Patch note 7.10:
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CHAMPIONS
HEIMERDINGER
More turrets, more rockets, more grenades. W and E hits charge turret beam attacks. Passive grants self movement speed near turrets instead of ally/turret health regen.
ヽ༼ຈل͜ຈ༽ノ It’s been quite a while since Heimerdinger got any attention. His “nest of autonomous turrets” fantasy is unique, but when AI-controlled units comprise the bulk of Heimer’s strength, it becomes difficult to get Heimerdinger to a fair spot. On the one hand, Heimer deserves to be competitive against opponents who know the ins and outs of turret behavior. On the other, when turrets are intelligent enough to fight enemies without Heimer’s assistance, they become overly punishing against players (and champions) who lack the ability to out-manipulate their AI.
That brings us to today’s update, which puts Heimerdinger more squarely in the driver’s seat of his turret gameplay. We’ve removed a number of turret “self-preservation” rules, meaning that deploying a turret is much less of a fire-and-forget affair. Rocket and grenade hits are now the primary means by which turrets charge their laser attacks, meaning Heimer needs to play an active role in fights to unleash their full potential. We’ve given power-ups to W and E to ensure Heimerdinger feels good about using the rest of his kit, which means he’ll also have more of an impact in fights where he’s unable to prep his turrets in advance.
Overall, this update gives the Revered Inventor more playmaking potential and fairer interactions with other champions. As always, we’ll be observing his statistical performance closely as his update deploys to live environments. Should any unexpected fluctuations in the trajectory of his aggregate data require further modulation of output variables, we’ll do appropriate science to get him in a stable spot. ヽ༼ຈل͜ຈ༽ノ
BASE STATS
BASE HEALTH REGEN 11 ⇒ 7
HEALTH REGEN GROWTH 1.75 ⇒ 0.55
NEWPASSIVE - HEXTECH AFFINITY
SPEEDY HEIMER Heimerdinger gains 20% movement speed when within 300 range of allied turrets and turrets he creates
Q - H-28G EVOLUTION TURRET
More turrets early. Base damage down, ratio up. Beam attack charges more slowly but is massively accelerated by W and E hits. Turrets are less punishing toward melee enemies.
STACK LIMIT 1/2/2/3/3 ⇒ 3 at all ranks
STACK GENERATION 24/23/22/21/20 seconds ⇒ 20 seconds
BASE DAMAGE 12/18/24/30/36 (+0.15 ability power) ⇒ 6/9/12/15/18 (+0.3 ability power)
BEAM DAMAGE 40/60/80/105/130 ⇒ 40/60/80/100/120 (ability power ratio unchanged)
REMOVEDLOW-EFFORT CONTENT Turrets no longer prioritize nearby enemy champions or champions that attack them
REMOVEDFAREWELL Turrets no longer briefly remain active after Heimerdinger leaves the area
NEWBEAM CHARGE ABILITY BONUS Nearby turrets gain 20% charge for each W rocket that hits a champion and 100% charge if E’s grenade hits a champion (same bonuses apply to ult-empowered W and E casts)
BEAM CHARGE TIMER Turrets charge from 0 to 100% in 16 seconds ⇒ 90 seconds
REMOVEDBEAM CHARGE ATTACK BONUS Turrets no longer gain 1/2/3/4/5% beam charge for each of their basic attacks
REMOVEDPREHEATED Turrets no longer spawn with 70% beam charge
CLARITY The charge bar is now white instead of dark blue
W - HEXTECH MICRO-ROCKETS
MANA COST 70/80/90/100/110 ⇒ 50/60/70/80/90
COOLDOWN 11 seconds at all ranks ⇒ 11/10/9/8/7 seconds
NEWBEAM CHARGE Each rocket that hits a champion grants 20% beam charge to all turrets within 1000 range of the damage (max 100% if all five rockets hit)
E - CH-2 ELECTRON STORM GRENADE
COOLDOWN 18/16/14/12/10 seconds ⇒ 12 seconds at all ranks
RADIUS 210 ⇒ 250 (center stun zone unchanged)
NEWBEAM CHARGE If the grenade hits a champion, all turrets within 1000 range of the damage gain 100% beam charge
DISCO Heimerdinger can now lob the grenade onto himself
R UPGRADE!!!’D E - CH-3X LIGHTNING GRENADE
BASE DAMAGE 150/200/250 ⇒ 150/250/350
RATIO 0.6 ability power ⇒ 0.75 ability power
RAMMUS
Q is faster, has a shorter cooldown but also last for less time. W amplifies his passive but also slows Rammus. E grants attack speed, R now applies slows but does less damage.
