Even though the new season has just begun, we will have a year full of content and changes, nerfs and buffs! Eloboost24 is here to help you out understanding the changes and helping you know what’s the best for each role!
Q – Flash Frost: DETONATION DAMAGE 70/105/140/175/210 (+50% AP) ⇒ 60/95/130/165/200 (+45% AP)
R - GLACIAL STORM: COOLDOWN 4/2.5/1 seconds ⇒ 4/3/2 seconds
It’s not really a heavy nerf to be completely honest. Anivia is still gonna be a strong control mage on the mid lane. Her damage depends on her E and R, yes Q got nerfed 10 dmg and 5% per level but it’s still not that bad.
E - VORPAL SPIKES: BASE DAMAGE 22/37/52/67/82 ⇒ 22/34/46/58/70
That's a small touch directed for late-game for Chogath, but he’s still gonna be strong, because of his tankiness, scaling and R execute damage.
Q – NEUROTOXIN: BASE DAMAGE 40/75/110/145/180 ⇒ 40/70/100/130/160
W - SKITTERING FRENZY: ACTIVE ATTACK SPEED 60/80/100/120/140% ⇒ 60/70/80/90/100%
Q and W nerfed in the late game, but let’s say that Elise is a hard early game champion that depends on snowballing. Yes, she can outshoot someone in a late game, but every Elise players aim to close games in a max of 25-30 min.
Q - MYSTIC SHOT: DAMAGE RATIO 120% AD ⇒ 130% AD
Ezreal is in an "ok” spot at this moment, but not in the best shape, e.g. when he could build 2 tear items back in the day. This buff will for sure help him in every state of the game, but there are better adc's to play right now.
BASE STATS: HEALTH GROWTH 95 ⇒ 85
E – TRIGGERSEED: SHIELD 80/115/150/185/220 ⇒ 80/110/140/170/200
Health growth is not that important for Ivern. His sustain depends on Daisy and his E, which did get nerfed in the late game, but because of enchanter items getting buffed, the nerf should not affect Ivern that much and he still should be in a really good spot.
Q - SWITCHEROO!: BONUS RANGE 75/100/125/150/175 ⇒ 100/125/150/175/200
FISHBONES BONUS ATTACK SPEED PENALTY -25% ⇒ -10%
E - FLAME CHOMPERS!: COST 70 mana ⇒ 90 mana
ARM TIME 0.7 seconds ⇒ 0.5 seconds
UPDATED NO MORE FLAMING When casting Flame Chompers! farther than max range, it now casts to the max range instead of causing you to walk into range and then casting.
25 additional range for Jinx is really important. Jinx is not a mobile champion, that's why range and position in fights are very important. E change is average because it’s only 20 mana per spell, but Jinx only uses Chompers when needed, not for poke nor engage.
BASE STATS: MANA REGEN 11.5 ⇒ 13
Q - INNER FLAME: COST 65 mana ⇒ 55 mana
Karma’s buffs are average, not really changing her playstyle at the current state. Since enchanter support most likely builds Moonstone and Flowing Water, Karma’s poke should not really matter for her and she should aim for peeling.
E - DEATH'S GRASP: COOLDOWN 24/21/18/15/12 seconds ⇒ 22/19/16/13/10 second
2 seconds cd on E is pretty good for Mordekaiser because it’s about his trading and proccing his passive in lane and fights.
BASE STATS: HEALTH 597 ⇒ 575
PASSIVE - BERSERKER RAGE: BONUS ATTACK SPEED 0-100% ⇒ 0-75%
(NEW) LEAVE NOTHING BEHIND The amount of attack speed being granted is now displayed on Olaf's passive icon
Changes should not really affect Olaf that much. As a champion, Olaf still will be a strong early and scaling power farming champion.
Q - COMET SPEAR: REDUCED DAMAGE AGAINST Minions ⇒ Minions and monsters
COOLDOWN 10/9.5/9/8.5/8 seconds ⇒ 13/11.75/10.5/9.25/8 seconds
Q nerf is towards jungle Pantheon. It should slow his jungle clear and slow his snowballing in the early game.
E - FRENZYING TAUNT: COOLDOWN 12/11.5/11/10.5/10 seconds ⇒ 12 seconds
E cooldown flattened, shouldn't really affect Rammus that much, because he rarely uses E more than twice in a fight.
W - FERROMANCY: CRASH DOWN: DAMAGE RATIO 40% AP ⇒ 60% AP
W - FERROMANCY: MOUNT UP: DAMAGE RATIO 30% AP ⇒ 40% AP
E - ATTRACT AND REPEL: UNBIND COOLDOWN 3 seconds ⇒ 1 second
COOLDOWN BUGFIX Fixed a bug where Rell's E - Attract and Repel cooldown was scaling non-linearly
CAST (FAR)AWAY When cast from very long ranges, Rell should now properly path towards the target until in range to cast her E
R - MAGNET STORM: DAMAGE RATIO 70% AP ⇒ 110% AP
Rell is getting a lot of AP scaling, but the problem is she depends on her tankiness and engages. It should her with all-ins, but maybe some people will go crazy mid lane full AP Rell.
E – VALOR: COOLDOWN 12/11/10/9/8 seconds ⇒ 10/9/8/7/6 seconds
E cd on riven getting buffed. It will help Riven fight with another top laners even better now. I think Riven is gonna be played much more in this patch.
PASSIVE - STAGE PRESENCE: BASE NOTE DAMAGE 5-20 (levels 1-18) ⇒ 4-16 (levels 1-18)
W - SURROUND SOUND: ALLY SHIELD 60-120 (levels 1-18) ⇒ 50-100 (levels 1-18)
SELF SHIELD 90-180 (levels 1-18) ⇒ 75-150 (levels 1-18)
Seraphine’s sustain in lane and fights was broken the last patch. These nerf should really affect her, but she’s still gonna be played, because of her CC and engages.
Q - TWIN BITE: EMPOWERED BASIC ATTACK (FIRST STRIKE) DAMAGE 100% AD ⇒ 100% AD + 25% AP
SECOND STRIKE BONUS DAMAGE 20/35/50/65/80% AD ⇒ 20/35/50/65/80% AD + 15% AP
W – BURNOUT: BONUS MOVEMENT SPEED 30/35/40/45/50% ⇒ 30/35/40/45/50% + (8%/100 AP) (still decays linearly)
Shyvana getting more AP ratios, even though she has already incredible ratios on her E. I think Shyvana is gonna be even scarier in this patch. Her clear is super fast and now she’s gonna deal even more dmg and be an even greater threat.
Q - POISON TRAIL: DAMAGE RATIO 80% AP ⇒ 90% AP
This buff should help Singed a bit, but not that much to him being played more.
Q - CHAIN LASH: COST 50/55/60/65/70 mana ⇒ 55 mana
W – KINGSLAYER: DAMAGE 65/100/135/170/205 (+85% AP) ⇒ 70/105/140/175/210 (+90% AP)
Syla’s Q mana cost got flattened which is pretty nice for late-game fights since he does not build many mana items anymore. His W – Kingslayer getting buffed is really good for him, 5% ratio and 5 ap per level is not much, but it’s his main and most important ability.
PASSIVE - ROCK SURFING: BONUS MOVEMENT SPEED 12-40% (levels 1-18) ⇒ 20-45% (levels 1-18)
Q - THREADED VOLLEY: SUBSEQUENT STONE DAMAGE AGAINST MONSTERS 100% ⇒ 80%
Taliyah is getting nerfed for her jungle clear. It’s not a huge nerf, but it will significantly slow her tempo of the game. In return, her passive movement speed is getting buffed which is nice to move around the map a little bit faster.
R - PHOENIX STANCE: TOTAL BASE ACTIVE AURA DAMAGE 50/100/150/200/250/300 ⇒ 50/95/140/185/230/275
Udyr right now is in a really good spot. His R, phoenix stance, helps him clear jungle camps really fast and it is really effective in fights. Although it’s a late-game nerf for Udyr I think he’s still gonna dominate summoner’s rift.
R – HEMOPLAGUE: COOLDOWN 150/135/120 seconds ⇒ 120 seconds
R cooldown getting flattened. Vladimir right now is rather weak than strong and I think this nerf will for sure help him, but not that much to him being played much often.
· Lich Bane
ABILITY POWER 80 ⇒ 70
Lich Bane is often used for his passive and not for the amount of ap he gives, but 10AP nerf should at least at some point touch champions that need to build it.
· Horizon Focus
ABILITY POWER 100 ⇒ 115
HYPERSHOT RANGE 750 ⇒ 700
More AP but a lower range. I think this item is very good for specific champions such as Zoe or Ahri.
· Verdant Barrier
UPDATED ADAPTIVE PASSIVE Every 60 seconds gain 3 bonus magic resistance, stacking up to 5 times. Taking magic damage reduces the time it takes to gain magic resistance ⇒ Grants 0.5 magic resistance per each unit killed (maximum 15)
COMBINE COST 315 gold ⇒ 115 gold
Verdant Barrier works basically like Seeker’s Armguard but for magic resist now. I think it’s a good idea to make it that way so you can get more magic resist faster.
· Banshee's Veil
ABILITY POWER 65 ⇒ 80
COMBINE COST 400 gold ⇒ 700 gold
Banshee’s Veil getting 15 more AP but costs 300 more gold. It’s a nice change because this item is not built very often and with this buff it should be.
· Seeker's Armguard
COMBINE COST 165 gold ⇒ 265 gold
TOTAL COST 900 gold ⇒ 1000 gold
Seeker’s Armguard’s cost nerfed. Right now AP champs could basically rush this item in AD match-up and just AFK farm because it gives a lot of armor and additionally AP.
· Zhonya's Hourglass
TOTAL COST 2500 gold ⇒ 2600 gold
Just like Seeker’s Armguard, Zhonya’s Hourglass’s cost is getting increased by 100 gold
· Staff of Flowing Water
ABILITY POWER 60 ⇒ 50
The staff of Flowing Water in addition to Moonstone Renewer is an OP combo. I don't think 10 ap nerf should affect support to not building it.
· Chemtech Putrifier
ABILITY HASTE 15 ⇒ 20
UPDATED PUFFCAP TOXIN PASSIVE Inflicts immobilized enemy champions with 60% Grievous Wounds for 3 seconds ⇒ Healing or shielding an allied champion now empowers the ally's next damage to an enemy champion with 60% Grievous Wounds for 3 seconds
This is a huge buff for supports and it will shift the meta 100%. Imagine ADC not having to build heal reduction because his support can give it to him by shielding or healing him. I think it’s a must item in every game since there’s a lot of healing in the current state of the game.
· Silvermere Dawn
ATTACK DAMAGE 35 ⇒ 40
HEALTH 200 ⇒ 300
5 AD and 100 health more. I think it’s a nice touch from Riot by I don't think that this item will be built much more often.
· Ironspike Whip
REMOVED CRESCENT EMPOWERED DAMAGE Ironspike no longer deals more damage to low health minions and monsters
I don't think this nerf should affect any fighter champion in the game. It’s basically only a transitional item into other mythic/legendary items.
· Phantom Dancer
BUILD PATH Dagger + Dagger + Zeal + 950 gold ⇒ Zeal + Long Sword + Long Sword + 850 gold
ATTACK DAMAGE 0 ⇒ 20
ATTACK SPEED 45% ⇒ 25%
STACKS FOR BONUS ATTACK SPEED 5 ⇒ 4
BONUS ATTACK SPEED 40% ⇒ 30%
Phantom Dancer was a really good option for AA marksmen such as Vayne or Kai’Sa. The changes do not really go well anymore with the idea of building this item. For example, 20 more ad does not give Kai’Sa Q evolution on the second item. Lowering attack speed and Bonus attack speed is rather a nerf than buff in my opinion.
· Immortal Shieldbow
ATTACK DAMAGE 50 ⇒ 55
ATTACK SPEED 15% ⇒ 20%
Small Touches by riot, should for sure help this item to build much more often, but not to the point that it's OP.
· Lord Dominik's Regards
ARMOR PENETRATION 25% ⇒ 35%
10% armor penetration is a huge deal for every marksman right now. But it’s still gonna be built as the 4th item 80% of the Times, just because IE is a much better item as a 3rd item.
THIRSTING SLASH HEAL 25% AD + 12% missing health ⇒ 25% AD + 8% missing Health
Goredrinker basically is giving push and camp clear potential to the champion that did not have it before. Healing reduction will for sure affect a lot of champions. Not this getting nerfed is a big deal and will for sure change the meta.
· Ravenous Hydra
OMNIVAMP 15% ⇒ 10%
5% less omnivamp is a really good touch for this item since it goes really well with other items. I think 5% is a really good nerf.
· Sterak's Gage
LIFELINE SHIELD 200 ⇒ 100
LIFELINE SHIELD DURATION 5 seconds ⇒ 4 seconds
Goredrinker and Sterak’S Gage were dominating as 2 items power spike for majority champion in the jungle or top lane. I think this should shift the meta a bit.
EVER RISING MOON SHIELD 150/75 ⇒ 180/90
OMNIVAMP 10% ⇒ 8%
Small buff for the shield but 2% less omnivamp. I think it will be good for fighters but not marksmen anymore.
· Force of Nature
ABSORB BONUS MOVEMENT SPEED 6 (maximum 30) ⇒ 8 (maximum 40)
That's a small touch for tanks for catching enemies in fights
· Dead Man's Plate
HEALTH 475 ⇒ 400
Champions build this item not really for its health but for passive, so it shouldn't affect them that much
· Frozen Heart
TOTAL COST 2700 gold ⇒ 2500 gold
COMBINE COST 800 gold ⇒ 600 gold
ARMOR 80 ⇒ 70
Frozen Heart wasn't really played on any champion in the current meta. This buff should for sure help with itemization in specific matchups
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