Patch 6.3 will be live in a few hours. Here are the official notes:
HERE‘s the maintenance schedule for all regions:
Welcome to patch 6.3, the one where we finally make changes to Dragon and give assassins a shiny new toy. Shout-outs to Pwyff for covering in my absence – now let’s dive in and geteducational.
6.3, like the two patches before, can be thought of as the ‘final chapter’ in our preseason follow-up trilogy. While the rippling effects of the season’s changes will be felt and dealt with throughout the year, we’re getting everything nice and neat before we move on to tackle bigger and better things. This means putting out a warrant for Graves, remembering to feed the Kog’Maw, and recalling some of Corki’s weapons to match balance regulations.
But despite the nerfs and buffs you’re accustomed to, we’ve also got a big-ticket change coming below: the introduction of Duskblade of Draktharr. In addition to a seriously villainous name, this item seeks to be the answer to the age-old League question ‘How will Riot ever balance assassins?’ Over the years, we’ve seen assassins just opting in to whatever damage items they could get their hands on, even when they had inefficient stats (like when they used to stack Bloodthirsters and never use the lifesteal) – simply because itemization wasthat hard. By clearly calling out ‘Hey, this one’s for you!’ we can start to set an expectation around how an assassin can act in fights, as well as the kinds of power-curves they should have long-term. Things may not be 100% balanced right at the start, but in most cases the advice remains the same: If an assassin has their sights on you, get out of the way.
Add in some changes to Dragon’s stacking effects (more on that below) and an overhaul of some of our big-ticket armor items and you’re looking at a patch aiming to deliver some big changes to the mid-late game of most matches. Do you contest a 2nd or 4th Dragon against a team with 3 split-pushing Sunfire Cape users? Or do you just hard-engage with your 5-Duskblade team? You don’t have to answer now – I’m sure you’ll have enough practice with both of these entirely realistic situations to become the expert in no time.
And that’s it for us! Enjoy diving through the ocean of context and we’ll see you on the other side. And by that I mean on the ‘other side’ of champion select. Probably building Duskblade.
See you at the grey screen.
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Mark of the Assassin [ Q ]
- Triggering the mark now restores 40 energy at all ranks, increased from 20/25/30/35/40.
Shadow Dance [ R ]
- Dash speed increased from 1600 to 2000.
Headbutt [ W ]
- W + Q combo is now easier to chain.
Triumphant Roar [ E ]
- Mana Cost increased from 40/50/60/70/80 to 50/60/70/80/90;
- Cooldown increased from 12 seconds at all ranks to 16.
Phosphorus Bomb [ Q ]
- Base Damage decreased from 80/130/180/230/280 to 70/120/170/220/270.
Missile Barrage [ R ]
- Cooldown to gain a charge increased from 12/10/8 seconds to 12/11/10.
Timewinder [ Q ]
- Cooldown decreased from 11/10/9/8/7 seconds to 9/8.5/8/7.5/7.
Barrel Roll [ Q ]
- Slow duration is now always 2 seconds, regardless of how long the barrel was charged for (1.3 – 2 seconds on live);
Drunken Rage [ W ]
- Damage is now additionally dealt to enemies around the initial target;
- Channel time decreased from 1 second at all ranks to 0.75.
Here’s the new AoE change on [ W ]:
New Destiny [ Passive ]
- Shotgun pellets no longer knock back the Rift Scuttler.
End of the Line [ Q ]
- Damage on returning hit decreased from 85/145/205/265/325 [+0.4/0.6/0.8/1/1.2 Bonus AD] to 85/135/185/235/285 [+0.4/0.55/0.7/0.85/1 Bonus AD];
- If [ Q ] hits terrain, there’s now a 0.25 second delay before the returning hit triggers.
Quickdraw [ E ]
- Duration of True Grit passive [bonus Armor & MR] increased from 4 seconds to 5.
Test of Spirit [ E ]
- Mana Cost decreased from 35/45/55/65/75 to 35/40/45/50/55;
- Allies can now kill Tentacles to get rid of the Spirit debuff, provided they hit a tentacle within 5 seconds of your hit.
Relentless Assault [ Passive ]
- Maximum number of stacks increased from 6 to 8;
- Bonus Attack Speed per stack decreased from 4/6/8/10/12/14% to 3.5/5/6.5/8/9.5/11%;
- Total Attack Speed increased from 24/36/48/60/72/84% to 28/40/52/64/76/88%.
Renewal [ R + W ]
- Karma will now receive the second heal, even if the target dies during the duration of the leash.
