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Patch Notes Patch 7.13


Aloha, friends.

Welcome to patch 7.13, the one where Honor makes a comeback! At the end of every game you’ll be able to honor one of your teammates with one of the new categories. GG? GG! <3

We also have the regular balance changes; toning down Galio a bit, giving Gnar some love, reining in a certain electric rat, and sharpening the edges on both Kindred and Rek’Sai.

Closing it up, did you know we have new tips for the loading screen? We've also got a way to track your vision score during the game, and the SKT T1 skins are here!

See you on the Rift,

AetherIcon.jpg Paul "Aether" Perscheid

FioraSquare.png Phillip "Costy" Costigan
Gentleman GustafIcon.jpg Mattias "Gentleman Gustaf" Lehman

JinxSquare.png Lucas "Liquizilla" Moutinho

Mid-Patch Updates


Aurelion SolSquare.png   Aurelion Sol

BUGFIX : Aurelion Sol's stars are no longer visually misaligned with their actual area of effect while W - Celestial Expansion is active

6/30/2017 Balance Update

Nunu & WillumpSquare.png   Nunu

For someone who spends so much time counterjungling, it's frustratingly difficult to punish Nunu for crossing enemy lines. (He's also, to be clear, too strong in general.) Even when enemies catch the Yeti in the act, Nunu's usually sitting on enough health to survive the counterattack as he skates away to freedom. Given how much Consume contributes to the health of Nunu's clears, he doesn't need so much safety baked into his base stats.

BASE HEALTH REGEN : [7 per 5 seconds] 5 per 5 seconds
ARMOR : [26.38] 23

ZacSquare.png   Zac

Zac's a champion meant to have extreme high moments if he can navigate the unreliability of his abilities. Right now, Stretching Strikes' second hit is giving Zac so much extra reach that those "inconsistent" high moments are less the exception and more the norm. We're tuning that range down so Zac's impact isn't so guaranteed.



GnarSquare.png   Gnar

BUGFIX : When Mini Gnar E - Hops off another unit, he can no longer change the direction of his jump by casting Q - Boomerang Toss

RakanSquare.png   Rakan

BUGFIX : Fixed a bug where, if Rakan was interrupted during W - Grand Entrance's dash, he became unable to use Flash until re-casting Grand Entrance

Honor Update

Honor has been given a complete overhaul. You’ll see a new voting screen, the addition of a persistent Honor level, and rewards for consistently honorable play. Honor will be activated at some point during the patch. Read the full primer here.

VOTING SCREEN : After each game, honor one teammate
HONOR CATEGORIES : [Friendly, Helpful, Teamwork, Honorable Opponent] Great Shotcalling, Stayed Cool, GG<3

POST-GAME CEREMONY : If the majority of your team honors you, you get a shoutout for the whole lobby.
HONOR LEVELS : Everyone starts at Honor level 2, and consistent honorable play unlocks an evolving Honor level, displayed on the profile page. You will move up even if you are not honored, providing you’re always playing to win.
BOOSTED : If a full team all participates in the Honor vote, everyone on that team will receive a small boost to their Honor level progress

FLAIR : At Honor level 3 and above, receiving honor in the post-game screen unlocks a loading screen flair for your next game. Your loading screen flair design levels up as you do.

KEY FRAGMENTS : Key fragments will drop exclusively through Honor. As long as you’re at least level 2 (the starting level) you’ll continue to receive the same amount as now. and these will drop outside of the post-game screen, or on login.
HONOR CAPSULES : After level 3, you’ll receive Honor Capsules as well as key fragments. These don’t require a key to open, and contain at least two key fragments. Some also contain champ shards and exclusive rewards like Medieval Twitch and Grey Warwick skin permanents.


GalioSquare.png   Galio
Armor reduced. Q tornado zone base damage reduced, ratio increased.

Galio’s throwing his weight around a bit too well, so we’ve got a few changes to help opponents go toe to toe with the big guy in lane. First, we’re reining in his ability to instaclear waves without speccing into damage. Second, we’re making him more vulnerable to physical damage, given his niche is the anti-magic tank. Finally, we’re giving opponents a larger window to knock Galio down when he tries to Hero’s Entrance Exit a hostile gank.

