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Spell Shields will act differently in League of Legends Patch 7.19

Spell shields will have a different use in League of Legends Patch 7.19
Spell shields will hit only the first enemy they encounter starting in League of Legends Patch 7.19.

Starting in Patch 7.19, which goes live Wednesday, spell shields in League of Legends will now act in a way that was previously impossible due to previous code limitations of the game.

Spell shields are a valuable asset to have since they block any and all enemy abilities that hit the shield within the instant of it popping. That means a well-timed spell shield can negate more than one enemy ability when timed correctly. That was done apparently due to code limitations, according to the patch notes, and Riot Games has been able to adjust spell shield so it acts as intended.

Now spell shields only negate the first enemy ability that it encounters and not every ability that hits the shield the moment it’s broken. This change will affect the spell shields for Sivir and Nocturne, who have one in their ability kits, as well as the items Banshee’s Veil and Edge of Night, which gives the item-holder a spell shield.

Zeke’s Convergence changes

Apart for a price adjustment and a tweak to the damage to Frostfire Covenant, Zeke’s Convergence received changes. When the item user uses an ultimate near its “bonded” allied champion, an area of effect slow is activated around the player for 10 seconds, while the auto-attacks from the bonded ally deals a “burn” to an enemy unit while the slow is in effect. The burn has been increased to 25 percent of the basic attack damage from 17.5 percent. In order to proc the second half of the item, which deals 40 magic damage per second in an area for three seconds, the item holder no longer has to auto-attack a burning enemy but rather just has to be near the burning enemy.

Edge of Night buff

Edge of Night will be buffed in both spell shield duration from five seconds to seven, and a lower item cooldown of 40 seconds from 45.

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