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[News] PATCH 12.22 NOTES (League of Legends)


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 The patch notes are here and there’s A LOT of them. We have Chemtech Drake’s redemption arc, a brand new Chemtech Rift, three new adorable jungle companions, seven new items, new ARAM balance changes, new… well you get the point.

Welcome to League of Legends 2023 Preseason!

It's the last patch of Dragonlands over at TFT and the team is doubling down on the Treasure Dragon mechanic and shipping a ton of buffs. Read more about it at the TFT patch notes here! 


11/22/2022 MID-PATCH UPDATE 3


  • Tower Trickery: Fixed a bug where Neeko could turn into objects like fountain towers and copy their damage output using her passive

11/18/2022 MID-PATCH UPDATE 2


  • Don’t Stop, Attackin’: Fixed a bug where wards revealed by Firelight’s Bloom would display repeated on-hit attack effects (like Titanic Hydra) if attacked while temporarily invincible due to effects like Teleport
  • Radiant Cooldowns: Fixed a bug where Radiant Virtue would permanently increase the cooldown of recastable ultimate abilities upon being recast

11/17/2022 MID-PATCH UPDATE 1


  • E - Tantrum Cooldown Reduction when hit by Basic Attacks: 0.5 seconds ⇒ 0.75 seconds
  • E - Tantrum Magic Damage: 75/100/125/150/175 (+50% AP) ⇒ 85/110/135/160/185 (+50% AP)


  • Passive Health Cost: 131-70 (levels 1-18) ⇒ 98-0 (levels 1-18)
  • Passive Mana Cost: 135-66 (levels 1-18) ⇒ 90-0 (levels 1-18)
  • Daisy??: Fixed a bug where Daisy could take kill credit for Drake and not give the credit towards Soul to her respective team

111522_Patch_12_22_Notes_Jak_Sho.pngJak’Sho the Protean

  • Bonus Armor and MR per Stack: 2 ⇒ 3
  • Percent Bonus Armor and MR at Maximum Stacks: 10% ⇒ 15%


  • The Ghost of Chemtech: Fixed a rare bug where Karthus would momentarily revive from his passive if he had the Chemtech Soul buff


  • Bonus Attack Speed after Casting Q - Dance of Arrows: 25% ⇒ 35%


  • E - Sapling Toss Empowered Slow Amount: 45% (+0.6% per 100 bonus HP) (+2% per 100 AP) ⇒ 45% (+0.9% per 100 bonus HP) (+4% per 100 AP)

111522_Patch_12_22_Notes_RadiantVirtue.pngRadiant Virtue

  • Maximum Health Heal Ratio: 1% ⇒ 2%
  • Non-Ultimate Ability Haste: 15 ⇒ 20
  • Uncool Cooldowns: Fixed a rare bug where Radiant Virtue could permanently reduce an allies ability cooldowns


  • W - Defensive Ball Curl Base Bonus Armor: 40 ⇒ 50
  • W - Defensive Ball Curl Base Bonus Magic Resistance: 10 ⇒ 15

111522_Patch_12_22_Notes_Ravenous_Hydra.pngRavenous Hydra

  • Total Cost: 3300 gold ⇒ 3400 gold
  • Unique Passive - Carnivorous AD per Stack: 0.6 (24 maximum AD) ⇒ 0.5 (20 maximum AD)

111522_Patch_12_22_Notes_RodOfAges.pngRod of Ages

  • Total Cost: 3200 ⇒ 2800


  • Not-so-fun Surprise: Fixed a bug where Shaco’s boxes from his W would no longer deal bonus damage


  • Ruined King: Fixed a bug where Viego would no longer gain bonus jungle experience after ending possession of an enemy champion

ARAM Balance Adjustments

  • Akali: 115% Damage Dealt ⇒ 110% Damage Dealt
  • Ashe: 0 Bonus Attack Speed Scaling ⇒ 0.01 Bonus Attack Speed Scaling
  • Kalista: 0 Bonus Attack Speed Scaling ⇒ 0.01 Bonus Attack Speed Scaling
  • Kayn: 100% Healing ⇒ 80% Healing
  • Kha’zix: 115% Damage Dealt ⇒ 110% Damage Dealt
  • K’Sante: 100% Damage Taken ⇒ 90% Damage Taken
  • Lillia: 100% Damage Taken ⇒ 105% Damage Taken, 95% Damage Dealt ⇒ 90% Damage Dealt
  • Lucian: 100% Damage Taken ⇒ 95% Damage Taken
  • Seraphine: 0 Ability Haste ⇒ -20 Ability Haste
  • Shyvana: 100% Damage Dealt ⇒ 95% Damage Dealt
  • Sona: 0 Ability Haste ⇒ -20 Ability Haste



Space Groove Gragas, Space Groove Lissandra, Space Groove Nami, Space Groove Ornn, Space Groove Taric, Space Groove Teemo, Space Groove Twisted Fate, and Prestige Space Groove Nami will be available November 17, 2022.

Victorious Sejuani will also be distributed in this patch!




