League of Legends Patch 9.24 breakdown: Conqueror FINALLY nerfed

League of Legends. Courtesy of Riot Games.
League of Legends. Courtesy of Riot Games. /
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Lunar Goddess Diana. League of Legends.
League of Legends. Photo courtesy of Riot Games. /

Champions

Diana

"Base Stats Mana: 372 -> 420. Mana Growth: 20 -> 25. Attack Damage: 53.04 -> 57.04. Passive – Moonsilver Blade Gain 10-40% attack speed (levels 1-18). Casting an ability grants Diana 30-90% attack speed (based on Moonfall’s rank) for her next three basic attacks -> Casting an ability triples the attack speed Diana gains from Moonsilver Blade for 3 seconds. Every third strike cleaves nearby enemies for 20-250 (levels 1-18) (+0.8 ability power) additional magic damage and restores (+0.15 ability power) mana. -> Every third strike cleaves nearby enemies for 20-250 (+0.4 ability power) additional magic damage. Q – Crescent Strike Cost: 55 -> 50 W – Pale Cascade Cooldown: 10 seconds at all ranks -> 15/13.5/12/10.5/9 seconds. Base Shield: 40/55/70/85/100 (total shield 80/110/140/170/200) -> 30/45/60/75/90 (total shield 60/90/120/150/180). Orb Damage Ratio: 0.2 ability power (total 0.6 ability power) -> 0.15 ability power (total 0.45 ability power). Shield Ratio: 0.1 bonus health (total 0.2 bonus health). NEW: E – Lunar Rush Diana’s old ultimate! Cooldown: 25/20/15 seconds -> 22/20/18/16/14 seconds. Cost: 50/65/80 mana -> 40/45/50/55/60 mana. Damage: 100/160/220 -> 40/60/80/100/120. Damage Ratio: 0.6 ability power -> 0.4 ability power. NEW: R – Moonfall Diana’s old E! Cooldown: 26/24/22/20/18 seconds -> 100/90/80 seconds. Cost: 70 mana -> 100 mana. Slow: 35/40/45/50/55% -> 40/50/60%. NEW: If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after 1 second, dealing 200/300/400 (+0.6 ability power) magic damage in an area around her, increased by 35/60/85 (+0.15 ability power) for each target beyond the first pulled."

A small rework for Diana with changes to every ability including her Passive – Moonsilver Blade! For a full breakdown of the Diana changes, take a look at this article from last week which explains why she might be a dominant jungler on Patch 9.24!

Garen

"E – Judgement Spins per Attack Speed: 1 per 20% -> 1 per 25%. Damage Increase per Level: 8.2 -> 6.6."

Full Attack Speed Garen is no joke right now. At a 52.88% win rate, he has completely taken over the top lane meta alongside Mordekaiser and is near unstoppable in most match-ups. Combine this nerf with the upcoming Conqueror changes though, and we might see him finally knocked down a few pegs on Patch 9.24.

The higher threshold for additional spins on Judgement, as well as the reduced damage increase per level, will definitely have an impact on the Demacian’s win rate over the next few weeks and will probably even see him drop out of the S tier of top lane.

Karma

"E – Inspire Shield: 70/95/120/145/170 -> 80/110/140/170/200."

The downfall of solo lane Karma came at the cost of support Karma leaving the champion completely out of the meta in every role over the last few months. Increasing her shield by 10-30 boosts her utility, especially in the support role, meaning we could see a return of Karma on Patch 9.24, at least in terms of her pick rate.

Kassadin

"Q – Null Sphere Cooldown: 9 seconds -> 11/10.5/10/9.5/9 seconds. W – Nether Blade Mana Restore: 4/5/6/7/8% missing Mana -> 4/4.5/5/5.5/6% missing Mana."

It’s mage time in the mid lane which means Kassadin can rock up and destroy the competition due to his power against AP champions. This is illustrated by his extremely high 53.35% win rate on Patch 9.23, which is very worrying on a champion that is supposed to be most powerful in the late game.

These nerfs to his two most used skills, Null Sphere and Nether Blade, reduce his strengths mainly in the laning phase. Kassadin will have fewer Qs to spam during the early levels, and also has less sustain when using his W. This probably won’t kill the champion, but will certainly see that scary 53+% win rate fall quite significantly.

Rammus

"Base Stats Health per Level: 86 -> 95. E – Frenzying Taunt Cooldown: 12 seconds -> 12/11.5/11/10.5/10 seconds."

While the likes of Ekko, Lee Sin, and Olaf dominate the jungle meta, Rammus quietly sits aside and watches with a 49.38% win rate, waiting for his opportunity. Well, this might be it!

153 extra health at Level 18 and 2 seconds lower cooldown on his most important ability could see Rammus rise to the top of the tier list on Patch 9.24. Not only do these changes make him tankier, but they also mean he can lock down enemy carries more often in team fights. The perfect buff!

Ryze

"Q – Overload Base Damage: 80/105/130/155/180 -> 65/90/115/140/165."

Ryze currently has a low win rate, but high pick and ban rates, particularly in higher elos. It’s for this reason that the balance team have taken aim at the champion’s reliability in the upper echelons of solo queue in an attempt to broaden the solo lane champion pool in preseason and beyond.

15 less damage on Overload at all ranks may seem like a small change, but when you consider how often this spell is used in a team fight or skirmish, it’s clear that it will have a large impact on Ryze’s power level. Expect that 48% win rate to drop to 46% or 47% over the next few weeks!