26.11 Full Patch Preview
> "26.11 Full Patch Preview!
> The major changes this patch are to the Systems mentioned yesterday to adjust the relative balance of Ranged vs Melee supports in bot lane."
Full Preview: https://x.com/RiotPhroxzon/status/2056998824779079835
Yesterday's Preview: https://x.com/RiotPhroxzon/status/2056615915136184593
Yesterday's Post: https://www.reddit.com/r/leagueoflegends/comments/1thdwoi/2611_patch_preview/
#>>> Champion Buffs <<<
##Diana
> "The other systems impacting changes are some adjustments to Diana and Ekko jungle who have been slightly worse for wear there (though Mid is mostly fine)"
[P] Moonsilver Blade monster damage ratio increased 230% >>> 270%
[W] Pale Cascade shield bonus HP ratio increased 9% >>> 11% (18% >>> 22% on full orb detonation)
##Ekko
- [P] Z-Drive Resonance - Resonance cooldown per target reduced 5 >>> 4 seconds
##Heimerdinger
> "After the minion changes in the previous patch, Heimer's turrets are a bit worse for wear
> We're giving him a feelsgood QOL change so that his turrets aren't killed by ranged minions without being able to attack back
> Despite being 550 range on paper, 550 range champions (which are most of them) will still be able to outrange turrets at max range due to the way this range is calculated
> In addition, there is a small increase to the E vision duration so that the Beam actually manages to fire before losing vision in some cases"
[Q] H-28G Evolution Turret range increased 530 >>> 550 (+50 against Minions)
[E] CH-2 Electron Storm Grenade vision duration increased 1 >>> 1.25 seconds
##Kassadin
[Q] Null Sphere cooldown reduced 10/9.5/9/8.5/8 >>> 9/8.5/8/7.5/7 seconds
[W-P] Nether Blade base bonus on-hit damage increased 20 >>> 25
##Quinn
> "Quinn has landed in a pretty weak spot for Jungle and in this state, it's pretty close to griefing team when picked
> So we're giving it a pretty sizeable buff to give it a legitimate shot at being powerful and viable
> Players so far have expressed interest in playing it!"
[P] Harrier bonus monster damage increased 50 >>> 75
[Q] Blinding Assault monster damage ratio increased 150% >>> 200%
#>>> Champion Nerfs <<<
##Brand
> "Brand Botlane and Smolder have both benefitted from Deathfire Touch"
- Base Armor reduced 27 >>> 24
##Smolder
> "While we are making changes to the Deathfire Touch interaction that will affect Smolder, we still think he will be too strong after these changes
> The changes to Smolder are targeted at also making his squishy Crit builds more optimal so he is more assailable later in the game"
[Q] Super Scorcher Breath bonus magic damage [P] Dragon Practice ratio reduced 40-60% >>> 25-55% (based on Critical Strike Chance 0-100%)
[E] Flap, Flap, Flap bonus magic damage [P] Dragon Practice stack ratio reduced 12% >>> 8-12% (based on Critical Strike Chance 0-100%)
##Teemo
> "For Teemo, he is one of the more powerful Top laners, while also being on the higher end of frustration
> He is also receiving a small buff to Statikk Shiv this patch and so we're compensation nerfing him with an intent for this to be lightly power down"
Armor per level reduced 4.95 >>> 4.5
[E] Toxic Shot nerfs:
- [E-P] bAD ratio reduced 10% >>> 5%
- Poison bAD ratio per tick reduced 5% >>> 2.5%
#>>> Champion Adjustments <<<
##AP Xin Zhao
> "AP Xin Zhao has popped out as one of the most striking and fun champs, but his healing is a bit on the high side, especially when he's outhealing some of the champs designed around healing.
> That said, we still think healing a bunch is exciting and worth supporting, just not at this magnitude."
