League of Legends Patch 5.10 Notes

Saludos, Summoners.

Welcome to the 5.10 patch notes – the one where supports get some lovin’. As we traverse the land in our diversity dirigible, we’re still sussing out what impact the Cinderhulk changes had on the feasibility forest, so we’ve now turned our sights to sustain / utility-focused supports who have languished a bit in the diversity metrics. That said, rather than kicking all of the aggressive supports in the shins (except a small adjustment for Leona’s E width to match the visuals), we realized we could probably introduce some new possibilities with utility mastery changes, sustain support item improvements, and some utility-focused buffs for champions more inclined to those ways.

Second thing – while we are still watching those Cinderhulk changes shake out, this doesn’t mean we’re going to be passive about the jungle in the meantime. We’ve seem some meaningful diversity improvements so far, but it’s also clear that there were a few outlier champions who were just strong, so we’re taking some additional action this patch (see: Gragas, Sejuani, Rek’Sai). Aside from some small follow-up for champions we adjusted in previous patches, that’s the gist of 5.10!

P.S. Scarizard’s out trying to find a better form of transportation than the diversity dirigible (frankly I think we’ve reached the pinnacle of design transportation here), so you get slightly less sass in the champion contexts. That’s about it.

Chris “Pwyff” Tom



Ekko, the Boy Who Shattered Time, will be released a bit later during patch 5.10!
Ekko, the Boy Who Shattered Time

Ekko Splash Art

A prodigy from the rough streets of Zaun, Ekko manipulates time to spin any situation to his advantage. Using his own invention, the Zero-Drive, he explores the branching possibilities of reality. As well as experimenting with multi-dimensional probability, Ekko spends his days running wild with the other lost children of Zaun. Though he revels in this freedom, when there’s a threat to his friends, he’ll endure anything to defend them. To the unknowing observer, Ekko accomplishes the impossible with ease, time and time again.

Ekko Loading

Ekko GP

Ekko II

Ekko Poses



Passive Z-Drive Resonance
Z-Drive Resonance (Passive)
Ekko’s Zero-Drive charges his spells and attacks with temporal energy. The third hit deals bonus damage and saps the target’s movement speed. If the target is a champion, Ekko gains accelerated movement speed.
Q Timewinder
Timewinder (Q)
Ekko throws a device that deals 60/75/90/105/120 (+0.2 AP) magic damage to enemies it passes through. It expands into a slowing field on the first champion hit, slowing everything inside by 32/39/46/53/60%. It then returns to him after a delay, dealing 60/85/110/135/160 (+0.6 AP) magic damage to all targets hit upon return.
Cost: 60/70/80/90/100 Mana
Range: 1075
Cooldown: 11/10/9/8/7 seconds
W Parallel Convergence
Parallel Convergence (W)
Passive: Ekko’s basic attacks deal bonus magic damage to enemies under 30% health equal to 4/4/4/4/4% (+2.857% per 100 AP (+20% at 700 AP)) of their missing health (max 400 damage vs. minions and monsters).
Active: After a 3 second delay, Ekko creates a short-lived chronosphere at the target location that slows enemies who enter by 40%. If Ekko enters the sphere, he will detonate it, gaining a shield that absorbs up to 150/195/240/285/330 (+0.8 AP) damage for 2 seconds. Enemies caught inside are stunned for 2.25/2.25/2.25/2.25/2.25 seconds.
Cost: 30/40/50/60/70 Mana
Cooldown: 22/20/18/16/14 seconds.
E Phase Dive
Phase Dive (E)
Ekko dashes a short distance in the targeted direction. His next attack will deal 50/80/110/140/170 (+0.2 AP) bonus magic damage and teleport him to his target.
Cost: 40/50/60/70/80 Mana
Range: 325
Cooldown: 15/13/11/9/7 seconds
R Chronobreak
Chronobreak (R)
Makes Ekko invulnerable and untargetable, and teleports him back to wherever he was 4 seconds ago. Ekko heals himself for 100/150/200 + 20/25/30% (+3.33% per 100 AP) of the damage taken over the last 4 seconds, and deals 200/350/500 (+1.3*AP) magic damage to all nearby enemies on arrival.
Cost: None.
Range: 850
Cooldown: 90/80/70 seconds

Sandstorm Ekko975 RP
Sandstorm Ekko Splash Art

Sandstorm Ekko IV

Sandstorm Ekko Poses I





Our bad on this one. Adding a little more intelligence to Akali’s dashes, where they’ll try to adjust distance according to her needs.

