League of Legends patch 11.10 official notes introduce massive Junge updates along with buffs to Kayle and Talon nerfs

League of Legends patch 11.10 introduces massive Jungle updates (Image via Riot Games)
League of Legends patch 11.10 introduces massive Jungle updates (Image via Riot Games)

League of Legends patch 11.10 isn't going to be a big one in terms of champion updates. However, Riot is looking to bring in extensive changes to the jungle to make it more accessible.

The jungle has been one of the least sought-after roles in League of Legends season 11, and the devs will be looking to change that with this update.

When it comes to champion updates, Kennen and Kayle will be getting some buffs, while Katarina, Talon, and Darius get some nerfs to their kit.

League of Legends fans looking for a detailed description of the patch can look up Riot’s official website.

However, for a brief overview, here are all the major updates.

League of Legends patch 11.10 official notes

#1. Champions

Bard

Image via Riot Games
Image via Riot Games

Passive – Traveler’s Call

  • Base damage: 40 to 30

Darius

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Image via Riot Games

E – Apprehend

  • Cooldown: 24/21/18/15/12 seconds to 26/24/22/20/18 seconds

Galio

Image via Riot Games
Image via Riot Games

W – Shield of Durand

  • Cooldown: 18/17.5/17/16.5/16 seconds to 18 seconds
  • Magic damage shield: 8/11/14/17/20 percent of maximum health to 8/9.75/11.5/13.25/15 percent of maximum health

Jinx

Image via Riot Games
Image via Riot Games

Armor: 28 to 26

R – Super Mega Death Rocket!

  • New effect: Execute damage against epic monsters is now capped at 1,000 (AoE damage is capped at 800)

Katarina

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Image via Riot Games

Movement speed: 340 to 335

Kayle

Image via Riot Games
Image via Riot Games

Passive – Divine Ascent

  • Aflame AP damage ratio: 20 percent to 25 percent
  • Transcendent bonus attack range: 50 (575 total) to 100 (625 total)
  • Muramana bugfix: Kayle’s fire waves now properly apply Muramana’s Shock

Kennen

Image via Riot Games
Image via Riot Games

W – Electrical Surge

  • Maximum stacks bonus damage: 10/20/30/40/50 (20 percent AP) (60/70/80/90/100 percent AD) to 20/30/40/50/60 (25 percent AP) (60/70/80/90/100 percent AD)

Lux

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Image via Riot Games

E – Lucent Singularity

  • Damage: 60/105/150/195/240 (+60 percent AP) to 60/110/160/210/260 (+65 percent AP)

Sejuani

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Image via Riot Games

E – Permafrost

  • Update – Targeting: 250 for all targets to Prioritizes champions within 50 of cursor, then non-champions within 50 of cursor, then champions within 350 of cursor, then closest unit to cursor within 2,500 (this only applies if there is no target directly under your cursor)

Talon

Image via Riot Games
Image via Riot Games

Q – Noxian Diplomacy

  • Damage ratio: 110 percent bonus AD to 100 percent bonus AD

Thresh

Image via Riot Games
Image via Riot Games
  • Health: 561 to 530
  • Health growth: 93 to 95

Yuumi

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Image via Riot Games

Q – Prowling Projectile

  • Base damage: 40/70/100/130/160/190 to 50/80/110/140/170/200
  • Base empowered damage: 45/85/125/165/205/245 to 60/100/140/180/220/260

W – You and Me!

  • Ally icon bugfix: Yuumi’s ally’s level icon now properly reverts back to normal when Yuumi detaches from said ally

Zyra

Image via Riot Games
Image via Riot Games

Passive – Garden of Thorns

  • Vine Lasher slow: 25 percent to 30 percent

W – Rampant Growth

  • Cooldown: 20/18/16/14/12 seconds to 18/16/14/12/10 seconds

#2. Items

Abyssal Mask

  • Health: 350 to 400
  • Unmake damage ratio: 10 percent to 15 percent
  • Unmake duration: Four seconds to five seconds

Goredrinker

  • Thirsting Slash healing: 25 percent AD (+8 percent of missing health) to 25 percent AD (+10 percent of missing health)

