Quicksilver Sash
The most structural item of the patch: this is the anti-CC/burst answer that used to live on the Dissolution enchant. Until it's bought, everyone is vulnerable to a full lockdown.
The 7.2 “Feast On” patch opens a new cycle: Yunara joins the roster, boot enchantments are replaced by standalone active items, and the bounty system now scales with total gold earned.
The 7.2a update lands targeted nerfs on Nidalee, Warwick, Senna and the mana-item core (Tear, Manamune, Seraph’s Embrace) alongside Skarner and Yuumi buffs — open the Patch Impact tab and pick 7.2a for the full breakdown.
Use Summary for the macro read, Patch Impact for the concrete adjustments, and Tier List to see the hierarchy by role.
New dual-threat marksman: her critical strikes deal bonus magic damage and her ultimate enters a Transcendent State upgrading all her abilities. Highly mobile backline DPS that is hard to itemize against.
Full ASU: modernized model, skins and spell VFX. No gameplay changes — expect a curiosity-driven pick rate bump, not a power spike.
Crippling Strike now refunds 50% cooldown and 100% mana on a kill: his finishing combos chain much faster in the side lane.
Chain of Corruption stacks twice as fast (1.5s instead of 3): his AoE execute becomes far more reliable in teamfights.
Her ultimate's jump range increases (4 → 5.5): she can now engage or escape from much further away.
Shorter grace window after becoming visible and fixed fear inconsistencies: his bush ganks land more reliably.
All Out switches to bonus armor penetration: much less effective against low-resistance targets (ADCs/mages).
Death Mark gains a lockout window after landing and a longer cooldown at higher ranks: his burst windows become more predictable to play against.
Banish duration cut from 2.25 to 1.5s (despite an added slow at the end): less pure lockdown time on her target.
The most structural item of the patch: this is the anti-CC/burst answer that used to live on the Dissolution enchant. Until it's bought, everyone is vulnerable to a full lockdown.
Stasis returns as a standalone item — it was the most-used enchant of the previous patch, now a mandatory slot for any burst mage.
Dash + slow for juggernauts: replaces what a boot enchant used to do, but costs a full item slot.
Mobility + ranged burst for crit marksmen: a real offensive/defensive tool replacing passive kiting.
The new go-to defensive item for frontline tanks: a big HP-scaling shield to initiate or soak a focus.
Global AoE heal for enchanter supports, potentially game-saving against a failed engage.
Targeted ally cleanse becomes a dedicated item instead of a generic rune/enchant.
Mobility + burst for AP assassins: lets them dive in and out of fights without relying on flash.
All upgraded boots: price 900g (down from ~1400g) · stats significantly reduced · early combat impact reduced.
Sandales de Mercure
More expensive but tenacity is back — near-mandatory buy vs CC comps despite the higher price.
Coques en acier
New damage-reduction-on-autos effect: stronger tank boots in extended trades, despite the price hike.
Jambières du berzerker
Still the default ADC/on-hit pick, pricier but with more raw attack speed.
Bottes dynamiques
AD bruisers/assassins get more penetration but pay more for their early spike.
Jambières gloutonnes
Big rework: gains a real damage profile (AD or AP, player's choice) on top of scaling sustain — much stronger than before despite the price.
Bottes de lucidité ioniennes
Slight price bump, still the reference buy for mages/supports wanting to spam their spells.
Bottes tier 3 (nouveauté, disponibles après 10:00)
New mid-late itemization tier: every boot line gets a real power spike around 10 minutes instead of stagnating after the first buy. Detailed per-boot breakdown (icons, tooltips) to refine post-launch.
Nerfed
Électrocution Keystone
Domination
Heavy AD/AP ratio nerf: raw burst drops a lot for item-stacked champions, only the level-scaling base goes up. Less dominant on full-build assassins.
Moisson sombre Keystone
Domination
Same logic as Electrocute: less item scaling, slightly more value per stacked soul. Still strong late-game when stacked, weaker for early one-shots.