Caustic Spittle [ Q ]
- Passive Attack Speed bonus moved from [ Q ] to [ W ].
Bio-Arcane Barrage [ W ]
- Now has Caustic Spittle’s passive [+15/20/25/30/35% bonus Attack Speed];
- Also has a minimum base magic damage of 15 on the 2% of Max HP on-hit buff.
Hammer Shock [ Q ]
- Damage changed from 40/70/100/130/160 [+0.7 Bonus AD] to 40/65/90/115/140 [+0.8 Bonus AD];
- Damage to minions increased from 80% to 100%.
Heroic Charge [ E ]
- Cooldown increased from 12/11/10/9/8 seconds to 14/13/12/11/10.
Keeper’s Verdict [ R ]
- Knock-up duration from instantly releasing the spell decreased from 2 seconds to 1.
Bola Strike [ E ]
- Cast delay while jumping decreased from 0.25 to 0.125.
Arcane Mastery [ Passive ]
- While Ryze is superchaged, only his next five spells have their cooldown reduced by Overload’s CD.
Desperate Power [ R ]
- Cooldown decreased from 80/60/40 seconds to 50/40/30.
[ Bonus ] Here’s the buffed Xin Zhao soloing Dragon at level 3 after a standard jungle clear.
Battle Cry [ W ]
- Passive heal on third hit now additionally scales with 0.2 of Bonus AD;
- Additionally, the third hit critically strikes for 25/37.5/50/62.5%/75% bonus physical damage.
[ Note ] If you have a Sated Devourer, it will NOT reduce the attacks needed to proc the crit.
Audacious Charge [ E ]
- Cooldown changed from 14/13/12/11/10 seconds to 12 at all ranks.
Death Mark [ R ]
- Damage decreased from 30/40/50% to 25/35/45%.
Mega Inferno Bomb [ R ]
- Damage in the center increased from 250/375/500 [+0.9 AP] to 300/450/600 [+1.1 AP];
- Enemies away from the center take 66% of the damage, decreased from 80%.
Boots of Swiftness
- Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).
Boots of Mobility
- Movement Speed bonus when out of combat increased from 105 to 115.
Dead Man’s Plate
- Slow strength decreased from 75% to 50%;
- Recipe cost increased from 1000 Gold to 1100 [total cost up from 2800 Gold to 2900].
Duskblade of Draktharr
Grants 75 Attack Damage and 5% Movement Speed;
Recipe: Serrated Dirk [1100 Gold] + B.F. Sword [1300 Gold] + 850 Gold Recipe Cost = 3250 Gold Total;
UNIQUE Passive: Grants 10 Armor Penetration;
UNIQUE Passive: Hitting an enemy Champion with a basic attack applies Nightfall to them [120 second CD];
Nightfall: After 2 seconds, the target is dealt 90 [+25% of Missing HP] physical damage. If you score a kill or an assist before Nightfall triggers, the passive’s cooldown is reset.
Here’s a video of how the Nightfall detonation looks like:
- Recipe cost increased from 700 Gold to 800 [total cost unchanged due to 100 Gold cost decrease on Warden’s Mail].
Ionian Boots of Lucidity
- Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).
- On-hit magic damage from Energized attack increased from 30 to 40.
- Range on Spectral Waltz passive increased from 500 to 550;
- Recipe Cost decreased from 900 Gold to 650 (total cost down from 2800 to 2550).
- Health increased from 450 to 500.
- Recipe cost increased from 900 Gold to 1000 [total cost unchanged].
- Magic damage on Firecannon passive proc decreased from 50-200 to 50-160 [scales with Champion level];
- Bonus Movement Speed decreased from 7% to 5%.
- Tooltip now states that damage dealt by the splash now only applies 50% of player’s total Life Steal, not 100%.
- Recipe now requires one more Cloth Armor;
- Recipe cost decreased from 465 Gold to 165 (total cost unchanged);
- Initial Armor increased from 25 to 30.
- Magic damage on Shiv Lightning passive proc increased from 30-100 to 50-120 [scales with Champion level].
- Now deals 50% more damage to minions and neutral monsters.
- Cost decreased from 1100 Gold to 1000.
Bond of Stone
If you’re below 5% of your Maximum HP, the 6% of damage taken by allies won’t be redirected to you.
Expose Weakness [ Tier 2 Ferocity ]
- Expose your most recently damaged enemy Champion to take 2% more damage from allies.
- Dragon’s Wrath [2nd Stack] - Grants your attacks on turrets an additional firey burn for 30 damage over 2 seconds. / Old version: Grants 15% damage to towers/buildings.
