Setting ablaze the hearts (and autos) of his allies while giving his enemies headaches, Milio “the Gentle Flame” gives a whole new meaning to the term friendly fire with his release this patch!
But wait, there's more! We also have quite a few changes aimed at addressing the current early game bot lane skirmish meta with adjustments to ADCs and Drakes, a stunning new skin line thematic, a vaguely worded update on blind pick, and a new Mythic shop rotation! As a reminder, this is the last patch that League and TFT will be playable on a 32-bit client, so make sure you move to the 64-bit version.
Milio's smile may be worth a Milio-n bucks, but TFT's got a new mid-set sure to give him a run for his money! Read all about it in the TFT patch notes here!
So things have changed folks. The instability we’ve detected in patch 13.6 is becoming even more difficult to control. It won’t just be blind pick anymore, normal draft pick has also fallen victim. Our Poro experts are scared. We’re all scared. Nowhere is safe. THE POROS ARE COMING.
Milio "the Gentle Flame" will be available March 22, 2023 PT.
Faerie Queen Karma, Faerie Court Katarina, Faerie Court Seraphine, Faerie Court Fiora, Faerie Court Kalista, Faerie Court Ezreal, Faerie Court Milio, Ashen Guardian Shen, and Prestige Faerie Court Katarina will be available March 23, 2023 PT.
Passive damage to targets with Frost increased.
Last patch, Ashe was nerfed for support and the goal was to preserve her power level as an AD Carry. We were mostly successful in hitting these goals, but she's still a bit worse off. So here's us making good on that promise.
Q magic damage decreased, burst proc damage decreased. E cooldown increased. R CC duration decreased.
Aurelion Sol is getting a lot of attention, both positive and negative—which he's pretty used to given the gravity of his stellar personality. We're aiming to lessen the frustrating moments he can create like his ability to stall/freeze waves for extended periods of time and reduce the potency of his teamfight wombo combo.
Base health regeneration increased, health regeneration scaling decreased. W recast timer decreased. E damage to jungle monsters increased.
The good doctor has been feeling a bit under the weather early game, but on the other hand he turns into a surgeon of death come late game. We're tuning Mundo in a way that should help smooth out his power curve throughout the game, while also giving him some medical tools to help him in the jungle.
W magic and physical damage reduction increased. E cooldown decreased.
Galio's been stuck in limbo recently, and not the fun party game kind. After patch 12.10, he doesn't deal enough damage to threaten carries by himself, but he's also not durable enough to survive for multiple spell rotations. As the Colossus of Demacia, we'd rather buff up his beefiness than make him a burst mage. So we're upping his durability and Justice Punch uptime so that he finds a little bit more utility after the laning phase.
Base mana increased. Passive base damage increased, AD ratio increased. W mana cost decreased.
Talon currently struggles to interact with the minion wave in oppressive mid-lane matchups a little too much. These changes should allow him to have more mana to farm with his Rake from a distance while helping his passive damage with base power and ratio buffs. Jungle Talon has fewer mana issues, so this shouldn't affect him as much.
Passive bonus movement speed increased. Q bonus damage increased, empowered attack duration decreased. W damage adjusted.
Vayne's been struggling in all skill brackets recently for a few reasons. Her passive hasn't stood the test of time against more mobile champions, so we want to give her some more chase potential while allowing her to use her Q more defensively. We're also giving Vayne a bit more AD scaling on her Q to support her more AD-focused builds which have been weak since critical strike chance was removed from Vayne's Q. However, we want to curb her potential power in the top lane, so we're bringing down her percent health damage as well.
Base health decreased, base armor decreased. W base damage decreased.
With great range comes great
responsibilitypower. Veigar is standing tall in mid lane, but even taller in bot lane. With his huge spike in popularity, he's actually become a relatively common bot laner with extremely high win rates. Unfortunately, we can't have him be head and shoulders above the competition, so we're cutting him down to size by reducing his early all-in power, which is much more consistent when paired with a support.
Q cooldown decreased, mana cost increased, missile speed decreased, range decreased, ally on-hit damage AP ratio reduced. R shield duration added, bonus resistances decreased.
