater Cutlass and Blade of the Ruined King had their active ranges increased from 450 to 550. Hopefully this will reduce the number of people yelling at their monitors that their BotRK didn't go off when it should have, since it now matches standard attack ranges for most Marksmen.
Banner of Command had its active range increased from 1000 (with a visual indicator of 700) to 1200 to match the aura (with a visual indicator that matches). Not sure if this really matters at all but at least it's more consistent!


Mastery Changes



Wow, can't say I expected mastery changes partway through the season, but it sounds like Riot felt that Utility users needed some love to keep pace with the Offense and Defense trees. Here's a quick rundown of the changes:

Meditation swapped spots with Expanded Mind ! Expanded Mind (tier 1) now gives 25/50/75 mana while Meditation (tier 3) restores 0.5/1.0/1.5% of your mana every 5 seconds.

Inspiration grants 10/20 experience every 10 seconds when near a higher level allied champion, up from 5/10.

Bandit had its melee effect changed to generating 8 gold each time you attack an enemy champion (5 second cooldown).

Intelligence reduces the cooldown of activated items by 8/14/20%, up from 4/7/10%.

Wanderer now grants 20 flat movespeed when out of combat instead of +5% movespeed.


Miscellaneous Changes


These are changes that don't fit into any of the above categories. To keep it short and sweet, I'll just give you a quick list.
  • Super minion magic resist reduced from 40 to -30.
  • Jungle monsters will now reset after reacquiring ranged attackers 3 times, down from 6.
  • There is now an option to Hide Eye Candy, disabling critters and other unnecessary effects. Also there are more critters.
  • Mark/Dash has a longer cooldown, less range, and more of the damage is shifted into the Dash part of the ability.
  • You will now be warned every time you login if your rank will decay within 9 days (3 days for Master/Challenger soloqueue).
  • Stealth Wards no longer (annoyingly) stealth briefly after being placed if they are detected by a Sweeping Lens.
  • Banshee's Veil is now popped by Frost Queen's Claim's active effect.
  • Hexakill returns to Twisted Treeline this patch!


Upcoming Skins

I don't have much to add other than what you see here, but I just want to say, Knockout Lee Sin turns his Resonating Strike and Dragon's Rage into punches and it's awesome.













Share Your Thoughts!

Remember, this post is only a summary of all upcoming changes. For a full overview, check out the full patch notes.

After that, make sure to come back here and let us know what you think of the changes introduced in this patch. Are the Karma changes going to push her into a more supportive role? Are the jungler nerfs enough to allow new picks to rise to the top? Is Taric now the best champion in the game? Leave a comment below!
Thanks to The_Nameless_Bard for the sig!
NicknameMy
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Hi Gangplank support, nice huge buffs here for you.
Zordagoth
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Expanded Mind feels really trashy, I doubt that 75 mana will compensate anything xD
Jovy
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Leona nerf? W-why not I guess? Taric buffs? O-okay?

by jhoijhoi
Jimmydoggga 2.0
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Hahaha they thought nobody knew about the Zenith blade hitbox width.
Hahaha

Basically MOBAFire.
Vapora Dark
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I'm happy about that nerf. Wasn't fun getting hit by her E even after "dodging" it. :l
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It's nearly as wide as Sona's Crescendo
Thanks The_Nameless_Bard for the sig!
mastrer1000
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lol those karma "buffs"
I AM NOT AFFECTED BY ELOHELL. NOOBS AND TROLLS NEVER RUIN MY RANKED GAMES.
I DON'T GET STUCK AND I NEVER GET ONLY 2LP FOR A WIN.

I AM UNRANKED.


also check out my Ryze guide
Vynertje
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Zordagoth wrote:
Expanded Mind feels really trashy, I doubt that 75 mana will compensate anything xD


75 mana is pretty decent in early game, considering most champions have a mana pool of around 300-400 mana in the first few levels. The old mastery was +3 mana regen per 5, which means that you 'break even' at two minutes in lane.
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They are clear buffs for both support or Magekarma. Magekarma would always use Mantra Q to deal the maximum amount of damage and got a damage increase through that with W to 0.9 ratio and more Mantra available. Supportkarma doesn't need damage and got more utility as well if she decides to use enchanted W or E.
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