League of Legends patch 13.22 buffs and nerfs make Janna fun to play again

League of Legends patch 13.22 buffs and nerfs make Janna fun to play again

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Riot Games’ League of Legends patch 13.22 is here, and the highlight of this latest update is the massive changes the developers have made to a highly underplayed character in Janna. Following a major rework back in January of last year, the oft-reliable support gradually started becoming an afterthought as the game’s meta steadily shifted away from her strengths. Fortunately, The Storm’s Fury has finally been made viable again due to the recent overhaul.

One of the biggest improvements that Janna received with this patch is her completely revamped Tailwind passive, which would look even better with, say, the best monitor for League of Legends. Previously, this ability only gave her a movement speed bonus while facing allied champions. Now, however, this boon has been replaced with a damage-centric perk where her “basic attack and ‘W’ [skill] deal bonus magic damage equal to 20/25/30/35% (1/6/11/16) of her bonus move speed.” If that doesn’t make you want to harass enemy heroes out of lane, we don’t know what will.

Predictably, her ‘Q’ skill, Howling Gale, has been nerfed as the developers have opted to move away from her passive, poking tendencies of old. Zephyr also received a noticeable nerf to its base damage, though this is made up for by the new Tailwind passive that adds its bonus magic damage on top of it. Finally, Janna’s ‘E’ ability, Eye of the Storm, had its cooldown increased, but both its mana cost and shield provided improved.

Of course, these aren’t the only significant balance changes included in the latest patch, so if you want to know what the rest look like, keep reading to find out.

League of Legends patch notes 13.22

Here are all of the buffs and nerfs included with the League of Legends 13.22 patch:

Champions

Brand

Passive Monster damage modifier increased. E damage increased.

Developer comment: We got Brand really close to our power level goals last patch and just want to nudge him over the line. We’d like to ignite Brand Mid and Jungle as his best roles while still retaining Support Brand as viable. So we’re nudging up the ability he frequently gets to max in jungle and mid that support tends to leave at one skill point.

Passive – Blaze

Monster modifier: 220% > 230%

E – Conflagration

Damage: 65/90/115/140/165 (+50% AP) > 60/90/120/150/180 (+60% AP)

Briar

Q damage and Armor Shred decreased. R damage decreased.

Developer comment: As players have improved (and inted less) as Briar, she’s continued to climb the ranks as a jungler. We’re seeing all of her builds overperform at the moment but specifically her lethality builds. Ability damage and armor shred both synergize with lethality, which is why we’ve chosen these nerfs, hoping to bring her fighter and lethality builds closer together in power.

Q – Head Rush

Physical Damage: 60/100/140/180/220 (+80% bonus AD) > 60/95/130/165/200 (+80% bonus AD)

Armor Reduction: 10/14/18/22/26% > 10/12.5/15/17.5/20%

R – Certain Death

Physical Damage: 150/325/500 (+110% bonus AD) (+110% AP) > 150/300/450 (+75% bonus AD) (+110% bonus AP)

Dr. Mundo

E Passive bonus damage increased.

Developer comment: Our Dr. Mundo nerf from last patch ended up hitting his win rate more than we intended and we’ll be partially reverting it. To give Mundo some agency back, we’ll be reverting some of the E passive attack damage nerf, as it’s a more impactful change than our active E nerf (since it’s not dependent on his missing health).

E – Blunt Force Trauma

Passive Bonus Attack Damage: 2/2.25/2.5/2.75/3% > 2/2.35/2.7/3.05/3.4%

Gragas

E cooldown reduction increased. R travel time decreased.

Developer comment: While not strictly powerful, max-ability-haste Gragas’s ability to remove enemies from being able to play the game is just not acceptable gameplay. However, we also acknowledge that Gragas could use some love. This patch we’re hoping to buff Gragas through a better cooldown refund on E (up until about 70 ability haste) plus an extra buff to the reliability of his ultimate. We expect these changes to help jungle Gragas most of all, so if you’re raring to rabble-rouse some raptors, ‘ragas is ready to roll.

E – Body Slam

Cooldown Refund on Hit: 40% of remaining cooldown

We did the math for you: 5.6/5.4/5.2/5/4.8, scaling with ability haste

R – Explosive Cask

Travel Time: 0.55 seconds > 0.5 seconds

Graves

E bonus armor per stack decreased.

