‘League of Legends’ Patch Notes 8.6: Duskblade Nerfed, Shurelya's Reverie Back

League of Legends is rolling out patch 8.6, which is definitely going to shake up the meta. There are new Runes (Conqueror and Chrysalis), along with slight reworks for champions who depended heavily on Duskblade of Draktharr and One For All. It’s a giant patch, one that makes it easy to skim over an important detail. Make sure you aren’t left behind and read carefully, playing Rengar is a bad idea.

You’ll notice that Kai’Sa has been buffed for two patches in a row alongside a hotfix. She’s going to be an unstoppable, overbuffed force dominating your solo queue. Make sure to ban the Void queen or feel her wrath.

Here are the official Patch Notes for League of Legends patch 8.6 straight from the League website.    

Duskblade of Draktharr

Nightstalker damage decreased and equalized between ranged and melee champions. Melee basic attacks instantly kill wards disabled by Duskblade. Blackout won't trigger during Red Sweeper.

Nightstalker is responsible for too much of the damage of its core users, making them overbearing when they can purchase it early, and underwhelming if they delay or don't purchase the item. We're pulling some of the strict nuking power out of the item and putting some of that strength into the item's vision control. Some of the lost damage will also be compensated directly into the kits of its core users.

NIGHTSTALKER DAMAGE (MELEE) 65-320 (at levels 1-18) ⇒ 30-200 (at levels 1-18)

NIGHTSTALKER DAMAGE (RANGED) 45-300 (at levels 1-18) ⇒ 30-200 (at levels 1-18)

NEWONE Melee basic attacks instantly kill traps/wards that are disabled by Blackout

NEW REDUNDANCY Blackout won't be triggered if the owner is currently using a Sweeping Lens or Oracle's Alteration

Graves

Attack damage growth and magic resist growth increased. W casts and applies vision reduction more quickly.

Base stats

ATTACK DAMAGE GROWTH 2.41 ⇒ 3

MAGIC RESIST GROWTH 0.5 ⇒ 1

W - Smoke Screen

WIND-UP 0.25 seconds ⇒ 0.15 seconds

LIGHTS OUT Vision reduction now applies more quickly

Kayn

W and R damage ratios increased.

W - Blade's Reach

RATIO 1.2 bonus attack damage ⇒ 1.3 bonus attack damage

R - Umbral Trespass

RATIO 1.5 bonus attack damage ⇒ 1.75 bonus attack damage (Rhaast's ratio unchanged)

Kha'Zix

At the moment, the monster damage in W ties Kha'Zix to the jungle. We'd like to give him a chance to spread his wings elsewhere, so we're swapping that power for a bigger Q buff than the Duskblade changes warrant alone.

Q - Taste Their Fear

BASE DAMAGE 65/90/115/140/165 ⇒ 50/75/100/125/150

RATIO 1.2 bonus attack damage ⇒ 1.3 bonus attack damage

ISOLATED BONUS 65 percent additional damage ⇒ 100 percent additional damage

ISOLATED DAMAGE 107.25/148.5/189.75/231/272.25 (+1.98 bonus attack damage) ⇒ 100/150/200/250/300 (+2.6 bonus attack damage)

W - Void Spike

This bit is not related to Duskblade. At the moment, the power in W pushes Kha'Zix to the jungle, and taking away that binding could help him be slightly more viable elsewhere (even if that requires future buffs).

REMOVED VOID MONSTER No longer deals bonus damage to monsters

Miss Fortune

Attack damage growth increased.

Base stats

ATTACK DAMAGE GROWTH 1 ⇒ 2

Nocturne

R base damage increased at later ranks. R damage ratio increased.

R - Paranoia

BASE DAMAGE 150/250/350 ⇒ 150/275/400

RATIO 1.2 bonus attack damage ⇒ 1.5 bonus attack damage

Rengar

Q damage ratio increased. E damage ratio increased. R damage ratio increased. Several Q and E bugfixes.

While Rengar does often build Duskblade, this is also a part of our extended cleanup of Rengar.

Passive - Unseen Predator

FEROCITY LOCKOUT FOR Q AND E 0.25 seconds ⇒ 0.1 seconds

THAT ONE Ferocity lockout after using an empowered spell only applies on the slot you just cast

BUGFIX Rengar can no longer leap after hexflashing out of a brush

CHATTY CATTY Added 5 more VO lines for when Rengar gains a bonetooth stack

Q - Savagery

EMPOWERED RATIO 1.3 total attack damage ⇒ 1.4 total attack damage

UPDATED CIVILIZED SAVAGERY Adjusted the Q animation cast frame to make canceling the animation feel better

BUGFIX Fixed a bug where Rengar would get 3 fast attacks if he cast Q while leaping (should only get 2)

BUGFIX Fixed a bug where Rengar would attack again instantly after landing if he cast Q while leaping

BUGFIX Fixed a bug where Savagery would not grant ferocity when it missed because of dodge/blind

BUGFIX Fixed a bug where Nighthunter Rengar and Mecha Rengar weren't playing the proper particles on Q

E - Bola Strike

RATIO 0.7 bonus attack damage ⇒ 0.8 bonus attack damage

EMPOWERED RATIO 0.7 bonus attack damage ⇒ 0.8 bonus attack damage

BUGFIX Fixed a bug where casting Bola when leaping with three ferocity would sometimes consume all ferocity without granting an empowered spell

R - Thrill of the Hunt

LEAP BONUS DAMAGE 0.3 total attack damage ⇒ 0.5 total attack damage

Shaco

Q now grants Shaco's next basic attack bonus physical damage.

Q - Deceive

NEW?SURPRISE STAB Shaco's next basic attack after Deceive now also deals 10/20/30/40/50 (+0.7 bonus attack damage) (+0.3 ability power) bonus physical damage

Talon

Passive damage now continues scaling after level 11, until level 18. R ratio increased.

Passive - Blade's End

BASE DAMAGE 75-175 (at levels 1-11) ⇒ 75-245 (at levels 1-18) (damage between levels 1-11 unchanged)

R - Shadow Assault

DAMAGE RATIO 0.8 bonus attack damage ⇒ 1.0 bonus attack damage

Wukong

Attack damage growth increased. Q ratio increased at later ranks.

Base stats

ATTACK DAMAGE GROWTH 3.2 ⇒ 4.0

Q - Crushing Blow

RATIO 1.1 total attack damage ⇒ 1.1/1.2/1.3/1.4/1.5 total attack damage

Zed

Q damage to targets beyond the first decreased. Landing multiple shurikens on the same target no longer deals reduced damage. R damage amplification increased at later ranks.

Q - Razor Shuriken

PASSTHROUGH DAMAGE 60 percent to targets beyond the first ⇒ 50 percent to targets beyond the first

REMOVED MULTI-HIT PENALTY Landing multiple shurikens on same target no longer causes each beyond the first to deal only 75 percent damage

R - Death Mark

STORED DAMAGE 25/35/45 percent damage dealt during Death Mark ⇒ 25/40/55 percent damage dealt during Death Mark

Champions

Kai'Sa

Attack range increased. Passive and Q ability power ratios increased. Q range increased. W ability power ratio decreased. E cast time decreased. E movement speed increased. R radius increased.

Kai'Sa's a new champion, and that means players are still learning how she works, and in a lot of ways, so are we. One thing that really stands out is that she does pretty well in the games where she gets ahead, but currently she's struggling pretty hard to ever get leads in the first place.

The main culprit is her laning phase, where her low range makes it hard for her to get the good trades she needs, so we're starting by minorly buffing her range. We're also buffing the mobility her E gives, both by increasing the movement speed and decreasing the cast time, which should allow her a bit more positional freedom to choose when and where she fights.

Her ability power ratios are also way too low to fulfill her flexible itemization fantasy, and with the Guinsoo's Rageblade changes below, we have some room to make those ratios a lot stronger.

Base stats

ATTACK RANGE 500 ⇒ 525

Passive - Second Skin

STACK RATIO 0.1/0.15/0.2/0.25/0.3 ability power (on applying 1st/2nd/3rd/4th/5th Plasma stack) ⇒ 0.2/0.25/0.3/0.35/0.4 ability power (on applying 1st/2nd/3rd/4th/5th Plasma stack)

PLASMA DETONATION RATIO 2.5 percent target's missing health per 100 ability power ⇒ 3.75 percent target's missing health per 100 ability power

Q - Icathian Rain

RANGE 575 ⇒ 600

RATIO PER MISSILE 0.2 ability power ⇒ 0.4 ability power

AP RATIO FOR 6 MISSILES 0.5 ability power ⇒ 1.0 ability power

W - Void Seeker

RATIO 0.65 ability power ⇒ 0.45 ability power

NOT A NERF Void Seeker deals the same amount of damage due to Second Skin's buffs above. Evolved Void Seeker deals more damage than before.

E - Supercharge

CAST TIME 1.5-0.75 seconds (at 0-100 percent bonus attack speed from items and levels) ⇒ 1.2-0.6 seconds (at 0-100 percent bonus attack speed from items and levels)

MINIMUM BONUS MOVEMENT SPEED 40/45/50/55/60 percent ⇒ 55/60/65/70/75 percent

MAXIMUM BONUS MOVEMENT SPEED 80/90/100/110/120 percent ⇒ 110/120/130/140/150 percent

R - Killer Instinct

RADIUS AROUND ENEMY CHAMPIONS 500 ⇒ 525

NEW THINKING AHEAD Killer Instinct's shield is now granted on-cast. Still lingers for three seconds after dash ends.

Lee Sin

Passive energy return increased at later levels. Q range increased. R base damage increased.

Losing Tracker's Knife has taken away some of the consistency of Lee Sin's playmaking potential. We're looking to put some of that back into his kit.

Passive - Flurry

FIRST ATTACK ENERGY RETURN 20 ⇒ 20/25/30 (at levels 1/7/13)

SECOND ATTACK ENERGY RETURN 10 ⇒ 10/12.5/15 (at levels 1/7/13)

Q - Resonating Strike

RANGE 1100 ⇒ 1200

R - Dragon's Rage

BASE DAMAGE 150/300/450 ⇒ 150/375/600

Lucian

W base damage increased. R damage ratio increased.

The buffs to Press the Attack certainly helped Lucian, but he could still use some more damage.

W - Ardent Blaze

BASE DAMAGE 60/100/140/180/220 ⇒ 85/125/165/205/245

R - The Culling

RATIO PER SHOT 0.20 total attack damage >> 0.25 total attack damage

MAX RATIO 4.0/5.0/6.0 total attack damage ⇒ 5.0/6.25/7.5 total attack damage

Quinn

Base attack damage decreased. Attack damage growth increased. Many bugfixes and quality of life changes.

Quinn has a lot of bugs and feel-bad moments. We're smoothing out many of those frustrations, which should lead to Quinn feeling better to play (and being stronger).

Base stats

BASE ATTACK DAMAGE 62 ⇒ 59

ATTACK DAMAGE GROWTH 2.4 ⇒ 3

Passive - Harrier

SEE VULNERABILITY Attacks now trigger Vulnerable marks that appear on their target while they are in flight

NEW HEAR VULNERABILITY New audio cues have been added for hitting a target with a Vulnerable mark

R - Behind Enemy Lines

NEWSTRIKE FROM THE SKIES! Skystrike now applies Vulnerable mark to all enemy champions hit

REMOVED DON'T CHANGE THE CHANNEL Taking damage while channeling no longer breaks channel

HOLD ON TIGHT Taking damage from non-minions while flying immediately ends Behind Enemy Lines ⇒ removes Behind Enemy Lines' bonus movement speed for three seconds

HOLD ON TIGHT Taking damage from minions while flying no longer slows Valor

NEW THE ENEMY FOUNTAIN IS DOWN Automatically casts Behind Enemy Lines when returning to the Summoning Platform

REMOVED LOCKOUT No longer goes on three-second cooldown when in combat

BUGFIX Skystrike no longer fails to cast if cast within the last 10 seconds

BUGFIX Skystrike no longer deals double damage when cast by reactivating R

BUGFIX Behind Enemy Lines no longer ends immediately when used near a turret that Quinn had been attacking

BUGFIX Canceling Behind Enemy Lines while Presence of Mind is active no longer refunds mana that was never consumed

BUGFIX Behind Enemy Lines no longer removes existing movement orders or ignores new movement orders given during its cast and channel

Rakan

Q and R damage ratios increased.

