Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.2b (released 2026-07-29).
18 matches
Meta analysis (patch 7.2b, AI-written forecast)
Patch 7.2b nerfs Jayce, Nidalee and Kayle, all too strong in the early lane, on durability, mobility and sustain. Early core items like Iceborn Gauntlet and Luden's Echo are buffed, and the crit marksman items Magnetic Blaster, Lord Dominik's Regards and Navori Quickblades gain AD, so ADCs scale harder into the mid and late game. The Botanist gold reduction and the bounty system adjustments curb snowballing and open up more comebacks.
Losing 9 base AR leaves Jayce noticeably softer against physical damage through the early lane. Standing in Hammer form to win extended trades is a riskier proposition, pushing more of his laning onto poking from Cannon form at range. He also drops faster under minion aggro and jungle ganks, so positioning and recall timing matter more than they used to.
Bonus movement speed toward marked enemies15% → 10%
Our take
Both defensive stats come down, so Nidalee pays more for every early skirmish she takes. Prowl also gives 5% less movement speed both in brush and when chasing a marked target, which slows her approach through the jungle and her follow-up after a spear connects. Targets now get a window to react, so landing the spear before committing matters more than ever.
Base damage from missing HP20/30/40% → 10/17.5/25%
Our take
Ambessa's ultimate loses on both fronts at once: staying power and payoff. With 20% less damage reduction at every rank, casting it in the middle of a fight no longer keeps her alive without team support. The missing-HP scaling is cut to roughly half as well, so it is a far less dependable execute on a target she has already worn down. Choosing the right target and the right angle now carries much more weight.
First cast damage35/65/95/125 + 30% AP → 40/70/100/130 + 33% AP
Recast damage35/65/95/125 + 30% AP → 40/70/100/130 + 33% AP
The Weirding
Damage75/125/175/225 → 80/130/180/230
Our take
The base damage on Twofold Hex returns to what it was before the 7.1g cut, and the AP ratio comes back slightly higher at 33%. Because the first cast and the recast both get the same increase, a full sequence gains more than either line suggests on its own. The Weirding picks up 5 damage at every rank, which steadies Aurora's wave clear and her lane poke.
Sona's heal drops by 10 at every rank, so she props up her lane partner less through long trades. Crescendo is unchanged at rank 1 but 10 seconds longer at max rank, which decides whether she has a second ultimate for back-to-back fights late. She still tops her team up between skirmishes, but she can be forced off a lane far more easily.
Z-Drive Resonance carries 10% more AP, so the burst that lands once Ekko has stacked hits on a target is noticeably heavier. Parallel Convergence gains both a bigger flat share of missing HP and a better AP ratio, speeding up how quickly he closes out wounded enemies and chews through high-HP frontliners. Both scale with the AP he buys, which makes committing him into a teamfight more worthwhile.
Heal95/125/155/185 + 40% AP → 60/95/130/165 + 30% AP
Our take
Kayle loses damage and sustain at the same time, so her early and mid game push far less hard. The mana on Radiant Blast is reshaped rather than simply lowered — cheaper at rank 1, more expensive at max — which makes leaning on it late more costly. Celestial Blessing gives up flat healing and AP scaling together, so standing and trading is no longer a safe answer, and the wait for her levels and items gets longer.
This cuts straight into what Hecarim does best: building speed while he chases. Losing 12% movement speed from Rampage's on-hit effect slows how fast he closes from behind on a gank, how long he stays glued to a fleeing target, and how far he has to travel to reach a back line. Opponents get room to create distance, so he now needs terrain and ally crowd control to set his engages up.
Lee Sin gets more out of every dash-in. The shield is 20 larger at every rank and Iron Will's omnivamp climbs at each rank as well, so he heals back a bigger share of what he takes while trading. Clearing camps becomes faster and safer, and he can be the one to commit first in an early skirmish and still come out even or ahead.
Time Bomb loses base damage at every rank, slowing Zilean's wave clear and his lane poke. Chronoshift is 10 seconds longer across the board, which raises the cost of spending the revive at the wrong moment. Against a team that forces fights back to back the second one often will not be up, so deciding when and on whom to use it carries much more weight.
Iceborn Gauntlet is simply cheaper and tankier: 100 gold less for 50 more max HP. Trimming the price to a round 3000 lines it up better with what a single recall usually buys, which can bring the completion forward by a wave or two of farm. Frontliners who lead with an ability get the extra durability without giving up the item that lets them do their job.
Each proc lands 30 more flat damage with a 5% better AP ratio, and it comes back a second sooner. That lets a mage clear the wave and chip at the enemy laner in the same motion, holding lane priority for longer stretches. Since the gain grows with AP, Luden's Echo is a stronger choice as the first completed item than it was.
Five more AD means picking Magnetic Blaster for its passive costs less raw damage than it did. The increase is modest on paper, but for champions who fight through auto attacks it compounds across every hit for the rest of the game. It now sits alongside other offensive items in the same price bracket instead of clearly trailing them.
Five more AD softens the raw damage you give up when you buy the item for its AR penetration. Because its value climbs the more armor the enemy stacks, better base damage means it is less dead weight when purchased before the opposing team has built defensively. Marksmen tasked with cutting through a frontline get more freedom in when they slot it in.
Nothing but a price cut, yet finishing it sooner matters here. Navori Quickblades shortens ability cooldowns off auto attacks, so the moment it completes the champion's whole casting rhythm changes. Even 100 gold can mean having it a recall earlier, which decides who takes lane priority in the early skirmishes. Nothing about the stats or the passive changed, so the benefit comes purely from reordering the build.
The gold from breaking a plant falls to a third of what it was, so Botanist is no longer worth taking as an income rune. Plants are limited in number, so even 30 gold each was never a large sum — at 10 there is no reason to walk out of your way for one. Whether the rune still earns its slot now depends entirely on what it offers beyond the gold.
System and Modes
Patch 7.2b
Adjust
Champion Bounty system: thresholds relaxed
ARAM augment and champion scaling adjustments
T-Hex adjustments
Bounties now trigger under looser conditions, so a fed opponent has a price on their head sooner. The larger payout for taking them down means one won teamfight can close a gap that used to stay open, and fewer games stay locked in a single direction from start to finish. On the ARAM side, augments and per-champion modifiers were revisited together, so expect the usual pecking order of strong picks to shift.
Bug Fixes
Patch 7.2b
Adjust
Fixed bugs affecting several item stats
Corrected the tooltip text for Darksteel Talons, among others
Tooltip corrections are display-only and change nothing about how anything behaves. The item stat fixes do change behaviour, though. If a build felt weaker in earlier patches than its listed numbers suggested, it may simply be performing as intended now. It is worth re-testing those items rather than trusting impressions formed before the fix.
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.