We kindly share with you official League of Legends Patch 11.3 Notes from Riot Games.
Lunar Beast Fiora, Lunar Beast Fiora Prestige Edition, Lunar Beast Annie, Lunar Beast Darius, Lunar Beast Alistar, Lunar Beast Jarvan IV, and Lunar Beast Aphelios will be available on February 4th, 2021. Withered Rose Syndra, Withered Rose Talon, Crystal Rose Swain, and Crystal Rose Zyra will be available on February 11th, 2021.
Q detonation damage decreased. R cooldown increased later.
Since her refresh in patch 10.25, Anivia’s been leaving her enemies in the cold with high spell consistency and damage.
DETONATION DAMAGE 70/105/140/175/210 (+50% AP) ⇒ 60/95/130/165/200 (+45% AP)
COOLDOWN 4/2.5/1 seconds ⇒ 4/3/2 seconds
E base damage decreased later.
With the last round of tank item buffs, Cho’s been feasting in top lane.
BASE DAMAGE 22/37/52/67/82 ⇒ 22/34/46/58/70
Q base damage decreased later. W active attack speed decreased later.
Elise has crept to the top of the jungle echelons despite some previous nerfs (see 11.2). We’re squashing her down a bit to even out the playing field.
BASE DAMAGE 40/75/110/145/180 ⇒ 40/70/100/130/160
ACTIVE ATTACK SPEED 60/80/100/120/140% ⇒ 60/70/80/90/100%
Q damage ratio increased.
Ezreal hasn’t been faring so well with the new item system. To give him more of a (mystic) shot, we’re buffing his Q ratio to better synergize with Muramana, while also giving him more value when building heavy AD items like Hydra.
DAMAGE RATIO 120% AD ⇒ 130% AD
Base health growth decreased. E shield decreased later.
While it’s great to see Ivern wunder-ing around outside of his usual home, he’s still too effective meandering around the jungle. We can’t beat around the bush any longer-we’re pulling back some of his safety and shielding power.
HEALTH GROWTH 95 ⇒ 85
SHIELD 80/115/150/185/220 ⇒ 80/110/140/170/200
Base health decreased. Q bonus range increased; Fishbones bonus attack speed penalty decreased. E cost increased; arm time decreased; max range cast adjusted.
The new item changes have not been kind to Jinx. We wanted to make some priority adjustments to the items in general first before tackling her, and now it’s finally time. Additionally, since she’s been primarily out of pro play for a while now, we’re shifting some of her kit’s power from raw stats to her abilities to create more room for skill expression.
HEALTH 610 ⇒ 550
BONUS RANGE 75/100/125/150/175 ⇒ 100/125/150/175/200FISHBONES BONUS ATTACK SPEED PENALTY -25% ⇒ -10%
COST 70 mana ⇒ 90 manaARM TIME 0.7 seconds ⇒ 0.5 secondsUPDATEDNO MORE FLAMING When casting Flame Chompers! farther than max range, it now casts to the max range instead of causing you to walk into range and then casting
Base mana regen increased. Q cost decreased.
Bringing good karma to support Karma.
MANA REGEN 11.5 ⇒ 13
E cooldown decreased.
Morde isn’t grasping the new season well, so we’re giving him more grasp. We’re hoping this along with other system changes (Riftmaker giving more health, AD bruiser items getting nerfed) will help him navigate this strange new world.
COOLDOWN 24/21/18/15/12 seconds ⇒ 22/19/16/13/10 seconds
Base health decreased. Passive bonus attack speed decreased; now displays amount of attack speed on passive icon.
Olaf is dominating in the jungle. We’re nerfing his clear speed and dueling slightly so he’s a bit more dependent on finding successful ganks.
HEALTH 597 ⇒ 575
BONUS ATTACK SPEED 0-100% ⇒ 0-75%NEWLEAVE NOTHING BEHIND The amount of attack speed being granted is now displayed on Olaf’s passive icon
Q now has decreased damage against both minions and monsters; cooldown increased early.
Balancing out Pantheon’s power both in mid and the jungle.
REDUCED DAMAGE AGAINST Minions ⇒ Minions and monstersCOOLDOWN 10/9.5/9/8.5/8 seconds ⇒ 13/11.75/10.5/9.25/8 seconds
E cooldown flattened.
Rammus rolled comfortably into preseason and has gained more momentum with the cheaper tank Mythic items. We’re reducing some of his taunt power now that his engages have become more consistent.
COOLDOWN 12/11.5/11/10.5/10 seconds ⇒ 12 seconds
W1 and W2 damage ratio increased. E damage ratio increased; unbind cooldown decreased; cooldown bug fixed; long distance pathing bug fixed. R damage ratio increased.
