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Patch 7.2 changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.2 (added 2026-07-08).

Meta analysis (patch 7.2, AI-written forecast)

Patch 7.2 centres on class-bound enchants and the new Tier 3 boots. Zhonya's and Protobelt, which every champion used to lean on, are now class-restricted or moved to regular items, leaving fighters and marksmen with clear gaps in survivability. Burst assassins such as Zed and Kayn gain value. Mages can now build Zhonya's Hourglass as a defensive item, but pay for it in item slots. With the faster battlefield tempo on top, compositions that can snowball from the early game sit at the top of the tier list in an aggressive meta.

Yunara
YunaraPatch 7.2
New
Yunara, unwavering in her loyalty to Ionia, withdrew into the spirit realm and trained with Aion Er'na, the relic passed down through generations of the Keepers of Balance. Whatever the cost, her vow to remove those who disturb the balance and put an end to conflict has never wavered, and neither has the conviction behind it. But the world waiting for Yunara, and the shadow of an ancient threat risen once more, will test that resolve completely. Yunara releases on July 9 at 9:01 JST. This entry covers only her backstory and release timing — no kit or numbers are published here. In the days after a new champion goes live, neither opponents nor teammates have a feel for her ranges and cooldowns, so spacing in lane and ultimate follow-ups tend to fall apart. If you run into Yunara in ranked, hold off on early commitments and watch how far each ability actually reaches before you engage.
Ahri
AhriPatch 7.2
Adjust
Ahri has received an Art & Sustainability Update (ASU) that refreshes her look while keeping her iconic silhouette intact. The update rebuilds her model and rig, gives her tails more natural animation, smooths out her visual effects, and improves the animation across her whole kit. Her existing skins have also been updated to meet current quality standards; Riot cites player feedback as the reason. This is a visual pass only — no stats or ability numbers changed. That said, the redrawn effects mean that anyone who reads Ahri's hitboxes and cast timings off the old visuals will be briefly out of sync, on both sides of the matchup. Skins you already own are covered by the new quality bar too, so they will look different the next time you play them.
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New SeasonPatch 7.2
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Ranked Season S22 opens on July 10, 2026 at 12:00 JST alongside the season-exclusive skin Radiant Majesty Renekton. The season is scheduled to end in September 2026; the in-game ranked queue shows the current schedule. Ranked also receives a major update. Fortitude and Rising Star are retired and replaced by a new Rank Energy system. Earning MVP, an S/A grade, or otherwise standing out grants bonuses, so extra Rank Energy comes from how a player performed. Rank Energy feeds directly into ranked progression. Riot's patch preview and articles carry the full details. Radiant Majesty Renekton releases on July 10 at 12:00 JST. Progression shifts from being decided purely by wins and losses to reflecting what you actually did in the game. Rank Energy still accumulates from an MVP or S/A grade in a loss, which makes it far more worthwhile to keep playing well in a game you are unlikely to win. The flip side is that a string of wins with weak individual grades now climbs more slowly than it used to.
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Wild PassPatch 7.2
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The Movie Director Wild Pass, starring Movie Director Ryze and Ascended Movie Director Ryze, opens on July 9, 2026 at 9:00 JST. Movie Director Ryze releases on July 9 at 9:00 JST. Cosmic Sting Skarner releases on July 9 at 9:00 JST. This Wild Pass is a limited-time reward track built around a film-director theme, unlocking skins and customisation items as you progress. Wild Pass rewards expire when the pass ends, so it pays to read through the missions as soon as it opens and clear the ones that overlap with how you already play.
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Content UpdatesPatch 7.2
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New customisation rewards: the Movie Director Ryze banner and the exclusive emote "None But the Best". Wild Pass rewards now let you pick a returning Wild Pass skin directly, choosing between the current featured skin and a returning one. Returning Wild Pass skins: Dream Raider Kha'Zix Ascended Dream Raider Kha'Zix Superhero Jayce Ascended Superhero Jayce Returning Mini Wild Pass skins: Elderwood Xayah Elderwood Xayah (Indigo) Elderwood Rakan Elderwood Rakan (Turquoise) Cosmic Sting Skarner Mini Wild Pass After the Movie Director Wild Pass ends, the Scorpio Deity Mini Wild Pass starts on August 27, 2026 at 17:00 JST, featuring Cosmic Sting Skarner. Mini Wild Passes carry their own progression, missions and exclusive rewards. A Mini Wild Pass returning track featuring Battlecast Nasus has also been added. Progress is shared with the current Wild Pass, so both reward tracks advance at the same time. Wild Stars While a Wild Pass and a Mini Wild Pass are both active, Wild Stars are shared between them. Any unused Wild Stars expire when the Mini Wild Pass ends. Being able to select a returning skin directly means anyone who missed an earlier pass can now go straight for the one they wanted. Mini Wild Pass progress is shared with the current Wild Pass, so advancing one advances the other. Watch the Wild Stars, though — unspent ones are lost the moment the Mini Wild Pass ends, so check your balance before the deadline and spend it.
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Legend CollectionPatch 7.2
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Legend Collection Season 7 begins. The rewards are three chromas for Cyberpop Zoe, a new companion hatchling, and companion evolution materials. Every reward is tied to progression during the season and rotates out once it ends. Companion evolution materials are only available in bulk during this window, so if you are raising a companion this is the time to collect them. The chromas are purely cosmetic and have no effect on gameplay, so treat those as a matter of taste.
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Mage Summon BuffsPatch 7.2
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Some summoned units were not inheriting their owner's MR penetration, which caused them to fall off as the game went long. Those units now inherit MR penetration correctly, improving both their scaling and overall consistency. Heimerdinger's turrets were already inheriting MR penetration. Champions who lean on summoned units used to see only their own damage scale against MR-stacked opponents, with the unit's share ignoring penetration entirely. Now that penetration items apply to the units as well, chewing through a durable frontline late is noticeably faster. Slotting one MR penetration item pays off more than simply piling on more AP.
Zyra
ZyraPatch 7.2
Buff
Thorn Paradise Plant damage AP ratio: 15% → 10% [New] Plants now inherit Zyra's MR penetration and MR penetration rate when they deal damage. The AP ratio drops five points, but plants now carry Zyra's own MR penetration. Building Void Amethyst or Void Staff does more for plant damage than simply stacking AP does. It also fixes the case where plants barely scratched an MR-heavy tank or support, so seeding the ground before a teamfight keeps its value deep into the late game.
Annie
AnniePatch 7.2
Buff
Do it! Tibbers! [New] Tibbers' basic attacks now inherit Annie's MR penetration and MR penetration rate. Tibbers used to eat the target's full MR after the ultimate landed, which made him little more than a distraction once a fight dragged on. With Annie's penetration now applying to him, he stays a real damage source after the opening burst. The gap is widest against frontliners he can stick to, so Annie has a much better finish once the enemy shifts focus off her.
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Bonus Armor Pen AdjustmentsPatch 7.2
Adjust
Percent AR penetration gained after their ultimates made K'Sante and Yasuo far too effective against almost every target. It has been changed to bonus AR penetration, which applies only to bonus AR. Riot's stated aim is to keep their power against tanky champions while reining in damage against squishier targets. While the penetration also cut into base AR, it worked just as well on marksmen and mages who had bought no armour at all. Restricting it to bonus AR means damage against unarmoured targets simply drops. It still bites into frontliners stacking AR, which moves the target K'Sante and Yasuo should look for first away from the backline and toward the tanks.
Yasuo
YasuoPatch 7.2
Adjust
Ronin Road Shield: 115-600 (scaling with critical rate and champion level) → 125-680 (scaling with champion level) The shield builds more slowly early and more quickly late (roughly +-10%). Wind Wall Cooldown: 18/18/18/18s → 22/20/18/16s Sweeping Blade Damage amplification stacks from consecutive attacks: 2 → 3 (maximum amplification unchanged at 75%) Last Breath Bonus: 40% AR penetration rate → 55% bonus AR penetration rate Cutting critical rate out of the shield makes it reliable long before Yasuo finishes his items. Wind Wall pays for that, though: four extra seconds at rank 1 means a casually placed wall early leaves him without it for the next fight. Sweeping Blade needs one more attack to reach maximum amplification, so short trades hit softer than they used to. And because the ultimate's penetration only touches bonus AR, his finish on unarmoured backliners weakens while armoured targets take the full 55%, which cuts deeper than before.
KSante
KSantePatch 7.2
Adjust
All Out Bonus: 50% AR penetration rate → 50% bonus AR penetration rate The number stays at 50%, but who it works on has changed. Against marksmen and mages carrying almost no armour, K'Sante no longer eats into base AR, so his post-transform finish is weaker. It still cuts through stacked frontliners as before, which nudges the target he should be hauling over a wall with All Out away from a pure backline pick and toward the tanks.
Kaisa
KaisaPatch 7.2
Adjust
Killer Void Maximum landing radius around a valid target: 4 → 5.5 Kai'Sa's ultimate is built to work on offence and defence alike, but in practice it was cast for the shield far more often than anything else. The extra 1.5 of landing radius lets her choose where she comes down after the dash, making it far easier to slide straight into a kite or peel off toward her own team. It turns the ultimate from a one-way commitment into something she can reposition out of.
Kayn
KaynPatch 7.2
Adjust
True Shadow Invasion Reduced the recovery time after exiting a target so that Kayn/Rhaast responds to player input more quickly. Maximum exit distance — Kayn, Darkin: 4 → 4.5 Shadow Assassin: 6 → 6.5 The lock-up after burrowing into a target is shorter, so Kayn now decides for himself whether to chase or disengage the instant he pops out. Both forms also gain 0.5 of exit distance, which makes it far more realistic to cast in the middle of a teamfight and still land near your own team. The old failure case — using it to survive, only to be surrounded where you reappear — happens much less often.
Norra
NorraPatch 7.2
Adjust
Norra's Skill 2 left almost no room to respond when she returned from the other dimension. A restriction has been added to make the follow-up easier to avoid. To a Place in the Middle of Nowhere Displacement duration: 2.25s → 1.5s When the displacement ends, the target is slowed by 80% for 0.75s. Targets spend 0.75s less in the other dimension, which shortens both Norra's window to line up a follow-up and the target's window before they can fight back. In exchange they reappear under an 80% slow for 0.75s, so simply walking away is harder than it was. Norra can no longer treat the cast as the whole play — she has to read where the target will return and have something waiting there.
Syndra
SyndraPatch 7.2
Adjust
Syndra's Skill 3 did not have its pre-upgrade cast range properly matched to Skill 2's range, which caused combos to fail unintentionally. The range has been adjusted so they land more consistently. Wave of Darkness Dark Sphere knockback distance: 7.2 → 7.5 The extra 0.3 lines the two ranges up, so placing a sphere and then blasting it now works as one continuous motion. Nothing about how Syndra inputs the combo changes, but stuns that used to fall just short simply land, which is a large practical difference. Both her self-peel against ganks and her teamfight openers become far more reliable.
Orianna
OriannaPatch 7.2
Adjust
Order: Shockwave Range: 3 → 3.25 The pull now reaches further from wherever the ball sits, so mobile targets take fewer free steps out of it. Orianna has no self-peel, which made the moment right after a whiffed ultimate her most dangerous. Even 0.25 more range meaningfully changes how often the play lands when she attaches the ball to an ally initiator and commits.
Fiddlesticks
FiddlesticksPatch 7.2
Adjust
Fiddlesticks' Fear was less consistent than intended. The grace period after Fiddlesticks becomes visible on Skill 1 has been shortened, and a bug that caused enemies to be Feared unintentionally has been fixed. Riot's stated aim is to make the effect more predictable for Fiddlesticks and his opponents alike. Terror Slightly reduced the window in which Fiddlesticks can still apply Fear after entering enemy vision. Fixed a bug where Fear could be applied while Fiddlesticks was visible or in combat. Fear used to keep landing for a moment after he had been spotted, which left opponents unsure what had just happened. With that window trimmed and the visible/in-combat bug fixed, whether Fear lands now comes down to one thing: did he commit before being seen? Clearing vision before the jump matters more than ever for Fiddlesticks, while opponents get more out of wards and sweepers.
Varus
VarusPatch 7.2
Adjust
Chain of Defilement Time for Blight to reach maximum stacks on a target: 3s → 1.5s Halving the ramp means the stacks now cap while the target is still snared. Previously the stacks only completed after the root had worn off, forcing Varus to chase for the detonation; now the whole sequence resolves inside the crowd control. It shortens Varus's follow-up and, on the other side, makes the timing of the payoff far easier for opponents to read.
Zed
ZedPatch 7.2
Adjust
Death Mark The ultimate can no longer be recast for 0.5s after it lands. Cooldown: 85/65/45s → 85/70/55s With Stasis Enchant no longer available to everyone, hunting kills as Zed had become far less risky. The 0.5s recast lock removes the option of bailing out the instant he arrives, so committing now costs him something. The cooldown also grows by 5s at rank 2 and 10s at rank 3, which makes chaining engages across back-to-back fights much harder.
Darius
DariusPatch 7.2
Adjust
Leg Slash Killing a target refunds 50% of Skill 2's cooldown and restores mana equal to 100% of its mana cost. Darius has long faced a dilemma in lane: clearing minions with autos shoves the wave, while clearing with abilities makes it hard to build passive stacks. Getting the cooldown and mana back on every last hit with Leg Slash lets him manage the wave and keep stacking at the same time. He runs dry far less often, which also leaves him with something in hand the moment his lane opponent steps up.
Lee Sin
Lee SinPatch 7.2
Adjust
Sonic Wave/Resonating Strike Base damage: 55/90/125/160 + 100% bonus AD → 60/100/140/180 + 90% bonus AD Gable Damage: 90/140/190/240 + 125% bonus AD → 35/70/105/140 + 90% AD Dragon's Rage Damage: 100/250/400 + 180% bonus AD + 10/13/16% target max HP → 125/350/575 + 190% bonus AD + 12/15/18% target max HP Lee Sin's damage moves out of item-dependent burst and into his base values and his ultimate. Gable loses most of its flat damage and now scales off total AD rather than bonus AD, so stacking lethality to delete a backliner in one pass no longer works the way it did. In exchange, Sonic Wave/Resonating Strike and Dragon's Rage go up at every rank, which strengthens early ganks before items come online and the max-HP damage he brings against tanks. The build that fits him now is the bruiser who keeps swinging, not the assassin who opens and leaves.
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Active Enchant ChangesPatch 7.2
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Active enchants have long been one of Wild Rift's most influential systems, and also one of the hardest to balance. They create spectacular outplay moments, but because almost every champion could reach the same powerful defensive and utility tools, they flattened matchups. Actives are now tied to champion class instead of being available to everyone. Riot's stated goals are that players no longer buy the same enchant every game, each class's strengths and weaknesses read more clearly, and item builds become more varied; further class adjustments are planned as needed. To smooth the transition, several defensive items have been buffed to compensate physical damage champions for the defensive enchants they lose. Until now, any champion with a free item slot could bring the same active into a game. With actives locked to a class, you can no longer answer a bad matchup by simply slotting in a counter-active. More of that burden shifts to draft and to how you play the lane. The across-the-board buffs to defensive items in this patch are the compensation for that gap.
Stridebreaker
StridebreakerPatch 7.2
Adjust
Base Stats Cost: 3100g Recipe: Jaurim's Fist (1200g) + Phage (1000g) + Dagger (500g) + 400g AD: +40 Max HP: +400 Attack Speed: +15% Breaking Shockwave (Active) Dash a short distance in the chosen direction, dealing physical damage equal to 100% AD to nearby enemies and slowing those hit by 40% for 3s. (25s cooldown) Stride Dealing physical damage grants 20 movement speed for 2s. Bundling a dash and a slow into one item means melee fighters who used to lean on an active can now catch targets from their build alone. A 40% slow for 3s keeps a fleeing target inside your range, and the movement speed from the passive stretches how long you can keep hitting. The 25s cooldown is long enough that it is unreliable as an escape, so plan on spending it going forward rather than getting out.
Goredrinker
GoredrinkerPatch 7.2
Adjust
Base Stats Cost: 3100g Recipe: Jaurim's Fist (1200g) + Phage (1000g) + Ring of Insight (300) + 500g AD: +40 Max HP: +350 Ability Haste: +15 Omnivamp: +8% Thirsting Slash (Active) Deal physical damage equal to 175% AD to nearby enemies, healing for 20% AD + 10% missing HP per enemy hit. (12s cooldown) Because the healing scales with both the number of enemies hit and your own missing health, it returns the most exactly when you are surrounded and low. A 12s cooldown is short enough to use twice in a drawn-out fight, which directly raises a fighter's staying power. The payoff still rides on AD, so a tank who skips damage items gets far less out of it — which is the point.
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Quicksilver EnchantPatch 7.2
Adjust
Base Stats Cost: 1100g Recipe: Null-Magic Mantle (500g) + 600g MR: +30 Quicksilver (Active) Remove all crowd control on yourself and become immune to crowd control for 0.25s, then gain 30% slow resistance and 30% tenacity for 1.5s. (60s cooldown) Now that enchants are tied to class, a crowd control cleanse only exists for champions who can build this. At 1100g it is available early enough to matter mid-laning-phase against opponents whose combos start with a lockdown. The 1.5s of slow resistance and tenacity afterwards matters just as much — it stops you from being re-chained the moment the cleanse resolves.
Mercurial Scimitar
Mercurial ScimitarPatch 7.2
Adjust
Base Stats Cost: 3100g Recipe: Quicksilver Enchant (1100g) + Vampiric Scepter (1200g) + Long Sword (500g) + 300g AD: +45 MR: +40 Physical Vamp: 10% Quicksilver (Active) Remove all crowd control on yourself and become immune to crowd control for 0.25s, then gain 30% slow resistance and 30% tenacity for 1.5s. (60s cooldown) The finished version keeps the cleanse and adds 45 AD and 10% physical vamp, so the slot is no longer spent purely on surviving crowd control. The 40 MR works alongside the cleanse against mages and supports whose combos open with a lockdown. For a marksman the real appeal is that a defensive answer now also counts as a damage item.
Galeforce
GaleforcePatch 7.2
Adjust
Base Stats Cost: 3100g Recipe: B. F. Sword (1500g) + Zeal (1400g) + 200g AD: +50 Attack Speed: +15% Critical Rate: +25% Movement Speed: +5% Cloudburst (Active) Dash in the chosen direction and fire 3 projectiles at the lowest-health enemy near the destination, dealing 40-125 (scaling with champion level) + 35% bonus AD physical damage in total. (60s cooldown) Crit stats plus a dash, usable on offence or defence. The projectiles seek the lowest-health enemy, which lines up neatly with finishing someone who is running after a trade. Spend the dash chasing and they have no way out; spend it escaping and you lose the kill — so how you allocate that 60s cooldown often decides the fight on its own.
Hextech Rocketbelt
Hextech RocketbeltPatch 7.2
Adjust
Base Stats Cost: 2700g Recipe: Hextech Alternator (1100g) + Amplifying Tome (500g) + Kindlegem (1000g) + 100g AP: +70 Max HP: +250 Ability Haste: +20 Protobelt (Active) Dash in the chosen direction and fire 7 missiles, dealing 100 + 10% AP magic damage to enemies hit. (30s cooldown) If multiple missiles hit a champion or monster, every missile after the first deals only 10% damage. This gives immobile mages a way to step forward, and its 30s cooldown is notably shorter than the other actives. Since every missile after the first drops to 10%, it is not a single-target damage source — treat it as a repositioning tool. The 250 max HP and 20 ability haste support the same plan, keeping an aggressive mage alive and casting while she holds ground further up.
Seeker's Armguard
Seeker's ArmguardPatch 7.2
Adjust
Base Stats Cost: 1400g Recipe: Blasting Wand (800g) + Cloth Armor (500g) + 100g AP: +35 AR: +20 Stasis (Active) For 2.5s you take no damage and cannot be targeted, but you also cannot move, attack, cast abilities or use items. (120s cooldown) The value here is having invulnerability at a 1400g component, which means it already works when you get ganked in lane. You are fully helpless for those 2.5s though, so using it where no ally can reach you just delays the kill. Realistically it does one of two jobs: buying time until help arrives, or riding out an opponent's burst. The 20 AR also helps a mage survive early attention from a physical damage assassin.
Zhonya's Hourglass
Zhonya's HourglassPatch 7.2
Adjust
Base Stats Cost: 3300g Recipe: Seeker's Armguard (1400g) + Needlessly Large Rod (1400g) + 500g AP: +110 AR: +40 Stasis (Active) For 2.5s you take no damage and cannot be targeted, but you also cannot move, attack, cast abilities or use items. (90s cooldown) The finished item keeps the invulnerability and pushes it to 110 AP and 40 AR. Because the AP gain is so large for a defensive item, you spend a slot on survival without giving up damage. For a mage who plays where physical assassins can reach her, the 40 AR on top of that changes her survival rate outright. At a 90s cooldown you get one use per teamfight, so mistiming it costs the fight.
Gargoyle Stoneplate
Gargoyle StoneplatePatch 7.2
Adjust
Base Stats Cost: 2900g Recipe: Chain Vest (900g) + Negatron Cloak (900g) + Ruby Crystal (500g) + 600g AR: +45 MR: +45 Max HP: +200 Ability Haste: +10 Stoneplate (Active) Gain a shield worth 100 + 90% bonus HP. The shield decays rapidly over 2.5s. (60s cooldown) Since the shield scales off 90% bonus HP, the more health a tank stacks the thicker it gets. It decays fully within 2.5s though, so pre-emptive casts are wasted — it has to land as the burst arrives. With 45 of each resistance it stays useful even when you cannot predict which damage type is coming, which suits the champion whose job is to walk in and start the fight.
Redemption
RedemptionPatch 7.2
Adjust
Base Stats Cost: 2600g Recipe: Fiendish Codex (900g) + Forbidden Idol (900g) + 800g Max HP: +150 AP: +50 Ability Haste: +15 Heal and Shield Power: +5% Base Mana Regen: +50% Salvation (Active) Select a large area. After 2.5s, a beam heals allied champions for 150-350 (increasing with the ally's champion level) and deals true damage equal to 10% max HP to enemy champions. (60s cooldown) Having proven hard to place and unsatisfying to use, it reverts to the earlier large-area heal. The 2.5s delay means casting it after a fight starts is already too late — you have to read where the fight will happen and place it first. Its defining trait is that it works while you are dead, so you can still hold your team together right after being killed. The stat line is pure enchanter and stacks well with other healing amplification.
Locket of the Iron Solari
Locket of the Iron SolariPatch 7.2
Adjust
Base Stats Cost: 2600g Recipe: Kindlegem (1000g) + Cloth Armor (500g) + Null-Magic Mantle (500g) + 600g Max HP: +200 AR: +30 MR: +30 Ability Haste: +10 Locket (Active) Grant yourself and nearby allies a shield absorbing 250-370 damage for 2.5s. (60s cooldown) If a target received this effect within the last 20s, the shield value is halved. It hands out an instant area shield, so timing it against the enemy's engage can swallow an entire opening. The 20s halving rule punishes casual use — spend it in a skirmish and it is worth half as much when the real fight arrives. The tanky 30/30 resistance line means a forward support or jungler can shield the team and still hold the front themselves.
Shurelya's Battlesong
Shurelya's BattlesongPatch 7.2
Adjust
Base Stats Cost: 2600g Recipe: Aether Wisp (950g) + Amplifying Tome (500g) + Ring of Insight (300g) + 850g AP: +35 Ability Haste: +20 Base Mana Regen: +50% Movement Speed: +5% Inspiring Speech (Active) Increase nearby allies' movement speed by 30% for 4s. (60s cooldown) A 30% team-wide boost for 4s works equally well going in or getting out. Its biggest effect is often outside teamfights entirely: reaching an objective first or rotating faster converts straight into map advantage. It contributes nothing to damage or defence, but it cuts down on the losses where your team arrives piecemeal and fights a man down. The permanent 5% movement speed suits a support who is constantly moving.
Mikael's Blessing
Mikael's BlessingPatch 7.2
Adjust
Base Stats Cost: 2500g Recipe: Forbidden Idol (900g) + Kindlegem (1000g) + 600g Max HP: +300 Ability Haste: +15 Heal and Shield Power: +6% Base Mana Regen: +50% Cleanse (Active) Remove all crowd control from the target champion and make them immune to crowd control except suppression and knock-ups for 0.2s. Heal the target for 150-250. (90s cooldown) This is the only way to strip crowd control off an ally, which makes it a direct answer to opponents whose combos start with a lockdown. Note that suppression and knock-ups are excluded from the 0.2s immunity, so against those you cannot prevent an immediate re-chain. At a 90s cooldown, assume you save exactly one teammate per teamfight — deciding who that is before the fight starts keeps you from hesitating.
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Glorious EnchantPatch 7.2
Nerf
[Removed] With active enchants now tied to champion class, Glorious Enchant has been removed. The old assumption — that any champion with a spare item slot could bring the same active — no longer holds. Builds that relied on this enchant have to be rebuilt around the defensive and utility items available to that class.
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Veil EnchantPatch 7.2
Nerf
[Removed] Veil Enchant is also gone as part of the active enchant rework. If you want a spell shield, you now build Banshee's Veil or its component Verdant Barrier, both of which carry Annul. Where the enchant slot made it a cheap addition, it now costs a full item, so when you buy it depends on how seriously you have to respect the enemy burst mage.
Dream Maker
Dream MakerPatch 7.2
Nerf
[Removed] Dream Maker has also been removed as part of the active enchant cleanup. With the system that let every champion pick the same active gone, whatever role this enchant filled now has to come from the items available to your class. When rebuilding, do not try to replace it with a single item — spreading the lost effect across several usually fits better.
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Boots AdjustmentsPatch 7.2
Adjust
The overhaul of the boot system continues. The last patch laid the foundation, but Riot says boots were still short of its goals for item progression and build satisfaction. Tier 2 boots now have simplified recipes and more specialised stats, which smooths out early purchases while bringing back staples such as tenacity on Mercury's Boots. No boot is a generic stat stick any more; each is tuned for a particular combat situation or champion class. Tier 3 boots are also introduced, granting powerful new passives and adding a late-game upgrade decision. To preserve early-game pacing, tier 3 boots cannot be purchased until later in the match. Every tier 2 boot costs more and now takes an extra component. That makes the early purchase heavier, but the stats point in a clear direction, so it is genuinely worth choosing based on your matchup and the enemy composition. Tier 3 is a late-game-only upgrade, which means picking the wrong boot early also locks you out of the passive you wanted later. Decide what the game is likely to demand before you buy your first pair.
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Mana BootsPatch 7.2
Adjust
Base Stats Cost: 900g → 1200g Recipe: Boots (400g) + 500g → Boots (400g) + Amplifying Tome (500g) + 300g AP: +15 → +25 Mana Regen: +100% → +75% Mana regen drops 25 points while AP goes up by 10, moving these away from being a mana crutch and toward an item you buy to deal damage in lane. The 300g price increase makes them a heavier first purchase, so a champion comfortable on mana may well pick a different boot first. They are also the path into Spellslinger Shoes at tier 3, so mages building around penetration will want them early.
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Mercury's BootsPatch 7.2
Adjust
Base Stats Cost: 900g → 1200g Recipe: Boots (400g) + 500g → Boots (400g) + Ruby Crystal (500g) + 300g Max HP: +200 → +150 HP Regen: 50% → 0% MR: +20 → +25 Tenacity: 0 → 15% With 15% tenacity restored, these read clearly as the answer to being locked down and melted by crowd control. Max HP and regen come down, so they are weaker as a general durability purchase than before. Their value swings heavily on whether the enemy team opens with stuns and snares, which makes them a boot to pick after reading the matchup. Tenacity climbs further on the tier 3 upgrade, Chainlaced Crusher.
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Berserker's BootsPatch 7.2
Adjust
Base Stats Cost: 900g → 1200g Recipe: Boots (400g) + 500g → Boots (400g) + Dagger (500g) + 300g Attack Speed: +25% → +30% Five more points of attack speed for 300g more. For champions who fight through basic attacks, routing the build through a Dagger makes the purchase order cleaner. They offer nothing beyond DPS, so against heavy crowd control or physical damage another boot may serve better. The tier 3 upgrade, Gunmetal Boots, pushes attack speed much higher.
Plated Steelcaps
Plated SteelcapsPatch 7.2
Buff
Base Stats Cost: 900g → 1200g Recipe: Boots (400g) + 500g → Boots (400g) + Ruby Crystal (500g) + 300g HP Regen: 50% → 0 AR: +20 → +25 [New] Block Reduces damage taken from champion basic attacks by 6%. A new 6% reduction against champion basic attacks. Against marksmen and on-hit fighters, that plus the extra AR is noticeable from the laning phase onward. Block does nothing at all against ability-based mages and assassins, so the value of these boots depends entirely on who you are facing. With regen at 0, they are no longer a purchase for staying healthy in lane.
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Gluttonous BootsPatch 7.2
Buff
Base Stats Cost: 900g → 1000g Recipe: Boots (400g) + 500g → Boots (400g) + 600g AD: +10 → 0 [New] Balance of Power Grants 12 AD or 20 AP. Conversion Gain 5% omnivamp, increasing by 0.5% per kill or assist. This can grow by up to 5%, for a total of 10% omnivamp. The flat 10 AD is gone, replaced by an automatic choice between 12 AD and 20 AP. That makes them usable on physical and magic champions alike, which opens them up to junglers and AP fighters. Conversion rewards racking up takedowns, so the sustain grows for anyone who keeps fighting all game. They need nothing beyond the base boots, so unlike the other boots there is no purchase order to plan around.
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Dynamism BootsPatch 7.2
Adjust
Base Stats Cost: 900g → 1200g Recipe: Boots (400g) + 500g → Boots (400g) + Long Sword (500g) + 300g AD: +10 → +15 AR Penetration: +8 → +10 Five more AD and two more armour penetration point these clearly toward cutting through resistances and hitting early. Flat penetration is proportionally strongest against lightly armoured targets, so the difference shows up in lane and on early ganks. Against a late-game tank you still need percentage penetration, so do not expect these to carry that fight alone. The tier 3 upgrade, Armorcrusher Boots, stacks penetration further.
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Ionian BootsPatch 7.2
Adjust
Base Stats Cost: 900g → 1000g Recipe: Boots (400g) + 500g → Boots (400g) + Ring of Insight (300g) + 300g Max HP: +100 → +0 Losing the full 100 max HP turns these into a pure cooldown boot. They add nothing to your durability, so in a lane where you expect to take hits early, another option is worth considering. For a mage or support whose job is simply to keep casting, though, none of the stat budget is wasted. The tier 3 upgrade, Crimson Ionian Boots, extends both ability haste and summoner spell haste.
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Tier 3 Boots RulesPatch 7.2
Adjust
At 10:00 game time, boots can be upgraded to their corresponding tier 3 version. Tier 3 does not unlock before the 10-minute mark, so an early lead cannot be converted into boot power. Put another way, whichever tier 2 you are wearing when that timer passes decides which late-game passive you get. If the game looks like it will run long, choose your first pair with the tier 3 effect already in mind.
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Spellslinger ShoesPatch 7.2
New
Base Stats Cost: 2200g Recipe: Mana Boots (1200g) + 1000g AP: +40 Mana Regen: +100% MR Penetration: +18 MR Penetration Rate: +8% Carrying both flat and percentage MR penetration, this single pair does close to the work of a full penetration item. With percentage penetration stripped from tier 3 mage items this patch, sources are limited and these are worth more because of it. Bully deals true damage to minions, which fits a plan of shoving the wave fast and rotating to roams or objectives. The 100% mana regen still keeps a constantly casting mage topped up.
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Chainlaced CrusherPatch 7.2
New
Base Stats Cost: 2200g Recipe: Mercury's Boots (1200g) + 1000g Max HP: +150 MR: +35 Tenacity: +30% Noxian Endurance Taking magic damage from a champion grants a magic shield worth 20-140 (scaling with champion level) + 5% of your max HP. (12s cooldown) Thirty percent tenacity alongside 35 MR makes this a tidy answer to opponents built on magic damage and crowd control together. Because the shield refreshes on a 12s cooldown, it does more against sustained magic damage than against a single burst. Its value includes 5% max HP, so the more health a tank stacks the thicker it gets. It does almost nothing against physical damage, so check the enemy composition before committing to the upgrade.
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Gunmetal BootsPatch 7.2
New
Base Stats Cost: 2200g Recipe: Berserker's Boots (1200g) + 1000g Attack Speed: +50% Physical Vamp: +5% Blessed Blade Basic attacks on hit restore 12 HP. Noxian Gale When a basic attack hits a champion, gain a burst of 15% (melee) / 10% (ranged) movement speed for 2s. Fifty percent attack speed is enormous for a boot and lifts the DPS of any basic-attack champion a full tier. Blessed Blade only returns 12 per hit, but it compounds with attack speed, which shows up in jungle clears and in staying healthy through a lane. Noxian Gale accelerates you every time you connect, so it fits chasing down a fleeing target. The larger melee value makes clear who it is designed for — the champions who have to close the gap.
Armored Advance
Armored AdvancePatch 7.2
New
Base Stats Cost: 2200g Recipe: Plated Steelcaps (1200g) + 1000g Max HP: +150 AR: +35 Block Reduces damage taken from champion basic attacks by 10%. Noxian Endurance Taking physical damage from a champion grants a physical shield worth 20-140 (scaling with champion level) + 5% of your max HP. (12s cooldown) Block rises from 6% at tier 2 to 10%, thickening your resistance to marksmen and fighters who work through basic attacks. Noxian Endurance refreshes every 12s, so the total absorbed keeps climbing the longer you hold the front. With AR and max HP going up alongside it, this is the straightforward late-game upgrade against a physical-damage composition — just remember it does almost nothing against magic damage.
Immortal Treads
Immortal TreadsPatch 7.2
New
Base Stats Cost: 2000g Recipe: Gluttonous Boots (1000g) + 1000g Balance of Power Grants 12 AD or 20 AP. [New] Conversion Gain 5% omnivamp, increasing by 0.5% per kill or assist. This can grow by up to 5%, for a total of 10% omnivamp. Now and Forever While above 50% HP, deal 50% additional damage. Below 50% HP, healing and shielding you receive is increased by 12%. The passive flips roles at the halfway mark on your health bar: healthy, you hit harder; hurt, you heal and shield for more. That serves both the plan of opening a fight and pushing through, and the plan of surviving one you did not choose. Combined with omnivamp climbing to 10%, recovering from a low bar is fast. At 2000g these are cheaper than the other tier 3 boots and work on AD and AP champions alike.
Armorcrusher Boots
Armorcrusher BootsPatch 7.2
New
Base Stats Cost: 2200g Recipe: Dynamism Boots (1200g) + 1000g AD: +25 AR Penetration: +12 AR Penetration Rate: +6% Cloudwalker Grants 20 movement speed while out of combat. Carrying both flat and percentage AR penetration means these keep some bite against armoured and unarmoured targets alike. The 25 AD on top saves you a slot compared with adding another penetration item. Cloudwalker does nothing during a fight, but it speeds up rotations between lanes and arrivals at objectives. It is not a teamfight stat — it rewards champions who use the whole map.
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Crimson Ionian BootsPatch 7.2
New
Base Stats Cost: 2000g Recipe: Ionian Boots (1000g) + 1000g Mana Regen: +75% Ability Haste: +25 Summoner Increases summoner spell haste by 20%. Noxian Haste Damaging an enemy champion with an ability, shielding an ally, healing an ally, or using a summoner spell grants 10% (melee) / 8% (ranged) movement speed for 4s. The same ability can only trigger this once every 4s. On top of 25 ability haste, summoner spell haste goes up too, so your trump cards — flash, heals — come back faster. Noxian Haste triggers on shields and heals as well as damage, which lets even a purely defensive support keep the speed up almost permanently. Note the per-ability 4s limit: spamming one spell will not stack it. There are no defensive stats here at all, so these suit champions who protect themselves through positioning.
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Mage Item UpdatesPatch 7.2
Adjust
Mage items receive a comprehensive update aimed at reinforcing the class identity and widening build variety. Mages had come to rely too heavily on stacking MR penetration, scaling much like marksmen while having limited impact in the early and mid game. MR penetration is adjusted and mage item stats are updated. First-item options such as Malignance and Luden's Echo are improved so mages can make plays from early on. Mage item identities and recipes have been adjusted and several new items added. Burst-oriented builds trade ability haste for higher damage, while ability-oriented builds trade burst for casting more often. Riot's stated goal is to make the strengths, weaknesses and choices across mage builds far clearer. Previously almost every mage stacked MR penetration in roughly the same order and waited for the late game to come online. With penetration concentrated into specific items, each purchase now forces a choice between penetration, ability haste and burst. If you intend to make plays early, finish a cheap first item; if you are planning for late-game trades against durable targets, secure penetration sooner. That branch did not really exist before.
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Tier 3 Mage ItemsPatch 7.2
Adjust
Tier 3 mage items - MR Penetration Rate: 7% → 0% MR penetration is now concentrated in Void Amethyst, Spellslinger Shoes, Void Staff, Cryptbloom and Bloodletter's Curse. Until now, penetration accumulated automatically just by buying tier 3 mage items, so every build ended up cutting through durable targets equally well late. With penetration narrowed to five items, taking it means deliberately spending a slot. In a game where nobody is stacking MR you can now skip it entirely and put that gold into AP or ability haste — which makes reading the enemy composition before buying genuinely worthwhile.
Amplifying Tome
Amplifying TomePatch 7.2
Adjust
Base Stats AP: +25 → +20 Five less AP on the component slightly weakens the plan of stacking these for early damage. On its own it is a small change, but Amplifying Tome appears in a great many mage recipes, so the strength of every half-finished build drops together. The flip side is that rushing your first item to completion is now worth a little more.
Lost Chapter
Lost ChapterPatch 7.2
Buff
Base Stats Cost: 900g → 1200g Recipe: Amplifying Tome (500g) + 400g → Amplifying Tome (500g) + Ring of Insight (300g) + 400g AP: +30 → +35 Ability Haste: 0 → +10 [New] Enlighten On level up, restore 20% of maximum mana over 3s. The new 10 ability haste lets you raise your casting rate from the component stage. Enlighten returns 20% of your mana pool on every level, which is worth the most early when levels come quickly, and it cuts down on the stretches where you simply run dry. It costs 300g more, but the mid-build power is high enough that stalling on the way to Malignance or Luden's Echo is no longer a problem.
Hextech Alternator
Hextech AlternatorPatch 7.2
Adjust
Base Stats Cost: 1400g → 1100g Recipe: Amplifying Tome (500g) + Ruby Crystal (500g) + 400g → Amplifying Tome (500g) + 600g AP: +25 → +45 Max HP: +150 → +0 It drops max HP entirely and adds 20 AP, becoming a pure damage component. It is also 300g cheaper, so you can create a damage gap earlier in the laning phase. The loss of the durability makes it awkward for mages who stand where they will get hit early. It feeds Hextech Rocketbelt, Stormsurge and Luden's Echo among others, so it rarely goes to waste whatever you build.
Fiendish Codex
Fiendish CodexPatch 7.2
Adjust
Base Stats Cost: 1000g → 900g AP: +35 → +25 The price drops 100g and the AP drops 10. It is easier to pick up on a single recall, but less rewarding to sit on as a component. Since it appears in Cryptbloom, Bloodletter's Curse, Cosmic Drive and Archangel's Staff among others, the effect is not on one build but on mid-game mage damage generally. Builds that push straight to completion fare better.
Needlessly Large Rod
Needlessly Large RodPatch 7.2
Adjust
Base Stats Cost: 1500g → 1400g Recipe: Amplifying Tome (500g) + Amplifying Tome (500g) + 500g → Amplifying Tome (500g) + 900g AP: +60 → +65 It costs 100g less and gives 5 more AP. Consolidating from two Amplifying Tomes down to one makes the intermediate purchases easier to plan. As the large component behind Void Staff, Zhonya's Hourglass and Infinity Orb, it is the natural pick when you want a big jump in AP. It is still expensive per purchase, and stopping here leaves you with nothing but AP.
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Sorrow MaskPatch 7.2
Buff
Base Stats Cost: 900g → 1300g Recipe: Amplifying Tome (500g) + 400g → Amplifying Tome (500g) + Ruby Crystal (500g) + 300g Max HP: +100 → +200 [New] Madness While in combat with an enemy champion, damage dealt increases by 2% per second (up to +6%). Max HP doubles and Madness adds damage that grows the longer a fight lasts. Reaching the +6% cap takes three seconds, so it suits champions who keep trading rather than those who delete a target instantly. It costs 400g more, but it is now the shared component behind Liandry's Torment, Bloodletter's Curse and Riftmaker — all items built for the long fight.
Fated Ashes
Fated AshesPatch 7.2
Adjust
Base Stats Cost: 900g Recipe: Amplifying Tome (500g) + 400g AP: +40 Ignition Dealing ability damage applies 15 additional magic damage over 3s. Against monsters, it deals an additional 45 magic damage. For a 900g component it adds damage over time on every ability hit. Fifteen per application is small, but it compounds for champions who cast often and starts to matter in lane trades. The extra 45 against monsters is large, which makes it especially valuable to AP junglers who want faster clears. It also feeds Blackfire Torch and Liandry's Torment, so it is the starting point for damage-over-time builds.
Blackfire Torch
Blackfire TorchPatch 7.2
Adjust
Blackfire Torch is positioned as a first-class first item for champions who cast frequently. Its AP grows as a fight drags on and it carries high ability haste, which makes it ideal for damage-over-time champions such as Brand and Lillia. Base Stats Cost: 2800g Recipe: Lost Chapter (1200g) + Fated Ashes (900g) + 700g AP: +80 Max Mana: +500 Ability Haste: +20 Baleful Blaze Dealing ability damage applies 20 + 2% AP additional magic damage per second over 3s. Against monsters, it deals 40 + 2% AP magic damage per second. Black Flame Gain 4% AP for each enemy champion, epic monster and large monster currently affected by Black Flame. This is positioned as a first item for champions who cast constantly. Baleful Blaze applies damage over time on any hit, so the more targets an area ability touches, the higher the total climbs. Black Flame then scales your AP with the number of targets affected, which means your damage spikes hardest in exactly the crowded fights where you want it. With 500 max mana and 20 ability haste attached, it fits champions like Brand and Lillia whose job is to keep casting.
Rod of Ages
Rod of AgesPatch 7.2
Adjust
Base Stats Cost: 2800g → 2700g AP: +60 → +50 Max HP: +250 → +350 Mana: +300 → +400 Veteran Stat gain per stack: Max HP: +25 → +15 (+500 → +300) Mana: +10 → +30 (+400 → +700) AP: +6 → +4 (+120 → +100) AP and max HP per stack come down and the difference goes into mana. Fully stacked mana rises from 400 to 700, which is a genuine buff for champions who convert mana into damage or durability. AP at full stacks falls from 120 to 100, so its value as a pure damage item drops. That raises its priority for heavy mana users such as Ryze and Kassadin, and points other mages toward different options.
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Dawn and DuskPatch 7.2
Adjust
Dawn and Dusk is meant to better support the playstyle AP fighters are built around. A doubled on-hit proc plus stats aimed at long fights rewards weaving abilities and basic attacks together, giving the subclass the sustained combat power it has been missing. Base Stats Cost: 3100g Recipe: Sheen (800g) + Blasting Wand (800g) + Kindlegem (1000g) + 500g AP: +70 Max HP: +350 Ability Haste: +20 Attack Speed: +25% Pursuit After using an ability, your next basic attack deals 75% base AD + 10% AP bonus magic damage as an on-hit effect and applies one additional on-hit effect to the target. (1.5s cooldown) This pays out clearly for weaving abilities and basic attacks together. Since it applies a second on-hit effect, champions who already carry on-hit effects gain the most. A 1.5s cooldown comes back repeatedly inside a single fight, and the 25% attack speed raises your total number of swings on top of that. The 350 max HP and 20 ability haste cover the staying power AP fighters have lacked when they have to hold ground.
Infinity Orb
Infinity OrbPatch 7.2
Adjust
Base Stats Cost: 2900g → 3100g Recipe: Aether Wisp (950g) + Prophet's Pendant (1000g) + 950g → Hextech Alternator (1100g) + Needlessly Large Rod (1400g) + 600g AP: +80 → +110 Movement Speed +5% → Removed Thunderfall Removed The movement speed and the area damage on kill are gone, replaced by 30 more AP. It shifts from a flexible do-everything item to one focused purely on finishing targets. Since it no longer splashes onto nearby enemies after a takedown, the build assumes you are picking one target and killing them. It costs 200g more and now sits as the closer that burst mages and assassins add to seal a kill.
Stormsurge
StormsurgePatch 7.2
Adjust
Base Stats Cost: 2900g Recipe: Hextech Alternator (1100g) + Aether Wisp (950g) + 850g AP: +90 MR Penetration: +15 Movement Speed: +6% Flat MR penetration of 15 is proportionally large against early and mid-game opponents who have not built magic resistance. The 6% movement speed feeds directly into how fast you move between lanes, which fits taking a kill and immediately rotating. With percentage penetration removed from tier 3 mage items, a first item that supplies penetration is worth more than it was. For burst mages, this is the piece that lets them start making plays early.
Stormsurge
StormsurgePatch 7.2
Adjust
Dealing damage equal to 25% of a champion's max HP within 2.5s applies Squall to that target and grants you 25% movement speed for 2.5s. (25s cooldown) Squall After 2s, deal 125 + 10% AP magic damage. If the target dies before Squall triggers, it deals the same damage to nearby enemies instead and grants 25 gold. Removing 25% of a health bar within 2.5s is a condition a burst mage meets naturally. The 25% movement speed afterwards means that even without the kill you can choose between leaving and rotating onto the next target. And when the target does die, the damage spreads to everyone nearby, so one pick in a teamfight sets up the next. Being useful for both the chase and the exit is what makes it fit mages who roam through the early and mid game.
Void Amethyst
Void AmethystPatch 7.2
Adjust
Base Stats Cost: 1000g Recipe: Amplifying Tome (500g) + 500g AP: +20 MR Penetration Rate: +10% Getting 10% penetration out of a 1000g component makes this the quick answer when opponents start buying magic resistance early. With percentage penetration removed from tier 3 mage items this patch, it is the entry point to any penetration build. It leads into both Void Staff and Cryptbloom, so buying it before you have committed to a final item rarely goes to waste.
Void Staff
Void StaffPatch 7.2
Adjust
Base Stats Cost: 3000g Recipe: Void Amethyst (1000g) + Needlessly Large Rod (1400g) + 600g AP: +95 MR Penetration Rate: 40% At 40%, this remains the highest percentage penetration among mage items and the go-to answer for cutting through stacked magic resistance. The 95 AP means filling that slot costs you nothing in raw damage. In a game where nobody buys magic resistance, though, the penetration does very little and it becomes an AP stick. Check the enemy build before you commit — if their MR is not climbing, something like Cryptbloom may serve you better.
Cryptbloom
CryptbloomPatch 7.2
Adjust
Base Stats Cost: 3000g Recipe: Void Amethyst (1000g) + Fiendish Codex (900g) + Amplifying Tome (500g) + 600g MR Penetration Rate: +30% Ability Haste: +20 Life From Death If an enemy champion dies within 3s of you damaging them, a nova erupts at that location, healing allied champions for 100 + 20% AP. (60s cooldown) Thirty percent penetration alongside 20 ability haste suits a build that grinds targets down while keeping abilities rolling. It penetrates less than Void Staff, but in a game where enemy magic resistance stays modest it does more overall work. Life From Death heals the whole team, so a single kill in a teamfight immediately steadies everyone else. You do not need the killing blow either — damaging the target is enough.
Bloodletter's Curse
Bloodletter's CursePatch 7.2
Adjust
Base Stats Cost: 2900g Recipe: Sorrow Mask (1300g) + Fiendish Codex (900g) + 700g AP: +65 Max HP: +350 Ability Haste: +15 Vile Decay Dealing magic damage to a champion with an ability or passive reduces their MR by 7.5% for 6s, stacking up to 30%. The MR reduction also helps your allies' magic damage, so in a composition with several mages or an AP jungler it effectively raises the whole team's output. Reaching the 30% cap takes four applications, which favours champions with damage over time or area abilities that connect repeatedly. The 350 max HP keeps you standing while you hold a forward position and keep casting. It is a poor fit for a mage who wants one big burst.
Banshee's Veil
Banshee's VeilPatch 7.2
Adjust
Base Stats Cost: 3000g Recipe: Verdant Barrier (1600g) + Blasting Wand (800g) + 600g AP: +105 MR: +40 Annul Deploy a spell shield that blocks the next enemy ability. (30s cooldown) The effect from Crown of the Shattered Queen has been folded in, so one item now covers both the spell shield and magic resistance. With 105 AP still attached, buying defence no longer costs you a damage slot. A 30s cooldown comes back within a single teamfight, so eating the ability that starts an enemy combo lets you keep fighting. Against burst mages and assassins who open with a lockdown, this is a high priority.
Verdant Barrier
Verdant BarrierPatch 7.2
Adjust
Base Stats Cost: 1600g Recipe: Amplifying Tome (500g) + Null-Magic Mantle (500g) + 600g AP: +40 MR: +25 Annul Deploy a spell shield that blocks the next enemy ability. (30s cooldown) Its real value is having a spell shield before the finished item, blocking a combo opener from 1600g onward. With the enchant gone, there are few other ways to get this effect early. Against opponents who open with hard crowd control it is now realistic to pause your damage item here and answer the threat first. It builds straight into Banshee's Veil, so the gold is never wasted.
Liandry's Torment
Liandry's TormentPatch 7.2
Buff
Base Stats Recipe: Sorrow Mask (900g) + Blasting Wand (800g) + Ruby Crystal (500g) + 800g → Sorrow Mask (1300g) + Fated Ashes (900g) + 800g AP: +75 → +70 Max HP: +250 → +300 Torment Max HP damage: 0.6% - 3% (scaling with champion level) → 2% [New] Madness While in combat with an enemy champion, damage dealt increases by 2% per second (up to +6%). Torment moves from a level-scaled 0.6%-3% to a flat 2%, which raises its early impact considerably. The late-game ceiling drops, but 2% max HP applying from low levels makes it a genuine first item. Madness adds 6% damage once a fight has run three seconds, which suits mages built around sustained damage. The recipe also drops from three components to two, so stalling partway still leaves you with something usable.
Cosmic Drive
Cosmic DrivePatch 7.2
Adjust
Base Stats Cost: 2800g → 3000g Recipe: Aether Wisp (950g) + Fiendish Codex (1000g) + 850g → Aether Wisp (950g) + Fiendish Codex (900g) + Kindlegem (1000g) + 150g AP: +75 → +70 Max HP: +0 → +300 Ability Haste: +30 → +25 Spellweaving Dealing magic or true damage to a champion grants 30 movement speed for 4s. Raw movement speed and ability haste come down slightly, and 300 max HP arrives in exchange. The speed-on-cast mechanic is untouched, so it remains the most mobile item a mage can build. The added durability means getting caught mid-kite no longer ends the fight immediately. At 200g more, it suits builds that win through positioning rather than those chasing maximum damage.
Riftmaker
RiftmakerPatch 7.2
Adjust
Base Stats Cost: 3200g → 3100g Recipe: Hextech Alternator (1400g) + Fiendish Codex (1000g) + 800g → Sorrow Mask (1300g) + Fiendish Codex (900g) + 900g AP: +80 → +70 Max HP: +150 → +350 Void Corruption While in combat with an enemy champion, damage dealt increases by 2% per second (up to +8%). While at maximum stacks, melee champions gain 10% omnivamp and ranged champions gain 6%. Void Infusion Gain AP equal to 2% of bonus HP. Max HP rises by 200, and Void Infusion converts part of it into AP, so stacking durability now also raises your damage. Void Corruption reaches its 8% cap after four seconds of fighting and turns on the omnivamp at that point, which rewards fights that drag. It pairs particularly well with champions who deal true damage, such as Gwen — the longer the exchange runs, the more healing and damage accumulate together. It is a poor fit for builds that want the fight over quickly.
Archangel's Staff
Archangel's StaffPatch 7.2
Adjust
Base Stats Cost: 2950g → 3000g Recipe: Tear of the Goddess (900g) + Lost Chapter (900g) + Ring of Insight (400g) + 750g → Tear of the Goddess (500g) + Lost Chapter (1200g) + Fiendish Codex (900g) + 400g AP: +35 → +60 Ability Haste: +20 → +25 Mana Charge Bonus max mana: +18 → +14 Twenty-five more AP on completion and five more ability haste mean it fights well before the stacks are in. Mana Charge gives less per stack, dropping from 18 to 14, so the fully stacked payoff is more modest than it was. The curve is smoother across the game, which suits buying it early to accumulate stacks while other items carry your damage. For champions who convert mana into damage, finishing it quickly is worth more than before.
Seraph's Embrace
Seraph's EmbracePatch 7.2
Adjust
Base Stats AP: +35 → +60 Ability Haste: +20 → +25 Awe Max mana to AP conversion: 3% → 2% Lifeline Max mana to shield conversion: 15% → 20% Cooldown: 90s → 70s The base stats rise by the same amount as on Archangel's Staff, while Awe converts one point less, so the late-game damage from a huge mana pool is more modest. In exchange Lifeline shields for 20% of max mana and returns 20 seconds sooner. For builds that stack mana heavily, the value now leans further toward simply not dying. The damage ceiling is lower, but staying alive and casting through a teamfight is much easier.
Rabadon's Deathcap
Rabadon's DeathcapPatch 7.2
Adjust
Base Stats AP: +100 → +130 Overkill AP amplification: 20%-45% (scaling with champion level) → 30% Base AP rises by 30, and the amplification becomes a flat 30% instead of scaling from 20% to 45% with level. At lower levels the amplification is higher, so finishing it early pays off more. At maximum level it falls from 45% to 30%, so it does less to multiply a huge late-game AP pool. It used to swing wildly depending on how many AP items preceded it; that dependency is much smaller now, which makes it easier to slot in.
Oceanid's Trident
Oceanid's TridentPatch 7.2
Adjust
Base Stats Recipe: Sorrow Mask (1300g) + Blasting Wand (800g) + 900g → Fiendish Codex (900g) + Blasting Wand (800g) + Ruby Crystal (500g) + 400g AP: +75 → +80 Ability Haste: 0 → +10 Five more AP and a new 10 ability haste. Moving the recipe's anchor from Sorrow Mask to Fiendish Codex breaks the build path into cheaper steps, which helps in games where gold comes slowly. With ability haste attached, it also becomes a reasonable option for champions who fight by cycling abilities.
Luden's Echo
Luden's EchoPatch 7.2
Adjust
Base Stats Cost: 2900g → 2800g Recipe: Lost Chapter (900g) + Blasting Wand (800g) + Ring of Insight (400g) + 800g → Lost Chapter (1200g) + Hextech Alternator (1100g) + 500g AP: +85 → +100 Max Mana: +300 → +500 Ability Haste: +20 → +10 The charge system is gone, replaced by a flat 10s cooldown. You no longer have to track distance travelled or abilities cast, which makes the timing readable for you and for your opponent. AP rises by 15 and max mana by 200, while ability haste is halved to 10. The item now points toward burst mages who want a big hit at a chosen moment rather than a steady stream of casts.
Malignance
MalignancePatch 7.2
Adjust
Base Stats Cost: 2800g → 2700g Recipe: Lost Chapter (900g) + Fiendish Codex (900g) + Ring of Insight (400g) + 600g → Lost Chapter (1200g) + Blasting Wand (800g) + 700g AP: +80 → +90 Max Mana: +400 → +500 Ability Haste: +20 → +15 It costs 100g less while gaining AP and max mana, which makes it easier to complete as a first item. Ability haste drops by 5, but the recipe consolidates from three components to two, so stopping partway leaves you in a much better place. For mages who want to start making plays early, there is now another option that comes online quickly.
Lich Bane
Lich BanePatch 7.2
Adjust
Base Stats AP: +80 → +100 Spellblade Magic damage AP ratio: 50% → 45% Base AP goes up by 20 while the Spellblade ratio comes down five points. Each empowered attack hits slightly softer, but with more AP on the item the total across your abilities and attacks moves upward. Weaving abilities and basic attacks together matters exactly as much as before, and the more AP you stack the heavier each proc still becomes.
Rylai's Crystal Scepter
Rylai's Crystal ScepterPatch 7.2
Adjust
Base Stats Recipe: Giant's Belt (1000g) + Blasting Wand (800g) + 900g → Giant's Belt (1000g) + Blasting Wand (800g) + Amplifying Tome (500g) + 400g Max HP: +300 → +350 Fifty more max HP, and adding an Amplifying Tome to the recipe breaks the build path into smaller purchases. A mage who steps forward while spreading slows gets a tier more durability, which buys room in her positioning. The extra component lengthens the path to completion, but since Amplifying Tome carries AP, stopping partway still leaves your damage intact.
Horizon Focus
Horizon FocusPatch 7.2
Adjust
Base Stats Price: 2900g → 2700g Recipe: Fiendish Codex (1000g) + Blasting Wand (800g) + Ring of Insight (400g) + 700g → Fiendish Codex (900g) + Fiendish Codex (900g) + Amplifying Tome (500g) + 400g Ability Haste: +20 → +25 Hypershot Bonus Damage: 9% → 10% Horizon Focus drops 200 gold and now builds cleanly out of two Fiendish Codexes plus an Amplifying Tome, so ability haste accumulates while the item is still unfinished. The completed version carries +25 ability haste and one more point of Hypershot damage. For mages who poke from range it now sits comfortably as a second or third buy rather than a luxury one.
Morellonomicon
MorellonomiconPatch 7.2
Adjust
Base Stats Price: 2600g → 2650g Recipe: Oblivion Orb (900g) + Fiendish Codex (900g) + 800g → Kindlegem (1000g) + Oblivion Orb (900g) + Amplifying Tome (500g) + 250g Max HP: +150 → +300 Ability Haste: +20 → +15 Morellonomicon shifts from an item you buy for ability uptime to one you buy to hold your ground. Max HP doubles to +300 while ability haste gives back 5, so durability replaces rotation speed. Routing the recipe through Kindlegem also hands you health partway through the build, which makes trading in lane far more forgiving.
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Prophet's PendantPatch 7.2
Nerf
[Removed] Flat penetration early in the game was judged too strong for a mid-tier item to hand out, so the effect is being removed. Hextech Alternator takes its place as the mid-tier option for players who want burst damage. Flat penetration bites hardest against opponents who have not bought defensive stats yet, so its real value spikes while everyone is still on partial builds. With Prophet's Pendant gone, snowballing a lane purely off a mid-tier purchase is much harder. Players chasing burst in the same price bracket now route through Hextech Alternator instead.
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BandleglassPatch 7.2
Nerf
[Removed] Bandleglass has no clear role. It overlaps with Luden's Echo, sees little play, and never established a defined place in the new mage item ecosystem, so it is being removed. Because its niche sat directly on top of Luden's Echo, the choice between the two rarely felt meaningful and Bandleglass simply lost out. Removing it tidies the mid-build decision for mages down to burst versus sustained fighting. Any build that ran Bandleglass now falls back on Luden's Echo or a different line of items.
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Psychic ProjectorPatch 7.2
Nerf
[Removed] Psychic Projector is being removed as part of the mage item update. Packing high AR and high MR into one item handed out too much durability. Mage fighters can now pick up Riftmaker for sustained fighting, while Zhonya's Hourglass and Banshee's Veil cover AR and MR specifically. With no single item that stacks both AR and MR, mages have to look at what kind of damage they are actually taking before buying defence. Read whether the enemy threat is physical or magical, then choose between Zhonya's Hourglass and Banshee's Veil. Mage fighters who want to stand and trade lean on Riftmaker for in-combat staying power instead of solving durability in one slot.
Crown of the Shattered Queen
Crown of the Shattered QueenPatch 7.2
Nerf
[Removed] Crown of the Shattered Queen is being removed and its effect folded into Banshee's Veil. This simplifies the mage item system and gives Banshee's Veil a clearer identity as the defensive pick. With the effect consolidated into one item, the mage defensive slot reads simply: if you need to stop magic damage, you buy Banshee's Veil. There is far less deliberation over build order than when two similar items sat side by side. Mages who ran Crown of the Shattered Queen can slot Banshee's Veil straight into the same place.
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Awakened SoulstealerPatch 7.2
Nerf
[Removed] Awakened Soulstealer is being removed as part of the mage item update. It combined MR penetration, ability haste and a high-impact passive, concentrating too many of a burst mage's advantages into one purchase, which no longer fits the new mage item ecosystem. Burst mages can no longer buy penetration, haste and a passive in a single slot and instead have to pick up each piece separately. That costs more gold to assemble than the all-in-one did, so the early-to-mid power curve is flatter. Build freedom goes up, but which piece you prioritise now decides how strong you actually are.
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Support Item AdjustmentsPatch 7.2
Adjust
The enchanter items are being updated so the excess ability haste they piled up late game comes down, making the near-permanent uptime on shields and heals less reliable. At the same time, several underused support items are buffed to widen build variety. With that much haste, shield and heal cooldowns shrank far enough that a support could keep a carry protected almost continuously. The trade this patch is lower uptime in exchange for adjustments to AP and to the size of the effects themselves. Choosing when to spend a shield, rather than throwing one out every time it comes up, is what separates supports now.
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Ring of InsightPatch 7.2
Adjust
Price: 400g → 300g Ability Haste: +10 → +5 Ring of Insight costs 100 less but carries half the ability haste at +5. Buying it early purely to speed up ability rotations is much weaker, and it now reads clearly as a stepping stone toward a finished item. Anyone who wants heavy early haste has to look at a different build path.
Harmonic Echo
Harmonic EchoPatch 7.2
Adjust
Base Stats Price: 2600g → 2800g Ability Haste: +10 → +15 Heal and Shield Power: +8% → +5% Harmonic Echo Heal and Shield Amount: +150% → +130% Base HP Restored: 120-180 (based on champion level) → 100-160 (based on champion level) Harmonic Echo costs 200 more while both the echoed multiplier and the base restore come down. A single proc no longer swings a teamfight as far, so spamming heals recovers less ground than it used to. Ability haste rises to +15 in exchange, keeping the number of procs intact. The item supports through repetition now rather than through raw healing.
Forbidden Idol
Forbidden IdolPatch 7.2
Adjust
Base Stats Ability Haste: +10 → +5 Forbidden Idol, the enchanter-side component, has its ability haste halved as well. That puts it in line with Ring of Insight and removes the option of stacking cheap components purely for cooldown reduction. Rushing a completed item is worth relatively more, so early builds point straight at the first big purchase.
Ardent Censer
Ardent CenserPatch 7.2
Adjust
Base Stats AP: +35 → +45 Ability Haste: +20 → +10 Censer Now also triggers when the target healed is already at full HP. Bonus Attack Speed: +15%-40% (based on champion level) → +15%-34% (based on champion level) Bonus Damage: 16-30 (based on champion level) → 16-22 (based on champion level) The trigger loosens: healing an ally who is already at full HP still applies Censer. Pre-fight top-ups are no longer wasted, so buffing the marksman right as a fight opens is straightforward. In exchange the attack speed caps at +34%, the bonus damage caps at 22, and ability haste is halved. The item rewards timing a buff well rather than pouring heals out on cooldown.
Staff of Flowing Water
Staff of Flowing WaterPatch 7.2
Adjust
Base Stats Price: 2600g → 2500g AP: +45 → +50 Ability Haste: +20 → +15 Rapids Now also triggers when the target healed is already at full HP. Ability Haste Granted: +10 → +15 AP Granted: +20-40 (based on champion level) → +30-50 (based on champion level) Staff of Flowing Water gets 100 gold cheaper while both its own AP and the buff it passes on go up. Like Ardent Censer it now fires on full-health allies, so handing the buff out before a fight starts is a real option. Passing over +15 ability haste and up to +50 AP briefly lifts an allied mage or enchanter to roughly a full item ahead of where they actually are.
Imperial Mandate
Imperial MandatePatch 7.2
Adjust
Base Stats AP: +40 → +50 A straight 10 AP increase. Supports who fight around marking targets and amplifying damage also hit harder with their own abilities, which helps in poke exchanges. With the other enchanter items losing ability haste, Imperial Mandate now stands out clearly as the damage-leaning pick.
Frozen Heart
Frozen HeartPatch 7.2
Adjust
Base Stats Price: 2700g → 2650g Mana: +200 → +250 Ability Haste: +25 → +20 Frozen Heart costs 50 less and carries 50 more mana, paid for with 5 ability haste. Tanks and mana-hungry fighters get more trades in before they run dry. Ability rotations slow slightly, but the lower price means the item lands earlier and you can hold the front line sooner in the mid game.
Yordle Trap
Yordle TrapPatch 7.2
Adjust
This trap was generating far too much gold. A tank support who was already ahead could snowball at an alarming rate and become impossible to kill, so this change lands as part of the wider effort to bring item power down. Base Stats Price: 2500g → 2600g Catcher Self Bonus Movement Speed: +30% → +10% Gold Gained: 200-240 → 100-140 Income per trap falls by close to half and the item costs 100 more, so funding a build off Yordle Trap no longer works. Movement speed drops to +10% as well, which takes most of the pressure out of stepping on a trap and collapsing straight onto the target. Tank supports go back to placing traps for the fight rather than for the gold.
Redemption
RedemptionPatch 7.2
Adjust
Redemption has moved to being an active-effect item. Redemption is now something you fire yourself, which means picking both the moment and the landing spot. Forget the button and it does nothing at all. Whether you place it before a fight opens or hold it for the ally who dives in is now the whole value of the slot. Decide in advance where it sits in your button order alongside your other actives.
Tear of the Goddess
Tear of the GoddessPatch 7.2
Adjust
Riot's view is that Tear of the Goddess should be buyable as a starting item. Champions that need to stack it sometimes cannot get the stats they need from a Sapphire Crystal at the start of a game, yet also cannot afford the 900 gold Tear on their first recall. So the price comes down and stacking slows slightly. Base Stats Price: 900g → 500g Mana: +300 → +200 Ability Haste: +10 → +5 Mana Charge Max Mana per Stack: +7 → +6 Tear of the Goddess is now a basic item. At 500 gold, Tear fits inside the starting budget, so champions that live off stacks can begin building mana from level 1 and reach the payoff sooner. The trade is +6 max mana per stack instead of +7 and 100 less mana on the item itself, so the early mana pool is smaller than before. The design now favours starting early and stacking longer rather than buying in late.
Guardian Angel
Guardian AngelPatch 7.2
Adjust
With defensive enchants removed from many classes, the pool of defensive items is being widened. Guardian Angel has been expensive and inefficient, never really worth its cost, so it gets an across-the-board buff to give fighters and marksmen a reason to pick it up. Base Stats Price: 3400g → 3200g AD: +40 → +45 Resurrection Mana Restored on Revive: 30% → 100% Cooldown: 210s → 180s Guardian Angel is 200 gold cheaper, carries 5 more AD, and now returns you to full mana on revival. Whether you can cast immediately after standing back up often decides the fight, and getting up empty is no longer the default outcome. The cooldown also drops by 30 seconds, so a second revive is realistic across back-to-back fights. Fighters and marksmen who have to stand in front finally have a clear reason to buy it.
Sterak's Gage
Sterak's GagePatch 7.2
Adjust
The Lifeline items get a broad pass so their cooldowns line up with the pace of fights. Lifeline Cooldown: 90s → 75s Fifteen seconds off means Lifeline is far more often back up when fights come in quick succession. Burning the shield in a skirmish before an objective no longer costs you the shield for the fight that actually matters. Fighters running Sterak's Gage can commit early instead of holding it in reserve.
Maw of Malmortius
Maw of MalmortiusPatch 7.2
Adjust
Lifeline Cooldown: 90s → 75s Maw of Malmortius comes down to 75 seconds as well. Against heavy magic damage, the dead time between surviving one burst and stepping forward again shrinks. That lines up better with how quickly burst mages come back around, so a second exchange inside the same fight still has cover behind it.
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Mantle of the DrownedPatch 7.2
Adjust
Lifeline Cooldown: 90s → 75s Mantle of the Drowned lands on 75 seconds too. All three Lifeline items now share the same interval, so the shield reads as something that returns between fights no matter which one you own, and stacking them is easier to reason about. Durable builds can time objective contests around when it comes back.
Edge of Night
Edge of NightPatch 7.2
Adjust
Base Stats Price: 3150g → 3000g The only change is 150 gold off the price, but that is close to a recall's worth of income for assassins and fighters. Getting a completed item online first in the mid game translates directly into more chances to force a play. Nothing else changed, so builds that pushed Edge of Night late can simply move it earlier in the order.
Force of Nature
Force of NaturePatch 7.2
Adjust
Absorb Damage Reduction at Max Stacks: 25% → 20% The payoff for stacking all the way up is 5% smaller, so the frontliner soaking magic damage is a step less durable. Against a team with two mages, Force of Nature alone no longer absorbs everything. Its MR is untouched, so the item leans on being combined with other resistances and healing rather than carrying the matchup by itself.
Serylda's Grudge
Serylda's GrudgePatch 7.2
Adjust
Frostbite Damage: 10 + 2-30 (based on champion level) + 40% Bonus AD → 5 + 1-15 (based on champion level) + 15% Bonus AD Every term of Frostbite is roughly halved, and the bonus AD ratio falls hard from 40% to 15%. The bonus damage no longer grows with how much AD you have piled up, so late-game Serylda's Grudge reads as a penetration purchase rather than a damage one. It is worth rethinking where it sits in the build order.
Essence Reaver
Essence ReaverPatch 7.2
Adjust
Base Stats AD: +35 → +40 Spellblade Damage: 90% Base AD → 70% Base AD Max Stacks Held: 3 → 2 Permanent AD goes up by 5, but each Spellblade hit lands for 70% base AD and only two charges can be banked. Holding a stockpile of procs to dump all at once is much weaker, and simply alternating auto attacks with abilities now produces more total damage. The item trades burst ceiling for steadier output in an extended fight.
Blade of the Ruined King
Blade of the Ruined KingPatch 7.2
Adjust
Base Stats AD: +25 → +40 Ruined Strike Ranged Champions - Current HP Damage: 8.5% → 7% The item gains 15 AD while ranged champions lose 1.5% of the current-HP damage. Melee users keep the percentage untouched and simply pocket the extra AD, so for them it is a straight buff. Ranged marksmen chew through tanks a little slower, but the higher flat AD improves their attacks on squishier targets and their clean-up in fights. Which side of that trade you land on depends on the enemy composition.
Sunfire Aegis
Sunfire AegisPatch 7.2
Adjust
Damage per Stack: 11% → 5% Max Stacks: 4 → 6 Each stack adds much less, from 11% down to 5%, while the ceiling rises to six stacks. Ramping is slower, so brushing past an enemy a couple of times barely registers, and reaching the top takes noticeably longer in contact. Tanks holding Sunfire Aegis get more out of staying in the fight than out of touching and backing off.
Thornmail
ThornmailPatch 7.2
Adjust
Thorns Damage Reflected from Bonus HP: 2% → 1% The HP scaling on reflected damage is halved, so a health-stacking tank no longer grinds down auto-attackers just by standing there. Marksmen and fighters take less risk swinging into a Thornmail holder and can commit to straight exchanges more readily. On the tank's side, Thornmail goes back to being bought for the AR rather than for the reflect.
Sapphire Crystal
Sapphire CrystalPatch 7.2
Nerf
[Removed] The cheap component that existed purely to add early mana is gone. Champions with tight mana management have to move their opening purchase onto something else, such as Tear of the Goddess. With one option removed, starting builds are simpler and the level-1 decision resolves faster.
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Rune AdjustmentsPatch 7.2
Adjust
Rune power is being lowered across the board so champions and items carry more of the game. Runes had grown influential enough to paper over weaknesses a champion was meant to have, or to deliver a lot of power for very little trade-off. This patch applies broad nerfs to most runes, returning the system to something that complements a champion and a build instead of deciding how strong they are. In practice, the AD and AP ratios on the keystones are cut heavily and the stacking bonuses on the minor runes come down almost everywhere. With less raw value available from runes alone, item timings and lane play matter more to the outcome of the same matchup. Treat rune selection as something that supports your win condition rather than something that defines it.
Electrocute
ElectrocutePatch 7.2
Adjust
Damage: 40-194 (based on champion level) + 35% Bonus AD + 20% AP → 40-210 (based on champion level) + 10% Bonus AD + 5% AP The base damage ceiling rises from 194 to 210, but the bonus AD ratio falls from 35% to 10% and the AP ratio from 20% to 5%. Procs on a thin early build actually hit harder, while a full-build proc hits considerably less. Assassins and mages who counted Electrocute as the last chunk of a kill combo now have to find that damage from abilities and items instead.
Dark Harvest
Dark HarvestPatch 7.2
Adjust
Damage: 40 + Souls x10 + 25% Bonus AD + 15% AP → 35 + Souls x11 + 10% Bonus AD + 5% AP The base falls by 5 while each soul is worth 11 instead of 10, and both scaling ratios are cut hard. The rune pays off for players who keep collecting souls across the game rather than for players who buy damage. Reach the late game without a soul count and Dark Harvest compares poorly to the other keystones. It is worth taking on compositions that can reliably get you into fights.
Empowerment
EmpowermentPatch 7.2
Adjust
Damage: 60-200 (based on champion level) → 40-165 (based on champion level) Damage Increase: 9% → 8% Both ends of the base damage come down and the amplification loses a point. Champions built around auto attacks lose weight on individual hits in lane and total output in fights at the same time. The gap shows up most in low-level trades, where walking in on the old numbers now loses the exchange. Among the rune nerfs this one bites hardest because it carried so much early pressure.
Lethal Tempo
Lethal TempoPatch 7.2
Adjust
Melee Attack Speed: 8%-16% (based on champion level) → 6%-14% (based on champion level) Ranged Attack Speed: 3%-10% (based on champion level) → 3.5%-8% (based on champion level) Attack Range: 50 (melee) / 75 (ranged) → 25 (melee) / 50 (ranged) Attack speed drops for both melee and ranged, and the bonus range is roughly halved. Ranged champions gain a fraction at the bottom end at 3.5% but lose the top end down to 8%. With less added range, kiting backwards while fully stacked is harder to pull off and there is less room to disengage once someone closes in. Compositions that win through attack speed have to commit further forward than before.
Fleet Footwork
Fleet FootworkPatch 7.2
Adjust
Heal: 15-85 (based on champion level) + 30% Bonus AD + 30% AP → 15-110 (based on champion level) + 15% Bonus AD + 10% AP Attack Speed: +100% → +40% The base heal climbs to a ceiling of 110, but the AD and AP ratios are cut to a half and a third of what they were, and the attack speed burst falls to +40%. Lane sustain on an unfinished build is actually better, while a full build no longer heals for more and more. The proc also does much less to push a trade, so Fleet Footwork now reads as a rune for surviving exchanges rather than winning them.
Conqueror
ConquerorPatch 7.2
Adjust
AD per Stack: 3-7 (based on champion level) → 3-5 (based on champion level) AP per Stack: 4-11 (based on champion level) → 4-8 (based on champion level) The per-level growth is trimmed, so late-game stacks are worth less. The low-level values are untouched, which means lane trades feel the same as before. The difference shows up once builds come online, where a long fight no longer keeps handing out as much. Sustained-fight fighters have to stop assuming Conqueror alone wins the extended exchange.
Grasp of the Undying
Grasp of the UndyingPatch 7.2
Adjust
Damage: 1.5% Max HP → 3.3% Max HP Heal: 2.5% Max HP → 1.3% Max HP The damage side more than doubles while the heal is cut roughly in half. Grasp flips from a rune that keeps you in lane to one that pushes the enemy out of it. HP-stacking tanks now win through the number of procs they land rather than by out-sustaining the opponent. Holding lane on the heal no longer works, so plan to recall earlier.
Guardian
GuardianPatch 7.2
Adjust
Cooldown: 40-20s → 55-25s Shield: 45-180 (based on champion level) + 5% Bonus HP + 15% AP → 40-165 (based on champion level) + 6% Bonus HP + 15% AP The cooldown stretches to 55 seconds early and never drops below 25, and the base shield falls as well, so both the number of saves and the size of each one come down. The bonus HP ratio ticks up by a point, which lets health-stacking supports claw some of it back. Guardian is no longer something that leaks out constantly; it has to be timed against the enemy's burst.
Summon Aery
Summon AeryPatch 7.2
Adjust
Bonus Damage: 20% Bonus AD + 10% AP → 10% Bonus AD + 5% AP Shield: 30-140 (based on champion level) + 40% Bonus AD + 20% AP → 25-120 (based on champion level) + 10% Bonus AD + 5% AP Both the damage and the shield ratios are cut to half or less, and the shield's base values come down too. Stacking AP to whittle someone down purely on Aery's trips, or to hand out large shields on repeat, no longer holds up. Its early poke value survives, so Aery settles in as a rune for supports and mages who want small, steady lane advantages.
Arcane Comet
Arcane CometPatch 7.2
Adjust
Damage: 18-95 (based on champion level) + 3 x Hits + 35% Bonus AD + 20% AP → 15-100 (based on champion level) + 2 x Hits + 10% Bonus AD + 5% AP The base ceiling rises to 100, but the per-hit bonus drops from 3 to 2 and both scaling ratios are cut hard. Poke on an early build feels much the same, while a comet on a full AP build lands noticeably lighter. Chipping an opponent down and forcing a recall is still what the rune does best. In late teamfights it is safer to plan without counting the keystone's damage at all.
Phase Rush
Phase RushPatch 7.2
Adjust
Ranged Bonus Movement Speed: 30%-50% (based on champion level) → 20%-35% (based on champion level) Ability Haste: +25 → +10 Slow Resistance: +75% → +60% Cooldown: 12s → 21-7s (based on champion level) Ranged champions get less speed and less slow resistance, and the always-on ability haste falls to +10. The cooldown also moves off a flat 12 seconds to a level-scaled 21 seconds early and 7 seconds late. Escaping on Phase Rush is unreliable in the early game and comes around faster than before once you are leveled, so the rune's value flips across the course of a match. Anyone picking it purely to survive lane should reconsider.
First Strike
First StrikePatch 7.2
Adjust
Gold Conversion: 100% (melee) / 85% (ranged) → 60% (melee) / 45% (ranged) The gold return is roughly halved, so building an income lead off First Strike is far less efficient. At 60% for melee and 45% for ranged, the same number of procs buys noticeably less at each recall. The damage amplification is untouched, which pushes the rune toward being taken for the strength of the opening hit rather than for the gold.
Ice Overlord
Ice OverlordPatch 7.2
Adjust
Movement Speed: 1.5% Bonus HP + 20% → 1% Bonus HP + 15% AR and MR: 35 + 80% Bonus AR + 80% Bonus MR → 35 + 75% Bonus AR + 75% Bonus MR Damage: 25-125 (based on champion level) + 5% Bonus HP → 15-100 (based on champion level) + 5% Bonus HP Movement speed, resistances and damage all come down, shortening the window where you can run riot after diving in. The bonus HP portion of the damage is untouched, so tanks who stack health lose relatively little output. The smaller speed bonus is the bigger hit, slowing both the chase and the retreat. Check that your team can actually follow you in before committing.
Sudden Impact
Sudden ImpactPatch 7.2
Adjust
Damage: 10-80 (based on champion level) → 15-65 (based on champion level) Bonus Damage at Level 5: 10 → 5 Bonus Damage at Level 9: 20 → 5 The level-1 value goes up, but the per-level growth and both breakpoints are cut together. Early ganks and first trades hit marginally harder, while everything from the mid game onward is clearly weaker. Assassins who folded the level-9 bonus into their kill math will find it comes up short from that point on.
Eyeball Collector
Eyeball CollectorPatch 7.2
Adjust
Bonus per Stack: AD +2 / AP +4 → AD +1.5 / AP +3 Each stack is worth three quarters of what it was, so the same collection yields fewer stats. Getting involved early to build stacks still pays, just not as steeply. It fits the broader rune pass: Eyeball Collector no longer keeps widening a lead on its own.
Zombie Ward
Zombie WardPatch 7.2
Adjust
Bonus per Stack: AD +4 / AP +8 → AD +3 / AP +6 Stack efficiency drops to three quarters here as well. The rune still builds up every time you clear a ward, so contesting vision remains worth the time. The same effort just returns fewer stats, which means wandering off alone to hunt wards can stop paying for itself.
Empowered Attack
Empowered AttackPatch 7.2
Adjust
Damage: 35-50 (based on champion level) → 20-60 (based on champion level) The early value drops by 15 while the late value gains 10, reshaping the rune to reward reaching the late game. Low-level trades are weaker and the payoff grows with every level. Champions who used to win lane on this extra damage need another early plan, while compositions that want long games get a better fit.
Chain Assault
Chain AssaultPatch 7.2
Adjust
Damage: 20-35 (based on champion level) + 5% Bonus AD + 2.5% AP → 12-38 (based on champion level) + 3% Bonus AD + 1.5% AP The base damage falls early and creeps up slightly late, while both scaling ratios are trimmed. The rune scales less with items and behaves more like a flat, level-based top-up. As with the other minor runes, its individual contribution is smaller, so build rune pages to cover a champion's weaknesses rather than to add damage.
Tyrant
TyrantPatch 7.2
Adjust
Damage: 30-50 (based on champion level) + 7.5% Bonus AD + 3.5% AP → 20-70 (based on champion level) + 6% Bonus AD + 3% AP The early value drops by 10 and the late value climbs by 20, with only a small trim to the ratios, so the rune leans toward paying off with levels. Take it for what it adds in late teamfights rather than for lane pressure. Compositions that need to force an early advantage are better served elsewhere.
Transcendence
TranscendencePatch 7.2
Adjust
Ability Haste at Level 1: 6 → 5 Ability Haste at Level 5: 6 → 5 Cooldown Reduction on Hit: 10% → 8% Each haste tier loses a point and the on-hit refund loses 2%. Individually small, but it compounds with every cast, so a long teamfight ends up with noticeably fewer rotations. Mages who papered over their cooldowns with Transcendence need to find haste on items instead, or be pickier about when they cast.
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HexflashPatch 7.2
Buff
Cooldown: 25s → 18s [New] Entering combat with an enemy champion applies a 6 second cooldown. Seven seconds off the cooldown makes repeated wall hops around the map much easier. In exchange, the moment you enter combat with an enemy champion you are locked out for 6 seconds, so blinking through a wall to escape after a fight has already started no longer works. Hexflash has to be used ahead of time now — to set up a play, or to leave once combat has dropped.
Botanist
BotanistPatch 7.2
Nerf
With the Soul Flowers under turrets removed, Botanist is being updated so the gold it granted moves onto the other plants. [Removed] Picking up a Soul Flower increases gold gained by 100%. Gold on Destroying Fruit: 25 → 30 With Soul Flowers gone from the map, the pickup half of the rune has nothing left to trigger on. Fruit pays 5 more instead, so there is still income to collect while moving through the jungle or the lanes. Total earnings are lower, so treat Botanist as a small top-up along the way rather than a funding plan.
Unshakeable
UnshakeablePatch 7.2
Adjust
Bonus AR and Bonus MR: 4% + 3% per nearby enemy champion → 3% + 2% per nearby enemy champion Both the base and the per-enemy value lose a point, so being surrounded is less safe than it was. The gap widens the more enemies are around you, which hits the tanks who dive into the middle of a fight hardest. Builds that leaned on the rune for resistances need to make that up on items.
Second Wind
Second WindPatch 7.2
Adjust
Enhanced Heal: 6 + 2% Missing HP → 3 + 1.5% Missing HP The flat portion is halved and the missing-HP ratio loses half a point, so recovering after taking chip damage is slower. Sitting in lane while absorbing poke sustains worse, which means more recalls. In matchups with heavy harass, manage the wave to avoid the damage rather than leaning on Second Wind to undo it.
Bone Plating
Bone PlatingPatch 7.2
Adjust
Cooldown: 30s → 40s Ten extra seconds means a second Bone Plating window inside one fight is much rarer. Through back-to-back early trades you can no longer assume the reduction is up every time. Positioning so you are not caught without it when the enemy steps up matters more than before.
Overgrowth
OvergrowthPatch 7.2
Adjust
Minions Required per Growth: 2 → 3 Monsters Required per Growth: 1 → 3 The requirements go up, so it takes longer to reach the same amount of health. Monsters jumping from one to three hits junglers hardest, slowing how fast farming converts into durability. The health you eventually get is calculated the same way; you just arrive there later, so plan mid-game fights around being a step squishier.
Courage of the Colossus
Courage of the ColossusPatch 7.2
Adjust
Cooldown: 10s → 18s Going from 10 to 18 seconds nearly doubles the wait, so re-applying the shield on every brief contact is out. Making sure it lands on the engage you actually care about matters now, and wasting it can leave you without it for the next fight. Tanks who initiate need to save the first step-in for the real opening.
Font of Life
Font of LifePatch 7.2
Adjust
Ally Heal: 3% Max HP + 15% AP → 1.5% Max HP + 5% AP Cooldown: 20s → 15s Each proc heals less than half of what it did, paid back with 5 seconds off the cooldown. The healing arrives in smaller, more frequent pieces, so it does much less to stabilise a teamfight in one go. How you trigger it has not changed, but how much a single trigger undoes clearly has. Font of Life alone will not turn a losing lane trade around any more.
Perseverance
PerseverancePatch 7.2
Adjust
AR / MR: 15-25 → 10-15 Perseverance gives fewer resistances at both ends of its range, so early and mid game durability drops. It is an always-on stat, so the difference shows from the laning phase onward. Builds that leaned on runes for resistances now have to make that up through items.
Legend: Alacrity
Legend: AlacrityPatch 7.2
Nerf
Max Attack Speed: +20% → +18% The attack speed cap on a fully stacked Legend: Alacrity loses 2%. It is an always-on stat, but the cut only bites once you reach the cap, so the longer a game runs the more it shows. For champions who win fights by simply keeping their attack speed up, it is a small reduction in their final damage output.
Brutal
BrutalPatch 7.2
Adjust
Damage: 6 + 8% Bonus AD → 5 + 6% Bonus AD + 3% AP The flat value and the bonus AD ratio both come down, but a 3% AP ratio is added. For AD champions that is a straight nerf; for AP champions it means Brutal finally does something. AP fighters and AP-scaling junglers in particular gain an option in a rune slot they previously had little reason to touch.
Battle Zeal
Battle ZealPatch 7.2
Adjust
Damage Increase: 2% → 1.4% The amplification loses 0.6%. On any single hit that is minor, but it compounds for champions who land a lot of attacks. It is one piece of the broader rune pass and not a reason to change a page on its own — just leave some headroom if your damage math assumed the old number.
Cut Down
Cut DownPatch 7.2
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Damage Increase: 8% → 6.57% The amplification against high-health targets falls from 8% to 6.57%, slowing how fast you cut through tanks. Marksmen and fighters who were the answer to a durable front line need to cover that with percentage damage or penetration on items. Against two or more tanks, do not assume the rune alone solves the matchup.
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Bounty SystemPatch 7.2
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The bounty system is being updated so it reflects a champion's actual gold advantage more accurately. Instead of leaning heavily on kill and death streaks, every major gold source — assists, minion farm and the rest — now feeds into the bounty calculation, which gives a truer read on how far ahead a champion is. A situational layer is added on top: shutdowns on a team with a large gold lead pay more, while killing a champion on a losing team no longer grants extra. That should create more comeback opportunities and cut down on runaway snowballing. Overview A champion's bounty is now determined by gold earned and lost rather than by kill or death streaks. Bounties accumulate more precisely. For example, a champion can now carry a bounty of as little as +1 gold. Bonus bounty only appears on the scoreboard once it exceeds 100 gold. Amounts under 100 gold still accumulate. Bounties only update after the champion leaves combat. Gold earned from champion abilities (Twisted Fate, Draven, Pyke and similar) or from items and runes (First Strike, The Collector and similar) is not included in the bounty calculation. Positive Bounty A positive bounty is the extra gold handed to the killing player when the champion dies (unchanged). This positive bounty no longer depends on kill streaks. While a champion carries a positive bounty, every 3 gold earned from kills/assists adds 1 gold to the bounty. Gold earned from a kill/assist does not raise the bounty of the champion who secured it. While a champion carries a positive bounty, every 20 gold earned from minions, jungle monsters, support items, Smite and similar sources raises the bounty by 1 gold. When a champion is killed, the positive bounty they were carrying is reset. A single kill/assist can award up to 700 gold of bonus. Any excess keeps accumulating and is displayed again after the champion respawns. Kill/assist rewards now adjust automatically to the lead or deficit between the two teams. If the champion's team is even or behind, 100% of the kill/assist bounty is deducted. If the champion's team is slightly ahead, 90% of the kill/assist bounty is deducted. If the champion's team is somewhat ahead, 60% of the kill/assist bounty is granted. If the champion's team is well ahead, 90% of the kill/assist bounty is granted. If the champion's team is overwhelmingly ahead, the full kill/assist bounty is granted. Neutral Neutral means that when the champion is killed, the killing side receives the base gold, unaffected by any bounty. While a champion is Neutral, every 3 gold earned from kills and assists accumulates 1 gold. While a champion is Neutral, every 20 gold earned from minions, jungle monsters, support items, Smite and similar sources accumulates 1 gold. While a champion is Neutral, when that champion dies, their base bounty is reduced by 1 gold for every 3.5 gold awarded to the player who secured the kill/assist. Negative Bounty A negative bounty means that when the champion is killed, the killing side receives less base gold (unchanged). Negative bounties no longer depend on death streaks. Earning a kill/assist no longer resets a negative bounty. While a champion carries a negative bounty, every 3 gold earned from kills/assists raises that champion's bounty by 1 gold. Gold earned from kills/assists is included in the calculation. While a champion carries a negative bounty, every 7 gold earned from minions, jungle monsters, support items, Smite and similar sources accumulates 1 gold of bounty. While a champion carries a negative bounty, when that champion dies, their base bounty is reduced by 1 gold for every 3.5 gold awarded to the player who secured the kill/assist. Because bounties now track real gold rather than kill counts, a champion who has quietly farmed into a lead carries one too. Conversely, a player who has died repeatedly but made the gold back on farm will not sit at the floor. The scaling layer also deducts from kill/assist bounties while your team is ahead, so stacking kills from in front no longer compounds the way it used to. For the team that is behind, rebuilding gold safely is a faster route back into the game than hunting for kills.
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Battlefield TempoPatch 7.2
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The large system changes are being aligned with the map's major objectives so the phases of a match read more clearly and the flow stays consistent. As tower plates fall and the major objectives spawn, you will see minion waves, towers and lane pressure shift with them, which makes each stage of the game easier to recognise and play around. The affected changes are listed below (unless stated otherwise, the maximum value of each scaling effect is unchanged): Time for Siege Minions and Bombard Minions to reach maximum bonus damage against minions: 12 min → 11 min Time for Super Minions to reach maximum bonus damage against other minions: 20 min → 19 min Time for all towers to reach maximum AD: 20 min → 19 min Maximum bonus AD gained by all towers: 125 → 130 Time before the Nexus shield begins to decay: 12 min → 11 min Time for the Nexus to reach maximum AD: 20 min → 18 min 30 sec Time at which the reduced minion-on-minion damage in the baron lane ends: 7 min → 6 min Time at which the first Scryer's Bloom spawns at the Nexus: 7 min → 6 min Most of the key milestones move roughly a minute earlier, so the game steps into its next phase faster. Minion push and tower AD come online sooner, which raises the value of acting while you still hold lane priority. In the baron lane in particular, the reduced minion-on-minion damage ends at 6 minutes and the first Scryer's Bloom appears at the same moment, so wave management and the vision contest start moving together. The Nexus reaching maximum AD at 18:30 is also a useful marker when planning a late push.