Comète arcanique Keystone
Sorcellerie
Ratios cut in half: poke mages relying on the big single hit lose punch, even if level scaling and the multi-hit bonus offset it slightly.
Aery Keystone
Sorcellerie
Both ratios halved: the game's most-played poke/peel keystone loses a lot of value on both damage and shield — a big hit for control mages and offensive enchanters.
Conquérant Keystone
Précision
Stack cap is reduced: less value in extended fights for bruisers/fighters running it. Still strong early but its late-game ceiling drops.
Tempo létal Keystone
Précision
Nerfed on three axes at once (AS + range): on-hit/kiting ADCs lose ranged trading comfort. Still playable but less forgiving than 7.1.
Pied léger Keystone
Précision
The on-trigger attack speed spike is cut by 2.5x: the sustain keystone for kiting ADCs/fighters loses a big chunk of its immediate DPS burst, on top of a heavy healing-ratio nerf.
Étreinte du condamné Keystone
Détermination
Damage-vs-sustain rebalance: tanks/bruisers running it for passive healing gain zone poke but take a significant hit to their lane sustain.
Gardien Keystone
Détermination
Longer cooldown means fewer protection windows per extended fight, on top of a weaker shield. Support/jungle duos relying on it for repeated peel must budget their windows instead of spamming.
Précipitation Keystone
Inspiration
Nerfed across almost every axis (MS, haste, slow resist), plus a cooldown that's now variable and much longer early. Kiting champions who spammed it lose a lot of their constant mobility.
Souverain des glaces
Détermination
Nerfed on all three axes at once: the ice zone protects and slows less than before, engage tanks lose both defensive and offensive value.
Impact soudain
Domination
Lower late-game damage ceiling: assassins relying on the stealth/dash burst lose some finishing potential very late into the game.
Collection d'yeux
Domination
Each collected eye grants fewer stats: the pick-scaling secondary rune becomes slightly slower to ramp up.
Ward zombie
Domination
Same logic as Eyeball Collection: less value per destroyed ward, vision-based stacking becomes less rewarding.
Attaque renforcée
Domination
Lower early base but a raised late-game ceiling: this Domination secondary rune becomes weaker early, stronger late.
Assaut enchaîné
Domination
Ratios nerfed across all three components: less value for champions chaining multiple spells/attacks quickly.
Tyran
Domination
Lower early base with a raised late-game ceiling, but reduced ratios: champions looking for an early 1v1 split-push lose damage pressure.
Transcendance
Sorcellerie
Slight nerf to the free haste and the on-hit cooldown refund: slightly slows the power ramp for mages running it as a secondary.
Hex-éclair
Sorcellerie
Shorter base cooldown, but a new combat-entry penalty: less reliable as a repeated engage/escape tool once the fight has started, even though the out-of-combat CD is better.
Botaniste
Sorcellerie
Loses its under-tower gold bonus but gains a bit more per fruit: profile refocused on classic plant farming rather than roaming toward enemy towers.
Inébranlable
Détermination
Nerf to bonus resistance in group fights: tanks playing at the center of a 5-man fight get a bit less free tankiness out of it.
Second souffle
Résolution
Significant nerf to defensive lane sustain: top/mid laners relying on this post-trade heal handle repeated exchanges less well.
Blindage osseux
Résolution
Fewer burst damage reduction windows per extended fight — champions who depend on it in early matchups must budget their trigger more carefully.
Croissance excessive
Résolution
More minions/monsters must now be cleared to unlock each bonus-HP tier: passive HP scaling slows down noticeably, especially for champions who don't clear jungle camps.
Courage du colosse
Résolution
Fewer team shield windows in extended fights — group-engage compositions must time the rune better instead of spamming it.
Fontaine de vie
Résolution
Healing ratio heavily reduced, partially offset by a shorter cooldown: the passive on-hit peel triggers more often but is much less generous per activation.
Persévérance
Résolution
Nerf to bonus resistances while wounded: defensive laners handle prolonged low-HP trades a bit less well.
Légende : célérité
Précision
Slight nerf to the max stackable attack speed cap — minor impact but every on-hit/crit carry factors it into their late-game DPS.
