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Patch 7.0c changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.0c (added 2026-05-28).

Meta analysis (patch 7.0c, AI-written forecast)

In Patch 7.0c, the ranged on-hit items Blade of the Ruined King, Terminus and Wit's End are buffed, raising the profile of on-hit marksmen. With Ashe's direct buff as well, ADCs carry games more easily. The Death's Dance nerf lowers fighter survivability and lifts marksmen further. Master Yi, Nasus and Bard, all strong early-to-mid, are nerfed, so games settle down and scaling compositions gain. Katarina's early buffs and Ahri's handling improvements make the mid lane priority fight more active.

Nasus
NasusPatch 7.0c
Nerf
Soul Eater Physical vamp: 8/16/24% (champion levels 1/5/9) → 6/12/18/24% (champion levels 1/5/9/13) Wither The slow ramps up over the first 4s to 45/60/75/90% and holds at maximum for the final 1s → The slow ramps up over 5s to 45/60/75/90% Recent tower changes had made Nasus's early farming safe, while Wither's slow had become miserable to play against. Soul Eater now ramps in four steps instead of three, dropping physical vamp from 8% to 6% at level 1 and from 16% to 12% at level 5, which makes sitting in lane and healing through trades harder. Wither takes 5s instead of 4s to reach full strength and no longer holds at maximum, so the target gets a window to break away. Pushing 24% vamp back from level 9 to level 13 also cuts into how long he can hold a fight in the mid game.
Master Yi
Master YiPatch 7.0c
Nerf
Alpha Strike Cooldown: 16/15/14/13s → 17/16/15/14s Damage: 30/70/110/150 → 20/60/100/140 Bonus damage to monsters and minions: 95/125/155/185 → 105/135/165/195 The pairing of Master Yi and Guinsoo's Rageblade had left opponents with almost nothing to answer it. Alpha Strike costs 1 more second of cooldown at every rank and 10 less damage to champions, trimming both how often he can commit and how much each commit is worth. Bonus damage to monsters and minions goes up by 10 in exchange, so his clear speed is untouched. His scaling stays intact while the early game leaves more room to hunt him down.
Ahri
AhriPatch 7.0c
Adjust
Fox Fire Targeting logic for Fox Fire (Skill 2) has been optimised. Marking an enemy with a basic attack or with Charm (Skill 3) keeps Fox Fire (Skill 2) from spreading. Charm The cast feel of Charm (Skill 3) has been optimised so the Charm → Flash combo (Skill 3 → Flash) is easier to execute. Fox Fire splits before it flies out, and the frustration was watching the flames scatter onto minions or the wrong champion. Marking a target with a basic attack or Charm keeps them together, so the damage lands where it was aimed. The Charm → Flash input also goes through more reliably, which makes stepping past her cast range to land the Charm a far more repeatable play.
⚔️
ResolvePatch 7.0c
Nerf
Overperforming runes in the Resolve path are adjusted. With overall damage brought down, the goal has been to keep time-to-kill from collapsing, but the Resolve path had become broadly too strong. Trimming the standouts pushes rune choice back toward what each class actually wants. Where taking Resolve regardless of role had become the safe default, the other paths are worth comparing again. This note does not list the resulting values, so check the in-game rune descriptions for the exact numbers.
Norra
NorraPatch 7.0c
Buff
Beloved Trinkets (Passive) Cooldown reduction on hitting a champion: 1.5s → 20% of maximum cooldown Memory Wave Slow when the charge begins: 25% → 20% Maximum slow while charging: 55% → 30% Cooldown: 8/7/6/5s → 7.5/6.5/5.5/4.5s Base damage: 60/110/160/210 → 60/120/180/240 Journey to Nowhere (Skill 2) The duration calculation for the thread's size increase during this ability has been optimised. The size increase timer now pauses while the target is in the other dimension. Threads of Homecoming (Skill 3) [NEW] Deals 115% damage to monsters and minions Norra lagged behind other mages in survivability and wave clear, so she is brought level without adding risk to her pattern. Memory Wave gives up slow strength in exchange for 0.5s off the cooldown and up to 30 more base damage from rank 2, which lets her clear a wave in one go far more often. Swapping the passive's flat 1.5s refund for 20% of maximum cooldown means the longer an ability's cooldown, the more of it comes back. Skill 3 dealing 115% damage to monsters and minions is a direct boost to her farming speed on top of that.
Death's Dance
Death's DancePatch 7.0c
Nerf
The cost is raised slightly to bring its value in line. The survivability Death's Dance handed fighters was excessive for its price bracket. The higher cost means more farm before it finishes, so rushing it as a first item pushes back the point where the fighter comes online. The effect itself is untouched, so the late game is unchanged — what shifts is how carefully the early and mid game have to be played before that spike arrives.
