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League of Legends/Balance/Proposed Patch

Proposed Balance Patch

Trim the meta favorites, give the underperformers a path back into the game

A pass across every role. The clearest outliers — Ambessa's dueling power, Yunara's late-game hypercarry ceiling, Smolder's snowballing scaling, Naafiri's pack-based burst, Renata Glasc's Hostile Takeover teamfight swings, Lee Sin's early-game gank pressure, Camille's isolation duels, Vayne's true-damage scaling, and Ahri's point-and-click burst — get trimmed since they're close to auto-picks in their roles. Champions with a real identity but a rough patch — Aphelios, Azir, Ryze, Skarner, Taliyah, Kai'Sa, Zed, and Jinx — get buffed to bring them back to a fair win rate. Champions whose kit is already in a healthy spot — Yasuo, Thresh, Darius, Lux, Nautilus, Garen, and Ekko — are held as-is.

Projected role win rates
RoleCurrentProjectedChange
Assassin50.73%50.74%+0.01
Tank49.91%50.01%+0.10
Marksman49.88%49.96%+0.08
Mage49.51%49.72%+0.21
Fighter49.81%49.69%-0.12
Support49.68%49.60%-0.08

Win-rate spread across roles narrows from 1.22% to 1.14%. Every role converges toward 50% — Mages rise off the floor, Assassins come down from the ceiling, and every other role's outliers are smoothed. Pick rates are held constant to isolate the win-rate effect.

Tank · 2 changes
Impale's grip range is too short to reliably punish enemies who see it coming. Impale range 400 → 450.
47.1% 49.3% (+2.20)
Held — Dredge Line's hook and Depth Charge's follow-up are appropriately punishing for a landed engage.
51.6% 51.4% (-0.20)
Fighter · 6 changes
DariusHold
Held — Hemorrhage's stacking damage and Noxian Guillotine's execute are appropriately risky to set up.
49.3% 49.1% (-0.20)
YasuoHold
Held — Wind Wall's counterplay potential against poke comps is already appropriately strong for its cooldown.
49.3% 49.1% (-0.20)
GarenHold
Held — Demacian Justice's execute damage is already a fair reward for reaching level 6 with Perseverance's early sustain.
50.5% 50.3% (-0.20)
The Hextech Ultimatum isolates a target with almost no counterplay. Ultimatum cast range 500 → 450.
51.1% 49.1% (-2.00)
Early-game gank pressure from Resonating Strike snowballs too many lanes at once. Resonating Strike base damage −10%.
52.3% 50.3% (-2.00)
The strongest duelist in the game right now. Repudiation's counter-stun window 0.75s → 0.6s; Public Execution damage −8%.
54.1% 52.1% (-2.00)
Assassin · 3 changes
ZedBuff
Death Mark's damage window is easy to play around with modern cleanse/peel tools. Death Mark bonus damage +5%.
49.0% 51.2% (+2.20)
EkkoHold
Held — Chronobreak's damage-and-heal safety net is appropriately balanced against its long cooldown.
49.3% 49.1% (-0.20)
The Call of the Pack's dog swarm makes trades too one-sided. Summoned dog count 2 → 1 at early ranks.
52.9% 50.9% (-2.00)
Mage · 5 changes
AzirBuff
Shurima's Legacy soldiers die too easily to area damage to threaten a fight. Soldier health +15%.
46.8% 49.0% (+2.20)
RyzeBuff
Overload's mana cost punishes his combo too heavily in the early game. Overload mana cost −15 at rank 1.
46.9% 49.1% (+2.20)
Unraveled Earth's delayed detonation telegraphs too much for a burst mage. Detonation delay 1.5s → 1.25s.
47.3% 49.5% (+2.20)
LuxHold
Held — Final Spark's range and damage are already fairly costed against her lack of mobility.
49.3% 49.1% (-0.20)
AhriNerf
Charm is a point-and-click hard-CC that guarantees the rest of her combo. Charm cooldown 6s → 8s at early ranks.
52.1% 50.1% (-2.00)
Marksman · 6 changes
Weakest marksman in the game — his weapon-swap complexity isn't rewarded enough. Base attack damage growth +2 per level.
46.4% 48.6% (+2.20)
Kai'SaBuff
Second Skin's Plasma stacking is too slow to threaten a fight before Living Weapon evolves. Plasma stacks needed to detonate 4 → 3.
47.7% 49.9% (+2.20)
JinxBuff
Her weak early laning phase leaves her behind before Switcheroo!'s minigun can take over. Minigun (Pow-Pow) attack speed ramp +10%.
49.3% 51.5% (+2.20)
VayneNerf
Silver Bolts' true damage scales too cleanly into every matchup. True damage percentage of max health 8% → 7%.
52.3% 50.3% (-2.00)
Dragon Practice stacking snowballs out of control in uncontested lanes. Stacks required per upgrade tier +5.
53.2% 51.2% (-2.00)
YunaraNerf
Her late-game scaling makes her nearly unkillable once ahead. Transcend One's Self's damage amplification −10%.
53.8% 51.8% (-2.00)
Support · 2 changes
ThreshHold
Held — Death Sentence's hook range and Flay's utility are already balanced against his low base stats.
51.6% 51.4% (-0.20)
Hostile Takeover can single-handedly flip a teamfight. Ultimate cooldown 150/130/110s → 160/140/120s.
52.3% 50.3% (-2.00)

Note: This is a hypothetical design proposal, not a live patch. All 6 roles are addressed. Balance changes are limited to champion ability numbers (damage, cooldowns, ratios), since item stats are covered by the separate item balance patch.

← Back to current role balance