Patch notes
Patch 14.23
Data Dragon 14.23.1 · 11/19/2024 · Official notes












TL;DR
Arcane hype continues with patch 14.23!
Get excited for the Arcane finale this weekend, and for patch 14.23! This patch has some small-scale kit updates to Aurora, Smolder, and Rell. For each of these champions, we're hoping to reduce the feeling of frustration and hopelessness when playing against them, either because you're locked in place for several seconds, or your minion waves keep disappearing. In each of these cases, we're delivering compensation buffs and giving them the space to be more fairly balanced in the future. We're also adjusting a few ranged Attack Damage items in Youmuu's Ghostblade, Yun Tal Wildarrows, and The Collector. The primary focus is a big buff to Yun Tal, which should make it appropriately powerful on crit auto-attackers. And finally, we've also got the standard array of direct balance changes, bringing some of the game's outliers into more balanced states. In other news, we have a batch of Arcane skins hitting the Rift so you can represent your favorite characters in game, some updates to how we deal with hostage taking in champ select, and a slew of changes to the Bridge of Progress based on your feedback from the past few weeks. Got the Arcane bug? In that case you'll love our new Arcane themed TFT set! Read more about it in the TFT patch notes here!
Champions

BUFFEDAmbessaQ cast window increased. Bugfixes.
We're keeping Ambessa's tuning state the same for this patch but there are some small bugs to fix and minor QoL to provide. We're matching Q2's hold duration to her passive and fixing some bugs.

Q - Cunning Sweep / Sundering Slam
Sundering Slam Cast Window: 3.5 → 4 seconds

Bugfixes
Passive - Drakehound's Step: Dashes no longer go over player-created terrain.

Bugfixes
R - Public Execution: Movement commands issued before a successful cast will be discarded after slamming the enemy to avoid pathing the player towards a place they are no longer near.

BUFFEDAuroraAll abilities adjusted.
We're changing Aurora to make her a bit easier to pilot for less experienced players and less frustrating for her opponents. The high-uptime movement speed from her passive and the ability to trap opponents with her ultimate have been removed and in their place we have compensation buffs via on-demand move speed through W, a bit more range and damage on her conventional damage spells, and more space to hop around during her ultimate.

Passive - Spirit Abjuration
[REMOVED]: Spirits no longer grant bonus Movement Speed

Q - Twofold Hex
Cooldown: 8/7.5/7/6.5/6 → 9/8.5/8/7.5/7 seconds

Q - Twofold Hex
Range: 850 → 900

Q - Twofold Hex
Cast / Recast Damage: 40/65/90/115/140 (+40% AP) → 45/70/95/120/145 (+40% AP)

Q - Twofold Hex
[NEW]: Now automatically recasts if the duration runs out without Aurora recasting the spell (she can still recast to end early)

W - Across the Veil
[NEW]: Now grants 20/25/30/35/40% bonus movement speed on cast

E - The Weirding
Range: 800 → 825

R - Between Worlds
Duration: 1.5/2/2.5 → 2.5/3.25/4 seconds

R - Between Worlds
[REMOVED]: Between Worlds no longer traps enemies inside; it will slow them by 75% for 1.5/1.75/2 seconds upon exiting

R - Between Worlds
[NEW]: Now grants the same amount of movement speed granted by W instead of amplifying Aurora's current movement speed

CHANGEDAzirW AP ratio increased
We've recently walked back several Azir nerfs that didn't have the effects we wanted and since he's still got some room for additional power we're delivering some more straightforward buffs. There's nothing too fancy here, just an increase of damage that mostly skews toward the late game in order to give him the carry potential that he wants.

W - Arise!
Damage: 50/65/80/95/110 (+35/40/45/50/55% AP) (+0-45 based on level) → 50/65/80/95/110 (+40/45/50/55/60% AP) (+0-45 based on level)

CHANGEDCaitlynR damage decreased.
Caitlyn is performing too well overall, especially when it comes to bursting down her enemies. With Collector only receiving a very small nerf and Yun Tal getting significant buffs this patch, Caitlyn is in need of a small power reduction. We're taking down her scaling spell damage to make her late game more about basic attacks and less about chunking her opponents from out of range.

R - Ace in the Hole
Damage: 300/500/700 (+150% bonus AD) → 300/500/700 (+100% bonus AD)

CHANGEDJinxAD growth increased. W damage decreased.
Lethality caster Jinx is currently going around causing chaos right now, the only thing is that this level of chaos isn't quite enough to warrant any nerfs. So instead we'll be giving Jinx a bit of a boost to incentivize her to opt into builds that lean into her identity as a premiere auto-attacker.
Base Stats
Attack Damage Growth: 2.9 → 3.15

W - Zap!
Damage: 10/60/110/160/210 (+160% total AD) → 10/60/110/160/210 (+140% total AD)

NERFEDKha'ZixArmor decreased. Evolved W slow to isolated targets decreased.
Next in line for Arcane ADC changes we have Kha'Zix. He's been a top-tier jungler for a while and is even happier and hoppier with the new, faster Youmuu's Ghostblade. Since volatile, high-risk high-reward combat is what assassins like Kha'Zix are all about, we're increasing the risk side of the equation as a way to squash his power levels a tad.
Base Stats
Base Armor: 36 → 32

W - Void Spike
Evolved W Slow to Isolated Targets: 75% → 60%

NERFEDKog'MawQ resistances shred adjusted. E damage decreased.
Bot lane players have recently discovered the joys of E-max, AP Kog'Maw. While mid laners are used to high wave-clear mages (and have to think about assassins who can punish this behavior), bot lane isn't as capable dealing with this type of playstyle. This extreme safety leads to much less interactive gameplay than on-hit Kog'Maw, even if they win about the same number of games, so we're delivering a simple nerf to limit that build's strength.

Q - Caustic Spittle
Armor and Magic Resist Shred: 23/25/27/29/31% → 16/20/24/28/32%

E - Void Ooze
Damage: 75/120/165/210/255 (+70% AP) → 70/110/150/190/230 (+65% AP)

CHANGEDMaster YiR bonus attack speed increased.
Master Yi is just a touch weak after Blade of the Ruined King's nerfs, so we're giving him a bit more of that late-game carry power that he's known for. We want to make sure Highlander feels like the high point of his power, so we're amping up the amount of attack speed it gives Yi.

R - Highlander
Attack Speed: 25/35/45% → 25/45/65%

CHANGEDMiss FortuneQ mana cost decreased.
Miss Fortune is a bit weak at the moment and two of her more common items are being nerfed this patch, so we're preemptively buffing her to compensate for this loss of power. More specifically, we're incentivizing her to look for interesting Double Up angles as it makes her interactive laning patterns more accessible.

Q - Double Up
Mana Cost: 43/46/49/52/55 → 40 at all ranks

CHANGEDRammusQ cooldown decreased.
Rammus has wound up a little weak, especially for such an AD-heavy jungle meta where he should be on a roll. We're buffing his early Powerball cooldown to give him more tools for his jungle clear which should also give him more chances at disrupting opponents in early game skirmishes.

Q - Powerball
Cooldown: 16/13.5/11/8.5/6 → 12/10.5/9/7.5/6 seconds

CHANGEDRellBase stats, Passive, Q, W and E adjusted.
We're delivering a kit update to Rell this patch with a few goals to get us towards a similarly-balanced version of Rell that's more fun and engaging for her players and more interactive for her opponents. First, we'd like to significantly increase Rell's opponents' access to counter-play. Much of her kit perfectly combos into itself, meaning Q-Flash typically guarantees the entire rest of her kit landing, regardless of whom she's fighting. We're lowering her overall crowd control and ensuring that spells such as Crash Down properly interact with Tenacity, so that players itemizing against crowd control can succeed better against Rell. Second, we'd like to make her kit feel better to play. Her crowd control strength warped the rest of her kit around it, making her have low and unsatisfying damage values, a fairly miserable-feeling dismounted form, and an overall lack of differences between being mounted and unmounted. We're changing a whole bunch of numbers and re-introducing her passive's on-hit damage to reinforce dismounted Rell as a reasonably slow yet tanky duelist of a tank while ensuring her mounted flavor is fast but meaningfully squishier. We're also making her attacks smoother and bringing up power in several small areas such as cooldowns to make Rell a more fun experience all around. Third, we're delivering some simplifications to better match how players expect Rell to act. Her bonus move speed in mounted form is now based upon points in W and is listed in W's tooltip instead of E. Her active move speed on E is now straightforward instead of ramping up by very small amounts over the duration. W, which most players assumed was her most important skill, is now actually her best first-max instead of her worst one.
Base Stats
Armor / Armor Growth: 36 + 4.2 → 30 + 4.3
Base Stats
MR / MR Growth: 30 + 2.05 → 28 + 1.8
Base Stats
Mana / Mana Growth: 350 + 45 → 320 + 40
Base Stats
Mana Regeneration and Growth: 6 + 0.35 → 7 + 0.7
Base Stats
Movement Speed: 330 → 315
Base Stats
Attack Speed Growth: 1.5% → 2%
Base Stats
Attack Windup: 0.336-0.312 (based on level) → 0.3
Base Stats
Attack Speed Animation Scaling: 40% → 100% (note: Attack Speed will animate Rell's attacks faster.)

Passive - Break The Mold
[NEW]: Now deals 5% total Armor/MR magic damage on-hit

Passive - Break The Mold
Minimum Resists Stolen: 0.8-2 → 1-2

Q - Shattering Strike
Stun Duration: 0.75 → 0.65 seconds

W - Ferromancy
Crash Down: [NEW]: Now stuns enemies for 0.8 seconds

W - Ferromancy
Crash Down: [REMOVED]: Dismounted 10% slow has been removed

W - Ferromancy
Crash Down: Cooldown: 11 → 10 seconds

W - Ferromancy
Crash Down: Knock-Up Duration: 1 → 0.4 seconds

W - Ferromancy
Crash Down: Dismounted Armor / MR: 12% → 15%

W - Ferromancy
Crash Down: Dismounted Attack Speed: 30% → 20%

W - Ferromancy
Mount Up: Cooldown: 11 → 10 seconds

W - Ferromancy
Mount Up: Knock-Up Duration: 0.4 seconds (note: unchanged)

W - Ferromancy
Mount Up: Stun Duration: 1 → 0.6 seconds

W - Ferromancy
Mount Up: Mounted Movement Speed: 335-380 out of combat, 332.5-355 in combat (levels 1-13) → 330/335/340/345/350/355 (based on ability rank)

E - Full Tilt
[REMOVED]: Movement Speed no longer ramps up from 75% effectiveness over 2 seconds

E - Full Tilt
Cooldown: 15 → 14/13/12/11/10 seconds (based on ability rank)

E - Full Tilt
Damage: 25/35/45/55/65 (+50% AP) (+3% of target's maximum health) → 5/5.5/6/6.5/7% of the target's maximum health (+3% per 100 AP)

E - Full Tilt
Damage Cap: 150 → 150-300 (based on levels 1-18)

E - Full Tilt
Initial Movement Speed Towards Enemies: 18/19.5/21/22.5/24% → 25%

E - Full Tilt
Initial Movement Speed Running Away: 9/9.75/10.5/11.25/12% → 10%

E - Full Tilt
Maximum Movement Speed Toward Enemies: 24/26/28/30/32% → 25%

E - Full Tilt
Maximum Movement Speed Running Away: 12/13/14/15/16% → 10%

BUFFEDRengarR armor shred and bonus damage increased.
Rengar typically sits at lower win rates due to how difficult he is to learn, but even when accounting for his learning curve, he's a bit weak currently. To help him, we're giving him some extra armor shred and damage on his ultimate, as that's his skill with the most counter-play for his opponents since skilled tanks and fighters can absorb the blow for their squishier teammates.

R - Thrill of the Hunt
Armor Shred: 12/18/24 → 15/20/25

R - Thrill of the Hunt
Bonus Damage: 50% → 100% total AD

CHANGEDShyvanaMR growth decreased. E damage decreased.
Shyvana regained almost all the win rate she lost since her last nerf so we're revisiting her sooner than we anticipated. She still substantially overperforms in lower skill brackets, so we're skewing these nerfs to that skill bracket in particular. Shyvana's quite resilient when combining her base stat growth and bonus resists from her passive, so we're lowering these late-game base stats to make it so that she can still end up squishy when she fails to stack her dragons.
Base Stats
Magic Resist Growth: 2.05 → 1.5

E - Flame Breath
Damage: 85/125/165/205/245 (+50% bonus AD) (+80% AP) → 85/125/165/205/245 (+50% bonus AD) (+70% AP)

NERFEDSkarnerQ damage decreased.
Skarner is still the strongest jungler in the game, dealing a boatload of damage for how tanky he is. We'd like to retain that he's a high gold-scaling tank but tying his damage scaling a bit more toward building AD so that he isn't as deadly when built for tanking.

