14.12 Full Patch Preview

Patch 14.12 Full!

We've cut Varus and Xayah from the patch. We're waiting a little longer for the meta to settle before acting.

ADC changes will be isolated to Corki, Ezreal and Ashe who are solo Q (especially) outliers.

>>> Champion Buffs <<<

Ezreal

  • AD per level increased 2.5 >>> 2.75

  • [Q] Mystic Shot AD ratio increased 130% >>> 140%

  • [R] Trueshot Barrage base damage increased 325/500/675 >>> 350/550/750


Karma

"Changes that are geared at bringing her support up, now that she's no longer a predominant flex"

  • [E] Inspire buffs:
    • Bonus Move Speed duration increased 1.5 >>> 2 seconds
    • Base shield increased 80/125/170/215/260 >>> 80/130/180/230/280
    • [R-E] Defiance base bonus shield increased 50/90/130/170 >>> 50/100/150/200

Naafiri

"Naafiri has struggled to find an audience, despite being at pretty high power levels (relatively)

We're experimenting with her in the Jungle to see if the gameplay is healthy, balanceable and effective"

  • [P] We Are More Packmate AD increased 6-30 (+4.5% bAD) >>> 12-32 (based on levels 1-18) (+5% bAD)

  • [Q] Darkin Daggers buffs:

    • Cooldown reduced 11/10/9/8/7 >>> 9/8.5/8/7.5/7 seconds
    • Bleed execute now affects small monsters
    • [Q2] Heal now works on large/epic monsters

Nilah

"Nilah was overnerfed pretty heavily in our last set of changes

We're bringing some of that power back in a way that makes her less feast/famine"

  • Base HP Regeneration increased 4 >>> 6

  • Armor per level increased 4.2 >>> 4.5


Talon

"Talon warrants a bit of a buff on this patch, however we want to avoid jungle getting too strong"

  • [Q] Noxian Diplomacy cast time now scales with Attack Speed

  • [W] Rake adjustments:

    • Outgoing damage increased 40/50/60/70/80 >>> 50/60/70/80/90
    • Monster damage ratio reduced 105% >>> 100%

Vladimir

"Vlad is pretty weak across the board, buffing him to be a little less punished on using W to dodge, as well as increasing incentives to go forward with pool"

  • [W] Sanguine Pool buffs:
    • Current HP cost reduced 20% >>> 15%
    • Pre-mitigation damage heal ratio increased 15% >>> 30%
    • Damage per tick bonus HP ratio increased 2.5% >>> 3.75% (10% >>> 15% total)

Yone

"Yone has dropped a bit more patch over patch than his brother after the 14.10 changes

Targeting some buffs that allow him to get through lane a little better

He also dropped a bit more in top, so armor should help in a lot more matchups up there"

  • Base Armor increased 30 >>> 33

  • Recommended Rune Update


Yuumi

"Yuumi is just weak on the patch

We know some players are going to be upset that we're buffing Yuumi and prefer she just not be a champion. Definitely understand that perspective

However, we see the value of Yuumi for her audiences, she's quite popular with them, she serves her purpose in the game well being a good learning/bonding moment for players with their new friends and we're doing a disservice to those players by keeping her weak"

  • [E] Zoomies cooldown reduced 12/11.5/11/10.5/10 >>> 10 seconds

  • [R] Final Chapter base heal per hit increased 25/40/55 >>> 35/50/65


Recommended Runes Updates

  • Seraphine
  • Yone
  • Draven
  • Talon
  • Karma
  • LeBlanc
  • Zoe

>>> Champion Nerfs <<<

Akali

"Akali is a pretty high mastery champ and her current performance levels are cresting over 50%

Additionally, our anti-Pro/Elite skew work done on Akali to make her easier to play in recent years has been pretty effective to the point that she's actually as equally potent in normal play as she is in the higher skill brackets

As a result, we're targeting some changes that will be more effective at nerfing regular play than higher skill levels

It's somewhat desirable that there are some champions that are demonstrably more powerful in higher skill brackets as they have a skill fantasy associated with them"

  • [E] Shuriken Flip nerfs:
    • [E1] Shuriken damage adjusted 30/56.25/82.5/108.75/135 (+25.5% AD) (+36% AP) >>> 21/42/63/84/105 (+30% AD) (+33% AP)
    • [E2] Dash damage adjusted 70/131.25/192.5/253.75/315 (+59.5% AD) (+84% AP) >>> 49/98/147/196/245 (+70% AD) (+77% AP)

Akshan

"Akshan is a bit too strong, especially in Elite, bringing his early trading down"

  • [P] Dirty Fighting base damage adjusted 10-165 (based on levels 1-18, back-loaded) >>> 15/40/80/150 (based on levels 1/6/11/16)

  • [E] Heroic Swing damage per shot adjusted 25/40/55/70/85 (+17.5% bonus AD) × (1 + 0.3 per 100% bonus Attack Speed) >>> 15/30/45/60/75 (+15% total AD) × (1 + 0.3 per 100% bonus Attack Speed)


Ashe

"Ashe has risen to the top of the ADC ranks, similar to Corki, spiking well on 1 and 2 items, we're bringing both of them down a bit"

  • [P] Frost Shot base bonus damage against targets with Frost reduced 120% >>> 110%

Blitzcrank

"Blitzcrank is pretty powerful right now and additionally is drawing a lot of bans, especially in China where he's the most banned support in higher skill brackets

Bringing down his power level some as a result"

