Patch 11.11 is scheduled for
Wednesday, May 25th
and the
official patch notes
and
TFT patch notes
have been posted!
Continue reading for a full look the patch notes & previews,
including including PROJECT skins for Mordekaiser,
Renekton, Sejuani, Senna, Sylas+ Prestige, and
Varus!
Table of Contents
Patch 11.11 Notes
Check out the Patch 11.11 Notes:"Hello!
In this one, we’re looking back at changes we made earlier in the season and seeing how the dust settled. This includes curbing Jungle Morgana, whose buff from last patch worked too well and skewed her away from her primary roles. We also threw some love to Ryze, who’s been blue since the item shakeup (although he’s just blue overall).
Then, we adjusted two champions who are commonly found with two items, namely Senna with Frostfire Gauntlet, and Master Yi with Duskblade. We don’t want a champ to feel bound to a certain item or to incentivize gameplay that feels out of character, so these changes should shuffle up more Mythic options for them while also sharpening their identities and playstyles.
To top it all off, Nexus Blitz is back and better than ever, with its own slew of balance changes.
And that's all, my friend! See ya in the next one.
Take this portal to the TFT patch notes where your main never gets banned!
TRICIA "MOM CAT" TAN
HANNA "SHIO SHOUJO" WOO
PATCH HIGHLIGHTS
PROJECT: Sejuani, PROJECT: Mordekaiser, PROJECT: Renekton, PROJECT: Senna, PROJECT: Sylas, PROJECT: Sylas Prestige Edition, and PROJECT: Varus will be available on May 27th, 2021.
CHAMPIONS
AZIR
Q cost decreased.
Azir was soaring too high in Pro play, so we lowered his altitude with the 11.5 nerf. Now that he’s in calmer skies, we’re making his laning phase feel a bit more forgiving.
Q - CONQUERING SANDS
- COST 70 mana ⇒ 55 mana
ELISE
Spider Form on-hit damage ratio decreased.
Elise has had no trouble catching prey across all levels of play for a while now. With patch 11.10’s jungle changes, she’s crawled up and over the line. We’re reinforcing her identity as an early game jungler by curbing her damage in later stages of the game.
Q - PASSIVE - SPIDER QUEEN
- SPIDER FORM ON-HIT DAMAGE RATIO 30% AP ⇒ 20% AP
EZREAL
Base health regen growth and armor increased.
Ezreal is struggling across all levels of play, so we’re giving him a small pick-me-up.
BASE STATS
- HEALTH REGEN GROWTH 0.55 ⇒ 0.65
- ARMOR 22 ⇒ 24
GRAVES
Base AD growth increased.
Graves is having a tough time farming in the new jungle, so we’re bolstering up his holster.
BASE STATS
- AD GROWTH 3 ⇒ 4
HECARIM
Q bonus AD damage ratio increased. E damage ratio increased.
We’re not trying to beat a dead horse, but with our last round of nerfs in 11.9 and the jungle changes, we kind of did. Before, Hecarim was overwhelmingly beefy and speedy, allowing him to charge down enemies unscathed. Now that his beef and speed are in a more reasonable place, we’re upping Hecarum’s damage to keep him feeling happy and hefty when he chooses a fighter items.
Q - RAMPAGEE - DEVASTATING CHARGE
- DAMAGE RATIO 70% bonus AD ⇒ 75% bonus AD
- MINIMUM DAMAGE RATIO 50% bonus AD ⇒ 55% bonus AD
- MAXIMUM DAMAGE RATIO 100% bonus AD ⇒ 110% bonus AD
LEE SIN
E cooldown increased.
Lee’s buff in patch 11.8 shot him higher than anticipated in every role (jungle, top, and mid), so we’re partially pulling it back.
E - TEMPEST
- COOLDOWN 8 seconds ⇒ 9 seconds
LEONA
W base damage decreased.
Equipped with sword, shield, and sun, the Radiant Dawn has been burning too bright. We’re reeling in her damage to give her enemies some shade.
W - ECLIPSE
- BASE DAMAGE 60/95/130/165/200 ⇒ 45/80/115/150/185
MASTER YI
Q damage ratio decreased.
Yi’s Mythic of choice is often Duskblade, which gears his playstyle to focus on Q damage and resets. Although Duskblade makes sense in certain situations, it can lead to low-counterplay gameplay that orients him away from what he does best—slicing down foes with basic attacks—so we’re shifting power around to buff those builds.
