2016-12-06



Introduction:

The latest Patch 6.24 is here, meaning ranked season is on its way! Before you hop in though, be sure to read up on the top 10 tips for ranked placement matches to maximize your win potential!

This patch features some buffs on some extremely popular champions such as Azir and Nidalee. Meanwhile, they've surprisingly nerfed AP Kog'Maw despite his extremely low play rate. Another thing of note is the large tweak on Rylai's, which reduces the stats, but also the cost. Check out the full scoop below!

Summary
Buffs: Akali, Azir, Fiddlesticks, Garen, Katarina, Kog'Maw, Nidalee, Varus
Nerfs: Ivern, Leblanc, Rengar, Twitch, Vayne
Tweaks: Master Yi
Item Changes: Rylai's Crystal Scepter, Liandry's Torment
Mastery Changes: Courage of the Colossus, Fervor of Battle

Patch 6.24 notes

BY SCARIZARD, AETHER, GENTLEMAN GUSTAF & LUQIZILLA

Season’s Greetings, Summoners,

Welcome to patch 6.24, the last one of 2016. Another patch, another round of pre-season follow-up. This one’s a bit bigger than 6.23 - an extra patch’s worth of data gives us a clearer picture of how shifts like the assassin updates and jungle camp changes are settling in for the long term. Plus, Camille’s hookshotting her way onto the Rift!

On the client update front, open beta’s progressing well. Performance and stability have been our top priorities since open beta launched, so if you’ve been waiting to switch over, now’s a great time to hop on in. As a side bonus, downloading the updated client now saves time over the coming months: starting now, patches will contain big chunks of the overall download to reduce the final patch size when it comes time to deprecate the legacy client. We’ve got another client ‘pre-patch’ some time between 6.24 and 7.1, so keep an eye out for that.

Finally, we’re about to ring in the 2017 season (yes, it’s earlier this time). This patch will bring the ladder reset marking the start of official ranked, so hopefully you’ve been training during pre-season. No pressure or anything.

From all of us at Riot Games: good luck, have fun, and we’ll see you on the Rift. Speaking of, the weather’s looking a bit gray...

 Patrick "Scarizard" Scarborough Paul "Aether" Perscheid Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho

Start of Ranked 2017 Season

The 2017 ranked season starts during patch 6.24!

Champions

Camille

Camille, the Steel Shadow, will be released later on during patch 6.24! In the meantime, learn more about League’s newest champion here:

Severed Ties

Champion Reveal

Champion Bio

Champion Insights

Inside Camille Dev

Akali

Passive procs on turrets.

When we shifted Twin Disciplines from an always-on effect to one compressed into two procs, we held off on allowing it to work on structures. This was a hit to Akali’s pushing strength, given her basic attacks against structures lost some AP scaling without reaping the benefits of the updated Twin Disciplines. We did this to maintain Twin Discipline’s combat focus for the first release of her update, ensuring we’d have a clearer read on follow-up balance needs (see: last patch’s ratio buffs). Now that things have settled a bit and we’ve had a chance to observe how all the changes are playing out, we’re comfortable giving back Twin Disciplines’ pushing potential.

Passive - Twin Disciplines

NINJA PUSHINGCan now be used against structures

Azir

W cooldown reduced. Sun Discs deal more damage and give enemies less gold.

We haven’t talked much about Azir since he fell out of the spotlight about half a year ago. To quickly summarize, Azir’s got too many strengths and not enough weaknesses. This makes balance an extremely finnicky task: with no clear vulnerabilities to exploit, it’s hard to bring Azir back down once he starts picking up a lead.

This patch, we’re raising Azir’s baseline effectiveness without substantially raising his poke potential. He’ll be able to reach and maintain three soldiers more quickly when going all-in on a fight, and faster soldier charges also means better access to Shifting Sands (whether for slick getaways or the Shurima Shuffle). We’re also giving some love to the Sun Disc - “temporary replacement turret” is a cool strategic strength only Azir brings to the table, but it felt a bit bad to use since it could end up as quick gold for the enemy team.

Passive - Shurima's Legacy

ATTACK DAMAGE SCALING3 per minute ⇒ 4 per minute

ENEMY REWARD WHEN DESTROYED100 gold ⇒ 50 gold

W - Arise!

CHARGE COOLDOWN12/11/10/9/8 seconds ⇒ 10/9/8/7/6 seconds

Fiddlesticks

W damage increased early. E cooldown reduced.

The new jungle hasn’t been kind to Fiddlesticks, who’s lost a lot of clearing speed against buff camps and Krugs. We’re giving him back some jungling efficiency in the early game, though it’s still safe to say the new jungle’s shifted some of Fid’s clearing strength from Dark Wind to Drain.

W - Drain

DAMAGE PER TICK60/90/120/150/180 ⇒ 80/105/130/155/180

BUFF-FIXFixed a bug that caused Drain to not apply its final tick of damage

E - Dark Wind

COOLDOWN15/14/13/12/11 seconds ⇒ 12/11.5/11/10.5/10 seconds

Fizz

Clarity improvements around how whiffed R fishes attach to enemies that step on them.

One of the side effects of Chum the Waters growing with distance is that when Fizz misses, the fish pick-up radius tends to be much bigger than before. That increased size exposed some shortcomings in terms of how that pick-up mechanic is displayed, so we’re making a few visual improvements.

R - Chum the Waters

CAUTION TAPEWhiffed fishes now display their attachment radius to enemies

ENTHUSIASMWhiffed fishes now visually hop onto enemies they attach to, rather than instantly teleporting onto them

IT’S DEAD, JIMFishes that can’t attach to enemies (dropped after hitting a spell shield or when the original target dies) don’t display the attachment ring and instead flop over onto their bellies

Bugfixes

Fixed a bug where W - Seastone Trident’s cooldown wasn’t refunded if it killed an enemy champion with a post-death form (ex. Karthus, Sion)

Garen

Spinning shreds enemy armor after four hits.

Garen’s been struggling for a few different reasons, but the underlying theme is consistency. He’s vulnerable to peel by design, but even compared to other juggernauts, he loses way too much impact when the enemy team’s able to keep him at bay. This is nigh-inevitable as the game progresses: Garen doesn’t (and shouldn’t) have the tools to ignore the peel efforts of a coordinated team. But, once he’s stuck butting heads with the enemy frontliners, his threat vanishes since he has no means of piercing their durability. Given his lack of utility elsewhere (Nasus has Wither, Darius has Apprehend, etc), this often leaves Garen feeling like dead weight.

This change isn’t a silver bullet for Garen’s problems, but lets him better carry his weight against tankier foes when he can’t reach the Villain and gives allies a way to capitalize on Garen’s efforts.

E - Judgment

NEWARMOR SHREDEnemy champions hit 4 times have their armor reduced by 25% for 6 seconds (hits after the 4th refresh the duration)

Ivern

E costs more mana and slows for less.

Right now, Ivern is one of the most challenging champions to master. As players have climbed that curve, it’s become apparent that the wolf-cuddling jungler is pretty dang strong. His mid and late game seem about right, but the consistency of his early ganks is too damn high. Triggerseed is the main offender, with the slow providing too much consistency early on, and combined with his unique clear speed, he’s posing too much of an early threat to laners.

E - Triggerseed

COST50 mana ⇒ 70 mana

MOVEMENT SPEED SLOW70% at all ranks ⇒ 40/45/50/55/60%

Katarina

Dagger damage increased in the early/mid game.

Given Katarina’s focus on damage dealing, it’s a bit surprising that only one of her basic abilities (Bouncing Blade) gains substantial base damage with rank-up. Instead, a huge chunk of damage comes from champion level scaling via Kat’s new dagger mechanic. So, the Sinister Blade hits a mid-game slump: though daggers keep gaining damage with level and she gets better dagger access via lower Preparation and Shunpo cooldowns, Kat’s unable to prioritize damage itself in her skill-ups once she’s maxed Bouncing Blade.

