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Feb 18, 2020

Official Patch 10.4 Notes Released!

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THe latest patch notes for 10.4 are available, and it looks like the reign of Sona and Soraka top lane is over. It was a brief, but lovely patch. Unfortunately for my Elo it looks like they hard nerfed Soraka's laning power for support as doesn't look like she's surviving next patch. Meanwhile, Sona actually gained a slight buff to her mana usage from this tweak.

Meanwhile, there are a TON of buffs to "jungle" champions this patch, so stay tuned for the new and improved Garen Jungle!

Check out the full scope of changes below:



Q dash speed increased. R cooldown decreased and now stops dashes.
These buffs, plus the Immolate changes (spoiler alert!) in 10.4 should help Amumu as he tries to play with the big boys.

Q - Bandage Toss

DASH SPEED 1350 after hitting an enemy  1800 after hitting an enemy

R - Curse of the Sad Mummy

COOLDOWN 150/130/110 seconds  130/115/100 seconds
newSTOP! IN THE NAME OF LOVE Now stops enemies in the middle of their dashes


Players can now see both of Aphelios' guns. Calibrum no longer resets basic attack timer after consuming a mark. Crescendum sentries die faster. R range decreased.
Aphelios is the galaxy brain marksman whose kit has a billion things you have to learn, but he's stressing out opponents who can't understand what he's doing and seems to be lacking adequate counter play at higher ranked games. Better clarity will lead to a drop in Aphelios' performance since opponents will more frequently make correct decisions, but we also threw some raw nerfs with a focus on making sure opponents have successful ways to catch him and beat him up.

Weapons of the Faithful

newWEAPON VIEW Players can now see both guns Aphelios is holding next to his health bar

Calibrum, the Sniper Rifle

removedBASIC ATTACK RESET Aphelios no longer resets his attack timer right after consuming a mark (his attack timer still resets for the mark attack)

Crescendum, the Chakram

RED VS. BLUE Aphelios' sentry's range indicators are now red for enemies when it's inactive
BASE NUMBER OF SENTRY ATTACKS 4  (the number of attacks still scale with attack speed)
SENTRY HEALTH AGAINST RANGED Ranged basic attacks deal 2 damage  3 damage (Sentries have 6 health)
SENTRY HEALTH AGAINST AOE AoE attacks deal 2 damage  4 damage (Sentries have 6 health)
SENTRY BUGFIX Aphelios' sentries no longer occasionally die upon being activated

R - Moonlight Vigil

RANGE 1600  1300

Aurelion Sol

W active star damage decreased.
Like Sailor Star Maker during the time of Sailor Moon Stars, Aurelion Sol's "Star Gentle Creator" is a little weaker this patch.

W - Celestial Expansion

ACTIVE STAR DAMAGE Increases total damage by 50%  40%


Bonus AS at level 1 increased.
Sharpening (can you sharpen guns?) Caitlyn's early game harass potential since she's sitting in a pretty weak spot right now.

Base Stats

BONUS ATTACK SPEED 10% at level 1  20% at level 1


Increased Q empowered basic attack damage ratio. Increased W resistances after max from enemy kills. W shield increased.
Our goal is to bring back build diversity for Garen, specifically buffing his tankier builds while keeping his damage-oriented builds still viable. To that point, there is a change missing in this section that's included in the Jungle Champions section instead, so look below for that!

Q - Decisive Strike

EMPOWERED BASIC ATTACK DAMAGE RATIO 0.4 attack damage  0.5 attack damage

W - Courage

newBLOOD OF MY ENEMIES At max resistances from enemy kills, Garen increases his bonus armor and magic resist by 10%
SHIELD 0.1 maximum health  70/95/120/145/170 (+0.2 bonus health)


Base MS increased. Passive Mini Gnar MS decreased. R damage ratios increased.
Similar to Garen, we have a jungle Gnar-specific change which you could find in the Jungle Champions section. But generally, we're looking to power him up a little bit, specifically when he's Mega Gnar, since he's feeling a bit underwhelming even has a huge hulking monster.

Base Stats


Passive - Rage Gene

BONUS MOVEMENT SPEED 10-30 (levels 1-18) in Mini Gnar form  0-20 (levels 1-18) in Mini Gnar form


DAMAGE RATIO 0.2 attack damage, 0.5 ability power  0.5 attack damage, 1.0 ability power


Base mana and mana growth increased. Q base damage increased.
Jayce should now be able to cast more abilities to fend off his opponents.

Base Stats

MANA 357.2  375

Q - To the Skies!

BASE DAMAGE 45/80/115/150/185/220  55/95/135/175/215/255


Q damage increased; cooldown decreased early. Lux can now Flash while casting R.
Buffing support Lux to give players the option to viably take her bot lane.

Q - Light Binding

BASE DAMAGE 70/115/170/205/250  80/125/170/215/260
DAMAGE RATIO 0.7 ability power  0.6 ability power
COOLDOWN 13/12/10/11/9 seconds  11/10.5/10/9.5/9 seconds

R - Final Spark

newFLASHDANCE Lux can now Flash while casting Final Spark


Base AS and AS ratio increased.

Base Stats

ATTACK SPEED 0.625  0.656


Base health and armor decreased.
Singed was pumped up on his plant-based potion before it was cool. While his healthy libations have been letting him conquer the top lane, we're going to make his triumphs a bit more risky by reducing his early tankiness.

Base Stats

HEALTH 610  580
ARMOR 37  34


Auras now grants Sona mana at first ally tag. Q, W, and E costs increased.
I don't play her top anyways.

Q - Hymn of Valor

newMANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST 50/55/60/65/70 mana  75/80/85/90/95 mana

W - Aria of Perseverance

newMANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST 80/85/90/95/100 mana  105/110/115/120/125 mana

E - Song of Celerity

newMANA RESTORE Sona now gains 30 mana the first time she tags an ally with her aura
COST 65 mana  90 mana


Base stats adjusted. Q self-heal, Rejuvenation heal duration, and bonus movement speed decreased; Q cost increased. W health cost decreased when Rejuvenated; heal increased later.
Chipping away at Soraka's top lane potency as she's the winningest top laner at the current moment. We also want to keep the impact on her support lane minimal as she’s not overperforming there.

Base Stats

HEALTH 529.04  535
MANA 350.8  375

Q - Starcall

SELF-HEAL 60/80/100/120/140 (+0.5 ability power)  40/50/60/70/80 (+0.3 ability power)
REJUVENATION HEAL DURATION 5 seconds  2.5 seconds
COST 40/45/50/55/60 mana  60/65/70/75/80 mana
BONUS MOVEMENT SPEED 15/20/25/30/35%  10/12.5/15/17.5/20%

W - Astral Infusion

newME AFTER A MASSAGE AND ICE CREAM While Soraka is Rejuvenated, the 10% maximum health cost for casting Astral Infusion will be reduced by 40/55/70/85/100%
HEAL 80/110/140/170/200  80/115/150/185/220


Q damage increased later.
Sylas has been doing well after our large changes in 10.1 and we're less worried about him taking over pro games, so we can give him some more power.

Q - Chain Lash

BASE DAMAGE 40/55/70/85/100  40/60/80/100/120


Time between stance changes decreased per Cloud Drake buff.
Udyr currently doesn't benefit at all from Cloud Drake so we're fixing that.

Passive - Monkey's Agility

newSTING LIKE A BEE Udyr now gets 5% off his global cooldown (the time between when he can switch stances) per Cloud Drake buff

Jungle Champions

One trend we've seen over the years is that new and low-MMR players pick jungle at a much lower rate than other positions—even when it's stronger than those other positions. For 10.4, we're approaching this problem by giving some popular champs at these skill levels better tools to jungle with, especially also because jungle has an arguably smaller champion pool than other positions. While players here will still have to contend with the learning curve of jungle as a position, they won't have to learn to play a new champion as well. All the changes below are to ability effectiveness against monsters to avoid accidental impacts to lane strength.

