League of Legends

League 10.4 update patch notes: Soraka, Sona top nerf, Aphelios balanced

by Alan Bernal
Riot Games

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The League of Legends 10.4 patch is going to bring balance on the Rift in regards to the top lane Soraka and Sona meta, clearing up confusion on Aphelios in-game, and much more.

While Riot tends to release patch notes the Tuesday before it goes live on Wednesdays, this time the 10.4 update will be delayed until February 20 due to holidays.

There should be a ton of players waiting for the patch to drop since it’s going to tone down some of the strange picks that have gained traction in pro LoL while also expanding viable jungle picks for people to choose from.

Top Lane Soraka and Sona nerf

Riot Games
Soraka and Sona's influence in the top lane is going to decrease in 10.4.

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Soraka has been lighting up the top lane with her bananas and heals, so the devs are going to be nerfing her Q and some of her base stats while giving her W a new passive.

“Chipping away at Soraka's top lane potency as she's the winningest top laner at the current moment,” the Riot devs said. “We also want to keep the impact on her support lane minimal as she’s not overperforming there.”

The self heal from her Starcall Q has been gutted, while the mana cost for it has been significantly increased.

Riot Games
Soraka top has been shaking up the meta in League of Legends, but Riot is going to nerf her potential in the next patch.

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Meanwhile Astral Infusion will now let the champion reduce the max health cost for casting her W.

As for Sona, her basic abilities are now going to cost a lot more mana than before, so spamming her spells won’t be ideal.

But Riot is now persuading the community to use her more as a Support, since she has a new mana restore for the first ally she tags with her spells.

Meaning she’ll still be a favorite poke champ to use as long as she’s sticking with a duo, preferably in the bot lane.

Aphelios is easier to read and play against

Riot Games
Players will now be able to see which weapons Aphelios has equipped.

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One of the biggest draws with Aphelios is his five-weapon arsenal. But whether you’re playing with or against him, it can be hard to keep track of the weapon combos that he’s using.

“He's stressing out opponents who can't understand what he's doing and seems to be lacking adequate counter play at higher ranked games,” the devs explained. “Better clarity will lead to a drop in Aphelios' performance since opponents will more frequently make correct decisions.”

Now players will be able to see which weapons he has equipped with Weapon View, making it easier to read when to engage or not.

But the devs are taking it a step further with nerfs to his kit that include changes to his Calibrum sniper and Crescendum chakram. The range to his Moonlight Vigil ultimate has also been greatly reduced.

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New junglers are coming in familiar packages

Riot has noticed that there aren’t many people queuing up for Jungle these days.

To help that, they’re going to introduce better tools for popular champs to take with them to the jungle so that learning a new position doesn’t necessarily mean having to learn a new champion.

Namely Darius, Diana, Garen, Gnar, Mordekaiser, Talon and Zed are all getting some kind of buff against monsters that will give players more room to use these characters in the jungle.

Riot Games
Gnar and many other popular champions might get more jungle presence after the 10.4 patch drops.

There are a ton of things to sift through in the 10.4 update, so check out the patch notes below courtesy of Riot.

CHAMPIONS

AMUMU

Q dash speed increased. R cooldown decreased and now stops dashes.

 These buffs, plus the Immolate changes (spoiler alert!) in 10.4 should help Amumu as he tries to play with the big boys.

Q - BANDAGE TOSS

DASH SPEED 1350 after hitting an enemy  1800 after hitting an enemy

R - CURSE OF THE SAD MUMMY

COOLDOWN 150/130/110 seconds  130/115/100 seconds
NEWSTOP! IN THE NAME OF LOVE Now stops enemies in the middle of their dashes

APHELIOS

Players can now see both of Aphelios' guns. Calibrum no longer resets basic attack timer after consuming a mark. Crescendum sentries die faster. R range decreased.

 Aphelios is the galaxy brain marksman whose kit has a billion things you have to learn, but he's stressing out opponents who can't understand what he's doing and seems to be lacking adequate counter play at higher ranked games. Better clarity will lead to a drop in Aphelios' performance since opponents will more frequently make correct decisions, but we also threw some raw nerfs with a focus on making sure opponents have successful ways to catch him and beat him up.

WEAPONS OF THE FAITHFUL

NEWWEAPON VIEW Players can now see both guns Aphelios is holding next to his health bar

CALIBRUM, THE SNIPER RIFLE

REMOVEDBASIC ATTACK RESET Aphelios no longer resets his attack timer right after consuming a mark (his attack timer still resets for the mark attack)

CRESCENDUM, THE CHAKRAM

RED VS. BLUE Aphelios' sentry's range indicators are now red for enemies when it's inactive
BASE NUMBER OF SENTRY ATTACKS 4  (the number of attacks still scale with attack speed)
SENTRY HEALTH AGAINST RANGED Ranged basic attacks deal 2 damage  3 damage (Sentries have 6 health)
SENTRY HEALTH AGAINST AOE AoE attacks deal 2 damage  4 damage (Sentries have 6 health)
SENTRY BUGFIX Aphelios' sentries no longer occasionally die upon being activated

R - MOONLIGHT VIGIL

RANGE 1600  1300

AURELION SOL

W active star damage decreased.

 Like Sailor Star Maker during the time of Sailor Moon Stars, Aurelion Sol's "Star Gentle Creator" is a little weaker this patch.

W - CELESTIAL EXPANSION

ACTIVE STAR DAMAGE Increases total damage by 50%  40%

CAITLYN

Bonus AS at level 1 increased.

 Sharpening (can you sharpen guns?) Caitlyn's early game harass potential since she's sitting in a pretty weak spot right now.

BASE STATS

BONUS ATTACK SPEED 10% at level 1  20% at level 1

GAREN

Increased Q empowered basic attack damage ratio. Increased W resistances after max from enemy kills. W shield increased.

 Our goal is to bring back build diversity for Garen, specifically buffing his tankier builds while keeping his damage-oriented builds still viable. To that point, there is a change missing in this section that's included in the Jungle Champions section instead, so look below for that!

Q - DECISIVE STRIKE

EMPOWERED BASIC ATTACK DAMAGE RATIO 0.4 attack damage  0.5 attack damage

W - COURAGE

NEWBLOOD OF MY ENEMIES At max resistances from enemy kills, Garen increases his bonus armor and magic resist by 10%
SHIELD 0.1 maximum health  70/95/120/145/170 (+0.2 bonus health)

GNAR

Base MS increased. Passive Mini Gnar MS decreased. R damage ratios increased.

 Similar to Garen, we have a jungle Gnar-specific change which you could find in the Jungle Champions section. But generally, we're looking to power him up a little bit, specifically when he's Mega Gnar, since he's feeling a bit underwhelming even has a huge hulking monster.

BASE STATS

MOVEMENT SPEED 325  335

PASSIVE - RAGE GENE

BONUS MOVEMENT SPEED 10-30 (levels 1-18) in Mini Gnar form  0-20 (levels 1-18) in Mini Gnar form

R - GNAR!

DAMAGE RATIO 0.2 attack damage, 0.5 ability power  0.5 attack damage, 1.0 ability power

JAYCE

Base mana and mana growth increased. Q base damage increased.

 Jayce should now be able to cast more abilities to fend off his opponents.

BASE STATS

MANA 357.2  375
MANA GROWTH 37  45

Q - TO THE SKIES!

BASE DAMAGE 45/80/115/150/185/220  55/95/135/175/215/255

LUX

Q damage increased; cooldown decreased early. Lux can now Flash while casting R.

 Buffing support Lux to give players the option to viably take her bot lane.

Q - LIGHT BINDING

BASE DAMAGE 70/115/170/205/250  80/125/170/215/260
DAMAGE RATIO 0.7 ability power  0.6 ability power
COOLDOWN 13/12/10/11/9 seconds  11/10.5/10/9.5/9 seconds

R - FINAL SPARK

NEWFLASHDANCE Lux can now Flash while casting Final Spark

RAMMUS

Base AS and AS ratio increased.

 Ok.

BASE STATS

ATTACK SPEED 0.625  0.656
ATTACK SPEED RATIO 0.625  0.656

SINGED

Base health and armor decreased.

 Singed was pumped up on his plant-based potion before it was cool. While his healthy libations have been letting him conquer the top lane, we're going to make his triumphs a bit more risky by reducing his early tankiness.

BASE STATS

HEALTH 610  580
ARMOR 37  34

SONA

Auras now grants Sona mana at first ally tag. Q, W, and E costs increased.

 I don't play her top anyways.

Q - HYMN OF VALOR

NEW MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST 50/55/60/65/70 mana  75/80/85/90/95 mana

W - ARIA OF PERSEVERANCE

NEW MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST 80/85/90/95/100 mana  105/110/115/120/125 mana

E - SONG OF CELERITY

NEW MANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST 65 mana  90 mana

SORAKA

Base stats adjusted. Q self-heal, Rejuvenation heal duration, and bonus movement speed decreased; Q cost increased. W health cost decreased when Rejuvenated; heal increased later.

 Chipping away at Soraka's top lane potency as she's the winningest top laner at the current moment. We also want to keep the impact on her support lane minimal as she’s not overperforming there.

BASE STATS

HEALTH 529.04  535
HEALTH GROWTH 78  74
MANA 350.8  375
MANA GROWTH 60  40
ATTACK DAMAGE 50.04  50

Q - STARCALL

SELF-HEAL 60/80/100/120/140 (+0.5 ability power)  40/50/60/70/80 (+0.3 ability power)
REJUVENATION HEAL DURATION 5 seconds  2.5 seconds
COST 40/45/50/55/60 mana  60/65/70/75/80 mana
BONUS MOVEMENT SPEED 15/20/25/30/35%  10/12.5/15/17.5/20%

W - ASTRAL INFUSION

NEWME AFTER A MASSAGE AND ICE CREAM While Soraka is Rejuvenated, the 10% maximum health cost for casting Astral Infusion will be reduced by 40/55/70/85/100%
HEAL 80/110/140/170/200  80/115/150/185/220

SYLAS

Q damage increased later.

 Sylas has been doing well after our large changes in 10.1 and we're less worried about him taking over pro games, so we can give him some more power.

Q - CHAIN LASH

BASE DAMAGE 40/55/70/85/100  40/60/80/100/120

UDYR

Time between stance changes decreased per Cloud Drake buff.

 Udyr currently doesn't benefit at all from Cloud Drake so we're fixing that.

PASSIVE - MONKEY'S AGILITY

NEWSTING LIKE A BEE Udyr now gets 5% off his global cooldown (the time between when he can switch stances) per Cloud Drake buff

JUNGLE CHAMPIONS

 One trend we've seen over the years is that new and low-MMR players pick jungle at a much lower rate than other positions—even when it's stronger than those other positions. For 10.4, we're approaching this problem by giving some popular champs at these skill levels better tools to jungle with, especially also because jungle has an arguably smaller champion pool than other positions. While players here will still have to contend with the learning curve of jungle as a position, they won't have to learn to play a new champion as well. All the changes below are to ability effectiveness against monsters to avoid accidental impacts to lane strength.

As a caveat, we're investigating other solutions to help out jungle and the satisfaction of playing the role in the future too, so look forward to seeing more from us outside of these changes.

