K’Sante and Zac Are Finally Getting Nerfed, Along With Melee Support Buffs

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LoL Patch 13.3 Notes: K’Sante and Zac Are Finally Getting Nerfed, Along With Melee Support Buffs


Another big patch coming to LoL at the start of the new Season 2023.


LoL players have been complaining about the latest preseason not having enough changes, and it seems like Riot heard them. 13.3 will be the second patch in a row a new class is the focus, along with the usual champion changes. In LoL patch 13.3, many of the melee engage supports will see a lot of changes with the hopes of bringing them back into the meta. Both solo queue and pro play, especially the latter, have been dominated by enchanters and marksmen in the support role for the better part of a year now. If the changes are enough, they should not only shake up the support meta but the bot laners that will accompany them as well. For example, if Nautilus and Alistar get more popular, we might start to see a lot more Samira who is already a strong pick.

The next set of changes that probably will impact the current meta is the triple threat of Kassadin, K’sante and Zac. All three of these champions have been terrorizing players in solo queue at all ranks, with K’Sante also being a prominent pro pick. While Kassadin nerfs are on the lighter side, both K’Sante and Zac are getting heavily touched, which should make most of the player base happy.

Aurelion Sol CGU is finally out

The wait is over and after an unfortunate one-week delay, League’s favorite dragon is getting his makeover. The new Aurelion Sol isn’t changed too much looks-wise, but his kit is a lot different. With a more constrained Astral Flight, he has a lot more to offer in the other parts of his kit. Most of his abilities have %Max HP damage which should help with tanks, and with his reset mechanic on the W, he might have the play style of a diver.

Also, ASol will join the ranks of other infinite scalers in the game, with his passive stacks being uncapped.

  • Passive – Cosmic Creator
    • Aurelion Sol’s damaging Abilities break down enemies into Stardust, which improves his Abilities. 
    • Q – Breath of Light: Q bursts deal an additional (0.031% Stardust Stacks)% maximum Health magic damage
    • W – Astral Flight: Increased distance traveled based on Stardust Stacks
    • E – Singularity: Increased area and execute threshold
    • R – Falling Star/The Skies Descend: Increased area
  • Q – Breath of Light
    • Mana Cost: 45/50/55/60/65 Mana per second
    • Cooldown: 3 seconds
    • Full Ability Description: Aurelion Sol breathes starfire for up to (3.5/3.5/3.5/3.5/9999) seconds, dealing (15/25/35/45/55 + 30-90 (scaling with level) + 60% AP) magic damage per second to the first enemy hit and 50% of the damage to surrounding enemies. Each full second of breath on the same enemy deals a burst of (40/50/60/70/80 + 20-40 (scaling with level) + 50% AP) magic damage plus (0.031% Stardust Stack)% max Health Magic Damage and absorbs 1 Stardust if they are a champion. This Ability’s range is 750 – 920 (scaling with level). Percent damage deals a max of 300 magic damage against jungle monsters.
  • W – Astral Flight
    • Mana Cost: 80/85/90/95/100 Mana
    • Cooldown: 22/20.5/19/17.5/16 seconds
    • Full Ability Description: Aurelion Sol flies in a direction. While flying, Breath of Light has no Cooldown, no maximum channel duration, and its flat damage is increased by 14%/15.5%/17%/18.5%/20%. Takedowns on champions within 3 seconds of damaging them refunds 90% of this Ability’s Cooldown. Casting Breath of Light while flying reduces flight speed by 50%. Flight speed is 335 + 100% Movement Speed.
  • E – Singularity
    • Mana Cost: 60/70/80/90/100 mana
    • Cooldown: 12/11.5/11/10.5/10 seconds
    • Full Ability Description: Aurelion Sol summons a black hole, dealing (10/15/20/25/30 + 40% AP) magic damage and dragging enemies towards the center for 5 seconds. Enemies in the center below (5 + 2.6% Stardust Stack)% maximum Health die instantly. The black hole absorbs Stardust when enemies die within it and each second an enemy champion is inside it. This Ability’s range is 750 – 920 (scaling with level). Minions and jungle monsters inside will have 0 Movement Speed. (This ability absorbs 1 Stardust per second from Champions. Stardust absorbed from units that die in the black hole: Epic Monsters: 10 Stardust, Champions and Large monsters: 5 Stardust, Siege minions: 3 Stardust Minions and small monsters: 1 Stardust.)
  • R – Falling Star/The Skies Descend
    • Mana Cost: 100 mana
    • Cooldown: 120/110/100 seconds
    • Falling Star: Aurelion Sol plucks a star from the heavens and crashes it into the earth, dealing (150/250/350 + 65% AP) magic damage, stunning enemies for 1.25 seconds, and absorbing 5 Stardust for each champion hit.
    • The Skies Descend: Gathering 75 Stardust transforms the next Falling Star into The Skies Descend. Aurelion Sol drags a constellation’s worth of fury down from the cosmos, dealing (187.5/312.5/437.5 + 81.25% AP) magic damage in a larger area, Knocking Up enemies hit for 1.25 seconds, and unleashing a massive shockwave that deals (150/250/350 + 60% AP) magic damage to champions and Epic monsters and slows all enemies hit by 75% for 1 second.

