League of Legends Patch 9.16 has arrived, bringing with it a champion rework, new Honor 5 rewards, and a host of balance changes.
The big news of the patch is of course the arrival of the Pantheon Visual and Gameplay Update (VGU), which sees an overhaul to the champion’s character model and abilities.
Riot Games stated in Patch 9.16 that they don’t intend to make any major fundamental changes to the game until the end of the season, but they’re still keeping of champion balance with adjustments where necessary.
Many will be pleased to see Ezreal on the nerf list this time, with the champion proving powerful enough to be a viable pick in almost every scenario recently. Meanwhile, the prevalence of Corki in the mid lane in the professional meta of late means he’s also been targeted with some nerfs.
Galio fans go another patch without a buff, despite his play-rate remaining low after he was gutted in 9.14, although the likes of Ekko, Fiora, and LeBlanc are all seeing buffs to varying degrees.
For high-skilled players, a change to the ranked system will mean that demotion from Grandmaster or Challenger now sends you strait to Diamond 1, to counter an issue that saw players in these ranks able to hold onto them more easily than they should. The same change has been made in Teamfight Tactics.
The full list of changes can be found in the patch notes below.
Pantheon crashes through the enemy frontline and causes havoc in their ranks starting in 9.16.
Q cooldown increased late.
We're opening up late game windows of opportunity for Azir's enemies so he and his soldiers can't just chase them relentlessly.
Q - Conquering Sands
COOLDOWN :: 15/12.5/10/7.5/5 seconds >>> 15/13/11/9/7 seconds
Base attack damage and attack damage growth decreased.
Corki's been too present in pro play due to his all-too-reliable damage, so we're nerfing him.
ATTACK DAMAGE :: 60 >>> 55
ATTACK DAMAGE GROWTH :: 3 >>> 2.5
W Tenacity flattened. E cooldown now scales.
With four patches worth of smaller changes already under his belt, the mad lad's been asking for something more substantial.
W - Burning Agony
TENACITY :: 10/15/20/25/30% >>> 30% at all ranks
E - Masochism
COOLDOWN :: 6 seconds >>> 6/5.5/5/4.5/4 seconds
E bonus damage increased. R cooldown decreased late.
Ekko has room for more power in all areas of play.
E - Phase Dive
BONUS DAMAGE :: 40/65/90/115/140 >>> 50/75/100/125/150
R - Chronobreak
COOLDOWN :: 110/90/70 seconds >>> 110/80/50 seconds
Q AP ratio decreased. E cooldown increased.
AP Ezreal's burst has made him a bit of a terror, so we're taking some power out of the build and hitting his early game safety.
Q - Mystic Shot
RATIO :: 0.3 ability power >>> 0.15 ability power
E - Arcane Shift
COOLDOWN :: 19/17.5/16/14.5/13 seconds >>> 25/22/19/16/13 seconds
E cooldown decreased early; bonus attack speed now scales.
Giving Fiora more strength to capitalize on momentum she gets from a lead in lane.
E - Bladework
COOLDOWN :: 13/11/9/7/5 seconds >>> 11/9.5/8/6.5/5 seconds
BONUS ATTACK SPEED :: 50% at all ranks >>> 50/60/70/80/90%
Q cooldown decreased.
As a melee champion, Jax will benefit from having more opportunities to jump on the ranged enemies who otherwise steadily chip him down in lane.
Q - Leap Strike
COOLDOWN :: 10/9/8/7/6 seconds >>> 8/7.5/7/6.5/6 seconds
W basic attack damage modifier increased.
Strengthening the aspects of Kassadin that can keep some of the shorter ranged mid laners in check, especially if they're champions he should naturally be good against anyways (AP assassins).
W - Nether Blade
EMPOWERED BASIC ATTACK DAMAGE :: 40/65/90/115/140 (+0.8 ability power) >>> 70/95/120/145/170 (+0.8 ability power)
Q AP ratio increased.
We're reverting the nerf LeBlanc received earlier this year since she can use more power in a way that average players can utilize.
Q - Sigil of Malice
RATIO :: 0.3 ability power >>> 0.4 ability power
W shield increased late.
When we hit Lux's shield with nerfs in 9.14, we were mainly quelling the builds that took advantage of its safety. However, as a result we ended up hitting support Lux a lot harder than anticipated. We’re giving back some of that damage mitigation so she can still keep her partner meaningfully safe in the bot lane.
W - Prismatic Barrier
SHIELD :: 50/65/80/95/110 >>> 50/75/100/125/150
MAX SHIELD :: 100/130/160/190/220 >>> 100/150/200/250/300
Base armor increased. W bonus attack speed increased.
Nocturne has been overshadowed by other junglers as a competitively viable option, so we're buffing him.
Rounded out some stats!
ARMOR :: 36 >>> 38
HEALTH :: 582.8 >>> 585
MANA :: 273.8 >>> 275
MANA REGEN :: 6.756 >>> 7
W - Shroud of Darkness
BONUS ATTACK SPEED :: 20/25/30/35/40% >>> 30/35/40/45/50%
Q cooldown flattened.
We're reverting the scaling cooldown change to Riven's Q from 9.10. The cooldown increase on her E from that patch didn't offset the strength of the Q buff in higher levels of solo queue games, and our intent wasn't to buff her in that patch.
Q - Broken Wings
COOLDOWN :: 13/12.5/12/11.5/11 seconds >>> 12 seconds at all ranks
Frost Armor base armor and magic resistance increased, ratio decreased. Q cooldown increased.
Sejuani has been a dominant force in pro play for awhile, despite receiving some recent nerfs. Taking a more substantial swing at her power.
Passive - Fury of the North
FROST ARMOR :: 20 (+0.25 bonus armor) bonus armor and 20 (+0.25 bonus magic resistance) bonus magic resistance >>> 10 (+0.35 bonus armor) bonus armor and 10 (+0.35 bonus magic resistance) bonus magic resistance
Q - Arctic Assault
COOLDOWN :: 17/15.5/14/12.5/11 seconds >>> 20/18/16/14/12 seconds
Q empowered damage ratio increased. E base damage increased.
Shen could use a little more power when split-pushing in the mid-to-late game.
Q - Twilight Assault
EMPOWERED CHAMPION DAMAGE RATIO :: 4/4.5/5/5.5/6% of target's maximum health >>> 5/5.5/6/6.5/7% of target's maximum health
E - Shadow Dash
BASE PHYSICAL DAMAGE :: 50/75/100/125/150 >>> 60/85/110/135/160
Base mana increased. R bonus stats increased late.
Giving Singed a little extra oomph so his Insanity can lead him to some more wins if he makes it to the late game.
Rounded out some stats!
MANA :: 290.6 >>> 330
ATTACK DAMAGE :: 62.32 >>> 63
MANA REGEN :: 7.524 >>> 7.5
ATTACK SPEED GROWTH :: 1.81% >>> 1.9%
R - Insanity Potion
BONUS STATS :: 30/55/80 >>> 30/60/90
Base mana increased. Q base min and max damage increased; removed damage reduction on monsters.
Smoothing out some of Sion's rougher edges, like rounding out his base stats and removing a mechanic that no longer seems needed. Overall, he'll have more chances to brawl with his opponents in the top lane, especially with other fighters.
Rounded out some stats!
MANA :: 325.6 >>> 330
HEALTH :: 542.64 >>> 545
MANA REGEN :: 8.0008 >>> 8
Q - Decimating Smash
BASE MINIMUM DAMAGE :: 20/40/60/80/100 >>> 30/50/70/90/110
BASE MAXIMUM DAMAGE :: 60/120/180/240/300 >>> 70/135/200/265/330
[REM] REDUCED DAMAGE ON MONSTERS :: Decimating Smash no longer deals 80% damage against monsters
W AD ratio decreased early.
Sivir is strong. When coupled with Yuumi, she's ESPECIALLY strong. The cat is getting nerfed (spoiler alert if you haven't gotten to her section yet), but we think Sivir could use nerfs too to quell her early game wave clear and give opponents a chance to put her on the back foot.
W - Ricochet
RATIO :: 50/55/60/65/70% attack damage >>> 30/40/50/60/70% attack damage
Q2 damage reduction now applies to minions and monsters.
Sylas has been thriving in the jungle after his latest set of changes. Following up on those by toning down his clear speed a bit.
Q - Chain Lash
DETONATION DAMAGE :: 45% reduced damage against minions >>> against minions and monsters
R - Hijack
BUGFIX :: Sylas now properly heals himself when casting a Hijacked R - Mantra empowered W - Renewal from Karma
Q bonus damage against champions increased. E base damage increased.
Syndra's weak in all levels of play at the moment so we're giving her some general power.
