Home Esports The First Patch of the Preseason 13

The First Patch of the Preseason 13

by Rohat Dicle Kılınç

LoL’s first patch for the preseason is a massive one with multiple champion adjustments, jungle and ARAM changes.


The first patch of the Preseason 2023 is over. There were many changes in patch 12.22, with the main focus of the last three weeks being on Ravenous Hydra and multiple other tank items. So it is very expected that we are seeing changes to some of these items. First of all, Ravenous Hydra is losing nearly all extra Omnivamp it gives through its stacks, which was a big point of contention in the community. And while most tank items such as Jak’Sho and Heartsteel are staying the same, Sunfire Aegis will see some buffs.

There are also three massive champion adjustments in the patch (Zeri is counted as Buff but it is still as big). Kassadin’s changes in the smaller side, with only his Q (Null Sphere) and E (Force Pulse) changed. But even these small changes should do a significant difference in his laning phase, especially against opponents who don’t rely on abilities, which tend to be AD champions that counter Kassadin. Mundo, on the other hand, will see changes to his entire kit. But these are primarily number-based, not updated skills or anything, with the purpose of lowering his damage so he can scale up to be an unkillable late-game tank.

Then there is Zeri. Ever since her introduction in January, the Spark of Zaun has been the bane of the balance team’s existence. She went back on forth between being too overpowered to useless for a while. But after she dominated pro play at the end of Summer, Riot gutted her so she wouldn’t be showing up at Worlds 2022. Now with the changes in patch 12.23 Zeri will have a lot of movement speed, as it’s her identity, but she will sacrifice some of her damage and range for it. Riot is also making her Ultrashock Laser (W) physical damage so she will not be a mixed damage champion.

When does LoL patch 12.23 go live?

Patch 12.23 will go live on December 7.

The first region that the patch will drop is the Oceania servers at 10 AM AEDT. The rest of the servers will follow suit in the morning hours of their respective regions. Here are the timings for most servers:

  • 3 AM PT (NA)
  • 5 AM GMT (EUW)
  • 3 AM CET (EUNE)
  • 8 AM KST (Korea)

LoL patch 12.23 complete changes

Champion Buffs

Amumu

  • Base Stats
    • Health Growth: 89 ⇒ 100
  • Q – Bandage Toss
    • Mana Cost: 30/35/40/45/50 ⇒ 40/45/50/55/60
  • W – Despair
    • Damage per Second: 12/16/20/24/28 (+1/1.15/1.3/1.45/1.6% of target’s maximum HP) ⇒ 12/16/20/24/28 (+1/1.25/1.5/1.75/2% of target’s maximum HP)
  • E – Tantrum
    • Base Magic Damage: 85/110/135/160/185 (+ 50% AP) ⇒ 80/110/140/170/200 (+ 50% AP)

Cho’Gath

  • Passive – Carnivore
    • Mana Restored on Enemy Kills: 3.5-7.75 (based on level) ⇒ 4.7-9.5 (based on level)
  • W – Feral Scream
    • Base Damage: 75/125/175/225/275 ⇒ 80/135/190/245/300
  • R – Feast
    • Cooldown: 80 seconds ⇒ 80/70/60 seconds

K’Sante

  • Base Stats
    • Base Health Regeneration: 8.5 ⇒ 9.5
    • Health Growth: 104 ⇒ 108
  • E – Footwork
    • [NEW] Auto Attack Reset: E will now partially reset auto attacks in K’Sante’s base form, and will be a full auto attack reset while in his All Out form
    • Wall Forgiveness: Adjusted E so that if K’Sante is very close to dashing through a wall he will now go through the wall

Kayn

  • Passive – The Darkin Scythe
    • Shadow Assassin Bonus Damage: 8-30% (based on level) ⇒ 13-40% (based on level)
  • E – Shadow Step
    • Heal upon entering Terrain: 90/100/110/120/130 (+35% bonus AD) ⇒ 90/100/110/120/130 (+45% bonus AD)

Malphite

  • E – Ground Slam
    • Magic Damage: 60/95/130/165/200 (+60% AP) (+30% Armor) ⇒ 70/110/150/190/230 (+60% AP) (+40% Armor)
    • Mana Cost: 50/55/60/65/70 ⇒ 50 at all ranks

Maokai

  • Passive – Sap Magic
    • Heal: 4-34 (based on level) + (4-10% maximum health (based on level)) ⇒ 4-34 (based on level) + (4-12% maximum health (based on level))
  • Q – Bramble Smash
    • Base Damage: 65/110/155/200/245 (+2/2.25/2.5/2.75/3% of the target’s maximum HP) ⇒ 70/120/170/220/270 (+2/2.25/2.5/2.75/3% of the target’s maximum HP)
    • Bonus Damage to Monsters: 80/100/120/140/160 ⇒ 120/140/160/180/200

