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11
6
2022

EB24 About League of Legends - Patch 12.10 Analysis by Yoshi

Hello, Summoners! Welcome to the Patch 12.10 Rundown. League right now is nothing like it's been before. We’ve got so many changes to cover. Starting from heroes to items, to towers, and more. All of them are for one purpose, which is to make League feel better to play.  But is it, really? Let’s see what we have in this patch as I do my best to guide you up on it. Just to clarify, the patch rundown is combined with the mid-patch changes to keep you updated with the latest changes in League.


My name’s Yoshi and In this Patch Rundown we shall present:


- Durability Changes

- Champion Changes

- Item Changes

- Rune Changes

- Summoner spells’ Changes

- Upcoming Skins

- Summary


So, let’s get to it!


Durability Changes


Durability Base Stat Package

Base Health +70 - Adjusted

Health Growth +14 - Adjusted

Armor Growth +1.2 - Adjusted

Magic Resist Growth +0.8 - Adjusted

POOR LOST SOUL Thresh will receive an adjusted Durability Base Stat Package (see champion details) - Adjusted

From now on, these changes are applied to each champion. In my opinion, that change is a healthy adjustment that has critical consequences. Riot will have to retrofit the following patches. While many heroes get highly rewarded due to these changes, some are falling behind. 


Heals, Shields, Sustain, and Grievous Wounds

Healing Reduced by ~10% earlier in game ~28% in later phases of the game (varies by champion) - Adjusted

Shielding Reduced by ~10% - Adjusted

Omnivamp Reduced by ~10% - Adjusted

Grievous Wounds 40% reduced healing ⇒ 30% reduced - Adjusted

Enhanced Grievous Wounds 60% reduced ⇒ 50% reduced - Adjusted

Since healing is getting nerfed so much, keeping grievous wounds in the current state would be quite too much for the league to handle, I think this is very important to keep these stats updated.


Overall, fights are going to last longer. This is a huge buff for champions that rely on such gameplay. Is it good? Many champions were built completely differently.  Doesn’t this destroy them as a result?


Champion Changes


Aatrox

E - Healing Against Champions 20/22.5/25/27.5/30% ⇒ 18/20/22/24/26% of damage dealt - Nerfed

E (Empowered During R) - Healing Against Champions 26/32/38/44/50% ⇒ 25/30/35/40/45% of damage dealt - Nerfed

R - Increased Self-Healing 30/45/60% ⇒ 25/40/55% - Nerfed

Aatrox still benefits from these changes, so this isn’t such a big deal for him. Since the fights are going to last longer, he will be still able to apply most of his kit during the team battles.


Ahri

Passive - Heal Upon Full Stacks (From Minions & Monsters) 40-120 (levels 1-18) (+25% AP) ⇒ 35-95 (levels 1-18) (+20% AP) - Nerfed

Passive - Heal Upon Champion Takedowns 80-200 (levels 1-18) (+35% AP) ⇒ 75-165 (levels 1-18) (+30% AP) - Nerfed

Riot wants to reduce Ahri’s sustain after applying the current changes. Having just a sustain in the spell kit is strong enough.


Akshan

Passive - Shield 40-300 (levels 1-18) (+40% bonus AD) ⇒ 40-280 (levels 1-18) (+35% bonus AD) - Nerfed

That change doesn’t do much for him but it will be a tough time for poke-laners throughout this patch. Even though it’s very easy to punish poke match-ups as they get stronger now, they need to pay more attention as they will probably require contesting 1v2 fights on individual lanes.


Alistar

Passive - Self-Heal 25-161 ⇒ 23-142 (levels 1-18) (note: still doubled for allies) - Nerfed

Not a big deal for Alistar. I wouldn’t say that really changes anything given the current state of the patch.


Anivia

Q - Cooldown 11/10/9/8/7 ⇒ 12/11/10/9/8 seconds - Nerfed

E - Magic Damage 50/80/110/140/170 ⇒ 50/75/100/125/150 - Nerfed

This is probably due to the fact that the durability patch makes control mages a much stronger unit to deal with than before. I think it’s a good change.


Annie

E - Shield 40/90/140/190/240 (+40% AP) ⇒ 40/85/130/175/220 (+35% AP) - Nerfed

It's nerfed, but does it really do anything? I don’t think so. Annie’s E is a spell that is maximized as the last spells in her kit. She will notice these changes at the very late stage of the game, though. Even Support Annie doesn’t really prioritize maxing her E as the primary ability.  That is another reason why I make my statement.


Aphelios

Severum - Healing From Basic Attacks 3-10% ⇒ 2.5-9% (levels 1-18) of damage dealt - Nerfed

Severum - Healing From Attacks From Abilities 9-30% ⇒ 8.3-30% (levels 1-18) of damage dealt - Nerfed

Severum - Overheal Shielding Unchanged - Nerfed

R (Severum) - Heal Upon Champion Hit 275/400/525 ⇒ 250/350/450 (levels 6/11/16) - Nerfed

Comparing the amount of healing Aphelios has inside his every ability, along with the addition of durability changes, I think it will not change much in his gameplay. Still, this is a nerf.


Azir

E - Shield 80/120/160/200/240 (+70% AP) ⇒ 70/110/150/190/230 (+60% AP) - Nerfed

This spell is rarely maxed as the first or second in leveling order. That is why even when Azir’s ap scaling gets tagged, he is not really an AP-focused mage. His build path doesn’t apply that huge amount of Ability Power unless he goes for Rabadon’s Deathcap.


Bard

W - Minimum Heal 30/60/90/120/150 (+30% AP) ⇒ 25/50/75/100/125 (+30% AP) - Nerfed

W - Maximum Heal 60/105/150/195/240 (+60% AP) ⇒ 50/80/110/140/170/200 (+60% AP) - Nerfed

Bard’s healing has been adjusted recently. Riot’s doing a reverse, in the case of the changes applied. I think the reason why we shouldn’t really bother worrying about that change is that Bard healing is not the main value this champion can bring.


Camille

Passive - Adaptive Shield 20% ⇒ 17% maximum health - Nerfed

That change is really weird but that’s fine. Her combo path doesn’t really focus on tanking the entire damage on her passive. So, this is not really changing much.


Cassiopeia

E - Healing Against Poisoned Targets 12/14/16/18/20% AP ⇒ 10/11.5/13/14.5/16% AP, (still reduced by 75% against minions and small monsters) - Nerfed

I think that the meta-creating right now really benefits Cassio. She wants the fights to be longer and I think it will bring her back as a mid-laner and as a top laner built as a bruiser. I am really happy about how the changes will apply to her. That nerf doesn’t do much to the gameplay itself.


