Oh, hello. Fancy seeing you here in these parts!
Things have been cooking away for a while, and we’re finally able to serve you a whole feast in 11.13. This is largely a systems-based patch, where most of our work went into reducing mobility. In short, we’re pulling back on places where mobility has crept up, including a few items that have gone beyond the limits of where they should be. We're also looking to enhance the split push strategy and improve its gameplay to add variety and excitement to the overall end game.
Speaking of eating, this patch also has a mini-reworked Tahm Kench! He’s got a fresh kit, VFX, and licks. So gobble away, friends. We’ll see ya in the next one.
Take this portal to the TFT patch notes where we’re PROJECTed to deliver TFT champion reworks, balance changes, and more!
Passive bonus damage and lethality increased.
Our 11.12 buffs to Aphelios steered him in the right direction, but cost him more power in Elite play than we’d hoped, leaving him weaker overall. This means he could use another push forward, so we’re adding some oomph to benefit all players across skill levels by boosting his less popular rankups.
W VFX now revealed when in terrain.
We’re addressing a unique, frustrating case where Kayn's VFX is hidden while in terrain. Hiding VFX while out of vision is standard for many abilities, but since it's impossible for players to gain vision within terrain, it's fair to give players the opportunity to react to Kayn's spells. He’s also uniquely able to exist within terrain for an extended period of time, which is why we’re implementing this rule on him specifically.
E base damage decreased later.
Lee Sin has been dominating mid and top lane in all levels of play, especially at the highest tiers. We’re tempering down the max power of one of his more reliable in-lane abilities so that we’re not blindsiding him in the jungle.
Base health growth increased. Mana and mana growth rounded up.
For an unstoppable Viking of destruction, Olaf has been pretty stalled in recent patches. We’re giving him more durability throughout the game and rounding up some numbers!
E base shield strength reduced.
Riven’s a champion who can block, dock, and knock up enemies at will, leaving enemies both wounded in their health bars and egos. This means she is especially strong in Skilled and Elite play, where on-demand shields are more readily used and capitalized on. By lowering some of her ability to mitigate damage, she’ll need to be more careful before dashing into her next battle.
W cooldown increased early and now scales; bonus movement speed decreased.
Despite his constant visits to the patch notes this season, Rumble’s still hot on his enemies’ tracks in both the mid lane and jungle. We’re cooling down his early clear speed and slowing down his roaming and ganking power.
Devour and R swapped and reworked. Passive bonus damage decreased. Q now heals, applies his passive, and scales with his size. E shield duration increased; healing over time increased but takes longer to come into effect. And new VFX all around!
The Kench is shinier and slimier than ever with a pretty big update this patch! Historically, our favorite catfish has been limited by his power because his kit is so strong in professional play, forcing him to remain weak for the vast majority of players. To resolve this, we’re making a few major adjustments, so buckle up.
First, we’re moving power from Devour—which is heavily used in coordinated play to completely negate allies’ weaknesses and enemies’ actions—into other abilities that reward him for proactive play. Previously, Tahm’s main contributions revolved around standing by to unconditionally save an ally with Devour. With this rework, he will need to take greater risks with his new Abyssal Dive and capitalize on licks and cool tricks (tongue healing, anyone?).
Second, we’re making Devour easier to use with allies. They will now see a clear indicator when Devour is available so they know when to run to him for safety.
Third, we’re adjusting Abyssal Voyage from being entirely about coordinating with an ally for a cross-map play (a strength heavily restricted to Pro play environments) into being an ability that works on its own.
Last but not least, he’s getting new VFX so that the Kench can get a
lickleg up on his competition, in style.
Q healing from minions decreased. E base bonus movement speed, missile speed and zone length increased.
With his ability to reliably replenish his health from waves, Viego’s been sitting a bit too comfortably in the mid lane. We’re shifting some power out of this sustain into a place all his roles can appreciate.
Q base damage per feather-blade and maximum total damage increased.
Xayah has been feeling weak in all levels of play, so we’re fluffing her feathers by giving a good-sized buff to her Q, which tends to be maxed later in the game. Our intention is to buff her in a way that benefits all Xayahs, regardless of which ability you choose to max first, while also helping those who decide to max Q first stay more competitive.
Are you a tank? Is there an annoying enemy on the other team? Boy, do we have an item for you! With Anathema’s Chains, you can select one unlucky foe to be easier prey. Vengeance can be yours, today!
On a more serious note, this item gives tanks a unique defensive advantage when sparring against a single target, while also providing offensive CC. This should be especially useful when you’re in a game where you keep encountering the same enemy (or someone you just don’t like).
Many fighters struggle to convert leads into wins right now, especially through split pushing. Hullbreaker's goal is to give them a strategic purchase where they can opt into a heavy and powerful split pushing strategy at the cost of being isolated from their team. This item should allow for the split pusher to take down towers and whoever comes to stop them. It also gives them a way to push through tanks and towers, similar to how the old Banner of Command worked, except now they have to stick with the minion to continue barreling down the lane.
As mentioned back in May, we're doing an overall pass at movement speed within items and runes. We've adjusted items that have either passively crept up in movement speed (Lich Bane and Trinity Force) or have effects that weaken player expectations of what’s considered a safe range or escape route (Shurelya's and Nimbus Cloak). Most of these changes are expected to be power neutral, but we also threw in tweaks based on whether the item was over- or underperforming.
A special note for Stridebreaker… While Stridebreaker's active is an exciting output for many fighters, it heavily weakened the Juggernaut class's primary weakness: mobility. Juggernauts excel once they begin combat on their terms, so an item that allows a Juggernaut to close gaps makes it inherently very powerful, not to mention its damage and ability to be reused. To address this, we’re altering its active to better suit Juggernauts’ needs and boosting it’s stats to amp up their strengths, rather than covering up their weaknesses.
While there are a few strong mages, the class as a whole is weaker than in previous seasons. To remedy this, we’re putting some of their Mythics on the clearance rack to help them reach their first power spike earlier. This won’t solve all their problems, but should be an appreciable boost up. We’ll be keeping a close eye on where these changes land to see if they’re too much, not enough, or just right.
Our patch 11.8 adjustments to Moonstone Renewer and Shurelya's Reverie were successful in opening up Mythic item options for Enchanters, but left Moonstone on the weaker side in comparison to Shurelya’s. We're repeating its buff from 11.11 on a smaller scale to nudge Moonstone up to par with Shurelya's, which is also receiving a movement speed nerf this patch.
Divine Sunderer's been overperforming on a number of ranged champs (not just Ezreal, but definitely Ezreal). Before its 11.11 buffs, it was already very strong for these folks, but was an unpopular purchase. Now that it’s on the radar, we’re pulling back on its power pre-11.11 and a little more.
As part of the mobility changes above, we’re pulling back on Nimbus Cloak’s bonus movement speed as the game progresses.
Ghost Poro is very, very rarely taken in the Domination Tree's Tracking slot. We’re buffing up this poro to better reward playing the vision game.
In recent seasons, top and bot inner towers haven't been a strategic objective due to their lack of value (literally) in comparison to other objectives on the map. To tackle this, we’re making these turret takedowns more rewarding, so that players are encouraged to look for leads in the side lanes and split pushing remains a viable, exciting strategy across all levels of play. This advantage should also help the split pusher feel like they have more agency to snowball into a big ol’ threat that can’t be ignored.
Challenging and Chilling Smite give junglers early access to true damage against minions, which is especially punishing to early ranks of ultimate-summoned pets like Tibbers, H-28Q Apex Turret, Daisy, and the Maiden of the Mist. We're adding a damage modifier to Challenging and Chilling Smite so that smiting pets can still remain as a strategic choice for junglers throughout the game, but they aren’t able to completely obliterate low-rank ultimate pets as soon as Smite upgrades.
And a reminder: minions includes pets, but doesn’t include monsters—so monster damage numbers remain unchanged here.