Here we are going to analyze all of the changes in the greatly anticipated League System Patch (3.01). Being one, if not the, biggest patch since the season 3 MEGA patch there is a lot that is going to be covered so go ahead and grab a snack so we can get right down to it!
League System
- The League System has arrived for ranked play!
- Players and teams will now be placed into a League upon finishing their placement matches
- Leagues are assigned to a skill tier and are split into divisions, e.g. Gold IV
- Winning and losing matches will now cause you to gain and lose League Points (LP)
- Advancing to 100 LP will now start a Division or Promotion Series
- Top players and teams can now advance to the Challenger tier, which is visible to all in the client
- Champion losses and win ratios will no longer be displayed to other players
- Elo ratings have been replaced by matchmaking ratings (MMR) which are no longer displayed
- The time penalties for queue dodging have been shortened and an LP penalty has been added
Obviously the biggest and most important part of this patch is the League update and the removal of the Elo system. It is difficult to give any opinions about this change because it will take experiencing it to give some decent commentary, but overall it looks like it will be a nice change of pace for all league players, especially veterans. It is always refreshing to have something new in a game that has been around for a long time and this is more than just a little something new. The Elo system which we all know (and love?) will be gone forever and most of us can safely say that is a good thing.
Having smaller divisions will definitely meet Riot’s goal of making us all feel more accomplished when we see our divisions ranks. As a previous Starcraft II player I can say that it was easily more satisfying being in a lower division, but still being number one in that division. Upon reaching 100 League points you will be put into a mini tournament which is a cool idea, but it seemsl as though it will make it even harder than it has been to get promoted to the next tier. Just having to win more than you lose is not that bad, but having to win specific games is something that we will all just have to experience before we decide if we enjoy it or not. The idea of League points still keeps the spirit of elo alive and I think it will ultimately make it still feel like the ranked system we are all used to… just with some interesting twists.
Annie
Definitely not the most important change in this patch, but I think we can all agree we love when champions get visual upgrades. Anything that makes the game we all love and dedicate so much time to is worthy of a nice pat on the back to Riot Games.

New annie
Blitzcrank
- Base mana reduced to 240 from 300
- Rocket Grab
- Mana cost increased to 120 from 110
This is a pretty huge change to a champion that probably needs some changing. In the current meta game, Blitz is almost always banned and if he is not, then he is most certainly picked. His rocket grab is a game changing ability and can take even the worst of games and turn the tides for either team. Reducing his base mana combined with making his grab cost more results in him only being able to grab twice before running out of mana at level one. This changes the incredible ability of Blitzcrank teams to invade and also makes his early laning phase less scary. I think it will be much easier to come out victorius against a Blitzcrank lane if you can squeeze in an early advantage if he is out of mana.
Cho’Gath
- Feral Scream
- Silence duration reduced to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
This is just a minor balance change by Riot. Cho’gath is not really considered OP in the current meta, but he is definitely considered to be a strong pick. Toning champions like this down in minor ways is Riot’s way of saying they care about balance and want to do their best to make sure the scales never tip more in one direction than the other.
Diana
- Pale Cascade
- Adjusted orbs to better account for enemy model size
Just another quality of life change here. Nothing much to analyze other than Riot doing a great job of noticing the little things. Much appreciation from all us League players.
Elise
- Neurotoxin
- Mana cost increased to 80/85/90/95/100 from 60
- Cocoon
- Mana cost reduced to 50 from 65
This is actually a pretty huge nerf to Elise, but I can’t say it’s not needed. When played top lane, her Neurotoxin spell is quite potent. With health being such a big deal in the current meta, this spell does better than almost any other spell in the game as far as harass. It seemed to me that her mana was already an issue, but with this nerf it will be even harder to manage your mana which will result in less harass. the Cocoon buff is a nice counter balance to the Q nerf because of its range being unchanged. It looks like they stil want Elise to be strong, but they just want her lane phase to be a little easier on her opponents.
Ezreal
These changes are a continuation of our earlier effort to carefully scale back some of Ezreal’s excess power. Although these nerfs affect AP Ezreal, right now we’re focused on stabilizing AD Ezreal. After that we’ll assess the state of AP Ezreal.
- Base movement speed reduced to 325 from 330
- Rising Spell Force
- Duration reduced to 5 seconds from 6
- Trueshot Barrage
- Damage falloff per target hit increased to 10% from 8%
We can all agree that Ezreal needs a nerf. Lately I feel like he is much weaker than he used to be and is not an “Oh god they have Ezreal gg” champion, but he still is a top tier AD. These changes do not seem too signnificant but I think this is due to Riot being afraid of nerfing him into the ground. They still want Ezreal to be viable, but they just want him to be on par with other ADs. The percentage dropoff change to his ultimate will make it less effective in teamfights which is a nice change because not all ADs have an AoE ult. Riot wants to keep the ones that do have and AoE ult tamed to some extent.
Heimerdinger
Though these aren’t all the Heimerdinger changes we’d eventually like to do, these are some quality of life adjustments that should help smooth out Heimer’s current gameplay.
- H-28G Evolution Turrets
- Now displays timer of when Heimerdinger will get his next ammo charge
- Turrets will now attempt to prioritize enemies hit by Heimerdinger’s basic attacks or his CH-1 Concussion Grenade
- UPGRADE!!!
- Cast time removed
The long awaited Heimerdinger changes!… are not here yet. However, Riot hinted above that they are quickly headed in that direction. I am not an avid Heimer player myself, but quality of life changes are always nice for players that do play the affected champions. More than anything, this is just a bit of a tease to the anticipated Heimer re-work.

Still got some work to do.
Katarina
These changes are focused on once again increasing the risk of Katarina’s gameplay by forcing her to build more offensive stats and focus on pulling off well-timed Death Lotuses.
- Bouncing Blades
- Initial damage reduced to 60/85/110/135/160 from 60/90/120/150/180
- Shunpo
- Damage reduction duration reduced to 1.5 seconds from 3
- Death Lotus
- Total ability power ratio increased to 2.0 from 1.75
It seems Riot’s goal here is to make Katarina more of a glass cannon champion and take away her tankiness. Right now, even after some previous nerfs, Katarina is still a strong champion. Once she gets to a certain point she gets to be so tanky that she is virtually unstoppable. The Bouncing Blades change is just a samll hit to her laning phase, but the other 2 changes are focused towards what I said previously. They are reducing the tank aspect of Shunpo, but at the same time increasing the damage aspect of her ultimate, Death Lotus. This will make her less tanky when she Shunpos into a fight, but if unanswered, will make her do even more damage. Kat players should find these changes more or less of a win-win situation.
Kennen
- Slicing Maelstrom
- No longer has an energy cost
Since Kennen is one of my favorite champs, I am personally stoked for this change. Lately Kennen has not seen much play because he is just all around not as good as other champions. This change however is going to be HUGE! With the ultimate not costing anything, it should add a large amount to Kennen’s burst damage. This increase in burst should make Kennen a much stronger mid laner due to his ability to throw out all of his abilities and still have the energy for his ultimate guranteeing a stun and tons of damage. I am excited to see Kennen coming back into the meta!
Lulu
- Pix, Faerie Companion
- Damage adjusted to 9-105 from 15-87
The goal here seems to be a nerf to early game, but a buff to late game. This is exactly what Lulu needed to be perfectly balanced. Her early game harass was a bit too strong, but her late game was just fine if not a little bit weak. With these changes she will no longer absolutely dominate certain lanes, and will be a bit more effective late game instead of just instantly dying.
Master Yi
- Meditate
- Total heal amount increased to 200/350/500/650/800 from 140/280/420/560/700
- Total ability power ratio reduced to 2.0 from 4.0
- Mana cost reduced to 50/65/80/95/110 from 70/80/90/100/110
Riot adressed this chnage in the patch video, but lets still take the time to give it a closer look. Their goal here is to fix AP Yi’s ridiculous heal. They want to make the spell more efficient for AD Yi, but at the same time make it less annoying on AP Yi. The heal will still be strong witha 2.0 AP ratio, but it will no longer be an invincibility button.
Miss Fortune
- Bullet Time
- Bonus attack damage ratio reduced to 0.35 from 0.45
- Targeting cone is now attached to Miss Fortune
Miss Fortune is a very strong pick right now, and I think Riot wants to keep it that way. For so long there was the “Big 3″ ADC’s (Corki, Ezreal, and Graves) and now that some other ADs are seeing some play Riot wants to keep them in that position. They gave her a samll nerf, which was probably needed, but nothing too severe. The targeting cone being attached to her is SO AWESOME and I for one am incredibly happy they are fixing all spells to be like this.
