Welcome to patch 13.10, the Midseason update!
In the midseason update we're aiming to address a few core issues with League's current state, namely ADC and Support itemization options, problematic Assassin items, and how the early game is played out. We also have a batch of ARAM adjustments, a Mythic Shop rotation, and some new Snow Moon skins. So without further ado, here's your midseason patch!
Don't have enough to read here? Come see what they're doing for their For Fun patch in the TFT patch notes here!
While we're planning on comprehensive balance followup in 13.11, we're giving some quick buffs to the biggest losers of 13.10's item changes now. The wind bros lost a lot of survivability with Shieldbow's downshift from Mythic to Legendary, while Kindred lost a lot of damage with Kraken Slayer's. Critically (heh), they don't have direct replacements to shift to.
24 Hour Delay
Due to some technical issues Patch 13.10 is expected to roll out 24 hours later than usual for all regions.
Akshan, Kalista, Kindred, and Vayne are getting brand new AP ratios added in this patch because they (might) buy Guinsoo’s Rageblade, which is getting Ability Power added to its stat package. These new ratios aren’t meant to make AP builds strong or even viable on them but instead to make incidental sources of Ability Power (like Rageblade) feel like they aren’t wasted.
Typically, a small utility output and a repeatable source of damage were targeted for each of these champions, which is meant to give AP a unique benefit that AD cannot provide and to fit the combat pattern of the Rageblade itself.
Passive AP ratio added to damage, shield decreased. Q AP ratio added to bonus movement speed.
Akshan is the first of a few champions who fit two criteria: He might buy Guinsoo’s Rageblade (which now has AP on it) and he has no AP ratios. These shiny new AP ratios should make Akshan feel like he’s getting useful benefits when he’s picking up Guinsoo’s so that the AP isn’t entirely lost on him.
E AP ratios added to slow and damage.
Kalista is the second champion in this patch who has no AP ratios but is likely to buy Rageblade. The numbers are relatively conservative so an AP-focused build isn’t going to be strong, but at least the Amplifying Tome is a real item for her.
W AP ratio added. E AP ratio added.
Kindred are the third champion to receive AP ratio buffs in lieu of Rageblade’s changes. Lamb doesn’t tend to buy this item very often, but at least Wolf’s abilities will feel a bit more powerful.
Q damage to monsters increased. W damage to monsters increased. R AP ratio increased.
Neeko jungle has seen a lot of play post-rework but sits as the worst regularly played role/champion combo in the game, so we're bumping up her clear speed a bit more to give Neeko jungle players a fair shot. It's likely we'll have to reassess her jungle power as players adapt to Jungle Neeko, so we'll continue to keep an eye on this tomato.
On another note, we're also putting a bit more power back into Neeko's R burst now that we've seen the spell on live. Overall, the reliability of the new ultimate is looking good, but the nerfs overshot compensating for the new consistency.
Q AP ratio added.
AP Vayne is not real. AP Vayne cannot hurt you. Not as much as AD Vayne, anyway. Once again, this AP ratio on Tumble is just here to make Rageblade’s stats not feel wasted.
We’ve got a big update to crit itemization with the hope of creating a much more open ecosystem of crit items players are excited to buy. Currently, League of Legends functionally has two sets of critical strike mythic items: Kraken / Galeforce / Shieldbow and Infinity Edge / Quickblades / Rageblade. Ultimately, we feel that Infinity Edge, Quickblades, Rageblade, and Galeforce actually fit the role of a mythic item the best so the other items are being demoted to legendary status and re-tuned to fit that new role.
The new mythic items are quite similar to the old versions as they already served their purposes well, with a notable change in Rageblade more strongly filling the hybrid on-hit niche, which should make champions like Kayle and Teemo pay attention.
The legendary re-balancing brings down some overly strong items, such as Kraken Slayer losing its true damage, Immortal Shieldbow providing less shielding, and Bloodthirster losing its shield entirely. Meanwhile, underperforming items like Mortal Reminder, The Collector, and Mercurial Scimitar are receiving some simple buffs. There are also a slew of balance changes to epic items to buff underpowered trap upgrades (Recurve Bow, Hearthbound Axe, Kircheis Shard) and nerf overly-powerful ones (Zeal).
And Statikk Shiv is back.
With Immortal Shieldbow moving to a Legendary slot for all crit users, Bloodthirster needs a new niche within the life steal item space. So, buying BT is a shot call that you’ll remain healthy and undisturbed on the back line and helps top off your health between engagements.
Galeforce is the one crit mythic item that’s remaining mythic. The opportunity cost of Infinity Edge, Quickblades, or Rageblade is meaningful in terms of DPS but if your path to victory is through helping assassinate a squishy champion (or not being assassinated yourself), 90% DPS is much better than 0%.
The specific numbers on Galeforce land it squarely stronger than the old version against squishies but requires building more crit chance to make use of that power, which should help keep it from being poached by assassins.
Ornn upgraded version of Galeforce.
Guinsoo’s Rageblade is back as the pinnacle hybrid on-hit item! Many of its old rules like extra on-hits and converting crit chance into on-hit damage are still in place. But now it has a specific focus on enabling hybrid damage champions through its mixed-penetration mythic passive (since neither Void Staff nor Last Whisper upgrades typically make sense on such champions.)
Ornn upgraded version of Guinsoo’s Rageblade.
Alongside the various large mythic and legendary updates, we’re also making a slew of efficiency-focused changes to epic items. Hearthbound Axe was one underperforming epic that’s received efficiency buffs.
Demoting Immortal Shieldbow to a legendary item meant trimming its statline down somewhat. Shieldbow makes sense as a generically-accessible source of anti-burst for crit users, so it’s got an easy-to-appreciate stat profile of attack damage. One note of caution: Shieldbow is not meant to be bought early as its shield does not increase until level 12.
Across League’s lifetime, Infinity Edge has almost always been a mythic item for AD Carries in everything but name, so now we’re just making it official. It’s got a simple stat profile and a simple purpose: Deal up to 20% more auto-attack damage based on your critical strike chance. It’s good at it. The Mythic Passive is intentionally pretty bland because IE already does a great job of making your other items feel awesome.
Energize’s effect of infrequent big hits feels more at home with attack damage being its core stat instead of attack speed. There are several other Energize items getting updates in this patch that embrace this change as well. Kircheis is also getting a small increase to its gold efficiency as the item isn’t very strong in the live game.
Kraken Slayer went through several iterations finding its new home as a Legendary item before landing on this version. Ultimately, Kraken is meant to be an incredible early item for high attack speed champions that still holds up late. Its damage ramping up against a target helps it retain a bit of that anti-tank flavor, but make no mistake: it’s no replacement for Lord Dominik’s Regards for tank-busting.
Mercurial Scimitar is nearly never purchased and could stand to receive a small buff. There’s still a massive damage loss compared to an offensive-oriented item but now it gives enough MR to be worth considering in a few more situations.
Mortal Reminder fares much, much worse than Lord Dominik’s Regards and feels like a punishment if a crit user is the one applying Grievous Wounds. A simple stat buff hopefully brings it closer to parity with LDR.
Welcome to the Mythic league, Navori Quickblades! Quickblades is an excellent item for crit users with high uptime on both basic attacks and abilities. Giving up to 20% more ability damage based on crit chance and the ability to refresh those abilities through rapid attacking, Quickblades serves those champions extremely well and feels like a capstone-level effect. Like Infinity Edge, Quickblades already does a great job of amplifying everything else bought alongside it, so it simply provides some ability haste through its mythic passive.
Noonquiver no longer builds into any Mythic items. That’s it. That’s the update. Don’t buy it expecting to build into a Mythic. Because it won’t.
In an effort to make window shopping more intuitive for crit users, Phantom Dancer has been increased to 2800 gold with a small stat increase to go alongside it.
Rageknife has been remade to fit in with the new version of Guinsoo’s Rageblade, providing a smaller version of the ramping attack speed effect.
Rapid Firecannon’s purpose is to land individual snipes from out of range of counter-attack and so its stat profile has been updated to reinforce that niche. The significant price increase retains a similar level of gold efficiency.
Recurve Bow is another epic item being retuned to bring the gold efficiency of components closer together. Shrinking it also allows its placement in more legendary items without having to retune those numbers. Moving its on-hit damage to magic is an experiment in making on-hit effects more noticeable.
Hurricane has grown to 2800 gold to help place it in direct consideration with other marksman items. On-hit damage with less attack speed should help it find a home in on-hit builds that risk over-capping their attack speed, while an increased AD ratio on the bolts should help it find a home in more crit-focused builds. The rules update around finding minions to hit is meant to reduce the number of cases where no additional bolts fire.
