League of Legends patch 13.7 - Release date, patch notes, buffs, and nerfs

heroes fighting in LoL

heroes fighting in LoL

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April 4, 2023: The League of Legends 13.7 patch notes have come in!

League of Legends patch 13.7 is set to release soon, and it's one of the last patches before one of the most major events in League of Legends, MSI. As such, we’ll be seeing a lot of balance changes to fine-tune the game before the tournament kicks off.

With the release of Milio in the previous patch, we won’t see a new champion added anytime soon into the game. So this guide will mostly cover the patch notes, including all buffs and nerfs to champions and items.

For more on League of Legends, check out our guides on the best League of Legends skins and the best keyboard for the game.

When is the League of Legends patch 13.7 release date?

According to the provided patch release schedule, League of Legends patch 13.7 is set to drop on Wednesday, April 5, 2023.

The patch update usually takes place around the following times for different servers:

  • 3 AM PT (NA servers)
  • 5 AM GMT (WEU servers)
  • 3 AM CET (EEU servers)
  • 8 AM KR (Korea)

Patch updates usually take three hours, after which you can update your client and get the latest updates for your game. Riot typically never deviates from this schedule, but if it does, it'll provide timing updates on the site 48 hours prior.

League of Legends 13.7 patch notes

We now finally have access to the new patch notes. These come with tonnes of changes to existing heroes.

Patch Highlights

Kibble-Head Kled, Kittalee, Shiba Yuumi, and Woof and Lamb Kindred will be available April 6, 20:00 UTC.



Base armor and health increased.

Alistar is a big, beefy support that likes to charge his enemies and toss them up into the sky. As other squishier champions have come to fill similar roles, we want to make Alistar a bit better at doing what he loves: milking his enemies for gold. These base health and armor changes should give him even more beefiness and the ability to brawl harder in the early game.

Base Stats

Base Armor: 44 ⇒ 47
Base Health: 670 ⇒ 685


E cooldown increased, shield value decreased.

Annie has been burning her enemies in the bot lane with her updated Molten Shield. Maxing shield as a support makes sense for its defensive capabilities, but it also gives Annie a considerable amount of reflection damage and a cheap way to quickly build up her stun. We still like the idea of Annie helping out her allies, but we're bringing the choice between supportive and carry outputs a bit closer.

E - Molten Shield

Cooldown: 12/11/10/9/8 seconds ⇒ 12/11.5/11/10.5/10 seconds
Shield Amount: 60/100/140/180/220 (+40% AP) ⇒ 60/95/130/165/200 (+40% AP)


Base armor increased, attack speed growth increased. Passive duration and cast range increased. Q mana cost increased, stab range decreased. W damage increased, mana cost now decreases with rank. New recommended skill order.

Please max W now. There are three goals with these changes: First, strongly signal to players that W max is the way to go. Seriously, W max is currently the overall stronger build for Azir and makes for a much easier to balance champion long term. If he's not forced to be balanced around pro play with unending poke in lane, then he has room for a lot more power in the hands of a lot more players. This patch contains that power.

Please max W now. Second, there are a few edges to sand off: Currently Azir Q can hit an enemy while still being out of auto-attack range, meaning right clicking after Q can make him walk forward. This is still a direct nerf, of course, but a pretty small one as the ability currently has around 1200 units of reach, which is going down about 4%. His passive Sun Disc summoning range is being increased to match his would-be attack range against a living turret and the duration of that Sun Disc is going up to keep it from falling over quite so quickly while he's still standing beside it.

Also, please max W now. Third, there are some direct buffs: A modicum of armor should help him in a very AD-heavy solo queue environment… provided he doesn’t take over top lane, which we’ll be keeping an eye on. The attack speed growth allows him to match his prior levels of attacks per second from W's passive stats, while still enjoying the higher damage per hit from 13.5. This should make Azir a great high-DPS soldier commander while retaining the gains made from taking away his poke identity. The goal of these changes is to add more power to his W max build. If this list overshoots that goal, there are likely to be some nerfs coming his way.

In summary, please max W now.

