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Patch 7.2c changes

Update history and meta predictions

Numbers are transcribed from the official Riot patch notes; the commentary is ours. This page covers patch 7.2c (released 2026-08-12).

25 matches

Meta analysis (patch 7.2c, AI-written forecast)

Dragons and dragon souls were buffed across the board, so fights over the objective carry more weight from the early game onward. Compositions that can rotate to the pit quickly — mobile junglers and supports in particular — go up in value. Tier 2 boots got stronger and tier 3 weaker, so delaying the upgrade and finishing other items first is reasonable. The late-game scalers Nilah, Nasus and Ryze were all reined in while Jinx received a direct buff, so the cast of duo lane carries shifts. With the baron lane wave freeze reverted, the baron lane is harder to stall out and more players move off the lane and onto the map.

Jinx

Jinx

Patch 7.2c
Buff

Base Stats

  • Base AD54 → 58
  • Get Excited!
  • Attack Speed12% → 25%

Our take

Jinx was still falling behind even after the crit items were buffed, so she gets help on both ends. The extra 4 base AD steadies her lane trades and her last-hitting, while the near-doubled attack speed on Get Excited! makes her follow-up after a takedown far more dangerous. One kill in a teamfight now often carries straight into the next.

Nilah

Nilah

Patch 7.2c
Nerf

Formless Blade

  • Critical Rate to AR Penetration conversion35% → 28%

Apotheosis

  • Damage over time60/120/180 + 140% bonus AD → 60/110/160 + 50% bonus AD

Our take

Nilah was dominating in high elo, so her late game takes the hit. The lower conversion rate means stacking crit no longer shreds tanks as quickly, and the drop from 140% to 50% bonus AD scaling on Apotheosis is the decisive one — the more items she finishes, the less her damage over time keeps up. Her early game is largely untouched, so opponents finally get a window as the game runs long.

Leona

Leona

Patch 7.2c
Adjust

Base Stats

  • Base HP750 → 690
  • Base AR55 → 50
  • HP per level120 → 128

Eclipse

  • Cooldown14/13/12/11s → 13/12/11/10s
  • Bonus AR40/60/80/100 → 30/50/70/90
  • Bonus MR40/60/80/100 → 30/50/70/90

Our take

Leona shrugged off lane poke with no real consequence, so her early durability is shifted into per-level health. Chip damage from her lane opponent now actually sticks. Eclipse loses a tier of resistances but gets a second of cooldown back, meaning she engages more often while absorbing less punishment early on. Once the levels pile up she frontlines exactly as before.

Rumble

Rumble

Patch 7.2c
Adjust

Base Stats

  • Base HP690 → 660
  • HP per level120 → 128

Flamespitter

  • Damage120/160/200/240 + 110% AP + 6%/8%/10%/12% target max HP → 100/140/180/220 + 125% AP + 7%/8%/9%/10% target max HP
  • Danger Zone damage180/240/300/360 + 165% AP + 9%/12%/15%/18% target max HP → 150/210/270/330 + 187.5% AP + 10.5%/12%/13.5%/15% target max HP

Scrap Shield

  • Shield40/70/100/130 + 6% max HP → 40/80/120/160 + 4% max HP
  • Danger Zone shield60/105/150/195 + 9% max HP → 60/120/180/240 + 6% max HP

Electro Harpoon

  • Bonus AP damage ratio40% → 50%
  • Danger Zone bonus AP damage ratio60% → 75%

Our take

Rumble was putting out heavy damage without committing to AP, so his damage profile gets rebuilt. Flat values and max-HP scaling come down while AP ratios go up, which means bruiser builds lose output and AP builds gain it. Scrap Shield follows the same logic, trading max-HP scaling for rank scaling. The change forces a clear choice between durability and damage instead of letting him have both.

Nasus

Nasus

Patch 7.2c
Nerf

Base Stats

  • Base AR46 → 40

Fury of the Sands

  • Cooldown75/70/65s → 90/80/70s

Our take

Like other scaling picks, Nasus had become impossible to punish. Six less base armor makes his early lane noticeably softer and gives his opponent a reason to commit. His ultimate now costs 15 more seconds at rank 1, so he can no longer pop it to start any fight he likes — misjudge the timing and the gap before it returns is long.