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Other AdjustmentsPatch 7.2
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Ahri VGU Ahri, one of Wild Rift's signature champions, has received a visual update built with the latest art and technology. The update keeps everything fans have loved about Ahri for years while breathing new life into the Nine-Tailed Fox with high-quality visuals. A total of 12 skins including Ahri's base skin, 7 chromas and 1 Wild Pass upgrade have had their visuals updated. The work spans four main areas: rebuilding the model, reworking the skeleton, a full pass on VFX, and polishing the animations. [Removed] Soul Flower Soul Flowers were originally introduced to help players who were losing lane claw their way back, but Riot says they never delivered the intended effect. Players who were behind often found them too low in value, while players who were ahead found them frustrating. Simplifying the system and introducing more direct comeback mechanics should improve the lane experience and let players focus on fighting and strategy. Item Data Tracking System Item data tracking has been added so the value an item generates over a match is clearly visible. [New] During or after a match, players can tap an item in their inventory to see the value that item produced. End-of-Match System Improvements The post-death screen has been updated to show more detailed combat data. Damage sources, damage types and other key combat information are broken down more clearly, making it easier to adjust your playstyle and item build over the course of a match. Champion Select Optimisation Skin showcase animations now play during champion select in draft pick. Picking a champion plays that skin's own animation, highlighting each skin's personality and visual style before the match begins. Tapping the champion display skips the animation at any time. Once it ends the screen returns to the normal champion view, and pose and chroma previews remain available. The feature is enabled by default on supported devices and can be toggled from Settings → General. Availability depends on your device's performance. In-Game Shop Interface Improvements The in-game shop interface has been optimised so item descriptions are easier to read and more information fits on a single page, which cuts down on unnecessary scrolling. Damage Amplification System Update Changes are being made so true damage interactions behave consistently across the game. Effects from items and runes that grant percentage-based damage amplification or reduction now also apply to true damage. Seasonal Rift Update [Map Update] Ionia: Summer Rift Summer has arrived on the Ionia Rift. The snow has melted, water runs through the waterfalls and rivers again, and the landscape brims with life through blooming lotus flowers, swaying plants and lively wildlife. Updated lighting brings warm seasonal colour to the Rift for a vivid, immersive summer. Vision Score System A new vision score system is being introduced so your contribution to vision control in each match is easy to see. Earn vision score by placing and destroying wards, and use it to measure your contribution and spot what to improve. [New] Real-time vision score is now visible on the in-game scoreboard. Champion Movement Interruption Rule Update New crowd control type: Knockdown This crowd control type is designed specifically to interrupt dashes and forced movement. Interrupting a dash is no longer tied to crowd control effects such as stun, which resolves interaction problems in certain situations. The crowd control on the following champions has been updated so it correctly interrupts enemy dashes: Ahri - (3) Charm Veigar - (3) Event Horizon Amumu - (4) Curse of the Sad Mummy Jinx - (3) Pack'n Chopper! Lissandra - (4) Frozen Grave Vex - (P) Doom 'n Gloom Viktor - (2) Gravity Field Warwick - (4) Infinite Duress Yone - (4) Fate Sealed Poppy - (2) Steadfast Two of these matter most in practice: percentage amplification and reduction now applying to true damage, and the arrival of Knockdown. Because true damage was previously untouched by percentage reduction, the value of damage amplification items and runes is worth re-evaluating across the board. Knockdown means the listed abilities reliably stop an enemy dash, which makes answering dive champions much more predictable. The post-death screen and item data tracking also let you work backwards from what actually killed you and carry that into your next build.
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Battlefest S6Patch 7.2
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Battlefest Season S6 opens on 10 July 2026 at 12:00 JST. Working through the reward track unlocks the latest skin, Purple Garlic Lulu, and an exclusive pose. This season also brings the Battlefest All-Access Chest, another chance at the premium rewards from previous Battlefests. The reward track pays out in proportion to how far you push it, so clearing missions from the opening days keeps you off the deadline at the end of the season. The All-Access Chest draws on rewards from earlier Battlefests, which makes it the recovery route if you missed a previous season. Check what the track costs to reach Purple Garlic Lulu and the exclusive pose, then work backwards from there.
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New GameplayPatch 7.2
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Unbound Frenzy Champion Expansion T-Hex, Aurelion Sol, Swain and Yone officially join Unbound Frenzy. The four additions fill different roles, so the range of approaches you can test inside the mode widens accordingly. If the existing roster had started to feel stale, run these four first and see which mutations they pair with. The mode still carries its own balance adjustments, so check how a champion actually behaves there rather than importing your ranked instincts wholesale.
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ARAMPatch 7.2
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Feedback from the test server fed into class and augment balance, and a large number of issues were fixed before the full release. Riot says it will keep watching the mode now that ARAM is open to all players and make long-term improvements based on feedback. The Elemental Season of ARAM begins. After the test server pass, everyone is now playing on the same balance. Class and augment numbers have moved around, so the winning patterns you found during testing will not all carry over. With the Elemental Season opening, it is worth reading through the augment list once so the first pick does not catch you out.
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New AugmentsPatch 7.2
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6 augments have been added to the Elemental series. Riot's stated aim is to make each class's gameplay more interesting and give players more chances to invent powerful combinations across series. The Abstract augment series has also been added along with some stronger standalone augments. Conjurer's Strike, for example, triggers crowd control when you summon a unit that has health, so champions like Zyra benefit from it. What happens to the older augments? Some existing augments have been reworked. Whale now unlocks more appealing items, and taking Celestial Body as your team's only frontliner grants an extra augment reroll. A new enhancement system is also applied to some augments, such as Eureka. When you obtain one of these, it is assigned a random enhancement level from 1 to 10 — the higher the level, the stronger the augment's stats. Alongside that, the numbers on some existing augments were adjusted to create more counterplay opportunities. The enhancement level is the addition worth paying attention to. The same augment can vary in strength depending on whether you rolled a 1 or a 10, so the selection screen now asks you to read the level as well as the name. Designs like Conjurer's Strike, which turns a summoned unit into a crowd control trigger, also pick up champions that previously got little from the system. Together with the extra reroll for a team running a single frontliner, the changes push selection away from a narrow set of defaults.
Void Staff
Void StaffPatch 7.2
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This item's effect has been adjusted to match the ranked version. The mode-specific numbers are gone and the item behaves exactly as it does in ranked. Builds you are comfortable with in ranked carry over directly, so there is no second set of values to memorise. When to buy Void Staff and how to time it against the enemy composition can be judged on the same basis as in ranked.
Stormsurge
StormsurgePatch 7.2
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This item's effect has been adjusted to match the ranked version. Stormsurge also loses its mode-specific tuning and now matches ranked. Moving between modes no longer means re-checking how the item behaves. Burst mages can bring their ranked build order across as it is.
Blackfire Torch
Blackfire TorchPatch 7.2
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This item's effect has been adjusted to match the ranked version. Blackfire Torch is brought in line with ranked as well. With all three items unified, an item's strength no longer flips between modes and planning a build is simpler. Mages who deal damage over time can use their ranked experience as the benchmark.
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Psychic ProjectorPatch 7.2
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Riot's stated aim is for mage tanks to get more out of the bonus HP and AP available from augments and other gameplay mechanics, and to be stronger in the adventure modes. This item remains available in Howling Abyss, Unbound Frenzy and Arena, though its stats have been adjusted slightly. Psychic Projector is removed from ranked but stays as an option in these modes. In modes where augments can push bonus HP and AP, an item that covers both AR and MR in a single slot fits well. The stats have moved, so check how durable you actually are inside the mode before stepping forward rather than trusting your memory from ranked.
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Awakened SoulstealerPatch 7.2
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To support ability-haste-focused builds, Riot wants it to be easier for players to pick up ability haste from items. This item remains available in Howling Abyss, Turbocharge Rift, Unbound Frenzy and Arena, with slight adjustments to its stats. Awakened Soulstealer is removed from ranked but stays in the modes where stacking haste is a legitimate plan. Where simply keeping abilities up is the win condition, an item that supplies penetration and haste in one slot earns its place. The stats have changed, so verify how fast your rotations actually come around inside the mode rather than relying on the ranked numbers.
Redemption
RedemptionPatch 7.2
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The change is meant to make it easier for support players to trigger healing effects so they can focus on building augments and engaging. If you need to heal an ally to satisfy a particular augment, simply being near a teammate is enough. In Howling Abyss, Turbocharge Rift, Unbound Frenzy and Arena, this item keeps its previous effect and stats. If your augment build keys off healing, standing near an ally is now enough to meet the condition. Freed from aiming heals for the sake of a trigger, supports can spend that attention on engage positioning and on how their augments fit together. The four listed modes keep the old effect and stats, so know which version you are playing with.
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Repulsor EnchantPatch 7.2
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This item has been removed. With Repulsor Enchant off the list, any build that assumed it has to be reworked. Check first whether the effect you were getting from that enchant slot can be covered by another item. The trimmed item pool does at least make the buying decision quicker.
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Shadow StrikePatch 7.2
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This item has been removed. Shadow Strike is removed as well. The enchant options are being trimmed back in sequence, which leaves fewer decisions on the item screen. Whatever role Shadow Strike was covering now has to come from another item or from how you draft your augments.
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New ContentPatch 7.2
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Honor Medal System Achievements have been reworked into a new Honor Medal system. Each medal has its own unlock condition, and some hidden medals are waiting to be discovered. Once earned, a medal is yours permanently, and you can display up to 6 on your profile. Omnichamp The Omnichamp system has been introduced for players who want to master a wide range of champions. Progress through it to earn exclusive honor icons and broaden your champion pool. Omnichamp can be found through the former Master of Versatility interface. Conduct Penalties Alongside the new Ranked Energy progression system for ranked play, the penalty rules for misconduct in ranked have been updated. The specifics are below. Energy loss from violations Players confirmed to have committed a violation in ranked lose Ranked Energy in proportion to how serious the offence was. If the penalty would immediately cost a mark, the excess accumulates as a Pending Ranked Energy Deduction. The Pending Ranked Energy Deduction has a cap. Once that cap is reached, any further penalty reduces Ranked Energy immediately. Pending energy deductions While a Pending Ranked Energy Deduction exists, Ranked Energy earned from ranked wins goes toward paying it off first. Once the pending deduction is fully cleared, you earn Ranked Energy normally again. Appeals and review If you disagree with a ruling, you can appeal through Reputation System → Player Behavior Missions → Player Behavior Score Appeal Portal. If the appeal is upheld, the deducted Ranked Energy is returned and the pending deduction is cleared. Tapping Mode Select → Ranked → the Ranked Energy bar shows your current pending deduction and a history of changes over the past 30 days. Automatic Uninstall System Automatic uninstalling has been added for match-related champion and skin resources such as models and high-tier pose videos. Once the game client's disk usage reaches a certain level, the system begins uninstalling automatically. Highlight Automatic Uninstall To reduce storage use, the cap on saved highlight videos has changed from 100 to 50. If you are over the new cap after the update, you will be asked to delete videos at your first login. You can delete them manually, or if you do not, the oldest highlights will be removed automatically at your next login. The conduct penalties are the part that touches play directly. What you lose to a penalty lingers as a pending deduction, and ranked wins pay that off before they count for you, so a confirmed violation effectively costs you a number of wins before you resume climbing. The highlight cap dropping from 100 to 50 is easy to miss; if there are clips you want to keep, sort them before your first login after the update. Honor Medals and Omnichamp both reward players who play a wide champion pool.
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Sovereign Ranked RulesPatch 7.2
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At Sovereign and above, every 40 marks counts as 1 major rank. A full party may have a rank gap of up to 2 major tiers. All other ranked parties may have a rank gap of up to 1 major tier. Because 40 marks is the unit at high ranks, judge party eligibility in major ranks rather than in individual marks. Only full parties are allowed the 2 major tier gap, so if you want to queue with friends who are further apart, filling all five slots is the easier way to qualify. Waiting as a three or four stack can leave the same group unable to queue together.
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Cache CleanupPatch 7.2
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The cache clearing function in Settings has been optimised so specific cache files generated while the game client is running can be deleted manually. This makes it easier to deal with the client growing its storage footprint excessively. Cache that builds up the longer you play can now be cleared without reinstalling the app. On devices tight on storage, clearing it from Settings before performance degrades keeps things stable. Together with automatic uninstalling, there are now more ways to keep the client's footprint in check.
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Loadout SystemPatch 7.2
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The loadout system now includes an ARAM loadout, with items, augments and summoner spells editable separately. You can save a dedicated ARAM setup without overwriting your ranked configuration. ARAM works from different assumptions about both items and augments, so this removes the rebuild that used to come with every mode switch. Summoner spells are held separately too, which means you can drop straight into a game after picking the mode.
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Friendship StorePatch 7.2
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Cottontail Lillia skin is now obtainable from the Friendship Chest. Matchmaking Champion Score Cap The cap on champion score obtainable in matchmade modes has been adjusted. The Friendship Chest pool has been updated with a new skin added to it. Check what is in the pool before opening one. The champion score cap applies to matchmade modes, so if you have been grinding specifically to raise a score, note that efficiency changes once you hit the cap.
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Ranked RewardsPatch 7.2
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With the ranked rework, some of the item card rewards included in ranked rewards have been adjusted. The reward contents have shifted to fit the new Ranked Energy progression. If you set your target based on a previous season, the reward you were aiming for may sit at a different point now. Check what is handed out at each stage before you start the season's climb.
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Stellar Core StatsPatch 7.2
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The per-season cap on Legendary rank Stellar Cores has increased from 8 to 10. Two more per season means the players who stay engaged all season benefit most. Raising the cap also means collection no longer stalls partway through. Watch your rate of acquisition and pace it so nothing is left on the table at the end of the season.
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Button UI Skin OptimizationPatch 7.2
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More skins are now compatible with Button UI Skins. Go to Collection → In-Game Customization → Button UI Skin and tap Compatible Skins to view and unlock the new customisation options. If a skin you already own is on the list, you may be able to change your button appearance without buying anything else. Open that menu first and see what your existing collection unlocks. Nothing here affects gameplay, so pick purely on preference.
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Bug FixesPatch 7.2
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Fixed an issue where using certain abilities during auto-move would interrupt the auto-move for the following champions. Riot says it will keep monitoring other champions with similar issues. Garen's (1) and (2) Sona's (1), (2) and (3) Miss Fortune's (2) Blitzcrank's (2) Fixed a bug where Seraphine's ultimate cast was too slow after using (2) or her empowered (2). Fixed a bug where Fiddlesticks' passive could apply fear while visible or while in combat. Fixed a bug where the bonus AD from Darius' passive was lost after death. Fixed a bug where Lillia and Brand did not correctly trigger the slow from Rylai's Crystal Scepter. The auto-move fix means casting while travelling now behaves as intended. The Fiddlesticks fix matters most: fear no longer lands while Fiddlesticks is visible or in combat, so the counterplay is finally clear. Darius keeping his passive's bonus AD through a death is also significant, since it changes how quickly he recovers. Lillia and Brand get their chase pressure back to its intended level when building Rylai's Crystal Scepter.

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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