Remember to not play today at 3 AM because of the update. Just go to sleep, wake up early, and play League well-rested.
Patch Highlights

Info about system in a Nutshell
Vanguard will be released later, in 14.2 riot will release a diagnostic, that will tell you whether Vanguard will run on your computer.
Windows 7, 8, 8.1 won't be supported anymore.
The MMR system will be improved, and it will be easier to degrade from rank.
Runes
Row 2
Slot 2: 6 Armor ⇒ 2% Move Speed.
Slot 3: 8 Magic Resist ⇒ 10-180 (based on level) bonus health.
Row 3
Slot 1: 15-140 (based on level) bonus health ⇒ 65 base health.
Slot 2: 6 Armor ⇒ 10% Tenacity and Slow Resist.
Slot 3: 8 Magic Resist ⇒ 10-180 (based on level) bonus health.
Due to junglers who lose armor on first pathing, Riot has increased heal from jungle companion
Jungle Companion Heal per Second: 12-35 (based on level) ⇒ 14-37 (based on level)
In my opinion that change is a bit fucked up, because of the burst damage meta, AP laners, on match ups like Zed will have a problem, instead they have god tenacity, or MS which is pointless in that situation.
The Best Value Of these rune changes will get junglers, who don't have to match the enemy so much, as on lane. Instead of armor, they have got more healing from camps, and got MS, or tenacity, which will help in camps.
Smolder Is here!
I won't tell Ignacarious Gigantareno Rex Le Spes Offerentis abilities there, but I'll link a video about it here.Champion Changes
AHRI Has got a small buff, that will help her on laning phase, or on ganks
E - Charm
Cooldown: 14 seconds ⇒ 12 seconds
BLITZCRANK Has got nerfs on AD Scaling on E, and 3 armor less. E scaling blocked a bit on AD builds, but i think its meaningless. Armor change will hurt in combination with the deletion of armor in runes.
Base Stats
Base Armor: 40 ⇒ 37
Damage: 200% Total AD (+25% AP) ⇒ 180% Total AD (+25% AP)
BRIAR will get changes to nerf lethality build, and buff bruiser build. I personally hate Lethality Briar, and i know that many people don't like her too, so it's a fair change I think.
Passive - Crimson Curse
Healing Amplification: 0.5% per 1% missing health ⇒ 0.4% (+0.025% per 100 bonus health) per 1% missing health
Bleed Tick Rate: 1 second ⇒ 0.5 seconds (Note: Total bleed damage and duration are unchanged.)
Q - Head Rush
Damage: 60/90/120/150/180 (+80% bonus AD) physical damage ⇒ 60/90/120/150/180 (+80% bonus AD) (+60% AP) magic damage
Defensive Reductions: 10/12.5/15/17.5/20% armor reduction ⇒ 10/12.5/15/17.5/20% armor and magic resistance reduction
Healthy Hits: Q now applies on-hit effects and lifesteal
W - Blood Frenzy
Bite Heal: 36/42/48/54/60% of damage dealt ⇒ 25/30/35/40/45% of damage dealt (+5% of Briar’s maximum health)
Less Critical Strikes: W no longer critically strikes for 5-65(+5% AD) bonus damage. (Note: W can still critically strike like a basic attack for 100% total AD.)
CAMILLE get buffed at early game, so she will be a bit harder to kill.
Base Health: 646 ⇒ 670
Passive - Adaptive Defenses
Cooldown: 20/15/10 seconds (levels 1/7/13) ⇒ 18/14/10 seconds (levels 1/7/13)
Q - Precision Protocol
Bonus Movement Speed: 20/25/30/35/40% ⇒ 30/32.5/35/37.5/40%
DARIUS buff is pretty huge I think. More Healing, and less mana cost on q, with Armor pen on E, will make him a good pick on SoloQ
Q - Decimate
Mana Cost: 30/35/40/45/50 mana ⇒ 25/30/35/40/45 mana
Healing based on Missing Health per Target: 13% per target (up to a maximum of 39%) ⇒ 15% per target (up to a maximum of 45%)
E - Apprehend
Passive Armor Penetration: 15/20/25/30/35% ⇒ 20/25/30/35/40%
EZREAL AD changes are too big, they should buff him, but not too much in my opinion. I think Lethality Ezreal can dominate botlane right now.
