League of Legends patch 14.2 early notes: Rune changes & AD TF buffs

A comprehensive guide to League of Legends Patch 14.2’s release schedule, major champion updates, rune overhauls, and strategic implications for competitive play.

When does LoL patch 14.2 go live?

League of Legends patch 14.2 officially releases on Wednesday, January 24, 2024, following Riot Games’ established update schedule. Players should anticipate server maintenance approximately one hour before the patch becomes available in their region.

Regional rollout follows standardized deployment windows: North America (NA) typically receives updates first around 3:00 AM PST, followed by Europe West (EUW) at 5:00 AM CET, Korea (KR) at 8:00 AM KST, and other regions throughout the day. These maintenance periods usually last 2-3 hours, during which matchmaking queues are disabled.

Competitive players should note that ranked queues typically reopen 30 minutes after maintenance concludes, though this can vary based on regional server stability checks. For optimal preparation, consider completing any ongoing ranked placements or mission objectives before the maintenance window begins.

What’s changing in LoL patch 14.2?

Patch 14.2 represents Riot’s first major balance adjustment following the sweeping preseason changes introduced in 14.1. This update focuses on refining champion power levels, addressing emergent meta imbalances, and enhancing strategic diversity across all roles.

Structure damage receives substantial attention, with multiple champions gaining the ability to deal 50% damage to towers, inhibitors, and the Nexus. This change aims to accelerate games where split-pushing strategies dominate while rewarding champions who previously struggled with objective-taking capabilities.

Riot continues their philosophy of encouraging diverse champion builds, most notably with Twisted Fate receiving AD-focused buffs. The developers aim to create viable alternatives to traditional AP mage builds, potentially opening new strategic avenues for the card-slinging champion in both mid lane and as an unconventional marksman.

The rune system undergoes its most significant shakeup this season, with armor and magic resistance shards being replaced by utility-focused options. This adjustment forces players to reconsider defensive rune setups and adapt their early-game survival strategies accordingly.

Champion-Specific Adjustments

Passive: Deathbringer Stance

  • Cooldown reduced: 14 >>> 12 seconds
  • Base armor reduced: 40 >>> 37
  • Total AD ratio reduced: 100% >>> 80%
  • Passive: Crimson Curse

  • Bleed tick interval reduced: 1 second per tick >>> 0.5 second per tick
  • Bonus healing reduced: 0-50% >>> 0-40% (based on missing health)
  • Bonus healing is now increased by 0.025% per 100 bonus health per 1% missing health
  • Damage type changed: physical >>> magical
  • Now reduces magic resist by 10-20%
  • Now applies on-hit effects
  • Healing reduced: 35-60% >>> 25-45%
  • Healing now scales with 5% maximum HP
  • No longer deals 5-65 (+5% AD) physical damage
  • Base HP increased: 646 >>> 670
  • Cooldown reduced: 20-10 >>> 18-10
  • Q: Precision Protocol

  • Movement speed increased: 20-40% >>> 30-40%
  • Now grants 2.5 cast range per stack to Feast (up to max of 25 cast range)
  • Healing increased: 13-39% (based on missing health) >>> 15 – 45% (based on missing health)
  • Mana cost reduced: unlisted >>> 25-45
  • Passive armor pen increased: 15-35% >>> 20-40%
  • AD ratio increased: 130% >>> 135%
  • Bonus AD ratio increased: 60% >>> 100%
  • Strategic Impact Analysis: These champion adjustments collectively shift power toward sustained damage dealers and split-pushers. The increased structure damage across multiple kits suggests Riot wants to reduce game durations and reward proactive map pressure. Champions who previously excelled at teamfighting but struggled with objective control may need to adapt their itemization or playstyle.

    League of Legends patch 14.2 early notes

    The following comprehensive changes are based on early PBE testing and developer previews. Final implementation may vary slightly upon live server deployment.

    Additional Champion Updates

  • Damage increased: 350-650 >>> 350-700
  • Bonus AD ratio increased: 100% >>> 120%
  • AP ratio reduced: 50% >>> 45%
  • Now deals 50% damage to structures (including on-hit and DoT)
  • DoT AP ratio reduced: 40% >>> 30%
  • Duration adjusted: 2-5 seconds >>> 4 seconds flat
  • Total AD ratio increased: 32-40% >>> 36-40%
  • Armor per level increased: 4.8 >>> 5
  • HP per level increased: 109 >>> 115
  • Now deals 50% damage to structures
  • Cooldown reduced: 120-80 >>> 100-70
  • AP ratio increased: 0.65% per 100 AP >>> 0.72% per 100 AP
  • Cooldown reduced: 15 – 11 >>> 12 – 10 seconds
  • Fear duration increased: 1 >>> 1-1.5 seconds
  • HP growth increased: 109 >>> 115
  • Base mana increased: 300 >>> 350
  • Mana growth increased: 50 >>> 60
  • P: Prophet of an Elder God

  • Healing per tentacle hit increased: 4.5% >>> 5%
  • Now deals 50% damage to structures
  • Flat damage reduced: 55-175 >>> 40-160
  • Health ratio reduced: 4% >>> 3.5% maximum health
  • R: Grandmaster at Arms

  • On-hit now deals 50% damage to structures
  • Knock back distance increased: 500 >>> 600 units
  • No longer has a fixed displacement location for the target
  • Health increased: 604 >>> 630
  • AP ratio increased: 50% >>> 70%
  • Base shield increased: 80-240 >>> 80-260
  • Shield AP ratio increased: 45% >>> 60%
  • Damage increased: 43-115 >>> 45-125
  • Single target damage increased: 86-230 >>> 90-250
  • Magic resistance reduction increased: 15% >>> 20%
  • R missiles now have “can cast while disabled”
  • Q missiles now have “can cast while disabled”
  • Recommended items being updated
  • Now has instant cast time instead of 1 frame
  • Now has “can cast or queue while casting”
  • No longer has “can’t cancel windup while up”
  • Twisted Fate Comprehensive Rework

    R: Call of the Forge God

  • R1 no longer uses minimap targeting
  • R2 probably no longer locks on to allied champions and lane minions
  • Damage reduced: 135-195 >>> 125-185
  • Magic resist reduction reduced: 12-20% >>> 10-18%
  • Danger Zone magic resist reduction reduced: 18-30% >>> 15-27%
  • Base AD increased: 60 >>> 64
  • Base health increased: 550 >>> 580
  • Default adaptive force changed from AD to AP
  • AP ratio reduced: 30% >>> 25%
  • Cooldown increased: 30-20 >>> 35-25
  • Base attack speed reduced: 0.651 >>> 0.625
  • Attack speed growth reduced: 3.25% >>> 3%
  • Can now critically strike, rolling another dice weighted towards 1
  • Damage now scales with 50% AD
  • Blue card damage now increased by 0-57.5% (based on critical strike)
  • Red card damage now increased by 0-35% (based on critical strike)
  • Gold card damage now increased by 0-25% (based on critical strike)
  • Locking in a card now resets auto attack timer
  • Bonus damage now affects inhibitors and nexus
  • Bonus attack speed increased: 10-40% >>> 10-60%
  • Damage now scales with 75% bonus AD
  • Now deals damage against structures
  • Now fully stacks upon learning the skill
  • Health increased: 550 >>> 580
  • Now has 25 bonus attack range
  • Practical Build Recommendations: For Twisted Fate AD builds, prioritize attack speed and critical strike items like Kraken Slayer and Rapid Firecannon. The card-locking auto-attack reset enables smoother animation canceling, while the critical strike scaling on colored cards rewards high-crit builds. Consider pairing with enchanters who can amplify your attack speed for maximum DPS output.

    Rune System Overhaul

    Secondary rune selections receive their most substantial changes in recent seasons:

  • Now replaces Aftershock with Grasp of the Undying
  • Now replaces Glacial Augment with First Strike
  • Second slot armor and MR shards replaced by 2.5% MS and 10 – 150 health
  • Third slot armor and MR shards replaced by 60 flat HP shard and 10% slow resist and tenacity (health growth shard still there)
  • Now grants 2 – 10 bonus armor and MR while CC’d and 2 seconds after instead slow resist and tenacity based on missing HP
  • Expose Weakness damage amplification reduced: 12% for melees, 10% for ranged >>> 10% for melees, 6% for ranged
  • Common Rune Mistakes to Avoid: Many players will instinctively miss the removal of armor/MR shards and build overly aggressive rune pages. Against heavy AD compositions, consider taking Bone Plating or Conditioning in your primary tree. The movement speed shard now becomes essential for champions who previously relied on armor/MR for early lane survival.

    Item Adjustments

  • Build path changed: Tunneler + Noonquiver + 600 gold >>> Tunneler + Hearthbound Axe + 700 gold (total unchanged)
  • Attack speed increased: 20% >>> 25%
  • Overdrive attack speed reduced: 35% >>> 30%
  • Cost increased: 2400 >>> 2500
  • Range required reduced: 700 >>> 600
  • Reveal radius increased: 1200 >>> 1400
  • Build path changed: Hearthbound Axe + Cloak of Agility + 1000 gold >>> Zeal + Rectrix + 800 gold (total unchanged)
  • Cost increased: 3000 >>> 3100 gold
  • Cost reduced: 1200 >>> 1100 gold
  • Cost reduced: 3100 >>> 3000
  • AP reduced: 100 >>> 90
  • Squall AP ratio reduced
  • Minion gold penalty now accounts for all Support item users in the ally team instead of only the holder.
  • Optimization Tips for Advanced Players: The item cost adjustments create new power spike windows. Champions who build modified items should recalculate their gold-efficient breakpoints. For example, the 100 gold reduction on certain items enables earlier component purchases that can determine lane priority. Support players must now coordinate item purchases with their lane partner to avoid gold penalty stacking.

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    No reproduction without permission:SeeYouSoon Game Club » League of Legends patch 14.2 early notes: Rune changes & AD TF buffs A comprehensive guide to League of Legends Patch 14.2's release schedule, major champion updates, rune overhauls, and strategic implications for competitive play.