Patch 13.15 notes

Ding ding ding, it’s time for patch 13.15!
Ding ding ding! Patch 13.15 enters the ring!

We hope you’ve all been enjoying our Soul Fighter summer event so far! At this point we’re expecting that some of you have already finished scouting out and beating the existing competition, so we figured we’d just make even MORE competition for you. Make sure to keep an eye out for the second half of the Soul Fighter roster coming out this patch–they’ll also be making their own cameo appearances in Arena so stay sharp out there Gladiators!

We’ve already had two micropatches for Arena, but we’re not done yet! In order to keep the game experience fun and fresh we have another round of balance adjustments coming to you this patch. We hope you’re all enjoying Arena and we’re looking forward to seeing you in the ring!

Now let’s get back to the balance changes for Summoner’s Rift. In this patch we’re knocking down Sejuani and Maokai who have been thriving in Pro play, giving Rell some nice QoL updates, and walking back some previous buffs that ended up being just a bit too strong. We also have some updates to how Smite interacts with pets, which required re-tuning their durability as well, so make sure to check those changes out down below!

Low rolling your Arena augments? Well we have a whole different game for you to low roll in! It’s called Teamfight Tactics and you can learn more about what’s going on there in the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Mid-Patch Updates

8/3/2023 Bel'Veth, Bard & Arena Fixes


  • Restored Bel'Veth's directional Q - Void Surge indicators
  • Fixed a bug that was causing Bard’s W - Caretaker’s Shrine to heal at either the minimum or maximum amount only.


  • Soul Fighter Viego’s cameo has been disabled due to a critical bug. We are currently working on a fix to get him back into the action.
  • Fixed a bug where Alistar's R - Unbreakable Will did literally nothing when activated. Alistar has been re-enabled.
  • Edge of Night's spellshield no longer immediately refreshes after being broken for the first time
  • Fixed a bug with the Soul Fighter Viego cameo where, if Aphelios was the one to transform into Viego, he would still have his unique HUD and swap between weapons
  • Fixed a bug with the Soul Fighter Viego cameo where a player transformed into Viego would instantly die if the match went into overtime
  • The version of Guinsoo's Rageblade created by the Thief's Gloves augment no longer cause Yasuo and Yone's attacks to deal a million damage
  • The version of Guinsoo's Rageblade created by the Thief's Gloves augment no longer cause Yasuo and Yone's attacks to deal a million damage

8/2/2023 Bard Updates


  • Fixed a bug where W - Caretaker's Shrine wasn't healing allies
  • Arena only - Chimes per Meep Upgrade: 2 ⇒ 5
  • Arena only - Meep AP ratio: 0.6 ⇒ 0.3

Patch Highlights

Prestige Soul Fighter Shaco, Soul Fighter Evelynn, Soul Fighter Gwen, Soul Fighter Jhin, Soul Fighter Shaco, Soul Fighter Viego will be available August 3, 2023 at 20:00 UTC.

Apex MMR Duo Restriction

The MMR duo restriction for Apex ranks has been re-enabled as of patch 13.15.



Q damage decreased.

The Aatrox buffs from last patch went a bit aa-wry, so we’re back to tone it down a little. This nerf is meant to dial back some of the big damage numbers he got last patch without changing the much-needed wave clear buff he received.

Q - The Darkin Blade

  • First Cast Damage: 10/25/40/55/70 (+60/70/80/90/100% AD) ⇒ 10/25/40/55/70 (+60/67.5/75/82.5/90% AD) (Note: The second cast of Q will still deal 25% more than base damage and the third cast will still deal 50% more.)


Passive critical strike chance scaling increased. R critical strike chance additional damage increased.

Caitlyn hasn’t been hitting the mark in terms of her current power levels, so we’re here to put some more gunpowder (Hextech?) in her rifle to give her shots some more kick. We’re primarily focusing on making Caitlyn scale better with her crit-based builds this patch, particularly in her passive and ultimate crit chance scaling. While she won’t be able to gain lane advantages with these changes, she’ll be better able to keep up with her competition when it comes to scaling with items.

