Tools

RANKED REWARDS

HORIZONBOUND RANKED RESETS

Developer's notes
And if you’ve been exploring Runeterra with a friend, good on you, ‘cause it’s dangerous to wander alone. Plus you could get any of these Double Up emotes if you hit Gold or higher!
Your rank has been "soft" reset down one tier below your current standings. For example, if you are currently in Gold II you will now be in Silver II.
If you are very good at this game and currently placed in Master or above, you will be reset to Diamond IV.
You will get five provisional matches after the reset, meaning you will not lose any LP for sub-top-four placements in your first five ranked games of the new stage. You’ll also gain some extra LP for finishing top four, so best of luck!
Ranked rewards for the first half of the set will be distributed with this patch, but it may take a couple days to complete the rollout.

SYSTEMS

TRAIT TIERS

Developer's notes
We’re changing the requirements for a trait to be Prismatic, so that if it is Prismatic, you can expect it to be unusually powerful and hard to hit. Otherwise, it may simply be another level of Gold trait power.
The following traits are Prismatic: 6 Piltover, 9 Bilgewater, 9 Demacia, 9 Ionia, 9 Noxus, 9 Shurima
The following traits have been changed from Prismatic to Gold: 8 Bastion, 8 Challenger, 8 Invoker, 8 Sorcerer, 8 Void, 6 Gunner, 6 Vanquisher, 6 Zaun, 5 Strategist, 4 Ixtal, 4 Targon
3 Freljord

SHRED AND SUNDER

Developer's notes
Shred (MR reduction) and Sunder (Armor reduction) have been reduced across the board. Items and Champs have been adjusted, so keep an eye out in those sections.
40/50/70% ⇒ 20/30/50%

CRITICAL STRIKE CONVERSION

Developer's notes
Getting over 100% crit now grants even more critical strike damage! For example if you had 110% critical strike chance in the past, you’d get 5% bonus critical strike damage. Now that 5% is 8%, hooray for crit stacking!
Critical strike conversion from excess crit over 100% has been increased from 50% to 80% conversion

LOOT

Developer's notes
Sometimes you could get more than four item components with Krug or Wolves, which created an odd spike in tempo/decision making that we want to smooth out just a tad.
Reduced the chances of seeing an overwhelming amount of loot in one round.

ITEM SYSTEM OVERHAUL

NEW CORE ITEMS

Developer's notes
We’ve swapped six items into our new Support Item category, where we can grant them more power to fulfill their fantasy. To read more about the design philosophy and use cases for these items, be sure to check out our Horizonbound Gameplay Overview, or keep reading for an overview on their use cases!
Crownguard is great on AP frontliners that want to survive burst. Try it out on Shen or Sejuani!
Night Harvester allows you to drop low on Health and then heal up. It’s exceptionally versatile, but it will be a particularly great slam on melee AP carries like Mordekaiser.
Evenshroud is the counterpart to Ionic Spark, but for AD comps. Its tanky stats may leave something to be desired, but the Sunder can go a long way.
Nashor’s Tooth provides unique windows of empowered Attack Speed after casting. Mix and match with items like Spear of Shojin to uncover powerful cast and attack faster combinations. Azir, are you listening? Write this down!
Sterak’s Gage is a melee AD beefcake’s best friend. If you can’t hit Bloodthirster, but you did manage to get a Belt, this item will help in a pinch.
Adaptive Helm makes tanks tankier, and carries… carrier? It’s preferred on champions who scale well with AP and want to cast more, but is incredibly flexible on just about any frontliner as well.
Evenshroud (Negatron Cloak + Giant’s Belt) Health: 150, Magic Resist: 20
Evenshroud: 30% Sunder enemies within 2 hexes. For the first 10s of combat, gain 20 Armor and Magic Resist.
Crownguard (Needlessly Large Rod + Chain Vest) Ability Power: 20, Armor: 20
Crownguard: Combat Start: Gain a shield equal to 30% of your maximum health for 8 seconds. When this shield breaks or expires, gain 40 additional Ability Power.
Night Harvester (Sparring Gloves + Chain Vest) Ability Power: 15, Attack Damage: 15%, Armor: 25, Crit Chance: 20%
Night Harvester: Deal 12% bonus damage. After falling below 60% max Health, increase this to 25% for the rest of combat.
Sterak’s Gage (BF Sword + Giant’s Belt) Health: 200, Attack Damage: 15%
Sterak’s Gage: Once per combat at 60% health, increase max health by 20% and gain 35% AD for the rest of combat.
Adaptive Helm (Tear of the Goddess + Negatron Cloak) Mana: 15, Ability Power: 15, Magic Resist: 20
Adaptive Helm: Combat Start: The holder gains bonus stats based on their starting position. 35 Armor and Magic Resist when placed in the front two rows or 20 Ability Power and gain 10 Mana every 3 seconds in the back two.
Nashor’s Tooth (Recurve Bow + Giant’s Belt) Ability Power: 30, Attack Speed: 10%, Health: 150
Nashor’s Tooth: After casting a spell, gain 40% Attack Speed for 5 seconds

