Original Post — Direct link

"Larger scope changes to LB, Yuumi, Jungle adjustments (+power into farming/counterjg, nerfing ganking), Azir.

Still mostly following up from Navori changes, Jungle adjustments and getting Mage items into a better spot.

After this, gearing up for MSI focused balance from 13.6 " - https://twitter.com/RiotPhroxzon/status/1630375039416807431

PBE changes are subject to change

>>> Champion Buffs <<<

LeBlanc - TheTruexy's Tweet

  • [Q] Sigil of Malice buffs:
    • Now refunds 100% mana and 30% remaining cooldown if either part kills a target
    • Now deals 10-146 (based on level) bonus damage to minions
    • [R-Q] Mimic: Sigil of Malice gains the same effects

Kennen


Aatrox


Tryndamere


Rumble (Top)


Fizz


Jinx


Samira

  • Partial walkback of 13.4 nerfs :)

>>> Champion Nerfs <<<

Gangplank - PBE

  • [P] Trial by Fire damage reduced 55-310 >>> 50-250 (based on level)

  • [E] Powder Keg nerfs:

    • Cooldown reduced 18-14 >>> 18 flat seconds
    • Charges now are shown below Gangplanks HP bar to all champions

Twitch (AP) - PBE

  • [P-E] Contaminate AP ratio per stack of Deadly Venom reduced 35% >>> 30%

Rammus


Aurelion Sol


Caitlyn


Xayah


Yorick


>>> Champion Adjustments <<<

Azir - Phreak's Video

  • Base HP reduced 622 >>> 550
  • Armor per level increased 4.2 >>> 5.0

  • Base AD increased 52 >>> 55

  • AD per level increased 2.8 >>> 3.5

  • Base mana reduced 380 >>> 320

  • Mana per level increased 36 >>> 40

  • Base attack speed increased 0.625 >>> 0.694

  • Attack speed ratio increased 0.625 >>> 0.694

  • Attack speed per level increased 3% >>> 4%

  • [P] Shurima's Legacy changes:

    • Turret duration reduced 60 >>> 30 seconds
    • Cooldown reduced 180 >>> 90 seconds
    • Damage increased 150 (+4 per minute) (+15% AP) physical damage >>> 230-410 (based on level) (+40% AP) magic damage
    • Removed bonus 37.5% damage to champions
    • Now applies Azir's spell effects as a single-target spell
    • HP increased 2550 >>> 3000
    • Armor adjusted 60 (+1 per minute) >>> 30-90 (based on level)
    • Magic resistance reduced 100 (+1 per minute) >>> 30-90 (based on level)
    • Turret magic resistance reduced when Azir is not within 2000 units 0 >>> 100 (in addition to the already existing 100 armor reduction)
  • [Q] Conquering Sands nerfs:

    • Damage adjusted 70/90/110/130/150 (+30% AP) >>> 60/80/100/120/140 (+35% AP)
    • Mana cost increased 55 >>> 65/70/75/80/85
  • [W] Arise! adjustments:

    • [W-P] Removed passive attack speed and 3 soldier bonus attack speed
    • Damage increased 50-150 (based on level) (+55% AP) >>> 0-110 (based on level) (+50/60/70/80/90) (+60% AP)
    • Mana cost reduced 40 >>> 30
  • [E] Shifting Sands mana cost increased 60 >>> 45


Yuumi - Phroxzon's Tweet and PBE and PBE

  • HP per level reduced 84 >>> 69
  • Base mana increased 400 >>> 440

  • [P] Feline Friendship:

    • When Yuumi's spells or attacks affect (says strike on the PBE) champions, she heals herself and charges a heal for her allies. If she Attaches within the next 4 seconds, she brings the heal to her ally. While Attached, this effect automatically occurs.
    • While Attached, Yuumi builds Friendship whenever her Ally kills champions or minions. Each ally has their own unique Friendship score. While attached to her Best Friend, her abilities gain bonus effects.
    • While her Passive is ready, Yuumi's auto attack range is increased by 50.
    • Cooldown 20-10 seconds (based on levels 1-11)
    • Heal 25-110 (based on levels 1-18) (+15% AP)
    • Ally friendship gained 2 per minion and 3 per champion
  • [Q] Prowling Projectile:

    • Yuumi fires a missile that Slows the first enemy hit. If cast while Attached, Yuumi can control the missile for a short period before it becomes Empowered, greatly accelerating and slowing enemies by an increased amount.
    • Best Friend bonus: The Slow will always be empowered and hitting enemy Champions also grants 10/12/14/16/18/20 (+10% AP) magic damage On-Hit to her ally for 5 seconds. This damage is increased by up to 75% based on her Ally's Critical Strike Chance.
    • Cooldown 7.5/7.25/7/6.75/6.5/6.25 seconds
    • Base damage 60/90/120/150/180/210 (+20% AP)
    • Base slow 20% decaying over 1 second
    • Empowered damage 80/140/200/260/320/380 (+35% AP)
    • Empowered slow 55/60/65/70/75/80% decaying over 2 seconds
    • Missile width reduced 65 >>> 55
    • Reveals targets hit with the ability
  • [W] You and Me!:

    • Removed adaptive force provided to Yuumi/Ally
    • No longer counts as a "Positive Boon" for Summon Aery
    • Best Friend bonus: Yuumi gains an additional 10-20% (based on Ally level) Heal/Shield Power and her Ally gains 3/5/7/9/11 (+4% AP) On-Hit healing. This is affected by Yuumi's Heal/Shield Power
  • [E] Zoomies!:

    • Now shields Allies instead of Healing
    • Cooldown 12/11.5/11/10.5/10 seconds
    • Mana cost 80/90/100/110/120
    • Shield granted 90/120/150/180/210 (+30% AP) for 3 seconds
    • Move speed provided 20% while the Shield persists
    • Bonus attack speed provided 35% (+8% per 100 AP)
    • Restores 20/24/28/32/36 mana to her Ally, increased by up to 100% based on their Ally's missing mana (30-80% missing mana).
  • [R] Final Chapter:

    • For 3.5 seconds, Yuumi fires 5 magical waves that affecting enemies and allies. If cast while Attached, Yuumi can steer the waves to follow her mouse.
    • For Ally champions the waves heal. All excess healing is converted to a shield, lasting 3 seconds after the ability ends.
    • For all enemies, the waves deal damage and apply a stacking Slow.
    • Damage per wave increased 60/80/100 (+20% AP) >>> 75/100/125 (+20% AP)
    • Heal per wave 35/50/65 (+15% AP)
    • Slow 10% (+10% per wave) for 1.25 seconds
    • Best Friend bonus: The heal is increased 130% on her Best Friend and grants 20/40/60 (+10% AP) armor and magic resistance for the duration of the spell.

Pantheon - PBE

  • Base HP regeneration reduced 7.5 >>> 6
  • Base attack speed increased 0.644 >>> 0.658
  • Attack speed ratio increased 0.644 >>> 0.658

  • [Q] Comet Spear buffs:

    • Cooldown reduced 13/11.75/10.5/9.25/8 >>> 11/10.25/9.5/8.75/8 seconds
    • Mana cost reduced 30 >>> 25
  • [E] Aegis Assault adjustments:

    • Cooldown increased 22/20.5/19/17.5/16 >>> 25/24/23/22/21 seconds
    • Possible addition of granting 10 (+25% bAD) armor and magic resistance for 6 seconds
    • [P-E] Mortal Will empowered bonus movespeed reduced 60% >>> 40%

Ashe - Phreak's Changelist

  • Base HP reduced 640 >>> 600
  • HP per level increased 101 >>> 105
  • AD per level increased 2.95 >>> 3.25

  • [Q] Ranger's Focus changes:

    • No longer requires Focus to cast
    • Cooldown increased 0 >>> 10 seconds
    • Bonus attack speed reduced 25/32.5/40/47.5/55% >>> 25/30/35/40/45%
    • Total damage per flurry increased 105/110/115/120/125% >>> 105/115/125/135/145% tAD
  • [W] Volley cooldown increased 18/14.5/11/7.5/4 >>> 18/15/12/9/6 seconds

  • [R] Enchanted Crystal Arrow cooldown increased 80/70/60 >>> 100/80/60 seconds


Zed

  • [E] Shadow Slash cooldown revert

Qiyana


>>> System Buffs <<<

Cosmic Drive


>>> System Nerfs <<<

Oracle Lens - Phlox's Tweet

  • Cooldown increased 90-60 >>> 120-60 (based on average level in the game) seconds

>>> System Adjustments <<<

Grasp of the Undying - PBE

  • Permanent bHP increased 5(melee)/3(ranged) >>> 7(melee)/4(ranged)
  • Max HP heal reduced 1.7%(melee)/1.02%(ranged) >>> 1.2%(melee)/0.72%(ranged)
  • Flat heal added 3(melee)/1.8(ranged)

Triumph - PBE

  • Missing HP heal reduced 10% >>> 5%
  • Max HP heal added 2.5% (1.5% on ARAM)

Jungle Adjustments - Phlox's Tweet

  • 20% bonus damage against non-epic monsters now applies to all monsters, not just those on your side of the jungle

  • Minion experience for first 15 minutes reduced 75% >>> 40-75% (linear scaling with time from 0:00)

  • Camp gold buffs:

    • Gromp: 70 >>> 80
    • Blue Sentinel: 80 >>> 90
    • Greater Murk Wolf: 50 >>> 55
    • Lesser Murk Wolf: 13 >>> 15
    • Crimson Raptor: 30 >>> 35
    • Lesser Raptor: 7 >>> 8
    • Red Brambleback: 80 >>> 90
    • Medium Krug: 5 >>> 10
    • Small Krug: 13 >>> 14