Passive - Headshot

  • Critical Strike Rate Coefficient: 1.2 ⇒ 1.3 (Note: this will grant +27 base damage at 100% critical strike chance)

R - Ace in the Hole

  • Critical Strike Chance to Damage Ratio: 2.5% additional damage per 10% critical strike chance ⇒ 3.5% additional damage per 10% critical strike chance


AD growth increased. R on-hit damage increased.

Camille hasn’t been the sharpest legs in the shed recently, and since she hasn’t been seen much in Pro play either, we’re looking to get some more power back into her kit. We'll be increasing her AD growth and the amount of damage she deals during her ultimate to give her more of an opportunity to secure kills both in side lanes and in teamfights.

Base Stats

  • Attack Damage Growth: 3.5 ⇒ 3.8

R - The Hextech Ultimatum

  • Base Bonus Magic Damage per Attack: 5/10/15 ⇒ 20/30/40


Base health regeneration increased. W bonus armor and MR increased.

Gwen needs some help at the moment, and we’re here to throw her a metaphorical lifeline (of yarn).. Her damage is already in a good spot so we want to focus on helping her early game, particularly into her more difficult matchups, by increasing her durability. These changes should help Gwen trade better into tough opponents, especially when she’s using her Hallowed Mist well.

Base Stats

  • Health Regeneration per 5 seconds: 8.5 ⇒ 9

W - Hallowed Mist

  • Bonus Armor and Magic Resistance: 17/19/21/23/25 (+7% AP) ⇒ 22/24/26/28/30 (+7% AP)


Magic resistance decreased. W ally on-hit damage increased. E shield strength adjusted. R Daisy! duration decreased, armor and MR decreased, health decreased, attack damage decreased.

Ivern has a unique place in League of Legends as an enchanter jungler and as such, we believe enchanter should be his primary build. His high-AP builds should be viable, but are currently significantly better than his supportive ones. Nerfs to his E AP ratio and buffs to its base shielding, nerfs to Daisy's AP ratio for bonus AD (we do not think Daisy should be able to duke it out with other champs 1v1), and buffs to his teammate-amping W should shift his builds and playstyle toward supportive options and away from Night Harvester.

In addition, Ivern is simply overpowered. Along with the above changes, his Magic Resist is being re-tuned to that of a ranged champion and Daisy's duration is shortened to match Tibbers. 45 seconds is still enough time to be worth micromanaging her out of harm's way but will typically keep her from having 100% uptime.

Finally, Daisy’s overall durability is being shifted for two reasons: First, Smite will no longer deal high damage to pets, which necessitates nerfing her durability somewhat. Second, her durability is being shifted from rank-based to champion-level-based. This is because the game state at level 6 is very different from the game state at level 10, yet pets rarely have meaningful differences in durability between those two points in time.

Base Stats

  • Magic Resistance: 32 (+2.05 per level) ⇒ 30 (+1.3 per level) (Note: this is typical for other ranged champions)

W - Brushmaker

  • Ally On-Hit Damage: 5/7.5/10/12.5/15 (+10% of Ivern's AP) ⇒ 10/15/20/25/30 (+10% of Ivern's AP)

E - Triggerseed

  • Shield Strength: 80/115/150/185/220 (+75% AP) ⇒ 85/125/165/205/245 (+50% AP) (Note: this will be a buff until Ivern’s gets 20/40/60/80/100 AP)

R - Daisy!

  • Duration: 60 seconds ⇒ 45 seconds
  • Armor and Magic Resistance: 20/50/100 (+5% AP) ⇒ 30-90 (levels 6-18)
  • Health: 1300/2600/3900 (+50% AP) ⇒ 1000-4400 (levels 6-18, nonlinear scaling) (+50% AP) (Note: this is approximately a 5% durability decrease)
  • Daisy! Attack Damage: 70/100/130 (+30% AP) ⇒ 70/100/130 (+15% AP) (Note: final shockwave damage is unchanged)


Base health decreased. Q damage decreased. W cooldown increased.

Kai'Sa has skyrocketed in popularity and currently has a wealth of viable build options. Her AD builds like Kraken plus Quickblades are a little too strong and her high-AP ones are quite a bit over the line, which have made her a very powerful bot laner. We're delivering a small nerf to some of her AP outputs, plus a more generic nerf with the hope that she continues to have multiple viable builds and remains fun to play.

