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25
9
2022

EB24 About League of Legends - Patch 12.17 Analysis by Yoshi

Hello, Summoners! Welcome to the Patch 12.17 Rundown Highlights. We’re moving slowly to the introduction of the pre-worlds patch which will have lots of awesome changes applied to the game. Currently, we received descent adjustments towards champions that resemble mini-reworks


We have lots of stuff to cover and I’ll make sure to highlight as much of them as I can. All the information in the blog was used from the Offical LoL patch website.


My name is Yoshi. And, in this Patch Rundown we will present highlights of:

- Champions

- Items

- Upcoming Skins

- Summary


So, let’s get to it!


Champions


Azir

W - Arise!

Sand Soldier Damage 50-150 (based on level) (+60% AP) ⇒ 50-150 (based on level) (+55% AP) - Nerfed

Cooldown 8/7.5/7/6.5/6 seconds ⇒ 9/8.25/7.5/6.75/6 seconds - Nerfed

E - Shifting Sands

Cooldown 19/18/17/16/15 seconds ⇒ 22/20.5/19/17.5/16 seconds - Nerfed

Lately, Azir was appearing more often on the competitive scene which is not like a solo queue. That’s why the nerfs are being applied, unfortunately, on every level. I think that’s a very bad approach for him. I think he will need some adjustments before the Worlds come up. Probably some q dmg buff towards poking on the lane.


Let’s talk about Ezreal…


Ezreal

E - Arcane Shift

Cooldown 28/25/22/19/16 seconds ⇒ 26/23/20/17/14 seconds - Buffed

Ezreal is a very complicated champion in case of adjustments.  This is because his most valuable stat is the cooldown. Ezreal can be a really valuable unit as he can go in and out of difficult situations. I think it might bring lethal Ezreal meta to the game as his E would have an insanely low cooldown.


On the other hand, Hecarim was changed entirely…


Hecarim

Base Stats

Base Armor 35 ⇒ 32 - Nerfed

HP Growth 104 ⇒ 99 - Nerfed

Q - Rampage

Damage 60/90/120/150/180 (+90% bonus AD) ⇒ 60/85/110/135/160 (+95% bonus AD) - Adjusted

Damage per stack 2% (+3% per 100 bonus AD) ⇒ 4% (+6% per 100 bonus AD) - Buffed

Q Cooldown per stack 1 second ⇒ 0.75 seconds - Nerfed

Max number of stacks 2 ⇒ 3 - Buffed

Stack Falloff All at duration end ⇒ 1 stack per second at duration end - Buffed

Mana Cost 28/31/34/37/40 ⇒ 30 - Buffed

W - Spirit of Dread

Cooldown 14 seconds ⇒ 16/15.5/15/14.5/14 seconds - Buffed

ARMORED CAVALRY Hecarim gains 15/20/25/30/35 Armor and Magic Resist while Spirit of Dread is active - New

E - Devastating Charge

Min Damage 30/45/60/75/90 (+55% bonus AD) ⇒ 30/45/60/75/90 (+50% bonus AD) - Nerfed

Max Damage 60/90/120/150/180 (+110% bonus AD) ⇒ 60/90/120/150/180 (+100% bonus AD) - Nerfed

Minimum Knockback 250 ⇒ 150 - Nerfed

Maximum Knockback 450 ⇒ 350 - Nerfed

Cooldown 20/19/18/17/16 ⇒ 18 at all ranks - Adjusted

R - Onslaught of Shadows

Fear duration 0.75-2 seconds based on distance traveled ⇒ 0.75-1.5 seconds based on distance traveled - Nerfed

Hecarim is being currently tested by all the players. So far, he’s doing quite nicely and people really like these changes. In my opinion, it might give a different approach towards Hecarim’s W as it’s now completely different. In my opinion, making him tankier is something that would suit him.  But, combining with Yuumi might bring some trouble to the game.


The same thing happened to Maokai.