So far so good for Rell, so no meaningful balance adjustments here. These changes are light usability work and bugfixes, sprinkled with a bit of love for the very-much-not-a-thing AP Rell builds.
DAMAGE RATIO 40% AP ⇒ 60% AP
DAMAGE RATIO 30% AP ⇒ 40% AP
UNBIND COOLDOWN 3 seconds ⇒ 1 secondCOOLDOWN BUGFIX Fixed a bug where Rell’s E – Attract and Repel cooldown was scaling non-linearlyCAST (FAR)AWAY When cast from very long ranges, Rell should now properly path towards the target until in range to cast her E
E cooldown decreased.
The new season put Riven in a weak spot, and with high cooldowns on her E, she’s lost her mojo. Since both of her hardbound items (Goredrinker/Ravenous Hydra) are getting substantial nerfs this patch, we’re looking to reforge her spirit.
COOLDOWN 12/11/10/9/8 seconds ⇒ 10/9/8/7/6 seconds
Passive base note damage decreased. W shield decreased.
Seraphine is often front and center, and with her strong stage presence in mid lane (and other roles), she’s in need of some tuning down.
BASE NOTE DAMAGE 5-20 (levels 1-18) ⇒ 4-16 (levels 1-18)
SHIELD 60-120 (levels 1-18) ⇒ 50-100 (levels 1-18)
Q empowered basic attack damage and second strike bonus damage increased. W bonus movement speed increased.
While AD Shyvana has been tearing up the Rift with both fighter and tank builds, AP Shyv has been dragging (dragon?) behind in the new season. We want to buff AP Shyvana in ways that aren’t centered around her just spamming fireballs. These changes should help her clear speed, which is weaker with the new items.
EMPOWERED BASIC ATTACK (FIRST STRIKE) DAMAGE 100% AD ⇒ 100% AD + 25% APSECOND STRIKE BONUS DAMAGE 20/35/50/65/80% AD ⇒ 20/35/50/65/80% AD + 15% AP
BONUS MOVEMENT SPEED 30/35/40/45/50% ⇒ 30/35/40/45/50% + (8%/100 AP) (still decays linearly)
Q damage ratio increased.
Singed has been struggling since preseason, and even more so after the recent Imperial Mandate changes. We’re adding some power back to his signature spell. Remember, always chase Singed.
Q cost flattened. W damage increased.
We’re unshackling Sylas while also evening out his skill ranks.
COST 50/55/60/65/70 mana ⇒ 55 mana
DAMAGE 65/100/135/170/205 (+85% AP) ⇒ 70/105/140/175/210 (+90% AP)
Passive bonus movement speed increased. Q subsequent stone damage against monsters decreased.
Taliyah’s jungle surfing in Elite levels of play has been seismic. We’re reverting some previous changes (11.1 and partially 10.25), while narrowing in on some specific jungle clear nerfs.
BONUS MOVEMENT SPEED 12-40% (levels 1-18) ⇒ 20-45% (levels 1-18)
SUBSEQUENT STONE DAMAGE AGAINST MONSTERS 100% ⇒ 80%
R total base active aura damage decreased later.
Udyr is another dominant jungler at the moment, especially with a Phoenix max. His items are already getting hit, so this nerf is aimed to be lighter than what he would normally merit.
TOTAL BASE ACTIVE AURA DAMAGE 50/100/150/200/250/300 ⇒ 50/95/140/185/230/275
R cooldown now flat.
Now that we’ve taken a couple stabs at balancing out preseason item changes, Vladimir has been left a little worse for wear. Instead of focusing buffs on his damage or healing, we’re taking a different route and opening up access to his ult.
COOLDOWN 150/135/120 seconds ⇒ 120 seconds
We’re doing a pass on mage items to create more balance amongst their purchase rates and to stop any one item from overshadowing the others (Lich Bane, Zhonya’s Hourglass, Seeker’s Armguard). We’re also broadening Horizon Focus by lowering its activation range so that more mages can take advantage of its specialty. Lastly, we’re unifying the stacking passives between Verdant Barrier and Seeker’s Armguard for consistency.
ABILITY POWER 80 ⇒ 70
ABILITY POWER 100 ⇒ 115HYPERSHOT RANGE 750 ⇒ 700
UPDATEDADAPTIVE PASSIVE Every 60 seconds gain 3 bonus magic resistance, stacking up to 5 times. Taking magic damage reduces the time it takes to gain magic resistance ⇒ Grants 0.5 magic resistance per each unit killed (maximum 15)COMBINE COST 315 gold ⇒ 115 gold
ABILITY POWER 65 ⇒ 80COMBINE COST 400 gold ⇒ 700 gold
COMBINE COST 165 gold ⇒ 265 goldTOTAL COST 900 gold ⇒ 1000 gold
TOTAL COST 2500 gold ⇒ 2600 gold
Zooming in on enchanter items, it’s clear that Flowing Water is largely overperforming compared to other second item choices. On the other hand, Chemtech Putrifier is fulfilling its niche role quite well (healing reduction), but it’s not purchased as often or as powerful as the other Grievous Wounds items. We’re making some changes to ensure that enchanters feel they have access to a viable Grievous Wounds option as well as the other classes.
ABILITY POWER 60 ⇒ 50
ABILITY HASTE 15 ⇒ 20UPDATEDPUFFCAP TOXIN PASSIVE Inflicts immobilized enemy champions with 60% Grievous Wounds for 3 seconds ⇒ Healing or shielding an allied champion now empowers the ally’s next damage to an enemy champion with 60% Grievous Wounds for 3 seconds
Silvermere Dawn isn’t as efficient for an item we think is an important piece in the fighter ecosystem, so we’re upping its power. Additionally, Ironspike Whip has been helping certain champions invalidate minion waves, so we’re removing the empowered damage to minions to better highlight those champions’ strengths and weaknesses.
ATTACK DAMAGE 35 ⇒ 40HEALTH 200 ⇒ 300
REMOVEDCRESCENT EMPOWERED DAMAGE Ironspike no longer deals more damage to low health minions and monsters
We’re noticing that Phantom Dancer is rarely built as a second item, and almost never as a third. Not many champions need that much attack speed, so we’re reshaping what the items give to marksman champions. We’re also adding more oomph to Immortal Shieldbow since it’s only purchased by hard-bound short ranged users that benefit from lifesteal, and even then, it loses out often to Galeforce which does the same in most situations.
BUILD PATH Dagger + Dagger + Zeal + 950 gold ⇒ Zeal + Long Sword + Long Sword + 850 goldATTACK DAMAGE 0 ⇒ 20ATTACK SPEED 45% ⇒ 25%STACKS FOR BONUS ATTACK SPEED 5 ⇒ 4BONUS ATTACK SPEED 40% ⇒ 30%
ATTACK DAMAGE 50 ⇒ 55ATTACK SPEED 15% ⇒ 20%
ARMOR PENETRATION 25% ⇒ 35%
When building sustain, players should be feeling the effects of a real trade-off, usually in the form of damage. However, certain items with omnivamp (particularly Goredrinker and Ravenous Hydra) are feeling particularly overpowered due to less of a trade-off in damage. We’re going through and making adjustments to those items, hitting their early game power specifically.
THIRSTING SLASH HEAL 25% AD + 12% missing health ⇒ 25% AD + 8% missing Health
OMNIVAMP 10% ⇒ 5%HEALTH 150 ⇒ 250
OMNIVAMP 15% ⇒ 8%HEALTH 150 ⇒ 300MYTHIC PASSIVE 5% magic penetration ⇒ 8 AP + 2% omnivamp
EVER RISING MOON SHIELD 150/75 ⇒ 180/90OMNIVAMP 10% ⇒ 8%
OMNIVAMP 15% ⇒ 10%
LIFELINE SHIELD 200 ⇒ 100LIFELINE SHIELD DURATION 5 seconds ⇒ 4 seconds
We’re addressing some tank item outliers and opening Frozen Heart as a cheaper mana and ability haste item for tank supports, top laners, and junglers alike.
ABSORB BONUS MOVEMENT SPEED 6 (maximum 30) ⇒ 8 (maximum 40)
HEALTH 475 ⇒ 400
TOTAL COST 2700 gold ⇒ 2500 goldCOMBINE COST 800 gold ⇒ 600 goldARMOR 80 ⇒ 70
Sign-ups and team formation for the first Clash of Season 2021 will begin during 11.3 on Monday, February 15th! The tournament will officially start in patch 11.4. Check out the Clash tab in the client for specific tournament start times and details.
ARURF is back in time for the Lunar festivities. Since this is the first URF since the item changes, we’re changing a few things to better fit with the new system. The intent is to allow players to build the items they want to without worrying about missing out on any value. Now, even though your starting cooldowns will be ever so slightly higher than last time URF was on, you can now build ability haste and mana items without the worry of missing out on stats… and can potentially get your cooldowns even lower than you ever could before.
You can also check upcoming skins here: League of Legends Lunar Skins 2021.
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