Now that Patch 13.13 is live, let’s go through the potential changes for the upcoming LoL Patch 13.14, which is going to be released on July 19, alongside the start of the second ranked split.

Image Credits | Riot Games

patch 13.14

Image Credits | Riot Games

LoL Patch 13.14 Notes Overview

Patch 13.13 was mainly an update to nerf some of the outliers in both solo queue and professional play, with the goal of reducing their power inside the meta. Champions like Rek’Sai and Kindred, but also bruiser champions like Vi and Wukong were hit.

Riot also looked to tweak the overpowered items like Essence Reaver, Stormrazor, and most importantly, Statikk Shiv, which has been the protagonist of the last patch as multiple champions abused its wave-clearing potential.

Contrary to what has happened so far, Patch 13.13 will last 3 weeks instead of the usual 2 since Rioters will be celebrating Independence Day. The new patch will be coming in with the start of the new ranked split and a soft reset of players’ ranks on the solo queue ladder.

While it’s early to say what will be the direction behind the new patch, there’s a lot going on that will hype up players during the summer. We will likely see the Zyra and Xerath changes, as well as the top lane champion changes that were removed in the last patch (you can find the numbers of all the champions involved below). On top of that, Riot will be releasing Naafiri and the new 2v2v2v2v2 match mode, also known as LoL Arena.

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How will the upcoming patch impact the meta?

Since we have little info at the moment, it’s too early to judge how the meta will shake up. That being said, we will be making some considerations once we get a better idea of what and how many changes Riot plans to make in the upcoming Patch 13.14.

Patch 13.14 Tentative Changes

Aatrox 

  • Q1 base damage: 10 – 90 ⇒ 5 – 85
  • Q1 AD ratio: 60% – 80% ⇒ 65% – 85%
  • Q minion damage: 55% flat ⇒ 55% – 70%

Camille 

  • W base damage: 70 – 190 ⇒ 70 – 210
  • W bonus AD ratio: 60% ⇒ 75%

Cho’Gath

  • E AP ratio: 30% ⇒ 40%
  • R base damage: 300 – 650 ⇒ 300 – 600
  • R AP ratio: 50% ⇒ 60%

Lissandra

  • Q now slows in an area instead of just the first target
  • R minimum base heal: 90 – 190 ⇒ 100 – 200
  • R minimum heal AP ratio: 25% ⇒ 55%

Malphite 

  • Q base damage: 70 – 270 ⇒ 65 – 245
  • Q AP ratio: 60% ⇒ 75%
  • Q MS steal: 15% – 35% ⇒ 20% – 40%

Mordekaiser

  • Q base damage per level: 5 – 139 ⇒ 3 – 90
  • Q AP ratio: 60% ⇒ 75%

Ornn

  • Q base damage: 20 – 120 ⇒ 10 – 110
  • E base damage: 80 – 260 ⇒ 70 – 230
  • E bonus resistance ratios: 40% ⇒ 45%

Sett

  • Second punch base damage: 5 – 90 ⇒ 5 – 56
  • Second punch bonus AD ratio: 55% ⇒ 70%
  • R base damage: 200 – 400 ⇒ 175 – 325
  • R bonus AD ratio: 120% ⇒ 180%

Shen

  • P base shield: 50 – 101 ⇒ 50 flat
  • P shield health: 12% bonus HP ⇒ 14% bonus HP

Shyvana 

  • Q AD ratio increased from 20% – 80% ⇒ 20% – 100%
  • Q cooldown increased from 7 – 5 seconds ⇒ 8 – 6
  • Q now grants 40% – 60% attack speed for the 2 attacks
  • E on-hit now scales with 1% max HP per 100 bonus AD

Sion

  • Q min base damage: 40 – 120 ⇒  35 – 115
  • Q max base damage: 90 – 350 ⇒  85 – 325
  • W base shield: 60 – 160 ⇒ 60 – 140

Tahm Kench

  • Passive base damage: 8 – 60 ⇒ 6 – 15
  • P health ratio: 3% bonus HP ⇒ 6% bonus HP
  • Q base damage: 80 – 280 ⇒ 80 – 260
  • Q base heal: 10 – 30 ⇒ 5 – 25
  • Q heal ratio increased from 5% – 7% missing HP ⇒ 6% – 8% missing HP

