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Patch 7.11 notes

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Greetings, Summoners,

It’s time for patch 7.11, so wave your hands side to side and clap like you don’t care.

We’ve been taking on bigger-ticket champion changes more often, and this patch continues the trend. So, when appropriate, we’ll be separating larger projects out from the rest. This patch, that’s updates to Rek’Sai, Kindred, and Malzahar!

We’re also continuing to follow up on midseason. A few tanks are struggling without Sunfire Cape’s old combat damage, so we’ve got a few buffs to help them out. Maokai and Zac still aren’t quite hitting the gameplay patterns we’d like, se we’ve making a few more tweaks this patch.

Past the gameplay front, this patch also brings a few long-awaited features. A new 10-ban draft format will be rolling out to normal and ranked matches over the course of the patch, and item sets make their debut in the updated client!

Get out there and play some League, friends.
Paul "Aether" Perscheid Phillip "Costy" Costigan Mattias "Gentleman Gustaf" Lehman Lucas "Luqizilla" Moutinho

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Rek'Sai, Kindred & Malzahar

Rek'Sai

Rek’Sai’s ultimate now launches her at a target she’s recently damaged. Tunnels can be re-entered more quickly. Base damages down, scaling up.

Rek’Sai is a ferocious predator who strikes fear into the hearts of her prey as she hunts them. The way Rek’Sai is currently played —a vanguard who sets up plays for her team—just doesn’t sync up with that promised fantasy.

We see a lot of potential for Rek’Sai, and this update is an opportunity to double down on Rek’Sai’s predatory instincts. Rek’Sai should be feared for her individual threat, not the followup of her team. With these changes, we’re reimagining a Rek’Sai who has better backline access in teamfights and does more damage when she gets in there, but is less consistent when behind or built tanky.

For more information, check our our post on Rek’Sai’s update.

Base stats

HEALTH GROWTH STAT 90 ⇒ 85

Passive - Fury of the Xer'Sai

Fury generation faster. Burrowed health regeneration ticks more quickly but max regeneration is down.

FURY GENERATION 5 for basic attacks, 10 for unburrowed abilities, 2.5 for additional units hit beyond the first by abilities ⇒ 25 for all attacks and unburrowed abilities
MAX BURROWED HEALTH REGENERATION 25-450 (at levels 1-18) over 5 seconds ⇒ 20-190 (at levels 1-18) over 3 seconds

Q - Queen's Wrath

Base damage down at later ranks. Ratio doubled.

DAMAGE 15/25/35/45/55 (+0.2 bonus attack damage) ⇒ 15/20/25/30/35 (+0.4 bonus attack damage)

Burrowed Q - Prey Seeker

Now has a bonus AD ratio. Does physical damage instead of magic.

newRATIO 0.4 bonus attack damage (in addition to the existing 0.7 ability power ratio)
DAMAGE TYPE Magic ⇒ Physical

Burrowed W - Un-burrow

Primary target is still knocked up, others are now knocked back.

BASE DAMAGE 40/80/120/160/200 ⇒ 50/65/80/95/110
DISPLACEMENT 0.5-1 second knockup on all nearby enemies based on proximity to Rek'Sai ⇒ 1 second knockup on the primary target; 250 range knockback to other nearby enemies
IMMUNITY Only the knocked up target is granted immunity from further knock-ups
IMMUNITY DURATION 10/9.5/9/8.5/8 seconds ⇒ 10 seconds at all ranks
newSTOP AND SMELL THE ROSE ROOTS Rek’Sai can interact with Plants by attacking them while burrowed

E - Furious Bite

Now has base damage, and scales off bonus AD instead of total AD. Damage no longer scales linearly with Fury, but full-Fury casts still deal double damage as true damage.

DAMAGE 80/90/100/110/120% total attack damage ⇒ 50/60/70/80/90 (+ 0.85 bonus attack damage)
removedRAMP-UP Damage no longer scales linearly with Rek’Sai’s current Fury
THRESHOLD Damage still doubled and dealt as True Damage at max Fury

Burrowed E - Tunnel

Tunnel creation and re-entry cooldowns both reduced at later ranks.

COOLDOWN 26/24/22/20/18 seconds ⇒ 26/23/20/17/14 seconds
RE-ENTRY COOLDOWN 10/9/8/7/6 seconds ⇒ 10/8/6/4/2 seconds

newR - Void Rush

Rek’Sai marks champions she damages and can dash to a marked target, dealing damage based off their missing health.

PREY Rek’Sai passively marks enemy champions she damages as Prey for 5 seconds
VOID RUSH Rek’Sai targets a Prey-marked enemy, burrowing after a 0.35 second cast time before emerging from underground and leaping at her target after an additional 0.75 seconds.
UNSTOPPABLE Rek’Sai is unstoppable during both the cast and leap
DAMAGE 100/250/400 (+1.6 bonus attack damage) (+20/25/30% target’s missing health)
COOLDOWN 100/80/60 seconds
RANGE 1500

Kindred

Passive stacks increase Kindred’s attack range and amplify their abilities.

