Overview
When does League Patch 14.12 go live?
League of Legends Patch 14.12 is expected to go live on June 12, 2024. Patch 14.12 will head to Oceanic servers first, with other servers slowly receiving it throughout the day.
Here are the key timings of Patch 14.12 for your server:
- 3 AM PT (NA)
- 5 AM GMT (EUW)
- 3 AM CET (EUNE)
- 8 AM KST (Korea)
There’ll be a few hours of downtime when patching begins, and matchmaking queues will be taken offline approximately three hours beforehand.
1. Champions
Champion Buffs
- Ezreal
- Karma
- Naafiri
- Nilah
- Talon
- Vladimir
- Xayah
- Yone
- Yuumi
Champion Nerfs
- Akali
- Akshan
- Ashe
- Bliztcrank
- Master Yi
- Rek’Sai
- Skarner
- Tryndamere
- Twisted Fate
- Varus
Champions Adjusted
- Aatrox
- Corki
2. System
System Buffs
- Serylda's Grudge
- Lord Dominik's Regard
- Scout's Slingshot
- Statikk Shiv
- Void Staff
System Nerfs
- First Strike
- Noonquiver
System Adjustments
- AD / AS / Crit Items
3. Comment from Lead Design
Systems
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Systems are mostly in a good spot right now (snowballing, role power, game time, etc.).
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We're making some small tweaks to over/underpowered items and runes.
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In the AD Crit space, scout's slingshot, ldr and shiv are a bit weak and receiving some small adjustments to their build path to make them a bit easier to build.
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First Strike has proven to be a bit too strong and snowbally in the early game with the flat gold, so we're nerfing it an amount to make it not too strong in both early and late game.
Bot Ecosystem
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In the Marksman space, Ashe is pulling ahead as a clear outlier for solo q especially, with her builds being strong in both early and mid game.
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We're also buffing up Ezreal and Xayah, after Smolder has landed in a decent spot.
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Otherwise, we're waiting for the ADC space to play out
Corki
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Corki has proven to be too much of an early game oriented champion with his new lethality oriented builds.
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We're moving power out of his more statchecky E max builds and into the Q that has comparatively more gameplay, especially in the early game
We've cut Varus and Xayah from the patch. We're waiting a little longer for the meta to settle before acting.
ADC changes will be isolated to Corki, Ezreal and Ashe who are solo Q (especially) outliers.
Item Changes
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Item changes this patch are aimed at bringing up some of the weaker options in Void, Seryldas while smoothing out some of the build paths for some Crit items
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Some difficult build paths are good for having clear success and failure between good (I've done it moments) and bad recalls, but these are a bit too painful, even for those
Karma
- Changes that are geared at bringing her support up, now that she's no longer a predominant flex
Naafiri
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Naafiri has struggled to find an audience, despite being at pretty high power levels (relatively)
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We're experimenting with her in the Jungle to see if the gameplay is healthy, balanceable and effective
Nilah
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Nilah was overnerfed pretty heavily in our last set of changes
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We're bringing some of that power back in a way that makes her less feast/famine
Talon
- Talon warrants a bit of a buff on this patch, however we want to avoid jungle getting too strong
Vlad
- Vlad is pretty weak across the board, buffing him to be a little less punished on using W to dodge, as well as increasing incentives to go forward with pool
Yone
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Yone has dropped a bit more patch over patch than his brother after the 14.10 changes
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Targeting some buffs that allow him to get through lane a little better
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He also dropped a bit more in top, so armor should help in a lot more matchups up there
Yuumi
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Yuumi is just weak on the patch
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We know some players are going to be upset that we're buffing Yuumi and prefer she just not be a champion. Definitely understand that perspective
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However, we see the value of Yuumi for her audiences, she's quite popular with them, she serves her purpose in the game well being a good learning/bonding moment for players with their new friends and we're doing a disservice to those players by keeping her weak
Akali
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Akali is a pretty high mastery champ and her current performance levels are cresting over 50%
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Additionally, our anti-Pro/Elite skew work done on Akali to make her easier to play in recent years has been pretty effective to the point that she's actually as equally potent in normal play as she is in the higher skill brackets
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As a result, we're targeting some changes that will be more effective at nerfing regular play than higher skill levels
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It's somewhat desirable that there are some champions that are demonstrably more powerful in higher skill brackets as they have a skill fantasy associated with them
Akshan
- Akshan is a bit too strong, especially in Elite, bringing his early trading down
Ashe, Corki
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Ashe has risen to the top of the ADC ranks, similar to Corki, spiking well on 1 and 2 items, we're bringing both of them down a bit
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For Corki, we're redistributing power into his Q max over E max
Aatrox
- Aatrox has been building lethality for a while and now we're getting around to making his more durable builds shine a bit more with health incentives
Blitzcrank
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Blitzcrank is pretty powerful right now and additionally is drawing a lot of bans, especially in China where he's the most banned support in higher skill brackets
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Bringing down his power level some as a result
Master Yi
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Master Yi is a bit too strong
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We think we've made Master Yi too hard to play and as a result are underserving some of his target audience who are looking for a simple champion who just clicks on you
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The nerfs are aimed at reducing some of the optimization intensive power in his kit (not all the way back to where it was)
Rek'Sai
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For a high mastery champ, Rek'Sai is sitting a bit too high and has been stale for a while
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Targeting some changes to bring her back down
Skarner
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Fun fact: Skarner does not get played in Jungle in China and only played in Top
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By contrast, other regions love playing him as a Jungler and Top
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Top vs Jungle seem ~similarly strong, but Top's gameplay pattern presents few vulnerabilities
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We've resolved W max, so now we're going after how statchecky he is in early lane phase
Trynd
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Trynd is too strong right now; realistically he should be closer to 49/50, rather than 51-ish where he currently is due to his play pattern being rather frustrating for the other 9 players
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We're not particularly happy about him rushing Ravenous as it makes his gameplan even more about uninteractive split push, but we're not going to be able to resolve that in this changelist
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Right now, we're just trying to get his power level under control
Twisted Fate
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TF has shown to have 2 distinct builds in 2 roles which is great and we want to continue to support
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He is a bit too strong overall though, so we're giving him a tap down with a slight lean towards nerfing Top a little more as that's his stronger role