LoL 12.22 Patch Notes REVEALED

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The official patch notes for the League of Legends 12.22 update—Season 13's preseason—are finally here and there's a lot to unpack.

From the return of Chemtech Drake and all of the jungle changes to the addition and revision of items, players will have tons to play with until Season 13 officially begins.

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That being said, here are the official LoL 12.22 patch notes.

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LoL 12.22 Patch Notes

Champions

A total of four champions will be buffed, nerfed, or changed in patch 12.22.

Buffs

Cho'Gath

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  • Damage to Non-Champions: 1000 (+50% AP)(+10% Bonus HP) ⇒ 1200(+50% AP)(+10% Bonus HP)

Nunu & Willump

  • True Damage to Non-Champions: 340/500/660/820/980 ⇒ 400/600/800/100/1200

Adjustments

Lilia

  • Changed from ranged to melee.

Base Stats

  • Attacks: Ranged ⇒ Melee
  • Base Health: 625 ⇒ 605
  • Health Growth: 104 ⇒ 105

Passive - Dream-Laden Bough

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  • Healing vs Champions: 10.5-124.5 (based on level)(+18% AP) (Note: linear scaling) ⇒ 6-120 (based on level)(+18% AP) (Note: now uses stat growth multiplier)

Rakan

  • Changed from ranged to melee.
  • Changing Rakan to a melee champion so that his attacks are more in line with player expectations.

Base Stats

  • Attacks: Ranged ⇒ Melee

System Updates

Return of Chemtech Drake

Chemtech Drake

  • Chemtech Drake: When the Chemtech Drake is below half health it gains 33% damage resistance and deals 50% more damage. This drake will deal 100% total AD + 4% of its target’s health as physical damage with each attack.
  • Chemtech Buff: When your team kills a Chemtech Drake they will gain a stacking buff that grants 5% Tenacity and 5% Healing and Shielding power
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  • Chemtech Soul: Upon receiving the Chemtech Soul, players will receive a buff that gives them 10% damage resistance and 10% more damage while below 50% health

Chemtech Rift

  • Stim Fruits: Honeyfruits will upgrade into Stim Fruits and provide the usual heal plus a bonus shield in addition to no longer slowing champions that consume it
  • Blast Cones: Blast Cones will now blast units within their range twice as far when they explode
  • Firelight Bloom: Scryer’s Bloom will upgrade into Firelight’s Bloom which will reveal a small area around the plant when broken in addition to the usual cone in the opposite direction it was broken from. Allies tagged will also gain movement speed towards that direction for a short duration, and enemy wards revealed will be taken to 1 health.

Jungle Changes

Camp Mechanic Changes

  • [NEW] Marked for Death>: When a large monster dies, all small monsters in their camp will be marked for death. After 10 consecutive seconds of not being in combat with a champion, monsters that have been marked for death will die.
  • [NEW] Own-Side Clearing Strength: Junglers now deal 20% more damage from non-true damage sources to monsters on their own side of the jungle. This increased damage will not apply when invading and dealing damage to the enemy’s camps.
  • [NEW] Parting Gifts: All large monsters will now heal [27+3/level (increased by up to 2.25x based on missing health) health and restore 15+2/level (increased by up to 2.25x based on missing mana) mana upon takedown if you have a jungle companion. This heal/mana restoration will take the form of a projectile that will be fired towards the champion that last-hit the monster after a 0.3 second delay.

Camp Gold and Experience Changes

  • Lane Minion Experience: Junglers will only gain 75% experience from lane minions before their first pet evolution unless the jungler is behind the average game level
  • Large Monster Gold: All large monster gold given to non-junglers has been reduced by 15 gold
  • Large Monster Experience for Non-Junglers: All large monster experience given to non-junglers has been reduced by 15 experience except for the Ancient Krug which has been reduced by 12 experience
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  • Large Monster Experience for Junglers: All large monsters now give an additional 15 experience if you have a jungle companion

Blue Sentinel

  • Health: 1850 ⇒ 2300
  • Attack Damage: ⇒ 66
  • [NEW] On-Hit Damage: Blue Sentinel now deals 5% of its target’s current health on hit

Gromp

  • Health: 1650 ⇒ 2200
  • Attack Damage: 74 ⇒ 70
  • Attack Range: 200 ⇒ 175
  • [NEW] On-Hit Damage: Gromp now deals 5% of its target’s current health on hit
  • [REM] Parting Gift: Gromp will no longer heal the champion that killed it upon dying

Krugs

  • Ancient Krug Health: 1050 ⇒ 1350
  • Ancient Krug Attack Damage: 74 ⇒ 57
  • [NEW] On-Hit Damage: Ancient Krug now deals 3% of its target’s current health on hit
  • Krug Health: 500 ⇒ 650
  • Ancient Krug and Krugs Death Animation/Smaller Krug Spawn Time: 1.3 seconds ⇒ 1 second
  • [REM] Keeping It Together: Ancient Krug no longer spawns 2 Krugs when killed and instead spawns 4 mini Krugs
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  • [NEW] 1=2: Ancient Krug is now counted as 2 CS (Note: The Krugs camp as a whole will still be counted as 4 CS)

Murk Wolves

  • Greater Murk Wolf Health: 1200 ⇒ 1600
  • Greater Murk Wolf Attack Damage: 35 ⇒ 30
  • [NEW] On-Hit Damage: Greater Murk Wolf now deals 3% of its target’s current health on hit
  • Murk Wolves Health: 480 ⇒ 630

Raptors

  • Crimson Raptor Health: 800 ⇒ 1100
  • Crimson Raptor Attack Damage: 20 ⇒ 17
  • [NEW] On-Hit Damage: Crimson Raptor now deals 3% of its target’s current health on hit
  • Raptor Health: 425 ⇒ 500
  • Raptor Attack Damage: 10 ⇒ 7

Red Brambleback

  • Attack Damage: 78 ⇒ 66
  • Health: 1850 ⇒2300
  • [NEW] On-Hit Damage: Red Brambleback now deals 5% of its target’s current health on hit

Rift Herald

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  • Experience Given to Champs within 600 units: 200 ⇒ 300
  • First Spawned Rift Herald Charge: 2000 ⇒ 1500 (Note: Actual damage done will be higher than this value)

Rift Scuttler

  • Spawn Time: 3:15 ⇒ 3:30
  • Health at Level 1: 1050 ⇒ 1550
  • [REM] See Ya Shield: Rift Scuttler no longer has a shield

Jungle Companions

It's dangerous to go into the jungle alone, so take one of these jungle companions! Traditional jungle items will now be replaced by adorable, feisty, and all-around wholesome companions. If you bring Smite, you'll have the option to purchase Mosstomper, Scorchclaw, or Gustwalker in egg form at the beginning of the game.

They’ll grow and evolve as you progress in the game by getting stacks from monster and champion takedowns, so make sure to give them lots of treats/stacks and love. In an effort to conserve the Rift ecosystem, we strongly recommend that our furry and scaly friends (and Smite) be kept in the jungle.

Companion Attacks

  • Companions will deal 20(+4% base HP)(+15% AP)(+10% AD) and will attack at a rate of 1 attack per second. After their owner has stopped attacking, they will attack two more times and then stop.
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  • Companions will heal their owner for 70% of the above number every time they attack
  • Damaging a camp from a distance will cause companions to leap attack toward the camp, dealing the same amount of damage

Companion Mana Regeneration

  • Companions will provide their owners with an increase to mana regeneration equal to [(8*percent missing mana) + (8*percent missing mana)*(level/1.3)*0.1] while in the jungle (including your jungle, the enemy jungle, and the river)

Companion Progression

  • Jungle companions will evolve twice throughout the game by acquiring treats via the following methods:
    • 1 treat per large monster/champion takedown
    • 1 bonus treat is stored every 60 seconds before reaching the companion’s final evolution form
    • 1 bonus treat is stored every 90 seconds after reaching the companion’s final evolution form
    • When a large monster is killed with bonus treats available, players will receive 2 treats and 50 bonus gold. 1 bonus treat stack will also be removed.

Companion Evolutions

As jungle companions evolve, they will receive the following bonuses at each evolution:

  • First Evolution
    • Smite damage will be increased to 900 true damage against monsters
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  • Smite is now castable on enemy champions, dealing 80-160 (based on level) true damage and slowing the target by 20% for 2 seconds
  • The jungle item will remain in your inventory
  • Companion will visually evolve
  • Smite’s icon will upgrade
  • Final Evolution
    • Smite damage will be increased to 1200 against monsters and will do 50% of its damage as AoE damage against nearby monsters
    • Players will become empowered and receive buffs depending on their chosen companion
    • The jungle item will be removed from your inventory
    • Companion will visually evolve
    • Smite’s icon will upgrade

