League of Legends news » Patch 8.19 notes
W base damage increased. E armor penetration increased.
As a valuable counter pick to tanks in top lane, we’re looking to help Darius cleave through some of that armor to encourage teams to think strategically when drafting top lane champions. Although it’s somewhat generic power, percentage armor penetration is considerably more effective against champions like Cho’gath and Ornn than against other fighters like Camille or Aatrox.
W - Crippling StrikeRATIO 40/45/50/55/60% total attack damage ⇒ 50/55/60/65/70% total attack damage
E - ApprehendPassive Armor Penetration 10/15/20/25/30% ⇒ 15/20/25/30/35%
Healing from passive procs increased.
Fiora is a really sharp champion, with matchups where she dominates and matchups where she struggles to gain an edge. We’re being careful with her, but our changes in 8.17 still haven’t gone far enough to reward aggressive play in lane. Increasing the sustain she gets when going for vital procs on her opponents should help resolve this.
Passive - Duelist's DanceVital Healing 25-110 ⇒ 35-110
Q - LungeBUGFIX Lunge will once again correctly prioritize champions and vital procs over killable minions.
Passive damage buffed. W slow increased.
Kha’Zix has been struggling since our changes to his evolved R in patch 8.11. We’d like to give it a bit more oomph in a way that relies on the clever use of ultimate casts to eke out the full value. We’re also amping up the utility of Void Spikes to help Kha’Zix set up plays in ways that aren’t just… murdering you faster.
Passive - Unseen ThreatBonus Attack Damage Ratio 0.2 ⇒ 0.4
W - Void SpikeEVOLVED NON-ISOLATED SLOW 40% ⇒ 60% EVOLVED ISOLATED SLOW 80% ⇒ 90%
W and E cooldown decreased in Spider Form.
Elise used to dominate the early game and facilitate aggressive plays across the map. We want to bring that back, so we’re decreasing the cooldown on some of her playmaking tools so she can more frequently seek out risky opportunities to dominate her opponents.
W - Skittering FrenzyCOOLDOWN 12 seconds ⇒ 10 seconds
E - RappelCOOLDOWN 26/24/22/20/18 seconds ⇒ 22/21/20/19/18 seconds
Passive cooldown decreased.
Jarvan IV has been pretty absent from the meta for the past year and needs a bit more power for players who want to flex him into top lane or jungle. Passive procs enable a faster clear and also encourage an aggressive trading pattern if played in the top lane.
Passive - Martial Cadencenew Martial Cadence now has a visual effect indicating its per target cooldown PER TARGET COOLDOWN 10/8/6 at levels 1/7/13 ⇒ 6 at all levels BUGFIX Tiamat passive will now consistently work when hitting a target with Martial Cadence
AP scaling on Q’s heal increased. E AP ratio increased.
Since Nunu & Willump’s release, we’ve seen a large number of players trying for the super-hype Indiana Jones Raiders of the Lost Ark AP snowball builds. While his tank build is seeing far more success, we want to try to support the fun playstyle that meshes well with their whimsical thematic.
Q - ConsumeHEALING RATIO 0.5 ability power ⇒ 0.70 ability power BUGFIX Tooltip now accurately reflects how much healing Nunu and Willump get from champions
E - Snowball BarrageMAX 9 SNOWBALL HIT ABILITY POWER RATIO 0.45 ability power ⇒ 0.54 ability power WILLUMP’S TURN (ROOT DAMAGE) 0.5 ability power ⇒ 0.8 ability power
W - Biggest Snowball Ever!new Willumps transition to walking after he finishes rolling his snowball will now feel smoother.
Passive movement speed to damage conversion increased.
Janna is currently struggling to find a home in the bot lane in a meta dominated by some of her beefier counterparts. Her defensive attributes are already as powerful as we’re comfortable pushing them right now. We’re increasing her early game poke damage for players that are able to play her aggressively and want to harass their opponents every chance they get.
Passive - TailwindBonus movespeed conversion to damage 15/25/35% at levels 1/7/13 ⇒ 25/35% at levels 1/10
Q mana cost and early cooldown decreased.
Against a cast of champions that can reliably shut Thresh out of making aggressive plays in lane, he needs more opportunities to throw hooks in the early stages of the game. We don’t want to make his hooks hit harder, or cc for longer, so we’re just bumping up how frequently he can cast them.
Q - Death SentenceMANA COST 80 ⇒ 60 COOLDOWN 20/18/16/14/12 ⇒ 16/15/14/13/12
Early ult damage increased.
