League Of Legends: New patch! 8.5

  • 22

Champions

Kaisa.png&resize=64:

Kai'sa

Kai'Sa, Daughter of the Void will be released with patch 8.5! Scope out League's latest predator while you're still alive:
Kai'Sa's splashes will also be available on League Displays!
Azir.png&resize=64:

Azir

Q damage decreased.

Azir has a strong laning phase and a strong late game. Lowering the base damage of Conquering Sands gives enemies more time to deal with the Emperor before his late-game AP scaling kicks in.

AzirQWrapper.png&resize=32:Q - Conquering Sands

DAMAGE70/95/120/145/170  60/80/100/120/140
Galio.png&resize=64:

Galio

Q cooldown and mana cost increased at later ranks.

Galio's ability to roam with Hero's Entrance is tied to how efficiently he can clear waves with Winds of War. A higher mana cost ties that waveclear (and the ensuing roams) more tightly to blue buff.

GalioQ.png&resize=32:Q - Winds of War

COST70/75/80/85/90 mana  70/85/100/115/130 mana
COOLDOWN10/9/8/7/6 seconds  10/9.5/9/8.5/8 seconds
Jhin.png&resize=64:

Jhin

Passive bonus attack damage increased. Q damage ratio increased. W can now root off all of Jhin's damage.

Jhin is still a bit behind the curve for marksmen, and needs a bit more damage to scale into the late game.

Jhin_P.png&resize=32:Passive - Whisper

INNATE BONUS ATTACK DAMAGE2/3/4/5/6/7/8/9/10/11/12/16/20/24/28/32/36/40% total attack damage (at levels 1-18) 4/5/6/7/8/9/10/11/12/14/16/20/24/28/32/36/40/44% total attack damage (at levels 1-18)

JhinQ.png&resize=32:Q - Dancing Grenade

RATIO40/45/50/55/60% total attack damage  40/47.5/55/62.5/70% total attack damage

JhinW.png&resize=32:W - Deadly Flourish

UPDATEDMORE CAPTIVATINGRoots the first champion hit if they were recently hit by Jhin's basic attacks, damage from any allied champion, or are standing in a Lotus Trap  any damage from Jhin or his allies, or are standing in a Lotus Trap
Nocturne.png&resize=64:

Nocturne

Passive healing increased. Passive cooldown refresh on champion hit increased. Q missile speed increased.

Nocturne may need some deeper-level changes in the future, but for now, some feel-good buffs should help him out given how weak he is at the moment.

Nocturne_UmbraBlades.png&resize=32:Passive - Umbra Blades

BASE HEALING10/18/26 (at levels 11/7/13)  15-40 (at levels 1-18)
COOLDOWN REFRESH1 second per hit on champion  2 seconds per hit on champion

NocturneDuskbringer.png&resize=32:Q - Duskbringer

MISSILE SPEED1400  1600

NocturneShroudofDarkness.png&resize=32:W - Shroud of Darkness

DAARRKNNEESSSIf Shroud of Darkness is active when Nocturne re-casts Paranoia to dash to a target, it'll stay active until Nocturne reaches his target

NocturneParanoia.png&resize=32:R - Paranoia

BLACKOUT AND RECAST DURATION4 seconds  6 seconds
Olaf.png&resize=64:

Olaf

E cooldown decreased. E total attack damage ratio increased. R flat bonus attack damage decreased. R bonus attack damage now scales with total attack damage.

Olaf falls pretty flat as matches drag on. We're upping his scaling to help aggro Olaf players keep their blood pumping in later stages of the game.

OlafRecklessStrike.png&resize=32:E - Reckless Swing

COOLDOWN12/11/10/9/8 seconds  11/10/9/8/7 seconds
RATIO0.4 total attack damage  0.5 total attack damage

OlafRagnarok.png&resize=32:R - Ragnarok

FLAT BONUS ATTACK DAMAGE40/60/80  15/20/25
NEWHIT EM HARDEROlaf now also gains 30% of his total attack damage as bonus attack damage for the duration
Rengar.png&resize=64:

Rengar

Ferocity falls off more slowly. Q base damage increased. Q damage ratio decreased at early ranks, increased at later ranks.

