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Patch 8.10 notes

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Patch Highlights

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<header class="header-primary"><h2 id="patch-champions">Champions</h2>
</header>
    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/sion/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/champion/Sion.png&amp;resize=64:" /></a>
            <h3 class="change-title" id="patch-sion"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/sion/">Sion</a></h3>
            <p class="summary">Base health regen decreased. E base damage decreased, damage ratio increased, and no longer deals bonus damage to secondary targets. E Armor shred now applies to secondary targets; duration increased.</p>
            <blockquote class="blockquote context">
                The bonus damage Sion does to secondary targets struck by Roar of the Slayer is just too much: too much waveclear, too much poke, too much long-ranged lane control. By having E apply the armor shred to all targets struck, Q damage will be higher on targets struck by E, and further incentivize him to max Q (or at least to ensure there are more tradeoffs when he does opt into the ranged control E offers).
            </blockquote>
            <hr class="divider" /><h4 class="change-detail-title">Base stats</h4>
            
                <span class="attribute">BASE HEALTH REGEN</span> <span class="attribute-before">10 per 5 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">9 per 5 seconds</span>
            
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/spell/SionE.png&amp;resize=32:" />E - Roar of the Slayer</h4>
            
                <span class="attribute">BASE DAMAGE</span> <span class="attribute-before">70/105/140/175/210</span> <span class="change-indicator">⇒</span> <span class="attribute-after">65/100/135/170/205</span>
            
            
                <span class="attribute">ABILITY POWER RATIO</span> <span class="attribute-before">0.40 ability power</span> <span class="change-indicator">⇒</span> <span class="attribute-after">0.55 ability power</span>
            
            
                <span class="attribute">SECONDARY TARGET DAMAGE</span> <span class="attribute-before">130%</span> <span class="change-indicator">⇒</span> <span class="attribute-after">100% to targets struck by a knocked-back enemy</span>
            
            
                <span class="attribute">ARMOR REDUCTION</span> <span class="attribute-before">20% to primary target</span> <span class="change-indicator">⇒</span> <span class="attribute-after">20% to all targets hit by Roar of the Slayer or a knocked-back enemy</span>
            
            
                <span class="attribute">ARMOR REDUCTION DURATION</span> <span class="attribute-before">2.5 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">4 seconds</span>
            
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/spell/SionR.png&amp;resize=32:" />R - Unstoppable Onslaught</h4>
            
                <span class="attribute"><span class="new">new</span>COMING THROUGH</span> <span class="attribute-after">Sion's ultimate is no longer obstructed by an allied Azir's <strong>R - Emperor's Divide</strong></span>
            
        
    


    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/drmundo/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/champion/DrMundo.png&amp;resize=64:" /></a>
            <h3 class="change-title" id="patch-drmundo"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/drmundo/">Dr. Mundo</a></h3>
            <p class="summary">R cost and cooldown increased.</p>
            <blockquote class="blockquote context">
                Last patch's changes helped bring Mundo's ultimate to a more satisfying level of power, but decisions around when to invoke that power are a bit too forgiving. A longer cooldown and higher costs should make the timing of those choices more important.
            </blockquote>
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/spell/Sadism.png&amp;resize=32:" />R - Sadism</h4>
            
                <span class="attribute">COOLDOWN</span> <span class="attribute-before">100/85/70 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">110/100/90 seconds</span>
            
            
                <span class="attribute">COST</span> <span class="attribute-before">20% current health</span> <span class="change-indicator">⇒</span> <span class="attribute-after">25% current health</span>
            
        
    


    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/poppy/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/champion/Poppy.png&amp;resize=64:" /></a>
            <h3 class="change-title" id="patch-poppy"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/poppy/">Poppy</a></h3>
            <p class="summary">Movement speed increased.</p>
            <blockquote class="blockquote context">
                Poppy’s changes last patch were intended to be approximately power neutral, but they ended up taking her down slightly. We're reverting the movement speed nerf to give Poppy more room to maneuver around fights (or just start them).
            </blockquote>
            <hr class="divider" /><h4 class="change-detail-title">Base stats</h4>
            
                <span class="attribute">MOVEMENT SPEED</span> <span class="attribute-before">340</span> <span class="change-indicator">⇒</span> <span class="attribute-after">345</span>
            
        
    


    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/zac/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/champion/Zac.png&amp;resize=64:" /></a>
            <h3 class="change-title" id="patch-zac"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/zac/">Zac</a></h3>
            <p class="summary">W ability power ratio removed. E and R ability power damage ratio increased.</p>
            <blockquote class="blockquote context">
                Much like the Shyvana changes last patch, we want to make sure that damage-building Zac feels significantly different from tank Zac. While tank Zac has the durability to sit on his opponents' faces spamming W, a damage-oriented Zac can't survive that punishment as easily. Shifting his AP ratios out of W and onto his higher-impact abilities should ensure that when Zac does build damage, he feels like he was made for it, literally.
            </blockquote>
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/spell/ZacW.png&amp;resize=32:" />W - Unstable Matter</h4>
            
                <span class="attribute"><span class="removed">removed</span>ABILITY POWER RATIO</span> <span class="attribute-removed">No longer deals an additional 2% targets' max health per 100 ability power <em>(base max health damage unchanged)</em></span>
            
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/spell/ZacE.png&amp;resize=32:" />E - Elastic Slingshot</h4>
            
                <span class="attribute">RATIO</span> <span class="attribute-before">0.70 ability power</span> <span class="change-indicator">⇒</span> <span class="attribute-after">0.90 ability power</span>
            
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/spell/ZacR.png&amp;resize=32:" />R - Let's Bounce!</h4>
            
                <span class="attribute">RATIO</span> <span class="attribute-before">0.70 ability power</span> <span class="change-indicator">⇒</span> <span class="attribute-after">0.90 ability power</span>
            
        
    


    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/bard/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/champion/Bard.png&amp;resize=64:" /></a>
            <h3 class="change-title" id="patch-bard"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/bard/">Bard</a></h3>
            <p class="summary">W mana cost decreased.</p>
            <blockquote class="blockquote context">
                The high mana cost of Bard's W limits his uptime, especially in the laning phase. With a lower mana cost, he won't have to choose quite as directly between providing some healing to himself or his allies and having the mana to make plays on the map.
            </blockquote>
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/spell/BardW.png&amp;resize=32:" />W - Caretaker's Shrine</h4>
            
                <span class="attribute">COST</span> <span class="attribute-before">90 mana</span> <span class="change-indicator">⇒</span> <span class="attribute-after">70 mana</span>
            
        
    


    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/kindred/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/champion/Kindred.png&amp;resize=64:" /></a>
            <h3 class="change-title" id="patch-kindred"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/champions/kindred/">Kindred</a></h3>
            <blockquote class="blockquote context">
                Small quality of life buff.
            </blockquote>
            <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/passive/Kindred_Passive.png&amp;resize=32:" />Passive - Mark of the Kindred</h4>
            
                <span class="attribute"><span class="new">new</span>PACK HUNTER</span> <span class="attribute-after">If an ally kills a hunted jungle monster within 6 seconds of Kindred damaging it, Kindred will still acquire the passive stack</span>
            
        
    

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<header class="header-primary"><h2 id="patch-items">Items</h2>
</header>
    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/items/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/item/1402.png&amp;resize=64:" /></a><span class="updated float-left">updated</span>
            <h3 class="change-title" id="patch-Runic-Echoes"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/items/">Runic Echoes</a></h3>
            <p class="summary">Now builds out of Lost Chapter instead of Aether Wisp. Movement Speed removed. Cooldown reduction and Mana added.</p>
            <blockquote class="blockquote context">
                Mage junglers have been pretty scarce on the Rift for a while, and we're looking to change that. Changing Runic Echoes' buildpath to grant mana and cooldown reduction (both core mage stats) and increasing its overall stat efficiency should open the door for more mages to tango with jungle monsters.<br /><br />
                We've also made changes to Hunter's Talisman (check those out below) which should help spellcasters feel better about jungling even before they pick up Runic Echoes.
            </blockquote>
            
                <span class="attribute">TOTAL COST</span> <span class="attribute-after">2625 gold <em>(unchanged)</em></span>
            
            
                <span class="attribute">BUILD PATH</span> <span class="attribute-before">Aether Wisp   Stalker's Blade   Amplifying Tome   345 gold</span> <span class="change-indicator">⇒</span> <span class="attribute-after">Stalker's Blade   Lost Chapter   325 gold</span>
            
            
                <span class="attribute"><span class="removed">removed</span>MOVEMENT SPEED</span> <span class="attribute-removed">7%</span>
            
            
                <span class="attribute"><span class="new">new</span>MANA</span> <span class="attribute-after">300</span>
            
            
                <span class="attribute"><span class="new">new</span>COOLDOWN REDUCTION</span> <span class="attribute-after">10%</span>
            
        
    


    
        
            <a class="reference-link" rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/items/"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/item/3340.png&amp;resize=64:" /></a>
            <h3 class="change-title" id="patch-Warding-Totem"><a rel="nofollow" href="http://gameinfo.na.leagueoflegends.com/en/game-info/items/">Warding Totem</a></h3>
            <p class="summary">Wards last longer but have a higher cooldown.</p>
            <blockquote class="blockquote context">
                These changes increase the value of a well-placed ward, the cost of a bad one, and the payoff for successful ward-sweeping. Three birds, two stones!
            </blockquote>
            
                <span class="attribute">WARD DURATION</span> <span class="attribute-before">60-120 seconds (at levels 1-18)</span> <span class="change-indicator">⇒</span> <span class="attribute-after">90-180 seconds (at levels 1-18)</span>
            
            
                <span class="attribute">CHARGE TIMER</span> <span class="attribute-before">180-90 seconds (at levels 1-18)</span> <span class="change-indicator">⇒</span> <span class="attribute-after">240-120 seconds (at levels 1-18)</span>
            
        
    


    
        
            <h3 class="change-title" id="patch-support-&amp;-jungle-item-exclusivity">Support &amp; Jungle Item Exclusivity</h3>
            <p class="summary">You can no longer have both a jungle item and a support item.</p>
            <blockquote class="blockquote context">
                Jungle items and gold items are both tuned to give unique, lower-cost power to their roles, which often operate on lower incomes than farming roles. We've had to combat the occasional cannibalization of support gold items by junglers, and at this point it's safer to just cut that option off.
            </blockquote>
            
                <span class="attribute">YOU MUST CHOOSE WISELY</span> <span class="attribute-after">You can no longer own Hunter's Machete, Hunter's Talisman, or their upgrades at the same time as Ancient Coin, Spellthief's Edge, Relic Shield, or their upgrades</span>
            
        
    

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<header class="header-primary"><h2 id="patch-runes">Runes</h2>
</header>
    
        
            <blockquote class="blockquote context">
                Balance pass.
            </blockquote>
            
                <header>
                    Domination
                </header><section><p class="summary">Cheap Shot damage increased. Ingenious Hunter item cooldown reduction more front-weighted toward initial value.</p>
                    <h4>Cheap Shot</h4>
                    
                        <span class="attribute">DAMAGE</span> <span class="attribute-before">12-30</span> <span class="change-indicator">⇒</span> <span class="attribute-after">15-60</span>
                    
                    <h4>Ingenious Hunter</h4>
                    
                        <span class="attribute">BASE ACTIVE ITEM COOLDOWN REDUCTION</span> <span class="attribute-before">10%</span> <span class="change-indicator">⇒</span> <span class="attribute-after">15%</span>
                    
                    
                        <span class="attribute">ACTIVE ITEM COOLDOWN REDUCTION PER STACK</span> <span class="attribute-before">6%</span> <span class="change-indicator">⇒</span> <span class="attribute-after">5%</span>
                    
                </section><header>
                    Sorcery
                </header><section><p class="summary">Phase Rush's movement speed increased.</p>
                    <h4>Phase Rush</h4>
                    
                        <span class="attribute">MOVEMENT SPEED</span> <span class="attribute-before">15-40%</span> <span class="change-indicator">⇒</span> <span class="attribute-after">25-40%</span>
                    
                </section><header>
                    Resolve
                </header><section><p class="summary">Demolish base damage increased. Chrysalis health decreased. Bone Plating damage reduction decreased.</p>
                    <h4>Demolish</h4>
                    
                        <span class="attribute">BASE DAMAGE</span> <span class="attribute-before">125</span> <span class="change-indicator">⇒</span> <span class="attribute-after">175</span>
                    
                    <h4>Chrysalis</h4>
                    
                        <span class="attribute">HEALTH</span> <span class="attribute-before">60</span> <span class="change-indicator">⇒</span> <span class="attribute-after">50</span>
                    
                    <h4>Bone Plating</h4>
                    
                        <span class="attribute">DAMAGE REDUCTION</span> <span class="attribute-before">20-50</span> <span class="change-indicator">⇒</span> <span class="attribute-after">15-40</span>
                    
                </section><header>
                    Inspiration
                </header><section><p class="summary">Stopwatch available earlier. Hextech Flashtraption in-combat lockout duration decreased.</p>
                    <h4>Perfect Timing</h4>
                    
                        <span class="attribute">TIME AVAILABLE</span> <span class="attribute-before">10 minutes</span> <span class="change-indicator">⇒</span> <span class="attribute-after">8 minutes</span>
                    
                    <h4>Hextech Flashtraption</h4>
                    
                        <span class="attribute">IN-COMBAT LOCKOUT</span> <span class="attribute-before">10 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">2 seconds</span>
                    
                </section>
        
    

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<header class="header-primary"><h2 id="patch-jungle">Jungle</h2>
</header>
    
        
            
                <header>
                    Camp Experience
                </header><section><p class="summary">Jungle monsters give less experience, but experience scales with level.</p>
                    <blockquote class="blockquote context">
                        Junglers have had too much of an impact in the early game. Specifically, they’ve too frequently been able to gank at level 3 before solo laners even reach that level. We’re looking to decrease consistent access to early jungle pressure but offer a more valuable Rift Scuttler as a new way for junglers to gain a lead.
                    </blockquote>
                    
                        <span class="attribute"><span class="removed">removed</span>SLOW DOWN</span> <span class="attribute-removed">Experience no longer reduced by 5% per level champion is ahead of the camp being taken.</span>
                    
                    
                        <span class="attribute"><span class="new">new</span>RAID BOSS</span> <span class="attribute-after">Monster camp experience now scales with level, capping at level 7.</span>
                    
                    
                        <span class="attribute">BLUE SENTINEL</span> <span class="attribute-before">180</span> <span class="change-indicator">⇒</span> <span class="attribute-after">115 - 180 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">RED BRAMBLEBACK</span> <span class="attribute-before">180</span> <span class="change-indicator">⇒</span> <span class="attribute-after">115 - 180 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">LARGE KRUG</span> <span class="attribute-before">125</span> <span class="change-indicator">⇒</span> <span class="attribute-after">100 - 157 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">MEDIUM KRUG</span> <span class="attribute-before">35</span> <span class="change-indicator">⇒</span> <span class="attribute-after">35 - 55 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">SMALL KRUG</span> <span class="attribute-before">7</span> <span class="change-indicator">⇒</span> <span class="attribute-after">7 - 11 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">LARGE WOLF</span> <span class="attribute-before">100</span> <span class="change-indicator">⇒</span> <span class="attribute-a

8000
fter">65 - 102 (at levels 1-7)

                        <span class="attribute">SMALL WOLVES</span> <span class="attribute-before">40</span> <span class="change-indicator">⇒</span> <span class="attribute-after">25 - 39 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">LARGE RAZORBEAK</span> <span class="attribute-before">62</span> <span class="change-indicator">⇒</span> <span class="attribute-after">56 - 88 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">SMALL RAZORBEAKS</span> <span class="attribute-before">35</span> <span class="change-indicator">⇒</span> <span class="attribute-after">19 - 30 (at levels 1-7)</span>
                    
                    
                        <span class="attribute">GROMP</span> <span class="attribute-before">200</span> <span class="change-indicator">⇒</span> <span class="attribute-after">115 - 180 (at levels 1-7)</span>
                    
                    
                        <span class="attribute"><span class="removed">removed</span>GRIMP</span> <span class="attribute-removed">Gromp no longer grants 37.5% reduced experience on its first clear</span>
                    
                    
                        <span class="attribute"><span class="removed">removed</span>FALSE START</span> <span class="attribute-removed">Medium Krugs, Small Krugs, and Large Razorbeak no longer grant 25% reduced experience on their first clear</span>
                    
                    
                        <span class="attribute">WHEATIES</span> Large Krug's first clear experience reduction <span class="attribute-before">50%</span> <span class="change-indicator">⇒</span> <span class="attribute-after">30%</span>
                    
                </section><header>
                    Rift Scuttler
                </header><section><p class="summary">Two Rift scuttlers spawn at the start of the game, but after both die, only one spawns at a time for the remainder of the game. That Rift Scuttler is tankier early and worth significantly more experience.</p>
                    <blockquote class="blockquote context">
                        Rift Scuttler isn’t the hotly contested objective we’d like it to be, so we’re looking to up the reward ya girl Scuttle gives to encourage more interaction between junglers—and teams—as the game progresses. Becoming the Scuttle slayer will now give junglers an experience edge over their opponents, not just a spot of vision.
                    </blockquote>
                    
                        <span class="attribute">HEALTH</span> <span class="attribute-before">800-3920 (based on level)</span> <span class="change-indicator">⇒</span> <span class="attribute-after">1200-2480 (based on level)</span>
                    
                    
                        <span class="attribute">EXPERIENCE GRANTED</span> <span class="attribute-before">10</span> <span class="change-indicator">⇒</span> <span class="attribute-after">115-230 (at levels 1-9)</span>
                    
                    
                        <span class="attribute">GOLD REWARD</span> <span class="attribute-before">70</span> <span class="change-indicator">⇒</span> <span class="attribute-after">70-140 (at levels 1-9)</span>
                    
                    
                        <span class="attribute">INITIAL SPAWN TIME</span> <span class="attribute-before">2:15</span> <span class="change-indicator">⇒</span> <span class="attribute-after">2:00</span>
                    
                    
                        <span class="attribute"><span class="new">new</span>TWO CRAB ENTER</span> <span class="attribute-after">At initial spawn, Scuttlers will spawn in the top and bottom river. Both must be killed before the respawn timer activates.</span>
                    
                    
                        <span class="attribute">THERE CAN ONLY BE ONE</span> <span class="attribute-after">Once both initial Rift Scuttlers are killed, only one Rift Scuttler can be on the map at any given time for the rest of the game. Respawn locations are randomly determined, but signaled ahead of time with a respawn marker.</span>
                    
                    
                        <span class="attribute">RESPAWN TIME</span> <span class="attribute-before">180 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">135 seconds</span>
                    
                    
                        <span class="attribute"><span class="new">new</span>SHIELDS UP</span> <span class="attribute-after">Scuttler's extra defenses now have a particle to indicate when she's protected and when the shield has been broken</span>
                    
                    
                        <span class="attribute"><span class="updated">updated</span>MY CABBAGES</span> <span class="attribute-after">Rift Scuttler's chance of trying to steal a honeyfruit is significantly decreased</span>
                    
                </section><header>
                    Items
                </header><section><p class="summary">Starting jungle items have been updated. Just read the changelists.</p>
                    <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/item/1039.png&amp;resize=32:" />Hunter's Talisman</h4>
                    <blockquote class="blockquote context">
                        Hunter’s Talisman has been relatively weak and we’re looking to buff it. These changes should also help expand the jungle roster to include champions that have mana problems in their first clear.
                    </blockquote>
                    
                        <span class="attribute">KINDLE DAMAGE</span> <span class="attribute-before">45 damage over 5 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">60 damage over 5 seconds</span>
                    
                    
                        <span class="attribute">KINDLE HEAL</span> <span class="attribute-before">25 health over 5 seconds</span> <span class="change-indicator">⇒</span> <span class="attribute-after">30 health over 5 seconds</span>
                    
                    
                        <span class="attribute"><span class="updated">updated</span>KINDLE</span> <span class="attribute-after">Damage over 5 seconds is no longer amped to 75 if you have bonus health</span>
                    
                    
                        <span class="attribute"><span class="removed">removed</span>BASE MANA REGEN</span> <span class="attribute-removed">150% while in the jungle</span>
                    
                    
                        <span class="attribute"><span class="new">new</span>MAGIC OF THE JUNGLE</span> <span class="attribute-after">Up to 40 mana per 5 seconds based on missing mana while in the jungle or river</span>
                    
                    <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/item/1041.png&amp;resize=32:" />Hunter's Machete</h4>
                    <blockquote class="blockquote context">
                        We’re removing the attack speed buff given by Hunter’s Machete and providing power elsewhere on the item. We initially gave it attack speed so junglers wouldn’t be forced into the Precision tree, but this has become less of a problem after the introduction of rune set bonus splitting. We'll be watching to see if any junglers are hit hard by these changes and try to compensate as necessary.
                    </blockquote>
                    
                        <span class="attribute">DAMAGE ON-HIT VS MONSTERS</span> <span class="attribute-before">25</span> <span class="change-indicator">⇒</span> <span class="attribute-after">35</span>
                    
                    
                        <span class="attribute"><span class="removed">removed</span>CHOP CHOP</span> <span class="attribute-removed">Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds</span>
                    
                    <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/item/3715.png&amp;resize=32:" />Skirmisher's Sabre</h4>
                    <blockquote class="blockquote context">
                        Inheriting the changes to Talisman and Machete.
                    </blockquote>
                    
                        <span class="attribute"><span class="removed">removed</span>CHOP CHOP</span> <span class="attribute-removed">Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds</span>
                    
                    
                        <span class="attribute">DAMAGE ON-HIT VS MONSTERS</span> <span class="attribute-before">30</span> <span class="change-indicator">⇒</span> <span class="attribute-after">40</span>
                    
                    
                        <span class="attribute"><span class="removed">removed</span>BASE MANA REGEN</span> <span class="attribute-removed">225% while in the jungle</span>
                    
                    
                        <span class="attribute"><span class="new">new</span>MAGIC OF THE JUNGLE</span> <span class="attribute-after">Up to 40 mana per 5 seconds based on missing mana while in the jungle or river</span>
                    
                    <hr class="divider" /><h4 class="change-detail-title ability-title"><img src="https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/8.9.1/img/item/3706.png&amp;resize=32:" />Stalker's Blade</h4>
                    <blockquote class="blockquote context">
                        Inheriting the changes to Talisman and Machete.
                    </blockquote>
                    
                        <span class="attribute"><span class="removed">removed</span>CHOP CHOP</span> <span class="attribute-removed">Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds</span>
                    
                    
                        <span class="attribute">DAMAGE ON-HIT VS MONSTERS</span> <span class="attribute-before">30</span> <span class="change-indicator">⇒</span> <span class="attribute-after">40</span>
                    
                    
                        <span class="attribute"><span class="removed">removed</span>BASE MANA REGEN</span> <span class="attribute-removed">225% while in the jungle</span>
                    