>>> ARAM <<<

Towers - Graydiance's Tweet

  • Outer Tower changes:

    • AD increased 185-223 (over 8 minutes) >>> 185-293 (over 12 minutes)
    • Armor increased 70-78 >>> 75-96 (over 8 minutes)
    • Magic resistance increased 75-83 >>> 75-96 (over 8 minutes)
    • At 12 minutes, the Outer Tower's resistances will fall to 40 armor and magic resistance
  • Inhibitor Tower changes:

    • AD increased 195-243 (over 8 minutes) >>> 195-375 (over 15 minutes)
    • Armor increased 70-78 >>> 75-96 (over 8 minutes)
    • Magic resistance increased 75-83 >>> 75-96 (over 8 minutes)
    • Now gains Fortification: When the Outer Tower falls, this Tower receives 30% damage reduction for 60 seconds
  • Nexus Tower changes:

    • AD increased 175-223 (over 8 minutes) >>> 195-375 (over 15 minutes)
    • Armor increased 50-58 >>> 75-96 (over 8 minutes)
    • Magic resistance increased 75-83 >>> 75-96 (over 8 minutes)

External link →
over 1 year ago - /u/PhreakRiot - Direct link

FYI Azir and Ashe have fewer changes now.

No base stat changes for Ashe. W is -10 damage instead of cooldown. Q is -20 cost and +2s duration on the buff instead of the other changes.

Azir no longer has +3 base AD, level 1 AS is now .658, W ratio is back to .55, and the W+E cost buffs are gone.

Ashe was just to simplify the change list and enough players liked the old cast paradigm to make it an easy change.

Azir is partially because 3.4 directly buffed him, so numbers had to go down, and the overall goal is to nerf Azir out of the top spot in pro play. I’m more than happy to see us buff him back up if these changes give us room, but the first goal has to be met.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Blackout28

So sad. I wanted the active Q.

I feel you. I personally would like it, too. But I'm no longer super confident that it's correct for the champion. A lot of established Ashe players expressed that they like its unique style and ultimately there's no need to be risky here.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Mr_Simba

I’ll throw my 2 cents in that I was worried about this change. It t feels like part of the intended skill check of the champion is playing around your range and cc to get to your four stacks so you can open up and go nuts for a while. I worry about her feeling unhealthy if she has the freedom to open up with big DPS whenever she wants on top of her great kiting.

Have you guys considered even further nerfing W damage (especially at higher ranks), but then making its damage scale with her passive? The passive damage amp is based on crit chance, so that could make W damage feel decent mid-late for ADC Ashe while being worse for support.

There are likely plenty of tactics available if we wanted to wreck non-AS builds. I'm not sure we have to do so.

I don't like crit as the lever because some Ashe players like going on-hit builds and I don't see a reason to remove that.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Kepytop

Would it still be possible to end up buffing the Q's AD ratio, or was it seen as too risky to give Ashe that much damage? Honestly was just looking for any reason to finally be rid of rageblade.

So here's the weird thing:

I don't think Q should have so much AS on it. Its build-up asks you to build attack speed. If more of the buff's power is then in attack speed, that itemization goes to waste.

However, attack speed is the one sure-fire way to make sure players feel like they've been buffed. Ashe's animation change does a lot to sell the state, all the same. But again, just going risk averse for this one.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by private_birb

I'm confused. I'm not seeing anywhere here that the active Q is going away. Am I missing something?

There was a version that had Ashe Q as a simple active as opposed to one that required Focus.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Brief_Ad_7105

I can understand rest of the changes, but W ap ratio revert to 0.55 again(Azir) is too harsh, i think.

If you guys want to take his early game performance, then you must provide proper reward in his late game. But now you cut his early game once more, and take even his attack speed passive(so it can't be told that his late game is pure buff), things you turn back are just 0.05 ap ratio buff in Q and 50 base damage buff in W? You really think this is acceptable exchange?

I really hope you reconsider about this. Please let W ap ratio remain as 0.6.

The goal is to get Azir into a state where he is buffable without being 100% pick/ban in pro. So far this year he's been a 50-70% pro presence mid laner, which means we don't have any room to buff him in the hands of everyone else. 13.4 buffed him 1-1.5% win rate. The goal was to do that without buffing pro play, but I'm pretty sure I missed the mark there.

So right now he's up 1.5% win rate compared to 13.3 but expected to also break pro play. If this change list preserves that win rate lift and brings his pro presence back down (again, expectation-wise), then the overall changes would have been successful.

W damage is strictly higher come midgame. The passive turret is substantially more usable. I expect his early game will be nerfed enough that there may be room to just buff him in the near future.

Overall, Azir has substantially better late game over the course of these two patches: Q, W, E, R, and passive are all stronger late game than they were in 13.3. Even his base attack damage and physical durability are up. The hope is that all of that can be bought with a weaker early laning phase.