League of Legends Patch Notes: The 5 Biggest Changes of Patch 11.6
By Josh Tyler
The latest League of Legends patch is here, with the Patch 11.6 patch notes now live. In Patch 11.6, Riot took aim at some bigger system changes, including some Summoner Spell and Rune changes. Of course, there were also nerfs aimed at some oppressive champions (Hecarim, Renekton, Gnar) as well as some questionable targets (Urgot?).
If you’re not interested in reading the entire League of Legends patch notes, never fear! Here are the five biggest changes that Patch 11.6 will bring!
1. Jungle Buffs
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Gromp
"HEAL: 60-230 (levels 1-18) ⇒ 90-243 (levels 1-18)XP: 125/128.13/134.38/143.75/156.25/168.75 (levels 1/3/4/5/7/9) ⇒ 135/138.38/145.13/155.25/168.75/182.25 (levels 1/3/4/5/7/9)"
Smite
"BASE HEAL: 70 ⇒ 90"
These changes to the jungle are fairly significant because it makes it easier for champions to clear Gromp and sustain in the jungle with the Smite spell. The fact that Gromp also gives more XP at early levels also incentivizes more junglers to start Blue Side, and it helps single-target clearing junglers.
2. Teleport Buffs
Teleport
"HOME(START) ALONE: Teleport now removes Homestart and respawn HomeguardBONUS MOVEMENT SPEED: 30/40/50% (levels 1/6/11) ⇒ 50%COOLDOWN: 420-240 seconds (levels 1-18) ⇒ 420-210 seconds (levels 1-18)"
This is actually super big for top laners, as TP will be off cooldown much quicker in the late game (when it has more utility) and it has more flat movement speed earlier. Even though you’ll no longer have Homeguards or Homestart when you TP after respawning, this is an overall big buff for Teleport users.
The Patch 11.6 patch notes reveal big changes to the League of Legends meta!
3. Lillia Nerfs
R – LILTING LULLABY
"COOLDOWN: 130/110/90 seconds ⇒ 150/130/110 seconds"
For a champion whose teamfight and gank impact go up astronomically when she has her ult compared to not, 20 extra seconds on her ults cooldown at all ranks is massive. She’s not a solo queue monster, but she’s been a menace of pro play and this nerf could certainly change that.
4. Renekton Nerfs
R – DOMINUS
"BONUS HEALTH: 250/500/750 ⇒ 250/400/550"
Even though it’s a significant nerf (100 and 200 health lost at ranks two and three of his ultimate), this is probably the correct road to take with the Croc. He’s far too tanky in the late game, which makes him a fairly good top laner to pick in almost any situation.
5. AP Item Adjustments
Liandry’s Anguish
"[REMOVED] TORMENT MAGIC PENETRATION: Liandry’s no longer grants 5% magic penetration per second against burning targets[NEW] TORMENT BONUS DAMAGE: Liandry’s now grants up to 12% bonus magic damage to champions based on their bonus health (maximum 1250 bonus health)"
Luden’s Tempest
"[NEW] ECHO COOLDOWN: Dealing ability damage to an enemy champion now also reduces Echo’s cooldown by 0.5 seconds (up to 3 seconds per ability)"
Rabadon’s Deathcap
"TOTAL COST: 3800 gold ⇒ 3600 gold"
Seeker’s Armguard
"BONUS ARMOR PER KILL: 1 ⇒ 0.5MAX ARMOR: 30 ⇒ 15"
Verdant Barrier
"MAGIC RESIST PER KILL: 0.5 ⇒ 0.3MAX MAGIC RESIST: 15 ⇒ 9ABILITY POWER: 25 ⇒ 20"
Riot’s goal with these AP item adjustments is fairly straight-forward: give mid lane mages more offensive power while trimming back their safety. This is definitely an interesting change, especially considering that we’ve seen mid mages get largely pushed out by ADCs like Lucian and Tristana in the mid lane (at least in pro play). But, in any case, mages are now more likely to have ways to deal with tanks and carries alike thanks to these changes.