Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 6.3d (released 2026-05-28).
12 matches
Meta analysis (patch 6.3d, AI-written forecast)
Yuumi's rework redefines her support playstyle and raises her teamfight impact. Buffs to Jayce, Gragas and Zeri add flexibility across lanes, and Zeri's pick rate rises as a late-game ADC. Strong junglers Rumble, Shyvana, Viego and Lee Sin are nerfed, so the jungle pool spreads out.
Reworked: kills and assists now grant Feline Friendship, which empowers Best Friend
Auto attacks can now heal and shield
Prowling Projectile
Now always slows
Damage: adjusted
Zoomies
Changed to grant a shield and attack speed
Final Chapter
Now heals allies and slows enemies on hit
Yuumi is rebuilt around how far she raises the ally she is attached to rather than what she deals herself. Because the passive stacks from kills and assists, who she commits to early carries straight through to her late-game strength. Prowling Projectile always slowing means any hit sets up a teammate's follow-up, and Final Chapter now heals and pins down at the same time. She is a champion about picking a partner and keeping that partner in a position to fight.
This is a sizeable lift to how fast Gragas clears. Barrel Roll going from 50% to 80% minion damage lets him take out a stacked wave in one go, and with the shorter cooldown on top he gets to decide where the lane sits. The faster Happy Hour turnaround means he recovers what he loses in trades and keeps stepping forward.
The cuts target the damage Shyvana grinds out over time. Lower Burnout damage per second slows her jungle clear, which pushes back when she can first show up on a lane. With the dragon-form Flame Breath burn also weaker, transforming to close out a fight finishes fewer of them, so the timing of that transformation deserves more care.
Each extra bolt hits harder, so the total climbs fastest when enemies are packed together. Wave clear speeds up as well, which frees up time to shove the lane and move elsewhere on the map. It still does nothing against a lone target, so the decision to buy it stays tied to how grouped up the game is.
Both halves of what keeps Jayce on the lane get topped up. Going from 7.5 to 10 HP regeneration means less standing around recovering after a trade and fewer trips back to base. More mana returned per attack on Lightning lets him keep casting through form swaps without running dry, and with the total damage up as well, the longer an exchange runs the better it goes for him.
Both the opening and the finisher come down. The weaker thrust on Blade of the Ruined King slows his jungle clear and takes a chunk out of his first hit, while the smaller area damage on Heartbreaker reduces what he gets out of diving into a group. Staying in the fight after a takedown still works; getting that first takedown is the harder part now.
Runes
Patch 6.3d
Adjust
Rune Balance
Electrocute: adjusted
Fleet Footwork: adjusted
Dark Harvest: adjusted
Overheal: adjusted
Scorch: adjusted
Keystones and minor runes that shape the early trading game are revisited together in this patch. Electrocute and Dark Harvest back the play-to-kill approach while Fleet Footwork and Overheal support staying on the lane, and both sides move here. With Scorch in the mix as well, the setup that used to be automatic is worth re-checking against each matchup.
Zeri gains on damage and mobility at the same time. Base AD moving from 54 to 58 steadies her last-hitting and her lane trades. The shorter cooldown on Spark Surge gives her more uses for both stepping in and getting out, so being caught out of position is easier to recover from.
Lower bonus AD scaling holds back the part of Lee Sin's damage that grew with his items. His base numbers are untouched, so the early jungle and the level-advantage plays feel the same. From the mid game on, the Sonic Wave into kick sequence takes less off a target, which pushes him toward setting things up for teammates rather than finishing on his own.
Game Modes
Patch 6.3d
Adjust
Game Modes
ARAM and other modes: adjusted
The permanent game modes get a pass as well. Because ARAM hands you a champion rather than letting you pick one, every adjustment reshuffles which champions feel strong, and the ones that used to be reliable may not be. These changes are separate from Summoner's Rift, so it is worth resetting expectations before queueing up.
Rumble's main damage tool and the state that empowers it are cut together. Weaker Flamespitter base damage slows his wave clear and his trades, and the smaller Danger Zone bonus means the payoff for heating up drops as well, so the burst pattern loses on both counts. Mismanaging heat is also harder to recover from than it was.
This hits the core of how Lucian trades — weaving an ability into his auto attacks. A weaker second Lightslinger shot lowers the total from every combo, and with Piercing Light's base damage down as well, a single lane exchange takes noticeably less HP off the opponent. Building an early lead through lane pressure is harder, so the stretch before his items come online is rougher.
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.