Patch 11.5 & TFT Notes

Posted on at 11:27 AM by Aznbeat
Patch 11.5 is scheduled for Wednesday, March 3rd and the official patch notes and TFT patch notes have been posted!
Continue reading for a full look the patch notes & previews, including Bee'Maw, Beezahar, and YuuBee!

Table of Contents

Patch 11.5 Notes

Check out the Patch 11.5 Notes:

"11.5, how time flies! Let’s spring into it. 
First: the jungle, the mighty jungle. Champs like Master Yi and Sejuani have been in a bit of a jam, while others like Udyr and Rammus have been on full tilt, rampaging around the map. We’re giving the former more of a sting, and putting on the brakes for the latter. 
Then: items! We're adding more rules to Guinsoo's Rageblade and providing clarification for its synergy with Senna. We're also helping Muramana out of its identity crisis with Essence Reaver by giving it more of a niche. 
So sharpen your stingers, buzz onto the Rift, and make a beeline down mid. See ya next patch. 
And for those of you with melissophobia (a fear of bees) you can take this portal TFT patch notes to check out the bee-free TFT scene! 
Tricia "mom cat" Tan
Hanna "shio shoujo" Woo
Patch Highlights

Beezahar, Yuubee, and Bee'Maw will be available on March 4th, 2021. 
W Sand Soldier damage decreased. 
Balancing out Azir’s steady power curve throughout the duration of a game by pecking down his early lane control. 
W - Arise!
  • SAND SOLDIER DAMAGE :: 60-160 (levels 1-18) >>> 50-150 (levels 1-18)
Q cost now flat. 
Pushing back the beefed-up top lane Gragas by increasing the ticket price on his barrels. 
Q - Barrel Roll
  • COST :: 60/65/70/75/80 mana >>> 80 mana (at all ranks)

Base damage growth increased. 
Jacked up Jax packs the max attacks with Trinity! (Try to say that three times fast.) 
Base Stats
  • DAMAGE GROWTH :: 3.38 >>> 4.25
Q cooldown decreased. 
Despite buffs in patch 11.3, support Karma is still in low spirits. We took a look at some of the more recent changes to her and are reigniting her fire by partially reverting the nerfs from 10.16. 
Q - Inner Flame
  • COOLDOWN :: 9/8.5/8/7.5/7 seconds >>> 8/7.5/7/6.5/6 seconds
W bonus damage increased later. 
Once upon a time, when tanks and fighters only built armor Legendaries like Sunfire Cape and Randuin’s Omen, Kog’Maw was much more able to dissolve defenses. To give him more of a payoff, we’re amping up the zip in his spit so that when the ability is up, he can charge! bugle noises 

W - Bio-Arcane Barrage
  • BONUS DAMAGE :: 3/3.75/4.5/5.25/6% of target's maximum health >>> 3/4/5/6/7% of target's maximum health
Master Yi
E base damage increased. 
With the last set of nerfs in patch 11.1 and jungle changes, Master Yi had found himself in a tough spot. Putting the alpha in his strike to help all his builds and playstyles, especially those more reliant on attack speed. 
E - Wuju Style
  • BASE DAMAGE :: 18/26/34/42/50 >>> 20/30/40/50/60
Passive grey health storage decreased; now adds lethality and increases when enemies are nearby. 
Tamping down mid Pyke's sustain in order to bring support Pyke up from the undertow. 
Passive - Gift of the Drowned Ones
  • GREY HEALTH STORAGE :: 25-50% of damage taken (levels 1-18) >>> 10% of damage taken (+25% lethality), increased to 35% of damage taken (+50% lethality) when 2 or more enemies are nearby
W bonus damage increased. R damage increased later. 
Qiyana’s power tends to rely on early roams. This has shaped her to be the Elite pick of choice, where players have been able to use her roaming prowess to their full advantage without running into the coordinated safety usually seen in higher-tier games. To bring her more opportunities for royal success, we’re giving her more baseline scaling and encouraging an earlier W max. You know, for crushing. 
W - Terrashape
  • BONUS DAMAGE :: 8/16/24/32/40 (+30% AP) >>> 8/22/36/50/64 (+45% AP)
R - Supreme Display of Talent
  • DAMAGE :: 100/170/240 >>> 100/200/300

