If you're still in the winter blues, don't you fret—we're cranking up the tunes to take you on an interstellar groove.
First, it's off to the Freljord, where we're getting cozy with a couple of chilly companions (Ashe, Braum, and Lissandra). Then we're heading down to Bandle City to turn down Tristana's Boomer-box and pass the mic to Teemo, because we could all use a taste of terror from time to time. We even made the dreary trek to the Shadow Isles to lift Yorick's spirits—who would've known he's a big fan of soul music?—and give him some love that's been long overdue. Our last pit stop was to bot lane, where we adjusted the knobs on three supports who have been overpowering their peers.
Throw in some item changes and you've got the gist of this patch! Shuffle on over to the Rift, and we'll see ya in the next one.
If space disco isn't your thing, take this portal to TFT patch notes to tune into the Festival of Beasts' lo-fi sci-fi beats!
Q base damage decreased later. E empowered basic attack bonus damage decreased.
Alistar has been thwacking his enemies (and his bell) in Pro and other levels of play. As one of the top three tank supports at the moment alongside Rell and Thresh, he's able to bring too much beef for his damage and threat potential. We're giving his damage a ding down to make his output more reasonable.
Q cost decreased. E cooldown decreased.
Since his explosive preseason debut, Amumu has slipped back to being a miserable mummy, especially in Skilled and Elite play. We're giving him more access to his spells to let him tear up, this time in happiness and in the jungle.
R cooldown decreased later.
In comparison to her fellow marksmen, Ashe has been feeling left out in the cold. We're lowering the cooldown on her ultimate to let our Warmother make aggressive plays more often.
E cooldown decreased. R maximum knock up duration increased later.
With other melee supports icing out our mustached man, Braum's heart needs a warm buff. We're giving Braum more opportunities to jump in to protect his friends (and poros).
E bonus movement speed decreased later.
Despite our adjustments in 11.6, Hecarim's still one hecking huge horse and it's clear we undershot the bar. This time, we're targeting a standout frustration: his ability to hoof it across the map, gallop into a gank, and steamroll his targets. To rein him in, we're lowering the cap on his upfront burst and gap-closing potential.
E base damage decreased later.
With Daisy's bugfix in 11.6 and its subsequent boost in damage, everything's been coming up roses for Ivern. We're cutting down his mid-game damage so that when he's able to snowball, his enemies aren't completely rolled over.
R cooldown increased early.
Kai'Sa's strength lies in striking when the iron's hot: dashing to isolated enemies to burst them down, then sidestepping just as quickly. Her ult adds another level of safety, especially early game, so we're targeting its uptime to give opponents a chance to catch her in lane.
Q bonus damage ratio increased. E cooldown decreased.
Kindred could use a helping paw, so we're giving this duo a love tap by giving their abilities a little more uptime and a little more oomph.
Q base damage increased.
Yet another Freljord friend who's been struggling amongst her peers—we're returning some power back to the Iceborn to help her knock her enemies down cold.
Q isolated enemy damage increased.
Despite our buffs to him in 11.3, Morde is still on the weaker side, namely in his upfront damage and sustain. Giving him more power to obliterate his foes.
E stun duration decreased.
Rell brings strong peel and lockdown power that sets up her team a bit too well. We're taking a swing at the duration of her highly reliable CC to keep her and her allies from constantly and consistently pulling off CC chains.
Passive bonus attack speed duration increased. E on-hit base damage increased.
Small shroom aficionado gets a sizable buff to remind us what true terror feels like.
W base shield decreased later.
Instead of space tunes, Thresh has been belting his sweet tones of misery across Pro and Elite levels of play. Players have been finding the most success around builds that max his lantern second, so we're cranking that down a notch.
Base attack damage decreased.
Tristana has rocket jumped to the top of Pro levels of play. We're taking a shot at her early game damage.
Base attack damage decreased.
Equipped with strong early clearing, dueling, and four eternal spirits, Udyr's been running the jungle. We're curbing the damage output across his builds to give peers the chance to start off on the right foot.
Base attack damage growth increased.
If you ordered another underperforming marksman in distress, you're in luck—we've got Varus. Giving him some much-needed power that should help him feel more like a full combo rather than a sad side of fries.
Base attack damage growth increased.
We left Yasuo feeling winded from our nerfs to Immortal Shieldbow in 11.6, so we're partially walking back our adjustment to help him catch his breath.
Marked enemy champions and large monsters now Awaken nearby graves. Mist Walkers now deal damage when they leap to enemies. E cast paradigm updated.
Yorick is usually able to crush his way through average play, but recently, he's fallen behind. In addition to his absence from higher-tier games, he has room for a buff to help him across levels of play, so we're taking a first pass by making his E more satisfying and effective. Coupled with some QoL adjustments, this should help our shepherd feel less wretched, while also evening out his performance in higher levels of play.
Essence Reaver is overperforming amongst peers in its class, and then some. Essence should still feel like an appropriate buy, but rushing it shouldn't be as efficient as it currently is.
Since the changes in 11.4, Everfrost has been ever-present on the Rift. It's cool that players have found interesting ways to utilize all three Mythics, but Everfrost's damage was a little too high for its lockdown power, so we're bringing that down.
Lord Dominik's Regard has quickly caught on as the go-to second purchase for marksfolk. We're adjusting it so it's no longer a catch-all item, but rather something to be picked up specifically for facing tanky terrors.
We've gotten over our grudge. Making Serylda's more accessible for assassins.
Trinity Force went a bit too heavy on attack speed, which cut it off from a larger audience. In turn, we're forcing a new hand of stats (and Mythic passive!) that should make it feel like a real contender for more users.
Turbo Chemtank quickly broke speed limits and our expectations, so we're shifting some power from its zoom to its sloom.
We've made updates to the Summoner's Rift Ranked LP formulas and general skill detection to provide smoother LP gains and losses across the board. These changes will help ensure players receive LP at a more predictable rate, and outlier gains or losses will be less frequent.