Q – Conquering Sands
- Cost: 70 mana ⇒ 55 mana.
Azir is someone I find struggling in lane every time I see him. He currently sits at a 46% win rate in mid lane, and it really shows. This buff wont do anything for him, but hopefully they will possibly give him more attention in the future. I think he might even need a rework to come back into the meta, but there are plenty of champs like this. Hopefully more can come of this, but I wouldn’t be expecting anything.
Q – Passive – Spider Queen
- Spider form on-hit damage ratio: 30% AP ⇒ 20% AP
Elise is a decent Jungler, currently sitting with a 49% win rate in all ranks combined. She’s not someone you see a lot generally, and only has a 3% pick rate. I think that’s because while everyone knows that she is strong, she isn’t going to be your first pick normally. This is because stronger AP junglers are in the meta, champs like Diana and Morgana are just nearly always more useful. I would like to see a buff to her actually, not a nerf. I don’t agree with this decision to be honest.
- Health regen growth: 0.55 ⇒ 0.65
- Armor: 22 ⇒ 24
Ezreal has seriously worked his way into the meta once again. Currently sitting at a 57% win rate with a certain build, and a 22% pick rate, Ezreal is a serious threat in the bot lane, and I’m really surprised to see this buff.Mostly because they just nerfed Elise when she is far less dangerous or popular? I’m not sure why they felt the need to make him overall harder to kill, but this will improve his early game. The health regen growth will allow him to stay in lane a bit longer too.
- AD growth: 3 ⇒ 4
I don’t mind this buff, Graves hasn’t been played a ton, but he is still pretty strong. I could see him getting a bit more playtime with this, as this might push him over the edge into being a bit stronger early, and getting a quick lead over the enemy jungler.
Q – Rampage
- Damage Ratio: 70% bonus AD ⇒ 75% bonus AD
E – Devastating Charge
- Minimum Damage Ratio: 50% bonus AD ⇒ 55% bonus AD
- Maximum Damage Ratio: 100% bonus AD ⇒ 110% bonus AD
After Hecarim got changed a couple patches ago he was picked a lot less, and really hasn’t been utilized all that well. While Hec used to be strong, I think it would be interesting to see what this change does. 5% and 10% AD is quite a bit end game, and it’s something you would like to take on someone like Hec who is all about getting into a fight and doing quick damage. I think this buff is huge personally, and you could see him played more, but people also may have moved on.
E – Tempest
- Cooldown: 8 seconds ⇒ 9 seconds
This nerf really wont do anything , so there’s not much to say about it. It might make you think twice before going into a fight, but an extra second wont do a whole lot.
W – Eclipse
- Base Damage: 60/95/130/165/200 ⇒ 45/80/115/150/185
This is actually a really strong ability early game, and it’s not something you really expect from her. She is very strong, and I think that this is a good nerf just to hurt her a bit. Leona has become largely popular because of the ability to learn her easily. She’s very basic, and extremely effective, so I think it’s good to see at least a small nerf.
Q – Alpha Strike
- Damage Ratio: 100% AD ⇒ 90% AD
- E – Wuju Style
- Base Damage: 20/30/40/50/60 ⇒ 30/40/50/60/70
Amazing nerf to his Q, and one that was really needed. This will seriously hurt Yi early game, which is the best way to stop him from scaling so hard. I love this change, simply because Yi is so easy to do good with, that it really sucks to play against him. I perma ban him as a jungle main in ranked, especially while climbing ranks. I think this change was needed and im glad to see it finally come.
W – Tormented Shadow
- Damage against Non-Epic Monsters: 185% ⇒ 155%
I’m honestly really surprised at this, mostly because I thought Riot was trying to push more people into the Jungle. It’s not a bad change, because Morgana jungle was so incredibly popular for a short period of time there, and is still played quite a bit. I think this is a good change, maybe not one that should have been so heavy? 30% is a lot.
E – Riptide
- New – Titan of the camps: Riptide now deals 150% increased damage against monsters.
