Patch 11.4 & TFT Notes

Posted on at 11:21 AM by Aznbeat
Patch 11.4 is scheduled for Thursday, February 18th and the official patch notes and TFT patch notes have been posted!
Continue reading for a full look the patch notes!

Table of Contents

Patch 11.4 Notes

Check out the Patch 11.4 Notes:
"Hi friends, happy 11.4! 
This patch, we’re looking in on bot lane, where shorter range champs like Samira have been slashing, dashing, and bashing things up. This hasn’t gone unnoticed, which is why Samira's an especially hot potato: although her win rates are fine, her ban rates are high— so we’re hoping these changes will help make her feel less frustrating to play against. 
Speaking of slashing, we’re also adjusting Katarina (and Urgot) to revitalize their on-hit builds, which were hit hard hard by our changes to Kraken Slayer. Other folks on the buff train due to item changes include Fiora and Lee Sin. 
And if this patch seems particularly buff heavy, it's because we also took a pass at bringing down the jungle's overall power. With less rewards from camps, games should feel less dictated by the strength of the jungler. Now, you can share your fruits of victory (or defeat) equally with your teammates!  
One more thing: there’s no new skins in this patch. 11.5 will bring with it some goodies, and it’ll be… sweet! 
The festival continues in the TFT world with an all new remix. Take this portal TFT patch notes to check out the changes!

Tricia "mom cat" Tan
Hanna "shio shoujo" Woo

Patch Highlights
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.  
Base Stats
  • 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.  
Base Stats
  • 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.

Base Stats
  • 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)
  • [NEW] TOOLTIP 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%
Lee Sin
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
  • [REM] ALLY TARGETING :: Samira no longer dashes through allies 
  • [NEW] EYE 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. 
Base Stats
  • 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.  
Base Stats
  • 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 Rageblade 
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 Renewer 
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 
Mortal Reminder
  • ATTACK DAMAGE :: 20 >>> 25 
Chempunk Chainsword
  • HEALTH :: 150 >>> 250 
Mage Items
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. 
Cosmic Drive
  • [REM] SPELLDANCE MOVEMENT SPEED :: Cosmic Drive no longer grants bonus movement speed when dealing ability damage 
  • [NEW] PUT 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 (+25% AP)  
Jungle Camp Changes 
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

Large Krug
  • EXPERIENCE :: 37/37.925/39.775/42.55/42.55/46.25/46.25/49.95 (levels 1/3/4/5/7/9) >>> 27/27.675/29.025/31.05/31.05/33.75/33.75/36.45 (levels 1/3/4/5/7/9)
  • GOLD :: 42 >>> 32

Small Krug
  • EXPERIENCE :: 18/18/.45/19.35/20.7/20.7/22.5/22.5/24.3 (levels 1/3/4/5/7/9) >>> 16/16/16.4/17.2/18.4/18.4/20/20/21.6 (levels 1/3/4/5/7/9)

Crimson Raptor
  • 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 
Incoming Healing Update 
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 
In-Game Shop Updates 
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 
Clash Build-a-Team  
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. 
Bugfixes/QoL Changes 
  • 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"


New Emote

A new emote will be available this cycle:


Teamfight Tactics Patch 11.4 Notes

Check out the TFT Patch 11.4 notes:
"Welcome to the Festival Remix, 
I’m your host, MC MR.P2, here to break down the changes in the Festival with an all new freestyle *scratches record*. 11.4 brings a mini-rework to the Chosen system, along with changes to Lanterns, dominant Traits, and reroll carries to promote comp pivots and create new combinations. So turn up that Club 2 beat and get ready for change that’ll make you double check the receipt. 
Lucky Lanterns 
Rollin into Club 2, DJ Ox what ya up to? Loaded up with those dice, Dango life’s lookin nice. Target dummies all around, all these Lucky Lanterns astound. Edge cases swing games, but using em takes brains. So we’re keepin them around, for there’s fun times abound.
  • Stage 3 Lantern: It is no longer possible to get 2 Loaded Dice or 2 Target Dummies
  • Stage 4 Lantern: It is no longer possible to get 2 Loaded Dice or 2 Target Dummies
  • Stage 4 Lantern: It is no longer possible to get 3 Item Components 
Let it go like Frozen, didn’t roll no Chosen. Maybe in the next shop, bout to break my laptop. Now we get em more times, under all new confines. Chosen bonus stats down, 200 hp sticks around.

