11.5, how time flies! Let’s spring into it.
First: the jungle, the mighty jungle. Champs like Master Yi and Sejuani have been in a bit of a jam, while others like Udyr and Rammus have been on full tilt, rampaging around the map. We’re giving the former more of a sting, and putting on the brakes for the latter.
Then: items! We're adding more rules to Guinsoo's Rageblade and providing clarification for its synergy with Senna. We're also helping Muramana out of its identity crisis with Essence Reaver by giving it more of a niche.
So sharpen your stingers, buzz onto the Rift, and make a beeline down mid. See ya next patch.
And for those of you with melissophobia (a fear of bees) you can take this portal TFT patch notes to check out the bee-free TFT scene!
We're disabling all Riot-created pro player accounts created after January 7th, 2021 to address unintended differences in LP gains/losses which resulted in an unfair advantage over non-pros in reaching the top of the ranked ladder. These accounts will decay out of the ladder over the next few weeks. Pro accounts created before Jan 7 are unaffected. Pros will be given replacement accounts with fixes made to the starting MMR. This update has already begun and may take a few days to complete.
W Sand Soldier damage decreased.
Balancing out Azir’s steady power curve throughout the duration of a game by pecking down his early lane control.
Q cost now flat.
Pushing back the beefed-up top lane Gragas by increasing the ticket price on his barrels.
Base damage growth increased.
Jacked up Jax packs the max attacks with Trinity! (Try to say that three times fast.)
Q cooldown decreased.
Despite buffs in patch 11.3, support Karma is still in low spirits. We took a look at some of the more recent changes to her and are reigniting her fire by partially reverting the nerfs from 10.16.
W bonus damage increased later.
Once upon a time, when tanks and fighters only built armor Legendaries like Sunfire Cape and Randuin’s Omen, Kog’Maw was much more able to dissolve defenses and have lower cooldowns. To give him more of a payoff, we’re amping up the zip in his spit so that when the ability is up, he can charge! bugle noises
E base damage increased.
With the last set of nerfs in patch 11.1 and jungle changes, Master Yi had found himself in a tough spot. Putting the alpha in his strike to help all his builds and playstyles, especially those more reliant on attack speed.
Passive grey health storage decreased; now adds lethality and increases when enemies are nearby.
Tamping down mid Pyke's sustain in order to bring support Pyke up from the undertow.
W bonus damage increased. R damage increased later.
Qiyana’s power tends to rely on early roams. This has shaped her to be the Elite pick of choice, where players have been able to use her roaming prowess to their full advantage without running into the coordinated safety usually seen in higher-tier games. To bring her more opportunities for royal success, we’re giving her more baseline scaling and encouraging an earlier W max. You know, for crushing.
Base health growth decreased.
Rammus has been more armor than arma(dillo), particularly in Average levels of play. Rolling down some of his durability so he has to be more careful before barrelling into fights.
Base armor decreased. W1 and W2 cooldown increased.
Rell is dominating the pro scene, so we’re giving her opponents a fighting chance by making her more vulnerable to harass.
Base damage growth increased. Q damage ratio increased later.
Samira is struggling to keep up after her nerfs last patch, so we’re upping this thrillseeker’s scaling so that she can continue to slay when late game rolls around.
W second hit damage ratio increased.
Sejuani has been bristling in the new jungle. We’re giving her and her boar an extra juicy treat for hitting both parts of her W.
Passive subsequent note damage decay removed; Note damage from allies reduced. R cooldown increased.
Seraphine’s still all over our radars and radios, so we’re softening the blow from the Notes coming from allies, while turning up the power on her own Notes. This way, she can continue to be impactful on her own without over-amplifying through the strength of her fans.
W base damage and single target base damage decreased; now deals increased damage to monsters.
Shaco has been spooking the bejeezus out of bot lane but he’s been clowning around in the jungle, so we’re adjusting accordingly.
Q cooldown decreased.
We’re helping the troll king sink his teeth into the new season with a little extra bite in top and jungle.
Passive damage ratio per stack decreased. R bonus damage increased; duration increased.
AP rat is strong, AD rat feels wrong. Recalibrating.
Base health growth decreased. R aura total damage decreased.
With the help of new items like Turbo Chemtank, Udyr has been zooming around the jungle with nary a care with some of the fastest movement speeds we've ever seen, letting him nyoom in and out of fights. We’re dialing back his clear speeds (revert of a 10.21 buff) and making him squishier.
Fixed several bugs related to Mejai’s and Possession. Passive turret dodging removed.
After tinkering with Viego for a while, we’ve pulled together a few significant bugfixes that should add up to a slight nerf.
Muramana heavily overlaps with Essence Reaver, both in stats and use cases. To better differentiate between the two, we’re changing Muramana’s proc to focus more on empowering abilities, whereas Essence Reaver empowers auto attacks through abilities.
Stridebreaker's dash didn’t feel as powerful as its slash, so we’re balancing both while aiming for a power-neutral change.
Certain champions, like Senna, benefit too much from Guinsoo’s Rageblade when you consider the fact that its crit strike chance can scale over 100% and it ignores crit damage modifiers. We’re adding some rules to it to circumvent these edge cases, allow for more item diversity with those champions, and help us better tune the item to be usable for more of the roster.
Speaking of Senna, now, her passive can no longer give her above 100% crit strike chance, and any excess crit is converted into lifesteal at the same rate.
Serpent’s Fang is a powerful but underwhelming and confusing item, so we're making it more broadly usable. Imagine Grievous Wounds for shields, but with extra profits!
Dropping Maw's price to be a more attractive and affordable defensive option.
Adjusting Black Cleaver to be better suited for longer fights while packing it with more punch for its cost.
The shop continued to assimilate knowledge at an alarming rate and has reached a new level of awareness. (It keeps asking us to nerf Ornn.)