Shadow Dance (R): Now gives 50% less passthrough distance versus targets marked by Mark of the Assassin.



These are two changes aimed at two different things, so we’ll explain. First, while we did intend for late-game Cass to be an unstoppable force of a half-snake, the scaling heal on Twin Fang makes her borderline unkillable for some team compositions (particularly given her zone control). Second, when we were looking for ways to trim power on Cass, we saw that her champion update came right before our big refactor of the mana regeneration stat of the 2015 season (with most champions ending up with less mana regen in general). Given that these original numbers were tuned around competing mid-laners of the time (and higher baseline mana regeneration expectations like Athene’s Unholy Grail), we decided to modernize accordingly. Cassi’s still going to hit like a truck in the lategame – we just wanted to give more windows of opportunity for opponents to take advantage.

Aspect of the Serpent (Passive): At 100 stacks, Twin Fang heals for 6/8/10/12/14/16 +0.1 ability power ⇒ +0.06 ability power.

Twin Fang (E): Mana Restore on kill reduced 1.5% of Maximum Mana from 3% of Maximum Mana.



Following up on our Cinderhulk changes, we still think ‘ol Graggy’s taking up too much space in the jungle, so we’re trimming some fat (not literally – that’s gross) where we can. This might not be the change that gives jungle competitors some space to breathe, but at least letting his belly hitbox match the visuals is a good first step.

Body Slam (E): MOVING COLLISION RADIUS 200 ⇒ 180



In terms of objective power shifts, this reduces some of Jinx’s early game strength and trades it for a bit more lategame power. Philosophically we want to continue highlighting Jinx’s late, late game potential, but we were also seeing her start to crush turrets early on once she got a snowball rolling. You might call a change like this a power curve Switcheroo! but then we’d have to hit you for trying too hard.

Switcheroo (Q): MINI-GUN BONUS ATTACK SPEED 30/55/80/105/130% ⇒ 30/40/50/60/70%
NEW! Mini-gun now gains 0/2/4/6/8/10/15/20/25/30/35/40/45/50/55/60/65/70% additional attack speed based on Jinx’s level.



Let’s talk Karma.

Right now, while Karma does have a small – but dedicated – player base, she’s someone we’ve put on our radar as an opportunity to improve. Specifically, while Karma does a number of things well (mid-range poke, movement-based team engagement, solo lane dueling), she hasn’t really been stand-out in any category for some time and hasn’t been able to scale well as the game progresses. Up front: these changes aren’t going to “fix” everything (honestly no change does that!) – we just wanted to highlight more of Karma’s unique strengths (utility and control) while also giving her that lategame scaling potential (a ramped up cooldown refund on Gathering Fire and much stronger utility potential in R-W / R-E). While these changes do reduce some of Karma’s dueling threat, it’s important to note that we’re not trying to commit her to a duo-support lane or a solo lane specifically – just that we’re trying giving her access to an end game fantasy (there’s a word we haven’t heard in a while) and feel we can do it through her more distinctive powers. Quick note on removing the damage on Mantra’d W / E – a goal here was to differentiate Karma’s contextual decision making when selecting an ability to Mantra (super root? mega shield?), so we went down that path. Additionally, removing damage on R-E means we can up the ante on Gathering Fire’s cooldown reduction without seeing Karma throw out a Mantra’d E every 6 seconds in clumpy team fights.