Guinsoo’s Rageblade

  • Combine cost: 1,100 gold to 900 gold

Riftmaker

  • Combat trigger: Dealing damage to enemy champions to Dealing damage to and taking damage from enemy champions
  • Void Corruption increased damage per second: Two percent, stacking up to five times for a maximum of 10 percent to three percent, stacking up to three times for a maximum of nine percent

#3. Runes

Phase Rush

  • Cooldown: 15 seconds to 30 to 10 seconds (based on level)
  • Bonus movement speed: 40 percent to 60 percent for melee, 25 percent to 40 percent for ranged to 30 percent to 60 percent for melee, 15 percent to 40 percent for ranged

#4. Jungle update

Riot is making some changes to the jungle in Patch 11.10. The devs are “relaxing” camp timers to allow for “more leniency” on pathing through the jungle. Historically, Riot has pushed “PvE prowess,” where the priority is to farm fast to get ahead of the experience curve in the jungle. But this can often lead to players falling behind. The changes in Patch 11.10 aim to counter this.

The devs are also reinstituting an “improved version” of the comeback experience, which kicks in when a jungler is significantly behind in the game. This should help limit the number of games that feel out of hand for a struggling jungler with no path to recovery.

A. Jungle timers and camp gold

Even the fastest clearing junglers have little to no downtime between finishing one camp from the next, according to Riot. The devs’ original intent for this “aggressive respawn timing” was that there’s always an opportunity cost to taking any other action on the map. But the problem with this is junglers never feel like they’ve finished farming and windows to set up ganks are “far few in between.” To combat this, Riot is walking back camp timer respawns from last year’s preseason and matching camp indicators to how players “intuitively play around them.”

  • Camp respawn timer: Two minutes to two minutes 15 seconds
  • Camp respawn glowing indicator: 15 seconds before camp spawns to 10 seconds before camp spawns

B. Comeback experience

Setting a jungler behind is usually a team effort resulting from several variables. It’s not just the enemy jungler clearing faster or counter-jungling, according to Riot. The result of falling behind in the jungle has far greater consequences than falling behind in lane.

Riot has introduced a new comeback experience mechanic in Patch 11.10 to give junglers a helping hand. This will only really apply in the “most dire of circumstances.” It won’t make struggling junglers as strong as they would have been if they had never fallen behind in the first place, but it will make a difference.

  • New effect: Large and epic monsters will grant 50 XP per level below the average level of all players in the game minus one.

C. Smite

Riot is adding some quality-of-life buffs to Smite. Players will no longer have to check their Smite tooltip or buff bar when approaching an epic monster in Patch 11.10. This should make players more equipped to secure objectives.

  • New: Unsealed Spellbook swap Smite damage: Smite damage now increases after swapping summoner spells twice
  • New: Smite and any crowd control now breaks Rift Scuttle’s shield before applying damage

D. Survivability

Putting omnivamp on jungle items in the preseason, as well as improving clarity, has skewed toward benefiting champions who could clear fast and use the bonus as a health battery as the game went on. Riot is “pulling power” out of omnivamp while increasing the flat restore players get from Smite and reducing jungle camp damage across the board. This should cater to jungle champions that aren’t able to instantly clear a camp.

  • Omnivamp on jungle items: 10 percent to eight percent
  • Smite heal from max health: 10 percent to 15 percent

E. Jungle monster camp changes

To top off the jungle changes in Patch 11.10, Riot is adjusting specific jungle camps based on the devs’ “overarching goals.”

  1. Reduce incoming damage from jungle camps to offset the reduced healing from omnivamp
  2. Change jungle monsters’ health to offset the higher Smite damage
  3. Change gold values to offset income lost by spawn timers

F. Jungle camp attack damage

  • Blue Sentinel: 82 to 303 (levels one to 18) to 78 to 234 (levels one to 18)
  • Red Brambleback: 82 to 303 (levels one to 18) to 78 to 234 (levels one to 18)
  • Gromp: 80 to 253 (levels one to 18) to 35 to 105 (levels one to18)
  • Smaller Murkwolves: 16 to 59 (levels one to 18) to 10 to 30 (levels one to 18)
  • Crimson Raptor: 20 to 74 (levels one to 18) to 20 to 60 (levels one to 18)
  • Raptors: 13 to 49 (levels one to 18) to 10 to 30 (levels one to 18)
  • Bug Krug: 80 to 303 (levels one to 18) to 78 to 234 (levels one to 18)
  • Medium Krug: 25 to 93 (levels one to 18) to 20 to 60 (levels one to 18)
  • Mini Krugs: 17 to 63 (levels one to 18) to 13 to 39 (levels one to 18)