Q - Shattered Earth
Damage: 10/20/30/40/50 (+80% bonus AD) (+4% of Skarner's bonus health) → 10/20/30/40/50 (+80% bonus AD) (+3% of Skarner's bonus health)

CHANGEDSmolderAll abilities adjusted.
In his current state Smolder's a bit too good at stalling out games which gives him plenty of time to accrue stacks and get to his powerful, late game, executing all who stand in his way. We're not looking to make his stacking mechanic pointless, but we do want to shift how much of his power comes stacks into both stacks and gold. He'll still be the premiere scaling ADC, but in a way that isn't solely dependent on stacking which also helps remove his pro-skill skew.

Q - Super Scorcher Breath
Damage: 15/25/35/45/55 (+100% total AD) (+0.4 per Dragon Practice) → 65/80/95/110/125 (+130% bonus AD) (+0.3 per Dragon Practice)

Q - Super Scorcher Breath
Minion/Monster Damage Modifier: 110% → 100%

Q - Super Scorcher Breath
[NEW]: Q now restores 15 mana to Smolder if it kills a unit (once per cast)

Q - Super Scorcher Breath
Tier 2 - 125 Stacks Additional Projectiles Damage: 75% → 50%

Q - Super Scorcher Breath
Tier 2 - 125 Stacks Number of Projectiles: 1 (+1 per 67 stacks) → 2 (+1 per 125 stacks)

Q - Super Scorcher Breath
Tier 3 - 225 Stacks Burn Damage: 0.8% per 100 stacks (+1% per 100 AP) (+2% per 100 bonus AD) → 0.4% per 100 stacks (+2.5% per 100 bonus AD)

W - ACHOOO!
Mana Cost: 60 → 50/55/60/65/70

W - ACHOOO!
Glob Damage: 45/75/105/135/165 (+25% bonus AD) (+20% AP) → 30/50/70/90/110 (+60% bonus AD)

W - ACHOOO!
Explosion Damage: 25/40/55/70/85 (+25% bonus AD) (+80% AP) → 30/50/70/90/110 (+60% bonus AD) (+80% AP)

W - ACHOOO!
Combined Damage vs Champions: 70/115/160/205/250 (+50% bonus AD) (+100% AP) → 60/100/140/180/220 (+120% bonus AD) (+80% AP)

W - ACHOOO!
Minion/Monster Damage Modifier: 140% → 100%

E - Flap, Flap, Flap
Damage per Hit: 15/20/25/30/35 (+10% total AD) (+.2 per Dragon Practice) → 5/10/15/20/25 (+25% total AD) (+.1 per Dragon Practice)

E - Flap, Flap, Flap
Number of Attacks: 5 (+1 per 150 stacks) → 5 (+1 per 100 stacks)

E - Flap, Flap, Flap
[NEW]: Damage indicator tracks combined damage.

R - MMOOOMMMM!
Cooldown: 140/130/120 → 120 seconds at all ranks

R - MMOOOMMMM!
[NEW]: 50% minion damage modifier added

NERFEDTahm KenchPassive and R AP scaling decreased.
Kench's top lane hybrid HP+AP build is starting to catch on and it's really REALLY strong. While he's meant to be tempted to build greedy AP items, it should only be good when he's quite ahead and not looking to support his teammates, so we are nerfing it down to a more reasonable power level.

Passive - An Acquired Taste
Base Health: 6-48 (based on level) (+2% AP per 100 bonus health) (+4% of his bonus health) → 6-48 (based on level) (+1.5% AP per 100 bonus health) (+4% of his bonus health)

R - Devour
Shield Strength: 650/800/950 (+150% AP) → 650/800/950 (+100% AP)

NERFEDTeemoE damage to monsters decreased.
Teemo is a menace in the jungle right now thanks to his specific jungle damage mods. We'll be tuning them to bring his jungle power level from “OP” to “viable” so this pick is the appropriate amount of toxic.

