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Patch 9.9 Summary

Creator: Wayne3100 May 9, 2019 5:12am
Wayne3100
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Hello and welcome to the MOBAFire Patch Summary - 9.9!

In what is undoubtedly the largest patch of the season so far, Riot has introduced a whole number of changes to champions, ranging from specific shifts in gameplay to good ol' simple number changes. For example, Aatrox's playstyle should now be more akin to a life-draining bruiser instead of an all-in dive champion, and Soraka players should be encouraged to focus on her supportive nature over poking aggressively. Meanwhile, a substantial number of runes have also seen minor buffs or nerfs.

Finally, one "small" change which will significantly impact junglers on Summoner's Rift is the delayed initial spawn time of the Rift Scuttler, which should reduce the number of early level conflicts on top of forcing them to reconsider their routes. Slap a new skin on top of all these updates and boom, you've got yourself one hell of a patch!

As always, be sure to check out the full patch notes for details on any changes that interest you.



Champion Highlights

Aatrox
  • Passive now heals Aatrox instead of reducing shielding/healing on enemies
  • World Ender no longer revives Aatrox, unless he gets a takedown during the ability's duration
Blitzcrank
  • Passive shield based on maximum mana, not current
  • Ultimate passive now allows Blitzcrank to mark enemy targets with auto attacks instead of being random
Rakan


  • Can no longer cast Grand Entrance or Flash during first 0.5 seconds of The Quickness
  • Base stats & Grand Entrance's dash speed buffed to compensate

Soraka


  • Rejuvenation heal and movement speed gained from hitting Starcall increased, but damage to enemies reduced
  • Equinox mana cost now scales up, damage reduced for rank 2 to 5
Tahm Kench
  • Tongue Lash slow percentage, slow duration and range increased
  • Devouring an ally now also slows by 95%, cost increased but devouring an enemy refunds 50% of mana cost
  • Thick Skin heal and shield increased, no longer costs mana


Other Balance Changes

Buffed

Adjusted



Removed

Nerfed



Rune Changes

Gained armor/magic resistance now scales with bonus resistances.
Damage no longer scales with AP or AD.
Blocked damage increased from 25-50 to 30-60.
Now grants 1% permanent movement speed and boosts movement speed bonuses by 7% instead of only boosting movement speed bonuses by 10%.
Damage increased from 8-40 to 10-45.
Bonus armor and magic resistance increased from 8 to 9.
Now also grants 2 adaptive force when a Ghost Poro spots an enemy.
Spawn time changed to 12 minutes (-45s per takedown) instead of 10 (-30s per takedown).
Out-of-combat movement speed increased from 8 (+8 per stack) to 10 (+9 per stack).
Damage increased from 10-30 to 15-35.
Now grants 4% additional cooldown reduction on a champion's ultimate (previously 3%), up to a maximum of 25% (previously 20%).


Other Changes

  • Summoner's Rift

    • Rift Scuttler's Initial Spawn: 2:00 ⇒ 3:15


Upcoming Skins & Chromas

The following skins will be released this patch.



Conqueror Alistar (975 RP)

The following chromas will be released this patch.


Conqueror Alistar


Conqueror Varus


Conqueror Karma


Challenger Nidalee


Challenger Ahri


Share Your Thoughts!

That's it on our end, time to hear from you guys! Which of the highlighted champions do you play the most, and how do you think the changes have affected them? Furthermore, which other buff/nerf do you think will most influence the champion's viability, and what are your thoughts on the rune changes introduced in this patch?

Let us know in the comments below!

Thanks to jhoijhoi for the signature!
Wayne3100
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Apologies for the late post, I was fully under the impression that I had already posted this summary last week. Figured I'd share anyway just so we don't skip a patch.

Balance changes should be up to date in the database, let me know if you spot anything which appears to be incorrect!

Thanks to Hoppermh for the signature!
Hamstertamer
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RIP Hunter's Potion, I will miss it.

Not a useless item at all contrary to what Riot said. It was my go-to sustain item on jungle Karthus.

In fact potion was a good item to experiment with mage junglers in general since jungle items do not give spell vamp, so a mage jungler has very weak sustain compared to an autoattacker who gets lifesteal. Potion was a cheap answer to that issue.
DasGrauen_
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Permalink | Quote | PM | +Rep May 9, 2019 9:15am | Report
I think that Akali nerfs were too much.. And I loved playing with Hunters Potion as a Mage jng like Karthus :(

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