Patch 26.20 Notes – League of Legends

Patch 26.20 notes for League of Legends are here. (Source)



Private Replays

“Starting with this patch, you will only be able to access replays from matches you played in. Other players will no longer be able to download your replays, and third-party apps & sites will lose access to replay downloads entirely.

We are making this change, alongside some restrictions on third party access to game memory, to close some security vulnerabilities that have recently been exploited by cheat developers and other bad actors to build unauthorized tools around League game data. You can read more about the full context in our Game Memory Removed for Third Party Apps Player Support article.

Rest assured that this change will not impact your ability to VOD review your own matches by downloading and watching your replays directly in the League client!”


Champions

Ambessa has been too reliable in her late game output for players with high mastery in all brackets, but especially pro-play.

Passive – Drakehound’s Step

Damage: 5 – 30 (+25% bonus AD) ⇒ 5 – 25 (+20% bonus AD)
Ashe is one of the premier marksmen in pro play at the moment, and we’re seeing her output too much raw damage given her position as the highest utility marksman in the game.
Base Stats
Attack Damage per Level: 3.5 ⇒ 3
Our changes two patches ago to Cassiopeia have been pretty good directionally, with most players being proportionally less impacted from those adjustments than pros. We’re taking another swing at her early resources because of how dominant she still is in early laning, making her work a little harder to create an advantage.
Base Stats
Base Health: 630 ⇒ 610
Base Mana: 480 ⇒ 450
While Diana’s assassin build shines, her bruiser builds tend to be lagging a good bit behind. We want to inject a bit more power into that playstyle.

W – Pale Cascade

Shield Bonus Health Ratio: 11% ⇒ 14%
Stacking the odds a bit more in his favor with his signature spell (in Riftbound) and offsetting Rocketbelt changes that he’ll be a bit less excited about.

E – Lightning Rush

Bonus Attack Speed: 40 / 50 / 60 / 70 / 80% ⇒ 50 / 60 / 70 / 80 / 90%
Kindred is currently a bit weak, so we’re giving them buffs in areas that won’t make them much more overwhelming in early invades. Optimistically, they’d also make a pretty unique addition to the meta.

W – Wolf’s Frenzy

Monster Mod: 150% ⇒ 165%

E – Mounting Dread

Slow Duration: 1s ⇒ 1.5s
Small Monster Targeting: Enabled ⇒ Removed
Warding off this warden from being as reliable as a blind pick in coordinated play – hurting early mana and consistent W damage reduction, which should be skewed for elite audiences.

W – Path Maker

Mana Cost: 40 / 45 / 50 / 55 / 60 ⇒ 45 / 50 / 55 / 60 / 65
W Base/All-Out Damage Reduction: 30 / 75% ⇒ 25 / 70%
Last patch we looked to inject a bit more power into the deer, but didn’t quite see the movement we were looking for. We believe there is a bit more room for her to really prance around various levels of play so we are following up with another buff that’ll really help her shine.

R – Lilting Lullaby

Duration: 2.5s ⇒ 2.5 / 2.75 / 3s
Last patch’s adjustment to help normalize mid and bot performance ended up landing as a nerf for bot lane, so we’re following up with a buff to make up for the lost power.
Base Stats
Attack Damage: 60 + 2.5/Level ⇒ 60 + 2.9/Level
Windows between Mordekaiser’s ultimates make it hard to keep up with the pace of much of his opposition. His bread and butter (Q) can also feel less impactful as the pace of the game increases, so we think it can do more damage later on.

Q – Obliterate

Scaling Level 10-20: (+5/lvl) ⇒ (+7/lvl)

R – Realm of Death

Cooldown: 140 / 120 / 100s ⇒ 120 / 110 / 100s
Rocketbelt’s adjustment this patch will probably land as a small nerf for Neeko, so we’re giving her some minor compensation

E – Tangle-Barbs

Base Damage: 70 / 105 / 140 / 175 / 210 (+65% AP) ⇒ 80 / 115 / 150 / 185 / 220 (+65% AP)
Empowered Root Duration: 1.8 / 2.1 / 2.4 / 2.7 / 3s ⇒ 2 / 2.25 / 2.5 / 2.75 / 3s
Smolder has lost quite a bit of power over the last few patches, with the Cleaver ranged nerf and bot lane meta changes disfavoring him significantly. We’re further encouraging crit builds to bring his bruiser and full crit builds closer in power.

Passive – Dragon Practice

Super Scorcher Bonus Magic Damage: 25 – 55% (+0-9% with IE) of Dragon Practice Stacks, scaling with Crit Chance ⇒ 25 – 60% (+0-10.5% with IE) of Dragon Practice Stacks, scaling with Crit Chance
Flap Flap Flap Bonus Magic Damage: 8 – 12.8% (+0-1.44% with IE) of Dragon Practice Stacks, scaling with Crit Chance ⇒ 8 – 14% (+0-1.8% with IE) of Dragon Practice Stacks, scaling with Crit Chance

R – Mmooommmm!

Self Heal: 100 / 135 / 170 (+50% bonus AD) (+75% AP) ⇒ 100 / 175 / 250 (+75% bonus AD) (+75% AP)
We’re giving Swain mid a moderate buff this patch while also making an adjustment that should help normalize his mid and bot lane performance.
Base Stats
Base Magic Resistance: 31 ⇒ 34
Base Armor: 25 ⇒ 23

W – Vision of Empire

Damage: 70 / 105 / 140 / 175 / 210 (+60%) ⇒ 70 / 115 / 160 / 205 / 250 (+60%)
Cooldown: 22 / 21 / 20 / 19 / 18s ⇒ 20 / 19 / 18 / 17 / 16s
As one of the tank supports with the lowest health regen, and many health scaling values on his abilities, Tahm Kench lost out on the recent adjustments to the support item. We’re giving him compensation for that.

Q – Tongue Lash

Base Healing: 10 / 13.75 / 17.5 / 21.25 / 25 ⇒ 10 / 20 / 30 / 40 / 50
Vayne has settled into a fairly weak spot, and while we still aren’t totally happy with her top vs bot skew, we’re getting closer. We’re adjusting her base stats to help in bot where she needs to weather harass, and reverting a mana cost to her Q that simply felt way too bad.
Base Stats
Health per 5: 4 + .5/Level ⇒ 5.5 +.4/Level

Q – Tumble

Mana Cost: 46 / 42 / 38 / 34 / 30 ⇒ 30
Yunara is the leading candidate for “handshake hyperscaler do nothing” and we want to avoid that becoming the dominant meta, especially heading into worlds.

Q – Cultivation of Spirit

Passive On Hit Damage: 5 / 10 / 15 / 20 / 25 (+20% AP) ⇒ 3 / 8 / 13 / 18 / 23 (+20% AP)
Active On Hit Damage: 5 / 10 / 15 / 20 / 25 (+20% AP) ⇒ 3 / 8 / 13 / 18 / 23 (+20% AP)

W – Arc of Judgement

Slow Stacking: Stacks with other slows ⇒ No longer stacks with other slows

Items

Items

Experimental Hexplate

We’ve been fairly unhappy with how this item has played out for ranged users, especially as a first rush in top lane where it makes them too resilient to burst and too lethal during all ins.

Ranged Mod: 70% of Value (35% Attack Speed, 14% Move Speed) ⇒ 50% of Value (25% Attack Speed, 10% Move Speed)

Hextech Rocketbelt

Rocketbelt continues to be used a bit too much as an escape compared to a risky engage tool, so we are pulling back on its generic value in favor of emphasizing aggressive action with it, especially for AP Bruisers who rely on it for all ins.

Ability Haste: 20 ⇒ 10
Active Damage: 100 (+10% AP) ⇒ 135 (+15% AP)

Runaan’s Hurricane

This item was slightly overbuffed, so pulling back on that a bit.

Attack Damage per Bolt: 65% ⇒ 60%

Scoreboard Cleanup

Our recent systemic buff-bar clarity work moved a lot of numbers from buffs onto items. These numbers began terrorizing your scoreboards (thanks, Death’s Dance). The scoreboard should show strategically relevant information, not noisy in-the-moment combat state, and we’re hiding most item numbers on the scoreboard to reflect this principle. Strategically relevant item numbers, like Tear of the Goddess items and Mejai’s Soulstealer, remain on the scoreboard icons.

The following items’ icon counters are now hidden on the scoreboard:

  • Death’s Dance
  • Haunting Guise
  • Liandry’s Torment
  • Riftmaker
  • Kraken Slayer
  • Terminus
  • Guinsoo’s Rageblade
  • Fiendhunter Bolts
  • Echoes of Helia
  • Dead Man’s Plate
  • Spear of Shojin
  • Overlord’s Bloodmail
  • Hullbreaker
  • Jak’sho the Protean
  • Force of Nature

Classic Patch Notes

NEW Aatrox

Aatrox was just a baby, 3 patches old, when we chose to snapshot him for League Classic. He only ever had four balance changes before his rework in 2017 and subsequent rework in 2018, and we’re excited to see how he’ll perform again. He’s an attack-focused fighter, damaging himself to gain attack speed and revive when he would be killed
Passive – Blood Well: Aatrox’s basic abilities damage himself to fill his Blood Well, which gives him bonus attack speed. If he’s killed, he empties his Blood Well to revive on the spot.

Q – Dark Flight: Aatrox flies up and crashes down, damaging and knocking up enemies in the area.

W – Blood Thirst / Blood Price: Toggle between Blood Thirst and Blood Price, each of which have bonus effects every three attacks. Blood Thirst heals Aatrox, increased when he’s low on health. Blood Price deals bonus damage and self-damages.

E – Blades of Torment: Aatrox fires out two projectiles that damage and slow all enemies they touch.

R – Massacre: Aatrox damages all nearby enemy champions and gains bonus attack speed and attack range for several seconds.

NEW Caitlyn

Classic’s version of Caitlyn was live from 2011-2015. Did you know when she first came out, some players were upset that she was too similar to Miss Fortune?
Passive – Headshot: Every few attacks, Caitlyn fires a headshot, dealing bonus damage. Headshot charges up faster while attacking from brush.

Q – Piltover Peacemaker: Catilyn fires a piercing shot that deals less damage to each subsequent target.

W – Yordle Snap Trap: Caitlyn puts a trap on the ground that roots and damages the first enemy champion to walk over it. She can have up to 2 traps down at a time.

E – 90 Caliber Net: Caitlyn fires out a massive net, knocking herself back in the process. The net damages and slows the first enemy it hits.

R – Ace in the Hole: Caitlyn channels then fires a single bullet at an enemy champion, which deals tons of damage, but can be intercepted by other enemy champions.

NEW Irelia

Welcome back the 2010-2018 version of Irelia! The original Trinity Force poster child is here to even the odds no matter how bad they look. She’s been Q-max, W-max, and E-max at various points in time, so see what build order works for you! She’s a fast but deceptively durable fighter who loves to be the underdog.
Passive – Ionian Fervor: Irelia gains bonus Tenacity based on how many visible enemy champions are nearby.

Q – Bladesurge: Irelia dashes to an enemy, dealing damage and applying on-hit effects. If it kills the target, Bladesurge’s full cooldown and some of its mana cost are refunded.

W – Hiten Style: Passively, Irelia restores some health with every attack. While active, her attacks deal bonus true damage and restore even more health.

E – Equilibrium Strike: Irelia damages and slows a nearby enemy. If they have higher %HP than her, she stuns them instead..

R – Transcendent Blades: Irelia sequentially fires out four blades in a line, each damaging all enemies they hit and restoring some health to Irelia. This is definitely not just a wave clear tool.

NEW Karma

Karma came out just two patches after Caitlyn and was only live for just over two years before being reworked in early 2013. Karma is arguably League’s first battlemage, rewarding her for getting in the thick of it and making her stronger the more health she’s missing.
Passive – Inner Flame: Karma gains bonus AP based on her missing health.

Q – Heavenly Wave: Karma fires out blades in a fan, err, cone in front of her, damaging all enemies it hits. If empowered with Mantra, it also heals all allies (herself included), scaling with their missing health.

W – Spirit Bond: Karma bonds with another target, giving allies (herself included) move speed, slowing enemies, and creating a tether between the two. Any champion caught in the clothesline is hasted or slowed as if they were the initial target. Enemies who get caught in the clothesline are damaged. If empowered with Mantra, all move speed effects are doubled.

E – Soul Shield: Karma shields a target. If empowered with Mantra, it also damages all enemies around her target.

R – Mantra: Mantra is available at level 1 and can hold up to two charges. She can cast it to empower her next basic ability.
Quinn and Valor
Quinn and Valor have returned, having only existed in this form for just over two years, from 2013-2015. Quinn is a ranged and evasive auto-attacker, while her ultimate calls in Valor to fight as a blistering-fast melee skirmisher instead.

Passive – Harrier: Valor periodically marks nearby enemies, whom Quinn can attack to deal bonus damage.

Q – Blinding Assault: Valor flies out to damage and blind enemies in an area.

W – Heightened Senses: Passively gives Quinn bonus attack and move speed whenever she triggers Harrier. Activate to briefly reveal a large area around her.

E – Vault: Quinn dashes to and then vaults off an enemy, damaging, knocking back, and slowing them. Valor then marks the target with Harrier.

R – Tag Team: Quinn retreats from the battlefield, sending Valor in her place. Valor has substantial bonus move speed, permanently has an empowered version of Heightened Senses’ attack speed buff, and casts modified versions of Blinding Assault and Vault. Re-casting (R) casts Skystrike, damaging all nearby enemies and returning Quinn to the battlefield.

