
The illustrious perma-ban of Kassadin as well as many other champions get toned down while more jungle picks may see the light of day in Patch 4.4.
Though Kassadin's highly contested rate from 4.2 was erased from competitive play, those were simply changes to tide everyone over until the remake. Kassadin has essentially transformed into a mana bruiser similar to Ryze. On top of that, Sivir's pushing power takes a hit as we've seen her OGN dominance spread to other regions where her utility combined with wave shoving ability became increasingly frustrating. Powerful jungle champions like Vi and Elise are being toned down to open doors for new choices like Skarner and Nautlius, and "Lich Bane" champions are receiving tweaks as well.
LoL Client
Continuing the work we did in patch 4.3, we've got some general cleanup and bug fixes.
- Game owners are now labeled as “Owner” in the lobby invites panel
- Players can no longer accept invites while in a matchmaking queue
- Fixed an issue where players who relogged with an on-hold invite (the lobby entered champion select) experienced various issues preventing them from entering games
- Fixed an issue where the invite system counted spectators when determining whether a custom lobby was full
- Fixed a reconnect issue where players who restarted the client while spectating a custom game were stuck on a blank landing page upon relogging
Reworks
Kassadin
Old Kassadin's combination of high mobility, strong disables and high burst damage left his victims with very few to no options against him (other than banning him in every single ranked game), especially when he snowballed ahead. Our focus here is to introduce more counterplay to Kassadin's kit, something we couldn't do with number tweaks alone. For example, lowering Kass's damage doesn't make for an interesting gameplay interaction (it just means you can turn around and smash him in the face if you survive the burst), while increasing his cooldowns means he just needs to wait longer before blowing somebody up.
In the end, we opted for a full-on kit rework to reinforce his core theme as an anti-magic assassin with unrivaled mobility. These changes mean Kassadin must rely on his mobility to pick fights while finding opportunities to dive in and out of combat to take out targets. It's worth stressing: these changes are to make Kassadin less of a "blow someone up when you can" champion and more of a mobile attacker who wants to get in to fight while using Riftwalk to stay safe. Obviously, this is a significant change, so we'll be watching his performance very closely.
We've increased Kassadin's attack range and changed his passive so it no longer grants attack speed but avoids unit collision. We reduced Null Sphere's damage and pulled off the silence, although it will still interrupt channeled abilities. Instead, Null Sphere now grants Kassadin a shield on use. Nether Blade now passively deals bonus magic damage per autoattack and, when activated, deals higher bonus magic damage as well as restoring some of Kassadin's missing mana. No big changes to Force Pulse though we did reduce its damage a bit. Riftwalk, on the other hand, has a lot of changes. We've reduced its cooldown and it now scales with max mana instead of AP. Each stack now doubles the mana cost of the next Riftwalk but we reduced the mana cost and the number of max stacks to compensate. It also no longer refunds mana on hitting enemy champs.
General
Passive - Void Stone
Q - Null Sphere
NEWW - Nether Blade
E - Force Pulse
R - Riftwalk
Champions
Annie
We like Annie's versatility, but some of her base damage is too high for how she's currently being used. Our goal is to introduce more interesting choices in Annie's kit (particularly on that Disintegrate buff) as we looked for ways to buff her late game scaling when she builds more traditional AP items.
We've reduced Disintegrate's cooldown by half on any kill (champion or minion). We've also fiddled with Incinerate and Tibbers so they do less base damage but scale better with AP.
Q - Disintegrate
W - Incinerate
R - Summon: Tibbers
Diana
The Lich Bane changes affect Diana pretty hard, so we're tweaking her numbers a little to make sure she still packs a punch.
Passive - Moonsilver Blade
Elise
Reiterating what was mentioned in the foreword of the patch notes, we like champions that have different strengths and weaknesses at various points in the game, but jungle Elise was an extreme outlier with her super strong spider-of-all-trades early game. This is definitely a nerf, but we'll keep an eye on Elise as she adjusts.
We lowered Neurotoxin/Venomous Bite's damage versus monsters while making Cocoon's stun shorter at early levels and higher at later levels. We also shortened the cooldown of Rappel and lowered spiderling health at early levels but raised it at higher levels.