Statikk Shiv is back!!!!!! Shiv is meant to be the premier wave-clear item for crit users. Its damage scales up about as fast as minion health does and deals a moderate amount of damage to champions as well, though much less than PVP-focused items like Stormrazor.
A note on Energize stacking: All Energize items stack in the most linear way possible: The first target hit takes the normal effects from each Energize item. Statikk Shiv’s bounces only apply Shiv’s damage to additional targets.
Stormrazor has found a new life as an early PVP-focused legendary crit item. Its early damage is roughly in line with the last version of the item and the added damage scaling should help it remain valuable later on as well. The slow has been transformed into a selfish move speed buff, which enables either a swift disengage or the ability to close the gap for further damage, maybe with a Rapid Firecannon?
The Collector is another item getting some simple buffs to make it more attractive. Its strong early stat profile should make it enticing for anyone trying to push an early lane lead into a game-winning snowball.
While several epic items were buffed as they were lacking in gold efficiency, Zeal was far too powerful. Yes, it’s receiving a cost increase, Attack Speed decrease, and Movement Speed decrease, but these changes are all pretty small. The hopeful result is that all of these epics feel appropriately powerful without the shop tricking you.
Like Prowler's Claw, Duskblade gave a unique effect to many champions. With Stealth, we found that the appeal and frustration of the item limited how powerful the item could actually be. Since its release, Duskblade has been notably weaker than the other Mythics. We're reworking the Stealth aspect of the item to be a bit clearer for both sides, and filling in the power budget with a new passive perfect for ability-based casters and those hunting for their next kill.
Prowler's Claw was the first item to give every champion a targeted dash, which unlocked amazing new combos and introduced a skill-intensive item for players to show off their outplay potential. However, its consistent target-access ended up limiting how we could balance and design champions. Some, such as Talon and Rek'Sai, were designed with huge payoffs if they could use their mobility skills to get into melee range. With the addition, this trivialized one part of the "challenge", meaning we had to nerf the payoff or nerf the mobility. We're making the call to remove the dash from Prowler's and promote Ghostblade to Mythic with the aim to maintain three exciting Mythic choices for Assassins followed by more niche Lethality Legendaries that each succeed in their own roles.
Youmuu's has always been a staple of the Assassin item system. With Prowler's being moved to a Legendary item, we're polishing Youmuu's into a shiny new Mythic. This item should excel for Assassins who want to invest into upfront burst and high map mobility. If you're looking for more extended fights or to finish off low health targets, Eclipse and Duskblade will be the better options.
Ornn upgraded version of Youmuu’s Ghostblade.
The broad goal of these midseason changes is to enable Supports to buy more items in an average game and to try and generally increase satisfaction of their items. This midseason is mainly focused around the Enchanter item system with the introduction of Echoes of Helia and the Moonstone Renewer rework as well as providing more options for support Tanks. There is still more work to be done in this space, but we’re hoping that this is a meaningful step towards increasing satisfaction for Supports.
Abyssal Mask’s cost has been reduced and recipe has been changed in order to be a more effective Magic Resist option for Support Tanks.
We’re putting more power into the passive and adding movement speed into Ardent Censer so that it’s easier to keep up with the teammates you’ll be enhancing. Vayne spotting just got a little bit easier.
Chalice is being introduced as a new component meant to build into other enchanter items and provide some additional value by allowing supports to access mana regeneration early.
Reducing the overall cost of Chemtech Putrifier so that it’s more affordable as an item within the overall support itemization pool. We’re happy with the item not being a “must purchase”, but in its current state it’s just a tad weak.
Raise those grails because we’re bringing back the spiritual successor for a much beloved item of olden times! Introducing… Echoes of Helia! Echoes of Helia is intended to be an item that’s mainly for Enchanters and focuses on helping out more offensive/skirmish play patterns, so if you like poking down your opponents in lane this is the item for you! As a consequence, Imperial Mandate was moved down to Legendary to open up its audience to champs who might like the item but didn't want to trade off their mythic slot for it.
Ornn upgraded version of Echoes of Helia.
For Evenshroud we have a cost and recipe adjustment to bring it in line with the rest of the Support ecosystem. We’ll be keeping an eye on the satisfaction surrounding this item and Zeke's to see if there are any improvements we can do in the future.
Imperial Mandate was shifted down to a Legendary tier item to open up the amount of champs that would want to purchase this item, but weren’t willing to give up their preferred Mythic in exchange. It should now be a great option for offensive enchanters for when they want to help allies burst down targets in teamfights.