Ryze

Ryze

Patch 7.2c
Nerf

Base Stats

  • Base HP660 → 630
  • Base AR40 → 37

Rune Prison

  • Damage70/110/150/190 + 65% AP + 4% bonus mana → 50/90/130/170 + 55% AP + 3% bonus mana

Our take

Ryze has been riding high since Archangel's Staff and the other mage items were reworked. Lower base HP and armor make him easier to shove around in the early skirmishes, and Rune Prison loses on all three fronts — flat damage, AP ratio and mana ratio — so it takes longer to reach the mana-stacking payoff he is built around. Fall behind early and the comeback is much harder.

Warwick

Warwick

Patch 7.2c
Nerf

Infinite Duress

  • Cooldown80/70/60s → 100/90/80s
  • Base damage125/300/475 → 100/275/450

Our take

Since his ultimate was changed, Warwick had been picking off priority targets far too reliably. A flat 20 seconds of extra cooldown means it is no longer up for every skirmish, and whiffing it now costs him dearly. The 25 less base damage also means some targets he used to finish will survive on a sliver. Choosing the right moment matters much more than it did.

Kog'Maw

Kog'Maw

Patch 7.2c
Nerf

Living Artillery

  • Mana cost40-400 (scaling with casts) → 50-500 (scaling with casts)
  • Range12/14/16 → 11/13/15
  • Base damage100/140/180 → 80/120/160

Our take

The mage item pass let Kog'Maw stack enough AP and mana to shell opponents from complete safety. The higher mana ceiling makes sustained barrages far more expensive, and one step less range forces him to stand closer than before. The artillery identity stays intact, but opponents now have room to close the gap and answer back.

Berserker's Greaves

Patch 7.2c
Buff

Base Stats

  • Attack Speed+30% → +35%

Our take

Part of a pass that closes the gap between tier 2 and tier 3 boots. Berserker's Greaves gains 5 points of attack speed, making it a perfectly reasonable stopping point before upgrading.

Mercury's Treads

Patch 7.2c
Buff

Base Stats

  • Tenacity+15% → +30%

Our take

Doubled tenacity turns Mercury's Treads into a genuine answer to CC-heavy compositions. If you keep dying while locked down by stuns and slows, this is now worth rushing.

Plated Steelcaps

Patch 7.2c
Buff

Block

  • Damage reduction6% → 10%

Our take

A sizeable boost to its auto-attack mitigation. Against marksmen and on-hit fighters you will feel the difference from the laning phase onward.

Nerf

Noxian Gale

  • Movement Speed (melee/ranged)15/12% → 10/7%

Our take

Part of the tier 3 boot power-down. Both melee and ranged users lose 5 points of movement speed, which makes the upgrade less automatic and leaves room to spend that gold elsewhere.

Nerf

Base Stats

  • MR+35 → +30

Our take

Five less magic resistance as part of the tier 3 boot pass. Its value as a magic damage answer drops slightly.

Armored Advance

Patch 7.2c
Nerf

Base Stats

  • AR+35 → +30

Our take

Also part of the tier 3 boot pass. Five less armor makes it a slightly thinner answer to physical damage.

Nerf

Base Stats

  • AP+40 → +35

Bully

  • True damage22 → 18

Our take

Both the ability power and the true damage come down, reining in what had become the strongest damage option among the tier 3 boots.

Sunfire Aegis

Patch 7.2c
Buff

Base Stats

  • Max HP+425 → +350
  • AR+20 → +40
  • RecipeBami's Cinder (1300g) + Ruby Crystal (500g) + Cloth Armor (500g) + 600g → Bami's Cinder (1300g) + Chain Vest (900g) + 700g

Our take

Sunfire Aegis rarely got picked as a first answer to physical damage, so its role is sharpened. It trades 75 health for double the armor at +40, leaning hard into the identity of a tanky item that shoves waves while trading. The recipe drops from three components to two, making the build path easier to plan around.

Stridebreaker

Patch 7.2c
Buff

Base Stats

  • Attack Speed+15% → +25%

Our take

Stridebreaker was not paying off for the attack-speed reliant champions it was designed for. Ten more points of attack speed finally make the chase-and-keep-hitting pattern work the way it should.

Buff

Base Stats

  • Heal and Shield Power+6% → +9%

Purify

  • Cooldown90s → 75s

Our take

A direct buff meant to restore its place among defensive support items. On top of the stronger healing and shielding, 15 seconds off Purify means the second use is far more likely to be available when fights come back to back.

Kaenic Rookern

Patch 7.2c
Buff

Base Stats

  • MR+75 → +80

Magebane

  • Shield70-180 (by level) + 10% max HP → 50-150 (by level) + 14% max HP

Our take

Kaenic Rookern had fallen behind since the mage item pass. Five more magic resistance, and Magebane trades flat shielding for max-HP scaling at 14%. The more health a tank stacks, the thicker the shield gets — which is exactly who wants to eat a mage's burst.

Infernal Dragon

Patch 7.2c
Buff

Stat Bonus

  • AD and AP+3% → +4%

Dragon Soul

  • Adaptive damage135 + 25% bonus AD + 12.5% AP → 180 + 35% bonus AD + 15% AP

Our take

Part of a pass raising the value of elemental drakes and souls overall. Infernal gives more per stack, and its soul gains on both the flat value and the ratios. How many dragons your team has taken now translates directly into teamfight damage.

Mountain Dragon

Patch 7.2c
Buff

Dragon Soul

  • Shield260 → 350

Our take

Ninety more shielding on the soul. The barrier that goes up before a fight is now thick enough to absorb an opening engage and turn the fight around.

Ocean Dragon

Patch 7.2c
Buff

Stat Bonus

  • Missing health restored every 5 seconds2% → 2.8%

Dragon Soul

  • Healing190 + 36% bonus AD + 18% AP + 7.5% bonus HP → 250 + 48% bonus AD + 25% AP + 10% bonus HP

Our take

Both in-combat and post-combat sustain go up together. The more skirmishes a game contains, the wider the gap grows — and the more often you can move to the next fight without recalling.

Baron Lane Minions

Patch 7.2c
Adjust
  • Minions take reduced damage from other minions until 6:00 — Removed
  • The reduced minion-on-minion damage let baron laners freeze a wave in place for a very long time. That behaviour is reverted, so waves push and pull as they used to. With baron laners gaining more ways to affect the map this patch, pinning the lane down is no longer the reliable play it was.

ARAM

Patch 7.2c
Adjust
  • A broad buff pass aimed at low pick rate champions. The picks whose cooldowns and mana costs were nearly halved feel completely different in the mode's constant skirmishing, where they can now keep casting instead of running dry.

Bard (2) Caretaker's Shrine

  • Cooldown15/14.5/14/13.5s → 8/7/6/5s
  • Mana cost70 → 35

Nocturne (2) Shroud of Darkness

  • Cooldown18/16/14/12s → 9/8/7/6s
  • Mana cost50 → 25

Nunu & Willump (3) Snowball Barrage

  • Cooldown12s → 6s
  • Mana cost55/60/65/70 → 25/30/35/40

Annie (3) Molten Shield

  • Cooldown14s → 7s
  • Mana cost60 → 30

Gnar (3) Hop / Crunch

  • Cooldown21/18/15/12s → 10.5/9/7.5/6s

Zilean (2) Twisted Timeflow

  • Cooldown14.5/13.5/12.5/11.5s → 9.5/8.5/7.5/6.5s
  • Mana cost35 → 15

Karma (2) Focused Resolve

  • Cooldown15s → 7.5s
  • Mana cost55/60/65/70 → 25/30/35/40
  • Orianna (3) Command: Protect
  • Cooldown9s → 4.5s
  • Mana cost60 → 30

Skarner (3) Ixtal's Impact

  • Cooldown18/16/14/12s → 9/8/7/6s
  • Mana cost50/55/60/65 → 20/25/30/35

Jarvan IV (2) Golden Aegis

  • Cooldown10s → 5s
  • Mana cost30 → 15

Olaf

  • Damage taken85% → 80%

Riven

  • Damage taken85% → 80%

Zoe

  • Damage dealt120% → 125%

Amumu

  • Damage taken90% → 85%

Viego

  • Damage taken85% → 80%

Xin Zhao

  • Damage taken85% → 80%

Shen

  • Energy cost reduction: 33%

Akali

  • Energy cost reduction: 33%

Kennen

  • Energy cost reduction: 33%

Zed

  • Energy cost reduction: 33%

Master Yi (1) Alpha Strike

  • NEW: 120% AP ratio

Master Yi (2) Meditate

  • AP ratio80% → 400%

Our take

The two Master Yi entries are a different kind of change: Alpha Strike gains an AP ratio it never had, and Meditate's ratio is multiplied by five. Read it as an experiment to see whether an AP Master Yi build can stand on its own.

Bug Fixes

Patch 7.2c
Adjust
  • Fixed a bug where Diana's balance adjustment applied increased damage taken instead of the intended damage reduction.
  • The modifier was inverted, so anyone picking Diana had been fighting at a disadvantage they were never meant to have. It now reduces damage as designed.

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.

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Tier, win rate, pick rate and ban rate are based on the official China-server statistics (League of Legends: Wild Rift (China) official stats, as of 2026-10-13). Patch timing may differ from the global version.

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