Large, like Leona stocks in 17.4.

TRAITS

In the mid-patch update last week we hit a lot of the overperforming Arbiter outputs, but there are still a few that are overproducing Leonas, so we’re following up on those.

Meeple (7) is about printing Meeples (and more), but it’s very rarely run since Meeple (5) gives the same bonus HP and is generally seen as more worthwhile for the board you’re running. We’re moving some power from (5) to (7) and adding a bit more heft to the Prismatic as well. With Meeple (5) coming down, we’re also going to be moving some power around for the units so they can flex better into other comps.

We’ve got two bug fixes for Serpent that should result in the trait being power-neutral or even a very small buff for variations that aren’t running Xayah as their primary carry.

Arbiter, Every 3 Attacks, Gain Leona: 8/12% ⇒ 5/8%Arbiter, Every 3 Attacks, Gain Armor: 12/18 ⇒ 10/16Arbiter, Spend 50 Mana, Gain Leona: 10/15% ⇒ 9/12%Meeple Flat HP bonus: 100/400/400/500 ⇒ 100/350/450/550Meeple (10) Meeplord Abilities: Big Slam Primary Damage: 1100 AP ⇒ 1500 AP, AoE Slam Damage: 700 AP ⇒ 1000 AP, Stun Duration: 1.5s ⇒ 3s, Stun Spell Damage: 150 AP ⇒ 400 APSpace Groove Health Regen Per Groovian: 0.95% ⇒ 0.85%Stargazer, Serpent, Fixed a bug where the poison was doing more damage than intended.Stargazer, Serpent, Fixed a bug where the poison damage was calculated after damage mitigation rather than before.Stargazer, Serpent Poison Damage: 20/40/60% ⇒ 18/35/50%ANIMA

We’ve seen a lot of players use a 300 Anima cashout to tempo and pivot into a different non-Anima focused reroll line. While this is fine, we also want utilizing the Anima units after these tempo-style cashouts to be a more competitive strategy, so we’re lowering the econ value of the cashout, while buffing many of the Anima items, focusing on the bonus stats these items give to Anima units.

300 Anima Tech: 2* Illaoi + 7 gold ⇒ 2* Illaoi + 3 gold300 Anima Tech: 2* Aurora + 7 gold ⇒ 2* Aurora + 3 gold300 Anima Tech: 3* Briar + 7 gold ⇒ 3* Briar + 3 gold300 Anima Tech: 2* Jinx + 15 gold ⇒ 2* Jinx + 7 gold400 Anima Tech: 3 Duplicator Cashout: Added Reforger instead of Remover400 Anima Tech: All other 400 Cashouts except 3* Jinx cashout contain a bonus Reforger500 Anima Tech: 2 Tier 2 Items + 10g + 6 Lesser Duplicators ⇒ 2 Tier 2 Items + 2* Fiora + 2* Aurora + 3* BriarTier 1 Items: Guiding Hex Aurora AP: 9 ⇒ 12Tier 1 Items: Rocket Barrage Attack Damage: 10% ⇒ 15%, Jinx Bonus Damage: 35% ⇒ 40%Tier 1 Items: Savage Slicer Briar Bonus Hits: 10 ⇒ 15Tier 1 Items: Tentacle Slam Illaoi Bonus Effectiveness: 35% ⇒ 45%Tier 2 Items: The Annihilator Damage Store: 20% ⇒ 25%, Mana Regen: 3 ⇒ 5Tier 2 Items: Searing Shortbow, Ability Power: 40 ⇒ 45, Attack Damage: 10% ⇒ 15%Tier 2 Items: UwU Blaster Attack Damage: 25% ⇒ 30%Tier 3 Items: Evolved Embershot Ability Power: 40 ⇒ 45UNITS: TIER 1

Right now there are a few 1-costs that are just too weak even when itemized and upgraded early on. Nasus has always been carried by Leona, and Teemo has fallen off since the 17.3 reroll heavy patch, so we’re returning him to his 17.3 power now that we’ve got some of the other reroll outliers in check. Finally, Veigar is just a bit too niche right now so we’re giving him an appropriately sized buff to get him standing tall enough to reach the meta.

Caitlyn Headshot Damage AD: 170/255/510/875 ⇒ 190/285/540/925Ezreal Ability Damage AD: 160/240/365/620 AD ⇒ 170/255/380/650 ADNasus Flat Health gained: 250/350/550/750 ⇒ 300/400/600/800Teemo Spell Damage: 65/95/170/300 ⇒ 70/105/190/325Veigar Spell Damage AP: 310/465/700/1190 ⇒ 330/495/750/1200UNITS: TIER 2

A few 2-cost comps are doing well in 17.4, but there are a few that still aren’t playable. Akali and Bel’Veth should lift melee reroll lines, while Mordekaiser can provide a better frontline for the reroll lines that utilize Conduit.

Akali Spell Damage AD: 37/56/84 ⇒ 39/59/88Bel’Veth Spell Damage AD: 20/30/45 >> 22/33/50Gwen Attack Speed: 0.85 ⇒ 0.8Gwen AoE Spell Damage: 75/110/190 AP ⇒ 75/110/215 APMordekaiser Initial Shield: 300/375/500 ⇒ 350/425/550UNITS: TIER 3

Fizz is the one Rogue that isn’t able to find success past Stage 3. He’s got a fun play pattern building up to his Megalomeep (yes I know it’s called a Mega Meep in the tooltip) and with Meeple (5) coming down and Gwen slowing down (a bit), we’re able to give him a decent sized buff to help Megalomeep chomp down!

Ornn’s been the biggest benefactor of our recent Space Groove buffs and while we’re happy to see this line dance its way back into the meta, the synergy of our trait (HP regen) and unit buffs from 17.4 had Ornn end up being a bit too tanky.

Fizz Dash Damage AP: 120/180/290 ⇒ 140/210/310Ornn Groove Duration: 3s ⇒ 2.5sUNITS: TIER 4

With Leona printing in check, we’re able to give LeBlanc a small buff to her final active cast.

Rammus is getting an adjustment that should have him less tied to Meeple, making him a better tank in Bastion splashes.

Kindred Base AD: 55 ⇒ 58LeBlanc Sigil Damage: 80/120 ⇒ 85/130Rammus Meeple bonus Damage Reduction per Meep: 4 ⇒ 3Rammus Mana buff 20/90 ⇒ 20/80UNITS: TIER 5

Fast 9 was one of the best ways to play 17.5 before our mid-patch update. We pulled back the power of Vex a bit too far with our nerfs to the strategy, so we’re returning some of that here while also giving Bard a buff in the hopes he can perform as a primary carry soon.

Bard Spell Damage: 220/330 >> 240/360Vex Spell Damage: 130/195 AP ⇒ 140/210 APAUGMENTS

We’re taking a very large balance pass on our Augments with a focus in nerfing long overperforming econ Augments and buffing combat Augments that haven’t found a foothold.

Now that 1-cost reroll isn’t as dominant, we’re able to give a lot more initial power to Early Learnings.

Heart of the Swarm doesn’t provide enough power to consistently survive in Prismatic lobbies. Now it’s going to give a two-star Rek’Sai AND a two-star Briar.

With verticals struggling this set we’re able to give more power to Augments like Little Buddies and Climb the Ladder.

Bonk! (Nasus) Spell Damage: 280/420/670/1000 AD ⇒ 290/435/730/1250 ADBuried Treasures Rounds of Items: 4 ⇒ 5Call to Chaos: Radiant Lucky Item Chest + 15g ⇒ Radiant Lucky Item Chest + 8g, 58 Gold ⇒ 52 Gold, 64 XP ⇒ 58 XP, Rerolls: 40 ⇒ 36Care Package Gold reduced for all rewardsContinuous Conjuration Magic Damage Needed: 38,000 ⇒ 42,000Climb the Ladder Bonus AD/AP: 6% ⇒ 7%Cry Me a River Enhanced Mana Regen: 3 ⇒ 4Early Learnings Initial AD/AP: 1% ⇒ 8%Forge a Friend Gold: 2 ⇒ 5Healing Orbs I/II Heal: 220/500 ⇒ 250/575Heart of the Swarm (Primordian) Initial Briars: 1 ⇒ 3A Magic Roll Pile of Champions: Number of 2* 3-costs: 2 ⇒ 1, Number of 2* 2-costs: 1 ⇒ 2, Number of 2* 1-costs: 0 ⇒ 1Late Game Specialist Gold: 36 ⇒ 30Level Up! Initial XP: 10 ⇒ 6Little Buddies Health: 55 ⇒ 65, Attack Speed: 6% ⇒ 7%Risky Moves Gold: 30 ⇒ 26Savings Account Initial Gold: 4 ⇒ 2Slammin’+ Initial Gold: 8 ⇒ 4Sunfire Board Duration: 15s ⇒ 18sTiny, but Deadly Attack Speed: 30% ⇒ 33%Upward Mobility Rerolls per Level: 2 ⇒ 1U.R.F Attack Speed: 15% ⇒ 20%, Mana Regen: 2 ⇒ 3Win Out Initial XP: 6 ⇒ 10ARTIFACTS

We’ve got nerfs to two of our best Artifacts that are also responsible for Shimmerscale Essence (Augment) being a bit too strong.

The Collector Attack Damage: 40% ⇒ 35%Mogul’s Mail Health Per Stack: 8 ⇒ 5RADIANT ITEMS

A while ago we took a pass on Radiant Items, making them double the power of their core version. This was nice on paper, especially for comprehension, but some stats are just more multiplicative than others, so we’re making more adjustments to these to keep them on par with where we want Radiant Items to be in terms of power.

Deathblade Attack Damage: 110% ⇒ 100%Protector’s Vow Shield Amount: 40% ⇒ 50%Morellonomicon Ability Power: 40 ⇒ 35Quicksilver Base AS: 30% ⇒ 40%Rabadon’s Deathcap Ability Power: 110% ⇒ 100%Rageblade Base AS: 20% ⇒ 25%Red Buff Attack Speed: 90% ⇒ 80%