League of Legends Patch 12.13 Highlights
League of Legends Patch 12.13 is set to release on July 13th. After three weeks since the last patch due to Riot’s Summer break, the game is due for some balance changes. Fifteen champions have received some sort of change, including Sivir’s mid-scope update. Divine Sunderer got hit, while assassin and DOT mage items got some QOL. Objective bounties are going to be more objective in their payouts. Also, Nilah will be released on the day of the patch. Here are all the biggest changes of League of Legends Patch 12.13. For the full patch notes, click here.
E – Gatling Gun
- Damage per Tick 7.5/10.63/ 13.75/16.88/20 (+10% bonus AD) ⇒ 7.5/10.63/13.75/16.88/20 (+15% bonus AD)
R – Missile Barrage
- Rocket Damage 90/125/160 (+15/45/75% AD) (+20% AP) ⇒ 80/115/150 (+15/45/75% AD) (+12% AP)
- Big One Rocket Damage 180/250/320 (+30/90/150% AD) (+40% AP) ⇒ 160/230/300 (+30/90/150% AD) (+24% AP)
Corki has been wreaking havoc with his hybrid damage build. Once this scaling menace hits his Manamune and Luden’s Echo powerspike, a single Big One can take an entire team out of commission. These nerfs to his rocket’s AP ratio should make the Yordle’s poke hurt a lot less.
Q – Thundering Smash
- Bonus Move Speed 10/14/18/22/26% ⇒ 8/12/16/20/24%
- Damage 20/40/60/80/100 (+120% bonus AD) ⇒ 10/30/50/70/90 (+120% bonus AD)
W – Frenzied Maul
- Damage 10/35/60/85/110 (+100% AD) (+ 6% bonus health) ⇒ 5/30/55/80/105 (+100% AD) (+5% bonus health)
E – Skysplitter
- Damage 80/110/140/170/200 (+80% AP) (+11/12/13/14/15% of target’s maximum health) ⇒ 80/110/140/170/200 (+80% AP) (+9/10/11/12/13% of target’s maximum health)
- Damage Cap against Non-Champions 750 ⇒ 650
Volibear has been being picked as a tanky frontliner with enough damage and utility to go around. Every one of his basic abilities is being hit in an attempt to take him off his pedestal at the top of the food chain. Less movement speed on Q, as well as a damage decrease across the board will definitely curb his skirmish and gank threat.
Q – Terrify
- Fear Duration 1/1.25/1.5/1.75/2 ⇒ 1.25/1.5/1.75/2/2.25 seconds
R – Crowstorm
- Damage 625/1125/1625 (+225% AP) ⇒ 750/1250/1750 (+250% AP)
Fiddlesticks hasn’t been seen for quite a while. Adding an extra 0.25 seconds of crowd control on Fear and a ton of damage on his ultimate should help him be much more impactful if he does manage to make it to level six safely.
Q – Winds of War
- Tornado Damage per Tick 2% (+0.66% per 100 AP) of target’s maximum health ⇒ 2.5% (+1% per 100 AP) of target’s maximum health
- Tornado Max Damage (over 5 seconds) 8% (+2.64% per 100 AP) of target’s maximum health ⇒ 10% (+4% per 100 AP) of target’s maximum health
Galio is a champion that can very frequently see play due to his abundance of utility. Riot has made the mistake of over-buffing his damage in the past, which made him an unstoppable force. This buff doesn’t appear to be over the top, but Galio will likely start appearing in mid lane much more often as a result of the extra damage.
- Health Regen Growth 0.55 ⇒ 0.9 per 5 seconds
Passive – Thousand Cuts
- Maximum damage against monsters 10 (+15%) ⇒ 6 (+10%)
Q – Snip Snip!
