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League of Legends Patch 14.1 Update Notes

League of Legends Patch 14.1 Update Notes - Split 1 kickoff is quickly approaching, so make sure to read up on all the changes coming in 14.1 to get ready!

League of Legends Patch 14.1 Update Notes

January 12, 2024 Mid-Patch Update

Champion Buffs

Corki

  • Corki is one marksman that lost some power due to Trinity Force’s changes. And while it’s still his best item, we’d like to get him back up to snuff and get him an ace machine. While doing this, we’d like to close the gap between Bot and Mid as well, in order to open him up to players who pick marksmen more frequently.
  • Base Attack Damage: 59 ⇒ 61
  • R Damage: 80/115/150 (+15/45/75% AD) (+12% AP) ⇒ 80/115/150 (+25/50/75% AD) (+12% AP)

Ezreal

  • Trinity Force lost a lot of power for ranged users last patch but seems to be in a good spot for melee users. As such, we’re not changing Ezreal’s core item in Trinity Force but he still needs more power from somewhere. These changes should add some interest to his laning phase by letting him be more aggressive with W and E combos.
  • W Cooldown: 12 ⇒ 8 seconds
  • E Mana Cost: 90 ⇒ 70

Hwei

  • While we're cautious about pro play, we want to move Hwei into a better spot for those that are picking him (as well as their teammates). To help him out, we’re adding some gold and level scaling in addition to making his ultimate more reliable without CC setup.
  • Health Growth: 104 ⇒ 109
  • QQ Damage: 60/90/120/150/180 (+70% AP) (+4/5/6/7/8% of target's maximum health) ⇒ 60/90/120/150/180 (+75% AP) (+4/5/6/7/8% of target's maximum health)
  • EQ/EW/EE Damage: 60/90/120/150/180 (+60% AP) ⇒ 70/110/150/190/230 (+60% AP)
  • R Missile Width: 80 ⇒ 90

Lux

  • With these changes we’re looking to give Lux a bit more survivability and defensive ability.
  • Base Health: 560 ⇒ 580
  • Base Armor: 19 ⇒ 21
  • Attack Speed Growth: 2% ⇒ 3%
  • W Shield Strength: 40/55/70/85/100 (+35% AP) ⇒ 40/55/70/85/100 (+40% AP)

Naafiri

  • Naafiri’s another champion that got the short end of the stick with the item changes, so we’re throwing this doggo a bone!
  • Base Movement Speed: 335 ⇒ 340
  • Packmate Damage: 5-25 (based on level) (+4.5% bonus AD) ⇒ 6-30 (based on level) (+4.5% bonus AD)
  • Passive Cooldown: 30/25/20/15 seconds (levels 1/6/11/16) ⇒ 30/25/20/15/10 seconds (levels 1/6/9/12/15)

Zac

  • Zac lost a lot of power from not having access to Demonic and Radiant Virtue in addition to all of his builds getting affected by the loss of Ability Haste across the board. We’re adjusting his cooldowns in order to compensate.
  • Passive Heal per Chunk: 4/5/6/7% ⇒ 5/6/7/8%
  • E Cooldown: 24/21/18/15/12 ⇒ 22/19/16/13/10 seconds
  • R Cooldown: 130/115/100 ⇒ 120/105/90 seconds

Zed

  • With the loss of his Hydra caster builds, Zed’s in need of a little help to strike terror into the hearts of his opponents.
  • W Cooldown: 20/19.25/18.5/17.75/17 ⇒ 20/19/18/17/16 seconds
  • E Damage: 65/85/105/125/145 (+65% bonus AD) ⇒ 65/90/115/140/165 (+65% bonus AD)
  • R Damage: 65% AD (+25/40/55% of damage dealt) ⇒ 100% AD (+25/40/55% of damage dealt)

Champion Nerfs

Aphelios

  • Aphelios was a huge winner of patch 14.1 and it’s not just from the Lethality from his E getting stronger, as even his Q+W max win rate has climbed substantially. Thus, we’re bringing Aphelios down to size. He has the highest total attack damage of any ADC by a wide margin due to how much he gets from his passive, so we’re bringing that down a bit.
  • Attack Damage Growth: 3 ⇒ 2.3 (Note: Aphelios will still get 4.5-27 bonus AD from his passive.)

Fizz

  • Fizz has been having a bit too much fun with the new item changes so we need to take his damage down a notch. We’re targeting the AP ratios on his Q and W while preserving the ratio on his E since there’s a meaningful risk to using it aggressively.
  • Q Damage: 10/25/40/55/70 (+55% AP) ⇒ 10/25/40/55/70 (+50% AP)
  • W Active Damage: 50/70/90/110/130 (+50% AP) ⇒ 50/70/90/110/130 (+40% AP)

Gwen

  • Cutting down on Gwen’s auto attack scaling to account for the new item system.
  • Passive Damage: 1% (+0.8% per 100 AP) of the target's maximum health ⇒ 1% (+0.65% per 100 AP) of the target's maximum health

Kayle

  • With more AP and access to the new Gunisoo’s and Kraken, Kayle doesn’t need as much AP to Attack Speed conversion from her passive anymore.
  • Zeal Stack Bonus: 6% (+1% per 100 AP) bonus attack speed ⇒ 6% (+0.5% per 100 AP) bonus attack speed

LeBlanc

  • AD LeBlanc has made her return. And while the build doesn’t appear to be strictly stronger than AP LeBlanc for most players, she’s still performing too well on this build. She’s also gotten a bit weaker on her AP builds, so we’d like to return some power there in exchange.
  • Attack Speed Ratio: 0.625 ⇒ 0.4
  • Attack Speed Growth: 1.5% ⇒ 2.35%
  • Attack Damage Growth: 2.7 ⇒ 2.2
  • Q Damage: 65/90/115/140/165 (+40% AP) ⇒ 65/90/115/140/165 (+45% AP)
  • E Damage: 50/70/90/110/130 (+35% AP) ⇒ 50/70/90/110/130 (+40% AP)

Singed

  • Singed has hit the ground running and is performing extremely well this patch and needs to be tuned down a bit. We’re opting to reduce the AP ratio on his Q as it's quite high and contributing to too much damage.
  • Q Total Damage: 40/60/80/100/120 (+90% AP) ⇒ 40/60/80/100/120 (+80% AP)

Taric

  • Gems are truly, truly, truly outrageous. And so is Taric right now. Since new and more affordable items are available in the support tank space, Taric (as an armor scaling champion that has more access to cheap and affordable armor than he did in the previous season) has some room to rely less on his armor growth.
  • Armor Growth: 4.6 ⇒ 4.3
  • W Bonus Armor: 10/11/12/13/14% of Taric's armor ⇒ 9/10/11/12/13% of Taric's armor

Teemo

  • Teemo is having the time of his life with the new items, and who wants to see that? Just kidding, we love Teemo, but unfortunately he’s currently a bit overtuned. We’re bringing down the AP ratio in his R due to its synergy with Malignance plus taking down the damage on his Q a bit.
  • Q Damage: 80/125/170/215/260 (+80% AP) ⇒ 80/125/170/215/260 (+70% AP)
  • R Total Damage: 200/325/450 (+55% AP) ⇒ 200/325/450 (+50% AP)

Item Buffs

Essence Reaver

  • Essence Reaver has had a slow start finding users, so we’re giving it a little buff to help make this item more appealing to anyone browsing the shopkeeper’s wares.
  • Total Cost: 3000 ⇒ 2900
  • Passive - Spellblade Damage: 130% base AD (+20% bonus AD) bonus physical damage ⇒ 140% base AD (+20% bonus AD) bonus physical damage

Heartsteel

  • Heartsteel isn’t performing well, even on its best users, when picked up as a first item. More health should help it have some more immediate impact and also help it scale a bit faster.
  • Health: 800 ⇒ 900

Hubris

  • Hubris is weak. But the statue is cool… Er, anyway, we’re giving it some additional power that should help players convert kills into more leads. But also that statue…
  • Unique - Eminence AD per Statue Rank: 10 (+1 per Statue Rank) ⇒ 15 (+2 per Status Rank)
  • Unique - Eminence Duration: 60 ⇒ 90 seconds