Volibear

  • Passive damage AP ratio: 40% ⇒ 50%
  • W damage health ratio: 6% bonus HP ⇒ 5% bonus HP
  • W heal health ratio: 8% – 16% missing HP ⇒ 8% – 20% missing HP

Xerath

  • Base mana: 459 ⇒ 400
  • Passive cooldown is now reduced by 2 seconds per kill
  • R missiles: 3 – 5 ⇒ 3 – 7
  • R base damage: 200 – 300 ⇒ 200 – 280
  • R AP ratio: 45% ⇒ 40%
  • R is now increased by 20/25/30 + 5% AP per champ hit

Zyra – QoL

  • Passive – Garden of Thorns
    • Plant Damage taken from AoE spells: 4 ⇒ 3
    • Plant Damage to monsters: 150% damage to non-epic monsters ⇒ 100% damage + 40 – 100 bonus magic damage (scaling with level) to all monsters
  • W- Rampant Growth
    • Seeds on First Rankup: 1 ⇒ 2
  • E – Grasping Roots
    • No longer locks out flash during the cast
  • R – Stranglethorns
    • Cast Paradigm: Walk to position ⇒ cast at max range
    • Missile Damage update cadence: 4/s ⇒ 16/s

Naafiri Abilities Rundown

  • Passive – We Are More
    • Naafiri creates a Packmate every 30 – 15 seconds (based on level) that will attack enemies that she targets for (6 – 30 (based on level) + 4.5% bAD) physical damage, increased to (8 – 39 (based on level) + 5.85% bAD) after she uses an ability.
    • Hitting champions and large monsters with abilities reduces this ability’s cooldown by 4 seconds. Killing enemies reduces it by 0.5 seconds.
    • Max Packmates: 2 – 3 (based on level)
    • Packmates take 76 – 50% damage from AoE abilities and effects
    • Packmates take 50% damage from monsters and minions.
  • Q – Darkin Dagger
    • Naafiri hurls Darkin-tainted blades, dealing physical damage and inflicting a bleed for – 5 + 80% bAD physical damage over 4 seconds.
    • This ability may be recast. If enemies hit are already bleeding, it instead deals the remaining bleed damage plus between 20 + 70% bAD and 40 + 140% bAD physical damage, based on their missing health. If that target was a champion, Naafiri restores 25 + 40% bAD HP.
    • Packmates will leap at the first champion hit and attack them for 3 seconds.
    • Cooldown: 11/10/9/8/7 seconds
    • Initial damage: 25/35/45/55/65
    • Second cast damage: 35/50/65780/95
    • Bleed damage: 30/65/100/135/170
    • Healing: 45/65/85/105/125
    • Mana cost: 55/60/65/70/75
  • W – Hounds’ Pursuit
    • Naafiri dashes at an enemy, stopping at the first champion she hits, dealing 30/70/110/150/190 physical damage and briefly slowing them.
    • This ability gains bonus range based on Ultimate rank.
    • Packmates become untargetable and dash alongside Naafiri, dealing 3 + 8% bAD physical damage per packmate
    • Cooldown: 22/20/18/16/14
    • Mana cost: 70/60/50/40/30
  • E – Eviscerate
    • Naafiri surges forward, dealing 35/55/75/95/115 + 70% bAD physical damage, then explodes in a flurry of blades, dealing 65/105/145/185/225 physical damage.
    • Packmates are recalled to Naafiri and restore 100% Health.
    • Cooldown: 11/10.5/10/9.5/9 seconds
    • Mana cost: 35 flat
  • R – The Call of the Pack
    • Naafiri prepares to hunt, gaining 15% + 10/20/30 bAD, empowering her pack, and spawning bonus Packmates for 15 seconds
    • Naafiri then gains 35/42.5/50% MS, doubled to 70/85/100% while out of combat, decaying over 4 seconds, and vision of her surroundings. The first time she hits a champion, she gains (125/325/525 + 50% bAD) shield for 2 seconds.
    • On first champion takedown, all effects are refreshed.
    • Empowered Packmates gain 25% bonus HP and their spawn cooldown is reduced by 50%.
    • Hounds’ Pursuit gains bonus range per rank of this ability.
    • Cooldown: 120/110/100
    • Mana cost: 100 flat
    • Packmates gained: 2/3/4
    • Shield amount: 125/325/525
    • Bonus MS: 35/42.5/50%
    • Hounds’ Pursuit Range Increase: 80/160/240
    • Percent bAD: 15/20/25%
    • Bonus AD: 10/20/30
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