So I think the reason they nerfed Morgana mainly is because of this buff. If Morgana was still at 185% then this Naut buff wouldn’t be as big of a deal? So bringing her on par with him changes a lot for the recent supp to jungle moves. I like this change to give another cc heavy jungler like Zac almost, someone who’s not doing a ton of damage but is letting the team do damage.
W – Terrashape
- Bonus Movement Speed: 5/7/9/11/13% ⇒ 3/5/7/9/11%
This is obviously a very small nerf, but I think it just hurts Qiyanas roaming capabilities a little bit, as she was somewhat strong, quickly going from lane to lane. It’s a similar change to the one we saw to Kat almost, but not a flat movement speed reduction. I think they had the same intent with this nerf.
Passive – Junkyard Titan
- On-Hit Damage Cap Against Monsters: 120 ⇒ 80
Rumble jungle is something I have seen in pro play, but not really something that I have seen in lower elo play. I honestly think this nerf was needed, simply because in High Elo he is someone who takes plenty of skill to play. I don’t see this affecting the majority of the player base too much.
- Health Growth: 98 ⇒ 110.
To me Ryze is easily one of the worst champs in the game. Ryze is someone who doesn’t find much use in low elo, and he even seems limited in high elo to me. I honestly don’t think I have ever seen a Ryze win lane in my games, so a buff is good for ihm, however I don’t really think that this will do too much for him, nothing to get excited about.
Passive – Absolution
- Bonus attack Range per 20 Mist stacks: 25 ⇒ 2
- New – Lethal Healing: Piercing Darkness’ healing now also scales with 160% lethality
E – Curse of the Black Mist
- Bonus Movement Speed: 20% ⇒ 20% (+1% per 20 AP)
R – Dawning Shadow
- Damage ratio: 50% AP ⇒ 70% AP
I personally think this kill tank Senna, and I say that because frost fire was okay on her simply because of the fact that her AP ratios were not too high, but this makes her need that extra AP, so you might even see people take leathilty mythics on her now, simplay because of the fact that it gives her stats much better boosts, these buffs could make Senna seriously dangerous.
W – Surround Sound
- Base Self Shield: 75-150 (level 1-18) ⇒ 75-225 (level 1-18)
- Base Ally Shield: 50-100 (level 1-18) ⇒ 50-150 (level 1-18)
To me this almost seems like a support buff for Seraphine, because it makes both her and her allies stronger. Seraphines shield is great, especially when it can cast twice, or when you combine it with something like Staff of Flowing Water. Seraphine did need a buff because I haven’t seen her played a ton, but she is easily one of the strongest champs in the game.
W – Jack in the Box
- Damage Ratio: 10% AP (20% AP against single targets) ⇒ 9% AP (18% AP against single targets)
E – Two-shiv Poison
- AP Damage Ratio: 55% ⇒ 50%
I play Shaco jungle, and I will be the first one to admit this was needed, Shaco is so incredibly strong against most junglers, and can very easily carry with just a couple kills. I think this is good, especially the nerf on e, as this is something that is normally maxed first. I love this nerf, and I think it might put him back in the balance, but we will see.
E – Fling
- Cooldown: 10 seconds ⇒ 10/9.5/9/8.5/8 seconds
The idea of this turning into a scaling cooldown is interesting, especially because of how strong it is. Singed has amazing engage in teamfights, and in lane because of this ability, so the fact that we can do it 2 seconds sooner than before is pretty big. Singed hadn’t been getting a ton of attention but I think this might change that, I’m curious to see what this does to him. Especially because you can have CD items on him and make his e more powerful and quicker to use than ever before.
W – Move Quick
- Cooldown: 17 seconds ⇒ 14 seconds
This is a huge buff to me, simply because it means that not only can Teemo poke easier now, but he can also roam quicker, and I think this might make Teemo jungle a bit more popular again. I really don’t know about this buff, because I personally believe its more strong than most people might think.
W – Purge
- Modified Damage Ratio: 20/24/28/32/36% AD ⇒ 20/23.5/27/30.5/34% AD
The amount of Urgots that I have seen tear up lane recently is horrible, I think this nerf while being small puts him that little but behind late game, but I honestly think it could have used a bit more, a stronger percentage decrease would have been much better to me than just a 2% at final level. We will see if he gets another nerf anytime soon, but I doubt it.
- Carve Armor Reduction per stack: 4%, up to 24% at 6 stacks ⇒ 5%, up to 30% at 6 stacks
This is a crazy buff to me, I didn’t see this coming at all, simply because I find this item to be so strong on certain champs. I do think however that this will open it up to top champs, and will throw it right up to the top as a must have item on damaging tanks like Red Kayn. I think this is a pretty heavy buff, and will change this item heavily.
- Armor: 35 ⇒ 30
- Removed – Thorns Reflected Damage: Bramble Vest’s reflected damage no longer scales with bonus armor.
Rushing bramble against certain champs was too strong in my opinion, so i’m very glad they weakened it, and i’m very happy to see that they removed Thorns Reflected Damage. Thorns was another reason to rush this item if you and your enemy laner were stuck in close engagements, I think it’s interesting that they didn’t reduce Thornmails armor with this armor nerf.
- Spellblade Empowered On-Hit Damage: 10% of target’s maximum health ⇒ 12% of target’s maximum health
- Spellblade Healing: 50% for melee || 30% for ranged ⇒ 65% for melee || 40% for ranged
This buff is terrible to me, I don’t think it was needed at all, simply because this item is already insanely powerful. It might not be a strong buff but I still think it says something. This item is wanted in the meta, and I don’t see it going anywhere anytime soon, Nasus mains everywhere are dancing.
- Snowbind Slow for Ranged Users: 25% (+4% per 1000 maximum health) ⇒ 12.5% (+2% per 1000 maximum health)
- Snowbind Cooldown for Ranged Users: 4 seconds ⇒ 6 seconds
This is literally just a continuation of the Senna nerfs, I don’t honestly think they needed to go this far into the nerf but they really don’t want this item being used on her, I’m surprised that they didn’t make it unpurchasable on supports. The Ornn upgrade doesn’t change anything to these stats.
- Rock Solid Damage Reduction: 0.5% of maximum health ⇒ 7 + 0.35% of maximum health
- Winter’s Caress Enemy Attack Speed Slow: 15% ⇒ 20%
I don’t use this item really ever, but I know how strong it is, and this 5% extra slow is pretty huge. I think this might be a good buff, but it doesn’t seem like it was totally necessary to me, we will see how it plays out. I think this does however make this item incredibly strong on tanks.
- Starlit Grace Heal and Shield Power per second: 4%, up to 20% ⇒ 6%, up to 30%
This item is just cringe, and I think this further solidifies the point I made earlier about Seraphine support getting buffed, as not only did we see a Seraphine buff but her main core item is also being buffed now.
Randuin’s Omen and Wardens Mail
- Rock Solid Damage Reduction: 0.5% of maximum health ⇒ 5 + 0.35% of maximum health
This is a decent buff to this support item, you don’t see it used a ton, mostly on Rakan but this buff to me really changes nothing, I don’t see too much changing, so don’t expect this item to become a must buy on a support.
- Shield Reaver Shield Reduction for Ranged Users: 25% ⇒ 35%
This is huge for someone like Varus who can really make good use of this item. I also really like to use this item against a shielding support. I think this buff is honestly pretty heavy, but I do believe it was needed because this item really wasn’t used a ton, so this could make it a situation for some champs for sure.
Staff of Flowing Water
- Rapids Self and Ally Empowerment: 20-40 AP (based on target’s level) for 4 seconds ⇒ 25-45 AP (based on target’s level) for 4 seconds
This solidifies the Seraphine buff I mentioned, I dont think it’s huge really, but I don’t mind it. This is a really good item for supports that shield.
- Minimum Health Requirement: 3000 maximum health ⇒ 1100 bonus health
Oh god no.
Hail of Blades
- Cooldown: 8s ⇒ 12s.
This is such a good change, this rune was so incredibly strong that it hurt, I’m really happy to see this, but it will still be incredibly strong.