Nasus
Nasus now gains double the bonus from Siphoning Strike when it’s used to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
- Siphoning Strike
- Permanent damage bonus is now doubled to 6 when killing a champion, large minion or large monster
This will hopefully make Nasus a bit more viable. Nasus is not really a bad champion, he just has easily exploited weaknesses. The biggest thing about Nasus is that some champions make it hard for him to farm and Nasus NEEDS farm. With these changes he should be able to farm less, but “focus farm” to reduce that weakness and make him stronger all around. This is another one of those changes that will have to be experienced before we can make a definite decision about it.
Nunu
These changes are focused on forcing Nunu to play more actively in his support role by reducing the power he passively contributes to his allies.
- Base movement speed increased to 350 from 340
- Blood Boil
- Duration reduced to 12 seconds from 15
- Attack speed bonus reduced to 25/30/35/40/45% from 25/35/45/55/65%
- Movement speed bonus reduced to 8/9/10/11/12% from 11/12/13/14/15%
This change makes everyone sad while at the same time making everyone happy. Nunu has been insanely strong for a good while now because of Blood Boil. Many strategies in competitive play are centered around having a Nunu on the team and that will be sure to be something that changes. Blood Boil will still be a strong spell, but I feel like it may not be strong enough to keep Nunu at a constant pick or ban. We will have to see how much weaker ADs are with this nerf before we can decide if Nunu is even worth playing anymore or not. If this nerf is substantial enough I think we can see a huge Nunu drought in competitive play.
Olaf
- Undertow
- Slow now fades over the duration
- Vicious Strikes
- Cooldown increased to 16 seconds from 12
- Ragnarok
- No longer passively grants bonus armor penetration
- Now only grants bonus armor penetration while active
Since Olaf is my most played champion this season, this nerf kinda hits home. Like most nerfs, it’s not really that huge, but it is enough to be noticed. They nerf to Ragnarok is very intelligent by Riot because they added an offensive element to it making it so it will sometime be used offensivly. Due to this, Olaf players will be able to be caught out with ult more often. The cooldown to Vicious Strikes is not really that big because it is Olaf’s weakest early game spell, but it will still reduce his damage overall.
The nerf to Undertow is the most significant in my opinion because that ability is what made Olaf such an OP champion. Constant slows without having to by an item for it and also having the ability to safe farm in any lane including 2v1′s. Champions such as Teemo and Kennen, who were already counters to Olaf, will not be even more effective becuase there is less opportunity to outplay them with well placed axes. I think this will tone down Olaf a good bit, but he will still be picked frequently because of his true damage and ability to build tanky and still do high damage.
Might not be able to do this anymore.
Shaco
- Deceive
- Range reduced to 400 from 500
- Two-Shiv Poison
- Slow reduced at earlier ranks to 10/15/20/25/30% from 20/22.5/25/27.5/30%
Shaco’s first clear is really strong right now because of his boxes being able to hold aggro, so it’s only right that he got a few nerfs to compensate. His deceive is now roughly the same distant as flash which still gives him two flashes, but makes it to where he can’t do what people with flash can’t do. It reduces his mobility slightly and makes him easier to spot when he comes in to gank your lane. the slow reduction is nothing too major, it just tones him down some. Overall these changes seem minor and won’t effect Shaco’s play very much at all.
Shen
- Ki Strike
- Cooldown reduction per attack reduced to 1 second from 1.5
- Cooldown reduction per attack while Feint is active reduced to 2 seconds from 3
Although Shen has been nerfed nearly every single patch, he is still a pretty consistent pick or ban. Riot obviously refuses to nerf his ultimate because it will lead to Shen being a useless champion which they don’t want. Their answer to this is nerfing him in EVERY other aspect possible. This is really just another one of those type of nerfs. Nothing too big, but another addition to toning Shen down.
Sion
Sion now receives twice the bonus stats from Enrage when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
- Enrage
- Permanent max health bonus is now doubled to 2/3/4/5/6 upon killing a champion, large minion or large monster
The same comments in the Nasus section can be applied here. AP Sion might see more play after this buff because who doesn’t love tanky AP casters?!
