NERFPLZ.LOL Official Patch 11.13 Notes Released! | NERFPLZ.LOL -->

Jun 24, 2021

Official Patch 11.13 Notes Released!

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Oh, hello. Fancy seeing you here in these parts!

Things have been cooking away for a while, and we’re finally able to serve you a whole feast in 11.13. This is largely a systems-based patch, where most of our work went into reducing mobility. In short, we’re pulling back on places where mobility has crept up, including a few items that have gone beyond the limits of where they should be. We're also looking to enhance the split push strategy and improve its gameplay to add variety and excitement to the overall end game.

Speaking of eating, this patch also has a mini-reworked Tahm Kench! He’s got a fresh kit, VFX, and licks. So gobble away, friends. We’ll see ya in the next one.



Passive bonus damage and lethality increased.

Our 11.12 buffs to Aphelios steered him in the right direction, but cost him more power in Elite play than we’d hoped, leaving him weaker overall. This means he could use another push forward, so we’re adding some oomph to benefit all players across skill levels by boosting his less popular rankups.

Passive - The Hitman and the Seer

BONUS DAMAGE 4/8/12/16/20/24 (Q rank 1-6)  5/10/15/20/25/30 (Q rank 1-6)
LETHALITY 3.5/7/10.5/14/17.5/21 (E rank 1-6)  4.5/9/13.5/18/22.5/27 (E rank 1-6)


W VFX now revealed when in terrain.

We’re addressing a unique, frustrating case where Kayn's VFX is hidden while in terrain. Hiding VFX while out of vision is standard for many abilities, but since it's impossible for players to gain vision within terrain, it's fair to give players the opportunity to react to Kayn's spells. He’s also uniquely able to exist within terrain for an extended period of time, which is why we’re implementing this rule on him specifically.

W - Blade’s Reach

newVFX Blade’s Reach VFX is now revealed when cast within terrain towards enemy champions.

Lee Sin

E base damage decreased later.

Lee Sin has been dominating mid and top lane in all levels of play, especially at the highest tiers. We’re tempering down the max power of one of his more reliable in-lane abilities so that we’re not blindsiding him in the jungle.

E - Tempest

BASE DAMAGE 100/140/180/220/260  100/130/160/190/220


Base health growth increased. Mana regen and mana growth rounded up.

For an unstoppable Viking of destruction, Olaf has been pretty stalled in recent patches. We’re giving him more durability throughout the game and rounding up some numbers!

Base Stats

MANA REGEN 7.47  7.5
MANA GROWTH 0.58  0.6


E base shield strength reduced.

Riven’s a champion who can block, dock, and knock up enemies at will, leaving enemies both wounded in their health bars and egos. This means she is especially strong in Skilled and Elite play, where on-demand shields are more readily used and capitalized on. By lowering some of her ability to mitigate damage, she’ll need to be more careful before dashing into her next battle.

E - Valor

BASE SHIELD STRENGTH 95/125/155/185/215  85/115/145/175/205


W cooldown increased early and now scales; bonus movement speed decreased.

Despite his constant visits to the patch notes this season, Rumble’s still hot on his enemies’ tracks in both the mid lane and jungle. We’re cooling down his early clear speed and slowing down his roaming and ganking power.

W - Scrap Shield

COOLDOWN 6 seconds  7/6.75/6.5/6.25/6 seconds
BONUS MOVEMENT SPEED 15/20/25/30/35%  10/15/20/25/30%

Tahm Kench

Devour and R swapped and reworked. Passive bonus damage decreased. Q now heals, applies his passive, and scales with his size. E shield duration increased; healing over time increased but takes longer to come into effect. And new VFX all around!

The Kench is shinier and slimier than ever with a pretty big update this patch! Historically, our favorite catfish has been limited by his power because his kit is so strong in professional play, forcing him to remain weak for the vast majority of players. To resolve this, we’re making a few major adjustments, so buckle up.

First, we’re moving power from Devour—which is heavily used in coordinated play to completely negate allies’ weaknesses and enemies’ actions—into other abilities that reward him for proactive play. Previously, Tahm’s main contributions revolved around standing by to unconditionally save an ally with Devour. With this rework, he will need to take greater risks with his new Abyssal Dive and capitalize on licks and cool tricks (tongue healing, anyone?).

Second, we’re making Devour easier to use with allies. They will now see a clear indicator when Devour is available so they know when to run to him for safety.

Third, we’re adjusting Abyssal Voyage from being entirely about coordinating with an ally for a cross-map play (a strength heavily restricted to Pro play environments) into being an ability that works on its own.

