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Patch 6.3f changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 6.3f (added 2026-05-28).

Meta analysis (patch 6.3f, AI-written forecast)

Zyra's rework greatly improves her zoning in Support and Mid, making her a pick to watch. Kayle, Kog'Maw and Miss Fortune, all dominant, are nerfed, so Jinx and Caitlyn fill more duo lane and late-game carry slots. Broad nerfs to enchanter support items tilt the support meta toward tank and engage picks.

Zed
ZedPatch 6.3f
Buff
Q Energy cost: reduced W Energy restored: increased Zed's energy turns over faster, so a misread costs him much less time. The cheaper Q lets him keep poking in lane instead of standing still to recover, and the larger restore on W shortens the gap between clearing a wave and going in. Fewer stretches locked out by an empty energy bar make him easier to pick up for players who are not used to the class.
Kog'Maw
Kog'MawPatch 6.3f
Nerf
Base Stats Early Base AD: reduced W Max HP percent damage at early ranks: reduced This pushes back the point where Kog'Maw starts to take over. The lower early Base AD makes last-hitting and lane trades less comfortable, and W no longer chews through health bars until its later ranks. Melting durable targets early is off the table, so he spends more of the game playing safe and waiting on items and skill points.
Stridebreaker
StridebreakerPatch 6.3f
Nerf
Stridebreaker Damage: reduced Stridebreaker is part of the same sweep across the offensive enchants. Counting the activation as a chunk of your damage no longer holds up, but its job of catching a target is untouched. If you were buying it for the damage, the cleaner read now is to cover damage elsewhere in the build and treat the enchant purely as mobility.
Caitlyn
CaitlynPatch 6.3f
Buff
Base Stats AD growth per level: 4 → 4.5 The gap widens with every level, so this compounds rather than showing up immediately. Caitlyn's opening trades feel the same, but from the mid game onward her auto attacks hit harder before her items come online. For a champion who wins by attacking from outside everyone else's range, that extra damage matters most when chipping at a tower or holding an objective.
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Protobelt EnchantPatch 6.3f
Nerf
Protobelt Enchant Damage: reduced Four offensive enchants are cut together in this patch, and Protobelt Enchant is one of them. The lower damage means you can no longer count on the activation to finish someone by itself, so it has to be paired with a teammate's damage. What it keeps is the opening it creates, so it is better judged as a way to close distance than as a source of kills.
Goredrinker
GoredrinkerPatch 6.3f
Nerf
Goredrinker Damage: reduced This is the enchant for champions who step forward and brawl, and the lower damage narrows the swing a single activation can create. Diving in and getting back out is less dependable, so timing the engage with the rest of the team matters more than committing alone. The other offensive enchants were cut in the same patch, so swapping to one of them does not recover much.
Jinx
JinxPatch 6.3f
Buff
Q Rocket damage ratio: increased This gives Jinx back through her kit what the item changes took away. The higher ratio on the rocket form pays off most when several enemies are packed together, so hitting the whole group is worth more than it used to be. It also makes standing off at range and chipping away at a contested objective a more reasonable way to spend the fight.
Ardent Censer
Ardent CenserPatch 6.3f
Adjust
Ardent Censer Healing and shielding values: reduced Adjusted so it can be purchased earlier Ardent Censer gives up per-cast strength in exchange for arriving sooner. Each heal or shield covers less than it used to, but a support can start propping up the team before their build would previously have come together. Since the item no longer wins fights on raw numbers, choosing who to buff and when now does more of the work.
Zyra
ZyraPatch 6.3f
Adjust
Rework Zyra's whole kit is reworked to make her plants a bigger presence Plants Stats adjusted, additional effects added W Reworked to enrage nearby plants Plants are no longer a side effect of Zyra's kit — they are the main body of her damage. Because the plants themselves carry adjusted stats and new effects, how many you keep alive decides how much output you actually have. W now enrages the plants already standing around her rather than acting on its own, so the order matters: set plants down first, then press W. Holding a spot where those plants have line of sight into the fight is what decides how much Zyra contributes.
Miss Fortune
Miss FortunePatch 6.3f
Nerf