Gathering Fire (Passive): MANTRA COOLDOWN REFUND – SPELL HIT 2 seconds at all levels ⇒ 2/2.5/3 seconds at levels 1/7/13
MANTRA COOLDOWN REFUND – BASIC ATTACK 1 second at all levels ⇒ 1/1.25/1.5 seconds at levels 1/7/13

Focused Resolve (W): NEW! Can now target monsters. ABILITY POWER RATIO 0.6 ⇒ 0.9
Renewal (W) – Mantra: REMOVED! BONUS DAMAGE 75/150/225/300 (+0.6 ability power) ⇒ No longer adds additional damage
NEW Using Renewal now increases the duration of Focused Resolve’s root – if triggered – by 0.5/0.75/1/1.25 seconds.

Inspire (E): Cooldown reduced to 10/9.5/9/8.5/8 seconds from 10 seconds at all ranks.
Shield amount reduced to 80/110/140/170/200 from 80/120/160/200/240.
Mana Cost reduced to 60/65/70/75/80 from 60/70/80/90/100.

Defiance (E) – Mantra: NEW! Using Defiance now increases the primary target’s shield amount by 30/90/150/210 (+0.3 ability power).
REMOVED! DAMAGE 60/140/220/300 (+0.6 ability power) magic damage ⇒ No longer damages enemies.
AREA-OF-EFFECT SHIELD 30/70/110/150 ⇒ 50% of the primary target’s shield amount.



Skinny Zenith Blade. Leona’s actually been climbing the power rankings for a little while, so we’re applying a light touch here. Zenith Blade’s actually got a super wide hitbox that nobody notices (it was close to Sona’s Crescendo width!), so we’re just matching up those visuals.

Zenith Blade (E): MISSILE WIDTH 90 ⇒ 70



Trying to throw some love to support Lulu without just cranking up solo-lane Lulu, who we think is in a pretty decent spot.




Rek’Sai’s one of those gals who’s been very strong for some time, and it’s something we couldn’t help but notice when she stayed viable and competitive through two large shifts in the jungle item metagame (Warrior and Cinderhulk). That said, we don’t just want to kick her out of the feasibility forest (the diversity dirigible flies over it), so we’re going for a light change to reduce the reliability of her level 3 ganks.

Base Health reduced to 570 from 611.2.



We’ve got some follow-up adjustments for everyone’s favorite rogue mage with bad teeth – specifically just streamlining some of those buff durations.

Arcane Mastery (Passive): UPERCHARGED MASTERY All buffs (stacks, shield, etc) associated with Arcane Mastery now apply at the end of the spells’ cast time ⇒ beginning of spells’ cast time
SUPERCHARGED DURATION 3/4/5/6 seconds (based on ranks in R – Desperate Power) ⇒ 6 seconds at all ranks

Overload (Q): BASE DAMAGE 65/90/115/140/165 magic damage ⇒ 65/95/125/155/185 magic damage

Desperate Power (R): DURATION 4/5/6 seconds ⇒ 6 seconds at all ranks




Heads up: Due to a behind-the-scenes mistake, we only changed Sejuani’s tooltip and not her actual in-game damage. In other words, no functional power change has been made but her tooltip will read otherwise. We’re going to get this change into the next hotfix or the next patch. Sorry!

For a tanky, crowd-control focused armor lady, Sejuani’s dealing a whole boar-load of damage (sorry) in addition to her super disruptive glacial powers. Reducing some of that damage lets us focus Sej on what she does best – being a tanky, crowd-control focused armor lady (we just said that).

Flail of the Northern Winds (W): BONUS MAGIC DAMAGE 4/5.5/7/8.5/10% of target’s maximum health ⇒ 4/4.5/5/5.5/6% of target’s maximum health.



Unstoppable Onslaught (R): Fixed a bug where Unstoppable Onslaught was scaling with the target’s bonus attack damage instead of Sion’s.



We wanted to give this fabulous Gem Knight a little love and realized that the mana cost of Imbue was pretty outrageously high. So we reduced it.