Pyke’s performance scales down pretty steeply when played against higher-tier opponents who more frequently dodge his fairly projected abilities. We think his reliability is in a pretty solid spot, but want to increase the damage payout Pyke gets for hitting good ults that help close out fights. This power only impacts his early and mid game, and his damage from levels 11-18 is unchanged.
R - Death From BelowBase Damage (breaks even at level 11) 200/250/300/350/400/450/475/500/525/550/575/590/605 ⇒ 250/290/330/370/410/450/475/500/525/550/575/590/605
Base HP down; HP per level up.
Similar to Braum last patch, we’re looking to drain some of Tahm Kench’s baseline sturdiness. Reducing Tahm’s base HP should make him rely more on his defensive tools to find success in lane, while increasing his HP gained per level will make it slightly easier for him to wade into the enemy team late game.
Base StatsHealth 610 ⇒ 540 Health Growth 95 ⇒ 102
W - DevourBUGFIX Allies Tahm Kench has devoured will no longer sometimes be targetable when first swallowed.
Base movement speed increased. R range increased.
In a meta that often sees two or more tanks on a team and short-range ADCs in bot lane, Kog’Maw has been surprisingly absent. We’re giving him some base movement speed to help him kite aggressively and go for trades against some of those short-range champions like Kai’sa and Xayah. Early game buffs to his ult’s range will also help him chase down opponents after ganks or trades.
Base StatsMovement Speed 325 ⇒ 330
R - Living ArtilleryRange 1200 / 1500 / 1800 ⇒ 1300 / 1550 / 1800
Passive max HP burn increased. AP decreased.
Liandry’s has a pretty clear purpose—build it when you have damage over time and CC in your kit, or when the enemy has a really tanky team. While it has a solid set of core users who meet the first condition, it could do a better job of dealing with multiple tanks. We’re adding more max HP burn to address this while reducing its AP to limit burst power slightly.ABILITY POWER 80 ⇒ 75
Torment:DoT against non impaired targets 1% Max HP per second ⇒ 1.5% Max HP per second DoT against impaired targets 2% Max HP per second ⇒ 2.5% Max HP per second
We've updated audio and visuals for a bunch of champions!
Jarvan IVVISUALS Basic attack and ability visual effects have been updated for base Jarvan IV and all skins using base VFX AUDIO Non-VO audio has been updated for base Jarvan IV and all skins using base SFX BUGFIX Jarvan IV now properly plays his dunk animation when casting R - Cataclysm
Lee SinVISUALS Basic attack and ability visual effects have been updated for base Lee Sin and all skins using base VFX AUDIO Non-VO audio has been updated for base Lee Sin and all skins using base SFX KNOCKOUT Knockout Lee Sin's W - Safeguard shield VFX have been updated POOL PARTY Pool Party Lee Sin's Q2 - Resonating Strike marker has been updated GOD FIST God Fist Lee Sin's E - Tempest VFX more clearly indicate the hitbox
VeigarVISUALS Basic attack and ability visual effects have been updated for base Veigar and all skins using base VFX AUDIO Non-VO audio has been updated for base Veigar and all skins using base SFX BAD SANTA Bad Santa Veigar has also received VFX updates LEPRECHAUN Leprechaun Veigar has also received VFX updates
ViVISUALS Basic attack and ability visual effects have been cleaned up for base Vi and all skins using base VFX. This update also optimizes Vi to run more smoothly on slower computers.
SSG EzrealVISUALS Though technically unrelated to the above, SSG Ezreal's ability VFX have received a clarity pass
The default visual effect for movement speed slow effects has been updated!
Baron Nashor, Rift Herald, and Dragon steals are now celebrated (or "celebrated", depending on which side of the steal you were on) via chat call-outs and announcement banners!
In preparation for the 2019 ranked changes and the return of Clash, the profile page design has been revamped. A couple of the profile icons will remain empty for a while, but that should change soon.
Also in preparation for Ranked 2019, we’re now previewing positional matchmaking in Normal Draft only. This means you’ll be matched based on the position you were assigned instead of just having one rating in the background. This should make matchmaking better across the board, and tangibly better when playing secondary and autofilled games. We’re also testing position detection, which determines what position you actually played on the end of game screen. Let us know if it does you wrong.
The following skins will be released this patch. Grab the League Displays app for full-res splash!
The following chromas will be released this patch:
Championship Kha'Zix has an additional 24 chromas; one for each Worlds team!
Celebrating League of Legends' participation in a continental multi-sport event in which China secured 1st place.