'League of Legends' 9.9 Patch Notes: Major Changes to Aatrox, Tahm Kench and More

The patch notes for League of Legends 9.9 have just been revealed, introducing major changes to some problematic champions. Aatrox, Tahm Kench and a host of other slimy individuals have dominated the pro and casual meta for months, and it looks like Riot Games has finally noticed. Nerfs and buffs fill these patch notes with enough goodies to make even the hardest Challenger player squeal with joy.

Here are the 9.9 patch notes for League of Legends straight from Riot Games:


Passive attack now also heals Aatrox and mutilation removed. Q cooldown adjusted and damage increased. W slow flattened and cooldown increased. E heal trigger adjusted. Revive no longer a baseline effect on R. Takedowns now extend R and enable revive, movement speed adjusted, increases healing. Lots of tuning… Just read the full changelist for this one.

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Where do we even begin? Since his rework, Aatrox has settled into a diving, one-shot playstyle that's protected by the guaranteed safety of a revive. Rather than number tuning to make the revive less powerful, we're making mechanics changes across the board to even the scales between reliable power that's valued in pro and power that's more fitting of Aatrox's fantasy. Most notably, the revive on his ultimate is much less reliable, freeing up a lot of room to give him buffs (which make up the majority of the other changes here).

Overall, this patch pushes Aatrox toward a more bruisery, drain-tanky playstyle and his list of strengths will include more than one, all-in dive combo, accentuating his thematic as a life-draining war machine.

Base Stats

HEALTH REGEN :: 8 >>> 3

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Passive - Deathbringer Stance

[REM] MUTILATION :: Aatrox no longer reduces healing and shielding on champions

[NEW] I NEED HEALING :: Heals Aatrox for bonus physical damage dealt

BONUS DAMAGE :: 8-16 percent (lvl 1-18) of the target's maximum health >>> 5-10 percent (lvl 1-18) of the target's maximum health

COOLDOWN :: 25 seconds >>> 15 seconds

COOLDOWN REFUND :: 2 seconds per ability cast and per champion hit with the edge of the Darkin Blade >>> 2 seconds per attack or ability hit on enemy champions and large monsters and per champion hit with the edge of the Darkin Blade


PICTURE PERFECT :: Attack frame adjusted to better match Aatrox's basic attacks

Q - The Darkin Blade

COOLDOWN TIMER START :: On first cast >>> After Q3 cast or after Q cast window expires

COOLDOWN :: 16/15/14/13/12 seconds >>> 14/12/10/8/6 seconds

DAMAGE :: 10/25/40/55/70 >>> 10/30/50/70/90

W - Infernal Chains

SLOW :: 15/20/25/30/35 percent >>> 25 percent at all ranks

COOLDOWN :: 18/17/16/15/14 seconds >>> 26/23/20/17/14 seconds

E - Umbral Dash

[REM] ATTACK DAMAGE :: No longer grants 15/25/35/45/55 attack damage for 1.5 seconds

HEAL TRIGGER :: Physical damage vs champions >>> Any non-periodic damage vs champions (heal percentages unchanged)

R - World Ender

[REM] FREEVIVE :: Taking lethal damage during World Ender no longer revives Aatrox over 3.25 seconds, unless...

[NEW] GOT THE RESET :: Takedowns extend World Ender by 5 seconds, refresh its movement speed, and allow Aatrox to revive upon taking lethal damage while World Ender is active

[REM] AMNESIA :: Reviving no longer clears temporary buffs on Aatrox (e.g. Conqueror stacks)

MOVEMENT SPEED :: 120/180/240 flat movement speed for 1 second on cast and while out of combat during World Ender >>> 60/80/100 percent decaying over World Ender's duration

[REM] FRIENDLY FEAR :: Aatrox no longer fears nearby allied minions on cast

[NEW] STAYIN' ALIVE :: Aatrox receives 40/55/70 percent increased healing during World Ender

COOLDOWN TIMER START :: After World Ender expires >>> On cast

COOLDOWN :: 160/140/120 seconds >>> 140/120/100 seconds

CAST TIME :: 0.5 seconds >>> 0.25 seconds

SLOW DURING REVIVE :: 25 percent >>> 99 percent

HEAL DURING REVIVE :: 10-50 percent Aatrox's maximum health (based on Blood Well) >>> 30 percent Aatrox's maximum health


Passive shield adjusted. R passive changed to mark targets with auto attacks and cause more damage after a delay. VFX for base and some skins updated.