Our changes to Rengar last patch were focused on reintroducing Savagery's attack reset paradigm and adjusting some of the interactions between Rengar and his prey during Thrill of the Hunt. With those deeper behavioral changes locked in, we're taking 8.5 to assess some of the power concerns and feels-based oddities that emerged as a result.

Rengar_P.png&resize=32:Passive - Unseen Predator

FEROCITY FALL-OFF TIMER6 seconds  8 seconds
UPDATEDLOCKOUT ON FULL FEROCITYOnly the spell used to gain full Ferocity is locked out
LOCKOUT DURATION FOR Q AND E0.25 seconds  0.1 seconds

RengarQ.png&resize=32:Q - Savagery

BASE DAMAGE20/50/80/110/140  30/60/90/120/150
RATIO1.1 total attack damage  1/1.05/1.1/1.15/1.2 total attack damage
BUGFIXFixed a bug where Empowered Savagery's attack was slightly faster than regular Savagery

RengarE.png&resize=32:E - Bola Strike

NEWPART OF THE PLANIf Rengar presses Q or W during Bola Strike's cast time, he'll now buffer those spells and cast them when Bola Strike completes

RengarR.png&resize=32:R - Thrill of the Hunt

NEWCAT EYESRengar's true vision now lingers on his target until the leap completes, rather than when the leap starts

Bugfixes

BUGFIXFixed a bug where Tiamat could sometimes cause Rengar's basic attacks to use Savagery's animation
BUGFIXIf Rengar was basic attacking a target before casting a spell, he'll now continue stabbing them when the spell completes rather than forgetting what he was doing and standing around awkwardly
Ryze.png&resize=64:

Ryze

E damage increased at early ranks. E spread damage decreased. R cooldown increased.

Compared to other mages with good waveclear, Ryze's method (spread Spell Flux, then pop with Overload) is one of the more difficult to get right. Mistiming Spell Flux against a low-health minion often means you lose out on both the spread and the last hit, making the gap between high- and low-tier Ryzes particularly stark. Given that Ryze has been popping off in pro again (despite questionable performances on live servers), we're making Ryze's waveclear easier to access in the early game while reducing its overall potency. Realm Warp's cooldown is also targeted at pro play, given how much harder it is to coordinate in solo queue.

RyzeE.png&resize=32:E - Spell Flux

DAMAGE50/75/100/125/150  70/90/110/130/150
SPREAD DAMAGE100%  50%

RyzeR.png&resize=32:R - Realm Warp

COOLDOWN120 seconds  180 seconds
Shyvana.png&resize=64:

Shyvana

Attack damage per level increased.

Last patch, we toned down Shyvana's scaling attack damage and Q - Twin Bite to compensate for the additional power Press the Attack was bringing. It turns out, those were too much combined, so we're reverting the scaling attack damage changes.

Base Stats

ATTACK DAMAGE GROWTH2.8  3.4
Skarner.png&resize=64:

Skarner

E stun duration decreased.

So few people play Skarner that it took a while for us to notice how strong the patch 8.1 changes to Skarner had made him. Now that it's on our radar, we're splitting the difference between Fracture's pre- and post-8.1 stun duration to put him in a less oppressive spot.

SkarnerFracture.png&resize=32:E - Fracture

STUN DURATION1.5 seconds  1.25 seconds
Swain.png&resize=64:

Swain

Q cooldown decreased at early ranks. W radius increased. E radius increased. Champions no longer block Demon Flare missiles.

Still focusing on usability for now, as Swain isn't that far off from being balanced.

SwainQ.png&resize=32:Q - Death's Hand

COOLDOWN7.5/6.25/5/3.75/2.5 seconds  5.5/4.75/4/3.25/2.5 seconds

SwainW.png&resize=32:W - Vision of Empire

RADIUS265  325

SwainE.png&resize=32:E - Nevermove

RADIUSIncreased to match visuals from 70  100
BUGFIXFixed a bug where Nevermove was starting its return a frame too slowly
BUGFIXFixed a bug where Nevermove would sometimes not root its primary target hit by the return portion

SwainR.png&resize=32:R - Demonic Ascension

NEWOVERWHELMINGDemon Flare now passes through champions. Effects like Yasuo's E - Windwall and Braum's E - Unbreakable still block the portion of the nova they intercept.
BUGFIXFixed a bug where Swain's ultimate cooldown indicator was displaying as always available to his allies
Tristana.png&resize=64:

Tristana

Attack range decreased, especially at early ranks. W base damage increased.

