Nerfs: Camille, Kai’Sa, Renekton, Samira, Skarner
Buffs: Amumu, Braum, Caitlyn, Fiora, Jinx, Katarina, Urgot, Lee Sin, Soraka, Talon, Tryndamere, Varus, Veigar
Base health increased. E base damage increased later.
Amumu’s always sad, but he’s particularly despondent in Skilled levels of play. We’re giving him more Tantrum damage to make him more mad than sad.
HEALTH 613 ⇒ 615
E – Tantrum
BASE DAMAGE 75/95/115/135/155 ⇒ 75/100/125/150/175
R cooldown decreased.
The pal of the poros is getting more chances to activate his high-agency, high-impact ultimate to help turn the tides of a teamfight.
R – Glacial Fissure
COOLDOWN 140/120/100 seconds ⇒ 120/100/80 seconds
Base damage growth and attack speed growth increased.
Caitlyn loves a good chase, but she’s too far behind to be a reasonable counter to shorter-range marksman champions like Kai’Sa and Samira, who are currently running the meta. Reverting some previous nerfs (patch 11.2 and 10.19) to set her back on the trail.
DAMAGE GROWTH 3.3 ⇒ 3.8
ATTACK SPEED GROWTH 3.5% ⇒ 4%
W cooldown increased.
Camille’s been sweeping out her enemies top lane in Elite and Pro play, so we’re reducing some of her safety and durability in lane.
W – Tactical Sweep
COOLDOWN 15/13.5/12/10.5/9 seconds ⇒ 17/15.5/14/12.5/11 seconds
Passive mark damage increased.
The new itemization and changes to fighter items (patch 11.3) left Fiora in a weaker state, so we’re sharpening her blade.
Passive – Duelist’s Dance
MARK DAMAGE 2.5% (+4.5% per 100 AD) ⇒ 3% (+5.5% per 100 AD)
Base health increased.
Jinx is back! Her win rate seemed to go down in higher levels of play, suggesting that the 11.3 base health nerf was skewed too high.
HEALTH 550 ⇒ 610
Q base damage per missile, maximum single-target damage, and maximum evolved single-target damage decreased.
No one adapts to new items like Kai’Sa, and this season proved no exception. We’re reducing some of her damage to lower burstiness and make her less daunting in quick trades early on.
Q – Icathian Rain
BASE DAMAGE PER MISSILE 45/61.25/77.5/93.75/110 ⇒ 40/55/70/85/100
MAX SINGLE-TARGET BASE DAMAGE 101.25/137.8125/174.375/210.9375/247.5 ⇒ 90/123.75/157.5/191.25/225
MAX EVOLVED SINGLE-TARGET BASE DAMAGE 168.75/229.6875/290.625/351.5625/412.5 ⇒ 150/206.25/262.5/318.75/375
R on-hit damage ratio now scales; damage per knife increased.
After our 11.2 adjustments to make Kraken Slayer work with on-hit damage modifiers, champs like Katarina and Urgot are in need of some tuning. We’ve noticed that players really enjoy playing on-hit builds with these champions, and even if they’re not on-meta, we believe they should be viable. Prior to the Kraken changes, a significant number of Katarina’s and Urgot’s builds were on-hit, but they also had significantly lower win rates in comparison to their traditional build. These changes should bring those builds up to roughly where they were before.
R – Death Lotus
ON-HIT DAMAGE RATIO 25% ⇒ 25/30/35%
DAMAGE PER KNIFE 15% bonus AD (+9.9% per 100% total AS) ⇒ 16% bonus AD (+12.8% per 100% total AS)
newTOOLTIP CLARIFICATION Death Lotus’ tooltip now specifies it applies on-attack effects, in addition to on-hit effects.
W on-hit damage effectiveness increased.
Similar to Katarina, we’re bumping up Urgot’s on-hit builds to feel less bad with Kraken.
W – Purge
ON-HIT DAMAGE RATIO 50% ⇒ 75%
Q cooldown decreased.
Lee’s also been struggling with the new items, and could use some buffs to push him towards his visions of zooming around the map.
Q – Sonic Wave
COOLDOWN 11/10/9/8/7 seconds ⇒ 10/9/8/7/6 seconds
Q non-champion base healing decreased later; enhanced non-champion base healing decreased later.
Renekton is a strong croc who can propel through lanes with high sustain, so we’re paring some of that down.
