Patch 11.3 overview
Champions you recently played
No change
Other Champions
Q detonation damage decreased. R cooldown increased later.
E base damage decreased later.
Q base damage decreased later. W active attack speed decreased later.
Q damage ratio increased.
Base health growth decreased. E shield decreased later.
Base health decreased. Q bonus range increased; Fishbones bonus attack speed penalty decreased. E cost increased; arm time decreased; max range cast adjusted.
Base mana regen increased. Q cost decreased.
E cooldown decreased.
Base health decreased. Passive bonus attack speed decreased; now displays amount of attack speed on passive icon.
Q now has decreased damage against both minions and monsters; cooldown increased early.
E cooldown flattened.
W1 and W2 damage ratio increased. E damage ratio increased; unbind cooldown decreased; cooldown bug fixed; long distance pathing bug fixed. R damage ratio increased.
E cooldown decreased.
Passive base note damage decreased. W shield decreased.
Q empowered basic attack damage and second strike bonus damage increased. W bonus movement speed increased.
Q damage ratio increased.
Q cost flattened. W damage increased.
Passive bonus movement speed increased. Q subsequent stone damage against monsters decreased.
R total base active aura damage decreased later.
R cooldown now flat.
Items you recently played
No change
Other items
Enchanter Items
Zooming in on enchanter items, it’s clear that Flowing Water is largely overperforming compared to other second item choices. On the other hand, Chemtech Putrifier is fulfilling its niche role quite well (healing reduction), but it's not purchased as often or as powerful as the other Grievous Wounds items. We’re making some changes to ensure that enchanters feel they have access to a viable Grievous Wounds option as well as the other classes.
Fighter Items
Silvermere Dawn isn't as efficient for an item we think is an important piece in the fighter ecosystem, so we're upping its power. Additionally, Ironspike Whip has been helping certain champions invalidate minion waves, so we're removing the empowered damage to minions to better highlight those champions' strengths and weaknesses.
Mage Items
We're doing a pass on mage items to create more balance amongst their purchase rates and to stop any one item from overshadowing the others (Lich Bane, Zhonya's Hourglass, Seeker's Armguard). We're also broadening Horizon Focus by lowering its activation range so that more mages can take advantage of its specialty. Lastly, we're unifying the stacking passives between Verdant Barrier and Seeker's Armguard for consistency.
Marksman Items
We're noticing that Phantom Dancer is rarely built as a second item, and almost never as a third. Not many champions need that much attack speed, so we're reshaping what the items give to marksman champions. We're also adding more oomph to Immortal Shieldbow since it's only purchased by hard-bound short ranged users that benefit from lifesteal, and even then, it loses out often to Galeforce which does the same in most situations.
Sustain Items
When building sustain, players should be feeling the effects of a real trade-off, usually in the form of damage. However, certain items with omnivamp (particularly Goredrinker and Ravenous Hydra) are feeling particularly overpowered due to less of a trade-off in damage. We're going through and making adjustments to those items, hitting their early game power specifically.
Tank Items
We're addressing some tank item outliers and opening Frozen Heart as a cheaper mana and ability haste item for tank supports, top laners, and junglers alike.