Summoners, gear up for some thrilling updates in League of Legends! Patch 13.14 is already here, and last week Riot Games released the much-anticipated Developer Notes, shedding light on the upcoming changes in the Rift. This patch promises to bring exciting shifts to the meta and gameplay dynamics, from champion tweaks to item adjustments. Join us as we dive into the key highlights from the Developer Notes and get a sneak peek at the direction Riot is taking with this game-changing update!
TABLE OF CONTENTS
Release Dates
- Soul Fighter Samira, Soul Fighter Sett, Soul Fighter Lux, Soul Fighter Pyke, Prestige Soul Fighter Pyke, Soul Fighter Naafiri, and Star Guardian Senna became accessible at 20:00 UTC on July 20, 2023.
- Naafiri, the Hound of a Hundred Bites, was released on July 20, 2023, at 20:00 UTC.
What's Coming To League Of Legends With This Patch?
This patch brings the start of Ranked Split 2. View the Mid-Season Ranked Reset subsection below to see the ranked kickoff times and the various modifications happening in ranked, such as the new Emerald tier.
Now for the patch’s regularly scheduled material. During the first week, Riot gradually increased the top lane carry potential, decreasing early jungle gank strength and slowing bot lane mobility. They’re currently working on some cool QoL tweaks for Zyra, Xerath, and Lissandra, as well as more assassin optimization and an additional set of ARAM balancing adjustments.
League of Legends Summer Event: Soul Fighter!
Soul Fighter is a six-week event that will bring new game modes, skins, champions, and more to the realm of Runeterra. It is set in a vibrant and eclectic world where fighters compete for glory through fighting on the world’s grandest stage, the “Tournament of Souls.” The competition, overseen by the enigmatic God’s Eye, pits combatants with incredible powers against one another until only one remains. The event will feature:
- A new game mode
- Arena, a new in-client metagame
- Tournament of Souls
- A roster of fighters sporting the brand new Soul Fighter skinline.
You will also notice Riot’s newest addition to the Rift, Naafiri, who will indeed be contending for her position as the Apex Predator!
Arena
With this mid-patch update, Riot is trying to nerf a couple of the Arena’s strongest champions, increasing the possibilities of new performers taking the spotlight. They’re also focusing on an array of buffs for certain underperforming champions. However, that is taking slightly longer than expected, but they should be available around patch 13.15. Additionally, they will be working on bugs concerning a few level-up tooltips in Arena.
- Cassiopeia: E Bonus Damage Ratio: 60% ⇒ 45%
- Cassiopeia: E Heal Ratio: 10/11.5/13/14.5/16% ⇒ 10/10.5/11/11.5/12%
- Kai’Sa: Passive On-Hit Damage: Reduced by 50%
- Kai’Sa: Passive 5th Stack Damage: 15% (+6% per 100 AP) of target’s missing health ⇒ 10% (+6% per 100 AP) of target’s missing health
- Kog’Maw: W Bonus Magic Damage: 3/3.75/4.5/5.25/6% (+1% per 100 AP) of target’s maximum health ⇒ 2/2.75/3.5/4.25/5% (+1% per 100 AP) of target’s maximum health
- Kindred: W On-Hit Damage: 25/30/35/40/45 (+20% bonus AD) (+20% AP) (+1.5% (+1% per Mark) of target’s current health) ⇒ 10/15/20/25/30 (+10% bonus AD) (+20% AP) (+1% (+0.5% per Mark) of target’s current health)
- Kindred: E Damage based on Missing Health: 8% (+0/5% per Mark) of target’s missing health ⇒ 5% (+0/5% per Mark) of target’s missing health
- Taric: Q Base Healing per Stack: 20 ⇒ 15
- Taric: Q Healing AP Ratio: 10% ⇒ 7%
- Taric: Q Healing HP Ratio: 0.75% ⇒ 0.5%
- Taric: E Ability Haste Modifier: -30 ⇒ -50
- Taric: R Invulnerability Duration: 2.5 seconds ⇒ 1.75 seconds
- Twitch: R Bonus AD: 40/55/70 ⇒ 10/20/30
- Vayne: Q AD Ratio: 75/85/95/105/115% ⇒ 60/70/80/90/100%
- Vayne: W Percent Health Damage: 6/7/8/9/10% ⇒ 4/4.5/5/5.5/6%
- Moonstone Renewer: Chain Heal Amount: 40% ⇒ 30%
- Moonstone Renewer: Chain Shield Amount: 45% ⇒ 35%
- Moonstone Renewer: Bugfix: Minor recursive chain healing has been removed
- Redemption: Heal: 350-700 (based on level) ⇒ 250-500 (based on level)
- Augment – Perseverance: Bugfix: Fixed a bug where Perseverance would increase ALL HP regeneration, not just BASE HP regeneration.
Naafiri
Naafiri is being a bit more restrained during this mid to late-game scaling. As gamers start to interact with other legends on the Rift, she must not stat-check past opposition teams after a couple of kills.
Movement Speed: 340 ⇒ 335
Q Bleed: 30/65/100/135/170 + 80% Bonus AD ⇒ 30/60/90/120/150 + 80% Bonus AD
Q Minion Damage: 70% ⇒ 60%
E Passthrough Damage: 35/55/75/95/115 + 70% bonus AD ⇒ 35/50/65/80/95 + 60% bonus AD
E Explosion Damage: 65/105/145/185/225 + 100% bonus AD ⇒ 65/100/135/170/205 + 90% bonus AD
R Bonus AD: 10/20/30 (+15/20/25% total AD) ⇒ 5/15/25 (+8/16/24% total AD)
Arena Buffs
There will be plenty of Arena balancing to guarantee that the meta does not quickly become tedious.
- Lux: P Damage Ratio: 20% AP ⇒ 35% AP
- Zoe: P Damage Ratio: 20% AP ⇒ 35% AP
- Baseline Critical Strike Damage: 175% ⇒ 190%
- Dashing (Augment): 150 Ability Haste for movement abilities ⇒ 200 Ability Haste for movement abilities
Arena Nerfs
- Annie: R Base Damage On-Cast: 150/275/500 ⇒ 125/225/325
- Annie: Tibbers Swipe AP Ratio: 15% ⇒ 10%
- Annie: Tibbers: AD 50/75/100 ⇒ 25/50/75
- Annie: Tibbers Aura Damage: 20/30/40 ⇒ 15/20/25
- Heimerdinger: Q Turret Base Damage: 6/9/12/15/18 ⇒ 4/6/8/10/12
- Heimerdinger: R Turret Base Damage: 70/85/100 ⇒ 50/65/80
- Heimerdinger:-5% Damage Dealt (stacks with the above nerfs)
- Illaoi: Healing Per Tentacle Hit: 4.5% missing health ⇒ 3.5% missing health
- Illaoi: Q Tentacle Bonus Damage: 10/15/20/25/30% ⇒ 5/10/15/20/25%
- Illaoi: E Damage Transfer Base Value: 25/30/35/40/45% ⇒ 25/27.5/30/32.5/35%
- Illaoi: +5% Damage Taken
- Kayle: -10% Damage Dealt
- Kayn: -5% Damage Dealt, +5% Damage Taken
- Shaco: -30 Ability Haste on Q
- Shaco: W Fear Duration: 0.5/0.625/0.75/0.875/1 second ⇒ 0.5 seconds at all ranks
- Taric: P Damage: 25~93 (+15% Armor) ⇒ 22.5~46.5 (+10% Armor)
- Taric: W Bonus Armor: 10/11/12/13/14% ⇒ 5/5.5/6/6.5/7%
- Guinsoo’s Rageblade: Base Stats: 30 AD, 30 AP, 40% AS ⇒ 25 AD, 25 AP, 30% AS
Mid-Season Ranked Reset
Ranked Rewards
Season 2023 Split 1 Rewards will be issued beginning with patch 13.14, with all rewards expected to be given by the conclusion of patch 13.15 on August 14.
Ranked End And Start Dates
Ranked Queues returned on July 18, 2023, at 3:00 AM Local Time. Your rank is set to be reset on July 19-21, 2023, and Split 2 will start.
Ranked Changes In Split 2
Split 2 will include an array of essential modifications to the ranked climb:
- The promotional series amongst divisions has been removed.
- The number of placement games required has been lowered from ten to five.
- In addition, we’ve established the Emerald category, which sits among Platinum and Diamond.
Master+ Duo Queue Restrictions
Until patch 13.15, the prohibition on duoing in Ranked Solo/Duo with an MMR of Masters or higher was removed. Duo limits determined by visible rank are still in effect. Therefore, a gamer that achieves Master or above will be unable to duo.
Soul Fighter
New Game Mode: Arena
The brand-new 2v2v2v2 game mode will be available in this patch. In this game mode, 4 squads of 2 gamers fight each other in rotating combat rounds. They will power up with distinctive Augments following every round of combat until a single team remains. Combat occurs on 4 distinct battlefields, each with its unique size, terrain density, and theme. Heroes from the Soul Fighter can have cameo appearances in fights occasionally. They can sometimes assist, but not always.
Champions
Naafiri
Naafiri became available on July 20, 2023. Ready to join her and her pack on a brand new hunt?
Aatrox
Q damage and minion damage modifier enhanced.
Q – The Darkin Blade
First Cast Damage: 10/30/50/70/90 (+60/65/70/75/80% AD) ⇒ 10/25/40/55/70 (+60/70/80/90/100% AD) (Note: This will be a buff at 0/100/100/100/100 AD. The 2nd cast of Q will still deal 25% more than base damage and the 3rd cast will still deal 50% more.)
Minion Damage Modifier: 55% ⇒ 55/60/65/70% (levels 1/6/11/16)
Diana
W shield strength enhanced, Damage per orb enhanced. E magic damage enhanced.
W – Pale Cascade
Shield Strength: 40/55/70/85/100 (+25% AP) (+9% bonus health) ⇒ 45/60/75/90/105 (+30% AP) (+9% bonus health)
Magic Damage per Orb: 18/30/42/54/66 (+15% AP) ⇒ 18/30/42/54/66 (+18% AP).
E – Lunar Rush
Magic Damage: 50/70/90/110/130 (+50%) ⇒ 50/70/90/110/130 (+60%)
Hecarim
W bonus armor and MR reduced.
W – Spirit of Dread
Bonus Armor and Magic Resist: 15/20/25/30/35 ⇒ 5/10/15/20/25.
Jax
E cooldown enhanced. R mana cost enhanced.
E – Counter-Strike
Cooldown: 14/12.5/11/9.5/8 seconds ⇒ 15/13.5/12/10.5/9 seconds.
R – Grandmaster-at-Arms
Mana Cost: 50 ⇒ 100
Karthus
Q base damage reduced, Damage to monsters enhanced. E mana restoration reduced.
Q – Lay Waste
Magic Damage: 45/62.5/80/97.5/115 (+35% AP) ⇒ 43/61/79/97/115 (+35% AP)
Monster Damage Modifier: 95% ⇒ 100%
E – Defile
Mana Restoration on Enemy Takedown: 15/25/35/45/55 ⇒ 10/20/30/40/50
Kindred
Base health enhanced, base armor enhanced. Q base damage reduced, cooldown enhanced.
Base Stats
Base Health: 580 ⇒ 610
Base Armor: 26 ⇒ 29
Q – Dance of Arrows
Physical Damage: 50/75/100/125/150 (+75% bonus AD) ⇒ 40/65/90/115/140 (+75% bonus AD)
Cooldown: 8 seconds ⇒ 9 seconds
Lissandra
Passive QoL adjustments made. Q slow downs any enemies hit. R heal enhanced, Damage and slow application enhanced.
Passive – Iceborn Subjugation
Thrall Movement: Thralls now continue to chase down their targets until exploding.
You Can’t Hide: Thralls will now follow enemies into Brush if the Thrall is already chasing them down.
I C(E) You Coming: Thralls are revealed to enemies through Fog of War.
Q – Ice Shard
Slow Application: Q will slow the first enemy hit ⇒ Q will now slow all enemies hit
Ice Shard Missile: Q will cast from position post-cast rather than pre-cast.
R – Frozen Tomb
Heal Amount: 90/140/190 (+25% AP) (increased by 0-100% based on missing health) ⇒ 100/150/200 (+55% AP) (increased by 0-100% based on missing health) (Note: Maximum heal value will be at 30% or less health now instead of 0% health.)
Damage and Slow Application Cadence: 4 times per second ⇒ 16 times per second
Dash Interactions: Updated logic slightly around stopping dashes
Milio
Passive burn damage is reduced. E bonus movement speed reduced.
Passive – Fired Up!
Burn Damage: 25-80 (based on level) (+20% AP) ⇒ 15-50 (based on level) (+20% AP)
E – Warm Hugs
Bonus Movement Speed: 15/17.5/20/22.5/25% ⇒ 12/14/16/18/20%
Rek’sai
W – Unburrow base damage reduced. E damage reduced.
W – Un-Burrow
Physical Damage: 55/70/85/100/115 (+80% bonus AD) ⇒ 50/65/80/95/110 (+80% bonus AD)
E – Furious Bite
Physical Damage: 55/60/65/70/75 (+85% bonus AD) ⇒ 5/10/15/20/25 (+70% total AD)
Rell
Base armor reduced. Passive Armor and Magic Resist steal reduced.
Base Stats
Base Armor: 39 ⇒ 36
Passive – Break The Mold
Armor and Magic Resist Steal: 3% ⇒ 2%
Minimum Armor and Magic Resist Steal: 1.25-3 (based on champion level) ⇒ 0.8-2 (based on champion level)
Maximum Armor and Magic Resist Steal: 15% ⇒ 10%
Rengar
Base health regeneration reduced. Q critical strike damage conversion reduced.
Base Stats
Health Regeneration per 5 seconds: 7 ⇒ 6
Q – Savagery
Critical Strike Damage Conversion: 95% ⇒ 75%
Shaco
Q AD scaling enhanced, backstab Damage enhanced. Bugfixes.
Q – Deceive
Bonus Physical Damage: 25/35/45/55/65 (+50% bonus AD) ⇒ 25/35/45/55/65 (+60% bonus AD)
Backstab Bonus Critical Strike Damage: 40% ⇒ 55%
R – Hallucinate
Prowler’s Claw Bugfix: Prowler’s Claw’s passive will now correctly be applied to Shaco’s clone.
Bugfixes
Not So Fast Dragon: Shaco boxes will no longer instantly die to Hextech Dragon’s lightning AoE
Zip Zap No More: Zeri’s Q bullets will now deal the correct amount of Damage to Shaco’s boxes.
Shyvana
Q AD scaling enhanced, attack speed enhanced, cooldown enhanced. E additionally scales with bonus AD.
Q – Twin Bite
Bonus Physical Damage: 20/35/50/65/80% AD (+25% AP) ⇒ 20/40/60/80/100% AD (+25% AP)
Attack Speed Increase: Shyvana’s subsequent 2 attacks have 40/45/50/55/60% increased attack speed
Cooldown: 7/6.5/6/5.5/5 seconds ⇒ 8/7.5/7/6.5/6 seconds
E – Flame Breath
Bonus Magic Damage On-Hit vs. Marked Targets: 3% of target’s maximum health ⇒ 3% of target’s maximum health (+1% per 100 bonus AD).
Volibear
Passive AP scaling enhanced. Q QoL change. W heal enhanced.
Passive – The Relentless Storm
Lightning Claws Magic Damage: 11-60 (based on level) (+40% AP) ⇒ 11-60 (based on level) (+50% AP)
Q – Thundering Smash
QoL Update: Removed a hitch in Volibear’s auto attacks after stunning at high attack speeds.
W – Frenzied Maul
Heal: 20/35/50/65/80 (+8/10/12/14/16% of missing health) ⇒ 20/35/50/65/80 (+8/11/14/17/20% of missing health)
Xerath
Base mana reduced. Passive cooldown enhanced, decreased cooldown upon killing a unit, and procs with turrets. R number of casts was enhanced, Damage reduced, and deals extra Damage with successive bolts upon hitting an enemy.
