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Patch 7.1g changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.1g (added 2026-06-10).

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

Skarner's arrival adds heavy-CC engage picks to the jungle and baron lane. Buffs to Zoe, Diana and Heimerdinger raise their presence in mid and jungle. The Infinity Edge buff strengthens crit marksmen late, and the Black Cleaver buff improves AD fighters' tank shredding. Nerfs to Demolish and the Red Buff burn ease early burst and tower pressure, moving the meta toward longer teamfights and sustained play.

Skarner
SkarnerPatch 7.1g
New
New Release Skarner, the Primordial Sovereign Skarner is an ancient Brackern, a colossal species revered as one of the founding members of Ixtal's ruling Yun Tal. He brings high durability and crowd control, and is expected to see play in the jungle. Skarner arrives as a jungler built around durability and crowd control. His job is to step in first, lock someone down, and buy his team the time to follow up. He is not a champion who closes out a fight by himself, so every engage has to start from a decision about where his damage dealers need to end up.
Aurora
AuroraPatch 7.1g
Nerf
Twofold Hex First cast damage: 40/70/100/130 + 32% AP → 35/65/95/125 + 30% AP Recast damage: 40/70/100/130 + 32% AP → 35/65/95/125 + 30% AP The initial cast and the recast come down by the same amount, so a full sequence lands clearly less damage than before. Five less base damage per rank and 2% less AP scaling slow her lane trades and her wave clear together. With her main source of pressure weaker on both casts, Aurora shoves the lane less often early and leans harder on reaching the teamfight stage.
Zoe
ZoePatch 7.1g
Buff
Paddle Star! Base damage: 30/65/100/135 → 45/80/115/150 Sleepy Trouble Bubble Base magic damage: 30/80/130/180 → 40/90/140/190 Base true damage: 30/80/130/180 → 40/90/140/190 Paddle Star! gains 15 base damage at every rank, making each long-range hit hurt considerably more. Sleepy Trouble Bubble picks up 10 on both its magic and its true damage, so the total that lands on a sleeping target goes up as well. Both are hard skill shots, so this raises the reward for connecting without making a game full of misses any more forgiving.
Diana
DianaPatch 7.1g
Buff
Moonsilver Blade Damage to jungle monsters: 75% → 100% The monster damage penalty is removed outright, which visibly speeds up Diana's clear. Because Moonsilver Blade is tied to her auto attacks, the gain applies continuously through every camp and feeds straight back into rotation time and level lead. That makes Diana a far more realistic jungle pick, and the faster clear opens up more windows to gank early.
Heimerdinger
HeimerdingerPatch 7.1g
Buff
H-28G Evolution Turret Turret AR: 10~80 (by level) → 20~90 Turret HP AP ratio: 3%~45% → 8%~50% Turret laser beam AP ratio: 45% → 55% Bonus damage turrets take from melee champions: 50% → 40% UPGRADE!!! Bonus damage H-28Q Apex Turret takes from melee champions: 50% → 40% The turrets are much harder to remove now. Ten more AR plus better AP scaling on their health means they get tankier the more AP Heimerdinger buys. They also take 10% less bonus damage from melee champions, so opponents who used to walk up and break them down pay more for the attempt. Combined with the stronger laser scaling, holding ground behind a turret line is a far more workable plan.
Infinity Edge
Infinity EdgePatch 7.1g
Buff
Base Stats AD: +60 → +65 Five more AD raises the ceiling on every crit-based build. Because Infinity Edge increases the multiplier on critical strikes themselves, added base AD feeds directly into how hard each crit lands. The increase is modest on its own, but for champions who fight through auto attacks it compounds over the length of a game.
Black Cleaver
Black CleaverPatch 7.1g
Buff
Sunder Max AR reduction stacks: 4 → 5 (max reduction: 24% → 30%) Rage Sunder stacks required for bonus movement speed: 4 → 5 Fully stacked, the item strips 6% more AR, speeding up how fast a sustained-damage build grinds through tanks. The catch is that reaching the ceiling now takes an extra stack, so it arrives later in a fight. The movement speed also waits for the fifth stack, which means hit-and-run trading gets less out of it. The item's character is clearer than before: it rewards staying in a fight rather than dipping in and out.
Demolish
DemolishPatch 7.1g
Adjust
Damage: 200 + 30% max HP → 100 + 22% max HP Cooldown: 35s → 30s The rune trades burst for frequency. Both the flat damage and the max HP scaling drop, so each individual proc takes a clearly smaller bite out of a turret. In exchange the cooldown is 5 seconds shorter, so a laner who camps a turret and keeps hitting it loses less total damage than the first line suggests. Walking up once and leaving, however, pays noticeably worse than it used to.
⚔️
Chilling SmitePatch 7.1g
Nerf
True damage to champions: 38~183.6 (based on level) → 40 at all levels The level-scaling true damage is flattened to 40 at every level. Early on that is essentially unchanged, but because it stops growing, using it on a champion in the mid and late game hits far weaker than before. Chilling Smite is no longer a reliable finisher in a duel, and returns to its intended job of securing monsters and applying the slow.
⚔️
Red BramblebackPatch 7.1g
Nerf
Crest of Cinders Burn damage per second to champions: 6~34 (based on level) → 5~15 (based on level, values start rising at level 6) Burn damage per second to non-champions: 3~17 (based on level) → 5~15 (based on level, values start rising at level 6) The burn against champions loses a great deal at the top end, so simply holding red buff no longer wins extended trades on its own. The non-champion values move up at the low end and down at the high end, landing on the same range as the champion figures. Since the numbers only start climbing at level 6, taking red early buys much less of an edge, which takes the pressure off prioritising it on the opening clear.
⚔️
BugfixesPatch 7.1g
Adjust
Fixed an error in the Navori Quickblades item description Fixed a bug where Hullbreaker's buff on nearby minions persisted after the owner was killed The description fix is display-only, but the Hullbreaker fix matters directly to side-lane pressure. Minions no longer stay empowered once the item holder dies, so killing the Hullbreaker carrier now stops the wave as well. Split pushing with the item finally has a clean answer: take the kill.
⚔️
ARAMPatch 7.1g
Adjust
Many new augments added, including Anvil Specialist and Hit Combo The pool of upgrades is wider, so the same champion can play very differently from one game to the next. Because you only choose from what you are offered, a larger pool also means running into combinations you have not planned for. Rather than locking in a direction on the first offer, thinking about how an early pick will slot together with whatever shows up later changes how well the build finishes.

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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