LoL patch 13.3 complete changes

Champion Buffs

Jarvan IV

  • Base Stats
  • W – Golden Aegis
    • Cooldown: 9 seconds ⇒ 8 seconds
    • Shield Strength: 60/80/100/120/140 ⇒ 60/80/100/120/140 (+80% bonus AD)
    • Shield Duration: 5 seconds ⇒ 4 seconds

Kayle

  • Passive – Divine Ascent
    • Exalted Bonus Move Speed: 8% ⇒ 10%
  • E – Starfire Spellblade
    • Passive On-hit Damage: 15/20/25/30/35 (+10% bonus AD) (+20% AP) ⇒ 15/20/25/30/35 (+10% bonus AD) (+25% AP)

Kayn

  • Passive – The Darkin Scythe
    • Shadow Assassin Bonus: 13-40% (based on level) of post-mitigation damage to champions is repeated as magic damage for the first 3 seconds of damaging champions ⇒ 15-45% (based on level) of post-mitigation damage to champions is repeated as magic damage for the first 3 seconds of damaging champions
  • Q – Reaping Slash
    • Physical Damage: 75/95/115/135/155 (+65% bonus AD) ⇒ 75/95/115/135/155 (+80% bonus AD) (Note: This will not affect Rhaast’s damage, as he has separate Q values)

LeBlanc

  • Base Stats
    • Mana Regeneration: 6 ⇒ 8
    • Mana Regeneration Growth: 0.8 ⇒ 1
  • Q – Sigil of Malice
    • Mana Cost: 50/55/60/65/70 ⇒ 50 at all ranks
  • R – Mimic
    • Cooldown: 60/45/30 seconds ⇒ 50/40/30 seconds

Lee Sin

  • Q – Sonic Wave / Resonating Strike
    • Sonic Wave Physical Damage: 55/80/105/130/155 (+100% bonus AD) ⇒ 55/80/105/130/155 (+110% bonus AD)
    • Resonating Strike Minimum Physical Damage: 55/80/105/130/155 (+100% bonus AD) ⇒ 55/80/105/130/155 (+110% bonus AD) (Note: Maximum damage is still double the value of the minimum damage)
  • E – Tempest / Cripple
    • Total Damage: 100/130/160/190/220 (+100% bonus AD) ⇒ 35/65/95/125/155 (+100% bonus AD)
    • Slow: 20/30/40/50/60% ⇒ 20/35/50/65/80%

Trundle

  • W – Frozen Domain
    • Cooldown: 18/17/16/15/14 seconds ⇒ 16/15/14/13/12 seconds
  • Important Information
    • Show me ya moves!: Trundle’s dance speed now scales with Trundle’s move speed.