Base Stats
Base Mana: 459 ⇒ 400
Passive – Mana Surge
Cooldown: 12 seconds ⇒ 16 seconds
Two for One: Mana Surge’s cooldown is now reduced by 2 seconds upon killing a unit
Tower is Power: Hitting Turrets now procs Mana Surge.
R – Rite Of The Arcane
Number of Casts: 3/4/5 ⇒ 4/5/6
Magic Damage: 200/250/300 (+45% AP) ⇒ 180/230/280 (+40% AP)
Successive Snipes: If an enemy is hit with a bolt, successive bolts will deal an extra 20/25/30 (+5% AP) damage.
Zyra
Various QoL updates to Zyra’s abilities.
Passive – Garden Of Thorns
Plant Damage from AoE Spells: 4 ⇒ 3
Plant Damage from Ranged Auto Attacks: 4 ⇒ 5
Plant Damage to Monsters: 150% damage to non-Epic monsters ⇒ 40-100 bonus magic damage to all monsters (scales with champion level)
W – Rampant Growth
Seeds on First Rank-Up: 1 ⇒ 2
E – Grasping Roots
Flash Interaction: E no longer locks Zyra out of using Flash during the cast time.
R – Stranglethorns
Damage Application Cadence: 4 times per second ⇒ 16 times per second
Casting Logic: Zyra will walk to the position at which her R was cast ⇒ Zyra will immediately cast her R at its maximum range
Items
Axiom Arc
Some lethality items have fallen short of expectations. This patch guarantees that core AD assassins have firmly tuned legendaries with distinct outputs.
Riot transforms Axiom Arc into a fascinating lethality capstone that allows assassins close games with virtually solo carry capacity. Acquiring 2 ultimates in a fight is a fantastic game-ending fantasy come true for assassins. This may be potentially awful to ADC gamers, so Riot is still examining if it’s appropriate for the class later in the game when speccing into high lethality builds. The beginning of the split is an excellent chance to put it to the test. Nonetheless, they’ve promised to keep close tabs on these modifications.
Galeforce
Galeforce began considerably too strong in the middle of the season and has since gotten adjusted for most of the LoL gamers. However, because it is an active item, it is even more potent at the top levels of play, where AD carriers are a bit overloaded. Riot believes that reducing the active’s impact will help bridge that gap. This patch also includes a minor buff to Infinity Edge, allowing heroes like Caitlyn and Jinx to just sidegrade to a different Mythic option. In contrast, others that are more hardbound, like Nilah, generally perform effectively and can comfortably sacrifice a little power.
Infinity Edge
Throughout midseason, Infinity Edge has proven to be a decent marksman capstone, but it hasn’t quite achieved the level of anticipation bar that Riot wanted. While IE is supposed to be the clear late-game auto-attack DPS winner, numerous gamers aren’t experiencing the delight they deserve from this historic item. In reality, the differences are minor. It’s power-neutral as a secondary item, increasing auto-attack DPS by 3-4% in complete builds. The most crucial factor is having auto-attack crits stand out, as should safely happen here.
Attack Damage: 70 ⇒ 65
Prowler’s Claw
Prowler’s Claw is not as strong as the premium damage carry item Riot was going for. They wished for it to be destined to lethality assassins. To buff it, they are increasing its baseline lethality to meet the other lethality alternatives.
Randuin’s Omen
Randuin’s Omen is usually disregarded since most gamers prefer Thornmail or Sunfire for HP and armor. Randuin already has a good set of numbers, so Riot is trying to focus on what it does well to justify its high price compared to other alternatives.
Spear Of Shojin
The Spear of Shojin would make a fantastic capstone-level item for fighters, but there are very few buyers right now. This item may serve a particular niche, yet additional champs could benefit from it but need to be put off by its exorbitant price. That’s why Riot has decided to lower its cost and raise the HP offered to render this item more desirable to players that aren’t as well established, such as Jax or Hecarim.