CORE ITEM CHANGES

Developer's notes
We’ve taken a pass on our existing core items to ensure they are of the appropriate power level. What this means is we’re lowering the power ceiling on many of our strong items, while also broadening use cases.
Our nerf to Bramble Vest is to keep the item from countering Critical Strikes too completely.
We’re shifting the power of Guardbreaker from Attack Damage to Attack Speed, making it a better fit for AP users as well as champions who need more sources of Attack Speed.
Rapid Firecannon is getting flat bonus damage at the cost of Attack Speed. This should make it much easier to use, especially if you get stuck with a bunch of bows on an AP heavy comp.
Archangel's Staff
Archangel’s Staff Mana: 30 ⇒ 15
Archangel’s Staff AP Per 5s: 20 ⇒ 25
Bramble Vest
Bramble Vest Critical Strike Reduction: 75% ⇒ 50%
Chalice of Power
Chalice of Power is no longer craftable. Chalice of Power has been moved to the Support Item Pool.
Dragon's Claw
Dragon’s Claw MR: 75 ⇒ 65
Gargoyle’s Stoneplate Base Armor & MR: 30 ⇒ 25
Guardbreaker
Guardbreaker Ability Power: 20 ⇒ 10
Guardbreaker Attack Speed: 0% ⇒ 25%
Guardbreaker Attack Damage: 20% ⇒ 0%
Ionic Spark
Ionic Spark MR Shred: 50% ⇒ 30%
Ionic Spark MR: 20 ⇒ 25
Ionic Spark AP: 10 ⇒ 15
Last Whisper
Last Whisper Sunder: 50% ⇒ 30%
Last Whisper AD: 10% ⇒ 15%
Last Whisper Attack Speed: 10% ⇒ 25%
Locket of the Iron Solari
Locket of the Iron Solari is no longer craftable. Locket has been moved to the Support Item Pool.
Protector's Vow
Protector’s Vow Armor & MR on Proc: 25 ⇒ 20
Rapid Firecannon
Rapid Firecannon Attack Speed: 55% ⇒ 33%
Rapid Firecannon newDeal 12% bonus damage.
Rapid Firecannon tooltip no longer states your attacks cannot miss.
Redemption
Redemption bonus Heal Effect: 25% Reduced AoE damage ⇒ 10% Reduced damage from all sources
Shroud of Stillness
Shroud of Stillness is no longer craftable and has been moved to the Support Item Pool.
Statikk Shiv
Statikk Shiv MR Shred: 50% ⇒ 30%
Statikk Shiv AS: 10% ⇒ 15%
Statikk Shiv AP: 15 ⇒ 20
Spear of Shojin
Spear of Shojin Mana: 30 ⇒ 15
Spear of Shojin Attack Damage: 10% ⇒ 15%
Titan's Resolve
Titan’s Resolve Armor & MR at Max stacks: 25 ⇒ 20
Zeke's Herald
Zeke’s Herald is no longer craftable and has been moved to the Support Item Pool.
Zephyr
Zephyr is no longer craftable and has been moved to the Support Item Pool.
Zz'Rot Portal
Zz’rot Portal is no longer craftable and has been moved to the Support Item Pool

SUPPORT ITEMS

Developer's notes
Support items are all about empowering your team in different ways. They all have a flat 250 Health, but you shouldn’t be banking on that as the source of their power.
Locket of the Iron Solari, Zeke’s Herald, and Chalice of Power all have a 2 Hex support range. They’ve also been granted quite a bit more power be it defensive stats, or in the case of Chalice of Power, bonus starting Mana to get that first cast off even faster!
Virtue of the Martyr is a new Support Item that will be especially useful on comps like with high max Health…hello vertical Bruiser?
All Support Items grant +250 Health and no other combat stats. Focus on choosing the right effect for your team!
Aegis of the Legion (new) Combat Start: Empower all allies in the rows behind the holder, granting 30% Attack Speed and 15 Armor and Magic Resistance for 8 seconds.
Banshee’s Veil Start of combat: Grant the holder and allies within 1 hex of the same row immunity to crowd control for 18 seconds.
Chalice of Power
Chalice of Power Hex Range: 1 ⇒ 2
Chalice of Power Ability Power Granted: 20 ⇒ 18
Chalice of Power now grants affected allies 10 Mana at the start of combat.
Obsidian Cleaver
Obsidian Cleaver Shred & Sunder: 50% ⇒ 30%
Obsidian Cleaver Shred & Sunde duration: 10 ⇒ 15 sec
Obsidian Cleaver now grants your team 10% AD and 10 Ability Power.
Locket of the Iron Solari
Locket of the Iron Solari Shield Value: 250
Locket of the Iron Solari Shield: Affected allies also gain 20 Armor and Magic Resist
Locket of the Iron Solari Shield duration: 4s ⇒ 20s
Needlessly Big Gem
Needlessly Big Gem damage amplification scaling based on: player gold ⇒ flat 30%
Randuin's Omen
Randuin’s Omen Armor & MR granted: 40 ⇒ 30
Shroud of Stillness
Shroud of Stillness now grants your team 60 Health.
Shroud of Stillness will not be offered until at least Stage 3
Vi
Virtue of the Martyr (new): Every 5 seconds, heal all allies equal to 7% of their max health. After the holder dies, increase this heal by 200% and continue the effect for 10 seconds.
Zeke's Herald
Zeke’s Herald Hex Range: 1 ⇒ 2
Zeke’s Herald Attack Speed Granted: 15% ⇒ 25%
Zephyr
Zephyr now grants your team 8% Attack Speed
Zephyr will not be offered until at least Stage 3
Zz'Rot Portal
Zz’Rot Portal moved to Support Item
Zz’Rot Portal Voidspawn HP Per Stage (2/3/4/5): 1000/1250/1500/1800 ⇒ 1000/1300/1600/1900
Zz’Rot Portal Voidspawn AD Per Stage (3/4/5): 90/110/130 ⇒ 80/105/130

