9.12 league of Legends
By Aether, shio shoujo
Hello, welcome to Patch 9.12! I’m particularly excited about this patch because my friend will finally stop going on and on about the reworked Mordekaiser. Oh, have you not heard? Mordekaiser is back, baby.
In this patch we also have Ryze’s sixth (or is it seventh?) “rework,” more follow-up to everyone’s favorite overpowered cat, and overall nerfs to Sylas. We’re also making use of the Balance Framework we published and referencing it in our explanations for some champion changes, so make sure to check that out if you haven’t! (Link to it in its respective section below).
Finally, we have another round of ARAM balance changes for the Howling Abyss enthusiasts as well as some beautiful VFX updates to Lulu, Amumu, Tryndamere, and Ziggs.
Read on for the full deets!
Hanna “shio shoujo” Woo
Paul “Aether” Perscheid
6/13/2019 Mordekaiser Balance Changes and Bugfixes
We’re trimming a lot of Mordekaiser’s general strength and pulling back on the power his passive gives him in most matchups.
Base Attack Damage 65 ⇒ 61 Base Armor 39 ⇒ 37 Magic Resist GROWTH 1.5 ⇒ 1.25 Armor GROWTH 4 ⇒ 3 Passive – DARKNESS RISE Damage 10-35.5 (1-6.1% of target’s maximum health) (levels 1-18) ⇒ 8-25 (1-5% of target’s maximum health) (levels 1-18) Passive – DARKNESS RISE Movement Speed 5-10% at levels 1-6 ⇒ 3/6/9% at levels 1/6/11 R – REALM OF DEATH BUGFIX The Death Realm VFX no longer stays on-screen when the target dies and until someone else is brought back into the Death Realm
BUGFIX After Thresh’s W – Dark Passage expires, the enemy team’s Trundle no longer heals for an excessive amount of health
6/13/2019 Yuumi Bugfixes
W – YOU AND ME! BUGFIX If Yuumi gets hard CC’d during her dash, her basic abilities will no longer disable for a short amount of time Q – PROWLING PROJECTILE BUGFIX No longer costs an additional 60 mana while attached to another player
Version:1.0 StartHTML:000000236 EndHTML:000180701 StartFragment:000128350 EndFragment:000180621 StartSelection:000128350 EndSelection:000180593 SourceURL:https://na.leagueoflegends.com/en/news/game-updates/patch/patch-912-notes
Patch 9.12 notes | League of Legends
Last week, we introduced the Champion Balance Framework, a source for all players to hold the “balance” team accountable for how we approach buffing/nerfing champions on a patch-to-patch basis. Moving forward, we’ll be referencing principles, thresholds, and specific audiences from the post when explaining the changes in the Patch Notes. For more details and information, you can find the full Champion Balance Framework post here.
The Iron Revenant
The unstoppable juggernaut is back from the afterworld and ready to conquer the land of the living in patch 9.12!
High-res versions of Mordekaiser’s updated splash arts are available on League Displays!
Q spell ranks decreased, shield removed, damage bonus now dependent on R. W now slows; Spell Flux bonus converts slow to root.
When Ryze is played optimally, he covers his weaknesses incredibly well. At the same time, he benefits highly from a coordinated team. Pro play relishes champions with these characteristics, which is why he’s been such a strong pick in the space. We’re chipping away at these strengths to quell his presence there, but at the same time, helping out those who are looking to pick him up and aren’t as precise in their combos.
With the removal of his shield, he’ll have fewer means of survivability against bad match-ups, and by changing his CC to a slow, his gank targets should have better chances of escaping a 2v1 (especially a Flash > Rune Prison combo). As part of the general adjustments we’re making to make him more welcoming to less experienced players, we’re also opening up the bouncing game a bit more by making Spell Flux always bounce off its primary target, and placing some scaling into a passive on Realm Warp. Then there’s a bunch of tuning to account for those changes. It’s not what we would typically call a rework, but since it’s Ryze, we’ll count it. Looking forward to v7 (v8?)!
