League of Legends: The Five Biggest Changes of Patch 11.4

League of Legends. Photo Courtesy of Riot Games.
League of Legends. Photo Courtesy of Riot Games. /

The “buffs X champion really needs” memes have kept League of Legends players going for a while now in anticipation of Patch 11.4 dropping. Now that the newest patch is here, it’s time to look at what big changes players should expect to see when the patch goes live. If you’re not down for reading all of the patch notes, here are the five biggest changes Patch 11.4 has in store!

1. Moonstone Renewer Nerfed and Grievous Wounds Buffs

Moonstone Renewer

"STARLIT GRACE ALLY HEAL: 70-100 (based on ally’s level) >>> 50-100 (based on ally’s level)"


"ABILITY POWER: 70 >>> 80"

Mortal Reminder

"ATTACK DAMAGE: 20 >>> 25"

Chempunk Chainsword

"HEALTH: 150 >>> 250"

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Avert your gaze LS, the Moonstone Renewer has been nerfed. Not only that, three of the big Grievous Wounds items got significant buffs, making the counter to the healing that Moonstone is so dependent on even weaker. While the Grievous Wounds stat is unchanged, the fact that the items might be a bit more appetizing to its buyers largely makes the “all mages are healing mages if you believe in your heart” meta on life support if not dead.

2. Cosmic Drive Changes

Cosmic Drive

"[REM] SPELLDANCE MOVEMENT SPEED: Cosmic Drive no longer grants bonus movement speed when dealing ability damage[NEW] PUT IT IN COSMIC DRIVE: If you have at least 160 ability power, gain 20 ability haste and 10-30 movement speed (based on level)ABILITY HASTE: 30 >>> 20"

Cosmic Drive has been an under-used item that was meant for kiting in battle. Now, Riot seems to be changing it to be a late game item that grants additional cooldown reduction (via ability haste) and movement speed (whether in combat or out of combat). Ultimately, this is a decent idea but I don’t see how this makes Cosmic Drive an appealing alternative to, say, Rabadons or Void Staff when in that late game stage.

3. Big Samira Nerfs

"Passive – Daredevil Impulse BONUS DAMAGE RATIO: 7.5% AD >>> 3.5%-10.5% AD (levels 1-18)Q – Flair DAMAGE RATIO: 100% AD >>> 80/87.5/95/102.5/110% ADW – Blade WhirlDURATION: 1 second >>> 0.75 secondsE – Wild Rush[REM] ALLY TARGETING: Samira no longer dashes through allies[NEW] EYE ON THE TOWER: Samira can now dash through enemy towers, but will target champions over towersDASH SPEED: 2050 >>> 1600R – Inferno TriggerCOOLDOWN: 3 seconds >>> 8 seconds"

Riot (correctly), pointed out that Samira is a nightmare to face even when her numbers are overtuned. They elected to give her a bunch of small nerfs but the biggest change is reducing some mobility by taking away the ally dash on her Wild Rush. Ultimately, these changes could be big enough to knock Samira out of her permanent nest atop the ADC tier list.

4. Jungle (Champion) Changes


"Base StatsHEALTH: 613 >>> 615E – TantrumBASE DAMAGE: 75/95/115/135/155 >>> 75/100/125/150/175"

Lee Sin

"Q – Sonic WaveCOOLDOWN: 11/10/9/8/7 seconds >>> 10/9/8/7/6 seconds"


"Base StatsHEALTH: 601 >>> 580HEALTH GROWTH: 90 >>> 85"

Three junglers got changes, with varying degrees of significance. Amumu’s buffs are largely irrelevant, as it is gives him only 10 extra damage at his third rank in Tantrum, meaning his pre-6 clear is still weak. With all the jungle changes (more in a bit), power clearing is weaker, but Amumu is still a poor early ganker.

Skarner’s nerfs are fairly significant, because they weaken his early clear and thereby make his early ganks weaker. It’s also notable that Skarner has not yet shown up significantly in pro play or our solo queue tier list, so it’s odd that Riot continues to nerf certain champions once they get the slightest uptick in power.

Speaking of, Lee Sin is back, with a 1-second buff to his Sonic Wave. With the jungle being less about clearing after the changes and now more ganker-friendly, Lee was going to thrive anyway, but now with buffs expect to see him start jumping up in solo queue and maybe pro play.

5. Jungle Changes


"EXPERIENCE: 135/138.375/145.125/155.25/168.75/182.25 (levels 1/3/4/5/7/9) >>> 125/128.125/134.375/143.75/156.25/168.75 (levels 1/3/4/5/7/9)GOLD: 105 >>> 85"

Large Krug

"EXPERIENCE: 37/37.925/39.775/42.55/42.55/46.25/46.25/49.95 (levels 1/3/4/5/7/9) >>> 27/27.675/29.025/31.05/31.05/33.75/33.75/36.45 (levels 1/3/4/5/7/9)GOLD: 42 >>> 32"

Small Krug

"EXPERIENCE: 18/18/.45/19.35/20.7/20.7/22.5/22.5/24.3 (levels 1/3/4/5/7/9) >>> 16/16/16.4/17.2/18.4/18.4/20/20/21.6 (levels 1/3/4/5/7/9)"

Crimson Raptor

"EXPERIENCE: 45/46.125/48.375/51.75/56.25/60.75 (levels 1/3/4/5/7/9) >>> 35/35.875/37.625/40.25/43.75/47.25 (levels 1/3/4/5/7/9)GOLD: 45 >>> 35"

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These jungle changes could have been given their own article about the changes, but the basic premise is that jungle camp and gold is getting nerfed across the board. As we have seen in the past, when camps give less rewards, farming junglers get weaker and junglers who tend to gank more get stronger. It’s no surprise that most observers are warning laners to get ready for earlier and more frequent ganks once Patch 11.4 goes live.