Tristana
- Rapid Fire
- Mana cost reduced to 50 from 80
- Explosive Shot
- Damage increased to 110/150/190/230/270 from 110/140/170/200/230
Tristana is one of those ADs that has always been almost viable. She has the attack speed buff and she has the escape, but she still can’t seem to compete with the top tier ADs. Riot is realizing that she is close to being able to be used in competitive play and they are simply moving more in that direction to further diversify bot lane.
Tryndamere
- Base Attack Speed increased to 0.670 from 0.644
- Fury decay now begins after 8 seconds of being out of combat from 5 seconds
Tryndamere has always been a scary champion in certain situations. If he gets fed early, or the game goes long enough, he can be a real terror with his high crit chance. The way the game has changed has made it hard for bruisers to build full damage but on Tryndamere you kind of have to. The way he is played now is by going in, doing as much damage as possible, ulting to survive, and then spinning out of danger. This changes help out this current playstyle and should make Tryndamere a bit more viable, although he will still probably fall short of many other bruisers.
Veigar
Veigar now receives twice the bonus stats from Baleful Strike when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
- Baleful Strike
- Permanent ability power gain is now doubled to 2 when killing a champion, large minion, or large monster
This change should actually make Veigar a consistently desirable pick in solo queue and maybe even competitive play. Glass cannon Veigar has always been pretty scary and now getting double the AP when killing big monsters will make it even scarier. It is hard to say whether or not the impact of this change will be big, but for me this is the “underrated” change in this patch.
Vi
- Updated Recommended Items
- Vault Breaker
- Fixed a bug where Vault Breaker’s area of effect was inconsistent at the end area of the dash
- Fixed a bug where Improved Recall was refunding Vault Breaker’s cooldown and mana cost
- Excessive Force
- Fixed a bug where Excessive Force could fire multiple times if used on an invulnerable target or while blinded
Nothing really changing here. Just a few self explanatory bug fixes. Always nice to see Riot fixing our game!
Volibear
Volibear’s base attack speed was below average for an attack-based melee champion. This change helps address this deficiency and helps him clear the jungle.
- Base attack speed increased to 0.658 from 0.625
Volibear is an extremely underplayed champion for how effective he is in multiple ways. This change should help him see a bit more play because his passive attack speed combined with items such as Wit’s End make him a damage dealing machine while still being fairly tanky. Look out for more Volibear play after this patch has been out for a while.
That covers all of the changes to champions and it is looking like we have a few changes that will be sure to change the game for the better. Now lets move on to the item changes for the patch which can be just as, or even more, important than champion changes!
Items

- Seeker’s Armguard (New Item)
- Recipe: Cloth Armor + Cloth Armor + Amplifying Tome + 125 gold = 1160 gold
- +30 armor
- +25 ability power
- Unique passive: Kills grant 0.5 bonus armor and ability power. This bonus stacks up to 30 times.
Ever since the large preseason 3 patch and the changes to Black Cleaver, mid lane has been filled with a wide variety of AD champions. Due to the universal dominance of these types of champions in mid lane, Riot has decided to make a mid game armor items for AP casters. This will help mid lane AP players not get absolutely crushed and be irrelevant late game. This item will also build into Zhonya’s Hourglass which was already a core item on most AP mids, so it will be sure to change mid lane for the better and diversifying it even more to make spectating that much more enjoyable!
- Zhonya’s Hourglass
- Recipe changed: Seeker’s Armguard + Needlessly Large Rod + 650 gold = 3410 gold (from 3100)
- Ability Power increased to 120 from 100
Since this item will undoubtedly be built more often, it looks like Riot decided to make it a bit more effective to again, counter act the strong presence of AD assassins in mid lane.
- Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.- Recipe changed: Ruby Crystal + 475 gold = 950 gold (from 700)
- Health increased to 180 from 100
- Gold reward for Sightstone wards increased to 25 from 10
This is a much needed changed. As a jungler in season 2 it was very hard for me to deal with the early game ganks, especially bot lane with the addition of the sightstone. Reducing the amount of vision early with these changes should make the game a bit more volatile early and provide more opportunities for teams to gain early advantages and increase excitement for spectators early in the game.
- Ruby Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.- Total cost increased to 1550 gold from 1300
- Health increased to 360 from 300
- Gold reward for Ruby Sightstone wards increased to 25 from 10
The analysis for Sightstone can also be applied here.