Champion Nerfs

Annie

  • Passive – Pyromania
    • First Flame: Annie will now spawn with her passive fully charged on game start and when she respawns
  • E – Molten Shield
    • Shield Strength: 40/85/130/175/220 (+35% AP) ⇒ 60/100/140/180/220 (+55% AP)
    • Cooldown: 14/13/12/11/10 seconds ⇒ 12/11/10/9/8 seconds
    • Retaliation Magic Damage: 20/30/40/50/60 (+20% AP) ⇒ 30/45/60/75/90 (+40% AP)
    • [NEW] Retaliation Magic Damage Conditions: When Molten Shield is active, enemies whose basic attacks hit the shield receive magic damage ⇒ When Molten Shield is active, enemies whose basic attacks AND spells hit the shield receive magic damage
    • [NEW] Retaliation Magic Damage Details: E – Molten Shield will now only inflict damage against opponents once per target, per shield. (Note: Tibbers’ duplicated shield counts as a new shield and can inflict damage once per target, per shield.)
  • R – Summon: Tibbers
    • Tibbers’ Health: 1300/2200/3100 ⇒ 1300/2200/3100 (+75% AP)
    • Tibbers’ Resistances: 30/60/90 Armor and MR ⇒ 30/60/90 (+5% AP) Armor and MR
    • Tibbers’ Movespeed: 350 at all ranks ⇒ 350/375/400

Amumu

  • Q – Bandage Toss
    • Mana Cost: 40/45/50/55/60 ⇒ 45/50/55/60/65
  • E – Tantrum
    • Damage: 80/110/140/170/200 (+50% AP) ⇒ 65/100/135/170/205 (+50% AP)

Kassadin

  • E – Force Pulse
    • Base Damage: 80/105/130/155/180 (+85% AP) ⇒ 60/90/120/150/180 (+85% AP)
    • Cooldown from Nearby Casts:1 second ⇒ 0.75 seconds
  • R – Riftwalk
    • Magic Damage: 80/100/120 (+40% AP) (+2% maximum mana) ⇒ 70/90/110 (+40% AP) (+2% maximum mana)
    • Bonus Damage per Stack: 40/50/60 (+10% AP) (+1% maximum mana) ⇒ 35/45/55 (+10% AP) (+1% maximum mana)

K’Sante

  • Base Stats
    • Health Growth: 108 ⇒ 114
  • Q – Ntofo Strikes
    • Q3 Knock-Up Duration: 1 second ⇒ 0.65 seconds
    • Q3 Stun Duration: 1-1.25 seconds ⇒ 1 second
  • W – Path Maker
    • Minimum Stun Duration: 0.35/0.45/0.55/0.65/0.75 seconds ⇒ 0.3/0.35/0.4/0.45/0.5 seconds
  • R – All Out
    • Resistances Lost: 65% Bonus Resistances ⇒ 85% Bonus Resistances

Zac

  • W – Unstable Matter
    • Magic Damage: 35/50/65/80/95 (+4/5/6/7/8% (+4% per 100 AP) of target’s maximum health ⇒ 35/50/65/80/95 (+4/5/6/7/8% (+3% per 100 AP) of target’s maximum health
  • E – Elastic Slingshot
    • Magic Damage: 60/110/160/210/260 (+90% AP) ⇒ 60/105/150/195/240 (+80% AP)

Melee Support Adjustments

Alistar

  • Passive – Triumphant Roar
    • Self Heal: 23-142 (based on level) ⇒ 5% maximum health
    • Ally Heal: 46-284 (based on level) ⇒ 6% of Alistar’s maximum health
  • Q – Pulverize
    • Mana Cost: 55/60/65/70/75 ⇒ 50/55/60/65/70
    • Magic Damage: 60/100/140/180/220 (+50% AP) ⇒ 60/100/140/180/220 (+70% AP)
  • W – Headbutt
    • Mana Cost: 65/70/75/80/85 ⇒ 50/55/60/65/70
    • Magic Damage: 55/110/165/220/275 (+70% AP) ⇒ 55/110/165/220/275 (+90% AP)
  • E – Trample
    • Mana Cost: 50/60/70/80/90 ⇒ 50/55/60/65/70
    • Total Magic Damage: 80/110/140/170/200 (+40% AP) ⇒ 80/110/140/170/200 (+70% AP)
      Braum
  • Passive – Concussive Blows
    • Target Immunity Duration: 8/6/4 seconds (levels 1/7/13) ⇒ 8/6/4 (levels 1/6/11)
  • Q – Winter’s Bite
    • Cooldown: 10/9/8/7/6 seconds ⇒ 8/7.5/7/6.5/6 seconds
  • W – Stand Behind Me
    • Bonus Armor and Magic Resist: 10/14/18/22/26 ⇒ 20/25/30/35/40