Yuumi's rework in 13.5 came out on the powerful side. While she lost a lot of offensive threat, her poke and burst survivability made it unclear what opponents could do versus a Yuumi and her Best Friend. Final Chapter's bonus resistances, which were added to make Yuumi feel a bit safer on less durable carries, ended up removing a clear point of weakness. We're removing the bonus effect and will be monitoring how players on both teams feel when interacting with the cat and her crew.
The 13.1 micropatch gave ADC players a nice shot of excitement with some stronger defensive tools plus earlier access to Navori Quickblades and Infinity Edge. Turns out, earlier access to incredibly strong items is a simple recipe for "overpowered role." You've had your fun, fellow ADC players. Time for the nerfs we all knew were coming.
Bloodthirster is meant to be an opt-in defensive option for when you really need the added durability. It's not meant to be rushed so that your ADC can become a tank before everyone else gets their builds online. A flat nerf, especially in the early game, should push Bloodthirster back a slot.
Continuing on the past few buffs to mage items, Nashor's Tooth is up next. The item previously represented a complete package for Attack Speed Mages, but that was lost when Mythic Items were meant to be the new first item purchases. While the group of champions this applies to is pretty small, we've adjusted our mindset to be more open to first item Legendaries (see Tank items and Blade of the Ruined King), so Nashor's is being adjusted to fit better in that space.
Navori Quickblades is the best-performing ADC capstone by a small amount. The fact that it's out-DPSing Infinity Edge due to resetting auto attack self-buffs makes it hard to pick anything else. So, lowering that reset should make the comparison a bit more fair.
Bloodline is the most-picked ADC rune in the Legend slot by far and is contributing to ADCs being generically tanky instead of opting into durability when it's needed. The rune is meant to be a choice, not automatic.
Similar to Bloodline, Lethal Tempo is the most-picked rune for ADCs by a long shot, which makes it a good target for removing power from the role at large. There are some champions where they'll never give up this level of attack speed and that's understandable, but for everyone else, there's more than just one viable keystone out there!
In patch 12.14 we buffed the rewards for killing drakes to incite some early game action after the Durability Update. The changes achieved this goal, but put more importance on the bottom half of the map, especially during laning phase. With the recent changes to bot lane, it's almost always correct to only focus attention on the dragon and bot lane.
We're moving the dragon rewards of the stronger buffs (namely Hextech) back to a value between 12.13 and the last patch. These aren't massive shifts to the power of the objective, but are meant to combine with general bot lane nerfs to make the game feel a bit less decided based on the state of the bottom half of the map.
For 13.6 we're looking to clean up unnecessary modifiers by reducing them on champions that are performing well, and on champions that are underperforming. We'll also be reducing turret durability since game length is currently too high.
As a reminder, the Bilgewater Cup Clash continues this weekend!
In observance of Ramadan and the Iftar meal, Clash lock-in times will be made earlier for these servers:
Warning! Large amounts of instability have been reported in this week's patch. We've managed to contain it, but only time will tell. As of now, this instability continues to build and current poro experts estimate we will reach critical levels late March 31st. The League Dev Team believes that if we reach critical mass, the event will be contained to Blind Pick and will likely pass in a couple of days, but it may be highly unusual. Firsthand reports and documentation are essential if anything unusual to prevent future issues, so if any brave souls wish to challenge Blind Pick from April 1st to 3rd, please help us by spreading the word. Godspeed and good luck.
Bystander Feedback Reports: Players who were in a game where they were exposed to disruptive behavior, but did not report themselves, will receive a notification to inform them that we took action. We know that even if you don't report, disruptive behavior harms your experience. We want to encourage players to report when they experience disruptive behavior and provide more clarity on what we consider unacceptable behavior in League.
We're generally happy with how the LP gain changes have been going, but we have some small follow up tweaks to make the experience even more smooth.
LEAVING THE MYTHIC SHOP
As a reminder, support for 32-bit Windows OS will be deprecated on April 4, 2023. After this date a 64-bit version of Windows will be required to play League of Legends and Teamfight Tactics. For more details, please see our minimum spec requirements.