Long Read
Will be using gold to display the changes. (You can also skip the technical stuffs and go directly to each casual analysis. Didn’t include damage increase/decrease % since they can vary alot depending on the builds)
(Will be decreasing gold value if it seems convoluted)
Gold Reference
Melee Minion - 65g
Caster Minion - 40g
Cannon - 85g
210g - 1 early minion wave
105g - 1/2 early minion wave
350g - 1 kill
Champion Changes
Jarvan IV
Demacian Standard (E) - Buff
Passive; Gains 166 gold worth of AS%
Active; Gains 166+(numbers of allies) gold worth of AS% while active
- Jungle Jarvan IV buffs
- Faster jungle clear with E active
- Might not be that noticeable for allies or for support Jarvan IV
- Minor Buff
(For those who’re wondering, J4 E range is similar to the shop range from spawn/recall)
Karma
Inner Flame (Q) - Nerf
Base Q (unchanged)
Mantra Q; 1 point - unchanged
2 points - Loses 400g worth of AP
3 points - Loses 800g worth of AP
4 points - Loses 1200g worth of AP
(Calculated using 50% AP scaling on her Q)
- Huge nerf to her Mantra Q poke
- Nerf to Support Karma more than AP Karma since scaling is unchanged
- Slower Wave Clear (Mid-Late) for both Support and AP Karma
- Probably still strong
Master Yi
Alpha Strike (Q) - Nerf
Against monsters and minions (without items and stat buffs)
Q; (Lvl 1) 1 point - 173 + 43*3 = 302 from 184 + 120*3 = 554
(Lvl 4) 2 points - 272 + 68*3 = 476 from 288 + 174*3 = 810
(Lvl 6) 3 points - 362 + 90*3 = 632 from 384 + 228*3 = 1068
(Lvl 7) 4 points - 449 + 112*3 = 785 from 476 + 280*3 = 1316
(Lvl 15) 4 points - 487 + 122*3 = 853 from 512 + 290*3 = 1382
**Yi applies subsequent strikes before “1st strike” for some reason
(Didn’t wanna include items and stats coz build paths/runes aren’t usually uniform. Wrote “1st strike + 3 subsequent strikes” instead of “Total damage” coz camps are different sizes.)
- Massive Nerf to his jungle clear
- Massive Nerf to Objective taking
- Damage to Champs is unchanged but since he has a slower jungle clear, you can starve his camps and stunt his spike easier. However, if he gets ahead, he's still going to shred.
- Might have to see how much slower his clear will be and how much it will affect yi
- Mid Yi also nerfed
Nunu & Willump
Base Stats - Buff
Gains 10g worth of AR per level
Consume (Q) - Buff
Gains 15 AP/300g gold effectiveness(*) per 100 AP
(Dk a better word to use)
Snowball Barrage (E) - Buff
Gains 2g/4g/6g/8g worth of AP and 1AP/2g gold effectiveness per 100 AP per snowball
Gains 30g/60g/90g/120g worth of AP and 15AP/30g gold effectiveness per 100 AP per E(15 snowballs)
Absolute Zero (Ult) - Buff
Minimum; Gains 10g/0g/10g worth of AP
Maximum; Gains 180g/190g/200g worth of AP and 25AP/30g gold effectiveness per 100 AP
Maximum charge multiplier; Probably how fast his damage increases?
- Mid AP Nunu Meta?!?
- No change to Tank Jungle Nunu or his clear (Forgot Base E damage's buffed so clear speed's faster)
- AP Jungle Nunu might seem fun
- Probably intended for Lower MMR since new players probably don’t interrupt his Ult or doesn’t know how to
Olaf
Reckless Swing (E) - Nerf
Loses 416.66g worth of AD at all ranks
- Hits early game more than late game
- Probably won’t affect wave clear that much
- Hits Baron Olaf more than Jungle Olaf
- Probably an insignificant Nerf
Renekton
Base Stats - Buff
Gains 33.3g worth of Health per level
Cull The Meek (Q) - Adjustment
Basic Q; Loses 1041.7g/1562.5g/2083.3g/2604.17g worth of AD for healing but gain 8% Bonus AD scaling per enemy hit
Enhanced Q; Loses 1041.7g/1562.5g/2083.3g/2604.17g worth of AD for healing but gain 24% Bonus AD scaling per enemy hit
- Huge nerf to early game
- Bonus AD Ratio = Larger Late game heal
- Might have to see how much reduced base Q healing is going to affect Renekton
- Gold Lost might seem huge but thats just becoz his scaling is low
Vayne
Night Hunter (Passive) - Nerf
Loses 500g worth of movement speed (1 basic boots)
(Its difficult to calculate how much gold movement speed is worth coz its effectiveness depends on how much movement speed you have)
Final Hour (Ult)
Loses 416.7g worth of AD
- Probably still strong since AS and W passive is unchanged
- Only Ult Movement speed is affected
- Lower Ult AD means she will deal lesser physical dmg through Q and AA
- Might be further nerfed in the future (Just a speculation)
Veigar
Event Horizon (E) - Buff
Gains 375g/400g/428.6g/461.5g worth of AH
(AH/CDR value is also difficult to calculate since they aren’t linear. The gold value decreases the more AH you have)
- Honestly, not sure how much it’s going to affect him so Veigar mains plz chime in.
- Might make Fimbulwinter support Veigar viable
Vi
Base Stats - Buff
Gains 250g worth of AD
- Buff for TriForce Vi
- Improve clear speed (Probably a compensation buff since smite got nerfed for AA junglers)
ARAM Changes
Warmog’s Armor - Nerf
- Finally!!
Gameplay Changes
Items
Blade of the Ruined King - Nerf
- Now needs an extra plating (or) half a wave
- Ok nerf but don’t think its going to affect much unless you miss your cs
- Probably gonna make you recall later for a dragon fight
- Affects Kai’sa more than other champs
- Junglers plz chime in on how much 100g affects jungle
- Doesn’t affect if Dragons spawn at 5
Monsters
Baron Nashor - Nerf
- Gains 1000hp but huge damage nerf to Acid Shot in all stages of the game
- Poison Shot dmg decreased by 43% and further decreases as Baron scales
System Changes
Homeguard - Buff
- Champs now gain the high movement speed earlier when moving from spawn
Minion movement speed - Nerf
- Minion now moves slower in the later stages of the game
Respawn Timer
Base respawn timer - Nerf
- Higher-ish base respawn timer (1-2s won’t be that noticeable)
Respawn modifier
- Winning/Losing Team now lose/gain lesser respawn time.
(I’m not sure if the calculation below will be correct since idk how respawn timer works exactly)
Winning Team
9mins - 11mins; 32s - 8s (24s) -> 33s - 5s (28s)
11mins - 13mins; 38s - 9.5s (28.5s) -> 40s - 6s (34s)
13mins+; 45s - 11s (34s) -> 47s - 7s (40s)
Losing Team
9mins - 11mins; 32 + 8 (40s) -> 33s + 5s (38s)
11mins - 13mins; 38s + 9.5s (47.5) -> 40s + 6s (46s)
13mins+; 45s + 11s (56s) -> 47s + 7s (54s)
(This is just an extreme case where one team is leaps ahead the other)
FAQ
- Why do you use gold to show the changes?
Gold is wayy easier to visualize how much a champ is buffed/nerfed or if they are just adjustments. Raw Stats (Quantity and Effects), on the other hand, are difficult to understand since players don’t usually use stats to describe the game state.
- Does the new respawn timer make the game more snowbally?
Honestly, M not sure. I think it makes the game more fast-paced since the respawn time modifier is reduced.
- How do you calculate the gold value of the changes?
With a calculator :D . Also, the value of base items and stat ratio on the abilities.
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