Sion

  • Base Stats
    • Base Mana: 330 ⇒ 400
    • Mana Growth: 42 ⇒ 52
  • Q – Decimating Smash
    • Base Damage: 30/50/70/90/110 ⇒ 40/60/80/100/120

Tahm Kench

  • Passive – An Acquired Taste
    • On-Hit and On-Q Bonus Magic Damage: 8-60 (based on level) (+ 3% bonus health) ⇒ 8-60 (based on level) (+ 3% bonus health) (+ 2% AP per 100 bonus health)
  • Q – Tongue Lash
    • Magic Damage: 80/130/180/230/280 (+ 90% AP) ⇒ 80/130/180/230/280 (+ 100% AP)
    • Self Heal: 10/15/20/25/30 (+ 3/3.5/4/4.5/5% missing Health) ⇒ 10/15/20/25/30 (+ 5/5.5/6/6.5/7% missing Health)
  • W – Abyssal Dive
    • Magic Damage: 100/135/170/205/240 (+ 125% AP) ⇒ 100/135/170/205/240 (+ 150% AP)
  • E – Thick Skin
    • Damage Stored to Gray Health: 13/21/29/37/45% ⇒ 15/23/31/39/47%
    • Increased Damage Stored to Gray Health: 40/42.5/45/47.5/50% ⇒ 42/44/46/48/50%
  • R – Devour
    • Magic Damage: 100/250/400 (+ 15% (+ 5% per 100 AP) of target’s maximum health) ⇒ 100/250/400 (+ 15% (+ 7% per 100 AP) of target’s maximum health)
    • Shield: Lasts 2.5 seconds after Devour ends ⇒ Decays by 50 health per 0.25 seconds after Devour has ended until gone

Zac

  • Passive – Cell Division
    • Healing per Chunk: 4/4.75/5.5/6.25% (based on R Rank) maximum HP ⇒ 4/5/6/7% (based on R Rank) maximum HP
  • Q – Stretching Strikes
    • Cooldown: 15/13.5/12/10.5/9 seconds ⇒ 14/12.5/11/9.5/8 seconds
    • Base Damage: 40/55/70/85/100 (+2.5% of Zac’s maximum health) ⇒ 40/55/70/85/100 (+4% of Zac’s maximum health)

Zeri

  • Base Stats
    • Move Speed: 325 ⇒ 330
    • Base Attack Damage: 50 ⇒ 53
    • Base Armor: 20 ⇒ 24
    • Base Health: 600 ⇒ 630
    • Attack Speed Ratio: 0.568 ⇒ 0.625
    • HP Growth: 109 ⇒ 115
  • Passive – Living Battery
    • Fully Charged Basic Attack Damage: 90-200 (based on level) (+90%AP) (+1-15% (based on level) target maximum HP) ⇒ 90-200 (based on level) (+110%AP) (+1-15% target maximum HP)
    • Gotta Zip Shield Bonus: 10% multiplicative Move Speed ⇒ 10% Move Speed (Note: this should make the shield stack worse with other Move Speed sources)
    • Bonus Move Speed Duration: 3 seconds ⇒ 2 seconds
  • Q – Burst Fire
    • Range: 825 ⇒ 750
    • Conversion of Excess Attack Speed to Bonus AD: 60% ⇒ 70%
    • Physical Damage: 8/11/14/17/20 (+ 100/105/110/115/120% AD) ⇒ 15/18/21/24/27 (+ 104/108/112/116/120% AD)
  • W – Ultrashock Laser
    • Damage Type: Magic ⇒ Physical
    • Physical Damage: 20/55/90/125/160 (+100% AD)(+40% AP) ⇒ 20/60/100/140/180 (+130% AD) (+25% AP)
    • Cast Time: 2.5x Attack Time ⇒ 0.55-0.3 seconds (based on Attack Speed)
    • Missile Speed: 2200 ⇒ 2500
    • Beam Cast Time: 0.75 seconds ⇒ 0.85 seconds
  • E – Spark Surge
    • Mana Cost: 80 ⇒ 90/85/80/75/70
    • Cooldown: 24/22.5/21/19.5/18 seconds ⇒ 22/21/20/19/18 seconds
    • [NEW]Lightning Rounds are Magic: For 5 seconds after using her E, Zeri gains Lightning Rounds and her Q – Burst Fire will deal additional magic damage to the first enemy hit
    • [NEW] Bonus Magic Damage to First Target Hit with Lightning Rounds: 20/22/24/26/28 (+20% AP)(+12% bonus AD). This damage is increased by up to 65% based on Zeri’s Critical Strike Chance.
    • Lightning Rounds Pierce Damage Falloff after First Target Hit: 60/70/80/90/100% ⇒ 80/85/90/95/100%
    • Vision while Sliding on Terrain: 850 units ⇒ 1500 units
  • R – Lightning Crash
    • [REMOVED] Short Circuited: Zeri’s Overcharged attacks no longer deal 5/10/15(+15% AP) Bonus Magic Damage On-Hit
    • Chain Lightning Range: 450 ⇒ 650
    • On-Cast Magic Damage: 150/250/350 (+80% AP)(+80% bonus AD) ⇒ 175/275/375 (+110% AP)(+100% bonus AD)
    • Kerchow: If Zeri’s R hits at least one enemy champion, Zeri gains 10% Move Speed, 30% Attack Speed, and chaining shots for 5 seconds. Hitting champions with Q or auto attacks refresh this buff by 1.5 seconds. (Note: this buff cannot be extended to be longer than its original duration.)
    • Boundless Energy: Hitting enemy champions grants Zeri 1 stack (3 stacks for critical strikes) of Overcharge for 1.5 seconds. Zeri gains 0.5% Move Speed for each stack of Overcharge, stacking infinitely.