Terminus
TerminusPatch 7.0c
Buff
Terminus gets better value for its cost, aimed at lifting on-hit marksmen in late-game teamfights. Getting more for the same gold makes it easier to slot in early rather than pushing it back to a third or fourth item. It still rewards staying in range and stacking basic attacks, so that prerequisite has not changed, but the longer a teamfight runs the more the improvement shows. This note does not list the resulting values, so check the in-game item description for the exact numbers.
Katarina
KatarinaPatch 7.0c
Buff
Base Stats Base AR: 30 → 34 Shunpo Cooldown: 14/12/10/8s → 11/10/9/8s Katarina performed well at the top of the ladder but stayed awkward for most players, and the Quicksilver Enchant change had made that worse. Four more base AR makes early contact with AD champions survivable. Shunpo comes back 3s sooner at rank 1, 2s at rank 2 and 1s at rank 3, so she can dive in and slip back out repeatedly long before the ability is maxed. That frees her from a strict skill order and lets her start snowballing on mobility from the early game.
⚔️
Quicksilver EnchantPatch 7.0c
Nerf
Quicksilver Enchant is weakened. A short cooldown paired with a long crowd control immunity left champions who win fights with an ultimate's crowd control almost no window to work with. It also let squishy champions shrug off an assassin or fighter engage with a single purchase. Toning it down means crowd control champions get to land what they build around, and the exchange between committing and escaping becomes a real decision again.
Ryze
RyzePatch 7.0c
Adjust
Overload Targeting logic for the Spell Flux → Overload combo (Skill 3 → Skill 1) has been adjusted. When the two are chained in quick succession, Overload (Skill 1) now prioritises targets marked by Spell Flux (Skill 3). Chaining the two quickly could send Overload at an unmarked enemy instead, wasting the combo. It now lands on the intended target, so rushing the inputs no longer costs damage. Ryze lives on cycling this combo, and cutting out even one dropped cast changes how his trades resolve. No values move here, so his ceiling is the same — what improves is how often the damage he aimed for actually arrives.
Ashe
AshePatch 7.0c
Buff
Base Stats Base HP: 600 → 630 Ranger Focus Attack speed bonus: 15/25/35/45% → 20/30/40/50% Item changes lifted marksmen across the board this patch, and Ashe gets extra help because she had been falling behind them. The 30 extra base HP shifts the line on whether she survives one more hit during an early gank. Ranger Focus gains a flat 5% attack speed at every rank, which steadies both how fast she shoves the lane and how quickly she takes a tower while it is active.
⚔️
ArenaPatch 7.0c
Adjust
Champion Balance Norra, Vex Augment Balance Pix Attack, Chain Lightning Arena runs short, repeated fights on a small map in 2v2, where differences that go unnoticed on the Rift decide rounds, so the mode needs its own tuning pass. With Norra and Vex changed and Pix Attack and Chain Lightning retuned, the routines and augment priorities players had settled into are no longer automatically correct. This note does not list the resulting values, so check them in game.
Wit's End
Wit's EndPatch 7.0c
Buff
The passive is strengthened when the item is held by a ranged champion. Wit's End was too weak in ranged hands to deliver the sustain and healing it promised. With the ranged passive raised, its intended use — holding MR while trading against heavy magic damage — actually works. Against a composition with several mages it becomes an easier pick than a purely defensive item, because it answers the threat and adds damage at the same time.
Bard
BardPatch 7.0c
Nerf
Base Stats Attack range: 550 → 500 Cosmic Binding (Skill 1) Base damage: 90/140/190/240 → 80/130/180/230 Projectile speed reduced. Projectile hitbox width narrowed. Bard could harass and zone with almost no risk thanks to high damage on a long attack range. Losing 50 range means stepping forward to poke with basic attacks, which puts him within reach of the enemy marksman and support answering back. Skill 1 loses a flat 10 base damage and gets both slower and thinner, so throwing it loosely from max distance no longer connects. It has become an ability that has to be aimed from the right angle and the right distance.
Blade of the Ruined King
Blade of the Ruined KingPatch 7.0c
Buff
The passive is strengthened when the item is held by a ranged champion. Blade of the Ruined King is meant to be a staple for on-hit marksmen, but in practice it did less work for them than for the melee champions who squeeze more out of the same stats. Raising the ranged passive gives marksmen a clear reason to make it a core item. Its job against high-health targets is unchanged, so the more tanks the enemy fields, the earlier it earns a slot.

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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