League of Legends’ new season is almost upon the Rift, and with it will come an extensive 9.2 patch that will look to make heavy changes to champions, items and more.
Riot Games has been ramping up throughout the off-season in preparation for the 2019 season which will bring a new champion, updates that affects current champions with buffs or nerfs, and the summoners in the game’s client with new ways to rank up in certain regions.
The Riot Game developers released the 9.2 patch notes on January 23, a day prior to the release of the new season, which holds all the changes players can expect to alter various ways of playing the popular MOBA.
Riot is introducing many sweeping changes, such as Ranked Armors, Position Ranks for NA/Korean servers, three different splits to this season, and that’s not including all that’s planned for the actual Rift.
Urgot is going to be the target of heavy nerfs that Riot hopes will make an early laning phase against him easier to manage, changes to the Red Smite that will cut down its utility, and turning down the burn on the Ignite summoner spell.
Riot Games feels that Shyvana has been largely ignored so she will be enjoying a buff that will let her shred through dragons and tanks, Yorick will be getting a gameplay buff with his R, and the Sunfire Cape is going to cost less to make it more viable.
The highlight of changes doesn’t even include buffs to runes, new nerfs to early game Baron buff, and the chunkier turrets to prevent early snowballs.
For the full 9.2 patch notes, read below:
Your 2019 Ranked climb begins this patch. Here's a quick TL;DR of the changes this season:
PLACEMENTS : You'll get a provisional rank after your first Ranked game, which is the lowest rank you can end placements in. Placement wins grant bonus LP; losses don't cost LP. Your rank becomes visible to others after finishing placements.
TIERS & DIVISIONS : We've added Iron tier below Bronze and Grandmaster tier between Master and Challenger. Division V has been removed from all tiers.
RANKED ARMOR : This new reward reflects your current rank across your profile, Ranked dashboard, and hovercard as well as game lobbies.
SPLITS : Season 2019 is broken into three splits, with your performance in each split upgrading your ranked armor. There's no soft reset or time off between splits. End of season rewards are still based on your overall performance across the season.
POSITION RANKS : We're previewing position ranks in Korea and North America for split 1 and plan to roll them out globally in split 2. Each position has its own matchmaking rating and rank, with matches rewarding LP and rating for the position you played, plus a little for your other positions to recognize overall improvement as you climb.
After a rowdy month and a half of Bardle Royales, Battle Sledding, and Nexuses running it down mid, the Nexus Blitz queues shut down earlier this week. Thanks for playing—we'll be back with updates on our future plans a little further down the road!
If you're looking for something new to scratch your fast-paced-game-mode itch, we've got something new coming down the pipe later this patch! Stay tuned.
Sylas - Sylas, the Unshackled, will break out during patch 9.2!
Q damage ratio decreased. E recharge time increased.
True to his nature as an unkillable ancient terror, Aatrox survived the nerfs we threw at him during preseason and is still savaging both pro and regular play. This patch, we're dropping his damage across the board (higher E cooldown means less reliability on Q) but are especially focusing on his early game.
Q - The Darkin Blade
BASE DAMAGE :: 10/25/40/55/70 (unchanged)
RATIO :: 0.64/0.68/0.72/0.76/0.80 total attack damage >>> 0.55/0.60/0.65/0.70/0.75 total attack damage
FULL COMBO BASE DAMAGE :: 56.25/140.63/225/309.38/393.75 (unchanged)
FULL COMBO RATIO :: 3.6/3.825/4.05/4.275/4.5 total attack damage >>> 3.09/3.38/3.66/3.94/4.22 total attack damage (numbers rounded)
E - Umbral Dash
RECHARGE TIME :: 24/20/16/12/8 seconds >>> 26/22/18/14/10 seconds
Q recast time reduced; stun duration shorter if recast quickly, longer for big stars.
Aurelion Sol's Q, Starsurge, has always suffered from two points of frustration. First, while its reactivation delay plays a crucial role in Aurelion's vulnerability to all-ins, not being able to cast and immediately pop Q feels unintuitive. Second, the reward for landing a giant star from halfway across the map feels underwhelming. Scaling Starsurge's stun duration lets us address both issues without fully eliminating Aurelion's intended vulnerability to all-ins.
