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Patch 10.4

Hello to everyone except those who aren't my friend.

Before we dive into the patch changes, a quick PSA-- patch 10.4 will not be going live until February 20 due to American holidays!

In this patch, we're breaking top Sona and Soraka since they're grossly overpowered in the lane. Additionally, we're making larger changes to the jungle champion pool and giving some traditionally non-jungler champions better tools to do so if they want. This way, we're diversifying the arguably small champion pool for veteran and new players. And finally, we're making Aphelios a little easier to understand not just for the person playing him, but for his opponents too.

SonaSquare.png Hanna “shio shoujo” Woo

Mid-Patch Updates[]


Tahm KenchSquare.pngTahm Kench
DEVOUR BUGFIX : Tahm Kench will now properly spit out allies in front of him when using Devour

2/21/2020 Tiamat And Ravenous Hydra Bugfix & Immolate Items, Sona, And Soraka Balance Changes[]

TIAMAT AND RAVENOUS HYDRA BUGFIX : Fixed a bug that allowed Poppy to proc Tiamat's and Ravenous Hydra's Active from range


TIAMAT AND RAVENOUS HYDRA BUGFIX : Fixed a bug that allowed Rengar to proc Tiamat's and Ravenous Hydra's Active from range


SONG OF CELERITY SELF-HASTE : [20% (+0.03 per 100 AP)]
10/11/12/13/14% (+0.03 per 100 AP)


ASTRAL INFUSION COOLDOWN : [8/6.5/5.3.5/2 seconds]
6/5/4/3/2 seconds
ASTRAL INFUSION COST : [50/55/60/65/70 mana]
40/45/50/55/60 mana
ASTRAL INFUSION REJUVENATION HP COST : Reduced by [40/55/70/85/100]
60/70/80/90/100 %


+0.01 bonus health)
+0.03 bonus health)
+0.04 bonus health)

2/20/2020 Viktor Bugfix[]

GRAVITY FIELD BUGFIX : When playing Viktor on the Chaos side (top side) his Gravity Field will successfully stun enemies walking through or standing on it on the third stack

2/19/2020 Trundle/Bami's Cinder Bugfix[]

BAMI'S CINDER BUGFIX : Trundle can no longer hurt his allies if he has Bami's Cinder or any of the items that it builds into by casting his pillar on an ally champion and displacing them

Patch Highlights[]

Patch 10.4 Banner.jpg
Blood Moon Tryndamere, Katarina, and Master Yi will be available on February 21, 2020.


AmumuSquare.png Amumu  
Q dash speed increased. R cooldown decreased and now stops dashes.

these buffs, plus the Immolate changes (spoiler alert!) in 10.4 should help Amumu as he tries to play with the big boys.

Bandage Toss.png Q - Bandage Toss
DASH SPEED : [1350] 1800 after hitting an enemy

Curse of the Sad Mummy.png R - Curse of the Sad Mummy

COOLDOWN : [150/130/110 seconds]
130/115/100 seconds
STOP! IN the NAME of LOVE Now stops enemies in the middle of their dashes

ApheliosSquare.png Aphelios  
Players can now see both of Aphelios' guns. Calibrum no longer resets basic attack timer after consuming a mark. Crescendum sentries die faster. R range decreased.

Aphelios is the galaxy brain marksman whose kit has a billion things you have to learn, but he's stressing out opponents who can't understand what he's doing and seems to be lacking adequate counter play at higher ranked games. Better clarity will lead to a drop in Aphelios' performance since opponents will more frequently make correct decisions, but we also threw some raw nerfs with a focus on making sure opponents have successful ways to catch him and beat him up.

Weapons of the Faithful.png Passive - Weapons of the Faithful
WEAPON VIEW Players can now see both guns Aphelios is holding next to his health bar

Calibrum, the Rifle.png Calibrum, the Rifle

BASIC ATTACK RESET Aphelios no longer resets his attack timer right after consuming a mark (his attack timer still resets for the mark attack)

Crescendum, the Chakram.png Crescendum, the Chakram

RED VS. BLUE : Aphelios' sentry's range indicators are now red for enemies when it's inactive
BASE NUMBER of SENTRY ATTACKS : [4] 3 (the number of attacks still scale with attack speed)
SENTRY HEALTH AGAINST RANGED : Ranged basic attacks deal [2] 3 damage (Sentries have 6 health)
SENTRY HEALTH AGAINST AOE : AoE attacks deal [2] 4 damage (Sentries have 6 health)
SENTRY BUGFIX : Aphelios' sentries no longer occasionally die upon being activated

Moonlight Vigil.png R - Moonlight Vigil

RANGE : [1600] 1300

Aurelion SolSquare.png Aurelion Sol  
W active star damage increased.