Q - Neurotoxin
Q - Venomous Bite
E - Cocoon
E - Rappel
R - Spider Form
90/100/110/120/130/140/150/160/170/180/190/200/210/ 220/230/240/250/260 ⇒85/95/105/115/125/135/145/160/175/190/210/230/250/ 275/300/325/355/390
Ezreal
We saw the Lich Bane changes as an easy opportunity to preserve the AP Ezreal off-build without jeopardizing the health / balance of his primary build.
Q - Mystic Shot
Fizz
Lich Bane's a pretty key item for Fizz, so we're giving the little fish dude a buff to compensate for the item change.
W - Seastone Trident
Heimerdinger
We've been paying close attention to Heimerdinger since his kit rework and felt he could use a little more late game help. Turret basic attacks deal a hell of a lot more damage than people realize, so we're tying their power in with the “flashier” big sister: The Beam. This way, Heimerdinger must position his turrets for maximum effectiveness on both attacks (basics and beams).
Heimer's got a visual update! We bumped up Heimer's move speed and made some changes to his turrets. Turret health now scales with AP and champion levels, and turret basic attacks now reduce the cooldown of turret beams instead of CDR. Also, turrets are now a little worse at last hitting minions unless Heimer orders them to attack specific ones.
General
Heimerdinger has received a visual update, including one hell of a haircut! Check out the full details here.
Q - H-28G Evolution Turret
Kog'Maw
Late game, Caustic Spittle's lower cast range often clashed with Kog's Bio-Arcane Barrage empowered attack range, so we're clarifying Kog'Maw's role as an artillery-lobbing, tank-shredding, spittle-spitting, purple people-eating, puppy-monster… thing.
Caustic Spittle is now a straight line skill shot with a longer range. It has a higher base damage and now shreds the target's armor and magic resistance.
Q - Caustic Spittle
W - Bio-Arcane Barrage
R - Living Artillery
Nautilus
We're giving Nautilus some love so he can be a little safer in the jungle while scaling better into the late game (particularly with his slow early game).
W - Titan's Wrath
Sivir
Continuing our Sivir watch since her rework. These nerfs mean Sivir can't create an unhealthy lane by auto-pushing her opponents to the tower without interacting with them. The higher mana costs combined with a buffed mana restore on Spell Shield means Sivir needs to take more risks to keep using her abilities.
Q - Boomerang Blade
W - Ricochet
E - Spell Shield
Skarner
We said we'd monitor Skarner after his changes, and we're continuing to do so. The buffs in patch 4.3 were a good direction but it looks like Skarner could use a little more reliability.
E - Fracture
Thresh
8 seconds is really all the time a soul needs before it realizes it can escape from Thresh. The shorter window to pick up souls means Thresh will have to take more risks as he tries to collect distant souls.
Passive - Damnation
Tristana
Using Rapid Fire is about timing and opportunity (not mana costs!), so we're clarifying its use.
Q - Rapid Fire
Twisted Fate
Twisted Fate was another Lich Bane fan who relied on its extra damage to stay strong. Now that we've knocked Lich Bane down a few notches, we're giving the Card Master a couple buffs to keep him happy.
W - Pick A Card
E - Stacked Deck
Vi
Vi deals a lot of damage when building tanky and we want to incentivize her to go back to what she does best: punching things. The change to Assault and Battery gives a little more breathing room for her opponents between her oppressive early ganks while also giving foes more opportunities to capitalize on poorly planned ults.
Vault Breaker has a lower base damage now but scales better with AD. We also raised Assault and Battery's cooldown at early ranks and reduced the knockback duration and distance to secondary targets.
Q - Vault Breaker
R - Assault and Battery
Minor Changes & Bug Fixes
Fiora
R - Blade Waltz
Karthus
We fixed a bug that caused Karthus to lose certain item buffs for varying amounts of time when he became a spirit. We'll keep an eye on Karthus after this patch as this fix is a significant buff to his damage while in his undead-er form.
Passive - Death Defied
LeBlanc
E - Ethereal Chains
Lux
We're updating Final Spark's targeting indicator so players who use quick cast can see the range of the spell easier.
R - Final Spark
Quinn
With this change you'll still have to figure out what Valor likes to do, but at least you'll know when he's taking a break and won't help you out on his own.