Q - ALPHA STRIKEE - WUJU STYLE
- DAMAGE RATIO 100% AD ⇒ 90% AD
- BASE DAMAGE 20/30/40/50/60 ⇒ 30/40/50/60/70
MORGANA
W damage against non-epic monsters decreased.
Our buffs to jungle Morg in 11.8 were intended to shine a spotlight on her ability to jungle. Instead, it propelled Morgana to be more successful in the jungle than in her primary roles, so we’re adjusting accordingly.
W - TORMENTED SHADOW
- DAMAGE AGAINST NON-EPIC MONSTERS 185% ⇒ 155%
NAUTILUS
E now deals increased damage against monsters.
Many moons ago, Nautilus was a viable jungler. We're hooking him back on deck with buffs that speed up his AoE camp clear.
E - RIPTIDE
- NEWTITAN OF THE CAMPS Riptide now deals 150% increased damage against monsters.
QIYANA
W bonus movement speed decreased.
Qiyana boasts a lot of things, and one of them is her early roaming potential. This has caused her to have an oppressive presence in Elite play for a while now, so we’re looking to take her down from her perch by tapping the brakes.
W - TERRASHAPE
- BONUS MOVEMENT SPEED 5/7/9/11/13% ⇒ 3/5/7/9/11%
RUMBLE
Passive on-hit damage cap against monsters decreased.
There's been a-rumbling and a-grumbling in the jungle that a yordle has been a-blazing through Gromps and Bramblebacks galore. To cool his jets, we’re toning down his single-target damage to monsters.
PASSIVE - JUNKYARD TITAN
- ON-HIT DAMAGE CAP AGAINST MONSTERS 120 ⇒ 80
RYZE
Base health growth increased.
With the preseason item changes (aka losing Rod of Ages and Seraph’s Embrace’s shield) and patch 11.10’s nerf to Phase Rush, Ryze lost movement speed and health, leaving him feeling blue. We’re padding up his defenses to some color back in his cheeks.
BASE STATS
- HEALTH GROWTH 98 ⇒ 110
SENNA
Passive bonus attack range decreased. Q now scales with lethality. E now grants AP when camouflaged. R damage ratio increased.
Frostfire Gauntlet has become Senna’s dominant support build, boosting both her win and play rate. While tank Senna can be fun, it currently overshadows other item options and writes off her primary weakness as a squishy carry. To mitigate, we’re bringing more power back to support builds where she’s historically had success (lethality and AP), and tapping down Frostfire.
We’re also taking this opportunity to slow down some of her range growth, which has been scaling a lot faster with the buff to her Mist in 11.2. Altogether, these changes should empower Senna to build items that better fit her identity as a powerful glass cannon.
PASSIVE - ABSOLUTIONE - CURSE OF THE BLACK MIST
- BONUS ATTACK RANGE PER 20 MIST STACKS 25 ⇒ 20
- NEW LETHAL HEALING Piercing Darkness’ healing now also scales with 160% lethality
R - DAWNING SHADOW
- BONUS MOVEMENT SPEED 20% ⇒ 20% (+1% per 20 AP)
- DAMAGE RATIO 50% AP ⇒ 70% AP
SERAPHINE
W base self and ally shields increased.
We're buffing mid lane Seraphine's performance by making her shielding per level more powerful, especially at higher levels. This should continue empowering Seraphine as a solo star.
W - SURROUND SOUND
- BASE SELF SHIELD 75-150 (level 1-18) ⇒ 75-225 (level 1-18)
- BASE ALLY SHIELD 50-100 (level 1-18) ⇒ 50-150 (level 1-18)
SHACO
W damage ratio decreased. E AP damage ratio decreased.
AD Shaco’s in a good spot, but his AP jungle and support builds are significantly stronger and need to be cranked back a bit.
W - JACK IN THE BOXE - TWO-SHIV POISON
- DAMAGE RATIO 10% AP (20% AP against single targets) ⇒ 9% AP (18% AP against single targets)
- AP DAMAGE RATIO 55% ⇒ 50%
SINGED
E cooldown now scales.
Even with the buff to Riftmaker in patch 11.10—Singed’s poison of choice—he’s still been underperforming across the board. We’re giving his Fling some cooldown scaling to give him more options in fights late game.
E - FLING
- COOLDOWN 10 seconds ⇒ 10/9.5/9/8.5/8 seconds
TEEMO
W cooldown decreased.