MANA400 ⇒ 300 MANA REGEN6 ⇒ 8
Q – Overload
RANKS6 ⇒ 5 DAMAGE60/85/110/135/160/185 ⇒ 80/105/130/155/180 removedSHIELDNo longer grants a shield after consuming 2 Runes updatedSPELL DAMAGE BONUS40/50/60/70/80% (based on Spell Flux’s rank) ⇒ 10/40/70/100% (based on Realm Warp’s rank) BONUS MOVEMENT SPEED25/28/31/34/37/40% ⇒ 20/25/30/35/40%
W – Rune Prison
RATIO1% bonus mana ⇒ 4% bonus mana COST50/60/70/80/90 mana ⇒ 40/55/70/85/100 mana BASE CROWD CONTROLRooted for 0.75 seconds ⇒ Slowed by 35% for 1.5 seconds SPELL FLUX BONUSIncreased root duration ⇒ Converts Slow to Root
E – Spell Flux
DAMAGE70/90/110/130/150 ⇒ 60/80/100/120/140 COST60/70/80/90/100 mana ⇒ 40/55/70/85/100 mana newBOUNCE HOUSENow always bounces off the primary target removedPING PONG PAINBounces no longer damage enemies removedFLUX BOMBNo longer spreads Flux to nearby enemies on unit kill
R – Realm Warp
RANKS2 ⇒ 3 newWARP DAMAGEOverload damage bonus against targets with Flux increased to 40/70/100% newCLOSE ENOUGHImmediately casts at max range when attempting to cast beyond that MINIMUM CAST RANGE730 ⇒ 1000 MAXIMUM CAST RANGE1750/3000 ⇒ 3000 COOLDOWN180 seconds ⇒ 210/180/150 seconds
Passive now stores up to 2 charges; base damage increased; AoE damage less effective against minions. Q detonation damage and AoE range decreased on minions. W heal increased. E shield adjusted and cooldown increased later.
Sylas continues to be a high-tier competitive champion despite struggling in the hands of most players. We’re taking some swings at aspects of his kit that are more powerful in pro, such as the on-demand nature of his shield and his AoE wave clear.
Passive – Petricite Burst
newCHARGESNow stores up to 2 charges which will be consumed on subsequent basic attacks BASE DAMAGE5-47.5 (levels 1-18) ⇒ 9-60 (levels 1-18) newMINIONS ARE FRIENDSDeals 70% less damage to minions
Q – Chain Lash
DETONATION DAMAGE45/70/95/120/145 (+0.60 ability power) ⇒ 40/60/80/100/120 (+0.40 ability power) DETONATION AOE200 range on minions ⇒ 180 range on minions
W – Kingslayer
HEAL 60/80/100/120/140 (+0.4 ability power) ⇒ 70/90/110/130/150 (+0.50 ability power)
E – Abscond/Abduct
removedABSCOND SHIELDNo longer shields himself for 2 seconds on first cast COOLDOWN18/16/14/12/10 seconds ⇒ 18/17/16/15/14 seconds newABDUCT SHIELDGrants a 80/115/150/185/220 (+1.0 ability power) shield on enemy champion or monster hit for 2 seconds
Base health increased. Passive mana refund decreased early; shield decreased. W shared adaptive force adjusted; dash now interruptible by all CC.
Good Yuumis are very frustrating to play against and have virtually no windows of vulnerability—and more players are starting to get good at Yuumi. With this in mind, we’re pulling some of the mid-patch buffs we gave her at release and nerfing her defenses to open up some weaknesses. Also, bugfixes and usability improvements!
HEALTH432.36 ⇒ 480
Passive – Bop N’ Block
MANA REFUND40-160 (level 1-18) ⇒ 30-160 (level 1-18) SHIELD80-360 (+0.40 ability power) ⇒ 80-300 (+0.30 ability power)
Q – Prowling Projectile
BUGFIXFixed a bug where the missile would not spawn towards the cursor as intended
W – You and Me!
KILL THE CATEnemies now gain an assist on Yuumi when damaging the ally Yuumi is attached to updatedSHARED ADAPTIVE FORCE5/9/13/17/21% of her attached ally’s adaptive force ⇒ 5/7/9/11/13 flat adaptive force (+4/7/10/13/16% of her attached ally’s adaptive force) AND I OOPYuumi’s dash can be interrupted by knock-ups and knockbacks ⇒ Yuumi’s dash can be interrupted by any immobilizing CC BUGFIXFixed a bug where Yuumi would detach unintentionally when trying to attach to another champion outside of her range
Quality of Life Changes
SPECTATOR MODERange rings for Yuumi’s Q, W, and R no longer show on Spectator Mode SNEAKY SNEAKSYuumi now gains the same stealth screen overlay and fade on her model when attached to a champion in stealth SADAKO’S JEWELRYThe ally that Yuumi’s attached to now has a ring around them that only Yuumi can see
Simple Champion Changes
Passive cooldown now scales based on level. R healing bonus now only applies to self-healing.
We’re following-up with the changes we made to Aatrox in 9.9 since right now he heals way too often in lane (via his passive) and heals way too much late-game (from book cats and star goats).
Passive – Deathbringer Stance
COOLDOWN15 seconds ⇒ 24-12 (level 1-18) seconds
R – World Ender
HEALING BONUSAll incoming healing ⇒ Self-healing only
W cooldown decreased.
Ashe could use more power, so we’re specifically buffing the ability that she uses most to keep enemies at bay.
W – Volley
COOLDOWN15/12.5/10/7.5/5 seconds ⇒ 14/11.5/9/6.5/4 seconds
Base attack damage increased.
This is definitely a small buff, but we’re being extra cautious with her since she has a tendency to take over metas.
ATTACK DAMAGE 58 ⇒ 60
E cooldown increased; range decreased
Due to her dominance in pro play, we’re making Irelia pay a higher cost when she fails to stun her enemies with Flawless Duet. The decreased range should also make it riskier for her to go all-in.
E – Flawless Duet
COOLDOWN14/13/12/11/10 seconds ⇒ 18/16.5/15/13.5/12 seconds RANGE850 ⇒ 775
Q slow increased. E cost decreased; movement speed duration increased to match shield duration.
We’re giving Karma more tools to help her survive, especially when she’s caught out by herself.
Q – Inner Flame
SLOW25% ⇒ 35%
E – Inspire
COST60/65/70/75/80 mana ⇒ 50/55/60/65/70 mana MOVEMENT SPEED DURATION1.5 seconds ⇒ 2.5 seconds (now matches shield duration)
VFX on all abilities updated. E shield increased; cost decreased later.
Buffs to help out support Lulu and bring her back into consideration. We’ve also updated her VFX to make her magic feel more unique and improve her gameplay clarity.
BASIC ATTACKNew purple-ier missiles and hit effects ALL SKINSCleaned up to match the new effects on the base skin DRAGON TRAINER LULUPix now shoots out small pink fireballs
E – Help, Pix!
SHIELD70/105/140/175/210 ⇒ 80/115/150/185/220 COST60/70/80/90/100 mana ⇒ 60/65/70/75/80 mana VFXCleaned up shield (on allies) and improved Pix’s teleport and hit effects (on enemies)
Passive – Pix, Faerie Companion
VFXCleaned up Pix’s bolts
Q – Glitterlance
VFXNew purple-ier missiles and hit effects
W – Whimsy
VFXCleaned up buff effect (for allies) and missiles/hit effects (on enemies)
R – Wild Growth
VFXFairy dust, an entirely new and pretty AoE, and cleaned up enemy hit and slow effects
Fixed a bug on Master Yi’s passive.