Brutal
Précision
AD ratio reduced but gains an AP component: more appealing for hybrid AD/AP profiles, slightly weaker for pure AD builds.
Zèle de combat
Précision
Nerf to the damage amplification per consecutive attack: on-hit carries spamming autos get slightly less cumulative value.
Jugulation
Précision
Nerf to the go-to anti-tank rune: carries relying on it against beefy frontlines lose a bit of their ability to punch through high HP.
Removing boot enchantments turns Stasis, Quicksilver and other actives into real inventory decisions: every role must weigh a stat item against a survival active.
The 7.1h hierarchy is the starting point: the 7.2 tier list will be recomputed with the patch's first ranked data.
Bounties: now computed from total gold earned in the match, not just kill streaks.
Ranked: smoother climbing plus extra performance-based rewards.
Early meta stays unstable while players adapt to the new active items: punish opponents stuck in 7.1 habits.
Watch the first balance passes: a shorter 2-month cycle means faster sub-patches.
Boots: enchantments removed, replaced by standalone active items (names and prices detailed in the July 9 notes).
AAA-ARAM: new season with new battle augments.
renekton
fiora
irelia
ksanteSummer Rift: refreshed ranked map ambiance and updated jungle monster visuals.
Early-game junglers stay strong: the bounty rework doesn't devalue early objectives.
zoe
corki
mel
ziggsGold-based bounties make snowballing riskier: fed teams give back more on death, so scaling compositions regain value.
varus
corki
smolder
namiYunara brings a dual AD/AP threat profile to the bot lane: stacking armor alone no longer answers her.
Enchanter supports pair extremely well with Yunara's on-hit DPS during her Transcendent State.
With the Dissolution enchant gone, this item is now near-mandatory against heavy burst/CC — the patch's number one inventory decision.
The first real mobility item for crit marksmen since the rework: completely changes how bot lane trades and picks read.
yunara
lulu
Lulu amplifies exactly what Yunara wants: attack speed, survivability and peel during her Transcendent State, where every second of DPS matters.
jinx
thresh
Thresh's setup turns Jinx resets into a snowball machine — and with the new bounties, Jinx converts leads into objectives rather than risky kills.
Standard laning: with no early enchantments, first buys focus on stat components.
First standalone actives come online: ganks are less often canceled by an early Stasis.
Gold-based bounties start to matter: a trailing team can come back on one good objective rotation.
Teamfights hinge on available actives and Yunara's Transcendent windows: track item cooldowns like ultimates.
Targeted balance adjustments for patch 7.2a.
Skarner deals more area damage and gets shorter defensive cooldowns, reinforcing his engage-tank profile.
Yuumi's Zoomies costs less mana and her ultimate heals for more, improving her sustained enchanter value.
Nidalee loses cougar-form burst and resistances, cutting her jungle snowball power.
Warwick loses damage on his passive and bite ability, tempering his bruiser-jungle presence.
Senna loses ultimate damage and gets her peel shield reworked, softening her carry/support dual role.
Tear of the Goddess caps its mana charge earlier, slowing down mana-stacking builds.
Manamune gains less mana per stack and Muramana converts weaker, reducing mana-AD carry power.
Seraph's Embrace grants a smaller mana shield, reducing its late-game survivability.
Blade of the Ruined King deals less current-HP damage on melee hits, cooling down AD bruisers.
Armor-piercing boots lose armor penetration and attack damage, reducing their offensive value.
A new frontline tank built as a sturdy, technical top-lane pick with direct impact on tank diversity and front-to-back compositions.
She gains consistency and lane pressure through higher base damage, smoother projectile handling, and a more available ultimate, making her a more reliable pick/burst mage.
His damage is increased to compensate for item changes, restoring him as a scaling mixed-damage ranged carry.
Her healing is reduced, so she handles poke worse and loses some early- and mid-game forgiveness.
Her max-HP true damage is reduced, lowering some of her dueling power and side-lane pressure.
His sustain is reduced, making him less frustrating to face and more punishable in extended trades.
She loses some late-game power, with weaker execute damage, less crowd control, and reduced kiting safety.
His empowered burst drops, but shorter cooldowns give him a more consistent teamfight profile.
His burst is reduced so he reads more as an aggressive engage support than a near-assassin.
Her post-ultimate mobility is lowered, but durability goes up, shifting her more toward close-range fighting than constant chase potential.
His early/mid base damage and ultimate armor penetration are lowered, reducing lane harassment and his ability to shred tanks too easily.
A new armor-pen and crit item that punishes bonus-HP targets, creating a new anti-tank option for physical carries.
More health and slightly less ability haste, creating a sturdier profile oriented toward longer fights.
Its cost drops, making it more accessible for fast-spike mages.
Its cost also drops, increasing its appeal for burst and tempo mages.
Its cost rises, slightly limiting its role as a very efficient snowball purchase.
Most upgraded boots are heavily nerfed in price and stats, reducing early combat impact and pushing more power into real item purchases.
7.1 is a structural transformation patch rather than a simple balance update.
Monster aggro is now displayed more clearly for better readability.
Higher value for utility tanks thanks to Guardian and Font of Life.
Weaker boot item spikes, reducing very early aggressive tempo.
Its core change is the rune system, which becomes more readable, more specialized, and less centered on a few dominant options.
Major rune system overhaul, including the new Guardian rune and a new Sorcery path.
Boots and several key items are tightened to reduce overly early power spikes.
The patch also strengthens the identity of specific modes, especially AAA ARAM and Arena, through more dedicated systems.
Engine upgrade, with a slightly longer first load after installing the patch.
AAA ARAM becomes permanent and receives a new seasonal theme, new augments, and new summoner spells.
Arena gains multi-team cooperation, new items, and expanded item archives.
zoe
corki
mel
ziggsBetter comfort for poke and artillery mages through the expanded Sorcery path.
Less sustain and burst excess on several dominant champions.
This is the patch's major anti-frontline item for physical carries, as it creates real pressure into high bonus-HP targets.
varus
nami
Varus fits poke and setup extremely well, while Nami reinforces zoning and harass phases.
corki
lux
Two long-range poke sources that exploit the new rune options and cleaner tempo windows.
Laners are more cautious because upgraded boots give less immediate combat value.
Early rotations and objectives become more readable, while poke compositions gain value from the new runes and adjusted item costs.
Builds become more specialized, with clearer rune paths for utility tanks, poke mages, and DPS carries.
Late game is decided more by setup and protection quality than by a simple boot-item advantage.
Targeted patch focused on champion balance and support item adjustments.
Talon clears the jungle faster and gains better lethality with more rake damage and monster damage.
Fizz regains stronger late-game burst threat thanks to a higher AP ratio on his dash.
Jax becomes sturdier and scales better with more armor, attack speed, and kit damage, despite a lower ultimate active base hit.
This support item finally gains mana regen, smoothing out lane phases for enchanters.
Harmonic Echo becomes smoother to rush thanks to a large mana regen boost.
Staff of Flowing Water gets more comfortable to use with added mana regeneration.
Ardent Censer becomes easier to fit into support builds thanks to better mana sustain.
Ionian Boots of Lucidity now also provide mana regeneration, a real boon for some mages and supports.
Nashor's Tooth becomes more accessible with a lower cost, speeding up its item spike.
Trinity Force loses its kill movement speed bonus, reducing its universal dominance.
Navori Quickblades gets a major profile shift with less raw AD, much more attack speed, and a simpler trigger.
Targeted patch focused on ADC scaling and rune balance adjustments.
Urgot gains stronger early pressure thanks to higher base AD and more threatening shotgun legs.
Tristana clears waves better in the early game, giving her more stability in lane.
Vladimir handles AD lanes better and gains more survivability from improved AP-to-health conversion.
Vayne loses some anti-tank threat and ultimate attack speed, reducing her sustained damage output.
