Summary
- League of Legends update 25.04 introduces Masked Justice skins for Senna, Lucian, Yone, along with Quantum Galaxy Slayer Zed.
- Champion adjustments in the update include buffs for Diana and Ekko, among other changes.
- The Honor system is revamped to reflect players’ behavior, with new rewards tied to Honor levels, encouraging positive interaction.
League of Legends has released update 25.04, with new cosmetics, champion adjustments, and bug fixes. This will be the last update League of Legends will receive for Season 1, Act 1, which, following the success of Arcane‘s second season, has brought a wave of themed content to the game.
This first act was entitled “Welcome to Noxus” and started on January 9. It centers on Noxus and the Black Rose after the events of the Netflix series, and its main highlight is Mel’s debut as a new League of Legends champion. Another addition was the Masque of the Black Rose skin line, with new cosmetics telling the story of the Black Rose ball in Noxus for Elize, Ezreal, Katarina, Renata Glasc, Samira, and Vladimir. Riot also released two new motion comics, “Bringer of Ruin” and “The Fourth Principle.”
2:50

Related
League Of Legends: The Hardest Characters To Play, Ranked
League of Legends is chock full of characters but some of them are much easier to use than others. Here are some of the most difficult to master.
Now Riot has released League of Legends update 25.04, and one of the main new features is the debut of the Masked Justice skins for Senna, Lucian, and Yone, along with the Quantum Galaxy Slayer Zed skin. The League of Legends cosmetics will be available from February 20 at 9 pm UCT, along with chromas for Lucian, Senna, and Yone. Another important change made by the update is the Honor System, which has been revamped to better reflect the interaction between players. In this way, the devs say the system will be more effective at “showing a player’s impact on their teammates” instead of just how many matches they’ve played.
With update 25.04 live, several champions have received tweaks, most notably the League of Legends characters who can jungle. Diana, who has been proving popular in the lane, has received buffs to enhance her performance in the mid lane, while Ekko has been buffed to improve his presence in both lanes. Teemo has also gained more power for jungle, while Elise, who is strong in support, will have some of her power to support teammates moved to her jungle potential. Outside the Summoner’s Rift junglers, Mel has received several adjustments to make her playstyle not as overly safe.
In addition to new League of Legends skins and champion balancing, this update has revealed the Clash 2025 calendar, with new tournaments for players to join and rewards to get. The Mythic Shop has an array of new cosmetics available, such as Prestige K/DA Evelynn and Prestige PROJECT: Zed. Meanwhile, skins such as Lancer Zero Hecarim and Prestige Lunar Beast Fiora are leaving the store.
League of Legends Update 25.04 Patch Notes
Honor Revamp
As of this patch, the Honor system has been revamped to better reflect how players interact with one another. Instead of steadily progressing over a Season (unless you’re penalized), your Honor now updates regularly based on your recent behavior. Our goal with these changes was to make Honor about how you show up and the positive impact you have on your teammates, not just how many games you’ve played. As always, we want this system to create a safer and more positive environment for everyone in the community and we believe these changes will help get us there.
Now that Honor is a more accurate evaluation of behavior, we’re tying it to communication privileges and other rewards. Honor 3 now represents neutral players who aren’t being disruptive or positive. All the baseline features to play and communicate with your team are available at this level. Higher levels of Honor are reserved for players who are consistently positive, respectful, and collaborative. These players are rewarded Battle Pass XP drops and benefits like visible Honor levels. At Honor 5 you’ll gain access to ally-targeted pings to call for things like Dearest Karthus’s ultimate. Meanwhile, Honor levels 1 and 2 indicate an active penalty on your account due to recent disruptive behavior and, as a result, access to rewards and some chat usability will be restricted.
For even more details about the system, check out the Honor FAQ here! These updates will go live on February 20th 21:00 UTC, shortly after the patch goes live.
- Honor Levels: Amount of games played without penalties ⇒ Dynamic evaluation based on recent positive behavior.
- Rewards & Entitlements: Based on your current Honor; more info available at Honor FAQ.
- Honor Checkpoints & Seasonal Resets: Gone!
- Demotion Warnings: Will notify you when your Honor is sliding to the previous level.
