It's a bird... it's a plane... it's patch 11.17! (And a new patch notes author, now that mom cat has left us for taller scratching posts!)
In this episode of Crime City Nightmare, heroes and villains alike prepare to fight once again. The newest champion in town refines his toolkit, our favorite sad mummy finds some extra bandages, and Lucian fights vigilantly in bot lane with his trusty sidekicks. Fleet Footwork is also getting some tweaks to help you fight (or flee from) your foes! These'll be our last big(ish) updates for a while because, starting next patch, we’ll be extra careful about any changes with Worlds approaching soon.
There's your mission debriefing for today, folks. Be careful out there—they say you either die a hero or live long enough to see yourself become the villain. To be continued...
If you're looking for a safe haven from Crime City, take this portal to the TFT patch notes where crimes only happen when you take my carousel item!
We're updating the web browser at the heart of the League Client! This'll mean fewer crashes, lower memory consumption, and faster performance. It also unlocks our ability to make future improvements so there's plenty more to come.
We're updating RP pricing for some regions for Teamfight Tactics and League of Legends on September 8. Brazil, Latin America, Russia, and Turkey will see increased prices due to exchange rates and tax changes. From August 23 to September 8, players will receive double Bonus Currency from all RP purchases. Check the link for specific numbers and times!
E base damage decreased late; AD ratio increased. Akshan can no longer revive teammates when he's dead. R cooldown upon cancellation decreased.
Players are still figuring out Akshan, so we're being cautious with any changes to this charismatic rogue. We're also cleaning up some pesky bugs and making his E-max a little less overpowered. This'll make his AD builds more appealing while also making up for the damage loss in Q-max builds. Finally, the change to his W should give opponents a way to stop Akshan from reviving all his allies—in other words, kill him first!
Q now has 2 charges. W damage increased early; decreased late. R stun duration no longer scales. Health and armor growth decreased.
Our sad little mummy's been left out of high level play for ages. While there's an easy joke here about Amumu having no friends, we wanted to address this long-standing problem and ensure he can find his way in the world of modern League. In particular, we wanted to up his engage threat in the early game where high MMR players prioritize securing small leads that can snowball into victory. One subtle benefit of 2-charge Q, beyond the obvious stuff: It reduces the pressure to spam Q on cooldown, since you aren't "wasting" uptime by holding onto your first charge as long as the second is recharging. This creates a new avenue for skill expression: When should Amumu use both charges, and when should he hold one?
All this said, Amumu's late game has never really been his problem. We tossed in a few nerfs to his later scaling to even out his newly-increased potential to get ahead early. From a raw stats perspective, he'll be innately weaker at higher levels, but now he'll get there faster and have more items when he does.
As a reminder, W ticks twice per second, so each tick deals half the listed damage below!
Passive damage against monsters increased.
Ekko is played more in the jungle than in mid lane, yet jungle Ekko is languishing in terms of power. We're juicing up his jungle clear speed to help him shatter more camps in less... time.
R cooldown decreased.
Eve's been left in the dark by recent nerfs to her early core items like Lich Bane and Dark Seal. We're lowering the cooldown on her ultimate early so our lovely demon lady can still findvictimsopportunities to create leads.
Q now counts as a ranged basic attack. E scales better with crit. Barrel recharge time increased but max charges now increase with rank.
Gangplank's interaction with Grasp of the Undying made his poke pattern of clicking Q every 4 seconds a nightmare for counterplay, which made his lane power pretty explosive. As a result, we've had to limit his scaling in a way that's been unsatisfying for Gangplank players, given that late game power has traditionally been core to his identity. We're walking back on that plank by lowering his early advantages and bringing them back ashore in late game with extra crit-skewed spice. More barrels!
Q mana cost increased.
Graves has been cropping up as a dominant mid pick, so we're nerfing his ability to control lane priority with his wave-clearing Q in a way that still retains his jungle power.
Q healing decreased.
Irelia's blades are still a bit too deadly. We're tapping down her innate sustain so that she's a bit more punishable when she makes mistakes. This'll also nerf the Ionian blade dancer's ability to spin around seemingly-doomed teamfights at super low health.
Assassin Kayn passive damage decreased.
Blue Kayn's been overshadowing games too regularly, especially with his Goredrinker build. We're reducing assassin Kayn's damage to encourage him to build more offensively in order to reap his enemies.
W bonus resistances decreased.
Leona's been shining a bit too bright with her ability to soak up any damage that comes her way when she's locking down opponents. We're making her a little easier to kill so that opponents still have the opportunity to fight back. SPF still recommended.
Base attack damage increased. Q mana cost decreased.
Lissandra's been frozen at pretty mediocre numbers across the board, even into her favorable matchups. We're giving her some slight buffs to make the ice witch a more attractive pick.
Base attack damage decreased. Lucian now gains on-hit damage when buffed by allies. R bullets now scale with crit chance rather than R rank.
Lucian's been struggling quite literally everywhere except in Pro mid lane. We're purifying his odds by empowering his duo lane synergy without compromising his solo capabilities. For example, his ult's been super powerful in solo lanes due to its heavy level scaling, so we're smoothing it out to scale better with gold. AP Lucian is also getting some compensation buffs since we know it's a fun (although weak) build that gets affected by these AD-encouraging changes. Don't worry, we haven't forgotten about you, fans of the off-meta lulz.
Base health increased. W mana cost decreased late.
We haven't gotten to sea Nami much lately, so we're shifting the current by giving the tidecaller some blessings to improve her survivability in trades and allow her to use her costliest skill more.
Critical Strike Damage penalty reduced. Soul drop rate increased.
Senna's DPS focused builds have mist the mark recently. We're buffing up her crit to better synergize with damage items and giving her more souls on minion kills to help out players who run her as farming carry.
E on-hit damage increased.
Teemo could use a power-up in lane where we expect him to be able to whittle down his opponents, especially in favorable matchups when he can execute a series of Toxic Shots. Hut, two, three, four... :^)
Attack range reduced. Base healing on possession reduced; scaling increased. Q damage multiplier from crit chance increased. E camo radius increased. R slow duration decreased.
Viego's been breaking too many hearts in the pro scene, so we're bringing down the sovereign's domination a notch. His tanky builds are offering too much pop-off potential, so we're significantly cutting back the power of his resets if he's not building damage. We're also increasing his camouflage detection range and reducing his basic attack range which, combined, will make it much harder for Viego to hide in the Black Mist as a source of safety. Lastly, we're reducing the CC on his ult since that wasn't really its main intent.
Q cast time now decreases with attack speed. R damage increased.
We're back with a third round of Xayah buffs! We've been steadily bringing up her winrate while trying not to increase her pick rate in Pro too much. The rebel hasn't taken off in Pro play yet, so we can still give her a bit more room to fly. Xayah's Q tends to interrupt her basic attack flow at higher attack speeds, so this should let her feathers glide more smoothly throughout the game. (For Q's scaling, remember Xayah gains 70% bonus AS from levels and 55% from W!)
Q ratio increased. E ratio decreased. R cooldown increased late.
Once Zed gets some items under his belt, his kill pattern becomes too reliable, especially for a champion with such flexible mobility tools to slip in and out of the shadows. We're asking the master of shadows to master more shurikens to secure his kills. His ult cooldown is also getting nerfed late to match its power level more appropriately.
Divine Sunderer has been the go-to choice for fighters all across the spectrum, and even some marksmen. We're looking to nerf its generic power to let its more aggressive item competitors outshine it when they're supposed to.
While Hullbreaker is a strong early rush on a few champions, its opportunity cost is too large to be a great choice compared to other Legendary fighter items that have more generic value. We're giving it a bit of beef so that players feel a bit more inclined to go on a raiding party.
Rather than being a situational item against shield-heavy enemies, Serpent's Fang has become a staple in the second item slot for physical assassins. We want to preserve its low gold cost so that it's still an accessible situational pickup, but with stats that are more proportional.
Wit's End has become a powerful early rush item for a variety of attack speed champions. While it's good to offer early attack speed options, Wit's End often becomes the best choice regardless of how much magic damage the enemy team has. We're reshaping its damage scaling so that it's just as powerful late but isn't only being picked up for its early damage value.
Youmuu's went from being a beloved aggressive pick to an underutilized niche item. We nerfed its generic power last season to give room for other situational items, but we're seeing now that we went a little too far. AD assassins have been yearning for a good general item rather than defaulting to counter pick-ups like Serpent's Fang. So, *drumroll please*... we're reverting the patch 10.23 changes and welcoming back 2020’s Youmuu's Ghostblade!
Fleet Footwork just hasn't been a very good pick for marksmen. Rather than a straight buff to make it more viable, we're increasing healing against champions for everyone and reducing healing against minions depending on attack type to avoid too much power in lane sustain. Healing against minions for melee is getting reduced more than ranged because melee champions have already been using it very effectively for that very reason, making this an overall buff for ranged and closer to neutral for melee.
The first weekend of the Void-themed Clash will be September 4 and 5. Team formation for the first weekend will open starting on August 30. The second weekend will be September 18 and 19, and team formation will open starting on September 13.
Minimum system requirements for League of Legends and Teamfight Tactics on desktop are changing. In particular, Macs are now required to run macOS 10.12 or later. We update these requirements so that we can focus on delivering new features rather than maintaining older hardware. If your system meets or exceeds these specs, you're still good to go!
The following skins will be released in this patch:
The following chromas will be released this patch: