Patch 12.14 overview
Champions you recently played
No change
Other Champions
Health growth increased. E’s healing passive decreased late. R bonus healing decreased late.
Q mana cost decreased at all ranks, cooldown decreased at all ranks.
Base health and base armor decreased, health growth increased. Passive now scales with crit chance. Q base damage decreased early, increased late. E slow reduced, slow now scales with crit chance, bonus physical damage decreased early and increased late, bonus damage on crits reduced.
Base health decreased, health regeneration growth decreased.
E base shield amount increased at all ranks, bonus heal and shield power decreased. R heal per second increased at all ranks, AP scaling increased.
Q AD scaling increased. E cooldown now decreases with rank.
Health growth increased. Passive Rhaast healing based on damage dealt decreased.
Base mana and mana growth increased. W base damage increased late.
Passive adjusted.
Q damage to monsters increased.
Base health and base AD decreased.
W shield and heal AP scaling decreased.
Q bugfix. W damage to minions decreased, now executes minions below a certain threshold.
Mana growth increased. R range increased early, AP scaling increased, mana cost now scales down with rank.
Base AD increased.
Base health regeneration increased. Passive health regeneration per stack decreased.
E AP scaling decreased.
Q Passive adjusted. R bonus magic damage decreased.
Items you recently played
No change
Other items

Chempunk Chainsword
With our changes in patch 12.11, Chempunk Chainsword became an incredibly gold efficient item, even with its reduced Grievous Wounds effects. Instead of nerfing the item’s stats we’re opting to increase its cost to bring it more in line with other Legendary Fighter item options.

Enchanter Items
Enchanters as a whole were the big winners of the Durability Update, even after the systematic nerfs we did to heal and shield power in 12.10. They’re harder to kill early, are buffing more durable targets, and benefit from weaker Grievous Wounds. We think there are a lot of beneficial aspects to having enchanters be more durable, but they’re currently much too effective at keeping allies and themselves alive come mid to late game. We’re nerfing all of their common items so that there are more opportunities to kill that out-of-position carry with an enchanter behind them.

Sunfire Aegis
Sunfire Aegis has started to emerge as a powerful second item for DPS champions. While Fighters have dipped into other Tank items before, Sunfire offers the most stats and potent damage compared to other options. We're adjusting Sunfire so its damage output is more strongly tied to health stacking.