Passive – Double Strike
BUGFIXFixed a bug where Master Yi’s Double Strike stacks were lasting 3 seconds instead of 4
Q base damage decreased early.
We’re reducing Nautilus’ early all-in damage since he’s currently too strong in higher areas of play.
Q – Dredge Line
BASE DAMAGE100/145/190/235/280 ⇒ 80/130/180/230/280
W minimum duration before champion regurgitation decreased; allies can no longer release themselves early when CC’d; allied champion spit range decreased; damage decreased early.
We’re helping Tahm Kench feel less overbearing in the top lane, but smoother in cases where reactive Devours are necessary.
W – Devour
BUGFIXFixed a bug where Tahm Kench could cast Tongue Lash and Devour together against non-champions for no cost MIN BEFORE CHAMP REGURGITATION1 second ⇒ 0.25 seconds newFISH OUT OF WATERAllies can no longer release themselves from Devour early while affected by CC ALLIED CHAMPION SPIT RANGE400 ⇒ 250 DAMAGE100/135/170/205/240 (+5/7/9/11/13% target’s maximum health) ⇒ 60/105/150/195/240 (+9/10/11/12/13% target’s maximum health)
W base damage increased. R knockback distance and chunk spawn adjusted.
Zac is significantly weaker after his revert in 9.11. We’re following up on his ultimate to be closer to the original version and helping out his early clear speed which has been slow.
W – Unstable Matter
BASE DAMAGE15/30/45/60/75 ⇒ 25/40/55/70/85
R – Let’s Bounce!
KNOCKBACK DISTANCE400 units away from Zac ⇒ 250 units from where target is hit CELL DIVISION CHUNK SPAWNEach enemy champion spawns a chunk the first time they’re hit by a bounce (subsequent bounces on the same enemy won’t spawn additional chunks) ⇒ Each bounce that hits one or more enemy champions spawns a chunk (hitting the same enemy still spawns a chunk)
Bonus magic damage flattened.
Corrupting Potion is a dominant choice in pro and higher skill play. We’re taking it down a notch so other options have an opportunity to shine.
BONUS MAGIC DAMAGE15-30 (level 1-18) over 3 seconds ⇒ 15 at all levels over 3 seconds
ARAM Balance Changes
We’ve made an adjustment to the calculations that go into designating your Champion Mastery Grade at the end of an ARAM game to better represent the nuances of the game mode! Additionally, more nerfs and buffs!
END OF GAME MASTERY GRADEModified calculations to be more accurate for ARAM
Fiora+8% damage dealt & -8% damage taken ⇒ No changes compared to other modes Jhin-5% damage dealt ⇒ -8% damage dealt Kassadin+10% damage dealt & -5% damage taken ⇒ -5% damage taken Katarina+8% damage dealt & -8% damage taken ⇒ +5% damage dealt & -5% damage taken Lux-10% damage dealt & +8% damage taken ⇒ -10% damage dealt & +10% damage taken Nidalee+15% damage dealt ⇒ +12% damage dealt Quinn+10% damage dealt & -10% damage taken ⇒ +8% damage dealt & -8% damage taken Rek’Sai+18% damage dealt & -10% damage taken ⇒ +12% damage dealt & -10% damage taken Sejuani-10% damage taken ⇒ -8% damage taken Sona-10% damage dealt & -15% healing done & -15% shielding done & +12% damage taken ⇒ -15% damage dealt & -18% healing done & -18% shielding done & +15% damage taken Tahm Kench+8% damage dealt & -8% damage taken ⇒ -5% damage taken Talon+10% damage dealt & -5% damage taken ⇒ -5% damage taken TrundleNormal ⇒ +5% damage taken Mordekaiser+5% damage dealt & -5% damage taken ⇒ No changes compared to other modes
CorkiNormal ⇒ +5% damage dealt & -5% damage taken Elise+5% damage dealt ⇒ +5% damage dealt & -5% damage taken Fizz+5% damage dealt ⇒ +5% damage dealt & -5% damage taken Galio+5% damage taken ⇒ No changes compared to other modes Illaoi+5% damage taken ⇒ No changes compared to other modes Jarvan IVNormal ⇒ +5% damage dealt & -5% damage taken Karthus-8% damage dealt ⇒ -6% damage dealt KledNormal ⇒ +5% damage dealt & -5% damage taken Nocturne+5% damage dealt & -10% damage taken ⇒ +10% damage dealt & -12% damage taken Riven+5% damage dealt ⇒ +5% damage dealt & -5% damage taken Swain-6% damage dealt & +6% damage taken ⇒ -5% damage dealt Yorick-5% damage dealt & +8% damage taken ⇒ -5% damage dealt & +5% damage taken
This update is aimed at reinforcing Amumu’s Shuriman thematic and improving his gameplay clarity. We also tried to make it as close as possible to the style in his music video!