In most reasonable matches, Kat hits this wall before her ability power scaling takes off, making it hard to keep pace with enemies. We’re giving her a little help while she fills out her inventory.

Passive - Voracity

WTF NUMBERSDaggers deal slightly more damage at all levels, scaling faster early but more slowly later (damage at levels 1 and 18 are roughly unchanged). The damage difference peaks at level 10 (+10 damage).

DAGGER DAMAGE (LEVELS 1 - 6)75/78/83/88/95/103 ⇒75/80/87/94/102/111

DAGGER DAMAGE (LEVELS 7 - 12)112/122/133/145/159/173 ⇒120/131/143/155/168/183

DAGGER DAMAGE (LEVELS 13 - 18)189/206/224/243/264/285 ⇒198/214/231/248/267/287

Bugfixes

Katarina’s R - Death Lotus icon no longer lights up while dead when enemies walk near her corpse

If Katarina catches a W - Preparation dagger at the end of E - Shunpo’s cast time, the Preparation dagger’s damage no longer follows her to Shunpo’s location

If Katarina E - Shunpo’s to an ally or a dagger, Shunpo’s damage now properly transfers to the nearest minion or jungle monster if no enemy champions are in range

Kog'Maw

W deals more on-hit damage. E damage and ability power ratio reduced.

Kog’s been on the road to recovery since his un-update a few patches back. His marksman build’s been steadily climbing thanks in part to a bunch of indirect buffs (ex. Blade of the Ruined King/Guinsoo’s Rageblade last patch), and his mage build bounced back a bit too well after our first wave of follow-up in 6.21. A few light touches should get both flavors of the void puppy to a stable spot. For marksman Kog, that’s adding a small bit of oomph to his people-melting button; for mage Kog, that’s pulling some excess waveclear out of his lane phase to keep him on his toes.

W - Bio-Arcane Barrage

ON-HIT DAMAGE2/3/4/5/6% maximum health ⇒ 3/4/5/6/7% maximum health

E - Void Ooze

DAMAGE60/110/160/210/260 ⇒ 60/105/150/195/240

RATIO0.7 ability power ⇒ 0.5 ability power

LeBlanc

Health regen down. Q damage up, but damage against minions down. E damage down.

Given that LeBlanc’s pre-season changes spread her (previously instant) damage out over a brief window, it’s not surprising that players have been exploring her other strengths. Two patches out, it’s safe to say LeBlanc’s shifted farther away from her assassin roots than we intended. We’re siphoning some power back into her traditional bursty playstyle while tapping down a few unexpected strengths.

Base Stats

HEALTH REGEN8.5 ⇒ 7.4

HEALTH REGEN GROWTH STAT0.8 ⇒ 0.55

Q - Shatter Orb

DAMAGE55/80/105/130/155 ⇒ 55/90/125/160/195

BOUNCE DAMAGE VS MINIONS120% ⇒ 80%

TOOLTIP FIXShatter Orb’s tooltip now reflects the correct bounce damage against minions

BUGFIXShatter Orb bounces no longer count as single-target spells for Spell Vamp

E - Ethereal Chains

DAMAGE40/65/90/115/140 ⇒ 40/60/80/100/120

Master Yi

Alpha Strike better follows enemies that Flash away after being tagged.

This is a lot of text that says if Master Yi’s primary target Flashes away the moment before he reappears, Yi will follow them rather than awkwardly popping out at the spot the target just Flashed away from.

Also, a bugfix we will decline to comment on.

Passive - Double Strike

STOP HITTING YOURSELFFixed a bug where Guinsoo’s Rageblade dealt damage to Master Yi on Double Strike’s second hit

Q - Alpha Strike

CAN’T ESCAPEAlpha Strike now determines Master Yi’s ending position when damage is dealt, rather than 0.05 seconds beforehand. In other words, Master Yi more reliably ends up next to his target if the target Flashes at the end of Alpha Strike. (Alpha Strike duration unchanged)

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