Base Stats

  • Base Health: 670 ⇒ 640

Q - Icathian Rain

  • Damage per Missile: 40/55/70/85/100 (+50% bonus AD) (+ 30% AP) ⇒ 40/55/70/85/100 (+50% bonus AD) (+ 20% AP)
  • Maximum Single-Target Damage (Unevolved): 90/123.75/157.5/191.25/225 (+112.5% bonus AD) (+67.5% AP) ⇒ 90/123.75/157.5/191.25/225 (+112.5% bonus AD) (+45% AP)
  • Maximum Single-Target Damage (Evolved): 150/206.25/262.5/318.75/375 (+187.5% bonus AD) (+112.5% AP) ⇒ 150/206.25/262.5/318.75/375 (+187.5% bonus AD) (+75% AP)

W - Void Seeker

  • Cooldown Reduction after Evolution: 77% ⇒ 75% (Note: this is functionally an 8.7% cooldown increase on hit)


Q damage to monsters decreased.

Maokai has been overgrowing his welcome in Pro this season but is standing in a good place in solo queue. This tree is already at a good level when it comes to cc’ing his enemies during ganks and teamfights, so we’re looking to slow down his jungle clear speed a bit this patch instead.

Q - Bramble Smash

  • Bonus Damage to Monsters: 100/120/140/160/180 ⇒ 80/100/120/140/160


Passive bonus movement speed increased. Q base damage increased.

Since our last set of changes, Nami has become a strong, independent fish that doesn’t need a Lucian anymore. Now that she isn’t soul bound to Lucian we feel more comfortable adding some power back into her kit, namely by increasing the movement speed she can offer to allies and giving slightly more damage on her Q. We wanted to be very careful with W and E, which are her primary support tools, so instead we went with a reliable way to help others with movement speed. We’re also adding a little more satisfaction on hitting her more difficult spell, which gives her some more power early where we believe she should still be a dominant support in lane.

Passive - Surging Tides

  • Bonus Movement Speed: 90 (+20% AP) ⇒ 100 (+25% AP)

Q - Aqua Prison

  • Magic Damage: 75/130/185/240/295 (+50% AP) ⇒ 90/145/200/255/310 (+50% AP)


Multiple QoL adjustments made to Rell.

Rell's Midscope has been charging down bot and jungle for some time now. Some bugs, consistency issues, and quality of life opportunities have cropped up, which is what we're addressing this patch.

Her Q + Flash used to work similarly to other skillshots like Ahri E, where after the flash it would go to the location you originally targeted, adjusting the angle as needed. This has its pros and cons, but leads to a number of instances where Rell ends up Qing backward or at an entirely different angle than expected, especially after flashing a wall, which could throw players off. Additionally, her W2 attack was feeling sluggish and a bit unresponsive, so we're smoothing that out a bit. Finally, there was some inconsistency in how her Passive was applied between her spells and auto attacks, which we're resolving now.

Passive - Break the Mold

  • Consistency is Key: All spells and auto attacks now apply the damage first, THEN apply the passive. (Note: Previously Q, W2, and R would apply passive, then damage, but E and auto attacks would do the opposite.)

Q - Shattering Strike

  • Q Flash Interaction: Q maintains the original target location after flashing ⇒ Q maintains the absolute direction after flashing. (Note: This should feel more intuitive and in line with expected outcomes.)

W - Ferromancy: Mount Up

  • QoL Change: Increased dash speed before the flip once she's locked onto a target. This should both solve some bugs and make the ability feel quicker and more responsive.
  • Monster Mounting Maneuver: Fixed a bug that was causing Rell’s W - Mount Up to not apply bonus damage to Epic monsters.


W base damage decreased.

Sejuani, like Maokai, has been a top tier Pro jungler this season and it's about time for her to give the spotlight to another jungler. We'll be nerfing her W base damage, which is especially valuable in Pro play due to the effect it has on her clear speed and early skirmishing.