Cho’Gath

Passive - Heal 20-71 ⇒ 18-52 (levels 1-18) - Nerfed

Since the durability changes, I think Cho is gonna be one of the toughest units to deal with during the laning phase. I think his healing should be nerfed much more to make him balanced in the early stage of the game.


Darius

Q - Healing Against Champions and Large Monsters 15% ⇒ 13% of missing health per enemy hit by blade, up to 3 - Nerfed

I think these changes are due to the fact not many people realize how strong Darius in the jungle could be. The Durability changes, combined with his quite nice clear in the jungle (which people don’t know about), could benefit him way too much to make him a meta-pick for the jungle. In that case, Riot has done safety precautions by applying a nerf to his healing.


Diana

W - Shield 30/45/60/75/90 (+30% AP) (+10% bonus health) ⇒ 25/40/55/70/85 (+25% AP) (+9% bonus health) - Nerfed

Diana received way too many nerfs, making her a tanky unit with not so much damage. Durability patch’s Magic Resist Scaling hurts her, which is why she receives a few buffs to cheer her up.


Draven

Passive - Bonus Gold On Kill 25 (+2 per Adoration stack) ⇒ 40 (+2.5 per Adoration stack) - Buffed

Q - Bonus Damage 40/45/50/55/60 (+70/80/90/100/110% bonus AD) ⇒ 45/50/55/60/65 (+75/85/95/105/115% bonus AD) - Buffed

It’s been a while since Draven received buffs so these were necessary. Durability changes made everyone so tanky that the champions relying on early game dominance completely fell off the track. That is the reason Draven received some adjustments to make him a stronger unit on the lane.


Dr. Mundo

R - Increased Base Health 15/20/25% ⇒ 10/15/20% missing health - Nerfed

Dr. Mundo at this stage couldn’t be skipped. This patch just works for him well.


 Ekko

W - Shield 80/100/120/140/160 (+150% AP) ⇒ 70/90/110/130/150 (+150% AP) - Nerfed

I don’t really think that this nerf was really necessary for Ekko because it is a highly conditional spell. It doesn’t use its full potential on cast and its core value is to apply stun on units. I think this change is meaningless.


Elise

Passive (Spider Form) - Healing From Basic Attacks 4/6/8/10 (+10% AP) ⇒ 4/6/8/10 (+8% AP) - Nerfed

In addition to Durability changes, her jungle clear would be fool-proof, which is why her healing got nerfed. Not such pain for her but still bigger than what happened to Ekko.


Fiora

Passive - Healing Against Vitals 40-115 ⇒ 35-100 (levels 1-18) - Nerfed

R - Heal Per Second 80/110/140 (+60% bonus AD) ⇒ 75/110/125 (+60% bonus AD) - Nerfed

I think that change is really necessary. Fiora is going to be very strong as people get tankier and get tagged more from the true damage than the regular one. As Fiora gets nerfed, Riot should be focused on reducing her True damage on passive to make her more balanced. I think Fiora is going to blend into the most played top laners in the meta right-in.


Fiddlesticks

W - Healing Against Monsters 50% ⇒ 45% of damage dealt (still 15% against minions) - Nerfed

W - Healing Against Champions 30/40/50/60/70% ⇒ 25/32.5/40/47.5/55% of damage dealt - Nerfed

That change is just a precaution, just in case, people would switch from AP damage Fiddlesticks to Tanky Conqueror Fool-proof build path. This is a smart change.


Galio

W - Magic Damage Shield 8/9.75/11.5/13.25/15% ⇒ 7.5/9/10.5/11/13.5% maximum health - Nerfed

This shouldn’t be skipped, especially if Galio would face an AP match-up.  At this point, he would be unkillable.


Gangplank

W - Heal 50/75/100/125/150 (+15% missing health) ⇒ 45/70/95/120/145 (+13% missing health) - Nerfed

Riot doesn’t know GP in the current patch. I think what they should focus on is decreasing true damage on his passive in the late game, which was buffed in previous patches.


Garen

W - Shield 70/95/120/145/170 (+20% bonus health) ⇒ 65/85/105/125/145 (+18% bonus health) - Nerfed

Same case as in the GP but from the other angle. I think he should receive some changes to his passive. Because of his tankiness, combining it with huge sustain on passive might cause lots of problems for abusive top laners in the early game.


Gragas

Passive - Heal 8% ⇒ 6.5% maximum health - Nerfed

A very nice change. Gragas can apply lots of times his passive that sustain with durability could cause some troubles to handle.


Gwen

Passive - Healing Against Champions 70% ⇒ 60% of damage dealt - Nerfed

Passive - Maximum Healing Against Champions 12-30 (levels 1-18) (+7% AP) ⇒ 10-25 (levels 1-18) (+6.5% AP) per instance - Nerfed

Despite the changes the durability patch brought, it might be a beneficial patch for her. Since Gwen relies mostly on the true damage, increasing resistance for champions will not be a huge deal for her.


Illaoi

Passive - Heal Tentacles heal Illaoi for 5% ⇒ 4.5% of her missing health upon hitting at least one enemy champion - Nerfed

Illaoi will probably end up missing like a hundred health from this nerf.


Irelia

Q - Heal 8/10/12/14/16% AD ⇒ 7/8/9/10/11% AD - Nerfed

Now that’s a huge nerf! Since durability combined with conditional spells, like Irelia’s W, she might be a tough unit to kill. Regardless, she does not deserve to get such a high nerf as the one she receives on level 9 (the level you max one of the core abilities).


Ivern

E - Shield 80/115/150/185/220 (+80% AP) ⇒ 70/100/130/160/190 (+75% AP) - Nerfed

I think Ivern is the champion in the current patch and will be falling off way too much. In my opinion, these nerf are completely unnecessary because the shielding and healing nerfs that were adjusted would be just enough to cover problems that Ivern would bring.


Janna

E - Shield 80/110/140/179/200 (+65% AP) ⇒ 75/100/125/150/175 (+60% AP) - Nerfed

R - Heal Per Second 100/150/200 (+50% AP) ⇒ 90/145/200 (+45% AP) - Nerfed

I think these are the changes that are simply not enough for Janna. Despite the nerfs Janna already received back when she was playing on the top lane, she’s still a liable unit. This was dropped by the community’s choice. Still, she’s incredibly strong and these changes will not slow her down.


Jarvan IV

W - Base Shield 60/85/110/135/160 ⇒ 60/80/100/120/140 - Nerfed

W - Shield Increase 1.5% ⇒ 1.3% maximum health per enemy champion hit - Nerfed

Same case as Annie/Azir. His w is not maxed as the primary or second spell, so I think it will not affect Jarvan’s gameplay at all.


Kai’Sa

R - Shield 75/100/125 (+100/150/200% AD) (+100% AP) ⇒ 70/90/110 (90/135/180% AD) (+90% AP) - Nerfed

It barely hurts Kai’sa as the shield was 100% developed to use its value during the fight.


Karma

W (R-Empowered) - Heal 20% (+1% per 100 AP) ⇒ 17% (+1% per 100 AP) missing health - Nerfed

E - Shield 90/135/180/225/270 (+50% AP) ⇒ 80/120/160/200/240 (+45% AP) - Nerfed

E (R-Empowered) - Primary Shield 25/80/135/190 (+50% AP) ⇒ 25/70/120/170 (+45% AP) - Nerfed

Well done Riot! That change is really important in the current meta as Karma top is getting more popular. I still think these changes are simply not enough to discourage people from playing her as solo lane support.


Katarina

R - Grievous Wounds Applied 60% ⇒ 50% - Nerfed

A change that follows up the overall grievous wounds change.  So, there’s nothing to add here.


Kayle

W - Heal 60/90/120/150/180 (+30% AP) ⇒ 55/80/105/130/155 (+25% AP) - Nerfed

It follows up the same kind of logic as the champion that is insanely scaling to the late game should be punished in their early stage. The durability patch pretty much denies that so they receive a few nerfs.


Kayn

Passive (Darkin Slayer) - Healing From Abilities Against Champions 30-40% (levels 1-18) ⇒ 25-35% (levels 1-18) of physical damage dealt - Nerfed

E - Heal 100/115/130/145/160 (+40% bonus AD) ⇒ 90/100/110/120/130 (+35% bonus AD) - Nerfed

R (Darkin Slayer) - Heal 10.5% (+9.1% per 100 bonus AD) ⇒ 9.75% (+8.45% per 100 bonus AD) of target's maximum health (70% ⇒ 65% of damage amount) - Nerfed

Kayn is one of many heroes that rely its damage on the opponent’s max Health. He needed to receive some nerfs, not only to his sustain, but also % to damage. I think it’s a good direction but I wouldn’t decrease the percentage that much. It might cause Kayn to fall off in his second form and as it is, force people to play Shadow Assasin.


Kha’Zix

W - Heal 60/85/110/135/160 (+50% AP) ⇒ 55/75/95/115/135 (+50% AP) - Nerfed

Completely meaningless change, in my opinion. Kha’Zix players shouldn’t really care about these changes. Assassins are being targeted at this patch way too much and they have bigger problems to handle.


Kindred

W (Passive) - Healing Upon Full Stacks 49-100 ⇒ 47-81 (based on missing health) - Nerfed

R - Heal 250/325/400 ⇒ 225/300/375 - Nerfed

I can predict, that Kindred is going to be one of the top-tier picks to play throughout the patch. Her healing nerfs are nothing compared to how strong she is going to become after a few stacks. Watch out summoners! She might rock down the meta!


Kled

Passive - Skaarl's Health Upon Returning 50/60/70/80% ⇒ 45/55/65/75% (levels 1/6/11/16) of Skaarl's maximum health - Nerfed

Q (Mounted) - Grievous Wounds Upon Pull 60% ⇒ 50% - Nerfed

I think Kled will drop from the champion that may be potentially played. In my opinion, Kled is going to be released only when played competitively.


Lee Sin

W1 - Shield 55/110/165/220/275 (+80% AP) ⇒ 50/100/150/200/250 (+80% AP) - Nerfed

W2 - Bonus Life Steal & Spell Vamp 5/10/15/20/25% ⇒ 5/9.5/14/18.5/23% - Nerfed

I think the change that hurts Lee Sin the most is the overall durability adjustment. He will not be able to perform as efficiently as he was in the previous stages of the patch. I think these changes are unnecessary.


Lillia

Passive - Healing Against Large Monsters 27-104 (levels 1-18) (+6% AP) ⇒ 24-75 (levels 1-18) (+5.4% AP) - Nerfed

Passive - Healing Against Champions 12-140 (levels 1-18) (+20% AP) ⇒ 11-125 (levels 1-18) (+18% AP) - Nerfed

Despite these nerfs, I think Lillia will fit into these changes pretty well. This is especially true on the top lane since her healing received most nerfs as she clears jungle camps. In my opinion, it’s a good patch.


Lissandra

R - Minimum Self-Heal 100/150/200 (+30% AP) ⇒ 90/140/190 (+25% AP) - Nerfed

This is a meaningless change. None of Lissandra players care about Ultimate’s healing rather than the duration of it. Lissandra is a mage. Usually, building burst items will have to adjust her build a path to be valuable throughout the patch. I think Liandry’s Torment is the only way she could be played right now.


Lulu

E - Shield 80/120/160/200/240 (+40% AP) ⇒ 75/110/145/180/215 (+35% AP) - Nerfed

R - Bonus Health 300/450/600 (+50% AP) ⇒ 275/425/575 (+45% AP) - Nerfed

That nerf was expected. Despite the durability changes, Lulu remains a strong unit since patch 12.10. Use her potential to make your enemies mad or turn them into squirrels, or… maybe both?


Lux

W - Shield 45/65/85/105/125 (+35% AP) ⇒ 40/55/70/85/100 (+35% AP) - Nerfed

Lux is a champion that relies mostly on stacking AP. So, I think it will not affect her gameplay that much since her AP scaling remains untouched.


Malphite

Passive - Shield: 10% ⇒ 9% maximum health - Nerfed

This is not a joke! Malphite might be one of the strongest top laners to play in this patch. The tankiness he will have is going to be enormous and very hard to deal with. His nerfs are not that huge so use him to dominate the top lane. You’ll be just fine regardless of how you play it.


Maokai

Passive - Healing From Empowered Basic Attacks 5-65 (+5-15% maximum health) by level 17 ⇒ 5-45 (+4.5-11% maximum health) by level 15 - Nerfed

Combining that nerf with grievous wounds nerf, Maokai’s passive become much weaker than it used to be. Maokai might have a tough time dealing with champions throughout the mid-game. 


Mordekaiser

W - Shield to Heal 40/42.5/45/47.5/50% ⇒ 35/37.5/40/42.5/45% - Nerfed

To be honest, Mordekaiser’s sustain wasn’t such a big deal when it came to his w. I think that change is completely unnecessary. I would focus more on decreasing shield amount in combat rather than healing.


Morgana

Passive - Healing From Abilities 20% ⇒ 18% of damage dealt against champions, large minions, and medium & large monsters - Nerfed

This is an understandable change as long as you can spam abilities as Morgana does.  This is especially true in mid-lane or jungle and it might be problematic to keep it balanced. I wise change as far as I’m concerned.


