League of Legends Update 14.12 Patch Notes on June 11th
Patch Notes League of Legends

League of Legends Update 14.12 Patch Notes on June 11th

Nathan Lees
Nathan Lees

Table of Contents

In the League of Legends Update 14.12, Hall of Legends welcomes the Faker, honoring his incredible achievements. The patch brings changes to champions like Naafiri and Aatrox, changes to items like Lord Dominik's and Statikk Shiv, and updates to the Arena system to give everyone their own ban. Read the full patch notes below.

League of Legends Update 14.12 Patch Notes:

PATCH HIGHLIGHTS

PATCH HIGHLIGHTS

Immortalized Legend Ahri, Risen Legend Ahri, Risen Legend LeBlanc, and Crystalis Indomitus Xerath will be available June 12, 2024 at 18:00 UTC.

HALL OF LEGENDS

 Every year, LoL Esports will induct a pro player into the Hall of Legends to honor their achievements within the sport and game. Players are chosen by an independent voting panel of esports industry veterans and experts from every region who select players based on criteria including international berths, international and regional titles, role-specific stats, and overall contributions to the sport.

This year, we're proud to welcome Lee "Faker" Sang-hyeok as the first inductee to the Hall of Legends! Faker is being recognized for his mastery of League of Legends gameplay, numerous contributions to the sport, and for inspiring millions of fans across the globe.

For more than 12 years, Faker has shown incredible dedication to the game and sport. As the mid laner for T1, Faker has long been known for his technical prowess and his ability to make game-changing plays, earning him the moniker "The Unkillable Demon King." His individual skill and in-game leadership have led his teams to numerous victories, having earned 10 LCK titles, two Mid-Season Invitational titles, and four World Championship titles.

We'll be celebrating with a Hall of Legends in-game event which will include an event pass that will take you on a journey through Faker's career, highlighting pivotal moments, achievements, and more! You can earn and purchase commemorative cosmetic items, collections, and skins themed after the Demon King himself in celebration of this moment.



For more information about Hall of Legends you can check out our full blog post or the Hall of Legends website

ME SERVER LAUNCH

 The ME server opens its digital doors on June 25, 2024. Qualified accounts can transfer to the ME server for 1 Blue Essence from the moment the server opens until September 3, 2024. After that, the price will increase to the usual 2600 RP for a one-way transfer. 

CHAMPIONS

Aatrox

Health regeneration growth decreased, armor growth increased. E healing decreased, no longer increased during World Ender. R increased healing increased.

 Our goal with these changes is to return Aatrox to a successful heavy frontliner who deals lots of damage. Not a tank, not even a juggernaut, and certainly not an assassin. We're retuning some of his numbers to incentivize health purchases and further ramp up his self-healing, coming at a small cost to his damage since he likely won't be buying lethality any more. This should result in slightly less E healing overall, but more from his passive and item effects like Sundered Sky, Death's Dance, and maybe even Ravenous Hydra. 

Base Stats

  • Health Regeneration Growth: 1 ⇒ 0.5
  • Armor Growth: 4.45 ⇒ 4.8

E - Umbral Dash

  • Healing: 18/19.5/21/22.5/24% ⇒ 16% (+0.9% bonus Health)
  • Umbral Dash's healing is no longer increased by 20/24/28/32/36% during World Ender

R - World Ender

  • Increased Healing: 25/35/45% ⇒ 50/75/100%

Akali

E damage decreased.

 Accounting for how difficult Akali is to play, she shouldn't be anywhere near a 50% win rate across multiple skill brackets, as we expect less skilled Akali players to bring down her win rate pretty heavily. To address this, we're specifically targeting her burst damage from E, which lands much more frequently in lower-MMR play. 

E - Shuriken Flip

  • Total Damage: 100/187.5/275/362.5/450 (+85% Total AD) (+120% AP) ⇒ 70/140/210/280/350 (+100% Total AD) (+110% AP)
  • (Note: The first hit of Akali's Shuriken Flip deals 30% of the ability's total damage and the second hit deals the remaining 70%.)

Akshan

Passive damage decreased. E damage decreased.

 Our last Akshan nerfs didn't move him as much as we wanted, and now he's even stronger due to the new Kraken Slayer. We're taking a much more direct approach to nerfs this time around by taking down the early-game damage his passive and E provide. 

