We may be adjusting over 20 Hero Augments, but you’re the one hero we’d never change.
13.7 is packed with over 20 Hero Augment adjustments meant to ensure each option is both viable and interesting! But don’t overlook the numerous balance adjustments to champions and traits that are sure to lift many comps into competitive viability! One more thing, last week, we shipped a mid-patch update to address the most pressing power imbalances as fast as possible. Due to the limitations of our mid-patch update capabilities, these changes were not ideal as they solved complicated issues with more generalized large nerfs. While much of 13.7 is about refining our Hero Augments, a secondary goal is making sure those necessary nerfs shipped last week are in a healthier place for this patch.
And the low-rollers rejoiced!
Large like the team’s love of Ultimate Ezreal. No, not you, Underground Ezreal.
With all the Hackers in the first week of Glitched Out!! it was no wonder the Carousels were acting strange. While we shipped a nerf moving the trait breakpoints last week, we’re somewhat reverting it, but removing the too easy to splash Hacker 2 so that hopping into the backline will take more commitment.
LaserCorps are super strong early if you are able to get a +1 to the trait breakpoint. So strong that we were forced to temporarily disable the trait’s associated Heart and Soul Augments. By moving "everyone gets a drone" to 4 LaserCorps, we can make the 4 LaserCorps power spike less spiky, but also have it scale into the late game better.
Currently, running Quickdraw with carries like Miss Fortune is generally worse than avoiding the trait altogether. As the fastest carry in the trait—confirmed by the bunny ears—this cannot stand, so we’re giving the trait a large buff that’s sure to make more than just Miss Fortune hoppy.
Sureshot, more like No-shot. Sure, we only buffed it by 1%, but remember that’s 1% every 4 seconds. If my math is correct, that can be a lot of extra AD by the end of a round.
In patch 13.4, six years ago, we removed Gangplank’s cleansing effect. But like most of my personal demons, it somehow came back to haunt us. We’re removing it again, but since Gangplank is in a balanced state right now, we’re giving him some extra compensation damage.
We’re solving for Lux’s unreliable casts by speeding up the spell’s projectile and giving it a bit of damage to boot. Lux reroll should be a thing this patch.
Kai'Sa's stats have been shifted to make her more of an AP carry with meaningful plasma procs at the price of some survivability and base AD.
As a melee AD threat, Gnar’s weakness is getting bursted down before he can make an impact. With an earlier first cast and a bit more defense, he should be able to rage out at least once before finishing puberty… I mean dying.
As with Hacker, the Vex nerf we shipped in the 13.6 mid-week update was a temporary solve. Now, we’re adjusting her to still be a powerful reroll carry, but with significantly less backline access.
Samira was really bad in 13.6. So bad that we gave her a small buff in the mid-patch update, but even that was not enough. The late game board that Samira typically dominates in just wasn’t worth the gold, so in addition to the quality of life Samira changes we have below, we buffed her traits and her best friend forever’s traits. Find out who her bff is in a later section (suspense goes here).
Twisted Fate is just slightly overperforming, but with less backline access this patch, we predict that the deck is stacked in his favor. So, we’re shipping a larger nerf in response.
Since Warwick’s ability counts as six auto-attacks, this made him really good with Runaan’s Hurricane and Titan’s Resolve. By putting this interaction in check, Warwick’s power ceiling should be a bit lower.
Bringing up the power floor of our 5-costs to make sure they are worthy of the title.
We had a few Ultimate Ezreal buffs here, but after a weekend of testing we felt that they went too far. That being said, Ultimate Ezreal will certainly be in a stronger state with our buffs to Sureshot, Parallel buffs, and his lategame bff, Samira.
With our mid-set we changed quite a few Hero Augments and added new ones for every new champion. With more than 20 changes below, we’re doing some necessary refinement of our refreshed roster.
Shen’s carry Hero Augment was very hit or miss (but mostly miss) due to not being able to consistently control whose damage he was amplifying. With his new Time Knife Augment, we're letting Shen put out some huge bonks when itemized with armor and paired with 6 Defender.
Vex’s Joy Siphon was way too powerful on release, but to balance team-wide healing, the number would have to be so low it would be barely noticeable. Limiting the healing to two targets means it can actually be a number that isn't sad—despite the name of the Augment.
Garen’s carry Augment is simply our worst performing Augment in the data, so we’re giving a ton more power to Full Power to Sword.
The Ace Augments haven't been good for a while, especially early, when they’re incredibly difficult to activate. Now, both of these Augments will only show on 4-2, when they’re easier to run. We’ve also reworked the Prismatic version to be much easier to play… It literally gives you 4 Ace.
With the adjustments made to LaserCorps earlier in these notes, we can bring back the trait-linked Augments without them being too game warping early on.
Small like our love for Underground Ezreal.
I just imagine the Underground crew using a big magnet to rob banks now.
Ribbit a tid bit more.
This forecaster just got more accurate.
It’s time to get these Glitches Out!!