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General League of Legends Teamfight Tactics Valorant

New Placement Matches Policy for LOL, TFT, Valorant

The gaming world is always evolving, and with it, the policies that shape our play. Recently, significant updates have been made to the placement match policies for popular games like League of Legends (LoL), Teamfight Tactics (TFT), and Valorant. Understanding these changes, particularly regarding Matchmaking Rating (MMR) and rank alignment, is crucial for players aiming to maximize their gaming experience.

Last Known Rank Clarification

A key aspect of these updates is the alignment of the account's MMR with the order requirements. For instance, if you're playing on a Diamond account with Master MMR in LoL, you should select Master as your last known rank. This clarification ensures fair and balanced matchmaking in placement matches.

Guaranteed Wins Policy in League of Legends

In LoL, the new policy introduces a system of guaranteed wins for placement matches. The policy stipulates that:

  • For 5 placement matches, players are guaranteed 4 wins (Unranked to Master) and 3 wins (Grandmaster and Challenger).
  • This guarantee scales down with the number of placement matches played, ensuring players have a clear expectation of their potential ranking outcome.

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Guaranteed Wins Policy in Teamfight Tactics

In TFT, the new policy introduces a system of guaranteed wins for placement matches. The policy stipulates that:

  • For 5 placement matches, players are guaranteed 4 wins (Unranked to Master) and 3 wins (Grandmaster and Challenger).
  • This guarantee scales down with the number of placement matches played, ensuring players have a clear expectation of their potential ranking outcome.

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Guaranteed Wins Policy in Valorant

Valorant, too, has adopted a similar policy

  • Players can expect 4 guaranteed wins for 5 placement matches in ranks up to Immortal and 3 wins at Radiant.
  • As with LoL and TFT, the number of guaranteed wins adjusts according to the number of placement matches.

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Should the guaranteed win count not be met, players will receive wins equal to their losses. However, it's important to note that compensation will not exceed a full division if the total win rate is 50% or above. This safeguard ensures that players are fairly compensated while maintaining the integrity of the ranking system. This guarantee scales down with the number of placement matches played, ensuring players have a clear expectation of their potential ranking outcome.

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As we embrace these new placement match policies across LoL, TFT, and Valorant, players need to stay informed and adapt their strategies accordingly. These changes not only bring a new level of excitement and challenge to the games but also ensure fairness and competitiveness in the ranking system. Whether you're a seasoned player or just starting, these policies are set to impact your gaming journey significantly. Remember, these updates are designed with your gaming success in mind. By understanding and leveraging them, you can optimize your gameplay and enjoy a more satisfying competitive experience. So, gear up for the new season, keep these changes in mind, and get ready to climb the ranks with confidence and strategy! 🚀🎮🏆


New Placement Matches Policy for LOL, TFT, Valorant
EB24 about TFT – Patch 12.13b analysis by AceOfSpades
Teamfight Tactics

EB24 about TFT – Patch 12.13b analysis by AceOfSpades

The meta was out of control and Patch 12.13 wasn’t enough to fix it. Patch 12.13b came as a hotfix to try and bring things under control once again.

What changed with 12.13?

  1. Vladimir bug fixed.
  2. Nami buffs reverted!
  3. Ryze nerfed.
  4. Overall mages got hit hard but they are still a top-tier comp for this patch.

Let’s talk about what comps are best played in this meta and I’ll share some of my secret op comps with you all. This time we’ll focus on comps that aren’t very popular at the moment and yet very strong

Best Comps

Reroll Elise

Starting item: Belt/Armor, try to rush Sunfire cape asap.

Early game: Elise+Thresh+Gnar+Taric+Jade

This comp is really strong at the moment but gets rarely played, you can roll at 7 to stabilize with a 2* Elise

Assassin Olaf

Starting item: Belt or Chain Vest, I prefer to build defensive items first for this comp and focus on damage items after.

Early game: Play bruiser and Atrox/Olaf, Diana is also a beast early game.

Late game you want to roll at 7 to find your 3 costs 3*.

Very good comp, it got nerfed but not enough!