Last but not least, he’s getting new VFX so that the Kench can get a lick leg up on his competition, in style.

Base Stats

HEALTH 600  570
ARMOR 47  42

Passive - An Acquired Taste

BONUS DAMAGE 4% of maximum health  2.5% of maximum health

Q - Tongue Lash

newSTUNNER? I HARDLY KNOW HER Tahm Kench can now cast R - Devour during Tongue Lash to swallow champions stunned by Tongue Lash
newTHAT’S ONE HEAL OF A TONGUE Tongue Lash now heals for 6/7/8/9/10% of his missing health when an enemy champion is struck
newA FISH OF MANY TASTES Tongue Lash now applies a stack of Passive - An Acquired Taste to the enemy champions it hits
SLOW 30/40/50/60/70%  40%
SLOW DURATION 3 seconds  2 seconds
COOLDOWN 5 seconds  7/6.5/6/5.5/5 seconds
COST 50 mana  50/46/42/38/34 mana
newHARDER BETTER FASTER STRONGER Tongue Lash’s range and missile speed now scales up with Tahm Kench’s size

W - Abyssal Dive

newWHAC-A-FISH Tahm Kench channels for 1.35 seconds, dives for 0.15 seconds, then appears at the targeted area, dealing 100/135/170/205/240 (+100% AP) damage and knocking up enemies for 1 second. Hitting an enemy champion refunds 30% of its cooldown and mana cost. Tahm Kench can take Devoured allies along for the ride (allies can always eject before the channel finishes). Enemies cannot see where Tahm Kench is headed until 0.75 seconds into the channel.
COOLDOWN 24/23/22/21/20 seconds  21/20/19/18/17 seconds
COST 60/75/90/105/120 mana

E - Thick Skin

SHIELD DURATION 2 seconds  2.5 seconds
GREY HEALTH HEALING OVER TIME Slightly increased to 10% maximum health per quarter second
TIME BEFORE GREY HEALTH HEALING 2.5 seconds of not taking damage  4 seconds of not taking damage

R - Devour

newHOOK, LINE, AND DINNER Tahm Kench swallows the target champion for up to 3 seconds. If the target champion is an enemy, they must have 3 stacks of Passive - An Acquired Taste and take 100/250/400 +15% (+5% per 100 AP) maximum health as magic damage. Tahm Kench is also grounded and slowed by 40% movement speed. If the target champion is an ally, they are granted a 300/450/600 (+100% AP) shield that lasts for 2.5 seconds after Devour ends. Tahm Kench is also grounded and slowed by 40/25/10% movement speed but can still cast W - Abyssal Dive. Tahm Kench’s allies can see when Devour is available on his health bar (enemies cannot).


Q healing from minions decreased. E base bonus movement speed, missile speed and zone length increased.

With his ability to reliably replenish his health from waves, Viego’s been sitting a bit too comfortably in the mid lane. We’re shifting some power out of this sustain into a place all his roles can appreciate.

Q - Blade of the Ruined King


E - Harrowed Path

BASE BONUS MOVEMENT SPEED 20/22.5/25/27.5/30%  25/27.5/30/32.5/35%
MISSILE SPEED 1000  1200


Q base damage per feather-blade and maximum total damage increased.

Xayah has been feeling weak in all levels of play, so we’re fluffing her feathers by giving a good-sized buff to her Q, which tends to be maxed later in the game. Our intention is to buff her in a way that benefits all Xayahs, regardless of which ability you choose to max first, while also helping those who decide to max Q first stay more competitive.

Q - Double Daggers

BASE DAMAGE PER FEATHER-BLADE 45/65/85/105/125  50/75/100/125/150
BASE MAXIMUM TOTAL DAMAGE 90/130/170/210/250  100/150/200/250/300



Anathema’s Chains

Are you a tank? Is there an annoying enemy on the other team? Boy, do we have an item for you! With Anathema’s Chains, you can select one unlucky foe to be easier prey. Vengeance can be yours, today!

On a more serious note, this item gives tanks a unique defensive advantage when sparring against a single target, while also providing offensive CC. This should be especially useful when you’re in a game where you keep encountering the same enemy (or someone you just don’t like).

Base Stats

TOTAL COST 2500 gold
BUILD PATH Giant’s Belt + Kindlegem + 800 gold


VOW (ACTIVE) Choose a Nemesis to start building a Vendetta over 60 seconds. Has global range, must be used out of combat, and can be used while dead (90 second cooldown).
VENDETTA Take 1% reduced damage from your Nemesis per Vendetta stack. This damage reduction starts at 0% and stacks up to 30% over 60 seconds.
VENGEANCE At max stacks, your Nemesis has 20% reduced tenacity while near you.


Many fighters struggle to convert leads into wins right now, especially through split pushing. Hullbreaker's goal is to give them a strategic purchase where they can opt into a heavy and powerful split pushing strategy at the cost of being isolated from their team. This item should allow for the split pusher to take down towers and whoever comes to stop them. It also gives them a way to push through tanks and towers, similar to how the old Banner of Command worked, except now they have to stick with the minion to continue barreling down the lane.

Base Stats

BUILD PATH Pickaxe + Phage + 825 gold


PASSIVE While no allied champions are nearby, gain 20-45 armor and magic resist (level 9-18) and deal 20% increased damage to towers. Large minions nearby also gain 60-135 armor and magic resist and deal 200% increased damage to towers.

Mobility Items

As mentioned back in May, we're doing an overall pass at movement speed within items and runes. We've adjusted items that have either passively crept up in movement speed (Lich Bane and Trinity Force) or have effects that weaken player expectations of what’s considered a safe range or escape route (Shurelya's and Nimbus Cloak). Most of these changes are expected to be power neutral, but we also threw in tweaks based on whether the item was over- or underperforming.

A special note for Stridebreaker… While Stridebreaker's active is an exciting output for many fighters, it heavily weakened the Juggernaut class's primary weakness: mobility. Juggernauts excel once they begin combat on their terms, so an item that allows a Juggernaut to close gaps makes it inherently very powerful, not to mention its damage and ability to be reused. To address this, we’re altering its active to better suit Juggernauts’ needs and boosting it’s stats to amp up their strengths, rather than covering up their weaknesses.


HEALTH 200  400
removedDASH Halting Slash no longer lets the user dash 300 units
newSLASHER AND PRANCER Halting Slash can now be cast while moving
SLOW 40%, decaying over 2 seconds  90%, decaying to 40% over 3 seconds
COOLDOWN 20 seconds  15 seconds



Lich Bane


Cosmic Drive


Black Cleaver

HEALTH 400  450

Dead Man’s Plate

SHIPWRECKED ON-HIT BONUS DAMAGE 1 magic damage per stack, up to 100  1 physical damage per stack (+100% base AD), up to 40

Trinity Force


Death’s Dance

DEFY HEAL 10% of your maximum health  15% of your maximum health
removedDEATH’S WALK Champion takedowns no longer grant 30% bonus movement speed for 2 seconds

Shurelya’s Battlesong

INSPIRE BONUS MOVEMENT SPEED 60%, decaying to 30% over 2 seconds  30%
Shurelya's Requiem (ORNN’S UPGRADE) INSPIRE BONUS MOVEMENT SPEED 60%, decaying to 30% over 2 seconds  30%

Prowler’s Claw

COOLDOWN 60 seconds  90 seconds
SANDSWIPE TARGETING Any enemy unit  Enemy champions

Mana Mythics

While there are a few strong mages, the class as a whole is weaker than in previous seasons. To remedy this, we’re putting some of their Mythics on the clearance rack to help them reach their first power spike earlier. This won’t solve all their problems, but should be an appreciable boost up. We’ll be keeping a close eye on where these changes land to see if they’re too much, not enough, or just right.

Liandry’s Anguish

COMBINE COST 1200 gold  1000 gold

Luden’s Tempest

COMBINE COST 1250 gold  1050 gold


COMBINE COST 450 gold  250 gold

Moonstone Renewer

Our patch 11.8 adjustments to Moonstone Renewer and Shurelya's Reverie were successful in opening up Mythic item options for Enchanters, but left Moonstone on the weaker side in comparison to Shurelya’s. We're repeating its buff from 11.11 on a smaller scale to nudge Moonstone up to par with Shurelya's, which is also receiving a movement speed nerf this patch.
STARLIT GRACE HEAL AND SHIELD POWER 6% per stack (max 30%)  7% per stack (max 35%)

Divine Sunderer

Divine Sunderer's been overperforming on a number of ranged champs (not just Ezreal, but definitely Ezreal). Before its 11.11 buffs, it was already very strong for these folks, but was an unpopular purchase. Now that it’s on the radar, we’re pulling back on its power pre-11.11 and a little more.
SPELLBLADE EMPOWERED ON-HIT DAMAGE 12% of target’s maximum health  12% melee || 9% ranged of target’s maximum health


Nimbus Cloak

As part of the mobility changes above, we’re pulling back on Nimbus Cloak’s bonus movement speed.
BONUS MOVEMENT SPEED 5%/20%/35% for 2 seconds  5%/20%/25% for 2 seconds