Important stuff here. By toning down the power of Chosens and increasing the rate at which you see them we’re aiming to make the feel bad moment of missing your ‘just hit(s)’ less punishing. An increased ‘hit rate’ on Chosens allows you to consistently swap out Chosens as your comp evolves without being punished by not getting a desirable Chosen nor losing out on powerful Trait synergies (see Traits for more).TLDR: more choices for Chosens, Chosens will feel less chosen, choose more Chosens throughout the game. 
  • Chosen Base Odds: 33%⇒50%
  • Rolling Odds for Level 4: 60/40/0/0/0%⇒80/20/0/0/0%
  • Chosen Bonus Spell Power: 30⇒15
  • Chosen Bonus Attack Damage: 20⇒10
  • Chosen Bonus Mana Reduction: 25%⇒15%
  • Chosen Bonus Health: 400⇒300 (The bonus 200 health baseline that Chosens receive just for being Chosen is not affected here)
Traits are too strong, something’s goin wrong. Can’t adapt in mid game, reroll comps put me to shame. Brawler’s AD and Health goin down, Elder still makes me a clown. Warlord, oh lord, this one really strikes a chord. Galio, free-throw, Dragonsoul won’t make ya go. 
By decreasing the strength of the dominant traits we can allow players to adapt more effectively to changing game states. Currently, we find that powerful traits lock them into comps based on the first few rounds of the game. This change, paired with our Chosen changes will open up more pathways throughout the game to give players the agency to run more creative, and potentially memey, comps.A note on Dragonsoul: it was performing decently well on 11.3, but the changes to other traits made it dominant during 11.4 testing, resulting in a soulid nerf to the trait. The odd trait out, Cultist, is getting a buff at Cultist 9 to ensure our Supreme Overlord doesn’t get two-shot by anyone running Dragonsoul. 
  • Assassin Crit Chance:10/30/55 ⇒ 10/30/50
  • Assassin Bonus Crit Damage:25/60/100 ⇒ 25/55/90
  • Brawler Health: 400/700/1000/1600⇒400/700/1000/1400
  • Brawler Attack Damage: 10/20/60/120⇒10/20/40/80
  • Cultist Supreme Overlord Galio (Cultist 9): Bonus Magic Resist: 20⇒60 (100 total)
  • Dragonsoul Blast Damage: 50% ⇒ 40% max Health
  • Dragonsoul Spell Power and Attack Speed: 40/80/160% ⇒ 40/70/140%
  • Divine True Damage & Damage Reduction: 35/45/55/65 ⇒ 25/40/55/70
  • Elderwood Armor and Magic Resist: 15/25/40⇒15/20/30
  • Elderwood Attack Damage and Spell Power: 5/10/20⇒5/10/15
  • Warlord Health: 250/500/850⇒250/400/700
  • Warlord Spell Power: 25/50/85⇒25/40/70
Tier 1 
I musta stumbled on a construction site, champs getting nerf hammered with no fight. Diana nerfs again, no this can’t be right. We nerfed her last patch, but she’s back like a satellite. Bad dog so we gotta nerf his bite. These Yasuo numbers, oh what a sight. 
(And now a little faster) Nidalee, oh my, oh me, she’s generally, the cause of my therapy. Spears hitting like a felony, teaching me how to spell ‘OP’, these changes coming conscientiously. I can assure thee; tomorrow we’ll be free. 
And now let’s get into it. One cost carries are getting nerfed across the board. Nidalee’s mid-close range spears are a lot less deadly, but her long range snipes can deal even more damage than before at max ranges. Overall, this will be a nerf to Nidalee, but it will highlight the occasional max range snipe. 
  • Diana Attack Speed: 0.7⇒0.65
  • Diana Pale Cascade Shield: 200/300/450⇒175/250/350
  • Diana Pale Cascade Orb Damage: 90/100/110⇒80/85/90
  • Fiora Mana: Mana: 0/75⇒0/95
  • Nasus Mana: 0/60⇒0/80
  • Nasus Magic Resist: 50⇒40
  • Nasus Wither damage: 400/600/850 ⇒ 350/550/750
  • Nidalee bugfix nerf: fixed a bug where the range calculation was adding 1 extra Hex of distance
  • Nidalee Javelin Toss Damage: 225/300/600⇒100/150/250
  • Nidalee Javelin Toss Bonus Damage per Hex: 20%⇒80%
  • Wukong Crushing Blow Attack Damage Scaling: 250/265/280%⇒240/250/260%
  • Yasuo Striking Steel Attack Damage Scaling: 180/200/225%⇒180/185/190%
Tier 2 
Teemo hits my carry, there goes my hail mary. I rage like Tom at Jerry. 
But now I got Braum here, maybe he’ll tank a spear. Gunna get his cast off, or end up like mom’s stroganoff. 
Nautilus viable, as more than a Fable, go ahead pick him up, as long as you are able. 
  • Braum Attack Speed: 0.6⇒0.75
  • Braum Mana: 30/70⇒30/60
  • Nautilus Armor: 45⇒55
  • Nautilus Magic Resist: 30⇒40
  • Nautilus Fabled Shield Damage Reduction: 60%⇒50%
  • Teemo Sporecloud Dart prioritization: Highest Attack Speed⇒Current Target
  • Zed Attack Speed: 0.8⇒0.75
Tier 3 
Fable champs boom or bust, getting all three a must. Neeko gets a power thrust, even without Fabled trust. 
Hoppin’ in the backline, taking me to level 9. Pop off with no notice, too many targets with Death Lotus. 
Past the point of no return, Shyvana carries with the burn. Magic Resist on full blast, survivability is unsurpassed. 
  • Irelia Bladestorm Disarm Duration: 2.5/3/3.5⇒2.5/3/4 seconds
  • Katarina Death Lotus number of targets: 4/6/8⇒4/5/6
  • Katarina Death Lotus total Spell Damage: 600/900/1650⇒600/900/1500
  • Kennen Slicing Maelstrom Damage: 150/225/375⇒200/300/400
  • Neeko Blooming Burst: 150/225/375⇒200/300/400
  • Neeko Fabled Bonus Multiplier: 200%⇒150%
  • Nunu Consume Damage: 450/650/1800⇒450/700/1500
  • Shyvana Health: 750⇒700
  • Shyvana Magic Resist: 80⇒60
  • Shyvana Burn Damage: 150/300/600 ⇒ 125/250/500 
Tier 4 

Olaf blocks AD debuff, Morgana life is gettin tough. Three star balance changes galore, Cho buff sneaks in like the Trojan War. 
(And now a nice chant to invoke an Aatrox buff. Works better upon repeating) It’s the rise of the cult, better find an adult, to feed the catapult, demise through the occult. 
  • Aatrox Infernal Chains Damage: 350/550/1500⇒400/600/2000
  • Aurelion Sol Voice of Lightning Damage: 325/500/1750⇒325/500/1400
  • Cho’Gath Armor: 40⇒60
  • Cho’Gath updated his Rupture targeting to be slightly less random and hit crowds more frequently, because that’s what crowd control is for.
  • Kayle Divine Ascension Wave Damage: 100/180/500⇒100/150/400
  • Morgana Hallowed Ground Damage: 250/400/2000⇒250/400/1600
  • Olaf Ragnarok Cleave Damage: 40/45/50%⇒50/50/50%
  • Olaf Ragnarok now blocks the AD Reduction debuff
  • Talon Truestrike Attack Damage Scaling: 240/250/275%⇒240/250/300%
  • Tryndamere Spinning Slash now looks for targets in a slightly larger range to spin towards
  • Tryndamere Spinning Slash dash speed increased
  • Tryndamere Mana: 50/100⇒60/100
  • Xayah Featherstorm Attack Damage Scaling: 250/275/325%⇒250/275/350%
Tier 5 
High-risk and high-reward, Samira wins with gun and sword. Overpowered, let’s cut the cord, will still be strong and not ignored. Yone’s about to pwn. Unforgotten to well known. Your units, a stepping stone. 
(Let’s slow it down for the Adept) Who’s that over there in the corner? Turning your lil legend into a mourner. Brother of the blade like he a Warner. Adept with the Duelists like he’s a foreigner. Here for your comp, he’s a real coroner. 
  • Ornn Artifact, Eternal Winter hits until Frozen: 5⇒7
  • Ornn Artifact, Manazane Mana Restore Duration: 8⇒4 seconds
  • Yone Seal Fate Damage: 600/1200/9999 ⇒ 800/1200/20000
  • Yone Unforgotten Damage: 350/600/1500⇒350/750/9999
  • Samira Attack Range: 660⇒420 
Stoneplate’s been weak for a while, components best left on stockpile. Shiv’s in the same boat, Bach’s item needs a power bloat.
  • Deathblade AD Per Stack: 20 ⇒ 15
  • Gargoyle Stoneplate Bonus Armor and Magic Resist: 15⇒20
  • Statikk Shiv no longer deals bonus damage to Shields
  • Statikk Shiv can now critically strike
  • Statikk Shiv crits reduce the Magic Resist of targets hit by 60% for 6 seconds
  • Statikk Shiv damage: 80⇒60
  • Statikk Shiv Targets Hit: 4/5/6⇒3
  • Sunfire Cape now applies its burn every 2.5 seconds instead of 2. This nerf will result in fewer enemies on fire as the Cape needs slightly more time to heat up.
  • Quicksilver now blocks the AD Reduction debuff 
  • Fixed a bug where critical strikes triggered by the Executioner trait did not add stacks to Titan’s Resolve.
  • Fixed a bug where combined Ornns don’t give you the proper amount of progress towards making an artifact.
  • Fixed a bug where if your bench is full and you make a 3 star Chosen that Chosen doesn’t get benefits.
  • Fixed a bug where Olaf could be kicked off the board by Lee Sin while Ragnarok was active
  • Fixed a bug where The Boss did not trigger its true damage buff if Sett was healed to full health by sources other than sit-ups (e.g. Anima Visage)
  • Fixed a bug where Zilean wasn’t properly deprioritizing summoned units with Rewind Fate
  • Tryndamere’s Spinning Slash now runs through his attack flow (applies effects like Statikk Shiv's bonus damage or Guinsoo's Rageblade's bonus attack speed)
  • No consistent tempo can be found in reading the rhyming sections of these hip hoppin’ patch notes. Have fun trying to rap it. I dare ya. Double Nasus dare ya." 


No comments

Post a Comment