League of Legends: Update 7.21

League of Legends: Update 7.21

League of Legends: Update 7.21

Riot released new update for League of Legends, which contains balance changes to champions and items, as well as some bugfixes. The main changes can be found below.



We’re happy seeing Azir succeed across a wider skill range than «only the best,» but now that everyone’s had time to acclimate to the Emperor’s new moves, it’s apparent his damage is a bit high.

Q - Conquering Sands

DAMAGE: 70/100/130/160/190 ⇒ 70/95/120/145/170

W - Arise!

Soldier damage unchanged from levels 1-5, reduced by 5 thereafter.

SOLDIER DAMAGE: 60/62/64/66/68/75/80/85/95/105/115/125/135/145 /155/165/175/185 ⇒ 60/62/64/66/68/70/75/80/90/100/110/120/130/140 /150/160/170/180


We’re okay with Ekko going jungle when he does so in a healthy way (read: as an assassin, not a tank). However, when we last changed his passive we made it a tad harder for AP Ekko to succeed in the jungle. This change comes to make Ekko a bit more viable in that role with as little risk as possible to his solo laning characteristics.

Passive - Z-Drive Resonance



Because Whiplash doesn’t kill a mini krug. We’re still tracking Evelynn’s performance post-update and may need to make more substantial changes, but this one felt pretty simple.

E - Whiplash



We’d like to give more room for Galio to play aggressively and be rewarded for high impact plays. After all, we’re talking about a gargoyle who leaps across the map and justice punches his opponents. Upping the AP ratios on his abilities gives daring Galio players more room to show off their skills, but in exchange we’re trimming some of his baseline effectiveness. With less base damage and lower durability against physical damage, he might not be the priority pick we’ve seen in pro play, but he’ll have a clear niche in solo queue

Passive - Colossal Smash

RATIO: 0.4 ability power ⇒ 0.7 ability power

Q - Winds of War

BASE DAMAGE: 60/95/130/165/200 ⇒ 50/80/110/140/170
RATIO: 0.75 ability power ⇒ 0.9 ability power
% MAXIMUM HEALTH DAMAGE OVER TIME: 2% target’s maximum health per half-second ⇒ 3% target’s maximum health per 100 ability power, per half-second

W - Shield of Durand

MAGICAL DAMAGE REDUCTION: 20/25/30/35/40% (+8% per 100 bonus magic resist) ⇒ 20/25/30/35/40% (+8% per 100 bonus magic resist) (+5% per 100 ability power)
PHYSICAL DAMAGE REDUCTION: same as magical damage reduction ⇒ half of magical damage reduction

E - Justice Punch

BASE DAMAGE: 100/140/180/220/260 ⇒ 100/130/160/190/220
RATIO: 0.7 ability power ⇒ 0.9 ability power


The scaling pirate isn’t grabbing the gold he needs to get ahead, so we’re pushing a few more doubloons at him.

Q - Parrrley

GOLD ON KILL: 2/3/4/5/6 ⇒ 3/4/5/6/7


Rammus was shaping up to be a tank of all trades, so we’re resharpening his identity to be more oriented against teams that rely heavily on physical damage-as originally intended

W - Defensive Ball Curl

ARMOR BONUS: 50/55/60/65/70% ⇒ 50/60/70/80/90%
MAGIC RESIST BONUS: 50/55/60/65/70% ⇒ 25/30/35/40/45%


Sejuani’s a bit too hard to kill, even when her frost armor’s down. She’s… a tank, so we’re not looking to make her squishy, but a few adjustments to Sej’s base stats and Fury of the North are in order. She’ll be roughly as durable as ever while armored up, but easier to take down after her passive’s fallen off. We’ve also standardized the duration and cooldown of her shield to make it easier for opponents to reliably play around Fury of the North’s protection.
Beyond durability, we’re also lowering the damage Permafrost deals. Most of Sejuani’s damage against frozen targets comes from attacking them afterthey’re iced, so the freeze damage itself doesn’t need to be quite as chunky

Base stats

BASE ARMOR: 27 ⇒ 22
BASE MAGIC RESIST: 32.1 ⇒ 27.1

Passive - Fury of the North

FLAT BONUS RESISTANCES: 20/60/100 ⇒ 20/70/120
SHIELD LINGER DURATION: 1/2/3 seconds ⇒ 2 seconds at all ranks
COOLDOWN: 15/12/9 seconds ⇒ 12 seconds at all ranks

E - Permafrost

DID YOU KNOW: Tooltip now mentions Permafrost’s displacement effect
FREEZE DAMAGE: 40/60/80/100/120 ⇒ 20/30/40/50/60
SHATTER DAMAGE: 10/15/20% target’s maximum health (Unchanged. Also technically part of Fury of the North.)


Udyr is pretty far away from where we’d like to see him, both as a champion and as a juggernaut. We don’t think this solves his problems completely, but we want to do something so that picking Udyr doesn’t always feel like the wrong decision. Dialing up his late game damage scaling should help Udyr feel worthwhile when he does manage to get on-and stick to-the right targets.

Base stats


Q - Tiger Stance

TIGER STRIKE RATIO: 120/130/140/150/160% total attack damage ⇒ 120/135/150/165/180% total attack damage

R - Phoenix Stance

PHOENIX STRIKE RATIO: 0.45 ability power ⇒ 0.6 ability power


When Urgot succeeds, we feel like he’s in a pretty nice spot, but he’s not hitting that mark often enough. A lack of reliability on Corrosive Charge and Fear Beyond Death is putting too much burden on Urgot players and not enough on his opponents, so we’re sharpening those mechanics. We’re also giving his legs shorter cooldowns in the late game but less damage early on to shift some of his power out of lane and into teamfights

Passive - Echoing Flames

LEG COOLDOWN: 30/25/20/15/10 (at levels 1/6/9/11/13) ⇒ 30/20/10/5/2.5 (at levels 1/6/9/11/13). No longer scales off of cooldown reduction from items.
DAMAGE PER LEG: 4.5/5.25/6/7/8% target’s maximum health (at levels 1/6/9/13/15) ⇒ 2/3/4/6/8% target’s maximum health (at levels 1/6/9/11/13)

Q - Corrosive Charge

MANA CAST: 35/40/45/50/55 ⇒ 50 at all ranks
TIME BEFORE DETONATION: 0.85 seconds ⇒ 0.5 seconds

R - Fear Beyond Death

MISSILE SPEED: 2100 ⇒ 3200


Ardent Cense

Ardent Censer has been making waves (and winds) in bot lane for some time. For enchanters’ purchasing decisions-and as a result, the support landscape-to remain robust, this item needs more clear points of weakness. These changes make Ardent Censer weaker early on, so rushing Ardent Censer won’t always be the best choice for enchanters

ATTACK SPEED BUFF: 20-35% ⇒ 10-30%

Frozen Hear

Frozen Heart has been outshined by other tank items, with Thornmail, Randuin’s Omen, and Iceborn Gauntlet all occupying nearby niches and crowding it out. We’re honing in on its strength as the pure armor item to give tanks more reasons to opt into it.
ARMOR: 90 ⇒ 100

Tear of the Goddes

Stacking Tear often incentivizes odd behaviors, such as using abilities while simply walking down the lane or standing still at the base. We want to make it easier for Tear to be stacked when you’d already be casting abilities, such as lane trades, teamfights, farming, and so on.

LESS QQ: Can gain up to two stacks every 8 seconds ⇒ Can gain up to three stacks every 12 seconds
THE OTHERS: This change also impacts Seraph’s Embrace and Manamune


Read Tear of the Goddess context!
MORE PEW PEW: +4 mana per stack ⇒ +5 mana per stack

To read the full list of changes head over to the official website.

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