Passive - Dirty Fighting

  • Damage: 10-165 (levels 1-18) (+60% AP) ⇒ 15/40/80/150 (levels 1-5, 6-10, 11-15, 16-18)

E - Heroic Swing

  • Damage per Shot: 25/40/55/70/85 (+17.5% bonus AD) ⇒ 15/30/45/60/75 (+15% total AD)

Ashe

Passive damage decreased.

 Ashe is quite strong right now thanks to the itemization changes as she's not really bound to crit chance. We're nerfing her sustained damage in a way that incentivizes buying crit again and makes her early-game all-ins less powerful. 

Passive - Frost Shot

  • Damage against Targets with Frost: 120% (+ Critical Strike Chance (Critical Strike Damage)) ⇒ 115% (+ Critical Strike Chance (Critical Strike Damage))

Blitzcrank

Base health decreased. Passive shield duration increased.

 Our previous Blitzcrank nerfs didn't take enough steam out of Blitz, so we're trying again. We're reverting the passive change, as it had no impact, and going more directly for their durability this time. We're keeping Blitz's baseline damage intact so that they can still be lethal to squishy lanes, but we want to make sure it's easier to punish overextending or getting caught in exchange. 

Base Stats

  • Base Health: 650 ⇒ 600

Passive - Mana Barrier

  • Duration: 4 ⇒ 10 seconds

Corki

Base AD decreased, Attack Speed growth increased. Q damage increased, cooldown decreased. E damage decreased, Armor and MR shred cap decreased, mana cost increased.

 Corki's rework was intended to make him an easy to play early-game lane bully. So far, it's been successful! However, the degree to which he's an early game bully is much, much too severe. Especially concerning is the early burst of his E-max lethality builds, so we're making some adjustments to lower his early burst (he has a ton to spare) and make Q-max and E-max viable alternatives. Corki is strong, but not particularly overpowered from what we can see so far, so we're only making some light nerfs and power adjustments this patch. 

Base Stats

  • Base Attack Damage: 55 ⇒ 52
  • Attack Speed Growth: 2.3% ⇒ 2.8%

Q - Phosphorus Bomb

  • Magic Damage: 70/115/160/205/250 (+120% bonus AD) (+70% AP) ⇒ 70/120/170/220/270 (+120% bonus AD) (+100% AP)
  • Cooldown: 9/8.5/8/7.5/7 ⇒ 8/7.5/7/6.5/6 seconds

E - Gatling Gun

  • Physical Damage: 100/150/200/250/300 (+250% bonus AD) ⇒ 100/145/190/235/280 (+250% bonus AD)
  • Armor/MR Shred Cap: 12/15/18/21/24 ⇒ 12/14/16/18/20
  • Mana Cost: 50/55/60/65/70 ⇒ 50/60/70/80/90

Ezreal

AD growth increased. Q damage increased. R damage increased.

 Ezreal's quite weak after 14.10's itemization changes. He's doing about 4% less damage per game than he used to, with all his other stats being roughly similar to before, so we're increasing his ability to put more damage out, especially in the late game. 

Base Stats

  • Attack Damage Growth: 2.5 ⇒ 2.75

Q - Mystic Shot

  • Damage: 20/45/70/95/120 (+130% Total AD) (+15% AP) ⇒ 20/45/70/95/120 (+140% Total AD) (+15% AP)

R - Trueshot Barrage

  • Base Attack Damage: 325/500/675 (+100% Bonus AD) (+90% AP) ⇒ 350/550/750 (+100% Bonus AD) (+90% AP)

Karma

E (Inspire) shield value increased, bonus movement speed duration increased. E (Defiance) bonus shield value increased, bonus movement speed duration increased.

 Karma is still quite weak, but as her strongest role is currently support, we have a lot of room to buff her without mid lane Karma becoming problematic. We're still being cautious, though, and focusing on her supportive aspects, namely stronger shielding and better bonus movement, regardless of who she targets. 

E - Inspire

  • Shield Value: 80/125/170/215/260 (+60% AP) ⇒ 80/130/180/230/280 (+60% AP)
  • Bonus Movement speed Duration: 1.5 ⇒ 2 seconds
  • Defiance Bonus Shield: 50/90/130/170 (+45% AP) ⇒ 50/100/150/200 (+45% AP)
  • Defiance Secondary Target Bonus Movement Speed Duration: 1.5 ⇒ 2 seconds

Master Yi

Q bonus damage to monsters decreased. W initial damage reduction decreased, cooldown increased.

 We slightly overshot Master Yi's buffs last patch, and with the goal to nudge him toward being a strong beginner jungler, this round of nerfs is targeted mostly at his more difficult and Elite-skewed outputs like the short-duration damage reduction on Meditate. 

Q - Alpha Strike

  • Bonus Damage to Monsters: 75/100/125/150/175 ⇒ 65/90/115/140/165

W - Meditate

  • Initial Damage Reduction: 90% ⇒ 70%
  • Cooldown: 9 seconds ⇒ 10 seconds

Naafiri

Packmates AD increased. Q execute and heal conditions changed, cooldown reduced early.

 When Naafiri was released, we intended for her to be an easy-to-learn mid lane assassin. From the very start, players have also been trying to play her in the jungle, but she's been critically weak there. We're still committed to mid lane as Naafiri's primary role, so we're giving her buffs there, but the primary goal this patch is enabling Naafiri jungle, similar to the Olaf and Sylas changes earlier this year. Early packmate damage, Q cooldown, and some rules updates should make her much more forgiving and faster in the jungle. 

Passive - We Are More

  • Packmate Attack Damage: 6-30 (based on level) (+4.5% bonus AD) ⇒ 12-32 (based on level) (+5% bonus AD)

Q - Darkin Daggers

  • Execute: 30-70 (based on level) vs Minions and Medium/Large Monsters ⇒ 30-70 (based on level) vs Minions and non-Epic Monsters
  • Heal on Bleeding Target: Champions only ⇒ Champions and Large/Epic Monsters
  • Cooldown: 11/10/9/8/7 ⇒ 9/8.5/8/7.5/7 seconds

Nilah

Health regeneration increased, armor growth increased.

 Nilah's a bit weaker than we think she should be and, as a result, is forced to be quite bursty and rely on enchanters to get through laning phase. By raising her baseline durability, she should have a nicer laning phase and more space to play out longer teamfights come late game. 

Base Stats

  • Health Regeneration: 4 ⇒ 6
  • Armor Growth: 4.2 ⇒ 4.5

Rek'Sai

Q bonus attack speed decreased. W damage decreased.

 Rek'Sai is brawling with the best of them, but currently her damage comes out a bit too fast, so with these changes we're looking to slow her down by removing some of the upfront damage she has. 

Q - Queen's Wrath

  • Bonus Attack Speed: 45% ⇒ 35%

W - Unburrow

  • Damage: 50/75/100/125/150 (+80% AP) ⇒ 30/55/80/105/130 (+80% AP)

Skarner

Base health decreased, health growth increased. Passive damage adjusted.

 Skarner is currently far too strong in higher-MMR brackets, both in Top and Jungle. We expected there to be some Elite skew to Skarner, but he's also quite early-game skewed as well, which further pushes him toward high-level play. We're making some adjustments to shift his power that should make him weaker in the early game and stronger much later. 

Base Stats

  • Base Health: 650 ⇒ 610
  • Health Growth: 102 ⇒ 105

Passive - Threads of Vibration

  • Quake Magic Damage: 7-10% (based on level) of the target's maximum health ⇒ 5-11% (based on level) of the target's maximum health

Talon

Q cast time now scales with attack speed.

 Mid Talon has been having quite a bad time while jungle Talon has been just okay. We're adding a small buff on Q that both roles will enjoy equally, while also adding a little more damage to his Rake to help his consistent harass in lane . 

Q - Noxian Diplomacy

  • Q's cast time now scales with attack speed.

W - Rake

  • Jungle Modifier: 105% ⇒ 100%
  • Outgoing Damage: 40/50/60/70/80 ⇒ 50/60/70/80/90

Tryndamere

Q bonus attack damage decreased. E damage decreased.

 Tryndamere's passive got stronger in 14.10 and now he's a laning monster who takes over games very quickly. We're targeting his extremely strong early game with these changes as it makes him a pushing lane bully that doesn't have to care about anything else. 

Q - Bloodlust

  • Bonus Attack Damage: 10/15/20/25/30 ⇒ 5/10/15/20/25

E - Spinning Slash

  • Physical Damage: 80/110/140/170/200 (+130% Bonus AD) ⇒ 75/105/135/165/195 (+130% Bonus AD)

Twisted Fate

AD growth decreased. Q damage decreased. W mana cost increased, mana restored from Blue Card increased.