Improved
Tempo mortel IMPROVED
Précision
Lethal Tempo becomes less automatic for ADCs that were reaching high attack speed too easily without enough item investment. Ranged champions still keep a strong DPS rune, but the choice opens up more depending on matchup, build path, and whether they need burst or scaling.
Renforcement IMPROVED
Empowerment becomes more attractive for champions that can reliably trigger damage windows in lane or extended fights. This buff mainly helps picks that want to punish an exposed target after a short trade, combo, or focused damage sequence.
Concentration absolue IMPROVED
Sorcellerie
Absolute Focus becomes more realistic to maintain in lane, especially for poke or long-range champions that play around spacing. The lower threshold makes the rune less punishing after small trades, while the higher bonus better rewards players who manage their health well.
Pot de graines ixtali IMPROVED
Inspiration
Ixtali Seedjar becomes more flexible for players who know how to play around plants and map timings. The lower cooldown creates more chances to generate value in lane, around objectives, or during rotations, but the rune still requires good positional awareness.
Targeted balance adjustments for patch 7.1e.
A control mage mid who shoves fast, locks down space with zoning, and turns lane priority into roams and objectives.
Bard gains more uptime on his support tools and can have a stronger mid-to-late game impact thanks to shorter cooldowns.
Graves becomes more threatening in the early and mid game thanks to higher burst on End of the Line and much better uptime on Quickdraw.
Shadow Assassin Kayn gains stronger execution potential, especially when looking to quickly burst down fragile targets.
Garen loses some regeneration and frontline-shredding power, giving tanks more room to survive against him.
Ryze becomes easier to punish, with less mobility after his burst and lower base damage in lane.
Twisted Fate snowballs more slowly due to reduced gold generation and loses some trading tempo with Stacked Deck.
Randuin's Omen becomes a stronger defensive buy against ADCs and crit-heavy compositions.
Kraken Slayer becomes easier to fit into a build thanks to its lower cost and gains stronger value against already weakened targets.
Sundered Sky becomes more reliable for bruisers and tanky fighters who want to survive longer in extended fights.
Targeted balance adjustments for patch 7.1f.
Kayle gets a stronger early game with higher attack damage, mana regeneration, and healing.
Akshan gains stronger Avengerang damage, giving him more trading options in lane.
Shen becomes more threatening in duels thanks to higher max-health-based damage.
Targeted balance adjustments for patch 7.1g.
Skarner arrives as a crowd-control-heavy bruiser who can engage, isolate targets, and dominate extended fights.
Zoe gains more damage on her key spells, improving her early and mid-game impact when she lands abilities.
Diana clears the jungle faster, helping her re-enter the jungle meta and impact the map earlier.
Heimerdinger becomes stronger around his turrets, gaining durability and damage to reinforce his zone-control playstyle.
Aurora loses burst on her first ability, reducing her poke pressure and kill threat from AP scaling.
Infinity Edge becomes more attractive for crit marksmen, giving them stronger mid and late-game scaling.
Black Cleaver becomes stronger for fighters who can quickly stack armor reduction.
Nerfed
Démolition
Détermination
Demolish loses a lot of turret-plate burst, especially for tanks and bruisers with high health. The shorter cooldown lets it trigger more often, but a single proc is much weaker. Strategically, the rune becomes less explosive for snowballing lane through one push window, while still being useful during extended sieges.
Targeted balance adjustments for patch 7.1h.
Thresh becomes more oppressive in lane thanks to a faster, stronger Death Sentence and better control with Flay.
Seraphine heals her team more and charms longer, reinforcing her utility-support profile.
Skarner gains stronger base stats and zone control, reinforcing his engage-bruiser role.
Nunu & Willump loses sustain and zone pressure, reducing his early-jungle dominance.
Nautilus loses significant jungle clear power, reducing his effectiveness as a dedicated jungler.
Taliyah loses mobility and cast frequency, reducing her ability to dominate the map.
Chempunk Chainsword grants significantly more base health, reinforcing its role as an anti-heal item for fighters.
Very recent addition around 7.0B; not enough solid sample in the provided source to rank her aggressively in role priorities.
