- Akali
- Twin Disciplines
- Initial spell vamp gained upon obtaining 10 bonus attack damage reduced to 8% from 10%
- Additional spell vamp reduced to 1% per 6 attack damage from 1% per 5 attack damage
- Initial magic damage bonus upon obtaining 20 ability power reduced to 8% from 10%
- Additional magic damage bonus reduced to 1% per 6 ability power from 1% per 5 ability power
- Mark of the Assassin
- Projectile base damage and proc base damage reduced to 45/70/95/120/145 from 50/75/100/125/150
Looks like the passive nerfs to Akali through the gunblade didn’t quite satisfy Riot so they’ve decided to hit her directly this time, and it’s all similar to what was hit with gunblade. More sustain nerfs.
Caitlyn
- Base movement speed reduced to 300 from 305
Not much to say about this, not really even a deal. Meh.
Corki
- Phosphorus Bomb
- Base damage increased to 80/130/180/230/280 from 70/120/170/220/270
- Now reveals champions for 6 seconds in addition to revealing the area for 6 seconds (does not reveal stealth)
Small buff to damage from this, but a nice utility buff for his Phosphorus bomb, being able to use it to see into bushes and keep champions seen is going to be big in bot lane.
Ezreal
- Essence Flux is now correctly flagged as an area effect spell
Small bug fix that will slightly drop the slow from Rylai’s Crystal Scepter and lower spell vamp percentages slightly, most people play him as AD so I don’t see this affecting him at all.
Graves
- General
- Attack range reduced to 525 from 550
- Base mana lowered to 295 from 342
- Buckshot damage per additional missile reduced to 25% from 30%
- Fixed a few small tooltip errors
Range and mana nerfs don’t seem like a whole lot just looking at them, but that’s one less spell he’ll be able to spam when sitting at full mana and that much more susceptible to counter-harass than he currently is. I think this might be the last of the changes we’ll see to Graves for a while since he’s not in a bad spot and the rest of the carries will likely just be buffed up to where he’s at now if it’s a problem
Kassadin
- Null Sphere cast range reduced to 650 from 700
- Force Pulse damage increased at earlier ranks to 80/130/180/230/280 from 60/115/170/225/280
Kassadin’s range was a pretty big reason he was able to counter mages hard in middle, being able to silence and run from such a big distance that most mages would only be able get one spell out of their combo/arsenal and Kassadin would be able to just run away like nothing happened. The early damage buff for force pulse is nice too, since his only reliable damage output is his null sphere early on.
Katarina
- Shunpo
- Now moves Katarina in front of the target
- When Killer Instincts is active, Katarina moves behind the target
Pretty nice change to Katarina, adding a little more thought to her game play, being able to play some mind games on the enemies for where she’ll appear with a clutch Killer Instincts before Shunpo.
Kog’Maw
- Bio-Arcane Barrage attack range bonus reduced to 130/150/170/190/210 from 130/160/190/220/250
I always thought this ability was a little too powerful giving a % health attack AND a massive attack range boost (longest in the game) and during that time he was nearly untouchable, combined with his carpet slow.
Malphite
- Base armor increased to 21.75 from 16.75
- Brutal Strikes cooldown reduced to 14 seconds from 16 seconds
- Ground Slam cooldown reduced to 7 seconds from 8 seconds
Haven’t seen much Malphite being played, mostly because he’s not a real strong pick, the cooldown reductions will definitely help him out here, being able to not only slow more often but push out some more damage. The only problem I really see with this is his mana dropping a lot quicker than normal.
Master Yi
- Alpha Strike mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120
- Highlander mana cost reduced to 100 from 120
Some really nice Yi buffs this patch, this is going to make his laning and jungle a fair bit easier. I’ll definitely be picking him up more often now
Miss Fortune
- Bullet Time attack damage ratio increased to .45 from .4
I was expecting a bit more when I heard Miss Fortune was getting buffed this patch, she’s outclassed by every other ranged AD carry that this small of a buff was a bit disappointing.
Nocturne
- Unspeakable Horror
- Cast range reduced to 425 from 500
- Tether range reduced to 465 from 525
Not sure where these came from. I haven’t really had any problems with Nocturne and I haven’t even seen him being picked a lot lately and these are some pretty big nerfs to just throw out there.
Olaf
- Olaf is now immune to blinds and silences while Ragnarok is active
A pretty big buff to Olaf, being able to reliably drop his true damage and always be able to put out damage, this is definitely going to make him a higher priority target in team fights.
Orianna
- General
- Base mana regen increased to 7 per 5 seconds from 4.5 per 5 seconds.
- Mana regen per level increased to .5 per 5 seconds from .45 per 5 seconds
- Command: Attack cast range increased to 825 from 800
Seems like they’re un-nerfing Orianna in different places they nerfed her at in the first place. She was definitely nerfed a bit hard last time. Still a pain to lane against in the right hands though.
Rumble
- The Equalizer now works with smart cast (Hold down the smart cast hotkey to mark the beginning of the line, and release the hotkey to cast)
As a player that uses smart cast for everything, this change is welcome because of needing to switch around key bindings. I was hoping this would go through, smart cast rumble players rejoice!
Sion
- Cryptic Gaze ability power ratio reduced to .9 from 1
- Death’s Caress ability power ratio reduced to .9 from 1
Sion recently became the flavor of the month, so I was expecting this to happen soon. I was able to play against him but lots of people were having issues with him. I anticipate some kind of compensation buffs soon.
Sona
- Aria of Perseverance
- Mana cost adjusted to 60/65/70/75/80 from 65 at all ranks
- Passive aura reduced to 7/9/11/13/15 armor and magic resist from 8/11/14/17/20
Sona has always been a very solid pick for bottom lane support and I doubt this is going to change it very much since she still has amazing poke to compliment the AD carry as well as a damage buff for them.
Teemo
- Noxious Trap now has an ammo stack and reload time indicator on the buff bar
A nice change that Riot’s been rolling to a lot of these stack-able abilities.
Tristana
- Base attack damage increased to 46.5 from 44.5
- Tristana will now automatically attack the target she casts Explosive Shot on
- Buster Shot
- Knockback radius increased to 200 from 175
- Now has an indicator around the target to show knockback radius (similar to Brand’s Conflagration)
Some small buffs, there have been a lot of these rolled around to AD carries that don’t get much play so we’ll definitely be seeing some more of these.
Vladimir
- Fixed a bug where the display range for Tides of Blood was much shorter than the actual range
Nice bug fix for new Vlad players getting used to his range.
Items
- Wriggles Lantern Life Steal reduced to 15% from 18%
- Odyn’s Veil no longer triggers spellcast effects like Sheen, Tear of the Goddess, or Ryze’s passive
- Warmog’s Armor and Priscilla’s Blessing are no longer purchasable in the Dominion game mode
Interesting change to wriggles, probably for the recent addition of the 3% life steal added to the masteries. I’m not a big dominion player, but when I did, stacking health seemed the way to go for that. Removal of warmogs will change play up a bit.
General
- Added small amounts of experience to various jungle monsters in order to maintain current jungling paths without the necessity of the Awareness mastery (which increases experience gained)
With the mastery changes the experience gain was thrown close to the bottom of the tree so this is necessary for junglers to still be viable
- Dr. Mundo’s Burning Agony, Irelia’s Ionian Duelist, Trundle’s Contaminate, and Singed’s Insanity Potion now additionally reduce silences and blinds, but no longer allow them to walk through persistent slowing fields such as Kog’Maw’s Void Ooze when stacked with other disable duration reductions (IE: Tenacity)
Most of these champs are already pretty powerful, not sure it was the best thing, but it might have been a tech restriction or something.
Death Recap
- Improved Death Recap to show more accurate damage over a longer period of time
- Fixed numerous bugs with the display of ability damage
Depends on how much more accurate it became, because it’s not very accurate to begin with. Hopefully it will help new players with what to build against (armor MR etc) being able to see the actual damages/types.
Summoner Spells
Clairvoyance
- Cooldown increased to 70 seconds from 55
- Improved Clairvoyance increases duration by 2 seconds, down from 4 and no longer reduces the cooldown
I remember seeing something on the forums about this a while ago. Morello said “We’re going to wreck Clairvoyance” and that they did; a massive CD increase and no more CD reduction from the masteries, I have a feeling it’s still going to be an auto pick for support because there’s nothing else that can really go there, aside from maybe the new heal.
Cleanse
- Now cleanses summoner spell debuffs such as Exhaust’s movement speed and damage reduction and Ignite’s damage over time
- Cooldown increased to 210 seconds from 150 seconds
- Improved Cleanse no longer reduces cooldown, but now extends the secondary disable reduction buff by 1 second
The cooldown increase for Cleanse is huge, but with the ability to remove ignite and exhaust it’s still going to be a strong pick for carries or tanks to cause havoc, at least for a teamfight.
Exhaust
- Duration reduced to 2.5 seconds from 3 seconds
- Improved Exhaust no longer increases the duration
Most people got the exhaust mastery so the duration reduction is pretty harsh, taking off about a full second of making the carry tolerable. It will still be a strong pick because of how effective it is against the enemy carry.
Ghost
- Now improved in the Offense Mastery tree instead of Utility
I’m not a big fan of this, as with casters in the offense tree there’s four ranks for ability power and you generally take all the points in that talent and skip out on the offense mastery.
Heal
- Heal amount per level increased to 25 from 20
- Improved Heal no longer reduces the cooldown but now increases the amount healed by 15%
Combined with the mastery, this ability could very well be a valid pick for 5′s over clairvoyance as a support, raising the base heal at 18 by close to 100 and being able to increase by 15% supports without a heal could be useful with this for clutch situations.
Promote
- Added to Summoner’s Rift
- Promotes the nearest allied siege minion, increasing its attack range, health, armor, and magic resist. 180 second cooldown base.
- Improved in the Utility tree – Improved Promote increases the defensive bonus stats of promoted minions by 15%
- Now usable at Summoner Level 8 (on both the Crystal Scar and Summoner’s Rift), up from Summoner Level 1
Getting replaced for fortify for Summoner’s Rift this is going to be a strong pick for anyone, because these minions will tear towers apart, good pick for counter-pushing.
Revive
- Health bonus upon reviving is now innate to the spell (as opposed to requiring Improved Revive)
- Improved Revive now grants a 125% movement speed increase upon revival (Improved Revive no longer grants a 225% movement speed increase)
Strange change to revive and I don’t think this will make it more attractive for people to legitimately pick in a competitive environment, but it’s a step in the right direction.
Smite
- Now improved in the Defense tree instead of Offense
- Improved Smite no longer reduces cooldown but the gold gained on cast is increased to 10 from 5
- Cooldown reduced to 70 seconds from 75 seconds
This is a pretty big buff to junglers, they pretty much just doubled the gold gain from smite and with the new defense mastery tree, it’s very attractive for jungling so they won’t have to drop an unnecessary point into the offense tree for that smite.
Surge *New*
- Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds (220 second cooldown)
- Improved Surge increases the attack speed bonus to 40% and ability power gained by 10%
- Usable at summoner level 1
I really like this new summoner spell, although I think the cooldown is a bit high. It’s going to be a great pick for champions like Teemo or even Akali since she gets bonus damage to her auto-attacks and the ability power gain is nice for casters, about 100 for 12 seconds is pretty devastating, and could even help push towers down a bit with the attack speed increase.