Starting Item: Belt/Armor, rush Sunfire cape.

Early game: Leona+3 Jade or open cavaliers and guild

Still a decent comp, it got buffed but it flew under the radar.

Swain Reroll

Starting item: Belt/Chain/Bow, building Sunfire/Rageblade or shiv is ideal.

Mid game: Roll for Swain 2* at 7 or 6 if you are low hp, at 7 play with 6 Dragonmancers and Neeko.

Late game: Roll at 7 till Swain 3*

This is the end of our blog post related to Patch 12.13b for TFT. What do you think of the new changes? Share with us your experiences so far. We’re always super excited to hear from our community! Stay tuned for more content and events from us!

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EB24 Q&A - How much money boosters make?

EB24 Q&A - How much money boosters make?

“My rank peak is Challenger/Radiant but I’m currently Diamond. Can I apply”?
You can apply. However, we refer to the applicant's current rank and that must be above our requirement. 

“I have applied as a booster. What should I expect?”

We’ll contact you within a few to a maximum of 8 days if your application is approved.

“I have received an email that there’s no slot. What can I do? ”

Unfortunately, we cannot give you any ETA on when we’ll be able to hire you. But we’ll reach out to you via email once we need to hire more boosters in your region near to your rank.

“I'm a high ELO player, should I begin boosting?”

Many players become boosters for a variety of reasons, including:

- They are incompatible with professional play

- They do not want to be professional players

- They must work full-time because they need to earn a living and cannot afford to try to be professional players

- They want to supplement their regular IRL responsibilities (work/study) with some extra income

“How does it feel to be a booster?”

A booster is a freelance job, you get your order and finish it and you only take another one if you want to, you can select which order you want to take by yourself. so there is no attachment and lots of freedom as we do not obligate any specific schedule on you.

“What are the advantages and disadvantages of being a booster?”

Depending on your point of view, boosting can have some advantages and disadvantages, such as:


- You can accept orders whenever you want

- You can earn money while playing

- You are not required to have specific schedules unless they have been agreed upon with a customer


- Time-consuming

- Potential RNG games

- Potential internet problems

- Boosting can be stressful

“How does it work now that I've been accepted as a booster?”

When you are accepted as a booster, we will introduce you to all of our rules and explain how the dashboard and Discord server work, as well as what you need to know and how to get started!

“Can I take any order I want right away?”

Unfortunately, all of our new boosters must first prove their worth, so you will initially be able to accept only duo orders in lower elo. You will be able to claim Solo orders once you have met our requirements to lift up the limitation.

“Is there anything I can do to improve as a booster?

Yes, you can unlock higher limits, allowing you to claim high elo orders as well as new ranks, VIP, and Loyalty. And each rank has its own set of benefits.

“How much money can I expect to make?”

Because boosting is an online service, you earn money by performing as many services as possible, in this case boosting orders. The income will vary depending on the ranks, type of boosting order, and percentage rate of the order.

The amount you receive each month may vary depending on the factors stated above.

Some VIP boosters, for example, can earn up to 2.500 EUR, while some Loyalty boosters can earn up to 1500 EUR. Many boosters perform decently and earn between 600 and 1000 EUR. If you don't complete many orders, you could earn around 300 EUR, depending on the type of orders you complete.

“When will I be paid?”

Booster payments are distributed once a month.

“What options do I have for getting paid?”

The available payment options are stated below: 

- Bank transfer

- Skrill

- Payoneer

- Webmoney

- PayPal


EB24 About League of Legends - Patch 12.10 Analysis by Yoshi
League of Legends

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


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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).


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.


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.


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.


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.


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

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


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.


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.


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.


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!


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.


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.


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.


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?


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.


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.


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. 


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.


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.


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.


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

Durability changes require Nasus to sustain a bit less.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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. 


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.


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.


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

Same case as Katarina.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


E - Grievous Wounds 40% ⇒ 30% - Nerfed

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


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.


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.


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.


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.


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.


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. 


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.


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.


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!


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.


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.


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.


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


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


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.


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.


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.


