EB24 About League of Legends - Patch 12.2 Analysis by Yoshi
Hello, Summoners! It's been a while since the last champion release. This time, we greet Zeri on the Fields of Justice. Don’t worry, we'll get into details with her so you don't have to worry about it yourself. My name's Yoshi and in this blog, we shall cover:
- Champion changes
- Item changes
- Dragon changes
- Rune changes
- Upcoming skins
- Summary
So, let's get to it!
Champion Changes

Zeri
Zeri just appeared on January 20. S0, we will let you know about this character, as well as her abilities in a step-by-step guide.
Abilities

Passive – Living Battery
Zeri gains Move Speed whenever she receives a shield. When she damages an enemy shield she absorbs its energy, shielding herself.
This might be a slight adjustment towards the overloaded number of shields in league. This might be a good pick towards match-ups that mostly relies on shields in the team.

Q – Burst Fire
Passive - Zeri's basic attack deals magic damage, scales with AP, and is treated as an ability. Moving and casting Burst Fire stores up energy in Zeri's Sparkpack. When fully charged, her next basic attack will slow and deal bonus damage.
Active - Burst Fire shoots a burst of 7 rounds that deal physical damage to the first enemy hit. Burst Fire scales with AD and is treated like an attack, with the first round applying on-hit effects. Its cooldown matches Zeri’s basic attack timer.
A good spell to apply on-hit effects. Ap scaling on her passive and on-hit damage might also allow her to be played as an AP damage dealer. Please keep in mind you need high attack speed to have that spell frequently. Nashor's Tooth might be a good option here and Lich Bane for an on-hit effect.

W – Ultrashock Laser
Zeri fires an electric pulse that slows and damages the first enemy hit. If the pulse hits a wall it fires a long range laser from the point of impact.
Keep in mind that other champion's terrain abilities like Anivia's wall on W or Taliyah's wall on Ultimate also apply a long-range laser, so try to avoid structures on the map while escaping this champion!

E – Spark Surge
Zeri dashes a short distance and energizes her next 3 casts of Burst Fire, causing them to pierce through enemies. She will vault over or grind along any terrain she dashes into, depending on the angle. Hitting a champion with an attack or ability reduces Spark Surge’s cooldown.
A good engage ability to use before casting your Q-Burst Fire ability. Don't be afraid of using it beforehand, since her cooldown is reduced with each hit ability. This is kind of similar gameplay to Ezreal. Her grinding potential is yet another reason for you to avoid walls, so keep your eyes open!

R – Lightning Crash
Zeri discharges a nova of electricity, damaging nearby enemies, and overcharges herself for a moderate duration. While overcharged, Zeri gains increased damage, Attack Speed, and Move Speed. Attacking enemy champions refreshes the overcharge duration and adds another stack of Move Speed. While overcharged, Burst Fire's damage concentrates into a faster triple shot that chains lightning between enemies.
Using this ability does not seek to deal first AOE damage. This ability is supposed to help you for a longer duration of teamfight. The idea is similar to Vayne's Ultimate, but here you get AD, AS, and MS. Here, your main goal is to keep grinding stacks of movement speed during a teamfight and to have a boost as long as possible. To do it, cast this ability before teamfight just at the moment of dealing damage to enemy champions (keep in mind this refreshes duration time. Keep it as long as possible!)

Janna
Base Stats
Move Speed 315 ⇒ 330 - Buffed
Base AD 46-71.5 ⇒ 52-103 - Buffed
AD Growth 1.5 ⇒ 3 - Buffed
Basic Attack Range 550 ⇒ 500 – Nerfed

Passive - Tailwind
updated TAILWIND Janna gains 8% bonus move speed only while moving toward allied champions. (Bonus move speed for allied champions moving towards Janna unchanged.)
removed FAST & FURIOUS Janna's basic attacks and W - Zephyr no longer deal bonus magic damage based on her bonus move speed
Removing her possibility to free roam (unless it's for assistance)

Q - Howling Gale
Cost 60/90/100/120/140 mana ⇒ 60/70/80/90/100 mana - Buffed
Minimum Range 1000 ⇒ 1100 - Buffed
Maximum Range 1750 ⇒ 1760 - Buffed
Time to Destination 1.5 seconds ⇒ 1.25 seconds - Buffed

