> # Welcome to GameGrinOS v1.01 > # How can I help you? > # Press ` again to close
>
Hello… | Log in or sign up
All Buffs, Nerfs, and Adjustments in League of Legends Patch 14.14

All Buffs, Nerfs, and Adjustments in League of Legends Patch 14.14 — Patch Notes

Aphelios

Binding Eclipse, Sentry, and Onslaught damage increased.

Aphelios is definitely weaker than he should be at the moment, so we're bumping up the punch of his weaker guns whose actives don't feel as impactful unless they're part of specific combos.

Q - Binding Eclipse (Purple Gun)

  • Damage: 50-110 (based on level) (+26-35% (based on level) bonus AD) ⇒ 50-140 (based on level) (+32-50% (based on level) bonus AD)

Q - Sentry (White Gun)

  • Damage: 31-100 (based on level) (+40-60% (based on level) bonus AD) ⇒ 35-125 (based on level) (+42-60% (based on level) bonus AD)

Q - Onslaught (Red Gun)

  • Damage: 10-40 (based on level) (+20-35% (based on level) bonus AD) ⇒ 10-40 (based on level) (+22-40% (based on level) bonus AD)

Aurelion Sol

Base AD increased. Q initial mana cost increased, sustained mana cost adjusted. W base range increased. E mana cost decreased, slowing logic adjusted. R damage increased.

In his current state, a lot of Aurelion Sol's power is tied up in his ability to bully lane opponents by tapping his Q, especially in higher skill brackets. Not only is this unintuitive, but it also doesn't feel like a breath of light as much as it does a burp. We'll be addressing this by shifting some of this power from his Q into more interesting and engaging parts of his kit like his Astral Flight and Singularity.

Base Stats

  • Base AD: 55 ⇒ 58

Q - Breath of Light

  • Initial Mana Cost: 7.5/8.75/10/11.25/12.5 ⇒ 30/35/40/45/50(Note: After paying the initial cost, additional sustained mana cost is triggered.)
  • Sustained Mana Cost: Every 0.5 seconds, starting 0.5 seconds into the channel ⇒ Every 0.25 seconds, starting 1.25 seconds into the channel
  • Mana Cost during W: This mana cost adjustment is unchanged while using Breath of Light during W.

W - Astral Flight

  • Range: 1200 (+7.5 per Stardust) ⇒ 1500/1600/1700/1800/1900 (+7.5 per Stardust)

E - Singularity

  • Mana Cost: 80/85/90/95/100 ⇒ 80 at all ranks
  • Movement Speed Debuff: Non-champions are slowed to 0 movement speed ⇒ Lane Minions and Jungle Monsters are slowed to 0 movement speed

R - Falling Star/The Skies Descend

  • Falling Star Damage: 150/250/350 (+65% AP) ⇒ 150/250/350(+75% AP)
  • The Skies Descend: Deals 125% of Falling Star's damage
  • The Skies Descend Shockwave Damage: 100% of Falling Star's damage ⇒ 90% of Falling Star's damage

Bel'Veth

Base attack range decreased. True form attack range adjusted to remain neutral.

Bel'Veth has been too strong in Elite-level solo queue for a while and we'd like if her power were more consistent across the various player skill brackets. So we're going back on some of her changes from 12.12, right after she came out, which meaningfully Elite-skewed her. By lowering her basic attack range, our goal is to weaken her ability to hit other melee champions before they can strike back.

Base Stats

  • Attack Range: 175 ⇒ 150

R - Endless Banquet

  • Bonus Attack Range: 50 ⇒ 75

Brand

E cooldown increased, damage decreased.

Despite recent nerfs, Brand's fire is still blazing hot; so we're back with another round of nerfs to dampen his flames. Conflagration is one of his most frustrating abilities, so we're going after it by lowering both its damage and reducing how frequently it's available to use.

E - Conflagration

  • Cooldown: 12/11/10/9/8 ⇒ 13/12/11/10/9 seconds
  • Magic Damage: 60/85/110/135/160 (+60% AP) ⇒55/80/105/130/155(+60% AP)

Cho'Gath

Q base damage increased. E base damage increased.

