Patch 14.15 overview
Champions you recently played
No change
Other Champions
W cooldown reduced at higher ranks. R damage increased and cooldown increased at lower rank.
Q mana cost increased. W range reduced at higher ranks. E mana cost increased.
Passive movement speed decreased and spirit bonus formula changed. Q recast delay decreased. W cooldown increased and invis break timing adjusted. E dash speed decreased. R damage decreased.
Base Mana increased and mana growth decreased. Q mana cost reduced at higher ranks and damage reduced. W mana cost decreased. E mana cost decreased and damage decreased.
Q damage decreased.
Base Health increased and Health growth decreased.
Passive damage decreased. W damage decreased.
E damage increased.
Base health growth increased. Q Mana Cost decreased. E no longer grabs targets behind Skarner.
Base Armor increased. Q cooldown and explosion damage decreased. W heal ratio changed, and damage decreased. E damage decreased.
Q dash now lands closer to target.
Base AD increased. Passive Attack Speed bonuses increased. W on-hit damage decreased.
Base armor increased. E damage increased.
Q damage increased. R cooldown increased at higher ranks.
Q AD ratio decreased and damage increased at higher ranks. R cooldown increased.
Items you recently played
No change
Other items

Abyssal Mask
A few patches ago we tried to make Abyssal Mask enticing both for low-income support tanks and for any offensively-skewed income tanks as well. The income tanks are the ones who have shown the most desire to pick it up, so we’re embracing them with some changes to make the item even more exciting. A significant boost to the MR shred aura with a moderate increase in price should not only make magic damage tanks happy but also give players an option when they find their team composition is too magic-heavy.

Berserker's Greaves
Berserker’s Greaves is losing around 150g worth of attack speed, nudging players toward finishing other items first.

Boots of Swiftness
We’re giving Swities the low-end 100g nerf as they have a clear place in the system and we think it’s fine if a few more champions pick these up for some new boot goofin’.

Cosmic Drive
We’re buffing several AP items this patch, starting with Cosmic Drive. In general, we identified AP items that we thought had a clear purpose but weren’t strong enough to pull the attention of enough champions, so by giving them some direct buffs, we hope to boost the power of AP champions in general and enrich their decision making.

Death's Dance
Death's Dance is more uncommon than we think is ideal, especially in a meta where high AD compositions are powerful, so we're buffing its armor to solidify its place as an answer to those compositions.

Hextech Rocketbelt
Rocketbelt isn’t appealing to enough champions right now and for an item that says, “Go dive directly into the enemy team,” we think the stat line should support that play style better.

Ionian Boots of Lucidity
Lucidity boots are getting nerfed a bit over 100g worth of value. We like that going for ability haste can be a compelling choice versus flat magic penetration for mages, so we’re not going too hard here.

Kraken Slayer
Kraken Slayer was retooled to be an early game gambit: If ADCs wanted to skip out on crit chance and lower their three-item DPS, they could pick up Kraken instead for some early priority. Turns out the opportunity cost of skipping Kraken is too high and it’s too strong for these champions. We’re lowering Kraken’s damage for ranged users specifically and reducing the degree to which they can permanently keep melee champions at harpoon’s reach.

Lord Dominik's Regards
When we adjusted LDR in the mid-year patch, we pushed the armor penetration high enough that it was no longer enough of a penalty to stack physical damage ADCs on a team, so we’re walking its armor penetration back to its pre-patch value, which should still make it clearly good when the situation calls for it but also bringing down the cap on pure physical damage teams. Meanwhile, Mortal Reminder was made strictly more powerful by gaining 5% crit chance, so we’re dropping 5 AD (everyone’s favorite nerf).

Mercury's Treads
Overall the nerfs to tier two boots are meant to make them the correct buy once you actually want the move speed, instead of just the best early items in the game. Ideally building your first legendary should be the optimal way to play out your laning phase but upgrading your move speed could be worthwhile if you need to dodge skill shots or close the gap on a ranged opponent.

Mortal Reminder
See Lord Dominik’s Regards

Null Magic Mantle
We’re making a big change in nerfing tier two boots. In order to make that happen, we needed to tap down on Null Magic Mantle as well. This has a nice side benefit of making this item shut down mage opponents less hard, which we like. Unless otherwise mentioned, all items that build from Null Magic Mantle have the same total stats and total price.

Plated Steelcaps
We generally buffed Steelcaps back in 14.10 by making it cheaper, giving it more armor, and taxing the anti-attack passive lightly. It’s so strong that it’s become a default pick in many AD-vs-AD lanes, making the lane more about pushing in the wave as fast as possible and less about interactions. By bringing its overall gold efficiency back down, it’ll be slightly weaker than 14.9’s version.

Sorcerer's Shoes
Sorcerer’s Shoes loses head’s-up 1v1 to Mercury’s Treads and that will still be true next patch, but the hope is that with price disparities and an overall push toward finishing the first legendary that it won’t matter as much. Since we’re overall lowering the amount of MR in the game via Null Magic Mantle and Mercury’s Treads, we’re giving only a light tap to Sorcerer’s Shoes in line with the smaller boot nerfs from this patch.

Statikk Shiv
Statikk Shiv is stronger than people give it credit for. While it’s a common purchase on Zeri, Kai’Sa, and Sivir, it’s growing in popularity (and very good) on Jhin and Ashe as well. Since we’re nerfing its direct competition in Kraken Slayer, we’re delivering a slightly smaller tap to Shiv as well. As with Kraken, we’re keeping the bonus move speed but lowering it to help melee champions chase down their prey.

Stormsurge
Stormsurge is quite a bit less popular than Shadowflame and we think it should see more play. To make its purpose more distinct, we’re increasing Stormraider’s bonus movement speed to encourage more playmaking. We’re also softening Squall’s nerf for ranged users to make it more appealing to them.

Symbiotic Soles / Synchronized Souls
We’re specifically not nerfing Symbiotic Soles as they’re a little weak relative to other boot options. A few champions may find themselves moving over as a result of the other nerfs here.

Void Staff
We buffed Void Staff a little bit ago and we’d like to go a bit harder to ensure that it’s clearly an exciting piece for burst mages.

Wit's End
Wit’s End had its on-hit damage scaled back when it used to give flat attack damage as well, which had made it overbearing in lane against magic damage champions. Now that the AD is gone, it’s become somewhat of a trap as an early purchase. By smoothing out its early game damage, it should once again be viable as a first item.
Runes you recently played
No change
Other runes

Dark Harvest
We adjusted Dark Harvest last month to make it a high risk option that rewards early dominance. Our hope was to make it slightly stronger than it was before, which didn’t quite happen, so we’re delivering some direct buffs to the rune. A lower baseline cooldown will nudge it up for laners specifically, while a quicker reset on takedown should buff it for everyone in team fights.

Fleet Footwork
Fleet Footwork is providing too much early safety, making champions who have an early advantage run over their lane opponents with pure sustain. This patch, we’re lowering the early healing on Fleet and backloading it until level 14+.