Patch notes
Patch 14.19
Data Dragon 14.19.1 · 9/24/2024 · Official notes




TL;DR
It’s time for the Split 3 Patch Notes!
Welcome to patch 14.19 and the start of Split 3! We've got a huge system update, nerfing almost every Legendary item in the game between 5-12%. By doing this broad nerf we're hoping to reduce snowballing, slow down late game combat pacing, and make overall combat in the game more readable. We're primarily reducing movement speed, ability haste, and damage output for classes and subclasses that don't need it, while preserving these stats for those who do. We're also re-adding Lethal Tempo back into the game but replacing the very high late game attack speed and capstone bonus attack range with extra on-hit damage instead, which should still make it a great sustained damage rune without invalidating attack speed purchases. This change comes with smaller updates to a few minor runes as well. A few champions are getting noteworthy updates: Elise has been re-scripted and gotten a few QoL and agency touches. K'Sante has been given a large update to increase the playing-against experience for his opponents while sharpening his abilities as an occasional skirmisher. Tristana has been given a pass over each of her abilities to buff her in bot lane without delivering as much power to her mid lane version. We're also adding several usability and QoL features into the game. Players can queue up and partially buy Legendaries with a single click, complete with an on-screen reminder of when it's time to recall to finish the job or when you forgot to buy anything at all. Potions will remind you they're in your inventory when you're low. Turret particles have been updated and now grow in size and ferocity as the turret heats up and deals more damage. A new announcement has been added for the spawn of epic monsters. And when your jungler gets invaded and they're too busy fighting for their life to beseech for help, the game will now automatically inform all their teammates of the active threat. If you're looking for a deeper dive into the gameplay changes, check out our 2024 Split 3 Gameplay Changes /dev blog here! TFT patch notes here!
Champions

CHANGEDElisePassive spiderlings now always regen when resummoned and jump on Q cast. Human E now reveals stealthed units and can now be redirected via flash. Spider E buff now applies on cast and can be recast to immediately drop back. R cooldown decreased.
We wanted to give Elise a bit of love with some small updates on spells that are easy to modernize. This included simplifying Rappel rules around the buff it provides, giving Elise an option to drop down early if she wishes to, and making Cocoon a more reliable play making spell at higher skill levels. R cooldown should really help her when trying to both roam in Spider form, transform to human to start a skirmish and then get back on her eight legs to keep fighting.

CHANGEDK'SanteBase Attack Range reduced. All abilities adjusted.
While K'Sante is intended to be a difficult champion, in the hands of skilled players he offers high levels of safety, reliability, and general power regardless of his circumstances or the relative skill of his enemies. This has made him a Pro staple since release at the cost of his playability for most players (a tale as old as time). Our aim, however, is not to make K'Sante an easy champion, or one that anybody can pick up and play. He should absolutely be a more difficult champion who rewards deep mastery and experience. He should not be a champion who top-tier players can reliably pick into any situation, even if they aren't great at K'Sante specifically. When a K'Sante player pops off, it should be clear to all that this success was earned through superior play. With these changes, we're asking K'Sante to commit to fights and actively outplay his opponents, taking risks and testing his skill against theirs. His Q and W are less reliable, but players who can consistently land their spells regardless should find even more success. His lane safety has been reduced and compensated with more power to actively win, rather than passively scale. We're also solidifying the roles of his two forms as Warden and Skirmisher—he should be excellent at protecting his allies as a defensive tank, and thrive as a fighter in the smaller-scale encounters he can set up with his R. His All Out E has been reshaped to fit the frequent repositioning needed in tense 1v1s with decreased cooldown and increased speed, rather than increased range that's best used for diving squishy backline champions in teamfights. The damage profile of his ultimate form has also been updated to focus on target-agnostic damage—as a monster hunter, he should be better equipped to cut down enemies of all sizes. Overall, we expect changes of this magnitude to require some relearning. We appreciate your patience and dedication, and hope you enjoy the update. Get out there and make Nazumah proud, hunters.

CHANGEDTristanaBasic Attack Range, Damage, and Attack Speed Ratio increased. AD growth, HP Regen growth, and Armor growth decreased. Passive range decreased at higher levels. Q Attack Speed increased. W slow decreased and duration changed to a flat value. W AD ratio added. E damage profile reworked to value crit. R cooldown changed to a flat value. R stun added. R damage profile reworked to account for AD ratio.
Tristana was sadly locked away in Pro jail earlier this year but now that the season is over with this patch, it's time to free her. Our goals here are two fold: First, we want to buff her, as Tristana is weak relative to other champions in her class. Second, we want to make her strengths more attuned to the bottom lane as opposed to mid lane. To do this, we're lowering the value of experience, raising the value of gold, offering a few quality-of-life changes, and helping her play out early cooperative lanes better.

CHANGEDVladimirW healing effectiveness reduced against minions.
W-max Vladimir has become a fairly common build. While it isn't very good (Vladimir's win rate has actually decreased due to its discovery), the gameplay quality is extremely poor since he sustains so much off of every wave. This patch we're bringing the minion healing down a fair bit, though still somewhat higher than it was before 14.12's buffs. We've also updated the tooltip to be clearer about the heal's functionality.