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{{Patchnote |centered= |patch_number=v7.19


AzirSquare.pngXin ZhaoSquare.pngAatroxSquare.pngCaitlynSquare.pngJannaSquare.pngMalphiteSquare.pngOriannaSquare.pngOrnnSquare.pngVayneSquare.pngVeigarSquare.png

"Greetings, Summoners,

Welcome to 7.19, the one where Worlds patch is finally in the rearview mirror and we can introduce some of the bigger changes we’ve been working on. There’s a lot this time around, so let’s dive right in!

First, we’ve got Ardent Censer and Janna, both of which have been warping the bot game landscape for awhile. We’re looking to put a clearer strength profile on both of them, and - in Janna’s case - making sure she has more punishable weaknesses as a tradeoff for her late game strength.

We’re also taking this opportunity to give Azir an ability update at this point, trimming a lot of his extraneous strengths (range), but also upgrading his damage. With clearer weaknesses to exploit, we’ll be able to leave Azir in a healthier place than in previous patches.

Finally, Xin Zhao hasn’t been touched since we removed Devourer a year and a half ago. We’re looking into his kit to give him a clearer identity.

There's a lot of updated champions this patch, so brush up on the changes before you hop onto the Rift!""

AetherIcon.jpg Paul "Aether" Perscheid
FioraSquare.png Phillip "Costy" Costigan
Gentleman GustafIcon.jpg Mattias "Gentleman Gustaf" Lehman
JinxSquare.png Lucas "Liquizilla" Moutinho

Mid-Patch Updates

9/27/2017 Bugfix

  • Fixed a bug where only half of Xerath's Q - Arcanopulse's particles were displayed on cast.

9/27/2017 Balance Update

When we updated Janna, we wanted to avoid hitting her too hard alongside the changes to Ardent Censer. As a result, we went too far in that direction and she has ended up pretty overtuned, and we're bringing her base stats down as an immediate response. Throughout the patch - and leading into the next one - we'll be evaluating her power and how she's expressing it.

BASE MANA : 409.52 320
BASE HEALTH : 525 500
LIGHT BREEZE : W - Zephyr's mana cost has been increased to 50/60/70/80/90


Template:AnchorAzirSquare.png Azir
Ability update; check out the below context and prior dev blog for more information.

Azir has been a League balance problem for awhile. Rather than tweak him patch after patch, we sidelined Shurima’s Emperor for a little while, choosing instead to focus on his eventual mini-update. This is that mini-update. For a deep dive into his changes, check out our dev blog. Here’s the TL;DR, though. Azir-unlike most long-ranged champions—is hard to kill even when you do manage to get on him, and if you get too close, he can even counter-initiate with a timely Shurima Shuffle. As a result, experienced Azir players were really hard to punish. Azir’s mobility, and playmaking potential are super cool, but to keep those and allow players to fight back, we needed to bring his range down to not-artillery levels and focus on his identity as a mobile, sustained damage dealer.

Base stats

BASE HEALTH : 524.4 540

Conquering Sands.png Q - Conquering Sands

CAST RANGE : 875 720
SPEAR LENGTH : 300 370
COOLDOWN : 10/9/8/7/6 seconds 11/9.5/8/6.5/5
BASE DAMAGE : 65/85/105/125/145 70/100/130/160/190
RATIO : 0.5 ability power 0.3 ability power
BUDDY SYSTEM : Soldiers clump closer together upon arrival

Arise!.png W - Arise!

CAST RANGE : 450 500
REMOVED WARD KILLERS : Azir's Soldiers can no longer attack wards or trinkets.
BASE DAMAGE : 50/52/54/56/58/60/63/66/70/84/98/112/126/139/153/167/181/195 60/62/64/66/68/75/80/85/95/105/115/125/135/145/155/165 /175/185
NEW STRENGTH IN NUMBERS : Azir gains an additional 20/30/40/50/60% attack speed for 5 seconds whenever he summons a soldier while he already has two on the field.
AMMO RECHARGE : 10/9/8/7/6 seconds 8/7.5/7/6.5/6 seconds
NEW STABBING IS HARD WORK : Stabs deal 40/70/100% damage to secondary targets (at levels 1/6/11)

Shifting Sands.png E - Shifting Sands

NEW SHIELD AP RATIO : 0.7 ability power
SHIELD DURATION : 4 seconds 1.5 seconds
UPDATED SHIELD UPFRONT : Azir now grains his shield upon casting E, not after hitting an enemy champion.
TO BATTLE : If Azir hits an enemy champion, he immediately gains a W charge.

Emperor's Divide.png R - Emperor's Divide

REMOVED SHURIMA'S BUMPER CARS : Wall soldiers now only interrupt enemy dashes over them while the soldiers themselves are moving. After reaching their final destination, Wall soldiers now behave as normal terrain.
WALL SIZE : 4/5/6 soldiers 5/6/7 soldiers
COOLDOWN : 140/120/100 seconds 120/105/90 seconds

Template:AnchorXin ZhaoSquare.png Xin Zhao
Ability update; check out the below context and prior dev blog for more information.

Xin Zhao finds himself a character without an identity at a times, and we wanted to give him something specific to excel at. We eventually settled on the idea of Xin Zhao as a duelist, but we wanted to differentiate him from the controlled dueling of Fiora or the hunt and isolate dueling of Kha’Zix. Xin Zhao, a former gladiator, excels in creating duels amidst a teamfight, and we wanted his kit to reflect that.

Base Stats


25px Passive - Determination

NEW STRONG AS A RAGING FIRE : Every third attack deals 20/40/60/80% (at levels 1/16/11/16) of total AD as bonus damage
NEW NOT THE SHARP END : Every third attack heals Xin Zhao

Three Talon Strike.png Q - Three Talon Strike

DAMAGE : 15/30/45/60/75 15/20/25/30/35
RATIO : 0.2 total attack damage 0.4 bonus attack damage

Wind Becomes Lightning.png W - Wind Becomes Lightning

SLASH DAMAGE : 30/40/50/60/70 (+0.3 total attack damage)
THRUST DAMAGE : 30/65/100/135/170 (+0.85 total attack damage)
FORCE OF A GREAT TYPHOON : Wind Becomes Lightning's cast time is reduced by bonus attack speed

Audacious Charge.png E - Audacious Charge

COST : 60 mana 50 mana
DAMAGE : 70/110/150/190/230 50/75/100/125/150
SLOW DURATION : 2 seconds 0.5 seconds
NEW SWIFT AS A CCOURSING RIVER : Casting Audacious Charge grants Xin Zhao 40/45/50/55/60% attack speed for 5 seconds

Crescent Guard.png NEW R - Crescent Guard

REMOVED TOO TANKY : No longer grants bonus resistances
NEW MYSTERIOUS AS THE DARK SIDE OF THE MOON : For 3 seconds after casting Crescent Guard, Xin Zhao will negate all damage originating from Champions further than 450 units away. Duration is extended by attacking champions.

Template:AnchorAatroxSquare.png Aatrox
Now unstoppable during Q’s descent. R bonus attack range increased.

Aatrox is struggling to impose himself in teamfights these days. We're focusing on improving his access to priority targets: Dark Flight is now a more reliable tool for diving the backline, while Massacre’s increased additional attack range will boost his reach as he’s wailing on his foes.

Dark Flight.png Q - Dark Flight

DON't STOP ME NOW : Aatrox is now unstoppable during Dark Flight's descent

Massacre.png R - Massacre


Template:AnchorCaitlynSquare.png Caitlyn
Previous attack speed changes reverted. Reduced trap uptime and vision, but procs deal more damage later. Less health early. Headshot can proc on turrets.

Caitlyn’s received several rounds of changes targeted at the late-game effectiveness of her basic attacks. These passes succeeded in knocking Caitlyn out of must-pick status, but netted more cost than benefit since her basic attack feels far worse to use as a result. This isn’t to say all marksman basics should feel the same, or that it’s impossible for a marksman to succeed at lower attack speed thresholds... just that Caitlyn in particular has fallen below the bar of where she should be. So, we’re restoring most of what we took from Caitlyn earlier in the season and carving out a more exploitable early-game weakness instead. She still has plenty of tools to bully enemies in lane, but her reduced base health gives opponents a more realistic chance of beating her if they can force favorable trades and all-ins. At the same time, Cait needs to secure early leads more than ever. Her damage is more item-dependent than before, and her general utility of creating excessive safety by blocking off lanes and gank paths has been brought down to far more reasonable levels. All in all, the Sheriff of Piltover’s back to being a late-game demon, but she’ll have to play more carefully as she walks the path to get there.

Base stats

BASE HEALTH : 524.4 475
BASE ATTACK SPEED : 0.543 0.568

25px Passive - Headshot

NEW TURRENTS HAVE FACES : Headshot can now proc on turrets

Piltover Peacemaker.png Q - Piltover Peacemaker

PASSTHROUGH DAMAGE : 50 to enemies beyond the first 67% to enemies beyond the first

Yordle Snap Trap.png W - Yordle Snap Trap

TRAP DURATION : 90 seconds 30/35/40/45/50 seconds
BONUS HEADSHOT DAMAGE : 10/55/100/145/190 (+0.6 total attack damage) 40/90/140/190/240 (+0.4/0.55/0.7/0.85/1.0 bonus attack damage)
TARGET REVEAL DURATION : 8 seconds 3 seconds
CHARGE RATE : 45/32.5/20/12.5/10 seconds 30/24/19/15/12 seconds

Template:AnchorJannaSquare.png Janna
E cooldown increased at early ranks. Janna’s basic attacks are stronger. Q base range increased; moves faster when charged.

This is a big set of changes which, combined with the Ardent Censer changes below, add up to say “Janna isn’t a shield bot in lane anymore.” Most directly, eight extra seconds on Eye of the Storm’s rank 1 cooldown makes choosing when to shield a decision with real consequences if Janna chooses wrong. From there, we’re teasing out a more aggressive, risk-taking playstyle from the rest of her kit. Many of these changes read oddly in a vacuum, so go through ‘em with this in mind: a Janna who’s hitting you with attacks and abilities is a Janna who’s standing in threat range with her defensive tools on cooldown. Putting all the pieces together, 7.19 is a net power-down for Janna (and we’re prepared to take further action to ensure that’s the case). Die-hard veterans will find success as they navigate her new risks and rewards, but bandwagoners will be staring at significantly grayer screens.

Base stats

ATTACK RANGE : 475 550
BASE HEALTH : 487 525

25px Passive - Tailwind

NEW ZOOM : Janna now benefits from Tailwind's 8% movement speed increase
NEW PECK : Janna's basic attacks and single-target spells deal bonus magic damage equal to 35% of her bonus movement speed
ZOOMING PECK : Tailwind's 8% movement speed increase counts toward its bonus magic damage. So, at Janna's base movement speed of 335, Tailwind grants 9.38 bonus magic damage by itself.

Howling Gale.png Q - Howling Gale

COST : 90/105/120/135/150 mana 60/80/100/120/140 mana
COOLDOWN : 14/13/12/11/10 seconds 12 seconds at all ranks
RANGE : 850 - 1742.5, based on charge time 1000 - 1750, based on charge time
NEW PUNCTUALITY : Howling Gale now always reaches its endpoint in 1.5 seconds, meaning a fully-charged cast moves 75% faster than an instant cast

Zephyr.png W - Zephyr

COOLDOWN : 12 seconds 8 seconds
SLOW DURATION : 3 seconds 2 seconds
PASSIVE MOVEMENT SPEED : 9/11/13/15/17% 6/7/8/9/10%
RANGE : 600, measured between hitbox centers 550, measured between hitbox edges (range increased vs large targets, decreased vs small ones)

Eye Of The Storm.png E - Eye Of The Storm

COOLDOWN : 10 seconds at all ranks 18/16/14/12/10 seconds

Template:AnchorMalphiteSquare.png Malphite
W passive bonus armor is now tripled when Granite Shield is active.

Malphite is falling a tad short in his role as an anti-physical tank, so we want to give him the opportunity to play his strengths in a way that's tied to his identity. Now, there's an opportunity for Malphite to play around his passive more often, as items like Thornmail and Iceborn Gauntlet get even more powerful when his passive is up. This will also give his opponents something to pay attention to when playing against him. #Counterplay

Brutal Strikes.png W - Brutal Strikes

NEW BRUTAL GRANITE : Brutal Strikes's passive armor is now tripled while Granite Shield is active
PASSIVE ARMOR : 15/20/25/30/35 percent armor 10/15/20/25/30 percent armor

Template:AnchorOriannaSquare.png Orianna
Q ball travelling speed increased. W and R will fire only when the ball stops moving.

We're happy with Orianna's reliability and skill timings, but we want to make it more clear and understandable to her enemies when her skills will happen. It’s important to note that if W and R are buffered during the ball’s travel time, only the last cast will occur when the ball arrives its destination.

Command Attack.png Q - Command: Attack

MISSILE SPEED : 1200 1400

25px W - Command: Dissonance

RESONANCE : If buffered, will fire at the destination when the ball has stopped moving

Command Shockwave.png R - Command: Shockwave

SEISMIC : If buffered, will fire at the destination when the ball has stopped moving

Template:AnchorOrnnSquare.png Ornn
Mana increased. Q and E mana costs decreased.

Ornn’s mana costs were tuned upwards on release to compensate for his ability to purchase items in lane, but it looks like we were too aggressive.

Base stats

BASE MANA : 300 340

Volcanic Rupture.png Q - Volcanic Rupture

COST : 55/60/65/70/75 mana 55 mana at all ranks

Searing Charge.png E - Searing Charge

COST : 60 mana 50 mana

General changes

WINDOW SHOPPING : Ornn's recommended items have been adjusted
SMART BUY : Ornn's mini-shop UI now prioritizes health regen over attack damage when choosing which items to display

Template:AnchorVayneSquare.png Vayne
Q bonus damage increased, but no longer benefits from critical strike. R now extends duration when a target Vayne has damage in the last 3 seconds dies.

Vayne is at a pretty decent place for most players: she has clearly defined weaknesses - her weak laning phase - but if she makes it out unscathed, her high damage output and slippery nature can take over games. But at the highest levels of play, she is more consistently punished for her weaknesses, and never really gets to shine. We think intense high moments and notable low moments is also a part of Vayne’s outplay fantasy, however, so we want to make sure we preserve that feeling, even as we’re making her laning phase more survivable. As a result, let’s break this changelist down into two separate points. Primarily, we’re shifting some of Vayne’s power back into her laning phase, at the expense of some of her late-game crit scaling. To make sure her potential for high moments is still there, we’re adding a new mechanic to Final Hour to let her snowball a teamfight when she starts off on the right foot.

25px Q - Tumble

NEW TRIP NOT CRIT : Bonus damage is no longer increased when the attack critically strikes
DAMAGE : 30/35/40/45/50% of total Attack Damage 50/55/60/65/70% of total Attack Damage

Silver Bolts.png W - Silver Bolts

PERCENT HEALTH DAMAGE : 6/7.5/9/10.5/12% target's maximum health 4/6/8/10/12% target's maximum health
MINIMUM DAMAGE : 40/60/70/100/120 50/65/80/95/110

25px R - Final Hour

NEW ONE MORE TURN : If a champion died within 3 seconds of being damage by Vayne, Final Hour's duration is extended by 4 seconds. This cannot extend the remaining duration past the inital maximum duration.

Template:AnchorVeigarSquare.png Veigar
Base health, health regen, and health regen growth increased. W cooldown reduced.

Veigar’s infinitely-scaling mage fantasy is exciting in theory, but he currently has too many pronounced weaknesses hampering him from reaching his immense power. On the one hand, his weak laning phase prevents him from getting there, and on the other hand, his late game power is coming up a bit...well, short. In lane, the unreliability of Dark Matter without Event Horizon makes trading pretty rough unless Veigar is willing to burn a ton of mana. Coupled with his low health and health regen, pushing him out of lane was a pretty trivial task. His trading still won’t be great after these changes, but he should be less free to bully around. In the late game, the Tiny Master of Evil’s unlimited power fantasy is heavily countered by Banshee’s Veil and Quicksilver Sash. Since Dark Matter is already hard to land, we want to give him more chances to land it, especially when he’s scaling hard.

Base stats

ATTACK RANGE : 525 550

25px W - Dark Matter

COOLDOWN : 10/9.5/9/8.5/8 seconds 8 seconds at all ranks
NEW MORE DROPS : Every 50 stacks of Phenomenal Evil lowers Dark Matter's cooldown by 10% (multiplicative)


Template:AnchorArdent Censer.png Ardent Censer
Ardent Censer’s buff no longer restores health. The buff’s attack speed and damage scale with level again. Censer’s owner now also gets buffed when its user heals or shields an ally.

What we like about Ardent Censer: it gives Enchanters a way to spec into offense, versus defensive builds around Locket, . What we don’t like: it’s relegating supports to heal/shield batteries and acting as a lifesteal item for carries, meaning they aren’t forced to make itemization tradeoffs between sustain and damage. Crit builds just get to have both. More than “Censer OP”, this is a problem with the item’s design. Solving that problem means significant shifts in the support landscape, so in order to keep things stable for Worlds, we’ve avoided tackling that challenge until now. To wit, we’re replacing Ardent Censer’s on-hit heal with a duplicate buff for its wielder. This gives supports a way to participate in Censer’s offensive game plan while removing its function as a proxy sustain item for carries. Aggressive enchanters will still find success with the item, but those who prefer more defensive playstyles should look for greener pastures.

