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Riot Video games have revealed the official patch notes for League of Legends patch 13.4.

This replace will introduce quite a few stability adjustments starting from champions to Assist gold merchandise earnings changes. Moreover on this patch /muteself and /deafen capabilities can be added in addition to a rise of LP per win and loss.

Listed here are the LoL 13.4 Patch Notes revealed.

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LoL 13.3 Patch Notes REVEALED

Champions

A complete of 20 champions can be buffed, nerfed, or modified in patch 13.4.

Buffs & Nerfs

Ahri

Base Stats

  • Base Well being: 570 ⇒ 590
  • Base Armor: 18 ⇒ 21

R – Spirit Rush

  • Cooldown: 140/115/90 seconds ⇒ 130/105/80 seconds

Alistar

Passive – Triumphant Roar

  • Ally Heal: 6% of Alistar’s most well being ⇒ 7% of Alistar’s most well being

Q – Pulverize

  • Magic Injury: 60/100/140/180/220 (+70% AP) ⇒ 60/100/140/180/220 (+80% AP)

W – Headbutt

  • Magic Injury: 55/110/165/220/275 (+90% AP) ⇒ 55/110/165/220/275 (+100% AP)

Amumu

Base Stats

  • Well being Development: 100 ⇒ 94
  • Armor Development: 4.2 ⇒ 4.0

W – Despair

  • Magic Injury per Tick: 6/8/10/12/14 (+1/1.25/1.5/1.75/2% (+ 0.25% per 100 AP) of goal most well being ⇒ 6/8/10/12/14 (+ 1/1.15/1.3/1.45/1.6% (+0.25% per 100 AP) of goal most well being

Anivia

Base Stats

  • Armor Development: 5.2 ⇒ 4.9

Aphelios

Passive – The Hitman and the Seer (Weapon Grasp)

  • Bonus Assault Velocity: 7.5/15/22.5/30/37.5/45% ⇒ 9/18/27/36/45/54%

Azir

Base Stats

  • Base Mana: 480 ⇒ 380
  • Mana Development: 21 ⇒ 36

W – Come up!

  • Soldier Recharge Time: 9/8.25/7.5/6.75/6 seconds ⇒ 10/9/8/7/6 seconds

E – Shifting Sands

  • Magic Injury: 60/90/120/150/180 (+ 40% AP) ⇒ 60/100/140/180/220 (+ 55% AP)

R – Emperor’s Divide

  • Magic Injury: 175/325/475 (+ 60% AP) ⇒ 200/400/600 (+75% AP)

Cho’Gath

Base Stats

Q – Rupture

  • Mana Value: 60 ⇒ 50
  • Magic Injury: 80/135/190/245/300 (+100% AP) ⇒ 80/140/200/260/320 (+100% AP)

W – Feral Scream

  • Mana Value: 70/80/90/100/110 ⇒ 70/75/80/85/90

Elise

Q – Venomous Chew

  • Magic Injury: 70/105/140/175/210 (+8% (+3% per 100 AP) goal’s lacking hp) ⇒ 60/90/120/150/180 (+8% (+3% per 100 AP) goal’s lacking hp)

R – Spider Kind

  • Spiderling Magic Injury: 10/15/20/25 (ranges 1/6/11/16) ⇒ 8/14/20/26 (ranges 1/6/11/16)

Jarvan IV

W – Golden Aegis

  • Cooldown: 8 seconds ⇒ 9 seconds
  • Defend Power: 60/80/100/120/140 (+80% bonus AD) ⇒ 60/80/100/120/140 (+70% bonus AD)

Jax

Base Stats

  • Base Well being: 685 ⇒ 665
  • Well being Development: 99 ⇒ 100

E – Counter Strike

  • [NEW] ALL THE DAMAGE: Dodging assaults now will increase your complete harm of the spell, not simply the bottom harm
  • Minimal Magic Injury: 55/85/115/145/175 (+100% AP) (+4% of goal’s most well being) ⇒ 55/85/115/145/175 (+70% AP) (+4% of goal’s most well being)
  • Most Magic Injury: 110/170/230/290/350 (+100% AP) (+4% of goal’s most well being) ⇒ 110/170/230/290/350 (+140% AP) (+8% of goal’s most well being)

