
LoL Patch 13.13 – How will Riot shift the meta?
With Patch 13.12 hitting the live servers, let’s see what will Riot change in the upcoming LoL Patch 13.13, which is going to be released on June 28.

Image Credits | Riot Games
LoL Patch 13.13 Notes Overview
Patch 13.12 brought a lot of professional-play-focused changes, nerfing overperforming champions like Milio, Yuumi, and Zeri, as well as a couple of item changes. We should definitely see a meta shift in professional play, but the solo queue meta might not be affected as much.
That being said, we have seen patches of bigger size lately and Patch 13.13 might not be any different. Riot Games has been more eager to shake things up so they might be looking to buff some of the weaker champions, as they did with Ryze and Orianna.
On June 20, Riot Phroxzon released the planned changes for Patch 13.13. He mentioned the devs are looking to stabilize the meta since it will be a 3-week patch and see how the meta will then evolve. Statikk Shiv has been a hot topic at the moment due to its power so they are nerfing it.
This patch is mostly focused on stabilization as it will be a 3 week patch and let the meta play out
AP Shiv is overtuned on a few cases (LB, etc.), but ~balanced on other others vs other options (Zoe, Teemo, etc.)
We're nerfing AP minion ratio and long distance jump charge pic.twitter.com/V4Cgv3pxrH
— Matt Leung-Harrison (@RiotPhroxzon) June 20, 2023
Alongside the Statikk Shiv nerfs, Riot will be nerfing some of the solo queue outliers and some of the most popular picks in professional play such as Neeko, Annie, Vi, and Wukong. Rek’Sai is getting some nerfs as well, considering how well she has been performing on the ranked ladder.
Initially, game designer Spideraxe gave some information regarding potential buffs and nerfs to a bunch of top lane champions, as well as the Xerath and Zyra’s changes, which seemingly have gone missing from Riot Phroxzon’s patch preview. They are likely going to be pushed to the next patch. You can find some of the tentative number changes below for reference anyway.
Update (June 22): According to game designer Spideraxe, all top lane champion changes have been reverted and planned for a later patch.
How will the upcoming patch impact the meta?
Based on the information taken from the patch preview, the biggest impact will happen in the jungle. With buffs to Nidalee and Lee Sin, as well as nerfs to popular champions like Vi, Wukong, Kindred, and Rek’Sai, we’re going to see a major shift. AP junglers like Evelynn will continue to be present, and we might see more bruisers like Viego, Lee Sin, and Xin Zhao. Aside from these, the mid lane and bot lane meta should stabilize with the Statikk Shiv nerfs coming in.
There’s one big question mark, however, and that is Riot’s approach to nerfing the Trinity Force. Right now, the item is mainly abused by ranged champions, especially on champions like Kindred and Ashe, but it’s been average on most melee champions. The planned nerfs will inevitably hit the melee users as well, potentially making Tri Force weak once again. The better approach would’ve probably been to have ranged-specific nerfs, just like it was done to other items or runes.
Patch 13.13 Tentative Changes
Aatrox (not in patch preview)
Q1 base damage: 10 – 90 ⇒ 5 – 85Q1 AD ratio: 60% – 80% ⇒ 65% – 85%Q minion damage: 55% flat ⇒ 55% – 70%
Annie
- Q base damage: 80 – 220 ⇒ 70 – 210
- Q AP ratio: 80% ⇒ 75%
Aphelios
- Gravitum slow duration: 3.5 seconds ⇒ 2.5
- Severum attack healing: 2.5% – 9% ⇒ 2% – 7.1%
- Severum ability healing: 8.33% – 30% ⇒ 5% – 17.75%
Camille (not in patch preview)
W base damage: 70 – 190 ⇒ 70 – 210W bonus AD ratio: 60% ⇒ 75%
Cho’Gath (not in patch preview)
E AP ratio: 30% ⇒ 40%R base damage: 300 – 650 ⇒ 300 – 600R AP ratio: 50% ⇒ 60%
Ivern
- W on-hit base damage: 30 – 60 ⇒ 20 – 50
- W on-hit AP ratio: 30% ⇒ 20%
Kindred
- Base armor: 29 ⇒ 26
- Base health: 610 ⇒ 580
Lee Sin
- Q1 and Q2 base damage: 55 – 155 ⇒ 65 – 165
- Q1 and Q2 bonus AD ratio: 110% ⇒ 115%
Malphite (not in patch preview)
Q base damage: 70 – 270 ⇒ 65 – 245Q AP ratio: 60% ⇒ 75%Q MS steal: 15% – 35% ⇒ 20% – 40%
Mordekaiser (reverted)
Q base damage per level: 5 – 139 ⇒ 3 – 90Q AP ratio: 60% ⇒ 75%
Neeko
- R now breaks disguise after 0.5 seconds
Nidalee
Ornn (not in patch preview)
Q base damage: 20 – 120 ⇒ 10 – 110E base damage: 80 – 260 ⇒ 70 – 230E bonus resistance ratios: 40% ⇒ 45%
Rek’Sai
- Base attack damage: 61 ⇒ 58
- Base health: 640 ⇒ 600
Rell (support nerf, jungle buff)
