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LoL Patch 13.14 – New break up, new adjustments!

ashwin36 by ashwin36
July 1, 2023
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Now that Patch 13.13 is reside, let’s undergo the potential adjustments for the upcoming LoL Patch 13.14, which goes to be launched on July 19, alongside the beginning of the second ranked break up.

patch 13.14

Picture Credit | Riot Video games

LoL Patch 13.14 Notes Overview

Patch 13.13 was primarily an replace to nerf a few of the outliers in each solo queue {and professional} play, with the objective of decreasing their energy contained in the meta. Champions like Rek’Sai and Kindred, but in addition bruiser champions like Vi and Wukong had been hit.

Riot additionally appeared to tweak the overpowered objects like Essence Reaver, Stormrazor, and most significantly, Statikk Shiv, which has been the protagonist of the final patch as a number of champions abused its wave-clearing potential.

Opposite to what has occurred thus far, Patch 13.13 will final 3 weeks as a substitute of the same old 2 since Rioters can be celebrating Independence Day. The brand new patch can be coming in with the beginning of the brand new ranked break up and a gentle reset of gamers’ ranks on the solo queue ladder.

Whereas it’s early to say what would be the route behind the brand new patch, there’s quite a bit happening that may hype up gamers through the summer season. We’ll probably see the Zyra and Xerath adjustments, in addition to the highest lane champion adjustments that had been eliminated within the final patch (you will discover the numbers of all of the champions concerned beneath). On prime of that, Riot can be releasing Naafiri and the brand new 2v2v2v2v2 match mode, also referred to as LoL Area.

Replace (July 1): Added the tentative adjustments introduced by Recreation Designer Spideraxe.

Learn extra: 10 stats and takeaways forward of LCK Week 4

How will the upcoming patch impression the meta?

Since we now have little information in the mean time, it’s too early to evaluate how the meta will shake up. That being stated, we can be making some concerns as soon as we get a greater concept of what and what number of adjustments Riot plans to make within the upcoming Patch 13.14.

Patch 13.14 Tentative Adjustments

Aatrox 

  • Q base harm: 10 – 90 ⇒ 10 – 70
  • Q AD ratio: 60% – 80% ⇒ 60% – 100%
  • Q minion harm: 55% flat ⇒ 55% – 70%

Camille (taken from final patch preview)

  • W base harm: 70 – 190 ⇒ 70 – 210
  • W bonus AD ratio: 60% ⇒ 75%

Cho’Gath (taken from final patch preview)

  • E AP ratio: 30% ⇒ 40%
  • R base harm: 300 – 650 ⇒ 300 – 600
  • R AP ratio: 50% ⇒ 60%

Lissandra

  • Q now slows in an space as a substitute of simply the primary goal
  • R minimal base heal: 90 – 190 ⇒ 100 – 200
  • R minimal heal AP ratio: 25% ⇒ 55%

Malphite (taken from final patch preview)

  • Q base harm: 70 – 270 ⇒ 65 – 245
  • Q AP ratio: 60% ⇒ 75%
  • Q MS steal: 15% – 35% ⇒ 20% – 40%

Mordekaiser (taken from final patch preview)

  • Q base harm per degree: 5 – 139 ⇒ 3 – 90
  • Q AP ratio: 60% ⇒ 75%

Ornn (taken from final patch preview)

  • Q base harm: 20 – 120 ⇒ 10 – 110
  • E base harm: 80 – 260 ⇒ 70 – 230
  • E bonus resistance ratios: 40% ⇒ 45%

Sett (taken from final patch preview)

  • Second punch base harm: 5 – 90 ⇒ 5 – 56
  • Second punch bonus AD ratio: 55% ⇒ 70%
  • R base harm: 200 – 400 ⇒ 175 – 325
  • R bonus AD ratio: 120% ⇒ 180%

Shen (taken from final patch preview)

  • P base protect: 50 – 101 ⇒ 50 flat
  • P protect well being: 12% bonus HP ⇒ 14% bonus HP

Shyvana 

  • Q AD ratio elevated from 20% – 80% ⇒ 20% – 100%
  • Q cooldown elevated from 7 – 5 seconds ⇒ 8 – 6
  • Q now grants 40% – 60% assault velocity for the two assaults
  • E on-hit now scales with 1% max HP per 100 bonus AD

Sion (taken from final patch preview)

  • Q min base harm: 40 – 120 ⇒  35 – 115
  • Q max base harm: 90 – 350 ⇒  85 – 325
  • W base protect: 60 – 160 ⇒ 60 – 140

Tahm Kench (taken from final patch preview)

  • Passive base harm: 8 – 60 ⇒ 6 – 15
  • P well being ratio: 3% bonus HP ⇒ 6% bonus HP
  • Q base harm: 80 – 280 ⇒ 80 – 260
  • Q base heal: 10 – 30 ⇒ 5 – 25
  • Q heal ratio elevated from 5% – 7% lacking HP ⇒ 6% – 8% lacking HP

Volibear

  • W heal well being ratio: 8% – 16% lacking HP ⇒ 8% – 20% lacking HP

Xerath

  • Base mana: 459 ⇒ 400
  • Passive cooldown is now lowered by 2 seconds per kill
  • R missiles: 3 – 5 ⇒ 3 – 7
  • R base harm: 200 – 300 ⇒ 200 – 280
  • R AP ratio: 45% ⇒ 40%
  • R is now elevated by 20/25/30 + 5% AP per champ hit

Zyra – QoL

  • Passive – Backyard of Thorns
    • Plant Harm taken from AoE spells: 4 ⇒ 3
    • Plant Harm to monsters: 150% harm to non-epic monsters ⇒ 100% harm + 40 – 100 bonus magic harm (scaling with degree) to all monsters
  • W- Rampant Development
    • Seeds on First Rankup: 1 ⇒ 2
  • E – Greedy Roots
    • Now not locks out flash through the solid
  • R – Stranglethorns
    • Forged Paradigm: Stroll to place ⇒ solid at max vary
    • Missile Harm replace cadence: 4/s ⇒ 16/s

System Adjustments

Galeforce

  • Cooldown: 90 seconds ⇒ 120 seconds
  • Lively base harm: 150 – 350 ⇒ 150 – 300

Infinity Edge

  • Crit harm: 35% ⇒ 45%
  • AD: 70 ⇒ 65

Runaan’s Hurricane

  • On-hit: 15 ⇒ 30
  • AD ratio: 50% ⇒ 40%

Trinity Pressure

  • Base AD per stack: 4% ⇒ 6%
  • Variety of stacks: 5 ⇒ 3

Youmuu’s Ghostblade (but to be confirmed)

  • Passive lethality now has vary and melee break up

Ghost

  • Length: 10 seconds ⇒ 15 seconds
  • Takedowns now not lengthen length (although not totally eliminated but)

Jungle Adjustments

  • Gold per deal with: 20 ⇒ 25
  • Blue buff means haste: 10 flat ⇒ 5 – 20
  • Purple buff harm: 10 – 78 ⇒ 10 – 75
  • Purple buff sluggish: 10% – 20% (degree 1 – 11) ⇒ 5% – 20% (degree 1 – 16) for melees and 5% – 10% (degree 1 – 11) for ranged

Naafiri Skills Rundown

  • Passive – We Are Extra
    • Naafiri creates a Packmate each 30 – 15 seconds (primarily based on degree) that may assault enemies that she targets for (6 – 30 (primarily based on degree) + 4.5% bAD) bodily harm, elevated to (8 – 39 (primarily based on degree) + 5.85% bAD) after she makes use of a capability.
    • Hitting champions and huge monsters with talents reduces this means’s cooldown by 4 seconds. Killing enemies reduces it by 0.5 seconds.
    • Max Packmates: 2 – 3 (primarily based on degree)
    • Packmates take 76 – 50% harm from AoE talents and results
    • Packmates take 50% harm from monsters and minions.
  • Q – Darkin Dagger
    • Naafiri hurls Darkin-tainted blades, dealing bodily harm and inflicting a bleed for – 5 + 80% bAD bodily harm over 4 seconds.
    • This means could also be recast. If enemies hit are already bleeding, it as a substitute offers the remaining bleed harm plus between 20 + 70% bAD and 40 + 140% bAD bodily harm, primarily based on their lacking well being. If that focus on was a champion, Naafiri restores 25 + 40% bAD HP.
    • Packmates will leap on the first champion hit and assault them for 3 seconds.
    • Cooldown: 11/10/9/8/7 seconds
    • Preliminary harm: 25/35/45/55/65
    • Second solid harm: 35/50/65780/95
    • Bleed harm: 30/65/100/135/170
    • Therapeutic: 45/65/85/105/125
    • Mana price: 55/60/65/70/75
  • W – Hounds’ Pursuit
    • Naafiri dashes at an enemy, stopping on the first champion she hits, dealing 30/70/110/150/190 bodily harm and briefly slowing them.
    • This means positive factors bonus vary primarily based on Final rank.
    • Packmates turn into untargetable and sprint alongside Naafiri, dealing 3 + 8% bAD bodily harm per packmate
    • Cooldown: 22/20/18/16/14
    • Mana price: 70/60/50/40/30
  • E – Eviscerate
    • Naafiri surges ahead, dealing 35/55/75/95/115 + 70% bAD bodily harm, then explodes in a flurry of blades, dealing 65/105/145/185/225 bodily harm.
    • Packmates are recalled to Naafiri and restore 100% Well being.
    • Cooldown: 11/10.5/10/9.5/9 seconds
    • Mana price: 35 flat
  • R – The Name of the Pack
    • Naafiri prepares to hunt, gaining 15% + 10/20/30 bAD, empowering her pack, and spawning bonus Packmates for 15 seconds
    • Naafiri then positive factors 35/42.5/50% MS, doubled to 70/85/100% whereas out of fight, decaying over 4 seconds, and imaginative and prescient of her environment. The primary time she hits a champion, she positive factors (125/325/525 + 50% bAD) protect for two seconds.
    • On first champion takedown, all results are refreshed.
    • Empowered Packmates achieve 25% bonus HP and their spawn cooldown is lowered by 50%.
    • Hounds’ Pursuit positive factors bonus vary per rank of this means.
    • Cooldown: 120/110/100
    • Mana price: 100 flat
    • Packmates gained: 2/3/4
    • Defend quantity: 125/325/525
    • Bonus MS: 35/42.5/50%
    • Hounds’ Pursuit Vary Enhance: 80/160/240
    • P.c bAD: 15/20/25%
    • Bonus AD: 10/20/30
Learn additionally: PARABLED: Revolutionizing Teaching in Esports



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