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Patch 7.2b changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.2b (added 2026-07-29).

Meta analysis (patch 7.2b, AI-written forecast)

Patch 7.2b nerfs Jayce, Nidalee and Kayle, all too strong in the early lane, on durability, mobility and sustain. Early core items like Iceborn Gauntlet and Luden's Echo are buffed, and the crit marksman items Magnetic Blaster, Lord Dominik's Regards and Navori Quickblades gain AD, so ADCs scale harder into the mid and late game. The Botanist gold reduction and the bounty system adjustments curb snowballing and open up more comebacks.

Jayce
JaycePatch 7.2b
Nerf
Base Stats Base AR: 46 → 37 Losing 9 base AR leaves Jayce noticeably softer against physical damage through the early lane. Standing in Hammer form to win extended trades is a riskier proposition, pushing more of his laning onto poking from Cannon form at range. He also drops faster under minion aggro and jungle ganks, so positioning and recall timing matter more than they used to.
Nidalee
NidaleePatch 7.2b
Nerf
Base Stats Base AR: 46 → 37 Base MR: 40 → 36 Prowl Bonus movement speed in brush: 15% → 10% Bonus movement speed toward marked enemies: 15% → 10% Both defensive stats come down, so Nidalee pays more for every early skirmish she takes. Prowl also gives 5% less movement speed both in brush and when chasing a marked target, which slows her approach through the jungle and her follow-up after a spear connects. Targets now get a window to react, so landing the spear before committing matters more than ever.
Ambessa
AmbessaPatch 7.2b
Nerf
Public Execution Damage reduction: 30%/40%/50% → 10%/20%/30% Base damage from missing HP: 20/30/40% → 10/17.5/25% Ambessa's ultimate loses on both fronts at once: staying power and payoff. With 20% less damage reduction at every rank, casting it in the middle of a fight no longer keeps her alive without team support. The missing-HP scaling is cut to roughly half as well, so it is a far less dependable execute on a target she has already worn down. Choosing the right target and the right angle now carries much more weight.
Aurora
AuroraPatch 7.2b
Buff
Twofold Hex First cast damage: 35/65/95/125 + 30% AP → 40/70/100/130 + 33% AP Recast damage: 35/65/95/125 + 30% AP → 40/70/100/130 + 33% AP The Weirding Damage: 75/125/175/225 → 80/130/180/230 The base damage on Twofold Hex returns to what it was before the 7.1g cut, and the AP ratio comes back slightly higher at 33%. Because the first cast and the recast both get the same increase, a full sequence gains more than either line suggests on its own. The Weirding picks up 5 damage at every rank, which steadies Aurora's wave clear and her lane poke.
Sona
SonaPatch 7.2b
Nerf
Aria of Perseverance Heal: 45/60/75/90 → 35/50/65/80 Crescendo Cooldown: 80/70/60s → 80/75/70s Sona's heal drops by 10 at every rank, so she props up her lane partner less through long trades. Crescendo is unchanged at rank 1 but 10 seconds longer at max rank, which decides whether she has a second ultimate for back-to-back fights late. She still tops her team up between skirmishes, but she can be forced off a lane far more easily.
Ekko
EkkoPatch 7.2b
Buff
Z-Drive Resonance Damage AP ratio: 70% → 80% Parallel Convergence Missing HP ratio: (2% + 0.015% AP) → 3% + 0.025% AP Z-Drive Resonance carries 10% more AP, so the burst that lands once Ekko has stacked hits on a target is noticeably heavier. Parallel Convergence gains both a bigger flat share of missing HP and a better AP ratio, speeding up how quickly he closes out wounded enemies and chews through high-HP frontliners. Both scale with the AP he buys, which makes committing him into a teamfight more worthwhile.
Kayle
KaylePatch 7.2b
Nerf
Radiant Blast Mana cost: 80/85/90/95 → 70/80/90/100 Damage: 70/120/170/220 → 60/100/140/180 Celestial Blessing Mana cost: 85/90/95/100 → 75/80/85/90 Heal: 95/125/155/185 + 40% AP → 60/95/130/165 + 30% AP Kayle loses damage and sustain at the same time, so her early and mid game push far less hard. The mana on Radiant Blast is reshaped rather than simply lowered — cheaper at rank 1, more expensive at max — which makes leaning on it late more costly. Celestial Blessing gives up flat healing and AP scaling together, so standing and trading is no longer a safe answer, and the wait for her levels and items gets longer.
Hecarim
HecarimPatch 7.2b
Nerf
Rampage On-hit bonus movement speed: 30% → 18% This cuts straight into what Hecarim does best: building speed while he chases. Losing 12% movement speed from Rampage's on-hit effect slows how fast he closes from behind on a gank, how long he stays glued to a fleeing target, and how far he has to travel to reach a back line. Opponents get room to create distance, so he now needs terrain and ally crowd control to set his engages up.
Lee Sin
Lee SinPatch 7.2b
Buff
Safeguard / Iron Will Shield: 80/140/200/260 → 100/160/220/280 Omnivamp: 16/24/32/40% → 20/30/40/50% Lee Sin gets more out of every dash-in. The shield is 20 larger at every rank and Iron Will's omnivamp climbs at each rank as well, so he heals back a bigger share of what he takes while trading. Clearing camps becomes faster and safer, and he can be the one to commit first in an early skirmish and still come out even or ahead.
Zilean
ZileanPatch 7.2b
Nerf
Time Bomb Base damage: 70/140/210/280 → 60/125/190/255 Chronoshift Cooldown: 100/85/70s → 110/95/80s Time Bomb loses base damage at every rank, slowing Zilean's wave clear and his lane poke. Chronoshift is 10 seconds longer across the board, which raises the cost of spending the revive at the wrong moment. Against a team that forces fights back to back the second one often will not be up, so deciding when and on whom to use it carries much more weight.
Iceborn Gauntlet
Iceborn GauntletPatch 7.2b
Buff
Base Stats Cost: 3100g → 3000g Max HP: +250 → +300 Iceborn Gauntlet is simply cheaper and tankier: 100 gold less for 50 more max HP. Trimming the price to a round 3000 lines it up better with what a single recall usually buys, which can bring the completion forward by a wave or two of farm. Frontliners who lead with an ability get the extra durability without giving up the item that lets them do their job.
Luden's Echo
Luden's EchoPatch 7.2b
Buff
Echo Damage: 110 + 10% AP → 140 + 15% AP Cooldown: 10s → 9s Each proc lands 30 more flat damage with a 5% better AP ratio, and it comes back a second sooner. That lets a mage clear the wave and chip at the enemy laner in the same motion, holding lane priority for longer stretches. Since the gain grows with AP, Luden's Echo is a stronger choice as the first completed item than it was.
Magnetic Blaster
Magnetic BlasterPatch 7.2b
Buff
Base Stats AD: 25 → 30 Five more AD means picking Magnetic Blaster for its passive costs less raw damage than it did. The increase is modest on paper, but for champions who fight through auto attacks it compounds across every hit for the rest of the game. It now sits alongside other offensive items in the same price bracket instead of clearly trailing them.
Lord Dominik's Regards
Lord Dominik's RegardsPatch 7.2b
Buff
Base Stats AD: 25 → 30 Five more AD softens the raw damage you give up when you buy the item for its AR penetration. Because its value climbs the more armor the enemy stacks, better base damage means it is less dead weight when purchased before the opposing team has built defensively. Marksmen tasked with cutting through a frontline get more freedom in when they slot it in.
Navori Quickblades
Navori QuickbladesPatch 7.2b
Buff
Base Stats Cost: 2800g → 2700g Nothing but a price cut, yet finishing it sooner matters here. Navori Quickblades shortens ability cooldowns off auto attacks, so the moment it completes the champion's whole casting rhythm changes. Even 100 gold can mean having it a recall earlier, which decides who takes lane priority in the early skirmishes. Nothing about the stats or the passive changed, so the benefit comes purely from reordering the build.
Botanist
BotanistPatch 7.2b
Nerf
Gold gained from destroying a plant: 30 → 10 The gold from breaking a plant falls to a third of what it was, so Botanist is no longer worth taking as an income rune. Plants are limited in number, so even 30 gold each was never a large sum — at 10 there is no reason to walk out of your way for one. Whether the rune still earns its slot now depends entirely on what it offers beyond the gold.
⚔️
System and ModesPatch 7.2b
Adjust
Champion Bounty system: thresholds relaxed ARAM augment and champion scaling adjustments T-Hex adjustments Bounties now trigger under looser conditions, so a fed opponent has a price on their head sooner. The larger payout for taking them down means one won teamfight can close a gap that used to stay open, and fewer games stay locked in a single direction from start to finish. On the ARAM side, augments and per-champion modifiers were revisited together, so expect the usual pecking order of strong picks to shift.
⚔️
Bug FixesPatch 7.2b
Adjust
Fixed bugs affecting several item stats Corrected the tooltip text for Darksteel Talons, among others Tooltip corrections are display-only and change nothing about how anything behaves. The item stat fixes do change behaviour, though. If a build felt weaker in earlier patches than its listed numbers suggested, it may simply be performing as intended now. It is worth re-testing those items rather than trusting impressions formed before the fix.

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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