Patch 26.16 Notes – League of Legends

Patch 26.16 notes for League of Legends are here. (Source)

Read the Classic Patch Notes here.

ADC MAGIC RESISTANCE

Finally, next to the changes to boot rewards in midlane, we are also adjusting MR for all ADC champions to help them out against mages early game. We also hope this will help a few of them in mid lane, where we believe a healthier pool of AD champions (including potentially Akshan and Tristana) will also help create a more diverse jungle meta beyond AD fighters.

  • Affected Champions: Akshan, Aphelios, Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Jhin, Jinx, Kai’Sa, Kalista, Kindred, Kog’Maw, Lucian, Miss Fortune, Quinn, Samira, Senna, Sivir, Smolder, Twitch, Varus, Vayne, Xayah, Yunara, Zeri
  • Magic Resistance: 30 + 1.3/level ⇒ 33 + 1.1/level
  • Tristana Magic Resistance: 28 + 1.3/level ⇒ 33 + 1.1/level

JUNGLE PETS

Speaking of a more diverse jungle Meta, we are adjusting the way jungle pets scales to help mage and tank junglers against the current AD fighter meta.

  • Damage Per Attack: 20 – 150 (based on level) (+10% bonus Attack Damage) (+12% Ability Power) (+20% bonus Armor) (+20% bonus Magic Resistance) (+3% bonus Health) ⇒ 20 – 150 (based on level) (+10% bonus Attack Damage) (+16% Ability Power) (+25% bonus Armor) (+25% bonus Magic Resistance) (+4% bonus Health)

SUPPORT ROLE QUEST

Finally, we are adjusting Support Role Quest progress to penalize heavy early game roaming by increasing the penalty while outside of bot lane, and removing the bonus progress gained from champion combat over minion last hitting.

  • Stack Consumption On Champion / Turret Damage: 22 Melee || 20 Ranged and 24 Melee || 22 Ranged ⇒ 18 and 21
  • Stack Consumption On Creep Score: 15 and 20 ⇒ 18 and 21
  • Minion Creep Score Experience / Gold Penalty: -25% outside of bot lane until level 3 ⇒ -33% outside of bot lane until level 5

 


We are continuing to monitor Azir, especially as players continue to pick up Press The Attack as his optimal keystone. For now however, we are going to give him a moderate buff to his laning to help him out.

Q – Conquering Sands

Damage: 60 / 80 / 100 / 120 / 140 (+35 / 40 / 45 / 50 / 55% AP) ⇒ 75 / 95 / 115 / 135 / 155 (+35 / 40 / 45 / 50 / 55% AP)
Bel’Veth has come out with the scaling curve of Kayle and Aurelion Sol. Her power is rapidly growing across all skill brackets and given her early game is already quite weak, we’ve opted to make her late game a bit less sharp.
Base Stats
Health Growth: 110 ⇒ 105

R – Endless Banquet

True Form Total Attack Speed: 5 / 15 / 25% ⇒ 6 / 13 / 20%
NEW True Form Remora Indicator: Resource bar now turns purple when True Form can spawn Remora
With roaming supports all the rage, Camille has been queen. We are simultaneously looking to nerf her support roaming power while keeping or (hopefully) actually buffing her top lane. This means trading the raw all in power behind her passive shield early game in favor of significantly lowered cooldowns for better repeatable trading.
Base Stats
Mana: 339 ⇒ 375

Passive – Adaptive Defenses

Shield: 20% Maximum Health ⇒ 10 / 15 / 20 / 25% Maximum Health (levels 1 / 7 / 13 / 19)
Cooldown: 18 / 14 / 10 / 6s (levels 1 / 7 / 13 / 19) ⇒ 14 / 11 / 8s (levels 1 / 7 / 13)

W – Tactical Sweep

Cooldown: 15 / 14 / 13 / 12 / 11s ⇒ 12 / 11.5 / 11 / 10.5 / 10s
Outer Cone Bonus Damage: 6 / 6.5 / 7 / 7.5 / 8% (+2.5% per 100 bonus Attack Damage) Target Maximum Health ⇒ 7 / 7.5 / 8 / 8.5 / 9% (+2.5% per 100 bonus Attack Damage) Target Maximum Health
Gwen has remained slightly weak since her nerfs earlier this year. We are buffing her passive sustain back up towards where it has previously been, which should help her be a powerful threat in some of her stronger matchups without making her feel uncounterable.

Passive – A Thousand Cuts

Healing On Champions: 50% post-mitigation, capped to 10-25 (based on level) (+6.5% AP) ⇒ 67% post-mitigation, capped to 12-40 (based on level) (+7% AP)
With the reshape to Hextech Rocketbelt to prevent it from becoming the ubiquitous mage legendary, Kennen came out behind the pack. We are buffing him to compensate, making sure he is rewarded well when he does find the right flanks for those huge team-deleting ults.

R – Slicing Maelstrom

Bonus Resistances: 20 / 40 / 60 ⇒ 25 / 50 / 75
Damage: 40 / 75 / 110 (+22.5% AP) ⇒ 40 / 80 / 120 (+25% AP)
Maximum Damage: 300 / 562.5 / 825 (+168.75% AP) ⇒ 300 / 600 / 900 (+187.5% AP)
Nasus has been a distinct jungle pick that we think is pretty exciting to see; however his top lane has lagged very far behind. We are adjusting his Q stack generation to bring these two roles closer to each other in raw power.

Q – Siphoning Strike

Stacks: 3, increased to 12 on champions / large minions / monsters ⇒ 4, increased to 10 on champions / large minions / monsters
Poppy is meant to be a tank whose gameplay has leaned too far into early game snowball fighter, to the point she’s choosing Hail of Blades and Sundered Sky over more tank runes and items. We’re looking to shift power out of her early game AD fighter pattern and enable her tank pattern by significantly increasing her scaling with durability and giving her enough mana growth that sustained combat doesn’t immediately run her out of resources.
Base Stats
Attack Damage: 60 ⇒ 56
Health Regeneration: 8 ⇒ 9
Mana: 280 + 40/level ⇒ 300 + 45/level

Q – Hammer Shock

Damage: 30 / 55 / 80 / 105 / 130 (+100% bonus Attack Damage) (+9% Target Maximum Health), twice ⇒ 30 / 55 / 80 / 105 / 130 (+75% bonus Attack Damage) (+7 / 7.5 / 8 / 8.5 / 9% Target Maximum Health), twice
Target Maximum Health Monster Cap: 75 / 105 / 135 / 165 / 195 ⇒ 85 / 120 / 155 / 190 / 225
Slow Amount: 20 / 25 / 30 / 35 / 40% ⇒ 20 / 23 / 26 / 29 / 32% (+8% per 1000 bonus Health)

W – Steadfast Presence

Total Armor and Magic Resistance: 12%, doubled below 40% Maximum Health ⇒ 16%, doubled below 40% Maximum Health

Items

Berserker’s Greaves

Berserker’s Greaves have been sitting at a particularly low state of power for a while now, and with the state of AD champions in both bot and mid, we feel this is the right time to buff them.

Attack Speed: 25% ⇒ 30%
T3 Attack Speed: 40% ⇒ 45%

Black Cleaver

Black Cleaver has become a Smolder / Senna item more than a core AD fighter item. We are re-adding the Melee / Ranged split on the move speed effect to buy space to buff it for AD fighters without pushing it over the top for its ranged user base.

Attack Damage: 40 ⇒ 45
Fervor Move Speed: 20 for 2s ⇒ [20 Melee || 10 Ranged] for 2s

Eclipse

Eclipse has similarly fallen behind as an option for AD champions as a high ticket early AD item that isn’t in the Lethality space. We feel it has clear space for a buff.

Damage: [6% Melee || 4% Ranged] Target Maximum Health ⇒ [8% Melee || 5% Ranged] Target Maximum Health
Shield: [160 + 40% bonus Attack Damage Melee || 80 + 20% bonus Attack Damage Ranged] ⇒ [150 + 40% bonus Attack Damage Melee || 75 + 20% bonus Attack Damage Ranged]

Runaan’s Hurricane

Runaan’s Hurricane has lost all of its core users over the course of the year as ADCs have moved to a wider variety of AS Crit itemization. We are buffing its unique effect and movespeed to help players capitalize on the positioning requirements of that unique effect.

Move Speed: 4% ⇒ 5%
Wind’s Fury Bolt Damage: 55% Attack Damage ⇒ 65% Attack Damage

Sterak’s Gage

Sterak’s Gage has also lost its position as the premium juggernaut / diver teamfight item, with Guardian Angel taking its place. We think Sterak’s is a much healthier fit for these champions to take.

Bonus Attack Damage: 45% of Base Attack Damage ⇒ 50% of Base Attack Damage

Sundered Sky

Sundered Sky, on the other hand, has been the meta dominant AD fighter item for the last year. While we do find it exciting to see when players manage to chain its triggers through a teamfight and barely survive risky engages, we think it’s a bit too performant when optimized to the point where it’s healing for more than even lifesteal based items.

Recipe: Tunneler (1150g) + Caulfield’s (1050g) + Ruby Crystal (400g) + 500g ⇒ Tunneler (1150g) + Caulfield’s (1050g) + 900g
Healing: [100% Melee || 50% Ranged] Base Attack Damage + 6% Missing Health ⇒ [90% Melee || 45% Ranged] Base Attack Damage + 4% Missing Health Health: 400 ⇒ 450
Sunfire Cape
Sunfire Cape has remained a powerful item in League, both in purchase and winrate, but players have repeatedly called out dissatisfaction with the item because of how directly it’s compared against Hollow Radiance. We are upping its cost to match Hollow Radiance and shifting its power towards PvP damage to give the item more comparable advantages.
Damage: 20 (+1% bonus Health) ⇒ 20 (+1.5% bonus Health)
Minion / Monster Modifier: 160% Minion, 200% Monster ⇒ 150% Minion, 180% Monster
Recipe: 600g ⇒ 700g

Chainlaced Crushers

We continue to feel that defensive boot optimizations in mid lane stifle action. Since we are looking to shift mage power back from bot lane to mid lane this patch, we are also taking the time to nerf down mid lane counter itemization against mages.

Magic Resistance: 30 ⇒ 25

Spellslinger’s Shoes

Along with Chainlaced Crushers’ change, we are buffing Spellslinger’s Shoes to further affect mid vs bot mage balance.

Magic Penetration: 18 + 8% ⇒ 20 + 8%

Tiamat

Tiamat has ended up in a state where even if you are buying a Hydra item, it’s optimal NOT to purchase it until you have all the other components. That’s pretty lame, yo.

Attack Damage: 20 ⇒ 25
Posted in LoL