Beiträge von FudoD

    Classic


    Die Classic ist die Waffe die ihr zu Beginn ausgerüstet habt. Sie ist zwar kostenlos, hat aber mit ihrem 3-Schuss-Feuerstoß einen gern auf kurzer Distanz genutzten Feuermodus. Durch einen recht gleichbleibenden Schaden ist sie auf kurzen und langen Distanzen einsetzbar. Durch ihren alternativen Feuermodus ist sie aber auf kurzen Distanzen und auf Kopfhöhe besonders gefährlich.

    Alle Daten die ihr braucht um euch ein Bild von der Classic zu machen findet ihr hier:

    Kosten Keine
    Magazinkapazität 12
    Nachlade-Magazin 36
    Mauerdurchdringung Niedrig
    Primärer Feuermodus Halbautomatisch
    Feuerrate 6,75 Geschosse/Sek.
    Alternativer Feuermodus 3-Schuss-Feuerstoß
    Feuerrate 2,22 Geschosse/Sek.


    Die Schadensverteilung:

    Körperregion 0 - 30 Meter 30 - 50 Meter
    Kopf-Treffer 78 66
    Körper-Treffer 26 22
    Bein-Treffer 22 18

    Shorty

    Die Shorty ist eine Schrotflinte im Kleinformat und immer zur Hand um den Gegnern den rest zu geben. Die Wohlfühlmomente kommen bei ihr aber nur auf kurze Distanzen und bei schon getroffenen Gegnern vor. Durch ihr begrenztes Magazin wirkt sie nicht allzu attraktiv auf die Masse.

    Alle Daten die ihr braucht um euch ein Bild von der Shorty zu machen findet ihr hier:

    Kosten 200
    Magazinkapazität 2
    Nachlade-Magazin 10
    Mauerdurchdringung Niedrig
    Primärer Feuermodus Halbautomatisch
    Feuerrate 3,3 Geschosse/Sek.


    Die Schadensverteilung:

    Körperregion 0 - 9 Meter 9 - 15 Meter 15 - 30 Meter
    Kopf-Treffer 36 24 9
    Körper-Treffer 12 8 3
    Bein-Treffer 10 6 2

    Frenzy

    Die Frenzy ist die einzige vollautomatische Sekundärwaffe und ist von ihren Daten ähnlich zur Classic, nur ohne den alternativen Feuermodus. Den braucht sie auch nicht, denn durch den vollautomatischen Feuermodus ist sie dem 3-Schuss-Feuerstoß deutlich überlegen. Kurze bis mittlere Distanzen sin ihr Gebiet.

    Alle Daten die ihr braucht um euch ein Bild von der Frenzy zu machen findet ihr hier:

    Kosten 400
    Magazinkapazität 13
    Nachlade-Magazin 39
    Mauerdurchdringung Niedrig
    Primärer Feuermodus Vollautomatisch
    Feuerrate 10,0 Geschosse/Sek.


    Die Schadensverteilung:

    Körperregion 0 - 20 Meter 30 - 50 Meter
    Kopf-Treffer 78 63
    Körper-Treffer 26 21
    Bein-Treffer 22 17

    Ghosty

    Die Ghosty ist die Waffe mit dem Extraschuss. Wenn die Classic nicht ganz ausreicht und man auf Präzision steht greift man am besten zur Ghosty. Durch einen erhöhten Schaden und einer angenehmen Handhabung ist sie als Allrounder immer gerne gesehen.

    Alle Daten die ihr braucht um euch ein Bild von der Ghosty zu machen findet ihr hier:

    Kosten 500
    Magazinkapazität 15
    Nachlade-Magazin 45
    Mauerdurchdringung Mittel
    Primärer Feuermodus Halbautomatisch
    Feuerrate 6,75 Geschosse/Sek.


    Die Schadensverteilung:

    Körperregion 0 - 30 Meter 30 - 50 Meter
    Kopf-Treffer 105 88
    Körper-Treffer 30 25
    Bein-Treffer 26 21

    Sheriff

    Die Sheriff ist die Pistole und währe mit einem Scope die Marshal für die Hosentasche. Nicht ganz einfach zu bedienen, aber absolut tödlich bei einem Kopftreffer ist sie nicht für jeden was. Durch das langsame abfeuern muss in den meisten Momenten der erste Schuss sitzen, was im Gefecht nicht immer ganz einfach ist. Wenn man aber mit der Sheriff umgehen kann ist sie für jede Distanz zu gebrauchen und eine gute Option wenn die eigenen Creds für keine primäre Waffe reichen.

    Alle Daten die ihr braucht um euch ein Bild von der Sheriff zu machen findet ihr hier:

    Kosten 800
    Magazinkapazität 6
    Nachlade-Magazin 26
    Mauerdurchdringung Hoch
    Primärer Feuermodus Halbautomatisch
    Feuerrate 4,0 Geschosse/Sek.


    Die Schadensverteilung:

    Körperregion 0 - 30 Meter 30 - 50 Meter
    Kopf-Treffer 160 145
    Körper-Treffer 55 50
    Bein-Treffer 47 43

    Soeben hat unser TeamSpeak³-Server ein neues Aussehen bekommen. Einiges kam dazu während manches verschwand.

    Es ist auch noch nicht alles vollständig eingefügt, weshalb manches noch etwas leer erscheint. Dies wird sich aber über die Tage ändern.


    Sollte es im laufe des Tages zu Problemen beim joinen eines Channels kommen, informiert bitte die Administration.


    Auf zu unserem TeamSpeak

    BUGFIXES

    • Modals in the LCU will now allow you to click outside of the modal in order to close it (instead of always having to click on the X-button)
    • Rek'Sai no longer gains CC immunity after R - Void Rush's leap on clones for 3 seconds
    • When attempting to cast Miss Fortune's E - Make It Rain, Syndra's Q - Dark Sphere, or Varus' E - Hail of Arrows outside of their max range immediately after Flashing, the ability's position will now properly update and cast at its post-Flash max range
    • Using a Summoner Spell to trigger Nimbus Cloak will no longer reset any ongoing basic attack animation
    • When suppressed by Sett's R - The Show Stopper, LeBlanc will not return to her W - Distortion marker, and it will last the appropriate amount of time
    • Gangplank will now properly gain bonus gold or Silver Serpents from Q - Parrrley if the energized lightning from Statikk Shiv kills a target
    • Mordekaiser's R - Realm of Death no longer deals an additional 10% of the target's maximum health in damage when cast on a target at full health
    • Omnivamp and Spellvamp effects now properly provide healing even if the targets are shielded
    • Manaflow Band now consistently procs when an enemy champion is hit by an ability
    • Graves now deals the proper amount of damage when attacking a target with a max range Energized basic attack (Energized from Rapid Fire Cannon)
    • Mastery Emote Upgrades from completing Eternals sets (hitting 15 milestones) should now be properly granted
    • Gangplank’s “Eternal Plunder” Eternal will now properly track gold earned from non-direct Q - Parrrley damage (e.g. chained barrel blasts)
    • Eternals milestone callouts will no longer immediately disappear if the player enters combat right as a milestone callout appears
    • Enemy Eternals milestone callouts should no longer display when “Self + Allies Only” is selected in the Milestone Display settings
    • Eternals Milestone Display settings should now persist between client sessions
    • Eternals Milestones will now properly display after the player exits combat if the action that increments the Eternal puts the player into combat
    • Eternals milestone progress made in-game should now be accurately reflected in the client

    UPCOMING SKINS & CHROMAS

    The following skins will be released this patch. Grab the League Displays app for full-res splash art!


    Talon Blackwood, Taric Luminshield, Twitch Shadowfoot

    Dark Star Malphite

    Dark Star Malphite Prestige Edition

    Cosmic Lux

    Dark Cosmic Lux

    Dark Star Mordekaiser

    Dark Star Xerath


    The following chromas will be released this patch:


    Talon Blackwood

    Taric Luminshield

    Twitch Shadowfoot

    Dark Star Xerath

    Dark Star Mordekaiser


    Zum Original

    WUKONG

    Passive increases stats for fighting champions instead of based on proximity. W now has a dash and a decoy that mimics basic attacks and abilities. R can now be cast twice.


    "One of our primary goals of this update is to give Wukong more of that true trickster playstyle that it felt like he was missing. As a result, we're giving his combat pattern more versatility and ways to outplay his opponents. This monkey may finally be able to trick people instead of just one-shot whacking people with his staff. In addition, we want to power up his bruiser, top, and jungle builds, since his mid and assassin builds (while strong) did not feel as satisfying to play or play against. Also, something, something, 200+ years."


    BASE STATS

    MAGIC RESIST 32.1 ⇒ 28

    HEALTH 577.8 ⇒ 540

    MANA 265 ⇒ 300

    MANA GROWTH 38 ⇒ 45

    RECOMMENDED ITEMS Updated to reflect the strength of bruiser-oriented builds on Wukong


    PASSIVE - STONE SKIN

    ARMOR 4/6/8 (levels 1/7/13) per nearby champion ⇒ 5-11 (level 1-18) per nearby champion

    (REMOVED) MAGIC RESIST Wukong no longer gains 4/6/8 (levels 1/7/13) bonus magic resist per nearby champion

    (NEW) HEALTH REGEN Now grants 0.5% maximum health regen per 5 seconds

    (NEW) MAN IN THE MIRROR Bonuses are increased by 62.5% for 5 seconds every time Wukong or his decoy hit an enemy champion or monster (stacking up to 8 times for a total bonus of 500%)


    Q - CRUSHING BLOW

    BONUS BASIC ATTACK DAMAGE 10/40/70/100/130 (+0/0.1/0.2/0.3/0.4 total attack damage) ⇒ 30/55/80/105/130 (+0.5 bonus attack damage)

    BONUS RANGE 125 ⇒ 75/100/125/150/175

    (NEW) HIT FAST Cast time now scales with Wukong's attack speed

    QOL Added a timer to the ability icon to show how much time is left to use the empowered attack

    (NEW) DECOY CDR Whenever Wukong or his decoy deal damage with basic attacks or abilities, Q - Crushing Blow's cooldown is reduced by 0.5 seconds

    COOLDOWN 9/8/7/6/5 seconds ⇒ 9/8.5/8/7.5/7 seconds


    (UPDATED) W - WARRIOR TRICKSTER

    (NEW) KIND OF PURE OF HEART Added a 300 range dash that can’t go over walls

    STEALTH DURATION 1.5 seconds ⇒ 1 second

    (REMOVED) POOF! Wukong's decoy no longer deals AoE magic damage before disappearing

    COOLDOWN 18/16/14/12/10 seconds ⇒ 20/19/18/17/16 seconds

    COST 50/55/60/65/70 mana ⇒ 60 mana

    (NEW) DECOY DAMAGE REDUCTION Wukong's decoy now mimics his attacks and ultimate, but deals 50/55/60/65/70% damage

    (NEW) DECOY BASIC ATTACKS The decoy will attempt to attack enemies Wukong has recently attacked

    (NEW) DECOY Q - CRUSHING BLOW The decoy's next attack is empowered

    (NEW) DECOY E - NIMBUS STRIKE The decoy gains bonus attack speed

    (NEW) DECOY R - CYCLONE The decoy will start spinning and knock-up enemies that haven't been knocked-up already from the initial ultimate cast


    E - NIMBUS STRIKE

    DAMAGE 65/100/135/170/205 (+0.8 bonus attack damage) physical ⇒ 80/120/160/200/240 (+0.8 ability power) magic

    BONUS ATTACK SPEED 30/35/40/45/50% ⇒ 40/45/50/55/60%

    ATTACK SPEED BUFF DURATION 4 seconds ⇒ 5 seconds

    COOLDOWN 8 seconds ⇒ 10/9.5/9/8.5/8 seconds

    COST 45/50/55/60/65 mana ⇒ 30/35/40/45/50 mana

    DISTANCE TO TARGET POST-DASH 0 ⇒ 75


    R - CYCLONE

    (NEW) MAKE IT DOUBLE Wukong can now cast his ultimate a second time within 8 seconds. The second cast can knock-up enemies a second time.

    KNOCK-UP DURATION 1 seconds ⇒ 0.75 seconds

    SPIN DURATION 4 seconds ⇒ 2 seconds

    DAMAGE PER SECOND 20-200 (+1.1 total attack damage) ⇒ 4-8% maximum health (+1.1 total attack damage)

    SPINNING MOVEMENT SPEED 5-40% (based on spin duration) ⇒ 20%

    SPIN CANCELLATION After 1 second ⇒ After 0.5 seconds

    DAMAGE TICK RATE 0.5 seconds ⇒ 0.25 seconds (each tick of damage now applies Conqueror)

    DISTANCE TO TARGET WHILE SPINNING 175 ⇒ 50 (this will make Wukong get closer to his target)

    (NEW) DOESN'T MOVE HER BODY LIKE A Wukong can now cast other abilities to cancel his ultimate, stopping its spin

    KEEP ON SPINNING Wukong's bonus attack speed duration from E - Nimbus Strike is refreshed while spinning

    QOL Added a timer to the ability icon to show how much spin time is left and how much time he has left to recast the ability before it goes on cooldown

    XERATH

    W center damage amp increased. R damage per shot increased later.


    "We want to buff Xerath's more precise-sniper-oriented abilities to reward skilled Xerath players for mastering their aim."


    W - EYE OF DESTRUCTION

    CENTER DAMAGE AMP 50% increase ⇒ 66.7% increase


    R - RITE OF THE ARCANE

    DAMAGE PER SHOT 200/240/280 (+0.43 ability power) ⇒ 200/250/300 (+0.45 ability power)

    JUNGLE CHAMPIONS

    "Continuing with a third round of changes to diversify and widen the jungle champion pool. You'll notice that Morgana is getting a specific change to have her be viable in the jungle along buffs to her main roles. We're monitoring the effect of these changes to assure that they're not overwhelmingly affecting anything at the higher rungs of the skill ladder while also confirming that they are in fact fostering more diverse picks."