Kindred were our first attempt at ground-up designing a marksman for the jungle. Although they’ve been on-and-off present in the meta (mostly ‘off’ as of late), their playstyle has settled in a spot that felt closer to skirmisher than marksman. Today, we’re revisiting Kindred's kit to deliver the jungler marksman playstyle we originally intended. Wolf and Lamb have more distinct roles to play, synergizing with one another to make a better-feeling Kindred overall.

Here’s the tightrope we’re walking: “jungler” and “marksman” have pretty conflicting needs. Marksmen are typically weaker in the early game, scaling up to late game carry potential. Junglers need at least enough early strength to kill monsters and gank lanes. To be both, we need to define when Kindred has weaknesses, and by process of elimination, that’s mid-game. With clearer emphasis on late-game sustained damage (new scaling from Marks, ratio shifts to bonus AD), we’re lowering the mid-game burstiness their abilities offer.

All in all, we want Kindred players to feel good about playing a marksman in the jungle, using the right amount of power during the right parts of the game.

Base stats

ATTACK DAMAGE GROWTH 1.7 ⇒ 2.26

updatedPassive - Mark of the Kindred

removedHEARTSEEKING Kindred’s basic attacks no longer deal a percent of their target’s current health damage based on passive stacks
newDEATH’S REACH Kindred’s basic attacks and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 4 stacks thereafter
newAMPLIFICATION Stacks amplify Kindred’s basic abilities:
  • Q - Dance of Arrows: Bonus attack speed increased by an additional 5% per stack. (No longer increases base damage.)
  • W - Wolf’s Frenzy: Current health damage increased by an additional 0.5% per stack
  • E - Mounting Dread: Missing health damage increased by an additional by 0.5% per stack

Q - Dance of Arrows

Grants attack speed on-cast.

newBONUS ATTACK SPEED Now grants 10% attack speed for 4 seconds on cast, plus an additional 5% per Mark of the Kindred stack
removedMARK DAMAGE Mark of the Kindred stacks no longer increase Dance of Arrows’ damage
RATIO 0.2 total attack damage ⇒ 0.65 bonus attack damage
DASH SPEED 400 ⇒ 500

W - Wolf's Frenzy

Deals additional damage based on current enemy health. Kindred can choose where to cast Wolf’s Frenzy.

newCAST RANGE Self-cast ⇒ Anywhere within 500 range (including over walls). Hunting zone radius unchanged.
newCURRENT HEALTH DAMAGE Wolf’s attacks deal an additional 1.5% of the target’s current health as damage, plus an additional 0.5% per Mark of the Kindred stack
RATIO 0.4 total attack damage ⇒ 0.2 bonus attack damage
DAMAGE TYPE Physical ⇒ Magic

E - Mounting Dread

Deals additional damage based on missing enemy health and crits low-health enemies.

newMISSING HEALTH DAMAGE 8% target’s missing health, plus an additional 0.5% per Mark of the Kindred stack
removedMAX HEALTH DAMAGE No longer deals 5% of the target’s maximum health as damage
BASE DAMAGE 40/75/110/145/180 ⇒ 40/60/80/100/120
RATIO 0.2 total attack damage ⇒ 0.8 bonus attack damage
MISSILE SPEED 1600 ⇒ 2000
JAWS OF DEATH Wolf's attack critically strikes targets below 15% health for 50% bonus damage. Threshold increased by 0.5% health per 1% critical strike chance (up to 65% health at 100% crit chance).

Malzahar

Q, E, and R deal more damage. W spawns Voidlings based on Malzahar’s spellcasts. Voidlings are less threatening early.

Support Malzahar's been an ongoing source of frustration this season, and efforts to keep him in check have exacted a toll on midlane Malzahar, who's left in a pretty unhappy place. A big part of this is how overbearing Void Swarm is early when Malzahar doesn’t need to manage a solo lane. So, we’re pulling in Void Swarm’s early dominance, and redistributing power back into the rest of Malz’s kit. Voidlings are overall less reliable: they’re more fragile, easier to avoid, and have lower early damage that scales back up toward the late game. Void Swarms are also more costly to set up.

While his Voildings are less reliable, Malz himself is getting a lot in return. Malefic Visions, which previously enabled a ton of Voidling damage, now does more damage on its own. The same is true for Nether Grasp: to keep Malzahar’s all-in combo threatening against squishies, his ult now deals direct damage to its primary target. Finally, we’re making Call of the Void smoother to use by reducing the amount of time Malz sits still to cast it. The missiles take a bit longer to fire overall, giving us room to - you guessed it - add more damage. All in all, this patch paves the way for Malzahar to return home to mid.

updatedW - Void Swarm

COST 40 mana ⇒ 40/45/50/55/60 mana
COOLDOWN 8 seconds
removedCHARGES Malzahar no longer gains a charge every 20/19/18/17/16 seconds
newSTACKS Malzahar gains a stack of Gathering Swarm when he casts another ability (max 2)
ACTIVE Malzahar summons a Voidling, plus an additional Voidling per stack of Gathering Swarm (max 3 per cast)
removedMULTIPLICATION Voidlings are no longer able to spawn additional Voidlings
CAST RANGE 450 ⇒ 150

Voidling stats

  • Click to expand

    Voidlings gain attack speed per level. Overall damage lower early, higher late.

    ATTACK DAMAGE 30/35/40/45/50 (+0.4 bonus attack damage) ⇒ 5-64.5 (at levels 1-18)
    BONUS DAMAGE 10/15/20/25/30 (+0.2 ability power) ⇒ 12/14/16/18/20 (+0.2 ability power) (+0.4 bonus attack damage)
    ATTACK SPEED 0.665 at all levels ⇒ 0.665-0.891 (at levels 1-18)
    DAMAGE TYPE Attack damage dealt as physical, bonus damage dealt as magic ⇒ Both components dealt as magic
    DURATION 12 seconds ⇒ 8/8/9/9/10 seconds

    Voidlings die faster.

    HEALTH 3, treated as ward health ⇒ 65-201 (at levels 1-18), treated as normal health
    ARMOR 30, irrelevant due to ward health mechanic ⇒ 16-50 (at levels 1-18)
    MAGIC RESIST 50, irrelevant due to ward health mechanic ⇒ 8-25 (at levels 1-18)
    SQUISHED Turret attacks ⇒ Turret and champion basic attacks kill Voidlings regardless of health
    NOT SQUISHED All other sources of damage (ex. minions, monsters, abilities) now deal normal damage to Voidlings
    GOLD WHEN KILLED 5 ⇒ 2

    Voidling movement speed decreased, no longer changes situationally.

    MOVEMENT SPEED 451 ⇒ 400
    removedHASTE Voidlings no longer gain 100% movement speed when moving toward priority targets
    removedLETHARGY Voidlings no longer lose movement speed the farther away they are from Malzahar

Q - Call of the Void

CAST TIME 0.5 seconds ⇒ 0.25 seconds
POST-CAST DELAY BEFORE FIRING 0 seconds ⇒ 0.4 seconds
RATIO 0.7 ability power ⇒ 0.8 ability power

E - Malefic Visions

RATIO 0.7 ability power ⇒ 0.8 ability power

R - Nether Grasp

newBEAM DAMAGE 125/250/375 (+1.15 ability power) flat magic damage
NULL ZONE DAMAGE 25/35/45% (+7.5% per 100 ability power) target’s maximum health ⇒ 10/15/20% (+2.5% per 100 ability power) target’s maximum health

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Champions

Ahri

Less damage on W and R, more damage on E.

Ahri is outperforming most midlaners due to how broad her strengths are. We're trimming some single-target potential off her auto-targeted spells so she’s more reliant on landing skillshots to secure kills.

W - Fox-Fire

RATIO 0.4 ability power per wisp ⇒ 0.3 ability power per wisp
MAX RATIO VS SAME TARGET 0.64 ability power ⇒ 0.48 ability power

E - Charm

RATIO 0.5 ability power ⇒ 0.6 ability power

R - Spirit Rush

RATIO 0.3 ability power per bolt ⇒ 0.25 ability power per bolt

Caitlyn

Runaan’s Hurricane bolts no longer stack Headshot.

Because of its interaction with Headshot, Runaan’s Hurricane has been Caitlyn’s best option for area-of-effect and single-target damage. We’re removing this interaction so Caitlyn’s forced to choose which type of damage she wants to spec into. Similarly, we think Caitlyn’s at her finest when she’s sniping enemies with Headshot procs off of well-placed traps. Right now, she gets to have that as well as high sustained damage in teamfights via right-clicking. We’re hitting the Sheriff’s scaling with attack speed items to keep her focused on traps as the game progresses.

Base stats

BASE ATTACK SPEED 0.568 ⇒ 0.543
LV1 BONUS ATTACK SPEED 10% ⇒ 15%
ATTACK SPEED AT LV1 0.625 (unchanged)

Passive - Headshot

removedHURRICANE HEADSHOT Runaan’s Hurricane bolts no longer stack Headshot

Dr. Mundo

Attack damage per level and W damage per second up.

Since 7.9, we’ve been keeping an eye on how midseason’s itemization changes are affecting our tanky friends. A few uber-durable dudes have been hit particularly hard by the Sunfire Cape changes—Dr. Mundo, Malphite and Sion. We’re compensating these champions with some power boosts aimed at mitigating the loss of Sunfire’s dueling power.

General stats

ATTACK DAMAGE GROWTH STAT 3 ⇒ 3.5

W - Burning Agony

DAMAGE 35/50/65/80/95 per second ⇒ 40/55/70/85/100 per second

Lee Sin

High-latency players can ward hop.

In the same vein as recent changes to Ryze and Karthus, we’re making Lee Sin’s ward hopping more feasible in high-latency environments.

W - Safeguard

LAG IS NO EXCUSE Cast can now be buffered when placing wards, allowing Lee Sin to quickly place and hop to wards on high-latency environments
SORRY No longer works with the Quick + Selfcast setting. We’re looking into restoring this functionality in a later patch.

Lucian

Q mana cost up at later ranks.

Lucian’s been able to spec into a decent amount of survivability (Ninja Tabi, Black Cleaver, and Blade of the Ruined King) without significant damage trade-offs. If the Purifier still wants to give up on Essence Reaver, he needs to be more frugal with his spell usage.

Q - Piercing Light

COST 50/55/60/65/70 mana ⇒ 50/60/70/80/90 mana

Malphite

E armor ratio up.

Sunfire Cape followup buff!

E - Ground Slam

RATIO 0.3 armor ⇒ 0.4 armor

Maokai

Passive heal base down, health scaling up. Saplings speed and AP scaling down. Brush sapling duration increases with bonus health instead of ability level.

Maokai’s supposed to be a hearty tank who wades into combat, swinging his branches around to disrupt and using his mighty trunk to soak damage. At the moment he plays more like a catapult, launching saplings for slows and damage. Similar to last patch, we’re shifting power away from saplings into his durability.

Passive - Sap Magic

COOLDOWN 30/25/20 seconds at levels 1/9/15 ⇒ 30/25/20 seconds at levels 1/6/11
BASE HEALING 10/30/50/70/90/110/130 ⇒ 5/15/25/35/45/55/65
PERCENT HEALING 4.5/5.5/6.5/7.5/8.5/9.5/10.5% Maokai’s maximum health ⇒ 6/7.5/9/10/11/12/13% Maokai’s maximum health

E - Sapling Toss

RATIO 2% target’s maximum health per 100 ability power ⇒ 1% target’s maximum health per 100 ability power
SAPLING MOVEMENT SPEED 425 + 2.5 per Maokai’s level ⇒ 400, changed based on Maokai’s boots:
  • Boots of Speed: 425
  • Most upgraded boots: 445
  • Boots of Swiftness & Boots of Mobility: 460
BRUSH SAPLING DAMAGE 100% on detonation, two ticks for 50% each ⇒ 67% on detonation, two ticks for 67% each (total damage unchanged)
BRUSH SAPLING DURATION 30/40/50/60/70 seconds ⇒ 30 (+2.5% Maokai’s bonus health) seconds

Renekton

Over the past two patches, we made a bunch of changes to Renekton’s underlying code to address a bunch of longstanding bugs and make him easier to work on in the future. Unfortunately, that work created a number of other issues which, in some respects, have left him worse off than he started. We’re rolling both sets of changes back.
REWIND All patch 7.9 and 7.10 changes to Renekton have been reverted

Sion

W cooldown decreased, shield’s max health scaling increased.

Sunfire Cape followup buffs!

W - Soul Furnace

COOLDOWN 13 seconds ⇒ 11 seconds
SHIELD SCALING 6/7/8/9/10% Sion’s maximum health ⇒ 8/9/10/11/12% Sion’s maximum health

Syndra

W area of effect reduced.

Force of Will is pretty hard to miss, leading to gank setups where the only test of skill is whether Syndra can land Scatter the Weak’s stun on a slow-moving target. We're giving opponents a more realistic chance to dodge Force of Will, which gives them a shot at dodging Scatter the Weak as well.

W - Force of Will

AREA OF EFFECT 275 ⇒ 225

Yasuo

Q stacks expire faster.

Yasuo was already on the cusp of being too powerful and midseason’s cost reductions to critical strike items just pushed him over the edge. We’re reducing the amount of pressure he exerts by sitting on Q stacks to give opponents more chances to play against him.

Q - Steel Tempest

STACK DURATION 10 seconds ⇒ 6 seconds

Zac

E warning indicator shows up earlier. Zac’s voice isn’t squeaky as often.

Zac’s update gave him more ways to follow up on his own initiation. That was offset by a shorter knockup duration on Elastic Slingshot, but now that it can scale back up to a full second again, we’re giving enemies slightly more warning time.

General

LESS SQUEAKY The health threshold at which Zac’s voice becomes squeakier has been lowered

E - Elastic Slingshot

WARNING INDICATOR Appears 0.75 seconds before Zac lands ⇒ 1 second before Zac lands

Mid-patch 7.10 changes

Just as a reminder. With the max health scaling we added in the initial 7.10 patch, Stretching Strikes was dealing too much damage. We shipped additional base damage nerfs halfway through the patch.
STRETCHING STRIKES BASE DAMAGE 40/60/80/100/120 ⇒ 30/40/50/60/70

Xayah & Rakan Warding VO

STOP YELLING, RAKAN Rakan’s warding VO lines are no longer audible to enemies (sometimes giving away his position through fog of war). Allies can still hear him.
STOP MUMBLING, XAYAH Xayah’s warding VO lines are now audible to allies, rather than only Xayah

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Items

Abyssal Mask

Name change and icon update to match midseason’s changes.
NAME Abyssal Scepter ⇒ Abyssal Mask
ICON Updated!

Banshee's Veil

Cost increased. Magic resist increased.

Given the potent defense a spell shield offers in lane, we want to ensure Banshee’s Veil doesn’t come online too early and that enemies have a chance to fight Veil buyers while they’re vulnerable. A cost increase hits both goals at once: buyers need more time to earn the extra gold and are left sitting on just Null-Magic Mantle for longer. That said, we don’t think Veil needs a flat-out nerf, so we’re keeping it competitive at its new cost.
COST 2700 gold (500 gold combine cost) ⇒ 3000 gold (800 gold combine cost)
MAGIC RESIST 45 ⇒ 60

Blade of the Ruined King

Lifesteal decreased.

Blade of the Ruined King is just overtuned at the moment. The item has a lot of cool identities - dueling item, mild tank buster, early power spike - and we want to make sure to preserve them. However, since it’s already letting buyers win trades via damage, allowing them to heal up so easily afterwards just adds insult to injury.
LIFESTEAL 15% ⇒ 12%

Guardian Angel

Icon update to match midseason’s changes.
ICON Updated!

Ninja Tabi

Basic attack damage reduction decreased.

Ninja Tabi should be the go-to item into a ton of physical damage, and its additional tankiness against basic attacks gives it baseline effectiveness against at least the marksman in most games. At the moment, it’s the right choice pretty much whenever the enemy team has any physical damage on top of their marksman, so we’re dialing back that baseline value.
BASIC ATTACK DAMAGE REDUCTION 12% ⇒ 10%

Nomad's Medallion

Combine cost decreased. Also affects Talisman of Ascension & Eye of the Oasis.

When we updated Nomad’s Medallion’s build path last patch, the small offset to its combine cost change didn’t go through. Here it is.
COST 875 gold (375 gold combine cost) ⇒ 850 gold (350 gold combine cost)

Talisman of Ascension

COST 2425 gold ⇒ 2400 gold

Eye of the Oasis

COST 1925 gold ⇒ 1900 gold

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Scoreboard Minion Kill Tracking

Playing against a champion who creates lots of smaller units makes it hard to tell how well you’re actually last-hitting. We’re keeping the gold reward earned for fighting these pets but removing the confusion they create around last-hit tracking.
SMALL FRIES The following units no longer increase your Minions Killed stat (they still grant gold):
  • Elise’s spiderlings
  • Heimerdinger’s turrets (not including his UPGRADE!!!’d turret)
  • Illaoi’s tentacles
  • Malzahar’s Voidlings
  • Shaco’s Jack in the Boxes (including the ones created by Hallucinate’s clone detonation)
  • Yorick’s Mist Walkers and Dark Procession rings
  • Zyra’s Thornspitters and Vine Lashers

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Crowd Control Text

With the addition of crowd control name displays above health bars as a dedicated solution, crowd control doesn’t need to be included in floating combat text any more.
IT WAS REDUNDANT Removed floating combat text for crowd control effects

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Ban Formats

Normals & Ranked

We’re adding a simultaneous 10-champ ban phase to all draft Summoner’s Rift modes throughout 7.11, starting with Normal Draft in NA. We want to make sure all players have more agency in the ban phase, as well as attempting to make the time taken to get into game significantly shorter. Read the announcement post here for details, or below for the tl;dr:
LAUNCH NA Normal Draft only at launch, will be rolled out throughout the patch worldwide (including ranked queues)
TOTAL BANS 6, with the last 3 picks of each team getting a ban ⇒ 10, with every player getting a ban
BAN MODEL Sequential ⇒ Simultaneous
BAN VISIBILITY Bans aren’t shown to the enemy team until the end of the ban phase
DUPLICATION Bans can be duplicated across teams
HARDCORE MODE “No ban” is now an option

Custom Games

Regular custom games are unchanged for now while we do some backend tweaks to how custom games work. Tournament Draft custom games are switching to the esports format which has been in use for a while, but the UI might be a little unclear for launch. We’ll be cleaning this up in a later patch.
TOURNAMENT DRAFT Now uses a split draft pick/ban phase, identical to esports
CUSTOM DRAFT PICK Unchanged for now

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Lobby Invite Permissions

We’re removing one barrier from getting a party together. Just a small quality-of-life buff for when the captain goes to make a sandwich.
OPEN INVITE Invited players now have invite privileges by default, though captains can still revoke them

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Rotating Game Mode

Team up to overcome the cursed Doom Bots of Doom and their evil overlord before everything you love and cherish is DOOMED!!! Doom Bots is available from 6/2/17 12:00 PT - 6/6/17 04:00 PT and 6/9/17 12:00 PT - 6/13/17 04:00 PT.
TL;DR:
  • Overcome the Doom Bots’ EVIIIIIIIIL curses — stasis, warping, windwalls (and more), oh my!
  • Survive and defeat the devilish little horror behind it all. Hut, two, three, four...
Let the mayhem begin. Mwahaha. MWAHAHAHAHAHAH!!!

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Twisted Treeline Bots

SPOOKY BOTS Intermediate bots have been re-added to Twisted Treeline

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League Client Update

With the rollout of the new client complete, we’re moving full steam ahead with new features and improvements.

You can find solutions to most common issues in the Known Issues section of our support site.

New features

newITEM SET CREATOR We heard you loud and clear—you want item sets, so you got 'em. You can now create custom item sets for specific champions and maps. The new item set creator allows you to start from a default recommended item set for a champion as well as a blank set. There's currently a limit of 20 item sets per account. This is something we'll be re-evaluating based on the feedback we're seeing.
newRECENTLY PLAYED LIST You'll now find a “Recently Played” section at the bottom of your friends list that will display the names of players you've recently been in games with (as well as the champions they played), and will allow you to view their profiles, add them, block them, or drag to invite them to a lobby.

Notable Fixes

  • We made the mastery panel smaller to allow players to see the left/right better during champ select and be able tell who’s turn it is and who they’re picking.
  • Overall improvements to champion select to make actions clearer.
  • Fixes to bugs that were blocking the ability to lock in your choice during champ select.
  • We gave the X on the lobby and end of game screen a makeover to give it more space.

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Dragon Fist Lee Sin

Dragon Fist Lee Sin’s splash and in-game VFX have been adjusted. The dragon on his back is now gold in his splash, and now turns gold when he casts R - Dragon’s Rage. (Chromas change the in-game color.)

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Loot Interface

Having to scroll to reach unopened chests is kinda annoying, especially if you’ve accumulated a lot of loot.
DON’T MAKE ME SCROLL Moved the “Materials” section to the top of Loot

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Queue Health Update

With overall matchmaking health between the two SR ranked queues pretty consistent in all regions, we’re going to be retiring the Queue Health Update for now. We’ll bring it back if the need arises.

Ranked Solo/Duo

Ranked Flex

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Bugfixes

This one was in its own little patch close to - but separate from - 7.11 itself. If you haven't gotten 7.11 yet, this fix will be there when you do!
  • Fixed a bug where mana coins dropped by Ancient Coin and its upgrades were granting other types of secondary resources (ex. Ferocity) as well

  • Casting Riven’s Q - Broken Wings casts too quickly after one another no longer prevents unit targeting from working properly on casts beyond the first
  • Enemies no longer turn invisible if Zac tries to drop them in huge areas of unpassable terrain at R - Let’s Bounce!’s max range (no such areas exist on Summoner’s Rift)
  • Fiora no longer purges Sejuani’s E - Permafrost stacks if she uses W - Riposte to parry an attack while at three stacks
  • When Darius triggers Noxian Might by applying a fifth Passive - Hemorrhage stack via Q - Decimate, Decimate now properly only applies one stack of Hemorrhage to other units hit
  • Fixed a bug where, when blinded by Teemo’s Q - Blinding Dart, Draven’s critical strikes still dealt the crit portion of their damage
  • Fixed a bug where, when Statikk Shiv’s chain lighting was proc’d by Pulsefire Ezreal’s Q - Mystic Shot, it wasn’t properly critting at 100% crit chance
  • Fixed a bug causing the projectile of an enemy Caitlyn’s Q - Piltover Peacemaker to not properly appear until it hit a unit when fired from fog of war
  • Hecarim’s E - Devastating Charge stomp can no longer be reused if Hecarim’s initial target dies during the stomp animation
  • Fixed a bug where, when Xayah and Rakan use Tandem Recall while empowered by Baron, only the champion who started the Recall would gain Empowered Recall’s bonus movement speed
  • Fixed a number of visual bugs with Jax’s E - Counterstrike across various skins
  • Switching Summoner’s Rift music from Updated to Classic no longer prevents the music on other maps from playing
  • Various VO lines triggered when Pulsefire Caitlyn scores a pentakill, ace, or killing spree now properly play
  • The underside of Teemo’s stolen hat no longer looks kinda weird during Pulsefire Caitlyn’s Recall
  • Hand-glowy particles for effects like Sheen and Passive - Rising Spell Force no longer slip to Pulsefire Ezreal’s elbow during his Recall
  • Pulsefire Ezreal’s Q - Mystic Shot and R - Trueshot Barrage on-hit particles now properly display when killing jungle monsters
  • Forecast Janna’s basic attacks have been touched up to match the changes to Janna’s other skins in patch 7.9
  • Cosmic Dawn Rakan once again creates a starry nebula during his Recall
  • Candy King Ivern once again burps rudely after Recalling
  • Justicar and Atlantean Syndra’s Dark Sphere audio no longer plays during their death animations
  • Restored SKT T1 Azir’s death animation audio
  • Restored missing sound effects during Chosen Master Yi’s joke
  • You can once again hear Master Arcanist Ziggs’ bomb exploding in his stomach during his joke
  • Restored Bewitching Nidalee’s Vintage loading screen border for original owners
  • Oktoberfest Gragas’s Recall audio now properly plays on Howling Abyss

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Upcoming Skins & Chromas

The following skins will be released in patch 7.11:

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397 Comments

xo tour lífe55 votes

When i saw yasuo got nerfed. I was like Bard collecting his chimes

Otarie5343 votes

high as fuck?

JokersJeager3 votes

wtf. that's not a fuckin nerf. i would hardly even call it a modification.

legendarytiger10 votes

it's likely as close to a nerf as we'll ever get.

CyberBalt36 votes

Why are you nerfing Tabis? Not its fault that there are 3-4 ad champions every game.

Selia Ravenloft5 votes

No, but it IS it's fault when even when there ISN'T that many AD champions it's still better than any other boot choice.

aspects112 votes

mercs?

BowMaster9303 votes

Mercs only matter when there is hard CC (think Malz suppress or silence or Annie's Tibbers), that is going to seriously effect your play at getting caught or being stopped in a team fight. Where as tabis are just all around good when there isn't much CC and you're just wanting to outduel any AD without building an armor item besides GA and Tabis, and then you just build something like Maw, Mercurial for your MR. It's been a build that bruisers have been abusing for quite a while now, and it's probably good that it's getting nerfed for balance reasons (even if I dislike the nerf to my own champs lol)

Duckmaster27 votes

Worth noting that malzahar's suppress is NOT reduced by tenacity from any source.

ananke25 votes

I T E M S E T S

poisonedpotion23 votes

Summary: "Yasuo got nerfed" Saved you some time.

TheGreatBardini2 votes

Nah, he's still just as strong; there's simply more room to play against him now.

Osama Jhln Laden3 votes

What you're saying doesn't make sense. He can't be "just as strong" because his stack timer went down an entire four seconds.

TheGreatBardini2 votes

He is just as strong. His base values, scaling values, cooldowns, etc are all still the same. He just has a slightly smaller opening and it's a bit more telegraphed to the enemy when he's going to use the tornado. His relative strength is still the same.

Zok7223 votes

I am not a fan of the Malzahar changes. By making voidlings less durable and shifting damage to his other skills he becomes less unique. I don't know if I'm in the minority here but I enjoyed the update (the original one from last midseason) that made his gameplay significantly revolve around his voidlings. It made him play and feel different from every other champion in the game. It additionally introduced mastery in the building and control of voidling swarms and windowed power around the timing of voidling cooldowns as well as learnable counterplay for opponents. The less Malzahar's voidling matter and the easier they are to kill the more he becomes about his combo, at which point he's no different than any other burst mage.

Furthermore, easily answered but not telegraphed mechanics traditionally have lead to champions being strong at low levels of play where players don't know how to answer them but weak at higher levels of play (E.G. Teemo's Mushrooms). If Malzahar is balanced around opponents killing his voidlings he will be unbeatable at low leves, if he is balanced around his voidling damage he will be unplayable at high levels.

TLDR: the Malzahar changes make him less fun, less unique, and harder to balance

Arkale12 votes

There has been a very noticeable group of people who have been asking for them to move away from the voidlings since 6.9.

Reasons being that they don't like the unreliability of the post-rework voidlings, and that the original malz's theme and playstyle was never really about voidlings with the exception of ad malz which is more effort than it's worth nowadays. The more and more they try to balance around voidlings, the more he's like a squishier yorick.

Zok727 votes

While I understand the desire to be more reliable, how is malzahar differentiated from other mages if his voidlings don't really matter? Isn't he just a slightly different annie or veigar or brand or... you get the idea? I guess what I'm trying to say is I personally would prefer an unreliable but unique champion over a reliable but boring champion.

Hungry Cancer5 votes

I totally agree, I used to main AD Malz and while his main damage source was unreliable he was tons of fun and it was a tradeoff you accepted for the advantage of that dope AD voidling damage and being able to knock over towers and solo dragons. I think a game like League should focus on the uniqueness of its champions otherwise 130+ champs get redundant.

Toukan22 votes

No Xayah nerfs? Also, it would be nice if we could have a roles tab in champ select. Meaning, you could organize your top lane champs into the "top" tab and your mid lane champs in the "mid" tab or something like that. It would make things much more convenient and organized

Sp33d Zer016 votes

Why does a champ with an average pick rate and a 50% win rate need a nerf?

Patrice Lummumba25 votes

People still need time to understand how she works before they issue any changes. Honestly, people not paying attention to where her feathers are is 50% of her success. When a good amount of players get wise to her tricks, then they'll be able to accurately pin how she is doing.

DeltaRaven21 votes

Riot is killing so many memes lately I'm starting to think Dragon Master Swain is no longer a matter of if, but when now.

please...

Dubachii18 votes

does this mean that item sets are coming in 7.11 or am I reading it wrong?

Kairoptra32 votes

No, you got it, they're coming

TimX24968B1 votes

I'm pretty sure they said patch 7.10...

Kairoptra7 votes

No, we misinterpreted that; their said it would be on PBE in Patch 7.10, which most of us saw as them coming in the 7.10 PBE cycle and released when it shipped for live, but they actually meant that it would be testing at the same time as when 7.10 was live.

Vaysum16 votes

Now Yasuo will be banned twice every game. Good.

Sir Nope10 votes

Balance Team, if you're reading this, keep an eye on Malzy's Voidlings. See if their health is enough come late game, especially with how they now die from one tower/champ AA.

BillyThewet9 votes

Feels like they are just going to die to random AOE abilities every team fight now. Feelsbadman.

Hungry Cancer11 votes

Runaan's Hurricane will auto kill all 3 of them at once so it won't matter.

Hungry Cancer11 votes

Lol voidlings are useless now, they ought to just remove them because there's really no point. They absolutely will not be able to provide anything significant for Malzahar besides maybe in the jungle or clearing a wave while the enemy laner is backed because they might as well not exist if there's an enemy champ nearby. Such a fucking stupid change for THE pet mage, so many better ways to have fixed him like changing his retarded passive that resulted in most of his abuses, or making the voidlings more dependent on AD for damage so AP Malzahar can't shred you with his voidlings even with absurd AP and AD Malzahar could shred you with voidlings but doesn't deal much magic damage. That's how it used to be for AD Malzahar but Riot seems determined to keep AD Malzahar completely non viable even when it would make him so much easier to balance and way healthier if they would just bring it back.

Midgit Giant3 votes

MALZ CANT EVEN JUNGLE RIGHT NOW. Since he would have to use q and e to get 3 voidlings, before level 3 he wont be able to clear a single camp, and even then it will be a struggle. Malz jg is dead. AD malz is dead, hell normal Malz is dead, now its "when is my ult up?" Malz. Cuz they put all the power into using your entire combo and praying it kills.

Shadoko3 votes

The problem I see with what they did to malzahar is the minions will almost NEVER reach their target... Without the speed to priority targets plus the fact you can only spawn them a centimeter away from yourself, it takes them way too long to travel for the 1 shot thing to be okay, and they also mostly don't get to participate in your ult unless you are right next to the enemy...The health they get for non-auto or turret based hits basically doesn't exist for champions, and most of the time jungle monsters. Most aoe is just going to 1 shot them with their health, as would a lot of other mid laner spells (played a few games and I've seen it happen constantly). Funneling the damage from his minions into the r also leaves it open for someone to just rush qss and then your r just does no damage as it cuts off the damaging beam. Before, yeah, they could do that, but at least it didn't completely get rid of a ton of your all in damage.

Darkhero17717 votes

wish u guys would do something about feeder and afk in co-op i mean like game start than they just rush in and die over and over again like they r bots r something

Zaun Cena7 votes

Yeah, they're bots.

The best thing to do is report them as Cheating and just say they were botting. Patching something like that is tough, since there are always a few ways to go about scripting.

Rouwhorst6 votes

Will Renekton be visited again soon? Quite a lot of bug fixes are reverted, it would be really sloppy if those bugs would stay in.

Perverse Paladin6 votes

Why must malzahar's minions get nerfed again, have they not had enough over last few patches.

Arkale11 votes

They are getting nerfed in order to make room for compensation buffs in his main abilities.

Hungry Cancer7 votes

the point being, he's a pet mage so his voidlings being so weak is retarded, some extra strength into his abilities would be great on other burst mages but Malz is not other burst mages and his voidlings really should be a significant aspect of his kit. I'll miss my Malzahar and his precious Cancer Babies, because now he's really not Malzahar anymore, it's a matter of his identity.

Arkale17 votes

Old Malz wasn't focused around his voidlings so I find it strange that you feel that he is a "pet mage"

Hungry Cancer5 votes

[{quoted}](name=DJ Malzahar,realm=NA,application-id=Ag8jgd8Q,discussion-id=iTEVOQbA,comment-id=0011000200000000,timestamp=2017-06-01T03:58:39.247+0000)

Old Malz wasn't focused around his voidlings so I find it strange that you feel that he is a "pet mage"

lol even Riot acknowledged when they reworked him that his voidlings were a significant part of Malzahar's identity and that he was supposed to be the go to pet mage for league, one of the reasons the devs gave for making the voidlings a basic ability was to help him realize his fantasy as the master pet mage. I played old Malz a lot and before the rework AD Malz was the most common build on him outside of bronze, I played it often myself as it was quite fun, so I'd say his voidlings were a significant part of his kit, they did deal 50% of his TOTAL AD at that point and if you knew your casting rhythm well enough you should've had a voidling out almost constantly even on AP Malzahar and they actually did respectable damage and had decent health at that point and made a hell of a lot more of a difference in fights than the current pathetic voidlings do.

Arkale4 votes

I believe they did 100% of his AD pre-rework and that was the basis for his ad being so good, and after the rework yes, they did focus around him being a minion-mancer but pre-rework I only ever saw myself play him AD in my matches.

While the voidlings are great for adding a jungling/voidling based playstyle that is completely different from other mages, they are impossible to balance around while keeping any other playstyles viable so I personally prefer having versatile spells that can be used for zoning, peel, and damage than focusing on voidlings that they've only had work in a way that was fair/balanceable as his passive.

And just to clarify, while the reworked malz is definitely pet focused, I was just saying that besides the niche jungle malz gameplay he wasn't focused around it as much as his other spells and overall anti-diver/ burst mage playstyle.

ProtestantCaesar6 votes

One of the saddest patch notes I've ever read was this patch's note for Renekton. "We've reverted all of the cool things we did for Renekton in the last two patches." Hopefully you can help him again soon.

Canihiturjuul5 votes

You can add ten bans but can't fix mac players not being able to launch league for past 3 weeks? Nice priorities riot.

Canihiturjuul2 votes

Adding more to the client when it's not even operational.

Hungry Cancer16 votes

The client is very much operational, on real computers.

Shadowrudude13 votes

should just get a setup thats actually good for games? :^)

Dragonism1 votes

OMG SION IS VIABLE AGAIN!!! YES!!!Sion

TwoFaceTony4 votes

Sion has been viable for a long time. He's been my go-to top laner for a long time, as he works well against a lot of champions. He also scales really well into a late game, high damage/cc tank.

Patrice Lummumba5 votes

Viable again? Bruh, he was my first Diamond mastery. I don't play him often because it just seems a little too easy sometimes. Sion's Q makes him a menace at level 1.

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