Patch 13.21 overview
Champions you recently played
No change
Other Champions
Q damage decreased.
E cooldown decreased.
Level 1 attack speed increased, attack speed growth increased, base armor increased, armor growth decreased, base health decreased, health growth increased. Passive monster damage increased. E damage decreased.
Attack speed growth decreased. Passive heal if target dies while bleeding increased. W damage decreased.
Headshot damage increased with critical strike chance. R cooldown increased, damage decreased, bonus damage with critical strike chance increased.
E bonus attack damage decreased.
AD growth increased. W duration increased.
Passive stacks adjusted.
All abilities except E adjusted. Several bugfixes.
W damage increased. E tether completion damage increased.
E cooldown decreased.
W damage increased, damage to monsters increased.
Q damage decreased. W armor decreased.
Early mana regeneration buffed. Durability shifted from health to armor. Base ability values increased, AP ratios decreased. Cooldowns decreased.
Passive Bonus Magic Damage decreased. W Cooldown refund increased.
W damage increased. E slow effect increased.
Base attack speed increased. Plant damage adjusted. Q damage increased. E damage adjusted.
Items you recently played
No change
Other items

Hullbreaker
Hullbreaker is performing exceptionally well on too many users at the moment, which means it’s approaching dangerous territory. In this patch we’re looking to reduce its ability to stat-check opponents by reducing the amount of Armor and MR it gives, as this makes it too hard to stop a Hullbreaker split pusher in a 1v1.
Runes you recently played
No change
Other runes

First Strike
Despite nerfing First Strike along with our other 13.20 rune adjustments, it's still outperforming other options and needs an additional nerf. This is a relatively straightforward nerf that should both reduce the amount of damage this rune provides and the amount of gold it can generate for users.

Phase Rush
We nerfed a bunch of keystones in 13.20 but left out Phase Rush, as our primary goal was to reduce gold scaling, not blanket nerfing all runes. Out of concern for Phase Rush becoming stronger than we'd like, we've decided to nerf it for 13.21. We'll only be nerfing this rune for melee users as we're concerned about champions like Garen taking advantage of it to reduce their weaknesses, and also because melee users gain more value out of the rune and are its most prevalent users outside of a handful of other champions which could benefit from keeping the power.