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Patch 8.4

Greetings, Summoners,

Welcome to patch 8.4, the one that's pretty huge. No, really. We've changed our patch cycle to alternate between larger game updates and shorter balance tweaks. This is probably our first true "big patch," so it's structured differently than normal.

First, we're looking into mage itemization, and there's been a minor overhaul on those items. Mages often have fixed build paths, so we wanted to give them new items—and revamp the old ones—to create more choice overall.

After that, let's go top lane. We've seen a few top laners make the laning phase too consistent with sustain or base damage: Most champions can't fight them, and they can just avoid the ones who can. We want to make a more variant top lane, so we're addressing those outliers and working to make a more satisfying experience overall.

Finally, we're pushing some big changes to a few champions we think require the gameplay changes. There's Zoe, Rengar, and Volibear, plus some smaller changes mixed in.

Dig into the patch notes now so you're prepared to hop onto the Rift when the patch hits live!


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

Patch Highlights[]

Ability Power Items[]

Mage itemization follows a pretty simple decision tree. If you need mana, get the only mana/cdr item (Morellonomicon). After that, buy the best general damage items (Void Staff and Liandry's). We want to give mages more options, so we're creating new mage items (and reshaping old ones) to provide more unique and focused outputs and let mages adapt their itemization to game states, matchups, and personal style.
ItemSquareLost Chapter.pngLost Chapter   

Lost Chapter, with its mana restore, is a nice item for mages who want to sustain in lane, which makes it a good starting point for most mid laners. As such, one of the first choices we want mages to be able to make is what item to build out of Lost Chapter. Lost Chapter builds into three items now: Luden's Echo, Hextech GLP-800, and Archangel's Staff. More on each of those below.

(Catalyst of Aeons and its upgrades remain good items for the laner who wants to sustain in lane, trading cooldown reduction for health).

TOTAL COST : [900] 1100 gold
UNIQUE PASSIVE Haste: 10% cooldown reduction

ItemSquareLuden's Echo.pngLuden's Echo   

This one's for poking.

TOTAL COST : [3200] 3300 gold
BUILD PATH : [Needlessly Large Rod + Aether Wisp + 1100 gold]
Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold
ABILITY POWER : [100] 90
MANA 500
UNIQUE PASSIVE Haste: 10% cooldown reduction

ItemSquareHextech GLP-800.pngHextech GLP-800   

This one's for catching.

MANA : [400] 500
BUILD PATH : [Catalyst of Aeons]
[Lost Chapter] + Hextech Revolver + 850 gold
HEALTH No longer grants 300 health
ETERNITY Restore mana equal to 15% of damage taken from champions. Restore health equal to 20% of mana spent, up to 15 health per cast, while toggle abilities can heal for up to 15 per second.
UNIQUE PASSIVE Haste: This item gains an additional 10% cooldown reduction
LESS FROSTY Frost Bolt now only damages and slows first unit hit (per missile)
LONGER WINTER Frost Bolt slow decays over [0.5] 1 second
STRAIGHT AND NARROW Frost Bolt cone narrowed by 10 degrees. Frost Bolt cone range increased by 200

ItemSquareArchangel's Staff.pngArchangel's Staff   

Mo' mana, mo' spellcasts.

BUILD PATH : Tear of the Goddess + [Needlessly Large Rod + 1100 gold]
Amplifying Tome + Lost Chapter + 915 gold
TOTAL COST : [3100] 3200 gold
MANA : [250] 650 (Mana Charge passive still grants up to 750 additional mana)
UNIQUE PASSIVE Haste: 10% cooldown reduction

Seraph's Embrace

SAME : The changes to Archangel's Staff carry over to Seraph's Embrace as well

ItemSquareLiandry's Torment.pngLiandry's Torment   

Liandry's Torment was a bit of a contradiction: The percent health damage made it decent against tanks, while the flat magic penetration made it decent against squishy targets. As a result, it either didn't do either job exceptionally, or it ended up overtuned, and doing both jobs too well. We're shifting Liandry's Torment into being the tank bleeding item, and rewarding champions who want to stay in combat for a while, casting spell after spell on the beefy boys.

UNIQUE PASSIVE No longer grants Eyes of Pain: +15 flat magic penetration
UNIQUE PASSIVE Madness: Damaging champions increases the damage you deal by 2% per second until exiting combat (up to 10%)
UNIQUE PASSIVE Torment: [2% target's current] 1% of the target’s maximum health per second

ItemSquareHaunting Guise.pngHaunting Guise   

It's haunting, guys!