 Twisted Fate currently has two strong builds and roles, with top being slightly stronger. We're tapping down both roles slightly, with the nerfs skewed towards top lane, specifically around how he'll have to manage his mana by having to use more blue cards. 

Base Stats

  • Attack Damage Growth: 3.3 ⇒ 2.5

Q - Wild Cards

  • Magic Damage: 60/100/140/180/220 (+50% bonus AD) (+90% AP) ⇒ 60/100/140/180/220 (+50% bonus AD) (+85% AP)

W - Pick A Card

  • Mana Cost: 30/40/50/60/70 ⇒ 50/55/60/65/70
  • Blue Card Mana Restored: 50/75/100/125/150 ⇒ 70/90/110/130/150

Viktor

 Q2 now works on towers.

Arcane trailer just dropped. Viktor gets a QoL buff to celebrate. 

Q - Siphon Power

  • Discharge: Viktor's Q empowered auto attack now applies to towers.

Vladimir

W health cost decreased, healing increased, damage increased.

 Vlad has been relatively weak across the board, and kept having a poor performance compounded by the recent seasonal changes and overall faster game pace. He's pretty sensitive to kit changes and hasn't received a buff in a long time, so we're dusting off the ‘ol Sanguine Pool and making it less punishing to cast which should make it more rewarding to use aggressively. 

W - Sanguine Pool

  • Current Health Cost: 20% ⇒ 15%
  • Healing: 15% ⇒ 30% of Pre-Mitigation Damage
  • Bonus Health Ratio: 80/135/190/245/300 (+10% bonus health) ⇒ 80/135/190/245/300 (+15% bonus health)

Yone

Recommended Runes updated. Base armor increased.

 Yone's having a tough time right now. Some of this is due to suboptimal runes (about half of players are running Legend: Haste instead of Legend: Alacrity), and some of this is due to being a little too squishy, requiring him to one-shot people to get anything done. We're hoping to remedy both of these pieces a little. 

Base Stats

  • Base Armor: 30 ⇒ 33

Yuumi

E cooldown decreased. R heal per hit increased.

 Yuumi has been a bit weak for a while now, and the recent system changes definitely didn't do her any favors. In order to help out her besties better, we're looking to make her laning phase less punishing by removing some of the restrictions on her shield and letting her turn more fights around with her healing. 

E - Zoomies

  • Cooldown: 12/11.5/11/10.5/10 ⇒ 10 seconds at all ranks

R - Final Chapter

  • Heal per Hit: 25/40/55 ⇒ 35/50/65

ITEMS

Lord Dominik's Regards

 Similar to Statikk Shiv changes down below, we're making LDR's build path a little smoother since we generally like when items have smooth build paths. 

  • Item Recipe: Last Whisper + Cloak of Agility + 950 gold ⇒ Last Whisper + Noonquiver + 150 gold

Noonquiver

 We've taken a pretty firm stance on keeping Epic item gold efficiency under control and Noonquiver slipped through the cracks in 14.10, so we're bringing that back in line this patch. 

  • Item Recipe: Long Sword + Cloak of Agility + 450 gold ⇒ Long Sword + Long Sword + Cloak of Agility + 100 gold (total cost unchanged)
  • Attack Damage: 25 ⇒ 20

Scout's Slingshot

 Scout's Slingshot is currently one of the weakest Epic items in the game, so we're making some adjustments to make it nicer to purchase while still charging a fair price for its unique effect. 

  • Item Recipe: Dagger + 600 gold (900 total) ⇒ Dagger + Dagger + 200 gold (800 total)
  • (Note: Rapid Firecannon, Runaan's Hurricane, and Statikk Shiv's total gold costs are unchanged.)

Statikk Shiv

 Statikk Shiv is pretty powerful right now, but we expect it to take some time for players to adopt it into their builds. It's currently looking competitive on Zeri, Sivir, Kai'Sa, and Kayle, and we'll wait and see who else picks it up over time. To make this adoption a little easier, we're smoothing out its build path as Shiv doesn't need such a taxing build path. 