Cho'Gath is currently underperforming and a bit weaker than we'd like him to be, so we're increasing the base damage on both his Rupture and Vorpal Spikes so that when you're able to land them they hit a bit harder and feel more rewarding.

Q - Rupture

  • Magic Damage: 80/140/200/260/320 (+100% AP) ⇒80/145/210/275/340(+100% AP)

E - Vorpal Spikes

  • Magic Damage: 22/37/52/67/82 (+30% AP) (+3% (+0.5% per Feast stack) of target's maximum health) ⇒20/40/60/80/100(+30% AP) (+3% (+0.5% per Feast stack) of target's maximum health)

Corki

Recommended skill ordering updated. Base health decreased.

Corki has a much lower win rate than his power level would suggest, as many mid laners have not moved over to Q-max, which outperforms E-max in that role. Pros, who are building him correctly, have identified him as a clearly strong champion and, as a result, he's choking out the competition. In an effort to increase his counterplay in lane, we're making him a little less resilient in early fights.

Recommendations

  • Recommended Skill Order: Corki's recommended skill order for mid lane has been updated to now suggest maxing Q first.

Base Stats

  • Base Health: 640 ⇒ 610

Fiddlesticks

Q is now blocked by abilities that block projectiles

We noticed that Fiddle's fear wasn't matching expectations: He fires a crow at his target, which is a projectile, so it should be blocked by things like Wind Wall. Now it does.

Q - Terrify

  • Terrify is now blocked by Yasuo's Wind Wall, Braum's Unbreakable, and Samira's Blade Whirl.

Hecarim

Health growth increased. W duration decreased, healing increased, cooldown decreased. E cooldown adjusted.

In this patch we'll be reverting several changes that had contributed to Hecarim's Elite skew: 13.21's W duration increase and 13.17's W healing nerf. One common issue in lower skill brackets is maxing E 2nd, despite W being much better, so we'll also be making E vs W rank-ups closer in power.

Base Stats

  • Health Growth: 99 ⇒ 106

W - Spirit of Dread

  • Duration: 5 ⇒ 4 seconds
  • Healing: 20%, halved to 10% for damage dealt by allies ⇒ 25%, halved to 12.5% for damage dealt by allies
  • Cooldown: 16/15.5/15/14.5/14 ⇒ 14 seconds at all ranks

E - Devastating Charge

  • Cooldown: 18 seconds at all ranks ⇒ 20/19/18/17/16 seconds

Irelia

AD growth decreased. Passive attack speed increased. R cooldown reduction for Q decreased.

This list of changes is an adjustment to Irelia that will shift some of her power from late game into the early and mid game. We'll be buffing her early-to-mid game by making her passive scale linearly from levels 1-18, and balancing out this buff by reducing how forgiving Bladesurge is in the late game.

Base Stats

  • AD Growth: 4 ⇒ 3.5

Passive - Ionian Fervor

  • Attack Speed: 7.5/13.75/20% (levels 1/7/13) ⇒ 7.5-25% (levels 1-18)

R - Vanguard's Edge

  • Bladesurge Cooldown Reduction: 0.5/1.5/2.5 ⇒ 0.5/1/1.5 seconds

Jax

E cooldown increased early.

We're giving Jax a slight nerf to his E this patch to help reduce how powerful (and frustrating) of a dueling and early wave control tool it can be.

E - Counter Strike

  • Cooldown: 15/13.5/12/10.5/9 ⇒ 17/15/13/11/9 seconds

Jayce

Cannon form Q damage increased.

Jayce is struggling at the moment, and while his less common melee form has gotten a lot of the more recent love, it's now time to up the damage of his primary skill, his ranged Q.

Q - Shock Blast

  • Physical Damage: 55/110/165/220/275/330 (+120% bonus AD) ⇒ 60/115/170/225/280/335 (+125% bonus AD)

Kindred

Base HP decreased. Q attack speed bonus decreased.

Kindred are performing quite well in higher skill brackets and are in need of a nerf; we're targeting their early combat power to ensure that as jungle carries Kindred don't have quite as much ability to win early skirmishes and invades.

Base Stats

  • Base Health: 610 ⇒ 595

Q - Dance of Arrows

  • Bonus Attack Speed: 35% ⇒ 30%

Lillia

Passive healing against successive champions reduced. E damage decreased.

Lillia is overperforming with her new favorite item, Runic Ashes and its resulting upgrades. Since we like what those items are doing for the game overall, we're taking out some power from Lillia directly. We're targeting her best-case scenarios where she's kiting and healing from an entire team at once, while trying to preserve her early clears and 1v1 dueling.

Passive - Dream-Laden Bough

  • Healing Effectiveness vs Champions: 100% for the first, reduced to 33% for successive champions ⇒ 100% for the first, reduced to15%for successive champions

E - Swirlseed

  • Damage: 70/95/120/145/170 (+60% AP) ⇒ 60/85/110/135/160 (+50% AP)

Milio

Passive damage decreased. Q cooldown decreased, range increased, now refund half of mana cost when hitting an enemy. W recast range increased, now slower when following distant targets. E shield strength adjusted.

In his current state, Milio has a disproportionate amount of his power tied up in his very early lane harass, specifically when he shields himself and runs up to auto attack. With these changes we'll be reducing how powerful that strategy is and instead encourage him to look for opportunities to harass opponents with his Q (rather than only casting it as a peeling tool when he's being engaged on).

Passive - Fired Up!

  • Damage: 15% of ally's AD, followed by 15-50 (based on level) (+20% of Milio's AP) burn damage over 1.5 seconds ⇒7/11/15% (levels 1/6/9)of ally's AD, followed by10-50 (based on level)(+20% of Milio's AP) burn damage over 1.5 seconds

Q - Ultra Mega Fire Kick

  • Cooldown: 12 ⇒ 10 seconds
  • Range: 1000 ⇒ 1200
  • NEW: Hitting at least one enemy champion with Ultra Mega Fire Kick refunds 50% of its mana cost.

W - Cozy Campfire

  • Recast Range: 700 ⇒ 3000 units
  • NEW: Cozy Campfire is slower when following targets that are more than 2500 units from Milio.

E - Warm Hugs

  • Shield Strength: 60/90/120/150/180 (30% AP) ⇒ 45/75/105/135/165 (+45% AP)

Nidalee

W damage decreased. E damage decreased. AD ratios increased

Nidalee is one of the hardest champions to play, which means her win rate below Master tier is always deflated. That said, she's too strong right now, so we're taking down some of her cougar form damage. We're also interested to see how AD Nidalee might fare, so we're substantially increasing some of her AD ratios for courageous players who want to try out that alternate build.

W - Pounce

  • Magic Damage: 60/110/160/210 (+30% AP) ⇒55/100/145/190 (+50% Bonus AD)(+30% AP)

E - Swipe

  • Magic Damage: 80/140/200/260 (+40% Bonus AD) (+45% AP) ⇒70/130/190/250 (+70% Bonus AD) (+40% AP)

Rumble

Q base damage decreased, minion damage modifier adjusted, minion last hitting logic improved.

Rumble has been a top performer in Pro play for this entire split, so it's time to nudge him down where he has the least counterplay: a skill that goes through minions, can't miss, and has no permanent resource cost. We're hoping that his opponents feel like the early laning phase is a lot more interactive instead of belonging to Rumble by default.

Q - Flamespitter

  • Total Magic Damage: 125/140/155/170/185 (+110% AP) (+ 6/7/8/9/10% of target's maximum health) ⇒80/105/130/155/180(+110% AP) (+ 6/7/8/9/10% of target's maximum health)
  • Minion Damage Modifier: 55/60/65/70/75% ⇒ 70% at all ranks
  • REMOVED: Flame Spitter no longer prevents minions from dying to other minions if they would die to one more tick of Flame Spitter.
  • NEW: Flame Spitter now deals 1 bonus tick of damage (ability duration permitting) if it would kill a lane minion.

Sion

W damage increased.

Sion's just a touch weak at the moment, so we'd like to bring him up to the level of some of the stronger top lane tanks. We're doing this by raising some of his early damage threat when facing other top laners.

W - Soul Furnace

  • Magic Damage: 40/65/90/115/140 (+10/11/12/13/14% target's max HP) ⇒ 40/65/90/115/140(+14% target's max HP)

Smolder

Q base damage increased.

We're looking to flatten Smolder's power over game time a bit, and his early game is not quite as fiery as we intended for it to be. This patch we're giving Smolder some additional laning firepower so he can be a bit scrappier of dragon.

Q - Super Scorcher Breath

  • Damage: 15/25/35/45/55 (+100% AD) (+15% AP) ⇒20/30/40/50/60(+100% AD) (+15% AP)

Tristana

Base mana increased. Q mana cost added, attack speed decreased. W mana cost decreased.

Tristana has completely overtaken the Pro scene in mid lane and is too strong in solo queue as well. We're looking to mid lane-skew her nerfs this patch by increasing the mana costs for the abilities she spams to push in mid lane. The base mana increase gives her the first Rapid Fire for free, and Rocket Jump is being made cheaper to ensure she can still live her resetting dream.

Base Stats

  • Base Mana: 250 ⇒ 300

Q - Rapid Fire

  • Mana Cost: 0 ⇒ 50
  • Attack Speed: 65/80/95/110/125% ⇒ 50/65/80/95/110%

W - Rocket Jump

  • Mana Cost: 60 ⇒ 50

Zed

Q damage increased. E cooldown reduction per enemy hit increased.

Zed's been stuck in the shadows recently (and not in the good way), so we're looking to give him a bit more of an edge in the early game by sharpening his shuriken and giving him a bit more combo power with his E.

Q - Razor Shuriken

  • Damage: 70/105/140/175/210 (+110% bonus AD) ⇒80/115/150/185/220(+110% bonus AD)

E - Shadow Slash

  • Cooldown Reduction per Enemy Champion Hit: 2 ⇒ 3 seconds

Zyra

Passive plant damage adjusted, bonus damage to monsters decreased early.

Zyra is currently outperforming her competition in both jungle and support, so we're weed whacking her plant damage with some nerfs. We're compensating a bit of AP ratio in order to move her toward AP-centric items like Deathcap and to bridge the rather large gap between Liandry's and Blackfire.

Passive - Garden of Thorns

  • Plant Damage: 16-84 (based on level) (+18% AP) ⇒ 15-75 (based on level) (+20% AP)
  • Bonus Damage to Monsters: 60-100 (based on level) ⇒ 50-100 (based on level)
  • Updated the tooltip and cooldown display to more accurately align with seed spawn times

ITEMS

Warmog's Armor

Support champions are purchasing Warmog's first and hitting the bonus health threshold through a combination of the support quest item (200 hp), the scaling health stat shard, and sometimes Overgrowth. The 1000 warmogs hp + 200 support quest hp + runes is meeting the 1300 bonus health requirement a little too easily and we'd rather supports weren't rushing this item and unlocking its passive in this way.

  • Warmog's Heart Health Requirement: 1300 ⇒ 1500 bonus health

RUNES

Absorb Life

We intended for Absorb Life to primarily be about recouping health later in the game, but right now it stalls out the laning phase with a bit too much regeneration. So, we're nerfing the early sustain by as much as 50%, with some compensation by pushing some power into the late game.

  • Healing: 2-20 (linear scaling) ⇒ 1-23 (following base stat progression)( Note: This is a nerf levels 1-12 and a buff levels 13-18.)
Return to original article
Artura Dawn

Artura Dawn

Junior Editor

A lean, mean, SEO machine

Share this:

COMMENTS

Rich Text Editor