While popular for his grabbing and popping, Blitzcrank really only has that one interaction up his nonexistent sleeve. We're modernizing his interactions with champions and giving him more to do when his hook is on cooldown.

VFX Updates

BASIC ATTACK :: New hit effects


PILTOVER CUSTOMS BLITZCRANK :: Recolored W effects and cleaned up

IBLITZCRANK :: Cleaned up Q and added jetpacks to his W run

BATTLE BOSS BLITZCRANK :: Added a hint of red to R

LANCER ROUGE BLITZCRANK :: Cleaned up noise on R

LANCER PARAGON BLITZCRANK :: Cleaned up noise on R

Passive - Mana Barrier

SHIELD :: 50 percent Blitzcrank's current mana >>> 30 percent Blitzcrank's maximum mana

VFX :: Cleaned up shield effect

Q - Rocket Grab

VFX :: Updated to show the actual width and distance of the hook that is more consistent with the hitbox and cleaned up with a small cast effect

W - Overdrive

VFX :: More sparky

E - Power Fist

VFX :: More static shock with an uppercut hit effect

R - Static Field

[REM] PASSIVE :: Lightning no longer randomly arcs off Blitzcrank for 100/200/300 (+0.2 ability power)

[NEW] PASSIVE :: While his ultimate is off cooldown, Blitzcrank marks targets hit by his basic attacks. Enemies marked take 50/100/150 (+0.3 ability power) after a 1 second delay.

VFX :: Updated to show the actual range and clean up the electricity on Blitzcrank's body



Base health, armor, magic resistance, and magic resist growth increased. Base attack damage decreased. W dash speed increased. R cast time adjusted to disallow W or Flash during.

Rakan's R > W combo consumes too much of the power budget of his kit. His zippity-zoppity flying is what makes him unique and fun to play, so we're restricting The Quickness a bit so we can give him some buffs.

Base Stats

HEALTH :: 480 >>> 540

ARMOR :: 29 >>> 32

ATTACK DAMAGE :: 70 >>> 62

MAGIC RESISTANCE :: 30 >>> 32.1

MAGIC RESIST GROWTH :: 0.5 >>> 1.25

W - Grand Entrance

DASH SPEED :: 1500 >>> 1700

R - The Quickness

LET ME STRETCH FIRST :: Rakan can no longer cast Grand Entrance or Flash during the first 0.5 seconds of The Quickness


Q cooldown and haste adjusted, empowered heal for ally and self increased, damage decreased. E cooldown decreased, cost now scales, and damage decreased late.

If Soraka is going to be a bully to her enemies in lane it should manifest through healing and supporting her ally to allow them to beat the pulp out of the enemy lane, not by whittling them down herself with non-counterable damage. While we like that Soraka can contribute a measure of poke damage to her lane, we aren't particularly happy with the fact that her E max builds offers no real counterplay for her opponents.

We're taking this opportunity to make her Q > W combo more impactful and appreciable for her carry, so players consider utilizing her more supportive nature instead of always playing her as an aggressive goat.

Q - Starcall

COOLDOWN :: 5 seconds at all ranks >>> 8/7/6/5/4 seconds

REJUVENATION SELF-HEAL :: 56/64/72/80/88 (+0.4 ability power) over 4 seconds >>> 60/80/100/120/140 (+0.5 ability power) over 5 seconds

REJUVENATION ALLY HEAL :: 42/56/72/90/110 (+0.3/0.35/0.4/0.45/0.5 ability power) >>> 60/80/100/120/140 (+0.5 ability power) over 5 seconds

HEAL OVER TIME :: Ticks evenly over the duration >>> Initial ticks heal more than later ticks

DAMAGE :: 70/110/150/190/230 (+0.35 ability power) >>> 60/95/130/165/200 (+0.35 ability power)

REJUVENATION MOVEMENT SPEED :: 10 percent when moving away from enemy champions >>> 14/18/22/26/30 percent decaying movement speed

W - Astral Infusion

TOOLTIP :: Now shows the actual minimum cast health threshold

E - Equinox

COOLDOWN :: 24/22/20/18/16 seconds >>> 20/19/18/17/16 seconds

COST :: 70 mana >>> 70/75/80/85/90 mana

DAMAGE :: 70/110/150/190/230 (+0.40 ability power) >>> 70/95/120/145/170 (+0.40 ability power)

R - Wish

TOOLTIP :: Now shows how much Wish will heal low health allies

Tahm Kench

Passive bonus damage flattened. Q slow, range, and slow increased. W CCs self for enemies and allies, and refunds mana when used on enemies. E heal and shield increased and no longer costs mana. R range decreased and cooldown increased.

Tahm Kench's Devour does too much for a basic ability, and it makes him a huge priority pick for pros, regardless of the state of the rest of his kit. We're taking some big steps at redistributing some power, namely by significantly restricting beloved-by-pro abilities like his ally Devour and moving some power into his stats.

Base Stats

HEALTH :: 540 >>> 600

HEALTH GROWTH :: 102 >>> 100

MOVEMENT SPEED :: 335 >>> 345

Passive - An Acquired Taste

BONUS DAMAGE :: 1.25/1.5/1.75 percent (based on level) Tahm Kench's maximum health >>> 1.5 percent Tahm Kench's maximum health at all levels

Q - Tongue Lash

SLOW DURATION :: 1.5 seconds >>> 2 seconds

COOLDOWN :: 5 seconds at all ranks >>> 8/7/6/5/4 seconds

TONGUE RANGE :: 800 >>> 900

SLOW :: 30/40/50/60/70 percent >>> 50/55/60/65/70 percent

W - Devour/Regurgitate

[NEW] ALLY DEVOUR :: Now grounds and slows Tahm Kench by 95 percent (same as devouring an enemy champion)

[NEW] MANA REFUND :: 50 percent when Tahm Kench devours an enemy champion

COST :: 60 mana >>> 100 mana

COOLDOWN :: 28/25/22/19/16 seconds >>> 20 seconds at all ranks

BASE MINION SPIT DAMAGE :: 100/150/200/250/300 >>> 100/135/170/205/240

ENEMY CHAMPION DAMAGE :: 20/24/28/32/36 percent (+0.02 per 100 ability power) target's maximum health >>> 100/135/170/205/240 (5/7/9/11/13 percent target's maximum health) (+0.02 per 100 ability power)

E - Thick Skin

HEAL :: 15/20/25/30/35 percent Grey Health >>> 20/25/30/35/40 percent Grey Health

SHIELD :: 70/75/80/85/90 percent Grey Health >>> 80/85/90/95/100 percent Grey Health

[REM] COST :: No longer costs 50 mana. It's free.

R - Abyssal Voyage

RANGE :: 4500/5500/6500 >>> 2500/5500/8500

COOLDOWN :: 120/110/100 seconds >>> 140/130/120 seconds


Simple Champion Changes


W extended duration when breaking invisibility decreased; cooldown increased early.

We want Akali to have more windows of vulnerability, especially during laning where she's often too safe in her shroud.

W - Twilight Shroud


COOLDOWN :: 21/19/17/15/13 seconds >>> 25/22/19/16/13 seconds


Q healing and damage increased.

We're improving Darius' conditions for success when he gets in the thick of fights.

Q - Decimate

HEALING :: 12/24/36 percent Darius' missing health on 1/2/3+ enemy champions hit by the blade >>> 15/30/45 percent Darius' missing health on 1/2/3+ enemy champions hit by the blade

DAMAGE :: 40/70/100/130/160 (+1.0/1.1/1.2/1.3/1.4 total attack damage) >>> 50/80/110/140/170 (+1.0/1.1/1.2/1.3/1.4 total attack damage)


Base attack damage increased. E cost decreased at later ranks.

Buffing Ekko to help him last hit in lane, clear monsters in the jungle, and better synergize with Sheen.

Base Stats

ATTACK DAMAGE :: 55 >>> 58

E - Phase Dive

COST :: 40/50/60/70/80 mana >>> 40/45/50/55/60 mana


Q bonus damage decreased. E min and max damage decreased later.