NEW Quinn and Valor

Quinn and Valor have returned, having only existed in this form for just over two years, from 2013-2015. Quinn is a ranged and evasive auto-attacker, while her ultimate calls in Valor to fight as a blistering-fast melee skirmisher instead.
Passive – Harrier: Valor periodically marks nearby enemies, whom Quinn can attack to deal bonus damage.

Q – Blinding Assault: Valor flies out to damage and blind enemies in an area.

W – Heightened Senses: Passively gives Quinn bonus attack and move speed whenever she triggers Harrier. Activate to briefly reveal a large area around her.

E – Vault: Quinn dashes to and then vaults off an enemy, damaging, knocking back, and slowing them. Valor then marks the target with Harrier.

R – Tag Team: Quinn retreats from the battlefield, sending Valor in her place. Valor has substantial bonus move speed, permanently has an empowered version of Heightened Senses’ attack speed buff, and casts modified versions of Blinding Assault and Vault. Re-casting (R) casts Skystrike, damaging all nearby enemies and returning Quinn to the battlefield.

Fiora

Fiora is still the game’s most dominant top laner even after her last set of nerfs, so we’re back for one more round. We don’t want to take down her explosive ultimate any further, so we’re just going for a generic damage nerf.
W – Riposte
Bonus Attack Damage: 15 / 20 / 25 / 30 / 35 ⇒ 10 / 15 / 20 / 25 / 30

Graves

Graves came out swinging, being both wildly popular and arguably the game’s strongest champion. We’ve got some feel-good changes to his animations, especially his critical strike one, and some less-feel-good nerfs as he desperately needs them. We’re looking to preserve his bursty shotgunning and unique aspects as a tanky ADC, so that means we simply have to reduce his sustained damage.
Base Stats
Basic Attack and Critical Attack Animations: Sped up
Base Attack Damage: 54.1 ⇒ 50
Attack Damage per Level: 3.1 ⇒ 2.5
Attack Speed per Level: 2.9% ⇒ 2.5%
R – Collateral Damage
Cone Damage: 140 / 250 / 360 + 120% bonus AD ⇒ 140 / 230 / 320 + 100% bonus AD
Projectile Damage: Unchanged

Fizz

Fizz came out right behind Graves as a super strong performer, but mostly as an AP assassin in mid lane. We want to preserve both his assassin and fighter playstyles, so we’re skewing our nerfs toward his higher-AP builds. We’re pulling in lighter versions of a couple of nerfs from 2013 and 2015, aimed at bringing his guaranteed burst down to size, since he has so much reliable damage already with Deathfire Grasp and 75% AP ratio Lich Bane.
Q – Urchin Strike
Ability Power Ratio: 60% ⇒ 40%

W – Seastone Trident
Active Ability Power Ratio: 35% ⇒ 20%

Kennen

Kennen hasn’t quite reached the same heights as his other ninja compatriots and we’re confident he isn’t performing as well as he should. AD Kennen needs substantially more help than his other builds, so we’re skewing his buffs in ways to help those players out most of all
W – Electrical Surge
Passive Damage: 40 / 50 / 60 / 70 / 80% total AD ⇒ 25 / 40 / 55 / 70 / 85 + 100% bonus AD

Nautilus

Unlike his other water-themed friends, Nautilus didn’t come out swinging. Sometimes that anchor just weighs him down… Ultimately, he’s weak in all three of his main roles (Support, Jungle, Top) and we’d like to help those latter two most of all. So we’re fixing one major bug while pulling in buffs and reverting nerfs from early in his lifetime, giving him more reason to soak up experience and wade into the thick of the fight.
Passive – Staggering Blow
Bug Fix: Fixed a bug where the empowered attack was critting for too much damage.

W – Titan’s Wrath
Bug Fix: Fixed a bug where the shield wasn’t factoring in armor or magic resistance.
Damage over Time: 40 / 55 / 70 / 85 / 100 + 40% AP ⇒ 40 / 65 / 90 / 115 / 140 + 40% AP
Shield Bonus Health Ratio: 10% ⇒ 15%
Shield Duration: 9.75 ⇒ 10

Classic Items

Several of our tank items are underperforming. It turns out, they’ve got too little health regen, so they’re being increased. And we have a shop display bugfix for Banshee’s Veil so you can find it when searching for health items.

Spirit Visage

  • Health per 5: 4 ⇒ 20

Force of Nature

  • Health per 5: 20 ⇒ 40

Warmog’s Armor

  • Health per 5: 10 ⇒ 30

Banshee’s Veil

  • Stat Filter Filters: Ability Power ⇒ Health

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