Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 6.3c (released 2026-05-28).
18 matches
Meta analysis (patch 6.3c, AI-written forecast)
In Patch 6.3c, Gwen, Urgot, Malphite, Aurelion Sol and Zed are buffed and see more play. Zoe, Warwick and Nocturne lose base stats and damage, which eases their early pressure. Major runes Lethal Tempo, Arcane Comet and First Strike are nerfed across the board, so trades are slower and durable compositions gain ground.
Losing 4 base AD hits hardest before items, when basic attacks and AD-scaling abilities still ride on base numbers. Clearing minions and monsters takes an extra swing or two, and early skirmishes are harder to simply out-damage. Bonus AD covers the gap once items arrive, but Nocturne's early tempo is noticeably slower.
Nothing about the abilities themselves changed — only the order the client suggests. Follow the recommendation and the ability Viktor used to level second now comes first. Anyone with a preferred build can still level manually; this only moves the default for players taking the suggestion at face value. No ability numbers moved, so sticking with your usual order costs nothing.
A flat 5 comes off at every level, which is a larger share of the total early than late. Comet damage accumulates over a lane phase of repeated pokes, so health leads build more slowly than they used to. Champions that leaned on the rune for a real chunk of their poke will need to make it up through items. At low levels each proc chips noticeably less, so pressure has to come from landing more of them.
Blood Pact: Carnage, pulled in 6.3b, returns with the bug that let omnivamp stack without limit fixed. Builds that simply out-healed everything are back inside their intended range, which makes it a normal option to weigh rather than an automatic pick. The Anvil's stat rolls were tuned as well, so a lucky or unlucky roll decides fewer rounds. Item stat bugs were fixed as well, so what the tooltip promises is what the build actually gets.
Both of Urgot's main damage abilities pick up extra base damage. Because the buff lands on the flat portion rather than the ratios, it matters most before items come online. Wave clear and lane trades speed up together, making it easier to pull ahead in levels and health. Ratios take over as items come in, so the way to cash this buff in is to take control of the lane while it lasts.
Jaws of the Beast is Warwick's main damage source and the payoff for every dive he commits to. Cutting the AD ratio by 10% is felt most once he has items, since that is where the ratio does the heavy lifting. Fights he used to close out now leave the target alive to answer back, so it is worth checking that follow-up is nearby before jumping in. Running a durable target down alone is where the missing damage shows up most clearly.
Damage per second0.6%–2.0% → 0.3%–2.75% of target's Max HP
Hell's Torment
Damage decreased
Our take
The floor drops from 0.6% to 0.3% while the ceiling rises from 2.0% to 2.75%, so short burn windows pay less than before and long ones pay more. That rewards teams able to keep a target pinned, or a build that keeps chasing and reapplying, rather than a single quick hit. With Hell's Torment losing damage as well, the item leans firmly toward drawn-out fights over burst.
Zoe builds her early damage out of base AD plus the flat damage on these two abilities, and all three come down together. Chipping the enemy laner while farming is slower, so one-sided lanes are harder to force. Since the cuts land on base values rather than ratios, the early game feels them most. The ratios were left alone, so a fully built Zoe still hits as hard as she used to.
Attack speed per stack: decreased for both melee and ranged
Lethal Tempo pays out the longer you keep attacking, and the gain per stack is now smaller for melee and ranged alike. Fully stacked damage over a long fight is the part that suffers, so champions that win by extending trades feel it most. If your fights are short anyway, the gap to the other keystones has narrowed.
Malphite clears waves with basic attacks and Ground Slam, so extra base AD goes straight into steadier last-hitting. Ground Slam gains both damage and a stronger attack speed cut, letting Malphite blunt an aggressive attacker while trading back. Lanes where he simply gets shoved under tower should be less common.
ARAM
Patch 6.3c
Adjust
ARAM
Resonating Strike cooldown: reduced to 0s
Numerous bug fixes and VFX improvements
Resonating Strike now has no cooldown at all, so it can trigger back to back whenever the condition is met. That continues the 6.3b change from 8s to 0.5s and favours champions that get many attacks or casts out. A round of bug fixes and effect cleanup lands alongside it, making crowded fights easier to read.
The reward for opening a trade drops by one percentage point, trimming your share of every exchange. It is still true damage, so armor and MR do not blunt it, but since the gold payout is tied to the bonus damage dealt, the whole loop returns slightly less. Picking fights you can reliably land the first hit in matters more than before.
Stardust stacks gained from trapping enemies increased
Aurelion Sol scales with Stardust, so gaining more of it whenever Singularity traps someone speeds up his entire power curve. A cheaper Astral Flight lets him use the ability as movement and damage more freely, and the extra Breath of Starfire damage means those trips actually hurt. He spends far less of the early game sitting on an empty mana bar.
Axiom Arcanist, added back in 6.3a, was not behaving as written on Syndra, Kayn, Warwick and Viego, and Dark Harvest had problems of its own; both are fixed. The runes now do what their descriptions say, so those four can run them without second-guessing. Zoe's Spell Thief and the Radiant Virtue shop display were corrected as well.
The user gains 2.5% less health on activation, so the moment right after engaging is less forgiving. The effect still does its job, but dives that counted on the extra health bar to survive the opening burst now fall short more often. The item only arrived in 6.3, and it is the self-buff portion that gets trimmed first. It is still bought for durability; what changed is how far you can trust it as a green light to dive.
Faker & TheShy Collab
Patch 6.3c
New
Collaboration Skins
Faker and TheShy collaboration skins released
This is a cosmetic addition with no effect on balance. Patch 6.3c is otherwise a numbers patch for champions and runes, and the skins sit entirely outside that. Owning one changes nothing about how a champion performs, so the only question is whether you like the look. Facing one only changes how the abilities look, so read the fight by the same cues you always use.
Gwen leans on her enhanced attacks for steady chip damage, so a 3% larger AP ratio compounds with every item she finishes. The same ability clears the wave and pokes her lane opponent, which makes her trades easier to plan. The longer she stays swinging on the front line, the more the extra ratio adds up.
Zed often steps forward behind his shadows, so more base AR and MR simply makes lane trades less punishing. Razor Shuriken keeps more of its damage after passing through a target, so poking through the minion wave costs less. Clearing and harassing at the same time is easier to pull off. Fewer forced trips back to base also means more windows to look for a play with his shadows.
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.