Full 7.10 notes on latest patch update

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Champions

Heimerdinger

More turrets, more rockets, more grenades. W and E hits charge turret beam attacks. Passive grants self-movement speed near turrets instead of ally/turret health regen.

Base stats

BASE HEALTH REGEN 11 ⇒ 7

HEALTH REGEN GROWTH 1.75 ⇒ 0.55

NEW Passive – Hextech Affinity

SPEEDY HEIMERHeimerdinger gains 20% movement speed when within 300 range of allied turrets and turrets he creates

Q – H-28G Evolution Turret

More turrets early. Base damage down, ratio up. Beam attack charges more slowly but is massively accelerated by W and E hits. Turrets are less punishing toward melee enemies.

STACK LIMIT 1/2/2/3/3 ⇒ 3 at all ranks

STACK GENERATION 24/23/22/21/20 seconds ⇒ 20 seconds

BASE DAMAGE 12/18/24/30/36 (+0.15 ability power) ⇒ 6/9/12/15/18 (+0.3 ability power)

BEAM DAMAGE 40/60/80/105/130 ⇒ 40/60/80/100/120 (ability power ratio unchanged)

REMOVED LOW-EFFORT CONTENT Turrets no longer prioritize nearby enemy champions or champions that attack them

REMOVED FAREWELL Turrets no longer briefly remain active after Heimerdinger leaves the area

NEW BEAM CHARGE ABILITY BONUS Nearby turrets gain 20% charge for each W rocket that hits a champion and 100% charge if E’s grenade hits a champion (same bonuses apply to ult-empowered W and E casts)

BEAM CHARGE TIMER Turrets charge from 0 to 100% in 16 seconds ⇒ 90 seconds

REMOVED BEAM CHARGE ATTACK BONUS Turrets no longer gain 1/2/3/4/5% beam charge for each of their basic attacks

REMOVED PREHEATED Turrets no longer spawn with 70% beam charge

CLARITY The charge bar is now white instead of dark blue

W – Hextech Micro-Rockets

MANA COST 70/80/90/100/110 ⇒ 50/60/70/80/90

COOLDOWN 11 seconds at all ranks ⇒ 11/10/9/8/7 seconds

NEW BEAM CHARGE Each rocket that hits a champion grants 20% beam charge to all turrets within 1000 range of the damage (max 100% if all five rockets hit)

E – CH-2 Electron Storm Grenade

COOLDOWN 18/16/14/12/10 seconds ⇒ 12 seconds at all ranks

RADIUS 210 ⇒ 250 (center stun zone unchanged)

NEW BEAM CHARGE If the grenade hits a champion, all turrets within 1000 range of the damage gain 100% beam charge

DISCO Heimerdinger can now lob the grenade onto himself

UPGRADE!!!’d E – CH-3X Lightning Grenade

BASE DAMAGE 150/200/250 ⇒ 150/250/350

RATIO 0.6 ability power ⇒ 0.75 ability power

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  • Rammus

    Q is faster, has a shorter cooldown but also last for less time. W amplifies his passive but also slows Rammus. E grants attack speed, R now applies slows but does less damage.

    NEW Passive – Spiked Shell

    REMOVED PHYSICAL SHELL Rammus no longer gains 25% of his armor as attack damage

    NEW MAGIC SHELL Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage

    Q – Powerball

    COOLDOWN 16/14.5/13/11.5/10 seconds ⇒ 16/13.5/11/8.5/6 seconds

    DURATION 7 seconds ⇒ 6 seconds

    NEW CHANNEL Powerball is now a channeled effect

    MAXIMUM MOVEMENT SPEED 155% ⇒ 150-235% (at levels 1-18)

    DAMAGE 100/150/200/250/300 ⇒ 100/135/170/205/240

    SLOW 20/25/30/35/40% for 2 seconds ⇒ 40/50/60/70/80% for 1 second

    COLLISION DETECTION Radius slightly reduced, allowing Rammus to better navigate through enemies. Collision check rate increased, making the collision more consistent.

    AREA OF EFFECT Unchanged. In other words, Rammus will knockback, damage, and slow enemies in a larger area than the collision radius.

    BUGFIX Rammus can now interact with Plants during Powerball

    W – Defensive Ball Curl

    COOLDOWN 14 seconds ⇒ 6 seconds

    DURATION 6 seconds (unchanged)

    BONUS RESISTANCES 40/60/80/100/120 ⇒ 20 flat, plus 50/55/60/65/70% of Rammus’s total resistances

    NEW CURLED UP Rammus slows himself by 60% while Defensive Ball Curl is active

    NEW OK Rammus can now reactivate Defensive Ball Curl to end the effect early

    NEW SPIKIER SHELL While Defensive Ball Curl is active, Spiked Shell is amplified by 50%

    THORNMAIL-ESQUE Enemies that basic attack Rammus while Defensive Ball Curl is active take damage equal to 25/35/45/55/65 (+10% Rammus’s armor) ⇒ Spiked Shell’s bonus damage (12-30 (+15% Rammus’s armor) while Defensive Ball Curl is active)

    E – Frenzying Taunt

    NAME Puncturing Taunt ⇒ Frenzying Taunt

    REMOVED PUNCTURING Frenzying Taunt no longer reduces the target’s armor by 5/10/15/20/25

    NEW FRENZYING Rammus gains 20/25/30/35/40% attack speed for the duration of the taunt (1.25/1.5/1.75/2.0/2.25 seconds)

    NEW ALRIGHT The attack speed buff’s duration constantly refreshes while Rammus’s other abilities are active

    R – Tremors

    DAMAGE PER SECOND 65/130/195 (+0.3 ability power) ⇒ 40/80/120 (+0.2 ability power)

    NEW ARCHITECTURAL INSTABILITY Tremors deals double damage to structures

    NEW SHAKY FOOTING Tremors slow affected enemies by 8/10/12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the duration (max slow: 64/80/96%)

    Cassiopeia

    General

    NO HOVER SNAKES Cassiopeia’s tail now follows her realistically as she moves and turns

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  • Fizz

    W base damages down, ratios up.

    W – Seastone Trident

    BLEED DAMAGE 25/40/55/70/85 (+0.33 ability power) ⇒20/30/40/50/60 (+0.4 ability power)

    ACTIVE DAMAGE 25/40/55/70/85 (+0.33 ability power) ⇒20/30/40/50/60 (+0.4 ability power)

    ACTIVE DAMAGE VS MARKED ENEMIES 75/120/165/210/255 (+1.0 ability power) ⇒ 60/90/120/150/180 (+1.2 ability power)

    Graves

    Q base damages down, ratios up. R cooldown increased at early ranks.

    Q – End of the Line

    Q1 BASE DAMAGE 55/70/85/100/115 ⇒ 40/55/70/85/100

    Q1 RATIO 0.75 bonus attack damage ⇒ 0.8 bonus attack damage

    Q2 BASE DAMAGE 80/125/170/215/260 ⇒ 80/110/140/170/200

    Q2 RATIO 0.4/0.6/0.8/1.0/1.2% bonus attack damage ⇒0.4/0.7/1.0/1.3/1.6% bonus attack damage

    R – Collateral Damage

    COOLDOWN 100/90/80 seconds ⇒ 120/100/80 seconds

    Jax

    General

    POW POW POW POW Jax’s basic attack, empowered attack, and crit animations have been improved across all skins to better match the moment damage is applied and generally feel more responsive

    Ivern

    Movement speed reduced. Passive groves cost more health and mana.

    Base stats

    MOVEMENT SPEED 330 ⇒ 325

    Passive – Friend of the Forest

    BASE HEALTH COST 25% ⇒ 33%

    BASE MANA COST 30% ⇒ 33%

    Lee Sin

    Movement speed reduced. R cooldown increased.

    Base stats

    MOVEMENT SPEED 350 ⇒ 345

    R – Dragon’s Rage

    COOLDOWN 90/75/60 seconds ⇒ 110/85/60 seconds

    Lulu

    Base health reduced. E shield strength reduced.

    Base stats

    HEALTH 553 ⇒ 525

    E – Help, Pix!

    BASE SHIELD STRENGTH 80/120/160/200/240 ⇒ 70/105/140/175/210

    Kassadin

    E hitbox modernization.

    E – Force Pulse

    MODERNIZATION Force Pulse now determines what it hits at the end of its cast time, rather than the start

    RANGE 585 ⇒ 600

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  • Maokai

    Q mana and cooldown down. Q knockback distance slightly increased. E damage reduced.

    Passive – Sap Magic

    REMOVED CAN’T SAP STONE No longer procs against structures

    CAST TIME 0.275 seconds ⇒ 0.25 seconds (still scales down with Maokai’s attack speed)

    Q – Bramble Smash

    COST 45/50/55/60/65 mana ⇒ 50 mana at all ranks

    COOLDOWN 8/7.5/7/6.5/6 seconds ⇒ 8/7.25/6.5/5.75/5 seconds

    KNOCKBACK DISTANCE Slightly increased (maximum ~275 ⇒ ~300)

    E – Sapling Toss

    COST 60 mana at all ranks ⇒ 60/65/70/75/80 mana

    BASE DAMAGE 45/70/95/120/145 ⇒ 25/50/75/100/125

    ENEMY HEALTH RATIO 6/6.5/7/7.5/8% (+2% per 100 ability power) target’s max health ⇒ 8% (+2% per 100 ability power) target’s max health

    R – Nature’s Grasp

    BUGFIX Fixed a bug that caused Nature’s Grasp to fire without going on cooldown if Maokai died while casting it

    Rakan

    Q cast range increased. W damage increased at later ranks. E shield decreased at later ranks.

    Q – Gleaming Quill

    RANGE 800 ⇒ 900

    W – Grand Entrance

    BASE DAMAGE 70/110/150/190/230 ⇒ 70/115/160/205/250

    E – Battle Dance

    SHIELD VALUE PER CAST 50/85/120/155/190 ⇒ 50/75/100/125/150

    Renekton

    Cleanin’ up even more stuff.

    W – Ruthless Predator

    BUGFIX Fixed a bug where Ruthless Predator’s lockout time was shorter than intended (0.525 seconds instead of 0.75)

    BUGFIX Fury-empowered casts no longer generate Fury

    BUGFIX Fixed a bug where, when casting Ruthless Predator and queueing either Cull the Meek or Dice while at 100 Fury, the queued ability would sometimes not be empowered or consume Fury

    E – Slice and Dice

    BUGFIX Fixed a bug where Slice and Dice’s ranges were shorter than intended (400 instead of 450)

    BUGFIX Fixed a bug where Slice and Dice’s dash speeds were slower than intended (650 instead of 750)

    Riven

    Timing of Q animation canceling is more consistent. If you don’t know what animation canceling is, you should just skip this section.

    General

    CONSOLIDATION Runic Blade’s buff duration, Broken Wing’s recast window, and Blade of the Exile’s buff duration are now tracked as timers overlaid above their ability icons, rather than via buff bar icons

    Passive – Runic Blade

    SEE IT Riven’s Runic Blade stacks are now tracked below her health bar and are only visible to Riven

    Q – Broken Wings

    CONSISTENCY The timing around when Riven becomes able to animation cancel Q casts, as well as how long she has to animation cancel, have both been made more consistent

    NO FUN Riven can no longer joke, taunt, or laugh during Broken Wing’s animations

    PING ME PLS Broken Wings can more reliably target units on high-latency environments

    WHAT? Fixed a bug where the knockback on Broken Wing’s third cast ended sooner than intended if it interrupted a different displacement effect or if the target collided with terrain

    E – Valor

    SHOW IT Fixed a bug where spell queueing sometimes didn’t properly work when casting Valor during Broken Wing’s animation

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    Sejuani

    Frost Armor grants fewer flat resistances at early levels.

    Passive – Fury of the North

    FROST ARMOR FLAT RESISTANCES 100 at all levels ⇒ 20/60/100 at levels 1/7/14

    Q – Arctic Assault

    HITBOX Shifted slightly to address instances where Sejuani collided with targets behind her

    W – Winter’s Wrath

    These changes mostly cancel each other out since Winter’s Wrath takes about a second to complete. Slight cooldown increase overall.

    COOLDOWN PARADIGM Cooldown starts on cast ⇒ once both swings are complete

    COOLDOWN 10/9/8/7/6 seconds ⇒ 9/8/7/6/5 seconds

    Udyr

    Mana costs reduced.

    General

    MANA COSTS 50-33 (at levels 1-18) ⇒ 45-28 (at levels 1-18)

    Yorick

    Quality-of-life improvements.

    Passive – Shepherd of Souls

    INDEPENDENCE Mist Walkers no longer perish when they move too far away from Yorick or the Maiden

    Q – Last Rites

    GRAVE CONVENIENCE If Lasts Rites kills a unit when Yorick has max graves, the furthest grave will now be replaced rather than no grave being spawned

    R – Eulogy of the Isles

    BUGFIX The Maiden’s stats now increase when Yorick puts another skill point into Eulogy of the Isles, rather than remaining unchanged until Yorick summons her again

    Zac

    Q deals damage based on Zac’s max health. W and E are easier to cast during Q. E knock up duration increases over charge time.

    Q – Stretching Strikes

    DAMAGE 50/70/90/110/130 (+0.3 ability power) ⇒ 40/60/80/100/120 (+0.3 ability power) (+2.5% Zac’s maximum health)

    SECOND HIT BONUS ATTACK RANGE 100 ⇒ 125

    SECOND HIT BLOB GENERATION Generates a blob if Zac hits a second champion ⇒ a second enemy of any kind

    SLAM DAMAGE RADIUS 200 ⇒ 300

    BUGFIX If Stretching Strikes’ second hit would kill a minion or monster, the target will now wait to die until after Zac has slammed it into Stretching Strikes’ first target

    PRECISE STRIKES If Stretching Strikes’ first target is standing on top of other enemies, the second hit will now reliably choose a different target than the first

    MULTITASKING Zac can now cast Unstable Matter and queue up Elastic Slingshot during Stretching Strikes’ second attack and while slamming two targets together.

    E – Elastic Slingshot

    KNOCK UP DURATION 0.5 seconds ⇒ 0.5-1 second, based on how long Zac charged Elastic Slingshot

    R – Let’s Bounce!

    TIME TO FULLY CHARGE 1 second ⇒ 1.1 seconds