Q - Mystic Shot
Damage: 20/45/70/95/120 (+130% AD) (+15% AP) ⇒ 20/45/70/95/120 (+135% AD) (+15% AP)
W - Essence Flux
Damage: 80/135/190/245/300 (+60% bonus AD) (+70/75/80/85/90% AP) ⇒ 80/135/190/245/300 (+100% bonus AD) (+70/75/80/85/90% AP)
R - Trueshot Barrage
Damage: 350/500/650 (+100% bonus AD) (+90% AP) ⇒ 350/525/700 (+120% bonus AD) (+90% AP)
FIZZ Nerfs are necessary, he is just too strong.
Q - Urchin Strike
Magic Damage: 10/25/40/55/70 (+50% AP) ⇒ 10/25/40/55/70 (+45% AP) (Note: 100% AD physical damage and on-hit effectiveness unchanged.)
W - Seastone Trident
Total Magic Damage Over Time: 20/30/40/50/60 (+40% AP) ⇒ 20/30/40/50/60 (+30% AP)
GAREN will be stronger in laning phase. He lost too much after 14.1
W - Courage
30% Damage Reduction Duration: 2/2.75/3.5/4.25/5 ⇒ 4 seconds at all ranks
E - Judgment
Damage per Spin: 4/8/12/16/20 (+0-8.2 (based on level)) (+32/34/36/38/40% AD) ⇒ 4/8/12/16/20 (+0-8.2 (based on level)) (+36/37/38/39/40% AD)
GRAGAS got buff for more often ganks with his ultimate, and got a bit of durability
Base Stats
Armor Growth: 4.8 ⇒ 5
Health Growth: 109 ⇒ 115
R - Explosive Cask
Cooldown: 120/100/80 seconds ⇒ 100/85/70 seconds
GWEN got too big nerfs in the last patch, so they partially reverted it
Passive - A Thousand Cuts
Damage: 1% (+0.65% per 100 AP) of the target's maximum health ⇒ 1% (+0.72% per 100 AP) of the target's maximum health
HWEI will be safer in the laning phase because of longer CC and lower CD
E - Subject: Torment
Cooldown: 15/14/13/12/11 seconds ⇒ 12/11.5/11/10.5/10 seconds
EQ - Grim Visage
Flee Duration: 1 second at all ranks ⇒ 1/1.125/1.25/1.375/1.5 seconds
ILLAOI has lost so much from the wall changes on top. Her win rate fell off much, and she fell out of meta also. In the next patch they want to adjust future tentacle interactions with walls, but right now she gets stats buffs
Base Stats
Base Mana: 300 ⇒ 350
Mana Growth: 50 ⇒ 60
Health Growth: 109 ⇒ 115
Passive - Prophet of an Elder God
Missing Health Heal upon Tentacle Hit: 4.5% of missing health ⇒ 5% of missing health
JAX was very strong for a long time, and after item changes, he got many valuable options, so he got a bit neccesery damage nerfs.
E - Counter Strike
Minimum Damage: 55/85/115/145/175 (+70% AP) (+4% of target's maximum health) ⇒ 40/70/100/130/160 (+70% AP) (+3.5% of target's maximum health) (Note: Maximum damage values are still 2x the minimum damage values.)
KARMA wasn't very strong right now, so buffs for her damage and shields are pretty good for her.
Base Stats
Base Health: 604 ⇒ 630
Q - Inner Flame
Damage: 70/120/170/220/270 (+50% AP) ⇒ 70/120/170/220/270 (+70% AP)
E - Inspire
Shield Strength: 80/120/160/200/240 (+45% AP) ⇒ 80/125/170/215/260 (+60% AP)
KARTHUS Q damage buff is necessary, but 10 percent points more of magic resist reduction is too much in my opinion. i think they could buff him in another way.
Q - Lay Waste
Damage: 43/61/79/97/115 (+35% AP) ⇒ 45/65/85/105/125 (+35% AP)
W - Wall of Pain
Magic Resist Reduction: 15% ⇒ 25%
RUMBLE was dealing too much damage, so nerfs are fair in my opinion.
Q - Flamespitter
Damage: 135/150/165/180/195 (+110% AP) (+6/7/8/9/10% of target's maximum health) ⇒ 125/140/155/170/185 (+110% AP) (+6/7/8/9/10% of target's maximum health)
E - Electro Harpoon
Magic Resist Reduction: 12/14/16/18/20% ⇒ 10/12/14/16/18%
SHEN tiny damage buffs that will help him at laning phase
Base Stats
Base Attack Damage: 60 ⇒ 64
TEEMO was too strong right now. I hate him personally, and he was just too strong, I'm happy to see his nerfs.
