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Now that Patch 13.13 is stay, let’s undergo the potential modifications for the upcoming LoL Patch 13.14, which goes to be launched on July 19, alongside the beginning of the second ranked break up.
Picture Credit | Riot Video games
![patch 13.14](https://www.esports.net/wp-content/uploads/2023/06/soul-fighter-scaled-e1687962490758.webp)
Picture Credit | Riot Video games
LoL Patch 13.14 Notes Overview
Patch 13.13 was primarily an replace to nerf among the outliers in each solo queue {and professional} play, with the purpose 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 seemed to tweak the overpowered gadgets 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 to date, Patch 13.13 will final 3 weeks as an alternative of the same old 2 since Rioters might be celebrating Independence Day. The brand new patch might be coming in with the beginning of the new ranked split and a smooth 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 so much occurring that may hype up gamers through the summer time. We are going to possible see the Zyra and Xerath modifications, in addition to the highest lane champion modifications that had been eliminated within the final patch (you could find the numbers of all of the champions concerned beneath). On prime of that, Riot might be releasing Naafiri and the brand new 2v2v2v2v2 match mode, also referred to as LoL Arena.
Learn extra: 10 stats and takeaways ahead of LCK Week 4
How will the upcoming patch influence the meta?
Since we’ve little information for the time being, it’s too early to evaluate how the meta will shake up. That being mentioned, we might be making some issues as soon as we get a greater concept of what and what number of modifications Riot plans to make within the upcoming Patch 13.14.
Patch 13.14 Tentative Modifications
Aatrox
- Q1 base harm: 10 – 90 ⇒ 5 – 85
- Q1 AD ratio: 60% – 80% ⇒ 65% – 85%
- Q minion harm: 55% flat ⇒ 55% – 70%
Camille
- W base harm: 70 – 190 ⇒ 70 – 210
- W bonus AD ratio: 60% ⇒ 75%
Cho’Gath
- 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 an alternative of simply the primary goal
- R minimal base heal: 90 – 190 ⇒ 100 – 200
- R minimal heal AP ratio: 25% ⇒ 55%
Malphite
- Q base harm: 70 – 270 ⇒ 65 – 245
- Q AP ratio: 60% ⇒ 75%
- Q MS steal: 15% – 35% ⇒ 20% – 40%
Mordekaiser
- Q base harm per stage: 5 – 139 ⇒ 3 – 90
- Q AP ratio: 60% ⇒ 75%
Ornn
- Q base harm: 20 – 120 ⇒ 10 – 110
- E base harm: 80 – 260 ⇒ 70 – 230
- E bonus resistance ratios: 40% ⇒ 45%
Sett
- 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
- P base defend: 50 – 101 ⇒ 50 flat
- P defend 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 pace for the two assaults
- E on-hit now scales with 1% max HP per 100 bonus AD
Sion
- Q min base harm: 40 – 120 ⇒ 35 – 115
- Q max base harm: 90 – 350 ⇒ 85 – 325
- W base defend: 60 – 160 ⇒ 60 – 140
Tahm Kench
- 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
- Passive harm AP ratio: 40% ⇒ 50%
- W harm well being ratio: 6% bonus HP ⇒ 5% bonus HP
- W heal well being ratio: 8% – 16% lacking HP ⇒ 8% – 20% lacking HP
Xerath
- Base mana: 459 ⇒ 400
- Passive cooldown is now diminished 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 Injury taken from AoE spells: 4 ⇒ 3
- Plant Injury to monsters: 150% harm to non-epic monsters ⇒ 100% harm + 40 – 100 bonus magic harm (scaling with stage) to all monsters
- W- Rampant Progress
- 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 Injury replace cadence: 4/s ⇒ 16/s
Naafiri Talents Rundown
- Passive – We Are Extra
- Naafiri creates a Packmate each 30 – 15 seconds (primarily based on stage) that may assault enemies that she targets for (6 – 30 (primarily based on stage) + 4.5% bAD) bodily harm, elevated to (8 – 39 (primarily based on stage) + 5.85% bAD) after she makes use of a capability.
- Hitting champions and huge monsters with skills reduces this potential’s cooldown by 4 seconds. Killing enemies reduces it by 0.5 seconds.
- Max Packmates: 2 – 3 (primarily based on stage)
- Packmates take 76 – 50% harm from AoE skills 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 potential could also be recast. If enemies hit are already bleeding, it as an alternative 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 concentrate 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 value: 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 potential positive aspects bonus vary primarily based on Final rank.
- Packmates change into untargetable and sprint alongside Naafiri, dealing 3 + 8% bAD bodily harm per packmate
- Cooldown: 22/20/18/16/14
- Mana value: 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 value: 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 aspects 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 aspects (125/325/525 + 50% bAD) defend for two seconds.
- On first champion takedown, all results are refreshed.
- Empowered Packmates achieve 25% bonus HP and their spawn cooldown is diminished by 50%.
- Hounds’ Pursuit positive aspects bonus vary per rank of this potential.
- Cooldown: 120/110/100
- Mana value: 100 flat
- Packmates gained: 2/3/4
- Protect quantity: 125/325/525
- Bonus MS: 35/42.5/50%
- Hounds’ Pursuit Vary Enhance: 80/160/240
- % bAD: 15/20/25%
- Bonus AD: 10/20/30
Learn additionally: PARABLED: Revolutionizing Coaching in Esports
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