ARTIFACT ITEMS

Developer's notes
Aside from some item moves, we’re making a few lighter changes for the existing Artifact items to keep them all around the same power level.
Artifact items that generate gold vary in power based upon WHEN you are offered them. By allowing our econ Artifacts to only appear before Stage 4, we’re able to keep them at an appropriate power level for their accessibility without them feeling like dead options later in the game.
System Changes: Gold generating items will not be offered on Stage 4 and beyond
Eternal Winter
Eternal Winter Armor: 25 ⇒ 20
Goldmancer's Staff
Goldmancer’s Staff Ability Power: 20 ⇒ 25
Goldmancer’s Staff Max Ability Power from Gold: 60 ⇒ 30
Hullcrusher
Hullcrusher Armor & MR: 40 ⇒ 35
Mogul's Mail
Mogul’s Mail Added to Artifact Item Pool
Muramana Ability Power: 0 ⇒ 15
Obsidian Cleaver
Obsidian Cleaver moved to Support
Randuin’s Sanctum moved to Support
Trickster's Glass
Trickster’s Glass clone is now slightly transparent during the planning phase.
Zhonya's Paradox
Zhonya’s Paradox Ability Power: 45 ⇒ 50

NEW RADIANT ITEMS

Developer's notes
With new Core items, come new Radiant versions. Check 'em out below!
Equinox (Evenshroud) Health: 400, Magic Resist: 30
Equinox (Evenshroud) 30% Sunder enemies within 2 hexes. For the first 15s of combat, gain 50 Armor and Magic Resist.
Jak’Sho the Protean (Adaptive Helm) Mana: 15, Ability Power: 15, Magic Resist: 30
Jak’Sho the Protean (Adaptive Helm) Combat Start: The holder gains bonus stats regardless of their starting position. In the front Two Rows gain 45 Armor and Magic Resist. In the back two rows gain 35 Ability Power and 15 Mana every 3 seconds.
Midnight Reaper (Night Harvesterdvar) Ability Power: 25, Attack Damage: 25, Armor: 50, Crit Chance: 20%
Midnight Reaper (Night Harvester) Deal 20% bonus damage. After falling below 80% health, increase this to 45% for the rest of combat.
Royal Crownshield (Crownguard) Ability Power: 50 Armor: 40
Royal Crownshield (Crownguard) Combat Start: Gain a shield equal to 40% of your maximum health for 8 seconds. When this shield breaks or expires, gain 50 Ability Power.
Sterak’s Megashield (Sterak’s Gage) Health: 400, Attack Damage: 30%
Sterak’s Megashield (Sterak’s Gage) Once per combat at 60% health, increases max health by 30% and gains 55% AD for the rest of combat.
The Baron’s Gift (Nashor’s Tooth) Ability Power: 55, Attack Speed: 20%, Health: 200
The Baron’s Gift (Nashor’s Tooth) After casting a spell, gain 75% Attack Speed for 6 seconds.

RADIANT ITEM CHANGES

Developer's notes
We’re taking a pass on our Radiant Items to ensure each has a chance to shine… radiantly so.
Rosethorn Vest
Rosethorn Vest (Bramble Vest) Armor: 120 ⇒ 140
Rosethorn Vest (Bramble Vest) Crit Reduction: 100% ⇒ 70%
Brink of Dawn
Brink of Dawn (Edge of Night) Trigger Threshold: Triggers on 60% AND 30%max Health ⇒ 60% max Health only
Brink of Dawn (Edge of Night) Trigger Attack Speed: 50% ⇒ 85%
Brink of Dawn (Edge of Night) newAfter triggering, restore 100% of the holder’s missing health.
Dragon's Will
Dragon’s Will (Dragon’s Claw) MR: 150 ⇒ 130
Dvarapala Stoneplate
Dvarapala Stoneplate (Gargoyle Stoneplate) Base Armor & MR: 30 ⇒ 25
Dvarapala Stoneplate (Gargoyle Stoneplate) Armor and & MR per attacker: 30 ⇒ 25
Covalent Spark
Covalent Spark (Ionic Spark) Shred: 50% ⇒ 30%
Covalent Spark (Ionic Spark) MR: 20 ⇒ 25
Covalent Spark (Ionic Spark) AP: 10 ⇒ 15
Covalent Spark (Ionic Spark) Health Regen: 1% ⇒ 1.5%
Eternal Whisper
Eternal Whisper (Last Whisper) Sunder: 50% ⇒ 30%
Eternal Whisper (Last Whisper) AD: 35% ⇒ 45%
Eternal Whisper (Last Whisper) AS: 20% ⇒ 25%
Bulwark's Oath
Bulwark’s Oath (Protector’s Vow) Armor & MR on Proc: 70 ⇒ 60
Absolution
Absolution (Redemption) Damage Reduction: 25% AoE Damage ⇒ 15% All Damage
Rapid Lightcannon
Rapid Lightcannon (Rapid Firecannon) Attack Speed: 120% ⇒ 70%
Rapid Lightcannon new Deal 20% bonus damage.
Runaan's Tempest
Runaan’s Tempest (Hurricane) Attack Damage: 30% ⇒ 35%
Spear of Hirana
Spear of Hirana (Spear of Shojin) Attack Damage: 25% ⇒ 30%
Statikk Favor (Statikk Shiv) Shred: 50% ⇒ 30%
Statikk Favor (Statikk Shiv) AP: 40 ⇒ 50
Statikk Favor (Statikk Shiv) AS: 10% ⇒ 20%
Statikk Favor (Statikk Shiv) Zap Damage: 65 ⇒ 70
Titan's Vow
Titan’s Vow (Titan’s Resolve) Armor & MR at max stacks: 60 ⇒ 50
Willbreaker
Willbreaker (Guardbreaker) Attack Speed: 0% ⇒ 50%

