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Patch Notes v7.20

EvelynnSquare.pngBrandSquare.pngGravesSquare.pngKarmaSquare.pngOrnnSquare.pngTahm KenchSquare.pngAzirSquare.pngTaliyahSquare.png

"Welcome to another patch, team.

If you've got the sneaking feeling that someone's behind you, you might not be crazy. Evelynn's update is here, bringing Agony's Embrace back in a brand new way. Should you find yourself on the wrong side of a Hate Spike or three, we've got you covered: the Emotes system launches globally this patch, offering new ways to let friends and foes alike know how you really feel.

Balance-wise, 7.20's on the lighter side of things, particularly compared to last patch. We're hard at work preparing the way for Runes Reforged, and given how much of a shakeup League's about to see, we're primarily reserving patch work for long-term wins like the Sterak's update below.

That'll do it for this patch! Best of luck on the Rift, particularly if you're sleep deprived from playing League and watching Worlds""

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


Template:AnchorEvelynnSquare.png Evelynn

Evelynn, Agony’s Embrace, will be updated with the launch of patch 7.20! For more details, check the following links:

Head to the “Extras” section of Evelynn’s Champion Reveal article above for high-res images of her updated base and skin splash art!

Template:AnchorBrandSquare.png Brand
Brand gets mana when he kills an Ablaze unit.

It’s been a hot second since we’ve seen Brand melting face in mid. Mana efficiency’s one of his more noteworthy problems: High costs keep his bot lane harass in check, but solo Brand can’t avoid paying those costs since he has to clear minion waves. Giving the Burning Vengeance his own form of the Doran’s Ring passive puts a bit more gas in Brand's tank without causing bot lane to combust as a result. This won’t solve all Brand’s problems, but it’s an important step toward adding fuel back to his mid lane fire.

Blaze.png Passive - Blaze

NEW KINDLING : Brand gains 6/8/10/12/14/16/18 mana (at levels 1/3/6/9/12/155/18) when he kills a unit afflicted by Blaze. (If Brand's abilities instantly kill a unit before Blaze is applied, he doesn't get mana back.)

Template:AnchorGravesSquare.png Graves
Health regen increased. Q first shot scaling increased.

Graves isn’t getting ahead in the scenarios he should. The Outlaw is constantly being outpaced in the early game and is not able to get his ball rolling enough to dictate the game. With a little bit more health and damage in his rotation, Graves should to be able to clear the jungle without having to have perfect mechanics—and do so a little bit faster, enabling him to scale properly.

Base stats

HEALTH REGEN : 1.34 (6.67 per 5) 1.6 (8 per 5)

End of the Line.png Q - End of the Line

FIRST SHOT RATIO : 0.8 bonus attack damage 1.0 bonus attack damage

Template:AnchorKarmaSquare.png Karma
Mantra cooldown refund on hitting enemies increased.

One of the keys to mastering Karma is optimising Mantra usage for every situation, and with these changes she’ll be able to do that more often. As long as she’s beating on enemy champions, Karma will have more access to Mantra in the late game.

Gathering Fire.png Passive - Gathering Fire

MANTRA COOLDOWN REDUCTION : 2/2.5/3 second per enemy champion hit (1/1.25/1.5 for basic attcks) 2/3/4 seconds per enemy champion hit (1/1.5/2 for basic attacks)

Template:AnchorOrnnSquare.png Ornn
W deals max health damage instead of current health. E more reliably hits terrain. R reactivation no longer has a cast time.

Ornn’s come a long way since his release a few patches back, and while we’re not looking to make massive power shifts today, we do want to address a few things that feel off about the guy. Shifting Bellows Breath from current to max health damage will make finishing off low-health opponents less of a Sisyphean challenge. Additionally, we’re addressing weird cases where Searing Charge narrowly missed terrain despite looking like a solid hit, as well as making Call of the Forge God significantly smoother when Ornn redirects his ram buddy with a good old-fashioned Freljordian kiss.

Bellows Breath.png W - Bellows Breath

DAMAGE : 15/17.5/20/22.5/25% target's current health 12/14/16/18/20% target's maximum health

Searing Charge.png E - Searing Charge

TERRAIN COLLISION RANGE : Ornn's hitbox plus 100 additional range 150 additional range

Call of the Forge God.png R - Call of the Forge God

REMOVED REACTIVATION CAST TIME : Headbutting the giant ram no longer has an 0.35 second cast time

Template:AnchorTahm KenchSquare.png Tahm Kench
Passive damage increased and scales at earlier levels. Tahm can spit out Devoured targets earlier. Abyssal Voyage no longer briefly locks Tahm out of casting Devour.

Tahm’s been held back by a few lengthy lockouts on Devour and Abyssal Voyage, preventing him from making quick decisions. Lightening these restrictions will give the River King a much-needed power-up. For good measure, we’re also giving Tahm a more direct buff via the damage on An Acquired Taste, particularly when it comes to how early he can access its maximum damage.

An Acquired Taste.png Passive - An Acquired Taste

DAMAGE PER STACK : 1/1.25/1.5% Tahm's maximum health at levels 1/11/16 1.25/1.5/1.75% Tahm's maximum health at levels 1/7/13

25px W - Devour

REGURGIATION LOCKOUT : 2 seconds 1 second
BUGFIX : Fixed a bug with Tahm Kench's Tongue Lash + Devour combo where, if Tongue Lash dealt enough damage to kill the target minion, regurgitating the minion wouldn't do anything

Abyssal Voyage.png R - Abyssal Voyage

REMOVED LOCKJAW : Devour is no longer locked out for 1 second after teleporting

Template:AnchorAzirSquare.png Azir

Azir’s update seems to have landed well. We’re continuing to keep an eye on how things settle in for the long term, but in the meantime we’ve got improved visuals for Arise!’s new attack speed buff.


SANDY VISUALS : VFX for Azir's attack speed bonus upon summoning a third soldier have been improved for Azir's base and all skins

Template:AnchorTaliyahSquare.png Taliyah

Seismic Shove.png W - Seismic Shove

INDICATOR : Cast indicator adjusted to show the shove's area of effect rather than only the direction of the shove

Mid-Patch 7.19

Template:AnchorJannaSquare.png Janna

Resurfacing our Janna followup for those who might’ve missed it between patches. Though 7.20 itself isn’t bringing any additional balance changes, we’re still keeping a close eye on her.

Base stats

BASE HEALTH : 525 500
BASE MANA : 409.52 350

25px Passive - Tailwind

BONUS MAGIC DAMAGE : 35% bonus movement speed 15/25/35% bonus movement speed at levels 1/7/13

Zephyr.png W - Zephyr

COST : 40/50/60/70/80 mana 50/60/70/80/90 mana

25px E - Eye Of the Storm

SHIELD STRENGTH : 80/120/160/200/240 70 105


Template:AnchorSterak's Gage.png Sterak's Gage
Base percent base attack damage increased. Health increased. Lifeline no longer increases percent base attack damage, instead adds Tenacity.

Sterak’s Gage is supposed to function as one of the keystone items for juggernauts, alongside Dead Man’s Plate. While DMP helps juggernauts overcome their natural immobility and make it into a teamfight, Sterak’s Gage is the item that lets them stay in that fight. Right now, it’s not really hitting that goal. One of the biggest weaknesses juggernauts face is their susceptibility to crowd control. Without gap-closers they often spend a whole fight getting kited before they die. We’re tasking the new Sterak’s Gage with solving that problem and shifting some of its power into Tenacity on Lifeline. On top of that, we think Sterak’s Gage could use some raw power, so we’re shoring up its base stats, especially its base attack damage amp. However, with these changes, we’re going to have to make Sterak’s Gage melee only. With increased damage, it will once again be enticing to marksmen, but they already have enough anti-assassination tools. Adding Sterak’s into the mix would simply be one too many. The other non-juggernaut group worth mentioning is the cadre of Trinity Force fighters—your Camilles, your Jaxes. Trinity Force’s spellblade passive and the freshly-buffed base AD multiplier on Sterak’s make for an attractive combo, but between the lower base AD these champs have and the smaller Lifeline shields they’ll get (less bonus health in their builds), we’re alright letting them experiment for the moment.

BUILD PATH : Jaurim's Fist + Long Sword + 1050 gold Jaurim's Fist + Pickaxe + Ruby Crystal + 725 gold
TOTAL COST : 2600 gold 3200 gold
HEALTH : 400 450
REMOVED I'M ALWAYS ANGRY : No longer gives additional % base attack damage for 8 seconds when Lifeline triggers
NEW UP CLOSE PERSONAL : Can only be purchased by melee champion. Form-swapping champions only benefit from the base attack bonus buff while in melee form. Shield persists through form-swapping from melee to ranged.
NEW WAIT FOR IT : Shield waits 0.75 seconds before it begins decaying
NEW I'M THE JUGGERNAUT : Now gives 30% tenacity for 8 seconds when Lifeline triggers

Template:AnchorJaurim's Fist.png Jaurim's Fist
Flat health increased. Stacks required to fill Jaurim’s Fist decreased.

Jaurim’s Fist takes a bit too long to stack up in power. Nothin’ more to see here.

HEALTH : 150 200
MAX STACKS : 30 20 (still 5 health per stack)

Template:AnchorAncient Coin Line.png Ancient Coin Line
Coins restore less mana.

Ancient Coin’s mana restore is meant to allow supports to use their abilities frequently, provided they’re willing to risk walking into the minion wave to pick up their coins. Odd as it sounds, Coin’s mana restore is so generous it’s disincentivizing supports from taking the intended risks. When blue coins are too potent, supports can afford to miss drops while still having enough mana to stay in lane. Why risk taking damage (let alone death) if you’re not even close to OOM? In this regard, reducing Coin’s mana restore makes the cost of missing a drop higher, since Coin users will need to more consistently pick up their blue coins to stay in lane. That in turn makes it easier for opponents to force Coin users back to base, whether due to low health (they took damage while grabbing coins) or low mana (they didn’t grab their coins).

BLUE COIN REWARD : 10% missing mana (min. 15) 6% missing mana (min. 10)

Template:AnchorSpellthief's Edge.png Spellthief's Edge
Ability power increased.

Giving Spellthief’s supports a bit more oomph for their early game aggression. Remember how we just said Coin users will have to walk up to the minion wave more frequently? Go punish them for it. Note that this isn't +AP to every Spellthief's item - just Spellthief's itself.



ROCK POLISH : Smoothed out Krugs' splitting animation

Spell Shields

Followup to last patch's switchover to our new spell shield code.

BUGFIXES : Fixed a group of identical bugs where some channelled abilities (ex. Anivia's R - Glacial Storm) were being interrupted through spell shields


Charity Voting Hub
Vote for your preferred charity in the “Vote for charity” client tab.

We’re raising money for three global charities (and the Worlds prize pool) with sales of Championship Ashe and the the 2017 Championship ward skin. Hop in client and vote for your preferred cause. The winner gets 50% of the charity pool and the other two split the remainder. Your vote is weighted by your Honor level!

I VOTED : Vote for your preferred charity the new "Vote for charity" client hub before Worlds wraps up
HONOR MULTIPLIER : Honorable play adds some oomph to your democratic rights
  • Honor level 3 and below: 1x vote power multiplier
  • Honor level 4: 1.5 vote power multiplier
  • Honor level 5: 2x vote power multiplier

End of Game Screen

In regular, not-for-charity Honor voting, we wanted to make it more clear when teammates hadn’t voted yet at the end of game so you don’t wait for Honor that won’t ever come.

WAS IT GG OR GG <3 : On the right side of the end-of-game screen, you can now see if any teammates are still voting for honor

Item Set Sharing

Item sets can now be imported and exported.

Basically what the header says. Honestly speaking, y'all will find more ways to use item set sharing than we could list here, so go crazy and let us know what works!


THIS OR THAT : Clicking the export button lets you choose between "Copy to clipboard" and "Export to file"
MASS PRODUCTION : Mass-export item sets via the Items tab by ticking the checkbox next to as many items sets as you'd like. "Copy to clipboard" copies data for all selected item sets, and "Export to file" creates a single file containing all selected item sets.
COMING IN HOT : Individual item sets can also be exported via the items set editor screen
WHO PUTS ZHONYA'S ON 4?! : Preferred item slot assignments aren't saved when exporting item sets


THAT OR THIS : Clicking the import button on the Items tab lets you choose between "Paste copied set" and "Select a file"
EAT PASTE : "Past copied set" opens a small text box next to the Import button. Item sets import ausomatically as soon as you paste in your data.
NOT MALWARE : Clicking "Select a file" opens your compluter's file browser. Don't get spooked!

Champion Select

SIMULTANEOUS DRAFT PICK : Two players on the same team can pick at the same time if they'd normally pick consecutively

Rotating Games Mode

Dark Star: Singularity runs from 10/13/17 at 12:00 p.m. PT to 10/17/17 at 4:00 a.m. PT and 10/20/17 at 12:00 p.m. PT to 10/24/17 at 4:00 a.m. PT. Play as Dark Star Thresh in a 3v3 match on the Cosmic Ruins, which features a Dark Star Thresh announcer and chilling music.

  • Hook or Flay opposing player and Abyss Scuttlers into the black hole in the center of the map to gain points.
  • You'll fly further the more damage you've taken, but you can't die from health loss.
  • The first team to 100 points wins the round, and the first team to win two rounds wins the game.
The Singularity calls. Will you answer?

ARAM Battle Boosts

Battle boosts will be temporarily unavailable while we work on some backend adjustments to ARAM. We'll turn these back on a few patches from now.

UN-BOOSTED : ARAM battle boosts are temporarily dsiabled


  • Fixed an issue where ability SFX would sometimes endlessly loop when a character comes out of fog of war. (Looking at you, Corki!)
  • Riven's Q - Broken Wings can no longer both pop a spell shield and deal damage in specific circumstances
  • Fixed a bug causing Cho'Gath's R - Feast meal tracker to count jungle monsters oddly
  • The Tribute passive on Frost Queen's Claim no longer interacts oddly with turrets
  • Zyra's R - Stranglethorns tooltip now displays the correct damage bonus for plants empowered by Stranglethorns
  • Caitlyn's Q - Piltover Peacemaker rank-up tooltip now properly lists the total attack damage ratio increase between ranks
  • Fixed a few inaccurate or broken announcer text and VO lines that appeared while watching a replay
  • Eternal Sword Yi’s Q - Alpha Strike SFX are no longer audible when he is hit during W - Meditate
  • Primetime Draven's idle SFX are no longer audible during his recall animation
  • Creator Viktor is no longer missing SFX for his joke, taunt, and dance emotes
  • Primetime Draven’s recall SFX no longer goes out of sync with the animation when moving the camera away and back
  • Arcade Miss Fortune’s crit SFX for Passive - Love Tap no longer uses her base skin’s crit SFX
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