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 7.2d update brings nerfs on Pantheon, Twisted Fate, Gwen, Yone and Thresh, big buffs for Syndra, Yuumi, Vladimir, Mordekaiser, Renekton and Caitlyn, plus a stronger Edge of Night and a cheaper Stormsurge — open the Patch Impact tab and pick 7.2d for the full breakdown.
The 7.2c update brings nerfs on Nilah, Nasus, Ryze, Warwick and Kog’Maw, a Jinx buff, boots retuned across the board, and stronger elemental dragons — open the Patch Impact tab and pick 7.2c 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.
Not the patch notes — the outcome. Official Tencent win rates before vs after each patch (median over 3 days each side, pick rate ≥ 1%).
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
Electrocute 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.
Dark Harvest 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.
Arcane Comet Keystone
Sorcery
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.
Summon Aery Keystone
Sorcery
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.
Conqueror Keystone
Precision
Stack cap is reduced: less value in extended fights for bruisers/fighters running it. Still strong early but its late-game ceiling drops.
Lethal Tempo Keystone
Precision
Nerfed on three axes at once (AS + range): on-hit/kiting ADCs lose ranged trading comfort. Still playable but less forgiving than 7.1.
Fleet Footwork Keystone
Precision
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.
Grasp of the Undying Keystone
Resolve
Damage-vs-sustain rebalance: tanks/bruisers running it for passive healing gain zone poke but take a significant hit to their lane sustain.
Guardian Keystone
Resolve
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.
Phase Rush 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.
Ice Overlord
Resolve
Nerfed on all three axes at once: the ice zone protects and slows less than before, engage tanks lose both defensive and offensive value.
Sudden Impact
Domination
Lower late-game damage ceiling: assassins relying on the stealth/dash burst lose some finishing potential very late into the game.
Eyeball Collector
Domination
Each collected eye grants fewer stats: the pick-scaling secondary rune becomes slightly slower to ramp up.
Zombie Ward
Domination
Same logic as Eyeball Collection: less value per destroyed ward, vision-based stacking becomes less rewarding.
Empowered Attack
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.
Transcendence
Sorcery
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
Sorcery
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.
Botanist
Sorcery
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
Resolve
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 Wind
Resolve
Significant nerf to defensive lane sustain: top/mid laners relying on this post-trade heal handle repeated exchanges less well.
Bone Plating
Resolve
Fewer burst damage reduction windows per extended fight — champions who depend on it in early matchups must budget their trigger more carefully.
Overgrowth
Resolve
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 of the Colossus
Resolve
Fewer team shield windows in extended fights — group-engage compositions must time the rune better instead of spamming it.
Font of Life
Resolve
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.
Perseverance
Resolve
Nerf to bonus resistances while wounded: defensive laners handle prolonged low-HP trades a bit less well.
Legend: Alacrity
Precision
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
Precision
AD ratio reduced but gains an AP component: more appealing for hybrid AD/AP profiles, slightly weaker for pure AD builds.
Zèle de combat
Precision
Nerf to the damage amplification per consecutive attack: on-hit carries spamming autos get slightly less cumulative value.
Coup de Grace
Precision
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.
ksanteSummer Rift: refreshed ranked map ambiance and updated jungle monster visuals.
Early-game junglers stay strong: the bounty rework doesn't devalue early objectives.
Gold-based bounties make snowballing riskier: fed teams give back more on death, so scaling compositions regain value.
Yunara 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.
Lulu amplifies exactly what Yunara wants: attack speed, survivability and peel during her Transcendent State, where every second of DPS matters.
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.
Shattered Earth's max-HP damage ticks up a notch and Seismic Bastion's shield rises from 8% to 10% of max HP, making Skarner noticeably tankier in teamfights. Shorter cooldowns on Seismic Bastion and Ixtal's Impact let him chain his crowd control more often, improving his engage uptime across a fight.
Yuumi's Zoomies costs less mana and her ultimate heals for more, improving her sustained enchanter value.
Cheaper Zoomies significantly eases the mana pressure Yuumi faces in lane, where she often runs dry while peeling continuously. Final Chapter's higher base healing boosts her ultimate's value in extended teamfights, without touching her ratios so as not to make her oppressive when scaling.
Nidalee loses cougar-form burst and resistances, cutting her jungle snowball power.
Lowering Pounce's base damage reduces the power of Nidalee's cougar combos in the early game, her most oppressive window. Trimming the armor/magic-resist ratio makes her slightly more fragile during dives and extended ganks, targeting her ability to snowball risk-free.
Warwick loses damage on his passive and bite ability, tempering his bruiser-jungle presence.
Cutting Eternal Hunger's bonus-AD ratio lowers Warwick's sustained damage in extended duels, where his passive shone. Trimming Jaws of the Beast's damage lowers his bite burst, targeting his ability to finish low targets without fully reworking his duelist profile.
Senna loses ultimate damage and gets her peel shield reworked, softening her carry/support dual role.
Lowering Absolution's current-HP damage reduces the overall reach of Senna's ultimate, making it less punishing against high-HP targets. Reworking Piercing Darkness raises the flat portion of the shield but lowers its per-stack gain, making it scale worse into the late game while keeping early peel intact.
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.
Targeted balance adjustments for patch 7.2b.
Aurora deals more damage with her two core poke spells, strengthening her harassment and combo burst.
Her curse spell deals slightly more damage at every rank and its power ratio climbs from 30% to 33%, strengthening Aurora's poke even before she starts her combo. Her second core spell also gets a flat damage increase, improving her overall burst without changing her spell rotation or dash-based gameplay.
Ekko gains a higher power ratio on his passive and more missing-HP damage on Parallel Convergence, strengthening his burst in extended teamfights.
Z-Drive Resonance's power ratio rises from 70% to 80%, increasing the bonus damage Ekko deals once his passive is charged after three hits. Parallel Convergence also deals more damage based on the target's missing HP, boosting his ability to finish off low-HP targets late in a fight.
Lee Sin gains more shield strength and omnivamp on Safeguard/Iron Will, strengthening his early jungle survivability and extended duels.
Safeguard/Iron Will's shield strength rises at every rank, improving Lee Sin's survivability during invades and early counter-ganks. Omnivamp climbs up to 50% at max rank, meaningfully boosting his jungle-clear sustain and his ability to hold an extended duel without recalling.
Jayce loses base armor, reducing his laning-phase resistance.
Jayce's lower base armor, seen as too tanky in lane, weakens his early trades against physical-damage champions. The change specifically targets his laning-phase durability, without touching his offensive kit or teamfight scaling.
Nidalee loses base resistances and Prowl movement speed, cutting her gank mobility and teamfight tankiness.
Lower armor and magic resist make Nidalee more fragile against dives and ganks, already a known weakness since 7.2a. The reduced Prowl speed bonus in bushes and on marked targets slows her gank rotations, directly targeting her early-game snowball.
Ambessa loses heavily on Public Execution's damage reduction and execute damage, tempering her unkillable-bruiser profile.
Public Execution's damage reduction drops from 50% to 30% at max rank, making Ambessa far more vulnerable to being focused in teamfights. The parallel cut to lost-HP damage also reduces her finishing power, targeting both pillars that made her oppressive as a solo carry.
Sona loses Aria of Perseverance healing and gets a longer Crescendo cooldown, reducing her lane sustain and repeated teamfight impact.
Aria of Perseverance's lower healing weakens Sona's laning sustain, especially in botlane where she spams the ability. Crescendo's longer max-rank cooldown reduces how often she can chain her ultimate in extended fights, targeting her ever-present poke-support profile.
Kayle loses damage and healing on Radiant Blast and Celestial Blessing, cutting her early/mid-game poke and sustain.
Radiant Blast's lower damage cuts Kayle's poke before her level-11 power spike, her weakest window. Celestial Blessing heals for less and its power ratio drops from 40% to 30%, targeting her lane sustain and solo-lane self-support in the early game.
Hecarim loses bonus speed on Devastating Charge's impact, reducing his ability to chase and re-snowball after an engage.
The drop in Devastating Charge's impact speed bonus from 30% to 18% significantly reduces Hecarim's ability to chase targets after the initial stun. This specifically targets his post-engage snowball without touching the ability's damage or knockback.
Zilean loses Time Bomb damage and gets a longer Chronoshift cooldown, reducing his poke and how often he can revive allies.
Time Bomb's lower damage reduces Zilean's area poke, especially when combined with the double-bomb stun. Chronoshift's longer max-rank cooldown limits how often he can revive allies in the late game, targeting his ability to turn a lost teamfight into a win.
Iceborn Gauntlet costs less and grants more max HP, boosting its defensive value for on-hit bruisers and tanks.
Luden's Echo deals more damage and recharges faster, strengthening the poke and burst of AP-scaling mages.
Magnetic Blaster gains more raw attack damage, boosting its offensive value for carries looking to open trades at range.
Lord Dominik's Regards gains more raw attack damage, boosting its anti-tank value for crit-based ADCs.
Navori Quickblades costs less, speeding up its power spike for ability-haste-focused crit ADCs.
Nerfed
Botanist
Sorcery
Botanist's gold per harvested fruit drops sharply from 30 to 10, just patches after it rose from 25 to 30 and lost its under-tower bonus. The rune is being refocused into an early-game boost rather than a steady late-game income source.
Targeted balance adjustments for patch 7.2c.
Jinx gains more base attack damage and higher attack speed on Get Excited!, strengthening her laning phase and teamfight resets.
Jinx's base attack damage rises slightly, improving her early trades despite her lack of mobility. Get Excited!'s attack speed bonus climbs from 12% to 25% after a kill or assist, making her combat resets far more devastating and consistent with her carry profile that snowballs off kills.
Nilah loses critical scaling on Formless Blade and periodic damage on Apotheosis, curbing her late-game dominance.
The ratio converting Nilah's crit chance into armor penetration drops from 35% to 28%, reducing her ability to shred tanks as she scales on crit. The bigger cut hits Apotheosis: its bonus attack damage ratio falls from 140% to 50%, significantly toning down her ultimate's periodic damage in the late game, where she was considered too dominant.
Nasus loses base armor and Fury of the Sands' cooldown increases, cutting his early durability and how often he can engage with his ultimate.
The lower base armor makes Nasus more fragile against physical damage during laning, leaving him less room to stack Siphoning Strike safely. Fury of the Sands' cooldown lengthens significantly (up to +15 sec at rank 1), forcing him to be more selective about when he engages rather than spamming his ultimate.
Ryze loses base HP and armor, and Rune Prison's damage is reduced, slowing his early-game power and scaling.
Ryze had become too strong following mage item updates; the lower base HP and armor make him more vulnerable during laning. Rune Prison loses flat damage and both its ratios (power and bonus mana), reducing his trading power and slowing his scaling as he stacks mana.
Warwick's Infinite Duress cooldown and damage are reduced, limiting his ability to pick off priority targets in the early and mid game.
Following earlier changes to his ultimate, Warwick had become too dominant at hunting down and eliminating priority targets. The longer Infinite Duress cooldown (up to +20 sec) reduces how often he can pull off one-shot ganks, while the lower base damage gives targeted players more room to survive.
Kog'Maw's Living Artillery costs more mana and has less range/damage, limiting his ability to poke safely from range.
Mage item updates had given AP Kog'Maw too much power and mana to spam Living Artillery safely. The mana cost rises sharply, range drops by one unit per rank, and base damage falls, forcing Kog'Maw to play closer to the fight and manage his mana more carefully while keeping his long-range artillery identity.
Leona loses base resistances and HP for more HP per level, and gets a shorter Eclipse cooldown: less tanky early, sturdier late.
Leona loses base HP and armor, making her more vulnerable to poke during laning, but gains more HP per level (120→128), shifting power from early to late game. Eclipse's cooldown drops at every rank despite weaker resistance bonuses, partly compensating by letting her engage more often in the late game.
Rumble loses base HP and flat damage on Flamespitter/Scrap Shield in exchange for a better power ratio, refocusing his profile on AP builds.
Rumble was dealing too much damage without investing in power; this change lowers his flat Flamespitter damage while raising his power ratio (110%→125%, up to 187.5% in the Danger Zone), making him more dependent on an actual AP build. Scrap Shield follows the same logic (less flat HP, more scaling), while Electro Harpoon's power ratio climbs to 50% (75% in the Danger Zone) to further reward mage builds.
Berserker's Greaves gain more attack speed, boosting their value for AD carries relying on sustained DPS.
The boot system suffered from too large a power gap between tier 2 and tier 3 options. Berserker's Greaves' attack speed rises from 30% to 35%, making this tier 2 pick more competitive against tier 3 offensive upgrades.
Mercury's Treads gain a big tenacity boost, strengthening their defensive value against crowd-control-heavy compositions.
Mercury's Treads' tenacity nearly doubles, from 15% to 30%, sharply cutting the duration of crowd control taken and making this boot choice far more attractive against CC-heavy drafts.
Plated Steelcaps reduce more incoming basic-attack damage, strengthening their laning value against AD carries.
Plated Steelcaps' damage reduction rises from 6% to 10%, a meaningful gain against repeated basic attacks, reinforcing their role as anti-ADC defensive boots during laning and extended teamfights.
Stridebreaker gains a big attack speed boost, strengthening its impact for champions that rely on high DPS.
Stridebreaker lacked impact for its intended champions, particularly those relying on high attack speed. The bonus climbs from 15% to 25%, a substantial gain meant to let it reach its full potential on those profiles.
Mikael's Blessing gains more heal/shield strength and Cleanse's cooldown is reduced, strengthening its role as a protective support item.
Mikael's Blessing wasn't living up to other protective items; its heal and shield ratio rises from 6% to 9%, and Cleanse's cooldown drops from 90 to 75 seconds, letting it clear crowd control far more often in teamfights.
Kaenic Rookern gains more magic resist and its Mage's Bane shield scales harder off max HP, strengthening its value for HP-stacking tanks.
Kaenic Rookern had fallen behind since the mage item rework; its base magic resist rises to 80, and its Mage's Bane shield's max-HP ratio climbs from 10% to 14% (at the cost of a lower flat base), making it a far more competitive pick for champions that stack a lot of HP.
Gunmetal Greaves lose bonus movement speed on Noxian Guile, reducing their kiting and rotation value.
The power gap between tier 2 and tier 3 boots had grown too large; Noxian Guile's movement speed bonus drops significantly (15%→10% melee, 12%→7% ranged), toning down the kiting and rotation power this tier 3 upgrade provided.
Chainlaced Crushers lose magic resist, reducing their defensive value against magic-damage-heavy compositions.
Like other tier 3 upgrades, Chainlaced Crushers lose raw power to narrow the gap with tier 2: magic resist drops from 35 to 30, a defensive cut against mages and AP-heavy compositions.
Armored Advance loses armor, reducing its defensive value against physical damage.
Following the same tier 2/tier 3 rebalancing logic, Armored Advance's armor drops from 35 to 30, slightly reducing its ability to absorb physical damage in the late game.
Sorcerer's Shoes lose power and flat Brute Force damage, reducing their offensive value for mages.
The power granted by Sorcerer's Shoes drops from 40 to 35, and the flat damage from their Brute Force passive falls from 22 to 18, an adjustment following the same tier 2/tier 3 tightening logic as the other offensive boots.
Sunfire Aegis loses HP but gains a lot of armor, strengthening its wave-clear profile and value as an early defensive purchase.
Sunfire Aegis had lost popularity as a first item, especially against physical damage. Doubling its armor (20→40) at the cost of lower HP (425→350) refocuses the item on high-armor wave clearing, while its build path changes to include a Chain Vest instead of the Ruby Crystal and Cloth Armor.
Patch 7.2d trims a few overperformers and stitches power back into champions and items that needed it.
Syndra gains base damage on Dark Sphere and AP ratios on Force of Will and Scatter the Weak: her mid-lane burst is back among the best control mages.
Syndra needed her full combo to threaten a target, which left her vulnerable to mobile mid laners. Dark Sphere's base damage rises by 25 at rank 4 and the AP ratios on Force of Will (45%→60%) and Scatter the Weak (35%→50%) jump sharply: she can now punish with two spells instead of three. Scatter the Weak's shorter cooldown (17→15s) also gives her a more reliable defensive tool against engages.
Yuumi swaps hosts faster and heals more: her shield and heal power both go up noticeably.
Yuumi's biggest weakness was how slowly she could detach to reach another ally in a teamfight. You and Me!'s cooldown drops to 8s at rank 1, making her repositioning far more responsive. The heal/shield power increase (+2 points at every rank) amplifies her whole kit as well as her allies' healing, and Zoomies scales better (40% AP instead of 30%): Yuumi is once again a credible late-game enchanter.
Vladimir converts health into power and back more efficiently, with far more dangerous Tides of Blood.
Vladimir lives off his two-way HP↔AP conversion, and both directions are improved: every health item returns a bit more power, and every AP item a bit more survivability. Tides of Blood gains 10 base damage per rank plus half a point of max-health ratio, mainly improving his poke and wave clear in lane — historically his weakest phase. Combined with the Crimson Rush bonus (75%→85%), he holds trades better before hitting his item spike.
Baleful Strike gains range: Veigar stacks up more safely.
Veigar is the only mid laner whose power depends entirely on a stack counter, which makes his laning phase critical. Baleful Strike's longer range (7.75 → 9) lets him snipe executing minions from a safer distance, without stepping into gank or poke range. It's a reliability buff more than a raw power one: it secures his scaling curve without touching his ceiling.
Mordekaiser nearly triples his passive magic penetration and chains Death's Grasp more often.
Darkness Rise goes from 7% to 12% magic penetration at max rank, a gain that matters most against frontliners buying magic resist — exactly the targets Mordekaiser needs to cut through in the top lane. Death's Grasp's cooldown drops by 2.5s at rank 1 and 1s at max rank, improving both his clear and his ability to repeat the pull in teamfights. He's once again a magic bruiser that punishes low-MR compositions.
Duelist's Dance hits harder: Fiora's vitals reward good positioning more.
Fiora's entire power curve rests on her passive: it's what turns good positioning into real damage, and it scales on both the target's max health and her bonus AD. Both components go up (3.5%→4% and 0.05%→0.055%), strengthening her side-lane duels at every stage of the game. The buff looks small on paper but compounds with every AD item she buys.
Renekton gets a higher AD ratio on Cull the Meek and a far better-scaling Ruthless Predator.
Renekton is still a tempo champion who has to cash in his early lead before falling off. Cull the Meek's ratio moves to 100% bonus AD, making him more item-sensitive. More importantly, Ruthless Predator is reshaped: slightly weaker at rank 1 (24→20), it climbs to 140 at rank 4 versus 96 before, and up to 210 in Rage form. The message is clear: maxing W becomes a genuine build choice in the top lane.
Headshot gains damage and effective crit rate, and traps recharge faster.
Caitlyn is a zoning ADC whose pressure comes from range and her passive, not sustained DPS. Headshot gains 10 points of AD ratio at every rank and, above all, a much higher crit rate (125→200), which meaningfully raises the average damage of her charged shots. Yordle Snap Trap's faster recharge (−2s per rank) lets her hold more ground around objectives — a map-control lever more than a burst one.
Comet Spear only crits on genuinely low targets: the execution threshold drops.
Pantheon's finishing power came from a very wide window: below 35% health, Comet Spear crit, turning simple poke into a ranged execute. Pulling the threshold back to 25% touches neither his early game nor his engage, but removes a chunk of free pressure on trades the enemy already lost. Targets can now retreat around 30% health without being sniped out of the fight.
Stacked Deck loses a third of its AP ratio: TF's procs hit noticeably softer.
Stacked Deck is Twisted Fate's most consistent damage source: it applies on every third attack, in lane as well as on turrets and objectives. Losing 10 points of AP ratio mainly cuts his push and his burst on isolated targets after ultimate ganks. His macro identity — map pressure and global roaming — stays intact, but he now has to lean more on teammates to convert his rotations.
Snip Snip! loses AP ratio per hit and on the final hit, and clears jungle a bit slower.
Gwen's top/jungle flexibility came from a Q that stacked AoE damage, true damage and efficient clear. All three parts step back at once: less ratio per hit, less on the final hit, and the jungle monster bonus is gone. In practice that means a slower jungle clear and softer side-lane poke, without touching her ultimate or her ability to duel a bruiser with Thousand Cuts.
Yone loses 6 base armor: his lane against AD matchups gets a lot riskier.
Six points of base armor is roughly 5% less physical damage reduction from level 1 onward. Yone absorbed his positioning mistakes thanks to unusually high base armor for such a mobile champion; that safety net is gone. AD mid laners and aggressive junglers regain a real punish window in the early game, while his mid and late game stay untouched.
Death Sentence refunds less cooldown on hit: missed hooks cost more.
The cooldown refund on a landed hook let Thresh chain attempts with almost no downtime during laning. Cutting it to 2s changes nothing when he misses — so nothing for players taking reckless risks — but reduces the reward for a Thresh who lands everything. It's a nerf aimed at the top of the skill curve that preserves the learning curve for everyone else.
Edge of Night gains 4 armor penetration: the anti-spell buy becomes a genuine damage buy too.
Edge of Night was bought almost purely for its spell shield, making it a reactive item often seen as a damage hole in an assassin's build. Moving armor penetration from 8 to 12 brings it closer to pure lethality items and makes the buy defensible even when the enemy has no decisive targeted CC. It mainly benefits AD assassins and bruisers who were already picking it up second or third.
Stormsurge drops 100 gold: its spike lands one back one earlier.
Stormsurge is a burst item whose value depends entirely on when you get it: too late, and the window where its proc deletes a squishy has already closed. Cutting 100 gold doesn't change its power but pulls its timing forward by roughly one minion wave, which can be enough to win a skirmish around the first dragon. The buff targets burst mages who took it first and found it slightly overpriced next to Luden's Echo.
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.
Better 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 fits poke and setup extremely well, while Nami reinforces zoning and harass phases.
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
Lethal Tempo IMPROVED
Precision
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.
Empowerment 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.
Absolute Focus IMPROVED
Sorcery
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.
Ixtali Seedjar 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.
Kayle was under too much pressure during the laning phase before reaching her scaling points. These buffs make her early levels less punishing and give her more room to survive short trades. The stronger heal also improves her ability to stay in lane before her power spikes.
Akshan gains stronger Avengerang damage, giving him more trading options in lane.
Akshan relied too heavily on his third ability to create opportunities. This buff makes his trades more accessible through Avengerang and reduces the need to expose himself with his grapple. He should be better at contesting lane without forcing risky plays.
Shen becomes more threatening in duels thanks to higher max-health-based damage.
Shen lacked direct impact in Baron lane. This buff strengthens his extended trades, especially when he positions his Spirit Blade correctly. He should perform better into tanks and bruisers while still keeping his global value through his ultimate.
Taliyah loses long-range control and damage to reduce her teamfight pressure.
Taliyah controlled fights too easily through her range and reliable damage. The reduced cast range on Seismic Shove makes her engages less free and gives opponents more counterplay windows. Her lower damage also weakens her ability to dominate objective zones.
K'Sante becomes more vulnerable after using his ultimate, losing more health, armor, and magic resistance.
K'Sante remained too hard to kill even after activating his ultimate. This nerf sharpens the tradeoff between damage and durability, making his engages riskier. Enemies will have clearer windows to punish him if he uses All Out at the wrong time.
Viego loses jungle clear speed and execution reliability on his ultimate.
Viego was too consistently gaining advantages through fast jungle clears. The reduced current-health damage slows down his early-game tempo. The smaller ultimate damage radius also requires better positioning to secure resets in teamfights.
Norra loses damage on her first ability and ultimate to reduce her overall pressure.
Norra dealt too much damage even without a major gold or level lead. This nerf reduces her poke threat and zone-control pressure. She should remain useful around objectives, but will have a harder time forcing enemies back through damage alone.
Kog'Maw deals less max-health percentage damage, giving frontlines more room to play.
Kog'Maw punished tanks and bruisers too heavily with max-health percentage damage. This reduction makes frontlines less easy to melt. He keeps his anti-tank carry identity, but opponents will have more time to engage or reposition.
Ambessa loses early defensive power but gains better durability later in the game.
Ambessa was too dominant early thanks to her shield's high base value. This change gives opponents more trading opportunities against her in lane. As compensation, her shield scales better with levels, preserving value later in the game.
Gragas loses burst against squishy targets but keeps better value into high-health targets.
Gragas was too dominant in high-level games through the reliable damage of Drunken Rage. The lower base damage and AP ratio reduce his burst against squishy champions. The increased max-health damage still lets him remain relevant into tankier targets and during jungle clears.
Targeted balance adjustments for patch 7.1g.
Skarner arrives as a crowd-control-heavy bruiser who can engage, isolate targets, and dominate extended fights.
New champion — tier and meta positioning are provisional until ranked data stabilizes.
Zoe gains more damage on her key spells, improving her early and mid-game impact when she lands abilities.
Paddle Star's base damage gets a meaningful bump, strengthening Zoe's early poke pressure from the first levels. She benefits more from her spell rotation and can force recalls without committing to an all-in. In mid lane, this buff shortens her spike timing and makes her more punishing on short trades.
