Patch 10.14 is now Live!
Here are the Patch 10.14 notes. This patch consists of a few buffs to champions who needed them like Riven, Alistar, Sejuani, Zed, Karthus, and Kha’zix.
Several champions are getting nerfed this patch in order to allow room for other champions to shine. Most of this is aimed at pro play with the nerfs toward Varus, Trundle, Wukong, and Ezreal, although Volibear and Pyke are getting much-deserved nerfs, as they have been terrorizing the ranked ladder recently.
There are also a few new skins coming during this patch. This includes Conqueror Nautilus, Arcanist Zoe, Arcanist Zoe Prestige Edition, Arcanist Shaco, and Arcanist Kog’Maw will be available on July 9th, 2020. Infernal Karthus, Infernal Vel’Koz, and Infernal Kennen will be available on July 16th, 2020.
Teamfight Tactics patch 10.14 notes can be found here.
Patch 10.14 visual summary
Q cooldown decreased.
Strengthening this mighty minotaur’s disruption in extended fights by giving him more opportunities to use his fearsome fists.
Q – PULVERIZE
17/16/15/14/13 seconds ⇒ 15/14/13/12/11 seconds
E cooldown increased.
Ezreal is a bit too safe in lane and in mid and late game skirmishes for the amount of damage he puts out, so we’re reducing his ability to continuously evade attackers. We’re bringing up his cooldown but not drastically so— he still has the potential to get in a second E, but will have to be careful in playing around that vulnerability.
E – ARCANE SHIFT
25/22/19/16/13 seconds ⇒ 28/25/22/19/16 seconds
Base health and movement speed increased. Q damage increased; damage to monsters decreased. E mana restore is now always active; AoE damage tick rate per second increased.
Slinging more death over to the deathsinger by targeting his two main roles. With Jungle Karthus, we’re shifting some of his power against monsters to enemy champions so he feels less farming-focused. This also means the power we’re bringing to Karthus will bring some spirit back to mid lane Karthus by increasing early survivability and increasing his DPS across the board, so that he feels better equipped to lane against his peers. And as a cherry on top, we’re cleaning up E to feel more responsive and intuitive.
528 ⇒ 550MOVEMENT SPEED 325 ⇒ 335
Q – LAY WASTE
45/65/85/105/125 (+0.3 ability power) ⇒ 50/70/90/110/130 (+0.35 ability power)DAMAGE REDUCTION TO MONSTERS 0% ⇒ 15%
E – DEFILE
Only when toggled off ⇒ AlwaysAOE DAMAGE TICK RATE Deals damage 1 time per second ⇒ Deals damage 4 times per second (damage and cost per second are unchanged). Deactivating Defile deals 1 tick’s worth of damage.
Isolated target bonus damage increased.
We’re sharpening the claws on this bug. He’s on the low end of power for Average and Skilled players, and we think a small buff can push him into a balanced spot for elite players as well. Change is good, after all.
Q – TASTE THEIR FEAR
ISOLATED TARGET BONUS DAMAGE
100% ⇒ 120%
Base magic resist growth and armor growth decreased. Q cost decreased and now scales; cooldown decreased early; base damage increased. W bonus movement speed now constant at all ranks. E base damage increased.
Aiming to pull this bloody beast away from the mid lane and boost his role as a support. As a slippery assassin, he was getting too much leeway while diving in and around his enemies. Mid Pyke is also far more capable of soaking up experience than in the bot lane. To curb these advantages, we’re bumping his armor scaling down from the literal best in class to a notch below and pulling back on his swift stalking around the map. These changes should primarily be felt in the mid lane, where Pyke accesses his later W levels much earlier to speed up his roam. In addition, we’re pumping more power into his Q so that he can fish for hooks with less punishment and harpoon it out more in the botlane.
MAGIC RESIST GROWTH
1.5 ⇒ 1.25ARMOR GROWTH 5 ⇒ 3.5
Q – BONE SKEWER
70 mana ⇒ 50/55/60/65/70 manaCOOLDOWN 12/11/10/9/8 seconds ⇒ 10/9.5/9/8.5/8 secondsBASE DAMAGE 75/125/175/225/275 ⇒ 85/135/185/235/285
W – GHOSTWATER DIVE
BONUS MOVEMENT SPEED
40/45/50/55/60% ⇒ 40% at all ranks
E – PHANTOM UNDERTOW
95/125/155/185/215 ⇒ 105/135/165/195/225
Passive bonus damage increased.
Due to current meta builds that simply don’t align with Riven’s playstyle, her depth and breadth of play has been suffering, and she’s been feeling a bit… exiled. We’re bringing back her edge by buffing more damage-focused Riven builds (think Essence Reaver, Youmuu’s, and Bloodthirster) over the current tankier meta ones (like Cleaver and Death’s Dance).
PASSIVE – RUNIC BLADE
25-50% total attack damage (levels 1-18) ⇒ 30-60% total attack damage (levels 1-18) (lifesteal and critical strikes also apply to this damage)
E base damage increased; Frost cooldown on stunned enemy champions decreased and constant at all levels.
We’ve kept it cool when looking at Sejuani and Bristle due to their propensity to take over pro play. While we’re still hesitant about letting them run amok, we’re letting them chill out and defrost by amping up her damage output.
E – PERMAFROST
40/90/140/190/240 ⇒ 55/105/155/205/255FROST COOLDOWN Stunned enemy champions cannot gain Frost for 10/9/8 seconds (levels 1/7/14) ⇒Stunned enemy champions cannot gain Frost for 8 seconds (levels 1-18)
W bonus attack speed decreased early.
This treacherous troll has been on a particularly savage streak as he continues to tear through professional play. We’re reverting the patch 9.6 buff in the hopes that this will ice down his early game clear speed and dueling prowess.
W – FROZEN DOMAIN
BONUS ATTACK SPEED
30/47.5/65/82.5/100% ⇒ 20/40/60/80/100%
Q maximum bonus damage ratio now scales. E base damage decreased early.
Along with the Troll King, Varus is also stifling pro play as the go-to blind pick (or first red side ban). Targeting his early poke to make him less effective at bullying his peers out of lane.
Q – PIERCING ARROW
MAXIMUM BONUS DAMAGE RATIO
150% total attack damage ⇒ 125/130/135/140/145% total attack damage (minimum damage is always 66% of the maximum damage)
E – HAIL OF ARROWS
70/105/140/175/210 ⇒ 50/90/130/170/210
Base attack speed decreased. W heal now halved when targeting monsters.
This thundering beast has been in a relentless frenzy, specifically in the jungle in the average skill group. Pulling back his power in a way that will balance his clear speed and sustain as he continues to storm through the jungle.
0.66 ⇒ 0.625
W – FRENZIED MAUL
WOUNDED ENEMY HEAL
Reduced by 50% on minions ⇒ Reduced by 50% on minions and monsters
R knockup duration decreased.
Wukong is a bit on the stronger side, so we’re toning down some of the AoE disruption he brings to teamfights before he spins out of control.
R – CYCLONE
0.75 seconds ⇒ 0.6 seconds
W missile speed increased; cooldown decreased early.
We’re bringing Zed out of the shadows to bring up his higher elo power in an exciting way that gives him higher consistency in his combos and more outplay potential. Yeah, you heard us—with the landscape of the game changing drastically from season 3, we’re reverting his W speed nerf all the way back from patch 3.13 and increasing its accessibility. This should make his combos feel smoother and stronger and open more windows for shuriken shenanigans.
W – LIVING SHADOW
1750 ⇒ 2500COOLDOWN 22/20/18/16/14 seconds ⇒ 20/18.5/17/15.5/14 seconds
Predator is still weaker than expected, so we’re continuing our fine tuning. Giving it some boosts to help it compete with other keystones.
30-90 (levels 1-18) ⇒ 40-120 (levels 1-18)COOLDOWN 100-70 seconds (levels 1-18) ⇒ 90-60 seconds (levels 1-18)
Our changes to Ghost in patch 10.12 ended up being a small nerf with its increased cooldown, so we’re following up with a buff to speedily move it in the right direction.
BONUS MOVEMENT SPEED
20-40% (levels 1-18) ⇒ 24-48% (levels 1-18)
A full list of Bug fixes can be found here.
A link to Riot’s Patch 10.14 notes can be found here.