W - Winter’s Wrath

  • Initial Cast Damage: 20/25/30/35/40 (+20% AP) (+2% of maximum health) ⇒ 10/15/20/25/30 (+20% AP) (+2% of maximum health)
  • Second Cast Damage: 30/70/110/150/190 (+60% AP) (+6% of maximum health) ⇒ 20/60/100/140/180 (+60% AP) (+6% of maximum health)


AD growth decreased, health growth decreased.

Shyvana’s last round of changes were a bit too fire, so we’re back to dampen her flames ever so slightly. Shyvana has historically always done better at lower MMRs, but her recent changes increased the skill skew even moreso. With this batch of changes we’re looking to even out this skill skew a bit by reducing some base stats which will make her a bit weaker in the late game where she can afford to lose some power, but not affect her already weak clear speed.

Base Stats

  • Attack Damage Growth: 3.4 per level ⇒ 3 per level
  • Health Growth: 109 per level ⇒ 104 per level


Q damage increased. E cooldown decreased early, damage to monsters increased.

Taliyah hasn’t been rocking anyone’s world recently, which is a shame because that’s literally her identity. We currently feel as though Taliyah has room for a small buff to both her mid and jungle roles, especially when it comes to early game damage and frequency, both of which these changes should help bolster.

Q - Threaded Volley

  • Magic Damage: 45/65/85/105/125 (+50% AP) ⇒ 50/70/90/110/130 (+50% AP)

E - Unraveled Earth

  • Cooldown: 18/17/16/15/14 seconds ⇒ 16/15.5/15/14.5/14 seconds
  • Damage to Monsters Modifier: 150% ⇒ 175%


Passive shield scaling adjusted.

Yasuo hasn't fully recovered from the Midseason update that removed Immortal Shieldbow as a viable early option. We're continuing the trend of giving him enough durability to survive early and mid-game fights without having to rely on Blade of the Ruined King or Death's Dance, which go against his core fantasy of wielding crit. The change in this patch ends up being a 30-50% larger shield in the mid game, even if level 1 and 18 are unchanged.

Passive - Way of the Wanderer

  • Shield Strength: 125-600 (based on level) ⇒ 125-600 (now mirrors base stat scaling)


W shield strength increased.

Yone is currently not performing so well in solo queue. Similar to Yasuo, he lost Immortal Shieldbow as an early purchase, which gave him much-needed survivability. We'll be increasing his W shield to help him trade better in lane and to also improve his general durability throughout the game.


  • Shield Strength: 45-65 (based on level) (+65% bonus AD) ⇒ 60-80 (based on level) (+65% bonus AD)

Smite and Ultimate Summons

Currently, Smite has two damage values: one for champions and one for everything else. Unfortunately for pet champions—like Annie and Ivern—that "everything else" includes pets who are supposed to live long enough to be useful. Smite all but removing a champion's ultimate is pretty unfair. Additionally, "uniquely amazing at dealing with summoners" is not a strength we think junglers need. We're electing to make Smite's interaction with pets the same as it is against the champions who summon them: low damage and, when upgraded, a slow.

For ultimate pets themselves, there are a few goals: First, by nerfing Smite against them, they need to become a bit less durable overall as compensation. These changes amount to roughly 5-10% less durability averaged across the game. The second goal is to make ultimate pet health more consistent. At level 6, these pets are too durable for a 1v1 fight but also don't ramp up for a mid-game team fight at level 9 or 10. By shifting their durability into champion level instead of ultimate rank scaling, these rough edges can be sanded off. Finally, we're removing some AP scaling from pet durability. While that scaling helps round out pet durability, it's important that ultimate pets have a reliable baseline of durability and function. On the other hand, it makes sense for their offensive capabilities to scale with gold income and ability rank.


  • Damage to Non-Lane Minions: 600/900/1200 ⇒ 20-160 (based on level) (Note: Damage to jungle monsters and lane minions is unchanged, this should only affect minions spawned by another champion.)
  • new20% slow for 2 seconds: Unlocked on first upgrade to Unleashed Smite ⇒ Unlocked on second upgrade to Primal Smite


Tibbers durability decreased.

R - Summon Tibbers

  • Armor and Magic Resistance: 30/60/90 (+5% AP) ⇒ 30-90 (levels 6-18)
  • Health: 1300/2200/3100 (+75% AP) ⇒ 1150-3500 (+50% AP) (levels 6-18, nonlinear scaling) (Note: this is approximately a 5-10% durability decrease)


R Apex Turret durability decreased.