  • Item Recipe: Scout's Slingshot + Rectrix + 1000 gold ⇒ Scout's Slingshot + Rectrix + Pickaxe + 225 gold (total cost unchanged)

Void Staff

 Cryptbloom has been overshadowing Void Staff for most of the season, so we're giving Void Staff a boost in power so that mages that are doing well can pick it up as a greedier carry option. 

  • Ability Power: 80 ⇒ 90

Serylda’s Grudge

 With the recent changes to Lord Dominik's Regards and Black Cleaver, we wanted to make sure Serylda's was a competitive armor penetration purchase as well. We're picking to buff the flat value here so that bursty casters who aren't buying much lethality can still use this as a viable option. 

  • Passive - Rancor Bonus Armor Penetration: 20% (+0.11% per 1 Lethality) ⇒ 25% (+0.11% per 1 Lethality)

RUNES

First Strike

 First Strike is quite powerful at the moment, and the flat gold changes back in 14.10 overbuffed the Rune, so we're back with some follow-up work to find a nice middle ground between the gold values. 

  • Flat Gold: 15 ⇒ 10
  • Damage Amp: 8% ⇒ 7%
 We're updating and adding recommended rune pages to several champions in places where alternative runes seem to perform much better than the current popular options. Any pages mentioned here have had some individual rune changes or are entirely new pages. 

Yone

  • Replaced Legend: Haste with Legend: Alacrity

Seraphine

  • First Strike + Sorcery
  • Summon Aery + Resolve
  • Arcane Comet + Inspiration
  • Updated stat shards to Ability Haste + Adaptive Force + Flat HP

Draven

  • Press the Attack + Domination
  • Press the Attack + Sorcery
  • Conqueror + Sorcery

Talon

  • Conqueror + Inspiration
  • Electrocute + Sorcery
  • First Strike + Sorcery

Karma

  • Summon Aery + Resolve
  • Summon Aery + Domination
  • Arcane Comet + Domination

Zed

  • First Strike + Precision

LeBlanc

  • Electrocute + Sorcery

Katarina

  • Conqueror + Resolve
  • Conqueror + Domination

Zoe

  • Electrocute + Sorcery
  • Dark Harvest + Sorcery
  • Summon Aery + Inspiration

Gangplank

  • Fleet Footwork + Resolve
  • First Strike + Precision
  • Grasp of the Undying + Inspiration

ARENA

System Changes

 We've heard that it can be frustrating when there is a champion you don't like to play against but through random chance didn't get a ban. While we still feel that a full 16 bans is too restrictive, especially if you are the second pick, we recognize this pain and are tweaking Arena's ban system so all players get a ban, but with a slight twist.

As of this patch we'll be moving to a blind ban system, meaning that you will see your ally's ban, but you won't see any other teams until everyone has locked in. This means that everyone can ban the champion of their choice, while also ensuring that if your favorite champion is a popular one it isn't locked out of every game. 
  • All players now receive their own ban
  • Bans are blind across teams. This allows duplicate bans if multiple teams choose the same champion.
  • The ban reveal phase has been removed.
  • Pick Phase timer adjusted from 30 to 35 seconds.
  • Ban display UI updated to account for the additional bans.

Balance Adjustments

Augments

Augment Buffs

Chauffeur

  • Ability Haste: 100 ⇒ 130
  • Attack Speed 50% ⇒ 65%

Frost Wraith

  • Cooldown: 7 ⇒ 6.5 seconds
  • Root Duration 1 ⇒ 1.25 seconds

Castle

  • Cooldown: 30 ⇒ 15 seconds
  • Movement Speed Buff Duration: 2 ⇒ 4 seconds

Augment Nerfs

Earthwake

  • Bonus AD Ratio: 135% ⇒ 100%
  • Bonus AP Ratio: 40% ⇒ 30%

Jeweled Gauntlet

  • Critical Strike Damage: 150% ⇒ 140%

Phenomenal Evil

  • Per Spell Cooldown: 4 ⇒ 5 seconds

Don't Chase

  • AP Ratio: 12% ⇒ 10%

Quest: Urf's Champion

  • If picked as your 2nd augment, Quest: Urf's Champion will now require 10 ⇒ 15 takedowns.

Augment Adjustments

Skilled Sniper

  • Now works with abilities that deal damage over time. However, these reset their cooldown to 3 seconds. Other ability cooldowns are still reset to 0.5 seconds.

Phenomenal Evil

  • Now has a per spell cooldown instead of a global cooldown. This will nerf the augment for DOT users and buff it for champions that use all their abilities in quick succession.

Champions

Champion Buffs

Aurelion Sol

  • Q Percent Max Health Damage per Stack: 0.031% ⇒ 0.04%
  • W Cooldown: 15/14/13/12/11 ⇒ 10/9/8/7/6 seconds
  • E Cooldown: 10 ⇒ 8 seconds

Bel'Veth

  • E Lifesteal: 20% ⇒ 30%
  • R On-Hit True Damage: 6/8/10 ⇒ 8/10/12 per rank
  • Lavender Stacks per Round: 8 ⇒ 12

Neeko

  • Q Follow Up Hit Damage: 35/60/85/110/135 ⇒ 75/100/125/150/175
  • E Minimum Root Duration: 0.7/0.9/1.1/1.3/1.5 ⇒ 1/1.2/1.4/1.6/1.8 seconds
  • W Cooldown: 16/15/14/13/12 ⇒ 12/11/10/9/8 seconds

Renata

  • Passive Mark AP Ratio: 0.02 AP ⇒ 0.03 AP
  • Q Cooldown: 16 ⇒ 10 seconds
  • W Cooldown: 28/27/26/25/24 ⇒ 22/21/20/19/18 seconds

Diana

  • E Cooldown: 22/20/18/16/14 ⇒ 20/18/16/14/12 seconds
  • R Base Damage: 300/450/600 ⇒ 350/550/750
  • Passive AP ratio: 75% > 85%

Champion Nerfs

Jayce

  • Q (Shock Blast) Base Damage: 55/110/165/220/275 ⇒ 40/80/120/160/200
  • W (Hyper Charge) AD Ratio: 0.7/0.78/0.86/0.94/1.02/1.1 ⇒ 0.65/0.73/0.81/0.89/0.97/1.05

Rammus

  • W Bonus Percent Armor: 60/70/80/90/100% ⇒ 35/45/55/65/75%
  • W Bonus Percent Magic Resistance: 40/45/50/55/60% ⇒ 30/35/40/45/50%

Gragas

  • W Maximum Health Damage: 12% ⇒ 9%
  • E Cooldown: 14/13.5/13/12.5/12 ⇒ 15/14.5/14/13.5/13 seconds

Zed

  • Q AD Ratio: 130% ⇒ 115%
  • W Cooldown: 16/15.25/14.5/13.75/13 ⇒ 18/17.25/16.5/15.75/15 seconds

Kha'Zix

  • Q AD Ratio: 140% ⇒ 130%

Naafiri

  • R Bonus AD: 8/16/24% ⇒ 6/13/20%

Vi

  • Q Cooldown: 12/10.5/9/7.5/6 seconds ⇒ 13/11.5/10/8.5/7 seconds

Zac

  • R Percent Increased Healing: 1/2/3% ⇒ 0.5/1/1.5%
  • W Cooldown: 5 ⇒ 6 seconds

Ashe

  • Passive Slow Duration: 2 ⇒ 1.5 seconds
  • W Cooldown: 18/14.5/11/7.5/4 ⇒ 20/16.5/13/9.5/6 seconds

Poppy

  • Q Max Health Damage: 9% ⇒ 8%
  • W Bonus Resists: 12% ⇒ 8%

Items

Anvils and Item Shop

  • Perplexity is no longer in the fighter tab, and not offered via the Legendary Fighter Anvil.
  • Rite of Run is no longer offered via the Legendary Marksman Anvil.

Consumables Tab

  • Removed Legendary Item Anvils
  • Order has been updated to show Juices first, and the Stat and Prismatic Anvil when expanded.

Prismatic Item Buffs

Gambler's Blade

  • Chance to Gain Gold: 10% ⇒ 12%
  • Attack Speed: 60% ⇒ 70%

Flesheaster

  • Armor/Magic Resist Shred per Stack: 2 ⇒ 3
  • Max Health Heal on Takedown: 12% ⇒ 18%

Turbo Chemtank

  • Cooldown: 30 seconds ⇒ 25 seconds
  • Active Speed Buff: 60% ⇒ 80%

Moonflair

  • AP: 70 ⇒ 85
  • Health: 350 ⇒ 400

Prismatic Item Nerfs

Duskblade of Draktharr

  • Attack Damage: 60 ⇒ 55
  • Ability Damage Amp: 25/15% (melee/ranged)⇒ 22.25/12.25% (melee/ranged)