                    
                        <span class="attribute"><span class="new">new</span>MAGIC OF THE JUNGLE</span> <span class="attribute-after">Up to 40 mana per 5 seconds based on missing mana while in the jungle or river</span>
                    
                </section>
        
    

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<header class="header-primary"><h2 id="patch-bounties">Bounties</h2>
</header>
    
        
            <p class="summary">Kill streak bounties are now granted only to the killer, not the team.</p>
            <blockquote class="blockquote context">
                Currently, the rewards a player gets for performing well are too split amongst the whole team, and we'll be looking to remedy that over time. We're starting this patch with Bounties, shifting the reward from a team one to a personal one, and we'll be investigating other team rewards going forward
            </blockquote>
            
                <span class="attribute">HEADHUNTER</span> <span class="attribute-after">Assists on bounty kills no longer grant bonus gold.</span>
            
            
                <span class="attribute">ONE KILL</span> <span class="attribute-before">100 gold split among team</span> <span class="change-indicator">⇒</span> <span class="attribute-after">No bounty</span>
            
            
                <span class="attribute">TWO KILLS</span> <span class="attribute-before">150 gold split among team</span> <span class="change-indicator">⇒</span> <span class="attribute-after">No bounty</span>
            
            
                <span class="attribute">THREE KILLS</span> <span class="attribute-before">300 gold split among team</span> <span class="change-indicator">⇒</span> <span class="attribute-after">200 gold to killer</span>
            
            
                <span class="attribute">FOUR KILLS</span> <span class="attribute-before">350 gold split among team</span> <span class="change-indicator">⇒</span> <span class="attribute-after">250 gold to killer</span>
            
            
                <span class="attribute">FIVE KILLS</span> <span class="attribute-before">450 gold split among team</span> <span class="change-indicator">⇒</span> <span class="attribute-after">300 gold to killer</span>
            
            
                <span class="attribute">SIX-PLUS KILLS</span> <span class="attribute-before">450 gold split among team</span> <span class="change-indicator">⇒</span> <span class="attribute-after">300 gold ( 25 gold per kill beyond 5) to killer</span>
            
            
                <span class="attribute">BOUNTY CHANGE ON BEING KILLED</span> <span class="attribute-before">Dying removes 3 bounty levels</span> <span class="change-indicator">⇒</span> <span class="attribute-after">Dying resets bounty to 0</span>
            
        
    

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<header class="header-primary"><h2 id="patch-replays">Replays</h2>
</header>
    
        
            <p class="summary">You can now download the replays of other players’ Ranked and Clash games.</p>
            <blockquote class="blockquote context">
                Whether scouting or reviewing replays of yourself or your Clash teammates, we want to make all competitive matches public domain for your perusal and improvement.
            </blockquote>
            
                <span class="attribute">REVIEW THE TAPE</span> <span class="attribute-after">Clash matches will be available for download from an individual’s Match History pages in the client</span>
            
            
                <span class="attribute">SCOUT’S CODE</span> <span class="attribute-after">Ranked matches are now available for download from an individual’s Match History pages in the client</span>
            
        
    

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<header class="header-primary"><h2 id="patch-league-client">League Client</h2>
</header>
    
        
            <blockquote class="blockquote context">
                Bugfixin'.
            </blockquote>
            
                <span class="attribute">LESS LAG</span> <span class="attribute-after">Resolved an issue where the League Client was using more resources than it should have been while it was in the background. Higher end systems should see increased FPS.</span>
            
        
    

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<header class="header-primary"><h2 id="patch-bugfixes">Bugfixes</h2>
</header>
    
