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League of Legends is a real-time strategy game that requires two teams 5v5 to go against each other to destroy the opponent’s Nexus. This Nexus is the heart of a team’s base and if destroyed that team would lose. Each player chooses a champion that they can use to attack the opposing team’s structure and army. The main point also is that this forces each team to use communication, coordination, and even collaboration to be successful in their attacks against their opponents.
With League of Legends entering the 14th season we also get the newest patch 14.15 where players can expect major changes and more. This patch should be released on July 31st, 2024, and will change the way League of Legends players play and conquer their enemies.
The game has received many more things within this new update, including the new season. Below are the patch notes which go more in-depth about what was available in the patch. The full patch notes can be read on the website here.
Talon
- [Q] Noxian Diplomacy now always dashes toward his target. Short-range [Q] dashes less far
Varus
“For Varus, we’re trying to put more power into his Q max builds over his W max builds”
- Base AD increased 57 >>> 59
- [P] Living Vengeance buffs:
- Bonus Attack Speed from non-champion kill increased 10% flat >>> 10/20/30% (based on levels 1/7/13)
- Bonus Attack Speed from champion takedown increased 40% >>> 50%
- Bonus AD and AP from champion takedown bonus Attack Speed ratio increased 15% >>> 25%
- Attack Speed cap on champion takedown increased 2.7632 >>> 3 (no longer only accommodates bonus Attack Speed from champion takedown)
- [W-P] Blighted Quiver base on-hit magic damage reduced 7/14/21/28/35 >>> 5/10/15/20/25
Yasuo
“Yasuo’s changes are targeted at increasing the efficacy of his Rank 1 E (in particular) to increase his threat in lane
This is potentially a lot of damage when used well with his E stacks, so we’ll be monitoring closely
For the wind brothers, we’re also skewing a little stronger because Fleet and Kraken are being nerfed and they often use them, and we don’t want to Riot special them”
- Base armor increased 30 >>> 32
- [E] Sweeping Blade adjustments:
- Base damage increased 60/70/80/90/100 >>> 70/85/100/115/130
- Bonus damage per Ride the Wind stack increased 15-25% (based on levels 1-18) >>> 25% flat (60-100% (based on levels 1-18) >>> 100% flat at max stacks)
Champion Nerfs
Aurelion Sol
- [Q] Breath of Light mana cost per second increased 30/35/40/45/50 >>> 35/40/45/50/55
- [W] Astral Flight base range decreased 1500/1600/1700/1800/1900 >>> 1500 flat
- [E] Singularity mana cost increased 80 >>> 90
Aurora
- [P-Realm Hopper] Spirit Abjuration – Realm Hopper bonus Move Speed adjusted 5-10% (based on levels 1-18) (+3% per 100 AP) (+5% per active Spirit (capped at 4)) >>> 5-8.6% (based on levels 1-18) (+3% per 100 AP) (+2% (+3% per 100 AP) per active Spirit (capped at 4))
- [Q2] Twofold Hex recast buffs:
- Recast cooldown reduced
- Can no longer miss its original target
- [W] Across the Veil changes:
- Cooldown increased 18/17/16/15/14 >>> 22/21/20/19/18 seconds
- Invisibility breaking on auto attacks now happens on launch attack instead of pre-attack, so you won’t accidentally break invisibility by starting and cancelling an attack
- [E] The Weirding changes:
- Jump-back distance adjusted 800 >>> 150 (+200% Move Speed) (should be quicker as the game goes on and during [P] Spirit Abjuration – Realm Hopper)
- Now has a manual spell buffering system during the jump like [W] Across the Veil
- [R] Between Worlds changes:
- Damage reduced 250/375/500 (+65% AP) >>> 200/325/450 (+60% AP)
- Now has a manual spell buffering system during the jump like [W] Across the Veil
- No longer locks camera on using the warp
Ezreal
“Ezreal we overshot a bit in recent patches and he’s mostly unaffected by any of the item nerfs in the patch and will be disproportaiontely buffed as a result, so we’re tapping him down pre-emptively”
- [Q] Mystic Shot AD ratio reduced 140% >>> 130%
Leona
“Leona is also once of the strongest supports right now by a pretty wide margin, so we’re bringing her down a bit”
- [P] Sunlight damage reduced 32-168 (based on levels 1-18, linear) >>> 32-151 (based on levels 1-18, linear)
- [W] Eclipse base damage reduced 55/90/125/160/195 >>> 55/85/115/145/175
Shyvana
“Shyvana is the main champion being nerfed for regular play this patch as she’s overperforming”
- [E] Flame Breath adjustments:
- Base damage adjusted 60/100/140/180/220 (+40% total AD) (+90% AP) >>> 85/125/165/205/245 (+50% bonus AD) (+80% AP)
- [R-E] Dragon Form bonus explosion damage adjusted 75-135 (based on levels 6-18, linear) (+30% total AD) (+30% AP) >>> 75-135 (based on levels 6-18, linear) (+50% bonus AD) (+20% AP)
- [R-E] Dragon Form scorched field damage per tick AD ratio adjusted 5% total AD >>> 15% bonus AD (40% total AD >>> 120% bonus AD total)
Champion Adjustments <<<
“Returning skill skew to some champions
Over the years we’ve made a bunch of adjustments to champions to make them more performant in normal play and reduce some of the optimizations that make them stronger in high levels of play
This has led to a gradual movement towards safe scaling champions in lanes (especially mid) and we’re looking to recoup some of that
For assassins, we’re trying to target them at having moments of strength at 3 (get all abilities), 6 (ult), 9 (first max) depending on the champion and whether their kit is conducive towards it and playing up those moments of power”
Akali
“We think it’s pretty reasonable that in most cases, Akali is trying to survive until 6 and play against the opponent’s mana bar until she has kill threat
We’re also buffing the Ultimate here so that the buffs are skewed more towards mid lane and killing squishy champions rather than top, as she tends to have low interaction patterns up there”
- [W] Twilight Shroud cooldown reduced 20 >>> 20/19/18/17/16 seconds
- [R] Perfect Execution adjustments:
- [R1] base damage adjusted 80/220/360 >>> 110/220/330
- [R2] base damage adjusted 60/130/200 >>> 70/140/210
- Cooldown increased 100/80/60 >>> 120/90/60 seconds
Cassiopeia
- Base mana increased 350 >>> 400
- Mana per level reduced 60 >>> 40
- [Q] Noxious Blast adjustments:
- AP ratio increased 90% >>> 70%
- Mana cost reduced 50/60/70/80/90 >>> 50/55/60/65/70
- [W] Miasma mana cost reduced 70/80/90/100/110 >>> 70/75/80/85/90
- [E] Twin Fang adjustments:
- Bonus magic damage against poisoned targets AP ratio reduced 60% >>> 55%
- Mana cost reduced 50/48/46/44/42 >>> 40
Irelia
“Giving her a bit more power in an all-in situation, especially since she is usually close to full HP due to her healing”
- Base HP increased 590 >>> 630
- Base HP regeneration reduced 8.5 >>> 6
Skarner
“We overnerfed Skarner in a previous patch and so we’re restoring some of that power
We’re also taking away some of the lane specific power in E kidnapping units behind him on cast that doesn’t allow champions (especially melee) to play safely in the wave
We hope to strike the balance between lane and jungle Skarner”
- HP per level increased 105 >>> 110
- [Q1] Shattered Earth buffs:
- Mana cost reduced 50 >>> 40
- QoL around attacking after casting
- [E] Ixtal’s Impact can no longer grab units behind Skarner
Sylas
“In high levels of play, Sylas tends to max Q as it’s a bit more of a safe lane pattern, while in regular play, he tends to max W as he doesn’t get punished as hard
We’re making Q max up more and also increasing the uptime on Q casts (and as a result wave pressure and trading potential)
He is also builidng pretty squishy which is quite a telegraphed and one dimensional play pattern, so we’re adding more mixed durability damage profile back to him”
- [Q] Chain Lash adjustments:
- Explosion damage reduced 70/125/180/235/290 (+90% AP) >>> 60/115/170/225/280 (+80% AP)
- Cooldown reduced 11/10/9/8/7 >>> 10/9/8/7/6 seconds
- [W] Kingslayer adjustments:
- Damage AP ratio reduced 80% >>> 70%
- Heal adjusted 20/40/60/80/100 (+35% AP) >>> 20/40/60/80/100 (+20% AP) (+5% bonus HP)
- [E2] Abduct AP ratio reduced 100% >>> 80%
Yone
“Giving Yone a pretty meaningful Q max buff
He’s still meant to have a pretty weak early game but once he gets Beserkers and Q at higher ranks, he’s going to represent a lot more threat than previously
Yone’s ult can get to pretty low CD’s later in the game and so we’re bringing it down to compensate for these buffs”
- [Q] Mortal Steel base damage increased 20/40/60/80/100 >>> 20/45/70/95/120
- [R] Fate Sealed cooldown increased 120/90/60 >>> 120/100/80 seconds
Zed
“Zed is receiving a compensation nerf to his late game ultimate CD because it can get pretty low and not represent a meaningful window
However, he’s receiving a pretty strong Q rank up buff that is meant to spike around the level 6-9 area”
- [Q] Razor Shuriken 80/115/150/185/220 (+110% bAD) >>> 80/120/160/200/240 (+100% bAD)
- [R] Death Mark cooldown increased 120/100/80 >>> 120/110/100 seconds
System Buffs
“We’re bringing other AP items up to the standard of other portions of the AP ecosystem.”