R - H-28Q Apex Turret

  • Turret Health: 850-1450 (based on level) (+25-200% (based on level) AP) ⇒ 725-1525 (based on level) (+50% AP)
  • Turret Armor: 10-80 (based on level) ⇒ 30-90 (based on level)
  • Turret Magic Resistance: 25-65 (based on level) ⇒ 30-90 (based on level)


R Maiden’s durability adjusted. Maiden now has armor, magic resistance, and health regeneration added.

R - Eulogy of the Isles

  • newComeback Queen: Maiden of the Mist will now regenerate 2.5 health per second
  • newMaiden’s Armor and Magic Resistance: 0 ⇒ 10-50 (levels 6-18, nonlinear scaling)
  • Health: 350/1100/3300 (+75% of Yorick’s maximum health) ⇒ 400-1650 (levels 6-18, nonlinear scaling) (+60% of Yorick’s maximum health)


Night Harvester

One of Night Harvester's best users is the item Statikk Shiv, which is below the bar for counter-play of the effect. We're taking the time to make its application more consistent with other items, requiring casting an ability or at least inflicting auto attack damage.
  • Soulrend Activation Condition: Damaging an enemy champion ⇒ Damaging an enemy champion with an attack, ability, or pet damage (Note: items will no longer proc Night Harvester)


Glacial Augment

Glacial Augment is pretty overpowered right now and can end up feeling bad when dominant on Tank supports, which unfortunately doesn't allow them to feel the effects of Guardian/Aftershock. In this patch we’re nerfing the base value of it and increasing the stats benefits that Tank supports generally don't have. This should help non-tanks at the 2+ item breakpoint with a more effective slow while pure tanks won’t be able to use the base slow as effectively.
  • Icy Zone Slow: 30% (+3% per 100 AP) (+4% per 100 bonus AD) (+9% per 10% heal and shield power) ⇒ 20% (+6% per 100 AP) (+7% per 100 bonus AD) (+9% per 10% heal and shield power)

Arena Balance Adjustments

Welcome to the Arena balance adjustments! The hotfixes that came through in 13.14 were mainly about breaking up a meta that was forming and tapping down marksman hyper carries that were overperforming. The 13.15 changes are more about buffing up a bunch of underperforming champions and continuing to reign in the top tier competitors by champ rather than taking swings at classes. Going forward we'll be keeping an eye on tanks and assassins who have been struggling in a lot of cases, but we'll need to see how the 13.15 changes shake out first. We hope you’ve been enjoying your time in the Arena!

Before we jump into the balance adjustments, we wanted to give you a heads-up that we’re going to have some new Soul Fighters joining us this patch. Look out for the following competitors coming to an Arena near you!
  • Evelynn: Grants all players camouflage.
  • Gwen: Occasionally protects the lowest health player with her W, Hallowed Mist.
  • Jhin: Casts his ultimate, Curtain Call, which will alternate shots between each player.
  • Shaco: Continuously places his Jack-in-the-Boxes around the Arena.
  • Viego: The first player to die will instead become Viego for a period of time.



  • Q damage: 5-85 (+80% Total AD) ⇒ 15–135 (+100% Total AD)
  • W Revive Health percentage 33% ⇒ 60%
  • E Attack Speed Scaling: 0.3 per 100% bonus attack speed ⇒ 0.45 per 100% bonus attack speed
  • R AD Ratio: 10% ⇒ 20%


  • Passive Chimes Needed per Upgrade Tier: 5 ⇒ 2
  • Passive Meep Damage AP Ratio: 30% ⇒ 60%
  • W Charge Time: 10 seconds ⇒ 8 seconds
  • W Ability Haste: 0 ⇒ +70
  • W Max Packs: 3 ⇒ 33
  • W Healing: Healing Doubled
  • E Ability Haste: 0 ⇒ +70


  • Passive Mana:Shield Ratio: 1:1 ⇒ 1:2
  • Passive Cooldown: 90 seconds ⇒ 30 seconds
  • Q AP Ratio 120% ⇒ 150%
  • Q Ability Haste: 0 ⇒ +40
  • R Passive Base Damage: 50/100/150 + (30/40/50% AP) ⇒ 60/110/160 + (40/50/60% AP)
  • R Active AP Ratio: 100% ⇒ 130%