Nautilus

  • Passive – Staggering Blow
    • Bonus Damage: 8-110 (based on level) ⇒ 14-116 (based on level)
  • W – Titan’s Wrath
    • Mana Cost: 10/9/8/7/6 seconds ⇒ 8/7.5/7/6.5/6 seconds
    • Shield Strength: 40/50/60/70/80 (+8/9/10/11/12% maximum health) ⇒ 50/60/70/80/90 (+8/9/10/11/12% maximum health)
  • E – Riptide
    • Magic Damage: 55/85/115/145/175 (+30% AP) ⇒ 55/90/125/160/195 (+50% AP)

Pyke

  • E – Phantom Undertow
    • Physical Damage: 105/135/165/195/225 (+100% bonus AD) ⇒ 105/145/185/225/265 (+100% bonus AD)

Rakan

  • Q – Gleaming Quill
    • Cooldown: 12/11/10/9/8 seconds ⇒ 11/10/9/8/7 seconds
    • Mana Cost: 60 ⇒ 45
    • Base Heal: 30-115 (based on level) (+55% AP) ⇒ 40-210 (based on level) (+55% AP)
  • W – Grand Entrance
    • Magic Damage: 70/125/180/235/290 (+70% AP) ⇒ 70/120/170/220/270 (+80% AP)

Thresh

  • Q – Death Sentence
    • Magic Damage: 100/140/180/220/260 (+50% AP) ⇒ 100/145/190/235/280 (+80% AP)
  • W – Dark Passage
    • Shield per Soul: 2 ⇒ 1.5
  • E – Flay
    • Magic Damage: 75/110/145/180/215 (+40% AP) ⇒ 75/110/145/180/215

Item and Rune Changes

Radiant Virtue

  • Total Cost: 3000 ⇒ 3200
  • Passive – Guiding Light Cooldown: 60 seconds ⇒ 90 seconds
  • Passive – Guiding Light Cooldown Maximum Health Gained: 10% ⇒ 15%
  • Total Healing: 8-16% maximum health over 9 seconds (note: includes healing amp passive) ⇒ 12% maximum health over 9 seconds
  • [REMOVED] Ability Haste: You and all allies within 1200 units gain 20 Ability Haste ⇒ REMOVED

Umbral Glaive

  • Cooldown: 40 seconds ⇒ 50 seconds
  • [UPDATED] Ranged Champion Reduced Damage to Wards: When a ranged champion using Umbral Glaive attacks a ward they will deal 2 true damage to it (Note: Melee champions will still deal 3 damage to wards using Umbral Glaive)
  • [REMOVED] Trap Interactions: Umbral Glaive will no longer instantly kill traps, but it will still reveal them

Overheal

  • Shield Value: 10 +9% maximum health ⇒ 20-300 based on champion level (Note: This is a buff from level 5 onwards)

System Changes

Tenacity

  • Tenacity sources within the same group will stack multiplicatively with each other.
  • Tenacity sources from separate groups will stack additively with each other.
  • Group A
    • Mercury Treads
    • Anathema’s Chains
    • Elixir of Iron
    • Iceborn Gauntlet
    • Legend: Tenacity
    • Unflinching
    • Mosstomper Effect
    • Chemtech Dragon Buff
  • Group B
    • Silvermere Dawn Active
    • Cleanse
    • Modes Buffs for URF/Ultimate Spellbook
  • Group C
    • Brittle (Orrn W)
    • Courage (Garen W)

Jungle Changes

  • Gold per Treat: 30 ⇒ 20
  • Experience per Jungle Camp with a Companion: Experience for clearing a jungle camp has been increased by 5 experience per camp
  • Stealth Ward Trinket Cooldown: 240-120 (based on average champion level) ⇒ 210-120 (based on average champion level)
  • Turret Damage: 192-344 (0-14 minutes) ⇒ 182-354 (0-14 minutes)
  • [REMOVED] Smite Fights are for Champions: Jungle companions can no longer deal lethal damage to epic monsters

Competitive Changes

  • In Blind Pick and Normal Draft, normal surrender (4 out of 5 OR 70% of team members must agree to pass the vote) is available at 20 minutes ⇒ 15 minutes. Unanimous early surrender requirement has been removed.
  • Unrelated to the above, the MMR duo restriction for Apex ranks has been re-enabled
  • Made matchmaking adjustments for faster Normal Blind Pick queue times

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