
When does League Patch 14.15 go live?
League of Legends Patch 14.15 is expected to go live on July 31, 2024. Patch 14.15 will head to Oceanic servers first, with other servers slowly receiving it throughout the day.
Here are the key timings of Patch 14.15 for your server:
3 AM PT (NA) 5 AM GMT (EUW) 3 AM CET (EUNE) 8 AM KST (Korea) There’ll be a few hours of downtime when patching begins, and matchmaking queues will be taken offline approximately three hours beforehand.
What’s changing in League patch 14.15?
Many melee assassins are being changed in Patch 14.15. Zed, Yone, Yasuo, Irelia, and Akali are all getting some major alterations that will significantly shift their power levels. Cassiopeia is also getting a few changes in this patch.
Item Changes
Boots are receiving nerfs across the board, many of them are receiving increases in cost as well as decreases in their effective resistances and other stats. However, MR items like Wit’s End and Abyssal Mask are being buffed.
1. Champions
Champion Buffs
- Talon
- Varus
- Yasuo
Champion Nerfs
- Shyvana
- Leona
- Ezreal
- Aurora
- Aureion Sol
Champions Adjusted
- Akali
- Cassiopeia
- Skarner
- Irelia
- Yone
- Zed
- Sylas
2. System
System Buffs
- Dark Harvest
- Death's Dance
- Stormsurge
System Nerfs
- Kraken Slayer
- Statikk Shiv
System Adjustments
- Fleet Footwork
3. Comment from Lead Design
ADC's
- As mentioned yesterday, nerfs are coming in to ADC's laning and first item spike through early fleet nerfs
- We're also reducing the power level of some ADC items that were released a bit too strong in the season 2 changes, some taps down to Kraken, Shiv as a result that give ADC champions a bit weaker of a 1 item trough
- We think Kraken being so strong is what's driving a lot of the solo lane marksmen meta right now
- For Varus, we're trying to put more power into his Q max builds over his W max builds
- Ezreal we overshot a bit in recent patches and he's mostly unaffected by any of the item nerfs in the patch and will be disproportaiontely buffed as a result, so we're tapping him down pre-emptively
AP Items
- We're bringing other AP items up to the standard of other portions of the AP ecosystem.
- Items like Stormsurge were overnerfed for Ranged and Void is still needing a little help
- Cosmic and Rocketbelt have also struggled a bit to be performant for their core users
Shyvana
- Shyvana is the main champion being nerfed for regular play this patch as she's overperforming
Leona
- Leona is also once of the strongest supports right now by a pretty wide margin, so we're bringing her down a bit
Skarner
- We overnerfed Skarner in a previous patch and so we're restoring some of that power
- We're also taking away some of the lane specific power in E kidnapping units behind him on cast that doesn't allow champions (especially melee) to play safely in the wave
- We hope to strike the balance between lane and jungle Skarner
Returning skill skew to some champions
- Over the years we've made a bunch of adjustments to champions to make them more performant in normal play and reduce some of the optimizations that make them stronger in high levels of play
- This has led to a gradual movement towards safe scaling champions in lanes (especially mid) and we're looking to recoup some of that
- For assassins, we're trying to target them at having moments of strength at 3 (get all abilities), 6 (ult), 9 (first max) depending on the champion and whether their kit is conducive towards it and playing up those moments of power
Irelia
- Giving her a bit more power in an all-in situation, especially since she is usually close to full HP due to her healing
Akali
- We think it's pretty reasonable that in most cases, Akali is trying to survive until 6 and play against the opponent's mana bar until she has kill threat
- We're also buffing the Ultimate here so that the buffs are skewed more towards mid lane and killing squishy champions rather than top, as she tends to have low interaction patterns up there
Yone
- Giving Yone a pretty meaningful Q max buff
- He's still meant to have a pretty weak early game but once he gets Beserkers and Q at higher ranks, he's going to represent a lot more threat than previously
- Yone's ult can get to pretty low CD's later in the game and so we're bringing it down to compensate for these buffs
Yasuo
- Yasuo's changes are targeted at increasing the efficacy of his Rank 1 E (in particular) to increase his threat in lane
- This is potentially a lot of damage when used well with his E stacks, so we'll be monitoring closely
- For the wind brothers, we're also skewing a little stronger because Fleet and Kraken are being nerfed and they often use them, and we don't want to Riot special them
Zed
- Zed is receiving a compensation nerf to his late game ultimate CD because it can get pretty low and not represent a meaningful window
- However, he's receiving a pretty strong Q rank up buff that is meant to spike around the level 6-9 area
Sylas
- In high levels of play, Sylas tends to max Q as it's a bit more of a safe lane pattern, while in regular play, he tends to max W as he doesn't get punished as hard
- We're making Q max up more and also increasing the uptime on Q casts (and as a result wave pressure and trading potential)
- He is also builidng pretty squishy which is quite a telegraphed and one dimensional play pattern, so we're adding more mixed durability damage profile back to him
Boots
- For a long time, defensive boots have been too good in high levels of play (especially) while being unattractive in lowers levels
- This often results in mirror matchup defensive boot laning phases in midlane where neither player is able to die and they opt to farm it out instead
- At the same time, boots have been very strong for their cost, leading to unintuitive optimizations to prioritize boots over Epic components that are mainly only engaged in high levels of play (further leading to this effect).
- We want to reduce the potency of all boots, make early MR components weaker as Mercs is disproportionately strong relative to other options (and therefore buffing the relative value of HP in these cases that are more available to tanks and fighters).
- Some MR items that need it will be getting buffed to compensate, however we expect the MPen nerf to sorcs to also not hit MR itemization for tanks, fighters too hard
- We also want to keep the Sorcs/Lucidity choice structure intact
ADC Ecosystem
- While we think individual champion changes and absorb life changes from last patch will help here, we're following up with further changes to bring ADC's early game down (Pro has been mostly playing on 14.13 without 14.14 changes)
- This includes nerfs to Statikk, Kraken, Fleet early healing to reduce the power of the 1 item spike
- We're also reverting a portion of the %attack reduction on Steelcaps to make Fighters and Tanks more resilient to ADC's later in the game
- We believe these will be meaningful hits to some of the double ADC comps we're seeing in (especially) very high MMR play
AP Systems
- We would like to balance around the tuning of Fated Ashes and Liandrys/BFT for now, so we are not riot specialing champions
- We believe it's close and don't want to overnerf this playstyle (especially for AP JG) because it's "different"
- We're hoping that over time it will pay benefits in making the jungle role more diverse and increase the number of viable team comps
- However, we believe some of the other AP items are not up to scratch like Cosmic Drive, Stormsurge, etc. that are not primarily used by the already strong Liandrys users, we're simply bringing the weaker portions of the system up to par
Decline Button Abuse
- We're making some changes to the Decline Queue button in 14.15 to reduce incidences of queue sniping and disruptive behavior in this space in general
- We're reducing the number of declines you are able to do in a row without getting a lockout and some changes to how declines are counted in a party
- We're increasing the lockout for players who are engaging in a multi-decline pattern
- We think it's reasonable to miss a queue pop, even 2 to get food and or a drink, but not so many that you're making the matchmaking experience worse for the other 9 players
Arena
- There will be a variety of arena changes this patch coming to freshen up the experience, including some small adjustments to Koi Pond to make it less favorable to stat-checky comps and a variety of new items and augments
- There's too many changes to list, so check out the patch notes