Patch notes
Patch 14.21
Data Dragon 14.21.1 · 10/22/2024 · Official notes












TL;DR
The (dark) stars are out for Patch 14.21.
Welcome to Patch 14.21, aka “the Swain patch”! We’ve got a big gameplay update to Swain, aimed at making him more self-reliant and more fun, specifically in solo lanes. Read more about him below! We’re also updating the bounty rules on Summoner’s Rift and Howling Abyss, aimed at making them activate at more intuitive times and slightly decrease their average payouts. They’ve also got lengthy sections in the patch notes if you want all the details. On the game balance side of things, we’re tweaking the on-hit space with changes to Blade of the Ruined King and Lethal Tempo, nerfing Sorc Shoes to be more comparable to other boots, and otherwise making a large number of champion changes aimed at tightening overall game balance. We’ve also got some balance changes for ARAM and Ultimate Spellbook in this patch, and an update on the Worlds Viego Border (we finally got it into the game so you can grab it and it'll be available for a little longer than normal to make up for that delay). TFT patch notes here!
Champions

NERFEDAurelion SolBase Health decreased. E damage decreased.
Asol is a bit too strong at the moment and could use being brought down to earth. As a scaler who reaches high heights late game, wanting to push on his early game where he’s supposed to be vulnerable so that players are correctly weak and paying the appropriate cost for the stardust scaling. Meanwhile, Singularity’s nerf is intended to disproportionately affect low MMR games, where he currently performs best.

E - Singularity
Magic Damage: 50/75/100/125/150 (+80% AP) → 50/75/100/125/150 (+60% AP)

CHANGEDAzirHealth Regen and AD increased.
Azir is overall a bit weaker than he’s meant to be. This does not mean he’s supposed to have a 50% win rate at all levels of play, as he’s rather difficult and doesn’t have that many mains, but he’s still weak even when measuring highly practiced players. We’re delivering some simple buffs aimed at making his failure cases gentler.

CHANGEDBrandMana regen reduced. Passive damage decreased. Q mana cost increased.
Brand is performing well in all of his roles, especially as a support where he comfortably skips a mana item despite not utilizing his passive restore. This shows that he doesn't care enough about mana and casts his spells too freely, so we’re targeting that freedom while also reducing some of his damage since he deals a ton of it in all of his roles.

Passive - Blaze
Detonation Damage: 9-13% (based on level) maximum health (+2% per 100 AP) → 8-12% (based on level) maximum health (+2% per 100 AP)

Q - Sear
Mana Cost: 50 → 70

NERFEDCamilleBase Health reduced. W damage reduced. E damage reduced. R damage reduced.
Camille is currently one of the best-performing top laners in the game and is due for a nerf. We’re taking down her damage and health in order to give more champions a fighting chance but we’d like to specifically preserve her unique anti-tank properties and most impactful abilities when doing so.

W - Tactical Sweep
Minimum Damage: 70/100/130/160/190 (+60% bonus AD) → 50/75/100/125/150 (+60% bonus AD)

W - Tactical Sweep
Outer bonus cone damage unchanged.

W - Tactical Sweep
Clarified in the tooltip that the max health damage has a 300 monster damage cap.

E - Wall Dive
Damage: 60/90/120/150/180 (+90% bonus AD) → 60/90/120/150/180 (+75% Bonus AD)

R - Hextech Ultimatum
Bonus Damage: 5/10/15 (+4/6/8% current HP) → 4/6/8% of current HP

BUFFEDCorkiPassive damage increased. W damage increased. R damage increased.
We were a bit cautious with how much more daring we could make Corki in the last patch but now that we have a firmer grasp on what adding substantial damage to his W does, we’re keen to do it again. Overall we’re hoping to upgrade his damage, specifically in the early game and as he earns gold with an eye to parts of his kit and game times that align more strongly with bot lane.

Passive - Hextech Munitions
Bonus True Damage: 15% → 20%

W - Valkyrie
Maximum Damage: 150/225/300/375/450 (+150% bonus AD) (+150% AP) → 200/275/350/425/500 (+200% Bonus AD) (+150% AP)

R - Missile Barrage
Damage: 80/160/240 (+70% bonus AD) → 90/170/250 (+80% bonus AD)

CHANGEDEliseArmor Growth decreased.
Elise has has quickly risen up the ranks as a top tier jungler, partially driven by magic damage being much more effective. We’re overall happy with her power to assassinate but she’s overall too resilient for how lethal she is.

CHANGEDFiddlesticksQ damage deceased.
Fiddlesticks is a bit too strong so we want to pull some power out. We want to preserve its most iconic abilities so we’re targeting Q, since it won’t miss that damage as much.

Q - Terrify
Damage: 6/7/8/9/10% (+2% per 100 AP) of target’s current health → 5/6/7/8/9% (+2% per 100 AP) of target’s current health

Q - Terrify
Amp Damage: 12/14/16/18/20% (+4% per 100 AP) of target’s current health → 10/12/14/16/18% (+4% per 100 AP) of target’s current health

NERFEDGalioMana decreased.
Galio is hard to deal with in lane and only gets more difficult to kill once he purchases Hollow Radiance. We’re nerfing his (almost highest in the game) base mana to increase his early vulnerability by making his casts more costly. This is also intended to make Rod of Ages more of a realistic option for him but we acknowledge it's not a massive swing in that direction.

CHANGEDGangplankMana regen increased. E recharge time reduced.
Gangplank has slowly been hit by a couple of systems over time and could use some power put back into him. Losing mana from Biscuits, crit system reworks, and his build losing Essence Reaver have had pretty large impacts on his laning phase. Wanting to slightly increase mana regen to compensate for Biscuits being lost and also decrease cooldown of barrels to make pre-13 Gangplank slightly more engaging.

E - Powder Keg
Recharge Time: 18/17/16/15/14 → 17/16/15/14/13

NERFEDGwenPassive damage decreased.
Gwen has proven to be exceptionally strong as of late and is due for a meaningful nerf. Her power curve is steeper than we’d like overall, so we don’t want to weaken her early laning phase, we do want to make sure she’s not quite so dominant late. We’d also like to nudge her builds a bit more toward skirmisher (Riftmaker, Cosmic Drive) and less toward burst mage (Shadowflame, Deathcap), which is why we’re targeting AP ratios.
Passive - Thousand Cuts
Damage: 1% (+0.72% per 100 AP) of the target’s maximum health → 1% (+0.6% per 100 AP) of the target’s maximum health

CHANGEDHweiQQ damage decreased. E cooldown increased.
Players have gotten much better at Hwei over the last year, so it’s finally time to nudge him down. We’d like to bring down his early lane poke with QQ flat damage, its scaling into mid and late game, and lastly want to increase the cooldown on his CC, making the decision making on which one you use more important.
QQ - Devastating Fire
Damage: 60/90/120/150/180 (+75% AP) (+3/4/5/6/7% of target’s maximum health) → 50/80/110/140/170 (+70% AP) (+3/4/5/6/7% of target’s maximum health)

E - Subject Torment
Cooldown: 12/11.5/11/10.5/10 → 13/12.5/12/11.5/11

CHANGEDIreliaQ cooldown, mana cost, and bonus to minions reduced. Q Damage increased. Q cooldown reduction during R removed.
Irelia is quite sad currently in both top and mid and overly reliant on waiting for her first item spike, so we’d like to buff her base kit, especially early game. We want to emphasize good ability usage, so these buffs are intended to make using her most important spell more impactful and feel better to use.

Q - Bladesurge
Cooldown: 11/10/9/8/7 → 10/9/8/7/6

Q - Bladesurge
Mana: 20 → 15

Q - Bladesurge
Damage: 5/25/45/65/80 (+60% AD) → 5/25/45/65/80 (+70% AD)

Q - Bladesurge
Bonus damage to minions: 50-259 (based on level) → 50-237 (based on level)

R - Vanguard’s Edge
Q Cooldown reduction: Removed

CHANGEDKai’SaPassive damage decreased.
Kai’Sa wound up as one of the big winners from the recent item shakeup and is now a bit too strong. We’re hitting the passive AP ratio slightly and the per-stack plasma damage more meaningfully in order to make her less bound to CC supports and leave crit builds less affected.
Passive - Second Skin
Initial Damage: 5-23 (based on level) (+15% AP) → 4-24 (based on level) (+12% AP)
Passive - Second Skin
Per-Stack Damage: 1-12 (based on level) (+2.5% AP) → 1-6 (based on level) (+3% AP)
Passive - Second Skin
Maximum Damage: 9-71 (based on level) (+25% AP) → 8-48 (based on level) (+24%)

CHANGEDKarthusR damage decreased.
Karthus got stronger when early game snowballing and magic resist were both made weaker and as a now-dominant jungler, it’s time for a nerf. We’re targeting his late game R to make his playing-against experience more fair.

R - Requiem
Magic Damage: 200/350/500 (+75% AP) → 200/350/500 (+70% AP)

NERFEDKassadinQ damage decreased. E damage decreased.
Kassadin was a big winner from our recent reductions to early game snowball and is now too strong, so we're nerfing him. We think his early game is appropriate but that his ratios should continue to go down given AP’s new strength, so we’re targeting his Q and E ratios while preserving damage that requires him to be in melee range.

Q - Null Sphere
Magic Damage: 65/95/125/155/185 (+70% AP) → 65/95/125/155/185 (+60% AP)

E - Force Pulse
Magic Damage: 60/90/120/150/180 (+70% AP) → 60/90/120/150/180 (+65% AP)

CHANGEDKayleW mana cost reduced.
Kayle could use some help as our late game scaling justice bringer. We’re not trying to make her become a dominant laner but the current cost of her heal makes it almost wrong to even cast. This significant cost reduction should help her earn gold and experience at a normal rate in order to reach her carry potential more reliably.

W - Celestial Blessing
Mana Cost: 90/100/110/120/130 → 70/75/80/85/90

BUFFEDMalphiteBase health increased.
For being a rather easy champion, Malphite is a bit under where we’d like him to be. Because of this we want to slightly bump him up, increasing his base health as he’s a bit lower than many of his tank counterparts.

NERFEDNasusPassive life steal reduced. Q damage decreased.
Nasus has been quite strong since patch 14.19’s reduction in gold value, so it’s time for his nerf. His early sustain is quite high considering how well he scales, so we’re targeting his sustain and early damage to give his opponents more of a counterplay window before he stacks up.

Passive - Soul Eater
Life Steal: 12/18/24% (based on level) → 9/15/21% (based on level)

Q - Siphoning Strike
Bonus Physical Damage: 40/60/80/100/120 (+ Siphoning Strike stacks) → 35/55/75/95/115 (+ Siphoning Strike stacks)

BUFFEDNilahQ and R Quality of Life improvements.
We’re delivering some power-positive QoL changes to Nilah this patch, much like last time. The Q timeout and R lockout changes should make her smoother to play with very little power impact, while the instant E-Q is an often-requested feature that we think represents a more significant change and we’ll keep our eyes peeled for any balance follow-up required.

Q - Formless Blade
Nilah’s EQ combo missile now deals damage instantly in the area, rather than when the missile hits the enemy

Q - Formless Blade
Nilah’s auto attack should no longer cancel when her Q buff runs out

R - Apotheosis
Nilah’s first auto attack coming out of her ultimate should no longer be slightly delayed

BUFFEDQiyanaHealth Regen increased. W damage increased.
Qiyana’s not performing very well currently. Considering she almost always starts with a Long Sword, she doesn’t have the resilience to successfully lane and then push her advantages. We’re increasing her early sustain to give her more of an edge (of Ixtal) in the early game. We also want to make sure she can keep up in late game damage output, so we’re also bumping a bit of her W ratio.

W - Terrashape
Damage: 8/16/24/32/40 (+10% Bonus AD) (+45% AP) → 8/16/24/32/40 (+20% Bonus AD) (+45% AP)

NERFEDSennaArmor and Armor Growth reduced.
Senna is currently the queen of support picks and needs to be taken down a peg in order to give everyone else some breathing room. We're targeting her armor to give physical burst damage the niche they deserve for swiftly removing long-range backliners.

CHANGEDSivirBase AD increased. Q damage increased.
Sivir has languished as generically a bit weak, which we’re hoping to rectify by giving her more control over her early and mid game. For those who don’t want to do the math, these Q changes represent a buff for levels 1-12 and a slight nerf afterwards.