- Giant’s Belt
- Health reduced to 380 from 400
We all know how powerful the HP stat is in the current version of League of Legends and something definitely needed to be done about it. This change, even thought it is minor, will help reduce the effectiveness of stacking giant’s belts and make some of these “unkillable champions” more kill-able early on. Giant’s Belt will still be as important as it is before this patch, but just a tad bit weaker. I expect to see more changes to HP in future patches.
- Warmog’s Armor
- Recipe changed: Giant’s Belt + Ruby Crystal + Rejuvenation Bead + Rejuvenation Bead = 2830 gold (from 2650)
Many players consider Warmog’s Armor to be the best defensive items in the game. For the price it costs, it gives incredible stats making it a good investment in almost any situation and in any role. Due to the high versatility and usefulness of this item, Riot saw fit to make it cost a bit more to reduce the cost effectiveness. I do however feel that starting double Rejuvenation Bands in top lane at level one will be something we will see a lot more.
- Sunfire Cape
- Combine cost increased to 930 gold from 780 (total cost increased to 2650 gold from 2500)
This items comes in close second to Warmog’s, if not coming out ahead of Warmog’s, as being extremely cost efficient for what it does. The same ideas behind the Warmog’s changes can be applied here.
- Fiendish Codex
This change allows Fiendish Codex and its various build paths to be more versatile and universally attractive for ability power champions.- Faerie Charm removed from recipe
- Total cost is now 820 gold from 1000
- No longer grants any mana regen
Cooldown Reduction is an incredibly desirable stat on many mid lane champions, but it is rather hard to obtain. Making Fiendish Codex easier to buy will help champions more easily obtain CDR. The removal of mana regen will help balance out the cost reduction so the items does not become “OP”. This should prove to be an interesting changes and again, will further diversify the mid lane for players and spectators.
- Nashor’s Tooth
- Combine cost reduced to 200 gold from 250 (total cost reduced to 2270 gold from 2500)
- No longer grants any mana regen
Very few champions in LoL benefit from buying a Nashor’s Tooth. One of the only champions that uses it is AP Kayle. The cost reduction seems to be a good change because the item is more or less universally useless, but the removal of mana regen seems to be a bit much. The item already saw little to no use so JUST reducing the cost may have been a better change.
- Banner of Command
- Recipe changed: Fiendish Codex + Emblem of Valor + 890 gold = 2360 gold (from 2400)
This item is another very seldom built one, but with the changes to Fiendish Codex and the cost reduction we might see it more on AP style supports such as Zyra, Sona, and Lulu. Should be an interesting change to the support item path.
- Deathfire Grasp
- Recipe changed: Fiendish Codex + Needlessly Large Rod + 880 gold = 3300 gold (from 3000)
- Ability power increased to 120 from 100
The increase of this item’s price here is much needed for the buff it is getting. This will definitely move DFG back into the top tier of AP caster items. It seems like Riot’s goal is to promote glass cannon build and slowly move away from having tanky AP casters that can still pull out a ton of damage.
- Morellonomicon
- Recipe changed: Faerie Charm + Fiendish Codex + Kage’s Lucky Pick + 435 gold = 2200 gold
This item is yet another seldom built one and I wouldn’t be surprised if it stayed that way. The item just doesn’t fit into many build paths and is too hybrid like to be put into a defensive or offensive category.
- Athene’s Unholy Grail
- Combine cost reduced to 900 from 920 (total cost reduced to 2600 gold from 2800)
Overall this item is astounding. It does lack a bit in some of the stats it gives so reducing the cost is just what it needed to become more worth it to buy. A small, but clever change by Riot.
- The Bloodthirster
- Combine cost increased to 850 gold from 650 (total cost increased to 3200 gold from 3000)
Since the season 3 changes, Bloodthirster has been the item to rush on ADC’s and most mid lane Assassins who are not based on auto attacks. (Ex. Kog’Maw, Caitlyn, Ashe) Due to its high effectiveness early, a price increase is needed. This will delay the item in both lanes and make it easier for the lane opponent to catch up if they fall behind early.