While we originally passed on Rammus when planning our midseason work, we landed on an opportunity to give him some love later on in the process. Rammus’s playstyle, like his vocabulary, is overly simple: if he can navigate through a fight and Powerball a juicy target, the rest of his abilities are basically no-brainers. Once he’s in the enemy team, of course he wants to Taunt a priority target and of course he wants to be extra tanky and of course he wants to do damage. There weren’t enough points where he needed to think about when to use his abilities.
Reducing Powerball’s duration but having Rammus go faster more often will allow him to decide when he wants to try and chase someone or just back up. When he does go in, we’re giving his other skills slightly more complexity to give him decisions about how he wants to use them. Curling up will still make him incredibly tanky but at the expense of movespeed, and his ult will now steadily stack a slow on people around him. Now, the Armordillo has to decide whether to slow one target to a crawl, or stand still while he takes the heat for the team.
NEWPASSIVE - SPIKED SHELL
REMOVEDPHYSICAL SHELL Rammus no longer gains 25% of his armor as attack damage
NEWMAGIC SHELL Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage
Q - POWERBALL
COOLDOWN 16/14.5/13/11.5/10 seconds ⇒ 16/13.5/11/8.5/6 seconds
DURATION 7 seconds ⇒ 6 seconds
NEWCHANNEL Powerball is now a channeled effect
MAXIMUM MOVEMENT SPEED 155% ⇒ 150-235% (at levels 1-18)
DAMAGE 100/150/200/250/300 ⇒ 100/135/170/205/240
SLOW 20/25/30/35/40% for 2 seconds ⇒ 40/50/60/70/80% for 1 second
COLLISION DETECTION Radius slightly reduced, allowing Rammus to better navigate through enemies. Collision check rate increased, making collision more consistent.
AREA OF EFFECT Unchanged. In other words, Rammus will knock back, damage, and slow enemies in a larger area than the collision radius.
BUGFIX Rammus can now interact with Plants during Powerball
W - DEFENSIVE BALL CURL
COOLDOWN 14 seconds (starting when W is cast) ⇒ 6 seconds (starting when W ends)
DURATION 6 seconds (unchanged)
BONUS RESISTANCES 40/60/80/100/120 ⇒ 20 flat, plus 50/55/60/65/70% of Rammus’s total resistances
NEWCURLED UP Rammus slows himself by 60% while Defensive Ball Curl is active
NEWOK Rammus can now reactivate Defensive Ball Curl to end the effect early
NEWSPIKIER SHELL While Defensive Ball Curl is active, Spiked Shell is amplified by 50%
THORNMAIL-ESQUE Enemies that basic attack Rammus while Defensive Ball Curl is active take damage equal to 25/35/45/55/65 (+10% Rammus’s armor) ⇒ Spiked Shell’s bonus damage (12-30 (+15% Rammus’s armor) while Defensive Ball Curl is active)
E - FRENZYING TAUNT
NAME Puncturing Taunt ⇒ Frenzying Taunt
REMOVEDPUNCTURING Frenzying Taunt no longer reduces the target’s armor by 5/10/15/20/25
NEWFRENZYING Rammus gains 20/25/30/35/40% attack speed for the duration of the taunt (1.25/1.5/1.75/2.0/2.25 seconds)
NEWALRIGHT The attack speed buff’s duration constantly refreshes while Rammus’s other abilities are active
R - TREMORS
DAMAGE PER SECOND 65/130/195 (+0.3 ability power) ⇒ 40/80/120 (+0.2 ability power)
NEWARCHITECTURAL INSTABILITY Tremors deals double damage to structures
NEWSHAKY FOOTING Tremors slow affected enemies by 8/10/12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the duration (max slow: 64/80/96%)
CASSIOPEIA
For real thissssssssss time.
GENERAL
NO HOVER SNAKES Cassiopeia’s tail now follows her realistically as she moves and turns
FIZZ
W base damages down, ratios up.
Stop us if you’ve heard this one before - a sticky assassin builds primarily defensively and yet still does enough damage to threaten tanks and squishies alike. Fizz’s changes this patch are just another shade of updates past - paring down his base damage while boosting his scaling to compensate.
W - SEASTONE TRIDENT
BLEED DAMAGE 25/40/55/70/85 (+0.33 ability power) ⇒ 20/30/40/50/60 (+0.4 ability power)
ACTIVE DAMAGE 25/40/55/70/85 (+0.33 ability power) ⇒ 20/30/40/50/60 (+0.4 ability power)
ACTIVE DAMAGE VS MARKED ENEMIES 75/120/165/210/255 (+1.0 ability power) ⇒ 60/90/120/150/180 (+1.2 ability power)
GRAVES
Q base damages down, ratios up. R cooldown increased at early ranks.