Mosstomper

  • Mosstomper’s Courage: Gain a 75-330 (based on level) health shield after killing a monster camp or after 10 seconds out of combat. This shield will remain indefinitely. Players will gain 20% Tenacity and slow resist while the shield is present and for 3 seconds after it has been broken.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Scorchclaw

  • Scorchclaw’s Slash: Scorchclaw will accumulate Ember stacks at a rate of 3 stacks per 0.5 seconds or 100 stacks upon killing a large monster. At 100 Ember stacks, your next instance of damage against an enemy champion will slow all enemies in a 250 unit radius by 30% (decaying over 2 seconds) and deal burn damage equal to 5% of the target's maximum health in true damage over 4 seconds to the primary target.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Gustwalker

  • Gustwalker’s Gait: Gain 45% bonus move speed when entering a brush that decays over 2 seconds after leaving the brush. This is increased to 60% for 2 seconds after killing a large monster.
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  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Leashing Range Updates and Indicators

  • [NEW] Soft Resets: After losing all patience, instead of fully resetting, the monster will ‘soft reset’ for 6 seconds. While soft resetting, the monster will path towards its camp center, regenerate 6% of its max health per second, and will ignore attackers outside of its leash range. Attacking a monster while the attacker is within its leash range will end the soft reset and restore some patience. After these 6 seconds have passed without the monster being attacked, the monster will ‘hard reset’ and ignore all attackers, rapidly heal, and return to its original position.
  • [NEW] Soft vs Hard Reset Speed: Monsters will move more slowly while soft resetting, and faster once they hard reset
  • [NEW] Patience is Key: Monsters will not lose patience for 1.5 seconds after being attacked by a champion within the leash radius
  • [NEW] Patience Regeneration: Camps will now being to regenerate lost patience after 2 seconds of being back within their leash range
  • Patience Display:
  • Small Monster Patience: Small Monsters will match the patience of their respective large monster as long as it is alive and within 700 range
  • Blue Sentinel: 1000 ⇒; 650
  • Gromp: 700 ⇒ 450
  • Krugs: 900 ⇒ 650
  • Murk Wolves: 800 ⇒; 650
  • Raptors: 800 ⇒ 650
  • Red Brambleback: 1000 ⇒ 650
  • Rift Herald: 1200 ⇒ 1100

New Communication Tools

Expanded Tactical Wheel

  • Returning Pings (clockwise): Retreat (formerly Danger), On My Way, Assist Me, Enemy Missing
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  • New Pings (clockwise): Push, All-In, Hold, Bait

Vision Wheel

Using this wheel, you can now indicate the following:

  • (from left to right) Vision Cleared, Enemy Vision, Need Vision
  • Extra Feature: The Need Vision ping will leave a small persistent indicator for a minute, or until a ward is placed nearby. You may only have one of these indicators active at any given time. Pinging again will replace your previous one.

Other Pings

The Caution ping, which exists outside of the ping wheel system, is staying the same, with some updated visuals.

  • Returning Pings: Caution

Top Lane Oriented Updates

Lane Gold and Experience Changes

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  • Mid Lane Gold Changes: All minions spawned in the mid lane will now be worth 1 less gold before 14 minutes when last hit (previously, only cannon minions were worth less gold, but were worth 10 less gold)
  • Minion Experience: Minions now grant 2.15% more experience to solo champions. Minion experience when shared between multiple champions is unchanged.

New and Updated Items

Jak'Sho, the Protean

Become an unkillable monstrosity over the course of a fight.

  • Gold Cost: 3000
  • Health: 400
  • Armor: 30
  • Magic Resist</strong>: 30
  • Ability Haste</strong>: 20
  • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal
  • Passive - Voidborn Resilience>: For each second in champion combat, gain a stack granting 2 armor and MR, up to 8 max. At max stacks become empowered, instantly draining enemies around you for 3% of your max health (reduced to 30% against minions and monsters) and increasing your resists by 10% until end of combat.
  • Mythic Passive: Grants all other Legendary items 5 armor and 5 magic resistance

The Unspoken Parasite

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This is the Ornn upgraded version of Jak’Sho, the Protean.

  • Health: 550
  • Armor: 40
  • Magic Resist>: 40
  • Ability Haste: 25
  • Passive - Voidborn Resilience: Passive is identical to base version

Radiant Virtue

Become a shining light and lead the charge as a beacon of hope for your allies.

