Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 6.3b (released 2026-05-28).
9 matches
Meta analysis (patch 6.3b, AI-written forecast)
Patch 6.3b targets ARAM and Arena and leaves the Summoner's Rift meta untouched. In ARAM, augments such as Overload and Resonating Strike are buffed heavily, which favours ability-spamming champions and marksmen. In Arena, the Anvil lets AD champions roll AP items, opening up hybrid builds.
Arena Blood Contract Slaughter
Patch 6.3b
Removed
Blood Pact: Carnage
Temporarily removed
It was pulled from the pool while a bug was investigated, not cut for good. The problem was omnivamp stacking without limit, so for the length of 6.3b any build that won by simply out-healing everything was off the table. It came back in 6.3c once the fix landed, which kept the disruption to a single patch.
ARAM Bug Fixes
Patch 6.3b
Adjust
Bug Fixes
Augment issues
First Aid Kit healing amount and tags
Grasp of the Undying display
Super Precision Sharpshooter — tuned and reintroduced
Wrong healing numbers and tags are exactly the kind of thing that leads to a bad pick, so cleaning them up makes the options easier to compare. Super Precision Sharpshooter, pulled earlier, returns after tuning. The same patch also moved the numbers on Dive Break and Toxic Abyss, so the mode got a broad pass.
Arena Anvil
Patch 6.3b
Adjust
Anvil
Mana cost and mana regen values optimized
AD champions can now roll AP stats and items
AD champions can now pull AP stats and items, so a run can change shape instead of being locked in by the first roll. Mana cost and regen values were retuned as well, which means fewer rolls end up as dead weight. In a format built on short repeated rounds, less variance from rolls lets play decide more of the outcome.
ARAM Shadow Art
Patch 6.3b
Buff
Shadow Art
Damage while marked30% → 50%
Our take
The bonus during the mark window jumps from 30% to 50%, so setting up a mark and following through is worth going out of your way for. It does nothing without the mark, which favours champions with a reliable way to apply it. In fights it rewards committing to one target instead of spreading damage around. If the marked target simply walks away you get nothing, so having a way to follow up decides its value.
ARAM Toxic Abyss
Patch 6.3b
Nerf
Toxic Abyss
Damage over time increase per stack20% → 10%
Our take
Each stack now adds half as much, so the damage no longer snowballs the way it did once stacks piled up. The gap to the old version widens with every stack, which makes building them a lower priority. Early exchanges at low stack counts change little; this is aimed squarely at the late-game total.
ARAM Dive Break
Patch 6.3b
Nerf
Dive Break
Damage30% → 25% of maximum health
Our take
Five percentage points come off a max-health hit, which matters most against the tankiest targets. In ARAM everyone fights in one lane for the whole game, so percent damage shows up in nearly every exchange. Trades it used to win outright are now close, bringing it back in line with the alternatives. Saving it for a low-health target now returns more than forcing it onto the tankiest opponent.
ARAMOverload
Patch 6.3b
Buff
Overload
Ability Haste per stack3% → 8%
Movement Speed per stack5% → 8%
Our take
Both lines now scale at 8% per stack, and Ability Haste in particular more than doubles. Faster ability turnaround plus extra movement speed suits champions that want to land something and reposition. Because the value compounds with stacks, there is far more reason to start collecting them early. Haste and speed climb together, which helps whether you are the one committing or the one backing out.
ARAM Resonating Strike
Patch 6.3b
Buff
Resonating Strike
Cooldown8s → 0.5s
Our take
What used to fire once every eight seconds now effectively fires whenever the condition is met. Champions with many attacks or casts get far more triggers, which changes their total damage in a drawn-out fight. Patch 6.3c pushed this further still and removed the cooldown entirely. Roll a champion that meets the condition easily and it is worth playing forward from the first minutes.
The multiplier per basic attack doubles from 20% to 40%, so every extra swing beforehand counts twice as much. The 50–150 base is untouched, which means the payoff depends entirely on how many attacks you can land first. Paired with attack speed, the ceiling climbs quickly. Fired with no attacks beforehand, it still delivers only the unchanged base damage.
What the Patch Archive Covers
675 recorded changes across 29 versions, from 6.3 through to the current 7.3a. 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 675 entries, 231 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, 29 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.