Rakan is currently struggling when paired with most marksmen. The obvious exception is Xayah—the two lovebirds are doing pretty well together. We're looking to make Rakan more impactful on his own without further increasing his strength alongside his partner.

Q - Gleaming Quill

RATIO 0.5 ability power ⇒ 0.6 ability power

W - Grand Entrance

RATIO 0.5 ability power ⇒ 0.7 ability power

E - Battle Dance

RANGE 600 ⇒ 700

BONUS RANGE TOWARD XAYAH 400 ⇒ 300 (total range unchanged)

Xayah

Xayah and Rakan's basic attacks no longer trigger feathers from each other's Deadly Plumage.

As above, bringing Xayah and Rakan's strength together down.

W - Deadly Plumage

DAMAGE While Deadly Plumage is active on both Xayah and Rakan, when one of them basic attacks an enemy, both of their Deadly Plumages strike that enemy ⇒ only their own Deadly Plumage strikes that enemy.

Items

NEW Shurelya's Reverie

When you a support but you and your squad wanna go in.

With the removal of Talisman of Ascension, the support item landscape was missing the "everybody in" item. Since we were remaking it anyway, we took a look at who we wanted picking up this item. Ultimately, we wanted to make sure that it wasn't super attractive to tanks (they already have Righteous Glory), but felt good on most other supports.

COST 2100 gold

BUILD PATH Aether Wisp + Kindlegem + 450 gold

ABILITY POWER 40

HEALTH 200

COOLDOWN REDUCTION 10 percent

MOVEMENT SPEED 8 percent

UNIQUE ACTIVE Grants user and nearby allies + 40 percent movement speed for 3 seconds (60 second cooldown)

Abyssal Mask

Aura radius decreased; potency increased.

When we moved ability power off of Abyssal Mask and onto Banshee's Veil, we hoped to cement Abyssal as less of a core mage item and more of a tank pickup to boost allied mages. However, the high range on its aura has made it a compelling damage option on mages that also provides defensive value intended for tanks. As a result, we're seeing a lot of mages pick it up as a "get me through mid lane with no interaction possible" item, without paying much of a hit to their late game damage. Shrinking the aura will sharpen the intended user base to champions who want to get up close and personal.

AURA RADIUS 700 (edge to edge) ⇒ 325 (center to center)

MAGIC DAMAGE AMPLIFIER 10 percent ⇒ 15 percent

HI, ORNN- These changes also apply to Ornn's masterwork upgrade, Infernal Mask

BUGFIX Abyssal Mask no longer counts as a spell for the purposes of Electrocute or Phase Rush's "3 unique spell" requirement

Seraph's Embrace

Shield mana ratio decreased. Shield duration decreased.

Seraph's Embrace's shield is providing too much safety for its purchasers.

SHIELD RATIO 20 percent current mana ⇒ 15 percent current mana

SHIELD DURATION 3 seconds ⇒ 2 seconds

Dead Man's Plate

Slow is now magic damage instead of physical. Momentum generation tweaked.

Dead Man's Plate is underperforming at the moment, and we're taking a pass at giving it some love. While we do so, we'd like to sharpen its identity as the item for fighters, who really shine when they get the opportunity to maneuver around a fight laying down damage.

As such, we're going under the hood and tweaking the way DMP generates Momentum. If you're able to lock a target in place (hello Maokai/Nautilus) and prevent them from kiting you that much, you won't get as much damage and you're unlikely to get a lot of slows. On the other hand, if you're darting around a fight (Irelia, Renekton) you'll feel the full impact of the passive.

