When Is Qiyana Going to Be Playable Again
Patch 12.2 notes
Zilch, zap, and zoom with Zeri, the Spark of Zaun, in patch 12.two!This patch, nosotros're introducing an electrifying new personality to the Rift, plus a ton of champion remainder changes. At that place's a champion refresh for Janna in the forecast every bit well as more item, dragon, and rune adjustments, too.
The Lunar Revel event is likewise in full
moonswing this calendar week! Celebrate the Year of the Tiger with us with special events including the return of ARURF, exciting missions (with reduced points requirements), and cute new Porcelain, Firecracker, and Prestige skins. Happy Lunar New year!Tacticians from beyond the Convergence are likewise gathering to celebrate the Lunar Legend Festival with a new result, Gifts of the Golden Lantern. Read all about the upshot and more than at the TFT patch notes!
Jina "ahrisoo" Yoon Paul "RiotAether" Perscheid
1/28/2022
ARURF Balances
Champion Buffs
Aatrox +15% Damage Dealt, -25% Damage Taken ⇒ +fifteen% Harm Dealt, -thirty% Damage Taken
Akali -5% Damage Taken
Alistar -5% Impairment Taken
Amumu +5% Damage Dealt, -10% Damage Taken ⇒ +10% Damage Dealt, -10% Damage Taken
Anivia +5% Impairment Dealt, -8% Damage Taken ⇒ +five% Damage Dealt, -x% Damage Taken
Braum +five% Damage Dealt, -10% Impairment Taken ⇒ +5% Harm Dealt, -eighteen% Damage Taken
Darius +5% Damage Dealt, -5% Impairment Taken ⇒ +v% Harm Dealt, -10% Damage Taken
Elise -five% Harm Taken
Evelynn -5% Damage Taken
Fiddlesticks +10% Damage Dealt, -ten% Impairment Taken ⇒ +ten% Damage Dealt, -15% Damage Taken
Garen +five% Damage Dealt, -10% Damage Taken ⇒ +10% Damage Dealt, -10% Harm Taken
Jhin +5% Harm Dealt
Katarina -5% Harm Taken
Kled -5% Damage Taken
Nunu & Willump -5% Damage Taken
Pyke -v% Harm Taken
Qiyana -v% Damage Taken
Quinn -v% Damage Taken
Rammus +5% Damage Dealt, -ten% Damage Taken ⇒ +10% Damage Dealt, -x% Damage Taken
Rek'Sai +5% Impairment Dealt
Riven -5% Impairment Taken
Sion +10% Damage Dealt
Thresh -8% Harm Taken
Udyr +5% Damage Dealt, -eight% Impairment Taken ⇒ +ten% Damage Dealt, -eight% Damage Taken
Urgot +10% Damage Dealt, -15% Damage Taken ⇒ +fifteen% Damage Dealt, -xv% Impairment Taken
Viego +five% Impairment Dealt
Yasuo -5% Damage Taken
Champion Nerfs
Ahri -5% Damage Dealt, +5% Impairment Taken ⇒ -10% Damage Dealt, +five% Damage Taken
Annie -5% Harm Dealt ⇒ -x% Damage Dealt
Fizz -5% Damage Dealt, +8% Damage Taken ⇒ -ten% Damage Dealt, +x% Damage Taken
Jax -5% Damage Dealt, +8% Damage Taken ⇒ -10% Harm Dealt, +8% Damage Taken
Kai'Sa -8% Damage Dealt, +8% Harm Taken ⇒ -ten% Damage Dealt, +ten% Damage Taken
Karthus -5% Impairment Dealt ⇒ -10% Damage Dealt
Kog'Maw -5% Damage Dealt
Lux -5% Damage Dealt
Maokai +5% Impairment Taken, -20% Healing
Master Yi -20% Healing
Morgana -5% Damage Dealt
Nocturne -v% Damage Dealt
Orianna -ten% Damage Dealt, +8% Damage Taken ⇒ -x% Damage Dealt, +8% Damage Taken, -20% Shielding
Samira -v% Damage Dealt
Seraphine -three% Damage Dealt, -20% Healing
Sivir -5% Harm Dealt ⇒ -x% Damage Dealt
Sona -20% Healing
Sylas -five% Harm Dealt
Syndra -10% Damage Dealt, +10% Damage Taken ⇒ -15% Damage Dealt, +10% Harm Taken
Teemo -5% Impairment Dealt
Trundle -v% Harm Dealt ⇒ -5% Harm Dealt, -20% Healing
Vel'Koz -five% Damage Dealt
Vex -5% Damage Dealt ⇒ -10% Damage Dealt
Volibear +5% Impairment Taken ⇒ +5% Damage Taken, -20% Healing
Xin Zhao +five% Damage Taken ⇒ +ten% Impairment Taken
Yuumi -twenty% Damage Dealt, +20% Damage Taken, -xxx% Healing ⇒ -thirty% Damage Dealt, +20% Damage Taken, -30% Healing
ane/26/2022
Zeri
updatedSingle-CELL Bombardment While Zeri is Overcharged afterwards landing R - Lightning Crash, the concatenation lightning on her empowered Q - Burst Burn will now proc only once per set on, rather than as an on-hit effect (like it previously would on Runaan'due south Hurricane bolts)
Janna
THIS SLOW WILL Finish MONSOON Fixed a issues where Glacial Augment's slow would sometimes terminal significantly longer than it was supposed to if triggered by Janna's R - Monsoon
1/24/2022
Chemtech Drake
i/21/2022
Glacial Augment
GLACIAL AUGMENT BUGFIX Fixed a bug where Glacial Augment's slow would sometimes persist much longer than it was supposed to
Withered Rose Zeri will be available January twenty, 2022. Porcelain Protector Ezreal, Porcelain Lissandra, Porcelain Amumu, Porcelain Lux, Porcelain Lux Prestige Edition, Porcelain Kindred, Firecracker Sett, Firecracker Diana, Firecracker Teemo, Firecracker Tristana, Firecracker Xin Zhao will be available January 26, 2022.
updatedJanna
Base stats and all abilities adjusted.
Janna just hasn't felt very rewarding to play over the past few seasons, especially when compared to other enchanter options in bot lane. We wanted to approach this mid-telescopic update to her while staying true to her classic playstyle and identity. In particular, we believe Janna's ally shielding and peel are what makes her appealing to most enchanter players, and then we've shifted some power from her West and poke damage into her Es and Qs. Nosotros too fabricated a few nice piddling QoL changes here and in that location in hopes of blowing you away~
Base Stats
Move Speed 315 ⇒ 330
Base of operations AD 46-71.v ⇒ 52-103
Ad Growth 1.5 ⇒ 3
Bones Attack Range 550 ⇒ 500
Passive - Tailwind
updatedTAILWIND Janna gains 8% bonus movement speed merely while moving toward allied champions. (Bonus move speed for centrolineal champions moving towards Janna unchanged.)
removedFAST & FURIOUS Janna's basic attacks and W - Zephyr no longer deal bonus magic damage based on her bonus move speed
Q - Howling Gale
Price 60/xc/100/120/140 mana ⇒ 60/70/80/90/100 mana
Minimum Range g ⇒ 1100
Maximum Range 1750 ⇒ 1760
Time to Destination 1.5 seconds ⇒ 1.25 seconds
Due west - Zephyr
Range 550 (from edge to edge) ⇒ 650 (centered)
Wearisome Duration ii seconds ⇒ 3 seconds
Cooldown 8/7.five/7/six.5/6 seconds ⇒ 12 seconds at all ranks
Base Damage 55/85/115/145/175 ⇒ seventy/100/130/160/190
Bonus Motion Speed vi/7/viii/9/x% ⇒ 8/9/10/xi/12%
E - Eye Of The Tempest
updatedA FRIENDLY FORECAST Innate - Whenever Janna's abilities slow or knock up at least one enemy champion, Eastward - Eye of the Storm's cooldown is reduced by 20% ⇒ she receives +20% heal and shield power for 5 seconds
Shield 80/115/150/185/220 (+lxx% AP) ⇒ 80/110/140/170/200 (+65% AP)
Cooldown xvi/xv/14/13/12 seconds ⇒ 15/xiii.5/12/10.v/nine seconds
Shield Decay Starts After 0.75 seconds ⇒ one.25 seconds
R - Monsoon
Healing Tick Charge per unit 0.five seconds ⇒ 0.25 seconds (total heal corporeality unchanged)
Lulu
W cooldown increased.
