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League of Legends Patch 12.1: Elderwood Gnar and Elderwood Rek’Sai will be available January 6, 2022.

League of Legends Patch 12.1: Elderwood Gnar and Elderwood Rek’Sai will be available January 6, 2022.

League of Legends Patch 12.1: Welcome to the League of Legends Season 2022. Riot Games are kicking off the new Ranked season with a soft reset, changes to decay, and some visual updates. Riot also has a few champion and item balances, changes to Teleport, plus a couple of beautiful new Elderwood skins. Well, let’s […]

League of Legends Patch 12.1: Welcome to the League of Legends Season 2022. Riot Games are kicking off the new Ranked season with a soft reset, changes to decay, and some visual updates. Riot also has a few champion and item balances, changes to Teleport, plus a couple of beautiful new Elderwood skins. Well, let’s get right on to it…

Insidesport
League of Legends Patch 12.1: Elderwood Gnar and Elderwood Rek’Sai will be available January 6, 2022.

League of Legends Patch 12.1: Elderwood Gnar and Elderwood Rek’Sai will be available January 6, 2022.

League of Legends Patch 12.1: CHAMPIONS

DIANA-Passive AP ratio and monster damage ratio increased.

  • PASSIVE – MOONSILVER BLADE
  • AP RATIO 40% ⇒ 50%
  • MONSTER DAMAGE RATIO 250% ⇒ 300%

GANGPLANK– Q mana cost and cooldown reduced.

  • Q – PARRRLEY
  • MANA COST 60/55/50/45/40 ⇒ 55/50/45/40/35
  • COOLDOWN 5 seconds ⇒ 4.5 seconds

REK’SAI- Unburrowed E base damage adjusted. Burrowed E cooldown increased late.

  • E – FURIOUS BITE
  • PHYSICAL DAMAGE 50/60/70/80/90 (+85% bonus AD) ⇒ 55/60/65/70/75 (+85% bonus AD)
  • E – TUNNEL
  • COOLDOWN 26/23/20/17/14 seconds ⇒ 26/24/22/20/18 seconds

SONA- Armor growth reduced. E cooldown increased.

  • BASE STATS
  • ARMOR GROWTH 3.3 ⇒ 3
  • E – SONG OF CELERITY
  • COOLDOWN 12 seconds ⇒ 14 seconds

LEAGUE OF LEGENDS 12.1: ITEMS

Insidesport
League of Legends Patch 12.1: Elderwood Gnar and Elderwood Rek’Sai will be available January 6, 2022.

ECLIPSE- 

 Despite being weak overall, Eclipse was the strongest lethality Mythic before preseason. We overdid its buffs a bit in 11.23, so we’re partially reverting those. (This change also applies to its Ornn Masterwork item, Syzygy.)

EVER RISING MOON COOLDOWN (MELEE) 6 seconds  8 seconds
 
FORCE OF NATURE

 Force of Nature’s payout was a bit too hard to reach due to the stack duration. It’s also been a bit weaker than its counterpart, Spirit Visage, so, naturally, we’re adding more force to make it the heavy magic resist item.

ABSORB STACK DURATION 5 seconds  7 seconds
DISSIPATE MAGIC DAMAGE REDUCTION 20%  25%
IMMORTAL SHIELDBOW

 Immortal Shieldbow has made some marksmen and fighters a bit too, um, immortal. We’re bringing it down a bit so that there are larger tradeoffs to consider when comparing it to other marksman Mythics. (Its Ornn Masterwork Item, Bloodward, will now have 65 AD and the same changes to Lifeline.)

ATTACK DAMAGE 55  50
LIFELINE SHIELD 300-800 (based on level)  275-650 (based on level)
Wit’s End

 Wit’s End has been powerful as an early defensive and offensive option for attack speed champions. However, considering its threat as a DPS item, its build path and stats counter magic damage a bit too much, too early.

BUILD PATH Hearthbound Axe + Negatron Cloak + Long Sword + 750 gold  Hearthbound Axe + Null-Magic Mantle + Pickaxe + 675 gold (total cost unchanged)
MAGIC RESIST 50  40
Summoner Spells- 
Teleport 
 While League of Legends is indeed a team game, it generally evolves in phases—as the game progresses, you interact with your team more. Lane phase lets you flex your individual skills, but it also needs some outside influence to keep things from getting too predictable. However, right now, there’s too much disruption happening too early and too often. This is especially the case with frequent Teleport fights in bot lane. And this isn’t bad for bot laners only; top and mid players also lose out on the ability to express their laning skills in the same way. Currently, it often feels like bot lane gets decided by outside influence, and mid and top get decided by the influence they have on bot lane (rather than on how well they play their own lane).

Teleport also tends to crowd out other summoner spells because, when wielded properly, it flexibly offers both safety and a high level of game influence. Today, you can use it to quickly get back to your own lane and farm, but you can also use it to intervene in other lanes. In an effort to bring back some balance, we’re reshaping the spell by tempering its offensive capabilities early, and then upgrading it later on to retain its exciting mid-to-late game impact.

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