As a caveat, we're investigating other solutions to help out jungle and the satisfaction of playing the role in the future too, so look forward to seeing more from us outside of these changes.


PASSIVE - HEMORRHAGE DAMAGE Now deals 120% damage to all monsters
Q - DECIMATE HEAL Now heals from large monsters


PASSIVE - MOONSILVER BLADE DAMAGE Increased by 150% on non-Epic monsters


E - JUDGMENT DAMAGE Now deals 150% damage to non-Epic monsters


W - HYPER BASE MAXIMUM BONUS DAMAGE TO MONSTERS 100/150/200/250/300  300 at all levels


PASSIVE - DARKNESS RISE MAXIMUM DAMAGE TO MONSTERS 15-100 (levels 1-18)  25-120 (levels 1-18)


PASSIVE - BLADE'S END MONSTER DAMAGE Abilities now wound all monsters for 120% damage


PASSIVE - CONTEMPT FOR THE WEAK DAMAGE Increased by 100% against monsters
PASSIVE - CONTEMPT FOR THE WEAK MAXIMUM DAMAGE TO MONSTERS 120/240/360 (levels 1, 7, 17)  200/350/500 (levels 1, 7, 17)

ICYMI: 10.3 Follow-up Changes

These were all documented as mid-patch updates for 10.3, but we wanted to include them in case you missed them!


E - SHURIKEN FLIP DAMAGE 40/70/100/130/160 physical damage per cast  50/85/120/155/190 physical damage per cast
R - PERFECT EXECUTION COOLDOWN 160/130/100 seconds  120/90/60 seconds
R1 - PERFECT EXECUTION DAMAGE 85/150/215 physical damage  125/225/325 physical damage


PASSIVE - LIGHTSLINGER DAMAGE MODIFIER Fixed a bug where Lucian's critical damage modifier against non-minions was 1 instead of .75


Q - PROWLING PROJECTILE BASE DAMAGE 40/65/90/115/140/165  40/70/100/130/160/190
Q - PROWLING PROJECTILE EMPOWERED DAMAGE 45/80/115/150/185/220  45/85/125/165/205/245
E - ZOOMIES BASE HEAL 70/100/130/160/190  70/105/140/175/210

Runes (and Exhaust)


Small buffs to Exhaust as well as readability improvements.
DURATION 2.5 seconds  3 seconds
newVISIBILITY Now shows how much damage is being reduced

Hail of Blades

Attempting to broaden Hail of Blades' use cases since it's currently taken specifically by junglers who can chain their CC abilities with their basic attacks.
COOLDOWN 4 seconds out of combat  8 seconds

Legend Runes

We've seen Bloodline all too often as the dominant pick for ADCs, especially in pro, all last year. We're slowing down all the Legend runes' stacking for minion farming vs. champion killing since Bloodline specifically relies on stacking up. And since pros get more of their stacks from farming than kills compared to everyone else, this should be most impactful at that level of play.

Perfect Timing

Currently, a lot of players are taking Perfect Timing since it builds into core items on so many different types of champions (mages [Zhonya's], AD champs [Guardian's Angel], and tanks [Gargoyle Stoneplate]). Don't get us wrong, we are happy to see it, but there's much more satisfaction as a player and as a spectator when it's used aggressively rather than defensively.
OUR TIME IS RUNNING OUT Grants a Commencing Stopwatch that becomes a Replica Stopwatch at 10 minutes  Grants a Commencing Stopwatch that becomes a Replica Stopwatch at 14 minutes. Takedowns reduce this timer by 2 minutes.
removedYOU CAN'T PUSH IT UNDERGROUND No longer additionally reduces the cooldown of Guardian's Angel, Gargoyle Stoneplate, and Zhonya's Hourglass by 15%

Phase Rush

Attempting to broaden the rune since it's currently only being taken by ranged mages with extremely low cooldowns.
MOVEMENT SPEED 25-40%  25-40%, increased to 30-50% for melee champions

Prototype: Omnistone

These keystones are really hard to trigger at level 1.
LUCK OF THE DRAW Will no longer give the player Press the Attack or Conqueror as their first rune


BUGFIX Now properly grants 10% slow resistance per Summoner Spell on cooldown

Immolate Items

Getting some more satisfaction and activity out of Sunfire's pattern.