UNIQUE PASSIVE No longer grants Eyes of Pain: +15 flat magic penetration
UNIQUE PASSIVE Madness: Damaging champions increases the damage you deal by 2% per second until exiting combat (up to 10%)

Mana refund passive removed. Flat magic penetration added. Grievous Wounds now applies to targets at all health. Ability power decreased. Mana removed.

Morellonomicon was supposed to be the anti-healing item, but when it was also the best mana and AP item and present in every game, it forced us to make the item more about the stats and less about the unique output it provided.

TOTAL COST : [2900] 3000 gold
BUILD PATH : [Lost Chapter + Fiendish Codex + Amplifying Tome + 665gold ]
Oblivion Orb + Blasting Wand + 650 gold
ABILITY POWER : [100] 80
MANA No longer grants 400 mana
UNIQUE COOLDOWN REDUCTION No longer grants 20% unique cooldown reduction
UNIQUE PASSIVE Touch of Death: +15 flat magic penetration
UNIQUE PASSIVE Cursed Strike: Magic damage dealt to champions inflicts them with Grievous Wounds for 3 seconds
UNIQUE PASSIVE Magic damage dealt to champions below 35% health no longer inflicts them with Grievous Wounds for 8 seconds—this was replaced by Cursed Strike above
UNIQUE PASSIVE Enemy champion takedowns no longer restore 20% of your maximum mana

ItemSquareOblivion Orb.pngOblivion Orb  NEW 

Because flat magic penetration is cool, just not for the Liandry's Torment line.

BUILD PATH : Ruby Crystal + Amplifying Tome + 665 gold
TOTAL COST : 1500 gold
HEALTH : 200
UNIQUE PASSIVE : Touch of Death: +15 flat magic penetration

ItemSquareSpellbinder.pngSpellbinder  NEW 

The more fighting, the better.

BUILD PATH : Aether Wisp + Needlessly Large Rod + 700 gold
TOTAL COST : 2800 gold
UNIQUE PASSIVE : Nearby allied and enemy spellcasts charge Spellbinder up to a cap (100 maximum)
UNIQUE ACTIVE : Gain a maximum of 30% decaying movement speed and 100 ability power for 4 seconds, based on charges spent (60 second cooldown)

ItemSquareTwin Shadows.pngTwin Shadows  NEW 

When you're feeling clingy.

BUILD PATH : Fiendish Codex + Aether Wisp + 650 gold
TOTAL COST : 2400 gold
UNIQUE ACTIVE : Spectral Pursuit: Summons 2 Spooky Ghosts that hunt down nearby champions, revealing them and Haunting them on contact. Haunted enemies are slowed by 40% for up to 5 seconds based on the distance the ghosts travel. (90 second cooldown)

These last few changes are efficiency adjustments to items that were a bit too strong or weak for their cost.
ItemSquareVoid Staff.pngVoid Staff   

ItemSquareRabadon's Deathcap.pngRabadon's Deathcap   
TOTAL COST : [3800] 3600 gold
BUILD PATH : Needlessly Large Rod + [Blasting Wand + Amplifying Tome + 1265 gold]
Needlessly Large Rod + 1100 gold
UNIQUE PASSIVE Increases ability power by [35%] 40%

ItemSquareRylai's Crystal Scepter.pngRylai's Crystal Scepter   

Top Lane[]

At the moment, too many champions (Gangplank and Ornn are definitely core offenders), are coasting their way through laning phase without needing to interact with their opposing laner. We're toning down the health and mana sustain of some of those picks, as well as weakening their ability to live in top lane from a safe range. We're also giving some love to the champions who tend to beat them so they'll be less safe of picks overall.

There are also changes to Press The Attack, and be sure to check out the Jungle section for a change to Blast Cones which will impact top lane.
DariusSquare.png Darius  
W cooldown decreased at early ranks. W damage increased at later ranks. E armor penetration increased.

Darius, as a juggernaut, has damage as his main output. Currently, he could use some more.

Crippling Strike.png W - Crippling Strike
COOLDOWN : [9/8/7/6/5]
7/6.5/6/5.5/5 seconds
RATIO : [140% total AD at all ranks]
140/145/150/155/160% total AD
BUGFIX : Fixed a bug where Crippling Strike sometimes failed to damage certain units (ex. Yorick's Dark Procession)

Apprehend.png E - Apprehend

ARMOR PENETRATION : [5/10/15/20/25%]
10/15/20/25/30% armor penetration

GangplankSquare.png Gangplank  
Q mana cost increased at early ranks. E barrel duration decreased. Barrels no longer reveal nearby units.

Both Kleptomancy and Grasp of the Undying have given Gangplank powerful sustain options that let him brute-force his way through lane, reaching his late-game scaling without much challenge.

Parrrley.png Q - Parrrley
COST : [40 mana at all ranks]
60/55/50/45/40 mana

Powder Keg.png E - Powder Keg

BARRELY VISIBLE Barrels no longer grant vision of other units
DURATION : [60] 25 seconds

GnarSquare.png Gnar  
Q cooldown refund decreased (more at higher ranks). E base damage increased.

Gnars who stay back and play safe should be less impactful, while those who get up close with the enemy should have more power, especially early on.

Boomerang Throw.png Q - Boomerang Throw
COOLDOWN REFUND : [45/50/55/60% (based on rank of GNAR!)]
40% at all levels

Hop.png E - Hop

BASE DAMAGE : [20/60/100/140/180]

OrnnSquare.png Ornn  
W shield duration increased, cooldown decreased at early ranks, damage increased early and decreased late. Brittle duration decreased. E now deals more damage on average but cannot double-hit.

Ornn has best-in-class dueling, so much so that he's not just one of the top tanks, but that he intrudes on what should be the strength of top lane fighters. Tanks aren't typically bad at dueling, but their cooldown gating and burstier damage outputs tend to give fighters clear chances to fight them and win. Ornn's windows of weakness are too short, whether that's the cooldown on W or the duration of the Brittle debuff. Even when he is fought outside of those windows, the damage from Searing Charge is too much for many champions to handle. In general,

Bellows Breath.png W - Bellows Breath
COOLDOWN : [13/12/11/10/9]
17/15/13/11/9 seconds
DAMAGE : [10/12/14/16/18%]
12/13/14/15/16% target's maximum health
SHIELD DURATION : [2.5] 3.5 seconds
BRITTLE DURATION : [6] 3 seconds

Searing Charge.png E - Searing Charge

BASE DAMAGE : [30/50/70/90/110]
DAMAGE RATIO : [30%] 40% bonus armor/magic resist
SHOCKWAVE DAMAGE No longer deals an additional 50/90/130/170/210 (+30% bonus armor) (+30% bonus magic resist) when colliding with terrain
OVERALL DAMAGE : [80/140/200/260/320]
OVERALL DAMAGE RATIO : [60%] 40% bonus armor/magic resist

PoppySquare.png Poppy  
Passive damage increased at early levels. E damage increased.
Iron Ambassador.png Passive - Iron Ambassador
DAMAGE : [10-180]
20-180 (at levels 1-18)

Heroic Charge.png E - Heroic Charge

DAMAGE : [55/75/95/115/135]
60/80/100/120/140 (doubled on slam)

RenektonSquare.png Renekton  
Q damage increased at later ranks. Empowered Q damage increased.
Cull the Meek.png Q - Cull the Meek
DAMAGE : [65/95/125/155/185]
EMPOWERED DAMAGE : [95/140/185/230/275]

JaxSquare.png Jax  
Counter Strike no longer sometimes delays briefly before blocking attacks.
Counter Strike.png E - Counter Strike
RIGHT THROUGH THE COUNTERSTRIKE : Fixed a bug where Counterstrike's buff could take up to 0.25 seconds to take effect.

ItemSquareFrozen Mallet.pngFrozen Mallet  
Ranged basic attacks slow for less.

Only a few ranged champions can afford to sacrifice damage to pick up Frozen Mallet, but those champions who can end up being both hard to reach (because of the slow) and hard to kill (because of the health). To make this less of a (can't) Catch-22, we're reducing the ranged slow.

SLOW (RANGED) : [30%] 20%


EvelynnSquare.png Evelynn  
E damage increased.

Last patch's nerfs on Evelynn went too hard.

Whiplash.png E - Whiplash
BASE DAMAGE : [40/55/70/85/100]
EMPOWERED DAMAGE : [70/90/110/130/150]

FiddlesticksSquare.png Fiddlesticks  
E cooldown decreased at early ranks. E bonus damage to monsters increased; bonus damage to minions removed. R cooldown decreased.