Champion Nerfs

Lillia

  • Q – Blooming Blows
    • Magic Damage: 35/50/65/80/95 (+40% AP) ⇒ 40/50/60/70/80 (+40% AP)
    • Outer Edge True Damage: 35/50/65/80/95 (+40% AP) ⇒ 40/50/60/70/80 (+40% AP)

Mordekaiser

  • Passive – Darkness Rise
    • Damage Cap against Monsters: 180 ⇒ 28-164 (based on level)
    • Passive Proc on Monsters: Generates a stack on all monster hits ⇒ Generates a stack on large monster hits

Shyvana

  • E – Flame Breath
    • Empowered Basic Attacks vs Marked Enemies: 3.5% of target’s maximum HP ⇒ 3% of target’s maximum HP

Syndra

  • W – Force of Will
    • Transcendent Upgrade Bonus Damage: 15% (+1.5% per 100 AP) ⇒ 12% ( 2% per 100 AP)
  • E – Scatter the Weak
    • Cooldown: 15 seconds ⇒ 17 seconds
    • Magic Damage: 75/115/155/195/235 (+55% AP) ⇒ 75/115/155/195/235 (+45% AP)
  • Bugfixes
    • Cooldown: Fixed a bug where upgrading Q could reset its cooldown

Trundle

  • Base Stats
    • Base Attack Speed: 0.67 ⇒ 0.60
  • R – Subjugate
    • Damage Based on Target’s Maximum Health: 20/27.5/35% (+2% per 100 AP) ⇒ 20/25/30% (+2% per 100 AP)

Yuumi

  • Passive – Bop ‘n’ Block
    • Cooldown: 14-6 seconds (based on level) ⇒ 18-6 seconds (based on level)
  • R – Final Chapter
    • Root Duration: 1.75 seconds ⇒ 1.25 seconds

Champion Adjustments

Dr. Mundo

  • Base Stats
    • Base Magic Resist: 32 ⇒ 29
    • Magic Resist Growth: 2.05 ⇒ 2.3
    • Base Attack Speed: 0.72 ⇒ 0.67
    • Attack Damage Growth: 3.5 ⇒ 2.5
  • Passive – Goes Where He Pleases
    • Cannister Health Loss: 7% of current health ⇒ 3% of current health
    • Cannister Heal: 8% of maximum health ⇒ 4% of maximum health
    • Max Health Regen per 5 seconds: 0.8-1.6% (linear progression) ⇒ 0.4-2.5% (non-linear progression, equal at level 11)
  • Q – Infected Bonesaw
  • W – Heart Zapper
    • Health Cost: 5% of current health ⇒ 8% of current health
    • Gray Health Healed after Not Taking Damage: 0% ⇒ 50%
    • Damage Stored as Gray Health: 25/30/35/40/45% ⇒ 80-95% based on level in the first 0.75 seconds, then 25% afterwards
    • Duration: 4 seconds ⇒ 3 seconds
  • E – Blunt Force Trauma
    • Passive Bonus AD: 15/20/15/30/35 (+ 25/30/35/40/45 based on missing health) ⇒ 2.5/3/3.5/4/4.5% maximum health
    • Health Cost: 10/20/30/40/50 ⇒ 20/30/40/50/60
    • Cooldown: 8/7.5/7/6.5/6 seconds ⇒ 9/8.25/7.5/6.75/6 seconds
    • Bonus Damage to Monsters: 200% ⇒ 150%
  • R – Maximum Dosage
    • Missing Health Gained as Maximum Health: 8/11.5/15% ⇒ 15/20/25%
    • [NEW] Mega Mundo Heals: At rank 3, Mundo’s R’s healing effects are increased by an additional 5% per nearby enemy champion
    • [REMOVED] Mundo Mad: R no longer gives bonus AD

