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EB24 About League of Legends - Patch 13.3 Analysis by Tinyy

EB24 About League of Legends - Patch 13.3 Analysis by Tinyy
EB24 About League of Legends - Patch 13.3 Analysis by Tinyy

If you’re a fan of League of Legends, you’re probably excited about the latest changes that have been made to the game. In this article, we’ll discuss the recent updates that have been implemented in League of Legends and how they will impact the gameplay experience. As a booster for eloboost24, I have a lot of experience with the game, and I’m excited to share my thoughts on these changes with you.


Riot Games recently made significant changes to League of Legends with the release of Patch 13.3. These changes include adjustments to champion abilities, item reworks, and gameplay balance. A blog post about these changes was written by me, Tinyy, one of the best boosters inside of EB24 company.


If you’re a League of Legends player, you’re probably aware of the recent changes that have been made to the game. These changes have had a significant impact on the gameplay experience, and in this article, we’ll take a closer look at them. As a booster for eloboost24, I have been keeping a close eye on these changes and their effects on the game. Join me as we explore the latest updates and how they have affected the world of League of Legends.


Let’s start out with the 2 new reworks.

Aurelion Sol Passive - Cosmic Creator

Q - Breath of Light: Q bursts deal an additional (0.031% Stardust Stacks)% maximum Health magic damage

W - Astral Flight: Increased distance traveled based on Stardust Stacks

E - Singularity: Increased area and execute threshold

R - Falling Star/The Skies Descend: Increased area

Q - Breath of Light

Mana Cost: 45/50/55/60/65 Mana per second

Cooldown: 3 seconds

Full Ability Description: Aurelion Sol breathes starfire for up to (3.25/3.25/3.25/3.25/9999) seconds, dealing (15/25/35/45/55 + 30-90 (scaling with level) + 60% AP) magic damage per second to the first enemy hit and 50% of the damage to surrounding enemies. Each full second of breath on the same enemy deals a burst of (40/50/60/70/80 + 20-40 (scaling with level) + 50% AP) magic damage plus (0.031% Stardust Stack)% max Health Magic Damage and absorbs 1 Stardust if they are a champion. This Ability’s range is 750 - 920 (scaling with level). Percent damage deals a max of 300 magic damage against jungle monsters.

W - Astral Flight

Mana Cost: 80/85/90/95/100 Mana

Cooldown: 22/20.5/19/17.5/16 seconds

Full Ability Description: Aurelion Sol flies in a direction. While flying, Breath of Light has no Cooldown, no maximum channel duration, and its flat damage is increased by 14%/15.5%/17%/18.5%/20%. Takedowns on champions within 3 seconds of damaging them refunds 90% of this Ability’s Cooldown. Casting Breath of Light while flying reduces flight speed by 50%. Flight speed is 335 + 100% Movement Speed.

E - Singularity

Mana Cost: 60/70/80/90/100 mana

Cooldown: 12/11.5/11/10.5/10 seconds

Full Ability Description: Aurelion Sol summons a black hole, dealing (10/15/20/25/30 + 40% AP) magic damage and dragging enemies towards the center for 5 seconds. Enemies in the center below (5 + 2.6% Stardust Stack)% maximum Health die instantly. The black hole absorbs Stardust when enemies die within it and each second an enemy champion is inside it. This Ability’s range is 750 - 920 (scaling with level). Minions and jungle monsters inside will have 0 Movement Speed. (This ability absorbs 1 Stardust per second from Champions. Stardust absorbed from units that die in the black hole: Epic Monsters: 10 Stardust, Champions and Large monsters: 5 Stardust, Siege minions: 3 Stardust Minions and small monsters: 1 Stardust.)

R - Falling Star/The Skies Descend

Mana Cost: 100 mana

Cooldown: 120/110/100 seconds

Falling Star: Aurelion Sol plucks a star from the heavens and crashes it into the earth, dealing (150/250/350 + 65% AP) magic damage, stunning enemies for 1.25 seconds, and absorbing 5 Stardust for each champion hit.

The Skies Descend: Gathering 75 Stardust transforms the next Falling Star into The Skies Descend. Aurelion Sol drags a constellation’s worth of fury down from the cosmos, dealing (187.5/312.5/437.5 + 81.25% AP) magic damage in a larger area, Knocking Up enemies hit for 1.25 seconds, and unleashing a massive shockwave that deals (150/250/350 + 65% AP) magic damage to champions and Epic monsters and slows all enemies hit by 75% for 1 second.


With the new reworks, Aurelion Sol has infinite scaling for his passive. You have two options to stack those stardust stacks. You either play jungle and stack those stardust stacks from all the jungle camps or stack them by hitting enemy champions with your E and Q. If the enemy gots stun in your E (same for jungle camps) you are gaining stack same with your Q proking. Your Q fully to enemy champions gains stardust stacks.

We are going to see if Aurelion Sol will be better in the jungle or mid-lane. 


Onto Annie’s rework

Annie Passive - Pyromania

First Flame: Annie will now spawn with her passive fully charged on game start and when she respawns

E - Molten Shield

Shield Strength: 40/85/130/175/220 (+35% AP) ⇒ 60/100/140/180/220 (+55% AP)

Cooldown: 14/13/12/11/10 seconds ⇒ 12/11/10/9/8 seconds

Retaliation Magic Damage: 20/30/40/50/60 (+20% AP) ⇒ 30/45/60/75/90 (+40% AP)

Retaliation Magic Damage Conditions: When Molten Shield is active, enemies whosebasic attacks hit the shield receive magic damage ⇒ When Molten Shield is active, enemies whose basic attacks AND spells hit the shield receive magic damage

Retaliation Magic Damage Details: E - Molten Shield will now only inflict damage against opponents once per target, per shield. (Note: Tibbers’ duplicated shield counts as a new shield and can inflict damage once per target, per shield.)