Hopefully, when fighters see this item, they'll think to themselves "yes." When tanks see this item, they'll think to themselves "no."

PROC DAMAGE TYPE Physical ⇒ Magic

REMOVED SLOWMENTUM Users no longer lose stacks while Slowed

UPDATED SOMENTUM Now consumes all momentum on basic attacks even if at less than max stacks, dealing 1 damage per momentum consumed

NEEDS MO'MENTUM The slow only triggers at max stacks (unchanged; still melee-only)

NEW LOCKING OUT MY GENERATION Basic attacking now locks out momentum generation until your attack timer resets

Guinsoo's Rageblade

Cost decreased. Attack damage and ability power decreased. Base magic damage on-hit decreased; ratio added. Physical damage on-hit added. Stack bonuses now scale with stats from other sources.

Guinsoo's Rageblade currently has two problems: It's only good on a select few champions, and on those champions it serves as an insane first item spike. We're hitting both problems by changing its statline and on-hits to scale directly with other stats. TL;DR, Guinsoo's shouldn't be as immediately powerful of a rush item, but it fits into a few more types of builds.

TOTAL COST 3600 gold ⇒ 3000 gold

BUILD PATH Blasting Wand + Recurve Bow + Pickaxe + 875 gold ⇒ Amplifying Tome + Recurve Bow + Pickaxe + 990 gold

ATTACK DAMAGE 35 ⇒ 25

ABILITY POWER 50 ⇒ 25

MAGIC DAMAGE ON HIT 15 ⇒ 5 (+0.1 ability power)

NEW PHYSICAL DAMAGE ON HIT 5 + (0.1 bonus attack damage)

ABILITY POWER PER STACK 4 flat ability power ⇒ 4 percent ability power

ATTACK SPEED PER STACK 8 percent bonus attack speed ⇒ 8 percent total attack speed

ATTACK DAMAGE PER STACK 3 flat attack damage >> 4 percent bonus attack damage

NEW RAPID RAGE At half stacks, melee champions' next basic attack fully stacks Rageblade

Hextech GLP-800

Cost decreased.

This item is still a bit too weak.

TOTAL COST 3000 gold ⇒ 2800 gold

COMBINE COST 850 gold ⇒ 650 gold

Statikk Shiv

Energized proc damage decreased at higher levels. Lightning no longer deals bonus damage to minions.

The combination of proc damage and wave clear is allowing any marksman to be their team's wave clear all on their own, making Statikk Shiv too dominant a pick over the other zeal items.

PROC DAMAGE 60-160 ⇒ 60-140

REMOVED WAVE CLEAR No longer deals bonus damage to minions

Rapid Firecannon

Energized proc damage increased.

We're taking this opportunity to match the damage of Rapid Firecannon to that of Statikk Shiv, to make it a more clear choice between extra range and extra wave clear.

PROC DAMAGE 50-120 ⇒ 60-140

Summoner Spells

Ignite

Damage increased.

For a while now, Heal and Teleport have been outclassing Ignite mid lane, especially in pro play. To increase diversity in Summoner spells, we're pushing a bit more power into Ignite.

DAMAGE 70-410 (at levels 1-18) ⇒ 80-505 (at levels 1-18)

Heal

Cooldown increased.

In general, defensive spells should have lower cooldowns than offensive spells. That is, if two opposing player uses Heal and Ignite in the same fight, there should be a window where the Ignite player has a summoner spell edge and can try and make another play. Currently, Heal's cooldown is probably a bit too low for players to take advantage of that disparity, so we're upping it.

COOLDOWN 240 seconds ⇒ 270 seconds

Runes

NEW Conqueror

New Precision keystone.

We wanted to introduce a keystone for champions who excel in long, drawn-out fights, especially melee champions.

CONQUEROR After four seconds in combat, your first attack against an enemy champion grants you 10-35 attack damage, based on level, for three seconds, and converts 20 percent of your damage to champions to true damage

MELEE ONLY Damaging enemy champions refreshes this buff

Bone Plating

Bone Plating duration decreased.

