Patch 13.14 overview

Champions you recently played

No change

Other Champions

Q damage increased, minion damage modifier increased.
W shield strength increased, damage per orb increased. E magic damage increased.
W bonus armor and MR decreased.
E cooldown increased. R mana cost increased.
Q base damage decreased, damage to monsters increased. E mana restoration decreased.
Base health increased, base armor increased. Q base damage decreased, cooldown increased.
Passive QoL changes added. Q will now slow all enemies hit. R heal increased, damage and slow application increased.
Passive burn damage decreased. E bonus movement speed decreased.
Let the world hear our howls and know that death awaits. Join the hunt with Naafiri on July 20th, 2023.
W - Unburrow base damage decreased. E damage decreased.
Base armor decreased. Passive Armor and Magic Resist steal decreased.
Base health regeneration decreased. Q critical strike damage conversion decreased.
Q AD scaling increased, backstab damage increased. Bugfixes.
Q AD scaling increased, attack speed increase added, cooldown increased. E now additionally scales with bonus AD.
Passive AP scaling increased. Q QoL change. W heal increased.
Base mana decreased. Passive cooldown increased, now reduced cooldown upon killing a unit, now procs with turrets. R number of casts increased, damage decreased, now deals additional damage with successive bolts upon hitting a champion.
Several QoL updates to Zyra's abilities.
See full patchnote

Items you recently played

No change

Other items

Axiom Arc
A few lethality items have been underperforming. In this patch we’re looking to ensure that core AD assassins have strongly tailored legendaries that have unique outputs. We’re modifying Axiom Arc into an exciting lethality capstone that can help assassins push games to a close with almost solo carry levels of potential. We believe the idea of getting off two ultimates in a fight should be an exciting game-closing dream for assassins to solo carry. We realize this sounds terrifying for ADC players, so we’re testing this out to see if it's acceptable for the class come late game when speccing into heavy lethality (and thus glass cannon) builds. The start of the split is a good time to test it, but we’ll be keeping a very close eye on these changes.
Galeforce
Galeforce launched far too strong in midseason and has become balanced in the hands of the majority of players. But considering it's an active item, it's even stronger at the highest levels of play where AD carries are a little overpowered. We think lowering the impact of the active will bridge that gap a little. Infinity Edge is also receiving a small buff this patch, so champions like Caitlyn and Jinx can simply sidegrade over to another Mythic option, while those who are more hardbound like Nilah already perform very well and can safely lose a bit of power.
Infinity Edge
Infinity Edge has been a reasonable marksman capstone since midseason, but isn't quite hitting the excitement bar that we want it to. IE should be the clear late-game auto-attack DPS winner, and while it's close, many players aren't getting the enjoyment they want out of this historic item. In truth, the changes here are pretty small. It's roughly power-neutral as a second item and then trends toward 3-4% more auto attack DPS in full builds. The important thing is having auto attack crits stand out, which should safely happen here.
Prowler's Claw
After its rework, Prowler’s Claw is still a bit weak compared to the premium damage carry item we’d like for it to be for lethality assassins. To give it some help we’re bringing its baseline lethality up to match the alternative lethality options.
Randuin's Omen
Randuin’s Omen has been an unpopular item, as most players are opting for Thornmail or Sunfire for their HP and armor. Since Randuin’s already offers a reasonable amount of stats, we’ll be sharpening what it uniquely offers to justify its price compared to alternative options.
Spear of Shojin
Spear of Shojin should be an exciting capstone-level item for fighters but currently has very few purchasers. This item does fulfill a very specific niche but there are other champions that could potentially do well with it that are intimidated by its high price. We’ll be reducing its gold cost and increasing its HP offering to make this item more of a realistic option for users that aren’t as well established, like Jax or Hecarim.
Spirit Visage
Spirit Visage, like Randuin’s, has been a mediocre magic resistance option compared to other items. While it has a unique passive that is well utilized by certain champions, we’d like to increase the amount of base stats it offers to help increase its general viability.
Statikk Shiv
Statikk Shiv's minion damage has been tuned to nearly kill caster minions but not quite do it unless you're at the cutting edge of experience gain. Unfortunately, this very specific goal has meant it's easy to eclipse that mark with Minion Dematerializer. Additionally, the item can stall games with its late-game minion damage requiring Baron buff to push through. Outside of those worries, the item is pretty well balanced, so with a nerf to its wave clear comes a compensation buff to its base stats.
Sterak's Gage
With the goal to increase fighter agency during later stages of the game, we’ll be giving Sterak's a nice HP buff while bringing down the price. Sterak’s should be a strong option for any fighter who needs to wade into a 5-on-5 teamfight and requires the burst resistance to ensure they have the time to do their job.
Trinity Force
Trinity Force got massive buffs in midseason and finally has a home in several fighters' inventories. Several marksmen have found Trinity Force's bundle of stats to make a lot of sense as well. After all, anyone with short cooldowns and easy ways to auto attack is going to use Spellblade well, while the ramping %AD passive from Threefold Strikes also rewards long-duration auto attack patterns. We’re pretty happy with its suite of users and think they all make sense. With that said, we want to make sure that balancing the item for marksmen still allows fighters to deal tons of damage. The changes to Trinity Force this patch are pretty light, all things considered, but shift its strengths toward fighters who can't maintain target access for as long. The Threefold Strikes change is a net buff across the first 11 attacks of a fight, only falling off for champions who get to attack even more (read: marksmen). Also, the number 3 is far more prevalent now, which is very important.
See full patchnote

Runes you recently played

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Other runes

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See full patchnote