 Chemtech Drake is BACK and better than ever! Our goal with the new-and-improved drake is to encourage calculated, aggressive plays and incentivize players to fight to the end to gain the edge over their opponents. Go big or go home! 
  • Chemtech Drake: When the Chemtech Drake is below half health it gains 33% damage resistance and deals 50% more damage. This drake will deal 100% total AD + 4% of its target’s health as physical damage with each attack.
  • Chemtech Buff: When your team kills a Chemtech Drake they will gain a stacking buff that grants 5% Tenacity and 5% Healing and Shielding power
  • Chemtech Soul: Upon receiving the Chemtech Soul, players will receive a buff that gives them 10% damage resistance and 10% more damage while below 50% health


 Alongside the new drake is the new Chemtech Rift! The Chemtech gas we introduced to the Rift in last year’s preseason was a bit too toxic for a good gameplay experience, so we opted to take a more measured approach this year. Now, instead of sitting on the surface, the Zaunite chemicals have seeped their way into the Rift, mutating the environment and enhancing each of the jungle plants with different effects. 
  • Stim Fruits: Honeyfruits will upgrade into Stim Fruits and provide the usual heal plus a bonus shield in addition to no longer slowing champions that consume it
  • Blast Cones: Blast Cones will now blast units within their range twice as far when they explode
  • Firelight Bloom: Scryer’s Bloom will upgrade into Firelight’s Bloom which will reveal a small area around the plant when broken in addition to the usual cone in the opposite direction it was broken from. Allies tagged will also gain movement speed towards that direction for a short duration, and enemy wards revealed will be taken to 1 health.



 We’ve got a lot of jungle changes to unpack here, so let’s jump right into it!

One of the biggest changes you’ll notice is that all the camps got their own little Durability Update. Our goals with this update are to make it more of an investment for laners to take jungle camps (especially in the early game), keeping fast clear speeds fast while making slow clearers slightly less slow by shifting jungle dps into companions, and shifting some gold and experience from the jungle itself into the new jungle items. On the other hand, we actually made Krugs a less durable camp by removing the 2 Krugs that spawned from the Ancient Krug which should make the camp less of a time sink and allow for more interesting early game jungle pathing.

We've also made quite a few adjustments to reduce how effectively both laners and enemy junglers can poach camps. The Own-Side clearing strength changes are meant to speed up how fast junglers clear their own jungle while increasing the opportunity cost of invading. This Own-Side Clearing Strength change will also help tone down very early invades and vertical jungling which, while interesting and powerful, is currently too reliant on your team's ability to play around you and maintain early lane pressure. In addition, the new Marked for Death change should make getting counter jungled a bit less punishing as well. To be clear, we absolutely do want counter jungling in the game and believe it should be an effective strategy for junglers. However, the current state of counter jungling is far too strong and punishing, making it an incredibly miserable experience for those being invaded which isn’t ideal for the role.

And now a paragraph just for our favorite Rift Scuttlers. Scuttle has two key issues we’re trying to correct: breaking its shield was a miserable experience for junglers unable to do so and champion viability in the jungle was dependent on whether or not your champion could reach Scuttle by 3:15. While we completely removed the former, we shifted the spawn time for Scuttle to 3:30 to help slower junglers take their time clearing while faster ones can get in a sweet pre-Scuttle gank now.

Last big change to discuss is sustain in the jungle. We’re taking the healing power out of Smite and Gromp and spreading it across the jungle with the jungle companions. When the % health on-hit damage from some camps is factored in, this should result in a jungle where only a few champions finish their clear with low health, most champions have a decent amount of health to work with, and sustain oriented champions leave very healthy. After all, if every champion could heal like Warwick, there wouldn’t be much value in Warwick’s innate sustain. 


  • NEWMarked for Death: When a large monster dies, all small monsters in their camp will be marked for death. After 10 consecutive seconds of not being in combat with a champion, monsters that have been marked for death will die.
  • NEWOwn-Side Clearing Strength: Junglers now deal 20% more damage from non-true damage sources to monsters on their own side of the jungle. This increased damage will not apply when invading and dealing damage to the enemy’s camps.
  • NEWParting Gifts: All large monsters will now heal [27+3/level (increased by up to 2.25x based on missing health) health and restore 15+2/level (increased by up to 2.25x based on missing mana) mana upon takedown if you have a jungle companion. This heal/mana restoration will take the form of a projectile that will be fired towards the champion that last-hit the monster after a 0.3 second delay.


  • Lane Minion Experience: Junglers will only gain 75% experience from lane minions before their first pet evolution unless the jungler is behind the average game level
  • Large Monster Gold: All large monster gold given to non-junglers has been reduced by 15 gold
  • Large Monster Experience for Non-Junglers: All large monster experience given to non-junglers has been reduced by 15 experience except for the Ancient Krug which has been reduced by 12 experience
  • Large Monster Experience for Junglers: All large monsters now give an additional 15 experience if you have a jungle companion

Blue Sentinel

  • Health: 1850 ⇒ 2300
  • Attack Damage: 78 ⇒ 66
  • NEWOn-Hit Damage: Blue Sentinel now deals 5% of its target’s current health on hit


  • Health: 1650 ⇒ 2200
  • Attack Damage: 74 ⇒ 70
  • Attack Range: 200 ⇒ 175
  • NEWOn-Hit Damage: Gromp now deals 5% of its target’s current health on hit
  • REMOVEDParting Gift: Gromp will no longer heal the champion that killed it upon dying