Q - Dark Sphere
TRANSCENDENT :: 15% bonus damage against champions >>> 25% bonus damage against champions
E - Scatter the Weak
BASE DAMAGE :: 70/115/160/205/250 >>> 85/130/175/220/265
Base movement speed decreased. E shield duration decreased.
We're making Tahm Kench more vulnerable to ganks as a countermeasure to the safety he brings his already-safe bot lane buddies (like Ezreal).
MOVEMENT SPEED :: 345 >>> 335
E - Thick Skin
SHIELD DURATION :: 3 seconds >>> 2 seconds
Q empowered damage decreased late; slow decreased; slow duration flattened; cooldown increased early.
Yuumi's damage is too high for how reliable it is, especially when coupled with other high-damage bot lane partners.
Q - Prowling Projectile
EMPOWERED DAMAGE :: 50/95/140/185/230/275 >>> 50/85/120/155/190/225
SLOW :: 40/48/56/64/72/80% >>> 20/32/44/56/68/80%
SLOW DURATION :: 1.25/1.35/1.45/1.55/1.65/1.75 seconds >>> 1.5 seconds
COOLDOWN :: 11/10/9/8/7/6 seconds >>> 13.5/12/10.5/9/7.5/6 seconds
W AP ratio increased; cooldown decreased early. R cooldown decreased late.
Ziggs isn't doing so hot right now, so we're buffing up one of his less potent abilities and letting him access his ultimate more frequently.
W - Satchel Charge
RATIO :: 0.35 ability power >>> 0.5 ability power
COOLDOWN :: 24/21/18/15/12 seconds >>> 20/18/16/14/12 seconds
R - Mega Inferno Bomb
COOLDOWN :: 120/105/90 seconds >>> 120/95/70 seconds
Biscuits delivered decreased; delivery intervals adjusted. Health and mana per biscuit decreased. Healing duration decreased. Permanent mana per biscuit increased.
These biscuits are too fresh, giving too much sustain to its holders during laning phase. Many of these changes are to the rune itself, but the ones that affect the Biscuits directly will also apply to the Biscuits occasionally acquired through Kleptomancy.
BISCUITS DELIVERED :: 4 >>> 3
DELIVERY INTERVAL :: 3:00, 6:00, 9:00, 12:00 >>> 2:00, 4:00, 6:00
HEALTH PER BISCUIT :: 15% of missing health >>> 10% of missing health
HEALTH PER BISCUIT (MANALESS CHAMPIONS) :: 20% of missing health >>> 12% of missing health
MANA PER BISCUIT :: 15% of missing mana >>> 10% of missing mana
HEALING DURATION :: 15 seconds >>> 5 seconds
PERMANENT MAXIMUM MANA INCREASE :: 40 mana per biscuit consumption >>> 50 mana per biscuit consumption
We're unifying Challenger and Grandmaster's 0 LP demotion rules with Master's existing rules. This is mainly an edge-case change since losing LP over a few days or weeks naturally demotes players into Master before they reach 0 LP, though in smaller servers it'll also address situations where it was near-impossible to demote out of Challenger.
LADDER DOWN :: Losing a game at 0 LP in Grandmaster or Challenger demotes you to Master, 0 LP >>> Diamond 1 with 75, 50, or 0 LP based on whether your MMR is higher than the Master cutoff, between the Master and Diamond 1 cutoffs, or lower than the Diamond 1 cutoff
Swain :: -5% damage dealt >>> -6% damage dealt & +6% damage taken
Morgana :: -6% damage dealt & +6% damage taken >>> -6% damage dealt
Volibear :: +5% damage taken >>> Unchanged
Yorick :: -5% damage dealt & +5% damage taken >>> -5% damage dealt
New Honor 5 chroma rewards debut in 9.16!
YOU DID IT :: Your Honor 5 capsule will contain a random emote or ward skin, as well as an Honor 5 token you can redeem for Medieval Twitch, Grey Warwick, or one of the two new chromas shown above if you already own the base skin. You don't need to own both skins before being able to pick a chroma for a skin you own.
BUT ACTUALLY :: This season only, your Honor 5 capsule will contain two Honor 5 tokens because we promised you two chromas this season, not one.
BELATED ELATED :: If you hit Honor 5 before 9.16 and already owned both Medieval Twitch and Grey Warwick prior to getting your capsule, we'll add your two Honor 5 tokens directly to your account during patch 9.16. (It'll take a little bit to get to everyone. Stop being so honorable. Actually, don't.)