Prowler's Claw

  • Ability Haste: 25 ⇒ 20
  • Attack Damage: 70 ⇒ 65

Gargoyle Stoneplate

  • Armor: 90 ⇒ 75
  • Magic Resistance: 90 ⇒ 75

Item Buffs

Dawncore

  • Ability Power: 40 ⇒ 60
  • Heal/Shield Power: 12 ⇒ 16
  • First Light Heal/Shield Power and AP per 100 base Mana Regeneration: 3% and 5 AP ⇒ 2% and 10 AP

Item Nerfs

Hellfire Hatchet

  • Passive Burn Damage: 4 (+12% bonus AD) (+10% AP) ⇒ 4 (+8% bonus AD) (+8% AP)

Arena Bugfixes & QoL Changes

QoL Changes

  • Anvils and Augment selection cards now show their corresponding tooltip when hovering the icon within the card.
  • Multiple Augment offerings have been adjusted.
  • You can no longer purchase Wordless Promise if your ally already has one.
  • Phenomenal Evil now uses a per Ability cast cooldown instead of a global cooldown (matches similar Augments like Spellwake and Magic Missile).
  • The loading screen's tinier player cards on the side will now display champion name and title instead of player name and title.
  • Improved matchmaking algorithm after a team surrenders.

Bugfixes

  • Lux Cameo R now damages enemies at max range.
  • You can no longer shop by hiding your Augment/anvil selections.
  • Ongoing fights no longer end prematurely when a separate fight has a zombie champion (Sion, Kog'Maw) that kills the opponent team after their combat has resolved and is in a zombie state.
  • Revives should no longer trigger when the reviving champion dies on the same server tick as the revive completes.
  • Clones will now get the same hats you have!
  • Fiddlesticks can no longer cast Flashy/Flashy while channeling his ultimate and interrupting it.
  • Gun Goddess Miss Fortune custom skin UI now properly shows and hides during planning and combat phases.
  • Bel'Veth's per direction Q Cooldown is now properly reduced by Mystic Punch, Mirage Blade, and Navori Flickerblade.
  • Akshan will no longer automatically target-swap off Power Flower with his Passive second shot (unless he will kill it with the first).
  • Spin To Win: Now works with Draven E and R (already works with Q).
  • Summoner's Roulette: Missing snowball now goes on the standard 6 second cooldown instead of 15 seconds (Snowball Fight remains at a 15 second cooldown).
  • Minionmancer: Heimerdinger's turrets now correctly gain Minionmancer's bonus health instead of a smaller amount.
  • Earthwake now triggers repeatedly with Akshan E.
  • Fey Magic works with abilities tagged as ultimates, notably Heimerdinger and Twitch
  • Chauffeur: Ornn can now cast R2 while attached to his ally.
  • Spellwake: Now works with Jayce's E and Q.
  • Center of the Universe: Now sets the start position of the stars at the start of each round based on your current attack range.
  • Demon's Dance now correctly grants bonus HP if taken after your first augment.
  • Marksmage now correctly applies to Twitch's R and Sylas' passive.
  • Dashing now correctly reduces Warwick's Q cooldown.
  • Chauffeur no longer interrupts Galio during his R.
  • Ultimate Revolution now correctly works with Udyr, refreshing his passive ultimate after 3 seconds.
  • Fey Magic now correctly works with Karma's RQ and RW.
  • All For You should not work with all sources of ally healing, notably Sanguine Gift and Sword of Blossoming Dawn.
  • Dashing now works with Volibear's Q and R
  • Guardian's Hammer now shows up if you sort by Vamp.
  • Guardian's Blade no longer shows up if you sort by Vamp.
  • Maw of Malmortius grants Omnivamp instead of Lifesteal on its lifeline.
  • Hamstringer is no longer a burn, and instead says Bleed
  • You can now buy both Infinity Edge and Navori Flickerblade.

