The new patch notes are out without many balance changes due to LCS currently going on.

With competitive play resurging for many regions, Riot hasn't done much in the form of balance changes.  However, a few champions that were a bit over the top like Soraka or were a bit underwhelming compared to relative counterparts such as Blitzcrank have been adjusted.  In addition, there are now changes for Twisted Treeline.

General

We investigated a few cases where turret aggro was behaving inconsistently. These changes should address most issues.

  • Champions can no longer drop turret aggro by entering stealth or using the summoner spell Flash
  • Turret aggro can now only be lost if a champion leaves its targeting range, dies, or enters a state of untargetability (eg: Zhonya's, Elise Rappel, Vlad pool).

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Champions

Blitzcrank

Rocket Grab and Static Field cost less mana.

With popular utility champions providing additional utility beyond vision control and a body on the field, Blitzcrank needed some small upgrades to keep up. Given Blitz already has strong utility (gated by his long cooldowns), some mana cost reductions means he should be able to bring Amumu to your team more often.

Q - Rocket Grab

COST120 mana ⇒ 100 mana

R - Static Field

COST150 mana ⇒ 100 mana

Cho'Gath

Cho can eat things a little faster and from a little further away.

This is a change we've wanted to do for some time, given how sad Cho gets when his meals flash away. Basically this means Cho's Feast range will correctly match his attack range when he's at 6 Feast Stacks. Nom nom nom nom nom nom nom!

R - Feast

RANGE150 ⇒ 175 CAST TIME0.5 seconds ⇒ 0.25 seconds

Kha'Zix

Evolved Wings' cooldown is now the same as Leap.

Kha'Zix is currently strong at all levels of play, but when we discovered this bug (heh), we felt the right thing would be to fix it to work as intended, even if it meant giving him a slight buff. Long term, we're still considering changes to Kha'Zix that allow him to retain his assassin playstyle without having the raw strength to brute force his way out of most situations.

E - Evolved Wings

KHA'ZIX FIXFixed a bug where Evolved Wings had a longer cooldown than Leap - 24/22/20/18/16 ⇒ 22/20/18/16/14

Malzahar

Nether Grasp is cheaper. We probably don't need to summarize these.

We realize that high mobility mages are currently valued in the competitive landscape, but buffing Malz against his identity ends up flattening the role of a mage and inhibits other forms of role experimentation. Still, streamlining Nether Grasp's mana cost to be in line with other high cooldown ultimates was a change Malz could use, so we heeded the call (... of the void).

R - Nether Grasp

COST150 mana ⇒ 100 mana

Pantheon

Last patch, we made a functional change to Pantheon without documenting the change (sorry!). Before the change, Pantheon's Grand Skyfall was dealing damage a full 0.5 seconds after he visually hit the ground, which was inconsistent (not to mention weird). Visually it's confusing that Pantheon can stun opponents before he's even finished landing from Grand Skyfall, so we made the change for Clarity purposes while also affecting his power. That said, we've heard a lot of your feedback that this hampers Pantheon's ability to use Grand Skyfall effectively (or at all), and we're going to keep a close eye on him in this patch.

R - Grand Skyfall

CLARITYPantheon can no longer cast spells until he's finished landing BUGFIXGrand Skyfall's animation and damage now better match each other. The timing is unchanged from when the enemy indicator appears to when damage occurs, but Pantheon now visually lands 0.5 seconds later.

Soraka

Starcall does less damage and Infuse costs mana when used on an enemy.

Soraka's solo lane patterns are pretty obnoxious, as she can simply shove out opponents with Starcall while inhibiting their ability to fight back with her free Infuses. Soraka should be brought to a solo lane as someone who can consistently support her team, rather than dealing high ramping magic damage via Starcall.

Q - Starcall

DAMAGE60/95/130/165/200 ⇒ 40/65/90/115/140 UTILITYIf Starcall hits an enemy, Astral Blessing's cooldown is reduced by5/6.25/7.5/8.75/10% ⇒ 5/8/11/14/17%

E - Infuse

NEWCOSTCosts 50 mana at all levels when cast on an enemy

Udyr

E - Bear Stance

CLARITYUdyr now sees an indicator when he stuns a target that shows how long to wait before he can stun that target again

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Minor Changes & Bugfixes

Nami

Q - Aqua Prison

BUGFIXFixed a bug where Aqua Prison could interrupt certain abilities that were intended to be immune to disabling effects (e.g. Jarvan IV's Cataclysm, Malphite's Unstoppable Force)

Sejuani

Q - Arctic Assault

BUGFIXFixed a bug where Arctic Assault would stop on collision with, but fail to knock up, really large enemy champions (Cho'Gath with 6 Feast stacks, Zac with a lot of bonus HP, large champions that were Wild Growth'd by Lulu, champions who weren't watching their diet, etc)

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Twisted Treeline and Crystal Scar

Twin Shadows

NEWPASSIVENow detects traps

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Twisted Treeline

Turrets

Turrets deal more damage and ramping damage, as well as having more defenses.

Currently on TT, turrets simply aren't threatening enough to super-bruisers that stack armor and dive for their squishier teammates. While this change alone may not fix this, it's the start of us enforcing turrets as a meaningful safety zone for players on the losing team. We're also beefing up turret resists in the case of a siege - you can still 'chip' turrets over the course of a game before breaking them down in a big push, but we felt they could stay up a little longer.

NEWDAMAGE BONUSTurret basic attack damage increased by 10% (now matches Summoner's Rift turrets) DAMAGE'Heating Up' passive now increases turret damage by 20% ⇒ 25% per shot ADDENDUM"Heating Up" passive scales up to a total 60% ⇒ 75% DEFENSETurrets lose 150 armor / magic resistance ⇒ 75 armor / magic resistance when enemy minions are nearby

Jungle Monsters

Large Monsters have way more HP, small monsters have slightly less.

The low base health on the original jungle camps in TT cuts their threat scaling significantly, making jungling a little too easy for anyone with a small amount of Attack Damage (or in 120% of all cases, Ravenous Hydra). We'll be watching this closely as we don't want junglers to feel hyper-vulnerable, but with the recent buffs to scaling jungle experience, we felt increasing the risk/commitment of the jungle was appropriate.

BIG GOLEM HEALTH850 ⇒ 1250 SMALL GOLEM HEALTH550 ⇒ 500 BIG WOLF HEALTH650 ⇒ 1150 SMALL WOLF HEALTH430 ⇒ 400 BIG WRAITH HEALTH550 ⇒ 1000 SMALL WRAITH HEALTH380 ⇒ 350

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Team Builder

  • Team Builder wins and losses are now added to total Normal wins and losses
  • Captains in Team Builder can now grant invite powers to invited friends


Source - Riot Games