W - Zephyr
Range 550 (from edge to edge) ⇒ 650 (centered) - Buffed
Slow Duration 2 seconds ⇒ 3 seconds - Buffed
Cooldown 8/7.5/7/6.5/6 seconds ⇒ 12 seconds at all ranks – Nerfed
Base Damage 55/85/115/145/175 ⇒ 70/100/130/160/190 - Buffed
Bonus Move Speed 6/7/8/9/10% ⇒ 8/9/10/11/12% - Buffed

E - Eye Of The Storm
A FRIENDLY FORECAST Innate - Whenever Janna's abilities slow or knock up at least one enemy champion, E - Eye of the Storm's cooldown is reduced by 20% ⇒ she receives +20% heal and shield power for 5 seconds - Adjusted
Shield 80/115/150/185/220 (+70% AP) ⇒ 80/110/140/170/200 (+65% AP) – Nerfed
Cooldown 16/15/14/13/12 seconds ⇒ 15/13.5/12/10.5/9 seconds - Buffed
Shield Decay Starts After 0.75 seconds ⇒ 1.25 seconds - Buffed

R - Monsoon
Healing Tick Rate 0.5 seconds ⇒ 0.25 seconds (total heal amount unchanged)
This change really depends on whether the heal reduction is applied or not. Depends on the scenario.
Overall, Janna still remains a strong champion, but her playstyle to possibly carry the game alone might turn a different track, forcing people to change their playstyle. Riot wants to make people play her as someone discouraging from the fight rather than encouraging.

Lulu
W - Whimsy
Cooldown 16/15/14/13/12 seconds ⇒ 17/16/15/14/13 seconds – Nerfed
The reason for implementing such change is because Lulu's W is a highly rewarding spell that causes high carries to be extremely vulnerable. Many people started banning Lulu due to her possibility to take down most of the carries and completely turn the fights. Riot doesn't want to change her W but does not want to leave it unscratched. This is a good change to the game but personally, I would adjust that spell a little because the extending cooldown is somewhere on the edge of making the champion playable, to a complete disaster.

Nocturne
Base Stats
Health Growth 85 >> 95 - Buffed

Q - Duskbringer
Bonus AD Ratio 75% ⇒ 85% - Buffed
Since Riot nerfed the Axiom Arc item, which completely changed the way Nocturne was played, Riot wants to give him slight buffs that may give him the possibility to shine even after such nerfs. In my opinion, it is a very good change especially on Q-Duskbringer. This is because Nocturne slightly descales in the late game. They want to make it more valuable and impactful to the game.

Qiyana
Base Stats
Base Health Regeneration 7.5 ⇒ 6 – Nerfed

Q - Edge of Ixtal
Grass Trail Zone Duration 3.5 seconds ⇒ 3 seconds – Nerfed
This may cause some shakes for Qiyana but I don’t think it will make her unplayable whatsoever. We may see the rise of other assassins instead.

Rengar
R - Thrill of the Hunt
HIDE AND LEAP Innate - Rengar can leap to enemies with his next basic attack when he is in camouflage – New
Yet another great change. Since new drakes came out, Rengar had a very difficult time dealing with map adjustments that occurred in season 12. A camouflage zone denied the possibility for Rengar to jump on enemies, making it yet another unplayable map for Rengar players to enjoy. Now, Hunter enjoyers will no longer think about frustration, when camouflage zone comes up on the rift. Let me remind you that Rengar can jump from now when he is in camouflage, not camouflage zone only. Any thoughts on how it would work combining it with Senna's fog? Try it on!

Samira
R - Inferno Trigger
Physical Damage per Shot 0/10/20 (+50% AD) ⇒ 5/15/25 (+50% AD) - Buffed
Total Damage per Target 0/100/200 (+500% AD) ⇒ 50/150/250 (+500% AD) - Buffed
Samira in comparison to other marksmen in season 12 was falling off quite roughly. Shieldbow nerfs hit her with no mercy. A few buffs to her ultimate will impact her especially in the laning phase/early mid-game.

Senna
Q - Piercing Darkness
LOW VISIBILITY Now slows all enemies struck by 20% (+6% per 100 AP) (+10% per 100 bonus AD) for 2 seconds – New
Since the Glacial Augment rune was changed, a key stat for Senna was completely denied, causing her to be picked less frequently by players. Riot wants to bring her back by applying her slow effect on basic attacks, something which was very crucial when she was built as DPS. Very strong buff. Combining that with Rengar changes, she might be one of the most frequently picked supports in this patch.