ARAM

Buffs

  • Gangplank: Damage Dealt: 100% ⇒ 105%
  • Jayce: Damage Dealt: 100% ⇒ 105%
  • Shyvana: Damage Dealt: 95% ⇒100%
  • Sivir: Damage Taken: 108% ⇒ 105%
  • Xayah: Bonus Attack Speed: 0% ⇒ 3%

Nerfs

  • Tahm Kench: Damage Taken: 100% ⇒ 105%
  • Xerath: Damage Taken: 100% ⇒ 105%
  • Ziggs: Damage Dealt: 90% ⇒ 87%

ARAM CUP

 Our next Clash tournament for ARAM kicks off this weekend!
Registration Begins: June 10 @ 11:00 AM (Local Time)Tournament Dates: June 15 and 16 (~4-7 PM Local Time, varies by region)

If you have any questions or you're just looking for the full 2024 clash schedule, make sure to check out our Clash FAQ support page

CHAMPION MASTERY

 Since we launched the updated Champion Mastery system in patch 14.10 we've been keeping an eye on how it's landed with all of you. And while some parts were successful, like uncapping mastery and the ability to unlock champion titles, it's clear that we've missed the mark in other places. We're working on updates based on your feedback, such as revisiting the new mastery visuals, that are going to take a bit more time, but this is the first of more changes to come. Make sure to check out the Dev Update that just dropped today for more details! 
  • We've seen player feedback about the bonus Milestone for Champion Mastery being too difficult, so we're lowering the requirements. Now, the bonus milestone will only require three S-grade games instead of seven.

MYTHIC SHOP ROTATION

Now Available

  • Prestige Faerie Court Katarina
  • Prestige True Damage Senna
  • Prestige Brave Phoenix Xayah
  • Prestige Coven LeBlanc
  • Dawnbringer Karma
  • Hextech Nocturne
  • Crystalis Indomitus Xerath
  • Crystalis Indomitus Xerath Chroma (Fractured)
  • Brink of Infinity Emote (Crystalis Indomitus Xerath)

Leaving the Mythic Shop

  • Prestige Arcade Caitlyn
  • Prestige Nightbringer Kayn
  • Prestige Fuzz Fizz
  • Prestige Ascended Pantheon

BUGFIXES & QOL CHANGES

QoL Changes

  • We are changing the way we display ‘successful' ability casts. We used to display success cases such as Aatrox's sweet spot hits using the critical strike symbol, but it caused confusion since it was not an actual critical strike. Going forward we will be using a different icon to signal these kinds of situations.

Bugfixes

  • Fixed a bug with Syndra's Scatter the Weak (E) where it can move Rek'Sai's Tunnel (E), causing the Tunnel to move. In case you weren't familiar, tunnels are not actually movable objects.
  • Fixed a bug with Syndra's Scatter the Weak (E) where it can damage Gwen inside her Hallowed Mist (W).
  • Fixed a bug that caused Viego to receive the base version of an item if he possessed a champion with an Ornn upgraded item.
  • Fixed a bug that caused Viego to permanently lose his Masterwork Item upgrade upon Possessing another champion.
  • Fixed a bug that caused Sundered Sky to not proc on Rengar's empowered leaps.
  • Fixed a bug that caused attacks that tag multiple targets (Twitch R or Smolder Q) to not receive the damage amp from Press the Attack.
  • Fixed a bug that caused Nautilus' W to not apply spell effects.
  • Fixed a bug that caused the display of the first turret destroyed to display an inaccurate gold amount.
  • Fixed a bug that caused Opportunity to grant two Jack of All Trades stacks despite granting three unique stats.
  • Fixed a bug that caused champions with active stealth to not gain energized stacks faster.
  • Fixed a bug that caused Morgana's Joke VO to not display the correct animation.
  • Fixed a bug that caused minions killed by a support item to not count towards Absorb Life.
  • Fixed a bug that caused Flash to not play its VFX if used by the enemy to Flash into the Fog of War.
  • Fixed a bug that caused Malignance to continue to deal damage to Epic monsters after the ground burn disappeared.
  • Fixed a bug that caused Akshan to not prioritize enemy champions with his E if he learned it after marking them with his Passive.
  • Fixed a bug that caused Elise's E damage and healing increased tooltip to show approximately 1000x the amount of damage (don't worry, only the tooltip was bugged).
  • Fix a bug where Pentakill celebrations were being triggered additional times after killing a Champion clone.
  • Fixed a bug where Soul Fighter Samira’s Pentakill celebration had confetti and spotlight VFX partially missing.
  • Fixed a bug where Arcade Ahri’s tails did not fully overlap during the walk cycle and therefore appeared thicker.

Source: League of Legends


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