BASIC ATTACKNew hit effects PASSIVE – CURSED TOUCHCleaned up existing effects Q – BANDAGE TOSSAdded a subtle effect to show the width of his missile and brightened the tip of it W – DESPAIRNow displays a reflection and has a better representation of the hitbox. New, more condensed impact effect. E – TANTRUMNew AoE, now with sand, and a better representation of the hitbox R – CURSE OF THE SAD MUMMYMore sand and actual Shuriman runes ALL SKINSCleaned up to match the new effects on the base skin SAD ROBOT AMUMUNew, robot-y effects across all his abilities
Mostly cleaned up his abilities to reduce noise, while adding a little bit of Freljordian flair.
BASIC ATTACKNew hit effects and adjusted weapon trails PASSIVE – BATTLE FURYNew rage indicator effect Q – BLOODLUSTMore visible heal effect with reduced noise W – MOCKING SHOUTAdded a cast effect that shows range E – SPINNING SLASHNew effect that shows the actual width of the AoE R – UNDYING RAGENew activation and buff effects ALL SKINSCleaned up to match the new effects on the base skin DEMONBLADE TRYNDAMERENew FI-YAHHHHHHHHHHHH-ERY effects
We completely overhauled Ziggs’ VFXs, focusing on showing the actual size of the his AoEs and bringing him up to modern standards.
BASIC ATTACKNew sparky missiles and hit effects PASSIVE – SHORT FUSEEmpowered hits are more explode-y; missiles are more sparky Q – BOUNCING BOMBMore sparks, new missile, and the explosion now leaves a crater that shows the size of the AoE W – SATCHEL CHARGENew explosion that leaves behind a crater; new upward movement to reinforce the knock-up feel; new hit effects; adjusted AoE indicators to match hitbox E – HEXPLOSIVE MINEFIELDSubtle trail on the missiles and range indicator on the mines. Also leave small craters on impact. And of course, more sparks! R – MEGA INFERNO BOMBMUSHROOM CLOUD AND MORE SPARKS! New cast, indicators, missile, AoE, and hit effects. MAD SCIENTIST ZIGGSNow with more bubbles and green goo POOL PARTY ZIGGSCleaned up the noise on his abilities and adjusted to better match the rest of the skin line SNOW DAY ZIGGSCleaned up the noise on his abilities and added some warmth to his missiles and explosions ARCANIST ZIGGSAdded the crater in his ultimate and updated the indicator to match the base skin’s ODYSSEY ZIGGSAdded the crater in his ultimate
- Warwick’s Q – Jaws of the Beast tooltip now lists the correct AP ratio
- Split rewards now display on Ranked Armor on the Loading Screen
- The “End-of-Vote” flash on the Surrender box no longer re-appears when the timer expires for those who have already voted
- The Surrender box can now be properly be moved around
- Headhunter Nidalee’s Q – Javelin Toss‘s javelins have been adjusted for colorblind players to better see them
- Jhin’s Q – Dancing Grenade now properly bounces to other targets even after its damage is consumed by Sivir’s E – Spell Shield