ARAM Patch Notes, Check League Of Legends Update To Fix LoL ARAM Patch

ARAM Patch Notes: ARAM is a game mode in League of Legends on Howling Abyss in a 5v5 format and the players are excited to know ARAM Patch Notes. So if you too want to know about ARAM  Patch Notes, then scroll down the page and get the updates.

by J Nandhini | Updated Jan 12, 2023

Source: Youtube

ARAM

ARAM is a League of Legends game style that takes place on the Howling Abyss in a 5v5 format. To destroy the nexus of the enemy team, use Howling Abyss. The release day was June 29, 2012. Players can swap or reroll their picks after receiving a random champion from the available pool. ARAM was first used in custom games on the Summoner's Rift map, where the emphasis was solely on 5v5 combat with no lane phase or jungling. The Proving Grounds map was changed from being used only for instructional to a playable custom map following a Thunderdome event. Later, Howling Abyss took the position of Proving Grounds, and ARAM became a recognized queue (Patch 3.6).

ARAM  Patch Notes

ARAM UPDATES

This update goes out to our ARAM players! From the new stat adjustments introduced in the last patch to falling towers and Frostgates, new and exciting updates are coming to the Howling Abyss this patch. 

FROSTGATES

A lot of the fun in ARAM happens when you're fighting, poking, or womboing your opponents—not when you're walking back to the fight. To help you get back into the action faster we're introducing Hexgates to the Howling Abyss!

FROSTGATES

  • Frostgates: Frostgates will be present from the beginning of the game and will teleport you directly from your Nexus to your outer tower. Once your first tower is destroyed, the Frostgate will link to your team’s inhibitor tower where it will stay for the remainder of the game.

FALLING TOWERS

  • Tower Rubble: When outer towers are destroyed they will collapse and leave behind a pile of rubble which will be treated as new terrain.

BRUSH CHANGES

  • Brushing Up: There is now one new brush in the middle bottom side of the bridge. The brushes between the outer and inhibitor turrets have also increased in size.

BRIDGE REPAIRS

  • Under Repair: The gaps on the bottom side of the bridge have been filled in and are now traversable

BATTLE BOOST QOL UPDATES

  • Not so Fast: Players will no longer be able to activate Battle Boosts within the last 10 seconds of champion select

  • You’re Welcome: Allies will now be able to tell which player gifted their team a Battle Boost

S-RANK CHEST VISIBILITY

  • NEWMaster them All! Players will now be able to see which champions they have not yet received S-Rank Chests for in ARAM champion select

ARAM BALANCE ADJUSTMENTS

NERFS

  • Heartsteel Maximum health gained: 10% of damage dealt ⇒ 5% of damage dealt

ITEMS

MOSSTOMPER

  • Tenacity Buff Duration: 3 seconds ⇒ 1.5 seconds

  • Tenacity Type: Item (additive with item tenacity) ⇒ Champion (multiplicative with item tenacity)

RAVENOUS HYDRA

  • AoE Splash Damage: 60% AD for melee champions /30% AD for ranged champions ⇒ 50% AD for melee champions/25% AD for ranged champions

  • REMOVEDOmnivamp from Stacks: 4% ⇒ Removed

SUNFIRE AEGIS

  • Combine Cost: 1000 ⇒ 900

  • Total Cost: 2800 ⇒ 2700

  • Health: 400 ⇒ 500

CHAMPIONS

AMUMU

BASE STATS

  • Health Growth: 89 ⇒ 100

Q - BANDAGE TOSS

  • Mana Cost: 30/35/40/45/50 ⇒ 40/45/50/55/60

W - DESPAIR

  • Damage per Second: 12/16/20/24/28 (+1/1.15/1.3/1.45/1.6% of target’s maximum HP) ⇒ 12/16/20/24/28 (+1/1.25/1.5/1.75/2% of target’s maximum HP)

E - TANTRUM

  • Base Magic Damage: 85/110/135/160/185 (+ 50% AP) ⇒ 80/110/140/170/200 (+ 50% AP)

CHO’GATH

Passive mana restoration increased. W base damage increased. R cooldown now decreases with rank.