Maokai

Passive - Sap Magic

TREES STRIKE BACK Getting hit by large jungle monsters now reduces Sap Magic’s cooldown by 1.5 seconds per attack received

Heal 5-45 (+4.5-11% Max Health) (levels 1-15) ⇒ 4-34 (+4.8-14% Max Health) (levels 1-17) - New

Q - Bramble Smash

Damage 70/110/150/190/230 (+40% AP) ⇒ 65/110/155/200/245 (+40% AP) - Adjusted

WOOD YOU BELIEVE IT Q now deals percent maximum health damage (2/2.25/2.5/2.75/3%) - New

BRANCHING OUT Q now deals 40/60/80/100/120 bonus damage to monsters - New

E - Sapling Toss

NOT SO HEALTH-Y Saplings no longer deal maximum percent health damage - Removed

Base Damage 20/45/70/95/120 (+7/7.25/7.5/7.75/8% (+70% per 100 AP) target maximum Health) ⇒ 55/80/105/130/155 (+42.5% AP +6% bonus HP) - Adjusted

Empowered Brush Damage 40/90/140/190/240 (+14/14.5/15/15.5/16% (+1.4% per 100 AP) target maximum Health) ⇒ 110/160/210/260/310 (+85% AP +12% bonus HP) - Adjusted

MINIONS ACTIVIST Minions no longer take empowered brush damage from Saplings. - New

Mana Cost 60/70/80/90/100 ⇒ 45/55/65/75/85 - Buffed

Slow Amount 35% ⇒ 45% - Buffed

A LIL SAPPY Brush empowered Saplings now slow for 35% ⇒ 45% (+2% per 100 AP) (6% per 1000 bonus HP) - New

R - Nature’s Grasp

Missile Initial Speed 50 ⇒ 100 - Buffed

Missile Maximum Speed 650 ⇒ 750 - Buffed

Missile Acceleration 250 ⇒ 300 - Buffed

MAKE LIKE A TREE AND LEAVE Maokai now gains 40/50/60% Bonus Move Speed that decays over 2 seconds upon hitting enemy champions. - New

Maokai recently relied mostly on his Ability Power, which did not co-operate with the fact he’s a frontline. Now, combined with Sunfire this champion is going to rock the meta and I‘m thrilled about it. Giving Maokai’s second life is the best decision made so far in this patch.


Let’s move to bot lane and its synergies…


Nami

E - Tidecaller's Blessing

Removed an interaction where each application of Nami’s E would count towards procing Electrocute. E (and its applications) will now only count as a single spell cast for effects such as Electrocute. - Removed


Nami’s electrocute interaction was an INCREDIBLY massive value for any kind of match-up. Her reliability and adaptiveness were nothing compared to other supports. You could play Brand, Xerath, Draven, Lucian, anything. Now it is gone. It will definitely affect people abusing such composition but it will not entirely kill the champion as her E still remains a strong ability.


Last but not least, there’s Rell.


Rell

W - Ferromancy: Crash Down

Move Speed while Dismounted 250 ⇒ 280 - Buffed

E - Attract and Repel

Cooldown 18/16.25/14.5/12.75/11 seconds ⇒ 13 seconds - Adjusted


Rell slowly gets recognition in the view of Riot Games. The community insisted on reworking her as her skillset was very specific to people playing support roles. However, the champion itself is not too bad and that makes her unique. I think she doesn’t need a rework other than slight adjustments to spells like the one Maokai and Hecarim received.


Items


Here I highlighted 2 items and summarize them as they are related to each other…


Guardian Angel

Combine Cost 50 gold ⇒ 150 gold - Nerfed

Total Cost 2800 ⇒ 3000 gold - Nerfed

Attack Damage 40 ⇒ 45 - Buffed


Zhonya’s Hourglass

Total Cost 2600 ⇒ 3000 - Nerfed

Ability Power 65 ⇒ 80 - Buffed

Ability Haste 10 ⇒ 15 - Buffed


Both of these items got nerfed and buffed in a similar way. Both of them are built for the same purpose which is to survive tough situations. However, these items were way too cheap for the value they provided. Zhonya’s was recently built as a secondary item which made it easy to get out of tough situations, especially in mid-game. Riot made the right choice by adjusting that item. Now it isn’t just a peeling item but a desired item in the case of the AP and Ability Haste stats. I would like to highlight that the same adjustments were received by Stopwatch.


Upcoming Skins


King Viego



Zenith Games Blitzcrank



Zenith Games Jayce


Zenith Games Lee Sin



Summary

I am really happy about the changes. The fact that Maokai received the second chance to shine in the meta is something that I didn’t expect from Riot Games. Hecarim has been in the meta for quite a while so that is something that I can’t understand. On the other hand, keeping things the same would be also boring.


Especially Rell. I think it’s a good direction that they chose to make with her, don’t you think? You can share your opinion on our EB24 socials.


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Stay tuned to recent events and content coming up almost every day. Thank you for taking part in this. My name is Yoshi and I will see you on the next Patch Highlights!