V4.11

New Skins in the Store
The following skins were added in the patch but are not yet available for purchase:
 * Hazmat Heimerdinger
 * Soulstealer Vladimir

Bounty Rewards

 * Early kill value increased to 75% of normal value, scaling up to 100% at 4 minutes, from 60%.
 * First blood value increased to 325g from 280g.
 * Personal bounty increases decreased to 16.5% per kill from 20%.
 * Player bounty cap at 500 gold now occurs at 5 kills from 4.

Turrets

 * Turret damage gained per hit increased to 37.5% from 25%.
 * Turrets now finish warning up after 2 hits from 3.
 * Turrets select targets slightly faster.

Experience

 * Lane minion experience range increased to 1400 from 1250.

Champions

 * Stack debuff duration reduced to 4 seconds from 5.
 * Trigger damage changed to 38 + (12 * level) from 60 + (10 * level).
 * Fixed a bug where when Braum tried to jump over a wall to a teammate with an enemy nearby, he would try to protect his teammate by facing the enemy, but would then smack his butt into the wall and not actually jump over to safety. Braum now jumps more intelligently.
 * Trigger damage changed to 38 + (12 * level) from 60 + (10 * level).
 * Fixed a bug where when Braum tried to jump over a wall to a teammate with an enemy nearby, he would try to protect his teammate by facing the enemy, but would then smack his butt into the wall and not actually jump over to safety. Braum now jumps more intelligently.
 * Fixed a bug where when Braum tried to jump over a wall to a teammate with an enemy nearby, he would try to protect his teammate by facing the enemy, but would then smack his butt into the wall and not actually jump over to safety. Braum now jumps more intelligently.


 * Added a new 'Turret Focus Target' particle for Heimerdinger when he marks an opponent for targeting by turrets.
 * Added new 'Turret Aggro' and 'Turret Focus Aggro' particles for the player targeted by Heimerdinger's turrets.
 * Added a new 'Turret Focus Target' particle for Heimerdinger when he marks an opponent for targeting by turrets.
 * Added new 'Turret Aggro' and 'Turret Focus Aggro' particles for the player targeted by Heimerdinger's turrets.


 * Stats
 * Base health reduced to 450 from 463.
 * Health per level reduced to 85 from 98.
 * Armor per level reduced to 3 from.
 * Armor per level reduced to 3 from.


 * Fixed a bug where Requiem's team ult HUD indicator would display as available even when it wasn't.
 * Fixed a bug where Requiem's team ult HUD indicator would display as available even when it wasn't.
 * Fixed a bug where Requiem's team ult HUD indicator would display as available even when it wasn't.

Kayle

Kayle gets less attack speed per level and her E scales less with ability power. Intervention's cooldown has been increased.

Kayle has a ton of strengths - good damage, safe laning, high utility, great wave clear, fancy wings - and not too many weaknesses. Initially we wanted to only hit Kayle's high offensive power so we could continue to emphasize her utility, but saw it just wasn't enough to reduce her fervor in a meaningful way. All of these changes, combined, should help in clipping some of Kayle's high power across the board.

General ATTACK SPEED PER LEVEL +2.5 ⇒ +2.2 E - Righteous Fury BONUS ABILITY POWER RATIO +0.4 ability power ⇒ +0.2 ability power R - Intervention COOLDOWN 90/75/60 seconds ⇒ 110/95/80 seconds Lucian

We have no change for Lucian this patch but wanted to highlight that he's currently high on our list. Specifically in competitive play, Lucian is crowding out almost all other marksman choices (aside from maybe Kog'Maw) due to his high general strengths and lack of meaningful weaknesses (does this sound familiar?). We're currently very aware of Lucian's dominating performance but want to make sure we get the right changes in to give him said weaknesses!

General Very Strong Yes ⇒ Still yes Maokai

Maokai is now a sentient purple people protector. Mana costs and damage on Maokai's abilities have gone down, but he's gained increased disruption with W on a lower cooldown and his Saplings slowing whoever they explode on. W's range has gone down so Maokai doesn't just become a nonstop ganking tree. Vengeful Maelstrom now centers on Maokai and travels with him.

These changes are to give Maokai more of a 'core' identity as a defensive peeling support tank who can disrupt the baddies that jump on his squishy friends. Some of you might be asking: why so much change for the tree? Old Maokai might not be the strongest jungler on the scene but he's still very capable of shutting down entire lanes in the early to mid game while not contributing much to later teamfights. These updates let us balance around new Maokai kit without bringing back the Maokai pain train of Season 2 (such nonstop reliable tower dives, wow).

Q - Arcane Smash SLOW DURATION 2 seconds ⇒ 1.5 seconds COST 55 mana ⇒ 45 mana W - Twisted Advance removedCAST TIME Maokai no longer has to 'wind up' before advancing to an enemy (travel time remains the same) DAMAGE 80/115/150/185/220 (+0.8 ability power) ⇒ 9/10.5/12/13.5/15% + (0.04 ability power)% of target's maximum health COST 75/80/85/90/95 mana ⇒ 75 mana at all ranks COOLDOWN 13 seconds at all ranks ⇒ 13/12/11/10/9 seconds RANGE 650 ⇒ 525 E - Sapling Toss newSPEEDY SAPLINGS Sapling movement speed now scales with Maokai's bonus movement speed newANNOYING SAPLINGS Enemies damaged by a sapling explosion are now slowed by 50% for 1 second SAPLING BASE MOVEMENT SPEED 475 ⇒ 450 LANDING MAGIC DAMAGE 40/75/110/145/180 (+0.4 ability power) ⇒ 40/60/80/100/120 (+0.4 ability power) EXPLOSION MAGIC DAMAGE 80/130/180/230/280 (+0.6 ability power) ⇒ 80/120/160/200/240 (+0.6 ability power) COST 70/80/90/100/110 mana ⇒ 60/70/80/90/100 mana R - Vengeful Maelstrom newUTILITY Vengeful Maelstrom is now self-cast and circles Maokai instead of sitting in a targeted area newGOOD JOB MAOKAI Vengeful Maelstrom now shows (through combat text) how much damage Maokai is mitigating for his teammates (this is only visible to Maokai) INITIAL COST 75 mana ⇒ 40 mana RADIUS 550 ⇒ 475 Nautilus

More anchors to the face.

When we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game (like Nautilus). Here we saw some easy wins for Nautilus to scale into the late game while also adding... CLARITY!

Passive - Staggering Blow newCLARITY! There is now an indicator showing how long until you can use Staggering Blow on same target UTILITY Nautilus can now trigger this effect on the same target every 9 seconds at all ranks ⇒ 9/8/7/6 seconds (at levels 1/6/11/16)

Nidalee

It's a little tough to explain these changes so you'll have to read them. Sorry!

Following Nidalee's Gameplay Update, we undershot on her overall power levels so we're giving her some small buffs and game flow improvements as we continue to watch players pick up on her new playstyle. These might look like a lot of changes, but they're really focused on helping Nidalee succeed at her cat games. One big goal here is to help Nidalee trigger her Hunting mechanic more reliably while not always getting her killed when she jumps into the fight.

General Base Health 370 ⇒ 390 Base Armor 15 ⇒ 17 Passive - Prowl newSPEEDY CAT Nidalee now receives +10% Movement Speed in all directions while Hunting, which increases to +30% movement speed toward Hunted targets KITTY SPEED LIMITS At any one time, Nidalee can never receive more than a total of +30% Movement Speed from The Hunt and Brush movement speed bonuses Q - Javelin Toss JAVELIN WIDTH 30 ⇒ 40 W - Bushwhack CLARITY Targets that trigger a trap are now only marked as Hunted if Nidalee is within 3000 units of them COOLDOWN 17/15/13/11/9 seconds ⇒ 13/12/11/10/9 seconds DAMAGE 12/14/16/18/20% of target's current health ⇒ 10/12/14/16/18% of target's current health BUGFIX Fixed a bug where Bushwhack could reveal enemy wards when an enemy unit affected by Bushwhack walked over them W - Pounce HUNTED POUNCE RANGE 700 ⇒ 750 HUNTED POUNCE JUMP LOCATION Pouncing on a Hunted target now puts Nidalee 150 units to the opposite side of the target ⇒ 75 units in the direction the target is facing E - Primal Surge COST 60/80/100/120/140 mana ⇒ 60/75/90/105/120 mana R - Aspect Of The Cougar newQUICKDRAW KITTY Triggering The Hunt resets Aspect of the Cougar's cooldown if Nidalee is in Human form Rengar E - Empowered Bola Strike BUGFIX Empowered Bola Strike now correctly slows on top of the root Skarner

When we made changes to Skarner back in patch 4.10, we had to tune down some of his offensive power in favor of his sticky Skarner-ness. Now that the loneliest scorpion has made his way to the live game, we're seeing he's still doing a lot of damage on top of his disruptive play so we're dialing him back just a bit.