E - Toxic Shot
Damage to Monsters: 150% → 125%

NERFEDZacQ damage decreased.
Zac is overbearing in the top lane right now and due for a nerf. We're lowering some of his burstier damage, as he doesn't need that given how disruptive he already is. Our goal is for this change to have little impact on his jungle performance where he can reliably grab every blob to consistently refresh his W, compared to top lane where he takes less frequent trades and the burst becomes much more oppressive.

Q - Stretching Strikes
Damage: 40/55/70/85/100 (+30% AP) (+4% of Zac's maximum health) → 40/55/70/85/100 (+30% AP) (+3% of Zac's maximum health)
Items

CHANGEDThe CollectorThe Collector is currently the most-built item in the game and is overbearing compared to the other AD-crit items.
The Collector is currently the most-built item in the game and is overbearing compared to the other AD-crit items. This is mostly being driven by Yun Tal being too weak, so we're giving Collector a very small nerf and delivering a much larger buff to Yun Tal with the goal of making Collector, Essence Reaver, and Yun Tal have appropriate userbases.

CHANGEDYoumuu's GhostbladeYoumuu's Ghostblade is at risk of becoming the preferred item for several ranged hybrid attacker-casters and we'd like to make sure they're more about repeated damage than burst.
Youmuu's Ghostblade is at risk of becoming the preferred item for several ranged hybrid attacker-casters and we'd like to make sure they're more about repeated damage than burst. We're also wary of ranged champions simply running around too quickly, since catching them in the first place is critical to their counter-play. As such, we're nerfing some of the move speed for ranged users only, as its base speed went up last patch.

BUFFEDYun Tal WildarrowsYun Tal Wildarrows has gathered a small audience of crit auto-attackers, but it's a bit too weak to actually be worth buying at the moment.
Yun Tal Wildarrows has gathered a small audience of crit auto-attackers, but it's a bit too weak to actually be worth buying at the moment. We're delivering a few small buffs that should make it a worthy first item for crit attackers.

Objective Bounties
Maximum possible contribution from gold leads has been doubled for larger gold leads. Smaller gold leads are unaffected.

Champion Bounties
Devaluation is now more aggressive for the losing team. It will kick in sooner, can be 2-4 times as potent, and is much more likely to fully suppress champion bounties on the losing team, especially with the shift in objective bounties above.

Champion Bounties
Kills and assists contribute toward positive champion bounties 14% faster

System Changes
Terrain: Removed Piltover outer turret barrier.

System Changes
Terrain: Increased visibility around corners of new walls.

System Changes
Ground Textures: Floor texture color and brightness values have been adjusted.

System Changes
Ground Textures: Reduced contrast in the ground textures to reduce visual clutter.

System Changes
Ground Textures: Changes to props around the gameplay spaces to better improve visibility.

System Changes
Ground Textures: Changes to color and brightness of floor decal accents.

System Changes
Brush/Smoke: Improved entrance/exit VFX and indicators for players to better read if they are in/out of stealth.

System Changes
Brush/Smoke: Reduced height of smoke VFX.

System Changes
Brush/Smoke: Changes to the color and brightness of smoke VFX.

System Changes
Snowball: Value and color adjustment to make snowball VFX more readable during gameplay.

System Changes
Minions: Value and color adjustment to make minions more readable during gameplay.

System Changes
Health Relics: Value and color adjustment to make health relics more readable during gameplay.

System Changes
Inhibitors: Inhibitor destroyed state has been adjusted to be more readable.

System Changes
Performance: Optimized the map to improve performance.

System Changes
Minions: Adjusted play rate of a number of lines. As a note, under settings there is an option to disable the announcer.

Champion Adjustments
Blade of the Ruined King: On-Hit Percent Health Damage: 8% (melee) / 5% (ranged) → 10% (melee) / 8% (ranged)

Champion Adjustments
Kraken Slayer: Range Modifier: 90% → 100%; Passive Damage: 150-200 → 225-300

Leaving the Mythic Shop
Prestige Chosen of the Wolf Swain (December 4 at 10:00AM PT)

Other
Capturing this note here for posterity, back in 14.5, the interaction between Teemo's E DoT and the following Runes was removed for balance purposes: Summon Aery, Phase Rush, Electrocute, and Cheap Shot.