Nami

W - Heal 60/85/110/135/160 (+30% AP) ⇒ 55/75/95/115/135 (+25% AP) - Nerfed

Since Nami stacks ap using stuff like Dark seal, Mandate, Zhonya, and Shurelya. The thing that hurt her the most is AP scaling. I think it’s unlikely it will discourage people from playing her.


Nasus

Passive - Life Steal 10/16/22% ⇒ 9/14/19% (levels 1/7/13) - Nerfed

Durability changes require Nasus to sustain a bit less.


Nautilus

W - Shield 45/55/65/75/85 (+9/10/11/12/13% maximum health) ⇒ 40/50/60/70/80 (+8/9/10/11/12% maximum health) - Nerfed

If it wouldn’t be changed, Nautilus could have become one of the strongest supports on the bottom lane. That change was necessary.


Nidalee

E - Base Heal 35/55/75/95/115 (+32.5% AP) ⇒ 35/50/65/80/95 (+27.5% AP) - Nerfed

Since the last patch, the range increase on Nidalee’s E was a nice adjustment to her gameplay. However, after durability changes, she might step ahead of other healers despite their use in the game.


Nocturne

Passive - Healing From Empowered Basic Attacks 15-40 (levels 1-18) (+15% AP) ⇒ 13-30 (levels 1-18) (+30% AP) per enemy hit (still reduced by 50% against minions) - Nerfed

Each bruiser, assassin, and tank receives a slight nerf in his healing kit. So does Nocturne.


Nunu & Willump

Q - Base Healing Against Non-Champions 75/110/145/180/215 (+90% AP) (+10% bonus health) ⇒ 65/95/125/155/185 (+70% AP) (+6% bonus health) (still reduced to 60% against champions) - Nerfed

Nunu’s healing is an exemption when it comes to the amounts. One press key might back up Nunu’s health to its half amount, which is crazy.


Olaf

W - Shield 10/45/80/115/150 (+25% missing health) ⇒ 10/40/70/100/130 (+22.5% missing health) - Nerfed

Olaf, after durability changes, might become one of the top-tier fighters since his true potential comes from the length of combat. I predict these nerfs might be not enough for him and he will need to receive a bit more.


Orianna

E - Shield 60/100/140/180/220 (+50% AP) ⇒ 55/90/125/160/195 (+45% AP) - Nerfed

Orianna’s potential is not in her shield. So, I think it will not affect her at all. Orianna mains usually use shields for their damage rather than shielding upcoming damage. That’s just my opinion, though.


Poppy

Passive - Shield 15/17.5/20% ⇒ 13/15.5/18% maximum health (levels 1/7/13) - Nerfed

Poppy’s true strength comes from combining her spell kit with sheen items such as Divine Sunderer. It still hurts Poppy but I don’t think it puts her behind at any point.


Pyke

Passive - Grey Health Upper Cap 60% ⇒ 55% maximum health - Nerfed

Passive - Damage to Grey Health 10% (+0.25% per 1 Lethality) ⇒ 9% (+0.2% per 1 Lethality) - Nerfed

Passive - Empowered Damage to Grey Health 45% (+0.5% per 1 Lethality) ⇒ 40% (+0.4% per 1 Lethality) - Nerfed

Pyke, throughout his laning phase, is one of the most sustaining heroes. After receiving damage probability of outstanding durability in patch 12.10, this would be easily noticeable. This is why these nerfs were received.


Rakan

Passive - Shield 33-254 (levels 1-18) (+90% AP) ⇒ 30-225 (levels 1-18) (+85% AP) - Nerfed

Q - Heal 18-120 (levels 1-18) (+70% AP) ⇒ 18-90 (levels 1-18) (+55% AP) - Nerfed

E - Shield 40/65/90/115/140 (+80% AP) ⇒ 35/60/85/110/135 (+70% AP) - Nerfed

Rakan is not really stacking ap items in his build path but the scale decrease really hurts him. This will probably put him off the support list as long as he synergizes with a specific marksman like Xayah.


Rell

Q - Heal Per Champion Hit 10/15/20/25/30 (+5% missing health) ⇒ 10/15/20/25/30 (+4% missing health) - Nerfed

W (Crash Down) - Shield 40/70/100/130/160 (+13% maximum health) ⇒ 35/60/85/110/135 (+12% maximum health) - Nerfed

I think these are among the least impactful changes champions received. I think Rell has other problems than these nerfs. It’s very rare to see Rell played.


Renata Glasc

E - Shield 50/70/90/110/130 (+50% AP) ⇒ 50/65/80/95/110 (+50% AP) - Nerfed

Renata adapted herself among supports in the league quite well. The only problem was her squishiness. The problem now is fixed so she now shines a bit too much. That is why she received the necessary adjustments.


Renekton

Q - Healing Against Non-Champions 2/3/4/5/6 (+3% bonus AD) ⇒ 2/3/4/5/6 (+2% bonus AD) - Nerfed

Q - Healing Against Champions 12/18/24/30/36 (+16% bonus AD) ⇒ 10/14/18/22/26 (+15% bonus AD) - Nerfed

Q (Empowered) - Healing Against Non-Champions 6/9/12/15/18 (+9% bonus AD) ⇒ 6/9/12/15/18 (+6% bonus AD) - Nerfed

Q (Empowered) Healing Against Champions 36/54/72/90/108 (+48% bonus AD) ⇒ 30/42/54/66/78 (+45% bonus AD) - Nerfed

Renekton recently fit way too well. The combination of his healing from items and Armor reduction on spells made him a very strong unit. He was nerfed much, though, which is why he received a partial reversal.  This now makes him a better balanced.


Riven

E - Shield 85/115/145/175/205 (+120% bonus AD) ⇒ 80/105/130/155/180 (+110% bonus AD) - Nerfed

Personally, I would rather nerf her cooldowns rather than shield amount. The main reason is the build path is forced by that patch. It’s unlikely people would build something different from Maw of Malmortius, Death’s Dance, and Black cleaver>  These, when combined, give Riven a solid amount of Ability Haste.


Rumble

W - Shield 60/95/130/165/200 (+50% AP) ⇒ 60/90/120/150/180 (+45% AP) - Nerfed

Rumble’s shield is being maxed as the very last spell. I think it will not impact his gameplay that much. The changes will really hurt him in the further stages of the game, though.


Senna

Q - Heal 40/60/80/100/120 (+40% bonus AD) (+40% AP) (+1.6 per 1 Lethality) ⇒ 40/55/70/85/100 (+30% bonus AD) (+40% AP) (+1.6 per 1 Lethality) - Nerfed

R - Shield 120/160/200 (+40% AP) (+1.5 per Soul) ⇒ 100/150/200 (+40% AP) (+1.5 per Soul) - Nerfed

Senna’s passive mid-patch nerfs are the most painful for her because it reduces her scaling quite a bit. She might still be good but not as much as she could be. 


Seraphine

W - Shield 60/80/100/120/140 (+40% AP) ⇒ 50/70/90/110/130 (+35% AP) - Nerfed

W - Heal Per Ally 5/5.5/6/6.5/7% (+0.75% per 100 AP) ⇒ 5/5.5/6/6.5/7% (+0.6% per 100 AP) of target's missing health - Nerfed

I think these changes will not slow Seraphine down as they should. In my opinion, she’s going to be one of the most frequent enchanters seen on the Summoners’ Rift.


Shen

Passive - Shield 50-101 (levels 1-18) (+14% bonus health) ⇒ 50-101 (levels 1-18) (+12% bonus health) - Nerfed

R - Shield 140/320/500 (+17.5% bonus health) ⇒ 130/290/450 (+16% bonus health) - Nerfed

Shen’s purpose in team comp is very specific. It would be very hard to make him a weak unit in this patch. This is especially so when the map pressure is the element of his spell kit, which is unreliable on the numbers he has.


Singed

Q (During R) - Grievous Wounds Applied By Poison Trail 40% ⇒ 30% - Nerfed

Same case as Katarina.


Sion

W - Shield 60/85/110/135/160 (+10/11/12/13/14% maximum health) ⇒ 60/85/110/135/160 (+8/9/10/11/12% maximum health) - Nerfed

I think Sion received way too many nerfs. I think his winrate might drop, or at least his gameplay will significantly change.


Skarner

W - Shield 10/11/12/13/14% maximum health (+80% AP) ⇒ 9/10/11/12/13% maximum health (+80% AP) - Nerfed

I think Skarner is such a forbidden champion that he would need additional buffs to be a viable unit. In my opinion, the additional Move-speed he receives on his shield should be the focus here.


Sona

W - Shield 25/50/75/100/125 (+30% AP) ⇒ 25/45/65/85/105 (+25% AP) - Nerfed

W - Heal 30/50/70/90/110 (+20% AP) ⇒ 30/45/60/75/90 (+15% AP) - Nerfed

A strong nerf will make Sona better balanced. She requires lots of nerfs during the Durability Patch because her insane scaling, combined with lots of tankiness, is a deadly combination for her win rate.


Soraka

W - Heal 100/130/160/200/220 (+65% AP) ⇒ 90/110/130/150/170 (+50% AP) - Nerfed

R - Heal 130/215/300 (+55% AP) ⇒ 125/205/ 285 (+50% AP) - Nerfed

Same case as Sona’s. I think she will be fine as she is right now.


Swain

Passive - Heal Per Soul Fragment 4/5.5/7/9% ⇒ 3.5/4.5/5.5/7% (levels 1/6/11/16) maximum health - Nerfed

R - Drain Heal Per Second 15/40/65 (+25% AP) ⇒ 15/30/45 (+20% AP) - Nerfed

I think Swain will be more than fine during this Patch. Because, out of many champions that rely on healing, Swain will step in front as one of the most sustaining heroes in combat.


Sylas

W - Heal 25/50/75/100/125 (+40% AP) ⇒ 20/40/60/80/100 (+35% AP) - Nerfed

Same case as Riven’s. Sylas’s cooldown on W should be the main unit to focus on while implementing nerfs.


Tahm Kench

Q - Heal 10/15/20/25/30 (+4/4.5/5/5.5/6% missing health) ⇒ 10/12.5/15/17.5/20 (+3/3.5/4/4.5/5% missing health) - Nerfed

E - Damage Stored Into Grey Health 15/25/35/45/55% ⇒ 13/21/29/37/45% - Nerfed

E - Increased Damage Stored Into Grey Health 45/50/55/60/65% ⇒ 40/42.5/45/47.5/50% - Nerfed

Tahm Kench sustain is similar to Pyke’s. It needs to be slowed down in case of getting out of control. These nerfs are extra precautions for that purpose.


Taliyah

Passive - Bonus Move Speed 10/20/35/55% ⇒ 10/15/25/40% (levels 1/9/12/15) - Nerfed

Passive - Falloff Time 2.5 ⇒ 3 seconds - Nerfed

Q (On Worked Ground) - Slow 30/35/40/45/50% for 2 seconds ⇒ 20/25/30/35/40% for 1.5 seconds - Nerfed

Q (On Worked Ground) - Damage Against First Enemy Hit 200% ⇒ 190% - Nerfed

E - Slow 20/22/24/26/28% ⇒ 20% at all ranks - Nerfed

E - Stun Duration 0.6/0.7/0.8/0.9/1 ⇒ 0.75 seconds at all ranks - Adjusted

Taliyah has overcome the expectations of any player since her rework. Her possibility to scale is enormous which requires a little effort to get a huge reward. I think it’s unlikely that you would be able to win a match-up against Taliyah due to her E-spell kit application, combined with Durability adjustments. I think these changes are simply not enough and they need to nerf her a bit more because the current item build-path suits her way too much.


Talon

Q - Heal 10-70 (levels 1-18) ⇒ 9-55 (levels 1-18) - Nerfed

A little touch towards his heal just to mention that it was nerfed.


Taric

Q - Heal 30 (+20% AP) (+1% Taric's maximum health) ⇒ 25 (+15% AP) (+0.75% Taric's maximum health) - Nerfed

W - Shield 8/9/10/11/12% ⇒ 7/8/9/10/11% of target's maximum health - Nerfed

A percentage point shouldn’t matter for Taric that much because it’s good to mention how durability patch changes fit perfectly towards his kit and scaling. I think Taric is fine this patch.


Thresh

Health Growth 95 ⇒ 115 - Buffed

Armor Growth Unchanged (does NOT receive Durability Base Stat Package)

W - Shield 60/90/120/150/180 (+2 per Soul) ⇒ 50/75/100/125/150 (+2 per Soul) - Nerfed

Thresh is one of the very few champions that received a buff in this patch. Since his durability was not applied he should be buffed somewhere else. Personally, I don’t think it’s a good direction. I would increase armor gains from souls.


Trundle

Passive - Heal 2-7% ⇒ 1.8-5.5% (levels 1-18) of enemy's maximum health - Nerfed

Trundle, in combination with sheen items like Divine Sunderer, could affect the game so much that he could dominate it. This is why it’s been decreased a little.