  • Ancient Krug Health: 1050 ⇒ 1350
  • Ancient Krug Attack Damage: 74 ⇒ 57
  • NEWOn-Hit Damage: Ancient Krug now deals 3% of its target’s current health on hit
  • Krug Health: 500 ⇒ 650
  • Ancient Krug and Krugs Death Animation/Smaller Krug Spawn Time: 1.3 seconds ⇒ 1 second
  • REMOVEDKeeping It Together: Ancient Krug no longer spawns 2 Krugs when killed and instead spawns 4 mini Krugs
  • NEW1=2: Ancient Krug is now counted as 2 CS (Note: The Krugs camp as a whole will still be counted as 4 CS)

Murk Wolves

  • Greater Murk Wolf Health: 1200 ⇒ 1600
  • Greater Murk Wolf Attack Damage: 35 ⇒ 30
  • NEWOn-Hit Damage: Greater Murk Wolf now deals 3% of its target’s current health on hit
  • Murk Wolves Health: 480 ⇒ 630


  • Crimson Raptor Health: 800 ⇒ 1100
  • Crimson Raptor Attack Damage: 20 ⇒ 17
  • NEWOn-Hit Damage: Crimson Raptor now deals 3% of its target’s current health on hit
  • Raptor Health: 425 ⇒ 500
  • Raptor Attack Damage: 10 ⇒ 7

Red Brambleback

  • Attack Damage: 78 ⇒ 66
  • Health: 1850 ⇒ 2300
  • NEWOn-Hit Damage: Red Brambleback now deals 5% of its target’s current health on hit

Rift Herald

  • Experience Given to Champs within 600 units: 200 ⇒ 300
  • First Spawned Rift Herald Charge: 2000 ⇒ 1500 (Note: Actual damage done will be higher than this value)

Rift Scuttler

  • Spawn Time: 3:15 ⇒ 3:30
  • Health at Level 1: 1050 ⇒ 1550
  • REMOVEDSee Ya Shield: Rift Scuttler no longer has a shield


 It’s dangerous to go into the jungle alone, so take one of these jungle companions! Traditional jungle items will now be replaced by adorable, feisty, and all-around wholesome companions. If you bring Smite, you'll have the option to purchase Mosstomper, Scorchclaw, or Gustwalker in egg form at the beginning of the game. They’ll grow and evolve as you progress in the game by getting stacks from monster and champion takedowns, so make sure to give them lots of treats/stacks and love. In an effort to conserve the Rift ecosystem, we strongly recommend that our furry and scaly friends (and Smite) be kept in the jungle. 

Companion Attacks

  • Companions will deal 20(+4% bonus HP)(+15% AP)(+10% AD) and will attack at a rate of 1 attack per second. After their owner has stopped attacking, they will attack two more times and then stop.
  • Companions will heal their owner for 70% of the above number every time they attack
  • Damaging a camp from a distance will cause companions to leap attack toward the camp, dealing the same amount of damage

Companion Mana Regeneration

  • Companions will provide their owners with an increase to mana regeneration equal to [(8*percent missing mana) + (8*percent missing mana)*(level/1.3)*0.1] while in the jungle (including your jungle, the enemy jungle, and the river)

Companion Progression

 Jungle companions will evolve twice throughout the game by acquiring treats via the following methods: 
  • 1 treat per large monster/champion takedown
  • 1 bonus treat is stored every 60 seconds before reaching the companion’s final evolution form
  • 1 bonus treat is stored every 90 seconds after reaching the companion’s final evolution form
  • When a large monster is killed with bonus treats available, players will receive 2 treats and 50 bonus gold. 1 bonus treat stack will also be removed.


 As jungle companions evolve, they will receive the following bonuses at each evolution: 

First Evolution

  • Smite damage will be increased to 900 true damage against monsters
  • Smite is now castable on enemy champions, dealing 80-160 (based on level) true damage and slowing the target by 20% for 2 seconds
  • The jungle item will remain in your inventory
  • Companion will visually evolve
  • Smite’s icon will upgrade

Final Evolution

  • Smite damage will be increased to 1200 against monsters and will do 50% of its damage as AoE damage against nearby monsters
  • Players will become empowered and receive buffs depending on their chosen companion
  • The jungle item will be removed from your inventory
  • Companion will visually evolve
  • Smite’s icon will upgrade


  • Mosstomper’s Courage: Gain a 75-330 (based on level) health shield after killing a monster camp or after 10 seconds out of combat. This shield will remain indefinitely. Players will gain 20% Tenacity and slow resist while the shield is present and for 3 seconds after it has been broken.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units


  • Scorchclaw’s Slash: Scorchclaw will accumulate Ember stacks at a rate of 3 stacks per 0.5 seconds or 100 stacks upon killing a large monster. At 100 Ember stacks, your next instance of damage against an enemy champion will slow all enemies in a 250 unit radius by 30% (decaying over 2 seconds) and deal burn damage equal to 5% of the target's maximum health in true damage over 4 seconds to the primary target.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units