        
            <ul><li>LeBlanc's <strong>R - Mimic</strong> no longer causes her <strong>E - Ethereal Chains</strong> to reveal stealthed champions</li>
                <li>Fixed a bug where swapping Hexflash to a different summoner would prevent that summoner spell from being used while in-combat</li>
                <li>Kennen's <strong>W - Electrical Surge</strong> passive damage now correctly appears on Death Recap</li>
                <li>Swain's <strong>E - Nevermove</strong> no longer incorrectly deals double damage to epic monsters</li>
                <li>Presence of Mind now correctly reduces cooldowns for kills or assists while dead</li>
                <li>Talon’s <strong>E - Assassin's Path</strong> will now be less likely to vault Talon in the opposite direction than was intended</li>
                <li>Bard no longer can stun units against Gangplank's <strong>E - Powder Keg</strong> with his <strong>Q - Cosmic Binding</strong></li>
                <li>Garen's <strong>Q - Decisive Strike</strong> now correctly damages Teemo's <strong>R - Noxious Trap</strong> mushrooms</li>
                <li>League Voice will now be more respectful of your default communications device</li>
                <li>Beemo now flies out of the fountain at game start using Homeguard</li>
                <li>Battlecast Cho’Gath’s <strong>E - Vorpal Spikes</strong> now sound more in line with the skin’s theme</li>
                <li>SFX now only play once during Dragon Trainer Lulu’s dance</li>
                <li>Star Guardian Ahri’s familiar no longer echos during Ahri’s joke</li>
                <li>Activating Shurelya’s Reverie will no longer cancel channels</li>
            </ul>
    

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<header class="header-primary"><h2 id="patch-upcoming-skins-and-chromas">Upcoming Skins &amp; Chromas</h2>
</header>
    
        
            <p class="summary">The following skins will be released this patch:</p>
            
                
                    <span class="content-border"><a class="skins cboxElement" rel="nofollow" href="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_Riven.jpg" title="Pulsefire Riven"><img src="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_Riven.jpg&amp;resize=256:" /></a></span>
                    <h4 class="skin-title"><a rel="nofollow" href="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_Riven.jpg">Pulsefire Riven</a></h4>
                
                
                    <span class="content-border"><a class="skins cboxElement" rel="nofollow" href="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_TwistedFate.jpg" title="Pulsefire Twisted Fate"><img src="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_TwistedFate.jpg&amp;resize=256:" /></a></span>
                    <h4 class="skin-title"><a rel="nofollow" href="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_TwistedFate.jpg">Pulsefire Twisted Fate</a></h4>
                
                
                    <span class="content-border"><a class="skins cboxElement" rel="nofollow" href="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_Shen.jpg" title="Pulsefire Shen"><img src="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_Shen.jpg&amp;resize=256:" /></a></span>
                    <h4 class="skin-title"><a rel="nofollow" href="https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Pulsefire_Shen.jpg">Pulsefire Shen</a></h4>
                
            
        
    


    
        
            <p class="summary">The following chromas will be released this patch:</p>
            
                <span class="content-border"><a class="skins cboxElement" rel="nofollow" href="https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Swain_DragonMaster_chromas.jpg" title="Dragon Master Swain"><img src="https://news-a.akamaihd.net/public/images/articles/2018/may/810patchnotes/Swain_DragonMaster_chromas.jpg" /></a></span>
                <h4 class="skin-title">Dragon Master Swain (Pearl)</h4>
                <h4 class="skin-title">Dragon Master Swain (Tanzanite)</h4>
                <h4 class="skin-title">Dragon Master Swain (Ruby)</h4>
                <h4 class="skin-title">Dragon Master Swain (Emerald)</h4>
                <h4 class="skin-title">Dragon Master Swain (Sapphire)</h4>
                <h4 class="skin-title">Dragon Master Swain (Obsidian)</h4>
            
        
    

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<header class="header-primary"><h2 id="patch-loot">Loot</h2>
</header>
    
        
            
                <span class="attribute"><span class="new">new</span>SHINY</span> <span class="attribute-after">Masterwork chests, which only contain cosmetics, will now be available for 1 gemstone in place of Hextech chests.</span>
            
        
    

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Patch 8.10 notes | Ecency