Bone Plating was intended as an anti-burst rune, but thanks to its long duration it's being used as a generic anti-damage rune. Shortening the duration should make it less generically good while preserving its anti-burst power.

DURATION five seconds ⇒ three seconds

NEW Chrysalis

New Resolve rune in the Resistance row.

Many champions, especially carry-style champions, might want defensive stats to get through the laning phase, but ultimately want carry stats for the late game. This is the rune for them.

CHRYSALIS Start the game with an additional 60 health. When you get 4 takedowns, consume that health to gain an adaptive bonus of 9 attack damage or 15 ability power.

Removed Runes

Iron Skin and Mirror Shell in the Resistance row of the Resolve tree have been removed.

Iron Skin and Mirror Shell weren't adding much to the runes landscape; they were largely just flat stats that didn't feel compelling to a lot of characters. Now that we've added Chrysalis (and Bone Plating) two patches ago, we can remove them.

REMOVED IRON SKIN Iron Skin has been removed

REMOVED MIRROR SHELL Mirror Shell has been removed

BACKUP WIND Pages that previously took Iron Skin or Mirror Shell have auto-swapped to Second Wind

Rune Selection Upgrades

HEY LISTEN New or reworked runes will now have an indicator and the drawer they're in will auto-pop open

LOOK AT THIS STUFF Last patch we added a feature where we auto-swapped removed runes and put an indicator on the affected pages. This patch, we're adding an indicator to the specific rune so it's easier to see what has been auto-swapped.

WHICH RUNE Fixed some buggy behavior in substyle selection (in particular, the ring which shows you which rune will be replaced was often wrong)

Twisted Treeline

Bandit passive removed. Movement speed added to Ancient Coin line of items. Many other changes.

These are just the same changes these items have gone through on Summoner's Rift over the last two patches.

All Support Items

REMOVED BANDIT No longer grants gold when nearby enemy minions are killed by allies or when attacking enemy champions

Spellthief's Edge, Frostfang, and Eye of the Watchers

UPDATED LOCKOUT The penalty for killing a minion or non-epic monster now pauses gold per 10 generation in addition to Tribute stack generation

UPDATED QUEST COMPLETION Lockout clears upon quest completion, rather than upon upgrading to

Remnant of the Watchers

SPELLTHIEF'S EDGE TRIBUTE GOLD 10 gold (unchanged)

FROSTFANG & EYE OF THE WATCHERS TRIBUTE GOLD 15 gold ⇒ 20 gold

Ancient Coin

MOVEMENT SPEED 5

Nomad's Medallion & Timeworn Talisman of Ascension

MOVEMENT SPEED 10

GOLD COIN REWARD 40 gold ⇒ 45 gold

Relic Shield

HEALTH 75 ⇒ 50

Targon's Brace

HEALTH 175 ⇒ 125

PASSIVE GOLD GENERATION 2 gold per 10 seconds ⇒ 4 gold per 10 seconds

Timeworn Face of the Mountain

TOTAL COST 2200 gold ⇒ 2100 gold

COMBINE COST 550 gold ⇒ 450 gold

HEALTH 450 ⇒ 300

PASSIVE GOLD GENERATION 2 gold per 10 seconds ⇒ 4 gold per 10 seconds

One for All

It's back!

Get silly this season by playing the same champ as your teammates in this wacky and accelerated twist on Summoner's Rift. One For All springs back into action from 3/30/18 at 8 a.m. PDT - 4/16/17 at 11:59 p.m. PDT.

TL;DR

5v5 battle on Summoner's Rift

You play the same champion as your teammates

Everyone votes for their choice during champ select. Champions with at least four votes get locked in.

Updates

Each player can now ban a champion

New or updated champs available since last run:

Camille

Rakan

Xayah

Kayn

Ornn

Zoe

Kaisa

Many reworked champions (Swain, Urgot, Galio, etc)

Fast and Furious

Start at level 3

Experience and Gold gain sped up by 30 percent

Dragon and Baron spawn sooner and more often

Bonus out-of-combat move speed

STACKS ON STACKS:

Shields now stack!

Most buffs and debuffs stack! Some examples...