Omnivamp 8% ⇒ 7% - Nerfed

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


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.


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.


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.


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.


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.


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


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

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


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.


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.


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.


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

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

Summoner Spell Changes


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

An accompaniment to the healing nerfs throughout the patch.


Grievous Wounds 60% ⇒ 50% - Nerfed

An accompaniment to the healing reduction nerfs throughout the patch.


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


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!

Instagram | Facebook Page | Twitter | Facebook Group | Discord Server

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!


EB24 About League of Legends - Patch 12.9 Analysis by Yoshi
League of Legends

EB24 About League of Legends - Patch 12.9 Analysis by Yoshi

Hello, Summoner, and welcome to the Patch 12.9 Rundown! You might be shocked as you log into the League client, and am not surprised by that. Patch 12.9 introduced to us a huge amount of changes, as well as many reworks, and champion adjustments. The changes are not only in the gameplay but in the statistics/summaries of our adventures on Summoner’s Rift. I’ll do my best to help you out when getting used to the changes. I hope the changes will give us a positive outcome :)

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

- Challenges

- Champion Changes

- Item Changes

- Upcoming Skins

- Summary

So, let’s get to it!


Now, we will be able to briefly monitor our progress and experience in League. The fact that we can monitor different achievements depending on the champion and role is truly amazing. I think what surprises me most is the fact some known players are being rewarded.  For instance, at some point one of these is an achievement named “Solo Bolo,” which is named after Baus’s remarkable quote. Despite this, the title you achieve in the process of playing is very unique because it highlights your champion as you’re loading into the game.

There’s also an addition which I am very happy about. It’s in the division view in the loading screen that is now available for both teams. This is cool because previously you were not allowed to do that.

What do you think about the changes? The moment I realized something is off track was in the summary screen after the game and I was like “what is going on?!” It took me a few games to get used to it and so far I am very happy about this change.

Champion Changes

E - Charm

Cooldown 12 seconds ⇒ 14 seconds - Nerfed

 R - Spirit Rush

Cooldown 130/105/80 seconds ⇒ 140/115/90 seconds - Nerfed

I think these changes are very deserved because Ahri has a huge amount of damage. And, by building Ability Haste on her you still were able to deal solid damage while at the same time having your ult back up anytime. I think that change won’t do much but it’s still better than nothing.

Passive - Concussive Blows

Per-Target Cooldown 8/7/6 seconds ⇒ 8/6/4 seconds - Buffed

 E - Unbreakable

Damage Reduction 30/32.5/35/37/40% ⇒ 35/40/45/50/55% - Buffed

Braum has been forgotten, among the other supports in the recent patch. I think these changes are not only a little reminder that Braum exists but also a strong adjustment to his hit. 15% damage reduction is a huge buff which I think will make him more presentable in the current meta.

Q - Rampage

Physical Damage 60/90/120/150/180 (+85% bonus AD) ⇒ 60/90/120/150/180 (+90% bonus AD) - Buffed

 W - Spirit of Dread

Cooldown 18 seconds ⇒ 14 seconds - Buffed

Hecarim, after being targeted during the last patches, finally receives the buffs. He was simply too strong back then due to his tank build but now he needs a little boost, especially in his more aggressive builds. I don’t think it’s enough for Hecarim but we shall see over time.

 Master Yi

R - Highlander

Bonus Attack Speed 25/45/65% ⇒ 25/35/45% - Nerfed

I don’t think this is a good change at all! Nowadays, Master Yi requires a lot of experience and ability in the player’s hands to make him work in the current meta. I think this change is targeted in most cases below golden divisions. I think it will make Master even worse and less likable to play as him or even with him.


Base Stats

Base Health 570 ⇒ 540 - Nerfed

Nidalee is a very tough champion to balance because a little adjustment to her kit might make her either too strong or completely unplayable. That is why I think Riot found a solution to slow down Nidalee’s snowball by decreasing her base health early on. I think it is a nice attempt by them.