Q - Crystal Slash PHYSICAL DAMAGE 20/32/44/56/68 ⇒ 18/28/38/48/58 BONUS MAGIC DAMAGE 20/32/44/56/68 ⇒ 18/28/38/48/58 BONUS MOVEMENT SPEED +3/4/5/6/7% per stack of Crystal Energy ⇒ +2/3/4/5/6% per stack of Crystal Energy R - Impale SKARNERFIX Fixed a bug where Skarner could occasionally throw out basic attacks while impaling a target Vladimir

We think the world is ready for a Vlad who can use Flash after he's entered his Sanguine Pool. Or Ghost. Or Heal. OR ZHONYA'S HOURGLASS?!

W - Sanguine Pool newUTILITY Vladimir can now cast summoner spells and use items while in his troll pool Yasuo

As a nimble fighter, Yasuo should be balancing his offense and defense throughout the laning phase. Right now, however, Yasuo's ability to stack up excessive amounts of extra damage on Sweeping Blade (particularly at early levels) means he can quickly bully out opponents before they have the chance to retaliate.

E - Sweeping Blade BONUS DAMAGE CAP 100% at 4 stacks ⇒ 50% at 2 stacks

Zac

Like Nautilus, when we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game. For Zac, it was a simple matter of bouncing up his early clear speeds while also giving his sustained damage an elastic stretch in the right direction.

W - Unstable Matter newUNSTABLER MATTER Picking up a chunklet reduces the cooldown of Unstable Matter by 1 second newUNSTABLEST MATTER Whenever Zac hits a jungle monster with Unstable Matter, he can walk through the monster (to pick up chunklets) COOLDOWN 4 seconds ⇒ 5 seconds Ziggs

Ziggs moves slower and his bombs got skinnier.

Right now we see Ziggs as having a unique strategic fit in the game (stalling out to let his teammates ramp up in strength), but he's a little too safe in lane and still has a lot of explosive power to carry his team to a win when he gets ahead. Adding on these strengths, Ziggs is also a well-rounded, consistent champion who can do a lot of things at once, so we're looking for ways to add more risk or unreliability to his kit.

General MOVEMENT SPEED 330 ⇒ 325 Q - Bouncing Bomb EXPLOSION TRIGGER DETECTION RADIUS 180 ⇒ 150 Embiggened Champions

This might be a nerf (or buff if you enjoy eating skill shots) to the following champions, but we want to ensure for the sake of clarity that their hitboxes always match their visual representation.

HITBOX The following champions had smaller than average hitboxes so we've increased them to the average hitbox size. In other words, we've added 27.3% Teemos to each champion's overall hitbox (from 50 units all around to 65 units all around) but there should be no visual change: Shyvana Thresh Vi Updated Splashes

Given their high visibility, we're taking a broad look at base champion splashes throughout our roster and showing some love to older ones that are showing their age. Caitlyn and Urgot are first out of the gate; keep an eye out for more over the next few patches!

SPLASH Several champions have received updated splashes: Caitlyn Urgot

Items

Sustain-focused tanky junglers now have an item build path that supports their playstyle from Hunter's Machete to Quill Coat to Spirit of the Ancient Golem. These new (and newly changed) items give high regeneration stats while ensuring jungle monsters can be taken down in a decent timeframe from the mid to late game.

The problem with the old Hunter's Machete and Spirit Stone items (at least for tanky sustained junglers) was that they were too damage-focused to really help the slow and steady Maokaii and Nautilii (Maokais? Nautiluses?) of the world. As a result, these tanky dudes fell out of favor against damage-heavy junglers like Kha'Zix and Pantheon or early pressure/utility junglers like Lee Sin and Elise. While these changes may not directly shift the landscape back to equal footing, we want to at least offer a meaningful choice for those who want to play the utility tank jungler.