We’re reducing the cost and changing the item recipe and stats to a more accessible build that integrates Lifewell Pendant. We’re also introducing a slight nerf to the passive redirection from post-mitigation (after resists are applied) to pre-mitigation (before resists). The end result is that Knight's Vow users will take a bit more true damage when redirecting damage for allies while still protecting them the same amount.
This is intended to be a new item component for tank supports that will give them the stat profile they need at an affordable price.
Locket is currently performing well on live, filling a unique spot as a support damage mitigation tool. Therefore, we’re opting to just give it a small cost and stat adjustment while maintaining the current state of the item.
For Mikael’s, we just have a few recipe adjustments and we’re adding a bit more power into the active heal.
Echoes of Helia and the older Moonstone have a pretty big overlap as items that enhance your healing (even if Echoes had a damage output). Ultimately, this should help Moonstone feel like your actions influence how it impacts a fight as opposed to the healing happening on auto pilot.
Now both items should be useful in different scenarios, Moonstone Renewer is a safer, chain-healing item whereas Echoes is for when you want to fight and provide more damage.
Ornn upgraded version of Moonstone Renewer.
Radiant Virtue is still positioned as an item for top and jungle tanks, but by lowering its cost we’re hoping to open it up as a greedy Support item purchase for those looking to snowball their leads.
Ornn upgraded version of Radiant Virtue.
Redemption is another item that’s seeing some recipe adjustments and getting a bit more strength for its healing.
Shurelya's is currently one of the strongest support items in terms of satisfaction, so we didn't want to fix something that wasn’t broken. We ultimately reduced the total cost, shaved off some AP, and took some power out of the passive so that Shurelya’s lines up with the rest of the support items.
Ornn upgraded version of Shurelya’s Battlesong.
Like Ardent Censer, we’re putting more power into the passive and adding movement speed so that it’s easier to keep up with the teammates you’ll be supporting.
With the cost of items going down, there was a need to create a late game gold sink for when your inventory is full. Watchful and Vigilant Wardstone is intended to be that later game gold sink for Supports. We also smoothed out Blessing of Ixtal so you get a smaller bonus with Watchful Wardstone, just in case you want to buy the item a little earlier in the mid-game.
Vigilant was changed from an auto-upgrade from Watchful Wardstone into a gold sink as a result of the general cost of support items shifting downwards. This is intended to be a strong late-game item for those games where your inventory gets full and you still want to be able to buy control wards.
For Zeke’s, we just have some cost, stat, and recipe adjustments to bring it in line with the rest of the support items. We’re looking at doing improvements on this item in the future depending on how this update lands.
We’re nerfing Sunderer to be less of a Tank counter especially in lane, and ideally less of a general pick up because it’s simply strong.
In this patch we’re giving Fimbulwinter a quality of life buff by removing the mana requirement from the shield. The shield originally drained mana when it activated because we were worried that the item needed a limiter. After seeing the state of the item on live for a while, we believe it no longer needs that limiter to keep the item in check.
This item is simply too strong as a single item resist purchase as it can give over 50% total damage reduction by itself. We’re aiming to reduce its overall value and particularly reduce how effective it is against a single mage. Dissipate should not be activated by a single burst mage combo.
Goredrinker is already reasonably powerful, but it’s still lagging behind Sunderer, so we’re giving it some light buffs to bring it up to par. We’re adjusting the gold cost specifically to reduce how directly comparable these items are to each other.
Ornn upgraded version of Goredrinker.
Hullbreaker is a mostly unused item that is sitting alone on the shop keeper’s shelf unless a stray Yorick decides to pick it up. We’re trying a light reshape and significant buff to the item while avoiding making it a first rush item again.
Lord Dominik’s now multiplies magic damage through its passive effect, which just makes it feel a bit better for crit users who happen to have some magic damage on their kits or items. LD sends his regards.
We’re aiming to help Mages with an earlier power spike in their laning phase to keep up with the opposition in solo queue. We want to acknowledge some risk to this change given Mages already tend to be the top performers in pro play, so we’ll be keeping an eye out.
Mages have options to play around Maw of Malmortius, but it should be a bit easier to wait out the shield and we want to give opponents a longer window to play around this item once the shield has triggered.
Deathcap is currently a bit underpowered despite it being such a key item for Mage satisfaction. Mages should feel like this is a very powerful choice in most games that go long, and sometimes even in relatively short games when they’re doing well, so we’re making this hat just a tad more magical for its users.
