League of Legends’ final patch before Worlds, 12.14, was announced today by lead designer Riot, and it’s heavy. In general, it appears that healing was significantly affected; Champion passives have been reduced, along with almost all healing items and summoner spells.
This follows a durability patch, which resulted in increased MR and armor across the board. This seems like an odd change, as it undoes some of the work they’ve done previously and potentially leaves champions with built-in healing as an OP option going forward.
Previously planned teleport changes have been reverted, much to the delight of top lane players (except you, Singed. Don’t think we can’t see you).
It seems that the dragons are going through a big change; The buff you get before Soul has been increased significantly, further emphasizing the importance of the bottom half of the map. The herald’s gold has also been increased, as has the health of the summoned herald; it will be interesting to see if this is enough to balance the value of each objective.
League of Legends Update 12.14: Full Notes
Below are the first League of Legends 12.14 patch notes received via Riot Games.
Champion upgrades
Pantheon
- Comet Spear (Q): Monster Damage 70% > 105%
The increased damage dealt to monsters in the jungle will make it much faster to clear the Pantheon, making it a much more viable jungler than before.
Jarvan IV
- Dragon Strike (Q): Attack Power Ratio 120% > 140%
- Demacia Standard (E): Cooldown 12 > 12-10 based on level
The higher scaling power of Jarvan’s Q results in significantly more damage in later games, helping players stay relevant even if they’re a bit behind on the power curve in terms of items.
thymus
- Mana regen per level: 20 > 25
- Noxious Trap (R): Range 400/650/900 > 600/750/900
- Poison Trap (R): 50% AP Ratio > 55%
- Noxious Trap (R): Mana cost 75 > 75/55/35
A pretty significant buff centered around Teemo’s ult. Scaling the AP ratio to his R should result in a decent increase in damage if an enemy accidentally triggers his trap. Getting an enemy to step on your mushrooms can be tricky if they have good eyesight, so this increases the value of triggering a single trap.
Night
- Shadow Blades (Passive): MINION DAMAGE No longer deals 50% less damage to minions of the primary target (Note: still deals 50% less damage to all other minions through Nocturne’s passive).
Alistair
- Disenchant (Q): Mana cost 65-85 > 55-75
- Grind (Q): Cooldown 15-11 > 14-10
A small buff that should help Alistar early game, by being able to use his Q ability more often and at a lower mana cost should help with those early game trades.
White
- Base Mana: 334 > 400
- Mana per level: 50 > 55
- Distortion (W): Damage 75-215 > 75-235
LeBlanc Ability Damage Increase[W]It’s nothing special, but the increased base mana and regeneration levels should make it much easier to survive the laning phase.
varus
- Base AD: 59 > 62
A slight increase in auto attack damage will help minions shoot and trade during the laning phase. Varus also has AD scaling on his W ability, which will cause a slight increase in damage as well.
champion nerves
Sivir
- Boomerang Blade (Q) – Fixed cast time bug 0.25-0.18 > 0.25-0.10
- Ricochet (W): Damage to minions 80% > 65%.
- Ricochet (W): Ricochets now deal the final blow to minions below 15 health.
While minion damage has been reduced, the secondary cast of Sivir’s ability[W]It should make it easier for you to hit the last few minions in lane, especially without high damage items.
Yumi
- Zoomies (E): AP ratio 35% > 30%
Reduces Yumi’s overall healing effect. She should still be strong in the right hands, but she could run into more mana issues now that her heals need to be more frequent.
seraph
- Surround Sound (W): Shield Attack Rate 35% > 25%
- Envelope (W): AP Heal Rate 0.6% of missing HP per 100 AP > 0.4% of missing HP per 100 AP
Seraphina has been a bit of a brute in lane lately, with a great shield and heal, while still being able to deal a good amount of damage and CC. This should reduce her ability to support herself and the ADC in lane, potentially pushing the singer further into mid lane.
gnar
- Basic Health: 580 > 540
- HP regen per level: 1.75 > 1.25
The durability fix was more beneficial to some champions. Gnar was one of them and this slight overall HP nerf should bring him in line with the rest of the top lane.
Zero
- Right Click (Q): No longer deals 60-150 (+18% AP) damage to enemies below 35% health > now executes enemies below 60-150 (+18%) health
- Explosive Shot (Q): EELECTRICAL MURDER – Right click kills enemies below 60-150 health (levels 1-18) (+18% AP) (note: damage to shields or invulnerability is not triggered by sprinting)
- Lightning (R): Single Hit Damage 10/15/20 (+15% Power) > 5/10/15 (+15% Power)
Removing the damage boost to reduce enemy health significantly reduces Zeri’s damage. This further weakens the AP build and can send Zeri players into a grappling/sustained build; now he won’t be able to take down champions as easily, so the damage taken will have more value.
Renata Glask
- Basic Health: 595 > 545
- Base AD: 51 > 49
Slight overall nerf to Renata’s base stats.
Champion Changes
wukong
- Base HP Regen: 2.5 HP every 5 seconds > 3.5 HP every 5 seconds
- Stone Skin (Passive): Health regen per stack 0.5% of maximum. HP > 0.35% of max. hp
Removed some of Wukong’s stability from his passive, making him less reliant on damaging enemies for health regeneration.
atrocious
- Health per level: 104 > 114
- Shadow Rush (Passive Ability E): Heal 18-26% > 18-24%
- Destroyer of Worlds (R): Heal 25-55% > 25-45%
Although base health stats are increased, this can be considered a nerf. Decreasing stamina later in a match can cause Aatrox’s vitality to drop, especially if the opposing team has placed anti-heal items correctly.
