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Welcome to 8.11, part of our continuing series of role tweaks. 8.9 was mages, 8.10 saw changes to the jungle; this time around we're swinging into bot lane!
8.11 brings a bunch of changes to marksman items and runes, as well as base stat shifts across the roster. We're opening the door for non-crit builds to shine by adding or reworking new tools for spellslingers and lane bullies alike, and by reining in lane sustain to make early aggression a more effective path to victory. Many of these options should be pretty appealing to AD fighters and assassins as well, so make sure to check the changes out regardless of your lane preference.
We've also got some follow-up tuning to last patch's work on the jungle. We're seeing teams adjust to Rift Scuttler as a contestable objective in the early game, with laners becoming more willing to help their jungler secure the crab. We're slightly lengthening its respawn time so these river fights are a little less frequent, making the regular camps a little bit more rewarding to avoid pushing junglers back in experience across the board. A few of the stand-out scuttle slayers are also taking a few hits so other junglers can compete.
Of course, none of this matters if you're on Pyke's list. Don't let his support tag fool you—if you turn your back on the Bloodharbor Ripper, you'll find yourself sinking to the bottom of the sea. Or the ranked ladder. Same thing, really.
Mattias "Gentleman Gustaf" Lehman
Paul "Aether" Perscheid
8.13 is a longer patch than normal, so we're releasing a bunch of small balance changes to tide us over until 8.14 in a few weeks. Most of the changes are strict buffs to marksmen, but we're also knocking down two dominant picks in Nocturne and Taliyah.
Aatrox Base health increased. Q damage increased. E healing increased. E distance increased. E now resets attack timer. R cooldown decreased at early ranks.
Aatrox has released weaker than we'd like, so we're adding power into his baseline damage and durability and making some quality of life changes to his E.
For full-res splashes, grab the League Displays app!
Irelia Passive on-hit damage decreased. Passive attack speed increased. W damage decreased at lower stacks.
Irelia has fallen into a burstier pattern than intended, which doesn't leave opponents much time to react. We're pushing some of her damage into her base attacks, stacking her passive, and charging her W, so she unloads her full damage a bit more slowly.
Passive - Ionian Fervor
ON-HIT BASE DAMAGE (AT MAX STACKS) :
[10-66]
⇒
4-48
(at levels 1-18)
ON-HIT RATIO (AT MAX STACKS) :
[8-16% total]
⇒
16% bonus
attack damage
ATTACK SPEED (AT MAX STACKS) :
[20-40%]
⇒
30-50%
W - Defiant Dance
MINIMUM BASE DAMAGE :
[10/30/50/70/90]
⇒
10/25/40/55/70
MINIMUM DAMAGE RATIO (AD) :[0.6 ]⇒ 0.5 total attack damage
MAXIMUM BASE DAMAGE :
[20/60/100/140/180]
⇒
20/50/80/110/140
MAXIMUM DAMAGE RATIO (AD) :[1.2]⇒ 1.0 total attack damage
E - Flawless Duet
MARK DURATION :[6]⇒ 5 seconds
R - Vanguard's Edge
MARK DURATION :[6]⇒ 5 seconds
Kindred W now correctly scales with items. W no longer reduces monster attack speed. Kindred once again gains stacks of Hunter's Vigor from moving and attacking.
There once was a duo named Kindred Whose jungle strength Scuttle Crab hind'red Now Wolf's attacks scale Lamb's healthy and hale And their games are less often surrend'red
W - Wolf's Frenzy
ON THE HUNT Kindred gains stacks of Hunter's Vigor from moving and attacking. When charged, she will heal for up to 32-100 (at levels 1-18) based on her missing health %.
GUARD WOL Wolf's Frenzy no longer reduces monster attack speed by 50%
BUGFIX : Wolf's attack speed now appropriately scales with items
BUGFIX : Kindred no longer gets two Marks for assisting on epic monster kills
Lucian Attack damage growth decreased. R damage amplification to minions decreased.
Lucian is pretty much the premiere bot laner right now: Some of his core items got cheaper and most of his competition got weaker. Plus with Essence Reaver, his late game is stronger, making him one of the best marksmen both in lane and in late game. We're choosing to prioritize keeping that lane strength.
Base stats
ATTACK DAMAGE GROWTH :[3.11]⇒ 2.75
R - The Culling
DAMAGE AMPLIFICATION TO MINIONS :[400%]⇒ 200%
Pyke Health growth decreased. Armor and magic resist growth increased. E and R base damage decreased at later ranks. E and R damage ratio increased.
Pyke has seen a lot of success opting into tank builds and mixed success with more damage builds. We're looking to encourage his more aggressive, less safe build paths by rewarding him more for building damage.
Initially, we'd conceived of Domination as the “stronger keystone with weaker stats” tree and Sorcery as the “stronger stats with weaker keystone” tree. As the power of their keystones has converged, we're removing that stat distinction.
WITH PRECISION :[13 ap/7.8 ad]⇒ 14 ap/8.4 ad
WITH SORCERY :[18 ap/10.8 ad]⇒ 20 ap/12 ad
WITH RESOLVE :[9 ap/5.5 ad]⇒ 10 ap/6 ad
WITH INSPIRATION :[18 ap/10.8 ad]⇒ 20 ap/12 ad
Hail of Blades Out of combat cooldown decreased. Maximum time between attacks increased.
Hail of Blades isn't a top keystone for any champion right now. We're lowering its cooldown to up its potency on champions who prefer staggered, short trades.
OUT OF COMBAT COOLDOWN :[5]⇒ 4 seconds
MAXIMUM TIME BETWEEN ATTACKS :[1.5]⇒ 2 seconds
Unsealed Spellbook Unique summoner spell cap decreased. Cooldown reduction per summoner spell increased. Overall available cooldown reduction at max summs unchanged.
Unsealed Spellbook is on the weak side since its rework. We're letting players reach max cooldown reduction more quickly (and without having to cycle through as many spells).
UNIQUE SUMMONER CAP :[8]⇒ 6
COOLDOWN REDUCTION PER SUMMONER SPELL :[15]⇒ 20 seconds
Early Game Snowball[]
We've been making changes to the game all season to encourage early action, and we're happy with the increased interaction it's driven. Now that players are more likely to fight, it's gotten far more likely that the game snowballs out of control too early. As a result, we're looking to dial back on how easy it is to get rolling in the first place.
Specifically, we think that the laning phase should determine the tempo of the rest of the game (whether one team is on their back foot or pushing to take more advantages), but rarely should the laning phase determine the result of the game.
This patch, we're looking to make it a bit harder to build a large lead in the laning phase, especially early on.
Death Timers Death timers decreased at early ranks.
The first place we're starting with is death timers. Getting a kill is one of the high moments of the laning phase. You've asserted your dominance in lane, picked up some gold, and earned a moment to take a breather or pressure elsewhere on the map.
However, it's got one more effect that’s probably a bit too strong: It takes the victim off the map. While you're dead, you miss out on a ton of experience and gold, meaning that not only has your opponent gotten ahead, but you’ve fallen further behind. We're reducing death timers early on so that players can get back into the action more quickly.
DEATH TIMERS LEVELS 1-6 :[10-22.5]⇒ 6-16 seconds
DEATH TIMERS LEVEL 7 :[25]⇒ 21 seconds
DEATH TIMERS LEVEL 8+ : unchanged
Bounties Bounties now start at two kills. Bounty gold increased at all levels of kills.
A bounty is a reward to a team who takes down a champion who has been pulling ahead. Essentially, it's the way we make it worthwhile to keep fighting even while you're down. Currently, those bounties often don't kick in until it's too late for the laning phase: Fighting from three kills down is pretty terrifying. We're introducing a level 2 bounty—and also increasing bounty gold overall—to make fighting from behind feel more rewarding. Still the same risk (dying again), but a much better reward.
2-KILL BOUNTY 150 gold
3-6 KILLS :
[200-325]
⇒
300-500 gold
LEVEL 6+ :[25]⇒ 50 gold per additional kill
Outer Turret Gold Global gold reward decreased.
When it comes down to it, we want the laning phase to determine which lanes are ahead or behind, not which team is ahead or behind. The large global outer turret gold reward is a little too tilted towards the latter, so we're reducing that reward.
GOLD REWARD :[100]⇒ 50 gold per player per turret
Jungle[]
Non-Buff Large Monsters Burn damage from Immolate (Bami Cinder/Cinderhulk) and Tooth (Hunter's Talisman) can now kill non-buff camp large monsters.
Don't worry, you can still hand off buffs!
FOREST FIRE Immolate (Bami Cinder, Cinderhulk) and Tooth (Hunter's Talisman) can now kill non-buff camp large monsters
Instant Feedback[]
Inappropriate name detection buffed.
The detection for, um, unsavory summoner names is getting a big buff. So your reports on names should net you some of that feel good Reporter Feedback. If your name gets rekt, you'll be forced to choose a new one, but there are no additional penalties or impacts to your Honor level.
INAPPROPRIATE NAME DETECTION :[Bad]⇒ Better
SUMMONER NAME CREATION : Now better prevents the creation of inappropriate names
SUMMONER NAME CHANGE : Now better prevents changing to inappropriate names
Bugfixes[]
Bots no longer purchase Banner of Command on the black market after its removal from the shop
Fixed a bug where closing a rune page after making an edit didn't prompt for a save
Caitlyn's Headshot no longer interacts with Stormrazor to deal extra damage while the Stormrazor buff is inactive
Predator's active cooldown is no longer incorrectly refreshed by completing the gold income item's quest clear
Presence of Mind now correctly partially refunds the cooldown of Rek'Sai's Void Rush and Yasuo's Last Breath
Caitlyn's Ace in the Hole now correctly updates its range for the first use after leveling it
Jhin's Captive Audience no longer fails to play sound and animation if the trap is triggered in brush
Pet attacks more accurately draw turret aggro
Gun Goddess Miss Fortune's hand VFX glow now shows appropriately on her hand, as opposed to on the ground below her
Shields and bindings on Playmaker Lee Sin's model are now appropriately sized
Upcoming Skins & Chromas[]
The following skins will be released this patch:
God King Darius
God King Garen
For full-res splashes, grab the League Displays app!
The following chromas will be released this patch: