Patch notes are out, Lissandra will come out at a later date.

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2 years ago#1


Lissandra the Ice Witch will be released at a later date.


Sejuani has been relaunched with a new model, updates to her story and a revised kit. For more information on the Winter's Wrath, click here.

Frost Armor (Passive)
Damaging an enemy with an ability or basic attack grants Sejuani bonus armor and reduces movement-slowing effects on her for a short duration
Arctic Assault (Q)
Sejuani charges forward, knocking enemies into the air and dealing magic damage to them based on their maximum health. The charge stops after knocking an enemy champion into the air
Flail of the Northern Winds (W)
Sejuani's next basic attack deals bonus magic damage to her target and all nearby enemies. She then spins her flail, dealing magic damage to nearby enemies for a few seconds
Permafrost (E)
Passive: Sejuani's abilities and basic attacks apply Frost to enemies
Active: Sejuani damages and slows all nearby enemies afflicted with Frost
Glacial Prison (Ultimate)
Sejuani throws a frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and all nearby enemies. If the bola reaches its maximum range without striking an enemy champion, it shatters and slows nearby enemies


Trundle has been relaunched with a new model, updates to his story, and changes to his kit. For a full rundown of the Troll King's changes, click here.

King's Tribute (previously Decompose)
No gameplay changes
Chomp (previously Rabid Bite)
Damage adjusted to 20/40/60/80/100 (+1.0/1.05/1.1/1.15/1.2 attack damage) from 30/45/60/75/90 (+0.8/0.9/1/1.1/1.2 attack damage)
Now slows target by 75% for 0.1 seconds on hit
Animation speed scales with Trundle's attack speed
Frozen Kingdom (previously Contaminate)
Attack speed bonus increased to 20/35/50/65/80% from 20/30/40/50/60%
Now grants 8/11/14/17/20% increased healing to Trundle
No longer grants tenacity
Pillar of Ice (previously Pillar of Filth)
Now interrupts channels
Duration reduced to 6 seconds from 6.5
Subjugate (previously Agony)
Now deals 20/22/24 (+2 per 100 AP)% max health damage instead of 200/350/500
Armor and magic resist drain adjusted to 20% from 15/20/25%
Second drain effect now applies over 4 seconds and keeps the stats for another 4 seconds afterwards instead of draining over 6 seconds


Now properly bounces to other targets after hitting an enemy affected by Blaze


Missile Barrage
Fixed a bug where using Missile Barrage restarted the cooldown for gaining another missile

Dr. Mundo

Infected Cleaver
Can be cast at any health value, but will not reduce health below 1
Can be cast at any health value, but will not reduce health below 1


In Patch 3.5, we changed Draven's Spinning Axe to lead Draven more accurately when he was benefitting from movement speed increases. Unfortunately, these changes were very disruptive for dedicated Draven players and didn't offer enough potential for skilled players to showcase their skill through covering long distances between throwing and catching. We decided to revert the change.

Spinning Axe
Reverted a recent change affecting how Draven was led by Spinning Axe, restoring prior functionality
Axe drop location will no longer be placed on the far side of impassable terrain from Draven
Have you had the dream again? A black goat with seven eyes that watches from the outside.
2 years ago#2

Pulsefire Ezreal
Fixed a bug where Pulsefire Ezreal would occasionally not see gold popups for some of his last hits on targets in plain view
Fixed a bug where Pulsefire Ezreal would play his death animation a second time if Trueshot Barrage was leveled up while dead


Drain Life
Fixed a bug where Fiddlesticks would not immediately attack his target after successfully channeling Drain Life


With our previous patch changes, we increased Karma's overall usability and Mantra generation. These changes are more focused on smoothing out Karma's early game presence by giving a damage increase to Inner Flame's lower levels and buffing Inspire to make it far more effective at level one.

Additionally, by lowering the cooldowns of three of Karma's abilities - including her Mantra - Karma will synergize better with Gathering Fire, allowing her to scale into late game.

Inner Flame
Damage increased to 80/125/170/215/260 from 60/110/160/210/260
Focused Resolve
Cooldown reduced to 16/15/14/13/12 seconds from 16/15.5/15/14.5/14
Cooldown reduced to 10 seconds from 12
Movement speed bonus increased to 40/45/50/55/60% from 20/30/40/50/60%
Cooldown reduced to 45/42/39/36 seconds from 45


Mana per level increased to 55 from 50
Mana cost increased to 60/65/70/75/80 from 40/50/60/70/80


Call of the Void
Mana cost reduced to 80/85/90/95/100 from 80/90/100/110/120
Null Zone
Mana cost reduced to 90/95/100/105/110 from 90/100/110/120/130


With a 95% movement speed and attack speed reduction at max levels, Wither was completely shutting down champions reliant on auto-attacks with no opportunity for counterplay. By reducing the attack speed slow, Nasus is still effective at suppressing champions, but his victims will now have the option to turn and fight.

Attack speed slow amount has been halved


No longer expends Visionary if the target dies before Consume resolves


Reckless Swing
Can be cast at any health value, but will not reduce health below 1


We wanted to highlight Quinn's great strengths as an unconventional AD carry with high cross-map mobility. As such, Quinn can now use Tag Team more reliably in and out of fights, and the additional movement speed on Heightened Senses should allow her to remain more elusive in skirmishes.

For the other two changes, we gave Blinding Assault an ability power ratio so that players can gain some additional power when building items like Trinity Force or when receiving the Baron Nashor buff. For Vault, we added a mini stun on Quinn's target as she dashes toward them, making it more reliable as an escape.

Blinding Assault
Now has a 0.5 ability power ratio
Heightened Senses
Passive as Quinn now grants 20/30/40/50/60 movement speed in addition to the attack speed bonus
Now briefly interrupts the target
Tag Team
Maximum movement speed bonus increased to 80/90/100% from 80% at all ranks
Base movement speed bonus increased to 20/30/40% from 20% at all ranks
Cooldown reduced to 140/110/80 seconds from 140/120/100
Skystrike can now be cast 1 second after activating Tag Team, down from 2.5


No longer prevents Rumble from automatically acquiring basic attack targets


Ki Strike
Fixed a bug that caused Ki Strike to be consumed when attacking wards


Fleet of Foot
Now also grants its effect when Boomerang Blade and Ricochet hit enemy champions
Have you had the dream again? A black goat with seven eyes that watches from the outside.
2 years ago#3

Death Sentence and its passive were providing too many benefits at early levels with their high poke, burst damage, and lowered cooldowns. By moving the passive damage bonus from Death Sentence to Flay, Thresh players will now need to think strategically about how they level their skills.

Death Sentence
Damage increased to 80/120/160/200/240 from 80/110/140/170/200
Passive moved to Flay
Damage reduced to 65/95/125/155/185 from 65/105/145/185/225
Now has Death Sentence's previous passive (bonus damage on basic attacks)
Fixed a bug that caused the passive's damage to be consumed when attacking wards
Fixed a bug where Flay sometimes dealt more damage than intended

With these changes, we wanted to accomplish a few separate things. First, we wanted to tone down Udyr's overpowering early game Tiger Stance damage, but we also wanted to let him scale better into late game. These changes were implemented by scaling the attack damage ratios on Tiger Stance's active damage.

Second, by changing the active damage of Tiger Stance from magical to physical, it should be more intuitive to itemize against Udyr. Additionally, it will also be easier for Udyr to itemize properly, as he will gain further benefits from attack damage focused items like Black Cleaver or Last Whisper.

Tiger Stance
Active damage changed to physical instead of magic
Active damage changed to 30/80/130/180/230 (+1.2/1.3/1.4/1.5/1.6 attack damage) from 30/80/130/180/230 (+1.5 total attack damage)
Active attack speed increased to 30/40/50/60/70% from 15/20/25/30/35%
No longer grants attack speed as a persistent effect
New persistent effect: Basic attacks deal 15% of his total attack damage as bonus physical damage on hit
Bear Stance
Udyr now only dashes when stunning champions


Range now accurately matches her attack range


Vault Breaker
Fixed a bug that caused Vault Breaker to become uncastable after activation
Excessive Force
Can no longer be cast while charging Vault Breaker


Increased transparency when in brush


Previously, Zed could safely farm large minion waves with Shadow Slash by consistently resetting the cooldown of Living Shadow. These changes were intended to promote aggressive play with Zed while also creating a window for players to engage on him in lane.

Living Shadow
Cooldown reduced to 18/17/16/15/14 seconds from 22/20.5/19/17.5/16
Shadow Slash
Hitting minions and monsters no longer reduces Living Shadow's cooldown
Hitting enemy champions reduces Living Shadow's cooldown by 2 seconds, up from 1
Have you had the dream again? A black goat with seven eyes that watches from the outside.
2 years ago#4
Still waiting for Lissandra then :(
Steam/LoL- 13loop
Playing: CS:GO,LoL,TF2
2 years ago#5

Elixir of Fortitude is meant to be an "all-in" burst of power for players looking to take control of a situation. With its low cost, however, players were simply defaulting to it as a general starting item with no significant repercussion. Increasing the gold cost of Elixir of Fortitude aligns it better with the risky strategy it was intended for.

Elixir of Fortitude
Cost increased to 350 gold from 250
Alongside our Elixir of Fortitude change, we wanted to tackle ultra-high sustain starts where players were beginning the game with as many health potions as possible in order to safely sustain in lane for long periods of time. However, these high sustain starts also destroy any incentive players have to interact. Manaless champions in particular benefitted from these starts, resulting in some mana-based opponents being unable to burn through the high levels of sustained HP. We will monitor starting item builds and champions that relied heavily on high potion starts, but wanted to focus on addressing passive high-sustain builds first.

Health Potion
Limited to 5 Health Potions at a time
Mana Potion
Limited to 5 Mana Potions at a time
Ionian Boots of Lucidity
Upgrade cost reduced to 650 gold from 700 (total cost is now 1000 from 1050)
Combine cost reduced to 265 from 665 (total cost is now 1900 from 2300)
Attack damage reduced to 40 from 50
Ravenous Hydra
Combine cost increased to 600 from 200 (total cost unchanged)
Limited to 1 Boots item at a time

The Howling Abyss

The Howling Abyss has replaced The Proving Grounds in custom games and the basic tutorial
A 5v5 All-Random queue has been enabled for matches played on the Howling Abyss
Restricted to players of level 5 or above
Players may reroll for a different champion in Champion Select for 200 reroll points
All players have been credited with 200 reroll points
Additional reroll points are gained by completing matchmade Howling Abyss games
Reroll point gains increase based on the number of champions the player owns
Reroll point count can be checked in the player profile.

Game Interface

Smart Ping
Updated the ping icons to better match other game visuals
Item shop
Can now be resized by dragging from the bottom right-hand corner
Default size now determined by screen resolution


Fixed an issue where the end of game screen would incorrectly show "League info processing" instead of updating immediately
Champion headers designed for each specific league have been added to the Leagues tab in player profiles
LP 'clamping' has been smoothed. Players will experience more predictable LP gains and losses as they approach 100 LP
Dodging a match in a promotional series now counts as 1 loss. This will still end your series if you were one loss away from losing it


Baron Nashor/Dragon
Now immune to effects that would reduce their damage
Baron Nashor, Dragon, and Vilemaw kill messages are now bolded in chat
Twisted Treeline altar capture messages are now bolded in chat
Items with charges now display the charge counter in the inventory rather than displaying as a buff
Players will no longer see reconnect messages from the enemy team
Trundle has replaced Master Yi in the basic tutorial
Spell shields now only block one spell even if multiple spells hit the target in rapid succession
Blind Random has been added as a pick type in custom games. This mode works the same as All Random, but the enemy team's champions will not be displayed in champion select
Players with video cards that use software vertex shaders (primarily integrated cards like those in laptops) should see a 10-40% FPS performance improvement across all maps
Have you had the dream again? A black goat with seven eyes that watches from the outside.
2 years ago#6
I don't know how I feel about Udyr changes.
Also, what does the bear stance change even do?
How dare the Gods work against me! I don't remember giving them permission.
2 years ago#7
No longer will I have the mild satisfaction of using Diminuendo on Dragon and Nashor =/
YGOPro - DevPro server:
2 years ago#8
Great, huge-ass patch and it doesn't even have Lissandra. :(
Now Playing: BL2, TF2, LoL
i5-3570k | Corsair Vengeance 8GB 1600MHz RAM | EVGA GeForce GTX670 FTW | Asus P8Z77-V LK | Western Digital 7200RPM 1TB HDD
2 years ago#9
Still no Kha'zix nerfs...hehehehehehe.

Guessing Riot feels he's ok?
2 years ago#10
I wonder why they decided to have Mundo's health cost abilities not kill him but not Vladimir's.
I am whoever I need to be.
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