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EB24 ABOUT LEAGUE OF LEGENDS #23 - PATCH RUNDOWN 10.6 - FROM A BOOSTER PERSPECTIVE

EB24 ABOUT LEAGUE OF LEGENDS #23 - PATCH RUNDOWN 10.6 - FROM A BOOSTER PERSPECTIVE
EB24 ABOUT LEAGUE OF LEGENDS #23 - PATCH RUNDOWN 10.6 - FROM A BOOSTER PERSPECTIVE

New patch, new Rundown! Follow us below throughout all the changes for this Patch 10.6 and get ready to climb the ladder after it!

 

Anivia:

R - GLACIAL STORM

ICED DURATION 2 seconds ⇒ 3 seconds (now the same as Q - Flash Frost's Iced duration)

Mediocre change.

 

Aphelios:

SEVERUM, THE SCYTHE PISTOL

INNATE - RESURGENT HEAL 8-25% (levels 1-18) of damage dealt ⇒ 3-20% (levels 1-18) of damage dealt

INFERNUM, THE FLAMETHROWER

INNATE - INCENDIARY AOE DAMAGE TO MINIONS 45% (level 9) of the AoE damage ⇒ 30% (level 9) of the AoE damage

CRESCENDUM, THE CHAKRAM CHAKRAM

BASIC ATTACK EMPOWERED DAMAGE 30-173% total attack damage ⇒ 24-164% total attack damage

Aphelios is still super strong. The thing about him is he will never be balanced. It’s pretty simple his kit is too overloaded. No matter how hard riot will try they can’t balance him. They will keep nerfing him until he will be too weak with his numbers. He is just too complicated for this game. He has too much going on, heal, high range, slow, snare, single target huge DPS, turret, multi-target high DPS it’s just too much.

 

Darius:

W - CRIPPLING STRIKE

BONUS PHYSICAL DAMAGE 50/55/60/65/70% total attack damage ⇒ 40/45/50/55/60% total attack damage

COST 30 mana ⇒ 40 mana

E - APPREHEND

COST 45 mana ⇒ 70/60/50/40/30 mana

This was supposed to hit Darius’ trades. Except it doesn’t change pretty much anything, you’re supposed to all in any way and your e is second maxed spell so the mana change doesn’t really mean anything. Darius is still turbo broken.

 

Draven:

W - BLOOD RUSH

DECAYING MOVEMENT SPEED 40/45/50/55/60% ⇒ 50/55/60/65/70%

Mediocre change. This gives you a t1 boots for free, but it’s not like you ever feel, wow, I wish I was faster with W on. Mains might have an easier time kiting.

 

Garen:

BASE STATS

MAGIC RESIST GROWTH 1.25 ⇒ 0.75

E - JUDGMENT

CRIT STRIKE RATIO 50% ⇒ 33%

Amazing but it’s not what’s making Garen S tier now. It doesn’t even change the way you would build. Mr change is also without any sense because you got tons of it from the runes

(if you use my set check patch 10.5 top itemization blog) and from W. The only way to nerf Garen is to change his R damage back to ap because this is what makes him such a monster is no counterplay for his R true damage.

 

Hecarim:

R - ONSLAUGHT OF SHADOWS

FEAR DURATION 0.75-1.5 (based on distance travelled) seconds ⇒ 0.75-2 (based on distance traveled) seconds

Despite the change not being super impactful I think Hecarim is really forgotten champion. He is still really strong people just stopped playing him. Especially with jungle meta shifting into tanks + good early game champions Hecarim is a great fighter in 1v1 situation, as well as his scaling, is really good. Give him a try you might find success.

 

Kayn:

PASSIVE - THE DARKIN SCYTHE

ORB GAIN SPEED At 10-13 minutes into the game, Kayn will increase his orb gain speed by 15%, rising throughout the duration.

This does not change anything.