Tristana's early game strength allows her to coast too easily into the late game, so we're giving her a notable lane weakness (lower range) while still giving her a success case (all-ins).

Base Stats

ATTACK RANGE550-669 (at levels 1-18)  525-661 (at levels 1-18)

TristanaW.png&resize=32:W - Rocket Jump

BASE DAMAGE60/110/160/210/260  85/135/185/235/285
Twitch.png&resize=64:

Twitch

E base damage increased.

We went a bit too hard on Twitch last patch and are half-reverting Contaminate's nerf.

TwitchExpunge.png&resize=32:E - Contaminate

BASE DAMAGE20/25/30/35/40  20/30/40/50/60
Volibear.png&resize=64:

Volibear

E knockback duration decreased.

The changes to Volibear were meant to give him the ability to disrupt mobility, allowing him a better chance to stick to targets who would otherwise dash away. However, the long duration is also just making it too consistent as a primary initiation or disengage tool.

VolibearE.png&resize=32:E - Majestic Roar

UPDATEDEXTRA SCARYSlightly increased the speed—but decreased the duration—of the knockback
Zoe.png&resize=64:

Zoe

Lots of changes. Primarily, Q does less AoE damage, and instead of applying More Sparkles!, does bonus base damage by level. Basic attack and W ranges increased.

Now that we've taken away Zoe's oppressive strengths, we're looking to put power back in her kit where it's appropriate. We're decoupling Q - Paddle Star from Passive - More Sparkles!, but buffing its base damage and ratio and giving it its own per-level scaling. We're also upping Zoe's basic attack range and Spell Thief's damage to incentivize her to stick around after landing Paddle Star. This pushes Zoe to stay in threat range for a bit longer to hit her full damage output, giving opponents more of a chance to fire back in return.

Base Stats

ATTACK RANGE525  550

ZoeQ.png&resize=32:Q - Paddle Star

DAMAGE45/60/75/90/105  50/75/100/125/150
NEWMORE DAMAGEPaddle Star's base damage is now increased by 7/8/10/12/14/16/18/20/22/24/26/29/32/35/38/42/46/50 (at levels 1-18)
RATIO0.2 ability power  0.6 ability power
REMOVEDFEWER SPARKLESNo longer deals Passive - More Sparkles!damage to the first target hit
EXPLOSION DAMAGE100%  80%

ZoeW.png&resize=32:W - Spell Thief

ENEMY LOCK-ON RANGE525  550 (matching the buff to Zoe's attack range)
DAMAGE70/115/160/205/250  75/120/165/210/255
RATIO0.6 ability power  0.75 ability power
Sion.png&resize=64:

Sion

Bugfixin'.

SionE.png&resize=32:E - Roar of the Slayer

BOWLING WITH SIONFixed a bug that made Roar of the Slayer's pass-through damage radius much wider than intended
BOWLING WITH SION IN THE JUNGLEJungle monsters launched by Roar of the Slayer now properly damage enemy champions

 

Items

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Banner of Command

Siege minion bonus damage to turret effects from Banner of Command and Hand of Baron no longer stack.

We knew going into last patch that we'd need to watch our changes to Hand of Baron closely—particularly when combined with Banner of Command on siege minions. Baroned+Bannered siege minions still deal more damage to turrets than they did in 8.3 (due to the bonus attack damage bugfix), but to a lesser extent than in 8.4.
REMOVEDDOUBLE-DOUBLESBanner of Command's damage multiplier against turrets no longer stacks with the identical multiplier Hand of Baron grants to siege minions
1401.png&resize=64:

Enchantment: Cinderhulk

Bonus health multiplier decreased.

As the meta has grown more favorable to tanks—especially jungle tanks—Cinderhulk has gained in popularity. , to the point where non-tanks like Jax are picking it up.
PERCENT BONUS HEALTH MODIFIER20%  15%
3030.png&resize=64:

Hextech GLP-800

Active damage and slow increased.

