Hello, Summoners! Welcome to the Patch 12.13 Rundown! We see that Riot doesn’t really seem to give a break with the champion releases and huge changes. We may suspect the game in the following patches is not going to look as we remember it from the end of Season 11. More champions are being released. This time we are approaching Nilah, The Joy Unbound. Moreover, we’re seeing many items being adjusted but is that really a problem for League? We shall see :)
My name’s Yoshi and in this Patch Rundown we shall present:
- Champion Changes
- Item Changes
- System Changes
- Upcoming Skins
So, let’s get to it!
E - Gatling Gun
Damage per Tick 7.5/10.63/ 13.75/16.88/20 (+10% bonus AD) ⇒ 7.5/10.63/13.75/16.88/20 (+15% bonus AD) - Buffed
R - Missile Barrage
Rocket Damage 90/125/160 (+15/45/75% AD) (+20% AP) ⇒ 80/115/150 (+15/45/75% AD) (+12% AP)
Big One Rocket Damage 180/250/320 (+30/90/150% AD) (+40% AP) ⇒ 160/230/300 (+30/90/150% AD) (+24% AP) - Nerfed
In short, Riot games is unsatisfied with the way Corki is being played right now. He’s more of a high-ranged, high damage ap building mosquito. When applied to his damage so quickly, it ruins the game. That’s the reason why he receives the nerfs. Riot wants him to be played more of a Marksman than an Ap-caster.
Base Health 625 ⇒ 650 - Buffed
Health Growth 107 ⇒ 109 - Buffed
Base Armor 27 ⇒ 30 - Buffed
Q - Neurotoxin (Human Form)
Base Damage 40/70/100/130/160 ⇒ 40/75/110/145/180 - Buffed
I’m happy about these changes. Even though they are not that impactful to the meta itself, it’s good to know that Elise is not completely forbidden by Riot Games. She’s currently one of the less picked champs in the game.
Passive - Demon Shade
Self Heal at Low Health 15-75 (levels 1-18) ⇒ 15-150 (levels 1-18) per second - Buffed
W - Allure
Enemy Magic Resistance Reduction 25/27.5/30/32.5/35% ⇒ 35/37.5/40/42.5/45% - Buffed
R - Last Caress
SEEK N’ HIDE Using R now puts Passive - Demon Shade on a 1.25 second cooldown (rather than the usual 4 second cooldown) - New
Same case as Elise. Due to the durability patch, champions that relied on their burst (especially Ap champions) fell behind critically. Nerfs on magic penetration items were a nail in the coffin for them, and it seemed like they were not going to be strong anytime soon. The buffs Evelynn received, combined with her new sustain feature on ultimate, will slightly make her more visible in the game. Out of all of these, W is the most impactful here.
Q - Terrify
Fear Duration 1/1.25/1.5/1.75/2 ⇒ 1.25/1.5/1.75/2/2.25 seconds - Buffed
R - Crowstorm
Damage 625/1125/1625 (+225% AP) ⇒ 750/1250/1750 (+250% AP) - Buffed
I find it hard to understand why Fiddlesticks receives buffs at this point. Being on top of other assassins required him to slightly adjust his build path to find its place in the meta. I think these changes will make him way stronger. The extension of his fear will put a significant lead upon other champions, especially in mid-game catches.
Q - Winds of War
Tornado Damage per Tick 2% (+0.66% per 100 AP) of target's maximum health ⇒ 2.5% (+1% per 100 AP) of target's maximum health - Buffed
Tornado Max Damage (over 5 seconds) 8% (+2.64% per 100 AP) of target's maximum health ⇒ 10% (+4% per 100 AP) of target's maximum health - Buffed
I think Riot wants to buff Galio from a completely different angle than it used to. The latest buffs on Q made Galio unbelievably strong which made him one of the strongest mid-picks in the meta. The current problem with Galio is the lack of flash W combo. That’s adjusted with a combination of predator rune rather than his damage output. I think that change will not affect him much. Although, it’s nice to see him get buffed in the patch
Health Regen Growth 0.55 ⇒ 0.9 per 5 seconds - Adjusted
Passive - Thousand Cuts
Maximum damage against monsters 10 (+15%) ⇒ 6 (+10%) - Nerfed
Q - Snip Snip!