    Brand

    PASSIVE - BLAZE MONSTER DAMAGE Ablaze now deals 120% damage to monsters

    Morgana

    W - TORMENTED SHADOW MONSTER DAMAGE Now does 150% damage to monsters

    Shen

    Q - TWILIGHT ASSAULT MAXIMUM MONSTER DAMAGE 75/100/125/150/175 ⇒ 120/140/160/180/200

    Teemo

    Q - BLINDING DART BLIND DURATION Now lasts 100% longer vs. monsters

    E - TOXIC SHOT POISON DAMAGE Now does 150% damage to monsters

    Yorick

    PASSIVE - SHEPHERD OF SOULS FINAL SERVICE Yorick now raises graves on large monster deaths and Mist Walkers take 50% reduced damage from monsters

    Zyra

    PLANTS DAMAGE TO MONSTERS Zyra's plants now deal 150% damage to monsters

    FUNNEL MECHANICS

    "Funneling continues to be present in solo queue at all parts of the ladder. We're going harder on the restrictions so that laners are more motivated to keep their gold and XP. Those who are playing the lane as is and not funneling an ally will essentially never run into this condition."

    UNIQUE - Monster Hunter

    MINION GOLD PENALTY 13 less gold from lane minions if more than half of your farm gold is from minions; removed at 14 minutes ⇒ 13 less gold and 50% less XP from lane minions if more than half of your farm is from minions; removed at 14 minutes

    TOP LANE SIGNIFICANCE FOLLOW-UP

    "We're following up with our top lane changes from 10.5 with an additional set of changes for Death's Dance and Teleport. This combination should continue reinforcing our initial goals of helping top laners that are coming out of laning phase build carry items to be a threat throughout the game. The Teleport change should also shift some of its power as an excellent lane sustain tool to a more late-game splitting-and-flanking tool."

    Death's Dance

    ITEM BUILD Caulfield's Warhammer + Pickaxe + Vampiric Scepter + 625g ⇒ Caulfield’s Warhammer + Aegis of the Legion + Vampiric Scepter + 500g

    STATS 80 attack damage, 10% cooldown reduction ⇒ 50 attack damage, 30 armor, 30 magic resist, 10% cooldown reduction

    UNIQUE PASSIVE Stores 30% of all post-mitigation damage received and takes it as damage over time true damage ⇒ Stores 20% of all post-mitigation damage received for melee champions (30% for ranged champions) and takes it as damage over time true damage

    Teleport

    COOLDOWN 360 seconds ⇒ 420-240 (levels 1-18) seconds

    (NEW) CAN'T CATCH ME Grants 3 seconds of 30-50% movement speed upon teleport completion based on character level (increased by 10% at levels 6 and 11)

    RECOMMENDED ITEMS

    "As League of Legends evolves, players discover new metas and strategies, champions are changed, or items are reworked, added, or removed. During all the changing and adjusting, sometimes the Recommended Items get left behind and never updated to reflect all the other changes being made in the game. We did a pass to correct some simple mistakes or completely redo what is displayed in the shop, so that players have an accurate build that is easily accessible by everyone of all skill levels. (Note: this does not mean these are always the best build, but what a new player is most likely to succeed with)

    List of champions with major Recommended Items updates: Alistar, Ashe, Blitzcrank, Garen, Gragas, Ivern, Kai'sa, Kassadin, Kayn, Kindred, LeBlanc, Lee Sin, Leona, Lucian, Master Yi, Miss Fortune, Mordekaiser, Morgana, Olaf, Qiyana, Rakan, Renekton, Rengar, Riven, Rumble, Shaco, Sona, Swain, Syndra, Talon, Taric, Thresh, Varus, Vayne, Vel'koz, Warwick, Xerath, Xin Zhao, Zilean, Zoe, Zyra"

    ARAM BALANCE CHANGE

    10.6 Nerfs

    KAI'SA +12% damage dealt ⇒ +5% damage dealt

    NAVIGATION ICONS

    "Our main navigation in the League Client has gotten pretty full with Teamfight Tactics and Clash finally live. We want to give it a little breathing room and at the same time make some usability improvements to the main navigation. As a result, we’re changing the Profile and Collection tabs to icons, similar to Loot and Store today. Through user testing, we’ve also found that players occasionally confuse the existing Loot and Store icons, so along with this change, in the 10.5 patch we changed the Loot icon to resemble crafting, and in this patch we’ve given the store icon a special visual treatment to help it stand out."

    PATCH HIGHLIGHTS

    Talon Blackwood, Taric Luminshield, and Twitch Shadowfoot will be available on March 19, 2020. Dark Star Malphite, Dark Star Mordekaiser, Dark Star Xerath, Dark Star Malphite Prestige Edition, Dark Cosmic Lux, and Cosmic Lux will be available on March 26, 2020.

    AUTOFILL BALANCE IN RANKED

    CHAMPIONS

    ANIVIA

    R Iced duration increased.

    Quote
    "Making a small consistency change to Anivia's Iced debuff (the one that doubles the damage of her E) duration on her ultimate so that all forms of it in her kit apply it consistently."


    R - GLACIAL STORM

    ICED DURATION 2 seconds ⇒ 3 seconds (now the same as Q - Flash Frost's Iced duration)

    APHELIOS

    Severum's innate heal and Infernum's innate damage to minions decreased. Crescendum's empowered damage decreased.

    Quote
    "Aphelios continues to dominate pro play. We’re pulling more power out of the mechanics pro players tend to value higher than players at other tiers."


    SEVERUM, THE SCYTHE PISTOL

    INNATE - RESURGENT HEAL 8-25% (levels 1-18) of damage dealt ⇒ 3-20% (levels 1-18) of damage dealt

    INFERNUM, THE FLAMETHROWER

    INNATE - INCENDIARY AOE DAMAGE TO MINIONS 45% (level 9) of the AoE damage ⇒ 30% (level 9) of the AoE damage

    CRESCENDUM, THE CHAKRAM

    CHAKRAM BASIC ATTACK EMPOWERED DAMAGE 30-173% total attack damage ⇒ 24-164% total attack damage

    DARIUS

    W bonus damage decreased; cost increased. E cost increased but now scales down with rank.

    Quote
    "Darius is crossing the line after all the top lane and fighter item work. We're giving him a light nerf, with an emphasis on making Apprehend an even more important strategic decision."


    W - CRIPPLING STRIKEBONUS PHYSICAL DAMAGE 50/55/60/65/70% total attack damage ⇒ 40/45/50/55/60% total attack damage
    COST 30 mana ⇒ 40 mana

    E - APPREHENDCOST 45 mana ⇒ 70/60/50/40/30 mana

    DRAVEN

    W decaying movement speed increased.


    "We're buffing some of Draven's power in a way that experienced Draven players can capitalize on so he can muscle into higher-skilled levels of play."


    W - BLOOD RUSH

    DECAYING MOVEMENT SPEED 40/45/50/55/60% ⇒ 50/55/60/65/70%

    GAREN

    Base magic resist growth decreased. E crit strike ratio decreased.


    "Garen's build diversity is up, but not quite where we want it to be, so we're nerfing some of the stats that continue to trend him more towards damage builds. He's also just really strong right now."


    BASE STATS

    MAGIC RESIST GROWTH 1.25 ⇒ 0.75

    E - JUDGMENT

    CRIT STRIKE RATIO 50% ⇒ 33%

    HECARIM

    R fear duration increased.


    "We're encouraging Hecarim to take more risks with max-range engages."


    R - ONSLAUGHT OF SHADOWS

    FEAR DURATION 0.75-1.5 (based on distance traveled) seconds ⇒ 0.75-2 (based on distance traveled) seconds

    KAYN

    Passive orb gain speed increased later.


    "Last patch we smoothed out Kayn's orb gain, but his transformation times shifted back to later in the game. We're moving his average transformation times closer to where they used to be."


    PASSIVE - THE DARKIN SCYTHE

    ORB GAIN SPEED At 10-13 minutes into the game, Kayn will increase his orb gain speed by 15%, rising throughout the duration.

    KINDRED

    Base attack damage growth and mana regen increased. W health restore increased. R heal increased.


    "Kindred is starving for some buffs. Since Lamb and Wolf have been a little weak as of late, we're giving them some sweet nutrition in the form of healing and scaling."


    BASE STATS

    ATTACK DAMAGE GROWTH 2.26 ⇒ 2.5
    MANA REGEN 6.972 ⇒ 7

    W - WOLF'S FRENZY

    HEALTH RESTORE 32-100 (levels 1-18) based on her missing health ⇒ 49-100 (levels 1-18) based on her missing health

    R - LAMB'S RESPITE

    HEAL 200/250/300 ⇒ 250/325/400

    MORGANA

    Base movement speed increased. E shield increased early.


    "Buffs primarily targeting support Morgana since her mid-lane is in a good place."


    BASE STATS

    MOVEMENT SPEED 330 ⇒ 335

    E - BLACK SHIELD

    SHIELD 60/120/180/240/300 ⇒ 80/135/190/245/300

    RYZE

    Base mana regen growth increased. W damage increased later.


    "We want to manage Ryze's presence in pro play and ensure he doesn't completely dominate players' pick line-ups, but his late game isn't as strong as it could be. Cementing him as the one of the kings of level 18 for the opportunities where games go that far."


    BASE STATS

    MANA REGEN GROWTH 0.8 ⇒ 1

    W - RUNE PRISON

    DAMAGE 80/100/120/140/160 ⇒ 80/110/140/170/200

    SENNA

    Passive AD per soul decreased; Mist cooldown now scales.


    "Support Senna is currently too strong, especially when she's paired with defensive tank champions. We're decreasing the value of Souls as well as their cadence so she can't just constantly harass her lane opponents—something she gets to do much more frequently when she has a tank to protect her."


    PASSIVE - ABSOLUTION

    ATTACK DAMAGE PER SOUL 1 ⇒ 0.75
    INNATE - WEAKENED SOUL COOLDOWN 4 seconds ⇒ 6/5/4 (levels 1/6/11) seconds

    SHACO

    R clone basic attack damage decreased.


    "AD Shaco is just a bit too strong right now, so we’re aiming for a soft nerf."


    R - HALLUCINATE

    CLONE BASIC ATTACK DAMAGE 75% total attack damage ⇒ 60% total attack damage

    SORAKA

    Q Rejuvenation heal increased; movement speed bonus increased.


    "Putting some power back into Starcall now that the scourge of Soraka top is no longer threatening time and space we know it."


    Q - STARCALL

    TOTAL REJUVENATION HEAL 40/50/60/70/80 (+0.3 ability power) ⇒ 50/60/70/80/90 (+0.3 ability power)
    MOVEMENT SPEED BONUS 10-20% ⇒ 15-25%

    TWISTED FATE

    W blue and red cards’ AP ratios increased.


    "Now there's a little more reason to stack your deck differently come late-game."


    W - PICK A CARD

    BLUE CARD AP RATIO 0.5 ability power ⇒ 0.9 ability power
    RED CARD AP RATIO 0.5 ability power ⇒ 0.6 ability power

    URGOT

    Q slow duration increased. E stun duration increased.


    "With Purge being Urgot's go-to ability to max first, his other abilities can feel crummy to use. The small buffs to Urgot's CC potential will increase his combo reliability even through Tenacity and keep Urgot feeling like an Ur-God."


    Q - CORROSIVE CHARGE

    SLOW DURATION 1 seconds ⇒ 1.25 seconds

    E - DISDAIN

    STUN DURATION 0.75 seconds ⇒ 1 second

    VEIGAR

    Base AD, AD growth, and armor increased. Q base damage increased.


    "Smol buffs for the smol boy."


    BASE STATS

    ATTACK DAMAGE 50.71 ⇒ 52
    ATTACK DAMAGE GROWTH 2.625 ⇒ 2.7
    ARMOR 22.55 ⇒ 23

    Q - BALEFUL STRIKE

    BASE DAMAGE 70/110/150/190/230 ⇒ 80/120/160/200/240

    ITEMS

    SPELLTHIEF'S EDGE

    Tribute procs now require a nearby ally.

    Removing support items from being used in solo lanes.

    (NEW) PARTNER IN CRIME Tribute procs now require an ally champion (even dead ally champions) within 2000 range (also affects Frostfang)

    SPECTRAL SICKLE

    Tribute procs now require a nearby ally.

    Removing support items from being used in solo lanes.

    (NEW) PARTNER IN CRIME Tribute procs now require an ally (even dead ally champions) within 2000 range (also affects Harrowing Crescent)

    BOOTS OF MOBILITY

    Cost increased.

    Mobi's heavily increase the ability to snowball in higher ranked games, allowing very strong lanes to spread their leads easily and decreasing diversity in your shoe choices. We're making them a bit more of a premium boot to buy, instead of something you can easily get once you're in that position.

    COST 900 gold ⇒ 1000 gold

    BOOTS OF SWIFTNESS

    Movement speed increased.

    Swifties are just not great right now, so we're helping it be more competitive.

    MOVEMENT SPEED 55 ⇒ 60

    ARAM BALANCE CHANGES

    10.5 Buffs

    AKALI +18% damage dealt & -12% damage taken ⇒ +18% damage dealt & -15% damage taken

    10.5 Nerfs

    ALISTAR Normal ⇒ +5% damage taken

    YUUMI +5% damage dealt ⇒ Normal

    ZAC +5% damage dealt ⇒ Normal

    ETERNALS

    "Eternals are available starting in 10.5. Capture, celebrate, and flex your moments of glory in and out of game on your main and track your per-game personal bests. Starter Series Eternals are available for Blue Essence and Series 1 Eternals are available for RP."

    BUGFIXES

    • Renekton's E - Slice and Dice no longer plays its on-hit audio if it doesn't hit anything
    • Perfect Timing's Commencing Stopwatch no longer swaps item slots when it becomes a Replica Stopwatch
    • Tahm Kench's W - Devour cooldown is no longer halved when an allied champion stays inside his mouth for the full duration and no longer applies Passive - An Acquired Taste damage twice
    • Rakan can no longer stack Spellbinder by casting E2 - Battle Dance on allies that are out of range
    • Summoner names no longer appear out of order in Clash during scouting
    • Hovering over the Ocean Drake Soul in the Scoreboard will no longer cause the game to hitch for a brief moment
    • Death's Dance last tick of stored damage now properly kills the target champion instead of leaving them at 1 HP
    • Fixed a bug where the Delete button would not be togglable in Collections' Runes tab, causing players to not be able to mass delete Rune pages
    • When entering the End of Game screen, players' Summoners name are no longer grayed out if they're still in the lobby
    • The Revive button in the Practice Tool now functions correctly and revives the champion
    • Champions with Lethal Tempo equipped will now properly gain bonus attack speed after attacking enemy champions even if the target is shielded
    • Casting Fiddlesticks' W - Drain at the same time as Fiora's W - Riposte will now properly deal damage and heal him
    • Champions who are basic attacking an enemy will no longer be able to follow them as they enter Fog of War
    • Quickly changing forms as DJ Sona will no longer lock her with Ethereal form's helm
    • If Sion channels R - Unstoppable Onslaught for 3+ seconds and then runs into an enemy champion, he now properly stuns the target for the intended 1.75 seconds

    UPCOMING SKINS & CHROMAS

    The following skins will be released this patch. Grab the League Displays app for full-res splash art!


    Blackfrost Renekton

    Blackfrost Alistar

    Blackfrost Rek'Sai

    Hextech Sejuani


    The following chromas will be released this patch:


    Blackfrost Rek'Sai

    Blackfrost Alistar

    Blackfrost Renekton


    Zum Original

    MID-PATCH UPDATES

    3/5/2020 Zilean Bugfix

    Zilean

    R - CHRONOSHIFT COOLDOWN BUGFIX When Zilean is reviving through his R - Chronoshift, his summoner spells no longer go on a cooldown and are available immediately upon reviving

    3/4/2020 Gragas Bugfix

    Gragas

    Q - BARREL ROLL COOLDOWN BUGFIX Gragas' Q - Barrel Roll's cooldown now properly starts when he throws his cask, not when it explodes

    PATCH HIGHLIGHTS

    Blackfrost Rek'Sai, Blackfrost Alistar, and Blackfrost Renekton will be available on March 5, 2020

    CHAMPIONS

    ALISTAR

    Base health increased. Passive stack gain no longer has a cooldown after Alistar roars.

    Quote
    "Moo cow needs more milk."

    BASE STATS

    HEALTH 575 ⇒ 600

    PASSIVE - TRIUMPHANT ROAR

    STACK COOLDOWN Once Triumph stacks are consumed, Alistar can gain new stacks after a 3-second cooldown ⇒ immediately (Triumphant Roar still can't proc more than once every 3 seconds)

    AMUMU

    R cooldown increased early.

    Quote
    "We're pulling back on some of the power we gave him in 10.4."


    R - CURSE OF THE SAD MUMMY

    COOLDOWN 130/115/100 seconds ⇒ 150/125/100 seconds

    BARD

    Passive chime damage decreased.

    Quote
    "After a history of Journeying under the radar, Bard has to be pulled back a bit due to how much he's succeeding at high levels of play. We're slightly reducing the impact of the Meeps' sweet chime music."


    PASSIVE - TRAVELER'S CALL

    ADDITIONAL DAMAGE PER FIVE CHIMES 15 ⇒ 12

    BLITZCRANK

    Base armor decreased.

    Quote
    "A small nerf since he just barely hit our triggers."


    BASE STATS

    ARMOR 40 ⇒ 37

    GRAVES

    Base MR and MR growth increased. Q cost now flat; cooldown decreased.

    Quote
    "Graves has been weak for higher tier play, and middling for everyone else. Giving him back some of the Magic Resist we pulled off his E, as well as a buff aimed to help both his jungle and laning."


    BASE STATS

    MAGIC RESIST 30 ⇒ 32
    MAGIC RESIST GROWTH 1 ⇒ 1.25

    Q - END OF THE LINE

    COST 60/65/70/75/80 mana ⇒ 60 mana
    COOLDOWN 13/12/11/10/9 seconds ⇒ 12/11/10/9/8 seconds

    KAI'SA

    Q AP ratio decreased; upgraded missiles increased. W base damage and AP ratio increased, tAD decreased; upgraded cooldown refund increased.

    Quote
    "The goal of these changes are to power up Kai'Sa as she evolves, especially as she starts to specialize in either AP or AD. However, there should also be more of a trade-off based on that evolution"


    Q - ICATHIAN RAIN

    DAMAGE RATIO 0.4 ability power ⇒ 0.25 ability power
    LIVING WEAPON UPGRADE 10 missiles ⇒ 12 missiles

    W - VOID SEEKER

    DAMAGE 20/45/70/95/120 (+0.6 ability power)(+1.5 total attack damage) ⇒ 30/55/80/105/130 (+0.7 ability power)(+1.3 total attack damage)
    LIVING WEAPON UPGRADE 50% cooldown refunded against champions ⇒ 70% cooldown refunded against champions

    KAYN

    Passive orb gain increased. W slow increased.

    Quote
    "Smoothing out Kayn's transformation rules so he's not punished due to confusion or complexity. We're adding a slight buff to his catching ability too to overall make him easier to succeed with."


    PASSIVE - THE DARKIN SCYTHE

    ORB GAIN RATE Increases at 8 and 12 minutes ⇒ Increases constantly (every second) after 5 minutes, flattening out at 13 minutes

    W - BLADE'S REACH

    DECAYING SLOW 60% ⇒ 70%

    LISSANDRA

    Q AP ratio increased.

    Quote
    "We're putting some power back into Lissandra's (cold) bread and (frozen) butter ability, so enemies know they can't just eat them willy nilly."


    Q - ICE SHARD

    DAMAGE RATIO 0.7 ability power ⇒ 0.8 ability power

    NEEKO

    Base AS growth and ratio increased. E AP ratio increased. R shield increased.

    Quote
    Giving Neeko some buffs for any situation, no matter what shape she takes.


    BASE STATS

    ATTACK SPEED GROWTH 3% ⇒ 3.5%
    ATTACK SPEED RATIO 0.645 ⇒ 0.670

    E - TANGLE BARBS

    DAMAGE RATIO 0.4 ability power ⇒ 0.6 ability power

    R - POP BLOSSOM

    SHIELD 50/80/110 (+0.5 ability power) ⇒ 75/100/125 (+0.75 ability power)

    ORNN

    Passive empowered damage decreased; item auto-upgrade level increased; ally item upgrade available later.

    Quote
    "We're lowering his damage a bit and reverting a prior buff that we had originally put in to ram him back into pro play. The ram's now a little too aggressive and butting heads way too often."


    PASSIVE - LIVING FORGE

    BRITTLE PROC DAMAGE 12-20.5% target's maximum health (level 1-18) ⇒ 10-18% target's maximum health (level 1-18)
    MASTERWORK ITEM AUTO-UPGRADE Level 12 ⇒ Level 13
    ALLY MASTERWORK UPGRADE AVAILABILITY Levels 13, 14, 15, 16 ⇒ Levels 14, 15, 16, 17

    RAMMUS

    Base AS ratio decreased.

    Quote
    "Wasn't actually "ok." like we thought. Pulling back some of the power from 10.4's buffs."


    BASE STATS

    ATTACK SPEED RATIO 0.656 ⇒ 0.625 (base attack speed unchanged)

    SETT

    Base armor, health regen, and health regen growth decreased. R slow duration decreased.

    Quote
    "While he's mostly showing off in the top lane, Sett is also showstoppingly strong in the jungle. Taking some swings to reduce power in both places."


    BASE STATS

    ARMOR 37 ⇒ 33
    HEALTH REGEN 8 ⇒ 7
    HEALTH REGEN GROWTH 0.75 ⇒ 0.5

    R - THE SHOW STOPPER

    SLOW DURATION 1.5 seconds to target and all enemies in the impact area ⇒ 1 second to target and all enemies in the impact area
    ASSIST BUGFIX Sett properly gets Assist credit even when the target dies while suppressed

    SIVIR

    Q damage increased later. R minimum movement speed now scales.

    Quote
    "Sivir is on the weaker side across all games, so we're buffing her."


    Q - BOOMERANG BLADE

    DAMAGE PER PASS 35/55/75/95/115 (+0.7/0.8/0.9/1.0/1.1 total attack damage) (+0.5 ability power) ⇒ 35/50/65/80/95 (+0.7/0.85/1.0/1.15/1.3 total attack damage) (+0.5 ability power)

    R - ON THE HUNT

    MINIMUM MOVEMENT SPEED 20% ⇒ 20/25/30%

    SONA

    Base AD and AD growth increased. E self movement speed increased and now flat.

    Quote
    "We're reverting the mid-patch 10.4 changes since we decided to go forward with changes to the Tribute support question line, including Spellthief's Edge, in this patch. All in all, that should bring her back to respectable levels in her main lane and keep her out of top lane for good."


    BASE STATS

    ATTACK DAMAGE 45 ⇒ 49
    ATTACK DAMAGE GROWTH 2 ⇒ 3

    E - SONG OF CELERITY

    SELF MOVEMENT SPEED 10/11/12/13/14% ⇒ 20%

    OUT-OF-RANGE CAST CHANGES

    Quote
    "When you try to cast an ability outside its max range, one of two things will happen: Either you'll walk into range and then cast the ability, or the ability will automatically cast at max range in that direction. We're changing the three abilities below to all follow the 'cast at max range' behavior based on how we see players (especially newer players) try to use them. In Syndra's case, this specifically makes her Q->E combo easier to pull off.

    While mains will need to relearn the feel for how these abilities cast at long ranges, our intent isn't to add or remove significant power. We'll follow up on these three if needed."

    Abilities changed

    • Miss Fortune's E - Make it Rain
    • Syndra's Q - Dark Sphere
    • Varus's E - Hail of Arrows

    JUNGLE CHAMPIONS

    Quote
    "Last patch's round of jungle champ pool changes went well—lots of players in the target skill range have been finding success trying the new picks out, without those picks also crushing the competition at higher parts of the ladder. Morde and Darius were the underperformers of the pack so we're giving them a bit more help. We're also adding Poppy to the mix: She's actually already a decently strong jungler in the hands of some players, so she just needs a slight bump."

    Darius

    HEMORRHAGE DAMAGE TO MONSTERS 120% ⇒ 175%

    Mordekaiser

    DARKNESS RISE MAX DAMAGE TO MONSTERS 25-110 (lv 1-18) ⇒ 28-164 (lv 1-18)

    Poppy

    HAMMER SHOCK MAX HEALTH DAMAGE CAP VS NON-CHAMPS 40/60/80/100/120 ⇒ 50/80/110/140/170

    TOP LANE SIGNIFICANCE

    TURRET PLATING

    Turret plates grant more gold, take more damage from melee champions, and are more resilient to group pushes.


    Quote
    "We're changing turret plating in a few ways toward the goal of making it a more appealing top-lane objective for solo melee pushers. Since plates take more damage from melee champs, most of the top lane roster will have an easier time downing them (and an easier time securing first turret gold as a result). Increasing Bulwark resistances means group pushes won't be as rewarding, with 'gank bot and set up for dragon' the most common group push case in lane phase. Higher gold value adds extra consequence to these changes. All said, the tradeoff for abandoning a lane and roaming will be literally more costly once 10.5 hits.

    To ranged readers: The second and third lines even out to you dealing the same damage to plating as you did before. We just didn't want to say "turret plates take increased damage from melee champions"."

    GOLD PER PLATE 120 ⇒ 160
    (NEW) RANGED RESISTANCE Turret plates take 17% reduced damage from ranged champions
    OUTER TURRET ARMOR & MR 40/80/120/160/200 (at 0-4 plates lost) ⇒ 15/50/85/120/155 (at 0-4 plates lost)
    BULWARK RESISTANCES 35 per nearby enemy champion past the second ⇒ 45 per nearby enemy champion past the second
    OUTER TURRET ARMOR & MR AFTER PLATES FALL 40 (unchanged)

    BLADE OF THE RUINED KING

    Current health damage increased for melee champions.

    Quote
    Blade of the Ruined King has been out of fighter inventories for a while now. We're buffing it to be a luxury option for shredding through juggernauts and tanks.

    UNIQUE PASSIVE Basic attacks deal bonus physical damage on hit equal to 8% target's current health ⇒ 8% target's current health for ranged users, 12% target's current health for melee users
    ORNN Change also applies to Might of the Ruined King

    RAVENOUS HYDRA

    Lifesteal increased. Active area of effect increased, now occurs at your max attack range.

    Quote
    Increasing Ravenous Hydra's strength should open its appeal to more fighters and buff the ones who already pick it up. We're also making the Crescent active work as expected for those who have longer than 125 attack range.

    LIFESTEAL 12% ⇒ 18%
    ACTIVE RADIUS 400 ⇒ 450
    ACTIVE CENTER POINT 125 distance in front of you ⇒ At your basic attack range (up to 200 distance - sorry Rengar)

    TITANIC HYDRA

    Passive damage to targets in the cone increased.

    Quote
    We're buffing Titanic Hydra's health scaling to increase the threat it presents in HP-heavy builds.

    PASSIVE DAMAGE TO PRIMARY TARGET 5 (+1% user's max health) ⇒ 5 (+1.5% user's max health)
    PASSIVE DAMAGE TO SECONDARY TARGETS 40 (+2.5% user's max health) ⇒ 40 (+3% user's max health)

    JUNGLE CHAMPIONS

    "One trend we've seen over the years is that new and low-MMR players pick jungle at a much lower rate than other positions—even when it's stronger than those other positions. For 10.4, we're approaching this problem by giving some popular champs at these skill levels better tools to jungle with, especially also because jungle has an arguably smaller champion pool than other positions. While players here will still have to contend with the learning curve of jungle as a position, they won't have to learn to play a new champion as well. All the changes below are to ability effectiveness against monsters to avoid accidental impacts to lane strength.

    As a caveat, we're investigating other solutions to help out jungle and the satisfaction of playing the role in the future too, so look forward to seeing more from us outside of these changes."

    Darius

    PASSIVE - HEMORRHAGE DAMAGE Now deals 120% damage to all monsters

    Q - DECIMATE HEAL Now heals from large monsters

    Diana

    PASSIVE - MOONSILVER BLADE DAMAGE Increased by 150% on non-Epic monsters

    Garen

    E - JUDGMENT DAMAGE Now deals 150% damage to non-Epic monsters

    Gnar

    W - HYPER BASE MAXIMUM BONUS DAMAGE TO MONSTERS 100/150/200/250/300 ⇒ 300 at all levels

    Mordekaiser

    PASSIVE - DARKNESS RISE MAXIMUM DAMAGE TO MONSTERS 15-100 (levels 1-18) ⇒ 25-120 (levels 1-18)

    Talon

    PASSIVE - BLADE'S END MONSTER DAMAGE Abilities now wound all monsters for 120% damage

    Zed

    PASSIVE - CONTEMPT FOR THE WEAK DAMAGE Increased by 100% against monsters

    PASSIVE - CONTEMPT FOR THE WEAK MAXIMUM DAMAGE TO MONSTERS 120/240/360 (levels 1, 7, 17) ⇒ 200/350/500 (levels 1, 7, 17)

    ICYMI: 10.3 FOLLOW-UP CHANGES

    "These were all documented as mid-patch updates for 10.3, but we wanted to include them in case you missed them!"

    Akali

    E - SHURIKEN FLIP DAMAGE 40/70/100/130/160 physical damage per cast ⇒ 50/85/120/155/190 physical damage per cast

    R - PERFECT EXECUTION COOLDOWN 160/130/100 seconds ⇒ 120/90/60 seconds

    R1 - PERFECT EXECUTION DAMAGE 85/150/215 physical damage ⇒ 125/225/325 physical damage

    Lucian

    PASSIVE - LIGHTSLINGER DAMAGE MODIFIER Fixed a bug where Lucian's critical damage modifier against non-minions was 1 instead of .75

    Yuumi

    Q - PROWLING PROJECTILE BASE DAMAGE 40/65/90/115/140/165 ⇒ 40/70/100/130/160/190

    Q - PROWLING PROJECTILE EMPOWERED DAMAGE 45/80/115/150/185/220 ⇒ 45/85/125/165/205/245

    E - ZOOMIES BASE HEAL 70/100/130/160/190 ⇒ 70/105/140/175/210

    RUNES (AND EXHAUST)

    EXHAUST

    "Small buffs to Exhaust as well as readability improvements."

    DURATION 2.5 seconds ⇒ 3 seconds

    (NEW) VISIBILITY Now shows how much damage is being reduced

    HAIL OF BLADES

    "Attempting to broaden Hail of Blades' use cases since it's currently taken specifically by junglers who can chain their CC abilities with their basic attacks."

    MAXIMUM TIME BETWEEN ATTACKS 2 seconds ⇒ 3 seconds

    COOLDOWN 4 seconds out of combat ⇒ 8 seconds

    LEGEND RUNES

    "We've seen Bloodline all too often as the dominant pick for ADCs, especially in pro, all last year. We're slowing down all the Legend runes' stacking for minion farming vs. champion killing since Bloodline specifically relies on stacking up. And since pros get more of their stacks from farming than kills compared to everyone else, this should be most impactful at that level of play."

    ALACRITY, TENACITY, AND BLOODLINE MINION KILLS PER STACK 20 ⇒ 25

    PERFECT TIMING

    "Currently, a lot of players are taking Perfect Timing since it builds into core items on so many different types of champions (mages [Zhonya's], AD champs [Guardian's Angel], and tanks [Gargoyle Stoneplate]). Don't get us wrong, we are happy to see it, but there's much more satisfaction as a player and as a spectator when it's used aggressively rather than defensively."

    OUR TIME IS RUNNING OUT Grants a Commencing Stopwatch that becomes a Replica Stopwatch at 10 minutes ⇒ Grants a Commencing Stopwatch that becomes a Replica Stopwatch at 14 minutes. Takedowns reduce this timer by 2 minutes.

    (REMOVED) YOU CAN'T PUSH IT UNDERGROUND No longer additionally reduces the cooldown of Guardian's Angel, Gargoyle Stoneplate, and Zhonya's Hourglass by 15%

    STOPWATCH COST 600g ⇒ 650g

    PHASE RUSH

    "Attempting to broaden the rune since it's currently only being taken by ranged mages with extremely low cooldowns."

    MAXIMUM TIME BETWEEN ATTACKS 3 seconds ⇒ 4 seconds

    MOVEMENT SPEED 25-40% ⇒ 25-40%, increased to 30-50% for melee champions

    PROTOTYPE: OMNISTONE

    "These keystones are really hard to trigger at level 1."

    LUCK OF THE DRAW Will no longer give the player Press the Attack or Conqueror as their first rune

    UNFLINCHING

    BUGFIX Now properly grants 10% slow resistance per Summoner Spell on cooldown

    IMMOLATE ITEMS

    "Getting some more satisfaction and activity out of Sunfire's pattern."

    Bami's Cinder

    (NEW) IMMOLATE Once every 10 seconds, your next immobilizing ability deals 6-23 (+0.02 bonus health) and releases a fire nova that also deals that bonus damage around you

    Cinderhulk

    (NEW) IMMOLATE Once every 10 seconds, your next immobilizing ability deals 12-29 (+0.04 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

    Sunfire Cape (and Forgefire Cape)

    (NEW) IMMOLATE Once every 10 seconds, your next immobilizing ability deals 26-43 (+0.05 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

    SLOW RESISTANCE CALCULATION ADJUSTMENT

    We're making an adjustment to how slow resistance stacks on a champion to match Tenacity stacking. Now, slow resistance will stack multiplicatively instead of linearly. As an example of the change, two 30% slow resistance effects will now reduce slows by 51% rather than 60%.

    LOGIN REGION SELECTOR

    "We've talked a bunch in the past months about the switch to globally unique Riot Accounts and usernames. Starting later in 10.4, you’ll need to use those unique Riot Accounts, since the region selector on the login screen will disappear. When you log in, you'll automatically be directed to the server associated with your account (so if you log in using your PBE account, you’ll be sent straight to PBE). You’ll also be able to change your language by going to the settings on the login screen (the little cog on the bottom right). Worth noting: if your account isn’t globally unique when this change goes through, you’re going to need to update it on this website before you log in to the game."

    CRASH REPORTING

    "We have a new crash handling system going live this patch which will automatically collect crash data to help diagnose issues. Crash reports help us improve the game because it alerts us when something goes wrong! You can opt out of the automatic crash reports collection by clicking the Settings (gear icon) in-client. There, look under General and toggle off the option. Thanks for helping us help you! Read more about Crash Reporting on the Player Support website."

    BUGFIXES

    • Bird of Prey Anivia's W - Crystallize is now using its proper skin
    • Fixed an issue where Dr. Mundo's damage penalty was not properly applying in ARAM
    • Pyke's, Cho'Gath's, and Urgot's execute indicators appear as intended and are properly visible
    • PROJECT: Pyke's W - Ghostwater Dive is no longer missing its PROJECT HUD screen overlay
    • Pulsefire Caitlyn's R - Ace in the Hole UI overlay now properly appears when she casts the ability
    • PROJECT: Vayne's R - Final Hour HUD no longer disappears prematurely
    • Removing a friend, being removed by someone else, or being blocked by someone else will no longer break the Social panel and chat window
    • Sett now properly becomes Unstoppable and suppresses Tahm Kench when casting R - The Show Stopper while Tahm Kench casts W - Devour
    • Attacking a non-revealed R - Noxious Trap from Teemo with Umbral Glaive will now properly do triple damage
    • Qiyana's R - Supreme Display of Talent no longer breaks Unstoppable animations/abilities when cast in the river or in a brush
    • Sett's E - Facebreaker will only stun enemies if he successfully grabs one on each side
    • When Qiyana casts R - Supreme Display of Talent towards a wall just barely within Yasuo's W - Wind Wall, she should no longer be able to successfully explode the targeted wall
    • Champions will no longer be in a T-pose for the remainder of the game if they get eaten by Tahm Kench’s W - Devour
    • Battle Boss Qiyana's Passive - Royal Privilege cooldown indicator is no longer barely visible in brush
    • Abilities that cannot target allies will not proc Guardian
    • Lee Sin's abilities now properly count per use towards Electrocute
    • Wukong can properly cast R - Cyclone even after he's used it immediately before getting killed by a knock-up
    • Vi's Q - Vault Breaker will no longer cause her next basic attack to fail triggering runes

    UPCOMING SKINS & CHROMAS

    The following skins will be released this patch. Grab the League Displays app for full-res splash art!


    Blood Moon Master Yi & Blood Moon Katarina

    Blood Moon Tryndamere


    The following chromas will be released this patch:


    Blood Moon Tryndamere

    Blood Moon Katarina

    Blood Moon Master Yi


    Zum Original

    MID-PATCH UPDATES

    2/21/2020

    Tahm Kench

    W - DEVOUR BUGFIX Tahm Kench will now properly spit out allies in front of him when using W - Devour

    2/21/2020 Tiamat and Ravenous Hydra Bugfix & Immolate Items, Sona, and Soraka Balance Changes

    Poppy

    TIAMAT AND RAVENOUS HYDRA BUGFIX Fixed a bug that allowed Poppy to proc Tiamat's and Ravenous Hydra's Active from range

    Rengar

    TIAMAT AND RAVENOUS HYDRA BUGFIX Fixed a bug that allowed Rengar to proc Tiamat's and Ravenous Hydra's Active from range

    Sona

    BASE ATTACK DAMAGE 49 ⇒ 45
    BASE ATTACK DAMAGE GROWTH 3 ⇒ 2
    E - SONG OF CELERITY SELF-HASTE 20% (+0.03 per 100 ability power) ⇒ 10/11/12/13/14% (+0.03 per 100 ability power)

    Soraka

    W - ASTRAL INFUSION COOLDOWN 8/6.5/5.3.5/2 seconds ⇒ 6/5/4/3/2 seconds
    W - ASTRAL INFUSION COST 50/55/60/65/70 mana ⇒ 40/45/50/55/60 mana
    W - ASTRAL INFUSION REJUVENATION HP COST Reduced by 40/55/70/85/100% ⇒ Reduced by 60/70/80/90/100%

    Immolate

    BAMI'S CINDER PULSE DAMAGE 6-23 (+0.02 bonus health) ⇒ 6-23 (+0.01 bonus health)
    BAMI'S CINDER PULSE COOLDOWN 10 seconds ⇒ 12 seconds
    CINDERHULK PULSE DAMAGE 12-29 (+0.04 bonus health) ⇒ 12-29 (+0.03 bonus health)
    CINDERHULK PULSE COOLDOWN 10 seconds ⇒ 12 seconds
    SUNFIRE AND FORGEFIRE CAPE PULSE DAMAGE 26-43 (+0.05 bonus health) ⇒ 26-43 (+0.04 bonus health)
    SUNFIRE AND FORGEFIRE CAPE PULSE COOLDOWN 10 seconds ⇒ 12 seconds

    2/20/2020 Viktor Bugfix

    Viktor

    W - GRAVITY FIELD BUGFIX When playing Viktor on the Chaos side (top side) his W - Gravity Field will successfully stun enemies walking through or standing on it on the third stack

    2/19/2020 Trundle/Bami's Cinder Bugfix

    Trundle

    BAMI'S CINDER BUGFIX Trundle can no longer hurt his allies if he has Bami's Cinder or any of the items that it builds into by casting his pillar on an ally champion and displacing them

    PATCH HIGHLIGHTS

    Blood Moon Tryndamere, Katarina, and Master Yi will be available on February 20, 2020.

    CHAMPIONS

    AMUMU

    Q dash speed increased. R cooldown decreased and now stops dashes.


    "These buffs, plus the Immolate changes (spoiler alert!) in 10.4 should help Amumu as he tries to play with the big boys. "


    Q - BANDAGE TOSS

    DASH SPEED 1350 after hitting an enemy ⇒ 1800 after hitting an enemy

    R - CURSE OF THE SAD MUMMY

    COOLDOWN 150/130/110 seconds ⇒ 130/115/100 seconds
    (NEW) STOP! IN THE NAME OF LOVE Now stops enemies in the middle of their dashes

    APHELIOS

    Players can now see both of Aphelios' guns. Calibrum no longer resets basic attack timer after consuming a mark. Crescendum sentries die faster. R range decreased.


    "Aphelios is the galaxy brain marksman whose kit has a billion things you have to learn, but he's stressing out opponents who can't understand what he's doing and seems to be lacking adequate counter play at higher ranked games. Better clarity will lead to a drop in Aphelios' performance since opponents will more frequently make correct decisions, but we also threw some raw nerfs with a focus on making sure opponents have successful ways to catch him and beat him up."


    WEAPONS OF THE FAITHFUL

    (NEW) WEAPON VIEW Players can now see both guns Aphelios is holding next to his health bar


    CALIBRUM, THE SNIPER RIFLE

    (REMOVED) BASIC ATTACK RESET Aphelios no longer resets his attack timer right after consuming a mark (his attack timer still resets for the mark attack)


    CRESCENDUM, THE CHAKRAM

    RED VS. BLUE Aphelios' sentry's range indicators are now red for enemies when it's inactive
    BASE NUMBER OF SENTRY ATTACKS 4 ⇒ 3 (the number of attacks still scale with attack speed)
    SENTRY HEALTH AGAINST RANGED Ranged basic attacks deal 2 damage ⇒ 3 damage (Sentries have 6 health)
    SENTRY HEALTH AGAINST AOE AoE attacks deal 2 damage ⇒ 4 damage (Sentries have 6 health)
    SENTRY BUGFIX Aphelios' sentries no longer occasionally die upon being activated


    R - MOONLIGHT VIGIL

    RANGE 1600 ⇒ 1300

    AURELION SOL

    W active star damage decreased.


    "Like Sailor Star Maker during the time of Sailor Moon Stars, Aurelion Sol's "Star Gentle Creator" is a little weaker this patch."


    W - CELESTIAL EXPANSION

    ACTIVE STAR DAMAGE Increases total damage by 50% ⇒ 40%

    CAITLYN

    Bonus AS at level 1 increased.


    "Sharpening (can you sharpen guns?) Caitlyn's early game harass potential since she's sitting in a pretty weak spot right now."


    BASE STATS

    BONUS ATTACK SPEED 10% at level 1 ⇒ 20% at level 1

    GAREN

    Increased Q empowered basic attack damage ratio. Increased W resistances after max from enemy kills. W shield increased.


    "Our goal is to bring back build diversity for Garen, specifically buffing his tankier builds while keeping his damage-oriented builds still viable. To that point, there is a change missing in this section that's included in the Jungle Champions section instead, so look below for that!"


    Q - DECISIVE STRIKE

    EMPOWERED BASIC ATTACK DAMAGE RATIO 0.4 attack damage ⇒ 0.5 attack damage


    W - COURAGE

    (NEW) BLOOD OF MY ENEMIES At max resistances from enemy kills, Garen increases his bonus armor and magic resist by 10%
    SHIELD 0.1 maximum health ⇒ 70/95/120/145/170 (+0.2 bonus health)

    GNAR

    Base MS increased. Passive Mini Gnar MS decreased. R damage ratios increased.


    "Similar to Garen, we have a jungle Gnar-specific change which you could find in the Jungle Champions section. But generally, we're looking to power him up a little bit, specifically when he's Mega Gnar, since he's feeling a bit underwhelming even has a huge hulking monster."


    BASE STATS

    MOVEMENT SPEED 325 ⇒ 335


    PASSIVE - RAGE GENE

    BONUS MOVEMENT SPEED 10-30 (levels 1-18) in Mini Gnar form ⇒ 0-20 (levels 1-18) in Mini Gnar form


    R - GNAR!

    DAMAGE RATIO 0.2 attack damage, 0.5 ability power ⇒ 0.5 attack damage, 1.0 ability power

    JAYCE

    Base mana and mana growth increased. Q base damage increased.


    "Jayce should now be able to cast more abilities to fend off his opponents."


    BASE STATS

    MANA 357.2 ⇒ 375
    MANA GROWTH 37 ⇒ 45


    Q - TO THE SKIES!

    BASE DAMAGE 45/80/115/150/185/220 ⇒ 55/95/135/175/215/255

    LUX

    Q damage increased; cooldown decreased early. Lux can now Flash while casting R.

    "Buffing support Lux to give players the option to viably take her bot lane."


    Q - LIGHT BINDING

    BASE DAMAGE 70/115/170/205/250 ⇒ 80/125/170/215/260
    DAMAGE RATIO 0.7 ability power ⇒ 0.6 ability power
    COOLDOWN 13/12/10/11/9 seconds ⇒ 11/10.5/10/9.5/9 seconds


    R - FINAL SPARK

    (NEW) FLASHDANCE Lux can now Flash while casting Final Spark (her ultimate won't follow her when she Flashes)

    RAMMUS

    Base AS and AS ratio increased.


    "Ok."

    BASE STATS

    ATTACK SPEED 0.625 ⇒ 0.656
    ATTACK SPEED RATIO 0.625 ⇒ 0.656

    SINGED

    Base health and armor decreased.

    "Singed was pumped up on his plant-based potion before it was cool. While his healthy libations have been letting him conquer the top lane, we're going to make his triumphs a bit more risky by reducing his early tankiness."


    BASE STATS

    HEALTH 610 ⇒ 580
    ARMOR 37 ⇒ 34

    SONA

    Auras now grants Sona mana at first ally tag. Q, W, and E costs increased.


    "I don't play her top anyways."


    Q - HYMN OF VALOR

    (NEW) MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
    COST 50/55/60/65/70 mana ⇒ 75/80/85/90/95 mana


    W - ARIA OF PERSEVERANCE

    (NEW) MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
    COST 80/85/90/95/100 mana ⇒ 105/110/115/120/125 mana


    E - SONG OF CELERITY

    (NEW) MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura

    COST 65 mana ⇒ 90 mana

    SORAKA

    Base stats adjusted. Q self-heal, Rejuvenation heal duration, and bonus movement speed decreased; Q cost increased. W health cost decreased when Rejuvenated; heal increased later.


    "Chipping away at Soraka's top lane potency as she's the winningest top laner at the current moment. We also want to keep the impact on her support lane minimal as she’s not overperforming there."

    BASE STATS

    HEALTH 529.04 ⇒ 535
    HEALTH GROWTH 78 ⇒ 74
    MANA 350.8 ⇒ 375
    MANA GROWTH 60 ⇒ 40
    ATTACK DAMAGE 50.04 ⇒ 50


    Q - STARCALL

    SELF-HEAL 60/80/100/120/140 (+0.5 ability power) ⇒ 40/50/60/70/80 (+0.3 ability power)
    REJUVENATION HEAL DURATION 5 seconds ⇒ 2.5 seconds
    COST 40/45/50/55/60 mana ⇒ 60/65/70/75/80 mana
    BONUS MOVEMENT SPEED 15/20/25/30/35% ⇒ 10/12.5/15/17.5/20%

    W - ASTRAL INFUSION

    (NEW) ME AFTER A MASSAGE AND ICE CREAM While Soraka is Rejuvenated, the 10% maximum health cost for casting Astral Infusion will be reduced by 40/55/70/85/100%
    HEAL 80/110/140/170/200 ⇒ 80/115/150/185/220

    SYLAS

    Q damage increased later.


    "Sylas has been doing well after our large changes in 10.1 and we're less worried about him taking over pro games, so we can give him some more power."


    Q - CHAIN LASH

    BASE DAMAGE 40/55/70/85/100 ⇒ 40/60/80/100/120

    UDYR

    Time between stance changes decreased per Cloud Drake buff.


    "Udyr currently doesn't benefit at all from Cloud Drake so we're fixing that."


    PASSIVE - MONKEY'S AGILITY

    (NEW) STING LIKE A BEE Udyr now gets 5% off his global cooldown (the time between when he can switch stances) per Cloud Drake buff

    JUNGLE MONSTERS

    "After the 2019 preseason jungle changes, we nerfed junglers through their EXP gain (they’re gaining around 40 EXP less per minute). As a result, we’re giving back around half the EXP we took out and pushing that into the jungler’s item specifically, so laners can’t co-opt it. Additionally, we’re making sure Krugs feel more worthwhile to kill, while still requiring the intended time for the reward trade-off. Finally, we are looking to address “the funnel strategy” by tightening the minion gold restriction further."

    UNIQUE - Monster Hunter

    LARGE MONSTERS EXP 50 ⇒ 60

    FIRST LARGE MONSTER BONUS EXP 165 ⇒ 150

    MINION GOLD PENALTY 10 less gold from lane minions if more than half of your farm gold is from minions; removed on item completion ⇒ 13 less gold from lane minions if more than half of your farm gold is from minions; removed at 14 minutes

    Krugs

    KRUG CAMP TOTAL EXP 160 ⇒ 175

    KRUG CAMP TOTAL GOLD 125g ⇒ 135g

    LARGE KRUG BASE EXP 55 ⇒ 37

    MEDIUM KRUG BASE EXP 15 ⇒ 18

    SMALL KRUG BASE EXP 10 ⇒ 14

    LARGE KRUG BASE GOLD 65g ⇒ 42g

    MEDIUM KRUG BASE GOLD 10g ⇒ 13g

    SMALL KRUG BASE GOLD 5g ⇒ 9g

    Red Brambleback and Blue Sentinel

    BASE EXP 115 ⇒ 110

    Monster EXP Level Scaling

    LEVEL 4 1.025x ⇒ 1.075x

    LEVEL 5-6 1.1x ⇒ 1.15x

    VFX AND SFX UPDATES

    ANNIE

    BASIC ATTACK New missiles and hits

    PASSIVE - PYROMANIA Cleaned up indicator and added a hit overlay on those stunned by Annie

    Q - DISINTEGRATE New missiles and hits; now has a small cast effect

    W - INCINERATE Updated cone AoE and made it match the actual hitbox; added a hit effect; made a new UI QuickCast indicator

    E - MOLTEN SHIELD Added and modernized the ripple effect often used in damage reduction shields

    R - SUMMON: TIBBERS New cast effect with better hitbox representation; new idle effects on Tibbers; now has a fire effect all around Tibbers to indicate AoE damage range

    IDLE EFFECTS Modernized idle fire effect

    ALL SKINS Cleaned up and matched for base changes

    GOTH ANNIE Recolored from base

    ANNIE IN WONDERLAND Added additional VFXs to her kit, dance, and recall

    FROSTFIRE ANNIE Recolored from base

    FRANKENTIBBERS Added recolored VFXs to match the skin

    PANDA ANNIE Cleaned up and matched for base changes

    HEXTECH ANNIE W hitbox adjusted; cleaned up and matched for base changes

    SUPER GALAXY ANNIE Cleaned up and matched for base changes

    ANNIE-VERSARY Matched for base changes

    MALPHITE

    BASIC ATTACK Added heft and size to swings and hits

    PASSIVE - GRANITE SHIELD Added activate and deactivate sound effects

    Q - SEISMIC SHARD Cleaned up and added a sound for when his haste run activates

    W - THUNDERCLAP Updated with hooks for cast, loop, and new empowered W hit and auto attack hits

    E - GROUND SLAM Cleaned up

    R - UNSTOPPABLE FORCE Updated with new hooks for cast, miss, and hit

    ALL SKINS Cleaned up and matched for base changes

    GLACIAL MALPHITE New W cast, W loop, and R miss

    MECHA MALPHITE Custom Passive active; new W loop and R miss

    IRONSIDE MALPHITE Custom Passive activate; new W loop

    ODYSSEY MALPHITE Custom Passive activate; updated W hits

    NAUTILUS

    BASIC ATTACK Now has trails and new impacts

    PASSIVE - STAGGERING BLOW New root and hit effect

    Q - DREDGE LINE New missile that represents the actual hitbox; slightly tweaked UI QuickCast arrow to better match the length and width of the new missile

    W - TITAN'S WRATH Cleaned up with a new shield effect; removed floating anchor from DoT in favor of a more subtle dark ray of light; cleaned up the eyes effect while it's active; added a new AoE hit effect that reflects its actual size

    E - RIPTIDE Minorly cleaned up

    R - DEPTH CHARGE Adjusted sizes of explosions to better match the hitboxes and added a new indicator on the target (also reflective of actual hitbox)

    ALL SKINS Cleaned up and matched for base changes

    SUBTERRANEAN NAUTILUS Recolored VFXs

    ABYSSAL NAUTILUS Recolored VFXs

    ASTRONAUTILUS Cleaned up and matched for base; added new VFXs across the whole kit. More asteroids, stars, and space stuff!

    ARAM BALANCE CHANGES

    10.3 Nerfs

    JANNA +10% Damage Taken, -8% Shielding ⇒ +10% Damage Taken, -10% Shielding, -10% Healing

    MAOKAI -12% Damage Dealt & +12% Damage Taken ⇒ -15% Damage Dealt & +12% Damage Taken

    NAMI +5% Damage Taken ⇒ +5% Damage Taken & -10% Healing

    SINGED Normal ⇒ -5% Damage Dealt

    SYLAS +5% Damage Dealt ⇒ Normal

    TEEMO -12% Damage Dealt ⇒ -10% Damage Dealt & +5% Damage Taken

    TRUNDLE Normal ⇒ -10% Healing

    ZIGGS -15% Damage Dealt & +8% Damage Taken ⇒ -15% Damage Dealt & +10% Damage Taken

    10.3 Buffs

    AATROX Normal ⇒ -5% Damage Taken

    AZIR +5% Damage Dealt ⇒ +10% Damage Dealt

    BARD +8% Damage Dealt & -10% Damage Taken ⇒ +10% Damage Dealt & -15% Damage Taken

    ELISE +5% Damage Dealt & -5% Damage Taken ⇒ +5% Damage Dealt & -10% Damage Taken

    EVELYNN +15% Damage Dealt & -10% Damage Taken ⇒ +15% Damage Dealt & -15% Damage Taken

    JAX Normal ⇒ -5% Damage Taken

    KASSADIN Normal ⇒ -10% Damage Taken

    LEBLANC +12% Damage Dealt & -10% Damage Taken ⇒ +15% Damage Dealt & -15% Damage Taken

    LEONA +5% Damage Taken ⇒ Normal

    POPPY Normal ⇒ -5% Damage Taken

    QIYANA +8% Damage Dealt & -8% Damage Taken ⇒ +10% Damage Dealt & -10% Damage Taken

    TRYNDAMERE +5% Damage Dealt & -5% Damage Taken ⇒ +10% Damage Dealt & -10% Damage Taken

    URGOT -5% Damage Dealt ⇒ Normal

    BUGFIXES

    • Minimized Nightbringer Lee Sin Prestige Edition's model's neck stretching during several animations (Idle1, Idle2, and Run)
    • Ornn's upgraded Might of the Ruined King's passive no longer stacks with Blade of the Ruined King's passive
    • Jayce's R - Mercury Cannon/Mercury Hammer's cooldown now properly reduces by 10% when he has the Cloud Drake buff
    • Infernal Soul's VFX and SFX are no longer seen through Fog of War by the enemy team
    • Braum's Passive - Concussive Blows's stun duration now properly reduces by Tenacity
    • If Sett has no points in W - Haymaker, Illaoi's E - Test of Spirit will now properly extrude his vessel
    • PROJECT: Jinx's SFX are no longer louder than her other skins' SFX
    • Sett's R - The Show Stopper is no longer able to suppress Mordekaiser as he casts R - Realm of Death
    • Guardian of the Sands Rengar's Passive - Unseen Predator and R - The Thrill of the Hunt's range indicators no longer pulsate in a way that makes their sizes change intermittently
    • Yuumi no longer gets stuck in her ally Mordekaiser's R - Realm of Death when she casts W - You and Me! towards him as he is reviving via Zilean's R - Chronoshift
    • Lux's E - Lucent Singularity now reveals brush inside it's damage and slow zone
    • Champions may no longer proc Grasp of Undying from Prototype: Omnistone several times in one rotation
    • Katarina's Passive - Sinister Steel daggers no longer gain 2 stacks of Conqueror per target hit; now properly gains 2 stacks per cast
    • Katarina no longer attempts to basic attack her last target after E - Shunpo, unless they're already in attack range
    • Garen's Q - Decisive Strike no longer cancels mid-attack when the target teleports far away
    • A blind spot close to the northern wall near the entrance to red side's bottom jungle has been resolved so that traps, pets, champions, etc. are visible to players in the river
    • Champions' on-hit abilities now properly build up energy stacks from items and Runes with the UNIQUE Passive - Energized ability
    • Champions with double attacks now properly gain the amount of UNIQUE: Passive - Energized stacks they should be receiving for two attacks
    • Dead champions will no longer draw turret aggression
    • Champions blinded by Teemo's Q - Blinding Dart now properly cannot apply critical or empowered damage to their opponents
    • Mordekaiser's Passive - Darkness Rise now properly deals damage to enemies only when the ability is active
    • Baron Nashor no longer damages or grants visions around himself for players behind his pit that do not originally have vision on him
    • Destroying a turret or turret plate with Rift Herald now grants players the right amount of gold even when they're farther away from the turret

    UPCOMING SKINS & CHROMAS

    The following skins will be released this patch. Grab the League Displays app for full-res splash art!


    True Damage Senna Prestige Edition

    Heartseeker Jinx/Heartseeker Yuumi


    The following chromas will be released this patch:


    Heartseeker Jinx

    Heartseeker Yuumi


    Zum Original

    PATCH HIGHLIGHTS

    Heartseeker Jinx, Heartseeker Yuumi, and True Damage Senna Prestige Edition will be available on February 6, 2020.

    MID-PATCH UPDATES

    2/6/2020 Akali, Yuumi Balance Changes and Galio, Lucian Bugfixes

    Akali

    E - SHURIKEN FLIP DAMAGE 40/70/100/130/160 physical damage per cast ⇒ 50/85/120/155/190 physical damage per cast
    R - PERFECT EXECUTION COOLDOWN 160/130/100 seconds ⇒ 120/90/60 seconds
    R1 - PERFECT EXECUTION DAMAGE 85/150/215 physical damage ⇒ 125/225/325 physical damage

    Galio

    Q - WINDS OF WAR BUGFIX Gatekeer Galio's Q VFX no longer times out before the damage ticks stop

    Lucian

    PASSIVE - LIGHTSLINGER DAMAGE MODIFIER Fixed a bug where Lucian's critical damage modifier against non-minions was 1 instead of .75

    Yuumi

    Q - PROWLING PROJECTILE BASE DAMAGE 40/65/90/115/140/165 ⇒ 40/70/100/130/160/190
    Q - PROWLING PROJECTILE EMPOWERED DAMAGE 45/80/115/150/185/220 ⇒ 45/85/125/165/205/245
    E - ZOOMIES BASE HEAL 70/100/130/160/190 ⇒ 70/105/140/175/210

    CHAMPIONS

    AKALI

    Q cost increased. W shroud movement speed increased and now decays. R now targets champions, not direction.

    Quote
    "As promised, we've done some major work on Akali that's going live this patch. These changes are the result of her presence in pro play and aim to trim power there more than for every day players. With that in mind, one of the biggest issues we wanted to tackle was the sheer number of options she had when approaching fights or surviving bad situations. She was way too flexible, being able to split push and teamfight, while also not being committed to a specific playstyle (early domination, scaling, etc.)."

    Q - FIVE POINT STRIKE

    COST 100/95/90/85/80 energy ⇒ 120/115/110/105/100 energy


    W - TWILIGHT SHROUD

    MOVEMENT SPEED IN SHROUD 20/25/30/35/40% movement speed ⇒ 30/35/40/45/50% decaying movement speed for 2 seconds on cast


    R - PERFECT EXECUTION

    R1 TARGETING Target direction ⇒ Targeted enemy champion

    (NEW) R1 TARGET RANGE 675
    R1 DASH DISTANCE 675-825 based on distance from enemy

    APHELIOS

    Q marked enemy attack range no longer infinite.

    Quote
    "Giving Aphelios some limitations so he's not shooting enemies all the way to the moon."

    Q - CALIBRUM, THE SNIPER RIFLE

    MARKED ENEMY ATTACK RANGE Infinite ⇒ 1800

    AZIR

    Base mana increased. R number of soldiers increased.

    Quote
    "The emperor has seen better days but has the risk of power-tripping, so we're cautiously buffing him."


    BASE STATS

    MANA 438 ⇒ 480


    R - EMPEROR'S DIVIDE

    WALL LENGTH 5/6/7 soldiers ⇒ 6/7/8 soldiers

    CORKI

    W damage per second ratio increased; burn duration increased; now slows.

    Quote
    "We want Corki's Special Delivery to be used more aggressively towards enemies, so we're helping incentivize that action."

    W - SPECIAL DELIVERY

    DAMAGE PER SECOND RATIO 0.375 bonus attack damage, 0.05 ability power ⇒ 0.5 bonus attack damage, 0.06 ability power

    BURN DURATION 1 second ⇒ 1.5 seconds
    (NEW) CARRIER PIGEON Now slows champions that are directly hit and knocked aside for 1.5 seconds

    DIANA

    Base mana decreased. W damage per orb decreased.

    Quote
    "Mercury's in retrograde and that means nerfs to Diana."

    BASE STATS

    MANA 420 ⇒ 375


    W - PALE CASCADE

    DAMAGE PER ORB 22/34/46/58/70 ⇒ 18/30/42/54/66

    EKKO

    Passive monster stack damage decreased.

    Quote
    "Specifically hitting jungle Ekko. Spoiler alert, we also have some jungle changes that'll give back some XP to junglers earlier in the game."

    PASSIVE - Z-DRIVE RESONANCE

    RESONANCE STACK DAMAGE 200% against monsters ⇒ 150% against monsters

    EZREAL

    Base mana growth and AS growth increased.

    Quote
    "MF outdated. Aphelios overrated. Long have you waited. No longer jebaited."

    BASE STATS

    MANA GROWTH 42 ⇒ 50

    ATTACK SPEED GROWTH 1.5% ⇒ 2.5%

    GALIO

    Q tornado duration and damage ticks increased.

    Quote
    "Aiming to help out Galio players in normal skilled games who get more from the tornado element of his Q."

    Q - WINDS OF WAR

    TORNADO DURATION 1.5 seconds ⇒ 2 seconds

    TORNADO DAMAGE TICKS 3 ⇒ 4

    LEONA

    W and E damage decreased.

    Quote
    "Leona's damage is eclipsing her opponents' HP bars too much."

    W - ECLIPSE

    DAMAGE 60/100/140/180/220 ⇒ 60/95/130/165/200


    E - ZENITH BLADE

    DAMAGE 60/100/140/180/220 ⇒ 50/90/130/170/210

    MISS FORTUNE

    Base attack speed growth decreased.

    Quote
    "Miss Fortune is doing well in all skill brackets, so we’re hitting her base stats instead of abilities that certain players utilize better than others."

    BASE STATS

    ATTACK SPEED GROWTH 3% ⇒ 2.25%

    RUMBLE

    Base stats rounded. W bonus movement speed and shield decreased.

    Quote
    "Cleaning up some stats to nice, clean whole numbers and pulling power out of his W defenses so he's not such a terror in the mid lane."

    BASE STATS

    ARMOR 30.88 ⇒ 31

    ATTACK DAMAGE 61.036 ⇒ 61


    W - SCRAP SHIELD

    BONUS MOVEMENT SPEED 20/25/30/35/40% (30/37.5/45/52.5/60% when enhanced) ⇒ 15/20/25/30/35% (22.5/30/37.5/45/52.5% when enhanced)

    SHIELD 80/110/140/170/200 ⇒ 60/95/130/165/200

    SEJUANI

    Now has bonus AS at level 1. Frost Armor now removed when damaged from all monsters and champions.

    Quote
    "Cautiously buffing Sejuani. We're also removing some elements to her passive that feel unintuitive for most players and aren't capitalized on. If we proactively remove it now, we'll have more room to buff her in the future since pro players won't exploit the safety it brings."

    BASE STATS

    BONUS ATTACK SPEED 0% at level 1 ⇒ 10% at level 1


    PASSIVE - FURY OF THE NORTH

    FROST ARMOR REMOVAL Damage from epic monsters and enemy champions ⇒ Damage from all monsters and enemy champions

    SENNA

    Mist Wraith drop chance adjusted. Spoils of War now counts as kills, reducing drop Mist Wraith drop chance. E bugfix.

    Quote
    "While we love Senna's flexibility as both a marksman and support, she's a little too strong as the former. We're adjusting the Mist Wraith drop chances to support her role as a support (say that 5 times fast)."

    PASSIVE - ABSOLUTION

    MIST WRAITH DROP CHANCE 20% on minions Senna doesn't kill, 100% on cannon minions Senna kills ⇒ 25% on minions Senna doesn't kill, 1.67% on cannon minions Senna kills

    (NEW)MIST WRAITH DROP CHANCE (SPOILS OF WAR) Minion kills via Spoils of War (Relic Shield and Steel Shoulderguards UNIQUE) that Senna gets credit for now count as kills by Senna, reducing the drop chance to 1.67%


    E - CURSE OF THE BLACK MIST

    BUGFIX Allies camouflaged by Curse of the Black Mist no longer become invisible if Senna dies during the ability's effect

    SETT

    Base health regen decreased. W cooldown increased; base damage decreased later.

    Quote
    "Sett's been breaking some faces with ease. While stylish, he's not really getting put to the test. We're gonna give him the ol' 1-2 of nerfs, with a focus on making his Haymaker a challenge to get multiple rotations in a fight."

    BASE STATS

    HEALTH REGEN 9.25 ⇒ 8


    W - HAYMAKER

    COOLDOWN 16/14/12/10/8 seconds ⇒ 18/16.5/15/13.5/12 seconds

    BASE DAMAGE 90/125/160/195/230 ⇒ 90/120/150/180/210

    SONA

    E self movement speed decreased.

    Quote
    "Nobody puts baby girl in the corner…

    Actual context: Sona's new kicks have been showing off all over town. Pulling back a bit since she's slightly too fly. Unzoom zoom."

    E - SONG OF CELERITY

    SELF MOVEMENT SPEED 25% (+0.04 per 100 ability power) ⇒ 20% (+0.03 per 100 ability power)

    YUUMI

    Q empowered damage decreased and now considers target's health; cost now flat. W no longer goes on cooldown from Silences. E base heal decreased, but ratio increased.

    Quote
    "No longer just a healbot (cats can't be trained to heel anyways). Her Q should be more worthwhile to cast even in the mid-late game."

    Q - PROWLING PROJECTILE

    EMPOWERED DAMAGE 50/95/140/185/230/275 (+0.4 ability power) ⇒ 45/80/115/150/185/220 (+0.4 ability power) (+0.02-0.08 of target's current health)

    COST 85/90/95/100/105/110 mana ⇒ 90 mana at all ranks

    W - YOU AND ME!

    (NEW) Silence no longer counts as an immobilizing effect that places You and Me! on a 5 second cooldown


    E - ZOOMIES

    HEAL 70/110/150/190/230 (+0.3 ability power) ⇒ 70/94/118/142/166/190 (+0.4 ability power)

    A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

    To share your feedback, please post in the General Discussion forum

    For a list of known issues, visit our Bug Report forum.