- [P] Determination adjustments:
- Heal AP ratio reduced 50/65/90% >>> 45/55/80% (based on levels 1/6/11)
- Damage AP ratio added 0% >>> 5/10/15/20% (based on levels 1/6/11/16)
#>>> System Buffs <<<
> "With the role quests in Season Start, ranged supports have risen to the top of the pecking order
> They're both the best at multiplying ADC's who are strong currently, as well as benefiting the most from being in lane for role quests
> Roaming also pays a higher systemic cost as it puts both yourself behind on quest progress and makes it so your ally ADC can't stack their quest
> Overall, this has been desirable, as we think in 2025, roaming was too high for the most part and especially undercut the satisfaction of players in bot lane wanting to a play a “real laning phase”
> We're making a broad set of changes to both improve the desirability of some underpurchased items, as well as more finely tune the purpose of various items in the ecosystem"
##Aftershock
- Bonus Armor and Magic Resistance adjusted 35 (+80% bonus Armor and Magic Resistance) >>> 45 (+75% bonus Armor and Magic Resistance)
##Guardian
Shield adjusted 45-180 (based on levels 1-18, linear, 195.88 at 20) (+25% owner's AP) (+5% owner's bonus HP) >>> 40-150 (based on levels 1-18, linear, 162.94 at 20) (+20% owner's AP) (+6% owner's bonus HP)
Cooldown reduced 90-40 (based on levels 1-18, linear, 34.12 at 20) >>> 75-40 seconds (based on levels 1-18, linear, 35.89 at 20)
##Heartsteel
> "We're also restoring some of the power we removed from Heartsteel a while ago as it lost some of its fantasy and power in a way that we think we can restore now. It will also incidentally help some of the Tank Supports in niche cases when they start snowballing"
- Colossal Consumption damage to permanent bonus HP conversion ratio increased 8% >>> 10%
##Knight's Vow
- Sacrifice buffs:
- Redirected pre-mitigation damage ratio increased 12% >>> 14%
- Heal ratio from Worthy ally's post-mitigation damage increased 10% >>> 12%
##Locket of the Iron Solari
Armor increased 25 >>> 30
Magic Resistance increased 25 >>> 30
##Zeke's Convergence
- Frostfire Tempest now waits for up to 5 seconds after casting your ultimate ability for a valid enemy to be close enough to you before triggering the Storm effect
#>>> System Nerfs <<<
##Dream Maker
- Dream Maker adjustments:
- Blue Bubble damage reduction adjusted 75-255 (only applies to first tick of damage) >>> 50-194 (based on support's level 6-18, linear) (applies to entire triggering cast instance)
- Purple Bubble damage changed 50-170 bonus damage on-hit >>> 40-160 (based on support's level 6-18, linear) triggering on damaging attack or ability, with AoE reduction for AoE triggers (see Nami's [E] Tidecaller's Blessing)
##Echoes of Helia
- Soul Siphon pre-mitigation damage stored as Soul Charges reduced 35% >>> 30%
##Moonstone Renewer
- Starlit Grace no longer double dips in Heal/Shield Power AND Grevious Wounds
##Summon Aery
- Base shield reduced 30-100 (based on levels 1-18, linear, 108.24 at 20) >>> 20-100 (based on levels 1-18, linear, 109.41 at 20)
#>>> System Adjustments <<<
##Voidgrubs
> "At the same time though, we do want to open up a bit of roaming power on the grub timing after early lane is done and so we're buffing up the reward of grubs just slightly"
Touch of the Void damage per tick increased (3/9/12)/(1.5/4.5/6) >>> (4/12/16)/(2/6/8) (based on stacks 1/2/3) (melee/ranged) (total increased (24/72/96)/(12/36/48) >>> (32/96/128)/(16/48/64) (based on stacks 1/2/3) (melee/ranged))
Hunger of the Void summoned Voidmite HP increased 60% of a melee minion >>> 100% of a melee minion
##Experimental Hexplate
> "Other systems adjustments this patch are changes to Experimental Hexplate that aim to make it shine on both melee and ranged users.
> Currently the best users are champs like Nocturne, Olaf, Vayne, Varus and we think we can strike a better balance on more champions while also making the item tradeoffs more apparent for durability vs damage on Vayne and Varus (mostly manifesting in Top)"
> "a nerf to Hexplate for Ranged which are primarily being picked up on Varus and Vayne Top Lane."
> "We're not looking to remove it from them, but are looking to get it into a spot where its top end balance doesn't need to be maintained around those 2 champions."
- Overdrive adjusted 50% bonus Attack Speed and 20% bonus Move Speed >>> 50%/35% (melee/ranged) bonus Attack Speed and 20/14% (melee/ranged) bonus Move Speed
##Imperial Mandate
AP increased 60 >>> 65
Ability Haste reduced 20 >>> 15
Base Mana Regeneration increased 125% >>> 150%
Coordinating Fire removed
Control added: Gain 15 Ability Haste for your abilities with Immobilizing effects.
Command added: On Immobilizing an enemy champion, mark them as 6% Vulnerable for 4 seconds. Immobilizing marked enemies extends the effect rather than stacking.
- Vulnerable: Take percent increased damage from all sources.
Cost increased 2250 >>> 2400 gold
Recipe changed Fiendish Codex + Bandleglass Mirror + 500 gold >>> Blasting Wand + Bandleglass Mirror + 650 gold
- (the image says 700 for completion cost but the final cost then would be 2450, so I'm leaving it as the PBE value)
##Deathfire Touch
> "We're adjusting Deathfire Touch this patch to deal Magic Damage
> Part of the impetus for this is how strong the synergy is with Black Cleaver and in addition, it feels like more of a magic coded effect
> So we think this strikes a reasonable balance of fantasy fulfilment and practical balance considerations
> Otherwise, we think Deathfire Touch is in a pretty reasonable spot"
- Damage type changed Adaptive >>> Magic
##Statikk Shiv
> "There are also some changes to Statikk Shiv to make it slightly more attractive on AD users"
- AD increased 40 >>> 45