Like Sailor Star Maker during the time of Sailor Moon Stars, Aurelion Sol's "Star Gentle Creator" is a little weaker this patch.

Celestial Expansion.png W - Celestial Expansion
ACTIVE INCREASED STAR DAMAGE : Increases total damage by [50%] 40%

CaitlynSquare.png Caitlyn  
Bonus AS at level 1 increased.

Sharpening (can you sharpen guns?) Caitlyn's early game harass potential since she's sitting in a pretty weak spot right now.

Base Stats
BONUS ATTACK SPEED : [10%] 20% at level 1

GarenSquare.png Garen  
Increased Q empowered basic attack damage ratio. Increased W resistances after max from enemy kills. W shield increased.

Our goal is to bring back build diversity for Garen, specifically buffing his tankier builds while keeping his damage-oriented builds still viable. To that point, there is a change missing in this section that's included in the Jungle Champions section instead, so look below for that!

Decisive Strike.png Q - Decisive Strike

Courage.png W - Courage

BLOOD of MY ENEMIES At max resistances from enemy kills, Garen increases his bonus armor and magic resist by 10%
SHIELD : [0.1 maximum health]
70/95/120/145/170 (+0.2 bonus health)

GnarSquare.png Gnar  
Base MS increased. Passive Mini Gnar MS decreased. R damage ratios increased.

Similar to Garen, we have a jungle Gnar-specific change which you could find in the Jungle Champions section. But generally, we're looking to power him up a little bit, specifically when he's Mega Gnar, since he's feeling a bit underwhelming even has a huge hulking monster.

Base Stats
MOVEMENT SPEED : [325] 335

Rage Gene.png Passive - Rage Gene

BONUS MOVEMENT SPEED : [10-30 (levels 1-18) in Mini Gnar form]
0-20 (levels 1-18) in Mini Gnar form

GNAR!.png R - GNAR!

DAMAGE RATIO : [0.2 attack damage, 0.5 ability power]
0.5 attack damage, 1.0 ability power

JayceSquare.png Jayce  
Base mana and mana growth increased. Q base damage increased.

Jayce should now be able to cast more abilities to fend off his opponents.

Base Stats
MANA : [357.2] 375
MANA GROWTH : [37] 45

To The Skies!.png Q - To the Skies!

BASE DAMAGE : [45/80/115/150/185/220]

LuxSquare.png Lux  
Q damage increased; cooldown decreased early. Lux can now Flash while casting R.

Buffing support Lux to give players the option to viably take her bot lane.

Light Binding.png Q - Light Binding
BASE DAMAGE : [70/115/170/205/250]
DAMAGE RATIO : [0.7] 0.6 ability power
COOLDOWN : [13/12/10/11/9 seconds]
11/10.5/10/9.5/9 seconds

Final Spark.png R - Final Spark

FLASHDANCE Lux can now Flash while casting Final Spark

RammusSquare.png Rammus  
Base AS and AS ratio increased.


Base Stats
ATTACK SPEED : [0.625] 0.656
ATTACK SPEED RATIO : [0.625] 0.656

SingedSquare.png Singed  
Base health and armor decreased.

Singed was pumped up on his plant-based potion before it was cool. While his healthy libations have been letting him conquer the top lane, we're going to make his triumphs a bit more risky by reducing his early tankiness.

Base Stats
HEALTH : [610] 580
ARMOR : [37] 34

SonaSquare.png Sona  
Auras now grants Sona mana at first ally tag. Q, W, and E costs increased.

I don't play her top anyways.

Hymn of Valor.png Q - Hymn of Valor
MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST : [50/55/60/65/70 mana]
75/80/85/90/95 mana

Aria of Perseverance.png W - Aria of Perseverance

MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST : [80/85/90/95/100 mana]
105/110/115/120/125 mana

Song of Celerity.png E - Song of Celerity

MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST : [65] 90 mana

SorakaSquare.png Soraka  
Base stats adjusted. Q self-heal, Rejuvenation heal duration, and bonus movement speed decreased; Q cost increased. W health cost decreased when Rejuvenated; heal increased later.

Chipping away at Soraka's top lane potency as she's the winningest top laner at the current moment. We also want to keep the impact on her support lane minimal as she’s not overperforming there.

Base Stats
HEALTH : [529.04] 535
HEALTH GROWH : [78] 74
MANA : [350.8] 375
MANA GROWTH : [60] 40
ATTACK DAMAGE : [50.04] 50

Starcall.png Q - Starcall

SELF-HEAL : [60/80/100/120/140 (+0.5 AP)]
40/50/60/70/80 (+0.3 AP)
COST : [40/45/50/55/60 mana]
60/65/70/75/80 mana
BONUS MOVEMENT SPEED : [15/20/25/30/35%]

Astral Infusion.png W - Astral Infusion

ME AFTER A MASSAGE AND ICE CREAM While Soraka is Rejuvenated, the 10% maximum health cost for casting Astral Infusion will be reduced by 40/55/70/85/100%
HEAL : [80/110/140/170/200]

SylasSquare.png Sylas  
Q damage increased later.

