LoL 11.10 Patch Notes: Release Date, Buffs, Nerfs, Skins, Champion Changes And Everything You Need To Know About The Next Update

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Update 11.10 arrives in League of Legends this week!

With Patch 11.9 is behind us and we're now looking at the next update in League of Legends.

A new Arcana skin will arrive alongside various Champion changes to balance gameplay.


Here are patch notes for League of Legends update 11.10.

Read More: League Of Legends Tier List And The Best Champions Right Now (11.10 Update)

Click the links below to read all about update 11.10:


When Is The LoL 11.10 Patch Release Date?

Patch 11.10 will arrive on the 12th May 2021.

Table of Contents

It will likely roll out at the following times (but this isn't confirmed):

  • 3am PT(NA servers)
  • 5am GMT (EUW servers)
  • 3am CET (EUNE servers)

Read More: League of Legends: 2021 Patch Schedule - When Is The Next Update?

LoL 11.10 Patch Notes

@MarkYetter usually provides updates on Twitter for what is coming in the next patches, but these updates are also pushed to the PBE.

Here's what's coming in the next patch so far.

Champion Changes

  • Bard (Nerf)
    • P damage decreased to 30 (+12 per 5 chimes collected) from 40 (+12 per 5 chimes collected
  • Darius (Nerf)
    • E Cooldown increased to 26-18 seconds from 24-12
  • Galio (Nerf)
    • W Cooldown changed to 18 seconds from 18-16
  • Jinx (Nerf)
    • Base Armor changed to 26 from 28
    • R execute damage against Epic Monsters is capped at 800
  • Katarina (Nerf)
    • Movement speed decreased to 335 from 340
  • Kayle (Buff)
    • Level 11 - Aflame Damage ratio increased to (+25% AP) from (+20% AP)
    • Level 16 - Transcendent Additional Range increased to 100 from 50
  • Kennen (Buff)
    • W 4th Attack Magic Damage increased to 20/30/40/50/60 (+25% AP) from 10/20/30/40/50 (+20% AP)
  • Lux (Buff)
    • E damage increased to 60/110/160/210/260 (+65% AP) from 60/105/150/195/240 (+60% AP)
  • Talon (Nerf)
    • Q Bonus Attack Damage Ratio decreased to 100% from 110%
  • Thresh (Nerf)
    • Base health decreased to 530 from 561
    • HP per level increased to 95 from 93
  • Yuumi (Buff)
    • Q Base Damage increased to 50-200 from 40-190
    • Q Base Empowered damage increased to 60-260 from 45-245
  • Zyra (Buff)
    • P Vine Lasher slow increased to 30% from 25%
    • W cooldown decreased to 18/16/14/12/10 from 20/18/16/14/12

Kog'Maw VFX Update

Kog'Maw is getting a full VFX update in the next update.

You can read all of the details here or watch the below video!

Item Changes

  • Abyssal Mask (Buff)
    • Health increased to 400 from 300
    • Damage amp potency increased to 15% from 10%
    • Damage amp duration increased to 5 seconds from 4
  • Goredrinkers (Buff)
    • Healing per champion hit 25% AD + 10% missing HP (was 8% missing HP)
  • Guinsoo's Rageblade (Buff)
    • Total cost decreased to 2600g from 2800g
  • Riftmaker (Buff)
    • Dealing or taking damage to enemy champs changed from stacks on damage to enemy champs
    • Damage amp per stack increased to 3% from 2%
    • Max damage amp 9% from 10%

Systems Nerfs

  • Phase Rush (nerf)
    • Cooldown 30-10s (based on level) from 15
    • Move speed (ranged) 15%-40% from 25%-40%
    • Move speed (melee) 30-60% from 40-60%