 

Kindred:

BASE STATS

ATTACK DAMAGE GROWTH 2.26 ⇒ 2.5

MANA REGEN 6.972 ⇒ 7

W - WOLF'S FRENZY

HEALTH RESTORE 32-100 (levels 1-18) based on her missing health ⇒ 49-100 (levels 1-18) based on her missing health

R - LAMB'S RESPITE

HEAL 200/250/300 ⇒ 250/325/400

I think it’s actually a nerf for kindred cause the heal from her ultimate applies to all people inside her ultimate and her E is based on missing hp. If you don’t know most kindred mains wait with the third hit from E to maximize the damage after the ultimate is done, but this is lowering her damage because enemies will have higher hp. It would be nice if it was for allies only.

 

Morgana:

BASE STATS

MOVEMENT SPEED 330 ⇒ 335

E - BLACK SHIELD

SHIELD 60/120/180/240/300 ⇒ 80/135/190/245/300

I still think Morgana is an S tier support countering every diver with her black shield that gives immune to any kind of cc.

 

Ryze:

BASE STATS

MANA REGEN GROWTH 0.8 ⇒ 1

W - RUNE PRISON

DAMAGE 80/100/120/140/160 ⇒ 80/110/140/170/200

You max W as last, so it doesn’t change anything.

 

Senna:

PASSIVE - ABSOLUTION

ATTACK DAMAGE PER SOUL 1 ⇒ 0.75

INNATE - WEAKENED SOUL COOLDOWN 4 seconds ⇒ 6/5/4 (levels 1/6/11) seconds

With 50 stacks you lose about 12 damage. Will it make Senna bad? No. She is in pretty much same situation as Aphelios. She either will die from nerfs or she will be a broken monster on the rift. It also doesn’t really change anything for fasting Senna (I don’t even know why they call it like that it just support Senna with close-range ADC who’s usually a tank) or the classic support with normal ADC.

 

Shaco:

R - HALLUCINATE CLONE

BASIC ATTACK DAMAGE 75% total attack damage ⇒ 60% total attack damage

Riot nerfing Shaco because one tricks are good on him meanwhile leaving Zac and Olaf without nerfs is pretty questionable. Let’s not talk about that change any more.

 

Soraka:

Q - STARCALL

TOTAL REJUVENATION HEAL 40/50/60/70/80 (+0.3 ability power) ⇒ 50/60/70/80/90 (+0.3 ability power)

MOVEMENT SPEED BONUS 10-20% ⇒ 15-25%

I think Soraka is only good in duo Q. I don’t really see a sense picking her blind. The thing about Soraka is that she was such a lane bully spamming her q to poke enemy and most divers couldn’t counter it cause of her speed. I think the best idea to make her a good support while nerfing the top is reverting the changes and change her q to do half of the damage if no nearby ally is near.

 

Twisted Fate:

W - PICK A CARD

BLUE CARD AP RATIO 0.5 ability power ⇒ 0.9 ability power

RED CARD AP RATIO 0.5 ability power ⇒ 0.6 ability power

Honestly, I really don’t like the ap TF, I rather play the ad version of it. The thing is yes twisted fate is great at controlling the map and can win all 3 lanes with his roams and ultimate. But he is not a hard carry champion, so it’s up to your team how they will use the advantage you gave them. And if they don’t use it then you’re pretty useless. Unlike Qiyana or Kassadin if you get fed you won’t really single handily win the game.

 

Urgot:

Q - CORROSIVE CHARGE

SLOW DURATION 1 seconds ⇒ 1.25 seconds

E - DISDAIN

STUN DURATION 0.75 seconds ⇒ 1 second

A small change. I think Urgot is already a really strong champion but people don’t realize this.

 

Veigar:

BASE STATS

ATTACK DAMAGE 50.71 ⇒ 52

ATTACK DAMAGE GROWTH 2.625 ⇒ 2.7

ARMOR 22.55 ⇒ 23

Q - BALEFUL STRIKE

BASE DAMAGE 70/110/150/190/230 ⇒ 80/120/160/200/240

A filler change.

 

Wukong:

He has his entire kit pretty much changed. So far, I can tell with current numbers he is an S tier top laner. Below you have all changes, not going to talk about each because it would take too much time to explain all his changes. All you need to know is that if you face him it’s going to be a really tough matchup for you.

 

BASE STATS

MAGIC RESIST 32.1 ⇒ 28

HEALTH 577.8 ⇒ 540

MANA 265 ⇒ 300

MANA GROWTH 38 ⇒ 45

RECOMMENDED ITEMS Updated to reflect the strength of bruiser-oriented builds on Wukong

PASSIVE - STONE SKIN

ARMOR 4/6/8 (levels 1/7/13) per nearby champion ⇒ 5-11 (level 1-18)

REMOVED MAGIC RESIST Wukong no longer gains 4/6/8 (levels 1/7/13) bonus magic resist

HEALTH REGEN Now grants 0.5% maximum health regen per 5 seconds

NEWMAN IN THE MIRROR Bonuses are increased by 62.5% for 5 seconds every time Wukong or his decoy hit an enemy champion or monster (stacking up to 8 times for a total bonus of 500%)


Q - CRUSHING BLOW

BONUS BASIC ATTACK DAMAGE 10/40/70/100/130 (+0/0.1/0.2/0.3/0.4 total attack damage) ⇒ 30/55/80/105/130 (+0.5 bonus attack damage)

BONUS RANGE 125 ⇒ 75/100/125/150/175

HIT FAST Cast time now scales with Wukong's attack speed

QOL Added a timer to the ability icon to show how much time is left to use the empowered attack

NEWDECOY CDR Whenever Wukong or his decoy deal damage with basic attacks or abilities, Q - Crushing Blow's cooldown is reduced by 0.5 seconds

COOLDOWN 9/8/7/6/5 seconds ⇒ 9/8.5/8/7.5/7 seconds



W - WARRIOR TRICKSTER

NEWKIND OF PURE OF HEART Added a 300-range dash that can’t go over walls

STEALTH DURATION 1.5 seconds ⇒ 1 second

REMOVEDPOOF! Wukong's decoy no longer deals AoE magic damage before disappearing

COOLDOWN 18/16/14/12/10 seconds ⇒ 20/19/18/17/16 seconds

COST 50/55/60/65/70 mana ⇒ 60 mana

DECOY DAMAGE REDUCTION Wukong's decoy now mimics his attacks and ultimate but deals 50/55/60/65/70% damage

DECOY BASIC ATTACKS The decoy will attempt to attack enemies Wukong has recently attacked

DECOY Q - CRUSHING BLOW The decoy's next attack is empowered

DECOY E - NIMBUS STRIKE The decoy gains bonus attack speed

DECOY R - CYCLONE The decoy will start spinning and knock-up enemies that haven't been knocked-up already from the initial ultimate cast


E - NIMBUS STRIKE

DAMAGE 65/100/135/170/205 (+0.8 bonus attack damage) physical ⇒ 80/120/160/200/240 (+0.8 ability power) magic

BONUS ATTACK SPEED 30/35/40/45/50% ⇒ 40/45/50/55/60%

ATTACK SPEED BUFF DURATION 4 seconds ⇒ 5 seconds

COOLDOWN 8 seconds ⇒ 10/9.5/9/8.5/8 seconds

COST 45/50/55/60/65 mana ⇒ 30/35/40/45/50 mana

DISTANCE TO TARGET POST-DASH 0 ⇒ 75


R - CYCLONE

MAKE IT DOUBLE Wukong can now cast his ultimate a second time within 8 seconds. The second cast can knock-up enemies a second time.

KNOCK-UP DURATION 1 seconds ⇒ 0.75 seconds

SPIN DURATION 4 seconds ⇒ 2 seconds

DAMAGE PER SECOND 20-200 (+1.1 total attack damage) ⇒ 4-8% maximum health (+1.1 total attack damage)

SPINNING MOVEMENT SPEED 5-40% (based on spin duration) ⇒ 20%

SPIN CANCELLATION After 1 second ⇒ After 0.5 seconds

DAMAGE TICK RATE 0.5 seconds ⇒ 0.25 seconds (each tick of damage now applies Conqueror)

DISTANCE TO TARGET WHILE SPINNING 175 ⇒ 50 (this will make Wukong get closer to his target)

DOESN'T MOVE HER BODY LIKE A Wukong can now cast other abilities to cancel his ultimate, stopping its spin

KEEP ON SPINNING Wukong's bonus attack speed duration from E - Nimbus Strike is refreshed while spinning

QOL Added a timer to the ability icon to show how much spin time is left and how much time he has left to recast the ability before it goes on cooldown

 

Xerath:

W - EYE OF DESTRUCTION

CENTER DAMAGE AMP 50% increase ⇒ 66.7% increase

R - RITE OF THE ARCANE

DAMAGE PER SHOT 200/240/280 (+0.43 ability power) ⇒ 200/250/300 (+0.45 ability power)

Xerath is already a pretty good champion to carry, he teaches you how to predict enemy movement with his skill shots, also his playstyle is pretty safe. Decent change but won’t really make a revolution.

 

JUNGLE CHAMPIONS

Brand PASSIVE - BLAZE MONSTER DAMAGE Ablaze now deals 120% damage to monsters

Morgana W - TORMENTED SHADOW MONSTER DAMAGE Now does 150% damage to monsters

Shen Q - TWILIGHT ASSAULT MAXIMUM MONSTER DAMAGE 75/100/125/150/175 ⇒ 120/140/160/180/200

Teemo Q - BLINDING DART BLIND DURATION Now lasts 100% longer vs. monsters E - TOXIC SHOT POISON DAMAGE Now does 150% damage to monsters

Yorick PASSIVE - SHEPHERD OF SOULS FINAL SERVICE Yorick now raises graves on large monster deaths and Mist Walkers take 50% reduced damage from monsters

Zyra PLANTS DAMAGE TO MONSTERS Zyra's plants now deal 150% damage to monsters

 

Please don’t play those champions in the jungle. Even the most considerable brand and Shen are pretty much low B tier so just don’t play them.

 

Funnel changes:

UNIQUE - Monster Hunter

MINION GOLD PENALTY 13 less gold from lane minions if more than half of your farm gold is from minions; removed at 14 minutes ⇒ 13 less gold and 50% less XP from lane minions if more than half of your farm is from minions; removed at 14 minutes.

I don’t really change anything most funnel players play Yi + Taric and it’s about the synergy between these champions. Master Yi has 80-90% of his dmg based on his items and true dmg from e. Most funnel players don’t even play it for the exp and gold from mid, it’s all about the Taric roaming with e and throwing him a 3 second unkillable spell.

 

Items:

Death's Dance

ITEM BUILD

Caulfield's Warhammer + Pickaxe + Vampiric Scepter + 625g ⇒ Caulfield’s Warhammer + Aegis of the Legion + Vampiric Scepter + 500g

STATS

80 attack damage, 10% cooldown reduction ⇒ 50 attack damage, 30 Armor, 30 magic resist, 10% cooldown reduction

UNIQUE PASSIVE Stores 30% of all post-mitigation damage received and takes it as damage over time true damage ⇒ Stores 30% of all post-mitigation damage received for melee champions (20% for ranged champions) and takes it as damage over time true damage

Passive buff + 30 MR and Armor for 30 damage. All champions building it benefit from it.

 

Summoner Spells:

Teleport

COOLDOWN 360 seconds ⇒ 420-240 (levels 1-18) seconds

CAN'T CATCH ME Grants 3 seconds of 30-50% movement speed upon teleport completion based on character level (increased by 10% at levels 6 and 11)

Seeing an 8-minute TP is pretty scary but realistically speaking, when do you use TP? Most likely level 3-4 at top lane after backing after a fight. So already it’s -30 seconds making it 390, which is close to what we had before. I don’t really know why they changed it; my best shoot is they want TP to be used more as helping source for other laners than TPing back to lane. Overall, it’s a pretty huge buff for this spell. It also makes it harder to track down the time since it’s the first summoner spell with scaling cd.

 

Here are the changes for this Patch! In case you want to learn more, stay tuned on our social media and on the upcoming blog posts, you’ll learn more about the meta and the itemization! For those who want help climbing, you can always grab a Solo Boosting order or a Duo Boosting order and we’ll get you, someone, right away! Feel free to also learn more by purchasing a Coaching session, we’ll get you one of the best coaches we have!

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