It’s time for the spookiest patch of the year. We have a few treats in patch 12.20, so let’s dig in!
Okay, in all honesty, this patch isn’t all treats, it looks like a few nerfs snuck into our bag of goodies. We’re bringing down the power levels of a few overperforming champs like Maokai and Aatrox to make them a bit less terrifying. On the bright side, we do have some enchanting buffs for champions like Evelynn and Gwen—‘tis their season after all! Lastly, we have a new batch of
goodiesbewitching skins that’ll scare your socks off!
We’ll also be introducing a big update to our language detection system in this patch. Now zero tolerance language will be detected and stopped LIVE and players using this language will automatically be system muted.
Looking to experience a scary 50 gold roll down only to not hit any of your key units? Well learn more about your odds in the TFT patch notes here!
Passive heal decreased.
Aatrox's Passive not only gives him tons of damage, but also tons of healing when Lethality amplifies his percent max health damage. While the Eclipse nerfs last patch did weaken him a little, he's still too powerful when picking up Eclipse and Goredrinker. We're taking his healing down a notch so that he'll need to rely more on landing skillshots to sustain himself.
E duration increased.
Haven’t you always wanted to swing around a tower forever? Well now you can. WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Base AD decreased, base attack speed decreased. Passive shield adjusted. W damage to monsters increased. E damage to champions decreased.
Last patches changes succeeded in getting players to give jungle Blitzcrank a try. Unfortunately, it's still not as strong as we'd like it to be. On the other hand, the changes unintentionally supercharged his strength as a support. We're tweaking his numbers in a way that should nerf his support strength and increase his jungle power.
Human form Q range adjusted.
Elise's Q range is currently slightly shorter than her auto attack range which leads to an awkward half step when she Q-autos enemies. This range adjustment should make her combos feel much smoother and, even though the number went down, this should result in a slight range increase, especially against larger enemies.
Q bonus damage to marked targets increased. W charm duration increased.
Evelynn's been feeling invisible compared to her fellow AP assassins, so we're giving her some more burst power in her higher counterplay abilities so she can take her enemy's breath away... permanently. Or at least until they respawn.
Q base damage increased.
Gwen hasn't been scary in quite a while as she currently needs to get into late game to start gaining an edge over her opponents. We're sharpening her mid-game power a tad to help her better compete with other, similar fighters.
W mana restoration increased. R bonus magic resist and armor now scales with bonus attack damage.
As a late game Jayce, it can be a little scary to swap to your hammer and jump straight into the enemy team. We're giving him some small buffs to his durability in the late game and giving him some more tools to play with in his hammer form.
E bonus attack speed adjusted.
Ninjas don’t have limits and neither should Kennen.
Passive healing based on maximum health decreased. R cooldown increased late.
Maokai's update has led to him taking root across several roles, but his roots run deepest (and strongest) in the top lane. We're trimming down his sustain in the mid-to-late game and upping his ultimate cooldown to hedge his strength.
W self slow removed. R dash speed increased.
A bugfix in 12.19 to Rammus' W resulted in a sizable nerf to everyone's favorite Armordillo. We're removing some of his training weights so that now he'll be even faster. That said, we'll be keeping an eye out to make sure he's still speedy and tanky and adjust as needed.
Base magic resist decreased. Passive health regeneration decreased early, right punch AD ratio increased.
Sett is the boss. The boss is always on top. He isn't happy being in the middle of the pack, or the middle of the map. So we’re tuning his numbers so that his mid lane strength is a bit weaker without affecting his top lane strength.
R AD ratio increased.
Right now Wukong's damage output is actually greater if he ends his ult before it times out which feels pretty bad. We're putting some more strength into his ultimate so that the Monkey King can spin to win for the full duration of his ultimate.
Q base damage increased.
Ziggs has been struggling to blast off this year and finds himself in need of a little extra explosive power in his kit. We're packing his bombs with a bit more powder so he should find more success shoving lane for more map priority.
Demonic Embrace is functioning well for AP bruisers and ranged Damage over time champions, but it's performing too well on full tanks like Zac, Amumu, and Udyr to name a few. We're skewing its power to be more AP heavy so that it’s roughly the same on primary users and slightly nerfed for pure tank users.
Frozen Heart has been a strong tank item for the majority of the season, however it's recently popped up as an early rush item on non-tanks. We're reducing its base damage reduction to make it better synergize with tanks, and upping the gold cost so non-tanks will have to delay their damage items longer if they want to build it.
While we've buffed Mortal Reminder to be a better Grievous Wounds item, it still competes directly with Phantom Dancer in terms of stats for ADC's weighing their options. We're emphasizing its AD component more so it can stand out against Phantom Dancer’s attack speed and move speed offerings.
Sterak's has fallen behind Death's Dance as a preferred juggernaut/fighter item since champions aren't as worried about getting immediately burst down. We're buffing this item to make it more relevant to juggernauts so that it will still be taken into consideration when deciding on their itemizations.
Players in higher skill brackets are getting significantly more value out of the attack range increase to the point that it's warping the meta to an unhealthy degree. This keystone is primarily meant to be an attack speed rune, so we're bringing its range down.
Zero-tolerance language will now be detected live and in-game. When detected, these messages will not be sent to other players, the offending player will be system muted, and all players will be notified.
With our growing confidence in feeding detection, we're increasing the strictness of the model for high-level play in Ranked Solo/Duo. We'll continue evaluating play in other queues and make adjustments as necessary.
Recently honored players will now be visible in the Add Friend and Friend Requests menus. We want to make sure it’s easy to keep playing with those players you’ve enjoyed playing with in the past!
A new batch of Event Missions has arrived. Continue to make progress on your Event Pass with the Tales from the Rift narrative missions which will be available to all players. Enjoy the party!
We heard your feedback loud and clear! Mythic Chroma Icons are receiving updates to standardize their features. Moving forward, all Mythic Chroma Icons will feature the following:
Icons receiving changes in patch 12.20 include:
In this Mythic Shop rotation, we’ll have two Unvaulted Prestige skins and a Mythic Chroma.