- Dragon’s Dominance [4th Stack]- You take 20% less damage from turrets. / Old version: Grants 15% damage to minions/monsters.
Buckle up, dear readers. It’s context time.
First up, let’s talk about the state of Dragon as-is. We’ve been happy with how the build-up to Aspect provides some unique strategic value that doesn’t really exist elsewhere, allowing teams an alternate path to success that isn’t just ‘be the best at fighting champions’ or ‘be the best at fighting turrets.’ From that perspective Dragon’s been a big success, even if many games end far before Aspect is ever achieved.
That said, getting there isn’t as rewarding as we’d like it to be. While there’s always been inherent value in the 2nd and 4th stacks of dragon because they unlock Dragon’s most desired buffs (team-wide movement speed and the threat of dragon 5), many just sort of lose interest. Mix in the higher value of split-pushing and turret-taking in 2016, and you have a whole lot of Dragons going un-hunted.
We spun on potential solutions for a while, but here’s what we landed on: It’s not necessary for every stack of Dragon to be so powerful that contesting it is necessary. Doing so creates a snowballing vortex where each Dragon buff ensures you get the next one, focusing the game too heavily on an early-game arm’s race, rather than a match-long consideration. That said, each individual Dragon should provide an advantage that feels consequential – as an opponent, the decision to give up a stack of Dragon should be based around ‘we will oppose with something equally valuable’ rather than ‘the power of that buff is so low I can’t be bothered.’
That leads us to today. These changes attempt to find a happy medium, with the intermediary stacks of Dragon being desirable but not mandatory. By adding more viscerality and strategic power into the buffs themselves (and let’s be real, ‘everyone is mini-Alistar’ is much cooler than ‘oh boy minion damage’), we’re looking to add some more relevance and urgency for teams that imagine dragons to be their ticket to victory.
Sweetheart Sona will be available in store for 975 RP.
Heartseeker Orianna will be available in store for 1350 RP.
The Harpseeker ward skin will be in store for 640 RP.
Three Valentine’s Day-themed will be available in store after Patch 6.3 hits live, presumably for 250 RP each:
Gragas has received updated icons for his spells. From left to right: Passive, Q, W, E and R.
Lux also has new spell icons. From left to right: Passive, Q, W, E and R.
Shaco‘s also received icons. From left to right: Passive, Q, W, E, R and R while clone is active.
- Champion clones now display elixir particle effects
- Brand’s R – Pyroclasm no longer forgets to bounce to minions if cast on an Ablaze enemy champion with no other nearby enemy champions
- Rek’Sai no longer occasionally fails to go through a tunnel when trying to use a second tunnel as she exits a first one
- The Raptor smite buff can no longer be triggered while dead
- Fixed a bug where the 6% max health heal effect of the Strength of the Ages mastery was calculated based on the health of the siege minion or large monster that was killed, rather than the health of the user
- A number of missing audio issues have been fixed:
- Ward Skin sound effects for Warding Totem and Farsight Alteration
- Karthus’s voiceover
- Elise’s Spider form voiceover
- High Noon Yasuo’s Q – Steel Tempest gunshot sound effect
- Mac players no longer see a false error message upon login
- Mac players can once again select ward skins in champion select
- Windowed Mode behaves properly again for the Mac client
- The ‘Per-side offset’ and ‘Semi-locked’ camera toggles have been fixed
- Fixed a bug where killing enemies in the fog of war sometimes caused your CS counter to decrease
- Similar to last patch’s bugfix for Malphite, the following abilities no longer trigger their effects at the start position when interacting with displacement spells like Trundle’s E – Pillar of Ice. Apologies in advance for the super-dense formatting here:
- Ahri’s R – Spirit Rush, Corki’s W – Valkyrie, Fiora’s Q – Lunge, Gragas’s E – Body Slam, Hecarim’s R – Onslaught of Shadows fear, Irelia’s Q – Bladesurge, Jarvan IV’s E – Demacian Standard/Q – Dragon Strike combo, Jax’s Q – Leap Strike, Jayce’s Hammer Form Q – To the Skies!, LeBlanc’s W – Distortion, Maokai’s W – Twisted Advance, Pantheon’s W – Aegis of Zeonia, Poppy’s E – Heroic Charge wall stun, Quinn’s E – Vault, Renekton’s E – Slice and Dice, Sejuani’s Q – Arctic Assault, Shen’s E – Shadow Dash, Shyvana’s R – Dragon’s Descent, Tryndamere’s E – Spinning Slash, Zac’s E – Elastic Slingshot
Places to contact me: