Yasuo is getting a light rework, Demacia is getting more DEMACIA, Samira is getting some rather large nerfs, and our Legendary units are having their power lowered almost across the board. There’s a lot to get into, so let’s pop in the queue and start reading!
Our 7 Demacia and Petricite Shackles (Augment) nerf hit Garen’s core comp pretty substantially, so we're treading lightly to not overnerf Garen himself.
We made a series of changes to Pitlover’s strongest components in 13.16 by nerfing Zeri and most of our Legendary units, but when we did so, we committed to tracking Piltover’s power in case this wasn’t enough. While these nerfs did have an impact on the meta and the power ceiling of Piltover’s capped board, the trait is still overperforming, so we’re back again to make sure Piltover isn’t Pilt-overpowered. We’re hitting the more consistent 7-9 loss streak cashouts because those are consistently cashout-able (I’m just making up words now), and keeping the 10+ loss cashouts very powerful because they're much harder to pull off.
With Piltover and Zeri down in 13.16, we’re giving some love to Gunner 4 and 6, which were almost never utilized even when Zeri was powerful.
Aphelios Bastion is the biggest outlier right now in terms of popularity and performance. Despite the comp being named after Aphelios, its power lies mainly in the ability to stall out fights so Aphelios can dish out tons of damage. That stall aspect of this comp is where it's overperforming most, so we're hitting it via Transfusion Augment nerf and nerfs to Shen, whose shield was greatly amplified by the Targon trait that Aphelios and Taric provide.
We’re nerfing the top performing combat Augments to open up more variety in their respective tiers, but we’re also doing some preemptive nerfs here to ensure other comps we’re tracking don’t rise to the top as Aphelios Bastion comes down.
By the time you slaughter our bird-brained friends, your comp’s direction is typically locked in, so we’re making a quality of life adjustment to their final component. This should make it easier to finalize your carries’ items, especially when Raptors only drop one item (due to the change last patch that front-loads more of your items).
We’re changing a Bandle City portal to a Noxus one to help even out our Region distribution, giving Noxus Ryze a larger chance of appearing with axes and items in tow.
Hall of the Nine was inflating our economy far too much, quietly and quickly becoming one of the most game warping Region Portals.
Large, like the Aurelion Sol player’s board.
Demacia 7 and 9 have seen little play throughout the set. We’re dramatically increasing their power by a full Radiant Item, allowing 4, and then 6 of your Demacian Elites to become supercharged—just remember to leave an item slot empty for them! Because Radiant Items are so powerful, we’re reducing some of the Elite bonus resistances.
You may notice a few champions in the traits section. That’s because we’re adjusting them so they're less reliant on the multiple casts from the Multicaster trait. We hope to see our favorite repeat casters stand alone in comps other than Multicaster-centric ones, but this should also make the Multicaster comps easier to play before Multicaster 4 comes online.
With our quality of life changes to Zaun last patch, the trait became more powerful at 2, less powerful at 4, and even stronger at 6. Having more autonomy over your Zaun modifications made the trait easier to play, and made splashing 2 Zaun to take advantage of a super-charged Zaun carry (coughs in Zeri) the most correct strategy. This was the case unless you could hit 6 Zaun and run two hyped-up Zaun or Zaun-cosplaying (Sion with Emblem) carries. By tightening the power around Zaun modifications, we’re expecting to see Zaun 4 in a better state, with Zaun 2/6 being slightly weaker.
We’re adjusting Kayle to make her a more playable unit in Stage 2 even if not rerolling her, but reducing her cap since her reroll comp has ascended too far.
Due to how resistances work, Samira’s armor reduction lets her scale very well into late-game (typically you have more in the late game, but Samira can turn even that into 0, and sometimes below 0). We're pulling power out of the Armor reduction and putting it into the base spell so that she can be a good single carry unit with some utility, without completely negating tanks.
Ashe is currently a Last Whisper armor sunder bot or a Morellonomicon burn bot. At times when you’re highrolling your items, she can aspire to be both at once. We want to make her more viable as a carry than a support unit, because true Queens aren’t supporting characters.
Swain at 1 and 2 stars alongside Samira early game is powerful, but the 3-star Swain still isn't worth it—I guess you could say the early bird gets the win streak. We’re nerfing the early bird, but bringing up the power of 3-star Swain in the hopes he can make it as a late night owl in these fast 8/9 lobbies. The starting Mana also hits the lower star version of Swain more, since Swain has a large enough base tankiness at 3-stars to guarantee that first cast.
We tried making Teemo smarter, but it resulted in Teemo being more positioning-reliant to hit those high-value Noxious Traps. When positioned well, he could reliably hit more targets, but it also made him much more difficult to play, which wasn't our intention. So, like your top laner in our sister game claiming they have the Darius counter-pick, we’re making Teemo dumb again… but hey, at least he’s still easy to play.
Our changes to Garen should also make it easier to play him before he hits 3-stars. But even if you aren’t rerolling our favorite embodiment of a fidget spinner, he’ll still make good use of the occasional AD-heavy Radiant Item in your vertical Demacia comp—go chase the recently buffed Demacia 7/9!
We’re taking a pass on several Shadow Isles units to offset nerfs to the trait, which overperforms when using the Shadow Isles Emblem well. Kalista is but one of the buffs to this end.
Shen is REALLY tanky with Ionia active, but not great outside of that. We’re balancing his power levels to make sure he’s worth itemizing outside of Ionia/Invokers, with the goal of a power neutral change for Ionia and Invoker boards, but 10% stronger when he's not on Ionia/Invoker boards. Because we’re buffing him, he’s getting pretty large, so his model will reflect that—just kidding, we’re just making sure our frontliners have more beef to front with to reflect their frontiness.
Yasuo has a problem with reliance on a certain something. I’m not referring to his preference in drink—also problematic—I’m instead referring to his reliance on Rapid Firecannon to allow his spell to hit backliners. It’s time to kick the habit for good, and in doing so we’re recruiting a strong support network of better AD and AP ratios, while also taking out his spell’s interaction with the item entirely. Because he’ll have to be closer to the fray to get the best out of items like Titan’s Resolve, Hextech Gunblade, etc, we’re giving him a bit more Health.
Zeri is the League of Legends patch notes writer’s favorite champion. I get giddy any time we get to nerf her. But petty stabs aside (we’re all pals here), Zaun has had a renaissance in patch 13.15 both due to the individual strength of their carries, and the increased autonomy in modifications. While we nerfed some of these overperforming mods in the TRAITS section, the units still thrive without them (Zeri in Freljord comps, Urgot in Deadeye comps), so we’re shipping some lighter nerfs to keep them (and Riot Riru) in check.
Aatrox is a great addition to most boards because of the revive utility of Darkin, but as an itemized carry he's a bit unreliable. These changes will further increase his reliability if you want him to carry (and not just die to buff your other units). 12 seconds of world ending means Aatrox will get 3 slams out if he isn’t CC’d during the duration.
We’re making adjustments to Heimerdinger’s Technogenius upgrades to ensure each upgrade has a viable build scenario, and none are too good to pass up. Mechano-Swarm is an upgrade that’s all but necessary for Heimerdinger’s success. With it, rockets hit many units, instantly applying burn and Shrink Module's shred to half the board. By reducing the number of rockets, we also reduce its spread, making Mechano-Swarm hit fewer units until the frontline dies.
Ryze is getting a significant buff in Bandle City, Piltover, and Targon, and a nerf in Ionia, where his healing and mana are receiving hits. In reducing his 3-star damage, we’re mostly allowing you the chance to see what happens when your whole team is empowered to 5.0 Attack Speed, instead of just having the spell wipe the board.
Portable Forge’s power lies in hitting the perfect item to give you early tempo, which scales well into the late game as you pass it to your carry. We’re happy with the power of the Augment mid-game, but we’re limiting your options earlier on, when you have more room to flex around the Artifact you select. In that same vein, later in the game, your comp’s direction is more forged so we’ll give you more options to ensure at least one is not only usable, but ideal in your comp.
We’re nerfing All That Shimmers which seems to be the strongest Augment at 2-1 in the below section, but it’s worth calling it out here.
We’ve seen many of our Shimmerscale (All That Shimmers) Items overperform, especially when used to kick-start your econ at 2-1. We’re pulling back power on most of them, but there may be more nerfs in the future as early econ advantages are often more impactful in higher levels of play.
Small, like my board.
If Poppy’s putting gets any better, she’s going to have to open up her own miniature golf course: Poppy’s Put Put.
If Azir had a band it’d be called Arise Against the Machine.