Despite changes earlier in the season, we’re still seeing enemies of the Outlaw torn asunder. Our approach this patch is to hit his early game in two-pronged fashion. First, we’re shifting some of End of the Line’s power to its bonus attack damage ratios, reducing his early game burst. We’re also hitting Collateral Damage’s cooldown in the early game, as it can often feel like his ult is always available. This should force Graves to really consider the best time to use Collateral Damage, rather than just firing it on cooldown.
Q - END OF THE LINE
Q1 BASE DAMAGE 55/70/85/100/115 ⇒ 40/55/70/85/100
Q1 RATIO 0.75 bonus attack damage ⇒ 0.8 bonus attack damage
Q2 BASE DAMAGE 80/125/170/215/260 ⇒ 80/110/140/170/200
Q2 RATIO 0.4/0.6/0.8/1.0/1.2 bonus attack damage ⇒ 0.4/0.7/1.0/1.3/1.6 bonus attack damage
R - COLLATERAL DAMAGE
COOLDOWN 100/90/80 seconds ⇒ 120/100/80 seconds
JAX
For a character whose gameplay revolves around basic attacks, Jax’s attack animations left some to be desired.
GENERAL
POW POW POW POW Jax’s basic attack, empowered attack, and crit animations have been improved across all skins to better match the moment damage is applied and generally feel more responsive
IVERN
Movement speed reduced. Passive groves cost more health and mana.
As Ivern players have gotten better at planning jungle routes - or adapting them on the fly - one thing has become clear: he is too able to keep one step ahead of opposing junglers. The relatively low costs on Friend of the Forest give Ivern insanely flexible paths, which means even when opposing teams do a good job at tracking him, he’s able to change plans without much cost. Specifically, his ability to save Smite for clearspeed - and not require its sustain - allows him to save smite for invades without sacrificing much in the way of channeling his own camps.
BASE STATS
MOVEMENT SPEED 330 ⇒ 325
PASSIVE - FRIEND OF THE FOREST
BASE HEALTH COST 25% ⇒ 33%
BASE MANA COST 30% ⇒ 33%
LEE SIN
Movement speed reduced. R cooldown increased.
Lee Sin has more uptime than almost any jungler, thanks to how easily he can move around the map and how often his ultimate is up. The Blind Monk already has two gap-closers that let him chase - or escape - enemy champions. Having best-in-class movement speed on top of that seemed like overkill.
BASE STATS
MOVEMENT SPEED 350 ⇒ 345
R - DRAGON'S RAGE
COOLDOWN 90/75/60 seconds ⇒ 110/85/60 seconds
LULU
Base health reduced. E shield strength reduced.
Lulu’s become the pick when you want someone with a bit of everything - Aggression? She has it. Protection? She has it. The problem gets real when the Fae Sorceress becomes the best option in both cases, outshining the rest of the enchantress club. We’re leaving Lulu’s poke and trade potential intact, but softening her durability so opponents can better punish missteps and poorly-chosen trades.
BASE STATS
HEALTH 553 ⇒ 525
E - HELP, PIX!
BASE SHIELD STRENGTH 80/120/160/200/240 ⇒ 70/105/140/175/210
KASSADIN
E hitbox modernization.
E - FORCE PULSE
MODERNIZATION Force Pulse now determines what it hits at the end of its cast time, rather than the start
RANGE 585 ⇒ 600
MAOKAI
Q mana and cooldown down. Q knockback distance slightly increased. E damage reduced.
While Maokai’s update gave him the desired incentives to play around brush, empowered saplings are dealing too much damage in the early game (especially if maxed first). This is particularly prevalent at game-start: a single empowered sapling massively interferes with the enemy jungler’s initial clear. We’re reining in sapling damage so E spam doesn’t remain the strongest thing Maokai can do.
With saplings powered down in the early game, we wanted to be sure Maokai still has the strength he needs to make it through the jungle and top lane. We’re upping the impact of his melee-range tools to give him the means to hold his own mid-combat.