E - Toxic Shot
Magic Damage On-Hit: 14/25/36/47/58 (+30% AP) ⇒ 14/25/36/47/58 (+25% AP)
R - Noxious Trap
Charge Charge Time: 30025/20 seconds ⇒ 35/30/25 seconds
TWISTED FATE has got buffs on AD scaling, giving him an option to AD builds. Maybe some ADC Twisted fate? very interesting changes
NOTE: AP Scaling has not changed, so it's still good as it was.
Passive - Loaded Dice
Nat 20: Critical strikes now roll an additional 6 sided die that is weighted towards 1 rather than 6.
Q - Wild Cards Damage: 60/100/140/180/220 (+90% AP) ⇒ 60/100/140/180/220 (+90% AP) (+50% bonus AD)
W - Pick A Card
Blue Crits: 0.575 critical strike multiplier added (increases damage by up to 57.5% based on critical strike chance)
Red Crits: 0.350 critical strike multiplier added (increases damage by up to 35% based on critical strike chance)
Gold Crits: 0.250 critical strike multiplier added (increases damage by up to 25% based on critical strike chance)
QoL Adjustment: Locking in a card now resets Twisted Fate’s auto-attack timer
QoL Adjustment: Pick a Card now affects Inhibitors and the Nexus
E - Stacked Deck
Bonus Attack Speed: 10/17.5/25/32.5/40% ⇒ 10/22.5/35/47.5/60%
Damage: 65/90/115/140/165 (+50% AP) ⇒ 65/90/115/140/165 (+50% AP) (+75% bonus AD)
QoL Adjustment: Stacked Deck now affects towers at 50% effectiveness
QoL Adjustment: TF’s deck now becomes fully stacked on spawn
VEIGAR got some HP
Base Stats
Base Health: 550 ⇒ 580
Items
BLOODSONG
Expose Weakness Increased Damage: 12% (melee) / 8% (ranged) ⇒ 10% (melee) / 6% (ranged)
EXPERIMENTAL HEXPLATE
Item Recipe: Noonquiver + Tunneler + 600 gold ⇒ Hearthbound Axe + Tunneler + 700 gold Attack Speed: 20% ⇒ 25% Passive - Overdrive: 35% bonus Attack Speed ⇒ 30% bonus Attack Speed
FROZEN HEART
Total Cost: 2300 ⇒ 2400
HORIZON FOCUS
Passive - Hypershot and Focus Range Requirement: 700 ⇒ 600
Passive - Focus AoE Reveal Radius: 1200 units ⇒ 1400 units
PHANTOM DANCER
Item Recipe: Hearthbound Axe + Cloak of Agility + 1000 gold ⇒ Zeal + Rectrix + 800 gold
RIFTMAKER
Total Cost: 3000 ⇒ 3100
STEEL SIGIL note: Total cost of Death's dance and Guardian Angel is unchanged
Total Cost: 1200 ⇒ 1100
STORMSURGE
Ability Power: 100 ⇒ 90
Passive - Squall Damage: 100-200 (+30% AP) (melee) / 75-150 (+22.5% AP) (ranged) ⇒ 100-200 (+20% AP) (melee) / 75-150 (+15% AP) (ranged)
STRIDEBREAKER
Attack Speed: 25% ⇒ 30%
Total Cost: 3100 ⇒ 3000
SUPPORT ITEMS double support item strat doesn't work again
One At A Time: The gold penalty now applies globally to anyone who has a support item in their inventory. Additionally, every champion with a support item now contributes towards hitting the minion penalty.
Double support item strat doesnt work anymore
One At A Time: The gold penalty now applies globally to anyone who has a support item in their inventory. Additionally, every champion with a support item now contributes towards hitting the minion penalty.
Bounty Adjustments
Bounty Gold: 20-80% of a players bounty is reduced depending on team gold deficit ⇒ 30-90% of a players bounty is reduced depending on team gold deficit
Infernal Drake Adjustments
Ability Haste per Infernal Cinder: 0.3 ⇒ 0.6
Gameplay Quality Improvements
More important champions improvements:
Kayn can't accelerate gaining passive orbs through runes. Aery kayn doesn't work anymore. His ultimate heals him now, even if target will die during the cast.
Cho'gath ultimate will grant him +2.5 cast range per stack, maximum +25 range at 10 stacks.
attack range per stack increased: 4.62 / 6.15 / 7.69 ⇒ 4.7 / 6.2 / 7.7
Trundle Q has 25 bonus range.
Volibear Q has 25 bonus range.
Many champions abilities will deal 50% damage to structures like Jax W, Gragas W Etc.