Ghost Poro

Ghost Poro is very, very rarely taken in the Domination Tree's Tracking slot. We’re buffing up this poro to better reward playing the vision game.
GRANTED SIGHT DURATION 60 seconds  90 seconds
ENEMY REVEAL DURATION 4 seconds  6 seconds

Turret Update

In recent seasons, top and bot inner towers haven't been a strategic objective due to their lack of value (literally) in comparison to other objectives on the map. To tackle this, we’re making these turret takedowns more rewarding, so that players are encouraged to look for leads in the side lanes and split pushing remains a viable, exciting strategy across all levels of play. This advantage should also help the split pusher feel like they have more agency to snowball into a big ol’ threat that can’t be ignored.
  • Inner turrets in side lanes (top and bottom) now grant an additional 250 local gold
  • All turret inventories now show how much local gold they give once destroyed

Summoner Spells


Challenging and Chilling Smite give junglers early access to true damage against minions, which is especially punishing to early ranks of ultimate-summoned pets like Tibbers, H-28Q Apex Turret, Daisy, and the Maiden of the Mist. We're adding a damage modifier to Challenging and Chilling Smite so that smiting pets can still remain as a strategic choice for junglers throughout the game, but they aren’t able to completely obliterate low-rank ultimate pets as soon as Smite upgrades.

And a reminder: minions includes pets, but doesn’t include monsters—so monster damage numbers remain unchanged here.

Challenging Smite

DAMAGE TO MINIONS 900 true damage  500 (+10% of target’s max health) true damage

Chilling Smite

DAMAGE TO MINIONS 900 true damage  500 (+10% of target’s max health) true damage

ARAM Balance Changes

11.13 Buffs

Akali +5% damage dealt, -5% damage taken  +10% damage dealt, -10% damage taken
Gwen Normal  +5% damage dealt, -5% damage taken
Hecarim +5% damage dealt & -10% damage taken  +10% damage dealt & -10% damage taken
Qiyana +10% damage dealt, -15% damage taken  +15% damage dealt, -15% damage taken
Rammus -5% damage taken  +5% dealt, -10% damage taken
Rek'Sai +10% damage dealt, -12% damage taken  +10% damage dealt, -15% damage taken
Udyr +10% dealt, -10% damage taken, +10% shielding  +10% dealt, -15% damage taken, +10% shielding

11.13 Nerfs

Camille +10% damage dealt, -10% damage taken, +10% shielding  +10% damage dealt, -5% damage taken, +10% shielding
Dr. Mundo Normal  +5% damage taken
Trundle +5% damage taken  +5% damage taken, -5% healing
Zyra -6% damage dealt, +6% damage taken  -10% damage dealt, +5% damage taken
Warmog’s Armor 6 seconds champion damage cooldown, 3 seconds non-champion damage cooldown  8 seconds champion damage cooldown, 4 seconds non-champion damage cooldown

Bugfixes/QoL Changes

  • Fixed a bug where, when disguised, Neeko's purple bar from Passive - Inherent Glamour displayed the selected ally's health instead of her current health
  • Updated Dr. Mundo's attacks with E - Blunt Force Trauma to feel less sluggish between basic attacks
  • Fixed a bug where Dr. Mundo's Passive - Goes Where He Pleases did not go on cooldown when blocking Mordekaiser's R - Realm of Death
  • Updated Corporate Mundo, El Macho Mundo, Executioner Mundo, Mr. Mundoverse, Mundo Mundo, and TPA Mundo's Q - Infected Bonesaw to be more visible when used in brushes
  • Fixed a bug where Sion was able to respawn in his current location if his Passive - Glory in Death lasted longer than his death timer's duration
  • Grounded and silenced debuffs from AoE abilities (Singed's W - Mega Adhesive, Soraka's E - Equinox, and Cassiopeia's W - Miasma) can no longer be removed with Cleanse if the player is in the abilities’ AoE
  • The Support tab now properly appears over the Popular filter in the in-game shop
  • Star Guardian Jinx's lines will now play when she purchases an item
  • Statikk Shiv's lines purchase lines are now relocated to Stormrazor
  • Fixed a bug where Aphelios would heal from spells instead of basic attacks when using R - Moonlight Vigil with Severum
  • Fixed a bug where Mega Gnar’s base attack damage from his Passive - Rage Gene was inconsistent with its tooltip
  • Fixed a bug where Rammus's Q SFX volume was affected by his VO

Upcoming Skins & Chromas

The following chromas will be released this patch:

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