Base Stats

AD Growth 3.5 ⇒ 4.7 - Buffed

AD at level 18 127.5 ⇒ 148 - Buffed

Health Growth 100 ⇒ 105 - Buffed

Mana Growth 42 ⇒ 50 - Buffed

 Passive - Berserker Rage

Maximum Attack Speed Granted 99% ⇒ 40-100% (levels 1-18) - Nerfed

FIGHT ON Berserker’s Rage now provides 10-30% life steal (levels 1-18), based on Olaf’s missing health - New

MAD MATH Bonuses max out at 0% Health ⇒ 30% Health - Buffed

 Q - Undertow

Cooldown 7 seconds ⇒ 9 seconds - Nerfed

Damage 80/125/170/215/260 ⇒ 60/110/160/210/260 - Nerfed

Minimum Range 300 ⇒ 425 units - Nerfed

Mana Cost 60 at all ranks ⇒ 40/45/50/55/60 - Buffed

BEATDOWN CITY. POPULATION: YOU Q - Undertow now shreds 20/22.5/25/27.5/30% armor for 4 seconds upon hitting an enemy champion. (Note: Subsequent axes will refresh the debuff duration.) - Adjusted

PRO AXE JUGGLER Picking up axes now fully refunds Q - Undertow's cooldown, but axes can only be thrown a maximum of once every 3 seconds. (Note: The 3 second limit scales with Ability Haste.) - Adjusted

COMING THROUGH Included a quality of life buff to Olaf’s Q - Undertow so that it now grants ghosting more consistently to jungle monsters who he hits or are near him when Q is cast - Adjusted

 W - Tough It Out

NAME CHANGE Vicious Strikes ⇒ Tough It Out - Adjusted

Cooldown 16 seconds at all ranks ⇒ 16/14.5/13/11.5/10 seconds - Buffed

Attack Speed 50/60/70/80/90% ⇒ 40/50/60/70/80% - Nerfed

Ability Duration 6 seconds ⇒ 4 seconds - Buffed

JUST W now resets Olaf’s basic attack timer - New

TOUGH On activation Olaf now gains a 10/45/80/115/150 (+25% missing health, capped at 30% of his current HP) shield for 2.5 seconds - New

IT No longer grants Life Steal - Removed

OUT No longer amplifies Olaf’s healing based on missing health - Removed

 R - Ragnarok

Bonus Attack Damage 15/20/25 (+30% AD) ⇒ 10/20/30 (+25% AD) - Adjusted

Duration 6 seconds ⇒ 3 seconds - Nerfed

Passive Resists 20/30/40 ⇒ 10/25/40 - Nerfed

I AM UNTETHERED R - Ragnarok's passive bonus resistances are no longer lost for the duration of the ability - Removed

MY RAGE KNOWS NO BOUNDS Hitting a champion with a basic attack or E - Reckless Swing extends the duration of Ragnarok to 2.5 seconds. Olaf can refresh Ragnarok indefinitely. - New

That’s a big change! Riot has started to make significant changes to the game, starting from Olaf. Olaf’s kit has been entirely changed and now he’s very strong (as long as you let him attack you). The adjustments he received are strong and has also received small nerfs to balance his kit a little bit before the release. Will that be enough? I am not certain about that but I am optimistic about the new look of our Viking.

Passive - Gift of the Drowned Ones

Damage Converted to Grey Health when near Two or more Enemies 40% (+0.5% per Lethality) ⇒ 45% (+0.5% per Lethality) - New

 Q - Bone Skewer

BONE APP THE TEETH Bone Skewer now refunds mana upon hitting an enemy champion

Mana Cost 50/55/60/65/70 ⇒ 74/78/82/86/90 - Nerfed

Mana Refund: 50% ⇒ 75% - Buffed

 R - Death From Below

Cooldown 120/100/80 seconds ⇒ 100/85/70 seconds - Buffed

LIGHTER POCKETS Pyke no longer receives “Your Cut” gold upon successfully executing enemy champions with his R (last assisting ally will still receive “Your Cut”) - Removed

BOGO IS A NO GO Pyke no longer receives additional “Your Cut” gold when allies kill enemies within Death From Below’s execution area - Removed

I am very happy about these changes because that is an adjustment toward Pyke on mid-lane. He’s way stronger now as a support but try to imagine a control mage player that is laning a roaming assassin that doesn’t care about upcoming poke. That is very annoying to play but people playing Pyke are going to enjoy him but on support.