Unmake buffs:
-
- Magic Resistance reduction increased 20% >>> 30%
- Radius increased 600 >>> 700
- Cost increased 2300 >>> 2500
Cosmic Drive
“Cosmic and Rocketbelt have also struggled a bit to be performant for their core users”
- HP increased 250 >>> 350
- Spelldance bonus Move Speed increased 25-60 (based on levels 1-18, linear) >>> 40-60 (based on levels 8-18, linear)
Dark Harvest
- Cooldown reduced 40 >>> 35 seconds
- Takedown reset timer reduced 1.5 >>> 1 second
Death’s Dance
- Armor increased 40 >>> 50
Hextech Rocketbelt
- HP increased 300 >>> 400
Stormsurge
“Items like Stormsurge were overnerfed for Ranged and Void is still needing a little help”
- Stormraider bonus Move Speed increased 25% >>> 35%
- Squall ranged damage increased (140/105) (+20/15% AP) (melee/ranged) >>> (140/112) (+20/16% AP) (melee/ranged)
Void Staff
- AP increased 90 >>> 95
Wit’s End
- Fray damage increased 15-80 (based on levels 8-18, frontloaded) >>> 40-80 (based on levels 8-18, linear)
- Build path changed Recurve Bow + Negatron Cloak + Dagger + 900 gold >>> Recurve Bow + Negatron Cloak + Recurve Bow + 500 gold
System Nerfs
“ADC’s
As mentioned yesterday, nerfs are coming in to ADC’s laning and first item spike through early fleet nerfs
We’re also reducing the power level of some ADC items that were released a bit too strong in the season 2 changes, some taps down to Kraken, Shiv as a result that give ADC champions a bit weaker of a 1 item trough
We think Kraken being so strong is what’s driving a lot of the solo lane marksmen meta right now”
Kraken Slayer
- Move Speed reduced 7% >>> 5%
- Bring It Down bonus physical damage for ranged champions reduced 100% >>> 80%
Lord Dominik’s Regards
- Armor Penetration reduced 40% >>> 35%
Mortal Reminder
- AD reduced 40 >>> 35
Statikk Shiv
- Move Speed reduced 7% >>> 5%
- Cost increased 2800 >>> 2900 gold
Boots
- Berserker’s Greaves Attack Speed reduced 35% >>> 30%
- Boots of Swiftness cost increased 900 >>> 1000
- Ionian Boots of Lucidity nerfs:
- Ionian Insight Summoner Spell Haste reduced 12 >>> 10
- Cost increased 900 >>> 1000
- Mercury’s Treads nerfs:
- Magic Resistance reduced 25 >>> 20
- Cost increased 1100 >>> 1200
- Plated Steelcaps adjustments:
- Plating basic attack damage reduction increased 8% >>> 10%
- Cost increased 1000 >>> 1200
- Sorcerer’s Shoes Magic Penetration reduced 18 >>> 15
Null-Magic Mantle
- Magic Resistance reduced 25 >>> 20
- Cost reduced 450 >>> 400
System Adjustments
Fleet Footwork
- Healing adjusted 8-110 (based on levels 1-18, linear) >>> 5-120 (based on levels 1-18, stat progression multiplier)