Diana clears the jungle faster, helping her re-enter the jungle meta and impact the map earlier.
Diana's jungle clear buff is structural: she loses fewer resources on camps, arrives fresher to ganks and can contest objectives with more health remaining. This is a return to jungle meta relevance that lets her directly compete with tempo junglers.
Heimerdinger becomes stronger around his turrets, gaining durability and damage to reinforce his zone-control playstyle.
Heimerdinger receives multiple improvements that reinforce his ability to dominate a zone. Higher resistances and laser damage make his installations more durable in teamfights. The melee bonus reduction makes him fairer against dive compositions while maintaining his pressure against ranged setups.
Aurora loses burst on her first ability, reducing her poke pressure and kill threat from AP scaling.
Aurora loses burst on her first ability, reducing her ability to punish positioning errors in a single rotation. She remains viable, but matchups that could be overwhelmed by her fast poke become slightly more manageable. This nerf mainly targets her mid-game power peak before items.
Infinity Edge becomes more attractive for crit marksmen, giving them stronger mid and late-game scaling.
This buff makes Infinity Edge more competitive against other ADC first-item options. Crit marksmen gain a stronger mid-game spike, reinforcing front-to-back compositions.
Black Cleaver becomes stronger for fighters who can quickly stack armor reduction.
Black Cleaver gains depth: maximum armor reduction rises to 30%, making it significantly more effective against tanks. Bruisers who can quickly apply 5 stacks (Darius, Ambessa, Renekton) benefit more than champions who only apply one hit per rotation.
Nerfed
Demolish
Resolve
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.
Death Sentence gets a shorter cooldown and significantly higher max-rank damage, sharply boosting Thresh's early-game snowball potential. Dark Passage's shield is lowered in exchange, shifting his value toward engage rather than pure survivability. Flay also becomes a more punishing control tool against low-health targets.
Seraphine heals her team more and charms longer, reinforcing her utility-support profile.
The increased Surround Sound healing ratio improves Seraphine's sustain value both in lane and teamfights. Encore's longer charm duration gives her more windows to follow up on her team's engages or peel safely.
Skarner gains stronger base stats and zone control, reinforcing his engage-bruiser role.
Skarner gets a broad base-stat buff that strengthens him during the early game, his most fragile window since release. The increased slows on his zone abilities reinforce his ability to chain crowd control in teamfights and secure isolated targets.
Gnar gains resistances and damage in his Mega form, making him harder to ignore in teamfights.
The increased resistances and health gain in Mega form make Gnar tankier during his transformation windows, especially useful against sustained-damage compositions. Hyper's extra damage strengthens his threat in extended teamfights.
Sona heals more and grants stronger speed buffs, reinforcing her utility-support profile.
Aria of Perseverance's significantly higher healing improves Sona's lane sustain and her value in extended teamfights. Her boosted self movement speed from Song of Celerity lets her reposition more safely to cast or follow her team's engages.
Nunu & Willump loses sustain and zone pressure, reducing his early-jungle dominance.
Consume's reduced ratios slow Nunu's jungle clear and early-game sustain, his main snowball lever. The lower number of snowballs also reduces his ultimate's total damage, limiting his impact in zone-control teamfights.
Nautilus loses significant jungle clear power, reducing his effectiveness as a dedicated jungler.
The heavily reduced monster damage significantly slows Nautilus's jungle clear, forcing him to rely more on ganks and zone control rather than fast farming. The reduced shield also limits his early-jungle tankiness.
Taliyah loses mobility and cast frequency, reducing her ability to dominate the map.
The lower base movement speed and weaker Rock Surfing slow down Taliyah's map rotations, her main lever for global pressure. The smaller cooldown reduction on Threaded Volley also limits how often she can cast in extended teamfights.
Chempunk Chainsword grants significantly more base health, reinforcing its role as an anti-heal item for fighters.
The large base health increase makes Chempunk Chainsword much more attractive in the mid-to-late game for fighters seeking durability alongside anti-heal. It becomes a more competitive option against other defensive items on physical-damage champions.
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.
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.
Patch 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.
In 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.
Range, laning comfort and safer spacing: a very easy duo to cash in when Smolder wants to stack without overexposing.
Still very solid: self-peel, engage follow-up and very readable teamfighting.
The added range further increases lane pressure and punishment on slower-scaling ADCs.
kogmaw
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.