LARGE CHANGES

3RD PARTY PARTNERS

Developer's notes
As mentioned in our intro, I’ll only be talking about the changes to existing systems within these patch notes. For information about completely new content coming with Horizonbound, please take a look at one of the 3rd party partners recommended below.
A quick word on our 3rd party data policy. During the first half of Runeterra Reforged, we updated our policy to disallow exposure of Augment win rates. We learned a lot during this period, and we were happy with some of the results, but due to the complexities involved in ensuring that everyone had the same access to the same type of data, we’ve ultimately decided to revert that policy change with the release of Horizonbound.
TFTactics
LoL Chess
Mobalytics
MetaTFT
OPGG
Tacter
Tactics.tools
TFTPS
TFTactics

THOSE NOT BOUND FOR NEW HORIZONS

Developer's notes
To make room for all the new content, we’ve got some farewells to say.
The following traits are retreating into the shadows, through portals, or out of fear of optometrists: Shadow Isles, Yordles, Deadeye
The following 1-costs are getting rerolled into another set: Maokai, Tristana, Veigo
The following 2-costs will miss you too: Kled, Teemo, Zed
The following 3-costs will no longer need your Rageblades: Akshan, Garen, Kalista, Lissandra
The following 4-costs are fourging a new path: Gwen, Lux, Urgot, Yasuo, Zeri
The following 5-cost has left to find Lucian: Senna

TRAITS

Developer's notes
We’re buffing our Prismatic chase traits to make them worthy of chasing, as are all things containing ‘Prism’ in their name. You can’t see the finger guns I pointed at you there, but use your imagination.
Bastion is getting a large nerf, primarily to compensate for the Shred/Sunder changes, but also because of their current power.
Darkin is now a 2 piece trait, where fielding both Darkin champions (Naafiri and Aatrox) will increase both of their passive weapons’ power. This will allow reroll Naafiri to scale into the late game as soon as you add Aatrox to your army! Reroll players rerolljoice!
There’s no more randomness with Demacia. Each Elite will get a Radiant item exclusively for them, allowing you to better optimize their build knowing what Radiant item they will get. This should also standardize the power of the trait. We’ve also greatly buffed Demacia 9 as a Prismatic tier trait that should be worth the difficulty of hitting it.
Rogue bleeds now apply from Abilities and auto-attacks. They won’t stack, but they will be refreshed by additional damage instances.
Changing Shurima to a 2/4/6/9 makes the trait more splashable (for reroll Naafiri comps) and allows us to make that Prismatic 9 Shurima breakpoint even more powerful!
With two Zaunites leaving and only one taking their place, we’ve made some significant adjustments to Zaun that allow you to Overcharge your chem-mods at Zaun (4) and receive 5 different chem-mods at Zaun (6)! With chem-mods being more readily available to overcharge thanks to the new tech Silco has brought to the trait, we’ve had to do a bit of rebalancing.
Bastion 0
Bastion Base Armor & MR: 25/50/95/240 ⇒ 20/40/65/125
Bruiser 0
Bruiser Bonus max Health: 10/40/70% ⇒ 10/45/80%
Darkin 0
Darkin is now a 1 / 2
Darkin (1) When a Darkin dies, their weapon possesses the nearest ally champion granting them the weapons power.
Darkin (2) Weapons powers become 50% stronger
Darkin, Aatrox now uses most damage dealt this fight as a tiebreaker when two units are equidistant.
Demacia 0
Demacia Elite Bonus: Random Radiant Item ⇒ Each unit will have 1 selected Radiant item they will always receive
Demacia Elite Bonus Armor & MR: 5/30/40/100 ⇒ 5/15/35/150
Demacia Elite Count: 1/2/4/5 ⇒ 1/2/3/5
Freljord 0
Freljord is now a 2 / 3
Freljord (2) 8% max HP true damage, and enemies are 30% shredded and sundered for 10 seconds
Freljord (3) 15% max HP true damage, and enemies are also stunned for 1.5 seconds.
Gunner 0
Gunner AD per Stack: 6/14/25% ⇒ 6/12/25%
Invoker 0
Invoker now has a new 8 Piece: All units gain an additional 40 Ability Power & 40 Mana per 3 seconds
Ionia 0
Ionia (9) Bonus Spirits: 3 ⇒ 4
Ionia (9) Bonus Amount: 325% ⇒ 350%
Juggernaut 0
Juggernaut Damage Reduction: 15-25/25-40/35-50% ⇒ 15-25/20-35/30-45%
Multicasted Damage Reduction: 66% ⇒ 60%
Noxus 0
Noxus is now a 3 / 5 / 7 / 9
Noxus gain (160/300/420/750) Health, (16/30/42/75) AP & AD. This is increased by 5% for each different opponent you have conquered.
Rogue 0
Rogue (4) reworked: Rogue's damage bleeds their target for 60% bonus magic damage over 2.5 seconds.
Shurima 0
Shurima is now a 2 / 4 / 6 / 9
Shurima: Every 4 seconds, Shurimans heal 5% max HP. After 8 seconds, select Shurimans Ascend and gain 20% max HP and 30% AS.
Shurima (2): Strongest Shuriman Ascends
Shurima (4) All Shurimans Ascend & 15% Ascension Bonus (23% HP 35% AS)
Shurima (6) Ascend at combat start & 45% Ascension Bonus (29% HP 44% AS)
Shurima (9) Ascend twice & 75% Ascension Bonus (35% HP 53% AS twice)
Slayer 0
Slayer is now a 2 / 4 / 6
Slayers gain 12% Omnivamp and deal (6/16/36%) bonus damage, doubled against units below 66% Health.
Sorcerer 0
Sorcerer AP: 20/50/80/120 ⇒ 25/50/90/135
Sorcerer Max HP explosion: 7/10/12/20% ⇒ 7/10/12/15%
Void 0
Void Baron Shred & Sunder: 60% ⇒ 40%
Zaun 0
Zaun (4): Gain 2 Chem Mods ⇒ Gain 2 Chem Mods & they overcharge
Zaun (6): Gain 3 Chem Mods & they overcharge ⇒ Gain 5 Chem mods & they overcharge
Zaun, Adaptive Implant Overcharge Stats: 60% ⇒ 50%
Zaun, Hextech Exoskeleton (REWORKED) Deal 12% more damage. Take 12% less damage. Every 5 seconds restore 15% of your max HP.
Zaun, Hextech Exoskeleton (OVERCHARGE) You are immune to CC and the heal is increased to 25% of your max HP.
Zaun, Robotic Arm (OVERCHARGE) Your attacks and abilities deal 25% additional damage as true damage
Zaun, Shimmer Injector Attack Speed: 25% ⇒ 35%
Zaun, Shimmer Injector Overcharge Heal: 100% ⇒ 80%
Zaun, Shimmer Injector Overcharge AS Bonus: 400% ⇒ 200%
Zaun, Unstable Chemtank HP Gained: 33% ⇒ 30%
Zaun, Unstable Chemtank Overcharge Damage: 35% ⇒ 25%
Zaun, Virulent Bioware (REWORKED) For 3 seconds after casting your ability, plague the enemies you damage causing them and enemies within 1 hex to take 18% more damage for 5 sec.
Zaun, Virulent Bioware (OVERCHARGE) Plague duration is increased to 10 seconds and deals 3.5% max HP magic damage per second.

UNITS: TIER 1

Developer's notes
If you’ve woken up randomly one night asking yourself why reroll Void isn’t a thing, go back to sleep. Get those 8 hours. Enjoy sweet circadian consistency, because Cho’Gath and Malzahar buffs are here.
With Yordle gone, we’re able to give Poppy more power that should make vertical Demacia even better.
With Noxus stats going up, we’re unintentionally buffing Samira, who benefits from both AD and AP, quite a lot. We’re preemptively nerfing her here to keep her Flair in check.
Cho'Gath
Cho’Gath Mana: 30/90 ⇒ 20/80
Cho’Gath Feast Base Damage: 250/335/450 ⇒ 270/370/500
Cho’Gath Feast lock out time reduced
Jhin
Jhin is now an Ionia Vanquisher
Jhin Mana buff: 44/144 ⇒ 44/124
Kayle
Kayle Divine Ascent Wave Shred: 40% ⇒ 20%
Kayle Divine Ascent Wave Damage: 25/30/45 ⇒ 30/40/60
Malzahar
Malzahar Call of the Void Damage: 205/310/460 ⇒ 220/330/500
Malzahar Call of the Void delay between casting and dealing damage shortened.
Orianna
Orianna max Mana buff: 50/100 ⇒ 40/90
Poppy
Poppy is now just Demacia Bastion
Poppy Health: 600 ⇒ 700
Poppy max Mana buff: 90/150 ⇒ 40/100
Poppy AD: 45 ⇒ 55
Poppy Steadfast Hammer Shield Amount: 310/330/350 ⇒ 250/300/350
Poppy Steadfast Hammer Shield Duration: 3 ⇒ 4 seconds
Samira
Samira Flair AD ratio: 200/200/210% ⇒ 190/190/200%

UNITS: TIER 2

Developer's notes
“I really think reroll Ashe carry is going to work now,” — us buffing Ashe’s ratios for the third time. This may be enough, but I’m willing to bet Morellonomicon is still the best use case for her. What can I say, she just loves a good book?
Losing Zeri takes away a significant amount of power for Jinx, who no longer has a late game partner-in-Zaun to take her go-to comp across the fourth place line. We’re giving her more access to her ability in compensation.
Swain has been dominant as an early game tank, but his mana-lock prevented him from finding success in late game boards, even though he was the early bird who got the tank items. We’re reworking his spell to allow him to recast it, repeatedly stacking Health and maybe becoming the night owl of your late game boards.
Vi has paid the Piltover tax (being weak due to being a core unit in an econ trait) for too long. It’s time to remind the world that Vi stands for VIABLE!
Ashe
Ashe is now a Freljord Vanquisher
Ashe AD: 50 ⇒ 55
Ashe Volley AD ratio: 160/160/170% ⇒ 160/165/175%
Galio
Galio Shield of Durand Channel Duration 4 ⇒ 2.5
Galio Shield of Durand Heal 350/400/450 ⇒ 300/350/400
Jinx
Jinx Mana buff: 0/75 ⇒ 10/70
Swain
Swain REWORKED: Swain is no longer mana locked while his Demonflare ability is active. Instead, if he casts again while transformed, he’ll perform a burst, gaining 225/260/385 additional max Health and deal 100/160/240 magic damage to nearby enemies.
Swain initial transformation bonus Health: 375/450/650 ⇒ 325/375/550
Swain Demonflare Sustained Tick Damage: 35/50/75 ⇒ 25/40/60
Swain Mana nerf: 50/120 ⇒ 60/135
Swain Armor & MR: 50 ⇒ 45
Taliyah
Taliyah Mana: 0/60 ⇒ 20/60
Taliyah Seismic Shove active Knockup Damage: 160/240/370 ⇒ 180/270/410
Vi
Vi Blast Shield Sunder: 40% ⇒ 20%
Vi Blast Shield shield: 325/350/400 ⇒ 350/400/450
Vi Blast Shield AD ratio: 200% ⇒ 250%
Warwick
Warwick REWORKED: When Warwick casts, instead of gaining an increased heal, he’ll instead gain +100% bonus Attack Speed.