Base health growth decreased. 
Rammus has been more armor than arma(dillo), particularly in Average levels of play. Rolling down some of his durability so he has to be more careful before barrelling into fights. 
Base Stats
  • HEALTH GROWTH :: 95 >>> 80
Base armor decreased. W1 and W2 cooldown increased. 
Rell is dominating the pro scene, so we’re giving her opponents a fighting chance by making her more vulnerable to harass. 
Base Stats
  • ARMOR :: 35 >>> 32
W - Ferromancy: Crash Down
  • COOLDOWN :: 11 seconds >>> 13 seconds
W - Ferromancy: Mount Up
  • COOLDOWN :: 11 seconds >>> 13 seconds
Base damage growth increased. Q damage ratio increased later. 
Samira is struggling to keep up after her nerfs last patch, so we’re upping this thrillseeker’s scaling so that she can continue to slay when late game rolls around. 
Base Stats
  • DAMAGE GROWTH :: 2.3 >>> 3
Q - Flair
  • DAMAGE RATIO :: 80/87.5/95/102.5/110% >>> 80/90/100/110/120%
W second hit damage ratio increased. 
Sejuani has been bristling in the new jungle. We’re giving her and her boar an extra juicy treat for hitting both parts of her W. 
W - Winter’s Wrath
  • SECOND HIT DAMAGE RATIO :: 5.25% of Sejuani’s maximum health >>> 6% of Sejuani’s maximum health

Passive subsequent note damage decay removed; Note damage from allies reduced. R cooldown increased. 
Seraphine’s still all over our radars and radios, so we’re softening the blow from the Notes coming from allies, while turning up the power on her own Notes. This way, she can continue to be impactful on her own without over-amplifying through the strength of her fans. 
Passive - Stage Presence
  • [REM] SUBSEQUENT NOTE DAMAGE DECAY :: Seraphine's Notes no longer decay in damage to non-minions
  • [NEW] BACKUP VOCALS… BACK UP :: Notes from allies now only deal 25% damage of Seraphine’s Note damage to all targets, including minions
  • NOTE DAMAGE :: 4-16 (levels 1-18) >>> 4/8/14/24 (levels 1/6/11/16)
R - Encore
  • COOLDOWN :: 160/140/120 seconds >>> 180/150/120 seconds
W base damage and single target base damage decreased; now deals increased damage to monsters. 
Shaco has been spooking the bejeezus out of bot lane but he’s been clowning around in the jungle, so we’re adjusting accordingly.
W - Jack in the Box
  • BASE DAMAGE :: 15/20/25/30/35 >>> 10/15/20/25/30
  • SINGLE TARGET BASE DAMAGE :: 35/50/65/80/95 >>> 25/40/55/70/85
  • [NEW] POP GOES THE MONSTER :: Jack in the Box now deals an additional 10/20/30/40/50 damage to monsters
Q cooldown decreased. 
We’re helping the troll king sink his teeth into the new season with a little extra bite in top and jungle. 
Q - Chomp
  • COOLDOWN :: 4 seconds >>> 3.5 seconds
Passive damage ratio per stack decreased. R bonus damage increased; duration increased. 
AP rat is strong, AD rat feels wrong. Recalibrating. 
Passive - Deadly Venom
  • DAMAGE RATIO PER STACK :: 3% AP >>> 2.5% AP
R - Spray and Pray
  • BONUS DAMAGE :: 25/40/55 >>> 30/45/60
  • DURATION :: 5 seconds >>> 6 seconds
Base health growth decreased. R aura total damage decreased. 
With the help of new items like Turbo Chemtank, Udyr has been zooming around the jungle with nary a care with some of the fastest movement speeds we've ever seen, letting him nyoom in and out of fights. We’re dialing back his clear speeds (revert of a 10.21 buff) and making him squishier. 
Base Stats
  • HEALTH GROWTH :: 99 >>> 92
R - Phoenix Stance
  • AURA TOTAL DAMAGE :: 50/95/140/185/230/275 over 4 seconds >>> 40/80/120/160/200/240 over 4 seconds
Fixed several bugs related to Mejai’s and Possession. Passive turret dodging removed.
After tinkering with Viego for a while, we’ve pulled together a few significant bugfixes that should add up to a slight nerf. 
  • MEJAI’S BUGFIX :: Viego no longer loses stacks on Mejai’s Soulstealer and Dark Seal when possessing an enemy, and now gains the Mejai’s and Dark Seal’s stacks of enemies he possesses
  • TOO FAR BUGFIX :: Fixed a bug where Viego could sometimes possess an enemy soul from extreme ranges if cast right at the start of another possession
  • TOO SOON BUGFIX :: Fixed a bug where Viego would sometimes instantly possess souls without the 1 second cast time
Passive - Sovereign’s Domination
  • [REM] TURRET DODGING :: Viego no longer dodges turret shots that are in the air when he starts the possession animation

Muramana heavily overlaps with Essence Reaver, both in stats and use cases. To better differentiate between the two, we’re changing Muramana’s proc to focus more on empowering abilities, whereas Essence Reaver empowers auto attacks through abilities.
  • SHOCK :: Basic attacks and abilities deal 2.5% max mana as bonus damage against champions >>> Basic attacks deal 1.5% max mana as bonus damage. Melee abilities deal 3.5% max mana as bonus damage and ranged abilities deal 2.7% max mana as bonus damage; all abilities also deal +6% total AD as bonus damage against champions (on-hit attacks that trigger spell effects count as abilities for this purpose)
  • SHOCK BUGFIX :: Fixed a bug where damaging abilities would proc Shock's bonus damage once per ability, and should now only proc once per champion per ability
Stridebreaker's dash didn’t feel as powerful as its slash, so we’re balancing both while aiming for a power-neutral change.
  • HALTING SLASH DASH RANGE :: 200 >>> 300
  • HALTING SLASH DASH SPEED :: Slightly increased
  • HALTING SLASH SLOW DECAY :: 60% over 2 seconds >>> 40% over 2 seconds
  • DAMAGE :: 100% AD >>> 75% AD
Guinsoo’s Rageblade 
Certain champions, like Senna, benefit too much from Guinsoo’s Rageblade when you consider the fact that its crit strike chance can scale over 100% and it ignores crit damage modifiers. We’re adding some rules to it to circumvent these edge cases, allow for more item diversity with those champions, and help us better tune the item to be usable for more of the roster. 
Speaking of Senna, now, her passive can no longer give her above 100% crit strike chance, and any excess crit is converted into lifesteal at the same rate. 
  • [UPD] WRATH :: Convert every 1% critical strike chance into 2 bonus physical damage on-hit, with a maximum of 100% critical strike chance. Wrath’s on-hit damage conversion is now affected by critical strike damage modifiers.
Serpent’s Fang 
Serpent’s Fang is a powerful but underwhelming and confusing item, so we're making it more broadly usable. Imagine Grievous Wounds for shields, but with extra profits!
  • [UPD] SHIELD REAVER :: Dealing damage to an enemy champion reduces any shields they gain by 50% for melee champions and 25% for ranged champions for the next three seconds. When you damage an enemy who is unaffected by Shield Reaver, reduce all shields on them by 50% for melee champions and 25% for ranged champions.
  • ON-HIT ITEM BUGFIX :: Fixed a bug where Serpent's Fang's Shield Reaver passive would not reduce an enemy's shields if the user had any on-hit items equipped
Maw of Malmortius 
Dropping Maw's price to be a more attractive and affordable defensive option.
  • TOTAL COST :: 3100 gold >>> 2800 gold
Black Cleaver  
Adjusting Black Cleaver to be better suited for longer fights while packing it with more punch for its cost.
  • TOTAL COST :: 3300 gold >>> 3100 gold
  • HEALTH :: 300 >>> 400
  • [REM] BUTCHER :: Black Cleaver no longer deals bonus physical damage
  • [NEW] RAGE :: Dealing physical damage to a champion grants 5 movement speed per stack of Carve on them for 2 seconds
In-Game Shop Updates
  • The shop continued to assimilate knowledge at an alarming rate and has reached a new level of awareness. (It keeps asking us to nerf Ornn.)
  • Introducing Starter Bundles: The recommended view will now offer you the most popular combination of items players start with instead of just the first item. (Hint: It's usually potions.) Saved you some clicks!
  • The font rendering has been improved in the item and search detail views. It was LiTeRaLy UnPlAyAbLe, but now it's fixed.
  • Additional bug fixes and performance improvements. Added 2 HP to the shop to round the number off.
  • Shureyla's Battlesong now properly appears in the Item Shop when filtering for "Ability Power" or "Mana & Regeneration"
Bugfixes/QoL Changes
  • LEAGUE CLIENT: Discovered and fixed an issue that would cause players to be stuck at the "Waiting for Stats" screen instead of directing the player to their end-of-game lobby
  • LEAGUE CLIENT: Fixed various rendering issues around the Match History graphs and statistics
  • LEAGUE CLIENT: Fixed a bug that sometimes prevented players from trading champions in Champ Select
  • Heartseeker Quinn's recall SFX now play properly
  • Camille's W - Tactical Sweep heal now properly takes into account her outer cone bonus damage, not the inner cone damage
  • Fixed a bug where Tryndamere would be able to die through his R - Undying Rage if hit with a CC ability empowered by Horizon Focus
  • Bonus damage from Muramana and Ravenous Hydra's Cleave passive now properly triggers with every attack after Urgot's W - Purge is activated, not just the first attack
  • Ranged champions now properly benefit from Doran's Shield's Endure and Recovery passives
  • Fixed a bug where Udyr was able to trigger Tear of the Goddess' mana charge with every attack
  • Fixed a bug where Runaan's Hurricane's bolts would generate additional stacks of Conqueror
  • Certain champions now properly receive experience when a dragon is defeated during the time they are untargetable through an ability (Master Yi, Xayah, Zed, Kayn, Maokai, Yuumi)
  • Ravenous Hydra's Cleave passive now behaves more consistently across similar abilities
  • Fixed a bug where Ezreal would not trigger Runaan's Hurricane when casting Q - Mystic Shot and turning around at the same time
  • Fixed a bug where if Shyvana's W - Burnout was active, Ravenous Hydra's Cleave passive would not work after the first attack
  • Relic Shield's Spoils of War kills from a support now properly count towards Viktor's Passive - Glorious Evolution and Cull stacks
  • Samira's R - Infernal Trigger now properly applies Ravenous Hydra's Cleave passive
Upcoming Skins & Chromas 
The following skins will be released in this patch.
The following chromas will be released this patch:


Champion Skins

Three new skins will be available this cycle!


1350 RP
"Snowballing lane won't bring back your precious honey!"


1350 RP
"Open your true mind, and beelieve."


1350 RP
"Hey... there's a bee on you."


New chromas will also be available this cycle!

[9 Chromas]

[8 Chromas]

[8 Chromas]

Summoner Icons

New summoner icons will be available this cycle:

Outplayed Karma Icon
"This icon was earned through drops on"

Corgi Corki Merch Icon
"This icon was acquired by making a purchase from the merch store."

Busy Bee Icon, Not The Beemo! Icon
"This icon was released in the store for purchase in 2021."


  • A VFX update for Hecarim will be going live with patch 11.5:

Teamfight Tactics Patch 11.5 Notes

Check out the TFT Patch 11.5 notes:
"Hey Party People, 
Now that the dust has settled after the mid-mid-set set (sound it out y’all), we’re back to tone down the stronger comps and give lift to underperforming comps via champion tweaks. Because most World’s qualifying events will be played on this patch, we have a sizable amount of changes that are more conservative in their nature. We’re trying not to (re)mix things up as much as the last patch. But, if you’re looking for some more reading, and rhymes, be sure to check out the B-patch we shipped last week with tweaks to Nidalee, Nasus, and Olaf.  
TFT Debuff Overhaul 
"Most debuffs in TFT are now part of a shared system. If an effect applies an already-active debuff on a champion, such as multiple instances of an Armor Shred, the strongest debuff will have priority for its duration. Once the strongest debuff has worn off, if there is a weaker debuff of the same type that would have lasted longer, this debuff will continue for the difference of the two’s duration. 
Okay, but why? Since you asked, this prevents weird combos of champions/items that would make enemies get -100% Armor, Attack Speed, etc. But also, this change allows players to understand the debuffs at the same pace of our game, which is... pretty fast. Finally, it creates a standard debuff system that we can reference in the future, opening up more unique champion kits for *set 5 spoiler redacted*. 
  • Debuffs of the same type no longer stack together.
  • In events where multiple debuffs of the same type occur on the same unit, the strongest will become the priority debuff for its duration.
Chosen Odds 
Because we upped the chance of getting a Chosen last patch, folks are hitting 4-costs Chosens too frequently at level 7. They’re supposed to be a high-roll, so we’re bringing it back to being a high-roll. 
  • Level 7 Roll Odds: : 0/40/55/5/0% ⇒ 0/40/58/2/0%

The OP Sleeper has now been put to sleep. The less sleepy OP trait, has also been put to rest. While the text here is dramatic, the nerfs actually aren’t. 
  • Keeper Shield Amount: 150/200/275 ⇒ 150/200/250
  • Vanguard Armor: 100/250/500/1000 ⇒ 100/250/500/800
  • Vanguard Magic Resist: 20/40/70/100 ⇒ 10/25/50/80 

Tier 1 
Pretty sure Diana has to be in every patch to fulfill the Lunar Phases fantasy flavor. Other one costs are getting slight buffs to give weaker comps a little love. 
  • Diana Pale Cascade Shield Amount: 175/250/350 ⇒ 200/300/450
  • Nasus Wither damage: 350/550/750 ⇒ 350/550/850
  • Nidalee Mana: 0/70 ⇒ 0/60
  • Yasuo Striking Steel Attack Damage Ratio: 180/185/190% ⇒ 190/200/210%
Tier 2 
Lulu go brrrrrrr. 
  • Janna Eye of the Storm Shield Amount: 250/300/400 ⇒ 250/275/350
  • Lulu Mana: 80/150 ⇒ 75/140
Tier 3 
Making Veigar’s damage a bit taller to allow him to ride the Carry-Go-Round at the carnival. 
  • Akali Five Point Strike Damage: 175/250/400 ⇒ 200/275/450
  • Sivir On the Hunt Bonus Attack Damage: 100/200/400 ⇒ 100/200/350
  • Veigar Dark Blossom Damage: 450/600/900 ⇒ 500/650/1000
Tier 4 
The Aurelion Sol change allows Trap Claw to stop his second cast. Other than that, this change doesn’t impact him much. I guess you could say, “It’s a Trap… claw!” Morgana hasn’t been shredding Magic Resist for a while now, yet the tooltip still torments us. Sejuani has been a champion you can throw into almost any comp, so we’re giving her stun duration a soft bOink. 
  • Aurelion Sol with Mage trait activated now casts his 2nd cast 0.1 seconds later
  • Morgana: Removed the Magic Resist Shred from her tooltip
  • Sejuani Firecracker Stun Duration: 2.5/3/6 ⇒ 2/2.5/8 seconds
Tier 5 
Samira is a monster with Deathblade, but lacks the ability to pull the trigger without it. With these changes we hope to open up her buildpaths while also giving her some baseline power when she’s got nothing. 
  • Samira Inferno Trigger now deals base physical damage in addition to a percentage of her Attack Damage
  • Samira Inferno Trigger Damage: 0/0/0 ⇒ 15/25/40
  • Samira Inferno Trigger Attack Damage % scaling: 50/60/80% ⇒ 30/40/60%
  • Yone Unforgotten Mana Cost: 20 ⇒ 10 
  • Deathblade Starting Stacks: 4 ⇒ 3
  • Statikk Shiv Damage: 60 ⇒ 65
  • Trap Claw’s missile now travels significantly faster. You heard it here second folks, Trap Claw now counters Aurelion Sol.
The first two changes in this list actually dropped last patch, but they’re here now for you to say, “Oh, I remember that annoyance.” The disabled shop during carousel change shipped early in 11.4B, after originally being scheduled for this patch. The “accident” occurred moments after one of our engineers mistakenly bought the wrong unit in a ranked game. 
  • Disabled the SELL hotkey on PC in Round 1. No more selling your only unit by accident and losing to minions, even though they’re people too, so there’s really no shame in doing so.
  • Excluded Target Dummy from army interfaces both in game and at the end game screen.
  • The shop is now properly disabled during carousel rounds, preventing accidental buys when your Little Legends is hopping in and out of portals. 
  • Jarvan IV now correctly casts his spell when re-casting on the same target with mage cap
  • When multiple copies of Kalista are on the board, they will no longer fail to execute a target if the Kalista that landed the first spear dies
  • Fixed a bug where Galio would sometimes not land on the largest cluster. This sometimes happened when a target was pulled by Aatrox. Galio would determine that the target would be pulled into a large cluster and choose to land on that target, but if Aatrox’s animation wasn’t finished he would pick the target’s starting position as his landing spot and not land on the large cluster
  • Fixed a bug where Tryndamere’s Spinning Slash damage could benefit from the basic attack damage bonus
  • Fixed a bug where Runaan’s Hurricane was consuming a stack of Tryndamere’s Spinning Slash attack damage bonus to deal bonus damage
  • Fixed a bug where, when a player surrendered with a champion holding a trait item, the champion could be re-acquired from the shop or carousel and still have all their items on them
  • Choncc will now, once again, Belly Bop.
  • We are aware of a bug, reported as error #11141, with the player Bertasaurus and are working on a balance change for the competitive scene"

No comments

Post a Comment