League of Legends Patch 12.11 Highlights
League of Legends Patch 12.11 is here. This update contains tons of individual champion and item balance changes as a direct response to the previous 12.10 Durability Update. A total of 29 champions and 30 items were changed in some way this time around. Additionally, the new champion, Bel’Veth, is set to debut on June 9th. Here are all of the most important changes of League of Legends Patch 12.11. For the full patch notes, click here.
Passive – Blaze
- Passive Burn Damage 3% maximum health over 4 seconds ⇒ 2.5% maximum health over 4 seconds
- Detonate Burn Damage 10-14% (levels 1-17) maximum health ⇒ 9-13% (levels 1-17) maximum health
Brand is known for dealing insane amounts of damage before the Durability Update, and he still is even after it. A nerf to his base damage on passive will make Brand slightly less oppressive as a lane bully and team fight threat.
W – Hallowed Mist
- Bonus Armor and MR while inside mist 20 (+5% AP) ⇒ 12/14/16/18/20 (+5% AP)
- Cooldown 22/20/18/16/14 ⇒ 22/21/20/19/18 seconds
E – Skip ‘n Slash
- Cooldown refunded on first attack 60% ⇒ 50%
Gwen dominated at the Mid-Season Invitational, and the Durability Update played into her extended trading and fighting patterns even more. This nerf makes it so that a level 18 Gwen will likely not be able to cast her invulnerability spell twice per fight. She’ll also be slightly less tanky inside of it up until then.
Q – Caustic Spittle
- Armor and MR Shred Amount 25/27/29/31/33% ⇒ 23/25/27/29/31%
- Passive Bonus Attack Speed 15/20/25/30/35% ⇒ 10/15/20/25/30%
W – Bio-Arcane Barrage
- On-hit % Max Health Damage 3/4/5/6/7% ⇒ 3/3.8/4.6/5.2/6%
Kog’Maw was by far the biggest winner in bot lane thanks to the increase in tankiness across the board. The best HP shredding ADC has had his damage and resistance shred tuned down in response. Kog’Maw should still be good, he’ll just need to actually hit his item spikes before he starts one-shotting everything.
Passive – Berserker Rage
- Maximum Value threshold for Life Steal 22.5% maximum health ⇒ 30% maximum health
- Lifesteal 10-30% (levels 1-18) ⇒ 8-25% (levels 1-18)
Q – Undertow
- Damage 60/110/160/210/260 (+100% bonus AD) ⇒ 70/120/170/220/270 (+100% bonus AD)
- Minimum time between casts 3 ⇒ 2.5 seconds
W – Tough It Out
- Cooldown 16/14.5/13/11.5/10 ⇒ 16/15/14/13/12 seconds
R – Ragnarok
- Passive Armor and MR 10/25/40 ⇒ 10/20/30
Olaf’s mid-scope update and the patch following it turned him from an early game-only jungler to an always-threatening top lane bully. In order to try and shift him back, Riot has taken value from his W and R and added some damage and cooldown reduction to his main clearing ability in Q. Olaf will likely still dominate early, but should fall off harder than before.
Passive – Absolution
- Mist Wraith drop rate from Minions Senna kills 2.166% ⇒ 8.333%
Q – Piercing Darkness
- Slow 20% (+10% per 100 bonus AD) ⇒ 15% (+10% per 100 bonus AD)
- Slow Duration 2 ⇒ 1/1.25/1.5/1.75/2 seconds
Senna’s long range, CC potential, in-built sustain, and raw damage has placed her at the top of the support role for a while now. The Durability Update made her even more oppressive, so nerfs were definitely in order. That said, these nerfs are really not that severe. She’s only really losing 5 percent slow since Q will be maxed very early. Senna will also be swapping to the ADC role instead of support due to the increase in Wraiths from last-hit minions.
Passive – Ravenous Flock
- Healing 3.5/4.5/5.5/7% ⇒ 3/4/5/6%
W – Vision of Empire
- Magic Damage 80/120/160/200/240 (+70% AP) ⇒ 80/115/150/185/220 (+55% AP)
R – Demonic Ascension
- Healing Per Tick 15/30/45 (+20% AP) ⇒ 15/27.5/40 (+18% AP)
Swain also received a mid-scope update recently. As a champion that thrives off of drain tanking, the Durability Update pushed him into OP territory. These healing nerfs should tone him down across the board, especially with AP ratio nerfs to go along with them.
Q – Piltover Peacemaker
- Physical Damage 50/90/130/170/210 (+130/145/160/175/190% AD) ⇒ 50/90/130/170/210 (+125/145/ 165/185/205% AD)
- Mana Cost 50/60/70/80/90 ⇒ 55/60/65/70/75
E – 90 Caliber Net
- Magic Damage 70/110/150/190/230 (+80% AP) ⇒ 80/130/180/230/280 (+80% AP)
- Cooldown 16/14.5/13/11.5/10 ⇒ 16/14/12/10/8 seconds
Caitlyn is a champion that relies on bullying her opponents in lane to get a lead, but then falls off in damage output later on. These buffs are meant to help Caitlyn back into that cycle of gameplay. With a big mana reduction and damage buff on Q, expect to see a lot more Caitlyn on Patch 12.11.
Q – Barrel Roll
- Damage 80/120/160/200/240 (+70% AP) ⇒ 80/120/160/200/240 (+80% AP)
- Cooldown 11/10/9/8/7 ⇒ 10/9/8/7/6 seconds
E – Body Slam
- Cooldown 16/15/14/13/12 ⇒ 14/13.5/13/12.5/12 seconds
Gragas has been struggling recently to have the same game impact as earlier in the season. These are some simple buffs, two seconds off E early and one second off Q with a 10 percent AP ratio increase. But more ability casts for Gragas means more damage, more crowd control, and more sustain from his passive.
Q – Gleaming Quill
- Healing 18-90 (levels 1-18) ⇒ 30-115 (levels 1-18)
W – Grand Entrance
- Cooldown 18/16.5/15/13.5/12 ⇒ 16/14.5/13/11.5/10 seconds
E – Battle Dance
- Mana Cost 60/70/80/90/100 ⇒ 40/45/50/55/60
- Shield Strength 35/60/85/110/135 (+70% AP) ⇒ 50/75/100/125/150 (+70% AP)
As a squishy engage support whose gameplay revolves around picking off enemies quickly, Rakan fell quite a bit in viability over the last patch. Rakan is gaining back the healing and shielding power that he lost, and is receiving an additional buff in the form of a more spammable W and lower mana cost on E. This should help Rakan recover quite nicely.
Passive – An Acquired Taste
- Bonus Magic Damage On-hit 8-60 (levels 1-18) (+2.5% bonus health) ⇒ 8-60 (levels 1-18) (+4% bonus health)
Q – Tongue Lash
- Heal upon landing 10/12.5/15/17.5/20 (+3/3.5/4/4.5/5% missing health) ⇒ 10/15/20/25/30 (+3/3.5/4/4.5/5% missing health)
R – Devour
- Shield Strength 500/700/900 ⇒ 650/800/950
Tahm Kench is likely going to see a spike in play on this patch. Giving him an additional 1.5 percent max health damage per auto attack and 10 more health back on Q hit means that Kench top lane can get back into his bullying ways. That said, these buffs and the buff to his R make support Kench stronger as well.
Q – Starlight’s Touch
- Heal per charge 25 (+15% AP) (+0.75% of Taric’s maximum health) ⇒ 25 (+15% AP) (+1% of Taric’s maximum health)
- Mana Cost 65 / 70 / 75 / 80 / 85 ⇒ 60 at all ranks
E – Dazzle
- Cooldown 17/16/15/14/13 ⇒ 15/14/13/12/11 seconds
- Stun Duration 1.25 ⇒ 1.5 seconds
Taric has been struggling to find a spot in the support role for a while. Now that the meta favors more extended trades, Taric’s healing should have been more impactful. This buff makes sure of that, giving it an extra 0.25 of Taric’s max HP. He also was given a huge buff to his crowd control. An extra 0.25 seconds of stun with a two second shorter cooldown is massive and should help Taric start to pop up.
Q – Burst Fire
- Active Damage 7/9/11/13/15 (+110/112.5/115/117.5/120% total AD) ⇒ 8/11/14/17/20 (+110/115/120/125/130% total AD)
- Passive Charged Damage 90-200 (levels 1-18) (+80% AP) (+1-10% (levels 1-13) of target’s maximum health) ⇒ 90-200 (levels 1-18) (+90% AP) (+3-15% (levels 1-13) of target’s maximum health)
- Passive Charged attack slow 18/26/34/42/50% for 1 second ⇒ REMOVED
W – Ultrashock Laser
- Damage 10/45/80/115/150 (+140% AD) (+70% AP) ⇒ 10/45/80/115/150 (+150% AD) (+70% AP)
- Slow 30/40/50/60/70% ⇒ 30/35/40/45/50%
- Cooldown 13/12/11/10/9 ⇒ 12/11/10/9/8 seconds
- [NEW] If W – Ultrashock Laser hits a wall, it will now critically strike champions and monsters
E – Spark Surge
- Cooldown 26/24.5/23/21.5/20 ⇒ 22/20.5/19/17.5/16 seconds
- Cooldown reduction per attack 1 ⇒ 0.5 seconds
- Reduction per Critical Strike 3 ⇒ 1.5 seconds
R – Lightning Crash
- Cooldown 120/95/70 ⇒ 100/85/70 seconds
- Move Speed per stack 1.5% ⇒ 1%
- Stacks per Champion hit by Lightning Crash 4 ⇒ 8
Zeri has been one of the most frequently changed champions since their release in League of Legends history. Her insane utility and mobility make her a terrifying ADC champion and a balance nightmare. Either she has damage and 1v9’s or doesn’t and tickles everyone. These changes aim to bring Zeri more in line with traditional AD carries by lowering utility and mobility while bringing some of her damage back.