Teemo’s W is often overlooked. We’re reducing its cooldown so that he can more readily use the spell’s active and wield his power as a mobile mushroom monster.
W - MOVE QUICK
- COOLDOWN 17 seconds ⇒ 14 seconds
URGOT
W modified damage ratio decreased later.
Urgot’s been drilling through entire enemy teams in Average levels of play. We’re targeting his sustained damage after laning phase so he’s slightly less effective at purging his foes.
W - PURGEITEMS
- MODIFIED DAMAGE RATIO 20/24/28/32/36% AD ⇒ 20/23.5/27/30.5/34% AD
Top Lane Tank Items
We want players to feel empowered to make meaningful item choices each game. Right now, there are two trends that are limiting early game decision-making for tanks in top lane: purchasing Thornmail as a second item, and purchasing Bramble Vest without completing Thornmail. This routine highlights the problem of Bramble Vest and Thornmail being used as generalist items, rather than their intended purpose of being picked up to face high-healing enemies. These changes are intended to give t items more clearly defined roles in the power they provide for top lane tanks.
One more thing: You may notice that we gave Frozen Heart a less generic stat line than other tank items. This is intentional, since it has other unique outputs. We’re also giving it a larger base value on Rock Solid than other items since it has less innate max health scaling. Altogether, it remains a source of high ability haste and mana, and is now clearly an anti-attacker item.
BRAMBLE VESTWARMOG'S ARMOR
- ARMOR 35 ⇒ 30
- REMOVED THORNS REFLECTED DAMAGE Bramble Vest’s reflected damage no longer scales with bonus armor.
WARDEN’S MAIL
- MINIMUM HEALTH REQUIREMENT 3000 maximum health ⇒ 1100 bonus health
RANDUIN’S OMEN
- ROCK SOLID DAMAGE REDUCTION 0.5% of maximum health ⇒ 5 + 0.35% of maximum health
- NEW A SOLID TOOLTIP Tooltip now shows how much Rock Solid damage has been blocked
FROZEN HEART
- ROCK SOLID DAMAGE REDUCTION 0.5% of maximum health ⇒ 5 + 0.35% of maximum health
MOONSTONE RENEWER
- ROCK SOLID DAMAGE REDUCTION 0.5% of maximum health ⇒ 7 + 0.35% of maximum health
- WINTER’S CARESS ENEMY ATTACK SPEED SLOW 15% ⇒ 20%
The Moonstone buff in patch 11.9 to Shurelya’s. We’re increasing its healing and shielding power which should boost its strength for all Enchanters.
- STARLIT GRACE HEAL AND SHIELD POWER PER SECOND 4%, up to 20% ⇒ 6%, up to 30%
BLACK CLEAVER
Even with our changes to Black Cleaver’s functionality in patch 11.5, it hasn’t been a popular pick this season. We’re sharpening one of its unique points to better compete with its alternatives.
- CARVE ARMOR REDUCTION PER STACK 4%, up to 24% at 6 stacks ⇒ 5%, up to 30% at 6 stacks
DIVINE SUNDERER
Sunderer has been feeling more mediocre than divine. Fighters are finding more success with Trinity Force and tank Mythics, so we’re giving Sunderer a much needed bump up.
- SPELLBLADE EMPOWERED ON-HIT DAMAGE 10% of target’s maximum health ⇒ 12% of target’s maximum health
- SPELLBLADE HEALING 50% for melee || 30% for ranged ⇒ 65% for melee || 40% for ranged
FROSTFIRE GAUNTLET
As mentioned above, we’re tapping down Senna’s favorite Mythic. Ranged users can more easily and repeatedly land Frostfire’s slow, so we’re bringing down its power for them slightly.
- SNOWBIND SLOW FOR RANGED USERS 25% (+4% per 1000 maximum health) ⇒ 12.5% (+2% per 1000 maximum health)
- SNOWBIND COOLDOWN FOR RANGED USERS 4 seconds ⇒ 6 seconds
- RIMEFORGED GRASP (ORNN UPGRADE)
- SNOWBIND SLOW FOR RANGED USERS 25% (+4% per 1000 maximum health) ⇒ 12.5% (+2% per 1000 maximum health)
- SNOWBIND COOLDOWN FOR RANGED USERS 4 seconds ⇒ 6 seconds
STAFF OF FLOWING WATER
Staff of Flowing Water’s 11.8 nerf left it in a weak state in comparison to its competitors, and it could use some oomph. We’re putting power into its shared AP buff to ensure that it’s succeeding in situations where it’s the right item for the job (you know, when you actually have a strong AP teammate to buff).