Lulu'due south been queen of the bot lane for quite some fourth dimension now—especially at the highest levels of play—so nosotros're reducing access to her most versatile spell just a compression!
Westward - Whimsy
Cooldown 16/15/14/13/12 seconds ⇒ 17/16/15/14/13 seconds
Nocturne
Health growth increased. Q impairment ratio increased.
Nocturne has been a nightmare to play equally in all skill brackets, regardless of his builds or runes. We're buffing him with some scaling power, so he can become more useful every bit the game progresses, rather than just relying on his ultimate as his just manner to say lights out.
Base of operations Stats
Health Growth 85 >> 95
Q - Duskbringer
Bonus AD Ratio 75% ⇒ 85%
Qiyana
Base of operations health regen decreased. Brush Q zone duration decreased.
Qiyana is dominating Elite play quite a chip correct now. We're reducing how much time she gets to spend being invisible in a fight, which should help lower some frustration when playing against the Empress of the Elements.
Base of operations Stats
Base Health Regeneration 7.5 ⇒ six
Q - Border of Ixtal
Grass Trail Zone Elapsing 3.5 seconds ⇒ 3 seconds
Rengar
R passive now enables leaping from camouflage.
As a primary jungler, this battle kitty has been suffering a lot on the Chemtech Rift. While he's not the only champion afflicted, Rengar has certainly gotten the worst of it as and so much of his ability budget is dedicated to his passive's interaction with brush. Removing 12 spots of it is incredibly disruptive—not simply to his core farming design, simply his entire gameplay, really—so we're giving him a new way to pounce and prowl. No catnip needed. (Note that this passive is on his R and simply takes effect once he ranks upwards his ultimate.)
R - Thrill of the Hunt
newHibernate AND Spring Innate - Rengar can leap to enemies with his side by side basic attack when he is in camouflage
Samira
R base damage increased.
Now that her mid-game transition is less reliable with the Shieldbow nerfs, we're giving Samira a fleck more baseline potential in her R so she can snowball in way.
R - Inferno Trigger
Physical Damage per Shot 0/10/20 (+fifty% Advert) ⇒ 5/xv/25 (+l% AD)
Total Damage per Target 0/100/200 (+500% Advertizing) ⇒ l/150/250 (+500% Advertisement)
Senna
Q now slows enemies.
Senna is quite weak this season, specially when she builds for DPS. The old Glacial Augment was a crucial part of that playstyle and since it no longer procs off Senna's basic attacks, nosotros're adding some utility dorsum into her kit.
Q - Piercing Darkness
newDepression VISIBILITY Now slows all enemies struck by 20% (+6% per 100 AP) (+10% per 100 bonus AD) for 2 seconds
Shen
Q damage decreased.
With the changes to Teleport in 12.one, Shen has again go rex when information technology comes to map influence from peak lane. To bring things back to equilibrium, nosotros're lowering his impairment as a duelist instead of bringing downward his cross-map power so that his unique, global presence remains his most powerful tool.
Q - Twilight Assault
Increased Bonus Damage ten-forty (+6 every 3 levels) (+5/5.5/6/half-dozen.5/7% (+2% per 100 AP) of target's max health) ⇒ 10-40 (+6 every 3 levels) (+4/4.v/5/5.v/vi% (+2% per 100 AP) of target's max health)
Tahm Kench
Q slow increased. E adapted; damage stored as grey health decreased (unless near multiple enemies). R ally shield increased; now grants move speed upon devouring ally.
We did a mini-rework of Tahm Kench back in 11.13 because his old kit held huge advantages in highly coordinated team play. Our goal back then was to lower his priority in Pro option/ban while putting him in a place where he could have a fun playstyle, every bit well as reasonable winrates in both of his roles. (Historically, his top lane winrate has been higher than that of his support.)The rework is looking pretty good so far in terms of Pro play as he doesn't have nearly as much priority in that location every bit he used to. When it comes to his winrates, the rework didn't dramatically affect the deviation between his back up versus top capabilities, merely it did highlight the gap. This left support Tahm Kench players feeling similar the catfish was no longer viable in their role. At present that we've had some time to discover all of these furnishings together, we're willing to have a riskier swing to buff support Kench while nerfing his top lane capabilities to keep him in check upward there.
Q - Tongue Lash
Enemy Slow xl% ⇒ 50%
E - Thick Peel
Amount of Damage Stored into Grey Wellness 45/50/55/sixty/65% ⇒ 15/25/35/45/55%, increased to 45/fifty/55/sixty/65% if there are two or more visible enemy champions nearby (expressionless or alive)
Amount of Healing Restored from Grey Wellness 30-100% (levels i-18) ⇒ 45-100% (levels i-18)
R - Devour
Ally Shield Upon Devour 400/500/600 (+100% AP) ⇒ 500/700/900 (+150% AP)
Motion Speed Upon Devouring Ally Slows Tahm Kench past 30/20/10% while ally is swallowed ⇒ Grants Tahm Kench 40% move speed for 3 seconds (regardless of swallow duration)
Talon
W monster damage ratio decreased.
We introduced Talon jungle in 11.eighteen in hopes of bringing new players and playstyles into the jungle. He ended up becoming one of the stronger jungle assassins, especially in Elite play where his mobility, harm, and clear speed are almost unmatched. He's still extremely fun every bit a flex pick, but nosotros also empathize that his current land has very few weaknesses, which can be frustrating to play confronting. In turn, we're heavily nerfing his clear speed to tune him downwardly. He'll still exist viable there and will proceed his high-mobility edge, but you might need to think a little longer before jumping into the jungle with him.
W - Rake
Damage Against Monsters 130% ⇒ 105%
Tristana
Base of operations health and health regen increased.
Our rocket girl isn't doing and then hot lately. Her abilities already hit super hard, but they're pretty risky and tin can take a while to stack upwards. We're bumping up her early on immovability to give Tristana the time she needs to finish her combos and survive those explosive plays.
Base Stats
Base Wellness 559 ⇒ 600
Base Wellness Regeneration iii.75 ⇒ 4
Veigar
Q cooldown decreased; stacks from large monsters and minions increased.
The tiny master of evil has been less threatening than usual as of belatedly. We're upping the rate on his Astounding Evil stacks so that he can stand above his competitors in the mid lane. (Figuratively speaking, at least.)
Q - Baleful Strike
Cooldown vii/6.v/half dozen/5.five/five seconds ⇒ half dozen/5.5/five/4.v/4 seconds
Stacks Granted Upon Killing Large Monsters and Minions 2 ⇒ iii
Volibear
Base of operations AD growth increased. Eastward cooldown decreased.
The once-fearsome Volibear is bad for everyone, everywhere. We're giving him a reliable baseline stat buff and more access to his signature stormy skill.
Base Stats
Assault Harm Growth 3 ⇒ 3.5
Due east - Sky Splitter
Cooldown 15 seconds ⇒ 13 seconds
Yasuo
Q damage ratio increased.
Like Samira, the wind brothers were hit difficult by the Immortal Shieldbow nerfs. We're compensating for this by returning some of that power into their more than skill-dependent abilities.
Q - Steel Tempest
Damage 20/45/70/95/120 (+100% Advertizing) ⇒ 20/45/70/95/120 (+105% AD)
Yone
Q harm ratio increased.
