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League of Legends Patch 16.11

Buff e nerf

Filtra
  • Kassadin

    Buff

    Modifiche

    • QCooldown 10 / 9.5 / 9 / 8.5 / 8 → 9 / 8.5 / 8 / 7.5 / 7
    • WBase Magic Damage 20 (+10% AP) → 25 (+10% AP)
    Note della patch 2

    Q - Null Sphere

    • Cooldown 10 / 9.5 / 9 / 8.5 / 8 → 9 / 8.5 / 8 / 7.5 / 7

    W - Nether Blade

    • Base Magic Damage 20 (+10% AP) → 25 (+10% AP)

    Riot

    Our Void Walker has been limping around the Rift more than blinking. Stackable tear items have provided an additional cool late-game fantasy option besides pure AP, but his early game has been tougher than usual (in part due to our mid quest adjustment). These changes should help his laning, both in farming and trading.

  • Brand

    Nerf

    Modifiche

    • Base Armor 27 → 24
    Note della patch 1

    Base Stats

    • Base Armor 27 → 24

    Riot

    Brand has been toeing the line in bot for a while now, and this patch has well and truly crossed over, so we're targeting that lane with a nerf to his base armor.

  • Smolder

    Nerf

    Modifiche

    • PassiveBonus Magic Damage on Q 40% * (1 + (Crit Chance *.5 * (1 + Bonus Crit Damage)) of Passive stacks (60% at 100% Crit, 66% if you have IE) → 25% * (1 + (Crit Chance * 1.2 * (1 + Bonus Crit Damage)) of Passive stacks
    • PassiveBonus Magic Damage on E 12% of Passive stacks → 8% * (1 + (Crit Chance * .6 * (1 + Bonus Crit Damage)) of Passive stacks
    Note della patch 2

    Passive - Dragon Practice

    • Bonus Magic Damage on Q 40% * (1 + (Crit Chance *.5 * (1 + Bonus Crit Damage)) of Passive stacks (60% at 100% Crit, 66% if you have IE) → 25% * (1 + (Crit Chance * 1.2 * (1 + Bonus Crit Damage)) of Passive stacks
    • Bonus Magic Damage on E 12% of Passive stacks → 8% * (1 + (Crit Chance * .6 * (1 + Bonus Crit Damage)) of Passive stacks

    Riot

    The baby dragon has been absolutely blasting his opponents since getting his hands on Deathfire Touch. We've had to do an unfortunate number of micropatch nerfs back to back, and we are hopeful this will be the last one we need to do. Included in these changes are a continuation of the latest nerf's push towards bringing him back into primarily critical strike builds rather than just Essence Reaver into bruiser, which we think can sit stronger since at the end of the day, a squishier Smolder has more weaknesses to play around, like being burst by enemy spell rotations.

  • Teemo

    Nerf

    Modifiche

    • Armor Growth 4.95 per level → 4.5 per level
    • EOn-hit/Poison per tick scaling (+10% bonus AD/+20% bonus AD) → (+5% bonus AD/+10% bonus AD)
    Note della patch 2

    Base Stats

    • Armor Growth 4.95 per level → 4.5 per level

    E - Toxic Shot

    • On-hit/Poison per tick scaling (+10% bonus AD/+20% bonus AD) → (+5% bonus AD/+10% bonus AD)

    Riot

    We'd love (fear) a world where Teemo could be equally happy building AP, on-hit, and AD for his new ratios, but as it stands, Shiv is ahead of the pack. By hitting his Toxic Shot AD ratio, we're confident Teemo with Shiv can land in a good spot without forcing those of you who like other builds (e.g. Nashor's, Liandry, Malignance) to rely on it. Additionally, hits to his scaling durability should preserve his lane bully identity, while increasing your chance of getting the jump on him!

  • Modifiche

    • Monster Damage 230% → 270%
    • WBonus Health 9% → 11%
    Note della patch 2

    Base Stats

    • Monster Damage 230% → 270%

    W - Pale Cascade

    • Bonus Health 9% → 11%

    Riot

    Diana's feeling a bit underwhelming in the jungle after her previous adjustments due to the Dusk and Dawn changes. So we're giving her a little more moon-power in the jungle to return her to her former glory.

  • Modifiche

    • PassivePer-Enemy Cooldown 5 seconds → 4 seconds
    Note della patch 1

    Passive - Z-Drive Resonance

    • Per-Enemy Cooldown 5 seconds → 4 seconds

    Riot

    Now that the dust has settled from 26.9's Dusk and Dawn reshape, we've uncovered that Ekko has room for a compensation buff as he is no longer completely bound to just buying that item for his power.

  • Modifiche

    • QTurret Attack Range 530 → 550
    • QTurret Vision Range 585 → 650
    Note della patch 4

    Q - H-28G Evolution Turret

    • Turret Attack Range 530 → 550
    • Turret Vision Range 585 → 650
    • NuovoTurret Range Turrets now gain 50 additional range against minions if nothing else is in range

    E - CH-2 Electron Storm Grenade

    • Vision of target location 1 second → 1.25 seconds

    Riot

    With the ranged minion aggro pull removed last patch, Heimerdinger mains ended up with some degraded functionality around how turret ranges interact with minion ranges, in the sense that ranged minions outrange Heimer's turrets and he had no way to pull them into their range. This makes for a pretty miserable experience where you just watch as your turrets tank minion autos without attacking back. Additionally, it was brought to our attention that his Evolution Turrets sometimes fail to follow up on his Storm Grenade when they lose vision of the target too quickly due to minor timing fluctuations around vision and turret logic, so we are increasing the vision duration slightly to resolve that.

  • Modifiche

    • PassiveMonster Damage 50 → 75
    • QMonster Damage 150% → 200%
    Note della patch 2

    Passive - Harrier

    • Monster Damage 50 → 75

    Q - Blinding Assault

    • Monster Damage 150% → 200%

    Riot

    Quinngle (or Qungle [Kwun-gle]?) has been pretty popular and fun, even in a weak state. We know a lot of you will pick up more tricks and mastery over time, so for now we're just making sure her clear speed is more competitive without changing burst or dueling. This should help our trusty ranger more regularly undertake dangerous missions deep in enemy territory, whether she's looking for camps or champs.

  • Modifiche

    • PassiveBonus Damage 15 / 30 / 45 / 60% Bonus AD (Levels 1 / 6 / 11 / 16) → 15 / 30 / 45 / 60% Bonus AD (+5 / 10 / 15 / 20% AP) (Levels 1 / 6 / 11 / 16)
    • PassiveHeal Amount 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (Levels 1 / 6 / 11) → 3 / 4 / 5% Max HP (+45 / 55 / 80% AP) (Levels 1 / 6 / 11)
    Note della patch 2

    Passive - Determination

    • Bonus Damage 15 / 30 / 45 / 60% Bonus AD (Levels 1 / 6 / 11 / 16) → 15 / 30 / 45 / 60% Bonus AD (+5 / 10 / 15 / 20% AP) (Levels 1 / 6 / 11 / 16)
    • Heal Amount 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (Levels 1 / 6 / 11) → 3 / 4 / 5% Max HP (+45 / 55 / 80% AP) (Levels 1 / 6 / 11)

    Riot

    While AP Xin builds are not OP per se, the sheer amount of healing has been eye popping in an extremely expectation breaking way. Tamping that down with some compensation in the form of sustained damage.

Oggetti

  • Experimental Hexplate

    • Overdrive On ulting, 50% bonus AS and 20% bonus MS for 8 seconds → Ranged: 35% bonus AS and 14% bonus MS for 8 seconds (unchanged for melee)
    • Damage To Permanent Health Conversion Rate 8% → 10%
    • Attack Damage 40 → 45
  • Hexbolt Companion

    Misto
    • attack speed 75% → 50%
    • move speed 4% → 6%
  • Imperial Mandate

    Misto
    • total gold 2250 → 2400
    • ability power 60 → 65
  • Locket of the Iron Solari

    Buff
    • magic resist 25 → 30
    • armor 25 → 30
  • Buff
    • health 150 → 550
  • Diamond-Tipped Spear

    Buff
    • attack speed 30% → 40%
  • Statikk Shiv

    Buff
    • attack damage 40 → 45
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