Q - Starsurge
MINIMUM RECAST TIME :: 0.65 seconds >>> 0.25 seconds (can be buffered by double-tapping Q on cast)
STUN DURATION :: 1.1/1.2/1.3/1.4/1.5 seconds >>> 0.55/0.6/0.65/0.7/0.75 seconds, scaling to 1.65/1.8/1.95/2.1/2.25 seconds after traveling for 5 seconds
STUN SCALING :: Previous stun duration reached after 0.75 seconds (when Q reaches Aurelion Sol's outer limit if he stands still)
Passive damage over time decreased.
Brand shells out too much safe damage just by landing a spell and backing off—he should need to more actively make risky, aggressive plays to find success.
RECOMMENDED ITEMS :: Updated!
Passive - Blaze
DAMAGE PER STACK :: 4 percent target's max health over 4 seconds >>> 3 percent target's max health over 4 seconds
W cooldown increased late; damage decreased late.
As a followup to the Noxious Blast nerf at the end of last year, we're reducing Miasma's effectiveness so Cassiopeia has to rely more on Twin Fang for damage. This forces her to get close to enemies, offering them an opportunity to fight back rather than melting helplessly from a distance.
W - Miasma
COOLDOWN :: 18/17/16/15/14 seconds >>> 18/17.5/17/16.5/16 seconds
DAMAGE PER SECOND :: 20/35/50/65/80 >>> 20/30/40/50/60
MAX DAMAGE :: 100/175/250/325/400 >>> 100/150/200/250/300
Q damage decreased, cost increased. E damage decreased early.
Galio underwent big changes at the end of last year with the goal of weakening his pro play strengths and amplifying his normal play strengths. With those mechanical shifts in place, he's now too strong at both levels of play, so we're going for raw power nerfs.
Q - Winds of War
COST :: 70/75/80/85/90 mana >>> 80/90/100/110/120 mana
WINDBLAST DAMAGE :: 70/110/150/190/230 >>> 70/105/140/175/210
WINDBLAST RATIO :: 0.9 ability power >>> 0.75 ability power
TORNADO RATIO :: 4 percent target's max health per 100 ability power >>> 2 percent target's max health per 100 ability power (base 6 percent max health damage unchanged)
E - Justice Punch
DAMAGE :: 100/130/160/190/220 >>> 80/115/150/185/220
Passive bonus damage vs shields removed. Q deals bonus damage to minions instead of double damage. R duration decreased late; damage increased; slow increased; no longer disarms.
Irelia's got a lot going on across her abilities, which makes her effective in an extremely broad range of team comps and scenarios. We're removing a few mechanics that weren't essential to her blade dancer combat style as well as reining in Bladesurge's late game insta-waveclear.
Passive - Ionian Fervor [REM] SHIELD BREAKER :: Irelia no longer deals bonus damage to shields at max stacks Q - Bladesurge BONUS DAMAGE VS MINIONS :: Double damage >>> Flat bonus NUMBERS :: 5/25/45/65/85 (+0.6 total attack damage) >>> 45/60/75/90/105 R - Vanguard's Edge DURATION :: 2.5/3/3.5 seconds >>> 2.5 seconds at all ranks [REM] DISARM :: Enemies who pass through the wall are no longer disarmed
WALL SLOW :: 60 percent >>> 90 percent
WALL DAMAGE :: 75/125/175 >>> 125/200/275
E attack speed increased.
Buffing Jarvan's clear speed as well as the unique aura he provides his team.
E - Demacian Standard
BONUS ATTACK SPEED :: 15/17.5/20/22.5/25 percent >>> 20/22.5/25/27.5/30 percent (reminder: Jarvan has this bonus at all times and gains it a second time while near his flag)
Attack damage decreased. Q damage decreased early.
Nerfing Jax's early game damage to slow his roll into a late-game raid boss and give enemies a wider window to beat him early.
ATTACK DAMAGE :: 69.97 >>> 68
Q - Leap Strike
DAMAGE :: 80/120/160/200/240 (+1.0 bonus attack damage) (+0.6 ability power) >>> 65/105/145/185/225 (+1.0 bonus attack damage) (+0.6 ability power)
Armor decreased. We're playing into Kassadin's anti-magic theme by opening up a weakness to physical-damage lane bullies.
BASE ARMOR :: 23.376 >>> 19
ARMOR GROWTH :: 3.2 >>> 2.8
Transformation rules are smoother and more intuitive.
There's a lot of text below, but here's the gist: Unlock progress for Red and Blue Kayn are no longer separate (violence always gets you closer to transformation), and capitalizing on advantageous mid-game opportunities against one range type no longer risks undoing the work you did to unlock the other type first. If you still end up unlocking the form you don't want, now you can unlock the form you do want faster by continuing to fight the other range type.
Passive - The Darkin Scythe
TRANSFORMATION PROGRESS :: Darkin and Shadow Assassin unlock progress are separate >>> Darkin and Shadow Assassin share unlock progress. When transformation becomes available, the form that unlocks is chosen based on which champion type Kayn dealt more damage to.
TRANSFORMATION THRESHOLD :: 400 points per champion type >>> 500 points from any champion type (offsetting the rate increase from combining transformation progress)
CLOSE CALL :: If Kayn unlocks his transformation when the two forms are near-even, Kayn unlocks the form of the champion type he damaged last
TIME WEIGHTING :: Damage dealt later in the game is still worth more transformation progress but doesn't count for more in terms of which form Kayn unlocks
[NEW] FASTER OTHER FORM :: Once Kayn's first form is unlocked, he can continue collecting orbs of the other form's type to reduce the timer until his second form unlocks
[NEW] COLORING :: Kayn's transformation bar now changes color based on which champion type Kayn has dealt more damage to PINGING :: Kayn can now ping various aspects of his passive to his team: Pinging the transformation bar tells allies roughly how close Kayn is to transformation (early in the transformation process, midway to transformation, or very near transformation)
Pinging the "Form available" button tells allies Kayn can transform into that form
Pinging the "Form unavailable" button tells allies the time remaining before that form unlocks
E - Shadow Step
LET ME GO HOME :: Kayn can now recall before Shadow Step expires as long as he isn't still in terrain
R - Umbral Trespass
Giving Shadow Assassin Kayn a better shot at escaping sticky situations.
SHADOW ASSASSIN EXIT DASH :: 300 range >>> 300-500 range based on Shadow Assassin Kayn's cursor position
MISSTEP :: Fixed a Shadow Step into basic attack into Q - Reaping Slash bug where, if Shadow Step's buff expired during Q's cast time (due to the basic attack putting Kayn in combat), Q dealt no damage
NO SHORTCUTS :: Kayn no longer immediately harvests orbs when damaging ranged champions who hadn't yet damaged him. He'll now properly wait until exiting combat.
....HIGHLANDER? :: Fixed a bug where Soulhunter Kayn would hear the audio for Master Yi's R - Highlander forever if he transformed into Rhaast with Master Yi in the game
W clone, haste duration increased; clone travels in target direction rather than pathing to target location. R no longer slows but Neeko lands faster after jumping.
We're playing up Neeko's clone baiting potential with Shapesplitter and trimming an extraneous strength from Pop Blossom (with an accompanying buff to keep the change net-neutral).
W - Shapesplitter
CLONE AND HASTE DURATION :: 2 seconds >>> 3 seconds (stealth duration still 0.5 seconds)
PATHING :: Neeko's clone now travels in the target direction until it runs into terrain, rather than pathing to the target location
R - Pop Blossom
[REM] SLOW :: Enemies in Pop Blossom's radius are no longer slowed by 40 percent
JUMP TIME :: 0.75 seconds >>> 0.6 seconds
TOOLTIP FIX :: Tooltip now indicates the ability power ratio on Pop Blossom's shield (actual scaling unchanged)
Health and armor increased.
When we took a mechanics pass on Ornn last patch, our intent was that he'd be slightly stronger overall. This isn't the case—in particular, players are struggling in lane without Bellows Breath's shield so we're giving him some more baseline tankiness.
HEALTH :: 565.64 >>> 590
ARMOR :: 33.04 >>> 36
Armor decreased. W dash speed decreased but activates faster upon reaching the destination.
This patch's changes to Grand Entrance are a targeted nerf for Rakan's R-W initiation: The Quickness's speed boost made Grand Entrance's dash fast enough for Rakan to reliably charm enemies at the dash's end point, holding them in place for the knockup and—for coordinated teams—a truckload of follow-up damage from Rakan's allies. Slowing Grand Entrance's dash speed gives foes more time to react to Rakan's dive while reducing the delay before it pops keeps it effective when Rakan isn't trying to do fancy combos with it.
RECOMMENDED ITEMS :: Updated!
ARMOR :: 33 >>> 29
W - Grand Entrance
DASH SPEED :: 2050 (+30 percent Rakan's movement speed) >>> 1400 (+45/+80 with un-upgraded/upgraded boots)
EFFECT DELAY :: 0.5 seconds after reaching the destination >>> 0.35 seconds after reaching the destination
OVERALL :: Max-range casts hit slightly later than before; short-range casts hit faster R - The Quickness
BUGFIX :: Fixed a bug that caused The Quickness to sometimes not affect Rakan's basic attack target
Passive bonus damage to dragons increased. E mark damage increased.
Shyvana's been on the weak side for quite a while. We're buffing her unique dragon killing ability, as well as her ability to shred through tanky targets.
Passive - Fury of the Dragonborn
BONUS DAMAGE VS DRAGONS :: 10 percent >>> 20 percent (also applies to Vilemaw on Twisted Treeline)
E - Flame Breath
MARK DAMAGE :: 2.5 percent target's max health >>> 3.25 percent target's max health
Allies in combat with champions can no longer jump into R.
This particular use case for Tahm Kench's ult was basically "second Devour". Chomping allies once a fight is enough, Tahm.
R - Abyssal Voyage
FINISH WHAT YOU STARTED :: Allies in combat with enemy champions can no longer jump into Abyssal Voyage
Armor decreased. Q cost increased. W cooldown increased early.
It's time, Urgot. We're nerfing crab man's early game across a number of vectors to give other top laners a better chance at success.
Base Stats ARMOR :: 39 >>> 36 Q - Corrosive Charge COST :: 50 mana >>> 60 mana
W - Purge
COOLDOWN :: 13/12/11/10/9 seconds >>> 17/15/13/11/9 seconds
E bonus damage vs dashing/airborne targets changed to max health. R ratio increased; on-cast lightning happens faster; lightning now bounces instantly.
Given that Volibear, like other juggernauts, is often forced to fight whoever's up close and personal, we're changing Majestic Roar's bonus damage to be good against fighters and tanks, not just backline squishies. We're also taking the opportunity to make Thunder Claws feel snappier.
E - Majestic Roar
BONUS DAMAGE VS DASHING/AIRBORNE TARGETS :: 40/60/80/100/120 (+0.3 ability power) >>> 8 percent target's max health R - Thunder Claws RATIO :: 0.3 ability power >>> 0.4 ability power
LIGHTNING BOLT ON CAST :: Fires after ||| 0.25 seconds >>> 0.1 second
[REM] BOUNCE DELAY :: Chain lightning no longer takes 0.075 seconds to bounce from one target to the next (it's now instant)
The Maiden now follows Yorick when he leaves lane. Maiden health scales better with game time. Graves spawn faster late. Mist Walkers and the Maiden no longer deal less damage when far from Yorick.
Yorick's a lot stronger when The Maiden is with him, but he loses that strength if he doesn't stay in lane, leading to subpar contributions if he abandons a split-push to fight with his team. We're giving Yorick the ability to bring the Maiden and her Mist Walkers with him, roaming together as combat buddies or cross-lane turret demolitionists. Toss in a late-game increase to Mist Walker availability (especially when Yorick's allies don't let him last hit with Last Rites) and we've got a patch!
[REM] DECAYED INTENT :: Mist Walkers and the Maiden no longer deal decreased damage when far from Yorick
Passive - Shepherd of Souls
NEARBY ENEMY DEATHS PER GRAVE :: 12/8/4 (at levels 1/7/13), 4 on ARAM >>> 12/6/2 (at levels 1/7/13), 2 on ARAM
MIST WALKER GOLD :: 5 >>> 2
E - Mourning Mist
BUGFIX :: Mist Walkers and the Maiden no longer sometimes fail to target an enemy hit by Mourning Mist
R - Eulogy of the Isles
MAIDEN HEALTH :: 700/1500/4000 (+30 percent Yorick's health) >>> 300/1000/3000 (+70 percent Yorick's health)
[REM] BROKEN BOND :: The Maiden no longer begins autonomously pushing a lane when far from Yorick. Instead, she'll leash back to him.
[NEW] GO YOUR OWN WAY :: Yorick can now reactivate Eulogy of the Isles to set the Maiden free, but can't get her back once he does. She'll push the nearest lane until she dies.
Mana regen decreased.
Lower mana regen means Zyra will need to think twice before fishing for hits with Deadly Spines and Grasping Roots, lest she be caught out without resources during a gank or all-in.
MANA REGEN :: 15.335 per 5 seconds >>> 13 per 5 seconds
Quality of life changes and fixes.
Q - Hate Spike
PRIORITY :: Hate Spike still prioritizes the last champion then the last non-champion Evelynn hit, but now prioritizes the lowest-health champion next (ahead of the lowest-health non-champion)
BUFFERING :: Hate Spike's recasts can now be buffered up to 0.5 seconds before becoming castable
W - Allure
FIZZLE FIX :: Allure's cast no longer fizzles if Evelynn loses sight of her target mid-cast
E - Whiplash
EMPOWERED DASH :: No longer occasionally drops Evelynn directly on top of her target
R - Last Caress
[NEW] BUFFERING :: Can now be buffered during Empowered E - Whiplash's cast
This one actually went live last patch, but we figured it's still worth a mention!
E - Jousting
VACUUM : Jousting through minions is no longer likely to stack them directly on top of each other
Given you're typically trying to hit something on-screen or just off-screen with these abilities, we're disabling minimap targeting to avoid miscasts.
MINIMAP TARGETING DISABLED :: Lux's R - Final Spark, Nami's R - Tidal Wave, and ARAM's Mark spell (yeah yeah it's not a champion ability) no longer use Minimap Targeting. If your cursor is over the minimap when casting one of these, it'll fire in the target direction instead.
Cost increased, ability power decreased.
Oblivion Orb is a ubiquitous mage pick-up due to the ability to stack its magic penetration with Sorcerer's Shoes relatively early in the game. That being the case, why didn't we nerf the magic penetration? We're shrinking Oblivion Orb's contribution toward ability ratios so it's less attractive for late-scaling mages while still satisfying to rush for champions with high base damages or are looking for an early power spike before moving onto main-build items.
COST :: 1500 gold >>> 1600 gold
ABILITY POWER :: 25 >>> 20
Ability power decreased.
Like Oblivion Orb above, we want to push Morellonomicon a bit further toward its unique identity. In this case, that identity is the magic damage Grievous Wounds item. If the enemy team doesn't have significant sources of healing or regen, finishing Morellonomicon should be less attractive than sitting on Oblivion Orb and building something else.
COMBINE COST :: 650 gold >>> 550 gold (total cost unchanged due to Oblivion Orb cost increase)
ABILITY POWER :: 80 >>> 70
Despite its historical place in many tank and fighter builds, Sunfire Cape isn't showing up in many inventories these days. Making it cheaper provides earlier access to the full-powered Immolate effect, giving core users a leg up in lane and reopening the door to Sunfire builds for champs who've rotated onto other first items.
COST :: 2900 gold >>> 2750 gold
Ally healing grants less shielding; self-healing grants more shielding late. Shield decays gradually instead of immediately.
Overheal's effectiveness relies on whether your allies know to... well... overheal you, which often isn't the case in solo queue. We're siphoning that coordinated play strength into more self-sufficiency, plus shifting the shield decay to the Bloodthirster model to make Overheal a more consistently rewarding defensive choice.
ALLY HEAL CONVERSION :: 300 percent >>> 40-100 percent (at levels 1-18)
SELF-HEAL CONVERSION :: 40 percent >>> 40-100 percent (at levels 1-18)
SHIELD DECAY :: Falls off immediately after 6 seconds >>> After 6 seconds, decays by 2.5 percent of the max shield value each second
BUGFIX :: Overheal's tooltips and post-game stats now properly track total damage blocked rather than just the last instance of damage blocked
Lifesteal per stack decreased; max stacks doubled. The choice between Bloodline and Alacrity isn't all that exciting, with the majority of potential users simply defaulting to Alacrity without much thought. We're shifting Bloodline to be a stronger late game option, adding a new decision point on top of "attack speed or lifesteal?"
LIFESTEAL PER STACK :: 0.8 percent >>> 0.6 percent
MAX STACKS :: 10 >>> 20
MAX LIFESTEAL :: 8 percent >>> 12 percent
Bonus damage scales based on percent max health difference rather than flat max health difference. Maximum bonus decreased.
Cut Down scales dramatically over game time due flat health differences being much narrower before level scaling and items kick in. Switching to a percent model makes it useful even in the early game, though the max bonus is going down to accommodate this increase in relevance.
BONUS DAMAGE :: 4 percent-12 percent vs targets with 150-2000 more max health than you >>> 4 percent-10 percent vs targets with 10 percent-100 percent more max health than you
Adaptive stats decreased. Absolute Focus is overtuned, particularly for champions who extract tons of PvE value from the bonus stats (marksmen, junglers). We're bringing its effectiveness down across the board.
ADAPTIVE STATS :: 3-24 attack damage or 5-40 ability power (at levels 1-18) >>> 1.8-18 attack damage or 3-30 ability power (at levels 1-18)
Adaptive damage decreased. Armor and magic resist increased.
The adaptive damage stat has proven to be the best option in the offense row and especially the flex rows, so we're nerfing it. Buffs to the armor and magic resist rune will bring flex in line overall, with magic resist needing more of a leg up. While the individual buffs and nerfs here might look fiddly, a change in pick rates creates a far more noticeable effect: Champs who switch their flex from adaptive to armor or magic resist will lose ten damage, not one.
ADAPTIVE DAMAGE :: 10 >>> 9 ARMOR :: 5 >>> 6 MAGIC RESIST :: 6 >>> 8
Damage and cooldown decreased. Ignite's damage nerf should come as no surprise: it's been flooding summoner spell choices across multiple lanes. The cooldown buff may look confusing, but shifting power out of Ignite's burn into its uptime lets us swing harder on damage without killing the spell entirely.
DAMAGE :: 80-505 (at levels 1-18) >>> 70-410 (at levels 1-18)
COOLDOWN :: 210 seconds >>> 180 seconds
Hand of Baron
Baron buff is weaker in the early game.
During preseason, we made Baron buff less mandatory for sieges (by buffing minions) to reduce the degree games revolve around it. We're following suit by weakening the combat strength early Barons offer to reduce the number of games that snowball off one good play into an abrupt end.
Hand of Baron
SCALING : Scaling is linear and increments every minute >>> Scaling accelerates over time and increments every second
ATTACK DAMAGE : 24-48 at 20-40 minutes (36 at 30 minutes) >>> 12-48 at 20-40 minutes (26 at 30 minutes)
ABILITY POWER : 40-80 at 20-40 minutes (60 at 30 minutes) >>> 20-80 at 20-40 minutes (43 at 30 minutes)
MINION DAMAGE REDUCTION VS CHAMPIONS :: 70 percent at all times >>> 50 percent-70 percent at 20-40 minutes (58 percent at 30 minutes)
Inhibitor & Nexus Turrets
Inhibitor and Nexus turrets have late-game resistances at all times.
On a similar note as Hand of Baron above, we're making base defenses more resilient to early sieges to avoid games falling into an unrecoverable state due to one good early push.
INHIBITOR AND NEXUS TURRET RESISTANCES :: 55-70 armor and magic resist at 31-45 minutes >>> 70 armor and magic resist at all times
Jungle Camp Experience
Camp experience scaling decreased. Rift Scuttler gold scaling also decreased.
Our preseason changes to camp experience didn't result in the jungler power and influence reduction we intended, so we're following up.
Experience scales every second level instead of every level; scaling reduced from +50 percent to +25 percent.
XP SCALING : Every level from 1-7 >>> Levels 1/3/5/7
GROMP XP : 115-172.5 >>> 115-143.75
GREATER MURK WOLF XP : 65-97.5 >>> 65-81.25
MURK WOLF XP : 25-37.5 >>> 25-31.25
CRIMSON RAPTOR XP : 20-30 >>> 20-25
RAPTOR XP : 20-30 >>> 20-25
ANCIENT KRUG XP : 100-150 >>> 100-125 (reminder: first clear still grants 30 percent reduced XP)
KRUG XP : 35-52.5 >>> 35-43.75
LESSER KRUG XP : 7-10.5 >>> 7-8.75
Experience scales every second level instead of every level; scaling reduced from +57 percent to +25 percent.
XP SCALING : Every level from 1-7 >>> Levels 1/3/5/7
RED BRAMBLEBACK : 115-180 >>> 115-143.75
BLUE SENTINEL : 115-180 >>> 115-143.75
Gold and experience scaling reduced from +100 percent to +80 percent.
GOLD : 70-140 >>> 70-126
EXPERIENCE : 115-230 >>> 115-207
Damage decreased. No longer grants vision of the target.
We're reining in the kill pressure Challenging Smite grants junglers.
DAMAGE VS CHAMPIONS :: 60-162 over 3 seconds (at levels 1-18) >>> 48-125 over 2.5 seconds (at levels 1-18)
[REM] VISION :: Challenging Smite no longer grants vision of the target while the effect is active
Source - Riot Games