PASSIVE - CARNIVORE

  • Mana Restored on Enemy Kills: 3.5-7.75 (based on level) ⇒ 4.7-9.5 (based on level)

W - FERAL SCREAM

  • Base Damage: 75/125/175/225/275 ⇒ 80/135/190/245/300

R - FEAST

  • Cooldown: 80 seconds ⇒ 80/70/60 seconds

DR. MUNDO

BASE STATS

  • Base Magic Resist: 32 ⇒ 29

  • Magic Resist Growth: 2.05 ⇒ 2.3

  • Base Attack Speed: 0.72 ⇒ 0.67

  • Attack Damage Growth: 3.5 ⇒ 2.5

PASSIVE - GOES WHERE HE PLEASES

  • Cannister Health Loss: 7% of current health ⇒ 3% of current health

  • Cannister Heal: 8% of maximum health ⇒ 4% of maximum health

  • Max Health Regen per 5 seconds: 0.8-1.6% (linear progression) ⇒ 0.4-2.5% (non-linear progression, equal at level 11)

Q - INFECTED BONESAW

  • Health Cost: 50 ⇒ 60

W - HEART ZAPPER

  • Health Cost: 5% of current health ⇒ 8% of current health

  • Gray Health Healed after Not Taking Damage: 0% ⇒ 50%

  • Damage Stored as Gray Health: 25/30/35/40/45% ⇒ 80-95% based on level in the first 0.75 seconds, then 25% afterwards

  • Duration: 4 seconds ⇒ 3 seconds

E - BLUNT FORCE TRAUMA

  • Passive Bonus AD: 15/20/15/30/35 (+ 25/30/35/40/45 based on missing health) ⇒ 2.5/3/3.5/4/4.5% maximum health

  • Health Cost: 10/20/30/40/50 ⇒ 20/30/40/50/60

  • Cooldown: 8/7.5/7/6.5/6 seconds ⇒ 9/8.25/7.5/6.75/6 seconds

  • Bonus Damage to Monsters: 200% ⇒ 150%

R - MAXIMUM DOSAGE

  • Missing Health Gained as Maximum Health: 8/11.5/15% ⇒ 15/20/25%

  • NEWMega Mundo Heals: At rank 3, Mundo’s R’s healing effects are increased by an additional 5% per nearby enemy champion

  • REMOVEDMundo Mad: R no longer gives bonus AD

K’SANTE

Base health regeneration increased, health growth increased. E adjusted.

 K’Sante has been a tad weak in average skill brackets, so we’re giving him a few quality of life upgrades that should help him perform better in the hands of average players without pushing him over the line in elite play. 

BASE STATS

  • Base Health Regeneration: 8.5 ⇒ 9.5

  • Health Growth: 104 ⇒ 108

E - FOOTWORK

  • NEWAuto Attack Reset: E will now partially reset auto attacks in K’Sante’s base form, and will be a full auto attack reset while in his All Out form

  • Wall Forgiveness: Adjusted E so that if K’Sante is very close to dashing through a wall he will now go through the wall

KASSADIN

Q base shield increased, shield AP scaling decreased. E adjusted.

 We’re giving Kassadin some quality of life updates to his shield so he can perform better into ranged matchups. We’re also adjusting his E so that you can now cast it whenever you want (as long as it isn’t on cooldown)! 

Q - NULL SPHERE

  • Shield Strength: 60/90/120/150/180 (+ 40% AP) ⇒ 80/110/140/170/200 (+ 30% AP)

  • Shield Spawn Speed: Shield is granted when the Q projectile leave’s Kassadin’s hand ⇒ Shield is granted when Q is cast

E - FORCE PULSE

  • Cooldown: 5 seconds ⇒ 21/19/17/15/13 seconds

  • REMOVEDStacks Be Gone: This spell no longer requires a certain number of stacks in order to be cast

  • NEWSend Your Energy: Ally and enemy spells cast nearby Kassadin reduce E’s cooldown by 1 second

KAYN

Passive Shadow Assassin bonus damage increased. E heal AD ratio increased.

 Shadow Assassin Kayn has fallen off over the course of the Durability Update and Preseason. While we were cautious about returning damage to burst characters after the Durability Update, it's been long enough for us to be confident that Shadow Kayn is failing on most fronts to complete his main goal… killing his enemies. We’re returning some damage to his passive and giving him a little more sustainability with some Shadow Step healing. 

PASSIVE - THE DARKIN SCYTHE

  • Shadow Assassin Bonus Damage: 8-30% (based on level) ⇒ 13-40% (based on level)

E - SHADOW STEP

  • Heal upon entering Terrain: 90/100/110/120/130 (+35% bonus AD) ⇒ 90/100/110/120/130 (+45% bonus AD)

LILLIA

Q base damage decreased.

 Changing Lillia from a ranged champion to a melee champion last patch greatly increased her synergy with Demonic Embrace, Conqueror’s, and Red Buff which resulted in her gaining a little more power than we expected. We’re pulling some of that power out in a way that should hurt her tankier builds a little more than her AP builds. 