UNITS: TIER 3

Developer's notes
Since Darius’s new Vanquisher trait will provide extra power in bringing down tanks, we’re taking away some of his base stats to compensate.
We’re pulling some power out of Jayce’s ally AS boost so that he can be a better carry. Yes, rerolling the golden boy is a viable option now.
Rek’Sai is another melee reroll carry who has inherent weaknesses. We’re giving her Slayer to add a bit more sustain and bonus damage into her kit, which should allow for more diverse and offensive itemization (Titan’s Resolve will still be very important). To prevent Rek’Sai from becoming Rek’Sigh-there-goes-my-team, we’re taking away some of her base stats, and scaling.
Taric is now more selfishly tanky and spends less of his shield protecting allies. This will make him better as a primary tank who absorbs some ally damage without causing really frustrating scenarios where a bunch of low HP allies survive to deal extra player damage.
Darius
Darius is now a Noxus Juggernaut Vanquisher
Darius AD: 70 ⇒ 60
Darius AS: 0.75 ⇒ 0.7
Darius Noxian Guillotine AD ratio: 350% ⇒ 300%
Darius Noxian Guillotine Base Damage: 100/120/150 ⇒ 55/80/110
Ekko
Ekko Phase Dive Damage: 300/450/675 ⇒ 270/405/610
Jayce
Jayce Mana buff: 40/120 ⇒ 30/100
Jayce Acceleration Gate Damage: 240/240/250% AD ⇒ 255/255/265% AD
Jayce Acceleration Gate Ally Attack Speed: 20/25/30% ⇒ 15%
Jayce Acceleration Gate Self Attack Speed: 20% ⇒ 30/40/50%
Rek'Sai
Rek’Sai is now a Void Bruiser Slayer
Rek’Sai AD: 65 ⇒ 60
Rek’Sai Armor & MR: 40 ⇒ 45
Rek’Sai AS: 0.7 ⇒ 0.75
Rek’Sai Furious Bite AD ratio: 315% ⇒ 290/290/300%
Rek’Sai Furious Bite Empowered Spell Health Threshold: 70% ⇒ 66% (matches Slayer)
Rek’Sai Furious Bite no longer deals bonus damage on her enhanced bite. Enemies below 66% will just take her standard damage converted to true damage
Rek’Sai’s Furious Bite animation speed has been significantly increased her when not dashing through her target
Taric
Taric Radiance shield now only redirects 50% of the damage received by adjacent allies
Taric Radiance Shield: 550/650/750 ⇒ 500/580/680
Vel'Koz
Vel’Koz Plasma Fission Damage: 230/345/560 ⇒ 250/375/600

UNITS: TIER 4

Developer's notes
Now that Aphelios is a Gunner, we’re bringing down his AD scaling as the Gunner trait synergizes far better with his kit than Deadeye did. Despite the nerfs targeted at neutralizing the impact of Gunner, we’re also buffing the damage of Moonblast so that Aphelios is less dependent on Rageblade.
Nasus bonk build is online! This is a Thief's Gloves Nasus buff as there are plenty of viable items on this dog. We’re also reducing his tankiness now that shred/sunder have been nerfed.
Aphelios
Aphelios is now a Targon Gunner
Aphelios Armor & MR: 30 ⇒ 25
Aphelios AD: 65 ⇒ 60
Aphelios Range: 5 ⇒ 4 (Deadeye removal)
Aphelios AS: 0.8 ⇒ 0.75
Aphelios Chakram AD ratio: 10/10/30% ⇒ 6/6/15%
Aphelios Chakram Healing: 50% ⇒ 75%
Aphelios Moonblast AD ratio: 200/200/550% ⇒ 240/240/750%
Aphelios max Mana buff: 70/120 ⇒ 50/100
Kai'Sa
Kai’Sa Mana buff: 30/125 ⇒ 40/120
Nasus
Nasus Attack Speed: 0.65 ⇒ 0.7
Nasus Armor & MR: 60 ⇒ 50
Nasus Soul Eater AD% Steal: 10% ⇒ 8%
Nasus Soul Eater Resistance Steal: 5/5/30 ⇒ 4/4/20
Nasus Soul Eater Enemies Stolen From: 4/5/9 ⇒ 4/5/7
Nasus Soul Eater empowered bonks AD ratio: 350/350/700% ⇒ 380/380/700%
Sejuani
Sejuani Health: 1000 ⇒ 1100
Shen
Shen Ionia Bonus damage reduction: 9% ⇒ 8%
Shen max Mana nerf: 70/150 ⇒ 90/170
Shen Ki Barrier Self Shield Amount: 350/450/2000 ⇒ 300/400/2000

