LoL 14.1 Patch Notes: Buffs, Terrain Changes, Ranked 2024

The first League of Legends patch for 2024 is here and we're taking a look at all the changes in regards to ranked, void, terrain, items and much more.

LoL 14.1 Full Patch Notes: Champion Buffs & Nerfs, Ranked Season 2024
Riot Games

League of Legends Season 14 is upon us as Riot Games has released one of the most ambitious versions of the game. Huge changes to the map terrain, new items, and neutral objectives to name a few, we will be going over all of the fine details in the very extensive Patch 14.1. 

Not only will we see a complete shift to the meta, but perhaps even see new champions pop off as many players hurry to find new strategies for winning matches. Having said that, there is a lot to go through in this massive patch, so we will be providing brief commentary for all of the changes that will be added to League of Legends once Season 14 kicks off.

Ranked Season 2024 Void Changes Terrain Changes Champion Buffs
Jungle Damage  Item Changes Rune Changes Tower Changes
Ranked Changes Fist Bumps Dynamic Music In-game Quests
ARAM Changes Progression Changes Game Spectator Changes Mythic Shop
Mythic Shop      

 

Ranked Season 2024 - Split 1

League of Legends is kicking of Split 1 for Season 2024 on January 10th. Ranked queues will be disabled for a couple of hours, until Patch 14.1 is up and running. Check out the full schedule here.

Season 2024 Split 1 starts at 12:00:00 January 10, 2024 according to regional local time everywhere except for LA1 and NA1:

  • LA1 starts at 9am, Jan 10 CST
  • NA1 starts at 7am, Jan 10 PST

 

Ranked Season 2023 - Split 2 Rewards

League of Legends is releasing Victorious Tryndamere skin with Patch 14.4 as a Ranked Season 2023 Split 2 reward. If you've reached Rank Gold and above you'll recieve this skin.

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LoL 14.1 Patch Notes: Void Changes

With patch 14.1 League of Legends introduces the Voidgrubs and Voidmites to the Summoners Rift - a brand new objective. This is guaranteed to change the gameplay, as this objective can easily be taken from a top laner or bot lane. Check out this article for more information.

  • Three Voidgrubs spawn at 5 minutes into the game.
  • Each Voidgrub will spawn 4 Voidmites every 12 seconds in combat.
  • Voidgrubs can respawn once per game as each one has their own individual respawn timer of 4 minutes, so feel free to just take one and walk away.
  • On death, Voidgrubs will give other nearby Voidgrubs a 25% Maximum Health + 25% Missing Health shield that decays over 10 seconds.
  • Killing one Voidgrub grants the player and allied teammates one stack of the Hunger of the Void Buff, which causes your non-proc attacks to deal bonus true damage to structures over 4 seconds. This damage will scale with the number of Voidgrubs slain at a rate of 4 (melee) / 3 (ranged) true damage every 0.5 seconds per stack.
  • Once your team hits 5 stacks of the buff, you will spawn 1 Voidmite to help when attacking towers (15 second cooldown). At 6 stacks the amount of Voidmites is increased to 2. Voidmites summoned by players have the same stats as a melee minion, but with 40% less health and 50% more movespeed.
  • Voidgrubs despawn at 13:45 in-game time (or 13:55 if Voidgrubs are in combat) to make way for Rift Herald.
  • The first Voidgrub taken per spawn group* will count as an epic takedown reward for the first one you participate in killing. For example, Cho’Gath can get one epic monster stack from the first Voidgrub he kills in the first spawn group, and then one more if he kills a Voidgrub that spawned in the second group. (*The Voidgrubs that spawn at 5 minutes are the first spawn group, and once slain the Voidgrubs that replace them are the second spawn group.)
VOIDGRUBS
  • Health: 250 (+250 per minute of game time)
  • Attack Damage: 10 (+2.5 per minute of game time)
  • Attack Speed: 0.5
  • Armor: 0
  • Magic Resistance: 0
  • Movement Speed: 350
  • Attack Range: 500 units
  • Experience: 75 (+2% per level over 4*) (*Level is calculated as the average level of champions in the game, rounded up)
  • Gold Given on Takedown: 20 gold to the killer + 10 gold per player (including killer)
VOIDMITES (when summoned by Voidgrubs)
  • Health: 20 (+40 per minute of game time)
  • Attack Damage: 6 (+0.5 per minute of game time)
  • Attack Speed: 2
  • Armor: 0
  • Magic Resistance: 0
  • Movement Speed: 420
  • Attack Range: 125
  • Experience: 0
  • Gold Given on Takedown: 1 gold to killer

 

 

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Rift Herald Revamp

The Rift Herald is also getting some changes, to match the newly released to LoL Voidmites and Voidgrubs. There won't be only visual changes, as League of Legends is offering some interesting new gameplay, such as allowing a player to choose when the Herald starts charging and much more:

  • If you or an allied teammate summon the Rift Herald, one player (either the user or a teammate) can right click the Herald in order to hop onto Shelly. Right clicking any direction while channeling onto Herald will allow the player to pick where Herald will start charging. While charging, players can steer the Rift Herald while she charges forward (similar to a Sion ultimate).
  • The Rift Herald receives 1 use of Charge when summoned which is consumed as soon as a player hops onto Herald (or when Herald automatically Charges a tower unpiloted). In the event a nearby enemy tower or inhibitor is destroyed, Herald will receive an additional Charge. This Charge (and cooldown) is displayed on Rift Herald’s health bar.
  • The Charge lasts for up to 14 seconds, starting at 150 movement speed and ramping up to 600 movement speed over 5 seconds (this is increased by 75% when charging towards an enemy tower). The charge will end upon collision with a structure or terrain, reducing the Herald’s health by 66% and ejecting the player 200 (+75% of player’s attack range) units in the opposite direction of the charge. In the event Herald’s Charge hits a live tower the ejection distance is increased to 700 (+75% of player’s attack range) units.
  • If a player steers the Rift Herald through enemies (including champions), the enemy will receive 250 true damage and be knocked airborne.
  • If a player steers the Rift Herald into an enemy structure a bonus 2000 (+0-750 based on average champion level) damage will be dealt to the structure, 5 (+ the number of Hunger of the Void stacks of the user) Voidmites will be spawned to attack the tower, and the player will gain a temporary shield.
  • NEWRift Herald now has Baron’s Gaze which reduces damage taken from the last enemy attacked by 50%.
  • Empowered Recall: The holder gains Empowered Recall until the Eye is used/expires ⇒ All allied champions who assisted in killing Herald gain a single completed use of Empowered Recall
  • Sharing (Gold) is Caring: Rift Herald grants any gold it gains from turrets/turret plates to the player that summoned them (if they weren't around) ⇒ Rift Herald grants any gold it gains from turrets/turret plates to all champions who assisted in killing the Herald
  • NEWAuto Cast: Upon expiring, the Eye of the Herald will auto-cast with no channel time and summon Rift Herald. In the event your champion is currently dead, the Herald will spawn in your team’s fountain.

 

 

Voidborn Sentinel and Voidborn Brambleback

Voidbron Sentiel
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In every League of Legends matcg, at the 20-minute mark, Baron Nashor triggers a transformation for Blue Sentinel and Red Brambleback into Voidborn Sentinel and Voidborn Brambleback, each with 30% more health and increased durability. Despite the added challenge, the reward is substantial - defeating these Voidborn creatures grants their buffs to the entire team of the victorious player, excluding any deceased allies. Additionally, both the original and Voidborn versions of Blue and Red buffs undergo adjustments.

  • Crest of Insight (Blue Buff): 5/10/15/20 Haste  10 Haste
  • Crest of Cinders (Red Buff): 0.5/1/3/5% Max Health Regeneration (levels 1/4/6/11)  0.5/1/3% Max Health Regeneration (levels 1/4/6)
  • When the buffs become Voidborn they no longer transfer to opponents upon the owner’s death (mainly to prevent giant messes with everyone having buffs all the time)

 

Draconic Sentinel and Brambleback

Draconic Sentiel
Riot Games

Patch 14.1 isn't introducing only Void changes, but also some Draconic inovations:

  • Upon death, Draconic Sentinel and Brambleback will give the champion that slayed them a version of their respective buff (buffs unchanged) and drop a duplicate of their buff at their original spawn location. Only one buff will be shareable with allies while the other must be claimed by an allied champion with a jungle item in their inventory (unchanged vs live).
  • Starting at 20 minutes, once slain the Draconic Brambleback and Sentinel will respawn as their Voidborn counterparts.
  • Blue/Red Buff sharing mechanics are no longer tied to Jungle item progression.

 

Baron Nashor and Terrain Changes

Find out more about the 14.1 Patch Changes, concerning Baron Nashor and the terrain in this article.

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LoL 14.1 Patch Notes: Terrain Changes

New LoL Map Season 14
Riot Games

Patch 14.1 brings huge changes to League of Legends' map. This will give a new feeling to the game and players need to be prepared. Check out the full rundown of the new LoL map here.

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LoL 14.1 Patch Notes: Champion Buffs

Hwei LoL

Hwei

  • Base Armor: 18 ⇒ 21

Hwei is getting a small buff related to his base armor, in order for player to get used to the champion easier. His performance will continue to be monitored because of his low winrate.

LoL 14.1 Patch Notes: Jungle Damage Adjustments

League of Legends will be closing the gap between fast and slow jungle farming champions. To maintain balance, a cap against epic monsters has been introduced to align with the DPS tuning from the previous patch, considering the overall increase in pet DPS.

  • Champion Bonus Damage to Non-Epic Monsters: 42% ⇒ 25%
  • Pet Damage per Second: 15.5 (+10% bonus AD) (+12% AP) (+20% bonus Armor) (+20% bonus Magic Resistance) (+ 3% bonus Health) true damage ⇒ 20-90 (based on level) (+10% bonus AD) (+12% AP) (+20% bonus Armor) (+20% bonus Magic Resistance) (+ 3% bonus Health) true damage
  • Pet Damage per Second Cap vs Epic Monsters: 16-40 (based on level)

 

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LoL 14.1 Patch Notes: Item Changes

Patch 14.1 in League of Legends gives players some changes to core items, along with some new additions. For full notes on items refer to this article

Mage Item Changes

Crown of the Shattered Queen, Everfrost, Leeching Leer, Demonic Embrace, and Stopwatch/Perfectly Timed Stopwatch have been removed from League of Legends which brings changes to other items:

Riftmaker

Riftmaker

  • Total Cost: 3000 gold
  • Item Recipe: Haunting Guise + Fiendish Codex + 800 gold
  • 80 Ability Power
  • 15 Ability Haste
  • 350 Health
  • Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage (max 10%). At maximum strength, gain 10% (melee) / 6% (ranged) Omnivamp.
  • Void Infusion: Gain 2% of your bonus health as Ability Power.
  • Omnivamp updated with the following: Omnivamp heals you for a percentage of damage you deal, with reduced effect (20% effectiveness) on minions and monsters. Additionally, Omnivamp heals you for the full amount with Pet or AOE damage.
Malignance

Malignance

  • Total Cost: 2800 gold
  • Item Recipe: Lost Chapter + Fiendish Codex + 700 gold
  • 80 Ability Power
  • 20 Ability Haste
  • 600 Mana
  • Scorn: Gain 20 Ability Haste for your Ultimate.
  • Hatefog: Whenever you damage an enemy champion with your Ultimate, burn the ground beneath them for 3 seconds, dealing 60 (+6% AP) magic damage every second and reducing their Magic Resistance by (1 per user level) for as long as they are on the burning ground. (Note: Radius increases based on damage done 250 (+2^(Damage Amount/100)) ; with a maximum radius of 550.)
Luden's Companion

Luden's Companion

  • Total Cost: 3000 gold
  • Item Recipe: Lost Chapter + Hextech Alternator + 700 gold
  • 90 Ability Power
  • 20 Ability Haste
  • 600 Mana
  • Load: Gain a Shot Charge every 3 seconds, up to a maximum of 6.
  • Fire: Damaging abilities consume all Shot charges to deal an additional 40 (+ 8% AP) magic damage to the target and one additional nearby target per charge. If there are insufficient targets in range, for each remaining Shot, repeat the damage on the primary target dealing 35% of the damage.
Screenshot 2024-01-09 at 22

Stormsurge

  • Total Cost: 2900 gold
  • Item Recipe: Hextech Alternator + Aether Wisp + 950 gold
  • 100 Ability Power
  • 10 Magic Penetration
  • 5% Movement Speed
  • Passive - Stormraider: Dealing 35% of a champion's maximum health within 3 seconds applies Stormsurge to them and grants the user 25% movement speed for 2 seconds. 30 second cooldown.
  • Passive - Stormsurge: After 2 seconds, Stormsurge strikes the target with lightning, dealing 120-260 (based on level) (+ 40% AP) magic damage to them. If they die to the lightning or before the lightning strikes, it detonates immediately in a large area around them and you gain 30 gold.
Hextech Rocketbelt

Hextech Rocketbelt

  • Total Cost: 2500 gold
  • Item Recipe: Hextech Alternator + Kindlegem + 600 gold
  • 60 Ability Power
  • 300 Health
  • 15 Ability Haste
  • Active - Supersonic: Dash in a target direction, unleashing an arc of magic missiles that deal 175 (+15% AP) magic damage. 40 second cooldown.
Haunting Guise

Haunting Guise

  • Total Cost: 1300 gold
  • Item Recipe: Amplifying Tome + Ruby Crystal + 500 gold
  • 35 Ability Power
  • 200 Health
  • Passive - Madness: For each second in combat with enemy champions, deal 2% bonus damage (up to a maximum of 6%).
Hextech Alternator

Hextech 

Alternator

  • Total Cost: 1100 gold
  • Item Recipe: Amplifying Tome + Amplifying Tome + 300 gold
  • 50 Ability Power
  • Passive - Revved: Damaging a champion deals an additional 50-125 (based on level) magic damage. 40 second cooldown.

Fighter and Diver Items

Patch 14.1 removes Goredrinker, Divine Sunderer, Silvermere Dawn, and Ironspike Whip from LoL. Here are the highlights:

Blade of the Ruined King

Blade of the Ruined King

  • Total Cost: 3200 gold
  • Item Recipe: Vampiric Scepter + Pickaxe + Recurve Bow + 725 Gold
  • 40 Attack Damage
  • 25% Attack Speed
  • 8% Lifesteal
  • Passive: Mist's Edge: Attacks apply an additional 12% (melee) /9% (ranged) enemy current Health physical damage on-hit.
  • Passive: Clawing Shadows: Your first basic attack against an enemy champion slows them by 30% for 1 second (15 second cooldown).
Eclipse

Eclipse

  • Total Cost: 2800 gold
  • Item Recipe: Pickaxe + Long Sword + Caulfield’s Warhammer + 800 gold
  • 70 Attack Damage
  • 15 Ability Haste
  • Passive - Ever Rising Moon: Hitting a champion with 2 separate attacks or abilities within 1.5 seconds deals 8%/4% max health bonus physical damage and grants you a 160 (+40% bonus AD) (melee)/ 80 (+20% bonus AD) (ranged) shield for 2 seconds (6 second cooldown).

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Tank and Support Tank Items

Turbo Chemtank, Radiant Virtue, Gargoyle’s Stoneplate, Aegis of the Legion, Evenshroud, Radiant Virtue, and Lifewell Pendant have been removed with patch 14.1.

Heartsteel

Heartsteel

  • Total Cost: 3000 gold
  • Item Recipe: Giant's Belt + Crystalline Bracer + Ruby Crystal + 900 gold
  • 800 Health
  • 200% Base Health Regeneration
  • Passive - Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 100 (+10% of health from Items) bonus physical damage, and grants you 12% of that value as permanent maximum health. 30 second cooldown per target.
  • Passive - Goliath: For each 100 maximum health, gain 3% increased size, up to 30%.

Assasin Items

With this patch LoL aims to to remove some of the more potent defensive tools used by assasins, offering more lethal choices instead.

  • Lethality has been adjusted to be 1 armor penetration per 1 point of Lethality rather than 0.6-1 Armor Penetration per lethality based on level. 
  • Duskblade of Draktharr and Prowler’s Claw has been removed.
Serrated Dirk

Serrated Dirk

  • Total Cost: 1100 ⇒ 1000
  • Item Recipe: Long Sword + Long Sword + 400 gold ⇒ Long Sword + Long Sword + 300g
  • Attack Damage: 30 ⇒ 25
  • Unique Passive - Gouge: Unchanged
Youmuu's Ghostblade

Youmuu's Ghostblade

  • Total Cost: 3100 ⇒ 2700 gold
  • Item Recipe: Serrated Dirk + Caulfield's Warhammer + 900 gold ⇒ Serrated Dirk + Rectrix + 1100 gold
  • Attack Damage: 60 (unchanged)
  • Lethality: 18 (unchanged)
  • Ability Haste: 15 ⇒ 0
  • Active - Wraith Step: Gain 25% movement speed and ghosting for 6 seconds ⇒ Gain 20% movement speed and ghosting for 6 seconds
  • Passive - Haunt: Gain 40 Move Speed while out of combat (Note: the Spectral Shard mechanic has been removed

Marksmen Items

Rageknife and Galeforce have been removed, along other changes to marksmen items.

Kraken Slayer

Kraken Slayer

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: Noonquiver + Cloak of Agility + Recurve Bow + 400 gold (unchanged)
  • Attack Damage: 40 (unchanged)
  • Attack Speed: 30% ⇒ 35%
  • Critical Strike Chance: 20% (unchanged)
  • Passive - Bring it Down: Unchanged (Note: Kraken Slayer’s interaction with Guinsoo’s Rageblade’s Phantom Hits passive is being reintroduced)

Support Items and Quests

League of Legends has been working on new quests for support items, plus making them a lot more powerful, so supports can become more important.

Relic Shield, Targon’s Buckler, Steel Shoulderguards, Runesteel Spaulders, Spellthief’s Edge, Frostfang, Spectral Sickle, and Harrowing Crescent have been removed.

World Atlas

World Atlas

  • Total Cost: 400 gold
  • 30 Health
  • 25% Mana Regeneration
  • 25% Health Regeneration
  • 3 gold per 10 seconds
  • Support Quest: Earn 500 gold from this item to transform it into Runic Compass and gain the ability to hold wards.
  • Gold Generation: Gain a charge every 18 seconds, up to 3 charges. While nearby an ally champion, consume a charge to earn gold via the following methods: 1) Damaging abilities and attacks against champions or structures grant 30 (melee) / 28 (ranged) gold and 2) killing a minion by any means grants you 20 gold and the nearest allied champion the same amount of gold they would have received had they killed the minion.