To focus on the changes themselves, our goal here is to 'normalize' jungle clear speeds so that even a utility jungler can clear reasonably well throughout the game - even without buying a damage item. The solution to add Sapping Barbs (and make it based off a percent of maximum health) means that once a jungler gets a Quill Coat / Spirit of the Ancient Golem, they'll be guaranteed to clear a jungle camp within a set period of time. Adding a ward to Quill Coat and Ancient Golem also gives tanky junglers a way to fight back against high-pressure junglers through superior vision control, rather than giving more stats to out-duel the duelists. Final point: Spirit of the Ancient Golem scales with bonus health, so you'll need to be building health to see bigger gains.

Jungle Items Hunter's Machete PRICE 300 gold ⇒ 325 gold newDAMAGE REDUCTION +5 Damage Reduction vs. Monsters newBONUS DAMAGE +10 Attack Damage vs. Monsters removedMAIMLESS No longer has the UNIQUE Passive: Maim removedBUTCHERLESS No longer has the UNIQUE Passive: Butcher new Quill Coat RECIPE Hunter's Machete + Cloth Armor + 75 gold TOTAL COST 700 gold ARMOR +20 PASSIVE Sapping Barbs: Attacking monsters lose 5% of their maximum health over 3 seconds (up to 150). Wearer gains +40 health regeneration per 5 seconds and +30 mana regeneration per 5 seconds when in combat with monsters. ACTIVE Hunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown) Spirit of the Ancient Golem newRECIPE Quill Coat + Kindle Gem + 450 gold TOTAL COST 2000 gold (unchanged) HEALTH +350 ⇒ +200 COOLDOWN REDUCTION +10% (unchanged) newARMOR +0 ⇒ +20 newBONUS HEALTH +25% Bonus Health newPASSIVE Sapping Barbs: Attacking monsters lose 5% of their maximum Health over 3 seconds (up to 195). Wearer gains +60 health regeneration per 5 seconds and +45 mana regeneration per 5 seconds when in combat with monsters. newACTIVE Hunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown) removedTENACITYLESS No longer has the UNIQUE Passive: Tenacity removedBUTCHERLESS No longer has the UNIQUE Passive: Butcher Spirit Stone COMBINE COST 40 gold ⇒ 15 gold (total cost remains the same) Madred's Razors TOTAL COST 750 gold ⇒ 775 gold Wriggle's Lantern COMBINE COST 240 gold ⇒ 215 gold (total cost remains the same) Attack Damage Items

While we realize that Essence Reaver probably needs more tweaks before it'll be in an optimal state, we want to keep it in the spotlight to show that we're committed to supporting this build path for marksman (ie: Ezreal, Corki and Sivir) that should like it.

Essence Reaver ATTACK DAMAGE 50 ⇒ 60

Ranked Duo Queue

We're introducing a new restriction for ranked duo queues so players can only duo queue with teammates ranked within one full tier above or below them. We found that the vast majority of duos are already between players within these thresholds and this change will allow us to curb some of the potential abuse cases we see under the current matchmaking system.

In the case of unseeded players, the new system allows for duo queuing with Gold, Silver and Bronze players while their skill level is still being assessed. After they've been placed, the usual restrictions will apply.

Players may only queue for ranked duo games with players ranked within one full tier above or below them. For example, a Silver III player may duo with players ranked anywhere from Bronze V to Gold I.   Unseeded players who were ranked in solo queue during the previous season will use that rank to determine duo eligibility. Unseeded players who have never been ranked in solo queue are able to duo queue with Gold, Silver or Bronze players.

Bots

With our bot updates in Patch 4.6, we were able to take bots off their purple leash and introduce a little variety to which side players end up on. This has been a great addition for our Co-op vs AI enthusiasts, but it's a little jarring for new players trying to get a handle on how the game is played. In order to meet each group's needs, bots in Beginner Co-op matches will go back to always being the Purple team while Intermediate matches will continue to sometimes give Blue side to the bots.

Bots in Beginner-level Co-op vs AI matches will always play from Purple side

Public Chat Rooms

Public chat rooms aren't really serving their purpose at the moment as they're often filled with scams, spam and phishing attempts. This can create a pretty negative experience, especially for new players, so we're disabling them while we investigate long-term solutions.

Public Chat Rooms have been disabled

Bugfixes

Muting players in-game no longer unfriends them or puts them on your Blocked list As a result, accidental mutes no longer reset Mystery Gifting's 2-week restriction on sending Mystery Gifts to new friends 'Ignore' tools have been relabeled as 'Block' to clarify their functionality