Developer comment: Graves, who was already in a good spot, benefitted from our 13.20 jungle companion adjustments due to the bonus armor he gains through E. He has safe clears with his range and passive and can also skirmish aggressively due to his in-kit durability. This allows him to reliably scale into the mid and late game where he performs quite well.

To give his opponents more of a chance to fight him in the early game, we’ll be adjusting the bonus armor on his E. While we’re reducing both the level 1 and 5 values, this is mainly intended to increase his early vulnerability while still keeping his mid–to-late game power intact.

E – Quickdraw

Bonus Armor per stack: 4/7/10/13/16 > 2/5/8/11/14

Janna

Developer comment: Stats and abilities adjusted to fit the playstyle of a more aggressive harasser around her W and auto attacks.

We’ve noticed that Janna’s play rate has languished despite being a relatively strong pick in many skill brackets. Looking at her prior iterations, we identified elements that seemed to really resonate with her potential player base, so we’re bringing back some past versions of her abilities.

Most importantly, we’re shifting her from a low-interaction champion who fishes for tornadoes and reactively shields into an aggressive high-uptime auto-attacker and Zephyr caster. Many of these changes are just shifting incentives and power budgets around: With auto attacks and Ws becoming better and more frequent, she’s losing some power in her Q. With mana costs going down to incentivize repeat Zephyr casts, her mana pool follows suit.

Overall, we expect her to max Zephyr before Eye of the Storm and play an aggressive harass-based game.

Base Stats

Attack Range: 500 > 550

Base Mana: 350 > 360

Mana Growth: 64 > 50

Health Growth: 84 > 90

Armor Growth: 5 > 4.5

Base Attack Damage: 52 > 47

Attack Damage Growth: 3 > 2.5

Attack Windup: 22% > 20%

Passive – Tailwind

*Removed* Janna no longer gains bonus move speed while facing allied champions

*New* Janna’s basic attacks and W deal bonus magic damage equal to 20/25/30/35% (1/6/11/16) of her bonus Move Speed

Q – Howling Gale

Mana Cost: 60/70/80/90/100 > 90/95/100/105/110

Cooldown: 12 > 14

Minimum Damage: 60/85/110/135/160 (+35% AP) > 55/90/125/160/195 (+50% AP)

Maximum Bonus Damage: 45/60/75/90/105 (+30% AP) > 30/45/60/75/90 (+30% AP)

W – Zephyr

Cooldown: 12 > 9/8.5/8/7.5/7

Mana: 50/60/70/80/90 > 50/55/60/65/70

Damage: 80/110/140/170/200 (+60% AP) > 55/90/125/160/195 (+60% AP) (+ Tailwind Bonus Damage)

Slow Duration: 3 seconds > 2 seconds

*New* Zephyr passive move speed is no longer removed while on cooldown

E – Eye of the Storm

Cooldown: 15/13.5/12/10.5/9 > 16/15/14/13/12

Mana: 70/80/90/100/110 > 70/75/80/85/90

Shield: 75/100/125/150/175 (+55%AP) > 80/115/150/185/220 (+55% AP)

Shield Duration: 5 seconds > 4 seconds

*Removed* Shield no longer decays

*Removed* Janna no longer gains heal and shield power on CC

*New* Reduce cooldown by 20% remaining cooldown on slow/knockup. Max once per spell.

K’Sante

Q bonus health for minimum cast time cap increased.

Developer comment: We micropatched K’Sante early on in 13.21 and this note is here to make sure you all see that this change went live last week. His changes over the past few weeks have closed the gap between elite and average skilled play. He’s still much better in the hands of well-practiced players, which is very much intended. Now that he’s accessible and strong in the hands of many more players, we’re going to wait and see how his new strengths and weaknesses manifest in Pro play but will continue monitoring his performance in other tiers.

Q – Ntofo Strikes

Required Bonus Health for Minimum Cast Time: 1200 > 1600

Kassadin

E damage decreased. R non stack damage decreased.

Developer comment: Kassadin, like other scaling champions, benefitted from reduced snowballing in the game and can use some toning down. We decided to reduce the damage on his E and R, because now that he scales more consistently, he gets to access these high AP ratios which allow him to reliably deal a significant amount of damage. This adjustment is intended to require him to stack more R’s before having as much upfront damage.

E – Force Pulse

Magic Damage: 60/90/120/150/180 (+85% AP) > 60/90/120/150/180 (+80% AP)

R – Riftwalk

Zero-Stack Magic Damage: 70/90/110 (+60% AP) (+2% maximum mana) > 70/90/110 (+50% AP) (+2% maximum mana)

Nilah

Q bonus attack speed decreased. R damage over time decreased, and maximum total damage decreased.