Imbue (Q): Mana Cost reduced to 60/70/80/90/100 from 60/80/100/120/140.


The following skins will be released at various times during Patch 5.10:
Order of the Lotus Irelia750 RP

Order of the Lotus Irelia Splash Art

Order of the Lotus Irelia IV

Order of the Lotus Irelia Poses I


Knockout Lee Sin1350 RP

Knockout Lee Sin Splash Art

Knockout Lee Sin III

Knockout Lee Sin Poses


Nightmare Tryndamere750 RP

Knightmare Tryndamere Splash Art

Nightmare Tryndamere III

Nightmare Tryndamere Poses



Ardent Censer
Ardent Censer
The real important thing here is the crit text. It looks all floaty and satisfying for people who like to buff other people.
Anyway. When Ardent Censer was first released it had a lot of potential for shield / heal-based champions but they often found themselves trying to decide what to give up for what was effectively an attack speed buffing item. On reconsideration, we think this item could be a pretty sparkly pickup if it just had a wider range of applications. Now it’s like a mini Help, Pix! that can scale off your allies’ attack speed!
NEW! Ardent Censer’s attack speed buff now also grants +30 magic damage on hit.
ATTACK SPEED BUFF Your heals and shields on another unit grant them +25% bonus attack speed ⇒ +15% bonus attack speed
NEW! Magic damage proc shows critical hit texts for the champion who buffed his/her/its (hi Bard) friends.
REMOVED! Ardent Censer’s buff is now only applicable to champions, as giving an entire creep wave +30 magic damage on hit would be obnoxious.
Short story: Ancient Coin’s in a pretty rough spot. Not only does it give less combat stats and less gold than its gold generating brethren (aka you give up a lot of lane presence and don’t get much in return), but Righteous Glory has also gone and stolen Talisman’s premier “push a button and run at them fast” item identity. We’re not going to take away Righteous Glory’s hard-earned… glory, but we’re just bringing some parity to the playground while also giving some more “run at your fast” potential with that lower active cooldown.

Ancient Coin
Ancient Coin
UNIQUE Passive – Favor: Gold granted per nearby minion death increased to 3g from 2g.
Nomad's Medallion
Nomad’s Medallion
UNIQUE Passive – Favor: Gold and health granted per nearby minion death increased to 4g and 10 Health from 3g and 5 Health.
Talisman of Ascension
Talisman of Ascension
UNIQUE Passive – Favor: Gold and health granted per nearby minion death increased to 4g and 10 Health from 3g and 5 Health.
Active cooldown reduced to 40 seconds from 60 seconds.
Bilgewater Cutglass
Bilgewater Cutglass
Active: Cast Range increased to 550 from 450.
Blade of the Ruined King
Blade of the Ruined King
We get a decent amount of ‘bug reports’ for Blade of the Ruined King, but they’re mostly related to the fact that the active range of BotRK is slightly out of sync (that is, shorter) than basic ranged autoattack ranges. This item actually used to have a 550 range, but it was pretty terrifying on melee champions. That said, since we’ve reduced the active damage portion of this item, we think we can bring that range sync back.
Active: Cast Range increased to 550 from 450.
Banner of Command
Banner of Command
Tweaking a few numbers. Basically the indicator said the range to use Banner was 700, but it was really 1000. We’re increasing it to 1200 anyway to match that aura range.
Active: Cast Range increased to 1200 from 1000 (indicator said 700).


We actually shipped this behind-the-scenes performance upgrade in 5.9, but weren’t sure if it would ‘stick’ or if it solved everything in the first place. Now that it’s had a patch to bake, we think it’s… doing well? Let us know if you run into issues with the shop freezing.

We’ve added some performance upgrades to the shop to (hopefully) solve most issues with freezing – let us know if they helped!


Right now, going deep into the utility tree isn’t a super viable path, so we’re adding a little spice where we can.
Grants 3 Gold and (8 Gold on Melee) each time an enemy champion is attacked. This cannot trigger on the same champion more than once every 5 seconds.
Experience granted increased to 10 experience every 10 seconds from 5 experience every 10 seconds.
Expanded Mind
Expanded Mind
Switched places in mastery tree with Meditation.
Mana granted changed to +25 from 2%.
Ranks: 25/50/75/100 Mana
Movement Speed granted changed to 20 from 5%.
Switched places in mastery tree with Expanded Mind.
Restores 0.5/1.0/1.5% of missing Mana every 5 seconds, from 1/2/3.
Cooldown reduction of active items increased to 8/14/20% from 4/7/10%.


A few patches back we made a functionally non-impacting change to Super Minions. Short summary: they used to give themselves their own armor / resistance / damage aura. We thought that was a little janky so we just gave them higher base stats and didn’t allow for the self-aura application.

The previously described change is completely unrelated to the reasoning behind this change – we just wanted to highlight it so the below numbers make sense. Here we’ve just realized that magic damage dealers don’t have enough sustained damage to deal with these tanky brutes, so we’re reducing a bit of that MR.



We’re cleaning up a few exploit cases where solo ranged attackers are resetting monster aggro to clear camps without taking damage. Be careful with those leashes!

NEW! When a monster loses aggro due to range, its leash counter increases by 1 (the same as if that monster had targeted a different champion). If the monster re-acquires a ranged target after being hit, it will also increase its leash counter by 1 (the same as if that monster had re-acquired its original target). This basically means that ranged attackers can now only solo-reset a monster camp 3 times, down from 6.
LEASH RANGE 750 ⇒ 700


Some people were asking for more critters; others were asking for them to go away. Let’s…do both.

  • Added a “Hide eye candy” toggle in the Game tab of the Options menu. Disabling this option will hide visual flair such as persistent critters (the ones that hang around after 1:55), water ripples and other moving elements which aren’t relevant to gameplay.
  • Added a few more critters to Summoner’s Rift!

On a side note, we’ve been making a bunch of small touch-ups to the map over the past couple of months (as promised when we launched the updated Rift). We prefer to avoid overhyping these updates patch-by-patch, but we’ll at least take this opportunity to confirm that you’re not going crazy: Baron pit did not always have purple disco runes.


We like a good snowball fight, but things were getting a little ridiculous. Our primary goal was to give bruiser/tanky types the balls (snowballs, man) they needed to get into the fight, but when you see Ashe running Mark/Dash trying to snipe off a squishy backliner, something’s probably up.

Range reduced to 1600 from 2500.
Cooldown increased to 40 seconds from 20 seconds.
DAMAGE SPLIT Damage is split between Mark and Dash by 33.3%/66.% ⇒ 50%/50%


Ranked decay is an extremely impactful component of the Leagues system, but one that didn’t make a lot of noise as it was about to kick in. Previously, you’d only get a one-time notification as you approached the decay threshold. We’re dialing up the frequency of inactivity warnings to ensure that the risk of decay stays front-of-mind, hopefully cutting out cases where players simply forget to maintain their ranking.

Some clarification for below: we haven’t changed our inactivity thresholds, this is just a good opportunity to resurface them.

Players in danger of ranked decay will receive an inactivity warning notification just once ⇒ every time they log in until becoming active again.
MASTER & CHALLENGER SOLO Decay starts after 10 days of inactivity, with warnings during the final 3 days.
MASTER & CHALLENGER TEAM Decay starts after 28 days of inactivity, with warnings during the final 9 days.
PLAT & DIAMOND Decay starts after 28 days of inactivity, with warnings during the final 9 days (both solo and team queues).
BRONZE, SILVER & GOLD Unaffected by ranked decay. No warning notifications needed!


  • Fixed a bug where enemy Stealth Wards placed and immediately caught by Sweeping Lens (or its upgrades) would still briefly turn invisible at the moment they naturally stealth after placement.
  • Banshee’s Veil now properly blocks the active effect of Frost Queen’s Claim.



Hexakill: Twisted Treeline will be making a return during patch 5.10!

May 27, 2015
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