Double Up Base damage: reduced Early AD ratio: reduced This pulls back how hard Miss Fortune can push a lane on her own. With both the base damage and the early ratio down, the bounce off a minion no longer takes a meaningful chunk out of an opponent at low levels. The later ranks are untouched, so the play is to farm safely early and look for trades once her items are online.
Staff of Flowing Waters
Staff of Flowing WatersPatch 6.3f
Adjust
Flowing Water Staff Healing and shielding effects: reduced Base stats: adjusted This lands alongside the Ardent Censer change as part of a general pull-back on enchanter items. The smaller heals and shields make it harder for one support to keep a focused carry alive on their own. With the base stats reworked as well, the item is worth weighing against what the support's own abilities bring rather than buying it for the buff alone.
Galeforce
GaleforcePatch 6.3f
Nerf
Galeforce Damage: reduced Galeforce comes down in line with the other offensive enchants, Protobelt Enchant among them. With less damage on the activation, it closes out fewer kills, and its value shifts toward chasing or getting out. The pecking order among the offensive enchants barely moves, so the real question is whether the enchant slot should go to offense at all instead of defense or crowd-control removal.
Forbidden Idol
Forbidden IdolPatch 6.3f
Adjust
Forbidden Idol Base stats: adjusted to match the changes to its completed items With Ardent Censer and Flowing Water Staff both toned down, the component that feeds them is lined up to match. How long the component is worth sitting on before finishing it changes along with the upgrades, so the build timing deserves a fresh look. Rushing it early is a less automatic decision than it was.
Zeke's Convergence
Zeke's ConvergencePatch 6.3f
Nerf
Zeke's Convergence Damage and chase potential granted to tanks: reduced An item built around fighting alongside an ally had turned into a solo offensive tool for tanks. With the damage and the chase pressure lowered, a frontliner can no longer walk through to the enemy backline on the item's strength alone. It sits closer to its intended role of supporting a paired damage dealer.
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ARAMPatch 6.3f
Adjust
Howling Abyss Map adjustments ARAM New augments added The single-lane modes get an update on both fronts. With the map adjusted, where fights start and where you fall back to are worth relearning rather than assuming. The added augments widen the mid-game choices, so an awkward champion roll leaves more room to steer the game a different way.
Kayle
KaylePatch 6.3f
Nerf
Base Stats Base movement speed: reduced E Passive base damage: reduced R Damage: reduced Ratio: reduced Three separate cuts land at once, all aimed at how much a fed Kayle decides a game by herself. The slower base movement speed makes her positioning in lane and her escapes from a gank a little more awkward. With the E passive and both the damage and scaling on R coming down, her late-game output drops as well, so surviving long enough to reach it matters more than before.
Oceanid's Trident
Oceanid's TridentPatch 6.3f
Nerf
Oceanus Trident Shield-breaking effect: unchanged Base stats: reduced The item keeps its job and loses its all-purpose appeal. Cutting through shields works exactly as before, so it remains the answer to a team that stacks them. The weaker base stats mean it is no longer worth buying into matchups that do not call for it, which puts the decision back on reading the enemy composition.

What the Patch Archive Covers

515 recorded changes across 26 versions, from 6.3 through to the current 7.2d. It is built for tracking how often a single champion has been buffed or nerfed.

Some patches move far more than others

The largest is 7.2 with 175 entries — the patch that rebuilt boots and introduced tier 3. Others run to a handful of lines, so the version numbers alone say nothing about how much the meta shifted.

Of the 515 entries, 182 are champion changes. The rest cover items and runes, ARAM and Arena tuning, ranked seasons and system-level work.

What the meta prediction is worth

Selecting a version also brings up a meta prediction for that patch, 26 versions in all. It is an AI-written read rather than measured data; the tier list is where you check what the win rates actually did.

Counts reflect the patch data bundled with this site. A new patch takes a short while to appear.

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Tier, win rate, pick rate and ban rate are based on the official China-server statistics (League of Legends: Wild Rift (China) official stats, as of 2026-09-02). Patch timing may differ from the global version.

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