Version League of Legends 9.23 is the Preseason version, where the latest changes of League of Legends are brought to players, and Riot will listen to feedback to make adjustments for the 11th season of League of Legends.
Detailed content of League of Legends 9.23
Skins
Thresh Ultimate Weapon
Thresh Ultimate Weapon Prestige Edition
Aatrox Glory
Ranking Mode
- The 2019 ranking season has officially ended.
- Players who reach Gold or higher in Solo/Duo Queue, Flex Queue, or 3v3 Flex Queue will receive Aatrox Glory. If you reach Gold in both queues, you will receive a Chroma of Aatrox Glory.
Rank rewards include icons, loading screen borders, skins, and chromas given to players throughout patch 9.23.
3. Map Changes
This preseason, League of Legends will introduce new variables and more opportunities to master Summoner's Rift. After the second Elemental Dragon of the game dies, the map will permanently change to one of four Elemental forms, with different terrains forcing you to adapt to new ways of fighting, moving, controlling vision, and objectives.
Transformation Mechanism
- Transformation begins: After the second Elemental Dragon is slain and the third Elemental Dragon is announced.
- Map element: Similar to the element of the third dragon.
- Our territory: After the map has transformed, all subsequent dragons will spawn with the same corresponding element.
- Terrain changes: Applied to all 4 jungle quadrants, changes focus on shrines and dragon pits.
Fire Elemental Map
The Fire Elemental Map will introduce new pathways
Jungle: Grass near Red & Blue Buffs is scorched away, new pathways open through the Red & Blue Buffs.
Dragon Pit: Entrance to the Dragon Pit widened.
Earth Elemental Map
The Earth Elemental Map will add new terrains to the map.
Jungle: Two new rocks emerge in each jungle quadrant.
Dragon Pit: A large rock emerges, dividing the entrance to the dragon pit.
Water Elemental Map
The Water Elemental Map will increase the amount of grass around the map.
Jungle: Most of the grass grows larger, and Honeyfruit appears around the buffs. Many water puddles appear throughout the jungle, seemingly just for show, but will be very useful if you play Qiyana or use the Waterwalking rune.
Dragon Pit: New grass grows around the dragon pit.
Wind Elemental Map
The Wind Elemental Map creates speed boost zones on the map.
Jungle: Gusts of wind blow through the Red and Blue Buff jungle areas, increasing movement speed for those inside.
Dragon Pit: The dragon pit also serves as an acceleration gate.
Side Lane Pathways
Adds two small pathways to each side lane of the Map. Essentially, they won't change much about traveling the lanes, but the new terrain will create new impacts in terms of vision, opportunities for stealth, maneuvering, ambushing, or organizing ganks.
Death's Doorway: each side lane is supplemented with two small pathways amidst the gaps in the grass.
Bot Lane Grass: Two long bushes ⇒ Three short bushes, similar to the top lane.
Riverbank Grass
New grass near the blue buff heading towards the river creates new strategic options for approaching and contesting objectives.
4. Changes to Elemental Dragons
Dragon's Soul:
- Dragon's Soul will now be the end-game reward for teams that control multiple Elemental Dragons, a powerful reward akin to a major objective. Dragon's Soul doesn't grant an immediate power spike like Baron or Elder Dragon, but they are permanent and stack with previously acquired dragon buffs.
- The first team to slay 4 Elemental Dragons will receive the Dragon's Soul based on the current map's element
- Elder Dragon will start spawning after a team possesses the Dragon's Soul, meaning only one team will possess the Dragon's Soul at a time
- Like Elemental Dragon buffs, Dragon's Soul is permanent and does not expire upon death
Fire Dragon's Soul
- Every 3 seconds, a basic attack or ability that deals damage to an enemy unit will create a small explosion, dealing 90 (+0.25 bonus attack damage) (+0.15 ability power) (+0.03 bonus health) damage to the target and nearby enemies.
Earth Dragon's Soul
- After not taking damage for 5 seconds, gain a shield worth 225 (+0.2 bonus attack damage) (+0.15 ability power) (+0.15 bonus health).
