14.14
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Patch notes
Full patch notes
Calling all recruits, it's time for patch 14.14! In this patch we're kicking off our summer event, Anima Squad! Join the squad and take on the Primordians in our brand new limited-time PvE game mode, Swarm | Operation Anima Squad! You'll be able to fight hordes of enemies by yourself or with friends, with the goal of taking down their Primordian bosses! In other news, we're also extending the Hall of Legends battle pass for one more patch, so if you haven't hit level 100 you have two more weeks to do so! We also have your usual batch of balance changes to tackle things like Tristana Mid, Supports rushing Warmog's, Smolder's lack of firepower, and more. We've also got another batch of Arena and ARAM changes, plus updates to Quickplay surrender rules, the Clash Demacia Cup, and a new Mythic Shop rotation—so make sure to read more down below! It's the last patch of Inkborn Fables! We're sending it off with the goal of celebrating our favorite moments, acknowledging some memorable ones, and empowering new meme-orable strategies before we get into some Magic n' Mayhem in the next set! For more details check out the TFT patch notes here!
“Aphelios is definitely weaker than he should be at the moment, so we're bumping up the punch of his weaker guns whose actives don't feel as impactful unless they're part of specific combos.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() | 6.78% | 57.42% 50.64% |
Base AD increased. Q initial mana cost increased, sustained mana cost adjusted. W base range increased. E mana cost decreased, slowing logic adjusted. R damage increased.
“In his current state, a lot of Aurelion Sol's power is tied up in his ability to bully lane opponents by tapping his Q, especially in higher skill brackets. Not only is this unintuitive, but it also doesn't feel like a breath of light as much as it does a burp. We'll be addressing this by shifting some of this power from his Q into more interesting and engaging parts of his kit like his Astral Flight and Singularity.”
“Bel'Veth has been too strong in Elite-level solo queue for a while and we'd like if her power were more consistent across the various player skill brackets. So we're going back on some of her changes from 12.12, right after she came out, which meaningfully Elite-skewed her. By lowering her basic attack range, our goal is to weaken her ability to hit other melee champions before they can strike back.”
role | WR increase | Winrate | PR increase | Pickrate |
---|---|---|---|---|
5.81% | 39.42% 45.23% | 0.17% | 0.73% 0.9% |
“Despite recent nerfs, Brand's fire is still blazing hot; so we're back with another round of nerfs to dampen his flames. Conflagration is one of his most frustrating abilities, so we're going after it by lowering both its damage and reducing how frequently it's available to use.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() ![]() ![]() | 8.19% | 17.59% 9.4% |
role | WR increase | Winrate | PR increase | Pickrate |
---|---|---|---|---|
0.79% | 50.16% 50.95% | 6.65% | 43.89% 37.25% | |
0.92% | 52.42% 53.34% | 5.09% | 6.68% 11.78% |
“Cho'Gath is currently underperforming and a bit weaker than we'd like him to be, so we're increasing the base damage on both his Rupture and Vorpal Spikes so that when you're able to land them they hit a bit harder and feel more rewarding.”
“Corki has a much lower win rate than his power level would suggest, as many mid laners have not moved over to Q-max, which outperforms E-max in that role. Pros, who are building him correctly, have identified him as a clearly strong champion and, as a result, he's choking out the competition. In an effort to increase his counterplay in lane, we're making him a little less resilient in early fights.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() ![]() ![]() | 9.60% | 54.63% 45.03% |
![]() ![]() | 9.10% | 86.5% 77.39% |
role | WR increase | Winrate | PR increase | Pickrate |
---|---|---|---|---|
0.70% | 46.89% 47.59% | 10.16% | 88.46% 78.31% | |
0.13% | 47.33% 47.2% | 12.37% | 6.92% 19.29% |
“We noticed that Fiddle's fear wasn't matching expectations: He fires a crow at his target, which is a projectile, so it should be blocked by things like Wind Wall. Now it does.”
Health growth increased. W duration decreased, healing increased, cooldown decreased. E cooldown adjusted.
“In this patch we'll be reverting several changes that had contributed to Hecarim's Elite skew: 13.21's W duration increase and 13.17's W healing nerf. One common issue in lower skill brackets is maxing E 2nd, despite W being much better, so we'll also be making E vs W rank-ups closer in power.”
“This list of changes is an adjustment to Irelia that will shift some of her power from late game into the early and mid game. We'll be buffing her early-to-mid game by making her passive scale linearly from levels 1-18, and balancing out this buff by reducing how forgiving Bladesurge is in the late game.”
“We're giving Jax a slight nerf to his E this patch to help reduce how powerful (and frustrating) of a dueling and early wave control tool it can be.”
role | WR increase | Winrate | PR increase | Pickrate |
---|---|---|---|---|
0.68% | 49.15% 49.83% | 7.68% | 83.41% 75.72% | |
0.97% | 48.03% 49% | 8.00% | 14.42% 22.41% |
“Jayce is struggling at the moment, and while his less common melee form has gotten a lot of the more recent love, it's now time to up the damage of his primary skill, his ranged Q.”
“Kindred are performing quite well in higher skill brackets and are in need of a nerf; we're targeting their early combat power to ensure that as jungle carries Kindred don't have quite as much ability to win early skirmishes and invades.”
“Lillia is overperforming with her new favorite item, Runic Ashes and its resulting upgrades. Since we like what those items are doing for the game overall, we're taking out some power from Lillia directly. We're targeting her best-case scenarios where she's kiting and healing from an entire team at once, while trying to preserve her early clears and 1v1 dueling.”
Passive damage decreased. Q cooldown decreased, range increased, now refund half of mana cost when hitting an enemy. W recast range increased, now slower when following distant targets. E shield strength adjusted.
“In his current state, Milio has a disproportionate amount of his power tied up in his very early lane harass, specifically when he shields himself and runs up to auto attack. With these changes we'll be reducing how powerful that strategy is and instead encourage him to look for opportunities to harass opponents with his Q (rather than only casting it as a peeling tool when he's being engaged on).”
“Nidalee is one of the hardest champions to play, which means her win rate below Master tier is always deflated. That said, she's too strong right now, so we're taking down some of her cougar form damage. We're also interested to see how AD Nidalee might fare, so we're substantially increasing some of her AD ratios for courageous players who want to try out that alternate build.”
“Rumble has been a top performer in Pro play for this entire split, so it's time to nudge him down where he has the least counterplay: a skill that goes through minions, can't miss, and has no permanent resource cost. We're hoping that his opponents feel like the early laning phase is a lot more interactive instead of belonging to Rumble by default.”
role | WR increase | Winrate | PR increase | Pickrate |
---|---|---|---|---|
0.93% | 49.39% 50.31% | 5.45% | 15.45% 20.9% |
“Sion's just a touch weak at the moment, so we'd like to bring him up to the level of some of the stronger top lane tanks. We're doing this by raising some of his early damage threat when facing other top laners.”
“We're looking to flatten Smolder's power over game time a bit, and his early game is not quite as fiery as we intended for it to be. This patch we're giving Smolder some additional laning firepower so he can be a bit scrappier of dragon.”
“Tristana has completely overtaken the Pro scene in mid lane and is too strong in solo queue as well. We're looking to mid lane-skew her nerfs this patch by increasing the mana costs for the abilities she spams to push in mid lane. The base mana increase gives her the first Rapid Fire for free, and Rocket Jump is being made cheaper to ensure she can still live her resetting dream.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() | 6.08% | 35.17% 29.1% |
role | WR increase | Winrate | PR increase | Pickrate |
---|---|---|---|---|
4.06% | 46.44% 50.5% | 10.81% | 63.51% 74.32% | |
3.51% | 45.78% 49.29% | 9.96% | 33.21% 23.25% | |
6.05% | 43.25% 49.29% | 0.62% | 2.79% 2.17% |
“Zed's been stuck in the shadows recently (and not in the good way), so we're looking to give him a bit more of an edge in the early game by sharpening his shuriken and giving him a bit more combo power with his E.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() | 5.39% | 58.15% 52.76% |
“Zyra is currently outperforming her competition in both jungle and support, so we're weed whacking her plant damage with some nerfs. We're compensating a bit of AP ratio in order to move her toward AP-centric items like Deathcap and to bridge the rather large gap between Liandry's and Blackfire.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() ![]() ![]() | 10.03% | 39.34% 29.31% |
role | WR increase | Winrate | PR increase | Pickrate |
---|---|---|---|---|
0.06% | 50.38% 50.44% | 10.43% | 63.7% 53.27% | |
1.45% | 47.86% 49.31% | 10.59% | 33.43% 44.02% |
“Support champions are purchasing Warmog's first and hitting the bonus health threshold through a combination of the support quest item (200 hp), the scaling health stat shard, and sometimes Overgrowth. The 1000 warmogs hp + 200 support quest hp + runes is meeting the 1300 bonus health requirement a little too easily and we'd rather supports weren't rushing this item and unlocking its passive in this way.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() ![]() ![]() | 10.38% | 5.74% 16.12% |
![]() ![]() ![]() ![]() | 9.20% | 15.03% 5.82% |
![]() ![]() ![]() ![]() | 7.61% | 18.21% 10.6% |
![]() ![]() ![]() ![]() | 7.30% | 7.11% 14.41% |
![]() ![]() ![]() ![]() | 5.48% | 7.47% 12.95% |
“We intended for Absorb Life to primarily be about recouping health later in the game, but right now it stalls out the laning phase with a bit too much regeneration. So, we're nerfing the early sustain by as much as 50%, with some compensation by pushing some power into the late game.”
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() | 31.07% | 78.2% 47.14% |
![]() ![]() | 8.80% | 60.37% 69.18% |
![]() ![]() | 8.42% | 79.83% 88.24% |
![]() ![]() | 7.86% | 2.42% 10.28% |
![]() ![]() | 7.68% | 63.55% 71.22% |
This overview only shows items, runes and champions from the patch notes.
Build | PR increase | Pickrate |
---|---|---|
![]() ![]() | 40.22% | 67.27% 27.05% |
![]() ![]() ![]() ![]() | 14.63% | 65.49% 50.86% |
![]() ![]() ![]() ![]() | 13.52% | 27.18% 13.66% |
![]() ![]() ![]() ![]() | 11.23% | 18.49% 7.27% |
![]() ![]() ![]() ![]() | 11.21% | 16.89% 5.68% |
![]() ![]() | 10.68% | 60.07% 49.39% |
![]() ![]() ![]() ![]() | 10.03% | 39.34% 29.31% |
![]() ![]() | 9.66% | 45.35% 35.68% |
![]() ![]() ![]() ![]() | 9.60% | 54.63% 45.03% |
![]() ![]() ![]() ![]() | 9.20% | 15.03% 5.82% |
Build | WR increase | Winrate |
---|---|---|
![]() ![]() ![]() ![]() | 7.56% | 64.63% 57.07% |
![]() ![]() ![]() ![]() | 7.02% | 63.18% 56.17% |
![]() ![]() | 6.91% | 56.26% 49.35% |
![]() ![]() ![]() ![]() | 6.53% | 59.73% 53.2% |
![]() ![]() ![]() ![]() | 6.11% | 62.13% 56.02% |
![]() ![]() ![]() ![]() | 5.81% | 57.91% 52.1% |
![]() ![]() ![]() ![]() | 5.73% | 66.73% 61% |
![]() ![]() ![]() ![]() | 5.60% | 55.97% 50.37% |
![]() ![]() ![]() ![]() | 5.56% | 51.6% 46.03% |
![]() ![]() ![]() ![]() | 5.56% | 61.79% 56.23% |