Legends of Runeterra Patch Notes 1.4 Discussion

by in Legends of Runeterra | Jun, 23rd 2020

The Season of Fortune begins in patch 1.4 of Legends of Runeterra! But what exactly comes with it? We went into some brief teasers earlier in the week, but today, we focus on patch 1.4. Improvements to Masters LP, the new Gauntlet mode, and of course, plenty of card changes/balance await! We’re going to highlight the big things here.

You can always check the official patch notes here if you want to see every bit of these patch notes. But for now, let’s get into the major bits of the update!

The (Not Infinite) Gauntlet Mode

Gauntlets are honestly, a cool idea whose time has come in Legends of Runeterra. We discussed these recently, and perhaps soon, we can offer advice on things to do in these as they are developed and released. But what are Gauntlets? Gauntlets are limited-time competitive series with limiting deckbuilding rules.

They will be open as of patch 1.4 in Legends of Runeterra, every Friday through Monday. Each weekend will be its gauntlet rotation. The first Gauntlet begins on June 26, and it’s a straightforward one to start with. The first Gauntlet will be traditional Standard Deckbuiling Rules, just to get our feet wet. But the next one? It really picks up.

They’re following up with Singleton. We’ve covered the concept of Singleton in MTG Arena previously. In Singleton, you build a deck using only one of each card in the deck. It’s a challenging deck-building style, but I think it will work nicely in Legends of Runeterra. No stacking tons of champions! You’ll have to make them all count.

What do you gain? In addition to XP based on the number of wins, everyone receives a special icon. Those who get to seven wins will gain a Gauntlet Conqueror icon as well. They want to add more rewards to this. Perhaps alternate card arts, or card covers? Now that would be neat. They are also going to use this technology to move towards full-scale, in-game tournaments.

Masters LP and Ranked Rewards/New Season

The Master Tier will now use an LP system, instead of being based on the ladder position. It wasn’t always clear how much your rank would change in a single game. This could be soul-crushing when you lose a game and plummet like a meteor down the ladder. Some matches were just coming across as unduly punishing, and that’s not what they want.

Now, you’ll see your current Masters LP, and upon first getting there, you’ll receive LP based on your current MMR, compared to other players in Masters. From there, your LP gains and losses will be determined by a combination of factors including your MMR, your opponent’s MMR, and how much LP you have compared to other players in Masters.

The values are centered around 20 LP, which is the same amount you gain/lost in Platinum/Diamond. The range can go from a maximum of 25 to a minimum of 15. So now we know what we’ll roughly win or lose in the highest levels of player. Also, at the end of each season, Masters players will reset to Platinum 4, no matter where they were in Masters.

Legends of Runeterra patch 1.4 also brings the new competitive season: Season of Fortune! Ranked will be disabled until 10 a.m. PT, June 24, while this new season begins. Here’s where each tier will fall to:

Master Accounts drop 800 LP (8 divisions)
Diamond and Platinum accounts drop 750 LP (7 divisions +50 LP)
Gold and Silver drop 675 LP (6 divisions +75 LP)
Bronze and Iron will reset to Iron IV

Card Adjustments for 1.4

Riot Games is working to balance the game pretty hard as always, but especially in this patch. Many of the card changes in this update are focused on issues that have arisen across a specific type of cards. These are Epics, Freljord, and Steal-From-Deck effects. The idea behind Epic cards are that they’re powerful, unique, and more-often-than-not, game-changing. They can be your game-winning cards. But so many of them are pretty darn expensive and unwieldy to use. They’re clunky and wind up taking up an entire turn, leaving few actions left to you.

They worked to adjust some underused Epics across all the regions, to make them worth using (hopefully). Freljord has seen a pretty low play rate in ranked, so that’s why they see some love. But Steal-From-Deck in Bilgewater is being adjusted too. Instead of stealing from the top of a deck, they’re taking from the bottom. This effect has a keyword, now, [Nab]. It states “draw a non-champion card from the bottom of the enemy deck.”

It probably should have had a keyword in the first place, even if there’s starting to be some serious keyword bloat. So, we’ll highlight a few of these major card changes and what you can expect.


Braum sees some very serious changes. He felt kind of weak and lame until he leveled up if I can be honest. A Guardian who deals no damage and just waits to level up is sort of an annoying thing to see. His cost has gone up by 1, but he now has access to the Mighty Poro from level 1. He also has Power now! His level up gives him a +1/+1 across his stats (turning him into a base 2/6).

  • Braum (Level 1):
  • Cost: 3 -> 4
  • Power: 0 -> 1
  • Added Text: The first time I survive damage, summon a [Mighty Poro].
  • Braum (Level 2):
  • Cost: 3 -> 4
  • Power: 0 -> 2
  • Health: 7 -> 6

I like this change. It makes Braum feel useful in the early game and also synergizes him better with his Freljord pals. This was the right change.

Poro Herder

Since Braum is now going to be able to create [Mighty Poro] earlier, the current Poro Herder would be pretty overwhelming. Now, instead of drawing 2 Poros, you only draw 1, provided you have a Poro ally. To account for this, they’re losing 2 off the cost, and 1 off Power/Health.

  • Cost: 4 -> 2
  • Power: 3 -> 2
  • Health: 4 -> 3
  • Old Text: When I’m summoned, draw 2 Poros if you have a Poro ally
  • New Text: When I’m summoned, draw a Poro if you have a Poro ally

Yeah, this would have been very overwhelming on turn ⅘, just steamrolling people with Poros without any real effort put in. So here’s another pretty sharp change.

Ren Shadowblade

Ren Shadowblade, while being an 8-cost, had a ridiculously powerful passive. It made the card need an 8-cost, because of what it did. When you had this follower in play, and the other player summons a follower, it gains [Ephemeral]. That means it dies at the end of the round. That is filthy. Now, it has [Quick Strike], and creates a [Shadow Fiend] in hand. That means it’s going to be lowered across the board. This is a complete redesign and one that is likely for the better. I can see it being used in Ephemeral decks now.

  • Cost: 8 -> 4
  • Power: 6 -> 3
  • Health: 4 -> 3
  • Old Text: When the enemy summons a follower, grant it Ephemeral.
  • New Text: [Quick Strike] Strike: Create a [Shadow Fiend] in hand.

Every time it strikes, it creates a Shadow Fiend in your hand? Oh yeah, this is the good stuff for Ephemeral Decks.

Legends of Runeterra patch 1.4 is a pretty great patch, with plenty of fun card changes that should make the game more enjoyable to play. Heck, the next couple of patches promise lots of big moves for Legends of Runeterra, so make sure you keep your eyes glued to Esports Talk!


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