Q - BLOOMING BLOWS

  • Magic Damage: 35/50/65/80/95 (+40% AP) ⇒ 40/50/60/70/80 (+40% AP)

  • Outer Edge True Damage: 35/50/65/80/95 (+40% AP) ⇒ 40/50/60/70/80 (+40% AP)

MALPHITE

E base damage increased, armor scaling increased, mana cost no longer increases with rank. Malphite has had a chip on his shoulder ever since we nerfed his waveclear by taking away his ability to rush Immolate. We’re adding some waveclear power back into his kit in a waythat will reward tank builds without over-buffing his AP builds. 

E - GROUND SLAM

  • Magic Damage: 60/95/130/165/200 (+60% AP) (+30% Armor) ⇒ 70/110/150/190/230 (+60% AP) (+40% Armor)

  • Mana Cost: 50/55/60/65/70 ⇒ 50 at all ranks

MAOKAI

Passive heal increased. Q base damage increased, damage to monsters increased.

 Similar to other tanks, Maokai’s been missing Sunfire Aegis and Immolate which increased his ability to effectively clear minions and jungle camps. We’re putting a bit more clear power into his Q to help him find his spot in the jungle and top lane once again. 

PASSIVE - SAP MAGIC

  • Heal: 4-34 (based on level) + (4-10% maximum health (based on level)) ⇒ 4-34 (based on level) + (4-12% maximum health (based on level))

Q - BRAMBLE SMASH

  • Base Damage: 65/110/155/200/245 (+2/2.25/2.5/2.75/3% of the target’s maximum HP) ⇒ 70/120/170/220/270 (+2/2.25/2.5/2.75/3% of the target’s maximum HP)

  • Bonus Damage to Monsters: 80/100/120/140/160 ⇒ 120/140/160/180/200

MORDEKAISER

Passive damage cap against monsters decreased, now only procs when hit by large monsters.

 Mordekaiser jungle appears to have been a big winner of patch 12.22 thanks to his passive. We’re dialing that passive down a bit by reducing his base damage to monsters and making it specific to large monsters so that it functions similarly in the jungle as it does in the top lane. 

PASSIVE - DARKNESS RISE

  • Damage Cap against Monsters: 180 ⇒ 28-164 (based on level)

  • Passive Proc on Monsters: Generates a stack on all monster hits ⇒ Generates a stack on large monster hits

SHYVANA

E damage vs marked enemies decreased.

 Shyvana has been blazing through the new jungle thanks to the Preseason changes that made camps healthier and increased the damage output of her E. We’re taking down her maximum percent HP damage so she isn’t quite so oppressive against camps AND all the tanks seeing more play. 

E - FLAME BREATH

  • Empowered Basic Attacks vs Marked Enemies: 3.5% of target's maximum HP ⇒ 3% of target's maximum HP

SION

Base mana increased, mana growth increased. Q base damage increased.

 Sion, like many other tanks that relied on Immolate for waveclear, is struggling to farm well in Preseason, decreasing his overall power. We’re giving him a bit more mana and Q damage to help him better match his opponent’s waveclear.

To get the full  patch notes of ARAM click here 

League Of Legends Update To Fix LoL ARAM patch

A hotfix for an LoL ARAM patch that "overshot" its intended effect by making modifications to the MOBA game's fan-favorite mode is on the way for League of Legends. According to a Riot Games developer, an upcoming League of Legends update from Riot Games will include a hotfix for the LoL ARAM balance adjustments introduced in the most recent League of Legends 12.23 patch. The patch is meant to be one of the year's final significant updates before the development team breaks for the holidays in December. Riot claims that some modifications to the popular MOBA game style "overshot" their intended consequences.


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ARAM Patch Notes - FAQs

1. Is it harder to get an S in Aram?  

However, all ARAM players can agree on one thing, it's not as easy to score an S rank in Howling Abyss as it is in Summoner's Rift where you mostly play champions you know well and grind with them.

2. How does Aram reroll work?  

When in the champion select screen, you have the option to reroll for another random champion as long as you have enough points to do so. This means you can reroll more than once. Whenever you reroll a champion, that champ is sent to the Available Champions Pool, or the bench.

3. Why did riot remove Aram bans?  

However, according to Riot Games, while bans helped “provide a real feeling of satisfaction and reduce frustration by helping you feel like you're in control of your destiny,” it also had an adverse effect, as sometimes, “the bans were so targeted to a select group of champions that we saw an overall decreased.

4. Is Aram truly random?  

It's not truly "random" when players have ARAM-only accounts... which are accounts with only the best ARAM champs in your selection pool.

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