League of Legends first patch for season 12 sees controversial changes to fan favorite summoner added and much more.

League of Legends is finally moving into its twelfth season, and with every new season sees an array of changes. During the preseason, we got to witness changes to the elemental dragons, including a new hextech gates feature. While these changes are unique, the worst was yet to come with the impending changes to a fan favorite summoner spell. Here are the in-depth details for LoL patch 12.1.

Patch 12.1 sees controversial changes to the Teleport summoner

LoL patch 12.1 Teleport
Image courtesy of League of Legends

The Teleport summoner is one of the highest picked spells in the game, and for good reason. Teleport allows solo laners to affect the game and help their team gain an advantage. In a normal world, top laners would use the spell to stack the deck in a bot lane fight. The current Teleport summoner allows players to teleport onto allied turrets, minions and certain allied constructs.

This however is about to change, as Riot has made some drastic changes that will come into effect in LoL patch 12.1. Before fourteen minutes, players can now only teleport onto allied turrets, nothing else. Riot believes these changes will bring more balance to the game and stop “overusing” teleport in the early game. After the fourteen-minute mark, the Teleport summoner spell will transform into “Unleashed Teleport” which works the same as the 2021 spell.

The changes to Teleport will have an impact on competitive play

While your average solo queue player may forget the spell exists, the changes to Teleport will certainly have an impact on the pacing of professional games. With top laners now having less of an impact early into the game, they will be incentivized to pick lane dominant spells.

Champions such as Shen and Twisted Fate may see an increased pick rate due to their ability to teleport globally at a much quicker rate than the new teleport.

LoL patch 12.1 sees nerfs, buffs and changes to rank decay

Champions:

Diana

Many have come to enjoy Diana jungle since our changes earlier this year, even while she’s been distinctly underpowered. We’re putting some power back into that role while giving her a bit of a buff that she can also use in mid.

Passive – Moonsilver Blade

AP Ratio 40% ⇒ 50% Monster Damage Ratio 250% ⇒ 300%


Gangplank

“Gangplank’s Parrrley is not as powerrrful in lane after Grasp was nerfed on him, so we’re letting him use it morrre often.”

Q – Parrrley

Mana Cost 60/55/50/45/40 ⇒ 55/50/45/40/35 Cooldown 5 seconds ⇒ 4.5 seconds

Rek’sai


Rek’Sai is a bit too strong in skilled play, especially when she maxes E first. We’re targeting exactly that while leaving her normal Q max builds relatively unchanged. (As a reminder, E – Furious Bite‘s damage gets doubled and converted to true damage at maximum Fury stacks.)”

E – Furious Bite

Physical Damage 50/60/70/80/90 (+85% bonus AD) ⇒ 55/60/65/70/75 (+85% bonus AD)

E – Tunnel

Cooldown 26/23/20/17/14 seconds ⇒ 26/24/22/20/18 seconds.


Sona:

Sona’s been overperforming in skilled play and pushing the limit in other brackets ever since Archangel’s Staff was changed in preseason. We’re tapping down on her power by slightly reducing her durability and ability cast frequency.

Base Stats

Armor Growth 3.3 ⇒ 3

E – Song of Celerity

Cooldown 12 seconds ⇒ 14 seconds

Items

Eclipse

Despite being weak overall, Eclipse was the strongest lethality Mythic before preseason. We overdid its buffs a bit in 11.23, so we’re partially reverting those. (This change also applies to its Ornn Masterwork item, Syzygy.)

Ever Rising Moon Cooldown (Melee) 6 seconds ⇒ 8 seconds

Force of Nature

Force of Nature’s payout was a bit too hard to reach due to the stack duration. It’s also been a bit weaker than its counterpart, Spirit Visage, so, naturally, we’re adding more force to make it the heavy magic resist item.

Absorb Stack Duration 5 seconds ⇒ 7 seconds Dissipate Magic Damage Reduction 20% ⇒ 25%

Immortal Sheildbow

Immortal Shieldbow has made some marksmen and fighters a bit too, um, immortal. We’re bringing it down a bit so that there are larger tradeoffs to consider when comparing it to other marksman Mythics. (Its Ornn Masterwork Item, Bloodward, will now have 65 AD and the same changes to Lifeline.)

Attack Damage 55 ⇒ 50 Lifeline Shield 300-800 (based on level) ⇒ 275-650 (based on level)

Wits end

Wit’s End has been powerful as an early defensive and offensive option for attack speed champions. However, considering its threat as a DPS item, its build path and stats counter magic damage a bit too much, too early.

Build Path Hearthbound Axe + Negatron Cloak + Long Sword + 750 gold ⇒ Hearthbound Axe + Null-Magic Mantle + Pickaxe + 675 gold (total cost unchanged) Magic Resist 50 ⇒ 40

Riot introduces changes to rank decay

Decay rules for the Apex tiers (a.k.a. Master, Grandmaster, and Challenger) are changing in Season 2022. These changes are intended to correct misplacements and improve the matchmaking experience. (Note that these only apply to Apex tiers. Diamond decay rules are not changing this season.)

  • Banked days for apex players: 10 days ⇒ 14 days
  • Decay rate: 250 lp per day ⇒ 75 lp per day
  • Apex decay floor: Diamond 1 ⇒ Diamond 2.

You can check out all the patch notes on the official website.

Stay tuned to esports.gg for the latest League of Legends news and updates.

Jordan Marney -

Jordan Marney

| Twitter: @MarnMedia

Jordan "Marn" Marney is an esports journalist from across the pond. Marn specialises in telling stories about League of Legends and Call of Duty. Marn has been a passionate esports fan since 2014 and has written for publications Unikrn, Esports Network, ESTNN and The United Stand.