Base Stats

Base Armor: 19 ⇒ 22
Attack Speed Growth: 5% ⇒ 6%

Passive - Shurima’s Legacy

Duration: 30 seconds ⇒ 45 seconds
Cast Range: 500 ⇒ 700

Q - Conquering Sands

Mana Cost: 65/70/75/80/85 ⇒ 70/80/90/100/110
Stab Range: 370 ⇒ 325

W - Arise!

Magic Damage: 0-110 (based on level) (+50/60/70/80/90) (+55% AP) ⇒ 0-92 (based on level) (+50/67/84/101/118) (+55% AP) (Note: Assuming W max, this is a damage per hit buff that scales from +0 to +10 by level 11 and then stays there.)

Mana Cost: 40 at all ranks ⇒ 40/35/30/25/20


New: Recommended Skill Order: The game will now recommend maxing W first.


Passive critical strike bonus increased. R cooldown decreased early.

Graves' critical strike builds were nerfed back in patch 11.22, and haven't really recovered since the Durability Update, where he's found a home in extremely durable builds (and a certain glaive). We want to open up more creative builds for him while giving him a bit of a damage and utility bump with a higher uptime on Collateral Damage.

Passive - New Destiny

Critical Strike Bonus Per Pellet: 20% ⇒ 30%

R - Collateral Damage

Cooldown: 120/90/60 seconds ⇒ 100/80/60 seconds


Attack damage growth increased. Passive ceremony duration decreased, Kalista now forced to channel.

Kalista has frequently been a pro-bound champion but hasn't seen much play so far this year. So we're being very cautious with giving her some power heading into the Mid-Season Invitational. Additionally, some tweaks to her Oathsworn Bond ceremony should let the two of you get onto the Rift a bit sooner than before, which isn't meant to be a significant change in power per say, but should still feel better.

Base Stats

Attack Damage Growth: 3.5 ⇒ 3.75

Passive - Oathsworn Bond

Oathsworn Ceremony Duration: 12 seconds ⇒ 8 seconds (Note: This begins when Kalista activates her Black Speak.)
newRide Together, Channel Together: Kalista is now forced to channel on the Black Spear while her Oathsworn is reviving.


Passive AP ratio increased. R base AD ratio decreased, attack speed scaling increased.

Katarina's various builds require some re-tuning occasionally. We are giving AP builds a slight buff so they stand clearly above the other builds as her primary playstyle, and also buffing the AD+AS builds as those aren’t performing well at the moment.

Passive - Voracity

Sinister Steel Dagger Magic Damage: 68-240 (based on level) (+ 60% bonus AD) (+65/75/85/95% (levels 1/6/11/16) AP) ⇒ 68-240 (based on level) (+ 60% bonus AD) (+70/80/90/100% (levels 1/6/11/16) AP)

R - Death Lotus

Physical Damage per Dagger: 18% (+30% per 100% bonus AS) bonus AD ⇒ 16% (+50% per 100% bonus AS) bonus AD


Q isolation range requirement decreased. W slow decreased, slow vs isolated targets decreased. R buff duration increased.

Kha’Zix hasn’t had the sting he once had, often relying on his W spam poke-and-catch fighter builds to find success. We want to make sure that Kha’Zix, with any of his builds, is actually able to jump on isolated enemies and kill them. His isolation mechanic is too skewed toward enemy counterplay so he has very little leeway on it proccing, so we want to make it a bit less punishing for Kha. (Note: a lower isolation range requirement means the enemy is substantially more likely to be isolated and is a buff).

We expect fighter Kha’Zix to remain powerful, but these changes should make all of his builds more competitive. It's not clear how much power these isolation changes pack, so we’ll keep a close eye on them and adjust as needed.

Q - Taste Their Fear

Isolation Range: 425 ⇒ 375

W - Void Spike

Evolved Slow: 60% ⇒ 40%
Evolved Slow Against Isolated Targets: 90% ⇒ 75%

R - Void Assault

Buff Duration: 10 seconds ⇒ 12 seconds

Lee Sin

Base AD decreased, base armor decreased.

You’ve seen Lee Sin on the biggest stages like MSI and Worlds. It’s no surprise that he’s a favorite jungler at the pro level. But we don’t want him to be so strong he overshadows all other viable junglers. At this point in time Lee’s early game power is what’s pushing him into the top tier, so we want to bring them down just a tad.

Base Stats

Base Attack Damage: 68 ⇒ 66
Base Armor: 36 ⇒ 34


Passive attack speed reduced early. Q base damage decreased.

Olaf has been at the top of the top lane food chain for about 3-4 patches now with his win rate sitting at a stable 52-53% according to our data. His early Q damage gives him the ability to run down lane opponents who try to interact with the wave and win almost every trade due to the high base damage and cooldown refresh. This change is meant to lower early Q power. Olaf's passive also plays into this early game dominance, so we’re adjusting the attack speed portion at early levels to be less powerful.

Passive - Berserker’s Rage

Attack Speed: 60-100% (based on level) ⇒ 50-100% (based on level)

Q - Undertow

Physical Damage: 70/120/170/220/270 (+100% bonus AD) ⇒ 65/115/165/215/265 (+100% bonus AD)


W armor scaling decreased.

Rammus has been a high win rate champion for about half of all players over the last several patches, which is just too high for a champion to reasonably maintain. We can’t let this roll anymore. Tactically, we’re tuning his late-game power, which tends to most strongly affect the outcome of his games.

W - Defensive Ball Curl

Bonus Armor: 35 (+40/55/70/85/100% total armor) ⇒ 35 (+40/50/60/70/80% total armor)


Passive damage cap against monsters decreased. Q cooldown increased. R cooldown increased.

Sejuani is a very safe early pick for pro play since she brings a lot of utility to the team and synergizes well with melee carries like Sylas, Jax, Fiora, and so on. She does a little bit of everything too well, so we want to reduce her ability to quickly clear objectives with coordinated melee teammates and to increase her overall down time with nerfs to Q and R cooldowns. This way, Sejuani will need to be more committed when she decides to engage with her high cooldown abilities.

Passive - Fury of the North

Damage Cap against Epic Monsters: 300 ⇒ 250

Q - Arctic Assault

Cooldown: 18/16.5/15/13.5/12 seconds ⇒ 19/17.5/16/14.5/13 seconds

R - Glacial Prison

Cooldown: 120/100/80 seconds ⇒ 130/110/90 seconds


Q cooldown refunded on hit decreased.

Patch 13.4 gave Thresh a lot of changes and has support players around the world hooked on Death Sentence. Unfortunately, his opponents have also been hooked on Death Sentence far too frequently. Recently it’s been too easy to lock an opponent down in a chain-CC combo with no chance to escape, so lowering the refund here should give opponents more opportunity to slip out between Thresh’s Q casts.

Q - Death Sentence

Cooldown Refunded On Hit: 3 seconds ⇒ 2 seconds


Q AP ratio now scales with level. W AP ratio now scales with level. E VFX adjusted. R AP ratio now scales with level.

Veigar has been strong in the bot lane for a very long time because his relatively bad wave control and good gank set up fit better into the duo lane dynamic than mid. However we still feel most Veigar players want to play him in mid, and we want to support that as his primary role. We are taking this opportunity to nerf him in a way that pushes his scaling to be more level dependent, which biases towards solo lanes.

Q - Baleful Strike

AP Ratio: 60% at all ranks ⇒ 45/50/55/60/65%

W - Dark Matter

AP Ratio: 100% at all ranks ⇒ 70/80/90/100/110%

E - Event Horizon

Sneaky Stuns: Veigar can no longer hide his E VFX from enemies by placing it inside certain walls.

R - Primordial Burst

AP Ratio: 75% at all ranks ⇒ 65/70/75%


Q base damage decreased, AD ratio increased. E base damage decreased, AD ratio increased, AP ratio increased.

Vi is currently beating up the pro play scene thanks to her ability to build tanky and still deal large amounts of damage. Our goal with these changes is to bring the damage down on her tankier builds and shift that power into AD ratios to reward those Vi AD stackers out there.

Q - Vault Breaker

Minimum Physical Damage: 55/80/105/130/155 (+70% bonus AD) ⇒ 45/70/95/120/145 (+80% bonus AD)

Maximum Physical Damage: 110/160/210/260/310 (+140% bonus AD) ⇒ 90/140/190/240/290 (+160% bonus AD)

E - Relentless Force

Physical Damage: 10/30/50/70/90 (+110% AD) (+90% AP) ⇒ 5/20/35/50/65 (+120% AD) (+100% AP)


Base attack damage decreased. W cooldown adjusted. E bonus attack speed decreased.

Wukong jungle hasn’t been monkeying around in pro play and solo queue. In this patch, we’re looking to tone down his early game pressure by reducing his base damage and his clear speed that comes with his E. We’re also lowering the incentive to max W second, as it currently gives a lot (10 mana less, 2.5 seconds less) per point.

Base Stats

Attack Damage: 68 ⇒ 66

W - Warrior Trickster

Cooldown: 22/19.5/17/14.5/12 seconds ⇒ 22/20/18/16/14 seconds

E - Nimbus Strike

Bonus Attack Speed: 40/45/50/55/60% ⇒ 35/40/45/50/55%


Passive shield stronger at later levels.

After the marksman item adjustments we introduced back in patch 13.1b, Yasuo fell behind the power curve and got the wind knocked out of him. These adjustments should help him get some wind behind his sails which should help him find some more flow.

Passive - Way of the Wanderer

Shield Amount: 100/105/110/115/120/130/140/150/160/170/180/200/220/250/290/350/410/475 ⇒ 100/105/110/115/125/135/145/160/175/195/220/250/275/325/375/425/500/575

E - Sweeping Blade

Damage Increase per Stack: 25% of E’s base damage ⇒ 15-25% of E’s total damage (scales linearly, levels 1-18)

Maximum Stack Amount: 2 ⇒ 4


Health growth decreased. Passive shield absorption decreased. R AD scaling decreased.

Zeri's been a mainstay of the Marksmen meta throughout the year, and finally has risen to the absolute top with buffed items and nerfed competition. With the newfounddurability in her runes and Marksmen items, she doesn't need as much innate durability. We’re also zapping some of her guaranteed burst damage, which is uncharacteristically high for a hyperscaling DPS champion.

Base Stats

Health Growth: 115 ⇒ 100

Passive - Living Battery

Shield Absorption: 60% of damage dealt ⇒ 45% of damage dealt

R - Lightning Crash

Magic Damage: 175/275/375 (+100% bonus AD) (+110% AP) ⇒ 175/275/375 (+85% bonus AD) (+110% AP)


Death’s Dance

In patch 13.1, we did a large pass on Fighter items in an effort to sharpen each item's choice and generally reduce unneeded Ability Haste. Death's Dance took one of the hardest hits when we introduced these changes. With subsequent changes to Marksmen and Seraph's Embrace/Rod of Ages, Fighters have struggled when on even footing in duels (and especially teamfights) versus classes they once bested. We’re reverting Death's Dance to give fighters slightly more power in elongated fights but still keeping the tradeoffs in reduced haste compared to Black Cleaver and Ravenous Hydra builds.

Attack Damage: 65 ⇒ 55

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Ability Haste: 0 ⇒ 15

Armor: 50 ⇒ 45

Item Recipe: Pickaxe + Chain Vest + Pickaxe + 750 gold ⇒ Pickaxe + Chain Vest + Caulfield's Warhammer + 525 gold

Catalyst of Aeons

Catalyst of Aeons, in its current state, is significantly cheaper than Lost Chapter which has turned it into a dual threat. Not only is it the preferable scaling item, but due to the lower cost it has become a better laning phase option than Lost Chapter which seems counterintuitive for a scaling item. This adjustment should help make itemization choices for mid mages a bit more competitive.

Health: 225 ⇒ 300

Combine Cost: 350 gold ⇒ 550 gold

Total Cost: 1100 gold ⇒ 1300 gold

Abyssal Mask

Health: 500 ⇒ 550

Combine Cost: 650 gold ⇒ 450 gold

Rod of Ages

Combine Cost: 415 gold ⇒ 215 gold

Grievous Wounds Items

We felt it was counter-intuitive that these items did not apply their unique effects to damage shielded enemies, as this is inconsistent with other "on damage" effects like Liandries. (Note: this change will apply to Oblivion Orb, Morellonomicon, Chemtech Putrifier, Executioner's Calling, Mortal Reminder, and Chempunk Chainsword.)

Shields Can’t Save You Now: Items that apply Grievous Wounds on damage dealt to the target will now apply it even if the damage you dealt was completely nullified by a shield. Grievous Wounds will still not apply to Invulnerable targets or targets who blocked the spell with a spell shield.

ARAM Adjustments

For patch 13.7 we'll be trying out a few targeted nerfs on some of the best performing Champions in ARAM. They are especially powerful on Howling Abyss due to them getting tremendous value out of specific (and potentially frustrating) parts of their kit on the smaller map.


Karthus: Passive Duration: 7 seconds ⇒ 5 seconds

Sion: Passive Form Lifesteal: 100% ⇒ 50%

Veigar: E Cooldown: 20/18.5/17/15.5/14 seconds ⇒ 23/21.5/20/18.5/17 seconds

Clash - Mt. Targon Cup

The Clash Mt. Targon Cup kicks off this weekend!

Weekend 1 Registration Begins: April 3 @ 11:00 AM (Local Time)

Weekend 1 Tournament Dates: April 8 and 9 (~4-7 PM Local, varies by region)

In observance of Ramadan and the Iftar meal, Clash lock-in times will be made earlier for these servers:

TR1 – 1:00 pm - 3:00 pm local time

SG2 – 1:00 pm - 3:00 pm local time

Off Screen Pings

Paying attention to the minimap to see your teammates’ pings while focusing on gameplay can be difficult. And actively aiming/dodging a skillshot can make this even more challenging. To help, we are introducing off-screen pings to give you easier visibility of your teammates’ pings. Some pings that are off-screen will now show up on the edge of your screen, and our hope is that this allows players to be able to react to pings faster than before.

Global Pings (Displayed regardless of ping location)

  • Enemy missing
  • Proximity Pings (Displayed if pinged within 3000 units of your champion. Approximately the same range as a Caitlyn or Lux ultimate ability)
  • Assist Me
  • Caution
  • On My Way
  • Retreat
  • Hold

Behavioral Systems

We're rolling out improvements to our disruptive behavior detection systems that detect verbal abuse and intentional feeding. That means you'll see increased actions taken against players for these behaviors in-game.


You can now see your friend’s challenge data on their profile card!


Fixed a bug where a Clash team could not re-invite a player who was kicked out of the team, and the player would not be able to accept the invite if it was made. Now, Clash players can re-invite a kicked player after a certain period of time, and the player is able to accept the invitation.

Fixed a bug where the Best of the Best Challenge does not increase the progress after the player finished a season at Rank 1 for Solo/Duo queues.


We’ve tested lower surrender timers in normals for several patches now, and the impacts have met our expectations: slightly increased surrender frequency leading to slightly lower average game times. We believe this change is right to allow teams more agency in choosing which matches to play out.

In Ranked Solo and Ranked Flex queues, normal surrender (4 out of 5 OR 70% of team members must agree to pass the vote) is available at 20 minutes ? 15 minutes. Unanimous early surrender requirement has been removed. This change will go live around ~7pm UTC on April 7.

We’ll be running an experiment in Normal Draft in EUN, OC, and RU during the 13.7 patch cycle, specifically to test some of our functionality around matchmaking for the upcoming Quick Play queue type. For these regions during the testing window, the changes will be as follows:

  • Autofill is removed.
  • All players in a party must choose unique primary assignments.
  • If a player chooses a priority role as their primary assignment, they do not need to pick a secondary assignment. If they choose a non-priority role as their primary assignment, they can only choose a priority role or fill as their secondary assignment.

32 Bit Client Deprecation

Support for 32-bit Windows OS will be deprecated on April 4, 2023. After this date a 64-bit version of Windows will be required to play League of Legends and Teamfight Tactics. For more details, please see our minimum spec requirements.

Bugfixes & QoL Changes

  • Fixed a bug that caused Urgot’s W to continually proc Yuumi’s W on-hit healing.
  • Fixed a bug where Draven’s Q animation would not properly play after using his E or R where Draven's axes would not spin after using his E or R.
  • Fixed a bug where if Vladmir’s target died as he was casting Q, the ability would not cast but would still go on cooldown.
  • Fixed a bug where players could not use a Biscuit in their inventory if they had used the undo function in the shop while the biscuit was in their inventory.
  • Fixed a bug that caused Milio’s Passive and W to not correctly interact with Shurelya’s Battlesong.
  • Fixed a bug that caused Ornn’s Masterwork items to sell for 0 gold which seems rude given the amount of work he puts into each one.
  • Fixed a bug that caused Yuumi’s R to not proc Summon Aery when hitting an ally champion.
  • Fixed a bug that cause Yuumi’s Passive buff SFX to not play for enemies when they are attacked from the Fog of War.
  • Fixed a bug that caused Tibber’s enraged buff to return to its original state if Annie used her W to stun two or more enemies while summoning Tibbers.
  • Fixed a bug that was causing Seraph’s Embrace’s cooldown time item icon to not accurately display the actual remaining cooldown.
  • Fixed a bug that caused Zoe’s W Smite icon to sometimes display the old Smite icon and not the new one.
  • Fixed a bug that caused Syndra’s Q + E combo to still damage and stun enemies if she died while using her E.
  • Fixed a bug where Ashe’s W would leave critical strike VFX on enemies that had been revealed.
  • Fixed a bug where Darius attacked at the end of his W would cause the auto attack to fail.
  • Fixed a bug where after possessing Aurelion Sol, Viego would still see Aurelion Sol’s E execution threshold.
  • Fixed a bug where Aurelion Sol’s W cooldown would get reset if a clone timed out within his E.
  • Fixed a bug where an ally would get double the amount of friendship stacks on kills if Yuumi attached, detached, and attached herself to them before they killed the enemy.
  • Fixed a bug where Draven’s Q animation would not properly play after using his E or R where Draven's axes would not spin after using his E or R.
  • Fixed a bug where Randuin’s Omen would reduce the true damage dealt from Kraken Slayer.
  • Fixed a few visual bugs that occurred with Faerie Court Milio’s fuemigos and their VFX.
  • Fixed a bug where Pyke's Health bar would display when he was under the effect of Lissandra passive.
  • Fixed a bug where pinging Watchful Wardstone or Vigilant Wardstone where pinging the item with no charges would show up as “Ready” instead of “No Charges.”
  • Fixed a bug where Chemtech Drakes total health would be less than all other elemental dragons.
  • Fixed a bug where a player’s lethality value would always be displayed as 0 in the chat when pinged.
  • Fixed a bug where Rek’Sai could see untargetable units such as jungle companions with her Tremor Sense.
  • Fixed a bug where Frozen Fist’s buff from the item’s passive would not be displayed on the player’s buff bar.
  • Fixed a visual bug where Milio’s W VFX would appear too dark on Howling Abyss.
  • Fixed a bug when Renata’s R would give incorrect kill credit when used on Caitlyn during her R.
  • Fixed a bug where Veigar’s E was missing warning particle effects when cast from Fog of War from the enemy’s point of view.

Skin Bugfixes

Headhunter/Challenger Nidalee : Restored Pounce (W) trail VFX when jumping towards marked targets.

Dawnbringer/Cosmic Huntress/DWG/Ocean Song Nidalee: restored animation transition between run and idle.

Shan Hai Scrolls Jhin Chromas: Dancing Grenade (Q) VFX no longer becomes bigger after bouncing from the first target.

Upcoming Skins & Chromas

The following skins will be released in this patch:

  • Kibble-Head Kled & Woof and Lamb Kindred
  • Kittalee & Shiba Yuumi
  • Kibble-Head Kled
  • Kittalee
  • Shiba Yuumi
  • Woof and Lamb Kindred

That’s it for what we know so far about League of Legends patch Be sure to check out our Wild Rift tier list and go read our guide for playing the patch early on the PBE.

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