Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 6.3f (released 2026-05-28).
17 matches
Meta analysis (patch 6.3f, AI-written forecast)
Zyra's rework greatly improves her zoning in Support and Mid, making her a pick to watch. Kayle, Kog'Maw and Miss Fortune, all dominant, are nerfed, so Jinx and Caitlyn fill more duo lane and late-game carry slots. Broad nerfs to enchanter support items tilt the support meta toward tank and engage picks.
The item keeps its job and loses its all-purpose appeal. Cutting through shields works exactly as before, so it remains the answer to a team that stacks them. The weaker base stats mean it is no longer worth buying into matchups that do not call for it, which puts the decision back on reading the enemy composition.
Stridebreaker
Patch 6.3f
Nerf
Stridebreaker
Damage: reduced
Stridebreaker is part of the same sweep across the offensive enchants. Counting the activation as a chunk of your damage no longer holds up, but its job of catching a target is untouched. If you were buying it for the damage, the cleaner read now is to cover damage elsewhere in the build and treat the enchant purely as mobility.
The gap widens with every level, so this compounds rather than showing up immediately. Caitlyn's opening trades feel the same, but from the mid game onward her auto attacks hit harder before her items come online. For a champion who wins by attacking from outside everyone else's range, that extra damage matters most when chipping at a tower or holding an objective.
This pushes back the point where Kog'Maw starts to take over. The lower early Base AD makes last-hitting and lane trades less comfortable, and Skill 2 (Bio-Arcane Barrage) no longer chews through health bars until its later ranks. Melting durable targets early is off the table, so he spends more of the game playing safe and waiting on items and skill points.
Zed's energy turns over faster, so a misread costs him much less time. The cheaper Skill 1 (Razor Shuriken) lets him keep poking in lane instead of standing still to recover, and the larger restore on Skill 2 (Living Shadow) shortens the gap between clearing a wave and going in. Fewer stretches locked out by an empty energy bar make him easier to pick up for players who are not used to the class.
Protobelt Enchant
Patch 6.3f
Nerf
Protobelt Enchant
Damage: reduced
Four offensive enchants are cut together in this patch, and Protobelt Enchant is one of them. The lower damage means you can no longer count on the activation to finish someone by itself, so it has to be paired with a teammate's damage. What it keeps is the opening it creates, so it is better judged as a way to close distance than as a source of kills.
Goredrinker
Patch 6.3f
Nerf
Goredrinker
Damage: reduced
This is the enchant for champions who step forward and brawl, and the lower damage narrows the swing a single activation can create. Diving in and getting back out is less dependable, so timing the engage with the rest of the team matters more than committing alone. The other offensive enchants were cut in the same patch, so swapping to one of them does not recover much.
This gives Jinx back through her kit what the item changes took away. The higher ratio on the rocket form pays off most when several enemies are packed together, so hitting the whole group is worth more than it used to be. It also makes standing off at range and chipping away at a contested objective a more reasonable way to spend the fight.
Ardent Censer gives up per-cast strength in exchange for arriving sooner. Each heal or shield covers less than it used to, but a support can start propping up the team before their build would previously have come together. Since the item no longer wins fights on raw numbers, choosing who to buff and when now does more of the work.
Zyra's whole kit is reworked to make her plants a bigger presence
Plants
Stats adjusted, additional effects added
Rampant Growth
Reworked to enrage nearby plants
Plants are no longer a side effect of Zyra's kit — they are the main body of her damage. Because the plants themselves carry adjusted stats and new effects, how many you keep alive decides how much output you actually have. Skill 2 (Rampant Growth) now enrages the plants already standing around her rather than acting on its own, so the order matters: set plants down first, then press Skill 2 (Rampant Growth). Holding a spot where those plants have line of sight into the fight is what decides how much Zyra contributes.
This pulls back how hard Miss Fortune can push a lane on her own. With both the base damage and the early ratio down, the bounce off a minion no longer takes a meaningful chunk out of an opponent at low levels. The later ranks are untouched, so the play is to farm safely early and look for trades once her items are online.
This lands alongside the Ardent Censer change as part of a general pull-back on enchanter items. The smaller heals and shields make it harder for one support to keep a focused carry alive on their own. With the base stats reworked as well, the item is worth weighing against what the support's own abilities bring rather than buying it for the buff alone.
Three separate cuts land at once, all aimed at how much a fed Kayle decides a game by herself. The slower base movement speed makes her positioning in lane and her escapes from a gank a little more awkward. With the Skill 3 (Starfire Spellblade) passive and both the damage and scaling on Ult (Divine Judgment) coming down, her late-game output drops as well, so surviving long enough to reach it matters more than before.
Forbidden Idol
Patch 6.3f
Adjust
Forbidden Idol
Base stats: adjusted to match the changes to its completed items
With Ardent Censer and Flowing Water Staff both toned down, the component that feeds them is lined up to match. How long the component is worth sitting on before finishing it changes along with the upgrades, so the build timing deserves a fresh look. Rushing it early is a less automatic decision than it was.
Galeforce
Patch 6.3f
Nerf
Galeforce
Damage: reduced
Galeforce comes down in line with the other offensive enchants, Protobelt Enchant among them. With less damage on the activation, it closes out fewer kills, and its value shifts toward chasing or getting out. The pecking order among the offensive enchants barely moves, so the real question is whether the enchant slot should go to offense at all instead of defense or crowd-control removal.
Damage and chase potential granted to tanks: reduced
An item built around fighting alongside an ally had turned into a solo offensive tool for tanks. With the damage and the chase pressure lowered, a frontliner can no longer walk through to the enemy backline on the item's strength alone. It sits closer to its intended role of supporting a paired damage dealer.
ARAM
Patch 6.3f
Adjust
Howling Abyss
Map adjustments
ARAM
New augments added
The single-lane modes get an update on both fronts. With the map adjusted, where fights start and where you fall back to are worth relearning rather than assuming. The added augments widen the mid-game choices, so an awkward champion roll leaves more room to steer the game a different way.
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.