Shen
Q - Twilight Assault
Increased Bonus Damage 10-40 (+6 every 3 levels) (+5/5.5/6/6.5/7% (+2% per 100 AP) of target's max health) ⇒ 10-40 (+6 every 3 levels) (+4/4.5/5/5.5/6% (+2% per 100 AP) of target's max health) – Nerfed
Teleport changes indeed made Shen the most impactful top lane in the patch. His map pressure is now the biggest value to consider when picking him, so Riot wants to balance other things in his kit so people do not abuse it too much. I think it needs a few more adjustments but it's a good thing, to begin with.

Tahm Kench
Q - Tongue Lash
Enemy Slow 40% ⇒ 50% - Buffed

E - Thick Skin
Amount of Damage Stored into Grey Health 45/50/55/60/65% ⇒ 15/25/35/45/55%, increased to 45/50/55/60/65% if there are 2 or more visible enemy champions nearby (dead or alive)
Amount of Healing Restored from Grey Health 30-100% (levels 1-18) ⇒ 45-100% (levels 1-18) – Nerfed

R - Devour
Ally Shield Upon Devour 400/500/600 (+100% AP) ⇒ 500/700/900 (+150% AP) - Buffed
Move Speed Upon Devouring Ally Slows Tahm Kench by 30/20/10% while ally is swallowed ⇒ Grants Tahm Kench 40% move speed for 3 seconds (regardless of swallow duration) - Buffed
Adjustments and buffs that were applied to make him more playable as support actually buff him on almost every aspect. E nerf impacts him in early trades on the laning phase, so people need to pay attention while trading with him because he might be not as superior as he was in the previous patch. Definitely, this is a huge buff for people playing Tahm Kench on support. 300 damage shield is a strong benefit that will definitely influence him on the bottom lane.

Talon
W - Rake
Damage Against Monsters 130% ⇒ 105% – Nerfed
The nerfs Talon received in previous paths were simply not enough for him. His enormous amount of jungle clear let him completely dominate the game and he needs to receive yet another nerf towards his clear potential. Riot wants other junglers to keep up with him. Junglers since patch 11.18 learned Talon's potential in the jungle, and that's why he will be still viable even after those nerfs.

Tristana
Base Stats
Base Health 559 ⇒ 600 - Buffed
Base Health Regeneration 3.75 ⇒ 4 - Buffed
People seem to forget how strong Tristana really is. Riot wants to push her a little so she's more approachable by players while searching for heroes in champ select. Does that change impact her? Not so much.

Veigar
Q - Baleful Strike
Cooldown 7/6.5/6/5.5/5 seconds ⇒ 6/5.5/5/4.5/4 seconds - Buffed
Stacks Granted Upon Killing Large Monsters and Minions 2 ⇒ 3 - Buffed
Veigar's patience is wearing THIN! Now, he shall scale even faster, so beware summoners as these small changes might cause enormous destruction!!!

Volibear
Base Stats
Attack Damage Growth 3 ⇒ 3.5 – Buffed

E - Sky Splitter
Cooldown 15 seconds ⇒ 13 seconds - Buffed
Volibear has caused lots of trouble for people not only for people playing against him but also for people playing with him. Riot wants to buff him a little, so he finds his place among other top laners in the current patch, so he can UNLEASH THE STORM even more!

Yasuo
Q - Steel Tempest
Damage 20/45/70/95/120 (+100% AD) ⇒ 20/45/70/95/120 (+105% AD) - Buffed
Immortal Shieldbow nerfs require few buffs to champions that were using this item almost every time. Just a little touch, but better this than nothing.

Yone
Q - Mortal Steel
Damage 20/40/60/80/100 (+100% AD) ⇒ 20/40/60/80/100 (+105% AD) - Buffed
Riot couldn't forget about Yasuo's brother, since he relied on Immortal Shieldbow as well.