While we like that Hecarim ramps up over the course of a fight, his latest buffs enabled more of a bursty pop-off type affair. We're nerfing his damage all around so his targets have some semblance of a chance to survive in a drawn-out fight and when caught out in the jungle.

Q - Rampage

BONUS DAMAGE :: 10 percent per stack >>> 5 percent per stack

E - Devastating Charge

MINIMUM DAMAGE :: 45/80/115/150/185 >>> 45/75/105/135/165

MAXIMUM DAMAGE :: 90/160/230/300/370 >>> 90/150/210/270/330

Jarvan IV

Base health, mana, and mana regen decreased. W bonus shield for each enemy champion hit decreased and flattened at all ranks. E cooldown increased.

Cleaning up some base stats and hitting Jarvan IV's fallback Q > W max build so it's less effective.

Base Stats

HEALTH :: 571.2 >>> 570

MANA :: 302.3 >>> 300

MANA REGEN :: 6.756 >>> 6.5

W - Golden Aegis

BONUS SHIELD :: 2.0/2.25/2.5/2.75/3.0 percent Jarvan IV's maximum health per enemy champion hit >>> 1.5 percent Jarvan IV's maximum health per enemy champion hit

E - Demacian Standard

COOLDOWN :: 11 seconds >>> 12 seconds


E bonus resistances removed. Bonus resistances added to R.

Kennen's E max build, while niche, covers his vulnerabilities too well. We're moving around his resistances so that he doesn't get all that and a bag of chips in one ability.

E - Lightning Rush

[REM] RESISTANCES :: No longer grants Kennen 10/20/30/40/50 bonus armor and magic resist for the duration

R - Slicing Maelstrom

[NEW] RESISTANCES :: 20/40/60 bonus armor and magic resist for the duration


Passive mark spawns later in game.

Matching some Rift Scuttler changes below. Sorry for spoilers.

Passive - Mark of the Kindred

FIRST MARK SPAWN :: 2:05 >>> 3:15


W damage increased late.

The 9.7 hit to Liss was great for slowing down her waveclear. However, with Aftershock seeing nerfs this patch to hit champions like her (see Runes), we're giving her a small bump in power that'll help in situations where she's getting all up in her enemies' faces.

W - Ring of Frost

DAMAGE :: 70/100/130/160/190 (+0.3 ability power) >>> 70/105/140/175/210 (+0.5 ability power)


Q base damage increased.

Maokai is underperforming so we're giving him a little water and a smidgen of sunlight to grow into a mighty tree in the top and jungle.

Q - Bramble Smash

DAMAGE :: 65/105/145/185/225 (+0.4 ability power) >>> 70/115/160/205/250 (+0.4 ability power)


E cooldown increased and shield strength decreased.

Morgana's still too strong even with the changes in 9.7. We're targeting her shield this time so she (and her lane partner) is a bit more vulnerable when it's on cooldown.

E - Black Shield

COOLDOWN :: 23/21/19/17/15 seconds >>> 26/24/22/20/18 seconds

SHIELD STRENGTH :: 70/140/210/280/350 >>> 60/120/180/240/300


Base attack damage and attack damage growth decreased. Empowered Q cooldown increased. E min and true damage decreased.

Rek'Sai is another example of a champion we've been trying to quell a bit due to her status as a "must-pick" for her role. We're hitting two birds with one stone by taking some bark out of her bite and tidying up some of her base stats.

Base Stats

ATTACK DAMAGE :: 65.5 >>> 64


Burrowed Q - Prey Seeker

COOLDOWN :: 11/10/9/8/7 seconds >>> 12/11.5/11/10.5/10 seconds

E - Furious Bite

MINIMUM DAMAGE :: 55/65/75/85/95 >>> 50/60/70/80/90

EMPOWERED TRUE DAMAGE :: 110/130/150/170/190 >>> 100/120/140/160/180


Sweeping Lens no longer reveals and immediately activates stealthed W.

Changing Sweeping Lens' interaction with Shaco's boxes so enemies don't completely neutralize his signature toys from a distance with little consequence.

W - Jack in the Box

HERE'S JOHNNY :: Sweeping Lens ||| reveal and immediately activate Jack in the Boxes >>> only reveal Jack in the Boxes

[NEW] POP DOESN'T GO WEASEL :: Jack in the Boxes now have small activation range indicators


Base attack speed ratio increased. E damage ratio increased.

We're buffing Shen to help him out in the top lane.

Base Stats

ATTACK SPEED RATIO :: 2 percent >>> 3 percent

E - Shadow Dash

DAMAGE :: 50/75/100/125/150 (+0.12 bonus health) >>> 50/75/100/125/150 (+0.15 bonus health)


W base damage increased.

We stole a considerable amount of power from Sylas in 9.7, and we want to give some of it back. He'll still have the vulnerabilities we wanted to open up with those past changes, but also have a fairer chance to fight back.

W - Kingslayer

BASE DAMAGE :: 50/75/100/125/150 >>> 60/90/120/150/180


W bonus attack speed increased.

Increasing Volibear's clear speed to help him compete with other junglers.

W - Frenzy

BONUS ATTACK SPEED :: 4/8/12/16/20 per stack, up to 3 stacks >>> 9/13/17/21/25 per stack, up to 3 stacks



Hunter's Potion

Hunter's Potion is an underpowered and seldom-picked option for players. We're removing it from the game as we don't feel it's necessary in the current jungle.


Base damage increased.

Bow down Ezreal mains.

Base Stats

DAMAGE :: 25 >>> 35

MURAMANA :: Also applies to Muramana



VFX updates across the board to clean up unnecessary noise, improve gameplay clarity, and bring Ashe more in line with newer Freljordian champions.

BASIC ATTACK :: More frosty with an updated arrow model

PASSIVE - FROST SHOT :: More frosty and cool

Q - RANGER'S FOCUS :: More icy and glowy

W - VOLLEY :: Cleaned up unnecessary noise and created a sharper projectile

E - HAWKSHOT :: Updated hawk model, basically Anivia's baby chick

R - ENCHANTED CRYSTAL ARROW :: Brand new arrow model that indicates a clearer hitbox


Reinforcing Caitlyn's Piltover/hextech thematic in her VFX where it made sense, while preserving her unique feel. Effects should feel more impactful and modern, and improve gameplay clarity.

BASIC ATTACK :: Cleaned up noise and added new hit impacts

PASSIVE - HEADSHOT :: Brand new headshot missile and effects for better readability

Q - PILTOVER PEACEMAKER :: Cleaned up noise, added a width indicator for clarity, and updated hit effects

W - YORDLE SNAP TRAP :: Reduced activation noise and cleaned up root effect. Updated ally traps as well to glow blue.

E - 90 CALIBER NET :: Cleaned up and now more accurately represents the width of the missile

R - ACE IN THE HOLE :: Reduced the target effect's noise, improved the timing, and added new cast, missile, and hit effects

HEADHUNTER CAITLYN :: Cleaned up the projectiles and added the width indicator to her Q

LUNAR WRAITH CAITLYN :: Cleaned up the projectiles and adjusted the width of her Q to match the new base. Also cleaned up R charging and hit effects.


VFX are now sharper, more impactful, and clearer in gameplay.

BASIC ATTACK :: Cleaned up and added some oomph

Q - LEAP STRIKE :: Cleaned up for readability

W - EMPOWER :: Activation made more visible and fire added to his lamppost

E - COUNTER STRIKE :: Cleaned up and added an indicator for the stun range

R - GRANDMASTER'S MIGHT :: Cleaned up, added sand particles, and made the third hit more clear and satisfying

NEMESIS JAX :: New particles over the entire kit

GOD STAFF JAX :: Added E stun range indicator to match changes to base


Cleaning up Renekton's audio so his abilities sound more clear to pair with his earlier VFX updates.

PASSIVE - REIGN OF ANGER :: Made his growl cleaner and the cast punchier

Q - CULL THE MEEK :: Emphasize the blade sounds when it hits on the target

W - RUTHLESS PREDATOR :: Added more shwing and cleaned up the sounds

E - SLICE AND DICE :: Made punchier

R - DOMINUS :: Added more debris sounds and cleaned up on unnecessary sounds




Resistances no longer scale with level; now scale with other bonus resistances up to a level-based cap. Damage no longer scales with AD or AP.