Raast (Red Cain)
- Health per level: 104 > 114
- Passive Heal: 25-35% damage dealt to champions > 20-30% damage dealt to champions.
Again, another change that can be considered a nerf. While higher base health will make Kain easier to survive, not being able to regenerate as much in teamfights ultimately means he won’t be able to last long in the fight.
Joan
- Eye of the Storm (E): Heal/Shield bonus 20% -> 15%.
- Eye of the Storm (E): Shield 65-165 > 75-175
- Monsoon (R): Heals 90-200 (+45% power) > 100-200 (+50% power)
Move the healing/defense from Jeanne’s E ability to her R. The value here would be to use her ult in teamfights, healing much more in less time. Her lane power has been slightly reduced due to the nerf for more consistent healing/defense.
Skhodniak
- Basic Health: 640 > 600
- Health per level: 104 > 114
- Basic Armor: 35 > 31
- Trial by Fire (Passive): Damage 55-310 (+100% bonus AD) > 55-310 (+100% bonus AD) (+250% critical strike chance)
- Parrrly (Q): Base Damage 20/45/70/95/120 > 10/40/70/100/130
- Powder Keg (E) – Slow 40-80% > 30-60% (+0.25% per 1% critical chance)
- Powder Keg (E): Bonus physical damage 80/105/130/155/180 > 75/105/135/165/195
- Powder Keg (E): 25% bonus critical hit damage > 10%
The idea behind these changes, as explained by the lead designer, was to nerf Gangplank’s power early in the game. They’re moving some of their crit damage out of the barrels to what they call “heavier” damage, while guiding players towards building crits. hit items.
system nerves
potions
- Health Potion: Heal 150 > 120
- Reusable Corrupting Potion: Heal 120 > 100
summoner spells
- Hard Hit: Damage Reduction 20% > 10%
- Escape: 40% damage reduction > 30-40% (levels 1-9)
runes
- Cookie Delivery: 10% health/mana regeneration > 8%.
- Cookie Delivery: max mana increase 50 > 40
- Bone Plate: Cooldown 45 > 55
- Condition: Gain 9 Armor/Magic Resist and 4% Total Armor/Magic Resist > Gain 8 Armor/Magic Resist and 3% Total Armor/Magic Resist
- Goalkeeper: Cooldown 70-40s > 90-40s
- Burn Damage: 15-35 > 20-40
- Second Wind: Heal 6 (+4% missing health) > 3 (+4% missing health)
- Flicker Strike: 7 lethality and 6 magic penetration > 9 lethality and 7 magic penetration
- Firm: 10-30% toughness and slow strength > 5-25% toughness and slow strength
- Time Warp Tonic: 4% Movement Speed > 2%
Items
- Sunfire Mantle: Sacrifices base damage 12-30 (+1% extra health) > 15 (+1.5% extra health)
- Chempunk Chainsword: Total Cost 2600 > 2800, Combined Cost: 300 > 500
Wizard items:
- Forbidden Idol Shield and Heal Increase :: 10% >>> 8%
- Blazing Censer increases healing and shield strength :: 10% >>> 8%
- Mikael’s Blessing: Increased healing and shield power :: 20% >>> 16%
- Increased Redemption, Heal and Shield :: 20% >>> 16%
- Flowing Water Staff: increased healing and shield strength :: 10% >>> 8%
- Moonstone Upgrades Max Charges :: 5 >>> 4
target changes
Dragon Elemental Upgrades
- Mountain Dragon: 6% Armor/Magic Resist > 9% Armor/Magic Resist
- Sea Dragon: 2% health missing every 5 seconds > 3% health missing every 5 seconds
- Infernal Dragon: 4% bonus attack damage and ability power ⇒ 6% bonus attack damage and ability power
- Hextech Drake: 6% Attack Speed and 6 Ability Speed > 9% Attack Speed and 9 Ability Speed.
- Cloud Drake: 3.5% slow resistance and movement speed out of combat > 7% slow resistance and movement speed out of combat
- Cloud Soul: 10% bonus movement speed and 50% bonus movement speed on ultimate for 6s > 15% bonus movement speed and 50% bonus movement speed on ultimate for 6s
Drake Elemental Health
- Attack Health Damage: 7% > 5%
- Health before Rift transformation: 2650 (+240 per level) > 3450 (+380 per level)
- Rift Transform Health: 4350 (+240 per level) > 6950 (+380 per level)
base damage
- Cloud Dragon: 50>35
- Mountain Dragon: 150>105
- Sea Dragon: 100 > 70
- Hell Dragon: 100 > 70
- Hextech Dragon: 66.7 > 47
- The current health percentage of all dragons in auto mode: 7% > 5%
elder dragon
- Health: 6400 (+180 per min) > 6400 (+290 per min)
- AD: 150 > 105
Rift Herald
- Gold Bounty: 100 Killer > 100 Killer + 200 Local Gold.
- Chonkies: The summoned herald now has 75% more health.
Source : PC Gamesn
