Attack damage growth and attack speed growth decreased. W movement speed ratio decreased. Default adaptive swapped. E and W responsiveness increased.
W – Celestial Blessing
E – Starfire Spellblade
W cooldown decreased. Recommended items updated. Ornn can no longer accidentally cancel E and R dashes by upgrading ally items. Q no longer expires if Ornn is mid-dash.
Passive – Living Forge
Q – Volcanic Rupture
W – Bellows Breath
Mana, mana regen growth increased. Passive no longer deals reduced damage to the same target. W shield removed; cost, cooldown, damage reduction decreased; now a permanent toggle at max rank. E now shields; damage and cost increased; cooldown decreased. R range, damage, cast time increased.
Passive – Echoing Flames
W – Purge
E – Disdain
R – Fear Beyond Death
Aatrox now pulls targets even when they’re untargetable. Passive no longer cancels when reviving.
W – Infernal Chains
R – World Ender
W cooldown decreased.
W – Wallop
Tear of the Goddess Line
All Tear items now belong to a Tear item group, with a maximum of 1 allowed.
We told you that we were potentially nerfing Ezreal last patch, and we decided that targeting his Double Tear build was a better solution than directly changing him. We’re putting all Tear items into one group so players can’t buy more than one Tear of the Goddess (and subsequently, its upgrades). After these changes go into effect, we don’t expect Ezreal to stay as super dominant as he has been, but we’ll be keeping an eye on him.
Charges and initial cooldown decreased; damage bonuses increased.
This rune has become a pro staple for its ability to clear cannon minions easily and maintain push/wave control. To help other runes compete, we’re decreasing the charges on Dematerializer, but we’re also giving it some buffs so it can still be considered useful in other situations.
Shield conversion decreased early.
Overheal is currently a must-pick with pros on ADCs. We want players to have more flexibility with rune paths, so we’re nerfing it so other runes can keep up.
Minion and monster gold bounties accrue more slowly and decrease if you lose your advantage. Scoreboard numbers no longer include base kill or first blood gold.
We originally tuned minion and monster gold bounties to match the ratio between gold earned from a champion kill and gold added to your bounty: 50 bounty per 150 farm gold advantage matches 100 bounty per kill since 300 is the base kill gold amount. Gold (and experience) aside, however, kills offer more benefits than farming. As a result, minion and monster gold bounties feel too aggressively tuned. We’re adjusting their growth rate and mechanics to bring them to a better spot.
(The support item and accompanying team average lines won’t significantly change bounty numbers outside of cases where a team is using multiple support items. They just make the system a little more comprehensive.)
Minion and Monster Gold Bounties
Many players interpret the gold numbers on the scoreboard as how much additionalgold a kill is worth relative to other members of that team—in other words, just the bounty value. Since we added this visualization at the same time as minion and monster gold bounties, it’s also created a misconception that farming well immediately makes you worth hundreds more gold to the enemy team. We’re adjusting these display numbers to match the way players interpret them.
First, we’ve unified all on-ability-hit procs. Now, if something activates an on-ability-hit proc for one thing, it should proc all the other items and runes that do the same thing. This expands the number of abilities that can proc any of these items/runes.
For DoT and AoE effects, many abilities which fall into both camps were previously labeled as either one or the other. We went through and made sure those abilities are now properly marked as both.
Lastly, we’re making pets consistent. Moving forward, all pet attacks will share the same proc behavior. Currently, that means that all effects which proc on-ability-hit (ex. Liandry’s, Rylai’s, Luden’s) now proc off all pet attacks too. This opens the door for effects that’ll proc on-ability-hit but not on pet attacks (or the other way around), but if we cross that bridge, we’ll do so consistently for all pets.
Below is the list of abilities we directly changed to fit into one of these categories:
Combination DoT & AoE Abilities
Effects that treat DoT and AoE effects differently will go with the more restrictive classification.
- Alistar’s E – Trample
- Anivia’s R – Glacial Storm
- Fiddlesticks’ R – Crowstorm
- Jayce’s W – Lightning Field
- Katarina’s R – Death Lotus
- Kennen’s R – Slicing Maelstrom
- Lucian’s R – The Culling
- Miss Fortune’s R – Bullet Time
- Mordekaiser’s W – Harvester of Sorrow
- Morgana’s W – Tormented Shadow
- Nasus’s R – Fury of the Sands
- Rammus’ R – Tremors
- Renekton’s R – Dominus
- Rumble’s R – The Equalizer
- Shyvana’s W – Burnout
- Vel’Koz’s R – Life Form Disintegration Ray
- Wukong’s R – Cyclone
The pets listed below have been changed to all proc the same effects. (Again, that currently means all on-ability-hit effects.) Quick sidenote: Champion clones aren’t pets.
- Elise’s Spiderlings
- Shaco’s Jack in the Boxes
- Zyra’s Plants
- Mordekaiser’s Dragon Ghost (also classified as an AoE effect)
- Heimerdinger’s Turrets (turret lasers, ult turret shots, and ult turret lasers are classified as AoE effects, too)
- Malzahar’s Voidlings (also classified as basic attacks for dodge purposes)
- Yorick’s Ghouls (also classified as basic attacks for dodge purposes)
- Annie’s Tibbers swipes (also classified as basic attacks for dodge purposes). The fire aura is classified as an ability hit and an AoE effect.
- Ivern’s Daisy (also classified as basic attacks for dodge purposes). The big slam is classified as an ability hit and an AoE effect.
Looking forward, we’ll be partially resetting the top of the ranked ladder when 9.6 releases. As a reminder, here’s what this entails:
Here are a few other changes too!
- Arclight Brand now appropriately opens his mouth when laughing or taunting
- Fixed Lucian’s W – Ardent Blaze tooltip to mention that marked targets are briefly revealed
- Elderwood Hecarim’s recall no longer uses the base skin’s recall audio
- Traditional Karma’s E – Inspire voiceover no longer uses her base skin’s audio
- Fixed a bug where PROJECT: Ashe’s R – Enchanted Crystal Arrow was missing its VFX
- Fixed a bug where Shen was not saying his signature wind-up voiceover when casting R – Stand United
- Fixed a bug where players could cast abilities while inside the Catapult of Champions in ARURF
- Heartbreaker Vi’s W – Denting Blows‘ proc glow no longer lingers on Epic Monsters
- Zed’s R – Death Mark “Unit will die to Death Mark” indicator is no longer miscalculated
- Diana’s Passive – Moonsilver Blade cleave effect no longer misses its target after dashes
- Diana’s E – Moonfall no longer draws nearby enemies in the wrong direction (away from her)
- Renekton’s W – animation no longer breaks when Renekton casts it while not on full Conqueror stacks