Jungle Accessibility

  • Jungle Timers and Camp Gold
    • Camp respawn timer increased by 15 seconds (now 2 minutes 15 seconds)
    • Camp 'bright' warning timer decreased to 10 seconds (from 15)
  • Comeback Experience
    • Large monsters (and above) will grant 50 XP per level below the average level of the game minus 1
  • Smite
    • Smite damage to monsters changed to 450 at base, 900 after smite quest completion (390-1000 based on levels)
      • Summoner Spellbook: Smite damage increases after swapping summoners twice
    • Smite, along with crowd control, will break the Scuttle Crab's shield before applying damage
  • Survivability Flattening
    • Omnivamp on jungle items decreased to 8% from 10%
    • Smite percent max health healing increased to 15% from 10%
  • Jungle Monster Camp Changes
    • Jungle Monster base attack damage reduction for survivability flattening
      • Blue sentinel: 78-234 (levels 1-18) was 82-303 (levels 1-18)
      • Red Brambleback: 78-234 (levels 1-18) was 82-303 (levels 1-18)
      • Gromp: 78-234 (levels 1-18) was 80-253 (levels 1-18)
      • Murkwolf: 35-105 (levels 1-18) was 42-156 (levels 1-18)
      • Smaller Murkwolves: 10-30 (levels 1-18) was 16-59 (levels 1-18)
      • Crimson Raptor: 20-60 (levels 1-18) was 20-74 (levels 1-18)
      • Raptors: 10-30 (levels 1-18) was 13-49 (levels 1-18)
      • Big Krug: 78-234 (levels 1-18) was 80-303 (levels 1-18)
      • Medium Krug: 20-60 (levels 1-18) was 13-49 (levels 1-18)
      • Mini Krug: 13-39 (levels 1-18) was 17-63 (levels 1-18)
  • Jungle Health Changes to Offset Smite Clear Speed
    • Blue Sentinel Health: 1850-3238 (levels 1-18) was 1800-3150 (levels 1-18)
    • Red Brambleback Health: 1850-3238 (levels 1-18) was 1800-3150 (levels 1-18)
    • Rift Scuttler Health: 1050-2170 (levels 1-17) was 1000-2066 (levels 1-18)
  • Gold Changes for Income Lost by Spawn Timers
    • Mini Krug rewards 13g (was 12g)
    • Murkwolf rewards 65g (was 55g)
    • Gromp rewards 90g (was 85g)
    • Crimson Raptor rewards 45g (was 35g)

New Skins


Arcana Camille - 1350 RP


Arcana Lucian - 1350 RP


Arcana Tahm Kench - 1350RP


Arcana Xerath - 1350RP


Future Updates

Mark Yetter has also outlined some future projects and updates coming to LoL in 2021.

  • Overly skewed towards Pro Play
    • Champions that have pattern-level (as opposed to power level) issues that create difficulties for long-term balance
    • THey're picked frequently in professional games but have very low solo queue win rates, making it painful when we nerf them
    • These champs often display a pattern where "the more skill you have, the more you can remove the counterplay" as opposed to having difficult-to-execute combos that pros are just better at. As you might expect, at the pro level we're seeing the weaknesses mitigated too far
    • Examples here - upcoming Tahm Kench changes, Sylas changes in Season 10
  • Game health or counterplay issues at all level of play
    • These champs are often balanced (as opposed to the pro play skewed champs who end up underpowered for regular play) and even sometimes popular. However, they degrade the overall game quality because they have insufficient counterplay or promote strategies that lower the depth and interaction of other plays
    • Examples here - Aphelios (s10 range and AOE burst reductions), Akali (s9 invis under tower removal)
  • Older champs that need love
    • Often these champs have reasonable power/win rates but players just feel they aren't keeping up with the current game
    • These updates will often look to strengthen the identity of the champ and find ways that make their current power more satisfying, clear, or skill expressive
    • Examples here - upcoming Rammus changes, 11.3 Jinx changes
  • Items not hitting their goals
    • Not appealing - sometimes an item can be balanced but doesn't deliver on its fantasy in a satisfying way, so players don't buy it even in cases where it'd be good
    • Unhealthy - removing counterplay or skewing the shape of the game too far (like burst, sustain, range) are problems we want to fix. (Hextech Gunblade)
    • Unclear purpose - the item either doesn't have a clear set of circumstances where it's strong, or that circumstance is overly narrow. That makes it either generically weak, or a must-buy if tuned to be generically strong.
  • Runes not hitting their goals
    • Warping pattern - some runs can be under picked mostly because they demand too much from the player and end up feeling like "playing the rune, not the champion" (e.g. Omnistone)
    • Dominating choice - some runes ruin the choice structure by being too generically powerful for too many different types of champions. (Conqueror has run into this a few times in the past)
    • Game Health Issues - like the items, runes can undermine important gameplay. Nimbus Cloak is a recent example where it was breaking the intended weaknesses of many fighters and tank by giving them too much target access.