League of Legends Patch 12.18: Udyr DPS Increased, Lulu Weakened

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Details of patch 12.18 for League of Legends have been revealed by Riot lead designer Matt “Phroxzon” Leung-Harrison. Hoping not to rock the boat too much before the biggest MOBA event of the year, Worlds, the changes appear to be limited, taking a step back from things the team might have “missed” with the previous patch.

looking through these patch notesIt’s clear how much Riot wants to play it safe, with patches 12.16 and 12.17 yet to be played professionally. Many of these changes are to base stats, health, and armor growth, with the only major changes affecting Maokai and Udyr.

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Champion upgrades

Ash

  • Ranger Focus (Q): Attack Speed ​​20-40% > 25-55%

Definitely not the kind of change that will bring people back to Ashe ADC, but a full 15% late game attack speed increase with items under her belt should result in a decent damage increase as long as there is ability available. .

waste

  • HP Growth: 115 > 120
  • Flay (E): Damage 65-185 > 75-215

More long range HP and more Flay damage are only positives for Chain Warden. They’re already a good support option, and being able to deal more damage for your ADC to beat is never a bad thing.

It’s a sin?

  • HP Growth: 99 > 105
  • Protection (W): Vampire 5-23% > 5-27%

Infiltrating Lee Sin’s benefit shortly before the World Cup should be somewhere on someone’s plot map. More HP and more lifesteal will make Blind Monk tougher. Will that be enough to see him perform in the competition?

nassus

  • Cross (W): Slow 50% MD > 75% MD
  • Fury of the Sands (R): Cooldown 120 > 110-90

Anyone who has battled Nasus will tell you how depressing Wither can be as it seems to go on forever and the recession is devastating. Well, it’s getting worse! Maintaining the correct space will be more important than ever, as it will be impossible to escape quickly.

champion nerves

miss fortune

  • AD Increase: 2.7 > 2.4
  • HP Growth: 107 > 103

Miss Fortune’s growth slowed slightly after her recent upgrades. It is not something that will be noticed too in the game, especially the longer the match lasts.

Callista

  • Basic Health: 604 > 564

Callista’s lower base health could mean she’s easier to take down early in the game, if you can hit her, that is.

Hecarim

  • Unleashed (Q): 95% bonus attack rate > 90%
  • Rampage (Q): Ramp Damage 6% per 100 bonus AD > 5% per 100 bonus AD
  • Spirit of Dread (W): Heal 30% (+2.5 bonus per 100 AD) > 25% (+2% per 100 bonus AD)

Hecarim’s reduced damage and healing will hurt his stamina in teamfights, as he won’t be able to heal groups of enemies as much, and his new dislike for tanking items could cause him to lose health.

Raast (Cain)

  • Reaping Slash (Q): Bonus HP% to 100 AD ratio 5% > 3.5%

Changes to a champion’s damage percentage are typically much larger than base stats. Darkin Kain’s transformation loses most of his maximum health damage against enemies; this also means that Rhaast loses a decent amount of scaling power in the process.

Lulu

  • Whimsy (W): Movement speed 30% > 25%.
  • Peculiarity (W): Poly Duration 1.25-2.25s > 1.2-2s
  • Whimsy (W): Cooldown 17-13s > 17-15s

The shapeshifter can be a real nightmare; It counters almost everything in the game and is very useful in team fights. These changes reduce the time you spend as a harmless creature and increase the cooldown between uses.

Night

  • AD Increase: 3.1 > 2.6

With this change, Nocturne’s attack damage growth is slowed, which won’t be noticeable when she has multiple items in her inventory.

Champion Changes

maokai

  • Drain Magicka (Passive): Heal 4.8-14% > 4.5-12%
  • Crushing Bramble (Q): Bonus Monster Damage 40-120 > 80-160
  • Shoot Sprouts (E): Attack Rate 42.5% > 40%
  • Throw Sprouts (E) Emp AP Ratio 85% > 80%

If Maokai’s recent makeover hasn’t planted the tree as firmly as the jungle, then this change just might. The extra damage against monsters should make your cleanup much quicker, giving you more options to attack lanes early in the match.

oudyr

  • Health per level: 106 > 98
  • Armor per level: 5.2 > 4.7
  • Savage Claw (Q): Mana cost 45-28 > 20
  • Savage Claw (A): [NEW] The first two hits increase your attack range by 50.
  • Savage Claw (A): [NEW] The Awakened version deals an additional 2-5% physical damage (+0.03% bonus AD) of maximum health on the first two attacks.
  • Iron Mantle (W): Heals 1.2-1.5% > 1.2%
  • Iron Mantle (W): Shield 2-4% > 2-3.5%
  • Iron Mantle (W): Lifesteal 15% > 15-20%
  • Winged Storm (R): Magic Damage 20-110 (+0.4% Ability Power) > 20-100 (+0.35% Ability Power)
  • Wingstorm (R) Damage to minions 50-80% > 40-85%

There is a lot going on here, but everything is simple: less tank and more damage. Iron Mantle’s overall strength has been reduced, with most of that strength transferred to Udyr’s Q damage, with maximum health, range, and speed damage coming into play.

It’s unclear what the pro scene will look like when they get the latest release; some teams that rely on certain champions or tactics can have their game plan turned upside down.

For a list of changes currently in effect, see the League of Legends 12.17 update article. The list of nerfs is almost always longer than the buffs when these patch notes appear, and if you’ve ever wondered how Riot determines which champion is cut next, this article on Zeri’s League of Legends nerfs explains a few criteria.

Source : PC Gamesn

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