PATCH NOTES - TEXT
TRAITS
Anima Squad
Anima Squad has been just a bit too consistent. Since their weapons are the most exciting part of the trait, and the individual champions are performing fine elsewhere, we're focusing on their less visible defensive stats. By trimming their Armor/MR and Damage Amp, the trait’s power will feel more tied to their weapons rather than hidden stats.
- Armor/MR: 10 - 30 - 45 > 10 - 25 - 35
- Damage Amp: 5% - 12% - 20% > 5% - 10% - 15%
- Adjusted power level in Hyper Roll for stages 7+
UNITS
Rengar
Executioner Rengar becomes too hard to take down once he gets rolling — especially with how quickly he pounces into the backline. We're preemptively toning him down to make room for buffs to other Executioner units (like Graves and Vex) coming in patch 14.2.
- AD: 65 - 63
- Main Slash AD%: 250% - 240%
Annie
Annie's spell damage is fairly balanced, maybe even on the lower side. But Tibbers, with 1400 HP and strong defenses, ends up being an unkillable frontliner that soaks too much attention. We're adjusting Tibbers to scale more with Annie’s AP investment, rewarding ability power builds over rapid casts. If needed, we’ll buff Annie’s base ability damage in patch 14.2.
- Tibbers Base HP: 300 - 600 - 4000 ⇒ 10 - 100 - 4000
- Tibbers AP to HP Ratio: 400% ⇒ 500% - 700% - 1000%
- Tibbers AD: 200 - 300 - 900 ⇒ 150 - 225 - 900
- Tibbers Armor/MR: 75 - 60
Kobuko
Kobuko has been doing too much with too little. With just 2 Bruiser and 2 Cyberboss, he was basically a supercharged Sejuani, dishing out carry-level damage while being way too tanky. We’re steering him more toward an AP bruiser role, trimming his baseline defenses and excessive versatility.
- HP: 1000 - 900
- Mana: 100/220 - 120/240
- Armor/MR: 60 - 50
- Shield Duration: 8s - 4s
- Ability Damage Reduction: 60% - 33%
- Enemy Max HP Damage: 9% - 15% - 100% ⇒ 3% - 5% - 100%
Samira
Samira has been dishing out too much AoE damage and surviving far too well for how safely she can play. We’re hitting both her durability and hidden armor shred to make counterplay — like stacking armor — more effective.
- AD: 65 - 60
- Armor/MR: 50 - 40
- Ability Omnivamp: 20% - 12%
- Armor Shred per Bullet: 4 - 3
AUGMENTS
10,000 IQ
When played optimally, 10,000 IQ was giving way too much value, especially by enabling easy loss-streaking in Stage 2. We're moving it to Stage 3-2, delaying its power spike. If this ends up too weak, we’ll consider adding bonus gold to compensate, but for now, we’re raising the IQ requirement!
- Now only appears at Stage 3-2
BUG FIXES
- Fixed a bug where Tibbers’ ability displayed incorrect values.
- Resolved an exploit and have begun issuing bans for accounts that abused it intentionally.