Tryndamere

Q - Minimum Heal 30/40/50/60/70 (+30% AP) ⇒ 25/33/41/49/57 (+30% AP) - Nerfed

Q - Additional Heal Per Fury 0.5/0.95/1.4/1.85/2.3 (+1.2% AP) ⇒ 0.45/0.75/1.05/1.35/1.65 (+1.2% AP) - Nerfed

I think Tryndamere is using his q more for the damage resources rather than sustain. Unless we talk about his after-ultimate heal, I don’t think it’s going to hit him that rapidly.


Udyr

W - Shield 60/95/130/165/200/235 (+50% AP) ⇒ 60/90/120/150/180/210 (+45% AP) - Nerfed

W - Heal 2.5-5% ⇒ 2-4% based on missing health - Nerfed

The fact durability has been buffed, these changes do not really hurt Udyr. I think he will do quite well in the current patch. He just needs some practice from people to adopt him in the meta.


Urgot

E - Shield 60/80/100/120/140 (+150% bonus AD) (+15% bonus health) ⇒ 55/75/95/115/135 (+135% bonus AD) (+13.5% bonus health) - Nerfed

Same case as Udyr. I don’t really think it will be a pain for these champions since they will be way tankier than they used to be. Such changes will tickle them but not skirmish their existence on the Rift.


Varus

E - Grievous Wounds 40% ⇒ 30% - Nerfed

Some people didn’t even realize that Varus’s E could apply Grievous Wounds! 


Vayne

Base Health 585 ⇒ 550 - Nerfed

W - Bonus True Damage 50/65/80/95/110 (+4/6.5/9/11.5/14% of target's maximum health) ⇒ 50/65/80/95/110 (+4/6/8/10/12% of target's maximum health) - Nerfed

Let’s be honest here. These changes worked for Vayne way too much. These changes were mandatory.


Vi

Passive - Shield 15% ⇒ 13% maximum health - Nerfed

In the case of Vi, I would personally adjust her shield scaling. In the previous patches, we could easily tell Vi’s engagement was a one-way ticket in the teamfight. She was simply not that tanky enough to survive such an engagement. Since every champion received durability adjustments, which suit Vi especially, I think nerfing her right now is completely unnecessary.


Viego

Passive - Heal Upon Possession 3% (+3% bonus AD) (+2% AP) (+5% per 100% attack speed) ⇒ 2.5% (+2.5% bonus AD) (+2% AP) (+5% per 100% attack speed) of target's maximum health - Nerfed

Q - Healing Upon Basic Attacks Against Marked Champions 150% ⇒ 135% - Nerfed

Q - Healing Upon Basic Attacks Against Marked Monsters 155% ⇒ 145% (healing against minions still reduced to 10%) - Nerfed

Viego is one of the champions that may benefit from these changes more than any hero in League. This is because durability changes keep the fights longer. making Viego more able to shine on the Rift. His impact on the games might be highly noticeable due to build path which usually relies on Blade of The Ruined King.


Viktor

Q - Shield 30-115 (levels 1-18) (+20% AP) ⇒ 27-105 (levels -18) (+18% AP) - Nerfed

Really? -3 damage on shield?! Viktor’s one of the easiest choices if we think about mid-laners that may be the most powerful level 1.  That’s because you can’t outtrade Viktor on the lane. Most of the damage put on him gets absorbed by the shield. Now after durability changes, it will be even more powerful, which I find personally absurd.


Vex

W - Shield 50/80/110/140/170 (+80% AP) ⇒ 50/75/100/125/150 (+75% AP) - Nerfed

I think Vex gets mostly tagged here because durability is something that Vex hates. She wants to go in and out of the fights. Currently, it’s really hard for her to be used so efficiently.


Vladimir

Q - Heal 20/25/30/35/40 (+35% AP) ⇒ 20/25/30/35/40 (+30% AP) - Nerfed

Q (Empowered) - Additional Heal 30-200 (levels 1-18) + (5% (+4% AP) missing health) ⇒ 30-200 (levels 1-18) + (5% (+3.5% AP) missing health) - Nerfed

Q (Empowered) - Additional Heal (Against Minions) Reduced to 35% ⇒ 30% - Nerfed

R - Healing Against Subsequent Targets 50% ⇒ 40% of damage - Nerfed

Unfortunately, the Blood Lord had to be nerfed because of the amount of sustain his hero obtains. The change is not enough, though. The main reason for that is that Vladimir will not be able to cause a threat to squishy enemy targets. As long as he will just sustain and not cause any threat it will be a tough time for him to stabilize in the meta. 


Volibear

W - Heal 20/35/50/65/80 (+8/10/12/14/16% of Volibear's missing health) ⇒ 20/35/50/65/80 (+7/8.5/10/11.5/13% of Volibear's missing health) - Nerfed

E - Shield 15% maximum health (+80% AP) ⇒ 14% maximum health (+75% AP) - Nerfed

R - Bonus Health 200/400/600 ⇒ 175/350/525 - Nerfed

I think the reason he received many detailed adjustments is that sheen items are getting tagged as well. In my opinion, we should pay attention to his spell kit as well. Since turrets are so strong, it might be tough for people to use their potential if we have an angry thunder bear turning off towers.


Warwick

Q - Heal Percentage 30/45/60/75/90% ⇒ 25/37.5/50/62.5/75% - Nerfed

I don’t think these changes will tag Warwick. His healing scaling from his low hp is very strong and his nerfs on q shouldn’t affect him too much.


Xin Zhao

Passive - Heal 7-92 (levels 1-18) (+10% AD) (+55% AP) ⇒ 6-74 (levels 1-18) (+7% AD) (+55% AP) - Nerfed

If we calculate it appropriately to the changes all champions received, it doesn’t change anything for Xin Zhao.  This is because his armor absorbs the missing health he used to restore.


Yasuo

Passive - Shield 115-525 ⇒ 100 - 475 (levels 1-18) - Nerfed

It seems like a very small nerf but I think Yasuo will be a very strong unit in the patch. Mark my words on this one, everybody!


Yone

W - Shield 40-60 (levels 1-18) (+60% bonus AD) ⇒ 35-55 (levels 1-18) (+55% bonus AD) - Nerfed

Same case as his little brother.


Yorick

Q - Minimum Heal 12-82 (levels 1-18) ⇒ 10-68 (levels 1-18) - Nerfed

I think these changes don’t impact him much.  That’s because of the way he relies on items is completely unnoticeable when we take a look at his spell kit.


Yuumi

Passive - Shield 60-400 (levels 1-18) (+30% AP) ⇒ 56-360 (levels 1-18) (+25% AP) - Nerfed

E - Heal 70/100/130/160/190 (+35% AP) ⇒ 65/90/115/140/165 (+25% AP) - Nerfed

I think the changes are tagging Yuumi. The fact she may still apply adaptive stats to a strong frontline does its job. So, I think she is still fine in the patch.


Zac

Passive - Healing Upon Consuming Chunks 5/6/7/8% ⇒ 4/4.75/5.5/6.25% maximum health - Nerfed

Personally, his changes are not that tough, to be honest. I’d even say that he could be played on top lane and do a sufficient job there.


Item Changes


Thornmail

Thorns - Grievous Wounds 40% ⇒ 30% - Nerfed

Grievous Wounds Upon Immobilizing Champions 60% ⇒ 50% - Nerfed

These nerfs are applicable to all the items that require grievous wounds. They accompany the changes applied throughout the patch to the healing reductions.  Items that received similar changes:


Bramble Vest

Thorns - Grievous Wounds 40% ⇒ 30% - Nerfed


Mortal Reminder

Sepsis - Grievous Wounds 40% ⇒ 30% - Nerfed

Sepsis - Grievous Wounds After 3 Attacks Against Champions 60% ⇒ 50% - Nerfed


Chempunk Chainsword

Hackshorn - Grievous Wounds 40% ⇒ 30% - Nerfed

Hackshorn - Grievous Wounds On Targets With Less Than 50% Maximum Health 60% ⇒ 50% - Nerfed


Executioner’s Calling

Rend - Grievous Wounds 40% ⇒ 30% - Nerfed


Morellonomicon

Affliction - Grievous Wounds 40% ⇒ 30% - Nerfed

Affliction - Grievous Wounds On Targets With Less Than 50% Maximum Health 60% ⇒ 50% - Nerfed


Chemtech Putrifier

Puffcap Toxin - Grievous Wounds 40% ⇒ 30% - Nerfed

Puffcap Toxin - Grievous Wounds Applied By Your and Empowered Ally's Next Damage Instance 60% ⇒ 50% - Nerfed


Oblivion Orb           

Cursed - Grievous Wounds 40% ⇒ 30% - Nerfed

All their healing reduction (grievous wounds) has been decreased by 10%


Void Staff

Magic Penetration 45% ⇒ 40% - Nerfed


Blighting Jewel

Magic Penetration 15% ⇒ 13% - Nerfed

Void Staff and Blighting Jewel nerfs are very tough and I think one of the most painful, especially for mages that could apply a sufficient amount of damage. Now it will not be able for them which causes them to fall down in meta even more.


Lord Dominik’s Regards

Armor Penetration 35% ⇒ 30% - Nerfed

In most cases, Lord Dominik’s Regards is being played for his passive and not really for the penetration he has. Based on my opinion, I think it is not comparable to what happened with AP items.


Last Whisper

Armor Penetration 20% ⇒ 18% - Nerfed

Same case here. I don’t really think that change is comparable to what happened with AP items.


Demonic Embrace

Burn Damage 2% (melee) / 1.2% (ranged) ⇒ 1.8% (melee) / 1.0% (ranged) maximum health - Nerfed

I don’t understand why Riot nerfed Demonic Embrace, especially if that item is being played by so few champions, like Akali or Volibear. Denying usage of this item causes these champions to fall off in meta even more.


Moonstone Renewer

Starlit Grace - Heal 70 ⇒ 60 - Nerfed

Heal and Shield Power 6% ⇒ 5% per stack (still 5 stacks maximum) - Nerfed

Mythic Passive +10 ⇒ +8 heal to Starlit Grace per Legendary item owned (same for Ornn Masterwork item, Starcaster) - Nerfed

Currently, I think Moonstone might be way worse to be played by enchanters. Yet, champions like Swain might benefit from these nerfs.


Sunfire Aegis

Damage Amplification 12% ⇒ 10% per stack (still 6 stacks maximum) (same for Ornn Masterwork item, Forgefire Crest) - Nerfed

By the whole design of an item, I think it might not be the end of the world for Sunfire. I predict it might be played by most of the frontline champions on the top lane.


Death’s Dance

Heal 175% ⇒ 150% bons AD - Nerfed

Still playable as it’s just a basic nerf that accompanies the healing adjustment.


Divine Sunderer

Heal 7.8% (melee) /3.6% (ranged) ⇒ 6% (melee) /3% (ranged) maximum health - Nerfed

Nearly 2% are very critical of Divine. I think some champions might choose Sunfire over Divine now.


Doran’s Ring

Drain - Mana Regeneration Restore 0.75 mana per second, increased to 1.25 ⇒ 1 mana per second, increased to 1.5 for 10 seconds - Buffed

Healing Instead of Mana 50% ⇒ 45% of Drain value - Nerfed

I personally like that change as it convinced me to play Doran's Ring instead of Corrupting Potion.


Elixir of Wrath

Physical Vamp 15% ⇒ 12% - Nerfed

A suitable companion to healing nerfs.


Fimbulwinter

Shield 100-200 (+5% current mana) ⇒ 100-180 (+4.5% current mana) - Nerfed

I feel like Riot really doesn’t know anything about item value in the game. Fimbulwinter was rarely played by a very few champions and this item doesn’t deserve such nerfs.


 Gargoyle Stoneplate

Shield 100 (+100% bonus health) ⇒ 100 (+90% bonus health) - Nerfed

I think that change doesn’t impact and influence people who wish to play that item in the further stages of the game.


Goredrinker

Omnivamp 10% ⇒ 8% (15% ⇒ 10% for Ornn Masterwork item, Ceaseless Hunger) - Nerfed

Heal 25% AD (+10% missing health) ⇒ 20% AD (+8% missing health) - Nerfed

Despite that healing nerfs are kind of normal at this stage, I can’t tell whether Goredrinker would be viable anymore if Riot’s decreasing omnivamp significantly in this patch.


Hailblade

Omnivamp 8% ⇒ 7% - Nerfed

Meaningless change as you will still be able to adapt sustain towards jungle clear in the game.


EmberKnife

Omnivamp 8% ⇒ 7% - Nerfed

Same case as Hailblade.


Knight’s Vow

Self-Heal 8% ⇒ 7% of damage dealt by Worthy ally - Nerfed

I personally think Knight’s Vow is being treated the same way as Lord Dominik’s Regards. We are more into the passive-active of an item than its base statistics. I think that change won’t matter that much.


Locket of the Iron Solari

Shield 200-365 ⇒ 180-330 (target's levels 1-18) (same for Ornn Masterwork item, Reliquary of the Golden Dawn) - Nerfed

Locket hasn’t targeted this patch significantly, in my opinion.


Maw of Malmortius

Omnivamp 12% ⇒ 10% - Nerfed

The fact that you may apply omnivamp and hold it through the entire length of a fight still makes it a very strong item.  It deserves additional nerfs towards his healing.


Mikael’s Blessing

Heal 100-200 (levels 1-18) ⇒ 100 - 180 (levels 1-18) - Nerfed

Same case as Knight’s Vow but we’re talking about Active itself.


Phage

Heal 2% (melee) / 1% (ranged) ⇒ 1.6% (melee) / 0.8% (ranged) maximum health - Nerfed

One would think these small changes to such small amounts would look innocent enough but it may force top laners to change the build path.  This is to avoid rushing Phage in the early phases of a game.


Redemption

Heal 200-400 ⇒ 180-340 (target's levels 1-18) - Nerfed

I think most of the support might rely on the mid-game utility-ness of Redemption. Later on, they might think about replacing it with something more valuable.


Riftmaker

Omnivamp 8% ⇒ 7% (10% ⇒ 8% for Ornn Masterwork item, Icathia’s Curse) - Nerfed

Riftmaker is a very bad item. Not many champions use their potential.  Among the few who doit’s barely noticeable. Hopefully, this patch may bring this item back to the game.


Seraph’s Embrace

Heal 35% ⇒ 25% of mana spent - Nerfed

As we look at it, it’s almost 30%. This is a very strong nerf for an item. I think these changes are due to the fact many control mages might be played frequently using Seraph’s Embrace. That is why the change was applied.


Shard of True Ice

Base Mana Regeneration 100% ⇒ 115% - Buffed

A nice touch but does not change much.


Sterak’s Gage

Shield 75% ⇒ 70% bonus health - Nerfed

Sterak is falling behind in the patch. So, I think he might be buffed in the following ones.


Vampiric Scepter

Life Steal 8% ⇒ 7% - Nerfed

In the view of all the nerfs healing has received. Vampiric is in not that really bad shape.


Bloodthirster

Life Steal 20% ⇒ 18% - Nerfed

Overheal Shield 50-350 ⇒ 50-320 (levels 1-18) - Nerfed

These nerf don’t really change much. Bloodthirster is still playable in this patch.


Eclipse

Omnivamp 8% ⇒ 7% (10% ⇒ 8% for Ornn Masterwork item, Syzygy) - Nerfed

Shield 180 (+40% AD) ⇒ 160 (+35% AD) (still reduced by 50% for ranged champions) - Nerfed

The reason Eclipse might be nerfed in the following patch is the mythic passive Eclipse has. In the way the meta actually looks, he might be one of the best items being played by assassins.


Immortal Shieldbow

Life Steal 8% ⇒ 7% (10% ⇒ 8% for Ornn Masterwork item, Bloodward) - Nerfed

Shield 275-700 ⇒ 250-630 (levels 1-18) - Nerfed

Marksmen might really like building Shieldbow. Personally, I think Kraken’s Slayer and Immortal Shieldbow will be core items built by ADC’s.


Rune Changes


Conditioning

Total Armor and MR Increase 5% ⇒ 4%  - Nerfed

It’s a pain but one of the better resolve runes to play.


Conqueror

Omnivamp 9% (melee) / 8% (ranged) ⇒ 8% (melee) / 5% (ranged) - Nerfed

Ranges might find it difficult to implement this rune into their gameplay.


Font Of Life

Ally Heal Upon Attacking Marked Enemies 5 (+1% of your maximum health) ⇒ 5 (+0.9% of your maximum health) - Nerfed

Meaningless change.


Grasp Of the Undying

Heal 2% (melee) / 1.2% (ranged) ⇒ 1.7% (melee) / 1.02% (ranged) maximum health - Nerfed

Damage 4% (melee) / 2.4% (ranged) ⇒ 3.5% (melee) / 2.1% (ranged) maximum health - Nerfed

This rune is being tagged the most this patch. I think it’s still playable and it’s worth giving her a chance.


Guardian

Shield 50-130 (levels 1-18) (+15% AP) (+9% bonus health) ⇒ 45-120 (levels 1-18) (+12.5% AP) (+8% bonus health) - Nerfed

I think that change is not impactful enough to adjust the playstyle around that rune.


Nullifying Orb

Magic Damage Shield 40-120 (levels 1-18) (+15% bonus AD) (+10% AP) ⇒ 35-110 (levels 1-18) (+14% bonus AD) (+9% AP) - Nerfed

Same case with guardian.


Overheal

Maximum Shield 10 (+10% maximum health) ⇒ 10 (+9% maximum health) - Nerfed

Same case with guardian.


Summon Aery

Shield 35-80 (levels 1-18) (+40% bonus AD) (+25% AP) ⇒ 30-75 (levels 1-18) (+35% bonus AD) (+22.5% AP) - Nerfed

Ap scaling was not decreased significantly, so I think this rune might be working efficiently.


Taste of Blood

Heal 18-35 (levels 1-18) (+20% bonus AD) (+10% AP) ⇒ 16-30 (levels 1-18) (+15% bonus AD) (+8% AP) - Nerfed

An accompaniment to the healing nerfs throughout the patch.


Triumph

Heal 12% ⇒ 10% of your missing health - Nerfed

Not really changing much here. The rune is still good.


Summoner Spell Changes


Barrier

Shield 115-455 ⇒ 105-411 (levels 1-18) - Nerfed

Barrier’s design is to keep you protected, especially in the early game. That’s why I think it will not change the use of that summoner spell significantly.


Heal

Heal 90-345 ⇒ 80-318 (levels 1-18) - Nerfed

An accompaniment to the healing nerfs throughout the patch.


Ignite

Grievous Wounds 60% ⇒ 50% - Nerfed

An accompaniment to the healing reduction nerfs throughout the patch.


Smite

Heal 90 (+10% of max health) ⇒ 80 (+7.5% of max health) - Nerfed

Ok, I think that change might hurt a few champions that wish to sustain pretty quickly in the stressful situation. Some invading junglers might use it as an opportunity to get a lead in the early game.


Upcoming Skins


High Noon Sion


High Noon Viktor


High Noon Samira


High Noon Twitch


High Noon Tahm Kench


Summary

Well, that’s the longest patch we’ve ever recorded in League. Even small details may mix the meta entirely, which is why we have to make sure to keep up with the changes applied. That is why I am here to help you out with it. How do you feel about these changes? Kind of overloading, huh? Don’t worry! You’ll get used to it soon enough.  We don’t frequently witness such huge changes.  With that, we may face multiple opinions as some might really like these changes and others not so much.

I think that’s fine because there’s no way to fit everyone’s taste all the time. You can share your opinion regarding that on our EB24 socials!

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That's the end of the 12.10 Patch Rundown! This is Yoshi, recommending you stay tuned to the recent events and content coming up almost every day! Thank you for taking part in this! And, see you on the next patch!