Base Stats

BASE ARMOR : [27] 24

Winds of War.png Q - Winds of War

TORNADO ZONE DAMAGE : [45/60/75/90/105 (+0.45 ability power) over 1.5 seconds] 30/40/50/60/70 (+0.6 ability power) over 1.5 seconds

Hero's Entrance.png R - Hero's Entrance

CHANNEL TIME : [Galio channels for 1 second] 1.25 seconds before jumping into the air (hover time before dashing reduced by 0.25 seconds; total time to reach target unchanged)

GnarSquare.png   Gnar
Mini Q damage increased. Mega E jump range increased.

Gnar’s having trouble getting the job done, both as a lane bully in Mini form and a teamfight initiator in Mega form. In Mini Gnar’s case, Boomerang Throw could pack a harder punch as his primary means of whittling skittish enemies down and out of lane. Mega Gnar by contrast already has the raw power necessary to wreak havoc on his foes, but needs help getting into range to use those tools. These changes together help Gnar regardless of which hat he’s currently wearing.

Boomerang Throw.png Q - Boomerang Throw

BASE DAMAGE : [5/35/65/95/125] 5/45/85/125/165

Crunch.png E - Crunch

RANGE : [475] 600

KennenSquare.png   Kennen
W-empowered attack bonus is now base plus AP and bonus AD ratios. Hurricane no longer stacks W. E ratio increased.

As a basic-attack-focused mage, Kennen has access to both physical- and magic-damage focused builds. Choosing between them affects the strengths Kennen brings to the table: the physical build gives him more consistent, unrelenting damage, while the magic build makes him a burstier threat to deal with. In theory. The balance between these builds is off-kilter: AD Kennen's sustained damage is actually pretty bursty, and AP Kennen isn't bursting hard enough. We're giving AP Kennen better scaling, but our work on AD Kennen's a bit more nuanced. Primarily, we're removing Electrical Surge as a repeatable damage spike in the physical build. Surge’s AD scaling is down, and in the (usual) case where Kennen picks up Runaan's Hurricane, it no longer triples Electrical Surge's stack rate. The nuance is in the ratio switch from total AD to bonus, a change meant to mitigate the impact to bot lane Kennen, who we’d like to keep viable as a niche strategic option. Switching to bonus AD removes the innate disadvantage bot lane Kennen faces with total AD scaling (bot laners are generally lower-level than solo laners, so their base AD hasn’t scaled as much) while letting us make a smaller ratio reduction than if we had stuck with total AD.

Electrical Surge.png W - Electrical Surge

EMPOWERED ATTACK BONUS DAMAGE : [0.4/0.5/0.6/0.7/0.8 total attack damage] 15/20/25/30/35 (+0.6 bonus attack damage) (+0.3 ability power)
SHURRICANE Electrical Surge now stacks when Kennen fires a basic attack, instead of on-hit. (Runaan’s Hurricane no longer grants extra stacks.)

Lightning Rush.png E - Lightning Rush

RATIO : [0.6 ability power] 0.8 ability power

Kha'ZixSquare.png   Kha'Zix
Q damage decreased but Isolation bonus increased. R stealth duration increased.

While getting each of Kha’Zix’s ability evolutions to at least niche appeal has been a juggling act as long as he’s existed in the game, Evolved Active Cloaking is currently in a pretty unpickable state. To remedy this, we’re making it easier for KZ to chain-stealth through multiple brush patches with R’s evolution, closing greater distances unseen. To make space for the buff, we’re reducing Q’s damage outside of Isolated situations (where it’s actually stronger! Something something strategic identity.)

Taste Their Fear.png Q - Taste Their Fear

BASE DAMAGE : [70/95/120/145/170] 60/85/110/135/160
RATIO : [1.2 bonus attack damage ] 1.1 bonus attack damage
ISOLATION BONUS : [+50% damage] +65% damage

Void Assault.png R - Void Assault

INVISIBILITY DURATION : [1.25 seconds] 1.5 seconds
EVOLVED INVISIBILITY DURATION : [Upon entering brush while out of combat, Kha’Zix becomes invisible for 2.5 seconds] 3 seconds
EVOLVED INVISIBILITY LINGER : [Up to 1.25 seconds] 1.5 seconds after exiting brush

KindredSquare.png   Kindred
Passive increases range more often, W and E damage up.

Since their update, we’ve had more time to assess Kindred's power and there was potential to give them a little bit more power throughout their kit. First we have the marks - as the game progresses, it gets harder to acquire marks, which makes it even harder for Kindred to access their bonus range, so we're easing the curve on the passive a bit. Additionally, early trades were still a bit on the weak side and Wolf attacks during Wolf's Frenzy didn't feel meaningfully more powerful with each successful hunt.

Mark of the Kindred.png Passive - Mark of the Kindred

RANGE PER MARKS : [Kindred’s basic attacks and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 4 stacks] every 3 stacks thereafter

Wolf's Frenzy.png W - Wolf's Frenzy

ADDITIONAL DAMAGE PER MARK : [0.5% enemy current health] 1% enemy current health

Mounting Dread.png E - Mounting Dread

BASE DAMAGE : [40/60/80/100/120] 60/80/100/120/140

MaokaiSquare.png   Maokai
Base health increased, R range increased, cooldown per level reduced.

Maokai is on the doorstep of finding his home on the Rift, so we’re giving him the keys to unlock what the Twisted Treant is supposed to be doing more often and more successfully.

Base stats

BASE HEALTH : [540] 565

Nature's Grasp.png R - Nature's Grasp

RANGE : [2500] 3000
COOLDOWN : [120/110/100 seconds] 120/100/80 seconds

PoppySquare.png   Poppy
Q health ratio up.

Midseason left some tanks with less damage than they need to function. A little bump to Poppy’s bread and butter skill should go a long way toward bringing her back.

Hammer Shock.png Q - Hammer Shock

RATIO : [7% target’s maximum health] 8% target’s maximum health

Rek'SaiSquare.png   Rek'Sai
Void Rush AD ratio increased. W unburrow speed standardized.

After a couple of patches, we’re pretty comfortable with where Rek’Sai sits right now. We think there’s still slightly more room for Void Rush to scale, and we’re also making Rek’Sai’s gameplay more fluid and consistent.

Queen's Wrath.png Q - Queen's Wrath

SO FRESH SO QUEEN : Spells queued while attacking are handled better

Un-burrow.png W - Un-burrow

UNBURROW SPEED : Now takes the same time to unburrow whether you press W or attack a target (0.15 seconds)
BUGFIX : Knockback effect for secondary targets no longer lasts slightly longer than intended

Void Rush.png R - Void Rush

RATIO : [1.6 bonus attack damage] 1.85 bonus attack damage
HUD PING : Void Rush can now properly be HUD-pinged to display its cooldown or readiness, regardless of whether a marked target is in range
GREEN CIRCLE : Void Rush’s cooldown availability now displays accurately for allies in the HUD
SPECTATOR NOISE : Prey marks no longer show up for spectators

ShacoSquare.png   Shaco
E base damage down. E scaling up at later levels. E damage now physical instead of magical. E Execute paradigm altered.

Shaco isn’t getting to live out his assassin fantasy, instead playing as a “sort of tanky fighter with some dashes and a slow that allows him to stick to one target and stat check them to death”. We want him to feel more rewarded for building damage and stabbing people.

Two-Shiv Poison.png E - Two-Shiv Poison

BASE DAMAGE : [5/35/65/95/125] 50/75/100/125/150
RATIO : [0.75 total attack damage] 0.6/0.75/0.9/1.05/1.2 bonus attack damage
DAMAGE TYPE : [Magic] Physical
FINISH HIM Now deals up to 50% additional damage based on target's missing health
FINISH HIM No longer deals 3 ~ 8% missing health damage based on character level

TrundleSquare.png   Trundle
Q can damage turrets. W healing and regeneration amp increased and applies more quickly.

For a champion who excels at split-pushing and dueling his laner, Trundle’s Chomp not applying to turrets is just unintuitive. We’re adding that interaction back in, and taking the time to clean up the way Chomp works.

Chomp.png Q - Chomp

JAWS OF STEEL : Trundle can once again Chomp turrets
ORTHODONTIC SURGERY The attack following Chomp now has more consistent timing and scales better with attack speed.

Frozen Domain.png W - Frozen Domain

BUGFIX : Was already giving 25% increased lifesteal. We’re “fixing” the bug by bringing other sources of healing/regen up to the same level.

XayahSquare.png   Xayah
Q attack lockout now scales down with attack speed.

After last patch’s changes, we figured we could make Xayah feel a little bit smoother to play as the game progresses.

Double Daggers.png Q - Double Daggers

FEAST : Attack lockout now scales down with attack speed.

RammusSquare.png   Rammus



YEAH : Rammus’s dance moves are so sick they scale with movespeed.

Audio Updates

You’re not hearing things! ...well, technically you are, but…. Yeah! Audio updates!

ALISTAR : Alistar’s basic attack and ability audio has been updated for all skins without skin-specific audio effects!
CHO’GATH : Cho’Gath’s basic attack and ability audio has been updated for all skins without skin-specific audio effects!


ItemSquareAbyssal Mask.png   Abyssal Mask
Now builds from Catalyst of Aeons instead of Spectre Cowl.

(We’re leading in with a bunch of words about stuff that’s not Abyssal Mask, but trust us, we’re going somewhere with it.) Doran’s Ring stacking had created an unhealthy pattern in lane; waveclear from a distance, get all of your mana back, repeat. However, its removal leaves some tanks feeling like they don’t have items that support their laning patterns at all. Catalyst of Aeons is a solid paradigm for in-lane sustain, but tanks don’t feel great about the items it builds into, especially now that Righteous Glory no longer builds out of it. So that’s one side of things. On the other hand, Abyssal Mask had been underperforming, and we were looking for ways to make it a more palatable item. And that leads us to our changes. Abyssal Mask’s passive is a natural fit for tanks. Tanks need an item that builds out of Catalyst of the Aeons, and we just put the two ideas together to make the new Abyssal Mask.

BUILD PATH : [Spectre's Cowl + Negatron Cloak + 880 gold (2800 total gold)] Catalyst of Aeons + Negatron Cloak + 1080 gold (2900 total gold)
[REMOVED] HEALTH REGEN : No longer gives +100% base health regen
HEALTH : [300] 350
MANA 300
MAGIC RESIST : [65] 55
UNIQUE PASSIVE: ETERNITY 15% of damage taken from champions is gained as mana. Spending mana restores 20% of the cost as health, up to 25 per spell cast.

ItemSquareAdaptive Helm.png   Adaptive Helm
Health Increased

Adaptive Helm isn’t quite providing the raw oomph it need to be a competitive defensive item, so we’re buffing the tankiness it provides just a bit.

HEALTH : [300] 350

ItemSquareAncient Coin.png   Ancient Coin
Coin rewards increased.

The Coin line is underperforming to a pretty significant degree. Hence, buffs.

GOLD COIN REWARD : [20gold] 25 gold
MANA COIN REWARD : [8% missing mana] 15% missing mana

Nomad's Medallion, Talisman of Ascension & Eye of the Oasis

GOLD COIN REWARD : [30 gold] 40 gold
MANA COIN REWARD : [8% missing mana] 15% missing mana

ItemSquareZeke's Convergence.png   Zeke's Convergence

ICON-VERGENCE : Icon updated to match last patch’s gameplay update!

Jungle Items

Cinderhulk is lagging behind the other jungle items at the moment, so we made some changes to jungle upgrades and Bami Cinder to help smooth out clearspeed - especially early on - for tank junglers.

ItemSquareBami's Cinder.png   Bami's Cinder
Cost decreased. Health decreased. Monster damage increased.

Tanks don’t have a very smooth item progression in the jungle. If they have a good first gank and a solid clear, they sometimes back with enough gold to pick up Bami’s Cinder. But most of the time, they’re stuck sitting on a Ruby Crystal while other junglers get to keep picking up small components (aka Long Swords for days). Worse, health doesn’t do anything for clear speed, so while tanks are trying to farm Cinderhulk, everybody else around them is already farming more quickly - thanks to those aforementioned small components. On top of that, Bami’s Cinder’s monster damage isn’t very powerful, which only amplifies the problem.

HEALTH : [280] 200
BUILD PATH : [Ruby Crystal + 700 gold (1100 total gold)] Ruby Crystal + 500 gold (900 total gold)

Stalker's Blade - Cinderhulk.png   Enchantment - Cinderhulk
Total cost down. Health down. Bonus Health scaling up. Breakeven point is 1500 bonus health.

HEALTH : [400] 325
BUILD PATH : [Jungle Item + Bami’s Cinder + 525 gold (2625 total gold)] Jungle Item + Bami’s Cinder + 525 gold (2425 total gold)

ItemSquareSunfire Cape.png   Sunfire Cape

Build path adjustment for Bami’s Cinder cost changes above.

BUILD PATH : [Bami’s Cinder + Chain Vest + 1000 gold (2900 total gold)] Bami’s Cinder + Ruby Crystal + Chain Vest + 800 gold (2900g total gold)

Rift Herald

Herald should be immediately more rewarding to the individual who kills her.

REWARD : [25 gold] 100 gold

Rotating Game Modes

Legend of the Poro King returns from 6/30/17 12:00 PT - 7/04/17 04:00 PT and 7/07/17 12:00 PT - 7/11/17 04:00 PT. Pelt your enemies in a grand snowball fight on the Howling Abyss to summon the resplendent Poro King.

Legend of the Poro King (Rotating Game Mode).jpg


Use Poro Toss to bowl your friendly poro across the map. If it hits a target, activate Poro Dash to dart toward your opponent. Once a team lands 10 Poro Tosses against enemy champions, the Poro King is summoned. Any ally can join His Royal Highness’s side by activating To The King! Until defeated, the Poro King heals you, boosts your mana regeneration, and helps siege enemy towers with his majestic poro-splosions. Thank the Poro King for his assistance (and boost his power) by feeding him Poro Snax.

May you always bowl straight and true, and may you be fast-footed to avoid those fluffballs.

Loading Screen Tips

THE TECHNOLOGY IS HERE : Different tips will be displayed to different people based on their level. We added more than 120 tips! Try to catch’em all.

Vision Score

Vision score is now displayed on your trinket tooltip.


  • Taliyah's W - Seismic Shove is no longer missing VO lines
  • Phoenix Quinn no longer uses base sound for R - Skystrike
  • Using Xayah's R - Featherstorm and hitting an enemy champion at the same time a turret kills a minion would cause the turret not to aggro Champions until it's next minion target is dead
  • Fixed a bug where Ryze’s Q - Overload ability icon would still be highlighted despite being on cooldown after W - Rune Prison and E - Spell Flux cast is canceled due to target’s untargetability
  • Fixed a bug where hitting Varus’ R - Chain of Corruption at its max range wouldn’t make it spread through enemies
  • Jinx's laugh no longer cuts off at the end when she gasps for air
  • Rengar no longer has some attack/kill lines that are global for all players
  • Gangplank's R - Cannon Barrage (and all GP skins) audio no longer desyncs when the camera is panned away and then returns
  • Fixed several interactions with skins and recall sounds desyncing or not playing correctly
  • Fixed a several skin sound effects and voice over lines not playing at the right time
  • Elementalist Lux can now click the same element in both transform phases
  • Fixed Dawnbringer Riven and Nightbringer Yasuo’s special borders being cut off at the bottom during loading screen
  • Multi-channel audio encoding issue fixed in Highlights playback

Skins in Champ Select

We’re adding the functionality to buy skins in champion select again, starting in patch 7.13!

Upcoming Skins

The following skins will be released during patch 7.13:

Skin Splash SKT T1 Syndra.jpg
SKT T1 Olaf
SKT T1 Syndra
SKT T1 Nami
SKT T1 Ekko
SKT T1 Zac
SKT T1 Jhin
Coach Kkoma ward skin

Ascend to Challenger with the new SKT T1 skins! ...Well, at least try to.

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