PASSIVE - SAP MAGIC
REMOVEDCAN’T SAP STONE No longer procs against structures
CAST TIME 0.275 seconds ⇒ 0.25 seconds (still scales down with Maokai’s attack speed)
Q - BRAMBLE SMASH
COST 45/50/55/60/65 mana ⇒ 50 mana at all ranks
COOLDOWN 8/7.5/7/6.5/6 seconds ⇒ 8/7.25/6.5/5.75/5 seconds
KNOCKBACK DISTANCE Slightly increased (maximum ~275 ⇒ ~300)
E - SAPLING TOSS
COST 60 mana at all ranks ⇒ 60/65/70/75/80 mana
BASE DAMAGE 45/70/95/120/145 ⇒ 25/50/75/100/125
ENEMY HEALTH RATIO 6/6.5/7/7.5/8% (+2% per 100 ability power) target’s max health ⇒ 8% (+2% per 100 ability power) target’s max health
R - NATURE'S GRASP
BUGFIX Fixed a bug that caused Nature’s Grasp to fire without going on cooldown if Maokai died while casting it
RAKAN
Q cast range increased. W damage increased at later ranks. E shield decreased at later ranks.
While other enchanters like Janna and Lulu naturally want to max their shields, that doesn’t seem particularly appropriate for Rakan. Rather than perpetually clinging to allies, the Charmer should feel good about busting a move in the middle of the enemy team. We’re rescaling a few of Rakan’s ability level-up incentives to encourage him to hit the dance floor.
We’re also giving Gleaming Quill’s cast range a bump. Rakan’s healing is potent on paper, but in practice, he doesn’t get to take advantage of it as often as as you’d expect. A range increase should provide Rakan better access to his healing, particularly in his more punishing matchups.
Q - GLEAMING QUILL
RANGE 800 ⇒ 900
W - GRAND ENTRANCE
BASE DAMAGE 70/110/150/190/230 ⇒ 70/115/160/205/250
E - BATTLE DANCE
SHIELD VALUE PER CAST 50/85/120/155/190 ⇒ 50/75/100/125/150
RENEKTON
Cleanin’ up even more stuff.
W - RUTHLESS PREDATOR
BUGFIX Fixed a bug where Ruthless Predator’s lockout time was shorter than intended (0.525 seconds instead of 0.75)
BUGFIX Fury-empowered casts no longer generate Fury
BUGFIX Fixed a bug where, when casting Ruthless Predator and queueing either Cull the Meek or Dice while at 100 Fury, the queued ability would sometimes not be empowered or consume Fury
E - SLICE AND DICE
BUGFIX Fixed a bug where Slice and Dice’s ranges were shorter than intended (400 instead of 450)
BUGFIX Fixed a bug where Slice and Dice’s dash speeds were slower than intended (650 instead of 750)
RIVEN
Timing of Q animation cancelling is more consistent. If you don’t know what animation cancelling is, you should just skip this section.
While animation cancelling has been integrated into Riven’s coding for some time now, there are still a lot of timing inconsistencies that make learning her frustrating, especially for players on higher-latency connections. We’re cleaning these up so mastering Riven feels like a test of your reflexes, not your internet connection.
GENERAL
CONSOLIDATION Runic Blade’s buff duration, Broken Wings’s recast window, and Blade of the Exile’s buff duration are now tracked as timers overlaid above their ability icons, rather than via buff bar icons
Q - BROKEN WINGS
CONSISTENCY The timing around when Riven becomes able to animation cancel Q casts, as well as how long she has to animation cancel, have both been made more consistent
NO FUN Riven can no longer joke, taunt, or laugh during Broken Wings’s animations
PING ME PLS Broken Wings can more reliably target units on high-latency environments
WHAT? Fixed a bug where the knockback on Broken Wings’s third cast ended sooner than intended if it interrupted a different displacement effect or if the target collided with terrain
E - VALOR
SHOW IT Fixed a bug where spell queueing sometimes didn’t properly work when casting Valor during Broken Wings’s animation
SEJUANI
Frost Armor grants fewer flat resistances at early levels.
Sejuani came out of the midseason gates more ferociously than we had intended. Her mid-patch follow up brought her much closer to an acceptable balance state but Frost Armor is still out of line in early game fights (particularly in lane). With these changes, the Fury of the North will still be tough while Frost Armor is up in the late game, but won’t be as overbearing in early scraps.
PASSIVE - FURY OF THE NORTH
FROST ARMOR FLAT RESISTANCES 100 at all levels ⇒ 20/60/100 at levels 1/7/14
Q - ARCTIC ASSAULT
HITBOX Shifted slightly to address instances where Sejuani collided with targets behind her
W - WINTER'S WRATH
These changes mostly cancel each other out since Winter’s Wrath takes about a second to complete. Slight cooldown increase overall.
COOLDOWN PARADIGM Cooldown starts on-cast ⇒ once both swings are complete
COOLDOWN 10/9/8/7/6 seconds ⇒ 9/8/7/6/5 seconds
UDYR
Mana costs reduced.
