Passive cooldown reduced. Q2 damage increased.

It’s been awhile since our work to cut excessive strengths out of Camille’s kit and give her real weaknesses. Now that the Steel Shadow’s in a better place from an ability fairness/frustration standpoint, we’re in a good position to power her up a bit. Reducing Adaptive Defenses’ early cooldown gives Camille more opportunity to play aggressively in lane, while restoring the damage we previously chopped off Precision Protocol keeps her razor-sharp throughout the game.

Passive – Adaptive Defenses

COOLDOWN 20/15/10 seconds 16/13/10 seconds

Q – Precision Protocol



Attack speed slightly up. Base AD slightly up. Autos do more magic damage rather than physical.

Last time we saw the Corkster bombing through the Rift he’d been doing so as a midlaner, packing obscene poke damage and wave-clear, a potent arsenal desirable for that role. We made some changes to curb that, but they left him feeling like a whiskey delta. We see an opportunity to help him out: we like him as a magic-damage option for the bottom lane marksman role. These changes are designed to reinforce that by making him a more palatable pick in bot lane, while further pushing his magic-damage niche.

Base stats


Passive – Hextech Munitions

BASIC ATTACK DAMAGE 50% physical, 50% magic 20% physical, 80% magic

W – Valkyrie

NEWPREPARATION Phosphorous Bomb and Missile Barrage can now be buffered during Valkyrie’s travel time


E damage decreased.

Ivern is already pretty strong, and with the incoming changes to Athene’s Unholy Grail (see below), we only foresee him getting stronger. As a result, we’re pre-emptively taking some power out of Triggerseed’s damage.

E – Triggerseed

DAMAGE 60/90/120/150/180 50/70/90/110/130


W now grants bonus range.

Using Empowered Strike to reset his basic attack timer is Jax’s bread-and-butter, so we’re adding a little extra range to help that combat pattern feel a bit more fluid.

W – Empowered Strike

NEWBONUS RANGE If Jax uses Empowered Strike to empower a basic attack, it gains 50 extra range


Q base damage down but scaling up. R base damage up.

Back when landing one shot of Jhin’s ultimate pretty much guaranteed hitting the rest, his high base damage was downright excessive. Now that his ultimate is less reliable, we have room to add damage back into his rotation.

Q – Dancing Grenade

BASE DAMAGE 50/75/100/125/150 45/70/95/120/145
RATIO 0.3/0.35/0.4/0.45/0.5 total attack damage 0.4/0.45/0.5/0.55/0.6 total attack damage

R – Curtain Call

BASE DAMAGE PER SHOT 40/100/160 50/115/180


E shield decreased. Mantra’d E shield on secondary targets decreased.

Karma is already pretty strong, and with the incoming changes to Athene’s Unholy Grail (see below), we only foresee her getting stronger. As a result, we’re pre-emptively taking some power out of Inspire’s ability to nullify so much damage.

E – Inspire

SHIELD 70/100/130/160/190 70/95/120/145/170

Mantra’d E – Defiance

SHIELD ON SECONDARY TARGETS50% primary target’s shield 30% primary target’s shield


Base attack damage up. E mana cost down.

Last patch we made some major changes to Kindred, aimed at better delivering on the jungle marksman fantasy. While there’s always a period of adjustment when a champion sees large changes to their base kit, Kindred came out struggling more than expected. These changes are just straight power increases across the board, and as players get less sheepish about new builds and playstyle, we should see Kindred’s eternal hunt become far more fruitful.

Base stats


W – Wolf’s Frenzy

GRACE PERIOD Zone duration now waits to begin counting down until Wolf reaches the cast location. Casting Dance of Arrows during Wolf’s travel time will still grant the reduced cooldown.

E – Mounting Dread

COST 70 mana 50 mana


Q and R damage reduced at later ranks.

Now that Malzahar’s back in mid and speccing into damage-oriented builds, we’re tailoring his late-game damage appropriately.

Q – Call of the Void

DAMAGE 70/110/150/190/230 70/105/140/175/210

R – Nether Grasp

BEAM DAMAGE 125/250/375 125/225/325
BEAM RATIO 1.15 ability power 1.10 ability power
BUGFIX Quicksilver Sash and Mercurial Scimitar now properly purge only the suppression portion of Nether Grasp. Beam damage will continue to tick as long as Malzahar’s target stays in range (1250 distance).


Passive shield now properly interacts with shield amplifying effects.

Turns out Rakan’s passive hasn’t been scaling with shield-amplifying effects, which the Charmer (as an Enchanter) tends to have a bunch of. Sorry, bird boy.

Passive – Fey Feathers

BUFF-FIX Now properly benefits from effects that modify heal and shield values (ex. Forbidden Idol line, Windspeaker’s Blessing)

Minor bugfixes

QUICK CLARITY R – The Quickness’s cooldown availability now displays accurately for allies in the HUD


Base AD up. Armor per level up. W unburrow damage up. R more reliably hits targets.

Rek’Sai’s ability update has left her a bit on the weak side overall. We’re looking to push some base reliability back into her kit, so we’re upping the acquisition range on Void Rush and feeding her some base stats.

Base stats


Burrowed W – Un-burrow

RATIO 0.4 bonus attack damage 0.8 bonus attack damage

R – Void Rush

TARGET ACQUISITION Void Rush is now much harder to dodge. Rek’Sai’s target should no longer be able to walk out of damage range without exceptional amounts of movement speed (or a dash/flash).


Heat drains more slowly. Q cooldown higher early, damage increased, now does decreased damage to minions. W shield amount up, duration down. E slow and damage up.

We want Rumble’s opponents to have a clearer window to pick fights against him during laning phase. Flamespitter’s short cooldown allowed Rumble to be a constant threat against champions while taking no minion damage from trades (fun fact: ability damage doesn’t draw minion aggro), and this left no window for opponents to capitalise on him. We’re also making the heat system more intuitive and easier to pick up for new Rumble players.

Passive – Junkyard Titan

HEAT DECAY START 3 seconds (4 if Flamespitter was used) 4 seconds
HEAT DECAY RATE 0.5 seconds 1 second
HEAT DECAY AMOUNT 5 per tick for 5 ticks, then 10 per tick 10 per tick

Q – Flamespitter

COOLDOWN 6 seconds at all ranks 10/9/8/7/6 seconds
BASE DAMAGE 75/135/195/255/315 135/180/225/270/315
RATIO 1.0 ability power 1.1 ability power

W – Scrap Shield

DURATION2 seconds 1.5 seconds
BASE SHIELD50/80/110/140/170 80/110/140/170/200

E – Electro Harpoon

BASE DAMAGE 45/70/95/120/145 60/85/110/135/160
SLOW 30/40/50/60/66% 30/40/50/60/70%


Can’t attack while casting Q, W cooldown increased.

Xayah’s bringing a little bit too much damage during longer team fights later in the game, so we’re reducing how often she gets access to her steroid.

Q – Double Daggers

REMOVED “TRIPLE” DAGGERS?Xayah can no longer basic attack while Double Daggers is firing

W – Deadly Plumage

COOLDOWN16/15/14/13/12 seconds 20/19/18/17/16 seconds


W and E damage reduced.

Zac’s damage is on the high side for a tank, so we’re dialing that back. We’re sure he’ll bounce back from these changes.

W – Unstable Matter

DAMAGE 40/55/70/85/100 30/45/60/75/90

E – Elastic Slingshot

DAMAGE 80/130/180/230/280 60/110/160/210/260

Heimerdinger & Zyra Pet Targeting

Addressing a loophole that allowed Heimerdinger and Zyra to “attack” a target without actually attacking. This let them sidestep some of the intended risks of telling turrets/plants what to attack: standing still long enough to actually fire the attack, and drawing minion aggro as a result.

FOLLOW THROUGH Heimerdinger and Zyra must now actually fire a basic attack to command turrets or plants to focus a target. Issuing an attack command and immediately cancelling it no longer triggers the redirect.

Support Items

At the moment, Locket of the Iron Solari and Redemption are such a dominant pair that most supports feel forced to build those two first. This effectively denies them access to the rest of the item pool in many games, especially given the other early investments supports have to make (boots, gold item, sightstone). The overall strength of Locket and Redemption is fine, but other items can’t compete with their uncanny synergy. Locket provides your team the durability to stay in the fight, while Redemption rewards your team for doing so.

We’re refactoring both items to have a less perfect combo with each other, and ramping up their synergy with other support items. Essentially, Redemption should feel like a keystone for enchanters, and Locket for tanks. Nothing stops one set of supports from reaching across the aisle to grab items from the other class, but overall builds should feel more distinct between the classes.

Locket of the Iron Solari

Base shield value down. Bonus health ratio added to shield.

Locket of the Iron Solari lets tanks give a burst of tankiness to their team – perfect alongside their initiation or counter-initiation. However, it’s currently best-in-class on all supports, not just tanks. We’re linking Locket’s shield strength to typical tank stats so that if you want its full strength, you have to invest in it.

SHIELD 70-665 (at levels 1-18) 65-434 (+2-36% of the caster’s bonus health) (at levels 1-18)
REMINDER Locket chooses the higher level between caster and recipient when determining shield scaling – this is unchanged. The new bonus health ratio is always based off the caster’s bonus health.


Health and health regen down. Mana regen up. Heal decreased but scales better with heal amplifiers.

Redemption gives enchanters access to a heal – one of their class strengths – that excels in teamfights, but it’s currently best-in-class on all supports, not just enchanters. A spicy heal on healers is cool, but when it’s so easily accessible to tanks, the two classes lose some of their uniqueness. We’re linking Redemption’s heal strength to typical enchanter items and masteries so that if you want its full strength, you have to invest in it.

HEALTH300 200
HEALTH REGEN+75% base health regen +50% base health regen
MANA REGEN+125% base mana regen +150% base mana regen
HEAL 65-490 (level 1-18) 30-370 (level 1-18)
NEW UBER HEAL Redemption’s heal amount is affected three times as much by heal and shield power amplifiers


Zeke’s Convergence

Now builds out of Aegis of the Legion instead of Amplifying Tomes. Passive now creates slowing storm when triggered, instead of granting ability power and critical strike chance.

When we looked at the support item landscape, we saw a lot of opportunity to amplify the Warden landscape by updating Zeke’s Convergence. Wardens excel at protecting a nearby champion, and we wanted to give them itemization that represents that fantasy. Knight’s Vow already does a good job at helping them keep their chosen target alive, but we felt there was room for an item which made them more worth the investment to keep them safe. As such, we shifted the stat palette of Zeke’s to be more tank appropriate.

We also had concerns that the item itself was too complicated to use, leading to a lot of frustrating misfires – despite its very strong high moments when used correctly. We’re making the active much more reliable to use so that Zeke’s doesn’t make you feel like you’ve spent 2400 on a gamble.

NAME Zeke’s Harbinger Zeke’s Convergence
TOTAL COST 2250 gold 2400 gold
BUILD PATH Glacial Shroud + Amplifying Tome + Amplifying Tome + 380 gold Aegis of the Legion + Glacial Shroud + 400 gold
REMOVED ABILITY POWER No longer grants 50 ability power
ARMOR 30 60
COOLDOWN REDUCTION 10% (unchanged)
MANA 250 (unchanged)

Item effects

NEW UNIQUE PASSIVE Casting your ultimate near your ally surrounds you with a frost storm and ignites your ally’s basic attacks for 10 seconds (45 second cooldown). Enemies inside your frost storm are slowed by 20% and your ally’s attacks burn their target for 50% bonus magic damage over 2 seconds.
NEW UNIQUE PASSIVE Frostfire Covenant: Basic attacking a burning enemy ignites your frost storm to deal 40 magic damage per second and slow by 40% for 3 seconds.
REMOVED CHARGES Zeke’s Harbinger Convergence no longer gains charges over time or triggers based on charge count, and no longer grants 20% bonus ability power or 50% critical strike chance when triggered
CONDUIT BINDING RESTRICTION 60 second cooldown Can’t be re-bound while Frostfire Covenant is on cooldown, and the binding active can’t be cast on the ally you’re currently bound to, or other allies that are bound by a different Zeke’s Convergence.

Athene’s Unholy Grail

Now converts mana regen into ability power. Less cooldown reduction.

Athene’s is in a bit of a weird spot. Its 20% cooldown reduction and regeneration (health and mana) make it feel like a pretty good early item. However, it’s in competition with Locket and Redemption, both of which are unlikely to give up their first buy priority. Rather than overbuff Athene’s to make it more competitive early, we rejiggered it into a scaling item, like Rabadon’s Deathcap for enchanters.

MANA REGEN+75% base mana regen +100% base mana regen
BLOOD EARN RATE 20% of premitigation damage dealt to champions 25% of premitigation damage dealt to champions
NEW DISSONANCE Grants 5 ability power for every +25% base mana regen
REMOVED HARMONY No longer grants +25% base health regen for every +25% base mana regen

Banner of Command

Point Runner makes sense for a siege themed item.

BUILD PATH Aegis of the Legion + Glacial Shroud + 100 gold Aegis of the Legion + Raptor Cloak + 200 gold
TOTAL COST 2200 gold (unchanged)
NEW HEALTH REGEN +125% base health regen
REMOVED MANA No longer grants 400 mana
NEW UNIQUE PASSIVE Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets, and Void Gates.

