Patch 6.9: Beyond the MYMU and the Objective Changes
Patch 6.9 is going to contain a metric ton of changes, so it is quite easy to overlook the smaller things that are coming up.
In this, I want to point out a few of the smaller, but impactful changes that will influence champions, especially ones not covered by the MYMU.
-
loses 50 HP and gains 10% CdR, as the build path is changed to include a
in place of a
.
This will be a boon for a lot of champions, especially tanks, Juggernauts and manaless ones. Benefactors of this change include, but are not limited to:

-
loses 5 AD, but gets 400 gold cheaper.
A jarring thing about Black Cleaver, which should actually work rather well against moderate tankiness on champions (the anti-Armor effect is stronger than MR/LDR against targets with up to twice their base Armor as bonus Armor), was always its rather painful combine cost. Now, being 400 gold cheaper, it should a more reasonable buy in a match-up where the opponent likes to buy Armor, especially in light of the next change. Benefactors:

-
is 200 gold more expensive.
loses 20 HP.
A nerf aimed at the popular damaging tank build, plain and simple. Will definitely knock it down a peg, but probably not take it out of play totally - which is actually good, Sunfire Cape should remain a viable option, just not be an overwhelmingly strong one. -
now only have 4 HP, but regenerate out of combat.
Protecting your pink wards now actually does something. -
has its cooldown mechanic changed - instead of having a 33% lower cooldown than
, it now has a 10% higher CD. -
is somewhat reworked.
Now costs 3600 gold total, builds from
+
+
, has 30 AD, 50 AP and 15 magic on-hit, 6 stacks max with 1 stack/auto and 8% AS + 3 AD + 4 AP per stack and Phantom Hit (Sated's doubling of on-hit effects) at max stacks.
From playing around with it on the PBE, it is a bit underwhelming currently, due to losing the AS on completion. I can see it being changed towards 25% AS upfront and 4% AS/stack in the future. Phantom Hit is far less bullshitty when it is gated behind a higher cost and a stacking mechanic and not combined with a powerful on-hit effect on the same item. Also, the emphasis on the AP component of the item makes it far less suitable for champions without AP ratios. Benefactors:
, with especially Kayle and Kog having the potential to seriously break the item and get Phantom Hit nerfed for ranged champions. -
. No, not Sated Devourer, but the new Enchantment: Bloodrazor.
2625 gold, 40% AS, 3% max HP physical on-hit. No stacking mechanic (f-ing finally), no fancy excuses, no lower price, merely a good AS-based jungling item.
Sated's removal will potentially warrant the revert of a few previous changes, but I seriously think that this is not something that should be rushed - especially since Phantom Hit is still in play, just on a different item. Benefactors:
(certain builds)

-
now scales towards the same damage as
.
Maybe we will see the return of the jungle tank? It will definitely give that style of jungling a notch upwards, which should allow for a wider variety of team compositions - currently, the combined relative strength of top lane tanks and relative weakness of jungle tanks makes toplane the default tank of the team, relegating jungle to be a more damage-focused role. Benefactors:
- and indirectly, damage-focused top laners. -
is now a personal, more powerful speed boost with the AoE slow component (now 75% for 2 seconds instead of 80% for 1 s) at the end. Also, gains Catalyst's damage->mana and mana->HP conversions in a more powerful form. Benefactors:

-
: Test of Spirit massively changed - Vessel debuff now 12 seconds max, but increased tentacle spawn rate and no longer removed by killing a number of tentacles. -
EDIT:
now heals for less (20 instead of 40), but gets more charges (every 40 s instead of every 60 s).
's heal reduced from 50 to 40.
and
will have 75% increased Mp5, down from 100%.
This should lower the amount of regeneration in bot lane, hopefully making sustain a bit more of a dedicated investment instead of an afterthought.
So, what do you think of these?
.
. The health meta is back.
u wot m8
oh ,400 basic ,1200 true dmg
getting one as a second or third item to have more consistent usefulness if they're not personally fed going into midgame.
-- not to mention
for those supports who want it like
, since it will have CDR too. Maybe they could consider taking Grail down to 10% and giving it other stats and/or reduced cost in exchange?
and
will hopefully give tanks less incentive to adopt the "metagolem". Looking forward to this aspect of the mid-year update

and 
lost 100 hp
(though nieche item) loses 200 hp
gained 50 hp
got a nerf in the preseason, when its passive was lowered to 6% current HP from 8%.