Sett (reverted)
Second punch base damage: 5 – 90 ⇒ 5 – 56Second punch bonus AD ratio: 55% ⇒ 70%R base damage: 200 – 400 ⇒ 175 – 325R bonus AD ratio: 120% ⇒ 180%
Shen (not in patch preview)
P base shield: 50 – 101 ⇒ 50 flatP shield health: 12% bonus HP ⇒ 14% bonus HP
Sion (not in patch preview)
Q min base damage: 40 – 120 ⇒ 35 – 115Q max base damage: 90 – 350 ⇒ 85 – 325W base shield: 60 – 160 ⇒ 60 – 140
Tahm Kench (not in patch preview)
Passive base damage: 8 – 60 ⇒ 6 – 15P health ratio: 3% bonus HP ⇒ 6% bonus HPQ base damage: 80 – 280 ⇒ 80 – 260Q base heal: 10 – 30 ⇒ 5 – 25Q heal ratio increased from 5% – 7% missing HP ⇒ 6% – 8% missing HP
Varus
- W on-hit AP ratio: 30% ⇒ 35%
- W detonation AP ratio: 2.5% per 100 AP ⇒ 1.5% per 100 AP
Vi
- Passive shield: 13% max HP ⇒ 10%
- R cooldown: 120 – 80 seconds ⇒ 140 – 90 seconds
Volibear (not in patch preview)
Passive damage AP ratio: 40% ⇒ 50%W damage health ratio: 6% bonus HP ⇒ 5% bonus HPW heal health ratio: 8% – 16% missing HP ⇒ 8% – 20% missing HP
Wukong
- E monster damage: 120% ⇒ 100%
Xerath (not in patch preview)
- Base mana: 459 ⇒ 400
- Passive cooldown is now reduced by 2 seconds per kill
- R missiles: 3 – 5 ⇒ 3 – 7
- R base damage: 200 – 300 ⇒ 200 – 280
- R AP ratio: 45% ⇒ 40%
- R is now increased by 20/25/30 + 5% AP per champ hit
Zyra – QoL (not in patch preview)
- Passive – Garden of Thorns
- Plant Damage taken from AoE spells: 4 ⇒ 3
- Plant Damage to monsters: 150% damage to non-epic monsters ⇒ 100% damage + 40 – 100 bonus magic damage (scaling with level) to all monsters
- W- Rampant Growth
- Seeds on First Rankup: 1 ⇒ 2
- E – Grasping Roots
- No longer locks out flash during the cast
- R – Stranglethorns
- Cast Paradigm: Walk to position ⇒ cast at max range
- Missile Damage update cadence: 4/s ⇒ 16/s
Stormrazor
- Base damage: 15 ⇒ 120 – 180 ⇒ 90
- AD ratio returned at 25% (60% on live)
- AP ratio still removed
AD and AP ratios removed
Statikk Shiv
- Minion AP ratio nerf and tweaking charge away from dashes (nerf to mages like Leblanc, information taken from Phreak)
- Minion damage AP ratio: 125% ⇒ 85%
- AP ratio: 50% ⇒ 30%
- Should also have a stacking nerf for dashes
Essence Reaver
- Base AD ratio: 100% ⇒ 130%
- Bonus AD ratio: 40% ⇒ 25%
Trinity Force
- Base AD per stack: 4% ⇒ 5%
- Number of stacks: 5 ⇒ 3
- Attack speed: 35% ⇒ 30%
Ghost (reverted)
Cooldown: 210 seconds ⇒ 240 seconds
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Sett needs a sustain and mini rework on his W or E or R or combine of all 3… its not about him scaling ratio with ad he needs direct base lane buff… dude lack serious damage and in serious amount of match up because lack of frontal damage and movement speed or any type of defense debuff…. so if cant get speed or remove debuff nor have sustain there is no point in buffing ad ratio at this point you treating him like the new irelia glass cannon mid… but for sett is worst because the ap nurf and rylais and dot damage screws him over along with the lack of mobility.
fix your tanks you wont need items like heart steel if just reduce the amount of access there is to killing off tank…. like true damage in the game and max % as well as missing hp 35mins is too late in game to have the items you can afford at if you are behind and too late if you lost the lead… although league is a team game… league is in a spot where people are getting rewarded for wrong team play efforts….
exmp… are supp refuse to die to stop a back door because KDA matter when it can obviously win the game… supp gets an S but solely cause the game at the most pivotal point… why is this person getting rewarded with S.
another you take out 3 to 4 turret out per game on avg yet somehow this isnt contribute to your score or affect or reward you by mmr or LP protraction.
riot got enough info now tell how much effort so one is actually putting in the game by the second and how much they do for objective and allies…. exmpl.. you can record if someone survive with little to no hp so that means you can record when someone die for the team or an objective. just by calulating assist and damage dealt/taken by the seconds of which the interaction proceed so if she die by flashing into a jinx rocketed to save the adc… and the adc is away all you got to do is pull data around the area of the support death to see who was low or at the hp % and thats how you can calculate it… obviously if i was good at coding and algorithm i would be a GOD and made rich but im not… but i can drop solution all day.