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Enchanter Items

Patch 14.1 removes Chemtech Putrifier and Chalice of Harmony from League of Legends.

Staff of Flowing Water

Staff of Flowing Water

  • Total Cost: 2100 ⇒ 2300 gold
  • Item Recipe: Aether Wisp + Forbidden Idol + 450 gold ⇒ Fiendish Codex + Forbidden Idol + 600 gold
  • Ability Power: 35 ⇒ 40
  • Mana Regeneration: 75% ⇒ 125%
  • 15 Ability Haste
  • 8% Heal and Shield Power (unchanged)
  • 5% Movement Speed removed
  • Passive - Rapids: Healing or Shielding allied champions (excluding the user) grants you and them 30 - 45 ability power and 20 ability haste for 4 seconds. ⇒ Healing or Shielding allied champions (excluding the user) grants the user and allied champion 30 Ability Power and 10% bonus Movement Speed over 3 seconds.

Starting Items

Some well-known basic items are getting changed and revamped in this most recent LoL patch.

Doran's Blade

Doran's Blade

  • Lifesteal: 3.5%
  • Omnivamp: 2.5% ⇒ 0
Doran's Ring

Doran's Ring

  • Unique Passive - Drain: Restore 1 mana per second, increased to 1.5 if you’ve damaged an enemy champion in the last 10 seconds (gain 45% of this value as health instead if you cannot gain mana) ⇒ Restore 1.25 mana per second (gain 45% of this value as health instead if you cannot gain mana)

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LoL 14.1 Patch Notes: Rune Changes

We have a new replacement for the Perfect Timing rune since Stopwatch will no longer be in the game.

RuneTriple Tonic

new

Triple Tonic 

  • At level 3, gain an Elixir of Avarice.
  • Elixir of Avarice: On use, gain 5 true damage on-hit against minions for 60 seconds. At the end of this effect, gain 40 gold.
  • At level 6, gain an Elixir of Force.
  • Elixir of Force: On use, gain 20 Adaptive Force for 60 seconds.
  • At level 9, gain an Elixir of Skill.
  • Elixir of Skill: On use, gain a skill point. (Note: This does not grant a level or modify the rules around adding skill points into abilities)

LoL 14.1 Patch Notes: Tower Changes

This is a very substantial change that will affect the way teams approach macro, especially when there will be new and revamped objectives to contest, map control will be very crucial to achieving victory.

Towers have been on the more fragile end for a while now, but with the addition of more tower damage coming from Voidgrubs, we thought it was time to give them a bit more durability.

We want towers to feel like something that you can actually protect and reduce how easy it is for some teams to immediately win by blasting through three towers. We're also adjusting the backdoor bonus (reduced damage to towers when there are no nearby allied minions) to be more potent as it was often being ignored by champions later into the game. Now it will also apply to true damage rather than entirely nullifying it so that it's consistent across damage types. 

    Inner Tower Health: 3600 ⇒ 4000
    Inhibitor Tower Health: 3300 ⇒ 3500
    Nexus Tower Health: 2700 ⇒ 3000
    Backdoor Bonus: Now reduces True Damage to towers rather than nullifying it entirely
    Backdoor Damage Reduction Amount: 66.666% ⇒ 80%

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LoL 14.1 Patch Notes: Ranked Changes

Very crucial changes to Ranked matches as players have been complaining about the state of the Emerald rank producing unfavorable games that often contain misplaced players with different skill levels.

Alongside the launch of the new season we’ll also be making some behind-the-scenes changes that should help improve the overall ranked experience. 

Narrowing Emerald Tier

While overall we believe the new Emerald tier is accomplishing our goal of spreading out the ladder, the range of skill levels within Emerald is currently a bit too wide, so we’re going to be making Emerald a bit smaller. This, among other changes, should also help to correct instances of players Emerald rank and above receiving more LP per loss than LP per win.

Visible Rank Differences

While promoting ranks was made easier in 2023, there weren’t any adjustments to demotions, which led to some players having much higher visible ranks than their actual MMR. To correct this, demoting has been made a little easier to help avoid situations where a player could have a visible rank of Platinum, but actually have a Silver MMR. Additionally, we’ve also made adjustments to matchmaking so that the range of visible ranks within a lobby are tighter.

Modified LP Gains:

The LP gain increase to +/-25 per game we introduced last year has done a good job of helping players move up or down a division within a session, which we’re currently pretty happy with. That said, We’ve learned that this amount of LP isn’t sustainable in tiers Emerald and above where breadth of skill is higher. Due to this, LP gains at Emerald Tier and above have been decreased to roughly +/- 20 per game.

New Player Placements: We’ve updated how new players are placed in Ranked which should place them closer to their appropriate skill level.

LoL 14.1 Patch Notes: Fist Bumps

Fist Bump Patch 14.1
Riot Games

A very neat feature was added to the game where players can show appreciation for good plays and teammates by doing a fist bump logo in-game.

Fist bumps. That’s right, Riot Games (whose logo is a fist bump) added an interactive fist bump into League of Legends for you to celebrate all the hype moments in game. All you need to do is activate the emote, wait for another team member to use the emote and then BOOM. Fist bump achieved. Queue the fireworks.

(Note: the default keybind for this is [U])

The fist bump emote will only be visible to allied teammates and, in the incredibly embarrassing event that a teammate does not fist bump you back, your fist bump can transform into a thumbs up.

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LoL 14.1 Patch Notes: Dynamic Music

Looks like the sound design team decided to pleasantly surprise us by adding even more flair and quality to music in League of Legends.

It’s been nearly 10 years since the last update of music for Summoner’s Rift (way back in 2015). And while we already have a music system that’s working, we wanted to find a way to level it up even more! With the addition of all of the new and updated Void creatures coming this season, we felt like there was a real opportunity to use music to enhance the feeling of taking these objectives. Cue Dynamic Music!

This new Dynamic Music system can be broken down into 3 components:

  • Locational Music
  • Contextual Music
  • Situational Music

LOCATIONAL MUSIC: CHANGES WITH YOUR LOCATION

We’re introducing musical “zones” into Summoner’s Rift. In other words, we play different music for different locations within the map as you enter them. Right now, it’s only the top side river (including the Baron pit) that has unique music, but make sure to go check it out!


CONTEXTUAL MUSIC: CHANGES WITH GAME STATE

Some of you might know that Summoner’s Rift’s base music evolves over time with the state of the game. The music gradually gets more complex and exciting as towers and inhibitors get taken down. So when we zone out the top side river, we also want it to have its own evolution within the zone as well.

Music will evolve as new objectives spawn with there being a total of 4 evolution states:

  • Neutral (nothing has spawned)
  • Voidgrubs
  • Rift Herald
  • Baron Nashor

Each of the monsters introduces their different personalities and stakes to the river—so naturally they each get their unique music as well!

SITUATIONAL MUSIC: CHANGES WITH YOUR ACTIONS

What if there was a way the music could react to what you, the player, are doing? The first place that feels like a natural tie-in is the idea of “raid boss music,”so why not add some music for these void objectives when you’re fighting them? This resulted in three unique pieces of music for when you are fighting Grubbies, Rift Herald, and Baron.

We hope that these changes make the map feel more alive and make each little corner of the map feel lived in and more interesting. We’re very excited for the launch of Dynamic Music for Summoner’s Rift and to see how you all like it!

All of these subtle nuances will further add to the in-game aesthetic and atmosphere, making team fights feel even more epic when both teams are contesting objectives.

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LoL 14.1 Patch Notes: In-Game Quests

A cool new mechanic to the game that will add more flavor to the League of Legends roster of champions that have lore-based rivalries or backstories so that players are even more engrossed in the characters they are playing.

From champions with sunglasses taking 1 less damage from Leona’s passive, to Rift Herald dance parties, hidden surprises are no stranger to League. In this patch, we’re introducing some additional in-game quests for a few champions to help bring their vibrant stories and personalities to life on the Rift! Read below for information on the quests, how to activate them, and the rewards you’ll get if you're able to win! 

Golden Ratio

  • Champions: Hwei and Jhin
  • Quest Information: Jhin or Hwei must be the first to kill the other using their ultimate ability, proving death or despair as the more powerful art.
  • Quest Activation Conditions: 1) Hwei and Jhin must be on opposing teams 2) Hwei and Jhin must both be at least level 12
  • Quest Rewards: If Jhin wins he turns Hwei into his virtuosic magnum opus, earning him 4.444 Lethality. If Hwei wins, his visions of pain, and peace, and art deepen, earning him 3.33% Magic Penetration

Fishing in the Lavender Sea

  • Champions: Bel’Veth and Jax
  • Quest Information: Will Bel’Veth’s grand ambitions come to life, or will Jax be able to protect his fishing spot? Jax and Bel’Veth compete over Baron Nashor, with the first to slay him emerging victorious.
  • Quest Activation Conditions: 1) Bel’Veth and Jax must be on opposing teams 2) Rift Herald must have been taken prior to Baron
  • Quest Rewards: If he wins, Jax receives 5 stacks of Bel’Veth’s Passive, Death in Lavender which grants 0.28%-1% Attack Speed (based on level) per stack, and 5 more stacks each time he scores a takedown on Bel’Veth. Should Bel’Veth prevail, killing Jax will drop a Void Coral that grants Bel’Veth her extended, empowered true form

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Bad Blood

  • Champions: Nasus and Renekton
  • Quest Information: Can Nasus stop Renekton’s rage and protect Shurima, or will Renekton’s wrath consume everything? Be the first the kill the other while your ultimate ability is active to come out on top
  • Quest Activation Conditions: 1) Renekton and Nasus must be on opposing teams, 2) both Nasus and Renekton must be level 11
  • Quest Rewards: The winner of Bad Blood will become 10% larger while in their increased ultimate size and its duration is extended by 10%, while the loser’s increased ultimate size will become 10% smaller

Battle of Spirit and Shadow

  • Champions: Shen and Zed
  • Quest Information: Can Shen stand against Zed’s shadows, or will the might of the dark prove too strong to overcome? Shen will win this quest if he takes down Zed before Zed kills two of Shen’s nearby allies (kill or assists will count). Zed will prevail if he kills two of Shen’s nearby allies without being taken down by Shen.
  • Quest Activation Conditions: 1) Shen and Zed must be on opposing teams 2) Shen and Zed must both be level 11
  • Quest Rewards: If Shen defeats Zed, the shield from his Ki Barrier will become 30% stronger. If Zed wins, his passive ability, Contempt for the Weak, will deal an additional 2% of the target’s maximum health

LoL 14.1 Patch Notes: ARAM Changes

It seems that ARAM enjoyers won't be getting any changes in this patch.

Due to the large amount of changes coming in this patch we won’t be making any changes to ARAM in 14.1, but we will be closely monitoring champion performance with the update and plan to implement follow up balance changes in the upcoming patch. 

Hopefully, in Patch 14.2 we will get some nice adjustments so that players do not abuse the new items too much.

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LoL 14.1 Patch Notes: Progression Changes

This Season will be very interesting in terms of progression as Riot Games is experimenting by dividing the season into 3 different splits, meaning that you will have less time to reach your desired rank, but the new LP changes should make up for this. 

SEASON START CAREER STAT RESET

  • Due to the start of the new Ranked 2024 Season, Split 1 career stats will be reset. 

SEASONAL CHALLENGES: 2024 SPLIT 1

 Seasonal Challenges are going to be released alongside each ranked split in the 2024 season! There will be three sets of Challenges, each with a new unique title earnable at the Master rank. The Split 1 title will be Voidborn and the new Challenges are as follows: 

  • Legendary Arms: 2024 Split 1 - Win Games with Legendary Items
  • Support Subsidy: 2024 Split 1 - Fully complete your support quest in 14 minutes
  • Crab Wrangler: 2024 Split 1 - Take both of the first Scuttle Crab spawns
  • The Brush Has Eyes: 2024 Split 1 - End the game with 20% more vision score than your role opponent
  • All Random All Champs: 2024 Split 1 - Earn an S- grade on different champions
  • Wurm Fishing: 2024 Split 1 - Take down Barons
  • Right Under Their Noses: 2024 Split 1 - Recall while unseen by an enemy champion
  • Always On Time: 2024 Split 1 - Kill Epic Monsters within 30 seconds of spawn

LoL 14.1 Patch Notes: Game Spectator Changes

Some nice quality of life changes for players who enjoy spectating games. It is great that you will be able to now spectate Arena and TFT games as well!

What better way to ring in the new season than watching your friends start their climbs? In this patch we’re introducing a few changes to League’s spectator system to help modernize it for players. Fun fact, the 3 minute spectator delay was originally tied to ward timers, which are now 2 minutes 30 seconds. Can you guess what the new delay is? Anyway, now you’ll be able to spectate with 30 seconds less delay on Summoner’s Rift games and YOU CAN NOW SPECTATE ARENA AND TFT GAMES. 

  • Summoner’s Rift Spectator Delay: 3 minutes ⇒ 2 minutes 30 seconds
  • ARAM Spectator Delay: 3 minutes ⇒ 60 seconds
  • Teamfight Tactics Spectator Delay: 60 seconds
  • Arena Spectator Delay: 60 seconds
  • Spectatable Game Time:
  • Spectators can view up to the last 5 minutes of gameplay prior to when they started spectating (may differ by region) ⇒ After clicking spectate, spectators will need to wait an amount of time equivalent to the delay before loading in, at which point they will be able to view the game time from when they pressed spectate onwards. The ability to view earlier gameplay prior to spectating has been removed, but don’t worry, you can still find footage of the full game using the replay feature.

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LoL 14.1 Patch Notes: Mythic Shop

Riot is also releasing the Mythic Shop rotation schedule for the upcoming patches.

In order to kick 2024 off right we’re sharing out the next several rotations for the Mythic Shop! Our goal here is to help you all plan out Mythic Essence acquisition and spending, so we’ll start out with a rolling list of approximately the next 3 months. This will include both the previously released Prestige and Mythic (aka Hextech) skins, but we’ll be leaving new Prestige skins and Seasonal Mythic skin reveals as their own surprise. As we near the end of the list, we’ll refresh it with the next three months of rotations unless we find that a different cadence is working better for the community.

