Patch 26.17 Notes – League of Legends

Patch 26.17 notes for League of Legends are here. (Source)

Read the Classic Patch Notes here.



Systems


Champions


Aurelion Sol has come out the loser of last patch’s mage adjustments, so we are giving him a buff to help him out. In particular, we are buffing his W cooldown so he can use it a bit more freely rather than only when a reset is likely. This should also make it a bit more clear to players that W is typically the stronger second skill to max, rather than E.

Q – Breath of Light

Mana Cost Per Second: 35 / 40 / 45 / 50 / 55 ⇒ 30 / 35 / 40 / 45 / 50

W – Astral Flight

Cooldown: 22 / 20.5 / 19 / 17.5 / 16s ⇒ 22 / 20 / 18 / 16 / 14s
Cho’s early game has lost pizzazz with Hail of Blades and Hextech Rocketbelt nerfs, so we are making it up with a bit of early damage when he does get those autos off.

E – Vorpal Spikes

Base Damage (x3 attacks): 20 / 40 / 60 / 80 / 100 (+30% AP) (+2.5% – 3.9% (+.5% Per Feast) Target Max HP) ⇒ 30 / 50 / 70 / 90 / 110 (+30% AP) (+2.5% – 3.9% (+.5% Per Feast) Target Max HP)
Graves has had a number of indirect buffs over the last few patches and this has put him in a pretty strong spot. We are looking to soften a bit of his ability to snowball the game with high AD builds.

Q – End of the Line

Initial Damage: 50 / 75 / 100 / 125 / 150 (+65% bonus AD) ⇒ 50 / 75 / 100 / 125 / 150 (+55% bonus AD)
Return Damage: 80 / 125 / 170 / 215 / 260 (+55 / 70 / 85 / 100 / 115% bonus AD) ⇒ 80 / 125 / 170 / 215 / 260 (+45 / 60 / 75 / 90 / 105% bonus AD)
Irelia is one of League’s highest stakes snowballing dependant skirmishers, but we feel like even when ahead she is failing to scale into a real carry threat

Q – Bladesurge

Damage: 5 / 25 / 45 / 65 / 85 (+70% AD) ⇒ 5 / 25 / 45 / 65 / 85 (+80% AD)
Additionally, we are buffing some of her AP ratios to support wacky ARAM/Arena builds. We don’t expect this to make AP Irelia suddenly good for SR.

W – Defiant Dance

Damage Reduction Ability Power Ratio: 7% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena) ⇒ 8% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena)

R – Vanguard’s Edge

Ability Power Ratio: 70% ⇒ 100% (It is already 100% in Arena, so this is standardizing the value)
With the previous version of Statikk Shiv that drove nerfing her AS ratios no longer in the game, we’re bringing these closer to a typical champion’s baseline. Simultaneously, having some room for power, we are giving her some AP ratio buffs to make sure she’s still interested primarily in AP assassination builds.
Base Stats
Attack Speed Ratio: 0.4 ⇒ 0.625
Attack Speed Growth: 2.35% ⇒ 1.5%

W – Distortion

Damage: 75 / 115 / 155 / 195 / 235 (+80% AP) ⇒ 75 / 115 / 155 / 195 / 235 (+90% AP)
RW – Mimic: Distortion
Damage: 150 / 315 / 480 (+80% AP) ⇒ 150 / 315 / 480 (+90% AP)
Nasus top has been able to benefit from the shift in his stacking paradigm. We are happy to see our favorite dog get his fill of treats, but want to make sure that we keep his power within reasonable bounds, therefore we are going to be tapping down some of Nasus’ top specific strengths, like persistently lifestealing off of minions.

Passive – Soul Eater

Life Steal: 12 / 18 / 24% ⇒ 10 / 15 / 20%
Nocturne has been sitting in a pretty strong state across skill levels for a while. We are excited about the opportunities that open up when Nocturne unlocks his ult, but want to add a bit more personal risk to him accessing that high moment.
Base Stats
Armor: 38 ⇒ 36
Health: 655 ⇒ 640
Qiyana’s play has moved out of primarily mid to jungle. While we are happy to support her as a jungler, mid is where she’s been underwhelming recently .

Q – Elemental Wrath

Damage: 70 / 100 / 130 / 160 / 190 (+85% bonus AD) ⇒ 80 / 110 / 140 / 170 / 200 (+90% bonus AD)
Monster Damage Modifier: 175% against Monsters ⇒ 160% against Monsters
Thresh has been quietly sitting at a high winrate and picking up playrate over the year.

E – Flay

Active Damage: 75 / 120 / 165 / 210 / 255 (+70% AP) ⇒ 65 / 110 / 155 / 200 / 245 (+60% AP)
Sometimes you just wanna club your opponents to death, and while Trundle has been a resilient utility pick for his pillar and ult, we feel his personal clubbing power has actually been a bit limp.

W – Frozen Domain

Attack Speed: 30 / 45 / 60 / 75 / 90% ⇒ 30 / 50 / 70 / 90 / 110%
We believe Vayne may need larger scope work in the future to help out her bot lane, but for now are prioritizing constraining her top lane power. These changes should impact her up there more than in bot lane.
Base Stats
Health: 550 + 103/Level ⇒ 580 + 98/Level
Health Regeneration: 3.5 + .55/Level ⇒ 4 + .5/Level
Attack Speed Ratio: .658 + 3.3%/Level ⇒ .67 + 2.8%/Level

Q – Tumble

Mana Cost: 30 ⇒ 46 / 42 / 38 / 34 / 30

W – Silver Bolts

True Damage: 6 / 7 / 8 / 9 / 10% Target Max HP ⇒ 4 / 5.5 / 7 / 8.5 / 10% Target Max HP
Minimum Damage: 50 / 65 / 80 / 95 / 110 ⇒ 40 / 55 / 70 / 85 / 100
Xerath has rested slightly high in power both mid and bot, and after last patch’s adjustments to mages has come out on top in mid lane compared to others. Given his extremely high ban rate in certain regions, he’s due a light nerf.
Base Stats
Health: 596 ⇒ 575

Q – Arcanopulse

Damage: 75 / 115 / 155 / 195 / 235 (+90% AP) ⇒ 70 / 110 / 150 / 190 / 230 (+90% AP)
While Yasuo has definitely been able to snowball and carry games, we believe that similar to Irelia, he is too reliant on snowballing rather than just being a proper scaling carry. We also want to encourage him to prioritize early crit strike builds over Blade of the Ruined King, so we are reducing his crit damage penalty which will simultaneously encourage this as well help him scale without significantly impacting his early game snowball.

Passive – Way of the Wanderer

Critical Strike Damage Reduction: -10% ⇒ -5%
Similar to Yasuo, Yone has also been an excessively snowball reliant carry, though less so. Bros stay together.

Passive – Way of the Hunter

Critical Strike Damage Reduction: -10% ⇒ -5%

Items


Items

Stormrazor

Stormrazor almost had its time in the sun earlier this year, but has ended up remaining second fiddle.

Attack Speed: 20% ⇒ 25%

Sundered Sky

Last patch’s Sundered Sky nerf was a step in the right direction, but landed a bit under-target given all of the other moving pieces of that patch.

Health: 450 ⇒ 400
Attack Damage: 45 ⇒ 40