Water Dragon's Soul
- Attacking an enemy heals for 180 (+0.4 bonus attack damage) (+0.25 ability power) (+0.1 bonus health) health and restores 90 (+0.04 maximum energy) energy over 3 seconds.
- Effectiveness reduced to 30% when attacking minions and monsters.
Wind Dragon's Soul
- Increase movement speed by 10%.
- After casting ultimate, gain 30% movement speed for 3s (30s cooldown).
Elemental Dragon Buffs
- Elemental dragon buffs are balanced for power and excitement. Quick note: A team can now stack up to 4 elemental buffs from one element, if the enemy takes 2 or 3 dragons first (certainly different elements), and you take all 4 remaining dragons (all the same element).
Fire Dragon
- Power of Fire: +10/17/24% attack damage and ability power ⇒ +5/10/15/20% attack damage and ability power
Earth Dragon
- Sturdiness of Earth: +16/23/30% damage to monsters and turrets ⇒ +8/16/24/32% armor and magic resist.
Water Dragon
- Will of Water: Heal for 6/9/12% missing health and energy every 5 seconds when not damaged by enemy champions or turrets for at least 8 seconds ⇒ Heal for 5/10/15/20% missing health every 5 seconds (removes energy heal).
Wind Dragon
- Agility of Wind: +3/4.5/6% movement speed (tripled when out of combat) ⇒ 10/20/30/40% ultimate cooldown reduction, ignoring the cooldown cap.
Elemental Dragon Mechanism
- Dragon Spawning Order: Random ⇒ The first 3 dragons are always of different elements. All remaining dragons are of the same element as the 3rd dragon.
- Spawn Time: 5:00 initial spawn, 5:00 respawn time until 35:00 ⇒ 5:00 initial spawn, 5:00 respawn time until a team kills 4 dragons (see Dragon Soul above).
- Health: 3500 (+240 health per level, minimum level 6) ⇒ 2650 (+240 health per level, minimum level 6) before map transformation; 4350 (+240 per level, minimum level 6) from the 3rd dragon onwards.
Elder Dragon
- Removes the ability to increase elemental dragon effectiveness by 50%.
- Burn Damage: 45 (+45 per stack of Elemental Dragon) true damage over 3 seconds ⇒ 90-270 true damage over 3 seconds (increases from minute 25:00-45:00).
- Removes remaining effects.
- Adds a new effect, Execution: Deals damage to targets below 20% health, causing them to be executed by Elder Infernal after 0.5 seconds (no cooldown).
- Death Denial: Elder Infernal cannot execute targets in a state of invulnerability like Zhonya's Hourglass or Kindred's R - Lamb's Respite denial effects.
- Duration: 150 seconds⇒ 180 seconds, dying will remove this effect.
- Spawn Rule: 6:00 after a team slays the 4th Elemental Dragon; respawns every 6:00.
5. Other Changes
Baron Buff
- Duration: 210 seconds ⇒ 180 seconds
Buff Effects:
Row 1: Blue Buff, Red Buff, and Red Buff's Burn effect.
Row 2: Elder Dragon, Baron, All buffs + Dragon Souls.
Rift Herald:
- Spawns at 8 minutes.
- Now respawns after 6 minutes.
- Disappears: 19:30, max 19:50 if in combat.
- Health: 10,000-16,000 (levels 6-12) ⇒ 8,250-16,500 (levels 6-12).
Attack speed: 0.5 ⇒ 0.4 (Easier to poke at Rift Herald's eye before it turns back).
Summoner's Rift Herald:
- Eye of the Rift Herald respawn timer 40 seconds ⇒ 20 seconds.
- Rift Herald's eye summoning time: 4 seconds ⇒ 1 second.
Herald Level: The average level of all champions, determined by the number of times the Eye was summoned ⇒ the number of times the Eye was picked up.
Health: 4000-6400 (level 6-12) ⇒ 3180-6360 (level 6-12).
Damage to Turrets: 40% current health (1600-2560), minimum 1500 ⇒ 1500-2550 (level 6-12).
Self-inflicted Damage: 25% current health ⇒ 66% current health.
These are the most important updates of League of Legends version 9.23. If you are a Teamfight Tactics fan, don't miss out on the Teamfight Tactics 9.23 update details here.