We brought the damage on GLP's active down when we updated it last patch since its component Lost Chapter is more appealing to bursty champs than Catalyst of Aeons, and we didn't want to turn GLP into a must-buy. While we did sidestep that risk, GLP is unappealing to everyone right now. We're upping its damage nerfs to make GLP a more enticing option.

(...Upon further inspection, said damage nerfs missed the patch 8.4 notes. Sorry about that.)
DAMAGE75-150 (at levels 1-18)  100-200 (at levels 1-18)
UNDOCUMENTED 8.4 RATIO NERF0.35 ability power prior to 8.4  0.2 ability power in 8.4, unchanged in 8.5
SLOW40%  65%
3083.png&resize=64:

Warmog's Armor

Health threshold for Warmog's Heart increased.

The ability to poke, trade, and harass champions before forcing a fight is critical to many champions' play patterns, not to mention the whole laning phase. When poke doesn't stick, champions who rely on whittling down opponents are unable to set up favorable fights or even just force the enemy out of lane. On the whole, this discourages them from interacting with the enemy altogether. The Warmog's Heart passive is currently forcing this passivity too early in the game, and specifically at too low of an investment. We want champions to be able to opt into resisting poke patterns, but it should take more of a durability investment than just Warmog's Armor to do so.
HEALTH THRESHOLD2750  3000

 

Turrets

Damage to melee minions increased.

The removal of bonus damage to minions has left some champions struggling to last-hit under tower.
DAMAGE TO MELEE MINIONS43% melee minion's maximum health  45% melee minion's maximum health
FREE BUGFIXThe turret item tooltip for damage dealt to minions incorrectly listed 45%. That number is now correct.

 

Jungle Objectives

Cloud Drake Buff

Rather than only granting out-of-combat movement speed, now grants movement speed at all times that increases while out of combat.

Cloud Drake has always been good for pick-based compositions who want to catch opponents out of position, but not as appealing for other comps. We're shifting the movement speed to have both in and out of combat applications so more teams find it rewarding to take.
NEWALWAYS FASTNow grants 2% bonus movement speed per stack, tripled while out of combat
REMOVEDSOMETIMES FASTNo longer gives 25 out of combat movement speed per stack

 

Runes

Precision-Domination Stat Bonus

Bonus attack damage/ability power increased.

Domination gives fewer stats than Sorcery because the keystones have more raw power. Somebody taking Domination secondary isn't getting a Domination keystone, so they should get the full stat bonus.
ABILITY POWER BONUS9 ability power  10 ability power
ATTACK DAMAGE BONUS5.4 attack damage  6 attack damage

Press the Attack

Damage amplification increased at early levels.

Last patch, we sought to reduce a bit of the power Press the Attack had in the laning phase—particularly in duo lanes where two champions could take advantage of it. We went overboard, so we're returning to a midpoint.
DAMAGE AMP4-12% (at levels 1-18)  8-12% (at levels 1-18)

Fleet Footwork

Ranged penalty on minion heal increased.

A number of marksmen are using Fleet Footwork like old Warlord's Bloodlust: to coast through the laning phase by using minions as health batteries. The counter to sustain should be an aggressive lane which can overcome it and all-in, but at the moment the main counter to Fleet Footwork is... Fleet Footwork, which means it's too strong. We're weakening that sustain so that opponents have a better shot at getting a meaningful laning advantage through poke and trades.
RANGED CHAMPION HEALING OFF MINIONS60%  30%
BUGFIXFleet Footwork's total healing listed in the Runes panel now only increases when it actually heals you

Aftershock

Cooldown increased.

When Aftershock activates, you can't kill its user. Then it explodes, and they damage you. In theory, you should now fight them in their window of weakness, but that window isn't meaningfully long (less than a minion wave!).
COOLDOWN20 seconds  35 seconds

Manaflow Band

Now has a cooldown indicator!

 

Open Parties

Later this patch, it’s getting easier for friends and friends of friends to hop into your party ahead of game.