Q – Cull the Meek
NON-CHAMPION BASE HEALING 3/4.5/6/7.5/9 ⇒ 3/4/5/6/7
ENHANCED NON-CHAMPION BASE HEALING 9/13.5/18/22.5/27 ⇒ 9/12/15/18/21
Passive bonus damage ratio decreased early and now scales. Q damage ratio decreased early and now scales. W duration decreased. E targeting adjusted; dash speed decreased.
As it stands, our desert rose has consistently been warming the ban bench. Even when technically close to balanced, we believe she has several frustrating attributes that contribute to her high ban rate. We’re tackling this problem by giving her some balance tweaks so that both Samira players and her opponents feel more comfortable having her back in the ring.
To do this, we’re reducing the power of her defensive tools and giving opponents more opportunities to play against her in lane. We’re also reducing her all-in potential early game. In exchange, we’re improving her kill potential mid to late game, so that when she does go in, she slays.
Passive – Daredevil Impulse
BONUS DAMAGE RATIO 7.5% AD ⇒ 3.5%-10.5% AD (levels 1-18)
Q – Flair
DAMAGE RATIO 100% AD ⇒ 80/87.5/95/102.5/110% AD
W – Blade Whirl
DURATION 1 second ⇒ 0.75 seconds
E – Wild Rush
removedALLY TARGETING Samira no longer dashes through allies
newEYE ON THE TOWER Samira can now dash through enemy towers, but will target champions over towers
DASH SPEED 2050 ⇒ 1600
R – Inferno Trigger
COOLDOWN 3 seconds ⇒ 8 seconds
Base health and health growth decreased.
The last of his kind is the top of the jungle. Pulling back a bit of defensive power so Skarner can rest his weary claws.
HEALTH 601 ⇒ 580
HEALTH GROWTH 90 ⇒ 85
Q movement speed increased. W base heal increased.
Another sight for sore eyes, even with our last set of buffs in 11.2. We lend our aid to Soraka.
Q – Starcall
MOVEMENT SPEED BONUS 15/17.5/20/22.5/25% ⇒ 20/22.5/25/27.5/30%
W – Astral Infusion
BASE HEAL 90/125/160/195/230 ⇒ 100/135/170/205/240
W cooldown now scales; bonus damage ratio increased.
Talon has been struggling to get his blades on people, so we’re letting him have some more access to his tools at range.
W – Rake
COOLDOWN 9 seconds ⇒ 9/8.5/8/7.5/7 seconds
BONUS DAMAGE RATIO 40% AD ⇒ 55% AD
Base damage increased.
Tryndamere’s been weak in lane, so we’re bringing our furious fellow’s base AD up to help him out.
DAMAGE 69 ⇒ 72
W empowered bonus damage based on Q channel time increased.
We’re giving more incentive for Varus to fully charge his Q in combat. Extra juicy for lethality and crit builds.
W – Blighted Quiver
EMPOWERED Q BONUS DAMAGE Increased by 0-50% (based on channel time) ⇒ Increased by 0-80% (based on channel time)
MAX MISSING HEALTH DAMAGE 9/12/15/18/21% (levels 1/4/7/10/13) ⇒ 10.8/14.4/18/21.6/25.2% (levels 1/4/7/10/13)
Q cost decreased. R cooldown decreased later.
Veigar has fallen a little short of other mid laners in 2021. Giving him a boost so he can stand face-to-face with the competition.
Q – Baleful Strike
COST 40/45/50/55/60 ⇒ 30/35/40/45/50
R – Primordial Burst
COOLDOWN 120/100/80 seconds ⇒ 120/90/60 seconds
Guinsoo’s has fallen behind crit itemization for a bunch of champions who historically had more choice here. Giving it a slight bump so it can be a more meaningful consideration.
ATTACK SPEED 40% ⇒ 45%
Moonstone is crowding out choice and generally overperforming, especially when purchased very early and starts snowballing. We’re reducing some of its early healing power.
STARLIT GRACE ALLY HEAL 70-100 (based on ally’s level) ⇒ 50-100 (based on ally’s level)
Grievous Wounds Items
While Grievous Wounds are meant to be a reactive purchase, they are performing below expectations. Buffing their stats a bit so that the tradeoff between other Legendary items is less sharp.
ABILITY POWER 70 ⇒ 80
ATTACK DAMAGE 20 ⇒ 25
HEALTH 150 ⇒ 250
We’re changing a couple of the under-purchased mage items so they have more opportunities to shine. Cosmic Drive’s passive is now more accessible, while Everfrost now has a new build path and a few small buffs.
removedSPELLDANCE MOVEMENT SPEED Cosmic Drive no longer grants bonus movement speed when dealing ability damage
newPUT IT IN COSMIC DRIVE If you have at least 160 ability power, gain 20 ability haste and 10-30 movement speed (based on level)
ABILITY HASTE 30 ⇒ 20
BUILD PATH Lost Chapter + Blasting Wand + 1250 gold ⇒ Lost Chapter + Blasting Wand + Kindlegem + 450 gold
HEALTH 200 ⇒ 250
GLACIATE DAMAGE 100 (+30% AP) ⇒ 125 (+25% AP)
GLACIATE CAST TIME 0.25 seconds ⇒ 0.15 seconds
Eternal Winter (Ornn Upgrade)
HEALTH 300 ⇒ 350
GLACIATE DAMAGE 100 (+30% AP) ⇒ 125 (+35% AP)
We’ve seen junglers have a bit more control over games, in large part due to their increased purchasing power early game turning into combat stats, which then accelerates their experience and gold growth. We’re pulling back on their experience and income a bit to compensate. As a result of these changes, we’re holding off on nerfing some borderline OP jungle champions until we see how these changes shake out.
EXPERIENCE 135/138.375/145.125/155.25/168.75/182.25 (levels 1/3/4/5/7/9) ⇒ 125/128.125/134.375/143.75/156.25/168.75 (levels 1/3/4/5/7/9)
GOLD 105 ⇒ 85
EXPERIENCE 37/37.925/39.775/42.55/46.25/49.95 (levels 1/3/4/5/7/9) ⇒ 27/27.675/29.025/31.05/33.75/36.45 (levels 1/3/4/5/7/9)
GOLD 42 ⇒ 32
EXPERIENCE 18/18.45/19.35/20.7/22.5/24.3 (levels 1/3/4/5/7/9) ⇒ 16/16.4/17.2/18.4/20/21.6 (levels 1/3/4/5/7/9)
EXPERIENCE 45/46.125/48.375/51.75/56.25/60.75 (levels 1/3/4/5/7/9) ⇒ 35/35.875/37.625/40.25/43.75/47.25 (levels 1/3/4/5/7/9)
GOLD 45 ⇒ 35
After seeing the incoming healing tech live for some time, we’ve come to a few conclusions: Incoming healing is very satisfying for the player using it and their allies, but it can hurt clarity around how much health enemies have in tense combat situations. We also found that when combined with shields and grey health, the stacked bars could be a bit confusing. We’re making a few changes this patch to address this, and we’re planning to roll out the tech to more systems in the future (i.e. health potions and Mundo’s ultimate).
- Incoming healing only displays for that player and their allies
- Incoming healing now has a special bar treatment to differentiate it from other health bar effects
More updates so you can wipe out the store and the competition.
- You can now drag the corner of the shop to scale the size up and down. Be careful, it’s ticklish!
- The Quickbuy Panel has gained some additional smarts around trinkets. It will now automatically swap the order of the trinkets depending on the one you have equipped to save you a bit of time.
- Bug fixes and performance improvements
Alongside the Clash 2021 Season VP track starting in 11.4, you will see the second iteration of our Build-a-Team feature in Clash. This version will allow players to find and request to join teams that are looking for more players to fill out their roster. This should help turn your roster of 3 or 4 players into a 5 person meme dream team to crush the Clash tournament with.
- LEAGUE CLIENT: The loyalty badge is no longer missing from Collections
- LEAGUE CLIENT: Fixed a memory leak that would happen with every mission’s celebration in the post-game, providing improved reliability
- Rell’s Passive – Break the Mold‘s armor shred VFX have been adjusted when affecting minions or small monsters
- Fixed a bug where Jinx’s Q – Switcheroo‘s rocket AS penalty was also affecting her base AS, not just her bonus AS
- Adjusted Sterak’s Gage’s AD to the appropriate amount
- Fixed a bug where Control Wards would be unavailable to purchase when a slot in the player’s inventory became empty after using consumables outside the Fountain
- Fixed a bug where Talon’s R – Shadow Assault would become visible to enemies when he kills any enemy with it while holding Duskblade of Draktharr
- Fixed a bug where Duskblade of Draktharr’s invisibility would be cancelled if the champion holding it earned a takedown while invisible
- Fixed a bug where a rooted or grounded champion would still be able to use Stridebreaker
- Fixed a bug where Galeforce’s Cloudburst would launch less projectiles than intended when the champion is teleported to Mordekaiser’s R – Realm of Death while channeling it