Sterak's Gage should be an essential item for Juggernauts and other Fighter front-liners, and it has struggled to fill that role since the item update. We’re adding back one of the properties that was cut from the item to make it feel like more of a complete purchase.
Buffing Stridebreaker up to Sunderer's power level (which wasn’t at 9000 btw).
We’re buffing Trinity Force to better match Sunderer, and adding a QOL buff to Threefold Strikes to match Conqueror’s duration and limit how many things you have to track. The trigger conditions aren't quite the same, but they should line up fairly often now.
Ornn upgraded version of Trinity Force.
In the Midseason Patch, we'll also be making some pretty large changes with the goal of making the laning phase more about victories over your direct laner and less about external influences like junglers or roaming, especially in the early parts of the game. We still want roaming to be a powerful strategy, but currently the best way to play the game is finding ways to quickly snowball other lanes rather than decisive 1v1s or 2v2s. These changes should make the two strategies more equally rewarding.
Previously, mana was a way to gate early waveclear for casters. With League’s current roster of diverse champions, waveclear is a lot more common and we have mana more resourceless champions. Being forced to base already feels a bit sad as you take yourself out of the action, but waiting at full health as your mana pool slowly creeps up adds salt to the wounds. So we’re equalizing the playing field between mana users and non-mana users so that one side doesn't feel even worse when losing and basing.
Back in the olden days of League, 20 minutes was the "end of the laning phase". The game has gotten a bit faster and we're lining up the start of Homeguards with Tower Plates falling. We'll be keeping an eye out on how this affects wave pushing and basing strategies, but for now get excited to see those sweet Homeguard animations a bit earlier.
As another way to reduce early roaming and ganking pressure, we're delaying the first spawn of Blast Cones. This should help reduce the number of potential gank options until later in the game, so make sure to place those wards (like you always do I'm sure)!
The first major change for minions is adjusting the speed of minion waves. Mid lane minions have always met first, meaning that mid laners can clear the wave and look for ganks and roams while the side lanes risk themselves to clear their minion wave. Due to the wave offset, mid laners don’t have to risk much for high-pressure plays. Timing the waves more closely will put more pressure on mid laners who want to roam.
The other minion change will be adjusting how minions act near towers. Building up a large minion wave and pushing it into the enemy tower is one of the most powerful strategic moves in the game. It opens up a ton of options and any successful play denies massive amounts of experience and gold. While winning lane states should be rewarded heavily, we think that the rewards for such plays are a bit too high for how consistent the strategy is (pick a winning lane and slow push the wave). We're making tower dives a bit more risky by making it so that minions will not switch their target from a tower once they've damaged it. This means that while trying to orchestrate a tower dive, you'll need to do so without the help of your ally minion damage, which should mean you need to be in a stronger winning position.
Given we're re-adding some hybrid builds to the game, we’re also removing one of the major and unintended downsides to hybrid builds.
We've all been in the situation where a single gank, Rift Herald, or bad mistake in lane costs 2-3 tower plates, snowballing the lane out of control. These scenarios are important as individual wins, but we think they've gone a bit too far with how quickly they end interaction in lane. The following change means that subsequent plates are much harder to take, especially with multiple enemies around. This shouldn't affect small wins where 1 plate is taken (like roams or a single death), but should help you avoid losing your entire tower to a single push or rotation from the enemy team.
The other changes in this patch aim to help side laners 1v1 a lot more. For Top Laners, this is the dream, but also a nightmare, as oftentimes their 1v1s have little impact on the early part of the game. We're dialing back the Unleashed Teleport timer so that top laners can impact the second dragon, giving them a bit more agency in the early game. We're also adjusting the cooldown of Unleashed Teleport in the early game, but evening it out by the time it would transform before.
We haven't made any major changes for trinkets in a while, so we wanted to help them feel seen. The goal is to make them more usable and intuitive, as well as keep up with modern standards in League. We’re happy with Stealth trinket, but both Farsight and Oracles have room to improve. For example, Oracles can be very punishing when activated at the wrong timing and location, so we've added another charge to make it more forgiving. Farsight is undervalued even though they have unique range advantage, so we've added pings and another scryer to help connect their value back to the ward placement.
NOTE: There will not be a new Mythic Chroma in this rotation of the Mythic Shop. The next new Mythic Chroma will appear in 13.12.