League of Legends patch 13.4 notes: Comeback XP nerfs, several junglers changed & more

Comprehensive guide to LoL Patch 13.4 jungle meta shifts, champion changes, and strategic adaptations

Patch Release Schedule and Server Timings

League of Legends enthusiasts should mark February 23, 2023, on their calendars as the official deployment date for the substantial Patch 13.4 update. This comprehensive balance overhaul introduces sweeping modifications that will significantly impact competitive play across all skill levels.

League of Legends patch 13.4 delivers transformative jungle rebalancing through comeback experience adjustments and direct champion modifications, alongside comprehensive systemic changes affecting multiple roles.

The game’s competitive landscape has undergone continuous evolution since the preseason modifications, with Riot Games maintaining aggressive balance pacing to disrupt established meta patterns. Patch 13.4 represents the latest installment in this ongoing refinement process.

Server maintenance will commence approximately three hours before the patch implementation, temporarily disabling all matchmaking queues and competitive modes globally. Players should anticipate several hours of downtime during the deployment window, with precise timing varying by regional server infrastructure.

It’s crucial to recognize that these preliminary notes represent developer previews subject to modification before live deployment. Numerical adjustments and complete ability reworks frequently occur during the testing phase, so final implementation may differ from initial announcements.

Jungle Meta Transformation Strategy

The primary objective of Patch 13.4 centers on dismantling the prevailing tank jungle dominance that has characterized recent competitive play. AP-oriented tank specialists including Amumu, Maokai, and Zac have maintained exceptional performance metrics regarding both selection frequency and victory rates, necessitating targeted adjustments.

Multiple top-tier jungle performers receive direct nerfs, while Viego secures compensatory buffs to address his underwhelming success statistics in the role. These modifications aim to create greater champion diversity and strategic variety within jungle pathing and team composition building.

Jungle clearing mechanics undergo significant recalibration, with comeback experience receiving substantial reduction to decrease snowball potential. The revised system now provides 20% experience per level differential beyond the first level gap between the eliminating champion and their victim, replacing the previous 16% per level difference model.

Strategic implications for jungle mains include recalculated gank timing windows, revised pathing efficiency calculations, and adjusted duel outcome expectations. The experience modifications particularly impact comeback potential for falling behind early, requiring more deliberate decision-making regarding risk-reward assessments for invasion attempts and counter-jungling operations.

Advanced players should note that jungle monster statistics receive tuning, with Gromp’s base health decreasing from 2200 to 2050 and Rift Herald losing its soft reset state functionality. These changes compound the already substantial jungle modifications, creating a dramatically altered early game environment.

Champion-Specific Balance Changes

Alistar receives comprehensive durability enhancements with base health increasing from 570 to 590 and base armor rising from 18 to 21. His ultimate cooldown decreases significantly from 140/115/90 to 130/105/80 seconds, while Triumphant Roar’s ally healing improves from 6% to 7% of Alistar’s maximum health.

Passive: Triumphant Roar

  • Ally heal: 6% of Alistar’s max HP >>> 7% of Alistar’s max HP
  • AP scaling: 70% >>> 80%
  • AP scaling: 90% >>> 100%
  • Amumu encounters substantial durability reductions with health growth decreasing from 100 to 94 and armor growth lowered from 4.2 to 4. His Bandage Toss magic damage per tick undergoes modification: 6/8/10/12/14 (+1/1.25/1.5/1.75/2% (+0.25% per 100 AP) of target maximum health becomes 6/8/10/12/14 (+1/1.15/1.3/1.45/1.6% (+0.25% per 100 AP) of target maximum health.

  • Health growth reduced: 100 >>> 94
  • Armor growth reduced: 4.2 >>> 4
  • Magic Damage per Tick: 6/8/10/12/14 (+1/1.25/1.5/1.75/2% (+0.25% per 100 AP) of target maximum health ⇒ 6/8/10/12/14 (+1/1.15/1.3/1.45/1.6% (+0.25% per 100 AP) of target maximum health
  • Elise’s spider form Venomous Bite experiences magic damage reduction from 70/105/140/175/210 to 60/90/120/150/180, while spiderling damage decreases at various level thresholds. Her bonus AD scaling drops from 80% to 70%, and Rappel cooldown increases from 8 to 9 seconds.

    Q: Venomous Bite (Spider Form)

  • Magic Damage: 70/105/140/175/210 (+8% (+3% per 100 AP) target’s missing hp) ⇒ 60/90/120/150/180 (+8% (+3% per 100 AP) target’s missing hp)
  • Spiderling Magic Damage: 10/15/20/25 (levels 1/6/11/16) ⇒ 8/14/20/26 (levels 1/6/11/16)
  • Cooldown: 8 seconds ⇒ 9 seconds
  • Bonus AD scaling: 80% ⇒70%
  • Jax receives notable adjustments with base health reduction from 685 to 665 but health growth increase from 99 to 100. His Grandmaster-at-Arms ultimate provides reduced bonus armor (25/45/65 to 15/40/65) and magic resist (15/27/39 to 9/24/39) for the first champion hit, while empowered attacks gain enhanced physical damage scaling with armor.

    R: Grandmaster At Arms

  • Passive On-Hit Damage: 80/120/160 (+60% AP) ⇒ 60/110/160 (+60% AP
  • Bonus Armor for First Champion Hit: 25/45/65 (+40% bonus AD) ⇒ 15/40/65 (+40% bonus AD)
  • Bonus Magic Resist for First Champion Hit: 15/27/39 (+24% bonus AD) ⇒ 9/24/39 (+24% bonus AD)
  • Empowered Attacks Physical Damage: 30/45/60/75/90 (+20% AP) (+10% armor) ⇒ 30/45/60/75/90 (+20% AP) (+15% armor)
  • Cone Physical Damage: 15/25/35/45/55 (+30% AP) (+15% armor) ⇒ 15/25/35/45/55 (+30% AP) (+20% armor)
  • Maokai faces substantial nerfs with health growth per level decreasing from 96 to 92 and armor growth per level dropping from 5.2 to 4.9. His ultimate cooldown increases dramatically from 120/100/80 to 130/115/100 seconds, while Sapling Toss magic damage reduces from 55/80/105/130/155 to 50/75/100/125/150 with AP scaling decrease from 35% to 25%.

  • Health growth per level: 96 >>> 92
  • Armor growth per level: 5.2 >>> 4.9
  • Cooldown: 120/100/80 seconds ⇒ 130/115/100 seconds
  • Magic Damage: 55/80/105/130/155 (+5% bonus health) (+35% AP) ⇒ 50/75/100/125/150 (+5% bonus health) (+25% AP) (Note: damage is still doubled when Saplings are placed in brush.)
  • Brush Empowered Sapling Slow: 45% (+0.9% per 100 bonus health) (+4% per 100 AP) ⇒ 45% (+1% per 100 bonus health) (+1% per 100 AP)
  • Riven gains quality-of-life improvements with Runic Blade bonus damage now applying to towers at 50% effectiveness and passive stacks displaying as a personal resource bar. These changes enhance tower pushing capability and stack management clarity.

  • [NEW] TIMBER: Runic Blade bonus damage is now applied to towers, but only deals 50% of the increased damage.
  • [NEW] Check out these stacks: Riven’s passive stacks are now shown as a resource bar (visible to self only).
  • Samira undergoes significant adjustments with movement speed per stack changing to 1/2/3/4% at levels 1/6/11/16 instead of flat 3.5%. Life steal effectiveness decreases from 66.7% to 50%, while attack ratio improves from 0.30 to 0.40. Her ultimate cooldown reduces from 160/140/120 to 140/120/100 seconds.

    Passive: Daredevil Impulse

  • Movement Speed: 3.5% per stack ⇒ 1/2/3/4% per stack at levels 1/6/11/16
  • Life Steal Effectiveness: 66.7% ⇒ 50%
  • Attack Ratio (Attack Speed per 100% bonus Attack Speed): 0.30 ⇒ 0.40
  • Physical Damage: 250/375/500 (+100% bonus AD) (+70% AP) ⇒ 250/400/550 (+115% bonus AD) (+70% AP)
  • Cooldown: 160/140/120 seconds ⇒ 140/120/100 seconds
  • Thresh receives multiple buffs with Death Coil magic damage increasing from 100/145/190/235/280 to 100/150/200/250/300 and AP scaling improving from 80% to 90%. Cooldown decreases from 19/17/15/13/11 to 19/16.5/14/11.5/9 seconds while maintaining the 3-second reduction on successful Death Sentence hits.

  • Magic Damage: 100/145/190/235/280 (+80% AP) ⇒ 100/150/200/250/300 (+90% AP)
  • Cooldown: 19/17/15/13/11 seconds ⇒ 19/16.5/14/11.5/9 seconds (Note: Landing a Death Sentence still reduces its cooldown by 3 seconds.)
  • Viego secures critical buffs with Blade of the Ruined King passive damage now capable of critically striking and physical damage scaling improving from +3% to +5% per 100 bonus AD of target’s missing health. These changes significantly enhance his execute potential and late-game scaling.

    Q: Blade of the Ruined King

  • [NEW] Shot Through the Heart: The passive damage from Q on basic attacks can now critically strike.
  • Physical Damage: 12/16/20% (+3% per 100 bonus AD) of target’s missing health ⇒ 12/16/20% (+5% per 100 bonus AD) of target’s missing health
  • System and Item Modifications

    Support items undergo comprehensive rebalancing with Spellthief’s Edge mana regeneration decreasing from 50% to 25%, Frostfang dropping from 75% to 50%, and Shard of True Ice reducing from 115% to 100% to align with AD item values. Conversely, Relic Shield and Targon’s Brace receive health regeneration increases from 25% to 50% and 50% to 75% respectively.

  • Spellthief’s Edge mana regen reduced: 50% ⇒ 25%
  • Frostfang mana regen reduced: 75% ⇒ 50%
  • Shard of True Ice mana regen reduced: 115% ⇒ 100% (now matches the AD mana regen)
  • Relic and Shoulderguard HP regen increased: 25% ⇒ 50%
  • Buckler and Spaulders HP regen increased: 50% ⇒ 75%
  • Jungle monster adjustments include damage to monsters now capped at 40 per tick, base gold reduction from 70 to 50, total gold decrease from 550 to 450, and base kill heal increase from 25 to 30. Gromp’s base HP decreases from 2200 to 2050, while Rift Herald loses its soft reset state functionality.

  • Damage to monsters now capped at 40 per tick
  • Base gold reduced: 70 ⇒ 50
  • Total gold reduced: 550 ⇒ 450
  • Base Kill Heal: 25 ⇒ 30
  • Gromp Base HP decreased: 2200 ⇒ 2050
  • Rift Hearlad no longer has soft reset state
  • Damage AP ratio reduced: 15% ⇒ 12%
  • The experience system undergoes significant recalibration with champion takedown experience receiving substantial reductions at lower levels. Level 3 XP drops from 186 to 144, level 4 from 258 to 174, level 5 from 330 to 204, level 6 from 402 to 234, level 7 from 434 to 308, and level 8 from 500 to 486, while higher levels remain unchanged.

    Experience on champion takedown (Summoner’s Rift only)

  • Level 3 XP reduced from 186 to 144
  • Level 4 XP reduced from 258 to 174
  • Level 5 XP reduced from 330 to 204
  • Level 6 XP reduced from 402 to 234
  • Level 7 XP reduced from 434 to 308
  • Level 8 XP reduced from 500 to 486
  • Other levels unchanged
  • Comeback experience on champion takedown

  • 16% per level deifference between you and champion killed ⇒ 20% per level beyond the first between you and the champion killed
  • These systemic changes collectively reshape the early game economy, jungle clearing patterns, and support role dynamics. The experience modifications particularly impact snowball potential and comeback mechanics, requiring adjusted play patterns across all roles.

    Strategic Implications and Gameplay Tips

    The comprehensive changes in Patch 13.4 necessitate strategic adaptation across multiple gameplay dimensions. Jungle mains should prioritize recalculating clear speeds and gank timing windows, particularly with the reduced comeback experience potentially altering risk-reward calculations for early aggression.

    Champion selection strategy shifts toward damage-oriented junglers as tank variants receive significant nerfs. Players should experiment with early power spike champions that can capitalize on the altered experience curve and reduced tank jungle presence.

    Support players must adapt to the itemization changes by reconsidering optimal starting items based on lane matchups. The mana regeneration reductions on AP support items may favor relic shield starts in certain scenarios, while the health regeneration buffs to tank support items create new sustain possibilities.

    Objective control strategies require adjustment given the Rift Herald soft reset removal and Gromp health reduction. Teams should recalculate early objective timings and prioritize sequencing based on the modified jungle monster statistics and champion balance changes.

    Advanced tactical considerations include recalculating level power spikes due to the experience system modifications and adapting item build paths to complement the champion-specific ability adjustments. The cumulative impact of these changes creates a substantially different competitive environment requiring deliberate practice and strategic experimentation.

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