Damage Per Snip 9/12/15/16/21 (+5% AP) ⇒ 10/14/18/22/26 (+5% AP) - Buffed
Final Snip Damage 45/60/75/90/105 (+25% AP) ⇒ 60/80/100/120/140 (+35% AP) - Buffed
Center Snip 100% true damage ⇒ 75% true damage - Nerfed
MINION PLAYED ROCK Now deals 75% damage against minions with more than 20% health - Nerfed
MINION PLAYED PAPER Minions below 20% health take 1000% bonus damage instead - Nerfed
W - Hallowed Mist
Bonus Armor and MR 12/14/16/18/20 (+5% AP) ⇒ 17/19/21/23/25 (+7% AP) - Buffed
Duration 5 ⇒ 4 seconds - Nerfed
E - Skip 'n Slash
Bonus Magic Damage on-hit 10 (+15% AP) ⇒ 15 (+20% AP) - Buffed
Bonus Range 50 ⇒ 75 - Buffed
Cooldown 13/12/11/10/9 ⇒ 13/12.5/12/11.5/11 seconds - Nerfed
Cooldown refunded on first basic attack 50% ⇒ 25/35/45/55/65% - Adjusted
R - Needlework
Damage Per Needle 30/55/80 (+8% AP) ⇒ 35/65/95 (+10% AP) - Buffed
NEW PATTERNS Recast resets after damaging an enemy champion ⇒ Recast resets after 1 second - Buffed
Ok, I think these changes influence A LOT Gwen, I feel like it’s more of an experimental approach that they put on her. The fact you may recast your ultimate without auto attacking the enemy is huge. I can’t wait to see how it impacts her.
Base Armor 18 ⇒ 21 - Buffed
Health Growth 101 ⇒ 110 - Buffed
A small touch towards Karthus, nice ones but not as impactful.
Q - Bear Trap on a Rope (Mounted)
Initial Damage 30/55/80/105/130 (+60% bonus AD) ⇒ 30/55/80/105/130 (+65% bonus AD) - Buffed
Second Activation Damage 60/110/160/210/260 (+120% bonus AD) ⇒ 60/110/160/210/260 (+130% bonus AD) - Buffed
W - Violent Tendencies
Cooldown 12/10.5/9/7.5/6 ⇒ 11/9.5/8/6.5/5 seconds - Buffed
Kled is not being seen frequently enough. He’s been replaced on the pro play by Gnar and he seemed to be kind of forbidden. These buffs should help him out to be more influential.
Attack Range 125 ⇒ 175 - Buffed
Q - Alpha Strike
PICK AND CHOOSE When Alpha Strike ends, Yi is placed 75 units in front of his primary target ⇒ By default, Master Yi will be placed 75 units in front of his primary target. During Alpha Strike, Master Yi may right click to instead be placed 75 units in the direction clicked - New
W - Meditate
Cooldown 28 ⇒ 9 seconds - Buffed
Mana Cost 50 ⇒ 40 + 6% maximum mana per second - Buffed
Damage Reduction During Meditate 60/62.5/65/67.5/70% ⇒ 90% for the first 0.5 seconds, reduced to 60/62.5/65/67.5/70% for the remainder of the channel - Buffed
Lingering Damage Reduction For 0.5 seconds after Meditate ends, but not exceeding a total of 4 seconds ⇒ For 0.5 seconds after Meditate ends - Buffed
Master Yi has skyrocketed his winrate significantly right now. I think it will require some fixes to declare whether the change is good or not.
Passive - Joy Unending
Nilah amplifies the healing and shielding abilities of nearby allies. Allies that heal or shield Nilah gain a bonus heal or shield for themselves. And when an allied champion heals or shields themselves near Nilah, she gives herself a bonus heal or shield. - New
If Nilah last hits an enemy minion, she and her nearest allied champion will gain the normal amount of shared experience, plus half of the experience that would have been lost due to sharing. - New
Q - Formless Blade
Active: Nilah’s Formless Blade strikes in a line, damaging all enemies hit. Hitting an enemy will briefly increase Nilah’s attack range and attack speed and empower her basic attacks, causing them to splash in a cone and deal additional damage. - New
Passive: Attacks and ability damage against champions ignore some of their armor and heal Nilah for part of the damage dealt. This effect scales with crit chance and converts any excess healing into a shield. - New
W - Jubilant Veil
Nilah shrouds herself in a Jubilant Veil and briefly gains bonus move speed, takes reduced magic damage, and dodges all incoming basic attacks. - New
Touching an ally champion hides them in the veil as well, but they’ll be protected for a shorter period. - New
E - Slipstream
Slipstream lets Nilah dash through a target unit, traveling a fixed distance every time and damaging all enemies she passes through. She can store up to 2 charges at once. - New
Cast Formless Blade during Slipstream to pull a wave in your path, dealing damage after a quick delay and granting Formless Blade's enhanced basic attack effect. - New
R - Apotheosis
Nilah unleashes a surge of power, lashes her whip in an area around her and, with a final burst, pulls enemies in toward the center. - New
Apotheosis heals Nilah for part of the damage dealt, converting any excess healing into a shield. This effect scales with crit chance and is granted to nearby allies. - New
Personally, I’m excited about that champion! She doesn’t seem to be so overloaded when it comes to her spell kit. The only concern I have is her W might give a lot of Jax’s flashbacks to it. This might be another toxic mechanic to the game, especially if Nilah has the bigger amount of dashes. I hope she’s fine, though.
Health Regeneration 8.5 ⇒ 6.5 - Nerfed
Health Regeneration Growth 0.9 ⇒ 0.6 - Nerfed
Health Regeneration at 18 23.8 ⇒ 16.7 - Nerfed
Passive - Berserker Rage
Maximum bonus attack speed 40-100% ⇒ 60-100% (levels 1-18) - Buffed
Q - Undertow
Mana Cost 40/45/50/55/60 ⇒ 50/55/60/65/70 - Nerfed
The changes are targeted at Top lane Olaf as his laning was such a pain for people without a sustain. I think his base stats changes are really weird to me as his health regen did not stand as a problem for League. I think they’re targeting more healing in general rather than the champion itself.
R - Dominus
Magic Damage per tick 25/50/75 (+10% AP) ⇒ 20/50/75 (+10% AP)(+10% bonus AD) - Buffed
I find it as a great change due to the fact that Renekton didn’t really build ap in his build. That may be a small change but a really impactful one.
Base Health 632 ⇒ 600 - Nerfed
Base Mana 325 ⇒ 340 - Buffed
Mana Growth 50 ⇒ 40 - Nerfed
Base Mana Regeneration 1.6 ⇒ 1.2 per second - Nerfed
Mana Regeneration Growth 0.18 ⇒ 0.16 - Nerfed
Base Attack Damage 63 ⇒ 58 - Nerfed
Attack Damage Growth 3 ⇒ 3.3 - Buffed
Attack Speed Growth 1.6% ⇒ 2% - Buffed
Passive - Fleet of Foot
Bonus Move Speed 35/40/45/50/55 ⇒ 55/60/65/70/75 (levels 1/6/11/16/18) - Buffed
Bonus Move Speed Duration 2 seconds ⇒ Decays over 1.5 seconds - Nerfed
Q - Boomerang Blade
Base Damage 35/50/65/80/95 (+70/85/100/115/130% total AD) (+50% AP) ⇒ 25/40/55/70/85 (+80/85/90/95/100% total AD) (+60% AP) - Nerfed
Cooldown 7 seconds at all ranks ⇒ 10/9.5/9/8.5/8 seconds - Nerfed
Cast time 0.25 seconds ⇒ 0.25-0 seconds (scales down with attack speed) - Buffed
CRITICAL CHALICAR Now scales with critical strike chance, dealing up to 50% bonus damage at 100% crit chance - Buffed
Mana Cost 70/80/90/100/110 ⇒ 55/60/65/70/75 - New
Missile Speed 1350 ⇒ 1450 outwards and 1200 inwards - Adjusted
W - Ricochet
Damage 30/45/60/75/90% total AD ⇒ 30/35/40/45/50% total AD - Nerfed
Mana Cost 75 ⇒ 60 - Buffed
Buff Duration 3 attacks ⇒ 4 seconds - Buffed
Cooldown 12/10.5/9/7.5/6 ⇒ 10 seconds at all ranks - Adjusted
SPEED BOOST Activating Ricochet now grants Sivir 20/25/30/35/40% bonus attack speed - New
TOUGH CROWD Now deals 80% damage against minions - New
Max Bounces Unlimited bounces ⇒ 8 bounces per Attack - Nerfed
Bounce Range 450 ⇒ 500 (note: approximately 1 additional Teemo) - Buffed
Bounce Missile Speed 700 ⇒ 1000 - Buffed
BOUNCE BOOST Ricochets can now bounce back to targets that have already been hit, but only one additional time. Ricochets will prioritize new targets first. - New
E - Spell Shield
Cooldown 22/19/16/13/10 ⇒ 22/20/18/16/14 seconds - Nerfed
HAPPY HEALS Blocking an enemy ability now heals Sivir for 60/65/70/75/80% of her total AD (+50% total AP) - New
SEE YA Blocking an enemy ability now procs Sivir’s Passive - Fleet of Foot - New
NOT SO QUICK Blocking an enemy ability with E no longer refunds mana - Removed
R - On The Hunt
Cooldown 120/100/80 ⇒ 100/85/70 seconds - Buffed
Duration 8 seconds at all ranks ⇒ 8/10/12 seconds - Nerfed
THE HUNT CONTINUES If Sivir assists with a recent takedown while her R - On the Hunt buff is active, its aura will now refresh its duration - New
COOL(DOWN) Sivir’s basic attacks during R - On the Hunt now reduce her basic ability cooldowns by 0.5 seconds per attack - New
FAREWELL, GOOD HUNTERS Sivir no longer gains bonus attack speed from R - On the Hunt - Removed
SLOW START No longer gives Sivir and her allies an initial movement speed burst - Removed
Okay, that’s a huge change. I think out of all of these changes I’m happy about revoking Sivir’s Lethality Approach. In my opinion, she used to be a hyper carry that is great with the cooperation of most team comps in the game. Making her more of a basic attack reliable champ is a great solution, especially if you can bounce multiple targets that were already hit!
Passive - Rock Surfing
SURF'S UP Taliyah’s passive cooldown will no longer reset due to proc damage (like Liandry’s Anguish) - New
Q - Threaded Volley
1-Rock Damage 40/60/80/100/120 (+50% AP) ⇒ 45/65/85/105/125 (+50% AP) - Buffed
5-Rock Damage 104/156/208/260/312 (+130% AP) ⇒ 117/169/221/273/325 (130% AP) - Buffed
Boulder Damage 76/114/152/190/228 (+95% AP) ⇒ 85.5/123.5/161.5/199.5/237.5 (+95% AP) - Buffed
Mana cost 60/65/70/75/80 ⇒ 55/60/65/70/75 - Buffed
Bonus Damage AgainstMonsters 30 (+10% AP) ⇒ 25 (+10% AP) - Nerfed
ROCK AND A HARD PLACE Hitting jungle monsters with Taliyah’s boulder (created when activating Q on Worked Ground) now stuns jungle monsters for 3 seconds
R - Weaver’s Wall
RIDE ON R - Weaver’s Wall no longer goes on cooldown when Taliyah damages wards or traps - Adjusted
Even though these changes apply to most of her spell kit, I don’t think they will matter significantly. As we proceed with her gameplay, the numbers are just not big enough to impact her win rate.
Q - Mistral Bolt
Cooldown 9/8/7/6/5 ⇒ 8/7/6/5/4 seconds - Buffed
Magic Damage 60/105/150/195/240 (+60% AP) ⇒ 60/105/150/195/240 (+70% AP) - Buffed
I’m happy about the buffs because Vex is one of my favorite champions. But, I don’t think these changes will change anything. According to Riot Games, Vex is kind of forbidden. I hope these changes will make her more presentable in the games.
Q - Thundering Smash
Bonus Move Speed 10/14/18/22/26% ⇒ 8/12/16/20/24% - Nerfed
Damage 20/40/60/80/100 (+120% bonus AD) ⇒ 10/30/50/70/90 (+120% bonus AD) - Nerfed
W - Frenzied Maul
Damage 10/35/60/85/110 (+100% AD) (+ 6% bonus health) ⇒ 5/30/55/80/105 (+100% AD) (+5% bonus health) - Nerfed
E - Skysplitter
Damage 80/110/140/170/200 (+80% AP) (+11/12/13/14/15% of target's maximum health) ⇒ 80/110/140/170/200 (+80% AP) (+9/10/11/12/13% of target's maximum health) - Nerfed
Damage Cap against Non-Champions 750 ⇒ 650 - Nerfed
Spellblade Damage (12% melee/9% ranged) of target's maximum health ⇒ 125% base AD (+(6% melee/3% ranged) of target's maximum health) - Adjusted
Heal 50% of premitigation damage (+(6% melee/3% ranged) of target's maximum health) ⇒ 65% of premitigation damage (+(4.8% melee/2.4% ranged) of target's maximum health) (+100% base AD) - Adjusted
Mythic Passive Bonus for Legendary Items 5% armor penetration and 5% magic penetration ⇒ 3% armor penetration and 3% magic penetration - Nerfed
FORGET ME NOT These same changes will apply to the Ornn Masterwork item, Deicide - Nerfed
I think this item requires more. The item itself completely denies the existence of tanks in the game.
EYES ON ME Passive - Azakana Gaze now stacks when applied by multiple users (however one user cannot refresh another user’s application of the passive) - Adjusted
This is the first time I find it so difficult to determine whether the change is good for the gameplay or not. I think we’ll need to find that out as time passes.
LITERAL TORMENT Passive - Torment now stacks when applied by multiple users (however one user cannot refresh another user’s application of the passive) - Adjusted
Same situation as Demonic Embrace.
Duskblade of Draktharr
Mythic Passive Bonus for Legendary Items 5 Ability haste ⇒ 5 Ability haste and 5 move speed (same for Ornn Masterwork item, Draktharr's Shadowcarver) - Buffed
I find Duskblade’s changes is a huge buff. Since assassins that build it desire it.
Ranged Damage Proc 6% max health ⇒ 3% max health - Nerfed
Mythic Passive Bonus for Legendary Items 4% Armor penetration ⇒ 4% Armor penetration and 5 move speed (same for Ornn Masterwork item, Syzygy) - Buffed
The same situation as Duskblade. Here we are more aiming at targeting less squishy targets which require more time to deal with.
Mythic Passive Bonus for Legendary Items 5 Lethality ⇒ 5 Lethality and 5 move speed (same for Ornn Masterwork item, Sandshrike’s Claw) - Buffed
Exactly the same situation as Duskblade.
Bounty Lingering Duration 5 ⇒ 60 seconds - New
GET CASH NOW Bounties will now start to fall off a little earlier when the losing team reduces the lead - New
WOAH THERE Claiming an objective bounty as bounties are lingering now cancels all other objective bounties on the map (until bounties are reactivated due to a large lead) - New
HOARDERS GONNA HOARD Champions with gold accumulating passives such as Draven or Gangplank and runes like Treasure Hunter no longer count towards your team’s total gold when calculating bounties - New
HOW MUCH IS A DRAGON WORTH The way dragons and towers are weighted when calculated for bounties has been updated to be more in line with player expectations - New
It’s difficult to assume what Riot personally treats as “player’s expectations.” I wonder if your opinion regarding the Bounty system fulfills your expectations regarding the bonuses you may receive. I think this is a bad change that will create another undesirable adjustment to our gameplay.
NOW YOU SEE ME All jungle monsters and wards will now be visible instantly, even upon dashing or blinking into visible range - New
This is a very nice change that’s been missing for many seasons. Now we’re able to output the surprise measurement when entering into areas that were not warded before.
Star Guardian Ekko
Star Guardian Kai’sa
Star Guardian Nilah
Star Guardian Sona
Star Nemesis Fiddlesticks
Star Guardian Ekko Prestige Edition
Summoners, the current changes are really strict to some champions. There are many reworks, changes, and releases along the way that are not making it easy to adapt to an evolving game.
I hope we’re not going to be messed up in the patch because of so many changes that are being applied to champions. This is making it become more specific in gameplay that forces you to play around. I will admit I’m happy about the changes of specific ap assassins that may shine up in the current patch, though.
Moreover, prepare yourself for the upcoming event of Star Guardians! More skins and probably a game mode that will bring us how important it is to cooperate with each other. Are you feeling excited about it? Would you change anything in the patch specifically or completely dislike it?
You can share your opinion with us on our EB24 Socials!
…and in that way, we’ve come to the end of the 12.13 Patch Rundown!
Here was Yoshi, 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! :)