System Changes
Reviving
- Time Before You can Start Reviving your Ally: 11-8 seconds (based on round, 8 seconds at round 11) ⇒ 12-8 seconds (based on round, 8 seconds at round 11)
Matchmaking
- Ranked will be enabled starting this patch!
- MMR will be soft reset, especially if above Gladiator MMR
- Improved matchmaking for new Arena players
You deserve a celebration. Hats off (or on) to you!
- High-stakes rounds now grant hats to the winning team
- Eliminating a team now grants hats to the winning team
Miscellaneous
- Arena God Title Required Wins: 168 ⇒ 60
- Right clicking augment or anvil selection cards no longer selects them
- Champion Select now always randomizes pick order within each team
Cameos
Jhin
Jhin was a bit too good of a sniper, often becoming frustrating to deal with because of how reliable his damage was. In this patch we're reducing his missile speed, and angle of attack to make his shots much easier to dodge, but still something you can take advantage of in combat.
- Missile Speed reduced from 8000 ⇒6000
- This should be easier to dodge, and manageable with boots
- For context Jhin (champion)'s R Missile speed: 5000
- Jhin would sit behind the team with more team health ⇒ Jhin Cameo now sits at a 90-degree angle of both teams, regardless of how much team HP they have
Augments and Prismatic Items
Augments
We've made many improvements to the rules behind what augments you are offered. We're not going to go into explicit detail here, but our goal is to reduce the chances you'll get an augment that you literally can't use. And allow certain augments or items to add augments to your pool.
It's fun to make things big. Your clones should be big too.
- Size adjustments now apply to clones. Goliath, Mad Scientist, and RaidBoss now grant their size adjustments to clones. This stacks with Minionmancer.
Prismatics
We've heard your pain when rerolling your prismatic and still not getting something you feel you can build around. So we've increased the odds that you'll get a Prismatic tailored to your champion/class. We still think there is plenty of room to adapt when you get something other than your ideal pick, but we want to reduce the frequency of worst-case scenarios where you spend multiple rerolls and can't find something interesting or playable.
Balance Adjustments
Augments
We're making several adjustments to augments this patch now that we've had some time to watch you all creatively push their limits. First, we're increasing the critical strike chance on certain augments to match the item changes while also slightly nerfing them to compensate. Second, mages and fighters are quite strong right now, so we're bringing down their power through various nerfs to their popular augments such as Spellwake and Raid Boss. Lastly, we're buffing and nerfing outlier augments that either need the help or are currently too strong.
Augment Buffs
Orbital Laser
- Maximum Health Damage: 20% ⇒ 30%
Earthwake
- Physical Damage: 125-2000 (+ 135% bonus AD) ⇒ 125-2000 (+ 150% bonus AD)
Accelerating Sorcery
- Ability Haste Per Cast: 9 ⇒ 10
Quantum Computing
- Base Damage: 100-250 ⇒ 200-350 (based on level)
Augment Adjustments
Vulnerability
- Critical Strike Chance: 20% ⇒ 25%
- Critical Strike Damage: 50% ⇒ 45%
Tank It Or Leave It
- Critical Strike Chance: 20% ⇒ 25%
- Max Defend Chance Based on Critical Strike Chance: 60% ⇒ 50%
- Damage Reduction: 25% ⇒ 20%
Soul Siphon
- Critical Strike Chance: 20% ⇒ 25%
- Heal Percentage: 15% ⇒ 12%
Jeweled Gauntlet
- Critical Strike Chance: 20% ⇒ 25%
- AP To Critical Strike Chance Conversion: 5% ⇒ 4.5%
Augment Nerfs
Spellwake
- Magic Damage: 40-250 (+20% AP) ⇒ 40-200 (based on level) (+20% AP)
Raid Boss
Holy Fire
- Maximum Health Percent Burn: 7% ⇒ 5%
Rabble Rousing
- Heal: 5-90 (+1% maximum health) ⇒ 5- 60 (based on level) (+1% maximum health)
Thread the Needle
- Armor and Magic Penetration: 25% ⇒ 20%
Wooglet's Witchcap
- Needlessly Large Rod AP: 150 ⇒ 120
Firebrand
- Maximum Health Damage per 5 seconds: 2.5% ⇒ 2%
Champions
For champion balance, we're helping out some of the worst performing champions in Arena like Aurelion Sol, while nerfing some of the best like Illaoi and Brand. Our buffs are mainly focused on helping these champions function in a way that feels better in the mode without significant increases in damage, such as letting Gnar charge his mega form faster. For nerfs, we're targeting outputs that are quite strong on Arena, such as Swain's power during his ultimate (since it's harder to get away from him) or some of Brand's hard to avoid damage. We're also taking this opportunity to nerf some healing/durability in the mode as it's too high (expect a larger set of changes soon), hence the Illaoi and Swain healing nerfs.
Champion Buffs
Gnar
- Passive - Tired After Transformation Duration: 8 ⇒ 5 seconds
- Q Cooldown: 18/16/14/12/10 ⇒ 14/12.5/11/9.5/8 seconds
- Q Mini Form Slow: 15/20/25/30/35% ⇒ 25/30/35/40/45%
- Q Mega Form Slow: 30/35/40/45/50% ⇒ 40/45/50/55/60%
- E Cooldown: 18/16/14/12/10 ⇒ 16/14/12/10/8 seconds
Blitzcrank
- Passive Shield Cooldown: 30 ⇒ 20 seconds
- W Slow Duration: 1.5 ⇒ 1 second
- W Bonus Attack Speed: 30/40/50/60/70% ⇒ 50/60/70/80/90%
Aurelion Sol
- Stardust Stacks Per Round: 26.66 ⇒ 40
- W Cooldown: 22/20.5/19/17.5/16 ⇒ 15/14/13/12/11 seconds
Irelia
- Health Growth: 124 ⇒ 136
- W Cooldown: 20/18/16/14/12 ⇒ 16/15/14/13/12
- R Cooldown: 125/105/85 ⇒ 40 seconds
Champion Nerfs
Galio
- Q Base Damage: 100-280 ⇒ 70-210
- W Passive Shield: 10-20% maximum health ⇒ 7.5-13.5% maximum health
Zed
- Q Damage: 80/130/180/230/280 (+130% AD) ⇒ 80/120/160/200/240 (+130% AD)
- R Damage Stored: 30/45/60% ⇒ 25/40/55%
Swain
- R Damage Per Second: 20/40/60 (+10% AP) ⇒ 20/30/40 (+10% AP)
- R Heal Per Second: 15/27.5/40 (+ 18% AP) ⇒ 12/22/32 (+ 18% AP)
Brand
- Passive Percent Health Damage: 1.75% ⇒ 1.5%
- E Magic Damage: 60-180 (+60% AP) ⇒ 60-180 (+45% AP)
- R Magic Damage: 75-225 (+25% AP) ⇒ 75-175 (+25% AP)
Illaoi
- Passive Heal: 3.5% Missing Health ⇒ 2.5% Missing Health
- Q Tentacle Damage Increase: 5-25% ⇒ 4-20%
- W Cooldown: 4 ⇒ 6 seconds
Lillia
- Passive Maximum Health Damage: 5 (+1.25% per 100 AP) ⇒ 4 (+1.25% per 100 AP)
- Q AP Ratio: 35% ⇒ 30%
Items
Similar to one of our goals for augment balance, we're nerfing many popular mage and fighter items to get them into a more balanced state. We're also giving Decapitator some generic power, increasing Hamstringer's critical strike chance to match the item changes, and adjusting Sanguine Gift so more strength is in its most unique effect. Lastly, we're including a nerf to Guardian's Horn to limit how durable champions can be early game.
Item Buffs
Decapitator
Hamstringer
- Critical Strike Chance: 20% ⇒ 25%
Item Nerfs
Cruelty
- Ability Power: 100 ⇒ 80
- Passive Health Ratio: 5% ⇒ 4%
Innervating Locket
- Ability Haste: 25 ⇒ 20
- Ability Power: 80 ⇒ 70
Reality Fracture
- Voidgrub Damage: 10 (+ 10% AP) (+ 5% AD) ⇒ 8 (+ 8% AP) (+ 4% AD)
Horizon Focus
Liandry's Torment
Guardian's Shroud
Sundered Sky
- Heal AD Ratio: 130% ⇒ 110%
- Health: 400 ⇒ 350
Eclipse
- Melee Maximum Health Damage: 8% ⇒ 6%
Divine Sunderer
- Melee Max Health Damage: 5% ⇒ 4%
Guardian's Blade
Guardian's Horn
- Incoming Damage Reduction: 15 ⇒ 12
- Health: 350 ⇒ 300
Item Adjustments
Sanguine Gift
- Damage Store: 10% ⇒ 15%
- Ability Power: 90 ⇒ 80
14.10 SR Item Changes for Arena
Many item changes from Summoner's Rift have been moved to Arena with a few exceptions:
- Zephyr: Removed from the Shop since its new form doesn't function as well in Arena compared to Summoner's Rift.
- Statikk Shiv - Slightly different passive that should be more functional in Arena. Passive: On Attack, fire chain lightning that deals 90 magic damage, hitting up to 6 targets (6 second cooldown).
Arena Bugfixes & QoL Changes
QoL Changes
- Improved Replays camera navigation when following a specific team.
Bugfixes
- Fixed an issue where players could not spectate games of Arena from the friends list.
- Fixed the Loading Screen ranked borders from properly updating when clicking to different teams.
- Fixed an issue where certain movement triggering spells (Zeri W, Poppy R) could path champions to a spot outside of the arena.
- Fixed end of game screens properly displaying your placement.
- Lee Sin + Chauffeur: Casting on your ally now correctly grants a shield and breaks the tether.
- Pyke + Chauffeur: Now allows Pyke to Dash with his W.
- Dematerialize now correctly grants 30 Adaptive Force when taken as the second augment.
- Phenomenal Evil now correctly grants Ability Power when taken as the second augment.
- Spirit Link now assigns the correct amount of damage to the ally.
- Fixed many instances where Force of Entropy could allow opponents a frame of action when critting knock ups/knock backs.
- Mirage Blade now reduces the cooldown of item actives that are dashes.
- Fixed an issue where Moonflair Spellblade was unintentionally giving attack speed.
- Fixed an issue that prevented icon images from displaying and instead showing debug text.
- Fixed an issue that caused Jhin's Cameo mark icon to be missing the image and displayed debug text.
- Fixed an issue that caused the homeguard icon to show an invisible icon when interrupted.
- Fixed an issue that caused Moonflair Spellblade to trigger off non-fully charged Zeri passive attacks.
- Fixed an issue that prevented the Turbo Chemtank slow debuff icon from displaying.
- Fixed an issue that caused both debuffs icons from Hamstringer to not display.
- Fixed an issue that allowed Profane Hydra's passive cleave to remain after selling the item.
- Wooglet's Quest will now correctly give a Needlessly Large Rod so long as there is an open item slot.
- Fixed an issue that caused the Hold Very Still augment to display debug text in the description.
- Fixed an issue that caused Gragas to gain extra stats after using his W after casting his R twice with Ultimate Revolution.
- Fixed an issue that prevented Stridebreaker's passive from working.
- Striderbreaker also had a couple of tooltip issues, we fixed those too.
- Fixed an issue that caused Serpent's Fang to display an incorrect tooltip
- Fixed an issue that caused Kraken Slayer to display incorrect stats
- Fixed an issue that allowed Divine Sunderer to stack with multiple spellblade items.
- Turns out if you have the Conqueror rune then take Circle of Death, Symphony of War, and From Beginning to End it could cause an infinite damage loop and then cause a server crash. We fixed that.
- Fixed an issue that caused Rek'Sai's Q tooltip to display incorrect information.
- Fixed an issue that prevented the Earthquake augment from triggering when casting certain blink abilities.