The current rotation schedule continues on with the next rotation in patch 14.2. Starting from there, these are the upcoming skins in the next few patches: 

Coming in Patch 14.2

  • Prestige Empyrean K’Sante
  • Prestige PROJECT Zed
  • Prestige Pulsefire Thresh
  • Prestige Conqueror Jax

Coming in Patch 14.4

  • Prestige Mythmaker Sivir
  • Prestige K/DA Ahri
  • Prestige Battle Academia Leona
  • Prestige Star Guardian Neeko

Coming in Patch 14.6

  • Prestige PsyOps Ezreal
  • Prestige Winterblessed Warwick
  • Prestige Dragonmancer Volibear
  • Prestige Space Groove Nami
  • Dark Star Cho’Gath
  • Hextech Renekton

LoL 14.1 Patch Notes: QoL Changes & Bugfixes

Recently, Rioters asked players online to share feedback about champions that need to have some bugs addressed along with further improving the gameplay of others.

QoL Changes

  • Trinket wards have been updated to display the same visual effects as control wards when placing them. This is intended to further clarify the range that wards cover, especially with the terrain changes releasing this patch.
  • Qiyana R knockback duration has been increased slightly to reduce chances of R knockback not overlapping with wall stun.
  • Neeko R knockup will no longer move enemies outside of the stun range.
  • Shaco’s R clone will now mirror spell animations and recall visuals.
  • The amount of time required for Jarvan IV to reactivate his ultimate to lower the walls has been reduced from 1 to 0.75 seconds.
  • Sylas’ passive attacks are now single target for primary targets for the purposes of other systems. For example, this will let him proc Press the Attack or kill Yorick Ghouls while his passive is available.
  • Fixed a bug that caused Dark Harvest and Heartsteel to reveal Neeko when she's disguised.
  • Vel’Koz E travel time changed from a fixed 0.55 second travel time to 0.25-0.55 seconds based on travel time.
  • Vel’Koz E now creates its circular ability indicator 0.25 seconds after the ability was cast.

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Bugfixes

  • Mordekaiser R will no longer bring Akali Shroud with her through dimensions.
  • Qiyana’s W > Q fast buffer no longer sends her Q towards the 0,0,0 map coordinate.
  • Shaco’s R Clone will spawn with the same mana as Shaco and copy jungle mana regeneration (if he is a jungler)
  • Kog’Maw’s W no longer cancels his auto attacks when the W buff ends.
  • Fixed a bug that caused Fizz’s R water VFX to not show for the Fizz player.
  • Fixed a bug that caused Hwei’s EW to expire before reaching a moving target.
  • Fixed a bug that caused Neeko’s W to scale with ultimate ability haste.
  • Fixed a bug that caused Hwei to cast a different ability from the same subject if his previous cast was interrupted by an item usage.
  • Fixed a bug that sometimes caused Hecarim’s E to critically strike with 0% critical strike chance.
  • Fixed a bug that caused Hwei’s subjects to go on cooldown after certain rapid button press combinations.
  • Fixed a bug that sometimes caused Hwei to cast a different spell than the one he input while move casting.
  • Fixed a bug that caused Viego’s R to be replaced with Hwei’s R upon possessing him.
  • Fixed a bug that caused Janna’s allies to be able to receive bonus movement speed from her passive while Janna is dead.
  • Fixed a bug that caused Spear of Shojin’s passive to apply to Ultimate abilities.

Cosmetic Bugfixes

  • Bewitching Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Faerie Court Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Lunar Beast Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Prestige Lunar Beast Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.

LoL 14.1 Patch Notes: Upcoming Skins & Chromas

League of Legends players will be getting 5 new skins for 4 different champions with the theme being 'Dragonmancer'. You can check out all of the skins we have covered in our article, here.

Chromas

Riot Games has added chromas for the Dragonmancer skins along with some extra versions for other dragon-themed skins since 2024 is the year of the dragon.

Dragonmancer Kassadin

Dragonmancer Kassadin Chromas
Riot Games

Dragonmancer Rakan

Dragonmancer Rakan Chromas
Riot Games

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Dragonmancer Fiora

Dragonmancer Fiora Chromas
Riot Games

 

Dragonmancer Vayne

Dragonmancer Vayne Chromas
Riot Games

 

Dragonwing Corki

Dragonwing Corki Chromas
Riot Games

 

Dragonblade Talon

Dragonblade Talon Chromas
Riot Games

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Dragon Fist Lee Sin

Dragon Fist Lee Sin Chromas
Riot Games

 

Jade Dragon Wukong

Jade Dragon Wukong Chromas
Riot Games

 

Guqin Sona

Guqin Sona Chromas
Riot Games

 

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