  • Q Base Damage: 65/95/125/155/185 ⇒ 100/130/160/190/210
  • W Base Damage: 50/75/100/125/150 ⇒ 75/100/125/150/175/220
  • R Base Damage: 70/90/110 ⇒ 100/120/140
  • R Base Bonus Damage per Stack: 35/45/55 ⇒ 45/55/65


  • Passive Damage AD Scaling: +60% bonus AD ⇒ +80% bonus AD
  • Passive Cooldown Reduction on Kills: 15 seconds ⇒ 20 seconds
  • Q Damage: 80/110/140/170/200 (+35% AP) ⇒ 80/110/140/170/200 (+50% AP)
  • E Damage: 20/35/50/65/80 (+ 40% AD) (+ 25% AP) ⇒ 50/65/80/95/110 (+50% AD) (+35% AP)
  • R Damage per Dagger: 25/37.5/50 (+19% AP) (16% Bonus AD) ⇒ 50/62.5/75 (+22% AP) (16% Bonus AD)


  • Q Base Cooldown: 3.5 seconds ⇒ 2.75 seconds
  • E Ability Haste: 0 ⇒ +20


  • Q Bonus Movement Speed: 25-39% (based on level) ⇒ 50-78% (based on level)
  • Q AP Ratio: 100% ⇒ 125%
  • W Bonus Armor: 35 (+40/50/60/70/80% total armor) ⇒ 35 (+60/70/80/90/100% total armor)
  • W Bonus MR: 10 (+30/35/40/45/50% total MR) ⇒ 10 (+40/45/50/55/60% total MR)
  • E Taunt Duration: 1.2/1.4/1.6/1.8/2 seconds ⇒ 1.6/1.8/2/2.2/2.4 seconds
  • E Bonus Attack Speed Duration: 1.2/1.4/1.6/1.8/2 seconds ⇒ 1.6/1.8/2/2.2/2.4 seconds
  • R AP Ratio: 60% ⇒ 100%


  • Passive Damage to Plants: 1 ⇒ 2
  • W Base Slow: 25% ⇒ 40% (Note: enhanced slow is unchanged)
  • R Bonus Base Damage per Stack: 20/25/30 ⇒ 30/35/40


  • Q Base Damage: 70/110/150/190/230 ⇒ 100/140/180/220/260
  • E Ability Haste: 0 ⇒ +30
  • E AP Ratio: 30% ⇒ 40%
  • E Slow: 10/20/30/40/50% ⇒ 30/40/50/60/70%

Echoes of Helia

  • Heal per Shard: 20-80 ⇒ 40-160
  • Damage per Shard: 30-180 ⇒ 45-270

Guardian’s Dirk

  • Lethality: 10 ⇒ 15

Hextech Gunblade

  • Ability Power: 70 ⇒ 80
  • Omnivamp: 15% ⇒ 20%

Prowler’s Claw

  • AD Ratio: 20 ranged/15 melee ⇒ 45 ranged/30 melee

Staff of Flowing Water

  • Movement Speed: 10% ⇒ 15%
  • Passive Proc AP granted: 45-70 ⇒ 60-90
  • Passive Proc Ability Haste Granted: 30 ⇒ 35


  • Base Explosion Time: 1 second ⇒ 0.75 seconds


  • Base Health Regeneration: 500% ⇒ 600%
  • Amped Regeneration 1000% ⇒ 1200%



  • W Ability Haste: 0 ⇒ -30
  • R Ability Haste: 0 ⇒ -50


  • Tibbers’ Base Health: Reduced by 50%


  • Package Duration: 60 seconds ⇒ 15 seconds
  • E Ability Haste: 0 ⇒ -30


  • Q Turret Health: Reduced by 30%
  • E Ability Haste: 0 ⇒ -30


  • E Ability Haste: 0 ⇒ -30
  • R Passive Proc Base Damage: 60-160 ⇒ 40-120


  • R Ability Haste: -50 ⇒ -100
  • R Base Damage: 200-400 ⇒ 50-150


  • W Magic Damage: 70/95/120/145/170 (+80% AP) ⇒ 70/90/110/130/150(+60% AP)
  • R Bonus Armor and MR: 20/40/60 ⇒ 20/30/40
  • R Magic Damage per Bolt: 40/75/110 (+22.5% AP) ⇒ 30/55/80 (+18% AP)