- The Black Cleaver
We are now fairly comfortable with Black Cleaver’s strategic niche, but we want to scale back some excess power.- Health reduced to 200 from 300
- Maximum stacks increased to 5 from 4
- Armor reduction per stack reduced to 5% from 6%
- Fixed a bug where spells were applying more reduction than intended
Black Cleaver has been a difficult items to balance for Riot because of how they decided to change it for season 3. They explain above that they are comfortable with it but still feel it needs tweaking. The buffed the armor reduction stacks, but reduced the percentage reduced to make it stack more, but reduce less per stack making it harder to put a full set of stacks on player. This will enable the opposing team to zone out the champions who have Black Cleavers to stop them from applying full stacks. The health reduction makes it more of an offensive item than a defensive item which is a much needed change becuase combining defense with such strong damage is the source of just about everything that is OP in LoL.
- Trinity Force
- Combine cost reduced to 3 gold from 300 (total cost reduced to 3903 gold from 4200)
Trinity Force has fallen off as an effective item in the past couple of months and, with the help of Phreak I’m sure, Riot has noticed. The item’s damage and utility is still awesome, but it just wan’t very cost effective. This small but significant change addresses that pretty well and should enable Trinity Force to be built more often on certain champions. It also may prompt a rise in the effectiveness of Corki whom we all love and miss seeing played in the competitive seen.

Photo: Riot Games
- Spirit Stone
- Combine cost reduced to 40 gold from 140 (total cost reduced to 700 gold from 800)
This change is a bit puzzling to me. It seemed like Spirit Stone was in a fairly good place. The only reason I could see this change being used for is to combine it with the changes to Sightstone to make early game ganking easier to do by allowing junglers to get tier one boots quicker. All junglers are pretty much required to start machete and that leaves some of them to be a bit slow. This should enable them to get move speed more quickly and gank around the map much more effectively early on.
- Spirit of the Spectral Wraith
- Combine cost reduced to 100 gold from 400 (total cost reduced to 2000 gold from 2400)
Out of the three jungle items that build out of spirit stone, this one is built the least. I feel like the cost is not the problem, but the fact that there are so few AP junglers is why it is not built. This should be a nice buff to AP junglers and may see them be a bit more powerful sooner. A small but note worthy change.
- Frozen Heart
- Combine cost reduced to 400 gold from 500 (total cost reduced to 3000 gold from 3100)
Nothing too significant here, but having this items cost less will reduce the effectiveness of AD carries and increasing the effectiveness of Mana using CDR hungry bruisers. Not sure if a change like this is necessary since bruisers are more effective than ADCs already, but Riot knows best I guess.
- Doran’s Shield
- Health regen per 5 seconds increased to 8 from 5
Doran’s shield is actually a highly effective item because of its passive auto attack damage reduction. The downfall to buying it was that you had no potions to refill the damage you will still inevitably take. This increased health regen will help to reduce that weakness and make it easier to buy as a starting item for non-ranged top laners.
Matchmaking
- The matchmaking system will now take into account matchmaking rating and number of wins in the player’s current queue when creating matches
This may go down as my favorite change in this patch. There will now be no more getting matched up with people who just began playing ranked and got lucky their first four games and placed higher than they should have been placed. This is a change I know we can all appreciate. Combining skill with game experience is a genius idea from Riot to help the infamous solo queue a better place.
General
- We’ve made database upgrades which have cleared displayed match history in player profiles. All stats are still stored, but your previous 10 games will not show up.
- Tenacity now appears on the character sheet as a stat.
- All champions with abilities that reduce the duration of disabling effects now gain tenacity instead.Champion tenacity stacks with item tenacity, mastery tenacity and cleanse.
- e.g. Singed, Trundle, Irelia, Garen, etc.
- All champions with abilities that reduce the duration of disabling effects now gain tenacity instead.Champion tenacity stacks with item tenacity, mastery tenacity and cleanse.
- Fixed a bug where Rengar and Kha’zix “On The Hunt” quest might fail to activate when Kha’zix was dead.
- Fixed a bug where chat messages from Anivia would display the incorrect champion name while she was in egg form.
- Inhibitors and turrets now have kill callouts.
Co-op vs. AI:
- Bots will occasionally chat at the beginning and end of games
- Added Jarvan IV bot to all maps
- Improved retreat logic for bots with dashes.
These last two sets of changes are fairly self explanatory so there is nothing much I can add. Overall this patch looks like it will change the game drastically in almost every aspect. Patches like these are what keep the game interesting and they show all of us that Riot does care about the community and wants our League of Legends experience to be the best it can be!