Kassadin

  • Q – Null Sphere
    • Shield Strength: 60/90/120/150/180 (+ 40% AP) ⇒ 80/110/140/170/200 (+ 30% AP)
    • Shield Spawn Speed: Shield is granted when the Q projectile leave’s Kassadin’s hand ⇒ Shield is granted when Q is cast
  • E – Force Pulse
    • Cooldown: 5 seconds ⇒ 21/19/17/15/13 seconds
    • [REMOVED] Stacks Be Gone: This spell no longer requires a certain number of stacks in order to be cast
    • [NEW] Send Your Energy: Ally and enemy spells cast nearby Kassadin reduce E’s cooldown by 1 second

Item Changes

Ravenous Hydra

  • AoE Splash Damage: 60% AD for melee champions /30% AD for ranged champions ⇒ 50% AD for melee champions/25% AD for ranged champions
  • [REMOVED] Omnivamp from Stacks: 4% ⇒ Removed

Sunfire Aegis

  • Combine Cost: 1000 ⇒ 900
  • Total Cost: 2800 ⇒ 2700
  • Health: 400 ⇒ 500

Mosstomper (Jungle Item)

  • Tenacity Buff Duration: 3 seconds ⇒ 1.5 seconds
  • Tenacity Type: Item (additive with item tenacity) ⇒ Champion (multiplicative with item tenacity)

Jungle Changes

Jungle Companions

  • Companion Attack Damage: 20 (+ 15% AD) (+ 10% AP) (+ 4% bonus health) ⇒ 16 (+ 15% AD) (+ 10% AP) (+ 3% bonus health) (+ 10% bonus Armor) (+ 10% bonus Magic Resist)
  • [NEW] Bigger Companions need More Treats: After their first evolution, jungle companions will consume 2 bonus treats on Large Monster kills and receive the associated benefits
  • Bonus Treat Gold: 50 gold ⇒ 35 gold
  • [REMOVED] Epic Monsters are Spooky: The 20% bonus damage provided by companions no longer works on Epic Monsters

Jungle Camps

  • Gromp Attack Range: 175 ⇒ 150
  • Crimson Raptor Attack Range: 300 ⇒ 200
  • Leashing Range: Leash range centers have been offset from Camp spawn location giving more space for champions to move and kite
  • Jungle Camp Experience Given Multiplier: 1/1/1.025/1.075/1.15/1.15/1.25/1.25/1.35 (levels 1-9) ⇒ 1/1/1.025/1.075/1.2/1.2/1.3/1.3/1.45 (levels 1-9)

ARAM updates in patch 12.23

Frostgates

  • [NEW] Frostgates: Frostgates will be present from the beginning of the game and will teleport you directly from your Nexus to your outer tower. Once your first tower is destroyed, the Frostgate will then link to your team’s inhibitor tower where it will then stay for the remainder of the game.

Falling Towers

  • [NEW] Tower Rubble: When outer towers are destroyed they will collapse and leave behind a pile of rubble which will be treated as new terrain.

Brush Changes

  • [NEW] Brushing Up: There is now one new brush in the middle bottom side of the bridge. The brushes between the outer and inhibitor turrets have also increased in size.

Bridge Repairs

  • [NEW] Under Repair: The gaps on the bottom side of the bridge have been filled in and are now traversable

Battle Boost QoL Updates

  • [NEW] Not so Fast: Players will no longer be able to activate Battle Boosts within the last 10 seconds of champion select
  • [NEW] You’re Welcome: Allies will now be able to tell which player gifted their team a Battle Boost

S-Rank Chest Visibility

  • [NEW] Master them All! Players will now be able to see which champions they have not yet received S-Rank Chests for in ARAM champion select

Item Nerfs

Heartsteel 

  • Maximum health gained: 10% of damage dealt ⇒ 5% of damage dealt

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