Grievous Wounds Items
Grievous Wounds was still too impactful across the board, incentivizing players to build it every game. Riot are tuning the healing reduction effect down and buffing every GW item up as compensation to keep them power neutral.
- Grievous Wounds 30% ⇒ 25% reduced healing
- Empowered Grievous Wounds 50% ⇒ 40% reduced healing
These changes also apply to GW on abilities. Below is a list of every item that received this change. For the full list of compensation buffs to them, here are the full patch notes.
- Bramble Vest
- Executioner’s Calling
- Mortal Reminder
- Chempunk Chainsword
- Oblivion Orb
- Chemtech Putrifier
Crown of the Shattered Queen
- Ability Power 60 ⇒ 70 (80 ⇒ 90 for Ornn Masterwork item, Caesura)
- Ability Haste 15 ⇒ 25 (20 ⇒ 30 for Ornn Masterwork item, Vespertide)
- Cooldown (Per Champion) 40 ⇒ 30 seconds (same for Ornn Masterwork item, Vespertide)
Crown and Night Harvester have been completely left behind as AP options. Crown’s low damage output makes it even more worthless post Durability Update, while Night Harvester was just suboptimal all around. These buffs should raise the viability of both items, Night Harvester more so.
- Torment – Burn Damage 60 (+6% AP) (+4% maximum health) ⇒ 50 (+6% AP) (+4% maximum health) (same for Ornn Masterwork item, Liandry’s Lament)
- Ability Power 80 ⇒ 70 (100 ⇒ 90 for Ornn Masterwork item, Icathia’s Curse)
Conversely, Liandry’s and Riftmaker were both indirectly buffed by fights becoming more extended. Both items were hit here in the damage category, hopefully evening out the power levels between AP Mythics.
- Total Cost 1100 ⇒ 1000 gold
- Combine Cost 300 ⇒ 200 gold
- Combine Cost 950 ⇒ 1050 gold (total cost unchanged)
- Health 350 ⇒ 450 (500 ⇒ 600 for Ornn Masterwork item, Rimeforged Grasp)
- Combine Cost 700 ⇒ 800 gold (total cost unchanged)
- Health 350 ⇒ 450 (500 ⇒ 600 for Ornn Masterwork item, Forgefire Crest)
- Combine Cost 950 ⇒ 1050 (total cost unchanged)
- Health 350 ⇒ 450 (500 ⇒ 600 for Ornn Masterwork item, Turbocharged Hexperiment)
The Tank class has been struggling as a result of everyone becoming tankier. Their low damage profile is now a major detractor from picking them. Riot decided to give every tank Mythic 100 HP free of charge, as well as reducing the cost of Bami’s by 100 for an earlier spike in lane.
- Magic Resistance 30 ⇒ 35
- Unmake – Bonus Magic Resistance Gain 7 ⇒ 9 bonus magic resistance per cursed enemy
Abyssal Mask was one of the least purchased items in LoL. Even against full AP teams, Force of Nature or Spirit Visage was just better. This buff should finally make the item viable in its niche scenario.
- Defy – Heal Ratio 140% ⇒ 120% bonus AD
Maw of Malmortius
- Cooldown 60 ⇒ 75 seconds
The Bruiser class has the best sustain items in League of Legends, two of those being Death’s Dance and Maw. These items were almost always the best option in following Mythic for most AD fighters. The nerfs here are both to the items’ sustain and not damage, so they will likely still be strong, just less universal.
- Damage 167-391 ⇒ 162-344 (minutes 0:00-13:30) (Note: Towers deal up to 120% increased damage to champions)
The Durability Update included buffs to the damage of all Turrets. While these buffs were intended to make tower diving more difficult, Outer Turrets were providing too much guaranteed safety for too long. Additionally, taking one shot for poke or denial turned into a very punishing play. This buff makes those first towers deal a decent amount less damage, especially around the ~10-minute mark.
Those are all the biggest changes of League of Legends Patch 12.11! This is a very big patch, as expected for the follow-up of one of the biggest updates to the game ever. A lot of picks and items that landed too strong or too weak will now be shifting closer to a middle ground. We’ll now see how much Riot can shape the balance of multiple outlier picks at the same time moving forward.