Patch 14.10 overview

Champions you recently played

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Other Champions

E damage cap against monsters raised to a flat value, damage cap against minions removed.
The Package has been removed, Corki's passive now deals bonus true damage, and most of his abilities have been buffed and converted to physical damage.
Base Health Regen Growth and Health Growth increased. E Base shield increased.
E deals bonus damage to monsters.
Q damage, mana cost, and max HP monster cap reduced. Q damage to structures increased. E damage reduced. R cast time decreased, unstoppable status removed, but can now queue other abilities while winding up.
Passive critical strike chance cap increased.
Q healing from minions increased.
Passive critical strike multiplier decreased, bonus AD for excess critical strike chance increased.
Passive critical strike multiplier decreased, bonus AD for excess critical strike chance increased.
See full patchnote

Items you recently played

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Other items

Abyssal Mask
Now let's talk about support tanks. In general we think their items are in a pretty good place overall but wanted to move a few things around to create some more options. Up first is Abyssal Mask. We expect support tanks and magic damage bruisers to be pretty excited, as it provides a lot of teamfight durability and helps themselves and their team deal with MR-stacking front lines. Through an abundance of caution over this item creating stale AP vs. AP lanes, we're trying to ensure it's a weak rush item for most ranged champions through lower 1v1 gold efficiency and tying its durability more to team fights. It should be very strong in 2x magic damage teams, as % shred will do a lot against MR-stackers. And by no longer tying its aura to bonus health purchases, even supports like Braum can buy this in their second slot and feel like they've got another viable option for empowering their team. Finally, it's becoming unique with Void Staff and Cryptbloom, similar to how Black Cleaver cannot be stacked with Last Whisper upgrades.
Anathema's Chains
Let's talk about pure health items, which have generally been quite ignored by players. Sometimes they just don't provide enough stats to be competitive but other times, there's just no need for more health because other items already provide a ton. We're hoping to fix up both of those areas by re-tuning pure health items and resist items in order to carve out a space for these ones. That said, we thought long and hard about Anathema's and came to the conclusion that a version of Anathema's that was strong and prevalent would be quite bad for the game. Snowballing should feel good and players should be rewarded for their success. While strong defenses (armor, health, Zhonya's Hourglass, etc.) are good, an item that specifically disempowers a targeted player and makes them weaker in all cases wasn't something we wanted to keep around.
Bami's Cinder
We want to give tanks a small amount of extra ability haste, which we're doing through the Immolate system. We're compensating health here in order to give space for other health items (which have direct synergy with the Immolate passive) and also making Bami's Cinder a bit cheaper so that junglers and top laners can more reliably get it on their first recall.
Banshee's Veil
We are generally happy with Banshee's Veil, so its Verdant Barrier component is updated without further adjustments.
Black Cleaver
We want Black Cleaver to be a core component of most fighter builds. One key tenet of fighter combat patterns is target agnosticism, which is one factor that differentiates them from assassins. Not only do we like when they're good at hitting the front line, we also want them to be a little bit cooperative, which allows some of their combat power to come from team fighting and not just side lane 1v1s.
Blackfire Torch
We have identified a problem that the mage item system is lacking a strong mana item option for sustained damage dealers. The introduction of Blackfire Torch and adjustments on Luden's Companion are both aiming to resolve the problem by offering a variety of mana item choices: Blackfire Torch is designed to appeal to battlemages and control mages that want to do sustained damage, while Luden's Companion can focus more on burst and AoE damage dealers. In terms of roles, we position this item to be good for both mage junglers and laners as long as it fits their needs.
Bloodthirster
Bloodthirster is once again leaving the crit system, and going back to its simpler roots of being a pure AD and lifesteal stick. With it, it's also regaining its passive ability to overheal. This will potentially open it up as an option for other classes to purchase it.
Corrupting Potion
Corrupting Potion has somewhat been forgotten for a while. We don't like when it's strong and dominates other early game item choices, so we've decided to remove it from the game for now.
Dagger
We're slightly adjusting the gold value of attack speed now that we feel comfortable adding it as a stat on items to make them desirable.
Dawncore
Dawncore was initially conceived as an enchanter capstone that could finish their builds. Of course, that's really lofty for a class that doesn't earn a lot of gold. We still want Dawncore to be a big-ticket item but are reshaping it a little bit, giving it much more up-front power while still having a bit of scaling that asks you to at least not buy it first. So we're massively juicing up the AP and Heal/Shield Power in order to make it the best item for “I want really, really strong enchanter spells.” It's still more expensive than other options and is a greedier buy but is focused on making your kit as strong per-cast as possible. The math works out to an extra 32.5 Ability Power and 11.5% Heal/Shield Power if you buy it after something like Imperial Mandate or Shurelya's, which should more than compensate for the dropped haste.
Echoes of Helia
Echoes of Helia hasn't found its footing in the post-Mythic world so we're making the item more user-friendly and more powerful. Since it can be tough for a support to land multiple hits on an enemy, we're lowering the required hits between shields and heals for full effect and juicing up the per-cast impact. For those who were reliably getting three hits in between shields, this won't be a huge buff, but for anyone who had a hard time always casting at full stacks, these changes will be a significant improvement.
Essence Reaver
This one in particular is a pretty big change but we're taking away the Spellblade passive from Essence Reaver. It's instead becoming a stat stick with a very clear purpose, spell casting. It should still provide a near-unlimited supply of mana for those spells to be cast, as well as having a competitive stat line.
Fated Ashes
With this new component we wanted to fill in two spaces: AP Junglers having access to a Bami's-like item that we can use to bolster their mid-game clears, and give a new epic for APs that can feel good to purchase and provide meaningfully different build paths without being particularly powerful Ideally, adding this item to the game to bolster second-and-onwards clears for AP junglers should be accompanied by changes to AP junglers to accommodate some champions that are close but not quite there in power/feels. For example, Singed is currently ~48% in the jungle, and this item plus some feels improvements like making his passive work on large monsters would likely be enough to get him both into viability and put some attention on a champion like Singed in the jungle.
Fimbulwinter
We're giving Winter's Approach and Fimbulwinter some strict buffs and also playing up the mana build synergy. By doubling the value of the mana conversion for items like Frozen Heart and Rod of Ages, we hope there will be a subset of tanks and AP bruisers that are excited to try out high-mana builds. On average, the Awe change will be relatively neutral on most tanks unless they invest further into mana, but the 150 extra health is pure upside.
Hearthbound Axe
With Hearthbound Axe we wanted to position it as a better Epic in some recipes as well as index it out of just pure Attack Speed. This should give it broader appeal now with less attack speed and more attack damage.
Hollow Radiance
Immortal Shieldbow
Removing the lifesteal from shieldbow will allow it to fit as a third/fourth item to round out crit builds and offer a defensive choice that's not sustain-based.
Infinity Edge
We wanted to bring back a more powerful version of Infinity Edge that feels like it's worth rushing. With these stats, it'll hold its own while waiting for other scalers to come into play and should bring back crit builds to some of the users that had some in the past.
Kircheis Shard
We're moving the energized system fully into Legendary items only, and have struggled to find a middle ground for this item to exist for it to only serve items from two distance systems. Since it doesn't serve a purpose anymore amongst the item changes we're making this patch, we're going to remove it from the catalog.
Knight's Vow
Knight's Vow is receiving a small simplification that should be mathematically very close to the old version and makes it easier for everyone to understand. We're letting the Knight's armor and magic resist apply to the redirected damage because we think it's thematically appropriate. We're also re-adding the health regeneration just in case your Worthy ally can't hit for a while, so that tanks wielding the item can still recoup some health by themselves.
Kraken Slayer
Kraken Slayer is getting a significant change as well. It's no longer a crit item, and instead being focused entirely on the on-hit side of things. It'll still be a strong contender as an early purchase but won't be able to provide all of the desired stats right away.
Liandry's Torment
As a mana item option, the new Epic item Fated Ashes is swapped in as a component.
Lord Dominik's Regards
Dominik's is losing its Giant Slayer passive, but gaining raw stats to compensate for it. While it won't be as efficient as killing very high health targets, it'll provide more against others. We still believe there there should be enough ways to deal with those tanks and frontliners within the crit item system
Luden's Companion
The problem with previous Luden's Companion is that it was too general to be good for the majority of its user base. We had to balance it for the best users, which caused it to have a relatively low overall win rate. With Blackfire Torch serving DPS-indexed mages, we want to clearly push Luden's into a burst space. Making the effects only fire at max shots should increase the burst and overall satisfaction, because firing with low charges wasn't very noticeable. This change should introduce mage itemization and allow us to balance with more clear directions.
Mercurial Scimitar
Scimitar is leaving the crit system to instead become a more accessible lifesteal item. This should still be a somewhat narrow purchase that feels okay to add to a build without ever having to worry about going over the crit chance cap.
Mortal Reminder
Mortal Reminder is getting the crit chance stat update as well.
Navori Flickerblade (Navori Quickblades)
Navori is getting a new name and icon! It'll still provide one of it's iconic cooldown reduction mechanics, but will now live as an Attack Speed item, typically paired with a big ticket AD item.
Noonquiver
Noonquiver is staying around, but its purpose is changing entirely. Instead of being a perfect laning item to transition into first purchases, it'll serve as a way to deliver AD and crit to items that focus on those stats.
Overlord's Bloodmail
Overlord's Bloodmail is intended to fill in the third-ish item slot for health-heavy fighter builds. We believe converting health into damage is a compelling fantasy for fighters and want to create it with this item.
Phantom Dancer
Phantom Dancer is getting a stat facelift focusing on attack speed and movement speed. It'll serve its purpose as a really strong way to multiple other sources of damage scaling.
Randuin's Omen
We're lightly re-designing Randuin's Omen for a few purposes: First, we don't want players to waste gold when building it alongside Frozen Heart. As the two most obvious anti-attack items, it felt bad to lose out when building them together, so now you can combine them without fear. This change was also convenient for simplifying the item as three unique effects is generally too many for an individual item in a post-Mythic world. Second, we continued reshaping resist items away from health. Third, we wanted to play up the active as a high-impact button, raising the cooldown to match its new power. In general, Randuin's should be clearly appealing when facing two crit users on the enemy team and a viable option when facing just one, as long as the Humility active is meaningful.
Rapid Firecannon
Rapid Firecannon is the only Energized item left in the marksman system, as it still serves a very useful function. It's losing its AD and instead being offered as a relatively cheap AS/crit item alternative.
Recurve Bow
With Recurve Bow we wanted to make a small change to reduce the amount of magic damage being dealt in a non-intentional way by ADCs. We know this item has broader use beyond just ADCs but for an epic we feel it should feel a bit more simplified.
Runaan's Hurricane
We're giving Runaan's a new recipe, with it dropping the on-hit but gaining power on the bolts, ensuring itself as the premier AoE options amongst crit and AS items.
Scout's Slingshot
Scout's Slingshot is coming in as a new attack speed component to help bridge some of the newer recipes that don't involve critical strike chance.
Shurelya's Battlesong
Shurelya's Battlesong is on the strong side right now. It's reasonably appropriate on enchanters where there are a wealth of other options but it's too prevalent on solo laners for what's meant to be a supportive item. We're taking down its more selfish aspects to try to keep it as a niche purchase outside of supports.
Statikk Shiv
Statikk Shiv is trading its energized pattern for a brand new on-kill effect. It's also no longer a crit item, but instead provides a good mix of attack damage and attack speed for champs trying to stabilize early on. It will still help with wave clear in its own way, plus potentially really shock opponents in a favorable teamfight.
Stormrazor
We're parting ways with Stormrazor again this split, in an attempt to streamline the energize system and have better early buys for champions, it left very little room for this item to shine as is.
Sunfire Aegis
Terminus
Terminus is getting a new recipe this time around as well as some small alterations in stats.
The Collector
Collector is a really good item to bridge some champions' wants for both lethality and critical chance. With these changes, it'll be allowed to compete with other B.F. Sword recipes as an option to start with and to keep scaling other purchases with some additional AD
Unending Despair
With Ingenious Hunter going the way of the dinosaur, we saw that Unending Despair was only strong when built alongside that rune, so we're buffing it with a substantially lower cooldown.
Verdant Barrier
We are comfortable with the power for Verdant Barrier but want it to become a more accessible pick up to counter mage and spell damage.
Voltaic Cyclosword
We're giving Voltaic Cyclosword a new recipe now that Kircheis Shard no longer exists, but should still be a very easy path to be built into early on.
Warmog's Armor
Warmog's is receiving a hefty simple buff. At 3100 gold it's the second most expensive tank item in the game, so we decided to give it an eye-popping amount of health to stand out as a premiere tank item. We haven't changed the Warmog's Heart threshold, so it should be easy to activate in your second slot.
Winter's Approach
Zeal
To keep up with our critical strike chance changes across the board, Zeal is getting bumped up so that the effects can be felt immediately at the Epic level instead of having a more abrupt jump from 15 with zeal to 25 with a completed item.
Zeke's Convergence
We're giving Zeke's the same build path as Locket. It's pretty hard for tank supports to build multiple items on their lower gold income and they don't have the luxury of counter-building a lane opponent. As such, we're making sure there are a couple of hybrid-resist support tank items and ensuring we have almost none for income tanks.
Zephyr
Zephyr is back! This is mostly an experimental take on attempting to give a class that already scales well a way to scale even better. We're mostly interested in seeing if there's any interest in this kind of “full build capstone” effect that we can add to make champions feel satisfied when their build is actually completed.
See full patchnote

Runes you recently played

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Other runes

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See full patchnote