While the Colossus isn’t exactly a staple Solo Queue pick, playing against a well-piloted Galio is overwhelming—mostly because of his insane base values. Riot is addressing this by transferring his power into scaling. Winds of War [Q] deal slightly less damage at all ranks, but their AP ratio was upped from 0.75 to 0.9, and max health damage was increased from 2% to 3% per 100 AP.
Shield of Durand [W] receives additional 5% magical damage reduction per 100 AP but loses half of its physical damage reduction. Justice Punch [E] also had its AP ratio bumped up from 0.7 to 0.9 at the cost of some base damage. Finally, Galio’s passive now has a 0.7 AP ratio (instead of 0.4) to help him stay relevant in the early game.
While this does mean that Galio will be essentially the same in the mid/late game, it should make his laning phase more manageable. For one, you might finally be able to contest his insane push.
If there’s one thing we learned from Worlds, it’s that no jungler can match Sejuani. The boar-riding warrior is the perfect fit for the tank meta—a little too perfect, even. Well, things are about to change because Sejuani loses a bunch of stats, including base armor (from 27 to 22), armor growth (from 4 to 3), base magic resist (from 32.1 to 27.1), and magic resist growth ( from 1.25 to 0.75).
To make up for the nerf, her Frozen Armor passive now grants more resistances in the mid/late game and lasts 2 seconds at all ranks. Finally, Permafrost [E] had its freeze damage reduced by 50%, although the max health damage remains unchanged. Will these tweaks push Sejuani out of the meta? Probably not. But she’ll have more exploitable weaknesses in the early game.
Ah, Urgot. Even after his update, he remains a textbook example of a feast-or-famine champion. If he manages to get a kill in the laning phase, he’ll seamlessly turn the game into a 5v4, but if he ever loses ground, the crab-legged cyborg is next to useless in late game teamfights. Riot is changing this by taking a chunk of early game power from his passive—Echoing Flames—and transferring it into scaling.
Now you’ll only do 2% and 3% max health damage per leg at levels 1 and 6, although the numbers will even out by level 9. Additionally, the cooldown was dramatically reduced in the late game, and Urgot will be able to activate his legs every 2.5 seconds at level 13 (as opposed to 10 seconds before).
But that’s not all. Corrosive Charge [Q] will explode slightly faster, giving enemies less time to dodge Urgot’s harass, and Fear Beyond Death [R] will also land more frequently since its missile speed was increased by 50%. Now Urgot has the potential of becoming a late game menace at the cost of his laning prowess, which is a very worthwhile trade.
Ardent Censer nerfs
Yeap. In spite of the recent nerfs, Ardent Censer was still overtuned. The most irritating thing about the item is that you had to rush it, otherwise you’d risk falling behind in the bottom lane. Riot is addressing this by making Ardent Censer less effective in the early game. Its attack speed buff was changed to 10-30% (instead of 20-35%) and on-hit damage buff was reduced to 5-20 (instead of 20-35).
Ardent Censer will likely continue being a massive asset in the later stages of the game, but, thankfully, you no longer have to skip boots and Sightstone to get it.
That’s it for our top changes of patch 7.21! As always, you can check the complete patch notes here, and we’ll see you on Summoner’s Rift.
Let us know what you think of Patch 7.21 in the comments below!