League's original mage jungler isn't doing so well, and could use some love.

Dark Wind.png E - Dark Wind
COOLDOWN : [12/11.5/11/10.5/10]
10 at all ranks
BONUS DAMAGE TO MINIONS Dark Wind no longer deals bonus damage to minions

Crowstorm.png R - Crowstorm

COOLDOWN : [150/140/130]

KalistaSquare.png Kalista  
Base attack damage and range decreased. Base attack speed and attack speed per level increased. W now grants attack damage instead of attack speed when Kalista is near her Oathsworn.

Kalista has been bullying other marksmen too hard in lane, so we're bringing her mana sustain and attack range down somewhat.

We're also changing the way Sentinel's Oathsworn bonuses work, and this one's a little bit of a deep dive. Gaining or losing attack speed (such as when her Oathsworn enters or leaves range) can make a champion feel choppy, leading to flubbed last-hitting and stutter-stepping. On Kalista, whose attack speed also controls movement, losing or gaining attack speed is even more disruptive. As such, we're changing the bonus she gets from being near her Oathsworn away from attack speed and into attack damage, and changing her base stat profile accordingly.

TL;DR her power will still get a boost when her Oathsworn is nearby, but the feel of her basic attacks will feel more consistent throughout the course of a game.

Base Stats
ATTACK RANGE : [550] 525
BASE ATTACK SPEED : [0.644] 0.694

Sentinel.png W - Sentinel

SOUL-MARKED Kalista no longer gains bonus attack speed when near her Oathsworn
SOUL-MARKED Kalista gains 5/10/15/20/25 bonus attack damage when near her Oathsworn

Rend.png E - Rend

MANA REFUND : [30 at all ranks]

Kog'MawSquare.png Kog'Maw  
W maximum health damage increased at later ranks.

We went too hard on W last patch, so we're giving some of its strength back.

Bio-Arcane Barrage.png W - Bio-Arcane Barrage
MAX HEALTH DAMAGE : [3/3.5/4/4.5/5%]
3/3.75/4.5/5.25/6% target's max health

RengarSquare.png Rengar  
Q reverted to pre-rework paradigm. Base attack damage scaling increased. R detection range decreased.

We like much of the Rengar update, but the old Q paradigm is one Rengar players enjoyed more (and opponents don't really notice that much). We want to keep—and amplify—the gains of the new ultimate while we're at it, and we're taking a pass at Rengar's stat profile to help Trinity Force be a more reasonable purchase.

Base Stats
BASE ATTACK SPEED : [0.625] 0.666

Unseen Predator.png Passive - Unseen Predator

1/4/9/16/25% bonus attack damage
EXTRA TWISTED Once Rengar's gained Bonetooth Necklace stacks from all three enemy champions on Twisted Treeline, the per-target lockout now resets so he can get his fourth and fifth stacks. (He can't get a sixth, though!)
LEAP SPEED : [1600] 1450
MEOW Rengar has a voice response to gaining a Bonetooth Necklace stack and generating Ferocity

Savagery.png Q - Savagery
This is pretty much a revert to Rengar's old Q functionality. Q is now an attack reset plus an attack speed buff for the next two attacks.

BASE DAMAGE : 20/50/80/110/140
RATIO : 1.1 total attack damage
EMPOWERED BASE DAMAGE : 30-240 (at levels 1-18)
RATIO : 1.3 total attack damage
ATTACK SPEED : 50-101% (at levels 1-18)

Battle Roar.png W - Battle Roar

COOLDOWN : [20/18/16/14/12]
16/14.5/13/11.5/10 seconds

Thrill of the Hunt.png R - Thrill of the Hunt

ENEMY VISION RANGE : [2000/3000/4000]
1600 at all ranks
RENGAR VISION RANGE : [2000/3000/4000]
MOVEMENT SPEED : [40% at all ranks]
CRITCAT Rengar's leap out of his ultimate no longer automatically critically strikes
SURPRISE CLAWS Rengar's leap out of his ultimate now deals 30% total attack damage as bonus damage and shreds 12/18/24 of the target's armor for 4 seconds
REVERSE PACK The closest enemy to Rengar alerts all allies within 1200 range about his presence
I'LL SCOUT AHEAD Enemies revealed by Thrill of the Hunt stay revealed for the spell's duration

ShyvanaSquare.png Shyvana  
Attack damage per level decreased. Q base damage decreased.

Shyvana is one of the strongest users of Press the Attack. With the power increase PtA is getting (see below), and the half-dragon needs to lose some base power as a result.

Base Stats

Twin Bite.png Q - Twin Bite

SECOND HIT BASE DAMAGE : [40/55/70/85/100%]
20/35/50/65/80% total attack damage

SwainSquare.png Swain  
W cost decreased at early ranks. R base heal increased. Health threshold to reactivate R decreased.

With one patch under the belts of Swain players, we're mostly pleased with how players are learning. That being said, we have room for some feel-good changes which should help new players with the flow of his kit.

Vision of Empire.png W - Vision of Empire
COST : [90/100/110/120/130]
70/85/100/115/130 mana

Demonic Ascension.png R - Demonic Ascension

SOULIDIFIED Cooldown and Soul fragments are fully refunded if Swain dies during the channel time of Demonic Ascension
BUGFIX : Ultimate Hat now properly reduces Demonic Ascension's cooldown
AIM AHEAD Area of Effect starts slightly more in the direction of Swain's movement at high movement speeds

TalonSquare.png Talon  
Base armor decreased. Base magic resistance increased.

As a melee champion who takes a lot spell damage in the laning phase, Talon suffered disproportionately from the loss of magic resist runes in the preseason.

Base Stats
ARMOR : [32] 30
MAGIC RESIST : [32.1] 39

TristanaSquare.png Tristana  
R cooldown increased.

Tristana's ability to peel for herself is too consistently available.

Buster Shot.png R - Buster Shot
COOLDOWN : [100/85/70]
120/110/100 seconds

TwitchSquare.png Twitch  
E base damage decreased.

Twitch is one of the strongest users of Press the Attack, despite it not actually being the rune most players take on him. With the power increase PtA is getting (see below), League's dirtiest rat needs to lose some base power.

Expunge.png E - Expunge
BASE DAMAGE : [20/35/50/65/80]
BONUS DAMAGE PER STACK : 15/20/25/30/35 (+0.25 bonus AD)(+0.2 AP)(unchanged)

VolibearSquare.png Volibear  
Q movement speed increased. W now halves its cooldown when used on minions. E now knocks back enemies struck, and deals extra damage to dashing or airborne targets.

Volibear has a binary kit that will eventually need some form of rework. In the meantime, we wanted to try our hand at giving him more complex decisions to make in game.

Rolling Thunder.png Q - Rolling Thunder
BONUS MOVEMENT SPEED : [15% at all ranks]
MASTER DRIFTER When Volibear changes direction (from "towards champions" to any other direction), his bonus movement speed now decays over 1 second rather than falling off immediately. In other words, dodging and weaving won't slow you down as much.

Frenzy.png W - Frenzy

HUNGRY BEAR Frenzy's cooldown is halved if it is used on a minion (in addition to monsters, as previously)

Majestic Roar.png E - Majestic Roar

ROAR Slightly knocks back enemies
SWAT Enemies who are dashing or airborne (before Roar is cast) are dealt 40/60/80/100/120 (+0.3 AP) additional magic damage
BUGFIX SCARY BEARY : Summoned Rift Herald will now be terrified properly

Xin ZhaoSquare.png Xin Zhao  
Passive damage decreased. W base cast time decreased.

Xin Zhao is one of the strongest users of Press the Attack. With the power increase PtA is getting (see below), and everybody's favorite Seneschal needs to lose some base power as a result. Also cleaning up some weirdness on short-ranged casts of Audacious Charge and making Wind Becomes Lightning more fluid.

Determination.png Passive - Determination
PASSIVE DAMAGE : [20/40/60/80%]
15/25/35/45% total attack damage

Wind Becomes Lightning.png W - Wind Becomes Lightning

BASE CAST TIME : [0.6] 0.5 seconds
REALISTIC SPEAR : Spear Thrust now originates from Xin Zhao's position at the end of the cast

Audacious Charge.png E - Audacious Charge

BUNNY HOP : Short-ranged dashes will now correctly move Xin Zhao forward to the target

ZedSquare.png Zed  
R cooldown decreased at later ranks.

Over time, supports and marksman have picked up much better tools to prevent burst deaths (Redemption, Knight's Vow, et al). This makes Zed players feel worse about trying to make plays, knowing that if they fail, they'll be without a key cooldown for so long.

Death Mark.png R - Death Mark
COOLDOWN : [120/100/80]
120/90/60 seconds

ZoeSquare.png Zoe  
A lot of changes. Most notably: Q damage down, minions no longer drop Teleport, E no longer refunds cooldown if it sleeps a champion, cleansing Drowsy now prevents Sleep.

Ok, this one's a pretty big changelist. If you just want a TL;DR, we're nerfing the most frustrating parts of Zoe.

First, Zoe's wave clear is good enough to frequently shove her lane in and roam—punishing the enemy mid laner with heavy poke damage if they try to follow. We're making wave clear one of Zoe's most notable weaknesses, meaning she'll have fewer opportunities to make use of her anti-champion strengths.

Zoe's also getting to Sleep far too many targets, especially in teamfights where she's almost guaranteed to get her E cooldown reduction. Taking that refund away—and giving opponents better ways to remove Sleep—makes Sleep feel less unavoidable and brings her overall damage output down. Finally... Paddle Star. Landing sleep into a long-ranged Q is Zoe's signature combo (and her largest source of damage), but even unsleeped targets are losing most of their health to one hit once Zoe has a few items. We're moving some damage into More Sparkles! and cutting a bunch more—the net result is about 20% less damage to the primary target at most points in the game.

That's a lot of nerfs, and while Zoe is frustrating to play against, her win rate numbers aren't reassuring. We're bumping up her base health and passive scaling so she still has power, just less of the the "one-shot you with naked Q" levels she was sometimes reaching. This isn't an even swap: we expect Zoe to land on the weak side when 8.4 hits. But we'd rather hit as many frustration points as we can in one go and address power later, rather than continuing to draw the process out.

Base Stats
HEALTH : [526] 560

More Sparkles!.png Passive - More Sparkles!

BASE DAMAGE : [12/15/18/22/26/31/37/43/49/56/64/73/82/91/101/112/123/135]
RATIO : [0.25] 0.325 ability power

Paddle Star.png Q - Paddle Star

BASE DAMAGE : [45/75/105/135/165]
RATIO : [0.40] 0.20 ability power
PADDLE STAR NOT PADDLES STAR Paddle Star no longer applies More Sparkles' damage to enemies past the first hit

Spell Thief.png W - Spell Thief

SIGNAL BEFORE SWAPPING LANES Minions can no longer drop Teleport
MOVEMENT SPEED BONUS : [10/25/40/55/70%]
RATIO : [0.40] 0.60 ability power

Sleepy Trouble Bubble.png E - Sleepy Trouble Bubble

LESS CONTAGIOUS YAWNS Sleepy Trouble Bubble's cooldown is no longer reduced by 10/15/20/25/30% when an enemy champion falls asleep
SYNTHETIC ADRENALINE Removing Drowsy now prevents the affected target from falling asleep

Extra Damage to Minions 

We were worried that the removal of old runes and masteries would make last-hitting too hard, so we gave all champion attacks a bonus 5 damage against lane minions. Over time, it's become clear this wasn't necessary, so we're reverting that change.

IT HURTS Basic attacks no longer deal 5 bonus damage to lane minions


Ancient Coin Line
Now with extra movement speed!

Ancient Coin and its upgrades aren't doing as well as the other gold income items. In particular, they just don't offer much during the laning phase. Before, their quest reward was pulling some of that weight, but with that gone it needs something to make it worthwhile early on.

By the way, there's currently a bug where the gold gained from Ancient Coin's pickups is not being reflected in the tooltip which tracks how much gold the item has accrued, but you still have the gold.

Ancient Coin

Nomad's Medallion


Remnant of the Ascended


Relic Shield line
Health decreased.

Tank supports crowding out other options in pro play, and Relic Shield is a big part of that —and even a few solo laners are picking it up. As a result, we're pulling back somewhat on the base tankiness it grants.

Relic Shield
HEALTH : [75] 50

Targon's Brace

HEALTH : [175] 125

Remnant of the Aspect

COMBINE COST : [650 gold] 550 gold
TOTAL COST : [1900 gold] 1800 gold
HEALTH : [500] 350

ItemSquareTracker's Knife.pngTracker's Knife  REMOVED 

Tracker's Knife is almost mandatory in professional play, giving professional teams enough vision to avoid most early-game danger. Bringing it in line would kill it in most games, so for now we're simply removing it.
ItemSquareWit's End.pngWit's End  
Cost decreased. On-hit damage increased. Max magic resist drain increased, but magic resist per stack halved on ranged champions.

Wit's End is consistently stronger on ranged champions than melee, and that strength prevents us from making it a viable item on the basic-attacking bruisers who may otherwise pick it up. Splitting those two up should help with balancing this item.

GOLD COST : [2500] 2400
ON-HIT DAMAGE : [40] 42
ACTION AT A DISTANCE Ranged champions steal half the MR, but up to the same max (30)


Rune Precision.pngPrecision  
Stat bonuses are now split between attack speed and the stat provided by a secondary damage-oriented rune path (Sorcery or Domination).

SHARE Speccing Precision alongside Sorcery or Domination grants you some stats from your primary tree and some from your secondary tree
PRECISION-DOMINATION : [18% attack speed] 9% attack speed, 9 ability power or 5 attack damage
DOMINATION-PRECISION : [18 ability power or 10.8 attack damage] 9% attack speed, 9 ability power or 5 attack damage
PRECISION-SORCERY : [18% attack speed] 9% attack speed, 10 ability power or 6 attack damage
SORCERY-PRECISION : [20 ability power or 12 attack damage] 9% attack speed, 10 ability power or 6 attack damage


Rune Press the Attack.pngPress the Attack  
Damage increased. Damage amp decreased at early levels.

Press The Attack isn't pulling its weight on melee bruisers. We've been pretty hesitant to buff it, thanks to its laning strength in duo lanes (where the damage amp has two champions worth of damage to apply to). We're pulling back on the amp at early levels so that we can put more raw damage into the keystone.

DAMAGE AMP : [12%] 4-12% by champion level
DAMAGE : [30-120]
40-180 (at levels 1-18)

Rune Resolve.pngResolve  
The new rune Bone Plating has been added to Resolve. Several runes moved to different rows.

The Resistance row is currently pretty unsatisfying, so we've been looking into creating more dynamic ways to provide its users with durability. This process is not complete, but this is our first stab at it.


Rune Unflinching.png REMOVED Unflinching

REORDERING Unflinching has been moved to the Vitality row

Rune Bone Plating.png NEW Bone Plating

TOO TANKY : After taking damage from an enemy champion, their next three spells or attacks against you deal 20-50 less damage (at levels 1-18)
DURATION : 5 seconds
COOLDOWN : 45 seconds

Rune Demolish.png Demolish


Rune Font of Life.png Font of Life


There are 4 runes in this row for now.
Rune Iron Skin.png Iron Skin


Rune Mirror Shell.png Mirror Shell


Rune Conditioning.png Conditioning


Rune Second Wind.png NEW Second Wind

Second Wind has been moved here from the Vitality Row.

Rune Overgrowth.png Overgrowth


Rune Revitalize.png Revitalize


Rune Unflinching.png Unflinching

REORDERING Unflinching has been moved here from the Strength Row

Rune Second Wind.png REMOVED Second Wind

REORDERING Second Wind has been moved to the Resistance Row

Rune Inspiration.pngInspiration  
Commencing Stopwatch transforms into Stopwatch later in the game. New rune: Time Warp Tonic.

Perfect Timing is warping aggression (especially "first-cast-of-ultimate" aggression), so we're pushing it later in the game. Also the extended duration of potions is just another piece of hidden power in Inspiration. We think it's cool, but we're moving it to a rune instead of the tree bonus.

LUSH The Inspiration Tree no longer grants increased potion duration

Rune Perfect Timing.png Perfect Timing

Wind Up Commencing Stopwatch transforms into Stopwatch at [6] 10 minutes

Rune Celestial Body.png REMOVED Celestial Body
Rune Time Warp Tonic.png NEW Time Warp Tonic

THIRSTY : Your potions, elixirs, and biscuits last 20% longer
POWERTHIRST : While under the effect of potions, elixirs, or biscuits, gain 5% increased movement speed


Blast Cone
Outer 4 blast cones spawn later in the game.

The river-accessing blast cones (especially in top lane) put too much pressure on laners to not only win lane, but also control the early blast cone to avoid ganks. That gameplay is cool, but having it show up that early in the game is a bit much.

Patch 8.4 Image 1.jpg

The red dots are the affected spawns!

FIRST SPAWN TIME : Between [125 and 140]
300 and 330 seconds

Ancient Krugs 

This is a legacy from anti-poaching efforts of the past. Not really relevant anymore.

LONG DISTANCE Ancient Krugs no longer take reduced damage from ranged basic attacks

Hand of Baron
Baron buff bonus ability power increased. Baron buff stats increase more later in the game. Baron buff now buffs caster minions' durability.

Late game Baron buffs should be hugely impactful, allowing a team which takes them to successfully siege those tough inhibitor turrets. It doesn't look like it's doing its job well enough, so we're bumping up the damage it provides as the game goes later (especially ability power), and boosting its minion buffs.

Bonus stats
INITIAL STATS : [25 AD and 25 AP]
24 AD and 40 AP
FINAL STATS : [40 AD and 40 AP at 27:30]
48 AD and 80 AP at 40:00

Minion buffs

A LARGE BUFF-FIX : Fixed a bug where bonus attack damage (ex. Hand of Baron's +50 and Banner of Command's +100) wasn't affecting empowered siege minion attacks against structures at all. This is twice as impactful as it sounds, since empowered siege minions deal double damage to turrets.
CASTER MINION DURABILITY Empowered caster minions now take 50% less damage from champions
BUGFIX : Hand of Baron's area-of-effect damage reduction buff on minions now properly reduces damage from Runaan's Hurricane bolts

Elder Dragon Buff
Elder Dragon respawn time decreased. Elder dragon buff duration increased for buffs beyond the first. Burn damage increased for elder dragon buffs beyond the first.

Late game Elder Dragon buffs should be hugely impactful, allowing a team which takes them to successfully siege those tough inhibitor turrets. It doesn't look like it's doing its job well enough, so we're buffing all Elder Dragon buffs beyond the first, and dialing down the respawn timer for those games which dragon.

RESPAWN : [10] 8 minutes
ELDER-ER Elder Dragon buffs beyond the first grant even stronger effects. The first buff is unchanged; we're listing the values below for comparison.
BUFF DURATION : 150 seconds for the first buff; 300 seconds for subsequent buffs
BURN DAMAGE : 45 (+45 per drake or dragon killed) for the first buff; 135 (+90 per drake or dragon killed) for subsequent buffs
ELEMENTAL BUFF : +50% effectiveness of Elemental Drake stacks for the first buff; +100% for subsequent buffs


HONOR STATS : You now see unique stats about your recent honors any time you earn an Honor reward like a key fragment, orb, or capsule


We've reverted the scoreboard layout changes from last patch.


  • Zoe can now correctly use Portal Jump to get out of Swain's Demonic Ascension's drain circle
  • Fixed a bug where Renekton's abilities failed to grant Renekton the correct amount of Fury when initiating combat
  • Remnant of the Ascended now is correctly filtered under health, not armor
  • Fixed a bug where Swain could remain in Demonic Ascension when affected by Lulu's Whimsy
  • Amumu's Despair now correctly deactivates when he runs out of mana
  • Ryze's Spell Flux now correctly spreads to nearby units when it kills units who have any form of life after death
  • Fixed a bug where Dragon takedowns would give a 30 second discount on the Magical Footwear timer
  • Fixed a bug where a champion's primary ability resource bar remains under the champion portrait after their first death (and only their first death)
  • Trading champions now correctly selects the correct skin (last one used)
  • Udyr's Turtle Stance and Akali's Twin Disciplines now correctly trigger Overheal
  • Activating Gragas' Drunken Rage while attacking an inhibitor will no longer cause him to path towards the blue side fountain
  • Kalista will no longer path towards the blue side fountain if given a movement command to dash while attacking an enemy inhibitor
  • Zoe no longer ignores unit collision for the rest of the game after using Portal Jump
  • Skarner will now correctly stun targets afflicted by Fracture's Crystal Venom if they received the debuff in between when he began and initiated the attack
  • Fixed a bug where Corrupting Potion could not be used if a Mana Potion was currently in use
  • Thornmail now correctly applies the Cripple debuff to minions and monsters attacking its owner
  • Fixed a bug where jungle monster patience meters would not change color as the player lost aggro
  • Sweetheart Rakan’s health bar has been adjusted so it no longer obscures several animations
  • Mecha Kha’Zix chromas’ Void Assault (R) VFX are now always visible to the enemy when used

Upcoming Skins & Chromas[]

The following skins will be released in patch 8.4:

JarvanIV Splash 7.jpg
Dark Star Jarvan IV
Swain Splash 4.jpg
Dragon Master Swain