  • Gustwalker’s Gait: Gain 45% bonus move speed when entering a brush that decays over 2 seconds after leaving the brush. This is increased to 60% for 2 seconds after killing a large monster.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units


 In an effort to make the jungle more welcoming to players unfamiliar with the role, we’ll be adding visual leashing indicators that will show how far camps can be pulled before their patience starts diminishing. We’re also decreasing the distance camps can be pulled, so no more having to stand on the perfect pixel to clear two camps at once in order to hyper-optimize your clears. 
  • NEW Soft Resets: After losing all patience, instead of fully resetting, the monster will ‘soft reset’ for 6 seconds. While soft resetting, the monster will path towards its camp center, regenerate 6% of its max health per second, and will ignore attackers outside of its leash range. Attacking a monster while the attacker is within its leash range will end the soft reset and restore some patience. After these 6 seconds have passed without the monster being attacked, the monster will ‘hard reset’ and ignore all attackers, rapidly heal, and return to its original position.
  • NEWSoft vs Hard Reset Speed: Monsters will move more slowly while soft resetting, and faster once they hard reset
  • NEWPatience is Key: Monsters will not lose patience for 1.5 seconds after being attacked by a champion within the leash radius
  • NEW Patience Regeneration: Camps will now begin to regenerate lost patience after 2 seconds of being back within their leash range
  • Small Monster Patience: Small Monsters will match the patience of their respective large monster as long as it is alive and within 700 range
  • Blue Sentinel: 1000 ⇒ 650
  • Gromp: 700 ⇒ 450
  • Krugs: 900 ⇒ 650
  • Murk Wolves: 800 ⇒ 650
  • Raptors: 800 ⇒ 650
  • Red Brambleback: 1000 ⇒ 650
  • Rift Herald: 1200 ⇒ 1100


 Starting off your first clear on the wrong foot can be quite punishing for junglers, especially when the opponent knows exactly how to optimize their clear straight into their first gank. In order to make this first clear less punishing for newer or off-role junglers, we’re adding first clear pathing recommendations. These recommendations will be shown on your minimap and above camps visually, indicating the recommended order of your first clear. These first clear paths were determined by gathering data from high-skilled junglers on their high mastery champs across the globe. Pathing recommendations are based on win percentage and will be updated each patch.

It’s worth noting that your first clear order will always be situational depending on team comps and lane/jungle matchups. This is not meant to replace the skills and knowledge needed to have an optimal first clear, but more so intended to help those less familiar with the role. 




 League is a team game at its core. In order to better facilitate communication between teammates, we’re doubling the number of pings available to players. The 8 pings on the wheel will now be as follows: 
  • Returning Pings (clockwise): Retreat (formerly Danger), On My Way, Assist Me, Enemy Missing
  • New Pings (clockwise): Push, All-In, Hold, Bait


 We’re also adding an entirely new ping wheel that focuses primarily on vision. Using this wheel, you can now indicate the following: 
  • (from left to right) Vision Cleared, Enemy Vision, Need Vision
  • Extra Feature: The Need Vision ping will leave a small persistent indicator for a minute, or until a ward is placed nearby. You may only have one of these indicators active at any given time. Pinging again will replace your previous one.


 The Caution ping, which exists outside of the ping wheel system, is staying the same, with some updated visuals. 
  • Returning Pings: Caution


 Getting your team on board with taking an objective can be difficult, and having everyone ping simultaneously can get very confusing very quickly. We’re introducing a new voting function that will appear when objectives are pinged that works similarly to a surrender vote. Now all players can vote and indicate whether or not they’d like to take or contest that objective. The jungler’s vote will be counted as 2 votes and a total of 4 votes for or against will be considered aligned. Our hope is that this helps teams better plan around global objectives together because sometimes the team call is better than the right call. 



 While there are currently ways to see how many wards you have out on the map, there isn’t a quick way to check which wards are closest to expiring. We’re introducing new ward visuals on the minimap that will indicate when wards are close to expiring. Allied ward minimap icons will now change appearance when they reach a third of their remaining duration. 


 It can be hard to keep track of every single ward that gets placed on the map and even harder to successfully communicate that information to your teammates. Now, if you use a vision ping near an enemy ward that you've seen within the last 10 seconds—or just attack it—a perfectly accurate ward timer that is always visible to all teammates will appear until the ward is removed or expires. 



 In a continuous effort to make League of Legends more welcoming to newer players, we are adding in-game ability level-up recommendations. These visual indicators will appear once you level up and highlight which ability is typically leveled by players at each level. This information will be updated with each patch so that you’re all getting the latest and greatest information. 



 We’ll also be making some adjustments to help top laners scale better relative to other lanes, and hit those key item and level breakpoints faster relative to mid and bot. TL;DR: Mid and top are getting a bit more XP, bot duo is getting a bit less, and mid is getting a bit less gold. 
  • Mid Lane Gold Changes: All minions spawned in the mid lane will now be worth 1 less gold before 14 minutes when last hit (previously, only cannon minions were worth less gold, but were worth 10 less gold)
  • Minion Experience: Minions now grant 2.15% more experience to solo champions. Minion experience when shared between multiple champions is unchanged.