G. Jungle camp health

  • Red Sentinel: 1,800 to 3,150 (levels one to 18) to 1,850 to 3,238 (levels one to 18)
  • Red Brambleback: 1,800 to 3,150 (levels one to 18) to 1,850 to 3,238 (levels one to 18)
  • Rift Scuttler: 1,000 to 2,066 (levels one to 17) to 1,050 to 2,170 (levels one to 17)

H. Jungle camp gold

  • Mini Krug: 12 gold to 13 gold
  • Murkwolf: 55 gold to 65 gold
  • Gromp: 85 gold to 90 gold
  • Crimson Raptor: 35 gold to 45 gold

#5. VFX updates

Kog’Maw

  • Passive – Icathian Surprise: Reduced noise and improved clarity with regards to the size of the explosion
  • Basic attack: New missiles and hit effects
  • Q – Caustic Spittle: New hit effects and a new missile to better represent its actual hitbox
  • W – Bio-Arcane Barrage: New effects to make Kog’Maw more representative of the Void
  • E – Void Ooze: New hit effects and a new missile to better represent its actual hitbox
  • R – Living Artillery: New effects that better represent the hitbox

Kog’Maw skins

  • Base Kog’Maw: Updated character texture
  • Reindeer Kog’Maw: Added new recolors to all VFX
  • Deep Sea Kog’Maw: Added new recolors to all VFX
  • Jurassic Kog’Maw: Added new recolors to all VFX
  • Lion Dance Kog’Maw: New unique VFX on E; updated R and Q VFX
  • Pug’Maw: All VFX updated
  • All other Kog’Maw skins: R updated to show hitbox more clearly

#6. Bug fixes and quality-of-life changes

  • Updated the width of Pyke’s E – Phantom Undertow’s VFX to better match the hitbox
  • Fixed a bug where the black ticks in the health bars would go missing
  • Fixed a bug where Sanguine Blade’s “healing from physical vamp against champions” counter so that it accurately displays the amount of healing the user receives
  • Aurelion Sol’s Q – Starsurge’s stun and R – Voice of Light’s knock-up are no longer delayed by up to 0.25 seconds
  • The Rift Herald will no longer spawn the wrong way
  • Fixed a bug where Fizz was unable to gain Tear of the Goddess stacks when killing minions with W – Seastone Trident
  • When a player completes Cull’s Reap’s minion kill requirement via their ally’s Relic Shield’s Spoils of War, the player now properly gains the 350 gold from Cull
  • Yone’s Q – Mortal Steel no longer only activates Navori Quickblade at point-blank range
  • Navori Quickblade now properly triggers when Yasuo uses his E – Sweeping Blade and Q – Steel Tempest combo
  • If a player’s inventory is full and they sell their Trinket, attempting to purchase a Wardstone will no longer subtract its gold cost given that the player’s inventory is full
  • Fixed a bug where melee champions would gain 54 percent bonus attack range from Rapid Firecannon instead of the expected 35 percent
  • Death’s Dance no longer extends Aspect of the Dragon’s burn damage longer than intended (three seconds)
  • Fixed a bug where Fiddlesticks’ Passive – A Harmless Scarecrow effigies would not be usable for the rest of the game if the user sold their Poro Snax at the shop in ARAM
  • Fixed a bug where Akali would deal double E – Shuriken Flip damage if her target was very close to a wall
  • Vladimir no longer becomes targetable when his W – Sanguine Pool ends after using Zhonya’s Hourglass’ Stasis during the ability

#7. Upcoming skins and chromas

Skins

  • Arcana Lucian
  • Arcana Tahm Kench
  • Arcana Xerath
  • Arcana Camille

Chromas

  • Arcana Lucian
  • Arcana Tahm Kench
  • Acana Xerath
  • Arcana Camille