- Damage Per Snip 9/12/15/16/21 (+5% AP) ⇒ 10/14/18/22/26 (+5% AP)
- Final Snip Damage 45/60/75/90/105 (+25% AP) ⇒ 60/80/100/120/140 (+35% AP)
- Center Snip 100% true damage ⇒ 75% true damage
- Now deals 75% damage against minions with more than 20% health
- Minions below 20% health take 1000% bonus damage instead
W – Hallowed Mist
- Bonus Armor and MR 12/14/16/18/20 (+5% AP) ⇒ 17/19/21/23/25 (+7% AP)
- Duration 5 ⇒ 4 seconds
E – Skip ‘n Slash
- Bonus Magic Damage on-hit 10 (+15% AP) ⇒ 15 (+20% AP)
- Bonus Range 50 ⇒ 75
- Cooldown 13/12/11/10/9 ⇒ 13/12.5/12/11.5/11 seconds
- Cooldown refunded on first basic attack 50% ⇒ 25/35/45/55/65%
R – Needlework
- Damage Per Needle 30/55/80 (+8% AP) ⇒ 35/65/95 (+10% AP)
- Recast resets after damaging an enemy champion ⇒ Recast resets after 1 second
Riot is trying to frame these Gwen changes as “high level nerf, low level buff.” Don’t let that fool you, these are buffs across the board. More sustain, more damage, more tankiness, more utility, Gwen is getting it all this patch. The only “nerfs” present here are the reduction in true damage on Q, a duration reduction on W, and less E cooldown refund at early ranks.
The first nerf doesn’t matter, tanks can’t fight Gwen anyways. The second nerf doesn’t matter, one second of immunity makes no difference when she has four left. The third nerf will hurt her a bit in lane, but won’t nearly offset everything else. Expect Gwen to be all over next patch.
- Base Armor 18 ⇒ 21
- Health Growth 101 ⇒ 110
What looks like just a simple buff in durability for Karthus could actually mean a lot more. We’ve seen Karthus flexed to multiple roles before, with bot lane Karthus actually being a viable option. Three extra armor and nine HP per level makes him much safer while farming up as an ADC replacement.
- Attack Range 125 ⇒ 175
Q – Alpha Strike
- When Alpha Strike ends, Yi is placed 75 units in front of his primary target ⇒ By default, Master Yi will be placed 75 units in front of his primary target. During Alpha Strike, Master Yi may right click to instead be placed 75 units in the direction clicked
W – Meditate
- Cooldown 28 ⇒ 9 seconds
- Mana Cost 50 ⇒ 40 + 6% maximum mana per second
- Damage Reduction During Meditate 60/62.5/65/67.5/70% ⇒ 90% for the first 0.5 seconds, reduced to 60/62.5/65/67.5/70% for the remainder of the channel
- Lingering Damage Reduction For 0.5 seconds after Meditate ends, but not exceeding a total of 4 seconds ⇒ For 0.5 seconds after Meditate ends
Everyone’s favorite noob stomper, Master Yi, just got a whole lot more skill expressive. An extra 50 auto attack range is huge for being able to weave as many hits in as possible. Being able to choose where you land after Alpha Strike will be key in positioning yourself properly. Meditate has also gone from a press it and forget it ability to something you have to judge and time to get the maximum effectiveness. Overall, good Master Yi players just got a big buff.
R – Dominus
- Magic Damage per tick 25/50/75 (+10% AP) ⇒ 20/50/75 (+10% AP)(+10% bonus AD)
The forgotten crocodile has just received a huge buff in an attempt to revive him from the dead. Renekton now has an AD ratio on his ultimate DOT. At two items, this equates to about an extra 12 damage per tick. This adds up to an extra 360 damage available if an enemy is in his radius the entire time. That is quite a lot, especially against other melee champs in top lane who will take most of it.
Passive – Rock Surfing
- Taliyah’s passive cooldown will no longer reset due to proc damage (like Liandry’s Anguish)
Q – Threaded Volley
- Rock Damage 40/60/80/100/120 (+50% AP) ⇒ 45/65/85/105/125 (+50% AP)
- 5-Rock Damage 104/156/208/260/312 (+130% AP) ⇒ 117/169/221/273/325 (130% AP)
- Boulder Damage 76/114/152/190/228 (+95% AP) ⇒ 85.5/123.5/161.5/199.5/237.5 (+95% AP)
- Mana cost 60/65/70/75/80 ⇒ 55/60/65/70/75
- Bonus Damage Against Monsters 30 (+10% AP) ⇒ 25 (+10% AP)
- Hitting jungle monsters with Taliyah’s boulder (created when activating Q on Worked Ground) now stuns jungle monsters for 3 seconds
R – Weaver’s Wall
- Weaver’s Wall no longer goes on cooldown when Taliyah damages wards or traps
Taliyah is being given a pretty big buff to her Q. Not only will she be doing more damage across the board, she will also use much less mana over the course of the game. Additionally, the new three second stun on Bouldering a jungle camp is massive for her clear health. Expect jungle Taliyah to start appearing more often.
Sivir Mid-Scope Update
- Base Health 632 ⇒ 600
- Base Mana 325 ⇒ 340
- Mana Growth 50 ⇒ 40
- Base Mana Regeneration 1.6 ⇒ 1.2 per second
- Mana Regeneration Growth 0.18 ⇒ 0.16
- Base Attack Damage 63 ⇒ 58
- Attack Damage Growth 3 ⇒ 3.3
- Attack Speed Growth 1.6% ⇒ 2%
Passive – Fleet of Foot
- Bonus Move Speed 35/40/45/50/55 ⇒ 55/60/65/70/75 (levels 1/6/11/16/18)
- Bonus Move Speed Duration 2 seconds ⇒ Decays over 1.5 seconds
Q – Boomerang Blade
- Base Damage 35/50/65/80/95 (+70/85/100/115/130% total AD) (+50% AP) ⇒ 25/40/55/70/85 (+80/85/90/65/100% total AD) (+60% AP)
- Cooldown 7 seconds at all ranks ⇒ 10/9.5/9/8.5/8 seconds
- Cast time 0.25 seconds ⇒ 0.25-0 seconds (scales down with attack speed)
- Now scales with critical strike chance, dealing up to 50% bonus damage at 100% crit chance
- Mana Cost 70/80/90/100/110 ⇒ 55/60/65/70/75
- Missile Speed 1350 ⇒ 1450 outwards and 1200 inwards
W – Ricochet
- Damage 30/45/60/75/90% total AD ⇒ 30/35/40/45/50% total AD
- Mana Cost 75 ⇒ 60
- Buff Duration 3 attacks ⇒ 4 seconds
- Cooldown 12/10.5/9/7.5/6 ⇒ 10 seconds at all ranks
- Activating Ricochet now grants Sivir 20/25/30/35/40% bonus attack speed
- Now deals 80% damage against minions
- Max Bounces Unlimited bounces ⇒ 8 bounces per Attack
- Bounce Range 450 ⇒ 500 (note: approximately 1 additional Teemo)
- Bounce Missile Speed 700 ⇒ 1000
- Ricochets can now bounce back to targets that have already been hit, but only one additional time. Ricochets will prioritize new targets first.
E – Spell Shield
- Cooldown 22/19/16/13/10 ⇒ 22/20/18/16/14 seconds
- Blocking an enemy ability now heals Sivir for 60/65/70/75/80% of her total AD (+50% total AP)
- Blocking an enemy ability now procs Sivir’s Passive – Fleet of Foot
- Proccing Spell Shield no longer refunds mana
R – On The Hunt
- Cooldown 120/100/80 ⇒ 100/85/70 seconds
- Duration 8 seconds at all ranks ⇒ 8/10/12 seconds
- If Sivir assists with a recent takedown while her R – On the Hunt buff is active, its aura will now refresh its duration
- Sivir’s basic attacks during R – On the Hunt now reduce her basic ability cooldowns by 0.5 seconds per attack
- Sivir no longer gains bonus attack speed from R – On the Hunt
- No longer gives Sivir and her allies an initial movement speed burst
Sivir’s mid-scope update is here, and with it comes a laundry list of changes to every ability. Riot’s goal was to give Sivir “the strongest AoE DPS output of all the marksmen.” Her low range hasn’t changed, meaning that she still needs to play close to the fight. If Sivir can manage to stay alive and find groups of enemies with her abilities, she should be able to shred through her opponents.
Key changes here include reductions to all of Sivir’s mana costs, Ricochet now bouncing to the same target twice, Spellshield refunding HP instead of mana, and On the Hunt now providing ability cooldown reduction per auto and an aura refresh on takedown.
- Spellblade Damage (12% melee/9% ranged) of target’s maximum health ⇒ 125% base AD (+(6% melee/3% ranged) of target’s maximum health)
- Heal 50% of premitigation damage (+(6% melee/3% ranged) of target’s maximum health) ⇒ 65% of premitigation damage (+(4.8% melee/2.4% ranged) of target’s maximum health) (+100% base AD)
- Mythic Passive Bonus for Legendary Items 5% armor penetration and 5% magic penetration ⇒ 3% armor penetration and 3% magic penetration
- These same changes will apply to the Ornn Masterwork item, Deicide
No item was more hated by a specific player base than Divine Sunderer was hated by tank players. With tons of percent max HP damage, resistance shred, and guaranteed premitigation healing, top lane was over the second a bruiser bought this item against a tank. Nerfs to its tank-killing capabilities should make Sunderer a bit less oppressive to play into.
- Passive – Azakana Gaze now stacks when applied by multiple users (however one user cannot refresh another user’s application of the passive)
- Passive – Torment now stacks when applied by multiple users (however one user cannot refresh another user’s application of the passive)
Previously, having two copies of these mage damage-over-time items on one team was a huge throw because their burns couldn’t stack. Now they do, so there can be two users on a team.
Duskblade of Draktharr
- Mythic Passive Bonus for Legendary Items 5 Ability haste ⇒ 5 Ability haste and 5 move speed (same for Ornn Masterwork item, Draktharr’s Shadowcarver)
- Mythic Passive Bonus for Legendary Items 4% Armor penetration ⇒ 4% Armor penetration and 5 move speed (same for Ornn Masterwork item, Syzygy)
- Mythic Passive Bonus for Legendary Items 5 Lethality ⇒ 5 Lethality and 5 move speed (same for Ornn Masterwork item, Sandshrike’s Claw)
All three assassin Mythic items are being given five movement speed per Legendary on their passives. Assassins tend to love movement speed as a stat since it greatly assists them in roaming and flanking. This is a nice quality of life buff to the class without potentially breaking them with more damage.
- Bounty Lingering Duration 5 ⇒ 60 seconds
- Bounties will now start to fall off a little earlier when the losing team reduces the lead
- Claiming an objective bounty as bounties are lingering now cancels all other objective bounties on the map (until bounties are reactivated due to a large lead)
- Champions with gold accumulating passives such as Draven or Gangplank and runes like Treasure Hunter no longer count towards your team’s total gold when calculating bounties
- The way dragons and towers are weighted when calculated for bounties has been updated to be more in line with player expectations
Despite the bounty system being broken for months, it took seeing how broken it was in the middle of an LCS game between Evil Geniuses and Counter Logic Gaming for Riot to do something about it. The losing team will now no longer get to keep claiming objective bounties even when the game has swung back to equal, or even in FAVOR of the team with claimable bounties. Long overdue change.
Those were all the major changes of League of Legends Patch 12.13. This was a pretty large patch due to the extra week of downtime. Not only are there a ton of new champions to test post-buff, Sivir’s rework and Nilah’s release could shake up the bot lane meta.