    For troubleshooting assistance, visit our Technical Support forum.

    OVERWATCH ARCHIVES 2020

    Experience story-driven co-op missions from pivotal moments in Overwatch history. While the event is active, earn Archives Loot Boxes containing skins, highlight intros, emotes, and sprays inspired by moments from Overwatch’s past. And, new this year, demonstrate your tactical finesse with weekly Challenge Missions. Challenge Missions allow you to play Uprising, Retribution, and Storm Rising with new gameplay twists.

    GENERAL UPDATES

    New Feature: Share Replays

    Players can now share their in-game replays with others!

    A replay is shared via an alphanumeric code typically 6 characters long. The code can be shared however you want: in game, on forums, over social media. Another player can input that code and watch your replay. Codes are valid until the next patch.

    The replay system has also received several improvements:

    • Pin up to 10 replays to keep until the next patch. Unpin a replay to make room for a different replay
    • The 10 most recently imported replay codes are tracked. This allows you to watch the same imported replay again without retyping the code
    • There is a new note field for each replay entry, allowing you to add descriptions or notes for yourself

    General Updates

    • In game friend requests will now only display in game once per session
    • RealID friend requests will only show RealID names in game if you have recently played with that player
    • The initial Assemble Heroes timer for games using the Assault, Hybrid, Control, and Payload game modes has been further reduced from 35 to 30 seconds
    • In the Assault, Payload, and Hybrid game modes for Competitive Play, when both teams complete a round of offense and have more than 2 minutes of time bank then each team’s time bank is equally reduced until one of the teams has a 2 minutes remaining
      • Example: If Team A completes a round of offense on Volskaya with 4:37 remaining in their time bank, and Team B completes their round on offense with 2:50 remaining, then 50 seconds is removed from each team’s timebank. This leaves the teams tied 2-2 and Team A with 3:47 remaining and Team B with 2:00 remaining

    COMPETITIVE UPDATES

    • Season 3 of Competitive 6v6 Lockout Elimination has begun!

    HERO UPDATES

    Baptiste

    Exo Boots

    • Charge time reduced from 1 to 0.7 seconds

    Regenerative Burst

    • Cooldown lowered from 15 to 13 seconds

    D.Va

    Boosters

    • Cooldown increased from 3 to 4 seconds

    Mei

    Ice Wall

    • Cooldown increased from 10 to 13 seconds
    • Player collision now allows large heroes to fit through 1 pillar gaps

    Orisa

    Fusion Driver (Primary Fire)

    • Damage increased from 10 to 11

    Sigma

    Gravitic Flux

    • Ultimate cost reduced 10%
    • Flight speed increased 30%

    Soldier: 76

    Helix Rockets

    • Cooldown reduced from 8 to 6 seconds

    Sombra

    Machine Pistol (Primary Fire)

    • Spread decreased by 10%

    BUG FIXES

    General

    • Fixed a bug that could cause the "New" tag to remain on the "Player Icon" menu tab even after viewing the new icon(s)
    • Fixed a UI bug that could cause both teams to show 100% at the end of a Control Point map
    • Fixed a bug that could cause friend request "toasts" to be permanently displayed on screen when getting more than one request at a time
    • Fixed a bug that could cause several heroes' ultimate sounds to be silent when observing in third-person
    • Fixed an issue preventing replays from recording in Custom Games that start immediately
    • Fixed a bug that caused hero portraits in the Hero Select screen to appear blurry / low resolution
    • Fixed a bug where Slept or Knocked Down heroes could not be walked over by enemies
    • (March 13 Update) Fixed some issues with server crashes
    • (March 13 Update) Fixed an issue where AI bots could get stuck in the Practice Range and in Archives game modes

    Maps

    Numbani

    • Fixed a bug that allowed players to stand in an unintended location near the final checkpoint

    Heroes

    Bastion

    • Brick Skin: Fixed a bug that caused Bastion's brick bullets to grow in size after shooting through a Mei Icewall

    Orisa

    • Fixed an issue where Orisa's supercharger placed on Petra's breakable floors was not properly being destroyed along with the floor

    Reinhardt

    • Fixed a bug that resulted in assisted or environment kills not being counted in Reinhardt's Charge Kills stat, if the killed player was first knocked back by Reinhardt's charge

    Sigma

    • Fixed a bug where Sigma's Gravitic Flux animation would play even if he was slept or stunned

    Sombra

    • Fixed a bug where Sombra's translocator placed on Petra's breakable floors was not properly being destroyed along with the floor

    Zarya

    • Fixed a bug where Zarya's Projected Barriers could prevent mutual knockdowns from happening between charging heroes

    Workshop

    • Fixed an issue causing Player Joined Message to trigger multiple times when a player joined the match
    • Fixed an issue preventing Set Team Score/Modify Team Score from working in Assault, Hybrid, and Payload
    • Fixed an issue causing the editor to eat the last character of a unicode string when pasting in text
    • Fixed an issue preventing "Is Firing Primary" from returning true when Doomfist shoots his last bullet
    • Fixed an issue causing "Disallow Button" to fail to disable Reaper's Shadow Step
    • Renamed "Spectators" to "Non-Team Spectators" in Create HUD Text and Create In-World Text for clarity
    • Fixed an issue preventing the Non-Team Spectators option from working properly in Create HUD Text and Create In-World Text


    Zum Original

    A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

    To share your feedback, please post in the General Discussion forum

    For a list of known issues, visit our Bug Report forum.

    For troubleshooting assistance, visit our Technical Support forum.

    EXPERIMENTAL MODE

    The next experiment begins! This time we're hoping to get your feedback on some balance updates. We're using the 2-2-2 Role Queue ruleset so that you can get a feel for how these balance changes might affect the live game.

    HERO UPDATES (ONLY IN EXPERIMENTAL)

    Ashe

    B.O.B.

    • B.O.B. is now immune to Sleep

    Baptiste

    Exo Boots

    • Charge time reduced from 1 to 0.7 seconds

    Regenerative Burst

    • Cooldown lowered from 15 to 13 seconds

    D.Va

    Boosters

    • Cooldown increased from 3 to 4 seconds

    Mei

    Ice Wall

    • Cooldown increased from 10 to 13 seconds

    Orisa

    Fusion Driver (Primary Fire)

    • Damage increased from 10 to 11

    Sigma

    Gravitic Flux

    • Ultimate cost reduced 10%
    • Flight speed increased 30%

    Soldier: 76

    Helix Rockets

    • Cooldown reduced from 8 to 6 seconds

    Sombra

    Machine Pistol (Primary Fire)

    • Spread decreased by 10%


    Zum Original

    A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

    To share your feedback, please post in the General Discussion forum

    For a list of known issues, visit our Bug Report forum.

    For troubleshooting assistance, visit our Technical Support forum.

    BUG FIXES

    Ana

    • Fixed a bug that allowed Ana to use her sleep dart on D.Va bombs, Torbjörn’s turret, and Symmetra turrets

    Mei

    • Fixed a bug with stacked freezes not applying properly


    Zum Original

    WORKSHOP UPDATES

    New Workshop Features

    • Custom Game Maps:
      • Workshop Chamber
      • Workshop Island
      • Workshop Expanse
    • Script Diagnostics Panel
    • Subroutines

    Developer Comments:

    • We’ve added the ability for rules to call subroutines (which are rules with a Subroutine event type) using the new Call Subroutine action. When a subroutine is called, execution is temporarily shifted to another rule while keeping contextual values such as Event Player, Attacker, and Victim the same. When the subroutine rule finishes or aborts, the original rule picks up where it left off. Subroutines may call other subroutines or even themselves, though we enforce a maximum depth of 1024 calls. Waits are allowed in subroutines, and if such a Wait is ever interrupted (and the interruption isn’t being ignored by the Wait), the entire call stack is aborted, and the original rule is restarted or aborted.
    • Subroutine rules may also be started in parallel using the Start Rule action. Unlike with the Call Subroutine action, the original rule continues execution immediately, and the subroutine rule executes on its own some time later (either on the same frame if below the original rule or on the next frame if above). As with Call Subroutine, contextual values such as Event Player, Attacker, and Victim are copied over to the subroutine rule.
    • Subroutine names can be added and modified using a new button at the top of the editor.

    New Workshop Actions

    • Start Healing Modification
    • Stop Healing Modification
    • Stop All Healing Modifications
    • Enable Inspector Recording
    • Disable Inspector Recording
    • If
    • Else If
    • Else
    • While
    • End
    • For Global Variable
    • For Player Variable
    • Call Subroutine
    • Start Rule

    Developer Comments:

    • To make writing logic easier, we’ve added several new flow control actions (If, Else If, Else, While, End, For Global Variable, and For Player Variable). These actions are optimized to cause minimal server load. When using them, the editor will indent to show where sections of logic start and stop. To conclude such an indented section, use the End action. When in doubt, each action has a detailed tool tip explaining how it is used. These tool tips can be displayed by hovering over the action name or by pressing the appropriate controller button.
    • The Enable and Disable Inspector Recording actions offer two benefits: First, they allow selective debugging of only those sections of a script that you need to study. Second, disabling recording can reduce server load, especially when setting or modifying arrays.

    New Workshop Values

    • Event Was Health Pack
    • Last Healing Modification ID

    Workshop Updates

    • Action and Condition Comments
    • Melee and Reload Button Options
    • Added Sort Order Reevaluation Options for Create HUD Text
    • The Skip and Skip If actions now accept 0 for the number of actions to skip (so they just go on to the next action)
    • A Wait action is no longer required before a Loop
    • Straightened Beam Effects
    • Set Status/Clear Status behavior merged with gameplay stuns (e.g. Clear Status can now clear a freeze that was caused by gameplay, not just a freeze set via Workshop itself)

    Workshop Optimizations

    • Set Global Variable
    • Set Player Variable
    • Modify Global Variable
    • Modify Player Variable
    • Set Global Variable At Index
    • Set Player Variable At Index
    • Modify Global Variable At Index
    • Modify Player Variable At Index
    • Loop
    • Loop If
    • Abort
    • Abort If
    • Skip
    • Skip If

    Developer Comments:

    • Variable manipulation and flow control actions previously caused high server load, so we spent some time making them more lightweight. When combined with the new Disable Inspector Recording action, these changes may result in significant reduction in server load for Workshop modes that rely on heavy variable logic, particularly those that manipulate arrays. In light of these changes, we’re removing the restriction that requires a Wait action before a Loop, though be advised that excessive looping in a single frame can still cause server load issues, especially when using actions other than those listed above. Note that setting or modifying multiple player variables with a single action (by providing an array of players) is not optimized, nor is setting or modifying a variable that is ever used by a Chase action. Finally, keep in mind that some values (such as the Ray Cast values) can cause quite a bit of server load on their own, even if using the optimized actions above.

    BUG FIXES

    General

    • Killing B.O.B no longer grants score for FFA and Team Deathmatch
    • Competitive Seasons are now listed in the correct order in career profile
    • Replay list should no longer have invisible entries
    • Fixed a bug where avoided teammates did not appear in the avoided teammate list if they were not also in the recent player list
    • Fixed a bug where the Player Outline Strength gameplay option did not adjust the opacity of player outlines
    • Fixed GPU temperature query on newer AMD hardware and drivers

    Maps

    Petra

    • Fixed a bug that caused Reinhardt's Earthshatter not to work correctly on Petra's collapsible floor
    • The breakable floor is now targetable by Reaper's Shadow Step, Symmetra's Teleporter, or Doomfist's Seismic Slam

    Heroes

    Ashe

    • Fixed a bug that could cause B.O.B's charge to end early on stairs

    Junkrat

    • Fixed a bug where, occasionally, the explosion for Junkrat's mine would appear near the top of his head instead of on the mine

    Mercy

    • Fixed a bug that could cause Mercy to not get a skull/hit marker on assists

    Wrecking Ball

    • Fixed a bug that prevented Wrecking Ball's voice lines from playing when opened in lootboxes

    Custom Game

    • Fixed an issue preventing player invites when the custom game was imported via a share code
    • Fixed an issue where preset slots could be overridden when saving settings from another player's custom game
    • Fixed an issue that allowed skirmishing friends to get into your custom game when the "Allow Skirmishers" option was disabled

    Workshop

    • Fixed an issue where Sigma's Primary Fire was sometimes disabled when disabling Experimental Barrier via Custom Game Settings
    • Fixed an issue preventing Has Status from working correctly when querying the Unkillable status
    • Fixed an issue where scores in Deathmatch display incorrectly if the score is set to a high number via Workshop actions
    • Fixed an issue preventing setting scores or declaring victory in Team Deathmatch from working correctly via Workshop actions
    • Fixed an issue where Training Bots sometimes wouldn't respawn in Practice Range
    • Fixed an issue preventing the Sleep status from being interrupted early via Workshop actions
    • Fixed an issue with the Death Spectate actions when Enable and Disable are alternated repeatedly
    • Fixed an issue causing the Buff Impact sound to play twice
    • Fixed an issue causing the pitch (vertical) angle to be reset when using the Teleport action
    • Fixed an issue preventing Disable Built-In Game Mode Completion from working in certain modes
    • Fixed an issue where effects sometimes were the wrong size and color
    • Fixed an issue where the Loop If Condition and Abort If Condition actions considered the value of the conditions from the beginning of the frame instead of their current value
    • Fixed an issue where using the same Set Facing action multiple times in the same frame with different inputs would not work correctly
    • Fixed an issue where the Nearest Walkable Position value stopped working near the statue in Château Guillard
    • Fixed an issue where the Nearest Walkable Position value would be incorrect if used in a HUD action or in certain reevaluating actions
    • Fixed an issue where the Total Elapsed Time value would be incorrect if used in a HUD action or in certain reevaluating actions
    • Fixed an issue where effects and beam effects that don’t reevaluate would wait until the end of the frame to evaluate their positions and radii rather than evaluating them immediately
    • Fixed an issue where the Chase Global Variable actions did not have access to contextual values (such as Event Player, Attacker, Victim, etc.)