Developer comment: Nilah has been a strong performer for a long time and that strength has finally caught on. This patch we’re lowering her ability to single-handedly carry team fights with her whip-blade.

Q – Formless Blade

Bonus Attack Speed: 10-60% (based on level) > 10-50% (based on level)

R – Apotheosis

Damage Over Time: 60/120/180 (+112% bonus AD) > 60/120/180 (+80% bonus AD)

Maximum Total Damage: 185/345/505 (+232% Bonus AD) > 185/345/505 (+200% bonus AD)

Rammus

W bonus armor increased.

Developer comment: Rammus gained a ton of power in 13.20 as armor became a much stronger stat in the jungle. Then he lost a bit more than he gained in 13.21 between direct nerfs and systemic buffs to AD junglers. We’re looking to return Rammus to his power level from 13.19 and before. We’re choosing to unwind some of his 13.21 nerfs with the hope to hit that power level goal

W – Defensive Ball Curl

Bonus Armor: 30 (+35/45/55/65/75% total armor) >  40 (+35/45/55/65/75% total armor)

Senna

Q damage and healing decreased.

Developer comment: Senna gained a lot of power due to the anti-snowballing changes of 13.20, so she needs to take a step back, especially in Elite play. It’s cool that she’s a strong scaler with a lot of agency and some strong matchups, but she’s currently too successful as a lane bully and too bursty in the mid game. Both Q damage and healing are higher in Elite MMR than normal, which explains our target selection.

Q – Piercing Darkness

Damage: 30/65/100/135/170 (+50% bonus AD) > 30/60/90/120/150 (+50% bonus AD)

Healing: 40/55/70/85/100 (+30% bonus AD) (+40% AP) (+1.6 per 1 Lethality) > 40/50/60/70/80 (+30% bonus AD) (+40% AP) (+1.6 per 1 Lethality)

Seraphine

Passive damage adjusted. Q cooldown increased at lower levels. W shield decreased.

Developer comment: Seraphine’s changes last patch brought her up in all roles and has made W-max support Seraphine significantly stronger than it was before. However, because all of her roles went up, she’s now a little too strong as a bot laner, which we’ll be addressing in this patch. The passive is shifting to a higher base value with lower AP ratios, which should help mid and support while bringing bot lane more in line with her other roles. Reverting the Q cooldown buff from last patch and adding a W AP ratio nerf will end up lowering her power everywhere, but should disproportionately hit bot lane. We’ll keep an eye on her performance in this patch and follow up where necessary to bring her various roles closer to parity.

Passive – Stage Presence

Damage Per Note: 4/8/14/25 (based on level) (+7% AP) > 5/10/18/30 (based on level) (+5% AP)

Q – High Note

Cooldown: 9/8/7/6/5 > 10/8.75/7.5/6.25/5

W – Surround Sound

Shield: 50/75/100/125/150 (+25% AP) > 50/75/100/125/150 (+20% AP)

Tahm Kench

Passive bonus magic damage decreased.

Developer comment: Tahm Kench gained plenty of power from our buff last patch and while we’re going to let him keep a lot of it, we’ve chosen to walk back on some of it. Since he’s performing reasonably as a support, we’ll be particularly targeting his gold scaling by nerfing his passive bonus health ratio. We intend for this change to put Tahm Kench in a more reasonable spot while still keeping the power increase from patch 13.21.

Passive – An Acquired Taste

Bonus Magic Damage: 6−48 (based on level) (+2% AP per 100 bonus health) (+5% of his bonus health) > 6−48 (based on level) (+2% AP per 100 bonus health) (+4% of his bonus health)

Ziggs

Basic attack windup increased, base armor decreased.

Developer comment: Ziggs has been enjoying his increased Q reliability from patch 13.20 a bit too much and we’ve decided to adjust him so he can keep it. He’s quite a safe pick due to how far back from his opponents he can play, and this nerf is intended to increase his vulnerability in certain mid and many bot match ups so that his AD opponents gain more for reaching him. He’s also getting slightly nicer basic attacks as part of a sweep on all mages, which you can read more about below

Base Stats

Base Armor: 22 > 18

Basic Attack Frame: 20.8% > 20%

As always, you can check out the rest of the patch notes through Riot Games’ official announcement. Alternatively, you can check out our page on the best laptop for League of Legends and our comprehensive explanation of the League of Legends Arena.