  • Base HP reduced 650 >>> 600

  • [P] Mana Barrier shield duration increased 4 >>> 10 seconds


Master Yi

"Master Yi is a bit too strong

We think we've made Master Yi too hard to play and as a result are underserving some of his target audience who are looking for a simple champion who just clicks on you

The nerfs are aimed at reducing some of the optimization intensive power in his kit (not all the way back to where it was)"

  • [Q] Alpha Strike monster bonus damage reduced 75/100/125/150/175 >>> 65/90/115/140/165

  • [W] Meditate nerfs:

    • Initial 0.5 seconds damage reduction reduced 90% >>> 70%
    • Cooldown increased 9 >>> 10 seconds

Rek'Sai

"For a high mastery champ, Rek'Sai is sitting a bit too high and has been stale for a while

Targeting some changes to bring her back down"

  • [Unburrowed-Q] Queen's Wrath bonus Attack Speed reduced 45% >>> 35%

  • [Burrowed-W] Unburrow base damage reduced 50/75/100/125/150 >>> 30/55/80/105/130


Skarner

"Fun fact: Skarner does not get played in Jungle in China and only played in Top

By contrast, other regions love playing him as a Jungler and Top

Top vs Jungle seem ~similarly strong, but Top's gameplay pattern presents few vulnerabilities

We've resolved W max, so now we're going after how statchecky he is in early lane phase"

  • Base HP reduced 650 >>> 610
  • HP per level increased 102 >>> 105

  • [P] Threads of Vibration target max HP damage adjusted 7-10% >>> 5-11% (based on levels 1-18)


Tryndamere

"Trynd is too strong right now; realistically he should be closer to 49/50, rather than 51-ish where he currently is due to his play pattern being rather frustrating for the other 9 players

We're not particularly happy about him rushing Ravenous as it makes his gameplan even more about uninteractive split push, but we're not going to be able to resolve that in this changelist

Right now, we're just trying to get his power level under control"

  • [Q-P] Bloodlust bonus AD reduced 10/15/20/25/30 >>> 5/10/15/20/25

  • [E] Spinning Slash base damage reduced 80/110/140/170/200 >>> 75/105/135/165/195


Twisted Fate

"TF has shown to have 2 distinct builds in 2 roles which is great and we want to continue to support

He is a bit too strong overall though, so we're giving him a tap down with a slight lean towards nerfing Top a little more as that's his stronger role"

  • AD per level reduced 3.3 >>> 2.5

  • [W] Pick a Card adjustments:

    • Mana cost increased 30/40/50/60/70 >>> 50/55/60/65/70
    • Blue Card Bonus mana restore increased 50/75/100/125/150 >>> 70/90/110/130/150

>>> Champion Adjustments <<<

Aatrox

"Aatrox has been building lethality for a while and now we're getting around to making his more durable builds shine a bit more with health incentives"

  • HP regeneration per level reduced 1 >>> 0.5
  • Armor per level increased 4.45 >>> 4.8

  • [E-P] Umbral Dash adjustments:

    • Healing changed 18/19.5/21/22.5/24% >>> 16% (+0.9% per 100 bonus HP)
    • Healing no longer increased to 20/24/28/32/36% during [R] World Ender
  • [R] World Ender increased healing increased 25/35/45% >>> 50/75/100%


Corki

"For Corki, we're redistributing power into his Q max over E max"

  • Base AD reduced 55 >>> 52
  • Attack Speed per level increased 2.3% >>> 2.8%

  • [Q] Phosphorus Bomb buffs:

    • Damage increased 70/115/160/205/250 (+120% bAD) (+70% AP) >>> 70/120/170/220/270 (+120% bAD) (+100% AP)
    • Cooldown reduced 9/8.5/8/7.5/7 >>> 8/7.5/7/6.5/6 seconds
  • [E] Gatling Gun nerfs:

    • Base damage per tick reduced 6.25/9.375/12.5/15.625/18.75 >>> 6.25/9.0625/11.875/14.6875/17.5 (25/37.5/50/62.5/75 >>> 25/36.25/47.5/58.75/70 per second)
    • Armor and Magic Resistance reduction per stack reduced 3/3.75/4.5/5.25/6 >>> 3/3.5/4/4.5/5 (12/15/18/21/24 >>> 12/14/16/18/20 maximum)
    • Mana cost increased 50/55/60/65/70 >>> 50/60/70/80/90

>>> System Buffs <<<

"Item Changes

Item changes this patch are aimed at bringing up some of the weaker options in Void, Seryldas while smoothing out some of the build paths for some Crit items

Some difficult build paths are good for having clear success and failure between good (I've done it moments) and bad recalls, but these are a bit too painful, even for those"

Lord Dominik's Regards

  • Build path changed Last Whisper + Cloak of Agility + 950 gold >>> Last Whisper + Noonquiver + 150 gold

Serylda's Grudge

  • Rancor base Armor Penetration increased 20% >>> 25%

Scout's Slingshot

  • Cost reduced 900 >>> 800 gold

  • Build path changed Dagger + 600 gold >>> Dagger + Dagger + 200 gold


Statikk Shiv

  • Build path changed Scout's Slingshot + Rectrix + 1000 gold >>> Scout's Slingshot + Rectrix + Pickaxe + 225 gold

Void Staff

  • AP increased 80 >>> 90

>>> System Nerfs <<<

First Strike

  • Base gold reduced 15 >>> 10
  • Bonus damage reduced 8% >>> 7%

Noonquiver

  • AD reduced 25 >>> 20

  • Build path changed Long Sword + Cloak of Agility + 450 gold >>> Long Sword + Cloak of Agility + Long Sword + 100 gold (Change on PBE but not post, leaving it since there is no reason to believe this will be reverted)