Back in 7.8 we made some adjustments to everyone’s favorite ManBearTigerTurtlePhoenixMonkey. Within that set of changes we tweaked Udyr’s mana costs to decrease per level rather than spell rank. The aim was to make low-rank abilities less of a drain on Udyr’s mana overall, but he lost the ability to aggressively reduce the mana costs of his main stances in the process. We’re further reducing his mana costs across the board, allowing him to go about his shapeshifting business less inhibited. We’ll likely have more follow-up changes once we’ve seen how a non-OOM’d Udyr performs, but for now you can spam to your heart's content, dear Udyr main.
GENERAL
MANA COSTS 50-33 (at levels 1-18) ⇒ 45-28 (at levels 1-18)
YORICK
Quality-of-life improvements.
Yorick is pretty reliant on his summoned units, whether that’s graves, Mist Walkers, or The Maiden. Some of those units had unintuitive or frustrating behavior, so we’ve made some quality of life changes.
PASSIVE - SHEPHERD OF SOULS
INDEPENDENCE Mist Walkers no longer perish when they move too far away from Yorick or the Maiden
Q - LAST RITES
GRAVE CONVENIENCE If Lasts Rites kills a unit when Yorick has max graves, the furthest grave will now be replaced rather than no grave being spawned
R - EULOGY OF THE ISLES
BUGFIX The Maiden’s stats now increase when Yorick puts another skill point into Eulogy of the Isles, rather than remaining unchanged until Yorick summons her again
ZAC
Q deals damage based on Zac’s max health. W and E are easier to cast during Q. E knockup duration increases over charge time.
We’ve seen steady improvement in Zac’s performance since his update landed, but there are a few rough edges to smooth out while things are still malleable. Most notably, we were overly cautious in preventing Elastic Slingshot’s knockup from guaranteeing Let’s Bounce!’s kidnap, which has left Zac’s signature move feeling pretty flat. We’re restoring Slingshot’s oomph as a long-range initiation tool and slightly bumping up Let’s Bounce!’s channel time to preserve a brief window for enemies to panic-Flash the kidnap. We’ve also got a suite of improvements for Stretching Strikes. Many are usability improvements: the slam effect is more reliable against jungle camps and minion waves, and Zac won’t lock himself out of his other skills for as long. Toss in a few direct power-ups, and Stretching Strikes should pack more of a punch across the board.
Q - STRETCHING STRIKES
DAMAGE 50/70/90/110/130 (+0.3 ability power) ⇒ 40/60/80/100/120 (+0.3 ability power) (+2.5% Zac’s maximum health)
SECOND HIT BONUS ATTACK RANGE 100 ⇒ 125
SECOND HIT BLOB GENERATION Generates a blob if Zac hits a second champion ⇒ a second enemy of any kind
SLAM DAMAGE RADIUS 200 ⇒ 300
BUGFIX If Stretching Strikes’ second hit would kill a minion or monster, the target will now wait to die until after Zac has slammed it into Stretching Strikes’ first target
PRECISE STRIKES If Stretching Strikes’ first target is standing on top of other enemies, the second hit will now reliably choose a different target than the first
MULTITASKING Zac can now cast Unstable Matter and queue up Elastic Slingshot during Stretching Strikes’ second attack and while slamming two targets together.
E - ELASTIC SLINGSHOT
KNOCKUP DURATION 0.5 seconds ⇒ 0.5-1 second, based on how long Zac charged Elastic Slingshot
R - LET'S BOUNCE!
TIME TO FULLY CHARGE 1 second ⇒ 1.1 seconds
ITEMS
J'ai pas mis les petits changements sur les items supports, c'était un peu chiant à mettre en forme.
SPIRIT VISAGE
Health increased. Magic resist and health regeneration decreased.
Spirit Visage is still occupying the slot of “magic resist item you want most of the time”. To leave room for competitor items to shine against magic damage, we’re toning down overall stat pool and shifting its magic resist down a little bit.
HEALTH 425 ⇒ 450
MAGIC RESIST 60 ⇒ 55
HEALTH REGENERATION +200% base health regen ⇒ +100% base health regen
ACTIVE ITEM TRACKING
A continuation of last patch’s work to add recognition to active item effects!
Righteous Glory: Number of takedowns enabled by the shockwave
Banner of Command: Damage dealt to turrets by empowered minions (in addition to existing gold earned stat)
Zz’Rot Portal: Damage dealt to turrets by empowered minions (in addition to existing gold earned stat)