Hi, welcome back!
This patch, we’ve got something for everyone. If you’re looking for something cutting-edge, we’ve got the snip-snap from Gwen, who’s weaving her way over to the Rift. Sick of the galactic beats of last patch? Rammus has a new slammin’ jam, complete with a polish to his trusty armored shell. Did your spring cleaning and in need of something sparkly? Perfect, because we’ve adjusted some Mythics for you to get your grubby little enchanter hands on. Or perhaps you’ve missed playing some champs in their trusty old lanes, like a certain very accredited, very purple doctor, or maybe even a flaming hot yordle.
Looks like you’ll have to read on to find out. See ya in the next one.
Come one, come all, to the TFT patch notes before the set ends and the Reckoning begins!
These updates were included in the original patch deploy, but left off of the original Patch 11.8 Notes!
W cost increased early.
Lately, Annie’s been blazing down her foes. By increasing the cost on her W, she’ll have to be more careful when deciding whether to burn up minions or enemy champions.
Passive lethality increased. R main weapon effects strengthened.
Aphelios has been looking pale ever since we nerfed his interaction with Kraken Slayer in 11.2. Given how he’s fallen behind other scaling marksmen, we're putting more punch into his lethality rank-ups (which have been historically lackluster), along with his weapon effects during his ultimate, to let him reach for the moon.
E cost now scales down.
Cass has been coiled up tight with Tear of the Goddess, as she relies on its mana in mid and late game teamfights. This dependence has caused her to suffer both in power and freedom in item diversity, so we’re scaling down her need for it.
Passive max health regen increased.
At present, jungle Mundo’s been smashing, and top lane Mundo’s been crashing. We’re tackling this by pulling back on his clear speeds, which should slow his roll without stopping our purple friend from cleaving through the jungle. We’re then doctoring up Lane-do by tossing him more regen to make him the meaty meatball of his dreams.
W bonus movement speed decreased.
We shubbanuffa’d ourselves by giving Gnar too loose a leash, and now he’s been throwing temper tantrums all over the map. We’re pulling back accordingly.
Q damage and total damage increased.
LeBlanc is a master trickster known for her ability to bop in, burst down, and bop back out— but as of late, her burst has felt more deceitful than fatal.
E cooldown decreased.
We’re giving Lee Sin more clear to help him keep an eye on other top junglers.
E bonus resistances decreased early.
Our lady of clockwork has become the staple mid lane mage in Pro play. Armed with both safe early game laning and strong mid-to-late game teamfight power, she’s a reliable source of utility and damage without much of a tradeoff. To even things out, we’re tapping down her early durability in the early phases of the game.
Q base damage decreased later. W now lasts longer with basic attacks. E taunt duration decreased. R updated so that Rammus now soars, slams, slows, and shocks. Ability VFX and SFX updated.
In conjunction with his release in Wild Rift, we’re celebrating Rammus with a mini visual update! Along with new sound and visual effects, we’re armoring this ‘dillo with a new ult that rewards him for going fast and vaulting into enemies to create the perfect impact.
Base magic resist and magic resist growth decreased. Passive Overheating bonus damage decreased; now scales with target’s maximum health; now grants attack speed. E now reduces the target’s magic resistance.
Although mid Rumble’s been doing well, he’s been feeling rather tepid up in top lane. We like supporting both sides of the yordle, so we’re finding a middle ground in power for both roles by making top Rumble better at beating down tankier targets, while making mid Rumble more vulnerable, particularly when laning against mages.
E cooldown increased and now scales.
Thresh is still thriving as one of the top supports, so we’re tightening the chains on one of his most versatile tools.
Q cooldown decreased later.
As a champ who used to rush item components for CDR, but can no longer do so with the new Mythic item structure, Vlad has been thrown for a loop. To compensate, we’re pumping down his cooldown.
Mist Walkers damage decreased. E initial leap damage decreased; now deals increased damage over 8 attacks. Turrets now prioritize minions over the Maiden.
Well, we did it. We woke Yorick up and brought him back to life… and right over the balance line. To mitigate, we’re following up his patch 11.6 buffs by walking back some of his damage—but we don’t want to leave him back in the dirt. So we’re also adding the second part of his intended changes to help his Maiden stay alive. Instead of constantly trying to keep her out of harm’s way, our premier split pusher can now focus on destroying turrets with his minions of the Mist.
W damage increased.
Between last season’s changes to jungle camp health and Bami’s Cinder, Zac lost a lot of his mid-game clear speed. We’re putting the glob back on the job by slinging him more damage, along with a buff for AP bruiser builds.
We’re bringing some fringe junglers and popular champions up to actually viable levels in the jungle. While we've done passes on a number of these champions before, we're more confident that these changes will give them safe and competitive clears that should be fun for those itching for a test run.
With Moonstone Renewer as the only Mythic that truly fulfilled enchanter’s dreams, they haven’t had much of a selection to choose from. To expand their horizons and inventories, we’re adjusting the following items to be picked up based on the situation at hand: Moonstone for more heals and shields, and Shurelya’s for more nimble feet and aggressive plays. We don’t want to overload the game with movement speed, so we’re also pivoting Staff of Flowing Water to focus from fast zooms to AP booms.
Frozen Heart’s been getting looked over in the tank item department. Have some heart (and more armor, while you’re at it).
We set out to make Chemtech Putrifier a more sought after choice for supports by substantially broadening its use cases. First and foremost, we’re making it so you have to target an ally to receive the benefits yourself (much like Ardent Censer and Staff of Flowing Water). The ability to apply it to oneself didn't seem to have significant power implications, but it did have odd interactions (like with Ravenous Hunter) that were not intended. In addition, we’re giving the item a slight buff because it's still a bit niche and underperforms compared to other options.
These kicks have become very popular in Pro play, crowding out other footwear options in the jungle. We’re slapping on a higher price tag since their cost is a contributor to an unsustainable jungle meta centered around fast clears and fast ganks at low costs.
Night Harvester tends to be purchased more and performs better than Rocketbelt, even by one of the item’s intended audiences—champions who aim to assassinate single targets. We’re bringing it back into style by sharpening the differences between the two items.
Shifting its power away from early game and low-health builds.
Get ready to Arise! with your team, because this round of Clash is Shurima themed! The first weekend will be April 17th and 18th, and the second will be May 1st and 2nd. Team formation for the first weekend open on April 12th.
Each season, we add new chromas for Medieval Twitch and Grey Warwick to keep the rewards coming for League's most sportsmanlike players who reach Honor 5 season after season.
When you open your Honor 5 capsule, you'll receive one Honor 5 token that can be redeemed for Medieval Twitch, Grey Warwick, one of these new chromas, or a previously-released chroma. You have to own Medieval Twitch or Grey Warwick before you can unlock one of their chromas, but you don't have to own them both. Honor 5 capsules also contain a random emote or ward skin.
The following skins will be released in this patch:
The following chromas will be released this patch: