Patch notes
Patch 14.22
Data Dragon 14.22.1 · 11/5/2024 · Official notes












TL;DR
Patch 14.22 is ready for battle 🛡️
Patch 14.22 is here! This patch we have an extra special ARAM update… The Bridge of Progress! Take to the bridge and fight your way across it alongside some Arcane-themed minions and towers! We hope you enjoy what we cooked up on this one. We also have Ambessa finally making her appearance on the Rift as the Matriarch of War! We've got a few systemic updates in this patch. The biggest one is that the Summoner's Rift mid lane and side lane minions will desync their meet timings by more and more as time goes on, which will increase the ability for mid laners to roam into side lanes for a gank while they're still clearing their waves. We're making some small tweaks to AD assassin items to make them stronger at their intended purposes. We're also re-designing both Statikk Shiv and Yun Tal Wildarrows to serve strong unique purposes as slot-1 AD Carry items with appreciable effects. We're also making a small update to Warwick, modernizing his abilities a little and making him physically larger to more closely match his canonical size. Beyond that, we've got the normal bevy of smaller-scope balance changes, aimed at bringing up or down the largest outliers in the game. TFT patch notes here!
Champions

CHANGEDAatroxR damage decreased.
Aatrox has been one of the best low-MMR top laners, and players have discovered new tech with Spear of Shojin, which will raise him up even farther, so it's time to bring him down to size. We're siphoning off a bit of his late game raid bossing in order to narrowly target lower MMR play where he's overperforming.

R - World Ender
Total Attack Damage: 20/32.5/45% → 20/30/40%

NERFEDAniviaArmor Growth decreased. E damage decreased.
Anivia scales quite reliably due to her range and the safety her passive provides in lane. We think that's reasonable since she doesn't have a lot of agency, but that some of her later damage and durability should go down to account for how consistently she scales.

E - Frostbite
Damage: 50/75/100/125/150 (+60% AP) → 50/75/100/125/150 (+55% AP)

CHANGEDBlitzcrankE damage increased.
Blitzcrank is in a sad spot so we're helping him out. We're bringing up his damage to give him more kill threat to account for overall damage in the game going down in 14.19.

E - Power Fist
Damage: 180% Total AD (+25% AP) → 200% Total AD (+25% AP)

CHANGEDBriarBase Health increased.
Briar was one of the most-affected champions from Blade of the Ruined King's recent nerf. We like the item's new state, so it's time for us to re-tune champions bound to it. Briar deserves a bit of help here so we're increasing her durability to help her survive being berserk and disproportionately affect her early game, and thus higher MMRs, where she performs much worse.

NERFEDCorkiAD Growth and Mana Growth decreased.
Corki flew all the way past viable and landed in "overpowered." We're super happy that he's regained an audience and that those players are largely in bot lane. We'd love if he kept those players but he needs to keep his head out of the clouds. We're hitting growth stats and his mana pool in order to try to widen the gap between mid lane, where he frequently buys Manamune, and bot lane, where spamming abilities for push isn't nearly as important.

CHANGEDFizzQ and W damage increased.
Fizz has continuously lost kill threat due to ratio nerfs from earlier this year along with his items being nerfed in .19 and .21. We're looking to return some kill threat by rewarding aggressive Q's along with a slight boost to his active W.

Q - Urchin Strike
Damage: 10/25/40/55/70 (+45% AP) → 10/25/40/55/70 (+55% AP)

W - Seastone Trident
Active Damage: 50/70/90/110/130 (+40% AP) → 50/70/90/110/130 (+45% AP)

NERFEDIllaoiBase AD and Mana growth decreased.
Illaoi has been crushing it lately, especially in lower MMRs. We're nerfing her early game damage and late game ease of piloting in order to give her enemies a greater chance to succeed against her.

BUFFEDIreliaPassive duration refreshes on structures and deals half damage to structures.
We're giving Irelia a small buff that is large in quality of life by letting her retain passive stacks while hitting structures plus dealing partial damage to them. We expect the power of this change to be small relative to its feelability and expect that Irelia will still be worse than most other champions in her class at demolition but expect it to feel way better to split push and capitalize on advantages she earns in lane.

Passive - Ionian Fervor
NEW: Stacks now refresh upon attacking structures

Passive - Ionian Fervor
NEW: Damage now applies to structures at 50% effectiveness

CHANGEDJaxR cooldown increased and damage decreased.
Jax is performing a little better than he ought to right now and while we're happy with his recent increases to durability and sustained damage, we're bringing down his burst damage to place more importance on that longer combat pattern.

R - Grandmaster-At-Arms
Cooldown: 100/90/80 → 110/100/90

R - Grandmaster-At-Arms
Damage: 150/250/350 (+100% AP) → 100/175/250 (+100% AP)

CHANGEDK'SanteQ damage decreased. E dash speed increased.
K'Sante's early-game is too strong, so we're nerfing it. Separately, he's too easy to kite in All Out. We're cautious of erasing the counterplay gains from the recent rework, so we're making a smaller improvement to his dash speed for now.

Q - Ntofo Strikes
Damage: 80/110/140/170/200 (+40% bonus resistances) → 70/100/130/160/190 (+40% bonus resistances)

E - Footwork
All Out Dash Speed: 950 + Movement Speed → 1250 + Movement Speed

NERFEDKatarinaE and R cooldowns decreased at lower ranks.
Katarina lost a fair bit from the Sorcerer's Shoes flat penetration nerf and is a little weak right now, so we'd like to give her some power back. We're going to give her more opportunities to chunk out her opponents without increasing her short-term burst, which already seems high enough.

E - Shunpo
Cooldown: 14/12.5/11/9.5/8 → 12/11/10/9/8

R - Death Lotus
Cooldown: 90/60/45 → 75/60/45

BUFFEDKaylePassive Attack Speed increased.
Kayle is performing worse than she ought to, considering she's pretty straightforward and has very little control over her own power level, due to losing almost every single lane matchup. As a result we'd like to increase her maximum power level to ensure she's got her own unique strengths and a payoff for selecting such a weak laning phase.

Passive - Divine Ascent
Attack Speed per stack: 6% (+.5% per 100 AP) → 6% (+1% per 100 AP)

Passive - Divine Ascent
Max Attack Speed: 30% (+2.5% per 100 AP) → 30% (+5% per 100 AP)

NERFEDLilliaArmor Growth decreased. Passive heal over time decreased.
Lillia is still prancing around as the queen of the jungle so we're taking another crack and setting her power level to a more appropriate level. We're lowering some of her guaranteed late game durability in an effort to make her appropriately killable.

Passive - Dream-Laden Bough
Monster heal over time: 39-54 (based on level) (+15% AP) → 39 (+15% AP)

BUFFEDMaokaiBase Move Speed and Health increased. E Sapling Move Speed reworked.
Maokai is a little bit weak right now so we'd like to make him a better jungler and support without giving too much more to top lane, where he's fine. To do that, we're bringing his move speed back up and increasing his early game durability. We also want to smooth out an unusual optimization with his saplings that made him need to rush boots in order to speed them up.

E - Sapling Toss
Sapling Move Speed: 400/425/445/460 (based on boots) → 400-460 (linear scaling 1-13)

NERFEDMordekaiserE damage decreased.
Mordekaiser is dominating lower MMR brackets, so we're taking a swing at his damage there. As better players are more likely to dodge his E, taking down its damage is a targeted way to nerf him in places where he's performing the best.

E - Death's Grasp
Damage: 70/85/100/115/130 (+60% AP) → 60/75/90/105/120 (+40% AP)

CHANGEDPoppyBase AD decreased. Base Attack Speed increased.
While we hit Poppy with the nerf hammer due to her support power level a couple patches ago, she has cropped back up as the number one pick here, so we're taking another swing at it. We hope to nail this support skew by attacking her base AD, which feeds into Hail of Blades, Bloodsong, and Dead Man's Plate (all tools she uses commonly in support), while compensating a bit of attack speed to keep her sustained damage in top and jungle similar.

CHANGEDRumbleBase Health increased.
Rumble's early damage has been nerfed several times and he's performing worse in lane than we think is ideal. Instead of just walking back previous damage nerfs, we'd like to improve his baseline survivability now that his laning is less oppressive.

CHANGEDSeraphineQ damage decreased.
Seraphine has crept up a little too high in bot lane, so we're trying to deliver a nerf that we hope to be APC skewed while leaving support Seraphine less affected.

Q - High Note
Damage: 60/85/110/135/160 (+60% AP) → 60/85/110/135/160 (+50% AP)

CHANGEDShenPassive cooldown and refund increased. R shield decreased.
Shen has really enjoyed the recent itemization shifts and devaluation of gold and is now stronger than we're comfortable with. We'd like to preserve his crowd control, 1v1 dueling, and late-game tankiness, so we're lowering power in places we think Shen players are willing to lose.

Passive - Ki Barrier
Cooldown: 10 → 11

Passive - Ki Barrier
Cooldown Refund: 4-7.5 (based on level) → 4-8 (based on level)

R - Stand United
Shield: 130/290/450 (+16 bonus HP) → 120/220/320 (+15% bonus HP

R - Stand United
Max Shield: 208/464/720 (+25.6% bonus HP) → 192/352/512 (+24% bonus HP)

CHANGEDSwainMagic Resist increased. Q damage increased. E cooldown reduced at lower ranks. R Healing increased.
Swain's update has come out and though he's a bit weak, we're really happy with how his new toolset is performing. Since we've now got a decent bit of room to give him more power, we'd like to increase his ability to take up space as a beefy mid-laner and give his bread and butter spellcasting more potency.

Q - Death's Hand
Damage: 60/85/110/135/160 (+45% AP) → 60/90/120/150/180 (+45% AP)

Q - Death's Hand
Max Damage: 120/170/220/270/320 (+90% AP) → 120/180/240/300/360 (+90% AP)

E - Nevermove
Cooldown: 14/13/12/11/10 → 12/11.5/11/10.5/10

R - Demonic Ascension
Heal per Second: 15/30/45 (+5% AP) (+1.25% Bonus HP) → 15/30/45 (+5% AP) (+1.5% Bonus HP)

NERFEDSylasHealth Growth decreased.
Sylas is now building more health, which we're happy about but he's a bit too strong right now. We're reducing his health growth to make him more vulnerable and to further incentivize health builds.

NERFEDSyndraW damage decreased.
Syndra is too good of a mid laner right now and deals a lot of hard-to-avoid damage once she begins scaling. We're reducing her non-ultimate burst since she often doesn't need to R to deal significant amounts of damage, which lets her play back without much counterplay.

W - Force of Will
Damage: 70/110/150/190/230 (+70% AP) → 70/105/140/175/210 (+65% AP)

NERFEDUdyrR damage decreased.
Udyr's Q-max builds are doing fine but the R-max builds are performing too well of late. Though he lost some power from Fated Ashes, he's very happy about Dead Man's Plate and the recent shifts to more methodical combat. This patch we're nerfing his R damage in his tankier builds as he's too threatening in R-max when built mostly tank.

R - Wingborne Storm
Damage: 80/170/260/350/440 (+140% AP) → 80/150/220/290/360 (+140% AP)

R - Wingborne Storm
Empowered Damage: 8-16% (level scaling) max HP → 8-14% (level scaling) max HP

R - Wingborne Storm
Monster cap: 60 (+400% AP) (+800% bonus AD) → 80-400 (level scaling)

CHANGEDVarusW damage increased.
Varus was another loser from BoRK's nerfs last patch and we'd like to give him a little love. We'd still prefer he play in the on-hit space more often than lethality, so we're playing up his sustained damage profile.

W - Blighted Quiver
On-hit Damage: 5/10/15/20/25 → 8/13/18/23/28

CHANGEDVayneR damage increased.
Vayne was in a reasonable spot and got hit too hard from the 14.21 Blade nerf. We're aiming to give some power back in a way that doesn't affect her early laning by increasing her R kill threat throughout the game.

R - Final Hour
Bonus Attack Damage: 25/40/55 → 35/50/65

NERFEDVel'KozE and R cooldowns decreased at lower ranks.
Vel'Koz is in a bit of a weak spot and we're giving him some power. He currently deals plenty of damage as a support and mid laner but is weaker in some other areas, so we're instead choosing to increase his ability uptime since E's cooldown is a little harsh as his last max and R is important for securing early kills.

E - Tectonic Disruption
Cooldown: 16/15/14/13/12 → 14/13.5/13/12.5/12

R - Life Form Disintegration Ray
Cooldown: 120/100/80 → 100/90/80

BUFFEDViPassive Shield increased.
Vi is looking a bit worse for wear and doesn't perform her duties in the front line as well as she should. We're bumping her durability specifically by nudging up Blast Shield to reward her for sustained combat since she can refresh it more than once.