UNITS: TIER 5

Developer's notes
We’re rebalancing Aatrox’s health since he now gains his own Darkin buff (which grants Health and Omnivamp). All in all, his total Health will go up from 1100 to 1250.
Aatrox
Aatrox Health: 1100 ⇒ 900
Aatrox Armor & MR: 70 ⇒ 60
Aatrox Darkin Omnivamp: 15% ⇒ 20%
Aatrox now benefits from Darkin even when he is alive
Aatrox now uses most damage dealt this fight as a tiebreaker when two units are equidistant
Bel'Veth
Bel’Veth Royal Maelstrom AD ratio: 65% ⇒ 70%
Bel’Veth Royal Maelstrom true Damage: 18/30/50 ⇒ 18/30/100
Bel’Veth Empress transformation now grants Bel’Veth significantly more movement speed at 3-star
K'Sante
K’Sante Mana nerf: 0/60 ⇒ 0/70
K’Sante Armor & MR: 60 ⇒ 50
Heimerdinger
Heimerdinger is now a Piltover Technogenius
Heimerdinger Apex Turret Upgrade, Shrink Module Sunder & Shred: 40/50/70% ⇒ 20/30/50%
Heimerdinger Apex Turret Upgrade, Shrink Module Shrink Duration: 6 ⇒ 4 seconds
Heimerdinger Apex Turret Upgrade, Mechano-Swarm Burn: 1/2/3% ⇒ 1/1/2%
Heimerdinger Apex Turret Upgrade, Mechano-Swarm Rocket Damage: 50/80/120 ⇒ 50/120/120
Ryze
Ryze (Zaun Portal) Shred & Sunder: 40% ⇒ 20%
Ryze (Zaun Portal) Damage: 110/200/2006 ⇒ 125/230/2006
Sion
Sion Health: 1000 ⇒ 900
Sion Amor and MR: 60 ⇒ 65

AUGMENT CHANGES: SILVER

Developer's notes
Over half a set of balancing, the power level of our Augments naturally tends to inflate a bit. The bulk of our changes below are small nerfs that bring down the power ceiling of Augments, with a few exceptions.
Cybernetic Bulk: 250 HP ⇒ 225 HP
Cybernetic Leech: 13% ⇒ 10% Omnivamp
Healing Orbs I
Healing Orbs I: 300 ⇒ 250 Heal
Iron Assets
Iron Assets: 2 ⇒ 4 gold
Pandora's Bench
Pandora’s Bench units that will be transformed are now locked in at the beginning of the round.
Teaming Up I
Seeing Double I has been replaced with Job’s Done: Gain 2 component anvils.
Social Distancing: 12% ⇒ 10% AD & AP
Tiny Power I
Tiny Power I: 7% ⇒ 6% Stats
Unified Resistance I
Unified Resistance I Armor & MR Granted: 18 ⇒ 15
Well Earned Comforts I: 60 ⇒ 80 HP per item

AUGMENT CHANGES: GOLD & GENERAL

Developer's notes
A Cut Above is most exciting and powerful when you can start ramping gold early. We want the Augment to continue being exciting, while staying balanced, so now you can only find it in the early game. This allows us to nerf the gold chance, keeping the early econ ramp in check. Escort Quest is getting a similar treatment.
A Cut Above
A Cut Above is no longer offered on 3-2
A Cut Above chance to drop gold: 33% ⇒ 25%
All That Shimmers
All That Shimmers has been removed.
The following Shimmerscale (All That Shimmers) items will be moved to new categories: Mogul’s Mail - Artifact Item, Goldmancer’s Staff - Artifact Item, Needlessly Big Gem - Support Item
Adrenaline Rush
Adrenaline Rush (Juggernaut): 25% ⇒ 20% Max Damage
Chemtech Enhancements
Chemtech Enhancements (Zaun)Adjacent Unit Bonus HP: 100 ⇒ 250
Contagion
Contagion: 20% ⇒ 18% Damage Amp
Cybernetic Bulk I
Cybernetic Bulk II: 350 HP ⇒ 300 HP
Cybernetic Leech I
Cybernetic Leech II: 18% ⇒ 15% Omnivamp
Demonflare
Demonflare (Swain carry augment) Damage amp per 100 health 4% ⇒ 3%.
Escort Quest
Escort Quest: No longer offered on 3-2
Gargantuan Resolve
Gargantuan Resolve: 35 ⇒ 40 Max Stacks
Riftwalk
Riftwalk (Kassadin Carry) Ability Power Per Cast: 32 ⇒ 35
Idealism
Idealism: 13% ⇒ 12% Damage amp
Infusion
Infusion: 20 mana per 5 ⇒ 20 mana per 6
Know Your Enemy
Know Your Enemy: 15/20% ⇒ 12/18% Damage Amp
Know Your Enemy is now mutually exclusive with Built Different.
Magic Wand
Magic Wand: 20 AP ⇒ 18 AP
Medium Forge
Medium Forge: 7 ⇒ 6 Gold
Ravenous Hunter
Ravenous Hunter (Warwick carry): Max Stacks: 40 ⇒ 45
Return on Investment
Return on Investment: 20 ⇒ 18 rerolls
Parting Gifts
Parting Gifts now mutually exclusive with Endless Hordes.
Seeing Double Changed back to “Teaming Up”
Teaming Up II: Gain 1 random Support Item.
Sentinel's Spirit
Sentinel’s Spirit (Ionia) Attack Speed: 15% ⇒ 10%
Sentinel’s Spirit (Ionia) Ionians Given: 3 ⇒ 2
Shurima's Legacy
Shurima’s Legacy Sun Disc magic damage 160-800 ⇒ 145-725
Shurima’s Legacy Shurimans Given: 3 ⇒ 2
Sleight of Hand
Sleight of Hand: 30% AS ⇒ 200 HP & 20% AS
Social Distancing I
Social Distancing II: 20% ⇒ 16% AD & AP
Stable Evolution
Stable Evolution (Void): 3 ⇒ 2 Void units given
Stellacorns Blessing (Targon): 45% ⇒ 35% AS
Tactical Superiority
Tactical Superiority: 5% ⇒ 4% Base AD & AP
Tactical Superiority will no longer be offered on round 2-1.
The Boss
The Boss (Sett carry augment) Excess damage that puts Sett under 60% health is now ignored, so Sett will consistently only do 4 situps.
Three's a Crowd
Three’s a Crowd: 111 ⇒ 100 HP per 3 cost
Total Domination
Total Domination (Noxus) Base Execute: 8% ⇒ 3%
Total Domination Noxians Given: 3 ⇒ 2
Two Healthy
Two Healthy: 111 ⇒ 100 HP per 2 cost
Unified Resistance I
Unified Resistance II: Armor & MR Granted: 30 ⇒ 25
What Doesn't Kill You
What Doesn’t Kill You: 5 ⇒ 4 Losses per item
Winds of War
Winds of War (Galio Carry augment) REWORKED: Gain a Galio. Your strongest Galio's ability gets larger with each cast, and enemies hit take magic damage equal to 10% of his max Health each second.
You Have My Sword
You Have My Sword: 18% ⇒ 15% AD
You Have My Bow
You Have My Bow: 15% ⇒ 12% AS