Zed
R - Death Mark
Damage 100% AD (+25/40/55% of damage dealt against marked target) ⇒ 65% AD (+25/40/55% of damage dealt against marked target) – Nerfed
This damage decrease should discourage people from perma-banning Zed in champion selects. Since his gameplay while being fed became fool-proof, Zed receives a nerf that should make Assassin players think twice before going in.
Item changes

Lich Bane
Build Path Blasting Wand + Aether Wisp + Sheen + 600g ⇒ Fiendish Codex + Aether Wisp + Sheen + 550g (total cost unchanged) - Adjusted
Ability Haste 0 ⇒ 15 - New
Spellblade Damage 150% base AD (+40% AP) ⇒ 75% base AD (+50% AP) - Adjusted
Spellblade Cooldown 2.5 seconds ⇒ 1.5 seconds - Buffed
After changes, Lich Bane had difficulties adapting to the build path of champions, that had Lich Bane as a core item in their shop. Riot wants to bring a few things back for those champions by giving back ability haste while not changing the cost and statistics (by the cost of reducing early game damage). I think it's a good change that Lich Bane really needed.

Rylai's Crystal Scepter
Combine Cost 815 gold ⇒ 415 gold (total cost equally reduced) - Buffed
Ability Power 90 ⇒ 75 – Nerfed
Health 350 ⇒ 400 - Buffed
Rylai's high cost, combined with statistics, caused lots of trouble for people to consider building it as a tanky utility item for the long term. Riot wants to undermine it by giving up half of the cost, reducing ap and increasing health, making it more approachable for people going a more tanky option of a mage.

Turbo Chemtank
Refuel (Passive) Damage Stacks Gain 5 stacks per instance of any damage dealt ⇒ per instance of damage dealt against monsters and champions only – Nerfed
Refuel (Passive) Movement Stacks Gain 1 stack for every 15 units travelled, (uncapped) ⇒ capped at up to 10 stacks per movement command – Nerfed
This change is targeted mostly for players that used chemtank utility buff using dashes, which highly increased the stacking process. Now, this mechanic is regulated.
Dragon changes
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Chemtech Dragon Soul
Zombie Health 80% base health + 50% bonus health ⇒ 70% base health + 40% bonus health – Nerfed
Zombie Duration (Without Other Health Impacting Factors) 4 seconds ⇒ 3 seconds – Nerfed
Chemtech Dragon soul is really a tough challenge for developers to be balanced because zombie form in the whole idea is kind of ridiculous. Riot wants to slowly chill the Chemtech soul and monitor how the results impact the game. It remains still as a good nerf.
Chemtech Rift
Offensive Action Camouflage Timer 1.5 seconds* ⇒ 2.5 seconds – Nerfed
Bonus Damage Vs Enemies with More Current Health Up to 10% ⇒ Up to 12% - Buffed
Now it takes more time for people to become camouflaged after taking an action. It is a slight nerf towards the team, that is waiting for the enemy to come closer to the fog and take them by surprise, but definitely a buff for the team that is falling behind.
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Hextech Dragon Soul
Chain Lightning True Damage 25-75 (based on attacker's level, 1-18) ⇒ 25-50 (based on attacker's level, 1-18) – Nerfed
To be honest, that nerf was necessary due to the fact, that drake's soul was significantly better compared to his brothers.
Rune changes

Lethal Tempo
Attack Speed per Stack (Melee) 13% ⇒ 10-15% (levels 1-15) - Adjusted
Attack Speed per Stack (Ranged) 7% ⇒ 5-9% (levels 1-12) - Adjusted
Lethal Tempo after the change was the rune that was played most frequently in the latest patches. Its synergy potential for most heroes was so strong that it needed few adjustments. Riot noticed that this rune reaches its spike in the early game. So, by not destroying this rune completely, he wants to slightly cool the buff rune it gives you in the early game. But, in addition, you get an increase attack speed later on. I think that by fixing the early game, Riot might accidentally overpower this rune in the late game.
Upcoming skins
Porcelain Protector Ezreal

Porcelain Lissandra

Porcelain Amumu

Porcelain Lux

Porcelain Lux Prestige Edition

Porcelain Kindred

Firecracker Sett

Firecracker Diana

Firecracker Teemo

Firecracker Tristana

Firecracker Xin Zhao

Brave Phoenix Xayah Prestige Edition

Withered Rose Zeri

Summary
This patch brought lots of little adjustments to the game. These might bring back the champions that were forgotten among meta picks. There is one game mode that you could practice those changes. If you haven’t heard the news, ARURF is coming back!!! We hope that you will release your stress there cause remember, it's all about fun, isn't it? Zeri is already on the rift and we think she will find her place there. What do you think? Do you enjoy this champion? You can share with us your opinion on socials.
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That's the end of 12.2 Patch Rundown! Here was Yoshi! Stay tuned to the recent events and content coming up almost every day!
See you on the next patch! HAPPY ARURF!!! :)