 When we introduced Mythic items in the item update, we designed them to be first item purchases that defined the playstyle of your build. As we’ve seen all of you test hundreds of thousands of build variations, we’ve revisited our Mythic item philosophy and now believe that these items don't always have to be first item rushes. Sometimes a Legendary item better fits the item profile a champion is looking for, and given the wide breadth of champion playstyles in the game we believe there's no need to be overly restrictive.

With the relaxed restriction on Mythic items as a first purchase, we are revamping tank Mythics without the presence of Immolate, allowing them to focus less on damage/farming and more on enabling the core tank fantasies of having tons of durability or crowd control (or both)!

To this end we'll be introducing three new Mythic tank items, as well as reworking Frostfire Gauntlet back to its former frosty glory: Iceborn Gauntlet. Turbo Chemtank and Sunfire Cape will be moving to the Legendary item space and have their effects simplified. Finally, we'll be making some smaller changes to a few other tank items to ensure they have the tools they need in this new world, including the return of an old friend for mages and tanks alike. Without further ado, let’s dive into the items! 


 Become an unkillable monstrosity over the course of a fight. 
  • Gold Cost: 3000
  • Health: 400
  • Armor: 30
  • Magic Resist: 30
  • Ability Haste: 20
  • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal
  • Passive - Voidborn Resilience: For each second in champion combat, gain a stack granting 2 armor and MR, up to 8 max. At max stacks become empowered, instantly draining enemies around you for 3% of your max health (reduced to 30% against minions and monsters) and increasing your resists by 10% until end of combat.
  • Mythic Passive: Grants all other Legendary items 5 armor and 5 magic resistance


 This is the Ornn upgraded version of Jak’Sho, the Protean. 
  • Health: 550
  • Armor: 40
  • Magic Resist: 40
  • Ability Haste: 25
  • Passive - Voidborn Resilience: Passive is identical to base version


 Become a shining light and lead the charge as a beacon of hope for your allies. 
  • Gold Cost: 3000
  • Health: 400
  • Armor: 30
  • Magic Resist: 30
  • Ability Haste: 20
  • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal
  • Passive - Guiding Light: Upon casting your ultimate you Transcend, increasing your max health by 10% for 9 seconds. While Transcended, you and allies within 1200 range of you gain 15 non-ultimate ability haste and heal for 1% of your max health every 3 seconds, increased by up to 100% based on that champion's missing health. 60 second cooldown.
  • Mythic Passive: Grants all other Legendary items 100 health


 This is the Ornn upgraded version of Radiant Virtue. 
  • Health: 550
  • Armor: 40
  • Magic Resist: 40
  • Ability Haste: 25
  • Passive - Guiding Light: Passive is identical to base version


 Grow into a goliath that towers over foes and pummels the opposition. 
  • Gold Cost: 3200
  • Health: 800
  • Health Regen: 200%
  • Ability Haste: 20
  • Build Path: Kindlegem + Crystalline Bracer + Giant’s Belt
  • Passive - Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 125 +6% of your max health as bonus physical damage, and grants you 10% of that amount as permanent max health. 30 second cooldown per target.
  • Mythic Passive: Grants all other Legendary items 1% bonus health and 6% champion size


 This is the Ornn upgraded version of Heartsteel. 
  • Health: 1050
  • Health Regen: 300%
  • Ability Haste: 25
  • Passive - Colossal Consumption: Passive is identical to base version


 Control the battlefield and cripple the opposition. 
  • Gold Cost: 2800 ⇒ 3000
  • Health: 450 ⇒ 400
  • Armor: 25 ⇒ 50
  • Magic Resist: 25 ⇒ 0
  • Ability Haste: 20 (unchanged)
  • Build Path: Bami's Cinder + Null-Magic Mantle + Cloth Armor ⇒ Sheen + Kindlegem + Chain Vest
  • Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 100% base AD physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are slowed by 15% +.004% bonus health (halved for ranged users). Your primary target is crippled, applying a 100% stronger slow on them and reducing their damage by 10% against you for 2.5 seconds. 1.5 second cooldown.
  • Mythic Passive: Grants all other Legendary items 50 health, 5% Tenacity, and 5% slow resist


 This is the Ornn upgraded version of Iceborn Gauntlet 
  • Health: 550
  • Armor: 70
  • Ability Haste: 25
  • Passive - Spellblade: Passive is identical to base version


 The one you’ve all been waiting for. An old friend returns to help you scale into the late game. 
  • Gold Cost: 3200
  • Ability Power: 60
  • Health: 300
  • Mana: 400
  • Build Path: Catalyst of Aeons + Blasting Wand + Amplifying Tome
  • Passive: This item gains 20 health, 20 mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 health, 200 mana, and 40 ability power. Upon reaching max stacks, gain a level and all effects of Eternity are increased by 50%. (Note: this will not increase the level cap of 18)
  • Unique Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second. For every 250 health or mana restored this way, gain 25% decaying move speed for 2 seconds.
  • Mythic Passive: Grants all other Legendary items 5 Ability Haste


 This is the Ornn upgraded version of Rod of Ages. 
  • Ability Power: 80
  • Health: 450
  • Mana: 550
  • Passive/Unique Passive - Eternity: Passives are identical to base version


 Returning alongside Rod of Ages as a one-stop shop for health and mana sustain during laning phase. 
  • Gold Cost: 1100
  • Health: 225
  • Mana: 300
  • Build Path: Ruby Crystal + Sapphire Crystal
  • Unique Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.