- Honor Penalties: Game-based; The amount of matches you must play to lift the penalty is viewable in your profile the same way Ranked Restrictions are today.
- Honor Tokens: Any remaining Honor 5 tokens in loot will be converted into 1050 Orange Essence at the start of patch 25.06.
- Progression: Honor Orbs and Capsules have been replaced with Battle Pass XP drops.
- Rewards: After 25.04, the first time you reach Honor 5 you will be permanently awarded the Three Honors Malzahar, Shen, and Akshan skins, alongside Grey Warwick and Medieval Twitch and their chromas.
Champions
Ashe
Q, W, and R damage increased.
After her recent adjustments Ashe is sitting a bit on the weaker side, so this patch we’re looking to add the bite back to her frost. For this change list, we’re looking to give her some more power in the mid game by increasing the AD scaling on her Q and W while also giving her a bit more up front damage on her R so that Ashe and her allies can more successfully burst down enemies she’s engaged on.
-
Q – Ranger’s Focus
- Total Damage per Flurry: 110/115/120/125/130% AD ⇒ 111/117/123/129/135% AD
-
W – Volley
- AD Ratio: 100% bonus AD ⇒ 110% bonus AD
-
R – Enchanted Crystal Arrow
- Damage: 200/400/600 (+120% AP) ⇒ 250/450/650 (+120% AP)
- Secondary Target Damage: 50% ⇒ 100%
Diana
Passive damage to monsters decreased. Q and W damage increased.
Diana has quickly risen in the ranks as a jungler but is currently struggling as a mid laner. We’re giving her some generally helpful buffs to make her a stronger mid lane while pulling down some jungle mods with the intent to slightly nerf her there. We’re specifically choosing to increase her early game flat damage as a way to open up non-assassin build paths and to reduce some of her current low-MMR skew.
-
Passive – Moonsilver Blade
- Monster Damage: 300% ⇒ 225%
-
Q – Crescent Strike
- Damage: 60/95/130/165/200 (+70% AP) ⇒ 70/105/140/175/210 (+70% AP)
-
W – Pale Cascade
- Maximum Damage: 54/90/126/162/198 (+54% AP) ⇒ 60/96/132/168/204 (+54% AP)
Ekko
Q damage increased.
Ekko’s currently sitting a bit weak in both the jungle and mid lane, so we’ve got some timely buffs to help him out. We’ve got some extra base damage for his Q which should help him shave seconds clearing jungle camps and minion waves without needing additional power from items.
-
Q – Timewinder
- Damage: 70/85/100/115/130 (+30% AP) ⇒ 80/95/110/125/140 (+30% AP)
Elise
W (human form) damage decreased, W (spider form) cooldown decreased, bonus attack speed increased. R spiderling damage increased.
Elise jungle was quite weak at the start of the season, but recent buffs to Dark Harvest and Electrocute have brought her back to viability. However, Elise support has taken over as she’s a bit too strong overall, so we’re removing some of her support one-shot potential and buffing her sustained spider powers so that she still has a leg (8 legs) to stand on as a jungler.
-
W – Volatile Spiderling
- Damage: 60/105/150/195/240 (+95% AP) ⇒ 60/100/140/180/220 (+75% AP)
-
W – Skittering Frenzy
- Cooldown: 10 ⇒ 6 seconds
-
Bonus Attack Speed: 60/70/80/90/100% ⇒ 60/75/90/105/120%
- R – Spider Form
- Spiderling Damage: 8/14/20/26 (+15% AP) ⇒ 10/20/30/40 (+15% AP)
Gangplank
AD growth increased.
Gangplank’s been avoiding his oranges and needs a dose of vitamin B (for buffs). We’ve cooked him up some base stat buffs due to how cleanly it benefits both his Q and his synergies with Trinity Force.
Base Stats
Hwei
Passive damage decreased. QW damage decreased early. WE damage decreased.
Hwei’s currently painting L’s for his opponents, especially when it’s a higher skilled player holding the brush. As a champion that benefits from his flexibility to adapt to all situations we’re looking to reduce how well he can optimize his laning phase and other tools that better players typically use.
-
Passive – Signature of the Visionary
- Damage: 35–180 (based on level) (+35% AP) ⇒ 35–180 (based on level) (+30% AP)
-
QW – Severing Bolt
- Damage: 80/100/120/140/160 (+25% AP) ⇒ 60/85/110/135/160 (+25% AP)
-
WE – Stirring Lights
- Damage: 25/35/45/55/65 (+20% AP) ⇒ 20/30/40/50/60 (+15% AP)
Jayce
W attack speed increased.
We’ve got a pretty straight forward change for Jayce this patch. Last patch when we raised the attack speed cap, we missed increasing his W to match, so we’re back to right that wrong.
-
W – Hyper Charge
- Set Attack Speed: 2.67 ⇒ 3.0
Kalista
W damage decreased early.
Kalista’s changes at the start of the year succeeded in making her quite a bit nicer to play, but she’s a bit overpowered right now whether you’re a pro player or have simply learned how to play this difficult markswoman. Since most players haven’t mastered Kalista’s high skill curve, we’re opting to be more pro-focused with this nerf, so we’re hitting her Soul-Marked damage as an attempt to focus on that tier of play while leaving your average Kalista player relatively untouched.
-
W – Sentinel
- Target Max Health Damage: 14/15/16/17/18% ⇒ 10/12/14/16/18%
Kog’Maw
Q damage decreased, AP ratio increased.
Kog’Maw normally sits at pretty high win rates due to being easy to play and always having room for counterplay. However, he’s winning a little bit more than is fair right now, so we’re delivering a small tap down. We’re just taking away some damage that he shouldn’t really miss, as we’d like to preserve his rapid-fire spitballs as best-in-class. That said, AP Kog is getting some compensation for this nerf as it’s not very strong right now and could use the help.
-
Q – Caustic Spittle
- Damage: 90/140/190/240/290 (+70% AP) ⇒ 80/125/170/215/260 (+80% AP)
Lulu
W bonus attack speed decreased, cooldown increased. E damage and shield strength decreased.
Lulu is in quite a strong state right now and has power she can afford to lose so we’re looking to give her some meaningful nerfs this patch. Help, Pix! is one of Lulu’s most flexible and reliable abilities, so we’re looking to take it down a notch while also removing a bit of power from her Whimsy.
-
W – Whimsy
- Bonus Attack Speed: 25/27.5/30/32.5/35% ⇒ 20/22.5/25/27.5/30%
- Cooldown: 17/16.5/16/15.5/15 ⇒ 18/17.5/17/16.5/16 seconds
-
E – Help, Pix!
- Base Damage/Shield Strength: 80/125/170/215/260 ⇒ 80/120/160/200/240
Mel
Multiple changes, overall safety decreased, damage scaling increased.
Mel has been very popular both to pick and to ban. We believe Mel experiences just a little too much safety for opponents to effectively punish her due to her range and ability durations. So to correct that we’re lowering her Q range and speed, W duration, and early E root duration to make her a more assailable target. At the same time, we’re returning some of her ability to scale into the mid and late game with some added damage to both E and R while lowering the damage value of W from rank up which results in some painful end game experiences.
-
Q – Radiant Volley
- Cast Range: 1000 ⇒ 950
- Projectile Speed: 5000 ⇒ 4500
-
W – Rebuttal
- Duration: 1 ⇒ 0.75 seconds
- Mana Cost: 60/45/30/15/0 ⇒ 80/60/40/20/0
- Reflected Damage: 40/47.5/55/62.5/70% ⇒ 40/45/50/55/60%
-
E – Solar Snare
- Root Duration: 1.75/1.88/2/2.13/2.25 ⇒ 1.25/1.5/1.75/2/2.25 seconds
- Direct Hit Damage: 60/100/140/180/220 (+50% AP) ⇒ 60/105/150/195/240 (+60% AP)
-
R – Golden Eclipse
- Damage per Overwhelm Stack: 4/7/10 (+2.5% AP) ⇒ 4/7/10 (+3.5% AP)
Nautilus
Q damage increased.
Nautilus’ power levels are currently sinking, especially in solo queue, so we’re looking to give him back a little power in his Q to make him a bit more of a kill threat early game so he can get those early takedowns and ride that wave to a win.
-
Q – Dredge Line
- Damage: 70/115/160/205/250 (+90% AP) ⇒ 85/130/175/220/265 (+90% AP)
Sion
Base armor and health regeneration increased.
Sion’s not in the best state at the moment, and since we’re about to nerf a bunch of his main items we’re setting him up with some proactive compensation buffs. We’re doing this by giving him some base defensive power that he lost from his items. Additionally, Sion currently struggles in lane with a lot of losing matchups, so we’re targeting his base armor instead of armor scaling to specifically help him in the early game.
-
Base Stats
- Base Armor: 32 ⇒ 36
- Health Regeneration: 7.5 ⇒ 9
Teemo
E damage to monsters increased.
Teemo jungle has definitely gotten weaker since we all went Noxus, and the recent nerfs to his E definitely didn’t do him any favors there. Since he’s already in a good spot in his other positions we’re giving him very specific jungle power.
-
E – Toxic Shot
- Monster Damage: 125% ⇒ 145%
Warwick
Q mana cost increased.
Warwick’s actually doing just fine in the jungle, but his power in top lane is, well, over the top. We’re looking to offset this difference by hitting his Q here since he maxes it first when playing top but second when in the jungle.
-
Q – Jaws of the Beast
- Mana Cost: 70/75/80/85/90 ⇒ 80/85/90/95/100
Yasuo
Passive critical damage reduction removed.
Yasuo hasn’t been able to find his stride recently, so we’re here to put some wind behind his metaphorical sails this patch. We’d like it if Yasuo players were more willing to buy early crit chance, so we’re softening his crit damage modifier from way back when base crit damage was 200%.
-
Passive – Way of the Wanderer
- Critical Damage Reduction: 10% ⇒ REMOVED
Items
Abyssal Mask
Though Abyssal Mask is doubly situational, both needing MR and other magic-damage teammates to synergize with, it was overbuffed at season start and doesn’t need to be quite so good. We’re fine with Abyssal being a fairly rare purchase, as it’s not important that tanks consistently raise damage output across the board.
Magic Resistance: 50 ⇒ 45
Fimbulwinter
We’ve had Fimbulwinter on our radar for a while. It’s been a very strong item for a while, but it’s been consistently overlooked, especially since not all tanks need mana. However, we’re at a point now where champions who are between two options (Fimbulwinter vs. Muramana or vs. Seraph’s Embrace) should clearly always be choosing the tank option. We’re looking to fix that this patch, so we’re bringing its shield down a notch.
Everlasting Shield: 100-180 (based on level) (+4.5% current mana) ⇒ 100 (+4.5% current mana) (Note: this is roughly 30% less shielding in average cases)
Heartsteel
While very popular and the current poster child of frustrating tank items, we don’t believe Heartsteel is actually quite as powerful as its reputation may suggest. The nerf here is meant to be fairly small as a result. That said, the high-end snowball cases for this item can get out of hand, so we’re specifically going after the best-case scenarios where it gains over 1000 bonus HP and feeds into all the other HP scaling.
Colossal Consumption Max Health: 10% of damage ⇒ 8% of damage
Infinity Edge
ADC builds take a little bit too long to get off the ground at the moment, so we’re shrinking their most-built item, Infinity Edge, in order to let them get into the rest of their build sooner.
Price: 3600 ⇒ 3450 gold
Attack Damage: 70 ⇒ 65
Mercury Treads
After making several balance passes at level 2 boots late last year, we’ve gotten them to a point where they’re appropriately competitive with legendary items. That said, we’ve got some minor balance outliers within the boots space itself, so we’re looking to bring up some of the worst performers and bring down the top end a touch.
First is Mercury’s Treads, which is the weakest tank footwear. We know 50 gold doesn’t sound like a lot, but boots are small items and as a percentage, this is like dropping 125 gold off of a full legendary.
Price: 1300 ⇒ 1250 gold
Plated Steelcaps
As Mercury’s Treads are getting a bit stronger, Plated Steelcaps are getting a bit weaker, since they’re currently the strongest boots in the game. This has the added benefit of being a very small buff for ADCs, which we’re happy to lightly buff in the short term.
Damage Reduction from Auto Attacks: 12% ⇒ 10%
Symbiotic Soles
Symbiotic Soles are the worst-performing boots in the game for most players, so they’re deserving of a buff. We’re being a bit cautious here, only giving 5 move speed to the unupgraded version, but we’ll keep an eye out to see if they’re deserving of more love in the future.
Flat Movement Speed: 35 ⇒ 40 (Note: Evolved movement speed unchanged at 45)
Unending Despair
Unending Despair was the strongest tank item in the game before season start, but players hadn’t really caught on. Now that it’s generically purchasable with both armor and MR, players are flocking in and identifying that it is indeed very, very good. As the intent was to push the item more toward health stackers, we’re continuing on that trend, making it still great for champions who stack bonus health and less of a generic tank item that anyone can grab.
Anguish: 8-15 (based on level) (+3% bonus health) ⇒ 3% of bonus health (Note: this is a 10-15% nerf to the item’s damage)
Systems
Atakhan
In this patch we’ve adjusted Atakhan’s Form Spawn Rules to better reflect how bloody a game feels with what form Atakhan takes on. This also includes accounting for differences between what a bloody game looks like in Solo Q vs Professional Matches.
- Early Lane Trading: Pro play features more aggressive early lane trading, and champions simply have less health early anyways so smaller amounts of damage represent greater bloodiness. Therefore we are increasing the impact of early game PvP damage on Bloodiness Score to a greater degree.
- Early PvP generates double the points, decreasing down to the normal amount over 14 minutes
- Diminishing Kill Score: Functionally, so long as “enough” kills happen, the game feels bloody and lively. This means that the first few kills are more significant than subsequent ones.
- The first few kills per game grant significantly more points, diminishing with each subsequent kill.
- Tower Dives in particular are extremely high tension moments, and therefore tower dive kills grant multiplicatively more points.
- Threshold Recalibration: Because these adjustments change point values significantly, we are adjusting the Voracious vs Ruinous threshold to try to better match these new expected values.
2025 Clash Schedule
Clash 2025 is just around the corner so get your 5 stacks and clear these dates for your shot at Clash supremacy! As mentioned in the last dev update, we’re reducing the amount of Clash tournaments this year from 12 to 6 total. But we are going to be experimenting with some new tournament formats like ARURF Clash and bringing back player favorites like the ARAM Cup. So get your teams together and we’ll see you on the Rift (or Howling Abyss)!
Clash Tournament
Tournament Days
- ARURF Cup: March 1-2
- Summoner’s Rift Cup: April 19-20
- MSI Clash: June 21-22
- ARAM Cup: August 16-17
- Worlds Clash: October 18-19
- ARAM Cup 2: December 13-14
Updated Rewards
Since we’re reducing the amount of Clash tournaments this year by half, we’re also recalibrating the VP required for each tier of rewards. Check out the new VP requirements down below:
- Random Icon: 100 VP (unchanged)
- “2025 Clash Contender” Title: 200 VP (unchanged)
- Contender Banner: 1000 VP ⇒ 500 VP
- Random Summoner Icon: 2000 VP ⇒ 1000 VP
- “2025 Clash Conqueror” Title: 3000 VP ⇒ 1500 VP
- Conqueror Banner: 4000 VP ⇒ 2000 VP
- Random Icon: 5000 VP ⇒ 3000 VP
- “2025 Clash Champion” Title: 6000 VP ⇒ 3500 VP
- Champion Banner: 7000 VP ⇒ 4000 VP
ARAM
Hello ARAMers!
We have a light patch for 25.04, with a focus on Teemo. Trap-based champions have historically been difficult to balance due to ARAM’s unique vision system. This time, we’re giving Teemo players back more opportunities to plant shrooms while reducing their overall impact. Our goal is to maintain his champion fantasy while keeping an eye on frustration levels.
On the tank front, several tank items have been nerfed in Summoner’s Rift this patch. We’ll be monitoring tanks’ performance in ARAM to determine whether individual adjustments are necessary. We’re also working on a Sett nerf for the next patch, so stay tuned! And as always, GLHF!
Champions
Teemo
- R Damage: 200/325/450 (+50% AP) ⇒ 180/290/400 (+40% AP)
- R Slow: 30/40/50% ⇒ 20% at all ranks
- R Maximum Charges: 2/3/4 ⇒ 3/4/5
- Ability Haste: -20 ⇒ -10
- Damage Dealt: -10% ⇒ -5%
Items
- Unending Despair: Healing Multiplier 175% ⇒ 250%
Runes
- Hail of Blades: Melee Champion Attack Speed 130% ⇒ 140%
ARURF
Systems
- Ranged Attack Speed Bonus: 100% ⇒ 75%
Champions
-
Kayle
- Damage Dealt: 95% ⇒ 85%
-
Kog’Maw
- Damage Dealt: 90% ⇒ 85%
- Damage Taken: 100% ⇒ 105%
-
Sivir
- Damage Taken: 100% ⇒ 105%
-
Tristana
- Damage Dealt: 95% ⇒ 90%
- Damage Taken: 100% ⇒ 105%
-
Twitch
- Damage Dealt: 92% ⇒ 85%
- Damage Taken: 105% ⇒ 110%
-
Vayne
- Damage Dealt: 100% ⇒ 95%
-
Jhin
- Damage Dealt: 105% ⇒ 110%
-
Lee Sin
- Damage Dealt: 100% ⇒ 105%
Swiftplay
Death Timers
Now that there’s a hard cap on how long Swiftplay games can go, we’re pulling down on late-game respawn timers so that players can more readily fight for their (Nexus’s) life.
Death Timer Multiplier (minutes 10-35): 100-133% ⇒ 100-112%
Champions
Now that Yorick has a sudden death cutoff that covers up his weak endgame power COMBINED with the fact that the sudden death mechanic favors his specialty of dealing structure damage his power levels are off the charts, so we’re here to bring Yorick back down to Earth Runeterra.
AD Growth: 5 ⇒ 4.3
R Maiden Mark Damage: 2/2.5/3% max health ⇒ 1.5/1.75/2% max health
Mythic Shop
Now Available
- Prestige Mythmaker Cassiopeia
- Prestige Pulsefire Lucian
- Prestige PsyOps Ezreal
- Prestige K/DA Evelynn
- Prestige PROJECT: Zed
- Crystalis Motus Taliyah
- Hextech Annie
- Ashen Guardian Shen
- Hextech Poppy
- Coven Ashe (Dark Ritual)
- PsyOps Master Yi (Hunter)
- Sentinel Irelia (Resolute)
- Crystalis Motus Taliyah (Reclaimed)
- Soul Fighter Jhin (Limitless)
- Faerie Court Katarina (Winsome)
- PROJECT: Zed (Reckoning)
- Crystalis Motus Ward
- Dour Dude
- All For You
- PsyOps Icon
- 2020 K/DA ALL OUT Icon
- Lunar Beast Event Pass Icon
- 2021 PROJECT: Event Icon
- 2021 Coven Pass Icon
- Debonair Event Pass Icon
- Leaving the Mythic Shop
- Prestige Lunar Beast Fiora
- Prestige Porcelain Lux
- Prestige Porcelain Kindred
- Prestige Dragonmancer Rakan
- Dreadnova Darius
- Lancer Zero Hecarim
- Hextech Jarvan IV
- Hextech Rammus
- Lunar Beast Fiora (Vitality)
- Firecracker Diana (Golden Tiger)
- Firecracker Sett (Golden Tiger)
- Firecracker Teemo (Golden Tiger)
- Firecracker Tristana (Golden Tiger)
- Firecracker Xin Zhao (Golden Tiger)
- Porcelain Amumu (Golden Tiger)
- Porcelain Kindred (Golden Tiger)
- Porcelain Lux (Golden Tiger)
- Porcelain Protector Ezreal (Golden Tiger)
- 2022 Firecracker Ward
- Mythmaker Bunny Icon
- Mythmaker Rabbit Icon
- Heavenscale Ward
Bugfixes & QoL Changes
- Fixed a bug that caused Risen Legend Leblanc and Immortal Legend Ahri (Signature) to have their movement from non-damaging displacement effects (ex: Blast Cones) to be cancelled if the ctrl+5 emote was used during the movement.
- Fixed a bug that caused Axiom Arcanist to treat Twitch’s R attacks as Single Target instead of AoE, meaning the damage amp was coming through as 14% and not 9% as intended.
- Fixed a bug that sometimes caused Rengar’s boots to swap to Spellslinger’s Shoes after completing his hunt Kha’Zix quest. No magic cat shenanigans anymore.
- Fixed a bug that caused Kalista’s basic attacks to not fully render correctly.
- Fixed a bug that caused Scuttle Crab to be attackable during her spawn animation.
- Fixed a bug that caused several of Aurora’s SFX to not play correctly.
- Fixed a bug that caused Aatrox’s W tether visual to not display correctly.
- Fixed a bug that caused Kalista’s passive dash to not benefit from certain boots.
- Fixed a bug that caused Atakhan’s False Life revive to change some champion’s passive channel time to 15 seconds.
- Fixed a bug that sometimes caused Flash/Hexflash to be disabled if used right before Atakhan’s False Life revive.
- Fixed a bug that caused Neeko to retain the jungle item minion experience debuff after transforming into a champion with a jungle item.
- Fixed a bug that caused Zigg’s W to not reveal the ability’s affected area when used in Fog of War.
- Fixed a bug that caused Lucian’s passive to not correctly interact with all plant types.
- Fixed a bug that caused Mel’s Q cooldown to reset when killing enemy champions affected by Twitch’s deadly venom applied by Mel’s W.
- Fixed a bug that caused Renata’s R to still connect through Yasuo’s W, Win Wall.
- Fixed a bug that caused Mel’s ultimate cooldown to reset if she used her W to reflect Draven’s R.
- Fixed a bug that caused Mel’s E to be counted as single target damage instead of AoE.
- Fixed a bug that caused ultimate pets like Tibbers and Daisy to draw minion aggro to champions.
- Fixed a bug that caused Teemo’s E poison to not correctly apply to critical hits.
- Fixed a bug that caused Syndra’s W to not have a mana cost.
- Fixed a bug that caused Elise’s spiderling stats to not update with her stats and only update on spawn.
- Fixed a bug that caused the end of game UI to remain present if open when the end of game celebration was beginning.
- Fixed a bug that caused Viego, after possessing Mel, to have his Smite deal an incorrect amount of damage.
- Fixed a bug that caused Mel’s basic attacks to disable Nidalee’s W.
- Fixed a bug that caused Ashe’s R on-hit SFW to occur at Ashe’s location, not at the enemy’s.
- Fixed a bug that caused Urgot to be able to pull enemies into the fountain if the pull was occurring while Urgot was respawning due to Atakhan’s False Life.
- Fixed a bug that caused Briar’s R to not cancel if killed and revived via Atakhan’s False Life.
- Fixed a bug that caused Kayn’s R to continue to deal damage even if he died mid-ability as long as he was revived via Atakhan’s False Life.
- Fixed a bug that caused Taliyah’s Q to continue casting while being revived by Atakhan’s False Life.
- Fixed a bug that caused some of Mel’s voice lines to not play correctly.
- Fixed a bug that caused Wukong to be globally revealed when he used his Q on a blast cone.
- Fixed a bug that caused Viego, after possessing Lillia, to be able to use her E and the ability not to collide with terrain correctly.
- Fixed a bug that caused Ambessa’s passive to ignore Dodges and Blinds.
- Fixed a bug that caused Mel’s W to not correctly block some critical strikes.
- Fixed a bug that caused Viktor’s R to follow him while taking Rift Herald.
- Fixed a bug that caused Ahri’s passive to interrupt her recall.
- Fixed a bug that caused Jayce’s Q to render over impassable terrain and structures.
- Fixed a bug that caused some of Warwick’s voice lines to not play correctly.
- Fixed a bug that caused Mordekaiser’s torches in the Death Realm to not render in the correct locations.
- Fixed a bug that caused Fiora’s W to not correctly block some of Mel’s abilities.
- Fixed a bug that caused Mel’s W to not correctly reflect projectiles from Lulu’s Pix.
- Fixed a bug that caused Malzahar’s E to instantly kill Zyra’s plants.
- Fixed a bug that caused K’Sante’s Q SFX to be slightly off in terms of location.
Upcoming Skins & Chromas
The following skins will be released in this patch:
- Masked Justice Lucian
- Masked Justice Senna
- Masked Justice Yone
- Quantum Galaxy Slayer Zed
The following chromas will be released this patch:
- Masked Justice Lucian
- Masked Justice Senna
- Masked Justice Yone
Leave a Reply