Highlights Patch 12.20 League of Legends

Highlights Patch 12.20 League of Legends

league of legends

October 19, 2022/1: 24 PM

League of Legends Patch 12.20 update starts on October 19th. This is the second update since the last update for the Worlds 2022 Pro season. As such, this update contains some big experimental changes in the form of eight champions, four item tweaks, and more. Here are all the biggest changes in League of Legends Patch 12.20. For full patch notes, click here.

Nervs Champion


Negative – Sap Magic

  • Healing based on max health: +4.5% – 12% (based on level) max health ⇒ + 4% – 10% (based on level) max health (note: max health will now be 4%, 5% , 6%, 7%, 8%, 9%, and 10% at levels 1, 6, 9, 11, 13, 15 and 17)

R – Understanding Nature

  • Cooldown: 120/100/80 120/110/100

Maokai has been dominating the meta worlds and is clearly in need of some pruning. The tree loses quite a bit of its sustainability on its passive, plus a full 20 seconds of its rank 3 R cooldown. As Maokai builds up a lot of Ability Haste and sends a spam to the final cooldown, this will definitely be noticeable.


base stats

Negative – pit gravel

  • Health regeneration for every 5% health loss: 0.25/0.5/1/2⇒ 0.15/0.5/1/2
  • Right Hole Ad Percentage: 50% AD Bonus ⇒ 55% AD Bonus

Set has recently re-emerged as a viable solo, only in the middle of the fairway rather than the top. The decrease in magic power combined with lower passive regeneration during early levels would make him more vulnerable to AP lane matches like Syndra.

Amateur Champion


base stats

  • M: 62 60
  • Base attack speed: 0.65 0.625

Passive – Mana Barrier

  • Armor amount: 30% of max mana ⇒ 15-45% of max mana (levels 1-18)

W – Overdrive

  • Damage dealt to monsters: 60-180 (levels 1-18) 60-220 (levels 1-18) (note: no longer scales linearly, scale as follows: 60/80/100/120/140/160/165/170 /175/180/185/190/195/200/205/210/215/220)

E – fist force

  • Enabled auto attack damage against heroes: 200% total AD (+25% AP) ⇒ 175% total AD (+25% AP)
  • Damage to non-heroes: unchanged
  • Blitzcrank now has a chance to guide monsters to the moon when you kill them excessively

It’s very clear that Riot wants Blitzcrank to be a jungle. This round of changes increased the damage dealt to monsters even more at the expense of some damage to heroes. If you’re looking to play only Blitzcrank support, these changes are generally pure nerf, though the Mana Barrier’s power-up will make you stronger in the middle of the game regardless.


Q – I hate Spike

  • Extra magic damage to selected targets: 10/20/30/40/50 (+25% AP) ⇒ 15/25/35/45/55 (+25% AP)

W – gravity

  • Magic Duration: 1/1.25/1.5/1.75/2sec ⇒1.25/1.5/1.75/2/2.25sec

This is a very simple couple to help Evelynn eliminate opponents more reliably. An extra 0.25sec of Charm duration ensures that enemies eat every recast of Q. Plus, the extra damage to targets set on their Q will speed up Evelyn slightly. The additional 15 damage per Q accumulates very quickly.


W – Lightning field

  • Mana recovery: 6/8/10/12/14/16 10/12/14/16/18/20

R – mercury hammer conversion

  • Bonus armor and magic resistance: 5/15/25/35 ⇒ 5/15/25/35 (+ 7.5% ad bonus)

Jesse is no longer known at the end of this season. These boosters will definitely help him get back to the top of the top lane. Extra Mana recovery helps him increase his size, and bonus resistance when transforming into Hammer form helps nullify any damage he incurs in return while trading. In AD 200 later in the game, he will get 15 Armor and MR, which is a lot of money.


W – Defensive Ball Rolling

  • Auto slow: 30% 0% (removed)

R – flying peace

  • Impulse speed: 105% of the movement speed⇒110% of the movement speed

Ramos as a hero can only be played in largely AD/auto attacking teams. This refinement will make him more of a no-brainer in those situations. Not slowing down by pressing W will help Rammus hold onto those pesky ADCs while they inevitably beat themselves to death.


Q – bomb bouncing

  • Magical damage: 85/135/185/235/285 (+65% AP) ⇒ 95/145/195/245/295 (+65% AP)

Watch out, Ziggs’ Q just got a 10 damage increase. This ability is one of the most flammable skills in the game, and it’s incredibly useful for both jabbing and removing a wave. Expect to see a bunch of Ziggs appear when people realize he’s already doing a lot of damage.


diabolical embrace

  • Health: 450 x 350
  • Capacity Capacity: 60 70
  • Long-range burn damage per tick: 1% max health ⇒ 0.8% max health

Demonic Embrace has become a staple in tank designs, with many AP-graded meatballs choosing the element to inflict tons of damage without ever dying. This nerf will hurt these types of heroes, but the item is still powerful in the right places.

frozen heart

  • Total cost: 2500 2700
  • Total cost: 600 800
  • Shield: 80 90
  • Rock Hard damage reduced: 7 (+ 3.5 per 1000 health) 5 (+ 3.5 per 1000 health)

Who would have thought that making a Frozen Heart a 2500 gold item would make it so effective to buy from anyone when facing a heavy AD team. Cost reverted back to 2700, which reduces its effectiveness as a fast item.

stricken gage

  • Claws holding the AD bonus: 45% base ad ⇒ 50% base ad
  • Lifeline Armor Amount: 75% Health Bonus fades in 3.75 seconds ⇒ 80% Health wears off in 4.5 seconds

This item has been in the trash almost all season. It is completely inferior to Death’s Dance and Gargoyle’s Stoneplate, which are anti-explosion components for fighters and tanks, respectively. This is generally a small orange; Just some extra bonus and shield. There are likely a couple of cases where a purchase would be better than Death’s Dance depending on the exact stats and build, but that doesn’t mean much.


deadly rhythm

  • Additional automatic attack range: 50 for melee heroes, 75 for a range of 50 for melee heroes and champions

When the extra range bonus for long-range heroes was first added to Lethal Tempo, it was expected to be a highly impactful right-handed tool. As it turns out, scaling ADCs further wasn’t a great idea. Heroes like Calista can now suddenly outsmart everyone while jumping like bunnies. There have been many instances of abuse, and the result is this reduction here. The rune is still very good and will remain essential to many ADCs, but this decrease was long overdue.

These were all the biggest changes in League of Legends Patch 12.20. This patch was much smaller than the previous patch, and some leftovers from it and the world’s stains were often cleaned out. We can expect more changes in the future as the pre-season approaches.

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