Spirit Visage
Like Randuin’s, Spirit Visage has been a mediocre magic resistance option compared to other items. While it has a unique passive that is well utilized by certain champions, we’d like to increase the amount of base stats it offers to help increase its general viability.
Statikk Shiv
Statikk Shiv’s minion damage was tweaked almost to kill caster minions but not exactly kill them until you’re at the top of your experience gain. However, because of this exact purpose, Minion Dematerializer has easily surpassed that mark. Furthermore, the item may delay games by requiring the Baron bonus to push through late-game minion damage. Aside from those concerns, the item is very balanced. Therefore, a reduction to its wave apparent is compensated for by a buff to its base stats.
Sterak’s Gage
To increase fighter agency in the final phases of the game, we’ll be buffing Sterak’s HP while lowering its price. Sterak’s should be a practical choice for any fighter who wants to go into a 5-on-5 team fight and requires burst resistance to guarantee they have enough time to accomplish their objective.
Trinity Force
Trinity Force received substantial improvements in midseason and now has a place in the inventory of multiple fighters. Many marksmen have agreed that Trinity Force’s stat package makes sense. After all, anybody with short cooldowns and simple auto-attack patterns will benefit from Spellblade, and the ramping%AD passive from Threefold Strikes likewise encourages long-duration auto-attack patterns. Riot wants to ensure that tuning the equipment for marksmen doesn’t prevent fighters from dealing massive amounts of Damage.
Overall, the modifications to Trinity Force in this patch are minor, but they move their advantages toward fighters who can’t retain target access longer. The Threefold Strikes update is a net bonus to the first 11 attacks of a fight, except for heroes that can attack even more (read: marksmen). Additionally, the number 3 is becoming increasingly popular, which is crucial.
Summoner Spells
Ghost
Because of its incredible strength, Ghost quickly becomes the go-to Summoner Spell for bot learners. However, Ghost is over-tuned. It looks slightly more potent in the bottom lane than in the top, jungle, and mid, although it consistently outperforms alternatives in all those areas. Riot is nerfing Ghosts as it contributes to the winning team snowballing even further, and they are aiming to mitigate that.
Jungle Buff Adjustments
In this patch, we’re going for an early jungle gank power. Jungles must exist and pose a threat so learners can watch out for unauthorized guests in their lane. Nevertheless, the pendulum has swung much too far in favor of the jungle. Not only do junglers benefit from Fog of War and intrinsic numerical advantages, but their first ganks usually come with double buffs: additional slowing, additional Damage, and even extra ability casts all play a role in jungle ganks being more effective in the early game. As a result, they’re all being tapped. The late-game compensation for Blue Buff exists to make it worth more as an objective later on, as only Red Buff is currently important in the late game.
Eventually, Riot wants to work on enhancing the top laners experience. They will, for example, reduce early-game gank success, as most junglers put their first gank in a top lane.
Crest of Cinders
Burn True Damage: 10-78 (linear scaling based on level) ⇒ 10-75 (remains at 10 damage for levels 1-5, then increases in increments of 5 per level)
Melee Slow: 10/15/20% (levels 1/6/11) ⇒ 5/10/15/20% (levels 1/6/11/16)
Ranged Slow: 5/7.5/10% (levels 1/6/11) (Note: Unchanged)
Crest of Insight
Ability Haste: 10 ⇒ 5/10/15/20 (levels 1/6/11/16)
Arena Augment Data Policy
With the release of Arena, Riot wants to make sure that partners are mindful of our Developer API guidelines for the New Augments System. Third-party sites will not be permitted to exchange the below information:
- Augment win rates
- Average game placement with selected Augments
- Augment numbers are based on data except for popularity and pick rate.
The reasoning behind this tactic is simple. The Arena is a game style designed to inspire users to try out and attempt new things. Riot wants to avoid a situation in which data leads to a “perfect” choice because the vast amount of possible legends, items, and Augment combinations are intended to challenge gamers to think independently rather than implement a script.
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Darya Chavez is a gaming journalist passionate about delivering the latest news from the world of video games. With a sharp eye for industry trends and updates, she keeps players informed about upcoming releases, events, and major game changes.