Profane Hydra

  • We’re giving Profane Hydra a few adjustments to help put it on par with the other Hydra items.
  • Total Cost: 3400 ⇒ 3300 gold
  • Unique Active - Heretical Cleave: Deal 80% AD physical damage to enemies within a 450 unit radius, increased to 120% AD against targets below 30% maximum health ⇒ Deal 100% AD physical damage to enemies within a 450 unit radius, increased to 150% AD against targets below 50% maximum health

Ravenous Hydra

  • We’re increasing Ravenous Hydra’s lifesteal to more clearly identify it as a premium sustain option for players and taking this as an opportunity to smooth out how the item casts.
  • Lifesteal: 10% ⇒ 12%
  • Cast Time: 0.25 seconds ⇒ Now references user’s auto attack cast time

Stridebreaker

  • Giving Stridebreaker some more stats to help it find its place in Season Start.
  • Attack Damage: 50 ⇒ 55
  • Attack Speed: 20% ⇒ 25%
  • Unique Active - Breaking Shockwave: Grants 30% bonus movement speed decaying over 3 seconds ⇒ Grants 35% bonus movement speed decaying over 3 seconds

Tiamat

  • Giving Tiamat a tad more power while also smoothing out the cast time.
  • Unique Active - Crescent: Deals 60% AD physical damage ⇒ Deals 75% AD physical damage
  • Cast Time: 0.25 seconds ⇒ Now references user’s auto attack cast time

Item Nerfs

Hextech Rocketbelt

  • Rocketbelt came in a bit stronger than we had anticipated, so we’re tuning it down some.
  • Unique Active - Supersonic: Deals 175 (+15% AP) magic damage ⇒ Deals 125 (+15% AP) magic damage

Stormsurge

  • Stormsurge was intended to fill in a gap in the system for burst-oriented AP champions, but is both overperforming on those champions and also generically powerful for most AP champions across the board. With that said, we’re lowering the base damage and the AP ratio on the proc should reduce the most frustrating aspects of the item.
  • Unique Passive - Squall Damage: 120-260 (+40% AP) (melee) / 90-195 (+30% AP) (ranged) ⇒ 100-200 (+30% AP) (melee) / 75-150 (+22.5% AP) (ranged)

The Collector

  • With the mythic item system removal, Collector can now more easily be purchased first. Additionally, Lethality items are quite good for ADC’s at the moment which makes for a pretty lethal combination. We’re looking to increase the cost here so that the item will come online slightly later now.
  • Total Cost: 3000 ⇒ 3100

Titanic Hydra

  • Titanic is currently a bit too strong early, so we’re removing some stats to keep it late game skewed.
  • Attack Damage: 55 ⇒ 50
  • Health: 550 ⇒ 500

Trailblazer

  • Trailblazer is currently a bit too strong as a first item purchase for tank supports, so we’re increasing the cost and reducing the health which should help reduce the item’s personal power and delay this spike a bit.
  • Total Cost: 2400 ⇒ 2500
  • Health: 250 ⇒ 200

Bugfixes

  • Friend of the Forest, not the Void: Fixed a bug that was causing Ivern’s passive mark time to take 13 seconds after steering and exiting the Rift Herald.

Corrections

  • The following information was previously inaccurate in the patch notes. These are not balance adjustments.
  • Voidgrub Spawn Timers: Voidgrubs can respawn once per game as each one has their own individual respawn timer of 4 minutes, so feel free to just take one and walk away. ⇒ A group of 3 Voidgrubs can respawn once per game and each group has a shared respawn timer of 4 minutes that begins once all 3 have been slain.
  • Cryptbloom: 60 Ability Power, 10 Ability Haste ⇒ 70 Ability Power, 15 Ability Haste
  • Experimental Hexplate - Passive Bonus Movement Speed Duration: 7 seconds ⇒ 8 seconds
  • Serpent’s Fang: Ability Haste: 15 (unchanged) ⇒ Ability Haste was removed

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