League of Legends Patch 11.10 Highlights: Jungle Changes Explained
League of Legends Patch 11.10 is about to hit the Rift. Unlike the previous patches which were focused on forming a meta before the Mid-Season Invitational, there were almost no sweeping changes to individual champions this time. Instead, many small adjustments have come through. The biggest difference to look at moving into Patch 11.10 are the jungle changes designed to make the role more forgiving. Here are the most important changes of League of Legends Patch 11.10. For the full patch notes, click here.
Passive – Traveler’s Call
- BASE DAMAGE 40 ⇒ 30
Bard has recently taken over as the top support in solo queue. His roaming power and mobility combined with high damage and threatening crowd control make the Wandering Caretaker a true force to be reckoned with. Instead of cutting down on his niche, Riot have reduced the damage on his Meep auto attacks. While 10 damage may not seem like a lot, Bard throws out tens of Meeps in lane and many more as the game goes on. This 25 percent base damage cut will be noticed.
E – Apprehend
- COOLDOWN 24/21/18/15/12 seconds ⇒ 26/24/22/20/18 seconds
Darius has become an oppressive force in the top lane once again. His ability to beat up on his lane opponents and get solo and 1v2 kills frequently earned him a massive 31.2 percent ban rate. In order to pull back on that threat, his E has lost two seconds at rank one scaling to six when maxed. The extra two seconds early adds a slightly longer window for champions to walk up to and trade with him. Since Darius maxes E second, the extended cooldown will be felt in the mid game.
W – Shield of Durand
- COOLDOWN 18/17.5/17/16.5/16 seconds ⇒ 18 seconds
- MAGIC DAMAGE SHIELD 8/11/14/17/20% of maximum health ⇒ 8/9.75/11.5/13.25/15% of maximum health
Galio is currently the third-highest win rate mid laner in solo queue. However, these nerfs target support Galio much more heavily. Mid Galio maxes W second, meaning the full brunt of these nerfs will only be felt at level 13. He will still have the same strength Magic Damage shield for lane sustain and the same all-in threat once he has a teammate nearby. Support on the other hand maxes W first. This Galio will be much more affected by the extra downtime and lack of extra shielding for tankiness.
- ARMOR 28 ⇒ 26
R – Super Mega Death Rocket!
- Execute damage against epic monsters is now capped at 1000 (AoE damage is capped at 800)
Jinx lost two base armor. This change means instead of taking 78.1 percent physical damage, she now takes 79.4 percent. The REAL change here is that the Rocket is now NOT impossible to secure neutral objectives against. As long as the Rocket hits a teammate first and not the Dragon/Baron, a jungler with a completed Smite quest can always secure it. Even if it does hit the objective directly, any jungler with a burst skill such as Nunu or Kha’Zix should win the Smite fight.
- MOVEMENT SPEED 340 ⇒ 335
Obligatory five movement speed nerf joke. As always, changes like this cannot be underestimated, especially for a roaming and mobility-focused champion like Katarina. This nerf alone won’t stop her from running amok, but it should slow down her ability to start snowballing.
E – Lucent Singularity
- DAMAGE 60/105/150/195/240 (+60% AP) ⇒ 60/110/160/210/260 (+65% AP)
This is actually a pretty big buff to Lux. Adding 20 base damage and five percent AP onto her primary damage and wave clear spell can help her hit thresholds much quicker. Lux could find herself with much more presence on Patch 11.10.
- HEALTH 561 ⇒ 530
- HEALTH GROWTH 93 ⇒ 95
Thresh is still one of the most versatile supports in the game. This nerf of 31 base HP is an attempt to give him more weakness in the early game before he can flawlessly support his team with utility later. All-in picks like Alistar and Leona now have less HP they need to burn through to win engagements. Poke supports like Lux and Zyra should be able to force him out of lane a bit earlier.
Q – Prowling Projectile
- BASE DAMAGE 40/70/100/130/160/190 ⇒ 50/80/110/140/170/200
- BASE EMPOWERED DAMAGE 45/85/125/165/205/245 ⇒ 60/100/140/180/220/260
Speaking of poking, Yuumi has been given 10 damage on her base Q and 15 on the empowered one. Yuumi’s biggest problem is that she can’t exert enough lane pressure to stop her ADC from having to play 1v2. A boost in damage could help her output more presence in lane.
Passive – Garden of Thorns
- VINE LASHER SLOW 25% ⇒ 30%
W – Rampant Growth
- COOLDOWN 20/18/16/14/12 seconds ⇒ 18/16/14/12/10 seconds
Zyra has incredibly high damage potential when her plants are up and hitting. However, the high seed cooldown makes it so even if she can spam her Q, there is nothing to grow. Taking two seconds off of her W means that her full burst potential comes up much faster. Since Zyra can hold two seeds at a time, one full combo went from taking 40 seconds to 36 seconds. A second combo went from 80 to 72 seconds. Zyra will be able to output a noticeably higher number of plants after this buff.
- HEALTH 350 ⇒ 400
- UNMAKE DAMAGE RATIO 10% ⇒ 15%
- UNMAKE DURATION 4 seconds ⇒ 5 seconds
Abyssal Mask was by far the weakest Magic Resistance tank item. It now boasts 50 more HP for free and a bolstered Unmake passive to capitalize on its supportive niche. Champions with multiple ways to proc it should highly consider this item against heavy AP damage.
- COMBINE COST 1100g ⇒ 900g
Guinsoo’s has been in a rough spot for a while now. Its only consistent builder is Senna. Even champions like Kog’Maw who should love it have been opting into crit builds. While a 200-gold reduction won’t magically save on-hit, champions with the option to pick up a Rageblade might be more tempted now.
- COMBAT TRIGGER Dealing damage to enemy champions ⇒ Dealing damage to and taking damage from enemy champions
- VOID CORRUPTION INCREASED DAMAGE PER SECOND 2%, stacking up to 5 times for a maximum of 10% ⇒ 3%, stacking up to 3 times for a maximum of 9%
Riftmaker has few champions who base their build around it. By making the stacking mechanic more accessible, Riftmaker should see an increase in priority. Champions like Singed enjoy the getting hit part while Akali and AP Twitch love the fewer stacks required to max out. Faster stacking means more true damage conversion, making any Riftmaker user more threatening.
- COOLDOWN 15 seconds ⇒ 30-10 seconds (based on level)
- BONUS MOVEMENT SPEED 40%-60% for melee || 25-40% for ranged ⇒ 30%-60% for melee || 15-40% for ranged
Phase Rush has turned into an all-purpose trading and mobility rune that has too many applications. A properly managed lane with Orianna or Syndra makes retaliating to their poke nearly impossible. Ganking them was also a nightmare due to a high uptime to potentially run away. Phase Rush is now much less oppressive to play against until level 14 when the cooldown breaks even.
At first these changes may be a lot to take in. The goal of this mini jungle rework is essentially to incentivize players to do more than just full clear and farm camps. Currently in the jungle, if your champion can’t keep up with Morgana or Udyr full clearing in three minutes then doing it again after crab, you can’t play the game.
- CAMP RESPAWN TIMER 2 minutes ⇒ 2 minutes 15 seconds
- CAMP RESPAWN GLOWING INDICATOR 15 seconds before camp spawns ⇒ 10 seconds before camp spawns
All camps now respawn 15 seconds slower. Since these 15 seconds stacks over and over, clearing the camps faster will give much less return than before. To help visualize this, imagine a scenario where you are taking three camps at equal intervals with a fixed camp kill time.
|Clearing Three Camps at 10 Seconds Each|
|Game time when camp gets cleared||1:40||3:40||5:40||7:40|
By the fifth cycle of camps spawning, there will be a total of one extra minute that was not present before. This provides time for slower clearers to catch up to the faster ones. This change alone wouldn’t do enough to change up the full clear meta, which is why the next change came in.
- When a jungler is at least two levels below the average level of all players in the game, they get increased XP from large and epic monsters. These camps will grant 50 XP more per level below the average level of all players in the game.
Comeback experience has made a comeback. Camps now grant 50 more XP per level below the average level of all players in the game once a jungler is at least two below. Since solo lanes will be ahead of the curve and ADC will also get ahead once supports start roaming, junglers are already below the average game level normally. If the enemy jungler decides to do more farming while you go ganking, you might return to your camps just hitting that threshold for bonus experience.
- 390-1000 (based on levels) ⇒ 450 at base, 900 after Smite quest completion
- UNSEALED SPELLBOOK: Smite damage now increases after swapping summoner spells twice
- Smite and any crowd control now breaks Rift Scuttle’s shield before applying damage
Smite now no longer scales with levels. It is now a static 450 at base and doubles to 900 once the Smite quest is completed. This means that under-leveled junglers will no longer be at a big disadvantage when it comes to securing neutral objectives. Additionally, Smite breaking the Scuttle Crab shield is very nice for champions like Kha’Zix, Olaf, and Lee Sin who had no way to previously.
- OMNIVAMP ON JUNGLE ITEMS 10% ⇒ 8%
- SMITE HEAL FROM MAX HEALTH 10% ⇒ 15%
This change just shifts a little bit of power out of junglers who could burst down camps with high damage and stay at full HP permanently.
Jungle Camp Attack Damage
- BLUE SENTINEL 82-303 (levels 1-18) ⇒ 78-234 (levels 1-18)
- RED BRAMBLEBACK 82-303 (levels 1-18) ⇒ 78-234 (levels 1-18)
- GROMP 80-253 (levels 1-18) ⇒ 78-234 (levels 1-18)
- MURKWOLF 42-156 (levels 1-18) ⇒ 35-105 (levels 1-18)
- SMALLER MURKWOLVES 16-59 (levels 1-18) ⇒ 10-30 (levels 1-18)
- CRIMSON RAPTOR 20-74 (levels 1-18) ⇒ 20-60 (levels 1-18)
- RAPTORS 13-49 (levels 1-18) ⇒ 10-30 (levels 1-18)
- BIG KRUG 80-303 (levels 1-18) ⇒ 78-234 (levels 1-18)
- MEDIUM KRUG 25-93 (levels 1-18) ⇒ 20-60 (levels 1-18)
- MINI KRUGS 17-63 (levels 1-18) ⇒ 13-39 (levels 1-18)
Jungle Camp Health:
- BLUE SENTINEL 1800-3150 (levels 1-18) ⇒ 1850-3238 (levels 1-18)
- RED BRAMBLEBACK 1800-3150 (levels 1-18) ⇒ 1850-3238 (levels 1-18)
- RIFT SCUTTLER 1000-2066 (levels 1-17) ⇒ 1050-2170 (levels 1-17)
Jungle Camp Gold:
- MINI KRUG 12g ⇒ 13g
- MURKWOLF 55g ⇒ 65g
- GROMP 85g ⇒ 90g
- CRIMSON RAPTOR 35g ⇒ 45g
In order to counteract the effects of these sweeping jungle changes, Riot have toyed with the numbers of each camp in an attempt to keep the role power neutral. All camps have had their attack damage lowered to compensate for lower Omnivamp. The Buffs and Crab have gained some extra HP to counter the higher Smite damage. Lastly, the other four camps have had their gold value raised to keep jungler income similar despite slower camp respawn rate.
Those were the most important changes of League of Legends Patch 11.10! The champion and item changes were mostly just small adjustments while the meta focus is on MSI. The real question is how will the jungle update shape the game in the upcoming Split. A gank-heavy jungle meta is likely awaiting us, but which champions will best abuse the new system is still up in the air.