Yuumi Rework Is Dwell and Counter Jungling Nerfs Reverted

LoL Patch 13.5 is right here and as soon as once more, it’s a large one.


Riot shouldn’t be slowing with the massive patches thus far in Season 2023. As we get nearer to the MSI and the patch that the occasion will likely be performed on, the steadiness crew is looking for the meta each good for professional play and solo queue. To this aim, LoL patch 13.5 as soon as once more has some large jungle modifications, similar to the final three patches had. This time round modifications is targeted on bringing counter jungler again into the sport to punish early ganks, that are nearly obligatory at this level within the sport.

There are additionally a number of professional play staples that received touched. Caitlyn, Xayah and Ashe have been in style and robust bot lane picks ever since for just a few patches now, and all three will see some quantity of nerfs. However these modifications aren’t so large that solo queue gamers ought to fear about their viability for climbing, perhaps aside from assist Ashe which was nerfed repeatedly for a few patches now. One other large hit for professional play is Aurelion Sol. The Star Forger was enabled first-time final week within the LCS and was one of many highest champions instantly. Mixed with how robust it’s in solo queue, no shock he’s getting nerfed.

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Some large buffs that may have an effect on skilled leagues are Rumble and Jinx. Neither champion was already too dangerous within the present meta, however as a result of they didn’t have the best win charges Riot is giving them a little bit increase. It wouldn’t be too stunning if this pushes professionals to present these two an opportunity, particularly Jinx. On the solo queue aspect, Fizz and Tryndamere are two champions gamers ought to be contemplating.

Whereas mentioning solo queue, two of essentially the most irritating champions in current patches, Gangplank and AP Twitch, are lastly getting some well-deserved nerfs. Contemplating how robust they have been these buffs won’t be sufficient, but it surely’s nonetheless a great begin.

Yuumi rework is right here ahead of anticipated

yuumi

When Riot gutted Yuumi in the beginning of the 12 months due to how in style she was in professional play, however not so good in solo queue, they mentioned it was intentional with the anticipation of a rework. Many gamers anticipated this rework to occur someday in the course of the 12 months, however the cat is again after solely a few patches within the dumpster.

Her new equipment isn’t that completely different from earlier than, she nonetheless has the power to connect to allies and she or he nonetheless is an enchanter. However, she shouldn’t be a lot of a healer anymore as her Zoomies now provides shields. Two large irritating elements of Yuumi’s equipment, the motion pace and the Adaptive Drive she used to present to her allies, are additionally a factor of the previous. The aim of this fast rework is to make Yuumi a beginner-friendly champion in style amongst new gamers, with out the standard pro-play dominance.

  • Base Stats
    • Well being Progress: 84 ⇒ 69
    • Base Mana: 400 ⇒ 440
  • Passive – Feline Friendship
    • [NEW] Base Armor: When Yuumi’s spells or assaults have an effect on champions, she heals herself and prices a heal for her allies. If she attaches inside the subsequent 4 seconds, she brings the heal to her ally as properly. Whereas connected, this impact routinely happens.
    • [NEW] Making Buddies: Whereas connected, Yuumi builds Friendship at any time when her Ally kills enemy champions and minions. Every ally has their very own distinctive Friendship rating. Whereas connected to her Greatest Pal, Yuumi’s talents achieve bonus results.
    • Cooldown: 20-10 seconds (ranges 1-11)
    • Heal Quantity: 25-110 (+15% AP) (ranges 1-18)
    • Pouncing Passive: Whereas Yuumi’s passive is prepared her auto assault vary is elevated by 50
  • Q – Prowling Projectile
    • Skill Description: Yuumi fires a missile that slows the primary enemy hit. If solid whereas connected, Yuumi can management the missile for a brief interval earlier than it turns into empowered, drastically accelerating and slowing enemies by an elevated quantity.
    • Greatest Pal Bonus: This capability’s gradual will at all times be empowered and hitting enemy champions additionally grants 10/12/14/16/18/20 (+10% AP) on-hit injury to her ally for five seconds. This injury is elevated by as much as 75% primarily based on her ally’s Vital Strike Likelihood.
    • Cooldown: 7.5/7.25/7.0/6.75/6.5/6.25 seconds
    • Mana Price: 50/55/60/65/70/75
    • Injury: 60/90/120/150/180/210 (+20% AP)
    • Gradual: 20% for 1 second
    • Greatest Pal Empowered Injury: 80/140/200/260/320/380 (+35% AP)
    • Greatest Pal Empowered Gradual: 55/60/65/70/75/80% decaying over 2 seconds to twenty%
    • Projectile Missile Width: 65 ⇒ 60
    • [NEW] Eyes like a Cat: Hitting an enemy with Yuumi’s Q now reveals them. (Be aware: this won’t reveal stealthed enemies.)
  • W – You and Me!
    • [REMOVED] Adaptive Drive Bonus: Yuumi and her connected ally will now not obtain adaptive drive bonus stats
    • [REMOVED] Was UnfAery: Yuumi’s W now not counts as a “Constructive Boon” for Summon Aery
    • Greatest Pal Bonus: Yuumi good points an extra 10-20% heal and protect energy (primarily based on Ally stage) and her Greatest Pal good points 3/5/7/9/11 (+4% AP) on-hit therapeutic. That is affected by Yuumi’s heal and protect energy.
  • E – Zoomies
    • [NEW] Buying and selling Heals for Shields: Now shields allies as a substitute of therapeutic
    • Cooldown: 12/11.5/11/10.5/10 seconds
    • Mana Price: 80/90/100/110/120
    • Defend Power: 90/120/150/180/210 (+30% AP)
    • Motion Pace Bonus: Allies obtain a 20% motion pace bonus whereas Yuumi’s E protect persists (till protect is damaged or decays after 3 seconds)
    • Assault Pace Bonus: 35% (+8% per 100 AP)
    • Anchor Mana Restoration: Yuumi restores 20/24/28/32/36 Mana to her Anchor (not herself), elevated by as much as 100% primarily based on their lacking Mana (30% to 80% lacking mana).
    • A Serving to Paw: E – Zoomies! doesn’t have a Greatest Pal bonus as a result of Yuumi ought to be capable to save all her allies
  • R – Ultimate Chapter
    • Skill Description: For 3.5 seconds, Yuumi fires 5 magical waves that have an effect on enemies and allies. If solid whereas connected, Yuumi can steer the waves to comply with her mouse. For ally champions, the waves heal. The heal is elevated by 130% on her Greatest Pal. All extra therapeutic is transformed to a protect, lasting 3 seconds after the power ends. For all enemies, the waves deal injury and apply a stacking gradual.
    • Cooldown: 110/100/90 seconds ⇒ 120/110/100 seconds
    • Magic Injury per Wave: 60/80/100 (+20% AP) ⇒ 75/100/125 (+20% AP)
    • Heal per Wave: 35/50/65 (+15% AP)
    • Gradual Period: 1.25 seconds
    • Gradual Quantity: 10% + 10% additive per wave hit (most of fifty% gradual)
    • Greatest Pal Bonus: Waves additionally grant Yuumi’s Greatest Pal 20/40/60 (+10% AP) Armor and Magic Resistance at some point of the spell.

When does LoL patch 13.5 go reside?

Patch 13.5 will go reside on March 8.

The primary area that the patch will drop is the Oceania servers at 10 AM AEDT. The remainder of the servers will comply with go well with within the morning hours of their respective areas. Listed here are the timings for many servers:

  • 3 AM PT (NA)
  • 5 AM GMT (EUW)
  • 3 AM CET (EUNE)
  • 8 AM KST (Korea)

LoL patch 13.5 full modifications

Champion Buffs

Aatrox

  • W – Infernal Chains
    • Cooldown: 20/18.5/17/15.5/14 seconds ⇒ 20/18/16/14/12 seconds
    • Gradual: 25% in any respect ranks ⇒ 25/27.5/30/32.5/35%
  • R – World Ender
    • Bonus AD: 20/30/40% AD ⇒ 20/32.5/45% AD

Fizz

  • W – Seastone Trident
    • Mana Restored: 20/28/36/44/52 ⇒ 30/40/50/60/70 (observe: that is 100% of mana price)
  • E – Playful/Trickster
    • Magic Injury: 70/120/170/220/270 (+90% AP) ⇒ 80/130/180/230/280 (+90% AP)
    • Mana Price: 90/95/100/105/110 ⇒ 75/80/85/90/95

Jinx

  • Base Stats
    • Assault Pace Progress: 1% ⇒ 1.36%
  • W – Zap!
    • Mana Price: 50/55/60/65/70 ⇒ 40/45/50/55/60
    • Gradual: 30/40/50/60/70% ⇒ 40/50/60/70/80%
  • R – Tremendous Mega Dying Rocket!
    • Injury Cap Towards Monsters: 800 ⇒ 1200

Kennen

  • Q – Thundering Shuriken
    • Cooldown: 8/7/6/5/4 seconds ⇒ 7/6.25/5.5/4.75/4 seconds
    • Magic Injury: 75/120/165/210/255 (+ 75% AP) ⇒ 75/125/175/225/275 (+ 85% AP)
  • W – Electrical Surge
    • [NEW] Shock Zone: A spread indicator will likely be seen to Kennen when an enemy champion turns into marked.
  • E – Lightning Rush
    • Injury to Minions Modifier: 50% ⇒ 65%

LeBlanc

  • Q – Sigil of Malice
    • [NEW] Mana for Magic Tips: Killing a unit with both a part of Sigil of Malice restores 100% of the Mana Price and 30% of the spell’s remaining cooldown.
    • [NEW] Minions, Disappear!: Sigil of Malice now offers an extra 10-146 (ranges 1-18) injury to minions.
  • R – Mimic
    • [NEW] Mimic – Sigil of Malice: R > Q will now mimic the bonus injury to minions of the unique capability.

Qiyana

  • Q – Fringe of Ixtal/Elemental Wrath
    • Bodily Injury: 50/80/110/140/170 (+75% bonus AD)⇒ 50/85/120/155/190 (+75% bonus AD)
  • E – Audacity
    • Cooldown: 12/11/10/9/8 seconds ⇒ 11/10/9/8/7 seconds

Rumble

  • E – Electro Harpoon
    • Magic Resist Shred on One Harpoon Hit: 10% ⇒ 12/14/16/18/20%
    • Magic Resist Shred on Two Harpoons Hit: 20% ⇒ 24/28/32/36/40%

Samira

  • Passive – Daredevil Impulse
    • Motion Pace per Stack: 1/2/3/4% per stack (maxed out at 6-24%) ⇒ 2/2.5/3/3.5% per stack (maxed out at 12-21%)

Tryndamere

  • Base Stats
    • Well being Progress: 112 ⇒ 115
    • Assault Injury Progress: 3.7 ⇒ 4

Champion Nerfs

Aurelion Sol

  • Base Stats
    • Well being Progress: 100 ⇒ 95
    • Armor Progress: 4.6 ⇒ 4.3
  • Q – Breath of Gentle
    • Burst Proc Injury: 20 – 40 (primarily based on stage) (+ 40 / 50 / 60 / 70 / 80) (+ 40% AP) (+ (0.031% Stardust stacks) of goal most well being ⇒ 20 – 40 (primarily based on stage) (+ 40 / 50 / 60 / 70 / 80) (+ 35% AP) (+ (0.031% Stardust stacks) of goal most well being

Caitlyn

  • Base Stats
    • Base Armor: 28 ⇒ 27
    • Base Assault Injury: 62 ⇒ 60

Gangplank

  • Passive – Trial by Fireplace
    • Bonus True Injury: 55-310 (+ 100% bonus AD) (+ 0-200 primarily based on vital likelihood) ⇒ 50-250 (+ 100% bonus AD) (+ 0-200 primarily based on vital likelihood)
  • E – Powder Keg
    • [NEW] Kegs Ahoy!: All gamers will now be capable to see the variety of kegs Gangplank has accessible beneath his mana bar.
    • Keg Recharge Fee: 18/17/16/15/14 seconds ⇒ 18 seconds in any respect ranks

Rammus

  • Base Stats
    • Assault Injury Progress: 3.5 ⇒ 2.75
  • Q – Powerball
    • Magic Injury: 100/130/160/190/220 (+100% AP) ⇒ 100/125/150/175/200 (+100% AP)

Twitch

  • E – Contaminate
    • Magic Injury per Stack: 35% AP ⇒ 30% AP

Xayah

  • E – Bladecaller
    • Bodily Injury: 55/65/75/85/95 (+60% bonus AD) ⇒ 50/60/70/80/90 (+60% bonus AD)
    • Cooldown: 10/9.5/9/8.5/8 seconds ⇒ 11/10.5/10/9.5/9 seconds

Yorick

  • E – Mourning Mist
    • Ghoul Bonus Injury: 40% ⇒ 30% (Be aware: that is utilized as much as 8 occasions per Ghoul).

Champion Changes

Ashe

  • Q – Ranger’s Focus
    • Mana Price: 50 ⇒ 30
    • Empowered Period: 4 seconds ⇒ 6 seconds
  • W – Volley
    • Bodily Injury: 20/35/50/65/80 (+ 100% AD) ⇒ 10/25/40/55/70 (+ 100% AD)
  • R – Enchanted Crystal Arrow
    • Cooldown: 80/70/60 ⇒ 100/80/60

Azir

  • Base Stats
    • Base Well being: 622 ⇒ 550
    • Armor Progress: 4.2 ⇒ 5
    • Base Mana: 380 ⇒ 320
    • Mana Progress: 36 ⇒ 40
    • Assault Injury Progress: 2.8 ⇒ 3.5
    • Base Assault Pace: 0.625 (Be aware: Unchanged)
    • Assault Pace Ratio: 0.625 ⇒ 0.694
    • Assault Pace Progress: 3% ⇒ 5%
  • Passive – Shurima’s Legacy
    • Period: 60 seconds ⇒ 30 seconds
    • Injury: 150 (+4 per minute) (+15% AP) bodily injury ⇒ 230-410 (primarily based on stage) (+40% AP) magic injury
    • [REMOVED] Bonus Injury to Champions: 37.5% bonus injury ⇒ 0% bonus injury
    • [NEW] Spell-cial Results: Azir’s Solar Disc will now apply Azir’s spell results as a single-target spell
    • Solar Disc Well being: 2550 ⇒ 3000
    • Solar Disc Armor: 60 (+1 per minute) ⇒ 30-90 (primarily based on stage)
    • Solar Disc Magic Resist: 100 (+1 per minute) ⇒ 30-90 (primarily based on stage)
    • Solar Disc Debuff: Loses 100 armor whereas Azir is much away or lifeless ⇒ Loses 100 armor and magic resist whereas Azir is much away or lifeless
    • Cooldown: 180 seconds ⇒ 90 seconds (Be aware: Cooldown begins after the Solar Disc falls.)
    • Bugfix: Azir’s Solar Disc will now not lose Armor and Magic Resist whereas Azir is untargetable
  • Q – Conquering Sands
    • Magic Injury: 70/90/110/130/150 (+30% AP) ⇒ 60/80/100/120/140 (+35% AP) (Be aware: this will likely be a buff at 200 AP and above.)
    • Mana Price : 55 ⇒ 65/70/75/80/85
  • W – Come up!
    • Slower Troopers: 15/25/35/45/55% passive assault pace ⇒ 50/60/70/80/90 extra magic injury
    • Whole Magic Injury: 50-150 (primarily based on stage) (+55% AP) ⇒ 50-200 (primarily based on stage and W rank) (+55% AP)
    • [REMOVED] Three’s NOT a Celebration: Bonus assault pace granted whereas Azir has 3 troopers spawned has been eliminated
  • E – Shifting Sands
    • Magic Injury: 60/100/140/180/220 (+ 55% AP) ⇒ 60/100/140/180/220 (+ 40% AP)

Pantheon

  • Base Stats
    • Base Well being Regeneration per 5 Seconds: 7.5 ⇒ 6
    • Assault Pace: 0.644 ⇒ 0.658
  • Q – Comet Spear
    • Cooldown: 13/11.75/10.5/9.25/8 seconds ⇒ 11/10.25/9.5/8.75/8 seconds
    • Mana Price: 30 ⇒ 25
    • Q Faucet Windup Time: 0.25 seconds ⇒ 0.2 seconds
  • E – Aegis Assault
    • Cooldown: 22/20.5/19/17.5/16 seconds ⇒ 22/21/20/19/18 seconds

Zed

  • Base Stats
  • E – Shadow Slash
    • Cooldown: 5/4.75/4.5/4.25/4 seconds ⇒ 5/4.5/4/3.5/3 seconds

Jungle Changes

  • Counter Jungling Injury: Junglers deal 20% elevated injury to their very own camps and scuttle ⇒ ALL CAMPS
  • Jungle Camp Gold
    • Blue Sentinel: 80 ⇒ 90 gold
    • Gromp: 70 ⇒ 80 gold
    • Krugs (Medium): 5 ⇒ 10 gold
    • Krugs (Small): 13 ⇒ 14 gold
    • Larger Murk Wolf: 50 ⇒ 55 gold
    • Crimson Raptor (Massive): 30 ⇒ 35 gold
    • Raptors (Small): 7 ⇒ 8 gold
    • Crimson Brambleback: 80 ⇒ 90 gold
  • Jungler Lane Expertise: 75% of whole expertise ⇒ 40-75% (scaling from 0-14 minutes)
  • Sweeping Lens
    • Cooldown: 90-60 seconds ⇒ 120-60 seconds (primarily based on common stage)

System Adjustments

Cosmic Drive

  • Cooldown: Fiendish Codex + Aether Wisp + Ruby Crystal + 850 gold ⇒ Fiendish Codex + Aether Wisp + Amplifying Tome + 815g
  • [REMOVED] Well being Given: 200 well being ⇒ 0 well being
  • Skill Energy: 65 AP ⇒ 90 AP

Plated Steelcaps

  • [NEW] An Auto’s an Auto, No Matter the Code: Steelcaps now seems for all auto assaults for its injury discount fairly than auto assaults tagged with simply auto assault and nothing else.

Seraph’s Embrace

  • Skill Energy: 80 AP ⇒ 70 AP
  • Well being: 250 ⇒ 200

Archangel’s Employees

  • Skill Energy: 80 AP ⇒ 70 AP

Grasp of the Timeless

  • [REMOVED] P.c of Most Well being Therapeutic: 1.7% (melee champions)/1.02% (ranged champions) ⇒ 1.2% + 3 (melee champions)/0.72% +1.8 (ranged champions)
  • Most Well being Gained: 5 (melee champions)/3 (ranged champions) ⇒ 7 (melee champions)/4 (ranged champions)

Triumph

  • Heal on Takedowns: 10% of lacking well being ⇒ 2.5% of most well being (+5% of lacking well being)

ARAM

  • [REMOVED] Ta-ta Towers: Tower rubble has been faraway from the sport.

Outer Turrets

  • Turret Injury: 185 base, scaling to 233 over 8 minutes ⇒ 185 base, scaling to 293 over 12 minutes
  • Turret Armor: 70 base, scaling to 78 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • Turret Magic Resist: 75 base, scaling to 83 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • [NEW]Defenses Down: As soon as the sport has reached 12 minutes, Outer Turret Armor and Magic Resist will likely be set to 40

Inhibitor Turrets

  • [NEW] Fortification Buff: When your crew’s outer turret falls, this turret receives 30% Injury Discount for 60 seconds.
  • Turret Injury: 195 base, scaling to 243 over 8 minutes ⇒ 195 base, scaling to 375 over quarter-hour
  • Turret Armor: 70 base, scaling to 78 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • Turret Magic Resist: 75 base, scaling to 83 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes

Nexus Turrets

  • Turret Injury: 175 base, scaling to 223 over 8 minutes ⇒ 195 base, scaling to 375 over quarter-hour
  • Turret Armor: 70 base, scaling to 78 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • Turret Magic Resist: 75 base, scaling to 83 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes

Brush Adjustments

  • Completely Balanced: Adjusted the location of the three brushes within the middle of the bridge to be precisely equidistant so Blue crew now not has a half-Teemo’s price of distance benefit when working to their brush.

Stability Changes – Buffs

  • Hecarim: Injury Dealt: 100% ⇒ 105%

Stability Changes – Nerfs

  • Annie: Injury Dealt: 100% ⇒ 95%; Shielding Modifier: 100% ⇒ 80%
  • Ryze: Injury Dealt: 110% ⇒ 105%
  • Udyr: Injury Dealt: 105% ⇒ 100%

Champion Pricing Replace

Blue Essence costs for champions are updated.

Behavioral and Aggressive Programs

  • AFK Timeout: There’ll now be a 1-minute queue delay penalty for all gamers that AFK or depart video games.
  • No Extra Immunity: Fastened a bug the place typically frequent leavers wouldn’t get a penalty.
  • First dodge: -3 LP ⇒ -5 LP
  • Subsequent dodges: -10LP ⇒ -15 LP

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Author: Ronnie Neal