League of Legends Patch 11.13 Highlights
League of Legends Patch 11.13 is about to arrive on the rift. This patch will greatly shake up the meta and the feeling of the game due to the massive mobility system changes. Instead of individually changing a bunch of champions, a ton of items have been adjusted. Additionally, two new items aimed at split pushing have been added to the game. Here are the highlights of League of Legends Patch 11.13. For the full notes, click here.
Small Champion Adjustments
E – Tempest
- BASE DAMAGE 100/140/180/220/260 ⇒ 100/130/160/190/220
W – Scrap Shield
- COOLDOWN 6 seconds ⇒ 7/6.75/6.5/6.25/6 seconds
- BONUS MOVEMENT SPEED 15/20/25/30/35% ⇒ 10/15/20/25/30%
Lee Sin and Rumble have continued to be oppressive across all levels of play even after MSI. These newest set of nerfs should help to bring them back to an acceptable level. Lee’s nerf targets lane Lee Sin since he maxes E for wave clear. For Jungle Lee, this change doesn’t affect him at all. Rumble on the other hand is very hurt by his nerf. He always maxes W last, so Rumble will be missing 1 second off W the entire game.
Big Champion Changes
- HEALTH 600 ⇒ 570
- HEALTH GROWTH 100 ⇒ 95
- MANA GROWTH 40 ⇒ 50
- ARMOR 47 ⇒ 42
- MAGIC RESIST 32.1 ⇒ 32
Passive – An Acquired Taste
- BONUS DAMAGE 4% of maximum health ⇒5% of maximum health
Q – Tongue Lash
- Tahm Kench can now cast R – Devour during Tongue Lash to swallow champions stunned by Tongue Lash
- Tongue Lash now heals for 6/7/8/9/10% of his missing health when an enemy champion is struck
- Tongue Lash now applies a stack of Passive – An Acquired Taste to the enemy champions it hits
- SLOW 30/40/50/60/70% ⇒ 40%
- SLOW DURATION 3 seconds ⇒ 2 seconds
- COOLDOWN 5 seconds ⇒ 7/6.5/6/5.5/5 seconds
- COST 50 mana ⇒ 50/46/42/38/34 mana
- Tongue Lash’s range and missile speed now scales up with Tahm Kench’s size
NEW W – Abyssal Dive
- Tahm Kench channels for 1.35 seconds, dives for 0.15 seconds, then appears at the targeted area, dealing 100/135/170/205/240 (+100% AP) damage and knocking up enemies for 1 second. Hitting an enemy champion refunds 30% of its cooldown and mana cost. Tahm Kench can take Devoured allies along for the ride (allies can always eject before the channel finishes). Enemies cannot see where Tahm Kench is headed until 0.75 seconds into the channel.
- COOLDOWN 24/23/22/21/20 seconds ⇒ 21/20/19/18/17 seconds
- COST 60/75/90/105/120 mana
E – Thick Skin
- SHIELD DURATION 2 seconds ⇒5 seconds
- GREY HEALTH HEALING OVER TIME Slightly increased to 10% maximum health per quarter second
- TIME BEFORE GREY HEALTH HEALING 2.5 seconds of not taking damage ⇒ 4 seconds of not taking damage
NEW R – Devour
- Tahm Kench swallows the target champion for up to 3 seconds. If the target champion is an enemy, they must have 3 stacks of Passive – An Acquired Taste and take 100/250/400 +15% (+5% per 100 AP) maximum health as magic damage. Tahm Kench is also grounded and slowed by 40% movement speed. If the target champion is an ally, they are granted a 300/450/600 (+100% AP) shield that lasts for 2.5 seconds after Devour ends. Tahm Kench is also grounded and slowed by 40/25/10% movement speed but can still cast W – Abyssal Dive. Tahm Kench’s allies can see when Devour is available on his health bar (enemies cannot).
The Tahm Kench rework is finally here. While it is a lot to take in, the gist of it is that his W and R have been swapped. Devour is now an ultimate ability that can be cast on enemies or allies, similarly to before. Now, the ability is empowered with extra damage against enemies and extra mobility and protection with allies.
His W is now a mini–Abyssal Voyage that can be used to take an ally somewhere else, or chain crowd control on enemies. Kench’s Q can stun an enemy with his fully stacked passive for 1.5 seconds. Abyssal Dive has a 1.5 second channel time, making it possible to land a full burst combo.
Lastly, the changes to Kench’s stats and Q make him much more viable as a solo laner than a support. His dueling potential was already amazing, but now that he heals missing health on champion hits, Kench will be nearly indomitable in lane sustain. Once he hits 6 and unlocks Devour, few champions should be able to escape his grasp.
Q – Blade of the Ruined King
- HEALING FROM MINIONS 100% ⇒ 50%
E – Harrowed Path
- BASE BONUS MOVEMENT SPEED 20/22.5/25/27.5/30% ⇒ 25/27.5/30/32.5/35%
- MISSILE SPEED 1000 ⇒ 1200
- MISSILE ZONE LENGTH 700 ⇒ 775
These adjustments are simply a sustain nerf to lane Viego, but a massive buff to his roaming and ganking potential. Jungle Viego should be prospering on Patch 11.13.
- TOTAL COST 2500 gold
- BUILD PATH Giant’s Belt + Kindlegem + 800 gold
- HEALTH 650
- ABILITY HASTE 20
- VOW (ACTIVE) Choose a Nemesis to start building a Vendetta over 60 seconds. Has global range, must be used out of combat, and can be used while dead (90-second cooldown).
- VENDETTA Take 1% reduced damage from your Nemesis per Vendetta stack. This damage reduction starts at 0% and stacks up to 30% over 60 seconds.
- VENGEANCE At max stacks, your Nemesis has 20% reduced tenacity while near you.
Anathema’s Chains is an item with lots of health but no resistances. The catch is, you can choose one champion to essentially take 30% reduced damage from. This will be very good on tanky champions who want to avoid getting shredded by one fed carry threat. The tenacity reduction will also make locking down that champion easier.
- BUILD PATH Pickaxe + Phage + 825 gold
- ATTACK DAMAGE 50
- HEALTH 300
- HEALTH REGEN 150%
- PASSIVE While no allied champions are nearby, gain 20-45 armor and magic resist (level 9-18) and deal 20% increased damage to towers. Large minions nearby also gain 60-135 armor and magic resist and deal 200% increased damage to towers.
Hullbreaker is the first dedicated split push item added since the item rework. The stats alone aren’t the best, but the bonuses for being isolated will make champs like Tryndamere, Fiora, Jax, and any other split-pushing picks incredibly powerful in a side lane. Leaving a Hullbreaker user alone for too long WILL result in a lost base.
- COMBINE COST 1200 gold ⇒ 1000 gold
- COMBINE COST 1250 gold ⇒ 1050 gold
- COMBINE COST 450 gold ⇒ 250 gold
All mage Mythic items have had their cost reduced by 200 gold. This change should help the struggling mage class by giving them access to power spikes earlier. It won’t force mages into meta, but allowing them to buy up more Ability Power will be good in the long run.
- HEALTH 200 ⇒ 400
- ATTACK DAMAGE 45 ⇒ 40
- Halting Slash no longer lets the user dash 300 units
- Halting Slash can now be cast while moving
- SLASH DAMAGE 75% AD ⇒ 100% AD
- SLOW 40%, decaying over 2 seconds ⇒ 90%, decaying to 40% over 3 seconds
- COOLDOWN 20 seconds ⇒ 15 seconds
- HEROIC GAIT BONUS MOVEMENT SPEED 30 ⇒ 20
- MYTHIC PASSIVE BONUS MOVEMENT SPEED 3% ⇒ 2%
Stridebreaker has been an oppressive Mythic option for its users. The dash that it provided caused champions like Darius, Gnar, Sett, etc, to have incredibly difficult to play around engage patterns. With these changes, Stridebreaker is much less useful for them.
The champions who loved Stridebreaker used it to get in range for their crowd control abilities to hit. Now that the dash has been replaced with a bigger slow, this play pattern doesn’t exist anymore. However, if a Stridebreaker user does manage to get an engage off, the slow and increased damage will still make for a big team fight win.
- INSPIRE BONUS MOVEMENT SPEED 60%, decaying to 30% over 2 seconds ⇒ 30%
This is a big nerf to the best support Mythic item. Champions like Lulu, Yuumi, Zilean, and any other utility supports will find themselves short a lot of engage and kiting power.
- COOLDOWN 60 seconds ⇒ 90 seconds
- LETHALITY 21 ⇒ 18
- SANDSWIPE TARGETING Any enemy unit ⇒ Enemy champions
Prowler’s Claw has received a massive nerf across the board. For assassins, the higher cooldown makes their full burst potential take longer to come up. Lethality ADC’s like Varus now won’t go Prowler’s due to the lower lethality. For the other Prowler’s Claw users like Rek’Sai, Pyke, AD Sion, etc, not being able to target minions reduces a lot of their off-screen engage potential.
Those are the highlights of League of Legends Patch 11.13. Overall, there were a lot of game-changing adjustments made. Tons of champions will need to look at their current builds and see what they can do differently. As a result, almost everyone will feel the effects of this patch in some way.