Sending a bunch of game invites is a pain in the ass. Open parties now make your game appear on your friends’ um, friends lists. They can see what queue you’re in, your current party size, and join your team with one click. No invite required.
OPEN PARTIESAre now a thing and will be on by default
SHUT THE FRONT DOORCan be turned off on the party screen with one click. The client remembers your setting.
MUTUAL FRIENDS WITH BENEFITSWhen your friend joins an open party, their friends can then see the open party

 

Loot Changes

We’ve posted full loot tables on the Player Support site, which we'll keep updated whenever we make changes. Here are a few other changes coming this patch:
NO CHEAP CHAMPSNow Hextech chests will only drop shards for champions worth 4800BE or more
A LITTLE EXTRA OEWhen you get a ward skin shard from a Hextech Chest, it'll now come with 150 bonus OE
BIG DROP, FREE UNLOCKUltimate and Mythic skins will now drop as auto-redeeming permanents (no orange essence required to upgrade them). If you already own the skin, you'll be able to disenchant the permanent for orange essence.
CHEAPER MASTERYChampion mastery 6 cost will be reduced by 800BE to 2450BE. Champion mastery 7 will be reduced by 950BE from 2950BE.

 

Bugfixes

  • Alistar can now correctly queue up orders other than Q - Pulverize during W - Headbutt
  • The Bone Plating rune no longer goes on cooldown without doing anything when Yasuo's Passive - Way of the Wanderer activates
  • Fixed a tooltip bug where selling Spellbinder then undoing the sell would restore the stacks you had before selling, but cause the counter on the buff bar to visually restart
  • The Madness passive on Haunting Guise and Liandry's Torment no longer modifies true damage, matching rules around other damage-amplifying effects (ex. Vladimir's R - Hemoplague)
  • Completing the quest line for Timeworn Targon's Brace and Timeworn Face of the Mountain no longer causes the Spoils of War passive to heal for an incorrect amount
  • Lux's Q - Light Binding projectile now visually disappears after it hits a second target, since it doesn't actually do anything after that point
  • Battlecast Cho'Gath's E - Vorpal Spikes no longer use classic SFX when Cho'Gath has 10+ stacks of R - Feast
  • Dark Star Jarvan IV's recall VFX no longer appear underground when he uses Zhonya's Hourglass
  • Forecast Janna’s “I'm live at the scene and it's just... cats and dogs here” VO line once again plays at the beginning of the match if conditions are met

 

Upcoming Skins, Chromas, & Emotes

The following skins will be released in patch 8.5:

The following chromas will be released in patch 8.5:

Illaoi_Battlecast_chromasl.jpg

Resistance Illaoi (Ruby)

Resistance Illaoi (Pearl)

Resistance Illaoi (Catseye)

Resistance Illaoi (Obsidian)

Resistance Illaoi (Aquamarine)

Resistance Illaoi (Tanzanite)

Resistance Illaoi (Rose Quartz)

Kaisa_Goddess_chromas.jpg

Bullet Angel Kai’Sa (Catseye)

Bullet Angel Kai’Sa (Ruby)

Bullet Angel Kai’Sa (Rose Quartz)

Bullet Angel Kai’Sa (Aquamarine)

Bullet Angel Kai’Sa (Obsidian)

Bullet Angel Kai’Sa (Granite)

Bullet Angel Kai’Sa (Amethyst)

Bullet Angel Kai’Sa (Pearl)

ChoGath_Battlecast_chromas.jpg

Battlecast Prime Cho’Gath (Ruby)

Battlecast Prime Cho’Gath (Catseye)

Battlecast Prime Cho’Gath (Sapphire)

Battlecast Prime Cho’Gath (Pearl)

Battlecast Prime Cho’Gath (Obsidian)

Battlecast Prime Cho’Gath (Tanzanite)

Replies • 15


The Dark Child

To sum up:

Buffed: Jhin, Nocturne, Shyvana, Swain, Twitch
---
Nerfed: Azir, Galio, Ryze, Skarner, Volibear
---
Adjust: 
Olaf, Rengar, Tristana, Zoe
---
New Champion: Kai'Sa
---
New Skin: Resistance Illaoi




Interstellar
christinajp said:

Cloud dragon buff! Woo

This one looks for me like the best change...


The Dark Child
andowegner said:
christinajp said:

Cloud dragon buff! Woo

This one looks for me like the best change...

It really deserved a buff so I'm happy they finally did it:)