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Patch 7.1h changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.1h (added 2026-06-24).

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

Patch 7.1h, the last balance pass of the cycle, shifts the jungle power balance. Nautilus and Nunu, both dominant, are nerfed, while Skarner's large buffs look set to bring him into the meta. Supports Thresh, Seraphine and Sona are buffed, gaining lane pressure and teamfight sustain. In the baron lane, Mega Gnar is sturdier and more influential.

Thresh
ThreshPatch 7.1h
Buff
Damnation Soul drop range: 12 → 15 Death Sentence Cooldown: 17/15/13/11s → 18/15/12/9s Damage: 80/130/180/230 + 50% AP → 100/160/220/280 + 80% AP Dark Passage Cooldown: 22/20/18/16s → 21/19/17/15s Shield: 65/115/165/215 → 50/90/130/170 Flay Empowered attack bonus damage: 80%/100%/120%/140% → 80%/120%/160%/200% Active damage: 65/105/145/185 + 40% AP → 75/115/155/195 + 60% AP This moves Thresh from a purely protective support toward one who threatens damage himself. Death Sentence gains a lot of base damage and AP scaling, and its cooldown falls faster as it ranks up, so landing it pays off far more. Flay improves on both the empowered attack and the active. In exchange, Dark Passage's shield is thinner, weakening the protective half of his kit. The wider soul drop range at least makes stacking his passive easier.
Nunu
NunuPatch 7.1h
Nerf
Consume Bonus HP damage ratio: 6% → 5% Bonus HP regen ratio: 12% → 10% Snowball Barrage Snowball damage: 10/14/18/22 → 8/12/16/20 Nunu & Willump's payoff for stacking HP shrinks on both ends. Consume converts less bonus HP into damage and into regeneration, so a tanky build recovers more slowly while rotating through camps. Snowball Barrage loses 2 at every rank as well, cutting the pressure he brings when he shows up in a lane. Building HP is still the right direction — it simply scales more gently than before.
Seraphine
SeraphinePatch 7.1h
Buff
Surround Sound Heal ratio: 5% → 6% Encore Charm duration: 1/1.25/1.5s → 1.25/1.5/1.75s Surround Sound heals 1% more, which quietly adds up across an entire team in a fight. Encore is the larger change: a quarter second more charm at every rank widens the window her team has to pile on. That may sound trivial, but it is often exactly the difference between fitting in one more ability and not, which is what decides whether an opening engage converts.
Skarner
SkarnerPatch 7.1h
Buff
Base Stats AD growth per level: 3.5 → 4 HP growth per level: 120 → 128 HP regen: 6 → 9 Shattered Earth / Upheaval Max HP damage on the 3rd attack / boulder throw: 9% → 10% Slow: 40% → 45% Seismic Bastion Slow: 20% → 25% All of Skarner's growth stats move up, so the buff compounds the longer a game runs. Three more HP regen cuts the health he bleeds over a full jungle rotation, letting him roll into the next camp instead of recalling. Both Shattered Earth and Seismic Bastion slow 5% harder as well, which helps him stick to a fleeing target and gives his team a longer window to follow up.
Nautilus
NautilusPatch 7.1h
Nerf
Titan's Wrath Damage to jungle monsters: 200% → 125% Max HP shield ratio: 13%/14%/15%/16% → 9%/10%/11%/12% Riptide Damage to jungle monsters: 175% → 125% This is aimed squarely at Nautilus in the jungle. Both abilities are brought down to the same 125% against monsters, which visibly slows his early clear. Titan's Wrath also loses 4% max HP on its shield, so tanking camps while he clears is harder too. Compared with running him in support or baron lane, the case for putting him in the jungle is now much thinner.
Gnar
GnarPatch 7.1h
Buff
Mega Gnar Bonus stats while transformed HP: 100~850 → 100~900 AR: 4~55 → 5~60 MR: 4~65 → 5~70 Hyper Max HP damage: 6%/8%/10%/12% → 7%/9%/11%/13% Transformed Gnar can shoulder a heavier role now. The upper end of his HP and both resistances rises, so the durability gap widens as he levels. The lower ends of AR and MR each go up by 1 as well, meaning the transform feels stronger from the early game rather than only late. Hyper also deals 1% more max HP damage at every rank, letting him cut through durable targets faster and making it easier to justify stepping up to trade.
Taliyah
TaliyahPatch 7.1h
Nerf
Base Stats Movement speed: 355 → 350 Rock Surfing Movement speed: 10%/15%/25%/40% → 5%/10%/20%/35% Threaded Volley Worked Ground cooldown reduction: 50% → 30% Taliyah's defining strength — covering ground quickly — is cut in three places at once. Five less base movement speed plus 5% less from Rock Surfing at every rank makes rotating between lanes and joining fights clearly slower. The reduced Worked Ground refund also slows how fast she can keep casting from the same spot to clear a wave. Through the early and mid game she simply cannot visit other lanes as often.
Sona
SonaPatch 7.1h
Buff
Aria of Perseverance Heal: 25/40/55/70 → 45/60/75/90 Song of Celerity Self bonus movement speed: 10/11/12/13% → 15/16/17/18% The heal goes up by 20 at every rank, a large jump in how much Sona can hold a lane together. Song of Celerity gives her 5% more movement speed on herself, which helps her fix a bad position or slip out of a collapsing fight. For a champion this fragile once someone closes the gap, extra speed converts directly into survival. She loses far fewer early trades as a result.
Chempunk Chainsword
Chempunk ChainswordPatch 7.1h
Buff
Base Stats Base HP: 250 → 400 An extra 150 HP pushes the item clearly toward offering real durability alongside its damage. Chempunk Chainsword is usually bought to apply healing reduction, and applying it means staying close to the target, so the added HP fits what the item is for. Bruisers holding the front line can now delay a dedicated defensive item by one purchase, which opens up their build order.
⚔️
BugfixesPatch 7.1h
Adjust
Fixed an issue where Quicksilver Enchant could not cleanse the crowd control from Thresh's S1 and Nami's S1 Something that was supposed to be cleansable simply was not, and that is now corrected. Anyone holding Quicksilver Enchant can break out of either ability under their own power. Both are common fight-starting tools, so squishy back-line targets get back a real answer to being picked off. From the other side, landing one of them no longer guarantees the follow-up kill.
⚔️
ARAMPatch 7.1h
Adjust
Normal surrender vote can be started: after 9 minutes → after 7 minutes (early surrender unchanged) Yes votes required for a normal surrender to pass: 70% or more Games that are already decided can be wrapped up sooner, but passing the vote got harder. Being able to call it at 7 minutes means a match that fell apart early does not have to drag on. Since it takes 70% agreement, though, teammates who want to keep playing can hold the game open. The pairing gives teams a faster exit from lost games without letting one bad fight end a winnable one.

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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