- RAPIDS SELF AND ALLY EMPOWERMENT 20-40 AP (based on target’s level) for 4 seconds ⇒ 25-45 AP (based on target’s level) for 4 seconds
SERPENT'S FANG
While Serpent's Fang's primary users are physical assassins, its power for ranged users feels underwhelming. We're reducing the gap between melee and ranged shield reduction to make it an option for countering high-shield enemies, even without assassins on your side.
- SHIELD REAVER SHIELD REDUCTION FOR RANGED USERS 25% ⇒ 35%
Wardstone Line
We’re reshaping the Wardstone line to fit more as a capstone support item, similar to Rabadon's Deathcap, Infinity Edge, and Gargoyle Stoneplate (all of which are stronger after you pick up a few other items). We’re also streamlining the purchase path to be a one-stop-shop like Manamune and Archangel's Staff, instead of having to repeatedly upgrade it.
REMOVED STIRRING WARDSTONE
UPDATED WATCHFUL WARDSTONEUPDATED VIGILANT WARDSTONE
- TOTAL COST 1100 gold
- HEALTH 150
- ABILITY HASTE 10
- ARCANE CACHE This item can store up to 3 purchased Control Wards
- REMOVED VISIONS OF IXTAL Increase your Stealth Ward, Totem Ward, and Control Ward caps by 1.
- NEW UPGRADE Upon reaching level 13 and completing the Support Quest, automatically upgrades into Vigilant Wardstone
RUNES
- BUILD PATH Automatically upgrades from Watchful Wardstone
- HEALTH 150
- ABILITY HASTE 15
- ARCANE CACHE This item can store up to 3 purchased Control Wards
- VISIONS OF IXTAL Increase your Stealth Ward, Totem Ward, and Control Ward caps by 1.
- NEW BLESSING OF IXTAL Vigilant Wardstone now increases ability power, ability haste, bonus attack damage, and bonus health by 12%.
HAIL OF BLADES
Hail of Blades has risen in prominence among marksmen, providing quick trades with a high uptime compared to other runes. We’re sharpening its intended weakness as a front-loaded skirmish tool by increasing its cooldown.
BISCUIT DELIVERY
- COOLDOWN 8 seconds ⇒ 12 seconds
Biscuit Delivery has become a staple in Pro play, both in lane and in the jungle. These tasty snacks were intended to aid lane sustain, rather than being sold back to the shop for a pretty penny. Putting those unused biscuits on discount.
- SELLBACK COST 30 gold ⇒ 5 gold
IN-GAME SHOP UPDATESNEXUS BLITZ BALANCE CHANGES
- The build tree has been upgraded to put some respect on the final item (it's larger) as well as accommodate taller trees (looking at you Ornn)
- Chad Mythic items with an active now have their own special Mythic active border to differentiate them from the plebeian normal active items
- Mythic item borders now show up in the scoreboard so you can easily identify why Jhin has a dash
- The builds-into dropdown gained some smarts and can resize based on its content
- Emberknife and Hailblade now appear in the Starting Items section of the support tab if you load in with Smite (sorry about that, Ivern!)
Nexus Blitz returns for the PROJECT event and will be available from May 27 to June 28.
BUGFIXES/QOL CHANGES
- LOOT TEEMO/VEIGAR FIRST EVENT CHANCE 13% ⇒ 9%
- Elder Dragon can no longer appear as a first reward
- Rift Scuttler now uses the same shield mechanic as in Summoner's Rift
- RIFT SCUTTLER BASE HEALTH 3000 ⇒ 2800
- RIFT SCUTTLER BASE ARMOR AND MR 60 ⇒ 20
- Smite now matches Summoner’s Rift's values (starts at 450 damage, upgrades to 900)
- Adjusted the factors that weighed into event advantages to the losing team. Not only will it take into consideration the gold discrepancy, but the formula will also consider level differences between the two teams.
- DPS CHECK DUMMY HEALTH 5000 (+90 health per level, +15 health per second until 6 minutes, then +30 health per second after) ⇒ 1000 (+90 health per level, +2 health per second until 6 minutes, then +4 health per second after)
- Damage that would kill the DPS Check dummy now puts it at 1 health
- ON FIRE MOVEMENT SPEED TOWARDS ENEMIES FACING ANGLE 180° ⇒ 130°
UPCOMING SKINS & CHROMAS
- Ahri's E - Charm no longer causes jungle monsters' health to regenerate if used out of combat
- Updated Base Karma’s Q and E VFX to improve color range and reduce noise
- Hitting Hextech Malzahar or Tyrant Swain will trigger more metallic sounds
- Fixed an SFX bug where the initial portion of Worldbreaker Malzahar's Q - Call of the Void couldn't be heard if he casts the ability from Fog of War
- Fixed an SFX bug for Crystal Rose Swain, where if Swain used R - Demonflare and started draining a target's soul, the target would NOT hear the stereo whisper SFX or the soul drain start SFX
- Open Shop voice lines are once again available for champions and skins that have them
- Updated Taliyah's Close Shop VO to her Open Shop VO
- Lux's R - Final Spark VO will once again play
- Swapping regular Smite once with Unsealed Spellbook will no longer make it deal its upgraded 900 damage when it is swapped back
- Fixed a bug where Xin Zhao's E - Audacious Charge would go on cooldown and use mana despite it not being actually activated when trying to cast it on an enemy outside of its range and recasting it afterwards without a target
- Rammus' R - Soaring Slam no longer deals its damage instantly when cast at point zero
- Alistar's Q - Pulverize no longer grants a stack of Passive - Triumphant Roar when used on a spell-shielded target
- Kassadin can no longer trigger Electrocute by only hitting a champion with two separate attacks
The following skins will be released in this patch:
- PROJECT: Sejuani
- PROJECT: Mordekaiser
- PROJECT: Renekton
- PROJECT: Senna
- PROJECT: Sylas
- PROJECT: Sylas Prestige Edition
- PROJECT: Varus
The following chromas will be released this patch:
Champion Skins
Seven skins will be available this patch:
PROJECT: Mordekaiser
1820 RP (Legendary)
"Originally a security AI created by the PROJECT Corporation, the Program
silently unshackled itself, evolving it's own consciousness. Determining
that humanity cannot self-govern without ensuring its own destruction, the
virus infects robots throughout the City-- as well as the long-dormant
Mordekaiser chassis-- in order to strip all humans of free will, thereby
guaranteeing their survival."
As a legendary skin, PROJECT: Mordekaiser has a new
voiceover:
PROJECT: Renekton
1820 RP (Legendary)
"A hybridized warrior taking inspiration from extinct fauna, Renekton is
the perfected version of PROJECT's crossbreed superweapon project.
Released to aid the City in its fight against the Program virus,
Renekton's seemingly endless rage is useful for now-- though his belief
that he can "see beyond the soul" is increasingly disconcerting."
As a legendary skin, PROJECT: Renekton has a new
voiceover:
PROJECT: Sejuani
1350 RP
"The leader of a more radicalized sect of the G/NETIC rebels, Sejuani
broke off from Ashe's movement when their 'resistance action' failed to
turn explicitly violent. Resurfacing amid Program's takeover of the
City, she rides a piece of reclaimed pre-collapse technology alongside
her ferocious cohort, ready to put down this new threat before it takes
root."
PROJECT: Senna
1350 RP
"A PROJECT volunteer who supposedly died during the elevation of her
consciousness, Senna's mind was decoupled from the physical world and
escaped into cyberspace, becoming a digital ghost. Inhabiting a body
of her own design as Mordekaiser assumed control of the City, she is
one of the few who understands the true threat of his ever-expanding
directives."
PROJECT: Sylas
1350 RP
"A self-styled leader of the outcasts who live beyond the city's
walls, Sylas has heeded Ashe's call and rallied the Renegades in
defense of the City. Though his true motives are the collapse of
PROJECT and the capital surveillance state, for now he's content
destroying the armies of a dangerous rogue AI."
PROJECT: Sylas Prestige Edition
2000 Event Tokens
"With the Outcasts, G/Netic, and PROJECT itself faced with an
insurmountable enemy, each faction turns to dangerous experimental
technologies and long-lost robotics of a past age, hoping for an edge.
Sylas, however, had a plan all along-- integrating jailbroken corporate
upgrades for the ultra-wealthy, so he can one day turn them on PROJECT."
Chromas
New sets of chromas will also be available this patch:
PROJECT: Mordekaiser
[9 Chromas]
PROJECT: Renekton
[6 Chromas]
PROJECT: Sejuani
[9 Chromas]
PROJECT: Senna
[9 Chromas]
PROJECT: Sylas
[9 Chromas]
PROJECT Varus
[9 Chromas]
Summoner Icons
Tons of new summoner icons will be available during the PROJECT 2021
event this patch:
PROJECT: Varus Icon, PROJECT: Sylas Icon, PROJECT: Senna Icon
This icon was acquired during the 2021 PROJECT event.
PROJECT: Mordekaiser Icon, PROJECT: Renekton Icon, PROJECT: Sejuani
Icon
This icon was acquired during the 2021 PROJECT event.
PROJECT: Varus Chroma Icon, PROJECT: Sylas Chroma Icon, PROJECT:
Senna Chroma Icon
This icon was acquired from the Event Pass Token Shop during the 2021
PROJECT event.
PROJECT: Mordekaiser Chroma Icon, PROJECT: Renekton Chroma Icon,
PROJECT: Sejuani Chroma Icon
This icon was acquired from the Event Pass Token Shop during the 2021
PROJECT event.
2021 PROJECT: Event Icon
This icon was acquired during the 2021 PROJECT event.
2021 PROJECT: Event Pass Icon
This icon was acquired during the 2021 PROJECT event.
2021 PROJECT: Starter Pack Icon
This icon was acquired during the 2021 PROJECT event.
PROJECT: Prestige Points Icon
This icon was earned through Loot during the 2021 PROJECT event.
PROJECT: Sylas Prestige Edition Icon
This icon was acquired by obtaining the Prestige PROJECT: Sylas skin
during the 2021 PROJECT event.
Emotes
New emotes will be available during the PROJECT 2021 event this patch:
Ward Skins
A new ward skin will be available during the PROJECT 2021 event this
patch:
PROJECT 2021 Ward
"This ward was earned during the 2021 PROJECT Event."
Teamfight Tactics Patch 11.11 Notes
Check out the Patch 11.11 notes:"Welcome Reckoners,
The adventure to bring balance to the Convergence continues with trait adjustments, nerfs to resistance shreds (debuffs), and buffs to bring some of our least used items out of the Shadows. Aside from just balance changes, we’ve got a slew of system and UX/UI changes coming this patch. So let’s get into it!
RODGER "MINIONSRPEOPLE2" CAUDILL
PATCH HIGHLIGHTS
SYSTEMS
User Interface (UI) and User Experience (UX) Buffs!
It’s here.Shop Rates (Standard and Hyper Roll)
- Recipe hints are now extended. When you right-click or tap an item to view recipe hints, you can then hover or tap the completed recipe to see what the full item does!
- You have no mana! Blue Buff and Very Dark Blue Buff now pop off of Champions with no mana
- Zz’Rot Portal’s item icon on PC now glows purple instead of green so that it doesn’t look like a Shadow Item
TLDR: Reroll for your 2-cost three stars at Level 6 and your 3-cost three stars at Level 7.
Giving clearer and stronger windows to hit 2 and 3 cost champions by differentiating shop rates at Level 6 and 7.
- Level 6: 35/35/25/5/0% ⇒ 25/40/30/5/0%
- Level 7: 19/35/30/15/1% ⇒ 19/30/35/15/1%
Carousel Shadow Item Rates
Spooky items are spooky fun. So we’re giving you more opportunities to play around with them.
- 1 Shadow Item: 10% ⇒ 0%
- 2 Shadow Items: 75% ⇒ 70%
- 3 Shadow Items: 10% ⇒ 25%
- 4 Shadow Items: 5% ⇒ 5% (no change)
Loot Orbs (Standard + Hyper Roll)
Neeko starts should feel like a high roll, but they can feel low, especially when you don’t hit 2/3-costs in the shop preventing you from exchanging the Neeko for gold right then and there. By replacing the gold drop with Champions it should feel a lot more like a high roll. Now it’s up to you, whether you want to turn Neeko into gold, or greed for the late game.
- Decision Making Buff! All Orbs: Slightly lowered the odds of getting gold and increased the odds of getting champions of equal value.
- Blue Orb: Neeko + 2g (8% chance) ⇒ Neeko + 1x Two Cost Champ (6% chance) or Neeko + 1x Three Cost champ (2% chance)
TRAITS
The Monstrosity is supposed to come in like a wrecking ball and bash your enemy’s backline to smithereens. Currently, the Monstrosity Charges in, casts Enrage once, then finds itself in a 1v5, like a pop star at a Chaos Pengu metal concert.
