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Patch 7.1b changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.1b (added 2026-05-25).

Meta analysis (patch 7.1b, AI-written forecast)

Trinity Force loses its movement speed on kill, so some fighters are easier to kite in teamfights. Mana regen buffs on support items strengthen enchanter poke. Together with buffs to assassins like Talon and Fizz, early-to-mid-game roaming and skirmishes decide games.

Talon
TalonPatch 7.1b
Buff
Rake 1st phase damage: 35/45/55/65 + 45% Bonus AD → 40/50/60/70 + 50% Bonus AD Damage to jungle monsters: 70% → 80% The first phase gains 5 damage at every rank plus 5% bonus AD ratio, steadying Talon's early trades. Rake is one of the few tools he has that works from a distance, so more damage there makes setting up a commit easier. The jungle modifier also climbs from 70% to 80%, speeding up his clear. It is a straightforward buff that helps his farming and his ganks in equal measure.
Fizz
FizzPatch 7.1b
Buff
Urchin Strike AP ratio: 50% → 60% Urchin Strike gains 10% AP ratio, so the opening dash of Fizz's combo hits harder once he has items. Since that dash is how he closes the gap before the rest of the combo lands, a heavier first hit widens the health range he can burst through. The gain scales with AP, so his weak early game is unchanged. From the mid game onward he converts an opening into a kill more often.
Rammus
RammusPatch 7.1b
Nerf
Defensive Ball Curl AR ratio: 55%/60%/65%/70% → 45%/50%/55%/60% The AR ratio on Defensive Ball Curl drops 10% at every rank, so Rammus is less durable while it is up. Because the ability scales with the armor he buys, the loss becomes more noticeable as his defensive build fills out. He still fills the same role of soaking basic attacks on the front line, but he no longer shrugs them off as completely. Checking where his team is and whether follow-up is coming matters more before he commits.
Jax
JaxPatch 7.1b
Adjust
Base Stats AR per level: 3.9 → 4.5 Relentless Assault Attack Speed per level: 5~19 → 6~20 Counter Strike Damage based on Max HP: 3% → 3.5% Grandmaster's Might Passive base damage: 60/110/160 → 75/130/185 Active base damage: 150/250/350 → 100/200/300 This shifts weight from Jax's ultimate cast onto the passive he carries through the whole fight. The passive gains damage at every rank while the active falls from 150 to 100 at rank 1, rewarding sustained attacking over a single burst. More AR per level and a higher attack speed ramp make him steadier the longer a fight runs. Counter Strike's max HP scaling also rises 0.5%, slightly improving his damage into health-stacked targets.
Varus
VarusPatch 7.1b
Buff
Living Vengeance Attack Speed on non-champion kill: 15%/20%/25% → 20%/25%/30% Attack Speed on champion kill: 50% → 55% Both halves of the passive go up, making it easier for Varus to keep momentum by farming through minions and monsters. Non-champion kills now grant up to 30%, which speeds up his wave clear and lets him shove the lane more freely. Champion kills give 55%, so his follow-up right after a takedown in a teamfight is clearly faster. The buff helps both how quickly he finishes items and how much sustained damage he brings to fights.
Twitch
TwitchPatch 7.1b
Buff
Deadly Venom Attack Speed at max stacks: 10/15/20/25/30% → 30/35/40/45/50% Every rank gains 20% attack speed at the cap, a large jump in Twitch's sustained damage. Even rank 1 now reaches 30%, so the passive is worth leaning on from the earliest levels. The longer he keeps attacking the further ahead he gets, which suits his job of chipping away from the back of a fight. Because the increase is so large, he can hold his own well before his build comes together.
Renekton
RenektonPatch 7.1b
Nerf
Base Stats AD: 70 → 66 Ruthless Predator Cooldown: 12.5/11/9.5/8s → 14/12/10/8s Base Damage: 30/60/90/120 → 24/48/72/96 Empowered Base Damage: 45/90/135/180 → 36/72/108/144 Four less base AD softens Renekton's auto-attack trades right out of the gate. Ruthless Predator loses 20% of its base damage in both the normal and empowered versions, so spending fury on it pays back less. The rank 1 cooldown stretching from 12.5s to 14s hurts as well, making it harder to chain short trades at levels 1 through 3. Rank 4 still sits at 8s, so the impact is concentrated in the early game.
Swain
SwainPatch 7.1b
Nerf
Demonic Ascension Recast AP ratio: 60% → 45% The recast loses 15% AP ratio, cutting the burst that closes out Swain's transformation. Since he relies on that final hit to convert a long fight into kills, more attempts will end with him backing off instead of finishing. The gap widens the more AP he buys, so the nerf lands hardest late. Reaching a position that catches several enemies at once matters more than it used to.
Yone
YonePatch 7.1b
Buff
Spirit Cleave Shield amount: 30 + 70% Bonus AD → 45 + 80% Bonus AD The shield gains 15 flat and 10% bonus AD ratio, improving how long Yone can stand in a trade. Because he uses the ability on a short rotation, a thicker shield directly extends the trades he can win in lane. His AD purchases now buy durability as well as damage, so he can step forward more as the build fills in. The buff pays off consistently from the laning phase through the late game.
Teemo
TeemoPatch 7.1b
Nerf
Toxic Shot On-hit base damage: 10~38 → 8~36 Base damage per second: 11~53 → 8~50 Blinding Dart Base Damage: 60/110/160/210 → 50/95/140/185 The on-hit poison loses 2 damage and the per-second tick loses 3, so the chip damage Teemo accumulates while unattended adds up more slowly. Each number is small, but poison rewards repeated application, and across a full laning phase the total is noticeable. Blinding Dart drops at every rank, falling from 210 to 185 at rank 4. Landing it no longer takes as large a bite, so committing to a fight needs more support from the team.
Amumu
AmumuPatch 7.1b
Nerf
Despair Base damage: 1.4/1.8/2.2/2.6% → 1.2/1.5/1.8/2.1% Tantrum Slow: 20% → 10% Despair's percentage damage falls at every rank, losing 0.5% at rank 4. Simply standing near enemies wears them down more slowly, which slows Amumu's jungle clear and his sustained teamfight damage at the same time. Tantrum's slow is halved from 20% to 10%, weakening his ability to pin a target down while the team catches up. He now depends more on his allies to convert the engages he starts.
Forbidden Idol
Forbidden IdolPatch 7.1b
Buff
Base Stats Mana Regen: +0 → +25% Forbidden Idol previously offered no mana regeneration and now provides 25%. As an early component, it keeps supports and mages from running dry during the laning phase. Roles that spend mana constantly to help a partner benefit most, since fewer recalls means more time next to the carry. Even as a stepping stone toward a finished item, it is far more useful to hold.
Harmonic Echo
Harmonic EchoPatch 7.1b
Buff
Base Stats Mana Regen: +0 → +50% Harmonic Echo gains 50% mana regeneration. The item rewards continuous healing and support, which is exactly what drains mana fastest, so better regeneration lets its owner keep doing that job. During stretches where fights come back to back, there is less need to hold abilities in reserve. Several support items received the same treatment this patch, so support players get noticeably more breathing room overall.
Staff of Flowing Waters
Staff of Flowing WatersPatch 7.1b
Buff
Base Stats Mana Regen: +0 → +50% Staff of Flowing Water picks up 50% mana regeneration. The item is built around repeatedly healing or shielding to empower an ally, and whether the mana holds out decides how much of that you actually deliver. In lane there is less reason to ration abilities, so you can match your partner's trades instead of watching the bar. It also removes much of the reason to detour into a separate mana item.
Ardent Censer
Ardent CenserPatch 7.1b
Buff
Base Stats Mana Regen: +0 → +50% Ardent Censer now comes with 50% mana regeneration. Its benefit only exists while you are healing or shielding allies, so running out of mana switches the item off entirely. The added regeneration keeps that buff flowing from the laning phase into the mid game. For supports paired with an AD carry, one of the main reasons to hesitate on this purchase is gone.
Ionian Boots of Lucidity
Ionian Boots of LucidityPatch 7.1b
Buff
Base Stats Mana Regen: +0 → +50% Ionian Boots gain 50% mana regeneration. Boots are an early purchase for everyone, so for champions who struggle with mana this translates directly into how many abilities they can actually cast. That means more wave clear and more poke during the laning phase. When weighing up the different boot options, this gives one more concrete reason to take these.
Trinity Force
Trinity ForcePatch 7.1b
Adjust
Base Stats HP: +250 → +333 Ability Haste: +25 → +20 Rage [Removed] Gain 60 movement speed on a kill. The item swaps 5 ability haste for 83 HP, tilting it from ability throughput toward durability. Removing the 60 movement speed on kill also means chaining from one takedown into the next target is no longer as smooth. Fighters who build Trinity Force move away from snowballing off a kill and toward simply holding the front line and trading. Champions that live on their ability rotation are worth re-checking against other options.
Navori Quickblades
Navori QuickbladesPatch 7.1b
Adjust
Base Stats Cost: 3000 → 2800g AD: +40 → +0 Attack Speed: +15% → +45% Movement Speed: +0 → +5% Impermenence [Removed] Deft Strikes [Adjusted] Basic attacks reduce the remaining cooldown of basic abilities by 15%. The item drops all 40 AD and instead jumps from 15% to 45% attack speed while adding 5% movement speed. That turns it from a raw damage purchase into a source of attack volume and mobility. Impermenence is gone, and Deft Strikes is cleaned up into a single effect: every basic attack shaves 15% off the remaining cooldown of basic abilities. With the cost down 200 gold as well, champions who fight through their ability rotation can pick it up much earlier.
Nashor's Tooth
Nashor's ToothPatch 7.1b
Buff
Base Stats Cost: 3000g → 2800g Nashor's Tooth costs 200 gold less, so it comes online sooner. Nothing about its effects changed; only the timing did. But finishing an item a wave or two earlier often decides who controls the lane and who wins the next objective fight. Navori Quickblades dropped to the same 2800 gold this patch, so the standard price for carry items has come down as well.
⚔️
ModesPatch 7.1b
Adjust
ARAM Death timer at the 15-minute mark: adjusted to 50s Arena Race start line: handling after launching is smoother Augment adjustments (Tenacity Livery, Master of Duality, Full Steam Ahead, Race car Enhancement Kit and others) Setting the 15-minute ARAM death timer to 50s makes dying in that window clearly costly. On a single-lane map the enemy can reach your tower or nexus while you wait, so aggression after the 15-minute mark has to be earned. In Arena, smoother handling off the start line removes some of the raw execution gap at launch. Several augments were also tuned, so picks that felt reliable last patch may not perform the same way.
⚔️
BugfixesPatch 7.1b
Adjust
Bug Fixes Fixed an attack speed issue on Senna Fixed enchant VFX Fixed rune tooltip text The Senna fix means her attack rate now matches what her stats say. The enchant VFX and rune tooltip corrections are display-side only and change no combat values. That said, a corrected rune tooltip can change which rune you pick if you were choosing based on the old wording. And for a champion like Senna, whose damage is a function of attack volume, do not assume trades will play out the same length as before.

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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