Of class, we accept to do the aforementioned for Yone to make sure he doesn't fall backside in the sibling rivalry.
Q - Mortal Steel
Damage xx/40/60/80/100 (+100% AD) ⇒ 20/forty/threescore/80/100 (+105% AD)
Zed
R base harm ratio decreased.
Zed has been creeping upwards from the shadows in terms of both power and ban charge per unit. We're tapping him back downwards in a way that will crave him to make meliorate use of his base kit to secure kills.
R - Expiry Mark
Harm 100% Advertising (+25/forty/55% of damage dealt against marked target) ⇒ 65% AD (+25/40/55% of harm dealt against marked target)
Lich Bane
At the start of Season 2021, nosotros revamped Lich Blight to broaden its user base of operations by removing its ability haste and increasing Spellblade'southward impairment and cooldown. These changes fabricated it very powerful equally a burst tool, but that outburst too got a few nerfs throughout the yr. As a effect, Lich Bane was left feeling pretty underwhelming for its core users, so we're partially restoring it to a healthier state.
Build Path Blasting Wand + Aether Wisp + Sheen + 600g ⇒ Fiendish Codex + Aether Wisp + Sheen + 550g (total cost unchanged)
Ability Haste 0 ⇒ 15
Spellblade Damage 150% base AD (+forty% AP) ⇒ 75% base AD (+l% AP)
Spellblade Cooldown 2.five seconds ⇒ ane.5 seconds
Rylai's Crystal Scepter
Rylai's has been struggling to discover its place in the final couple of seasons considering it'south been trying to serve tanky battlemages, burn mages, and AP supports akin all at once. Nosotros're focusing on its purpose equally a utility item by lowering its toll and increasing its health to brand it more than accessible to tankier midrange mages and supports.
Combine Cost 815 gold ⇒ 415 gold (total cost equally reduced)
Ability Power 90 ⇒ 75
Health 350 ⇒ 400
Turbo Chemtank
Turbo Chemtank's update during Preseason 2022 was designed to let tanky gankers and initiators shop movement into one big turbo blast for those moments when they gotta go fast. However, Refuel was stacking too well with dashes, which meant it was being used as a DPS source for non-tanks. While we admire the creativity here, Turbo Chemtank is supposed to be for, well, tanks, so we're calculation some limits to the way its passive stacks. Ultimately, these adjustments shouldn't affect its intended use cases very much. (These changes also apply to its Ornn Masterwork item, Turbocharged Hexperiment.)
updatedRefuel (Passive) Damage Stacks Gain five stacks per instance of whatsoever damage dealt ⇒ per example of damage dealt against monsters and champions merely
updatedRefuel (Passive) Motility Stacks Proceeds 1 stack for every fifteen units travelled, (uncapped) ⇒ capped at up to 10 stacks per motility command
Chemtech Drake
The Chemtech Dragon Soul is still significantly overperforming compared to other dragon soul buffs. Nosotros're nerfing the undeads' wellness and, uh, longevity. Expected lifetime? Agile duration? ... Yous become what we hateful.
Chemtech Dragon Soul
Zombie Health 80% base health + 50% bonus health ⇒ lxx% base health + 40% bonus health
Zombie Elapsing (Without Other Wellness Impacting Factors) iv seconds ⇒ iii seconds
Chemtech Rift
We're making a few changes to make the ahead team slightly less advantaged when fighting in the Chemtech rift.(Now'south a skilful time to mention we stealth-nerfed (heh) the Chemtech Rift concluding patch. At launch, champions instantly entered camouflage when they entered the fog. In eleven.24, we made the camouflage timer bank check if you've fabricated any offensive moves in the last i.5 seconds upon entering the fog as well. The but alter to the camouflage mechanics this patch is an increase to that timer.)
Offensive Action Camouflage Timer 1.five seconds* ⇒ 2.five seconds
Bonus Impairment Vs Enemies with More Current Health Upwards to 10% ⇒ Up to 12%
Hextech Drake
Hextech Dragon Soul is also overperforming compared to other soul effects, though not to the same degree as Chemtech.
Hextech Dragon Soul
Chain Lightning True Harm 25-75 (based on attacker'southward level, 1-18) ⇒ 25-50 (based on aggressor's level, one-18)
Lethal Tempo
Lethal Tempo'south power is skewed a piddling besides much toward early game right now, making it especially cheese for melee champions. We're adjusting information technology to exist weaker early on and letting it calibration instead.
Attack Speed per Stack (Melee) 13% ⇒ 10-15% (levels 1-15)
Set on Speed per Stack (Ranged) 7% ⇒ v-9% (levels one-12)
Ring in the Lunar New Year with ARURF starting on January 26! (That's the All Random Ultra Rapid Burn game style if you lot're new around these parts.) Beyond the normal ARURF that y'all know and love, we added a flipper full of changes to a couple of runes and a few surprises to the Awesome Buff of Awesomely Awesome Buffing'southward tooltip.
First Strike Cooldown 25-15 seconds (based on level) ⇒ fifteen-9 seconds (based on level)
ARURF Glacial Broaden Cooldown 25 seconds ⇒ fifteen seconds
Sona
Base Sona Consummate overhaul
Muse Sona Small-scale details added to new base
Pentakill Sona Same as new base
Silent Night Sona Recolored from new base of operations
Guqin Sona Minor details added to new base
Arcade Sona Complete overhaul
DJ Sona Complete overhaul and additional special celebration effects for each passive aura
Sweetheart Sona Same every bit new base, plus some cleanup
Odyssey Sona Minimal tweaks
Pentakill 3: Lost Affiliate Sona Minimal tweaks
Vayne
Base of operations Vayne Complete overhaul
Dragonslayer Vayne Recolored from base of operations with added smoke and flames
Heartseeker Vayne Recolored from base with middle in W decal
SKT T1 Aforementioned as new base, different missiles to match model
Arclight Vayne Recolored from base with more golden, divine sparks
- ARAM: Champion damage dealt to minions has been restored to 100%. (This was reduced to 75% in a previously undocumented modify in patch xi.24.)
- Stock-still a bug where Teleport could sometimes still target certain units other than towers before 14 minutes
- Stock-still a bug where Unleashed Teleport would permanently supercede one of your Summoner Spells if acquired and used via the Unsealed Spellbook rune
- Champions will now correctly drop Unleashed Teleport spell shards if used afterward xiv minutes into a game with Zoe
- Stock-still a issues where Yone could sometimes cast Unleashed Teleport while his E - Soul Unbound was active
- The exclamation point stealth indicator has been fixed and volition correctly reappear above your champion if you are visible to an enemy within the Chemtech Fog afterward completing certain stealthing abilities (such as Akali's W - Twilight Shroud)
- Fixed a problems where towers would incorrectly target enemy champions who took damage from Kog'Maw'due south Passive - Icathian Surprise or Karthus's Passive - Death Defied
- Rengar's Passive - Unseen Predator bound basic attacks will correctly trigger Navori Quickblades' Deft Strikes effect
- Stock-still a bug where taking damage from certain jungle monsters would sometimes incorrectly grant stacks toward Force of Nature's Absorb passive
- Fixed a problems where triggering Glacial Augment's passive would incorrectly count toward triggering Eclipse's Always Rising Moon passive
- Stock-still a issues where Mythic or active detail icon borders would sometimes appear in incorrect locations. (Yes, the mysterious orangish squares...)
- Enemy player conversation and emote mute toggle buttons have been stock-still and will no longer overlap with other icons in the scoreboard
- DJ Sona and G/DA Seraphine'due south in-game music mute toggle buttons accept been stock-still and will display correctly next to their champion icon in the scoreboard every game
- Chat restriction notifications take been stock-still and will once again inform players how many messages they take left in their limit
The following skins will exist released in this patch:
The following chromas will be released this patch:
Source: https://www.leagueoflegends.com/en-us/news/game-updates/patch-12-2-notes/