We think The Darkin Blade has lost a fair bit of power with Sundered Sky nerfs that were aimed more at opening up the jungle meta, so we are giving him a bump so he remains a world-ending threat.
Aphelios has been kiting the spotlight for a while now, even though he’s a hypercarry in an enchanter meta that should favor him, so we’re looking to give him a little boost to encourage him to get out of his comfort zone.
Mini-Crescendum Damage: 15% AD, decreasing by 1.5% AD to a minimum of 5% AD for the 8th+ chakram ⇒ 16% AD, decreasing by 1.5% AD to a minimum of 5% AD for the 9th+ chakram
Despite not receiving any changes since last year, Aurora has fallen off as we’ve had to nerf Rocketbelt into a fairer state. We’re giving our favorite Bryni a bit more power in her waveclear and outplay potential with her ultimate.
Since all bot laners received significantly increased gold income thanks to role quests, Draven’s potential to gain a gold advantage through his Adoration stacks has lost some of its impact. We’re giving him a helping hand (axe?) by tapping up his early game damage.
This year started strong for AP junglers that could use Dusk and Dawn, but others like Elise have been in a weak spot for a while, so we are helping out our friendly neighborhood spider with clear speed and damage.
Kha’Zix has been on the fringe of the meta now that the jungle is no longer dominated by Sundered Sky users. We are taking this opportunity to buff some of his weaker evolves to give him the flexibility to adapt and overcome.
Lillia is on the edge of being viable at higher levels of play and we believe her current pattern requires her to get in danger’s way, so we’re helping her durability. We also want to give Lillia opportunities to really be a playmaker so we’re making the enemies she lullabies a little extra sleepy.
Years ago, we added the Vigilance Passive so Lucian bot players didn’t feel like their champ was being nerfed because of mid laners, which ended up being super effective. We think now is a good opportunity to adjust the tuning of the passive and strike a balance between both roles.
Somewhat overdue, but because Duskblade was removed a while ago, we’re removing the Ability Haste penalty we had to apply to his Q CDR mechanic. This should have minimal impact on Summoner’s Rift, but we see you Mayhem and Arena!
Q – Alpha Strike
Cooldown Refund on Hit: -1 second, scaling down with Ability Haste ⇒ 1 second
Nasus is difficult to keep down these days, and part of that is how quickly getting his early stacks leads to more reliable stacking. These higher highs will be compensated with some lower lows through some more vulnerability early on with lower damage and lifesteal lane sustain values off of that, and a bit longer before he really comes online.
Nocturne has been a popular and powerful jungler in both pro and solo-queue for a while, so we’re hitting the map presence and dueling power he benefits from through his ultimate.
Poppy’s flex potential and jungle presence has been a bit problematic, suppressing many champions across the board as a strong counterpick. For this change, we’re targeting her flexibility by reverting a previous buff to jungle clear.
At higher levels of play, we’ve seen Rumble continue to take over games, even after our changes earlier this year designed to hit his power in lane. Here, we’re making some modifications to his passive that’s much more elite-skewed, while giving Rumble in the Jungle some compensation.
Between strong itemization options and best-in-class skirmish and roam potential demonstrated by his most skilled players, it’s high time we put some restraints on the archmage, while giving him some help with bad solo queue matchups.
Vi has been a meta staple for the entire year, and now that Sundered Sky is in a better spot, we’re going after her durability and early clear speed to make her a riskier pick who can still bring the pain if you are willing to build for it.
This year we’ve been carefully buffing up AD Volibear, but he remains on the weak side even with his very unique AP build. We’re tuning him up to help him out across both the fringe AD build and his core AP build.
Passive – The Relentless Storm
Attack Speed per Stack: 5% (+3% per 100 AP) ⇒ 5% (+4% per 100 AP)
We think melee supports have too much of their power in roaming and all-ins and are too weak in sustained laning. In response, we’re shifting the flat health to health regen on World Atlas and Runic Compass, which will benefit them more due to their higher base health regen values.
As the meta has continued to adjust to role quests, it’s become clear that top lane is slightly weak, especially for split pushing. We’re in turn buffing the cooldown of both the free role quest Teleport and upgraded Unleashed Teleport to promote those alternative strategies.
Top Role Quest’s Free Teleport Cooldown: 420 seconds ⇒ 390 seconds
Top Role Quest’s Upgraded Unleashed Teleport Cooldown: 330 – 240 seconds ⇒ 300 – 210 seconds
We’ve got our third big champion “drop” this patch (get it? They’re water-themed) with four fresh faces and the highlight is a long-lost favorite, Graves! We’ve also got our first set of actions from the previous Council poll. Welcome back, Cloak and Dagger, Moonflair Spellblade, and Zz’Rot Portal.
Our fourth patch for Classic also contains more bugfixing, balance changes, and client quality. Check out those sweet new rune effects when you socket them in!
Champions
NEWFizz
Fizz came out back in 2011 and was finally reworked in late 2016. Though many of you remember all his buttons being in the same place, he’s got a missing HP bleed on his W passive, so maybe build a Sunfire Cape or two?
Passive – Nimble Fighter
Fizz can move through units and takes reduced damage from basic attacks.
Q – Urchin Strike
Fizz dashes a fixed distance through an enemy, damaging them and applying on-hit effects.
W – Seastone Trident
Passive: Fizz’s basic attacks deal additional damage over time, scaling with his target’s missing health.
Active: For the next few seconds, Fizz’s basic attacks deal bonus damage on-hit and apply Grievous Wounds for a few seconds, reducing healing by 50%.
E – Playful/Trickster
First cast: Fizz hops up on his trident, becoming untargetable. After a short delay, he will crash down, damaging and slowing enemies around him.
Second cast: Fizz can hop off the trident early to dash farther but deal damage in a smaller area and doesn’t slow.
R – Chum the Waters
Fizz throws out bait that clings onto the first enemy champion it hits. After a short delay, a mighty shark stalks its prey, dealing tons of damage, knocking up, and slowing enemies in the area.
NEWGraves
Welcome back, pre-rework Graves! This version from 2011-2015 is a true-to-live bot lane ADC, rewarded for long duration fights and deadly burst damage against short-range enemies. Careful though, his bonus resists take time to stack up, so assassins can still jump you in the jungle.
Passive – True Grit
While in combat, Graves gains stacking Armor and Magic Resist every second, up to a cap.
Q – Buckshot
Graves fires out three bullets that damage all enemies in a line. Multiple hits on the same target deal reduced damage.
W – Smokescreen
Graves launches a smoke grenade that damages, slows, and nearsights enemies in an area.
E – Quickdraw
Graves dashes a short distance and gains bonus attack speed for several seconds. Basic attacks reduce Quickdraw’s cooldown.
R – Collateral Damage
Graves fires an explosive shell that damages enemies in a line. It explodes on the first enemy champion hit, dealing reduced damage in a cone behind them.
NEWNami
Nami is back in action and not much has changed since her release in 2013. For those of you coming right from the modern game, her E buff is attack-only, so the modern Nami-Karthus synergy is gone.
Passive – Surging Tides
Allies struck by Nami’s abilities briefly gain bonus move speed.
Q – Aqua Prison
Nami lobs a bubble that damages and stuns enemies where it lands.
W – Ebb and Flow
Nami unleashes a stream of water that bounces, alternating between enemies and allies. Enemies take damage while allies are healed. Each bounce is less effective than the hit before it.
E – Tidecaller’s Blessing
Nami empowers an ally, causing their next three attacks to deal bonus damage and slow their target.
R – Tidal Wave
Nami unleashes a massive tidal wave that damages, knocks up, and slows all enemies it crashes into.
NEW Nautilus
Nautilus came out back in 2012 and as with Nami, his kit has stood the test of time. Remember that you can buy multiple Doran’s Rings if you want your laning phase to work out, and he used to be quite the jungler back in the day. The biggest difference you’ll find is that his ultimate is much less disruptive to targets hit by the traveling portion.
Passive – Staggering Blow
Nautilus’s basic attacks deal bonus damage and root their enemies. Each enemy can only be Staggered once every few seconds.
Q – Dredge Line
Nautilus throws out his anchor, colliding with the first enemy or piece of terrain it hits. Enemies are damaged and pulled in, while Nautilus pulls himself to his target. Hitting terrain refunds part of Dredge Line’s cooldown.
W – Titan’s Wrath
Nautilus gains a shield. While it holds, his attacks deal damage over time to enemies in the area.
E – Riptide
Nautilus slams the ground, sending out cascading shockwaves that damage and slow enemies. Enemies may be hit by multiple shockwaves, taking reduced damage for subsequent hits.
R – Depth Charge
Nautilus fires a shockwave into the earth that damages and knocks up enemies in its path. When it reaches his target, it damages, knocks up, and stuns all enemies in the immediate area.
NEWNautilus
Nautilus came out back in 2012 and as with Nami, his kit has stood the test of time. Remember that you can buy multiple Doran’s Rings if you want your laning phase to work out, and he used to be quite the jungler back in the day. The biggest difference you’ll find is that his ultimate is much less disruptive to targets hit by the traveling portion.
Passive – Staggering Blow
Nautilus’s basic attacks deal bonus damage and root their enemies. Each enemy can only be Staggered once every few seconds.
Q – Dredge Line
Nautilus throws out his anchor, colliding with the first enemy or piece of terrain it hits. Enemies are damaged and pulled in, while Nautilus pulls himself to his target. Hitting terrain refunds part of Dredge Line’s cooldown.
W – Titan’s Wrath
Nautilus gains a shield. While it holds, his attacks deal damage over time to enemies in the area.
E – Riptide
Nautilus slams the ground, sending out cascading shockwaves that damage and slow enemies. Enemies may be hit by multiple shockwaves, taking reduced damage for subsequent hits.
R – Depth Charge
Nautilus fires a shockwave into the earth that damages and knocks up enemies in its path. When it reaches his target, it damages, knocks up, and stuns all enemies in the immediate area.
Akali
As the dust has settled, Akali appears weak, so we’re swinging by for some buffs. Crescent Slash can feel like it’s a waste of energy, so we’re both improving its late-game energy efficiency and its overall DPS, which are buffs from 2012 and 2015, respectively.
Fiora is doing far too well, so it’s nerf time. First up, we’re fixing several bugs and implementation mismatches compared to her 3.11 version, which is why you’re seeing some low-impact changes here. For her balance, we’re pulling in an adjustment from 2014 and reverting a buff from 2012. The change to her ultimate will deal similar damage to a single isolated target but weaken her AoE teamfighting.
W – Riposte
Bugfix: Fixed a bug where the reflected damage could be blocked by enemies in the way.
Damage Timing: Starts dealing damage 0.25s later into the animation.
Target Prioritization: Now always tries to prioritize unstruck enemies if possible.
Maximum Return Range: 1500 ⇒ 2500
Bugfix: Fixed a bug where Fiora could be locked out of attacking or moving for 2 seconds if her target immediately became untargetable.
Galio
While Fiora landed as pretty much the strongest champion in the game, Galio is arguably the weakest. We’re delivering a huge swath of buffs and some bugfixes for his initial state.
W – Bulwark
Bugfix: Fixed a bug where the first heal was receiving the -20% heal reduction.
E – Righteous Gust
Cast Time: 0.4s ⇒ 0.25s
Missile Speed: 1200 ⇒ 1300
Missile Width: 60 ⇒ 160
Missile Range: 1100 ⇒ 1175
Bugfix: Fixed a bug where it was dealing 15 more damage than it should have.
Bugfix: Fixed a bug where it was applying the wrong VFX on its target.
Kassadin
As we’ve buffed up the bottom end of the mid lane pool, Kassadin has wound up as the actual worst-performing mid laner. Our primary buff is increasing his Riftwalk range. Instead of using his formerly Dominion-only 600 max range, he’s regaining his full Summoner’s Rift 700 range Riftwalk. We’re also shipping adjustments that adhere more closely to his tuning during Worlds 2013.
We’ve got a few historical-accuracy changes and bugfixes for Malphite this patch. Crit AD Malphite now has sweet AoE damage and he no longer halves Dragon’s attack speed. Infinity Edge is calling to you.
W – Brutal Strikes
Splash Damage: Now crits if the main attack does.
Activation: No longer interrupts Malphite’s attack mid-swing.
E – Ground Slam
Bugfix: Fixed a bug where it could slow Epic Monster attack speed.
R – Unstoppable Force
Bugfix: Fixed a bug where Malphite could get locked out of casting Flash for too long.
Morgana
Morgana is one of the strongest mid laners in the game and is a little too good in support as well, so we’re pushing in some mid-skewed nerfs by reverting some of her 2010-2012 era buffs and adjustments.
We’re putting in a few more historical-accuracy changes for Nidalee this patch. There won’t be a huge power gain here, but it will allow oldschool expert Nidalee players to activate their old combos.
W – Bushwhack
Vision: Now gives 250u of vision for 0.5s when cast.
Damage Duration: 4s ⇒ 2.5s. Total damage unchanged.
R – Aspect of the Cougar
Attack Timer: Now resets Nidalee’s basic attack timer.
Poppy
Poppy re-released fairly balanced but had a few bugs and oversights in her scripts. Both of these changes represent period-accurate power to Season Three and constitute small buffs.
Q – Devastating Blow
Critical Strike: Now crits her total AD ratio if she crits.
Spellblade Damage: Now converts all Spellblade damage to magic.
Tooltip: Updated to clarify crit damage, damage cap, and the Spellblade interaction.
Shyvana
Shyvana isn’t doing too hot, so it’s time for buffs. We’re leading with a revert of some nerfs from 2012, which should help her stay in step with her opponents.
W – Burnout
Maximum Duration Extension: 4 ⇒ 6
R – Dragon’s Descent
Bonus Resistances: 10 / 15 / 20 ⇒ 15 / 20 / 25, still doubled during dragon form.
Twisted Fate
Twisted Fate is too good in both mid and support, so it’s nerf time. As support is the better-performing role, we’re lowering his map-wide omnipresence and frontloading the nerfs. These nerfs come in the form of patch 3.7’s Destiny cooldown and 1.0.0.75’s Gate cooldown, the last time it was ever its own spell. We’re also matching his passive’s behavior with other global passives: It’s disabled while he’s dead.
Passive – Loaded Dice
Bonus Gold While Dead: Allies no longer gain bonus gold while Twisted Fate is dead.
Zilean has some small anachronisms in his cast paradigms and ability functionality, which we’re fixing this patch.
Passive – Heightened Learning
Bonus Experience While Dead: No longer grants bonus XP while Zilean is dead.
Q – Time Bomb
Cast Visibility: Casting the spell now reveals Zilean if cast from fog of war.
E – Time Warp
Cast Range: 550 edge to edge (around 650 in practical use) ⇒ 700 center to center
Items
Cloak and Dagger
Recipe: Cloak of Agility + Dagger. 1130 total cost.
Attack Speed: 20%
Critical Strike Chance: 20%
Unique Passive: 35% Tenacity, shared with Mercury’s Treads, Zephyr, and Moonflair Spellblade.
NEW Moonflair Spellblade
Recipe: Seeker’s Armguard + Negatron Cloak. 2300 total cost.
Ability Power: 50
Armor: 50
Magic Resistance: 50
Unique Passive: 35% Tenacity, shared with Mercury’s Treads, Zephyr, and Cloak and Dagger.
NEW Zz’Rot Portal
Recipe: Chain Vest + Negatron Cloak + Rejuvenation Bead. 2700 total cost.
Armor: 50
Magic Resistance: 50
Health Regeneration: 5 per 5 seconds
Active: Place down a void gate for 150 seconds. Voidlings with decaying health periodically spawn and march down the nearest lane, damaging enemies in their path. 150-second cooldown.
Systems
Council Vote
Welcome to our second League Classic community poll! This time around, we want your feedback on six specific areas, including which champion’s kit we prioritize restoring next. Head over to “The Council” tab in the League client to cast your votes! Voting will be open for seven days and you’re free to update your answers while the poll is active. And keep an eye out, as poll results will be published in the next Patch Notes.
In case you missed it, we previously posted the results of our inaugural Council vote in the Patch 26.18 Notes, and some of those results are starting to go to live, including the three items you voted to revive in this patch!
Miscellaneous
Added more in-game negative behavior detections.
Updated in-game pings to use oldschool art.
Updated start-of-champion select visuals to make team and position more apparent.
Updated the loading screen to look more classic.
Improved visual clarity in The Council voting.
Added a new “Recommended” sort in the Runes store, making it easier for new players to identify good early-account runes.