Bami's Cinder

newIMMOLATE Once every 10 seconds, your next immobilizing ability deals 6-23 (+0.02 bonus health) and releases a fire nova that also deals that bonus damage around you


newIMMOLATE Once every 10 seconds, your next immobilizing ability deals 12-29 (+0.04 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

Sunfire Cape

newIMMOLATE Once every 10 seconds, your next immobilizing ability deals 26-43 (+0.05 bonus health) to all enemies it hits and releases a fire nova that also deals that bonus damage around you

Slow Resistance Calculation Adjustment

We're making an adjustment to how slow resistance stacks on a champion to match Tenacity stacking. Now, slow resistance will stack multiplicatively instead of linearly. As an example of the change, two 30% slow resistance effects will now reduce slows by 51% rather than 60%.

Login Region Selector

We've talked a bunch in the past months about the switch to globally unique Riot Accounts and usernames. Starting later in 10.4, you’ll need to use those unique Riot Accounts, since the region selector on the login screen will disappear. When you log in, you'll automatically be directed to the server associated with your account (so if you log in using your PBE account, you’ll be sent straight to PBE). You’ll also be able to change your language by going to the settings on the login screen (the little cog on the bottom right). Worth noting: if your account isn’t globally unique when this change goes through, you’re going to need to update it on this website before you log in to the game.

Crash Reporting

We have a new crash handling system going live this patch which will automatically collect crash data to help diagnose issues. Crash reports help us improve the game because it alerts us when something goes wrong! You can opt out of the automatic crash reports collection by clicking the Settings (gear icon) in-client. There, look under General and toggle off the option. Thanks for helping us help you! Read more about Crash Reporting on the Player Support website.


  • Bird of Prey Anivia's W - Crystallize is now using its proper skin
  • Fixed an issue where Dr. Mundo's damage penalty was not properly applying in ARAM
  • Pyke's, Cho'Gath's, and Urgot's execute indicators appear as intended and are properly visible
  • PROJECT: Pyke's W - Ghostwater Dive is no longer missing its PROJECT HUD screen overlay
  • Pulsefire Caitlyn's R - Ace in the Hole UI overlay now properly appears when she casts the ability
  • PROJECT: Vayne's R - Final Hour HUD no longer disappears prematurely
  • Removing a friend, being removed by someone else, or being blocked by someone else will no longer break the Social panel and chat window
  • Sett now properly becomes Unstoppable and suppresses Tahm Kench when casting R - The Show Stopper while Tahm Kench casts W - Devour
  • Attacking a non-revealed R - Noxious Trap from Teemo with Umbral Glaive will now properly do triple damage
  • Qiyana's R - Supreme Display of Talent no longer breaks Unstoppable animations/abilities when cast in the river or in a brush
  • Sett's E - Facebreaker will only stun enemies if he successfully grabs one on each side
  • When Qiyana casts R - Supreme Display of Talent towards a wall just barely within Yasuo's W - Wind Wall, she should no longer be able to successfully explode the targeted wall
  • Champions will no longer be in a T-pose for the remainder of the game if they get eaten by Tahm Kench’s W - Devour
  • Battle Boss Qiyana's Passive - Royal Privilege cooldown indicator is no longer barely visible in brush
  • Abilities that cannot target allies will not proc Guardian
  • Lee Sin's abilities now properly count per use towards Electrocute
  • Wukong can properly cast R - Cyclone even after he's used it immediately before getting killed by a knock-up
  • Vi's Q - Vault Breaker will no longer cause her next basic attack to fail triggering runes

Upcoming Skins & Chromas

The following skins will be released this patch. Grab the League Displays app for full-res splash art!
The following chromas will be released this patch:

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