Aftershock is taken by a fairly wide variety of champions, especially those with access to hard CC who opt into this rune for a windowed boost of durability. Right now, it looks to be strongest on mages specifically: that extreme durability in combination with high amounts of burst damage mages can provide via Aftershock's AP ratio leaves little room for opponents to play against Aftershock mages. To combat these cases, we're specifically targeting Aftershock's scaling to better hit the same power level for all its users.

BONUS ARMOR :: 70-120 based on level when immobilizing an enemy champion >>> 70 (+0.5 bonus armor, max 80-150 based on level) when immobilizing an enemy champion

BONUS MAGIC RESISTANCE :: 70-120 based on level when immobilizing an enemy champion

70 (+0.5 bonus magic resistance, max 80-150 based on level) when immobilizing an enemy champion

DAMAGE :: 10-120 based on level (+0.03 maximum health)(+0.15 bonus attack damage)(+0.1 ability power) >>> 10-120 based on level (+0.04 maximum health)


Minor Rune Tuning

We've pulled too much power out of runes in general, so we want to give back power in ways that don't favor a specific role/class too highly. We're targeting runes that, when tweaked, can better compete with Inspiration's minor runes, and avoiding sustain runes since they've been overperforming in comparison.

Bone Plating

DAMAGE BLOCKED :: 25-50 based on level >>> 30-60 based on level


We're pulling back slightly on Celerity's niche status. We want more players to use it and broaden its use cases, so while these changes may not always be favorable to its old top tier users, it should be stronger overall to compete with other rune options.

PASSIVE :: All movement speed bonuses are 10 percent more effective >>> 1 percent movement speed + all movement speed bonuses are 7 percent more effective

Cheap Shot

DAMAGE :: 8-40 based on level >>> 10-45 based on level


RESISTANCES AT 10 MINUTES :: 8 bonus armor and and bonus magic resistance >>> 9 bonus armor and bonus magic resistance


TOOLTIP :: Now shows how much damage the next Demolish empowered basic attack will do

Ghost Poro

[NEW] I SEE YOU :: Additionally grants 2 adaptive force when a Ghost Poro spots an enemy

Magical Footwear

Magical Footwear has become its own beast that outperforms every other option by a large margin. We're reining it in a bit so that it still stays viable for many champions, but isn't so overwhelmingly better that other runes can't be considered.

SPAWN TIME :: 10 minutes (-30 seconds per takedown) >>> 12 minutes (-45 seconds per takedown)

Relentless Hunter

OUT-OF-COMBAT MOVEMENT SPEED :: 8 (+8 per stack) >>> 10 (+9 per stack)



DAMAGE :: 10-30 based on level >>> 15-35 based on level

Ultimate Hunter

ULTIMATE COOLDOWN REDUCTION :: 5 percent (+3 percent per stack), up to 20 percent at max stacks >>> 5 percent (+4 percent per stack), up to 25 percent at max stacks


Rift Scuttler

Scuttler's first spawn now happens later in the game

Right now, there's a lot of frustration between junglers and laners due to an expectation for the laner to help the jungler secure Rift Scuttler when it first spawns. At 2:00, this tension creates forced, awkward conflict between players who at that point are barely level 2, pushing players to pick junglers and laners that are strong at level 2 and 1, respectively.

By moving the Scuttler's spawn time later, players will have a bit more time to plan out and assess the game before committing to taking down the Scuttler; they'll also be less mandated to pick specific champions who are strong at early Scuttle takes.

League Of Legends 9.9 Patch Notes Breakdown

Patch 9.9 is absolutely massive and will affect the League of Legends meta for weeks to come. Aatrox, Soraka and Hecarim are stupid powerful in their current state and needed a major tone down. Making Blitzcran's ultimate passive, not randomly spark out, will increase his viability, by allowing him to wait in further bushes and prepare for sneak attacks. Even Volibear, one of the game's most beloved but least buffed champions, got some love.

Pros and players will be dissecting every little bit of these pages, finding out exactly which champions will remain on top. Can Rakan and Xayah survive this nerf or will their love never die? Can Shaco's stealth make him viable again? Can Rift Scuttler be even more powerful? All of these questions and more will be answered on next week's episode of League of Legends patch notes!

'League of Legends' 9.9 Patch Notes: Major Changes to Aatrox, Tahm Kench and More | Gaming