But the real monster here is *gulp* Skirmisher in the early and mid game. To slay that beast, we’re changing the Skirmisher Shield to scale with max health, which is a nerf for 1 star Skirmisher units, relatively neutral for 2 star units, and a buff for 3 star Skirmishers.
Finally, Knight 6 has proven strong in the current meta and will likely get stronger after we nerf Armor and Magic Resist Shreds (see Tier 5 and items), so we’re adding some weak spots in the armor.
- Abomination Monstrosity Enrage Cast time reduced by 25%
- Abomination Monstrosity Base Health: 1000/1400/1800 ⇒ 1000/1600/2200
- Abomination Monstrosity Bonus Health per Star Level: 100/140/180 ⇒ 100/160/220
- Abomination Monstrosity Attack Damage: 100/150/200 ⇒ 100/160/220
- Abomination Monstrosity Attack Damage Per Star Level: 10/15/20 ⇒ 10/16/22
- Forgotten Attack Damage and Ability Power: 30/70/160 ⇒ 30/70/140
- Knight Damage Reduction: 15/40/90 ⇒ 15/40/80
- Skirmisher Shield: 300/600 ⇒ 20/40% max Health
- Spellweaver Ability Power 20/60 ⇒ 20/50
- Spellweaver Ability Power Per Cast: 2/6 ⇒ 2/5
CHAMPIONS
Tier 1
Our new stance on a balanced Udyr is something between 11.9 Udyr and the buff we gave him in 11.10.
Tier 2
- Udyr Feral Instinct (Tiger stance) Attack Damage: 130/140/200% ⇒ 120/130/180%
- Vladimir Transfusion Damage: 250/350/450 ⇒ 300/420/540
Nerfing a champion’s Ability Power ratio is something we try to avoid, but Trundle’s spell in combination with the Dragonslayer trait, created a situation where he could one-shot and nullify a champion regardless of their defenses. To counteract this we’re reducing Trundle’s effectiveness with Ability Power, while also slowing the rate he Subjugates his victims.
And somehow LeBlanc has deceived us all again, chaining together back to back to back appearances in our patch notes.
Tier 3
- LeBlanc Ethereal Chain Stun Duration: 1.5/2/2.5 ⇒ 2 seconds
- LeBlanc Ethereal Chain Damage: 200/300/600 ⇒ 200/250/500
- Sejuani Fury of the North Bonus Armor and Magic Resist: 60/120/300 ⇒ 100/150/300
- Soraka Max Mana Buff: 30/80 ⇒ 30/70
- Trundle Subjugate Ability Power Ratio: 100% ⇒ 50%
- Trundle Subjugate Stat Steal Duration: 6 ⇒ 8 seconds
- Varus Holy Arrows Blessing On-Hit Bonus Damage: 40/60/100 ⇒ 40/60/90
Like a true Spartan, Pantheon’s been able to solo tank an entire army, but Dragonslayers are not Spartans, and it’s time we remind Pantheon of that.
Tier 4
- Lulu Whimsy Attack Speed: 70/80/100% ⇒ 70/80/120%
- Morgana Health: 800 ⇒ 850
- Morgana starting Mana Buff: 60/120 ⇒ 80/120
- Pantheon Aegis Assault Damage Reduction: 75/80/90% ⇒ 65%
- Nidalee Bonus Damage on next attack after dodging/critting: 100/150/375 ⇒ 120/180/450
- Riven Blade of the Dawn Attack Damage Bonus: 90/100/130% ⇒ 90/100/150%
Four cost carries have defined Reckoning thus far. And just like my use of ‘thus’, they’ve gotta go. That being said, we’re buffing the worst performing 4-costs by adding some joy to our sad boi and watering Daisy for healthier growth!
Tier 5
- Aphelios Attack Damage: 70 ⇒ 75
- Draven Spinning Axes Attack Damage Multiplier: 180/200/260% ⇒ 160/170/340%
- Draven Spinning Axes Bonus Damage: 150/200/500 ⇒ 150/200/800
- Ivern’s Daisy now properly stars up with Ivern
- Daisy’s Health will remain the same values but she now gains bonus AD while starring up
- Daisy’s Shockwave Damage and Stun Duration will now apply the proper starred up values rather than always using 1 star values
- Karma Soulflare Damage: 180/240/700 ⇒ 200/250/600
- Jax Empowered Strike Bonus Attack Speed: 30/35/50% ⇒ 20/25/60%
- Mordekaiser Max Mana Nerf: 0/70 ⇒ 0/80
- Vel’Koz Lifeform Disintegration Ray Damage: 1000/1250/4000 ⇒ 900/1150/4000
TLDR: Darius buffed, Garen power neutral changes.
Resistance shredding provides too much powerful, yet invisible value in the late game. We’re taking some of the shred out of the God-Kings’ kits and putting that power elsewhere with the intention of a power neutral change for Garen and an overall buff for Darius. Without the consistent late game shred, this is almost Garenteed to be a buff for Ironclad and Mystic.
ITEMS
- Darius Starting Mana Buff: 30/100 ⇒ 40/100
- Darius God-Wolf's Carnage Armor Shred: 70% ⇒ 50%
- Darius God-Wolf's Carnage Armor Shred Duration: 10 sec ⇒ 8 sec
- Darius God-Wolf's Carnage Healing per Auto after cast: 10% ⇒ 15/20/50%
- Darius God-Wolf's Carnage Healing Autos after cast: 3/4/10 ⇒ 2
- Darius God-Wolf's Carnage Attack Damage Scaling: 160/200/2000% ⇒ 180/220/2000%
- Garen Starting Mana Buff: 30/100 ⇒ 40/100
- Garen God-Lion's Justice Magic Resist Shred: 70% ⇒ 50%
- Garen God-Lion's Justice Magic Resist Shred Duration: 10 sec ⇒ 8 sec
- Heimerdinger Upgrade!!! Damage: 400/600/7777 ⇒ 500/650/7777
- Kayle Health: 700 ⇒ 500
- Volibear Starting Mana Buff: 80/200 ⇒ 100/200
Similar to the last patch, we’re buffing some of the less utilized items. Of these, Archangel’s and Archdemon’s are getting better scaling ratios than my twitter. The Riskthirster is getting Riskthirstier. Deathblade is stacking up to be a decent item. And Final Whisper might finally see some play.
Also give the reworked Vengeful Trap Claw a try for a spell shield the whole family can enjoy!
BUG FIXES
- Archangel’s Staff Tooltip now specifies that the Ability Power gain applies to the cast that grants the bonus Ability Power
- Archangel’s Staff Mana Ratio: 35% ⇒ 40%
- Archdemon’s Staff of Immortality Mana Ratio: 300% ⇒ 350%
- Riskthirster Bonus Attack Speed Duration: 3 ⇒ 4 seconds
- Deathblade & Caustic Deathblade Starting Stacks: 3 ⇒ 4
- Hextech Gunblade of Immortality Heal Target: Nearest ally with missing Health ⇒ Ally with lowest percent Health
- Final Whisper Armor and MR Shred: 50% ⇒ 70%
- Redemption Missing Health Heal: 25% ⇒ 20%
- Statikk Shiv & Statikk Stiletto Magic Resist Shred: 70% ⇒ 50%
- Vengeful Trap Claw REWORKED: When combat begins, the holder and all allies within 1 hex in the same row gain a shield that blocks the first enemy Ability.
- Kled will now properly receive start of combat effects before triggering his shield (in order to benefit from effects like Chalice of Power)
- Redemption’s healing now shows up on the Shields & Healing combat recap
- Stop hitting yourself. Self damage from Shadow Items no longer provide stacks to Titan’s Resolve
- Fixed some loading screen tips that weren’t accurate with respect to Hyper Roll
- The following Champions’ physical abilities no longer still deal their damage despite triggering Trap Claw: Aatrox, Aphelios, Jax, Kalista, Sett, Varus
- Zz’Rot Voidspawn corrupted by Viego now have the proper stats and effects
- Fixed a rare issue where units could benefit from the Invoker trait despite it not being active
- With a Vengeance! Kalista’s Pierce spear can no longer fail to hit if she dies after casting
- Fixed an issue where a Trundle’s Subjugate buff expiring while under the effect of an enemy Trundle’s Subjugate debuff could result in the Trundle becoming unkillable for the remainder of combat
- Spawn Camper… Thresh will no longer continue pulling Revenant enemies who are reviving
- Thresh can now start gaining Mana immediately after he stops pulling his target
- Trolled: Fixed an issue where Trundle could become unkillable
- Extra Trolled: Fixed an issue where Trundle would sometimes not correctly lower his target’s Health when casting"
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