Passive Staccato damage increased. Q ally bonus magic damage reduced. W heal increased. E ally move speed increased.
Sona, like Nami, is getting her defensive and utility outputs buffed with a compensation damage nerf in the fairly invisible Q aura. We’re juicing her Q-passive just a little as it’s currently the weakest option and is a more appreciable place to give her damage. We expect these changes to be power and appreciation up for Sona and her allies.
W magic damage decreased, healing increased, and bounce fall off reduced. E magic damage decreased.
Nami is at one of her historically weakest points and we think she could use a little love. In line with our other changes around support damage, we’re pulling out some mid-game damage through her E rank up and W AP ratio and re-adding it into her healing and overall teamfight output with W’s bounce power.
Base attack damage decreased.
Fiora’s a bit too strong, especially in early game where they’re supposed to be more of skill matchups than feel like she’s winning by default. So we’re going to adjust her ability to win sustained fights against other fighters by making a small change to her base AD.
Passive damage increased. W damage reduction increased. E damage increased.
Last patch, we preemptively nerfed Galio to ensure the changes didn't land too strong. Since he landed weaker than we expected, we'll be walking back on these nerfs as they're no longer necessary. We're specifically reverting nerfs that affect him more while he's in melee range, as he needs the durability from W and the damage from passive and E to secure kills during that window. While the passive ratio buff will also strengthen his full AP builds, we're okay with that result because it skews him mid and is still helpful for his AP and HP builds.
Base magic resist growth increased. Q bonus monster damage removed. W bonus monster damage removed. E bonus monster damage removed.
Rell has long held a spot in Pro play as a low-economy jungler who excels at securing objectives and succeeding on very little gold income. However, this specific set of strengths for this very small set of players have often prevented us from making adjustments that would be good for the 90% of Rell players who enjoy her in support. So we’re ripping off the bandage and removing all of Rell jungle’s monster modifiers, effectively removing her secondary role from the game. As these modifiers carried a little bit of power for her support gameplay, we’re giving her a small direct buff as compensation. If it’s not enough, we’re happy to give her a little more in two weeks' time.
Base armor increased. Q bonus damage based on crit chance increased.
Smolder got hit a bit harder than we wanted to last patch, so we’re returning some power in ways we think won’t be terribly frustrating. Now that he’s less evasive through E, he can stand to be more baseline durable. And now that his late-game power isn’t nearly as guaranteed, we’re going to return some damage in a way that asks him to build squishier items and be closer to his target.
Passive life steal increased. Q bonus physical damage increased.
Nasus hasn’t been performing so well in Solo Queue. We feel that he scales really well but struggles in lane, as he's able to be punished harshly. We'd like to reduce some of that harshness by increasing his Q damage to help him stack and trade better when using it on his opponent early. We’re also pairing this with an increase to his passive as we nerfed it when Divine Sunderer was still around and it’s no longer necessary to keep it lower.
R cooldown increased.
While we deeply love the bear (Editor add, not designer note), he’s still been a bit too much of a menace in Solo Queue and we’re not seeing that slow down much despite the previous nerfs. First, we’re removing an expectation-breaking interaction between his Q and Sundered Sky, which was granting him extremely large amounts of burst damage. Second, we think he needs a little bit more siphoned off and we feel like the bear enjoyers out there value the move speed from his Q more so than the frequency of the R so we want to pull back some of that previous R cooldown buff that we gave him.
Q bonus monster damage added. W bonus attack speed duration increased and mana cost increased. E cooldown refund increased when hitting monsters.
Olaf is intended to be a solid jungler but has had a hard time lately, and similar to Sylas, he’s already strong in solo lanes. We’d like to give him better tools to succeed as a jungler by increasing his clear speed, as it should be one of the highest in the game since objective control is his primary strength as a jungler.
While these changes will mostly help Olaf jungle they will still help him top some, so we're including an increase to his ultimate mana cost. We'll pay attention to how this lands and if it ends up restricting his mana pool by too much, we'll follow up to make sure he's still viable in top lane.
Fewer souls dropped from allied support items killing minions, more souls dropped from Senna killing minions.
We noticed a bug that arrived in patch 14.1 that made Senna get the full drop chance from allied support item executes, which substantially increased her power as a farming bot laner. We’re fixing that bug in this patch and returning her on-kill drop chance near where it was before.