NEW SAME : Healing or shielding an allied champion now also grants you Ardent Censer's buff, instead of only your ally
REMOVED ON-HIT HEAL : Ardent Censer's buff no longer restores health
ATTACK SPEED : 25% 20-35% (at levels 1-18)
ON-HIT DAMAGE : 25 20-35% (at levels 1-18)

Template:Anchor48px Bramble Vest
Cost increased. Damage reflected decreased.

Bramble Vest was a much needed item for tanks who desired a way to deal with auto-attackers with heavy lifesteal/healing. Right now, however, it’s overtuned to the point that it’s good against all basic attackers, so we’re bringing its cost up and effectiveness down a bit.

TOTAL COST : 900 gold 1000 gold
COMBINE COST : 300 gold 400 gold
BUGFIX : No longer applies Grievous Wounds to non-Chamoions

Template:AnchorThornmail.png Thornmail
Armor increased

Thanks to Bramble Vest’s efficiency, Thornmail had an amazing build path. With that build path getting weakened, we want to put more stats into Thornmail to ensure it remains a worthwhile upgrade.

ARMOR : 75 80

Template:AnchorEdge of Night.png Edge of Night
Spellshield duration increased. Cooldown decreased.

When compared to other lethality items, or even other defensive AD options (Guardian Angel, Maw of Malmortius), Edge of Night is lagging behind. We want it to be an item that's at least considered alongside the others, so we're amping up its unique strengths to be a bit easier to use on a more frequent basis.

SPELLSHIELD DURATION : 5 seconds 7 seconds
ACTIVE COOLDOWN : 45 seconds 40 seconds

Template:AnchorRighteous Glory.png Righteous Glory
Combine and total cost increased.

Historically, it’s been a concern whenever an initiation item is cost-effective as a rush item, because it allows a team which is ahead to force fights and get more ahead. Righteous Glory is starting to hit that point, so we’re bringing its price point up slightly to make it less efficient and come slightly later in the game.

TOTAL COST : 2500 gold 2650 gold
COMBINE COST : 950 gold 1100 gold

Template:Anchor48px Zeke's Convergence
Burn damage more frontloaded. Frostfire Covenant now procs when the passive slow is applied.

Zeke’s is both undertuned compared to its competition, and its unique buddy-system playstyle is difficult to optimize. For many of the tanky champions we’d like to see pick up Zeke’s, the basic attack procs of Frostfire Covenant are difficult to execute due to its positioning demands. We’re making the trigger more approachable by simply requiring supports to be in slowing range of their bonded ally’s target, rather than nearly on top of them. We’re also further frontloading the burn damage on ally basic attacks, which will increase the damage dealt by frequent application.

TOTAL COST : 2400 gold 2250 gold
COMBINE COST : 400 gold 250 gold

Ally burn damage

UPDATED FRONTLOADED : Up-front damage increased from 17.5% of the basic attack's damage 25% of the basic attack's damage
TOTAL BURN DAMAGE : STILL 50% of the basic attack

Frostfire Covenant

UPDATED SLOW BURN : Frost storm no longer ignites from basic attacking a burning enemy, now ignites when it slows a burning enemy

Spell Shields

This one’s been a long time coming. Ever since League was created, spell shields have been set up to block every ability that hits within an instant of the shield popping. This was due to a code limitation that prevented spell shields from properly ‘talking to’ enemy abilities. They now work as advertised: only one spell gets blocked, even if the shielded champion is hit near-simultaneously by multiple abilities at once. This won’t come up as often as you might think (the window of protection was seriously tiny), but the more you know… or something

SPAGHETTI STRAIGHTENED : Spell shields now block only the first ability that hits, rather than every ability that hits at the same time the shield is broken.
AFFECTED STUFF : Sivir's E - Spell Shield, Nocturne's W - Shroud of Darkness, Banshee's Veil, Edge of Night

Rotating Game Mode

Attack. Defend. Repeat. Nexus Siege blasts back into rotation from 9/29/17 at 12:00 p.m. PT - 10/3/17 at 4:00 a.m. PT and 10/6/17 at 12:00 p.m. PT - 10/10/17 at 4:00 a.m. PT.

We also updated the game mode with new features and some bug fixes.

New Features:

  • X