  • Gold Cost: 3000
  • Health: 400
  • Armor: 30
  • Magic Resist: 30
  • Ability Haste: 20
  • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal
  • Passive - Guiding Light: Upon casting your ultimate you Transcend, increasing your max health by 10% for 9 seconds. While Transcended, you and allies within 1200 range of you gain 15 non-ultimate ability haste and heal for 1% of your max health every 3 seconds, increased by up to 100% based on that champion's missing health. 60 second cooldown.
  • Mythic Passive: Grants all other Legendary items 100 health

Primordial Dawn

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This is the Ornn upgraded version of Radiant Virtue.

  • Health: 550
  • Armor: 40
  • Magic Resist: 40
  • Ability Haste: 25
  • Passive - Guiding Light: Passive is identical to base version

Heartsteel

Grow into a goliath that towers over foes and pummels the opposition.

  • Gold Cost: 3200
  • Health: 800
  • Health Regen: 200%
  • Ability Haste: 20
  • Build Path: Kindlegem + Crystalline Bracer + Giant’s Belt
  • Passive - Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 125 +6% of your max health as bonus physical damage, and grants you 10% of that amount as permanent max health. 30 second cooldown per target.
  • Mythic Passive: Grants all other Legendary items 1% bonus health and 6% champion size

Leviathan

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This is the Ornn upgraded version of Heartsteel.

  • Health: 1050
  • Health Regen: 300%
  • Ability Haste: 25
  • Passive - Colossal Consumption: Passive is identical to base version

Iceborn Gauntlet (formerly Frostfire Gauntlet)

Control the battlefield and cripple the opposition.

  • Gold Cost: 2800 ⇒ 3000
  • Health: 450 ⇒ 400
  • Armor: 25 ⇒ 50
  • Magic Resist: 25 ⇒ 0
  • Ability Haste: 20 (unchanged)
  • Build Path: Bami's Cinder + Null-Magic Mantle + Cloth Armor &rArr; Sheen + Kindlegem + Chain Vest
  • Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 100% base AD physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are slowed by 15% +.004% bonus health (halved for ranged users). Your primary target is crippled, applying a 100% stronger slow on them and reducing their damage by 10% against you for 2.5 seconds. 1.5 second cooldown.
  • Mythic Passive: Grants all other Legendary items 50 health, 5% Tenacity, and 5% slow resist

Frozen Fist

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This is the Ornn upgraded version of Iceborn Gauntlet

  • Health: 550
  • Armor: 70
  • Ability Haste: 25
  • >Passive - Spellblade: Passive is identical to base version

Rod of Ages

The one you’ve all been waiting for. An old friend returns to help you scale into the late game.

  • Gold Cost: 3200
  • Ability Power: 60
  • Health: 300
  • Mana: 400
  • Build Path: Catalyst of Aeons + Blasting Wand + Amplifying Tome
  • Passive: This item gains 20 health, 20 mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 health, 200 mana, and 40 ability power. Upon reaching max stacks, gain a level and all effects of Eternity are increased by 50%. (Note: this will not increase the level cap of 18)
  • Unique Passive - Eternity>: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second. For every 250 health or mana restored this way, gain 25% decaying move speed for 2 seconds.
  • Mythic Passive: Grants all other Legendary items 5 Ability Haste

Infinite Convergence

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This is the Ornn upgraded version of Rod of Ages.

  • Ability Power: 80
  • Health: 450
  • >Mana: 550
  • Passive/Unique Passive - Eternity: Passives are identical to base version

Catalyst of Eons

Returning alongside Rod of Ages as a one-stop shop for health and mana sustain during laning phase.

  • Gold Cost: 1100
  • Health: 225
  • Mana: 300
  • Build Path: Ruby Crystal + Sapphire Crystal
  • Unique Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.

Abyssal Mask

Abyssal Mask is a niche item that has struggled to find its way into builds. Returning Catalyst and its Eternity passive should make it a solid option for those looking for a combination of magic resist, mana, and health.

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  • Gold Cost: 2700 ⇒ 3000
  • Health: 450 ⇒ 500
  • Mana: 0 ⇒ 300
  • Magic Resist: 35 ⇒ 40
  • Ability Haste: 10 (unchanged)
  • Build Path: Kindlegem + Spectre's Cowl &rArr; Catalyst of Aeons + Spectre's Cowl
  • [NEW] Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.
  • Passive - Unmake>: Curse nearby enemy champions, reducing their magic resist by 5 + 1.2% bonus health (max 25). For each Cursed enemy, gain 9 magic resist.