AUGMENT CHANGES: PRISMATIC

Developer's notes
We’re continuing to bring the general power level down for our Prismatic Augments, with a few exceptions. Our two-item-package-deal Augments are getting an extra component, which should bring their power level up significantly if you have the odd component lying around. Final Reserves has typically been used to massively open fort (intentionally lose to make more gold), saving as much gold as possible while sometimes selling your whole board, only to proc the Augment and power level to 9. We prefer players playing boards, so we’re nerfing this strategy specifically to cap how much gold you can effectively save.
What did they do to my baby boy? When we originally pitched Infernal Contact it offered 100 Gold, but the strategy and viability of reroll comps has made it a bit too powerful (and now my go-to Augment has to go to the nerf store).
Blinding Speed
Blinding Speed, Unleashed Arcana, Impenetrable Bulwark, Overwhelming Force: All gain an extra corresponding component.
Built Different II
Built Different III Health 270 - 600 ⇒ 300 - 550
Built Different III Attack Speed 50 -70 ⇒ 45 - 65
Buried Treasures I
Buried Treasures III: 5 ⇒ 6 components
Cybernetic Leech I
Cybernetic Leech III: 25% ⇒ 20% Omnivamp
Final Reservers Trigger Reward XP: 80 ⇒ 70
Final Reservers Trigger Reward Gold: Gain 40 gold ⇒ Set your gold to 66. When this triggers, excess gold above 66 is converted to experience.
Hedge Fund
Hedge Fund: Gold 22 >> 23
Infernal Contract
Infernal Contract: 85 ⇒ 75 gold
Seeing Double Changed back to “Teaming Up”
Teaming Up III: Gain 1 random Support Item, 12 Gold, and 2 Reforgers.
Social Distancing I
Social Distancing III: 30 ⇒ 25 AD & AP
Tiny Power III
Tiny Power III: 16 ⇒ 15% Stats
Gotta Go Fast BUGFIX: Gotta Go Fast tiers now have different movement speed bonuses as intended rather than the same movement speed bonus across all tiers.
Gotta Go Fast BUGFIX: Movespend Speed %s updated to reflect how much movement speed the units were actually getting, making the tooltip now read Move Speed: 40/70/110%

AUGMENT CHANGES: TRAITS

Developer's notes
A fresh roster means we’re reshuffling the units you receive when you pick a Trait-linked Augment.
Shadow Isles, Deadeye, and Yordle trait-linked Augments have been removed.
Glacial Breeze
Glacial Breeze (Freljord) has been removed.
Challenger Crown
Challenger Crown Unit Granted : Kalista ⇒ Naafiri
Demacia Crown
Demacia Crown Unit Granted : Garen ⇒ Quinn
Freljord Soul
Freljord Soul Unit Granted : Lissandra ⇒ Ashe
Freljord Soul Item Granted: Archangel’s Staff ⇒ Redemption
Rogue Crown
Rogue Crown Unit Granted : Zed ⇒ Qiyana
Rogue Heart
Rogue Heart Unit Granted : Zed ⇒ Qiyana
Shurima Crown
Shurima Crown Unit Granted : Akshan ⇒ Naafiri
Slayer Crest
Slayer Crest Unit Granted : Kled ⇒ Qiyana
Slayer Crown
Slayer Crown Item Granted: Titan’s Resolve ⇒ Night Harvester
Slayer Crown Unit Granted : Kled ⇒ Quinn
Slayer Heart
Slayer Heart Unit Granted : Kled ⇒ Qiyana
Strategist Soul
Strategist Soul Item Granted: Chalice of Power ⇒ Night Harvester
Void Crown
Void Crown Item Granted: Zz’Rot Portal ⇒ Adaptive Helm

BUG FIXES

Riftwalk
Riftwalker Kassadin can no longer attempt to blink to untargetable enemies.
Fixed a bug where Early Education and Endurance Training could temporarily behave incorrectly after starring up a unit.
Crown of Demacia
Crown of Demacia can no longer be equipped to benched units in Double Up.
Fixed a bug that could cause Trickster’s Glass clone to become permanent under very specific circumstances.
Like a boss: Fixed a bug where The Boss could be offered at 3-2 even if you were fielding no Ionia or Juggernauts.
What The Forge
What The Forge no longer prevents effects from equipping temporary items (such as Noxus Ryze, Noxkraya, Binary Airdrop)
Fixed a bug where What The Forge could fail to provide its bonus health.
Shurima's Legacy
Shurima’s Legacy now functions properly when fighting a ghost army.
Icathian Rain (Chibi Kai’Sa’s boom) is no longer invisible.