R - Summon: Tibbers

Tibbers’ Health: 1300/2200/3100 ⇒ 1300/2200/3100 (+75% AP)

Tibbers’ Resistances: 30/60/90 Armor and MR ⇒ 30/60/90 (+5% AP) Armor and MR

Tibbers’ Movespeed: 350 at all ranks ⇒ 350/375/400


Annie got some scaling and early-game BUFFs.That will be useful for her in every segment of the game. Also, her E and R got buffed, and base AP scaling got buffed. That means Annie is stronger in the early game and even stronger in the late game. At the same time when you start the game, your passive is fully stacked. That is really huge as well because opening W and invading the enemy in level 1 will be really overpowering for her.


The reason why they were renewed is probably that we don't see them in the pro stage that often. I don't remember the last time I saw Aurelion Sol or Annie in the pro scene. Just a quick tip, every champion that got reworked or released, was really strong for a few weeks or months. So if you want some ELO you might check them, especially Aurelion Sol.


Now let’s talk about late-game champions that got a NERF or BUFF.

KassadinE - Force Pulse

Base Damage: 80/105/130/155/180 (+85% AP) ⇒ 60/90/120/150/180 (+85% AP)

Cooldown from Nearby Casts:1 second ⇒ 0.75 seconds

R - Riftwalk

Magic Damage: 80/100/120 (+40% AP) (+2% maximum mana) ⇒ 70/90/110 (+40% AP) (+2% maximum mana)

Bonus Damage per Stack: 40/50/60 (+10% AP) (+1% maximum mana) ⇒ 35/45/55 (+10% AP) (+1% maximum mana)


Why are these NERFs huge for Kassadin? Because not only did they NERF late game, but at the same time they NERF early game as well. So that means you can even abuse him more with many champions for example Zed, Talon, Lucian…



Kayle

Passive - Divine Ascent

Exalted Bonus Move Speed: 8% ⇒ 10%

E - Starfire Spellblade

Passive On-hit Damage: 15/20/25/30/35 (+10% bonus AD) (+20% AP) ⇒ 15/20/25/30/35 (+10% bonus AD) (+25% AP)


These BUFFs are fine but not massive. I think it is enough for him to be meta now. Especially AP ratio buff on E might look small but when you have 300+ ap that 5% means +15 damage every E-usage. For the laning phase, Kayle is still the same if you are a good juggler and want to abuse him. You can still do that because the buffs that they gave are only for late game.


Now let’s head into Supports because these changes will change the whole bot lane meta.

Why? Because we don't really see that much engage supports, especially in lower divisions (Silver, Gold, Platinum) because of these buffs now we can see them in every division. Don't get me wrong, they are harder to play than utility supports so I don't think they will have a high win rate in lower divisions because knowing when to engage or when to trade will be hard with these supports. If these supports are engaging at the wrong times you can easily get killed or put your team in a bad situation.

Alistar Braum Nautilus Pyke Rakan Thresh

All of these engage support’s got buffed after those Infinity edges and Navori BUFFs. This shows that Riot wants to snowball bot lane and make them affect the whole game even sooner. Because these supports are not scaling so they need to be effective in early/mid-game.


Finally, let’s head into items.

Radiant Virtue

Total Cost: 3000 ⇒ 3200

Passive - Guiding Light Cooldown:60 seconds ⇒ 90 seconds

Passive - Guiding Light Cooldown Maximum Health Gained: 10% ⇒ 15%

Total Healing: 8-16% maximum health over 9 seconds (note: includes healing amp passive) ⇒ 12% maximum health over 9 seconds

Ability Haste: You and all allies within 1200 units gain 20 Ability Haste ⇒ REMOVED


This change is for none tanky support in my opinion. Instead of buying this item for none tanky supports or supportive champions now you can only buy them for tanks. Because of the scaling percentages. This will affect the meta as well while every game we were playing with 1 or 2 players who get RADIANT VIRTUE. At the same time they removed ability haste and none tanky supports need ability haste more than HP, MANA, AD, and AP.

Also, now RADIANT VIRTUE is adjusted none tanky supports will not prefer this item. But, they need to buy something so we are going to see some old item builds like Imperial mandate, Moonstone Renewer, or even Shurelya’s battle song.

Umbral Glaive

Cooldown: 40 seconds ⇒ 50 seconds

Ranged Champion Reduced Damage to Wards: When a ranged champion using Umbral Glaive attacks a ward they will deal 2 true damage to it (Note: Melee champions will still deal 3 damage to wards using Umbral Glaive)

Trap Interactions: Umbral Glaive will no longer instantly kill traps, but it will still reveal them


These changes are for Support such as Jhin, Ashe, and Caitlyn. You may not have seen them that much because their pick rate changes every ELO. But the main idea is NERFing them without actually NERFing them. Like they do here instead of one shooting the ward now you have to hit twice. For Baron or Drake fights actually change a lot of situations.


Upcoming Skins and Chromas


Heartthrob Caitlyn & Heartache Vi



Heartache Amumu



Heartthrob Caitlyn Chromas



Heartache Vi Chromas



Heartache Amumu Chromas


Summary

League of Legends has recently undergone significant changes that have affected the gameplay experience. If you’re struggling to improve your skills or climb the ranks, you might be interested in the services offered by Eloboost24. With Boosting, you can easily increase your in-game ranking and skills, while enjoying a safe and satisfying gaming experience. 

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