Randuin's Omen

Randuin's critical damage reduction being tied to the active has led to a less satisfying and less reliable version of the item. We're returning the reduction to its passive, the active to its longer slow, all while retaining the new Rock Solid passive.

  • Gold Cost: 2700 ⇒ 3000
  • Health: 250 ⇒; 400
  • Armor: 90 ⇒; 60
  • Ability Haste: 10 ⇒; 0
  • Build Path: Warden's Mail + Cloth Armor + Ruby Crystal &rArr; Warden's Mail + Giant's Belt
  • [NEW]Active - Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown)
  • [NEW] Passive - Critical Resistance: Critical strikes deal 20% less damage to you
  • Passive - Rock Solid: Reduce incoming damage from attacks by up to 5 +0.35%, capped at 40% of attack's damage

Sunfire Aegis

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While it's no longer a mythic item, Sunfire is still your go-to option for waveclear and sustained damage as a tank.

  • Item Tier: Mythic ⇒ Legendary
  • Gold Cost: 3200 ⇒ 2800
  • Health>: 450 ⇒ 400
  • Armor: 35 ⇒ 50
  • Magic Resistance>: 35 ⇒ 0
  • Ability Haste: 20 ⇒ 0
  • Build Path: Bami’s Cinder + Aegis of the Legion ⇒ Bami's Cinder + Chain Vest
  • [REM]Unique Passive - Flametouch: Flametouch has been removed
  • Passive - Immolate: Immolate damage is no longer increased by 150% against monsters

Turbo Chemtank

Rather than a jungle specific rush item, Chemtank should now be a possible mid-to-late game option for any tank looking for an extra bit of engage potential.

  • Item Tier: Mythic ⇒ Legendary
  • Gold Cost: 3200 ⇒ 2800
  • Health: 450 ⇒ 500
  • Magic Resist: 25 ⇒ 50
  • Armor: 25 ⇒ 0
  • Ability Haste: 20 ⇒ 10
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  • Build Path: Bami’s Cinder + Cloth Armor + Null Magic Mantle &rArr; Kindlegem + Negatron Cloak + Ruby Crystal
  • [REM] Passive - Refuel</strong>: Refuel passive has been removed

Aegis of the Legion

Just a small gold adjustment for Aegis.

  • Gold Cost: 1400 ⇒ 1200

Ravenous Hydra

Great for AD melee champions looking to carry their teams with damage.

  • Attack Damage: 70 ⇒ 65
  • Unique Passive - Cleave: 60-12% total AD (based on distance) &rArr; 60% of total AD for melee champions and 30% of total AD for ranged champions to all enemies around them
  • [NEW] Unique Passive - Carnivorous: Gain 0.6 AD and 0.1% Omnivamp on minion kills, increased to twice that amount for champions, large/epic monsters, and siege minions. Stacks up to 24 AD and 4% Omnivamp. Lose half of these stacks on death.

Tiamat

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Updating Cleave’s damage to be more in line with the new Ravenous Hydra.

  • Unique Passive - Cleave: 60-12% total AD (based on distance) &rArr; 50% of total AD for melee champions and 25% of total AD for ranged champions to all enemies around them

Spear of Shojin

Shojin is back! Become the AD caster you’ve always wanted to be.

  • Gold Cost: 3400
  • Attack Damage: 65
  • Health: 300
  • Ability Haste: 20
  • Unique Passive - Dragonforce: Non-ultimate spells gain an extra [8 (+8% base AD) Ability Haste for melee champions | 6 (+6% base AD) Ability Haste for ranged champions], reduced to [4 (+4% base AD) Ability Haste for melee champions | 3 (+3% base AD) Ability Haste for ranged] for spells with immobilizing effects
  • Unique Passive - Exigency: Gain up to [15% melee | 10% ranged] move speed, based on your % missing health (maxed out while below 33% health)
  • Build Path>: B.F. Sword + Kindlegem + Caulfield’s Warhammer

Summoner Spells

Smite

  • Smite Damage: 450 (Base)/900 (Challenging/Chilling Smite) ⇒ 600/900/1200 (0/20/40 companion stacks)
  • [UPDATED]New Smites New Names: Smite/Challenging Smite/Chilling Smite ⇒ Smite/Unleashed Smite/Primal Smite

Turret Adjustments

Turret Plating

  • Gold Given per Plate: 160 ⇒ 175
  • Armor and MR per Turret Plate: 35 ⇒ 40

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