Renata Glasc

Base Stats

Base Armor 29 ⇒ 27 - Nerfed


Passive - Leverage

Additional Magic Damage when Renata Marks a Target 1-3.5% (levels 1-13) (+1% per 100 AP) ⇒ 1-2% (levels 1-9) (+2% per 100 AP) - Nerfed

Additional Magic Damage Against Marked Targets 1-3.5% (levels 1-13) (+1% per 100 AP) ⇒ 1-2% (levels 1-9) (+2% per 100 AP) (damage against unmarked targets unchanged) - Nerfed

I think these changes are just to stop Renata’s Monopolization of the bottom lane. Since she started to appear more frequently after release, that is a good sign for her. But, that’s the same thing with Qiyana as she didn’t need any nerfs until people learned how to play her to her full potential. The same thing (but on a lower caliber) might happen to Renata, which is why Riot is slowing that down. I think this is a good idea.


Base Stats

Health Growth 92 ⇒ 97 - Buffed

AD Growth 3.75 ⇒ 4.15 - Buffed

AD at Level 18 132.75 ⇒ 139.55 - Buffed

 W - Ruthless Predator

Cooldown 13/12/11/10/9 seconds ⇒ 16/14/12/10/8 seconds - Adjusted

Total Physical Damage 10/30/50/70/90 (+75% AD) ⇒ 10/40/70/100/130 (+75% AD) - Buffed

Total Physical Damage when Empowered 15/45/75/105/135 (+75% AD) ⇒ 15/60/105/150/195 (+75% AD) - Buffed

 R - Dominus

Magic Damage per Second 40/80/120 (+10% AP) ⇒ 50/100/150 (+10% AP) - Buffed

Renekton’s change is mostly because he is falling behind in the late game. Those changes boost him up so he will not descale in the further stages of the game. In my opinion, it is a good opportunity for Renakton to be more than a tank in the late game.

W - Battle Roar

Damage to Monsters 85-150 (levels 1-18) ⇒ 65-130 (levels 1-18) - Nerfed

A small adjustment towards his jungle clear. The most hurtful factor is -20 damage, which will slow his pathing a little. It might delay his jungle tour by a few seconds, which might be very impactful as you want to get a lead in the early game.

W - Burnout

Damage Tick Rate 1 second ⇒ 0.5 seconds - Buffed

 E - Flame Breath

The area of effect zone from Shyvana’s E - Flame Breath now applies marks to enemies that enter the zone. - New

These updates are not changing much so it might visually just appear as we face her.

Passive - Glory in Death

NOT A WRECKING BALL Sion now does 60% reduced damage to structures while in his reanimated frenzy form (includes runes and items) - New

This destroys Sion. As long as he’s unable to proceed with the demolish during the time of passive then the playstyle is completely worthless. The one person that can feel that change is Thebausffs because that’s the tactic he’s been using most frequently.


Base Stats

Base Health 531 ⇒ 500 - Nerfed

Base Health Regen 7 ⇒ 6.5 - Nerfed

Health Regen Growth 0.7 ⇒ 0.65 - Nerfed

Base Mana 425 ⇒ 470 - Buffed

Base Mana Regen 9.34 ⇒ 8 - Nerfed

Mana Regen Growth 0.85 ⇒ 0.8 - Buffed

Base Armor 20 ⇒ 18 - Nerfed

Move Speed 335 ⇒ 330 - Nerfed

 Passive - Rock Surfing

Out of Combat Bonus Move Speed 20-45% (levels 1-18) ⇒ 10/20/35/55% (levels 1/9/12/15) - Adjusted

Passive Fall Off Time when not near Terrain 1 second ⇒ 2.5 seconds - Buffed

 Q - Threaded Volley

Mana Cost 50/60/70/80/90 ⇒ 60/65/70/75/80 - Nerfed

Cooldown 7/6/5/4/3 seconds ⇒ 6.5/5.5/4.5/3.5/2.5 seconds - Buffed

1-Rock Damage 70/95/120/145/170 (+45% AP) ⇒ 38/61/84/107/130 (+50% AP) - Nerfed

Damage Reduction from Subsequent Stone Shards 50% ⇒ 60% - Nerfed

5-Rock Damage 210/285/360/435/510 (+135% AP) ⇒ 98.8/158.6/218.4/278.2/338 (+130% AP) - Nerfed

Damage Reduction from Subsequent Stone Shards Against Monsters 25% ⇒ 60% - Nerfed

SUPER EFFECTIVE Each Stone Shard now deals an additional 30 (+10% AP) damage against monsters - New

SCATTERED STONES Stone Shards now deal damage in a 175 radius area of effect (approximately 1.6 Teemos) - New

ROCK SOLID Q - Threaded Volley will now continue to cast while Taliyah is in Stasis - New

NOT JUST A ROCK Casting Q - Threaded Volley on Worked Ground now consumes the Worked Ground to fire a single Boulder that deals double damage [76/122/168/214/260 (+100% AP)] and slows all targets hit in a 225 AoE radius by 30/35/40/45/50% for 2 seconds - New

Mana Cost on Worked Ground 1 ⇒ 20 - Nerfed

Minimum Cooldown on Worked Ground 1 second ⇒ 0.75 seconds - Buffed

Worked Ground Duration 25 seconds ⇒ 30 seconds - Adjusted

Worked Ground Radius 300 ⇒ 400 - Adjusted

LEVEL GROUNDS The size of Worked Ground on Howling Abyss now matches Summoner’s Rift - Adjusted

SKIPPING STONES Q - Threaded Volley casts on Worked Ground now has new VFX, SFX, animation, and icon! - New

 W - Seismic Shove

Mana Cost 70/80/90/100/110 ⇒ 40/30/20/10/0  - Buffed

Cooldown 16/15/14/13/12 seconds ⇒ 14/12.5/11/9.5/8 seconds - Buffed

Knock Up Radius 200 ⇒ 225 - Buffed

Time Delay before Knock Up 0.8 seconds ⇒ 0.75 seconds - Buffed

SOFT LIKE SAND W - Seismic Shove no longer deals damage - Adjusted

 E - Unraveled Earth

Cooldown 16/14/12/10/8 seconds ⇒ 16/15/14/13/12 seconds - Nerfed

Damage on Initial Cast 50/75/100/125/150 (+40% AP) ⇒ 60/105/150/195/240 (+60% AP) - Buffed

Slow Strength 20% (+4% AP) ⇒ 20/22/24/26/28% (AP ratio removed)  - Adjusted

Boulder Detonation Damage 50/60/70/80/90 (+30% AP) ⇒ 25/45/65/85/105 (+30% AP) - Adjusted

Damage Reduction per Subsequent Boulder Hit 15% ⇒ 25% - Buffed

Maximum Boulder Detonation Damage 155/186/217/248/279 (+93% AP) ⇒ 62.5/112.5/162.5/212.5/262.5 (+75% AP) - Adjusted

Delay Between Casting and Spawning First Row of Boulders 0.1 seconds ⇒ 0 seconds - Buffed

Delay Between Spawning Rows of Boulders after the First Row 0.1 seconds ⇒ 0.17 seconds - Nerfed

TECTONIC SHIFTS E - Unraveled Earth now spawns 6 rows of boulders extending outwards from Taliyah with 4 boulders per row (previously spawned 4 rows of boulders with 6 boulders per row) - Adjusted

A ROCK AND A HARD PLACE Boulders now stun enemies that dash through them for the duration of the dash + 0.6/0.7/0.8/0.9/1 seconds. (Note: the max stun duration is 2 seconds and monsters are always stunned for the max duration). - New

IT’S JUST A BOULDER E - Unraveled Earth no longer detonates to deal additional damage after 4 seconds - Removed