  • W Ability Haste: 0 ⇒ -30
  • E Ability Haste: 0 ⇒ -30


  • Q Base Damage: 20-120 ⇒ 10-90
  • W Ability Haste: 0 ⇒ -30
  • R Base Maximum HP Damage per Second: 4-8% ⇒ 3-6%


  • Passive Grave Spawn Time: 6 seconds ⇒ 8 seconds
  • Ghoul Health: Reduced by 30%

Windspeaker’s Blessing

  • Armor and MR Resistances: 45-105 (based on level) ⇒ 30-90 (based on level)

Naafiri (Cameo)

  • Percent Maximum Health Damage: 20-60% ⇒ 10-20%



  • The Ring of Fire will now apply increasing amounts of Grievous Wounds
  • Player Frame Augment Panel has been added as an additional stats panel in the UI
  • The item shop has been reordered to go from Starter, to Epic, to Mythic, and finally to Legendary.


  • Fixed a bug where Trinity Force’s mythic bonus was not giving the correct amount of movement speed under certain conditions.
  • Fixed a bug that was causing the Scoped Weapons Augment to grant the incorrect amount of attack range.
  • Fixed a bug that was causing loading screen tips from TFT to appear in the loading screen.
  • Fixed a bug that was causing the End of Game screen to not display game time and ID.
  • Fixed a bug that caused Champion’s splashes to not appear if they early exited.
  • Fixed a bug that was causing Karma’s Q to stop working when she cast the Die Another Day Augment.
  • Fixed a bug that made players unable to inspect another champion by clicking on them when spectating their combat.
  • Fixed a bug that caused Fiddlesticks’ Scarecrow Effigy to not have an ability icon.
  • Fixed a bug that caused Camille’s Passive to grant a magic shield when attacking an AD champion.
  • Fixed a bug that was causing the Sonic Boom Augments to track damage dealt to target dummies during the planning phase.
  • Fixed a bug that caused the Augment Chauffeur to interfere with aiming controls when the user’s ally would move.
  • Fixed a bug that was causing Mordekaiser’s R to make the screen go completely green if Mordekaiser eliminated the last enemy with it.
  • Fixed a bug that was causing Neeko’s W clone to not move and then teleport when a directional input was made.
  • Fixed a bug that was causing Neeko’s R to show the ability VFX while she was disguised.
  • Fixed a bug that caused Kha’Zix’s R to remain on cooldown if it was used during the previous planning phase.
  • Fixed a bug that was causing attack move to prioritize plants over champions.
  • Fixed a bug where champions could apply on-hit effects to the Health Relic
  • Fixed a bug that was causing the incorrect victory/defeat screen to be shown upon losing/winning a game.
  • Fixed a bug that was causing Gwen’s W to not block damage.
  • Fixed a bug that was causing Earthwake Augment to only explode where Maokai landed after casting his W.
  • Fixed a bug that was causing Gangplank’s R Silver Serpent upgrades to not correctly display the icons.
  • Fixed a bug that allowed Cameo champions to capture Skarner’s crystal spires.
  • Fixed a bug that was causing Wukong’s name to appear as MonkeyKing on the scoreboard. That’s bananas.

ARAM Adjustments


  • Hecarim: 95% Damage Taken ⇒ 90% Damage Taken
  • Darius: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Lucian: 0 Ability Haste ⇒ 10 Ability Haste
  • Amumu: 105% Damage Taken ⇒ 100% Damage Taken
  • Corki: 0 Ability Haste ⇒ 10 Ability Haste
  • Pantheon: 100% Damage Dealt ⇒ 105% Damage Dealt


  • Lissandra: 100% Damage Taken ⇒ 105% Damage Taken
  • Aatrox: 95% Damage Taken ⇒ 100% Damage Taken
  • Singed: 105% Damage Taken ⇒ 110% Damage Taken
  • Teemo: 90% Damage Dealt ⇒ 85% Damage Dealt
  • Zyra: 0 Ability Haste ⇒ -20 Ability Haste
  • Nasus: 95% Damage Dealt ⇒ 90% Damage Dealt
  • Lillia: 105% Damage Taken ⇒ 110% Damage Taken
  • Swain: 90% Healing Done ⇒ 80% Healing Done
  • Pyke: 90% Damage Taken ⇒ 95% Damage Taken


  • Fixed a bug that was causing Gangplank to not gain Silver Serpents passively.

Bugfixes & QoL Changes


  • Event Passes are now giftable from the Gifting Center! They can be found under “Send a Hextech Crafting gift to a friend.”
  • Event Pass Mission progress for Arena has been adjusted from 6 points per minute for wins and 4 points per minute for losses to a placement-based system: 6 points for 1st, 4 points for 2nd, 3 points for 3rd, and 2 points for 4th place.


  • Fixed a bug where pets/summons like Tibbers and Shaco’s clone would not be able to attack inhibitors and the nexus.
  • Fixed a bug where Singed’s Q poison trail would not be able to damage Baron.
  • Fixed a bug where Font of Life would proc Echoes of Helia’s passive.
  • Fixed a bug where Trinity Force’s mythic bonus was not giving the correct amount of movement speed under certain conditions.
  • Fixed a bug where Naafiri’s W could incorrectly collide with spells/traps past her target.
  • Fixed a bug where Naafiri’s packmates would not follow the target of her W if the target became untargetable.
  • Fixed a bug where Naafiri’s animations wouldn’t play fluidly when using several abilities.
  • Fixed a bug where Rell’s W2 would sometimes miss when attacking Scuttle Crab.
  • Fixed a bug where Rell’s W2 empowered attacks would not do damage to Epic monsters.
  • Fixed a bug where Rell’s E would ignore one stack of her passive when calculating damage applied to target.
  • Fixed a bug where Battle Principal and Heartseeker Yuumi’s Q and R VFX were not correctly adjusting to the size of Yuumi’s host.
  • Fixed a bug where Axiom Arc’s description would display 0% of the cooldown refunded from the player’s ultimate.
  • Fixed a bug where Ivern’s ability VFX were not appearing correctly.
  • Fixed a bug where Xerath’s R Arcane Perfection buff would persist in the buff bar if the ability ended before all recasts were consumed.
  • Fixed a bug where Akshan’s Passive second shot would not occur against Voidlings or Ghouls.
  • Fixed a bug where Katarina would dissipate Duskblade of Draktharr’s Nightstalker passive upon using her E.
  • Fixed a bug where Naafiri’s packmates would not teleport with her when using the Practice Tool teleport.
  • Fixed a bug where Rengar’s ultimate was missing warning on-screen effects for enemies.
  • Fixed a bug where Soul Fighter Naafiri’s chroma packmates did not have on-hit VFX.
  • Fixed a bug where Cleanse’s Tenacity buff was lasting for longer than intended.
  • Fixed a bug where buying additional Elixirs would visually reset the cooldown timer of an existing Elixir (note: this was only a visual bug).
  • Fixed a bug where Aurelion Sol’s R being used when upgraded would not change the ultimate status indicator to on cooldown.
  • Fixed a bug where Ryze’s ultimate VFX overlay was not showing up correctly.
  • Fixed a bug where Ryze’s E VFX overlay was not showing up correctly.
  • Fixed a bug where Mecha Kingdom Jax’s E VFX ring would remain after dodging multiple hits with his E.
  • Fixed a bug where Shaco’s R clone would copy his Q walking animation if used in the middle of Q stealth.
  • Fixed a bug where Ivern’s E would not apply Imperial Mandate, Font of Life, and other effects that are triggered by slows.
  • Fixed a bug where Nocturne’s R near-sighted debuff would appear on Neeko when she was disguised as a minion using her Passive.
  • Fixed a bug where Evelynn would have a VFX issue occur after exiting the stealth provided by her Passive or R.
  • Fixed a bug where Vayne’s Q while in her ultimate would not immediately give her invisibility.

Upcoming Skins & Chromas