    Zum Original

    A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

    To share your feedback, please post in the General Discussion forum

    For a list of known issues, visit our Bug Report forum.

    For troubleshooting assistance, visit our Technical Support forum.

    ASHE’S MARDI GRAS CHALLENGE

    Get ready for Ashe’s Mardi Gras Challenge and some special, unlockable in-game content! Wins in Quick Play, Competitive Play, or Arcade will earn you themed sprays, player icons, and a new epic skin: Mardi Gras Ashe!

    Tune in to participating Twitch broadcasters while they’re playing Overwatch any time through March 9th to earn a total of 6 Ashe’s Mardi Gras Challenge sprays and icons!

    To learn more about Ashe’s Mardi Gras Challenge, click here.

    GENERAL UPDATES

    New Feature: Hero Pools

    We will be introducing Hero Pools starting in Season 21 of Competitive Play. Much like Map Pools, rather than having all heroes available for play at all times, a weekly changing list of heroes will be available. The list will include the vast majority of the hero roster, with only a few being excluded during any given week. We think this feature will help keep Competitive Play interesting, as team compositions will change more frequently during a season.

    It is important to note that Hero Pools is a new feature that may not last past this initial season. Throughout the season, we will be adjusting the types of Hero Pools available. In addition, it is possible we will also adjust the frequency with which they change.

    New Feature: Experimental Changes & 1-3-2 “Triple Damage” Ruleset

    We've added a new card labeled "Experimental" within the Play menu where Overwatch players can try new balance updates, rulesets, and game modes that might be awesome or might not ever make it past the "Experimental" stage. Unlike the PTR, the Experimental area is not intended to be used for bug and stability testing. Players from all platforms will be able to test major gameplay changes, with the hope that you'll provide us with feedback on your experience. Some of the changes we test will be vastly different than what you're used to, but we want to reiterate that the changes we will be testing are not guaranteed to reach the retail version you're used to playing. Experimental will not always be available: it will come and go as we have things we'd like you to try and may sometimes only last for brief periods of time.

    Since Experimental is available in the retail version of Overwatch, you will be able to earn experience and progress towards win-based event unlocks by participating.

    The first set of changes we want to test is a mode titled "Triple Damage," which modifies the existing 2-2-2 Role Queue system. In this mode, teams will be composed of 1 tank, 3 damage, and 2 support heroes. One of our hopes with this test is to see if this change reduces queue times for the Damage role.

    HERO CHANGES TO SUPPORT EACH TEAM HAVING ONLY ONE TANK (ONLY IN EXPERIMENTAL)

    Note that the balance changes below only affect the "Triple Damage" Experimental mode.

    D.Va

    General

    • Adjusted armor to health ratio (Total health is still 600)
      • Armor health pool increased from 200 to 400
      • Base health decreased from 400 to 200

    Defense Matrix

    • Duration increased from 2 seconds to 4 seconds

    Fusion Cannons (Primary Fire)

    • Movement penalty reduced from 50% to 30%

    Orisa

    Protective Barrier

    • Cooldown reduced from 10 seconds to 8 seconds
    • Barrier health increased to 900

    Reinhardt

    General

    • Adjusted armor to health ratio (Total health is still 500)
      • Armor health pool increased from 200 to 300
      • Base health decreased from 300 to 200

    Rocket Hammer (Primary Fire)

    • Damage increased from 75 to 90

    Barrier Field

    • Regeneration rate increased from 200 to 250 per second

    Roadhog

    Take a Breather

    • Now leaves behind a cloud when used. This cloud heals all allies within it for 25 health per second and provides 25% damage reduction

    Chain Hook

    • Cooldown reduced from 8 seconds to 6 seconds

    Scrap Gun (Primary Fire)

    • Damage per pellet reduced from 6 to 5 (150 damage per shot down to 125 damage)

    Whole Hog

    • Cost increased by 15%

    Sigma

    Experimental Barrier

    • Regeneration rate increased from 120 to 200 per second
    • Barrier health increased from 900 to 1200

    Winston

    General

    • Armor health pool increased from 100 to 200 (Total health is now 600)

    Barrier Projector

    • Cooldown reduced from 13 seconds to 10 seconds

    Zarya

    General

    • Shields health pool increased from 200 to 300. (Total health is now 500)
    • Maximum energy gain per barrier decreased from 40 to 30

    Particle Cannon (Primary Fire)

    • Maximum primary fire damage per second reduced from 170 to 140

    Particle Cannon (Secondary Fire)

    • Maximum secondary fire damage reduced from 95 to 80

    Particle Barrier (Self)

    • Cooldown decreased from 10 seconds to 8 seconds

    Particle Barrier (Ally)

    • Now creates barriers on all allies within 8 meters of your target
    • Duration increased from 2 seconds to 3 seconds

    General Updates

    • The Game Mode selector in the Career Profile is now sorted more logically to make it easier to use
    • A group leader may not use the Leave as Group option while a competitive game is currently in progress
    • The initial Assemble Heroes timer for games using the Assault, Hybrid, Control, and Payload game modes has been reduced from 40 to 35 seconds
    • We've updated the interactions between all stuns (Flashbang, Earthshatter, Freeze, Sleep, Accretion) to be more consistent. New stuns will only replace existing stuns if their duration is longer than the time remaining on the current stun. For example, a Flashbang stun will not apply to someone who has just been Earthshattered. Note: we use the minimum guaranteed stun time for Ana sleep, which right now is 1.5 seconds (time to fall down + time to stand back up)
    • Mei’s Ice Wall now has a visual damaged state when under half health

    Custom Game Updates

    • Added copy-paste support for Custom Game Settings

    A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

    To share your feedback, please post in the General Discussion forum

    For a list of known issues, visit our Bug Report forum.

    For troubleshooting assistance, visit our Technical Support forum.

    HERO UPDATES

    Brigitte

    Repair Pack

    • Armor over-heal reduced from 75 armor to 50 armor
    • HPS decreased from 60 to 55

    Developer Comment: On top of the high utility Brigitte brings to her team, she also dishes out a ton of healing and armor. We’re reducing some of this healing and armor to help keep her in line with the other healers.

    Symmetra

    Photon Projector (Secondary Fire)

    • Damage increased from 120 to 140

    Developer Comment: Increasing Photon Projectors max damage allows Symmetra to play more effectively at a safer range when necessary.

    Widowmaker

    Widow’s Kiss

    • Full charge time for scoped shots increased from 0.75 sec to 0.9 sec

    Developer Comment: Widowmaker has become stronger over time following changes to other heroes, such as power reductions to barriers. This change is intended to slow down her shots, reducing her overall DPS.

    Wrecking Ball

    Piledriver

    • Affected players’ loss of air control reduced from 1 second to 0.5 seconds

    Developer Comment: This change allows Wrecking Ball’s enemies to regain control of their movement more quickly to try and avoid attacks, making Piledriver combos a bit less deadly


    Zum Original

    Scheduled Release: 3/10/2020, 10 a.m. PDT / 5 p.m. UTC

    THE HEADLINES

    • Blueprints can now be traded in
    • Some default settings under Camera, Controls, and Interface have changed
    • Added Dynamic Range controls to the Audio menu
    • Spike Rush added as a Mutator preset

    NEW CONTENT

    General

    • Ignition Series Blueprints will be available as drops after select Online Matches starting on March 11, 2020 at 10 a.m. PDT / 5 p.m. UTC

    CHANGES AND UPDATES

    Blueprint Trade-Ins

    • You can trade in five Blueprints for one random Blueprint of the next-highest rarity
      • All five Trade-in Blueprints must be from the same series
        • The Blueprint you receive from the trade-in will be from the same series
      • All five Trade-in Blueprints must have the same rarity
    • To trade in Blueprints
      • Go to the Blueprints tab in your inventory
      • Click the left stick (or right-click with mouse) on one of the Blueprints you want to trade in
      • A new window will appear displaying all Blueprints that match both series and rarity
      • Select the remaining four you want to trade in
    • Black Market rarity items are included in the Blueprint trade-in system
      • Five Rare Blueprints = One Very Rare Blueprint
      • Five Very Rare Blueprints = One Import Blueprint
      • Five Import Blueprints = One Exotic Blueprint
      • Five Exotic Blueprints = One Black Market Blueprint
    • The Blueprint you receive has a chance to be Certified, Painted, or drop as a Special Edition
    • Learn more about building Blueprints here

    Default Settings

    • Some default settings under Camera, Controls, and Interface have changed
      • These changes will only occur if a player has never changed a default setting to a custom preference
    • Camera
      • Default Camera Preset
        • Distance increased to 270 (was 260)
        • Stiffness increased to 0.5 (was 0.3)
      • “Legacy” Camera Preset added
        • Legacy uses the original default settings
      • Camera Shake intensity reduced for most actions
    • Controls
      • Default Controller Deadzone value reduced to 0.2 (was 0.3)
      • Default Dodge Deadzone value increased to 0.8 (was 0.5)
      • Button Bindings list re-ordered to show most important controls at the top
      • Controller Vibration
        • Reduced the intensity of vibration on the “Default” setting
        • On “Default” and below, Boost now only vibrates the controller when activated
        • Players can still use “Medium” or “Heavy” to replicate the old vibration settings
    • Interface
      • Nameplate Mode
        • Default setting now makes nameplates Always Visible.
        • Previous default now called “Nearby Only”
      • Team Colored Boost Meter is now enabled by default

    Audio (Dynamic Range)

    • Dynamic Range settings are now available in the Audio menu
    • Settings
      • Default: Best for most players, these settings carry over from before today’s update
      • Low (Night): Best when playing at low volume, in a loud environment, or on low-quality speakers
      • High (Theater): Best when playing at high volume on high-quality sound systems

    [PC] DirectX 11

    • DirectX 11 is now enabled by default for all players on PC
    • You can see our refreshed minimum and recommended PC specifications here
    • To opt out of DirectX 11, and revert to DirectX 9:
      • Open Steam
      • Right-click Rocket League, select Properties
      • Choose Select Launch Options under the General tab
      • Paste in -dx9, select OK
      • Start Rocket League
    • To change back to DirectX 11, remove -dx9 from the Select Launch Options window, and select OK

    General

    • Inventory management: Any selected filters will remain active until you exit your inventory or trade window
    • Spike Rush added as a Mutator preset
    • Added a “Blueprints” button in the Garage menu
      • This button is a shortcut to Garage > Manage Inventory > Blueprints
      • The number of Blueprints in your inventory will be displayed on the button
    • Added support for Discord Rich Presence
    • [Nintendo Switch] Transparent Goalposts added under Options > Video

    BUG FIXES

    General

    • Fixed a bug causing the Rank/Division down notification to display after a win
    • Esper’s front-left wheel no longer clips through the wheel support
    • Fixed particle dispersal on Flash Freeze Decal
    • Archive button no longer appears at the bottom of the Blueprints tab
    • Yaki wheels have been adjusted to face the correct direction
    • Player Rank after using Quick Play no longer displays the incorrect Rank
    • Fixed a bug keeping multiple Supersonic Fury and Chaos Run achievements/trophies from unlocking when using items purchased from the Item Shop
    • Fixed appearance of the Soft Edge Decal on Chikara, Chikara G1, and Chikara GTX
    • Inventory filter no longer resets after previewing a revealed Blueprint


    Zum Original

    Scheduled Release: 2/4/2020, 10 a.m. PST / 6 p.m. UTC

    NEW CONTENT

    Esports Shop

    • The Esports Shop will feature new items to support RLCS Season 9
    • New teams include
      • eUnited
      • Pittsburgh Knights
      • Team Reciprocity
      • Veloce Esports
    • Every team in the Esports Shop will have the following items:
      • Octane Decal
      • Dominus Decal
      • ARMR Wheels
      • Bionic Wheels
      • Patriarch Wheels
      • Player Banner
    • NRG Esports items will feature the team’s new logo
      • Anyone who owns previous versions of NRG items will still own those previous versions in their inventory

    Fan Rewards

    • New Fan Rewards will be available during Rocket League Esports broadcasts this month

    BUG FIXES

    General

    • Fixed appearance of Painted Lightspeed Trails
    • When buying Rocket Pass Tiers, a Pro Tier thumbnail may get stuck loading


    Zum Original

    A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

    To share your feedback, please post in the General Discussion forum

    For a list of known issues, visit our Bug Report forum.

    For troubleshooting assistance, visit our Technical Support forum.

    HERO UPDATES

    Hanzo

    Storm Arrows

    • Damage reduced from 70 to 60

    McCree

    Deadeye

    • Firing Deadeye no longer locks the player’s aim

    Reaper

    The Reaping (Passive)

    • Healing amount reduced from 40% to 30% of damage dealt

    Orisa

    Fusion Driver (Primary Fire)

    • Damage reduced from 11 to 10

    Fortify

    • Cooldown increased from 8 to 10 seconds

    Halt!

    • Snare duration reduced from 1 to 0.65 seconds

    Sigma

    Gravitic Flux

    • Can now be interrupted before targets begin falling
    • Impact slow duration reduced from 0.9 to 0.6 seconds

    Accretion

    • Explosion damage reduced from 60 to 40

    Baptiste

    Biotic Launcher (Primary Fire)

    • Recovery time increased from 0.35 to 0.45 seconds

    Biotic Launcher (Secondary Fire)

    • Heal explosion reduced from 60 to 50


    Zum Original