The midseason train is leaving the station, so hop onboard and we’ll take a look at the cargo we’re carrying.
In the first row we have the Maokai, Sejuani and Zac updates. We’re making their kits more distinct and sharpening each of their identities. With tanks on the mind we seized the opportunity to revisit our durability items and how resistances were performing in general. We have some good stuff down below with new items like Gargoyle Stoneplate and Adaptive Helm, as well as shifts of power in items like Guardian Angel and Abyssal Scepter.
Since we’re on the subject of items, we also wanted to make sure our damage items play nice with the durability changes above. We’re cool with how ability power items are doing, but to hit the right balance on the AD front we need to siphon some power from armor penetration into other stuff.
We’re also adding quests to Support starting items! We wanted supports to have more room to be interactive and meaningful in lane without throwing raw stats and gold at them. We’re also improving the clarity around how they support their team: items now have more detailed stat tracking, crowd control is more visible, and the end-of-the-game screen has some beefed up stats!
Last but not least, Rift Herald has a brand new encounter and reward. Whenever defeated, she can be summoned to wreak havoc on the closest lane - you better pay attention to her otherwise there won’t be much of your base left.
Now that we’ve gone over our itinerary, it’s time for this train to get rolling. Choo Choo."
While most tanks bring specific strengths to the table, Maokai does everything at once. So, when the Twisted Treant is at- or above-par with his classmates, he quickly becomes the go-to pick. At the same time, no specific strategy or team comp depends on Maokai’s particular set of skills to succeed. When he’s weaker than other tanks on average, he vanishes off the face of the earth.
This update's about establishing strategies and situations where you really want Maokai, as well as ones where you really don't. We're shaving away generic strengths like Vengeful Maelstrom and its damage reduction aura, and replacing them with situationally-powerful tools like Nature's Grasp, which can lock down bunches of enemies at once but requires setup to succeed. With new potential to claim and control areas (plus a clarified hatred for spellcasters), choosing Maokai is now a much more intreeguing decision.
TREEMOTIONAL : Maokai’s VO has been updated to match his lore. He’s a mad tree, not a sad tree.
ICONS : Maokai’s ability icons have been updated
ABILITY VISUALS : Maokai’s ability animations and visual effects have been updated
HEALTH : 572.2 ⇒ ? 540
HEALTH GROWTH STAT : 90 ⇒ ? 95
HEALTH REGEN : 7 ⇒ ? 5
ARMOR : 28.7 ? 30
Passive - Sap Magic
REMOVED SAP STACKING : Sap Magic no longer uses a stacking system
NEW COOLDOWN : 30/25/20 seconds (at levels 1/6/17)
RECKLESS MAGIC : Each time Maokai casts a spell or is struck by an enemy’s spell, Sap Magic’s cooldown is reduced by 4 seconds (once per spellcast)
HEAL : 5/6/7% maximum health (at levels 1/7/13) ? 10/30/50/70/90/110/130 flat, plus 4.5/5.5/6.5/7.5/8.5/9.5/10.5/% maximum health (at levels 1/6/9/11/13/15/17)
THRESHOLD : Sap Magic won’t trigger if Maokai is above 95% health
25px Q - Bramble Smash
NAME : Arcane Smash ⇒ ? Bramble Smash
COST : 45/50/55/60/65 mana (unchanged)
COOLDOWN : 8/7.5/7/6.5/6 seconds (unchanged)
CAST TIME : 0.383 seconds ? 0.35 seconds
DAMAGE : 70/115/160/205/250 (+0.4 ability power) (unchanged)
KNOCKBACK : Enemies near Maokai are knocked back a flat distance ⇒ ? based on distance from Maokai (closer targets are knocked back slightly more)
MOVEMENT SPEED SLOW : 20/27/34/41/48% for 1.5 seconds ⇒ ? 99% for 0.25 seconds
W - Twisted Advance
COST : 75 mana at all ranks ⇒ ? 60/65/70/75/80 mana
COOLDOWN : 13/12/11/10/9 seconds (unchanged)
DAMAGE : 9/10/11/12/13% (+3% per 100 ability power) target’s maximum health ⇒ ? 50/75/100/125/150 (+0.4 ability power) flat damage
ROOT DURATION : 1/1.25/1.5/1.75/2 seconds ⇒ ? 1/1.1/1.2/1.3/1.4 second
UPDATED E - Sapling Toss
Saplings tossed into brush become empowered, lasting longer and dealing extra damage.
COST : 60/70/80/90/100 mana ⇒ ? 60 mana at all ranks
COOLDOWN : 12 seconds ⇒ ? 11 seconds
SAPLING DURATION : 40/45/50/55/60 seconds ⇒ ? 30 seconds
DAMAGE : 80/120/160/200/240 (+0.6 ability power) flat damage ⇒ ? 45/70/95/120/145 flat damage plus 6/6.5/7/7.5/8% (+2% per 100 ability power) target’s maximum health
SLOW : 50% for 1 second ⇒ ? 35% for 2 seconds
NEW FAT SAPLINGS : Saplings tossed into brush last 30/40/50/60/70 seconds and have a larger detonation radius. Enemies caught in the explosion take 100% additional damage over 2 seconds.
MINION/MONSTER CAP : Sapling Toss’s damage against non-champions is capped at 300 (empowered sapling damage over time has its own cap, for a total of 600 per empowered sapling)
NEW R - Nature's Grasp
Nature’s Grasp creates a massive wall of brambles that slowly advances forward. Each bramble damages and roots the first enemy champion hit.
BRAMBLES : The wall is comprised of five brambles, each of which can affect one champion.
COST : 100 mana
COOLDOWN : 120/110/100 seconds
RANGE : 2500
DAMAGE : 150/225/300 (+0.75 ability power)
ROOT : 0.6-2.4 seconds, scaling up over the first 1000 distance traveled
Sejuani's ult is in the running for one of the strongest abilities in the game, but that distinction comes at a cost. Her basic abilities have been kept in a watered-down state to allow Glacial Prison to shine. We're evening things out by converting some of Glacial Prison's power into more impactful things for Sej to do across the rest of her kit. (Real talk, her ult was so bonkers before that the trimmed-down version is still powerful in its own right.)
In terms of what's new, we're keying into Sejuani's themes of Freljordian warleader and heavy cavalry. Frost Armor now augments her mount, Bristle, allowing Sejuani to charge into battle unfettered by slows. She calls melee allies to arms as she approaches the fray, empowering their strikes to render enemies vulnerable to Permafrost's point-and-click stun. With greater strength in her basic abilities, Sejuani’s the tank to pledge fealty to when your team prefers to get up close and personal with the enemy.
TITLE : The Winter’s Wrath ⇒ ? Fury of the North
ICONS : Sejuani’s ability icons have been updated
ABILITY VISUALS : Sejuani’s ability animations and visual effects have been updated
ARMOR : 29.5 ⇒ ⇒ 27
ARMOR GROWTH STAT : 3 ⇒ ⇒ 4
ATTACK RANGE : 125 ⇒ ⇒ 150
ATTACK DAMAGE : 57.5 ⇒ ⇒ 56
ATTACK DAMAGE GROWTH STAT : 3.3 ⇒ ⇒ 3
ATTACK SPEED : 0.67 ⇒ ⇒ 0.625
ATTACK SPEED GROWTH STAT : 1.45% ⇒ ⇒ 3%
25px NEW Passive - Fury of the North
FROST ARMOR: After not taking damage for a while, Sejuani gains bonus resistances and slow immunity. Frost Armor briefly lingers after Sejuani takes damage.
BONUS RESISTANCES : Frost Armor doubles Sejuani’s total resistances, then adds 100 additional bonus armor and magic resist
BOAR MOBILITY : Sejuani is immune to slows while Frost Armor holds
LINGER : 1/2/3 seconds (at levels 1/7/14)
RECHARGE : Frost Armor recharges after 9 seconds of not taking damage
ANTS : Damage from minions or small monsters neither breaks Frost Armor nor interrupts its recharge timer
ICEBREAKER: Enemies stunned by Sejuani are frozen, causing her first spell or attack against them to deal bonus damage.
DAMAGE : 10/15/20% target’s maximum health (at levels 1/7/14)
MONSTER : DAMAGE ⇒ 400
Q - Arctic Assault
COST : 80/85/90/95/100 mana ⇒ ? 70/75/80/85/90 mana
COOLDOWN : 15/14/13/12/11 seconds ? 13/12.5/12/11.5/11 seconds
DAMAGE : 80/125/170/215/260 (+0.4 ability power) ⇒ ?60/90/120/150/180 (+0.4 ability power)
KNOCKUP DURATION : ~0.75 seconds ⇒ ? 0.5 seconds
REMOVED AREA KNOCKUP : Sejuani no longer knocks up enemies around the first target hit
25px NEW W - Winter's Wrath
COST : 60 mana
COOLDOWN : 10/9/8/7/6 seconds
FIRST HIT : Deals 30/35/40/45/50 (+1.5% maximum health) damage in a cone, applying Frost and knocking back minions and monsters
FIRST HIT DELAY : 0.25 seconds, starting on cast
SECOND HIT : Deals 40/75/110/145/180 (+4.5% maximum health) damage in a line, applying Frost
SECOND HIT DELAY : 0.75 seconds, starting after the first hit
LIKE LUCIAN : Sejuani can move freely during Winter’s Wrath. Both swings will strike in the cast direction, but their hitboxes follow Sejuani’s movement.
25px NEW E - Permafrost
FROSTY STRIKES : Sejuani and nearby melee allies apply Frost with their basic attacks, stacking up to four times. Sejuani can cast Permafrost on enemies with max Frost stacks.
COST : 20 mana
COOLDOWN : 1.5 seconds
PER-TARGET COOLDOWN : 10/9/8 seconds (at levels 1/7/14, matching Fury of the North’s breakpoints)
DAMAGE : 40/60/80/100/120 (+0.3 ability power)
STUN DURATION : 1/1.25/1.5/1.75/2 seconds
UPDATED R - Glacial Prison
Sejuani throws her True Ice bola, damaging and stunning the first enemy champion hit. Bolas that travel before exploding are empowered.
COST : 100 mana
COOLDOWN : 130/115/100 seconds ⇒ ? 120/100/80 seconds
EMPOWER RANGE : Bolas are empowered after traveling 400 distance
DAMAGE : 100/125/150 (+0.4 ability power)
EMPOWERED DAMAGE : 150/250/350 (+0.8 ability power)
STUN : 1 second, doubled for empowered bolas (triggers - but is not prevented by - Permafrost’s per-target stun cooldown)
Empowered bolas also leave behind an ice storm that explodes after a brief delay.
STORM DURATION : 2 seconds
STORM SLOW : 30% while targets are inside
EXPLOSION DAMAGE : 150/250/350 (+0.8 ability power)
EXPLOSION SLOW : 80% for 3 seconds
Zac’s already got some cool stuff going for him, particularly when it comes to diving in with Elastic Slingshot. The thing is, he uses most of his gooey flair to make his way into a fight, leaving him without anything remarkable to do once he’s there. This is a narrower problem than what our other tank updates aim to address, but bringing more of Zac’s kit up to Elastic Slingshot’s bar is a goal we feel is well worth pursuing.
Goo lets us do some thematically weird stuff - an opportunity Zac hasn’t taken full advantage of. We’re using this update to give Zac two new ways to cause chaos once he’s made his way into a fight. Zaun’s Secret Weapon knocks enemy skulls together with Stretching Strikes, and Let’s Bounce! gives him the ability to kidnap people standing on top of him. These new tools give Zac the means to shuffle opponents around the battlefield with sticky, stretchy abilities that feel uniquely his own.
PITCHY : Zac’s voice now changes in pitch and speed based on his current size
ICONS : Zac’s ability icons have been updated
ABILITY VISUALS : Zac’s ability animations and visual effects have been updated
NON-ABILITY VISUALS : Many of Zac’s idle, movement, and emote animations have also been updated
#CLEANNUMBERS : Rounded a bunch of stats by very small amounts. Move along.
25px Passive - Cell Division
All of this is unchanged but we’ll leave it here as a refresher!
HEAL : ON GOO PICKUP 4% max health
REVIVE : COOLDOWN 300 seconds
HEALTH ON REVIVE : 10-50% health, based on remaining bloblet health
BLOBLET REFORM TIME : 8/7/6/5/4 seconds (at levels 1/6/10/14/17)
BLOBLET HEALTH : 12% of Zac’s max health
BLOBLET RESISTANCES : 50% of Zac’s armor and magic resist
25px NEW Q - Stretching Strike
Zac’s arm stretches, grabbing the first enemy it hits. Zac then grabs the next enemy he basic attacks and throws them toward each other.
COST : 4% current health
COOLDOWN : 12/11/10/9/8 seconds
DAMAGE : 50/70/90/110/130 (+0.3 ability power)
SLOW : 60% for 0.25 seconds
BONUS ATTACK RANGE : 100
COLLISION DAMAGE : 50/70/90/110/130 (+0.3 ability power) to all enemies in the collision area
25px W - Unstable Matter
All of this is unchanged but we’ll leave it here as a refresher!
COST : 4% current health
COOLDOWN : 5 seconds
COOLDOWN REFUND : 1 second every time Zac picks up a Goo chunk
DAMAGE : 40/55/70/85/100 flat, plus 4/5/6/7/8% (+2% per 100 ability power) target’s maximum health (max 200 versus monsters)
25px E - Elastic Slingshot
COST : 4% current health (unchanged)
COOLDOWN : 24/21/18/15/12 seconds (unchanged)
TIME-OUT : Elastic Slingshot automatically cancels after ~0.9/1.05/1.2/1.35/1.5 seconds~ ? 0.9/1/1.1/1.2/1.3 seconds of channeling
REFUND ON CANCEL : ⇒ Canceled Elastic Slingshots refund 50% cooldown and cost (unchanged)
DAMAGE : 80/130/180/230/280 (+0.7 ability power) ⇒ ? 80/120/160/200/240 (+0.7 ability power)
KNOCKUP : 1 second ⇒ ? 0.5 seconds
EXTRA GOO : Zac spawns a chunk of Goo for every enemy champion or clone hit by Elastic Slingshot, rather than just the first (unchanged)
R - Let's Bounce!
Zac squishes himself down on-cast, becoming immune to crowd control and slowing enemies above him while charging.
COST : No cost
COOLDOWN : 130/115/100 seconds
PUDDLE PHYSICS : Zac is immune to crowd control while charging (can still be targeted and hit by abilities)
STICKY FEET : Enemies above Zac are slowed by 30/40/50%
CHARGE TIME : Let’s Bounce! becomes fully charged after 1 second and can be held for an additional 1.5 seconds thereafter
SHORT CHARGE : If Let’s Bounce! is released before Zac charges for at least 1 second, Zac knocks back nearby enemies on release
Fully-charged casts cause Zac to suck up all enemies standing on top of him and carry them to the target location.
LONG CHARGE : If Let’s Bounce was charged for 1 second or longer, Zac scoops up enemies above him, becoming unstoppable and carrying them to the target location
RANGE : 700/850/1000
DAMAGE : 150/250/350 (+0.7 ability power) to all enemies in the landing area
SLOW : 25% for 0.5 seconds to all enemies in the landing area
New Durability Items
Template:Anchor Adaptive Helm
Provides health and magic resist. Increases durability against repeated casts of the same spell.
Tanks have been struggling to deal with certain types of magic damage, specifically battle mages like Ryze or Cassiopeia who churn spell after spell into their enemies. Because burst mages have longer cooldowns - and rarely enough damage to one-shot tanks, tanks are less likely to die to them than they are the followup damage from marksmen. Battle mages - with their low cooldowns - circumvent that pattern by continuing to threaten tanks throughout a fight.
This leaves tanks feeling a bit underwhelmed with their available MR against battle mages. We can’t simply tune up MR items, however, without causing tanks to entirely invalidate other mages. Instead, we’re introducing Adaptive Helm to allow tanks some breathing room against persistent spellcasters. Tanks already have items that are tuned sustained damage from physical sources, with items like Randuin’s Omen or Frozen Heart helping them weather the storm. Adaptive Helm is a similar item for incoming magic damage.
COST : 2800 gold
BUILD PATH : Null-magic Mantle + Spectre's Cowl + Rejuvenation Bead + 1000 gold
HEALTH : 300
MAGIC RESIST : 55
BASE HEALTH REGENERATION : +100%
COOLDOWN REDUCTION : +10%
UNIQUE PASSIVE : Taking magic damage from a spell or effect reduces all subsequent damage from that spell or effect by 15% for 4 seconds.
Template:Anchor Gargoyle Stoneplate
Provides armor and magic resist. Gain more resistances when near multiple enemy champions. Active grants bonus health but reduces your damage; more health granted if near multiple enemy champions.
Two types of champions stack durability items: fighters, and tanks. Tanks go all in on durability, so they can keep protecting, disrupting, and enabling carries throughout a fight. Fighters, on the other hand, want to pick up a bit of durability but ultimately care about their damage as well.
This puts pure durability items in a weird place. If they provide too much raw tankiness, they risk making fighters too hard to duel. On the other hand, if they don’t provide enough, tanks eat too much ambient damage in teamfights to feel safe doing their job. We’re introducing Gargoyle Stoneplate to give tanks - and maybe fighters who have already fallen behind in the one-on-one - the option to gear up for teamfights without making them impossible to duel.
COST : 2500 gold
BUILD PATH : Chain Vest + Negatron Cloak + 980 gold
ARMOR : 40
MAGIC RESIST : 40
UNIQUE PASSIVE - STONE SKIN : If 3+ enemy champions are nearby, gain 40 bonus armor and magic resist
UNIQUE ACTIVE - METALLICIZE : For 4 seconds, grow in size and gain bonus health equal to 40% of your maximum health, but reduce damage dealth by 60%. If Stone Skin is active, the health increase becomes 100% instead.
Durability Item Adjustments
Health is a pretty generic stat, making you tanky against everybody. Resistances are a bit more sharpened, granting increased durability against one type of damage. And then there’s the unique effects on each item, which are much more specific. At the moment, we think items which provide health and resistances are falling too far towards the generalist end.
Most of those items split their stat value about 50/50 between health and resistances. Since health is such a generic durability stat, that gives tanks a pretty efficient one-item power spike. We want the type of damage you itemize against to be more of an intentional decision, so we’re tweaking those generalist items to be more directed in what type of damage they protect against. In other words: less health, more resistances, stronger unique effects.
Template:Anchor Sunfire Cape
Health down, armor up. Burn radius down. Burn damage down versus champions, up versus non-champions.
Sunfire Cape has been the top lane first-buy for quite some time, and it’s not hard to see why. With waveclear, durability, and champion combat power, it has everything a growing top laner needs. We’re sharpening its identity as the “pushing” item by pushing (sorry) more strength into damage against non-champions - at the expense of dueling potency.
HEALTH : 500 ⇒ 425
ARMOR : 50 ⇒ 60
BURN DAMAGE : 26-43 (at levels 1-18) ⇒ 12-29 (at levels 1-18)
BONUS DAMAGE VS MINIONS/MONSTERS : +50% ⇒ +200%
BURN RADIUS : 400 ⇒ 325
Template:Anchor Bami's Cinder
Burn radius down.
BURN RADIUS : 400 ⇒ 325
Template:Anchor Enchantment - Cinderhulk
Burn radius down. Burn damage down versus champions, up versus non-champions.
Higher burn damage to monsters should help tank jungler clear speed without overtuning their dueling potential. It also now matches Sunfire’s burn numbers, which is nice from a symmetry standpoint.
BURN DAMAGE : 9-43 (at levels 1-18) ⇒ 12-29 (at levels 1-18)
BONUS DAMAGE :
BURN RADIUS : 400 ⇒ 325
Template:Anchor Spirit Visage
Health down. Magic resist up. Healing bonus up.
Magic resist tank items aren’t very robust at the moment. Spirit Visage is by and far the top choice, and Banshee’s Veil is pretty much there for more stats. Spirit Visage is meant to be enticing for champions with high healing (or a strong healer on their team), but we don’t want it to outshine every other option in every other case.
HEALTH : 500 ⇒ 425
MAGIC RESIST : 55 ⇒ 60
BONUS HEALING RECEIVED : 25% ⇒ 30%
Template:Anchor Spectre's Cowl
Magic resist down.
Now that tanks have more magic resist options available, Cowl doesn't need to be quite so potent on it's own.
MAGIC RESIST : 30 ⇒ 25
Template:Anchor Dead Man's Plate
Health down. Armor up.
Dead Man’s Plate is designed to help melee champions close the gap so they can put the hurting on their opponents, but it was also bringing a lot of unnoticed damage of its own. We’re trimming the smaller damage moments in favor of more uptime on chasing power.
HEALTH : 500 ⇒ 425
ARMOR : 50 ⇒ 60
DREADNOUGHT : 12.5 ⇒ 20 Momentum stacks per second while moving
SLOW : Crushing Blow's slow no longer decays over the duration
REMOVED CRUSHING BOOP : Basic attacks while below 100 Momentum stacks no longer purge current stacks to deal damage. Instead, they reduce Momentum stacks by 15 for no bonus effect.
Template:Anchor Randuin's Omen
Health down. Crit strike damage reduction up. Active slow strength up but duration down.
Randuin’s Omen is “the health/armor item that’s pretty good against basic attacks”. We’re sharpening that even further by greatly increasing its power against critical strikes, while reducing its effectiveness against other threats.
COST : 2900 gold (unchanged)
BUILD PATH : Giant's Belt + Warden's Mail + 900 gold ⇒ Ruby Crystal + Warden's Mail + Ruby Crystal + 1000 gold
HEALTH : 500 ⇒ 350
CRITICAL STRIKE DAMAGE REDUCTION : 10% ⇒ 20%
ACTIVE : 35% for 4 seconds ⇒ Slow all nearby enemies by 55% for 2 seconds
Template:Anchor Warmog's Armor
Warmog's Heart passive activates at a lower threshold and regenerates more health
Pulling health out of our tank items left Warmog’s Armor feeling a bit inaccessible. We’re compensating for the lower expected health from items, while also providing light buffs and quality of life improvements to its passive.
Warmog's Heart passive
ACTIVATION THRESHOLD : 3000 total health ⇒ 2750 total health
HEALTH REGENERATION : 3% max health per second ⇒ 5% max health per second
COOLDOWN UPON TAKING DAMAGE : 8 seconds ⇒ 6 seconds
NEW THEY TRIED : Minion damage only puts Warmog's Heart on a 3 second cooldown
Template:Anchor Banshee's Veil
Now a mage item! Health removed, ability power added.
For tanks, Banshee’s Veil isn’t bought for being Banshee’s Veil, it’s bought because it’s another Spirit Visage stat line. When it comes down to it, a spell shield is a much more carry-oriented ability, because tanks won’t instantly die if caught out by stray crowd control. We’re reworking Banshee’s Veil’s statline to make it more enticing to carries.
COST : 2450 ⇒ 2500
BUILD PATH : Spectre's Cowl + Negatron Cloak + 530 gold ⇒ Fiendish Codex + Null-Magic Mantle + Blasting Wand + 500 gold
NEW ABILITY POWER : 70
MAGIC RESIST : 70 ⇒ 45
REMOVED HEALTH : No longer grants health
REMOVED HEALTH REGENERATION : No longer grants health regen
UNIQUE PASSIVE : Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds. (unchanged)
Template:Anchor Abyssal Scepter
Now a tank item! Health added, ability power removed.
Like Banshee’s Veil, Abyssal Scepter is an item whose passive doesn’t quite line up with its statline. An area-of-effect damage amp is much more appropriate for a durable champion that’s comfortable in the thick of things, but the ability power currently on there makes it much more appropriate for mages. We’re shifting stats around to make Abyssal Scepter the item for tanks who feel comfortable sacrificing raw durability to give their team a bit more damage.
COST : 2750 ⇒ 2800
NEW BUILD PATH : Fiendish Codex + Negatron Cloak + Amplifying Tome + 695 gold ⇒ Spectre's Cowl + Negatron Cloak + 880 gold