 R - Weaver’s Wall

Range 3000/4500/6000 ⇒ 2500/4500/6500 - Adjusted

Dash Range when Jumping off Wall 400 ⇒ 700 - Buffed

Dash Speed when Jumping off Wall 1000 ⇒ 1200 - Buffed

SKIPPING ROCKS Moving Taliyah while she is riding the Weaver’s Wall now causes Taliyah to dash to the location clicked, up to the maximum dash range instead of dropping her perpendicular to the wall. - Adjusted

SURFS UP Dashing when jumping off of the wall is now more forgiving when trying to dash through terrain - Adjusted

NOT SO FAST LITTLE SPARROW Damage from enemy champions or structures now prevents Taliyah from casting R - Weaver’s Wall for 3 seconds - New

THE PIONEERS USED TO RIDE THESE FOR MILES Taking damage no longer knocks Taliyah off her wall - Removed

Okay, now that’s a lot of changes! Taliyah is finally going back to midlane. I think she’s not as strong as she used to be, so in the case of the early game, we have to get through the first 9 levels to start feeling her potential. The additional cc for dash champion, the aoe dmg on Q, and conditional cast on spells are the things Taliyah needed. What do you think about that?

Passive - Damnation

Ability Power and Bonus Armor per Soul 0.75 ⇒ 1 - Buffed

 W - Dark Passage

Shield Strength 60/90/120/150/180 (+1 per Soul) ⇒ 60/90/120/150/180 (+2 per Soul) - Buffed

These changes slightly increase Thresh’s survivability so she doesn’t fall off in the meta even in the view of his spell kit. I think that’s a good change worth trying out.

Passive - Living Vengeance

Bonus Attack Speed on Non-Champion Kills 10/15/20% (+15% bonus Attack Speed) ⇒ 10/15/20% (+20% bonus Attack Speed) - Buffed

Bonus Attack Speed on Champion Kills 40% (+30% bonus Attack Speed) ⇒ 40% (+40% bonus Attack Speed) - Buffed

 W - Blighted Quiver

Bonus Magic Damage On-Hit 7/10.5/14/17.5/21 (+30% AP) ⇒ 7/12/17/22/27 (+30% AP) - Buffed

Varus wasn’t noticed as an attack speed hyper carry. Usually, it was built using Lethality items which got nerfed on him and he fell off. That is why he received a nice adjustment to his attack speed and it might make a turning point for his presence in the bottom lane. I personally like this change.

Item Changes


Champion Bonus Resists While Hunting Alone (Melee) 20-60 (levels 1-18) ⇒ 10 (levels 1-11), then 20/35/43/51/59/67/75 (levels 12-18) - Adjusted

Champion Bonus Resists While Hunting Alone (Ranged) 10-30 (levels 1-18) ⇒ 5 (levels 1-11), then 10/17.5/21.5/25.5/29.5/33.5/37.5 (levels 12-18) - Adjusted

updatedSTURDIER HULLS Deal 20% bonus damage from all sources against structures ⇒ ONLY attacks deal 20% bonus damage against structures - Adjusted

This is a very good change. Hullbreaker was the item that was abused by most of the top laners recently. Its impact on map pressure and lane dominance was just too huge that even after rushing Hullbreaker as the first item, you were not falling behind. Instead, you were even getting stronger for a completely worth gold value. That change is a very healthy adjustment, especially for people that thoughtlessly decided to purchase that item because of “meta”.

Upcoming skins

High Noon Katarina

High Noon Leona

High Noon Mordekaiser

High Noon Varus & High Noon Talon

Prestige High Noon Talon

EDG Aphelios, Graves, Viego, Yuumi, Zoe


Woah! That’s a lot of champion changes! I did not expect they would cover so much in case of gameplay changes. It will require lots of games to make people use these. Taliyah, for example, is not going to be played as often as she used to be, which I like because it keeps on moving the progress of League. Hey, let us know how you feel about the recent client changes. Do you enjoy them or do you prefer the previous version? We are looking forward to your comments on our EB24 socials!

Instagram | Facebook Page | Twitter | Facebook Group | Discord Server

That's the end of the 12.9 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 we will see you on the next patch!