 Abyssal Mask is a niche item that has struggled to find its way into builds. Returning Catalyst and its Eternity passive should make it a solid option for those looking for a combination of magic resist, mana, and health. 
  • Gold Cost: 2700 ⇒ 3000
  • Health: 450 ⇒ 500
  • Mana: 0 ⇒ 300
  • Magic Resist: 35 ⇒ 40
  • Ability Haste: 10 (unchanged)
  • Build Path: Kindlegem + Spectre's Cowl ⇒ Catalyst of Aeons + Spectre's Cowl
  • NEWPassive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.
  • Passive - Unmake: Curse nearby enemy champions, reducing their magic resist by 5 + 1.2% bonus health (max 25). For each Cursed enemy, gain 9 magic resist.


 Randuin's critical damage reduction being tied to the active has led to a less satisfying and less reliable version of the item. We're returning the reduction to its passive, the active to its longer slow, all while retaining the new Rock Solid passive. 
  • Gold Cost: 2700 ⇒ 3000
  • Health: 250 ⇒ 400
  • Armor: 90 ⇒ 60
  • Ability Haste: 10 ⇒ 0
  • Build Path: Warden's Mail + Cloth Armor + Ruby Crystal ⇒ Warden's Mail + Giant's Belt
  • NEWActive - Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown)
  • NEWPassive - Critical Resistance: Critical strikes deal 20% less damage to you
  • Passive - Rock Solid: Reduce incoming damage from attacks by up to 5 +0.35%, capped at 40% of attack's damage


 While it's no longer a mythic item, Sunfire is still your go-to option for waveclear and sustained damage as a tank. 
  • Item Tier: Mythic ⇒ Legendary
  • Gold Cost: 3200 ⇒ 2800
  • Health: 450 ⇒ 400
  • Armor: 35 ⇒ 50
  • Magic Resistance: 35 ⇒ 0
  • Ability Haste: 20 ⇒ 0
  • Build Path: Bami’s Cinder + Aegis of the Legion ⇒ Bami's Cinder + Chain Vest
  • REMOVEDUnique Passive - Flametouch: Flametouch has been removed
  • Passive - Immolate: Immolate damage is no longer increased by 150% against monsters


 Rather than a jungle specific rush item, Chemtank should now be a possible mid-to-late game option for any tank looking for an extra bit of engage potential. 
  • Item Tier: Mythic ⇒ Legendary
  • Gold Cost: 3200 ⇒ 2800
  • Health: 450 ⇒ 500
  • Magic Resist: 25 ⇒ 50
  • Armor: 25 ⇒ 0
  • Ability Haste: 20 ⇒ 10
  • Build Path: Bami’s Cinder + Cloth Armor + Null Magic Mantle ⇒ Kindlegem + Negatron Cloak + Ruby Crystal
  • REMOVEDPassive - Refuel: Refuel passive has been removed


 Just a small gold adjustment for Aegis. 
  • Gold Cost: 1400 ⇒ 1200


 Great for AD melee champions looking to carry their teams with damage. 
  • Attack Damage: 70 ⇒ 65
  • Unique Passive - Cleave: 60-12% total AD (based on distance) ⇒ 60% of total AD for melee champions and 30% of total AD for ranged champions to all enemies around them
  • NEWUnique Passive - Carnivorous: Gain 0.6 AD and 0.1% Omnivamp on minion kills, increased to twice that amount for champions, large/epic monsters, and siege minions. Stacks up to 24 AD and 4% Omnivamp. Lose half of these stacks on death.


 Updating Cleave’s damage to be more in line with the new Ravenous Hydra. 
  • Unique Passive - Cleave: 60-12% total AD (based on distance) ⇒ 50% of total AD for melee champions and 25% of total AD for ranged champions to all enemies around them


 Shojin is back! Become the AD caster you’ve always wanted to be. 
  • Gold Cost: 3400
  • Attack Damage: 65
  • Health: 300
  • Ability Haste: 20
  • Unique Passive - Dragonforce: Non-ultimate spells gain an extra [8 (+8% bonus AD) Ability Haste for melee champions | 6 (+6% bonus AD) Ability Haste for ranged champions], reduced to [4 (+4% bonus AD) Ability Haste for melee champions | 3 (+3% bonus AD) Ability Haste for ranged] for spells with immobilizing effects
  • Unique Passive - Exigency: Gain up to [15% melee | 10% ranged] move speed, based on your % missing health (maxed out while below 33% health)
  • Build Path: B.F. Sword + Kindlegem + Caulfield’s Warhammer


 Navori’s was a bit too niche of an item in its previous form resulting in it often being skipped over. We’re adjusting it so that it competes with Infinity Edge as a build defining item, trading DPS for stronger spells and lower cooldowns. (Note: this item cannot be built with Guinsoo’s Rageblade or Infinity Edge) 
  • Ability Haste: 30 ⇒ 20
  • NEWUnique Passive - Transcendance: If you have at least 60% Critical Strike Chance, your Attacks reduce your non-Ultimate Ability cooldowns by 15% of their remaining cooldown.
  • NEWUnique Passive - Impermanence: Your abilities deal up to 20% increased damage based on critical strike chance




R damage increased.

 With the increased damage coming to Smite this patch we’re buffing up Cho’Gath’s Feast execute damage in order to keep it competitive with Smite—don’t let Cho near your Barons! 

Feast.pngR - FEAST

  • Damage to Non-Champions: 1000 (+50% AP)(+10% Bonus HP) ⇒ 1200(+50% AP)(+10% Bonus HP)


Changed from ranged to melee. Base health decreased. Health growth increased. Passive healing vs champions increased.

 Changing Lillia to a melee champion to be more intuitive with how she attacks. We expect this to be a slight buff to her, so we’re preemptively nerfing her passive. 


  • Attacks: Ranged ⇒ Melee
  • Base Health: 625 ⇒ 605
  • Health Growth: 104 ⇒ 105

Lillia_Icon_Passive.pngPASSIVE - DREAM-LADEN BOUGH

  • Healing vs Champions: 10.5-124.5 (based on level)(+18% AP) (Note: linear scaling) ⇒ 6-120 (based on level)(+18% AP) (Note: now uses stat growth multiplier)


Q damage to non-champions increased.

 In a similar change to Cho’Gath, our goal is to keep Nunu & Willump’s Consume damage competitive with Smite so we’re upping its damage! 

NunuQ.pngQ - CONSUME

  • True Damage to Non-Champions: 340/500/660/820/980 ⇒ 400/600/800/1000/1200


Changed from ranged to melee.

 Changing Rakan to a melee champion so that his attacks are more in line with player expectations. 


  • Attacks: Ranged ⇒ Melee




 Updating Smite’s damage to correspond to the amount of stacks your jungle companion has accumulated throughout the game. 
  • Smite Damage: 450 (Base)/900 (Challenging/Chilling Smite) ⇒ 600/900/1200 (0/20/40 companion stacks)
  • UPDATEDNew Smites New Names: Smite/Challenging Smite/Chilling Smite ⇒ Smite/Unleashed Smite/Primal Smite


Turret Plating

  • Gold Given per Plate: 160 ⇒ 175
  • Armor and MR per Turret Plate: 35 ⇒ 40


 In case you haven’t seen it yet, we’re updating our ARAM balance philosophy and will begin in patch 12.22 with some champion specific changes (read more about it in our full post here). This initial patch is expected to be a little rockier on the balance side while we gather data on some new buffs and nerfs we’re trying on specific champions. The end goal is to reduce our reliance on the damage taken/received modifiers, as several champions quickly lose counterplay when their damage is pushed too far. We want champions on ARAM to get to live their fantasy as much as we can allow, so we’re hoping to pull back on the damage in favor of making some champions more forgiving. 


  • Akali: +20% Tenacity, +20% Energy Regeneration
  • Ekko: +20% Tenacity
  • Elise: +20% Tenacity
  • Evelynn: +20% Tenacity
  • Fizz: +20% Tenacity
  • Kassadin: +20% Tenacity
  • Katarina: +20% Tenacity
  • Kayn: +20% Tenacity
  • Kennen: +20% Energy Regeneration
  • Kha’Zix: +20% Tenacity
  • Le’Blanc: +20% Tenacity
  • Lee Sin: +20% Energy Regeneration
  • Pyke: +20% Tenacity
  • Qiyana: +20% Tenacity
  • Rek’Sai: +20% Tenacity
  • Rengar: +20% Tenacity
  • Talon: +20% Tenacity
  • Zed: +20% Tenacity, +20% Energy Regeneration


  • Ashe: -20 Ability Haste


 We’re updating some champion base stats to make their numbers a bit more clean. 
  • Base AD, Base HP, Base Mana, Base MR, Mana Growth: Rounded to the nearest 1
  • AD Growth, Base Mana Regeneration, Mana Regeneration Growth: Rounded to the nearest 0.05
  • Attack Speed Growth: Rounded to the nearest 0.005


 The long-awaited upgrade to League’s text evaluation service we discussed earlier this year is being released with this patch! For a long time we've recognized disruptive chat in League of Legends, but haven't been able to target it as effectively as we wanted to because of the challenge of separating disruptive chat from well-meaning chat, especially chat which is marginally disruptive. With our new systems, we can more effectively identify the nuance between more egregious chat and less-severe, but still inappropriate, chat.

With these improvements, we are expecting an increase of disruptive chat detections of over 20x. As a result of the significant increase in detections and penalties, we will be carefully monitoring these new systems to ensure their accuracy. 
  • Penalty ladders will be upgraded accordingly to match the new severity tiers we can detect
  • Players who are chat restricted will no longer be able to send any messages to other players in game (DMs will still be available)
 When adding party members using the ‘+’ button, recently honored and matched players are included 



 Currently if a player is AFK after the time the remake window passes, you need to wait until 10 minutes before your team is allowed to call for a unanimous early surrender. In line with our previous updates to the remake system, we want to give teams the agency to end the game when competitive integrity has been impacted. 
  • No More Dead Zone: Teams have the option to call a unanimous early surrender vote if an AFK player is detected on their team between 10:00 and 15:00 ⇒ 3:30 and 15:00


 As we discussed in this article, we think the best version of League is not one where you metagame based on the players in your lobby. We also want to avoid using someone else’s win or loss streak/playing a different champion to force a dodge (or pressure others to dodge) when your setup doesn’t meet the perfect conditions. 
  • Allies are Friends: In Ranked Solo/Duo champion select, all summoner names that aren’t yours or your duo partner’s will be replaced by Ally 1 through 5.


 Whether someone is or isn’t connected to the game or pressing buttons on their mouse and keyboard, if they’re doing nothing but standing in the fountain then they aren’t playing the game. At the end of the day, this is what we want to protect against with the remake system. 
  • Fountain Check: Before 3 minutes, if a player is in the fountain for 90 continuous seconds, their team is able to initiate a remake. At 45 seconds, a player will receive a chat message telling them they need to leave the fountain. At 70 seconds, they will receive a pop up message telling them they need to leave the fountain.


 Eternals Series 2 is finally here! The new series includes three new unique Eternals for each champion. Similar to the previous series, Series 2 can be unlocked individually or as the pass for all current and future champions.

With Series 2 comes a few additional changes. Players can gain a third chevron for their Mastery emotes once they pass 15 total Series 2 Milestones for that champion. Milestone requirements for all Series (including Starter Series and Series 1) have also been adjusted so that you can reach “Personal Best” scores even faster!

See our “Eternals Series 2 Launch” FAQ for additional details when it goes live on November 16. 



 In this Mythic Shop rotation, we’ll have two Unvaulted Prestige skins and a Mythic Chroma. 


  • Prestige Star Guardian Neeko
  • Prestige Conqueror Jax
  • Mythic Chroma Galaxy Slayer Zed


  • Prestige Bewitching Miss Fortune
  • Prestige Coven LeBlanc
  • Mythic Chroma High Noon Senna


 The Summoner’s Rift Ranked season ended with Patch 12.21, so we hope you all got the ranks you were aiming for! End of Season Ranked rewards will be distributed to all players by December 14th. More details can be found at the Player Support page here!

On a similar note, last patch was also your last chance to make progress on your 2022 Seasonal Challenges, so we hope you hit those goals! 


  • Fixed a bug where Live Chat Moderation mute prevented players from DMing their friends in the League Client
  • Fixed a bug where rebuying Night Harvester after selling it would cause its effect to become non-functional
  • Fixed a bug for Maw of Malmortius/Sterak’s Gage where if damage was inflicted that was greater than Lifeline’s shield then the shield would do nothing.
  • Fixed a bug where Syndra’s E would appear as its own unit in the enemies death recap
  • Fixed a few inconsistencies in Dr. Mundo’s tooltips
  • Fixed a bug where Blitzcrank’s tooltips did not display the Passive Shield’s mana and level scaling
  • Fixed a bug that caused Kalista’s W passive indicator to be barely visible depending on the camera’s position
  • Fixed a bug that would sometime cause the last tick of Zac’s R to sometimes do no damage
  • Fixed a bug that was causing Sylas to steal K’Sante’s R - recast if he was in All Out form
  • Fixed a bug where K’Sante could sell and rebuy his items to greatly reduce his gray HP threshold while in All Out form
  • Fixed a bug where some champion’s VFX would persist for a period of time after being release from Tahm Kench’s R
  • Fixed a bug for Kalista where killing a unit while casting Rend would cause Rend’s cooldown to reset
  • Fixed a bug that would cause Kindred’s marking passive to be audible through the fog of war
  • Fixed a bug where Syndra’s E could move unstoppable units
  • Fixed a bug that would sometimes cause the client to freeze if clicking on specific items in the Collections tab
  • Fixed a bug where K’Sante’s R would not remove Dr. Mundo’s passive spellshield
  • Fixed a bug where K’Sante’s R bonus AD would not account for temporary armor and magic resist bonuses from items and runes
  • Fixed a bug where Pantheon would be locked out of casting spells for a few frames after his R ended
  • Fixed a bug where K’Sante’s E would not cancel his recall if he was currently channeling his back
  • Fixed a bug where Kalista’s spear would be temporarily displaced on top of her when she uses her Q
  • Fixed a bug where K’Sante could redirect/extend his W knockback distance/direction with Flash
  • Fixed a bug where Rapid Fire Canon could extend Rengar’s leap range during his ultimate
  • Fixed a bug where Master Yi’s Q would sometimes cause jungle monsters to attack him but deal no damage
  • Fixed a bug that caused Rell’s R to deal one less pulse of damage
  • Fixed a bug that caused Ahri’s Orb to stay with Viego after he ended possession of her
  • Fixed a bug that caused K’Sante E to not proc Spellblade effects
  • Fixed a bug where smaller sized champions could slip between the gaps in Maokai’s R
  • Fixed a bug that cause Viego to repeatedly play Spirit Guard Udyr’s Q SFX after ending his possession of Udyr
  • Fixed a bug where enabling Auto Attack would sometimes cancel channeled abilities


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