Passive - Harrier
Udyr
E - Bear Stance
Yorick
We fixed a bug that caused Yorick's Omen of Death'd target (well that's awkward to write) to lose certain item buffs for varying amounts of time when they became a zombie. We'll be watching Yorick after this patch as this fix is a significant buff to Omen of Death.
Q - Omen of War
R - Omen of Death
Items
Lich Bane
Historically we've run into a lot of problems with champions who use Lich Bane because of its high-power AP burst, so we're taking a look at the item itself. Lich Bane is designed to be a damage supplement for AP champs that incorporate basic attacks into their spell rotations, unlike Deathfire Grasp which is for champions who want to optimize their burst damage. This adjustment lets us take a look at champions who traditionally depend on Lich Bane for their damage output. We've given a bit of power back to Diana, Ezreal, Fizz and Twisted Fate for now and we'll keep a close eye on the state of the game after this change to see if we need to help out anyone else.
We're lowering Lich Bane's damage.
Trinkets (Warding Totem, Sweeping Lens, Scrying Orb)
A lot of players were relying on the early Warding Totem to protect standard invade paths, which ended up preventing meaningful aggression. We like that invading can be a team strategy, so we're hoping this helps out. Plus, lowering the swap cooldown for trinkets should allow for more flexibility.
Wriggle's Line
We're currently working on the Wriggle's line of items and, in patch 4.5, we'll be introducing an "evolution" to Wriggle's Lantern where it transforms into a more powerful item called Feral Flare when you accumulate a large number of monster kills. Once again, that item will hit in 4.5 but you can play with the minor Madred's and Wriggle's changes for now.
The specific goal here is to fill in the “missing link” of jungle items for basic attack reliant champions. We really want to give 'carry' junglers an item that focuses on a weaker early game for mid to late game payoffs.
Madred's Razors now gives attack speed rather than armor. Wriggle's Lantern now gives attack damage and a little more attack speed rather than armor and attack speed.
Madred's Razors
Wriggle's Lantern
Summoner Spells
Teleport
We like the offensive pressure that comes from taking Teleport, but its defensive use (ie: lane recovery or base protection) could use some love.
Graphical Updates
We're continuing along our goal of making gameplay more readable, satisfying, and visceral. Also pretty.
- Barrier particles and sound effects updated
- Heal particles and sound effects updated
- Teleport particles and sound effects updated
- Ignite particles updated
- Ghost sound effects updated
- Screenshots in the spells tab of your profile have been updated according to recent changes.
Twisted Treeline
Renekton
The crocodile can be pretty overwhelming in a 3s match, so we're taking a little power off.
R - Dominus
Syndra
As a zone control mage, Syndra was designed and balanced to fend off 5 attackers, but she can be oppressive in 3v3 matches.
E - Scatter the Weak
R - Unleashed Power
Crystal Scar
Talon
Talon's invisibility is really strong on wardless maps, so we're upping the cooldown a bit to compensate. We're also lowering his mid/late game burst because really, it's too damn high.
Q - Noxian Diplomacy
R - Shadow Assault
Thresh
Thresh's soul pickup rate on Dominion is pretty low in comparison to SR, which leaves him lackluster in the stats department. So, we're giving him some help to hit parity with other tanks and supports.
Passive - Damnation
R - The Box
Source - Riot Games


Passive - Void Stone
Q - Null Sphere
E - Force Pulse
R - Riftwalk
Q - Disintegrate
W - Incinerate
R - Summon: Tibbers
Passive - Moonsilver Blade
Q - Neurotoxin
Q - Venomous Bite
E - Cocoon
E - Rappel
R - Spider Form
Q - Mystic Shot
W - Seastone Trident
Q - H-28G Evolution Turret
Q - Caustic Spittle
W - Bio-Arcane Barrage
R - Living Artillery
W - Titan's Wrath
Q - Boomerang Blade
W - Ricochet
E - Spell Shield
E - Fracture
Passive - Damnation
Q - Rapid Fire
W - Pick A Card
E - Stacked Deck
Q - Vault Breaker
R - Assault and Battery
R - Blade Waltz
Passive - Death Defied
E - Ethereal Chains
R - Final Spark
Passive - Harrier
E - Bear Stance
Q - Omen of War
R - Omen of Death
R - Dominus
E - Scatter the Weak
R - Unleashed Power
Q - Noxian Diplomacy
R - Shadow Assault
R - The Box