Darius

PASSIVE - HEMORRHAGE DAMAGE Now deals 120% damage to all monsters
Q - DECIMATE HEAL Now heals from large monsters

Diana

PASSIVE - MOONSILVER BLADE DAMAGE Increased by 150% on non-Epic monsters

Garen

E - JUDGMENT DAMAGE Now deals 150% damage to non-Epic monsters

Gnar

W - HYPER BASE MAXIMUM BONUS DAMAGE TO MONSTERS 100/150/200/250/300  300 at all levels

Mordekaiser

PASSIVE - DARKNESS RISE MAXIMUM DAMAGE TO MONSTERS 15-100 (levels 1-18)  25-120 (levels 1-18)

Talon

PASSIVE - BLADE'S END MONSTER DAMAGE Abilities now wound all monsters for 120% damage

Zed

PASSIVE - CONTEMPT FOR THE WEAK DAMAGE Increased by 100% against monsters
PASSIVE - CONTEMPT FOR THE WEAK MAXIMUM DAMAGE TO MONSTERS 120/240/360 (levels 1, 7, 17)  200/350/500 (levels 1, 7, 17)

ICYMI: 10.3 FOLLOW-UP CHANGES

 These were all documented as mid-patch updates for 10.3, but we wanted to include them in case you missed them!

Akali

E - SHURIKEN FLIP DAMAGE 40/70/100/130/160 physical damage per cast  50/85/120/155/190 physical damage per cast
R - PERFECT EXECUTION COOLDOWN 160/130/100 seconds  120/90/60 seconds
R1 - PERFECT EXECUTION DAMAGE 85/150/215 physical damage  125/225/325 physical damage

Lucian

PASSIVE - LIGHTSLINGER DAMAGE MODIFIER Fixed a bug where Lucian's critical damage modifier against non-minions was 1 instead of .75

Yuumi

Q - PROWLING PROJECTILE BASE DAMAGE 40/65/90/115/140/165  40/70/100/130/160/190
Q - PROWLING PROJECTILE EMPOWERED DAMAGE 45/80/115/150/185/220  45/85/125/165/205/245
E - ZOOMIES BASE HEAL 70/100/130/160/190  70/105/140/175/210

RUNES (AND EXHAUST)

EXHAUST

 Small buffs to Exhaust as well as readability improvements.

DURATION 2.5 seconds  3 seconds
NEWVISIBILITY Now shows how much damage is being reduced

HAIL OF BLADES

 Attempting to broaden Hail of Blades' use cases since it's currently taken specifically by junglers who can chain their CC abilities with their basic attacks.

MAXIMUM TIME BETWEEN ATTACKS 2 seconds  3 seconds
COOLDOWN 4 seconds out of combat  8 seconds

LEGEND RUNES

 We've seen Bloodline all too often as the dominant pick for ADCs, especially in pro, all last year. We're slowing down all the Legend runes' stacking for minion farming vs. champion killing since Bloodline specifically relies on stacking up. And since pros get more of their stacks from farming than kills compared to everyone else, this should be most impactful at that level of play.

ALACRITY, TENACITY, AND BLOODLINE MINION KILLS PER STACK 20  25

PERFECT TIMING

 Currently, a lot of players are taking Perfect Timing since it builds into core items on so many different types of champions (mages [Zhonya's], AD champs [Guardian's Angel], and tanks [Gargoyle Stoneplate]). Don't get us wrong, we are happy to see it, but there's much more satisfaction as a player and as a spectator when it's used aggressively rather than defensively.

OUR TIME IS RUNNING OUT Grants a Commencing Stopwatch that becomes a Replica Stopwatch at 10 minutes  Grants a Commencing Stopwatch that becomes a Replica Stopwatch at 14 minutes. Takedowns reduce this timer by 2 minutes.
REMOVEDYOU CAN'T PUSH IT UNDERGROUND No longer additionally reduces the cooldown of Guardian's Angel, Gargoyle Stoneplate, and Zhonya's Hourglass by 15%
STOPWATCH COST 600g  650g

PHASE RUSH

 Attempting to broaden the rune since it's currently only being taken by ranged mages with extremely low cooldowns.

MAXIMUM TIME BETWEEN ATTACKS 3 seconds  4 seconds
MOVEMENT SPEED 25-40%  25-40%, increased to 30-50% for melee champions

PROTOTYPE: OMNISTONE

 These keystones are really hard to trigger at level 1.

LUCK OF THE DRAW Will no longer give the player Press the Attack or Conqueror as their first rune

UNFLINCHING

BUGFIX Now properly grants 10% slow resistance per Summoner Spell on cooldown

IMMOLATE ITEMS

 Getting some more satisfaction and activity out of Sunfire's pattern.

Bami's Cinder

NEWIMMOLATE Once every 10 seconds, your next immobilizing ability deals 6-23 (+0.02 bonus health) and releases a fire nova that also deals that bonus damage around you

Cinderhulk

NEWIMMOLATE Once every 10 seconds, your next immobilizing ability deals 12-29 (+0.04 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

Sunfire Cape

NEWIMMOLATE Once every 10 seconds, your next immobilizing ability deals 26-43 (+0.05 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

SLOW RESISTANCE CALCULATION ADJUSTMENT

 We're making an adjustment to how slow resistance stacks on a champion to match Tenacity stacking. Now, slow resistance will stack multiplicatively instead of linearly. As an example of the change, two 30% slow resistance effects will now reduce slows by 51% rather than 60%.

LOGIN REGION SELECTOR

 We've talked a bunch in the past months about the switch to globally unique Riot Accounts and usernames. Starting later in 10.4, you’ll need to use those unique Riot Accounts, since the region selector on the login screen will disappear. When you log in, you'll automatically be directed to the server associated with your account (so if you log in using your PBE account, you’ll be sent straight to PBE). You’ll also be able to change your language by going to the settings on the login screen (the little cog on the bottom right). Worth noting: if your account isn’t globally unique when this change goes through, you’re going to need to update it on this website before you log in to the game.

CRASH REPORTING

 We have a new crash handling system going live this patch which will automatically collect crash data to help diagnose issues. Crash reports help us improve the game because it alerts us when something goes wrong! You can opt out of the automatic crash reports collection by clicking the Settings (gear icon) in-client. There, look under General and toggle off the option. Thanks for helping us help you! Read more about Crash Reporting on the Player Support website.

BUGFIXES

  • Bird of Prey Anivia's W - Crystallize is now using its proper skin
  • Fixed an issue where Dr. Mundo's damage penalty was not properly applying in ARAM
  • Pyke's, Cho'Gath's, and Urgot's execute indicators appear as intended and are properly visible
  • PROJECT: Pyke's W - Ghostwater Dive is no longer missing its PROJECT HUD screen overlay
  • Pulsefire Caitlyn's R - Ace in the Hole UI overlay now properly appears when she casts the ability
  • PROJECT: Vayne's R - Final Hour HUD no longer disappears prematurely
  • Removing a friend, being removed by someone else, or being blocked by someone else will no longer break the Social panel and chat window
  • Sett now properly becomes Unstoppable and suppresses Tahm Kench when casting R - The Show Stopper while Tahm Kench casts W - Devour
  • Attacking a non-revealed R - Noxious Trap from Teemo with Umbral Glaive will now properly do triple damage
  • Qiyana's R - Supreme Display of Talent no longer breaks Unstoppable animations/abilities when cast in the river or in a brush
  • Sett's E - Facebreaker will only stun enemies if he successfully grabs one on each side
  • When Qiyana casts R - Supreme Display of Talent towards a wall just barely within Yasuo's W - Wind Wall, she should no longer be able to successfully explode the targeted wall
  • Champions will no longer be in a T-pose for the remainder of the game if they get eaten by Tahm Kench’s W - Devour
  • Battle Boss Qiyana's Passive - Royal Privilege cooldown indicator is no longer barely visible in brush
  • Abilities that cannot target allies will not proc Guardian
  • Lee Sin's abilities now properly count per use towards Electrocute
  • Wukong can properly cast R - Cyclone even after he's used it immediately before getting killed by a knock-up
  • Vi's Q - Vault Breaker will no longer cause her next basic attack to fail triggering runes