R – Grandmaster-At-Arms

  • Passive On-Hit Injury: 80/120/160 (+60% AP) ⇒ 60/110/160 (+60% AP)
  • Bonus Armor for First Champion Hit: 25/45/65 (+40% bonus AD) ⇒ 15/40/65 (+40% bonus AD)
  • Bonus Magic Resist for First Champion Hit: 15/27/39 (+24% bonus AD) ⇒ 9/24/39 (+24% bonus AD)

Malphite

W – Thunderclap

  • Cooldown: 12/11.5/11/10.5/10 seconds ⇒ 10/9.5/9/8.5/8 seconds
  • Empowered Assaults Bodily Injury: 30/45/60/75/90 (+20% AP) (+10% armor) ⇒ 30/45/60/75/90 (+ 20% AP) (+ 15% armor)
  • Cone Bodily Injury: 15/25/35/45/55 (+30% AP) (+15% armor) ⇒ 15/25/35/45/55 (+30% AP) (+20% armor)

Maokai

Q – Bramble Bash

  • Magic Injury: 70/120/170/220/270 (+2/2.25/2.5/2.75/3% of goal’s most well being) (+40% AP) ⇒ 70/120/170/220/270 (+2/2.5/3/3.5/4% of goal’s most well being) (+40% AP) (Word: This nets out at a couple of 7% harm enhance.)

E – Sapling Toss

  • Cooldown: 10 seconds ⇒ 14 seconds
  • Magic Injury: 55/80/105/130/155 (+5% bonus well being) (+35% AP) ⇒ 50/75/100/125/150 (+5% bonus well being) (+25% AP)(Word: harm continues to be doubled when Saplings are positioned in brush.)
  • Brush Empowered Sapling Gradual: 45% (+0.9% per 100 bonus well being) (+4% per 100 AP) ⇒ 45% (+1% per 100 bonus well being) (+1% per 100 AP)

Orianna

Base Stats

W – Command:Dissonance

  • Mana Value: 70/75/80/85/90 ⇒ 60/65/70/75/80

Riven

Passive – Runic Blade

  • Bonus AD: 30/36/42/48/54/60% (ranges 1/6/9/12/15/18) complete AD ⇒ 30-60% (ranges 1-18) (Word: Now scales linearly, gaining 1.75% bonus AD per stage)
  • TIMBER: Runic Blade bonus harm is now utilized to towers, however solely offers 50% of the elevated harm.
  • Try these stacks: Riven’s passive stacks are actually proven as a useful resource bar (seen to self solely).

Samira

Passive – Daredevil Impulse

  • Motion Velocity: 3.5% per stack ⇒ 1/2/3/4% per stack at ranges 1/6/11/16

R – Inferno Set off

  • Life Steal Effectiveness: 66.7% ⇒ 50%

Senna

Base Stats

  • Assault Ratio (Assault Velocity per 100% bonus Assault Velocity): 0.30 ⇒ 0.40

R – Dawning Shadow

  • Bodily Injury: 250/375/500 (+100% bonus AD) (+70% AP) ⇒ 250/400/550 (+115% bonus AD) (+70% AP)
  • Cooldown: 160/140/120 seconds ⇒ 140/120/100 seconds

Thresh

Q – Dying Sentence

  • Magic Injury: 100/145/190/235/280 (+80% AP) ⇒ 100/150/200/250/300 (+90% AP)
  • Cooldown: 19/17/15/13/11 seconds ⇒ 19/16.5/14/11.5/9 seconds (Word: Touchdown a Dying Sentence nonetheless reduces its cooldown by 3 seconds.)

W – Darkish Passage

  • Cooldown: 22/20.5/19/17.5/16 seconds ⇒ 21/20/19/18/17 seconds
  • Base Defend Power: 50/75/100/125/150 ⇒ 50/70/90/110/130

E – Flay

  • Magic Injury: 75/110/145/180/215 (+ 60% AP) ⇒ 75/115/155/195/235 (+ 70% AP)

Udyr

Base Stats

  • Well being Development: 98 ⇒ 92
  • Base Armor: 34 ⇒ 31

Q – Wilding Claw

  • Bonus Bodily Injury On-Hit: 5/11/17/23/29/35 (+30% bonus AD) ⇒ 5/11/17/23/29/35 (+25% bonus AD)

R – Wingborne Storm

  • Elevated Gradual: 25/28/31/34/37/40% ⇒ 20/23/26/29/32/35%

Veigar

Q – Baleful Strike

W – Darkish Matter

Viego

Q – Blade of the Ruined King

  • [NEW] Shot By means of the Coronary heart: The passive harm from Q on primary assaults can now critically strike.

R – Heartbreaker

  • Bodily Injury: 12/16/20% (+3% per 100 bonus AD) of goal’s lacking well being ⇒ 12/16/20% (+5% per 100 bonus AD) of goal’s lacking well being

Objects

Demonic Embrace

  • [NEW] Don’t Gaze into the Jungle: Azakana’s Gaze is now capped at 40 harm per second in opposition to monsters.

Doran’s Defend

  • Base Well being Regeneration: 6 well being per 5 seconds ⇒ 4 well being per 5 seconds

Frostfang

  • Bonus Mana Regeneration: 75% ⇒ 50%
  • Cost Technology Time: 10 seconds ⇒ 12 seconds

Harrowing Crescent

  • Cost Technology Time: 10 seconds ⇒ 12 seconds

Runesteel Spaulders

  • Base Well being Regeneration: 50% ⇒ 75%

Shard of True Ice

  • Bonus Mana Regeneration: 115% ⇒ 100%

Spectral Sickle

  • Cost Technology Time: 10 seconds ⇒ 12 seconds

Spellthief’s Edge

  • Bonus Mana Regeneration: 50% ⇒ 25%
  • Cost Technology Time: 10 seconds ⇒ 12 seconds

Metal Shoulderguards

  • Base Well being Regeneration: 25% ⇒ 50%

Targon’s Buckler

  • Base Well being Regeneration: 50% ⇒ 75%

Runes

Magical Footwear

  • [NEW] Used Magic Low cost: Magical Footwear will now solely promote for 30% of the worth of shoes, 90 gold. Regular boots and tier 2 boots promote worth is unchanged.

Treasure Hunter

  • Gold per Stack: 70+20 per Bounty Hunter Stack (550 gold complete) ⇒ 50+20 per Bounty Hunter Stack (450 gold complete)

Jungle Changes

Rift Herald

  • Leash Vary: 1100 ⇒ 1200
  • [NEW] Shelly Ain’t Smooth: Rift Herald not has a delicate reset state and can laborious reset when its persistence runs out, instantly working again to its authentic place

Gromp

  • Base Well being: 2200 ⇒ 2050

Maintain

  • Base Heal from Monster Kills: 25 ⇒ 30

Clear Velocity

  • Jungle Companion Injury: 16 (+ 10% bonus AD) (+ 15% AP) (+ 10% bonus armor) (+ 10% bonus magic resistance) (+ 3% bonus well being) true harm ⇒ 16 (+ 10% bonus AD) (+ 12% AP) (+ 10% bonus armor) (+ 10% bonus magic resistance) (+ 3% bonus well being) true harm

Kill Expertise

  • Early recreation League of Legends has change into very snowbally. We’re paring down early leads from kills in order that when somebody will get forward early right into a recreation they do not get up to now forward so quick.
  • Degree 1: 42 expertise (15% of stage) ⇒ 42 expertise (15% of stage)
  • Degree 2: 114 expertise (30% of stage) ⇒ 114 expertise (30% of stage)
  • Degree 3: 186 expertise (39% of stage) ⇒ 144 expertise (30% of stage)
  • Degree 4: 258 expertise (44% of stage) ⇒ 174 expertise (30% of stage)
  • Degree 5: 330 expertise (49% of stage) ⇒ 204 expertise (30% of stage)
  • Degree 6: 402 expertise (52% of stage) ⇒ 234 expertise (30% of stage)
  • Degree 7: 434 expertise (49% of stage) ⇒ 308 expertise (35% of stage)
  • Degree 8: 500 expertise (51% of stage) ⇒ 392 expertise (40% of stage)
  • Degree 9: 515 expertise (48% of stage) ⇒ 486 expertise (45% of stage)
  • Degree 10: 590 expertise (50% of stage) ⇒ 590 expertise (50% of stage)

Comeback Kill Expertise

  • Catchup Kill Expertise Gained: 16% per stage distinction between you and the champion killed ⇒ 20% per stage distinction (past the primary) between you and the champion killed

ARAM Steadiness Changes

Champions

  • Aurelion Sol: Injury Dealt: 105% ⇒ 100%, Injury Obtained: 95% ⇒ 100%

Summoner Spells

  • Mark/Sprint (aka Snowball): Now you can solid Mark whereas rooted. The Sprint spell continues to be unusable whereas rooted nonetheless.

Dying Timers

  • Degree 3: 12 seconds ⇒ 10 seconds
  • Degree 4: 16 seconds ⇒ 12 seconds
  • Degree 5: 19 seconds ⇒ 14 seconds
  • Degree 6: 21 seconds ⇒ 16 seconds
  • Degree 7: 23 seconds ⇒ 18 seconds
  • Degree 8: 25 seconds ⇒ 20 seconds
  • Degree 9: 26 seconds ⇒ 22 seconds
  • Degree 10: 27 seconds ⇒ 24 seconds
  • Degree 11: 28 seconds ⇒ 26 seconds
  • Degree 12: 30 seconds ⇒ 28 seconds
  • Degree 13:32 seconds ⇒ 30 seconds
  • Degree 14: 34 seconds ⇒ 32 seconds
  • Degree 15: 36 seconds ⇒ 34 seconds
  • Degree 16: 38 seconds ⇒ 36 seconds
  • Degree 17: 40 seconds ⇒ 38 seconds
  • Degree 18: 42 seconds ⇒ 40 seconds

Celebration Chat

Celebration chat is a brand new chat channel that permits you to chat simply to your pre-made occasion members. Chat channels point out who will see the messages you ship, which was beforehand restricted to workforce and all chat. The chat console will now present the chat channels receiving your messages to the left of your chat bar. You possibly can toggle between the totally different channels with instructions or the [tab] key, and alter which channels are energetic for you in your settings. For fast entry to occasion chat you should use the /occasion, /pt, or /p instructions. Incoming Celebration chat messages can be indicated with [Party] earlier than the message. Celebration chat would be the default chat setting for brand new gamers.

Behavioral Methods

New instructions for /muteself and /deafen can be found in-game

  • /muteself will forestall you from utilizing textual content chat in addition to notify different gamers you’ve got muted your self. You possibly can undo this through the use of /muteself once more
  • /deafen will forestall you from utilizing textual content chat AND forestall your self from seeing chat from different gamers, in addition to notify different gamers you’ve got muted your self. You possibly can undo this through the use of /deafen once more

Aggressive

  • LP win and loss quantity when your seen rank roughly matches your MMR from 15 ⇒ 22. All acquire and loss values are elevated throughout the board.
  • Barely elevated the talent ranking in matchmaking for duo gamers in Ranked Solo/Duo.
  • Break up level development will now be proven on the ranked end-of-game development display screen.



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