League of Legends 3.7 patch notes sees build creation made faster with Custom Item Sets | PCGamesN

League of Legends 3.7 patch notes sees build creation made faster with Custom Item Sets

League of Legends 3.7 doesn’t exactly skimp on the balance changes - it features tweaks to more than 20 champions, most notably to Rumble, Twisted Fate and Nunu. But there’s something even more significant going on here - Custom Item Sets. They‘ll spell an end to manually browsing for your favourite items when assembling a build mid-game.

Once the patch goes live, you’ll find a new space in your profile on PVP.net to build custom item builds. These builds will then appear in the ‘Recommended’ tab in the item shop in-game.

“When you’re creating a build, you can associate it to a specific champion, or multiple champions, or even all champions, as well as which maps they can be used on,” explained senior game designer Rob ‘rjcombo’ Garrett.

“So if you like to play AP Master Yi or AD Kennen, for example, you can easily configure a set of AP or AD items for those champions, instead of having to manually search for them in the middle of a game”.

A side effect of the new system is the ability to browse the full item shop outside the game on PVP.net, whether you’re configuring an item set or not. That means you can be planning your builds at all hours of the day. Gulp.

Currently item sets are stored locally on your machine, but Riot plan to have them saved server-side eventually too. After that, you’ll have access to your custom builds on your desktop, on your laptop at work, at the library, in the coffee shop - anywhere that might be wholly inappropriate to play LoL, really.

On the balance side of things, Riot have reduced Rumble’s overall damage and seized the opportunity to make Danger Zone “more impactful”, rewarding careful ability management.

Twisted Fate has also suffered a general nerfing: Destiny now has a longer cooldown, and Stacked Deck’s cooldown reduction effects have been swapped for extra attack speed.

Nunu, meanwhile, has had his healing abilities reduced significantly - but also benefited from changes designed to make Consume a “cool spell”.

“Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank-up incentive,” say Riot.

The tweaks should help Nunu relax into his intended role, as a highly mobile jungler with strong objective control.

See the full changelog below. How has your favoured champion fared?


These two changes are intended to give Akali's kit some utility. With Twilight Shroud now granting vision where it's placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability.

  • Twilight Shroud

Now grants vision in the area of effect

  • Shadow Dance

Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15


Caitlyn was crowding out a lot of other AD champions with her potent siege capabilities and strong lane trading potential. We wanted to highlight her weakness to extended trades as a sniper by reducing her base attack speed.

Additionally, by removing the accrual of headshot stacks when attacking turrets, it'll be a little more difficult for Caitlyn to perpetually siege towers in early game while zoning out enemies with the threat of a headshot.

  • Base Attack Speed reduced to 0.625 from 0.668
  • Attack Speed per level increased to 4% from 3%
  • Headshot

No longer gains stacks when attacking structures


  • Twin Fang

Now counts as a single target spell for the sake of items like Rylai's Crystal Scepter


As a melee champion, Diana should have an inherent weakness to lane harass. These changes are to reduce some of the safe and efficient wave clear Diana was getting from auto-attacking with her shield up in lane.

The shield change will help Diana in mid- to late-game team fights when she needs to dive into multiple enemies to engage. Before the changes, Diana's shield refreshed almost immediately and she got no benefit from the first stack unless she took damage very quickly upon initiating. Now with her shields stacking on top of each other, Diana will gain a little more survivability in these kind of engagements.

  • Moonsilver Blade

Damage reduced to 20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250 (+0.6 Ability Power) from 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290 (+0.6 Ability Power)

Range of the cleave behind Diana reduced

  • Pale Cascade

Total damage changed to 66/102/138/174/210 from 60/105/150/195/240

Shield reduced to 40/55/70/85/100 (+0.3 Ability Power) from 55/80/105/130/155 (+0.45 Ability Power)

The second application of the shield now stacks with the first shield instead of replacing it


Removing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise's offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade.

  • Skittering Frenzy

Ability Power ratio increased to 0.04 from 0.02

  • Spider Form

No longer grants bonus Armor and Magic Resist

Jarvan IV

  • Demacian Standard

Vision radius of the Standard reduced to 700 from 850


  • Inner Flame

Mantra Bonus - Soulflare

Slow area now spawns directly under the primary target

Miss Fortune

Miss Fortune excels at trading in lanes, but her Impure Shots were building too quickly and dealing too much burst damage with the use of Double Up. With this change, Miss Fortune loses some of her burst potential, but will do around the same damage in extended trades.

  • Impure Shots


Max stacks increased to 5 from 4

Damage per stack reduced to 4/6/8/10/12 from 6/8/10/12/14 


  • Recommend items updated


These general usability buffs are for Nami to feel more impactful in team fights and skirmishes. In particular, with Surging Tides giving more movement speed and Aqua Prison having a longer stun duration, Nami players should feel better about playing aggressive in a lane.

  • Basic Attack Missile Speed increased to 1500 from 1350
  • Surging Tides

Bonus Movement Speed increased to 40 from 30

  • Aqua Prison

Stun duration increased to 1.5 seconds from 1.25


Nunu naturally fits in the jungle with his strong objective control and high map mobility - these changes should add more depth within that role. Above all, we want Consume to be a cool spell -Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank-up incentive.

  • Consume

Damage increased to 600/700/800/900/1000 from 500/600/700/800/900

Healing reduced to 90/130/170/210/250 from 125/180/235/290/345

Healing ratio reduced to 0.75 from 1.0

Consume now grants bonuses for 120/150/180/210/240 seconds based on the type of monster consume was used on:

Golem-type monsters grant 10% increased size and maximum Health

Lizard-type monsters grant Nunu's attacks and spells additional magic damage equal to 1% of Nunu's maximum Health

Wraith or Wolf-type monsters grant 15% movement speed for 3 seconds after Nunu kills a unit


  • Vault

Fixed a bug where Vault failed to interrupt targets that were immune to slows


  • Puncturing Taunt

Can no longer target minions


We did tone down some of Rumble's overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble's overall play. Here we've decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities.

  • Flamespitter

Damage decreased to 75/135/195/255/315 (+1.0 Ability Power) from 90/160/230/300/370 (+1.35 Ability Power)

Danger Zone damage bonus increased to 50% from 25%

  • Electro-Harpoon

Damage decreased to 45/70/95/120/145 (+0.4 Ability Power) from 55/85/115/145/175 (+0.5 Ability Power)


  • Scatter the Weak

Improved detection of Dark Spheres at longer ranges

Twisted Fate

With his huge global map pressure in early and mid-game, we wanted to reduce Twisted Fate's overall power without hitting the core components that make him fun. We're changing the passive cooldown reduction on Stacked Deck to attack speed to take out some of the free power he was getting without much gameplay interaction. Additionally, given Destiny's high impact, we've brought it more in line with other global ability cooldowns

  • Pick a Card

Blue card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 total Attack Damage)

  • Stacked Deck

No longer grants Cooldown Reduction

Bonus Attack Speed increased to 10/15/20/25/30% from 3/6/9/12/15%

  • Destiny

Cooldown increased to 180/150/120 seconds from 150/135/120

Tooltips updated


  • Tiger Stance

Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance


Hail of Arrows makes Varus very strong in lane trades and zoning enemies out, but the strength of this ability was crowding out the intended use of Piercing Arrow as a high-damage snipe. With these changes, Hail of Arrows still has its strength in area control but it no longer completely trumps Piercing Arrow as a method of proccing Blighted Quiver and dealing high burst damage.

  • Base Movement Speed reduced to 330 from 335
  • Piercing Arrow

Minimum damage increased to 10/47/83/120/157 from 10/43/77/110/143

Maximum damage increased to 15/70/125/180/235 from 15/65/115/165/215

Improved hit detection at the end of the missile

  • Hail of Arrows

Damage reduced to 65/100/135/170/205 from 65/105/145/185/225

  • Chain of Corruption

Improved hit detection at the end of the missile


These are mostly quality of life changes for Warwick, who actually spent more time channeling Infinite Duress than he spent suppressing his target. Additionally, the fact that Warwick will now always place himself in front of the target rather than in a random location around them should add a little more strategic depth to who he suppresses and when.

  • Infinite Duress

Channel time reduced to 1.5 seconds from 2.1 (the target is still suppressed for the full 1.8 seconds)

Infinite Duress now always places Warwick in front of the target rather than a random spot around the target


For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power - reducing the burst power of his ultimate and his already unusually high sustain from bloblets.

  • Base Health Regen reduced to 7.0 from 12.5
  • Let's Bounce!

Damage reduced to 140/210/280 from 160/240/320

Fixed a bug where Let's Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces

Tenacity reduced to 50% from 75%


As a resourceless champion, Zed was able to farm efficiently and safely without giving his opponent much opportunity for interaction. These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed's Living Shadow was just to bring it more in line with other abilities of this type.

  • Razor Shuriken

Damage dealt to secondary targets reduced to 45/69/93/117/141 (+0.6 bonus Attack Damage) from 60/92/124/156/188 (+0.8 bonus Attack Damage)

  • Living Shadow

Vision radius of the Shadow reduced to 700 from 1300

  • Shadow Slash

Cooldown increased to 4 seconds from 3


  • Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power
  • Thorn Spitter and Vine Lasher plants now benefit from Banner of Command's minion damage aura


  • Mana Manipulator

Recipe changed: Faerie Charm + 120 gold = 300 total gold

Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6

  • Mikael's Crucible

Mikael's Crucible is a very strong item for supports who want to stay on the back line out of harm's way. Most supports, however, opt for Philosopher's Stone in early game, which makes them adverse to buying another high-sustain item like Mikael's Crucible. These changes also open up more diversity for supports when upgrading their Philosopher's Stone - Shurelya's offers more offensive and defensive disengage, but Mikael's Crucible offers more in-fight potential.

Recipe changed: Philosopher's Stone + Chalice of Harmony + 920 gold = 2500 total cost

Grants 7 Health Regen per 5 seconds from 0

Grants 18 Mana Regen per 5 seconds from 9

No longer grants Mana

Active Heal changed to "Heals for 150 + 10% of the target's Maximum Health" from "Heals for 150 + 15% of the target's Missing Health", Cleanse effect unchanged

Active travel time changed to 0.2 seconds from variable with distance

Fixed an issue with the hit effect particle

  • Shard of True Ice

Total cost reduced to 1600 gold from 1700

Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6

Summoner's Rift

While this change doesn't seem significant, it will help auto-attack reliant laners when trading against ability-based laners. Champions who rely on lane harassment through abilities typically don't draw minion attacks as much as auto-attack champions, and this disparity was forcing a lot of champions to opt for high-sustain starts in order to compensate. This change will have a larger overall effect on lane trading as the game progresses.

  • Caster Minions

Base Attack Damage reduced to 23 from 25

Howling Abyss

  • High Winds duration and intervals tweaked to match the pace of the music
  • Statue destruction algorithms tweaked to become more consistent throughout the match

Game Interface

  • Loss of Control UI

Loss of control indicators now appear underneath a player's nameplate when the player's champion is afflicted by a crowd control effect

A unique icon is displayed for each type of effect, and a shrinking progress bar indicates time remaining on the effect

When multiple, unique crowd control effects are active:

An additional icon is displayed for each unique effect type

The progress bar represents whichever effect has the longest remaining duration

Icons are removed as their associated effect type becomes inactive

Indicators are visible to the afflicted player, that player's team and the player who inflicted the crowd control effect

Co-op vs. AI

  • Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award more IP/XP than intended for games under 20 minutes
  • Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award less IP/XP than intended for games over 20 minutes

League System

  • Fixed a number of cases where icons on the league view were not showing up correctly


  • Custom Item Sets

Custom item sets can now be created and edited in the summoner profile.

Saved item sets appear as an option in the Recommended tab of the in-game item shop

Item sets can be associated with a specific champion, multiple champions or all champions

Item sets can be associated with a specific map, multiple maps or all maps

  • Silence, Taunt, Stun, Fear and Suppress effects have been updated with a new, consistent visual
  • Karthus' Requiem should no longer have a major FPS performance hit across all maps.
  • Rerolls in the ARAM queue will now prefer champions not being played by a member of the other team.
  • The 'Random Champion' option is no longer available in ranked game champion select.
  • Players who fail to connect to the game will now be granted the same bonus Magic Resistance/Armor that disconnected players receive.
  • Fixed a bug with certain AMD Radeon video cards when playing Dominion.
  • Players may now disable moving their champion via right-clicking on the minimap in the options menu.
  • Logitech G-Key, LED, and LCD technologies are now supported.
  • Fixed: Players joining private custom games in the PvP.net client were not able to submit passwords using the Enter key.
  • Adobe AIR no longer uses the Debug Launcher and has been updated to version 3.7. This should result in increased client stability.


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