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Patch 8.2

Greetings, Summoners,

Welcome to 8.2, the one where we make a pretty big systemic change. For the history of LoL, minions have rushed to defend their allies against any champion who hit them with a basic attack, but those same minions merely watched on as Pantheon chucked spears or Cassiopeia sank Twin Fang after Twin Fang into you. After this patch, no more. Minions now understand that targeted spells are mean, and they'll respond just as if they were basic attacks. This is a pretty big change, so we're headlining it here, but a full list can be found below.

With that being said, there are a few junglers terrorizing the Rift recently, and we're taking the chance to knock them down a peg so that laners (and junglers) everywhere can feel a bit more safer. Some goes for marksmen, and the names probably won't catch you by surprise.


AetherIcon.jpg Paul "Aether" Perscheid
Gentleman GustafIcon.jpg Mattias "Gentleman Gustaf" Lehman
JinxSquare.png Lucas "Liquizilla" Moutinho

Mid-Patch Updates[]

1/25/2018 Balance Update[]

Nunu & WillumpSquare.pngNunu

We wanted Nunu something to do with his hands, but it turns out we gave him too much. Dialing that back so he can settle in a good place.

Consume.png Q - Consume

On-hit DAMAGE : [3/5/7/9/11]
1/2/3/4/5 (+5 per 100 ability power)
Turret Durability
Armor and magic resist increased early.

We've added more and more ways to bust towers, and as a result, we're seeing the laning phase come to an end a bit earlier than we think is sufficient. Some early resistances should help extend the laning phase. This change went out at the beginning of the patch, it just didn't end up in patch notes.

Base armor and magic resist : [40] 55
scaling armor and magic resist : [+30] +15 over 15 minutes


EkkoSquare.png Ekko  
Bonus Attack Speed at Level 1 added.

Ekko's pretty close to being able to jungle effectively, and this small bump should help him get back on that path without pushing his solo laning out of line.

Base stats

EvelynnSquare.png Evelynn  
E damage decreased.

Evelynn's burst is too damn high.

Whiplash.png E - Whiplash
UNEMPOWERED DAMAGE : [4% (+2.5% per 100 AP)]
3% (+1.5% per 100 AP) target's maximum health
EMPOWERED : [6% (+3.5% per 100 AP)]
4% (+2.5% per 100 AP) target's maximum health

EzrealSquare.png Ezreal  
Q damage decreased at early ranks.

Kleptomancy has dramatically shifted Ezreal's power curve, making it far easier for him to get his core of Sheen/Tear of the Goddess earlier. As a result, Ezreal's power spikes (especially Trinity Force/Muramana) show up earlier and control the game for longer. It doesn't really make sense for him to have a safe lane phase (even bullying some laners) while also having best-in-class midgame power, so we're tuning down his early game strength.

Mystic Shot.png Q - Mystic Shot
BASE DAMAGE : [35/55/75/95/115]

JinxSquare.png Jinx  
Base attack damage decreased at early levels. Passive no longer stacks, but uncaps attack speed while Jinx is Excited. Minigun's attack speed no longer scales with level but scales harder with rank.

We want to accentuate Jinx's wildcard nature by toning down her early game safety but ramping up her ability to snowball. That means upping her ability to take towers or win duels when she picks up early kills, and giving her a unique teamfight high when she gets rolling within a teamfight.

Base stats

Get Excited!.png Passive - Get Excited!

TOO EXCITED Get Excited's attack speed no longer stacks
OVER 9000 Jinx's attack speed can exceed the cap while she is Excited

Switcheroo!.png Q - Switcheroo!

MINIGUN ATTACK SPEED : [30/40/50/60/70%]
JINXED Minigun no longer gains attack speed based on Jinx's level

Kha'ZixSquare.png Kha'Zix  
Passive scaling decreased. Q scaling increased.

Kha'Zix is supposed to shine when he can isolate a target and chain his abilities on them. At the moment, the damage on his passive is a bit too high, allowing him to win nonisolated fights he probably shouldn't. As a result, we're shifting some power out of his passive and into his Q.

Unseen Threat.png Passive - Unseen Threat
RATIO : [0.4] 0.2 bonus attack damage

Taste Their Fear.png Q - Taste Their Fear

RATIO : [1.1] 1.2 bonus attack damage

MalzaharSquare.png Malzahar  
Q scaling decreased. R cooldown increased.

Malzahar's burst combo is a bit too consistent so we're lessening its frequency and overall damage.

Call of the Void.png Q - Call of the Void
RATIO : [0.8] 0.65 ability power

Nether Grasp.png R - Nether Grasp

COOLDOWN : [120/100/80]
140/110/80 seconds

Nunu & WillumpSquare.png Nunu  
Nunu now additionally does bonus magic damage on basic attacks. W now also increases ability power on both targets.

Nunu just isn't very good right now.

Consume.png Q - Consume
THESE HANDS Well Fed now additionally grants 3/5/7/9/11 (+5 per 100 AP)magic damage on basic attacks

Blood Boil.png W - Blood Boil

MAGIC FINGERS Now additionally increases ability power by 40% (max increase: 40/60/80/100/120) on both targets.

OrnnSquare.png Ornn  
Ornn is no longer unstoppable during W. R cooldown increased.

The usual counterplay to champions who stand still (or in Ornn's case, move slowly) while they churn out sustained damage is to displace them. Being unstoppable during Bellow's Breath just doesn't leave players with much gameplay against him. His ultimate cooldown also isn't leaving enemy teams with good windows to be aggressive, so we're tuning it up.

Bellows Breath.png W - Bellows Breath
UNSTOPPABLE Ornn is no longer Unstoppable during this ability

Call of the Forge God.png R - Call of the Forge God

COOLDOWN : [130/100/70]
140/120/100 seconds

PantheonSquare.png Pantheon   

We're changing the way targeted spells draw minion aggro, which has pretty significant implications for how Pantheon's passive functions.

Aegis of Zeonia.png W - Aegis of Zeonia
MINION AGGRO OP : No longer blocks or is consumed by siege minion attacks

SonaSquare.png Sona  
Q mana cost decreased.

Our nerfs to Sona in response to the Runes overhaul went a little too far so we're restoring some power to her ability to poke in lane.

Hymn of Valor.png Q - Hymn of Valor
COST : [60/65/70/75/80]
50/55/60/65/70 mana

VayneSquare.png Vayne  
Attack speed per level decreased. R bonus attack damage decreased.

Vayne is just too strong right now. Fleet Footwork is giving her an easier path to the late game, and when she gets there, she's just rolling in stats. Rather than hit her laning phase (and put most of the pressure on her opposing bot laner), we're reducing her power in the late game.

Base stats

Final Hour.png R - Final Hour

BONUS AD : [30/50/70]

Miss Fortune Skin Splash Updates
Miss Fortune's oldest skins have received new splash art!
Skin Splash Cowgirl Miss Fortune.jpg
Skin Splash Waterloo Miss Fortune.jpg
Skin Splash Secret Agent Miss Fortune.jpg
Secret Agent
Skin Splash Candy Cane Miss Fortune.jpg
Candy Cane
Skin Splash Road Warrior Miss Fortune.jpg
Road Warrior
Skin Splash Crime City Miss Fortune.jpg


Stalker's Blade - Runic Echoes.pngEnchantment: Runic Echoes
Proc mana restore increased.

Most mage junglers struggle with mana—form-swappers are the main exception—so we're looking into giving those weaker mage junglers more consistency.


Support Items[]

Supports spend a ton of gold—and slot space—on two items that exist largely for their role. We're merging those items together to give supports more autonomy in their itemization.
Removed Items
Removed Sightstone. Removed tier 3 support items.

List of Removed Items
Updated Items and Quests 

WARD ITEM Completing a support item quest now grants Sightstone active, rather than the old quest rewards
GO TO BASE Quest completion will only grant one ward charge until returning to the fountain
LESS QUEST Quests now complete at 500 gold earned, not 750


THE NEW MODEL Upon quest completion, item will upgrade into Eye of Frost, which can hold up to three ward charges

Nomad's Medallion

THE NEW MODEL Upon quest completion, item will upgrade into Nomad's Eye, which can hold up to three ward charges

Targon's Brace

THE NEW MODEL Upon quest completion, item will upgrade into Celestial Eye, which can hold up to three ward charges

Remnant of the Watchers

OLD NAME : Eye of the Watchers
BUILD PATH : [Frostfang + Sightstone + 550 gold]
Frostfang (or Eye of Frost) + Ruby Crystal + 550 gold
ALL STATS : Unchanged from old Eye of the Watchers
THE NEW MODEL Upon quest completion, item will upgrade into Eye of the Watchers and gain the Sightstone active

Remnant of the Ascended

OLD NAME : Eye of the Oasis
BUILD PATH : [Nomad's Medallion + Sightstone + 550 gold]
Nomad's Medallion (or Nomad's Eye) + Ruby Crystal + 550 gold
ALL STATS : Unchanged from old Eye of the Oasis
THE NEW MODEL Upon quest completion, item will upgrade into Eye of Ascension and gain the Sightstone active

Remnant of the Aspect

OLD NAME : Eye of the Equinox
BUILD PATH : [Targon's Brace + Sightstone + 550 gold]
Targon's Brace (or Celestial Eye) + Ruby Crystal + 550 gold
ALL STATS : Unchanged from old Eye of the Equinox
THE NEW MODEL Upon quest completion, item will upgrade into Eye of the Aspect

Line Balance
Spellthief's Edge lockout on minion/monster kill increased. Relic shield healing decreased when proc'd by ranged champion.

Spellthief's Edge Line
NOT A JUNGLE ITEM Spellthief's Edge line's recharge penalty now also applies on non-epic monster kill

Relic Shield Line

SPOILS OF WAR Proc healing is reduced by 50% if the item's owner is ranged

Twisted Treeline[]

The old support items (without wards) will remain on Twisted Treeline.


Rune Features & Bugfixes 

AND STAY OUT Using the "hide preset" option on the Inventory page will now also hide your preset pages in champ select
REORDER You can now drag and drop your rune pages to rearrange them in both the Inventory and Dropdown
PAY ATTENTION Champions who take the Aftershock keystone but lack the hard crowd control to activate it will have their keystone swapped to Grasp of the Undying


Rune Aftershock.pngAftershock  
Base damage decreased. Damage health scaling decreased but now scales with bonus attack damage and ability power. Flat resistances increased but no longer amplifies resistances by a percentage.

Aftershock's base damage is a bit too high, and it's letting champions like Alistar or Leona run wild in early duels against marksmen. Having one mastery be so good for both durability and damage is warping interactions between tanks and squishier champions, so we're shifting the item profile to be less about damage and more about durability. While we're at it, we're shifting the resistances gain from percent to flat so that divers can get in on the fun, too.

HEALTH SCALING DAMAGE : [3.5%] 3% maximum health
DAMAGE : [40-140]
10-120 (at level 1-18)
DAMAGE AD RATIO 0.15 bonus attack damage
ABILITY POWER RATIO 0.1 ability power
FLAT RESISTANCES : [20] 70-120 (at level 1-18)
PERCENT RESISTANCES AMP No longer increases resistances by 30%

Rune Grasp of the Undying.pngGrasp of the Undying  
Ranged penalties in healing, damage, and health gain decreased.

Taking advantage of Grasp of the Undying is way easier if you're ranged, so we wanted to make sure it was less impactful on ranged champions. However, it seems like we went too far; even champions like Gnar and Urgot don't perform well with it.


Rune Guardian.pngGuardian  
Cooldown increased at early levels, decreased at late levels. Shield base value and ratios increased.

Guardian is the newest in "hidden power" mechanics: Like Bond of Stone or Aegis of the Legion's old aura, players are getting a lot of power from it, but they often don't feel it. We want to make Guardian a little weaker (it's overperforming), but also more noticeable (it's underappreciated).

COOLDOWN : [45] 70-40 (at level 1-18)
BASE SHIELD : [60-150]
70-150 (at level 1-18)
SHIELD AP RATIO : [0.20] 0.25 ability power
SHIELD HEALTH RATIO : [10%] 12% bonus health


Rune Glacial Augment.pngGlacial Augment  
Slow amount increased.

Glacial Augment is underperforming (there is only one champion who performs best with it, and it's Aurelion Sol), so we're buffing it up.

ACTIVE ITEM SLOW : [50%] 60%
MELEE SLOW : [40-50%]
45-55% (at level 1-18)
RANGED SLOW : [20-40%]
30-40% (at level 1-18)

Rune Kleptomancy.pngKleptomancy  
Gold value of pilfered items decreased.

The gameplay of getting a lot of small, mini-use active items is cool, but too often it's optimal to just sell everything and accelerate builds. We want to make sure that there's a reasonable tradeoff between using those items and just cashing them in. Since Kleptomancy is also overperforming, we're also bringing the drop rate down, especially early game and on ranged champions.

LESS LOOT Drop rate significantly decreased in the first 15 minutes of the game
LESS LESS LOOT After 15 minutes, drop rate slightly decreased for melee, significantly decreased for ranged
BUYER'S MARKET Sell values about 20% lower


Rune Precision.pngPrecision   

A few precision runes are pulling a bit too much power for non-keystone slots.


Rune Coup de Grace.png Coup de Grace

DAMAGE AMP : [9%] 7%

Rune Last Stand.png Last Stand

MAX DAMAGE AMP : [12%] 11%

Rune Triumph.png Triumph

GOLD ON KILL : [25] 20 gold


Rune Zombie Ward.pngZombie Ward  
Duration down at early levels.

An early sweeper already has the potential to give snowballing junglers too much impact; Zombie Ward's early power is only worsening that problem.

DURATION : [180 seconds] 60-180 seconds (at level 1-18)
ZOMBIE BY PROXY When a Zombie Ward user reveals a ward via sweeper, control ward, or scrying bloom, they no longer have to actually hit the ward to spawn a Zombie Ward (if the ward then dies).

Rune Ghost Poro.pngGhost Poro  
Vision radius up

Ghost poros are cute; who doesn't want to see more people taking that rune?

VISION RADIUS : [350] 450

Targeted Spells[]

Targeted damaging spells draw minion aggro.
Champions with spammable targeted spells, like Pantheon and Cassiopeia, put opposing laners in an awkward position: fight back and draw minion aggro, or just take the punishment they hand out. Changing this mechanic will make those champions a lot more intuitive to play against, as well as easier to balance.

Healthbar Update[]

Moment of death is now punctuated by a brief, team colored animation. This displays on players, epic objectives, and structures. Player healthbar animations can be toggled off in the options menu.

Ticks are more evenly spaced and readable for champions with super high health.


Technically this feature came out in 7.3, but it has been bugged since. Now it's now back and functioning.
NAME-BRAND : Hovering over a player in the scoreboard now shows the name of the skin.
MY ULTIMATE IS CHARGING : You can now chat ping ultimate abilities for all players from the scoreboard— - though you’ll only be able to see timers for allies.


PARTY TIME : You can now invite any player to your party. Instead of restricting players from being invited from the lobby screen, there will now be a notification next to the Queue button indicating if every player can queue for that mode. Read more about this change on our Parties /dev blog.

Champ Select[]

This will be activated at some point during Patch 8.2.
ALLY SKIN PREVIEWS : You can now see your allies’ skin selections in the finalization phase of Champ Select. Build a full Star Guardian team for maximum skin-timidation!

Minion Items[]

Minions now have items in their inventories which explain previously hidden mechanics. No mechanics have been changed.

League Displays[]

Bugfixes and updates to League Displays.
  • Computer usernames not containing alphanumeric characters no longer cause League Displays to BugSplat on startup.
  • Fixed a bug that caused wallpapers on Windows 7 to rotate too rapidly.
  • Fixed an issue which caused images to load as a solid color instead of art.
  • Fixed an issue where power settings weren't functioning properly.
  • Removed the Default Screensavers collection from League Displays. Now if players do not select a screensaver or wallpaper, nothing will change.
  • Added a large amount of art, including updated splashes for champions like Evelynn and Twitch. We will continue to update the art selection.
  • For updates in the future, you can check out our FAQ here. If you have questions or suggestions please let us know!


  • Janna's Monsoon no longer incorrectly knocks back champions who are protected by spell shields
  • Galio's Shield of Durand shield now correctly returns out of combat after falling off
  • Ashe's Hawkshot no longer procs spell shields when flying through champions out of Ashe's self-vision
  • Jayce's Thundering Blow no longer disables Flash and Hextech Flash when used on a champion with Hextech Flashtraption shortly after they have flashed
  • Fixed a bug where if Aftershock had already been triggered, the owning champion's death would cause the damage effect to apply early
  • Fixed a bug where if a champion with Aftershock immobilized a champion after their death, their corpse would trigger Aftershock as normal
  • Hard crowd control effects no longer incorrectly interrupt Anivia's Glacial Storm channel or Aurelion Sol's Celestial Expansion when the spell applying the crowd control had been blocked by a spell shield
  • Omega Squad Twitch's Ambush Camouflage VO lines have been restored
  • Santa Braum is no longer missing his purchase and champion-specific taunt VO
  • Star Guardian Lux's staff is no longer missing its glow
  • Ambitious Elf Jinx's Pow-Pow now uses skin-specific SFX, as opposed to base
  • Star Guardian Miss Fortune's beam VFX have been restored during her B - recall animation
  • Pentakill Olaf's Undertow once again makes a cymbal crash sound!
  • Headhunter Rengar's chromas Thrill of the Hunt True Sight SFX no longer persist on an enemy target
  • Battle Boss Malzahar's Void Swarm and Malefic Visions SFX have been toned down and are now less noisy

Upcoming Skins & Chromas[]

The following skins will be released in patch 8.2:
Skin Splash Arctic Ops Gragas.jpg
Arctic Ops Gragas