Q - Boomerang Blade
Damage: 15/30/45/60/75 (+80/85/90/95/100% total AD) (+60% AP) → 60/85/110/135/160 (+100% bonus AD) (+60% AP)

CHANGEDSwainWe changed a lot. You should probably read this one.
It’s demon time! Swain is receiving a sweeping update aimed at making him much more consistent and giving him more personal agency over his successes and failures. He’s receiving this increase in personal agency largely through significant buffs to Nevermove’s accuracy and an overall shift in power from his ultimate toward his base kit. Death’s Hand will be doing about 10% more damage at long range and have a lower mana cost to make those ranged trades better. These buffs are being compensated with a small decrease to his melee range damage output, meaning Swain won’t be so strongly defined by his best and worst matchups. Vision of Empire is being compressed to not require skill rank-ups as strongly as before, primarily through front-loading the slow and reveal duration. It’s meant to still be a competitive option to max second, but should leave room for Nevermove’s increased importance. Nevermove’s changes are the most important in this patch. Its acceleration has been re-implemented with more modern missile tech, removing randomness from its travel time. Its return is now more consistent and substantially faster, providing Swain much better access to crowd control. Its damage is also being shifted entirely into the explosion, which should make it better at damaging enemy champions. This increase in expected output per cast has necessitated nerfing its cooldown and his passive healing to compensate. Demonic Ascension is meant to represent less of Swain’s overall power, allowing Swain to rely more on his stronger basic abilities. The chief nerf here is to cooldown. Though it now scales plainly with ability haste, the overall cooldown is substantially longer and the healing and damage are generally weaker. But for the Swains who are strong enough to take over games, they’re getting multiple Demonflares per ultimate! He’s not meant to access these extra casts every time he transforms, but when Swain starts really carrying, that’ll come with some extra spice. Our hope with these changes is that Swain feels like a much more well-rounded and fulfilling champion to play, a centerpiece battlemage who can wear down his opposition, sustain himself from his success, and still strategically aid his teammates across the map.

Passive - Ravenous Flock
Healing: 3/4/5/6% Max HP (level 1/6/11/16) → 3-6% Max HP (linear)

Q - Death’s Hand
Mana Cost: 45/50/55/60/65 → 40/45/50/55/60

Q - Death’s Hand
One Bolt Damage: 65/85/105/125/145 (+40% AP) → 60/85/110/135/160 (+45% AP)

Q - Death’s Hand
Extra Bolt Damage: 15/25/35/45/55 (+10% AP) → 25% of initial hit

Q - Death’s Hand
Maximum Damage: 125/185/245/305/365 (+80% AP) → 120/170/220/270/320 (+90% AP)

W- Vision of Empire
Damage: 80/115/150/185/220 (+55% AP) → 70/105/140/175/210 (+60% AP)

W- Vision of Empire
Slow Duration: 2.5 → 1.5

W- Vision of Empire
Slow: 25/35/45/55/65% → 50/55/60/65/70%

W- Vision of Empire
Reveal Duration: 4/5/6/7/8 → 6

E - Nevermore
Cooldown: 10 → 14/13/12/11/10

E - Nevermore
Mana: 50 → 60/65/70/75/80

E - Nevermore
Outgoing Missile Speed: 935-2735 → 1125-1800

E - Nevermore
Outgoing Missile Travel Time: 0.533 - 0.667 → 0.6

E - Nevermore
Return Missile Speed: 600-2200 → 2000-2800

E - Nevermore
Return Missile Speed Travel Time: 0.533 - 0.667 → 0.4

E - Nevermore
Return Missile Width: 170 → 180

E - Nevermore
Maximum Damage: 70/115/160/205/250 (+50% AP) → 80/120/160/200/240 (+60% AP)

E - Nevermore
Pass Through Damage: Removed

E - Nevermore
Detonation Damage: 35/45/55/65/75 (+25% AP) → 80/120/160/200/240 (+60% AP)

E - Nevermore
No longer displays root particles on targets killed by the explosion

R - Demonic Ascension
Demonflare may be repeatedly cast every 8 seconds, unaffected by ability haste, up to 100 times (good luck). First cast is still available after 2 seconds.

R - Demonic Ascension
Cooldown: 100/80/60 after transform ends → 120, when transform begins

R - Demonic Ascension
Demonflare Damage: 150/225/300 (+60% AP) → 150/250/350 (+50% AP)

R - Demonic Ascension
Demonflare Decaying Slow: 60% → 75%

R - Demonic Ascension
Damage per Second: 20/40/60 (+10% AP) → 15/25/35 (+5% AP)

R - Demonic Ascension
Heal per Second: 15/27.5/40 (+18% AP) → 15/30/45 (+5% AP) (+1.25% Bonus HP)

R - Demonic Ascension
E Cooldown Reduction: Removed

BUFFEDTalonW damage increased.
Talon doesn’t have quite enough damage to ply his trade in mid lane, so we’re bumping his damage to give him more assassination possibilities.

W - Rake
Return Damage: 50/80/110/140/170 (+80% Bonus AD) → 60/90/120/150/180 (+90% Bonus AD)

NERFEDTaricW bonus armor decreased.
Taric has been one of the statistically strongest supports for a while despite not feeling like he’s winning the game for his team. He started performing even better this split, so it’s finally time for a nerf. We’re hoping to hit his most invisible sources of power so he won’t feel much different but should win a more appropriate number of games.

W - Bastion
Taric’s Armor as Bonus Armor: 9/10/11/12/13% → 6/7/8/9/10%

BUFFEDTeemoBase Health increased. W movement speed increased.
Everyone’s favorite (or least favorite) little devil is deserving of a little bit more power. Damage doesn’t seem to be his problem, so we’re increasing W’s move speed and some health for maximum scamp-embracing shenanigans. Run you little devil, run.

W - Move Quick
Bonus Movement Speed: 10/14/18/22/26% → 12/16/20/24/28%

W - Move Quick
Active Bonus Movement Speed: 20/28/36/44/52% → 24/32/40/48/56%

NERFEDViegoArmor Growth decreased.
Viego is performing a bit too well so we're nerfing him. He's particularly strong in lower MMR when accounting for mastery, so we’re lowering his late game armor, which he currently has plenty of.

CHANGEDVolibearE cooldown increased.
Volibear has been strong for a while and we're finally nerfing him. His Rod of Ages + Navori build is really interesting and unique, but his cooldowns aren't tuned around this newfound CDR access. We’re targeting his E as the frequent shielding and max health damage make him quite hard to deal with.

E - Sky Splitter
Cooldown: 12 → 14

BUFFEDXayahW damage increased.
Xayah is just a touch weak right now, so we’re bringing her up her ability to apply sustained damage.

W - Deadly Plumage
Bonus Strike Damage: 20% → 25%

CHANGEDYoneW damage decreased.
Yone is a touch too powerful right now and his combat lacks a bit of counterplay. He’s receiving a simultaneous nerf via Blade of the Ruined King and a smaller buff via Lethal Tempo. With those in mind, we think a tap to his more guaranteed damage should put his power level where it’s appropriate and make him more reliant on sustained melee combat.

W - Spirit Cleave
Total Damage: 10/20/30/40/50 (+11/12/13/14/15% max HP) → 10/20/30/40/50 (+10/11/12/13/14% max HP)

NERFEDYorickPet damage decreased.
Yorick is especially dominant in lower MMR play. It’d be nice if he wasn’t so reliant on his opponents failing to realize they can one-shot my ghouls with any basic attack, so we’re pulling back some Mist Walker damage to make him less reliant on their unreliable damage output.

Passive - Shepherd of Souls
Mist Walker AD: 2-88 (based on level) (+25% Yorick Total AD) → 4-90 (based on level) (+20% Yorick Total AD)
Items

NERFEDBlade of the Ruined KingWe’re happy with the relative tuning of most AD items, but Blade of the Ruined King is currently dominating the on-hit space, taking over builds where it shouldn’t be, and generally making tanks feel bad way too quickly.
We’re happy with the relative tuning of most AD items, but Blade of the Ruined King is currently dominating the on-hit space, taking over builds where it shouldn’t be, and generally making tanks feel bad way too quickly. While it’s fine that BoRK is clearly an anti-tank item, it does the job too well, so we’re specifically taking down some of its on-hit damage.

CHANGEDSorcerer’s ShoesSorcerer's Shoes were untouched in 14.19 and are currently a bit too strong, so we're taking away some of its magic penetration to put it into a more reasonable place.
Systems & modes
- BUFFED
Lethal Tempo
We believe Lethal Tempo is slightly underpowered on melee champions so we're buffing its melee attack speed.