Patch 26.14 Notes – League of Legends

Patch 26.14 notes for League of Legends are here. (Source)


Patch 26.14 Changes


Azir is feeling more headless chicken than valiant falcon right now. But rather than straight numerical buffs, we’re preening his feathers of impactful bugs and changing some rune interactions that should make him start squawking about Shurima more often.

W – Arise!

On-Hit? More Like On-Destroy: Scorch, Liandry’s Torment, Blackfire Torch, and Hextech Alternator now deal 100% of their damage on-hit instead of 50%
Double-tap: Conqueror will now apply 2 stacks on-hit instead of 1
Laser Focus: Press the Attack now applies to the primary target hit

R – Emperor’s Divide

Be Gone, Peasant!: Now knocks back jungle monsters
Everyone’s favorite incoherent aviator is having trouble taking off in bot lane. So, we want to give a little more firepower to Corki’s sorties later in the game, and really enhance his spell-weaving missile firing fantasy!
Base Stats
Attack Damage Growth: 2 ⇒ 2.5

R – Missile Barrage

Remaining Recharge Time Reduction from Autos: 2 – 4 seconds (based on critical strike chance) ⇒ 2 – 6 seconds
Garen is dishing out too much justice across all skill brackets right now. So, we’re going to tap down the Demacian Justice just a tad to make him a little less oppressive, while still rewarding well-timed target selection and inspiring fear in the hearts of those who shirk justice.

R – Demacian Justice

True Damage: 150 / 250 / 350 (+ 25 / 30 / 35% of target’s missing health) ⇒ 125 / 200 / 275 (+ 25 / 30 / 35% of target’s missing health)
Jayce quickly climbed the ranks after our 26.03 adjustments and has stayed at the top of the pack. Additionally, he has become a fairly comfortable blind pick champ due to his Rune flexibility, and is the most picked top laner in higher ranks. Right now he’s building like an assassin, but playing like a fighter, which we prefer to the tank Jayce era. These changes should tap down on his speediness and high durability while preserving what makes him fun.

Passive – Hextech Capacitor

Bonus Move Speed: 40 ⇒ 30

R – Mercury Hammer

Bonus Armor and Magic Resistance: 5 / 15 / 25 / 35 (+7.5% bonus Attack Damage) ⇒ 5 / 12 / 19 / 26 (+7.5% bonus Attack Damage)

Locke

Locke’s release has gone relatively smoothly, and we are now tuning him down a bit as players have had time to pick him up. We want to open up more counterplay by reducing how long he can pressure with his Q. And we’re bumping down the healing on his W because he’s not an enchanter, after all.

Q – Ritual Nails

Nail Recast Hold Time: 5 seconds ⇒ 4 seconds
Nail Damage: 50 / 60 / 70 / 80 / 90 ⇒ 50 / 58 / 66 / 74 / 82
Mark Base Bonus Damage: 20 / 30 / 40 / 50 / 60 ⇒ 18 / 26 / 34 / 42 / 50

W – Soul Ignition

Damage Taken Grey Health Cap: 40 / 80 / 120 / 160 / 200 ⇒ 40 / 70 / 100 / 130 / 160
Morde has lost a fair amount of power ever since the Riftmaker bugfix in 26.10 and could use some love, so we’re rewarding him more for when he gets you in his Grasp and enhancing the Lord of Death’s 1:1 fantasy.

E – Death’s Grasp

Damage: 60 / 75 / 90 / 105 / 120 (+40% Ability Power) ⇒ 60 / 80 / 100 / 120 / 140 (+45% Ability Power)

R – Realm of Death

Stat Steal: 10% ⇒ 13%
Nami has been feeling a bit like a fish out of water since the Mandate changes, especially when combined with her nerf in 26.7. We’ve targeted her E which has been feeling a bit underwhelming with her new builds, which should shift the tides a bit in her favor to help her make a bigger splash!

E – Tidecaller’s Blessing

Damage per Hit: 20 / 30 / 40 / 50 / 60 ⇒ 20 / 35 / 50 / 65 / 80
Even after her nerfs last patch, Senna is still tearing through the darkness and the light. We’re focusing on bringing down her passive and scaling power as she collects souls and takes names, which should impact her in support less, and more in bot where Shiv is rushed for AP ratios.

Passive – Absolution

Critical Strike Damage Modifier: 85% ⇒ 80%

Q – Piercing Darkness

Ability Power Slow Ratio: 10% per 100 Ability Power ⇒ 7% per 100 Ability Power
Ability Power Healing Ratio: 50% Ability Power ⇒ 35% Ability Power
Seraphine’s vocal lessons have paid off and she’s hitting those High Notes more consistently. So much so that she’s become one of the bot lane headliners. So, we’re lowering her volume a little so she doesn’t burst everyone’s ear drums. We don’t have any more immediate plans to adjust her Q hitbox, so are going to tune her around this current state going forward.

Q – High Note

Ability Power Ratio: 50% Ability Power ⇒ 40% Ability Power
Yunara’s spirit is waning a little. So we’re giving her a little more scaling power to help find more balance later in the game.
Base Stats
Attack Damage Growth: 2.5 ⇒ 3

Items

Immortal Path

Immortal Path has really been living up to its name lately on a couple of mid picks who can use the item, with a higher winrate than expected even for its niche pick rate. These changes should leave it worth building but more reasonable in output.

Damage Increase While Above 50% Maximum Health: 5% ⇒ 4%
Healing, Shielding, and Regeneration Increase While Below 50% Maximum Health: 15% ⇒ 12%

Protoplasm Harness

Protoplasm is overperforming across the board and is leading to particularly potent spikes on champions that buy it early. We still want to make sure it’s still an exciting option for tank champs, so we’re focusing on decreasing its early single item spike power.

Cost: 2500 ⇒ 2600
Bonus Health: 200 – 300 ⇒ 100 – 300
Healing: 200 – 400 ⇒ 100 – 400

Hextech Rocketbelt

Rocketbelt’s popularity on usually immobile mages, rather than AP bruisers, is giving us flashbacks of the Galeforce days. We’re adjusting its stat incentives to make it slightly less appealing when compared to other damage-focused options but also keep it feeling good on its traditional core users that rely on the item for engage. There’s also a Ruby Crystal in its build path that didn’t exist in days where the item built out of Kindlegem and was a little more clunky.

Build Path: Hextech Alternator + Fiendish Codex + Amplifying Tome + 300 ⇒ Hextech Alternator + Kindlegem + Ruby Crystal + 350
Active Cooldown: 40 seconds ⇒ 50 seconds
Ability Power: 70 ⇒ 60
Health: 300 ⇒ 350

Blue Buff

In a world where the impact of mana in the jungle has been degraded over time, we want Blue to have more reasons to be prioritized.
Ability Haste: 10 ⇒ 10 / 15 / 20 (levels 1 / 6 / 11)

SR Ranked Season 2 End

Ranked Season 2 will end local server time at midnight 23:59 on July 28, which is the last day of patch 26.14. Several hours later, we’ll roll over into patch 26.15, which marks the start of Season 3 at 12:00pm noon, July 29, local server time.

Similar to previous mid-year season transitions, Ranked Solo and Flex queues will be disabled during the down time. Shard transfer services will also be disabled to make sure rewards are properly calculated.

We don’t expect any disruptions to your LP / Ranked progression, but the Victorious Ranked mission for 15 ranked games won will be refreshed when the new season starts.
Posted in LoL