Jayce has been too resilient in lane thanks to his high base Armor, making early trades safer than intended. We're lowering his base Armor to better match other ranged champions, making him think more carefully about when to trade while giving opponents clearer opportunities to fight back.
Even after her previous round of nerfs, Nidalee is still overperforming. Her high Movement Speed and base Armor allow her to dominate most early jungle skirmishes, while her late-game mobility makes her difficult to pin down. We're looking to bring both her durability and mobility back in line.
Prowl
Ambessa's ultimate has been giving her too much finishing power against all types of targets, from fragile carries to durable frontliners. Since it's available relatively often, we're reducing its execute damage while also trimming some of the less obvious power elsewhere in her kit.
Public Execution
The latest round of item and rune changes hit Aurora harder than we expected. To help bring her back to a healthier power level, we're increasing the damage on her first and third abilities.
Twofold Hex
The Weirding
Following her previous buffs and the changes to the Tear of the Goddess item line, Sona has been providing more power to her team than intended. We're happy with how well she's able to keep up with her allies, but we're dialing back some of the shielding and crowd control in her kit to reduce her overall impact.
Aria of Perseverance
Crescendo
Ekko has been underperforming across all of his builds since the latest patch. We're giving him a broad set of buffs to help bring his overall power back in line and keep him competitive with the rest of the roster.
Z-Drive Resonance
Parallel Convergence
With the new bounty system, Kayle has become a little too reliable at reaching her late-game power spikes. We're reducing some of her early-game sustain and trading power to give opponents more opportunities to punish her before she comes online. At the same time, we're smoothing out her Mana costs so she can focus more on executing her gameplay rather than managing her Mana.
Radiant Blast
Celestial Blessing
Hecarim has been clearing the jungle a little too efficiently and snowballing too reliably. We're adding a few constraints to slow down his early momentum and give opponents more opportunities to keep him in check.
Rampage
Lee Sin has settled back into the fighter playstyle we want to see from him. To better support that identity, we're giving him a bit more durability so he can stay in the thick of combat longer.
Safeguard/Iron Will
Zilean has been dominating the Dragon Lane for far too long, especially in high-skill and professional play. We're reducing some of his lane poke and dialing back the impact of his ultimate in teamfights to bring him closer in line with other Dragon Lane picks.
Time Bomb
Chronoshift
Iceborn Gauntlet has been underperforming, even on the champions it's designed for. To make it a more appealing first major purchase in lane, we're increasing its stat efficiency and improving the value it provides early in the game.
Base stats
We're happy with the overall state of high-tier mage items, but Luden's Echo has fallen behind the rest. Despite its solid stat efficiency, it's underperforming across the board, so we're strengthening its passive to better reinforce the item's burst mage identity.
Echo:
Critical strike marksmen have been struggling to keep up. We're increasing their Attack Damage to improve their scaling, while avoiding additional Attack Speed or on-hit power that could benefit other builds disproportionately.
Critical strike marksmen are a little too weak in the current meta, especially when it comes to cutting through front-line tanks. To better support their mid- and late-game scaling, we're increasing the Attack Damage on Lord Dominik's Regards.
Base Stats
Navori Quickblades has been underperforming on the champions it's intended for. To help it come online earlier and better compete with other item choices, we're lowering its cost.
Base Stats
Botanist was designed to reward players for making the most of plants around the Rift. Over time, however, it has become more of a universal scaling rune thanks to the amount of gold it provides. We're reducing its gold generation to bring the rune back toward its intended role and put greater emphasis on plant-focused gameplay.
Gold gained from destroying plants: 30 → 10
Since the new Champion Bounty System launched, we've seen a significant drop in one-sided stomps while only slightly increasing the rate of comeback victories. That's a healthy outcome overall, but bounty generation from farming and kills has been a little too aggressive, making teams with a lead feel overly punished for playing well. We're reducing bounty accumulation so leading teams can press their advantage with more confidence.
ARAM:
AAA ARAM:
ARAM:
Wild Trample
(2)T-Hex Tailsweep
(3) T-Hex Strike
(4) Doomsday Program/Impending Doom
Legendary Ranked Weekend Challenge Adjustments
Ranked and Legendary Ranked Activity Rule Adjustments
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