Passive - Blast Shield
Shield: 12% max HP → 14% max HP

NERFEDWarwickLots.
Warwick is getting some small updates this patch! In addition to getting slightly bigger and scarier, he's getting some quality of life changes that'll help him have a smoother combat feel with his attacks. Additionally, we're changing the cooldown paradigm on W to make it easier to cast as a scouting tool.

W - Blood Hunt
Mana Cost: 70 → 55

W - Blood Hunt
Cooldown: 100/85/70/55/40 → 80/70/60/50/40

W - Blood Hunt
Passive: Spells now also trigger the attack speed when used to damage enemies under 50% Health. The attack speed granted by attacks and spells now linger between attacks.

W - Blood Hunt
Cooldown Reduction: Ticks twice as fast while no one is hunted → Refunds 30% if no one is found by the active

W - Blood Hunt
Active Lockout Removed: No longer locks out casting while in champion combat

E - Primal Howl
Hit Radius: 100 → 150

E - Primal Howl
NEW Claws in Front: Now only latches onto champions in front of Warwick

CHANGEDWukongBase Mana increased. W cooldown decreased at lower ranks.
Wukong isn't performing so well in top or jungle so we're buffing him. He most commonly maxes W last so its cooldown remains very high throughout most of the game, which we think is unnecessary. We're looking to improve his top trading and jungle navigation by lowering its early CD, along with a base mana buff to particularly help him cast more spells top.

W - Warrior Trickster
Cooldown: 22/20/18/16/14 → 18/17/16/15/14
Items

CHANGEDOpportunitySee Youmuu's Ghostblade.

NERFEDStatikk ShivWe're reworking Statikk Shiv in order to resolve some design issues: it required very specific optimizations to maximize, it was a wave clear item that also slowly chipped down opposing champions, and it sneakily supplied a lot of teamfight burst that was hard to appreciate.
We're reworking Statikk Shiv in order to resolve some design issues: it required very specific optimizations to maximize, it was a wave clear item that also slowly chipped down opposing champions, and it sneakily supplied a lot of teamfight burst that was hard to appreciate. We're giving this item a more straightforward set of uses while still being a cheap early game wave clear item.

CHANGEDYoumuu's GhostbladeWe're shifting both Opportunity and Youmuu's Ghostblade in ways that, on their surface, appear power neutral.
We're shifting both Opportunity and Youmuu's Ghostblade in ways that, on their surface, appear power neutral. However, players can choose which items they want to buy, so a more focused Opportunity will be better for burstier assassins and a more focused Youmuu's will be better for those who want to roam. We expect both of these items to find a home among various assassins and as always are happy to re-tune any items that aren't viable on anyone.

NERFEDYun Tal WildarrowsWe're remaking Yun Tal Wildarrows into the early game auto-attack crit item we promised earlier this year when we removed its pseudo-crit damage.
We're remaking Yun Tal Wildarrows into the early game auto-attack crit item we promised earlier this year when we removed its pseudo-crit damage. Yun Tal is meant to be purchased in the first slot, but as a piece of a late-game crit ADC build, it starts out weaker than its contemporaries (Essence Reaver, Collector) before scaling and surpassing them in teamfight DPS. As with any significantly updated system, we'll be measuring both its user base and its performance on those users to ensure it has a home in the crit ADC space.
Systems & modes
- NERFED
Barrier
We updated summoner spells a few months ago to give Barrier a real spot in bot lane.
We updated summoner spells a few months ago to give Barrier a real spot in bot lane. However, we slightly overshot and Barrier is almost always the go-to over everything else. We're slightly nerfing Barrier in order to promote more choice down in bot lane while also making those champions a bit easier to kill for bursty champions.
- CHANGED
Smite
We added targeting forgiveness to Smite last year to let players Smite Dragons even when an enemy champion was overlapping with it.
We added targeting forgiveness to Smite last year to let players Smite Dragons even when an enemy champion was overlapping with it. Since then, Void Grubs have been added, and it means that Smiting over a Grub's corpse will often target the closest living one. Wasting your Smite like that feels bad, so we're reducing the targeting forgiveness to mean Smite won't seek out an epic monster unless it's much closer to your cursor.