New champion not fully stabilized in the overall hierarchy yet, but already worth tracking in mid-lane drafts.
New stacking carry who quickly established himself as a bot-lane scaling and priority standard.
Her rework gives her a clearer place as a reliable control/poke mage, mainly mid and niche support.
Jungle clear and lethality buffs on rake — directly responsible for his S jungle entry.
Improved AP ratio on dash: stronger late-game burst threat.
More armor per level, better attack speed, higher passive/E damage: both defensive and offensive scaling improved.
Core patch item for AD bruisers: sustained damage, HP and spell amplification on the right users.
Truly strong only on a few profiles like Master Yi, Vayne or Kog’Maw; too slow elsewhere.
Opened new build curves for some AP bruisers/tanks through HP → power conversion.
The shift to omnivamp massively benefits mixed/on-hit users and strengthens several duelists/junglers.
Its refocus on magic damage lowered some hybrid or AD-leaning users.
Its reduced presence makes several AP assassins/mages a bit more threatening than before.
Their weakening increases poke/range punishment in lane, especially top and sometimes mid.
Reduced sustain makes several bruisers a bit easier to punish in extended trades.
Tanks regained value in drafts because some builds delay armor penetration and the anti-dive turret window punishes overforce more often.
Anti-dive turret rule at 4+ champions: forced dives are riskier before plates fall.
Tanks become more punishing again when armor penetration is delayed.
Jax and Akali become more individually attractive, while Smolder loses a bit of his automatic pressure.
Rift Herald returns at 6:00 and Baron was reworked: objective control becomes highly structuring again.
Poke/range regains some value against weakened defensive boots.
renekton
fiora
irelia
ksanteThe meta leans toward AD bruisers, with Shojin still being a defining item for several top/jungle picks even after adjustments.
Jungle remains the most oppressive role of the patch: tempo, clear, mobility and snowball matter more there than anywhere else.
Smolder drops a notch in overall oppression, and the Death's Dance nerf slightly lowers bruiser comfort in extended trades.
Ionia Rift: clearer jungle paths, thinner walls, faster movement timings.
Vision setup + tempo gained value, especially for jungle and support.
Shojin structures the hierarchy of many top/jungle bruisers.
zoe
corki
mel
ziggsPatch 7.0 still heavily shapes 7.0D: new map, new timings, new gank angles and a more explosive midgame.
Mid lane mostly keeps its best mobility and tempo-control picks, with limited hierarchy changes.
Mid wind currents (2:00→6:00): more frequent mid roams, better punishment of overly static lanes.
Charge-based portals: more realistic duo rotations and easier midgame snowball triggers.
Midgame is denser: drafts that spike early or at two items convert faster than before.
varus
corki
smolder
namiIn dragon lane, Smolder remains the oppressive baseline as long as his stacking is too fast for the payoff he gets.
Support strongly rewards peel, anti-dive and profiles that can survive or punish bruiser engages.
In 7.0G, Jax, Akali and Rell gain even more fight presence, while Tristana becomes a more credible aggressive bot-lane option again.
The true top/jungle center of gravity of the patch.
Its omnivamp strongly revives several on-hit/mixed profiles.
Very strong on a few names, bait on many others.
A real option for some AP bruisers/tanks that can stack HP.
smolder
milio
Range, laning comfort and safer spacing: a very easy duo to cash in when Smolder wants to stack without overexposing.
xayah
rakan
Still very solid: self-peel, engage follow-up and very readable teamfighting.
caitlyn
milio
The added range further increases lane pressure and punishment on slower-scaling ADCs.
kogmaw
lulu
When the draft protects properly, the duo remains a real carry condition at 2-3 items.
Lane read and jungle/mid tempo setup.
Mid wind currents: stronger roam/tempo window.
Rift Herald available: huge snowball pivot.
True midgame acceleration starts through rotations and portal charges.
Portal charges end: the map becomes more classical again.
Shojin/BOTRK/Guinsoo start clearly separating the best users from the rest.
Balanced drafts with frontline + peel convert better than full-greed drafts.