Knight’s Vow

Tanks like cooldown reduction, right?

BUILD PATH Crystalline Bracer + Chain Vest + 850 gold Kindlegem + Chain Vest + 700 gold
REMOVED HEALTH REGEN No longer grants +100% base health regen

Righteous Glory

Now builds out of Glacial Shroud instead of Catalyst of Aeons. Slow nova now cannot be triggered manually, and automatically triggers once near an enemy champion.

Catalyst of the Aeons – thanks to its eternity passive – is a good item for champions who want long, extended fights where they can make the most of its mana/health restore capabilities. On the other hand, Righteous Glory is for champions who want to start a fight now. This mix of explosive and drawn out strengths is making Righteous Glory a bit too strong at everything, so we’re removing the Catalyst from its recipe and replacing it with Glacial Shroud. Separately, we’re also adding more counterplay to its active to help make it feel more fair to play against.

RECIPE Catalyst of Aeons + Crystalline Bracer + 750 gold Glacial Shroud + Crystalline Bracer + 950 gold
HEALTH 500 400
REMOVED UNIQUE PASSIVE No longer grants Catalyst of Aeon’s Eternity passive
NEW UNIQUE ACTIVE Slow nova now automatically triggers if an enemy champion is within close proximity
REMOVED UNIQUE ACTIVE Slow nova can no longer be manually triggered early

Glacial Shroud

Price point and armor down

COMBINE COST 350 gold 250 gold
TOTAL COST 1000 gold 900 gold
ARMOR 25 20

Iceborn Gauntlet

COMBINE COST 650 gold 750 gold
TOTAL COST 2700 gold (unchanged)

Frozen Heart

COMBINE COST 650 gold 750 gold
TOTAL COST 2700 gold (unchanged)

Raptor Cloak

Price point and armor down

BUILD PATH Rejuvenation Bead + Chain Vest + 250 gold Rejuvenation Bead + Cloth Armor + 450 gold
TOTAL COST 1200 gold 900 gold
ARMOR 40 30


COMBINE COST 650 gold 950 gold
TOTAL COST 2650 gold (unchanged)

Zz’rot Portal

COMBINE COST 780 gold 1080 gold
TOTAL COST 2700 gold (unchanged)

Ancient Coin Line

Just a few usability improvements to the coin drop mechanic.

PENNY PINCHING Champions no longer pick up mana coins if they’re at full mana
LIMITED-TIME OFFER Coins now have visual indicators when they’re about to expire

Talisman of Ascension

Cost down.

TOTAL COST 2400 gold 2200 gold
COMBINE COST 350 gold 450 gold

Relic Shield Line

Quality of life improvements and a buff-fix to Relic Shield and its upgrades.


BUFF-FIX The Relic Shield line’s quest reward shield now properly benefits from effects that modify heal and shield values (ex. Forbidden Idol line, Windspeaker’s Blessing)

VFX updates

PRETTY Spoils of War charge indicator sphere VFX have been updated to be more runic and less distracting
PRETTY The Relic Shield line’s quest reward shield VFX have been updated to be more Targonian
PRETTY Face of the Mountain’s active shield VFX have also been updated to be more Targonian

Support Quest Progression VFX

These status updates were a little too frequent.

STAR PIECE Quest progression VFX displays every fifth of the way third of the way toward completion

Starting Items

Doran’s Ring

Passive is now unique.

Stacking Doran’s Ring allowed champions to bypass their weakness during laning phase, mana regeneration, in this case, and endlessly push, and shove enemies under the tower, even when behind, without any trade-off. Not cool, Nautilus.

NEW MANA, PLSMana return when killing minions is now UNIQUE.

Doran’s Shield

Costs more.

Doran’s Shield should be your starting item when facing a bunch of harassment at early levels, but at its current tuning it’s the best items regardless of situations. We’re pulling a potion off of it both to decrease its raw effectiveness and to make it have a harder time dealing with ganks and all-ins.

COST 400 gold 450 gold

Refillable Potion

Changing the icon so it doesn’t look quite so similar to another 150 gold, green, health-restoring item.

PRETTY Icon has been updated!

End of Game Stats

We’re continuing to add more stats to make you feel as awesome in the end of game screen as you (probably) were in the game leading up to it.

WHIMS OF FATE: Added Crowd Control Score: the combined duration of all CC effects you’ve applied over the game

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