Oriannas can now have up to 4 of The Ball floating around her using E - Command: Protect

Each Nunu in a game can give up to 120 percent bonus ability power to a single Nunu using W - Blood Boil, for a grand total of 500 percent potential bonus ability power

Each Nami can buff an ally with E - Tidecaller's Blessing at the same time, resulting in three SUPER CHARGED Nami basic attacks!

Sivir has claimed the title of The Fast, at a recorded top speed of ~2000 while all Sivirs are R - On the Hunt

Slows don't stack! The slows will still be put on the target, but only the strongest slow applies.

That's it! Go forth and slam your opponents with Leap of Faith x 5, or maybe a Penta Umbral Trespass.

Honor

After popping the hood on Honor, we're seeing that the path back from dishonor is a bit too harsh. So now it's less steep. There are no other changes to Honor.

HONOR RECLIMBS The requirements to move up from Dishonorable to Honor level 2 have been lowered

Parties Level Up

Voice Chat

Later this patch, your party won't ignore your cries for help because they'll hear you in voice chat.

Voice works for any party of two or more players. As soon as you join a friend's party you'll connect to voice chat automatically and remain connected for as many games as you play together.

QUEUE TOGETHER SPEAK TOGETHER Voice chat only works for parties that queue together

TALK ME THROUGH IT Your party connects to voice chat automatically right from the lobby. It's that easy.

I CAN'T HEAR YOU Every player can adjust their team's volume in-game by clicking the mic icon at the bottom of their screen

Bugfixes

  • Press the Attack now correctly plays its lock-in sound when selected

  • Pinging a gold income item now displays the correct amount of gold needed to finish its quest

  • Relentless Hunter's out of combat movement speed now correctly falls off when its user is dealt damage

  • Entities created by champions (Illaoi tentacles, Shaco boxes, Teemo mushrooms, etc) no longer count as wards for the purpose of placing and destroying them

  • Fixed a bug where Gangplank's basic attack, when empowered by Sona's Q - Hymn of Valor, would detonate his E - Powder Keg barrels

  • Kaisa now correctly swaps out Aftershock for Grasp of the Undying if she is equipped with an Aftershock rune page

  • Fnatic Corki's The Package VFX are no longer misplaced when picked up

  • Infernal Nasus' Q - Siphoning Strike special stack count interaction VOs have been restored

  • Game audio volume slider behavior has been restored to normal

  • Various loud SFX, such as end of game banner, recall, level up, and gold collection, have been restored to their proper volume level

  • Fixed a bug where Vi's empowered attack from E - Excessive Force was being blocked by spell shields

  • Press the Attack now correctly plays its lock-in sound when selected

  • Pinging a gold income item now displays the correct amount of gold needed to finish its quest

  • Relentless Hunter's out of combat movement speed now correctly falls off when its user is dealt damage

  • Entities created by champions (Illaoi tentacles, Shaco boxes, Teemo mushrooms, etc) no longer count as wards for the purpose of placing and destroying them

  • Fixed a bug where Gangplank's basic attack, when empowered by Sona's Q - Hymn of Valor, would detonate his E - Powder Keg barrels

  • Kaisa now correctly swaps out Aftershock for Grasp of the Undying if she is equipped with an Aftershock rune page

  • Syndra's W - Force of Will now correctly makes Malzahar's W - Voidlings untargetable while they are held

  • Xin Zhao no longer stops attacking after casting W - Wind Becomes Lightning

  • Dark Star Jarvan IV's VO processing has been restored

  • Tyrant Swain no longer plays base Swain's VO lines after killing an objective

  • PROJECT: Jhin's music once again plays at the beginning of the game upon first move

  • Q - Blinding Dart VFX have been fully restored for Astronaut, Cottontail and Super Teemo

  • Fnatic Corki's The Package VFX are no longer misplaced when picked up

  • Infernal Nasus' Q - Siphoning Strike special stack count interaction VOs have been restored

  • Game audio volume slider behavior has been restored to normal

  • Various loud SFX, such as end of game banner, recall, level up, and gold collection, have been restored to their proper volume level.

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