Patch 4.5 notes

LoL Client

Game Lobbies

Minor improvement to invite statuses to better document the history of the lobby.
  • When the creator of a game lobby transfers ownership to another player, their status will now change to "Creator" rather than "Joined".

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Team Builder

  • Captains now see a spinner animation when friends in the group are still determining their spec
  • Captains can now invite friends to their group before determining their own spec
  • Friend invite statuses are now properly updating

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Combat Text

Switching text labels for gold gain and crits to icons for faster readability and a more consistent experience across languages.
  • Gold gain text is now indicated by a gold coin, rather than the letter 'g'
  • Critical strike text is now indicated by a bursty icon, rather than the symbol '!'

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Gameplay Updates


Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.

Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!


Health per level 85 90
Ferocity effect scaling Per ability level Per champion level

Passive - Unseen Predator

Stealth Rengar becomes visible mid-leap at the beginning of the leap

Q - Savagery

Bugfix Fixed a bug where the bonus damage from Savagery could crit
Cooldown 8/7.5/7/6.5/6 seconds 6/5.5/5/4.5/4 seconds
Damage 30/60/90/120/150 (+1.0 attack damage at all ranks) 20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)
removedAttack Speed buff 30/35/40/45/50% attack speed for 4 seconds
Basic attack buff window 2 seconds 3 seconds
removedUtility Usable on structures

Q - Empowered Savagery

Damage 30/60/90/120/150 (+2.0 attack damage) based on skill level 20-235 (+1.5 attack damage) based on champion level
Attack Speed buff +60/70/80/90/100% attack speed based on skill level +50-101% attack speed based on champion level
Attack Speed buff duration Unchanged (5 seconds)
newAttack Damage buff +10% attack damage for 5 seconds

W - Battle Roar

Cooldown 15/14/13/12/11 seconds 12 seconds at all ranks
Damage Unchanged (50/80/110/140/170 (+0.8 ability power))
Bonus Armor & Magic Resistance +15/22/29/36/43 armor & magic resistance +10/15/20/25/30 armor & magic resistance
Bonus Armor & Magic Resistance duration 3 seconds 4 seconds
newUtility Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)

W - Empowered Battle Roar

Damage 50/80/110/140/170 (+0.8 ability power) based on skill level 40-240 (+0.8 ability power) based on champion level
Minimum heal 20 + (10 x level) 12 + (4 x level)
Maximum heal 40 + (20 x level) 75 + (25 x level)

E - Bola Strike

newUtility Targeted ability Skillshot
Cooldown 12/11/10/9/8 seconds 10 seconds at all ranks
Damage 60/105/150/195/240 (+0.7 attack damage) 50/100/150/200/250 (+0.7 attack damage)
Range 575 1000
Movement Speed slow -50/55/60/65/70% movement speed -60/65/70/75/80% movement speed
Movement Speed slow duration Unchanged (2.5 seconds)

E - Empowered Bola Strike

Damage 60/105/150/195/240 (+0.7 attack damage) based on skill level 50-340 (+0.7 attack damage) based on champion level
Root duration 1 second 1.75 seconds

R - Thrill of the Hunt

Cooldown 140/105/70 seconds 120/95/70 seconds
newUtility Rengar only gains movement speed when moving toward enemy champions
Movement speed bonus +20/25/30% movement speed +15% movement speed
newUtility After breaking stealth, Rengar gains +25/35/45% movement speed for 5 seconds
newUtility After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds
newUtility Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.

Bonetooth Necklace

Item type Basic item Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)
Cost 800 gold Free
Trophy gain Unchanged (+1 per kill or assist)
removedDeath penalty -1 stack on death
removedBonus attack damage +5 attack damage (+2 additional Attack Damage per level)
3 trophy bonus +10 armor penetration, +5% cooldown reduction +25 movement speed out of combat and in brush
6 trophy bonus +25 movement speed +125 Unseen Predator leap range, Tier 2 vision active
removed9 trophy bonus +150 Unseen Predator leap range
new12 trophy bonus +5 seconds to Thrill of the Hunt duration
removed14 trophy bonus +3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of Ferocity
new20 trophy bonus Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)


Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?

When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.


Magic Resist per level 0 1.25
Movement Speed 340 330

Passive - Happy Hour

Health restore 2% max health over 4 seconds 4% max health instantly
newCooldown 8 seconds

Q - Barrel Roll

newMovement Speed slow 30/35/40/45/50% for 2 seconds
Cooldown Unchanged (11/10/9/8/7 seconds)
Mana cost 80/90/100/110/120 mana 60/65/70/75/80 mana
Range 950 850
Base Damage 85/135/185/245/285 80/120/160/200/240
Ability Power ratio 0.9 0.6
removedAttack Speed slow -20/25/30/35/40% attack speed for 3 seconds
newUtility Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation

W - Drunken Rage

Cooldown 25 seconds at all ranks 8/7.5/7/6.5/6 seconds
Mana cost Unchanged (No cost)
newDamage Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage
Duration 20 seconds 3 seconds
Damage reduction Unchanged (10/12/14/16/18%)
newUtility Gragas can now move at 80% movement speed while drinking
removedAttack Damage buff +30/40/50/60/70 attack damage
removedMana restore Restores 30/40/50/60/70 mana

E - Body Slam

Cooldown 12 seconds at all ranks 16/15/14/13/12 seconds
Mana cost 75 50
Base Damage 80/120/160/200/240 80/130/180/230/280
Ability Power ratio 0.5 0.6
removedAttack Damage ratio 0.3/0.4/0.5/0.6/0.7
Utility Cooldown reduced by 50% on unit collision Cooldown reduced by 3 seconds on unit collision
Crowd Control 35% Movement Speed slow for 2.5 seconds 1 second stun & slight knockback

R - Explosive Cask

Cooldown Unchanged (100/90/80 seconds)
Mana cost Unchanged (100)
Base Damage 200/325/450 200/300/400
Ability Power ratio 0.9 0.7
Utility Unchanged (Knocks back all enemies hit and grants vision of the area)

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Global Stat Changes

Armor seals have become such a standardized rune that players have learned to play with - and around - them. These buffs are to compensate for that dependency.
Base Armor All champions have gained +4 base armor


Anivia's received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm.

R - Glacial Storm

Utility Now deals a tick of damage when cancelled


Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad.

Passive - Dread

Utility No longer affects champions who cannot see Fiddlesticks


Quickdraw costs less mana to use, Collateral Damage's explosion damage is now 80% of the impact damage.

We're emphasizing the collateral part of Collateral Damage.

E - Quickdraw

Mana cost 50 mana 40 mana

R - Collateral Damage

Collision Bonus Attack Damage ratio 1.4 1.5
Explosion Damage 140/250/360 (+1.2 bonus attack damage) 200/280/360 (+1.2 bonus attack damage)


Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.

The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret.

Q - H-28G Evolution Turret

Cannon Damage 15/22/29/36/42 (+0.125 ability power) 12/18/23/29/34 (+0.150 ability power)
Beam Damage 50/75/100/125/150 (+0.5 ability power) 40/60/80/105/130 (+0.55 ability power)
Beam Cooldown 12 seconds 16 seconds

Q - H-28Q Apex Turret

Cannon Damage 90/110/130 (+0.33 ability power) 70/90/110 (+0.3 ability power)
Beam Damage 225/300/375 (+0.8 ability power) 180/240/300 (+0.7 ability power)
Beam Charge per cannon attack 2/4/6/8/10% 20% at all ranks
removedUtility Spawns with a beam charge


Kha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.

We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting.

R - Void Assault

Bugfix Casting Flash no longer breaks Void Assault stealth
newCooldown between casts 1 second

R - Evolved Active Camouflage

removedDamage Reduction Reduces turret damage

Lee Sin

Safeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.

Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards.

W - Safeguard

Cooldown 9 seconds 14 seconds
newUtility Cooldown reduced by 50% if cast on Lee Sin or an allied champion
Shield duration 5 seconds 4 seconds
removedUtility Lee Sin gains a shield when Safeguard is cast on non-champion units

W - Iron Will

Duration 5 seconds 4 seconds


The correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona's a slightly more viable in-combat target. Plus, if she doesn't get a kill, that combat damage will stick harder.


Base Health Regen/5 sec 9 7

W - Eclipse

Bonus Armor & Magic Resistance 25/35/45/55/65 20/30/40/50/60


Help, Pix!'s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.

When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu's high offensive power, but we're also committed to ensuring this doesn't have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we'll look at ways to help support Lulu if she comes out too weak because of these changes.

E - Help, Pix!

Enemy follow duration 6 seconds 4 seconds
removedMinion cast Minions gain a shield
Base Damage 80/130/180/230/280 80/110/140/170/200

Miss Fortune

Miss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF's lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).

In the past, Miss Fortune's been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she's been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF's early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots.

Passive - Strut

newUtility Bonus movement speed now displayed on buff icon

Q - Double Up

Cooldown 9/8/7/6/5 7/6/5/4/3
Mana cost 70/75/80/85/90 43/46/49/52/55
1st target Base Damage 25/60/95/130/165 20/35/50/65/80
1st target Attack Damage ratio 0.75 0.85
2nd target Base Damage 30/72/114/156/198 40/70/100/130/160
2nd target Attack Damage ratio 0.9 1.0

W - Impure Shots

Mana cost 50 at all ranks 30/35/40/45/50
Bonus Damage per stack 4/6/8/10/12 (+0.05 ability power) 0.06 attack damage
Attack Speed buff +30/35/40/45/50% attack speed +20/30/40/50/60% attack speed
Grievous Wounds duration 3 seconds 2 seconds

E - Make It Rain

Cooldown 15 at all ranks 14/13/12/11/10
Movement Speed slow 20/28/36/44/52% 25/35/45/55/65%
Vision More closely matches the area of effect

R - Bullet Time

newUtility Passively increases the stack cap of Impure Shots to 6/7/8
Base Damage 65/95/125 per bullet 50/75/125 per bullet
Total Base Damage 520/760/1000 400/600/1000
removedBonus Attack Damage ratio 0.35
newUtility Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)


Dominus' health bonus and AoE magic damage are lower in early ranks and higher at later ranks.

While we're very aware of the high strength Renekton brings to the lane, we're tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on.

R - Dominus

Bonus health 300/450/600 health 200/400/800 health
Magic Damage per tick 40/70/100 30/60/120

Twisted Fate

We're finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier.

W - Pick A Card

Card selection window 8 seconds 6 seconds
Card use window 4 seconds 6 seconds


Wukong's armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone's total attack damage ratio has been reduced.

Statistically, Wukong's performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu's found a position that circumvents his natural weaknesses, we can tune some of his high damage - particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn't do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with).

Q - Crushing Blow

Armor shred 30% at all ranks 10/15/20/25/30%

R - Cyclone

Attack Damage ratio 1.2 per second (4.8 total) 1.1 per second (4.4 total)


Ziggs' attack range has been reduced.

Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit.


Attack range 575 550

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Minor Changes & Bug Fixes


Q - Orb of Deception

Bugfix Fixed a bug where Orb of Deception wouldn't return if Ahri was dead or in stasis


Q - Rocket Grab

Bugfix Fixed a bug that prevented Blitzcrank from using Thresh's Lantern while casting Rocket Grab.

Jarvan IV

Cataclysm should now be more reliable for Jarvan IV to land.

R - Cataclysm

Utility The walled area is now centered between Jarvan and his target.


R - Super Mega Death Rocket!

newBugfix Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
newBugfix If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown


Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.

Passive - Summon Voidling

newPriority system
  • Attack the target of Nether Grasp.
  • Attack the nearest champion with Malefic Visions.
  • Attack the nearest non-champion with Malefic Visions.
  • Attack the nearest enemy.
  • Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.



Recommended Items Recommended Items have been updated


Passive - Aegis Protection

Bugfix Now blocks any attack of a siege minion or large monster even if they don't meet the 40 damage threshold


R - Shadow Assault

newUtility Flash no longer breaks Shadow Assault stealth
Bugfix Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)

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Blue Trinkets

Still in the process of making Blue Trinkets less sad. Maybe it's the color.

Scrying Orb (level 1)

Vision Duration 1 second 2 seconds
Range 1500 2500

Scrying Orb (level 9)

Vision Duration 1 second 2 seconds
Range 2500 3500

Farsight Orb

Vision Duration 1 second 2 seconds
Range 3000 4000

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