Sylas has been doing well after our large changes in 10.1 and we're less worried about him taking over pro games, so we can give him some more power.

Chain Lash.png Q - Chain Lash
BASE DAMAGE : [40/55/70/85/100]

UdyrSquare.png Udyr  
Time between stance changes decreased per Cloud Drake buff.

Udyr currently doesn't benefit at all from Cloud Drake so we're fixing that.

Monkey's Agility.png Passive - Monkey's Agility
STING LIKE A BEE Udyr now gets 5% off his global cooldown (the time between when he can switch stances) per Cloud Drake buff

Jungle Champions[]

One trend we've seen over the years is that new and low-MMR players pick jungle at a much lower rate than other positions—even when it's stronger than those other positions. For 10.4, we're approaching this problem by giving some popular champs at these skill levels better tools to jungle with, especially also because jungle has an arguably smaller champion pool than other positions. While players here will still have to contend with the learning curve of jungle as a position, they won't have to learn to play a new champion as well. All the changes below are to ability effectiveness against monsters to avoid accidental impacts to lane strength. As a caveat, we're investigating other solutions to help out jungle and the satisfaction of playing the role in the future too, so look forward to seeing more from us outside of these changes.
HEMORRHAGE DAMAGE : Now deals 120% damage to all monsters
DECIMATE HEAL : Now heals from large monsters


MOONSILVER BLADE DAMAGE : Increased by 150% on non-Epic monsters


JUDGMENT DAMAGE : Now deals 150% damage to non-Epic monsters


300 at all levels


25-120 (levels 1-18)


BLADE'S END MONSTER DAMAGE : Abilities now wound all monsters for 120% damage


CONTEMPT FOR THE WEAK DAMAGE : Increased by 100% against monsters
CONTEMPT FOR THE WEAK MAXIMUM DAMAGE TO MONSTERS : [120/240/360 (levels 1, 7, 17)]
200/350/500 (levels 1, 7, 17)

ICYMI: 10.3 Follow-Up Changes[]

These were all documented as mid-patch updates for 10.3, but we wanted to include them in case you missed them!


SHURIKEN FLIP DAMAGE : [40/70/100/130/160 physical damage per cast]
50/85/120/155/190 physical damage per cast
PERFECT EXECUTION COOLDOWN : [160/130/100 seconds]
120/90/60 seconds
R1 - PERFECT EXECUTION DAMAGE : [85/150/215 physical damage]
125/225/325 physical damage


LIGHTSLINGER DAMAGE MODIFIER : Fixed a bug where Lucian's critical damage modifier against non-minions was 1 instead of .75


PROWLING PROJECTILE BASE DAMAGE : [40/65/90/115/140/165]
ZOOMIES BASE HEAL : [70/100/130/160/190]

Runes (And Exhaust)[]

Exhaust (Summoner Spell).pngExhaust 

Small buffs to Exhaust as well as readability improvements.

DURATION : [2.5] 3 seconds
VISIBILITY Now shows how much damage is being reduced

Rune Hail of Blades.pngHail of Blades   

Attempting to broaden Hail of Blades' use cases since it's currently taken specifically by junglers who can chain their CC abilities with their basic attacks.

COOLDOWN : [4 seconds out of combat] 8 seconds

Legend Runes 

We've seen Bloodline all too often as the dominant pick for ADCs, especially in pro, all last year. We're slowing down all the Legend runes' stacking for minion farming vs. champion killing since Bloodline specifically relies on stacking up. And since pros get more of their stacks from farming than kills compared to everyone else, this should be most impactful at that level of play.


Rune Perfect Timing.pngPerfect Timing   

Currently, a lot of players are taking Perfect Timing since it builds into core items on so many different types of champions (mages [Zhonya's], AD champs [Guardian's Angel], and tanks [Gargoyle Stoneplate]). Don't get us wrong, we are happy to see it, but there's much more satisfaction as a player and as a spectator when it's used aggressively rather than defensively.

STOPWATCH COST : [600g] 650g
OUR TIME IS RUNNING OUT : Grants a Commencing Stopwatch that becomes a Replica Stopwatch at [10 minutes] 14 minutes. Takedowns reduce this timer by 2 minutes.
YOU CAN'T PUSH IT UNDERGROUND No longer additionally reduces the cooldown of Guardian's Angel, Gargoyle Stoneplate, and Zhonya's Hourglass by 15%

Rune Phase Rush.pngPhase Rush   

Attempting to broaden the rune since it's currently only being taken by ranged mages with extremely low cooldowns.

MOVEMENT SPEED : [25-40%] 25-40%, increased to 30-50% for melee champions

Rune Prototype - Omnistone.pngPrototype: Omnistone   

These keystones are really hard to trigger at level 1.

LUCK OF THE DRAW : Will no longer give the player Press the Attack or Conqueror as their first rune

Rune Unflinching.pngUnflinching   
BUGFIX : Now properly grants 10% slow resistance per Summoner Spell on cooldown

Immolate Items[]

Getting some more satisfaction and activity out of Sunfire's pattern.

Bami's Cinder
IMMOLATE Once every 10 seconds, your next immobilizing ability deals 6-23 (+0.02 bonus health) and releases a fire nova that also deals that bonus damage around you


IMMOLATE Once every 10 seconds, your next immobilizing ability deals 12-29 (+0.04 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

Sunfire Cape

IMMOLATE Once every 10 seconds, your next immobilizing ability deals 26-43 (+0.05 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

Slow Resistance Calculation Adjustment[]

We're making an adjustment to how slow resistance stacks on a champion to match Tenacity stacking. Now, slow resistance will stack multiplicatively instead of linearly. As an example of the change, two 30% slow resistance effects will now reduce slows by 51% rather than 60%.

Login Region Selector[]

We've talked a bunch in the past months about the switch to globally unique Riot Accounts and usernames. Starting later in 10.4, you’ll need to use those unique Riot Accounts, since the region selector on the login screen will disappear. When you log in, you'll automatically be directed to the server associated with your account (so if you log in using your PBE account, you’ll be sent straight to PBE). You’ll also be able to change your language by going to the settings on the login screen (the little cog on the bottom right). Worth noting: if your account isn’t globally unique when this change goes through, you’re going to need to update it on this website before you log in to the game.

Crash Reporting[]

We have a new crash handling system going live this patch which will automatically collect crash data to help diagnose issues. Crash reports help us improve the game because it alerts us when something goes wrong! You can opt out of the automatic crash reports collection by clicking the Settings (gear icon) in-client. There, look under General and toggle off the option. Thanks for helping us help you! Read more about Crash Reporting on the Player Support website.


  • Bird of Prey Anivia's Crystallize is now using its proper skin
  • Fixed an issue where Dr. Mundo's damage penalty was not properly applying in ARAM
  • Pyke's, Cho'Gath's, and Urgot's execute indicators appear as intended and are properly visible
  • PROJECT: Pyke's Ghostwater Dive is no longer missing its PROJECT HUD screen overlay
  • Pulsefire Caitlyn's Ace in the Hole UI overlay now properly appears when she casts the ability
  • PROJECT: Vayne's Final Hour HUD no longer disappears prematurely
  • Removing a friend, being removed by someone else, or being blocked by someone else will no longer break the Social panel and chat window
  • Sett now properly becomes Unstoppable and suppresses Tahm Kench when casting The Show Stopper while Tahm Kench casts Devour
  • Attacking a non-revealed Noxious Trap from Teemo with Umbral Glaive will now properly do triple damage
  • Qiyana's Supreme Display of Talent no longer breaks Unstoppable animations/abilities when cast in the river or in a brush
  • Sett's Facebreaker will only stun enemies if he successfully grabs one on each side
  • When Qiyana casts Supreme Display of Talent towards a wall just barely within Yasuo's Wind Wall, she should no longer be able to successfully explode the targeted wall
  • Champions will no longer be in a T-pose for the remainder of the game if they get eaten by Tahm Kench’s Devour
  • Battle Boss Qiyana's Royal Privilege cooldown indicator is no longer barely visible in brush
  • Abilities that cannot target allies will not proc Guardian
  • Lee Sin's abilities now properly count per use towards Electrocute
  • Wukong can properly cast Cyclone even after he's used it immediately before getting killed by a knock-up
  • Vi's Vault Breaker will no longer cause her next basic attack to fail triggering runes

Upcoming Skins & Chromas[]

The following skins will be released this patch. Grab the League Displays app for their full-res splash!

Skin Splash Blood Moon Master Yi.jpg
Blood Moon Master Yi
Blood Moon Katarina
Skin Splash Blood Moon Tryndamere.jpg
Blood Moon Tryndamere

The following chromas will be released this patch:

Masteryi Screens 6.jpg
Blood Moon Master Yi
Katarina Screens 6.jpg
Blood Moon Katarina
Tryndamere Screens 5.jpg
Blood Moon Tryndamere