Q - Null Sphere
CooldownBuff
Before:
10 / 9.5 / 9 / 8.5 / 8Now: 9 / 8.5 / 8 / 7.5 / 7
W - Nether Blade
Base Magic DamageBuff
Before:
20 (+10% AP)Now: 25 (+10% AP)
Patches,changes and analysis
ULTY analysis
Patch 26.11 shifts supports toward tanks and roaming, strengthening engage items, Grubs, Aftershock and Guardian while enchanter tools are trimmed. Teemo, Smolder and ranged Hexplate users are brought down, and Heartsteel plus Statikk Shiv gain value. Expect more tank and engage supports, with fewer outright enchanter-dominant lanes, though the Imperial Mandate rework is a wildcard.
01
Tanks over enchanters
Locket, Knight’s Vow, Zeke’s, Aftershock and Guardian buffs pair with nerfs to Echoes, Aery, Moonstone and Dream Maker. Engage supports gain relative strength.
02
Nerfs to outliers
Smolder, Teemo, Brand, Hexplate on ranged champions, and Deathfire Touch are all trimmed, targeting builds that have been too efficient.
03
Jungle and early game tuning
Diana and Quinn clear faster, Kassadin improves in lane, and Grubs are stronger for roaming supports, so early objective play should be busier.
Our own AI-generated analysis based on the official numbers. Real stats have the final say.
CooldownBuff
Before: 10 / 9.5 / 9 / 8.5 / 8Now: 9 / 8.5 / 8 / 7.5 / 7
Base Magic DamageBuff
Before: 20 (+10% AP)Now: 25 (+10% AP)
Before: 3 / 9 / 12 || 1.5 / 4.5 / 6
Now: 4 / 12 / 16 || 2 / 6 / 8
Before: 60% of Melee Minion
Now: 100% of Melee Minion
The level 1 shield drops from 30 to 20 and converges to the same value by level 18. Enchanter duos are easier to poke in the first few levels, but the late game is untouched.
Before: 30 - 100 (Levels 1 - 18) (+10% bonus AD) (+5% AP)
Now: 20 - 100 (Levels 1 - 18) (+10% bonus AD) (+5% AP)
The base resists rise by 10 while the bonus-resist scaling drops slightly. Early trades and engages get sturdier, which suits aggressive tank supports and top laners.
Before: 35 (+80% bonus)
Now: 45 (+75% bonus)
A much shorter starting cooldown (75s vs 90s) helps tanky users survive lane, but the shield is smaller and leans away from AP. Enchanters lose some value while bulky users gain.
Before: 90 - 40 (Level 1 - 18)
Now: 75 - 40 (Level 1 - 18)
Before: 45 - 180 (+25% AP) (+5% bonus HP)
Now: 40 - 150 (+20% AP) (+6% bonus HP)
Both bubbles are weaker in raw numbers, especially the blue damage reduction at low levels. The new cast-source logic helps against damage-over-time and multi-hit abilities, so this is a net nerf with some exceptions.
Before: 75 - 255 (Level 1 - 18)
Now: 50 - 194 (Level 1 - 18)
Before: Damage reduction affects the next non-0 instance of damage, regardless of how large it is
Now: Damage reduction affects the next non-0 damage cast source (temporal carry-over)
Before: 50 - 170 (Level 1 - 18)
Now: 40 - 160 (Level 1 - 18)
Before: Damage triggers on hit, or on certain abilities / items
Now: Damage triggers on next damaging attack or ability, reduced for AoE effects (i.e. Nami E)
Bounce healing no longer scales twice from heal/shield power and Grievous Wounds. That is a modest nerf for most users, though lower-health targeting for bounces is a useful improvement.
Fixed various bugs, including no longer double dipping on both heal / shield power and Grievous Wounds / Shield Reaver
Bounces now prioritize lower health allies
Reworked into a crowd-control utility item: it deals bonus damage through a Vulnerable mark and has CC-ability haste, but costs more and loses the Nami E synergy. Nami loses her best item, while hard-CC mages and supports get something to test.
Before: Fiendish Codex (850g) + Bandleglass Mirror (900g) + 500g = 2250g
Now: Blasting Wand (850g) + Bandleglass Mirror (900g) + 650g = 2400g
Before: 60
Now: 65
Before: 20
Now: 15
Before: 125%
Now: 150%
Unique - Coordinated Fire
Unique - Control: Gain 15 Ability Haste for your abilities with Immobilizing effects
Unique - Command: On immobilizing an enemy champion, mark them as 6% Vulnerable for 4s (Vulnerable enemies take % increased damage)
Less damage is stored for healing, which slightly dents the item on enchanters. The effect is small but constant.
Before: 35%
Now: 30%
Five more armor and magic resist makes the item better for tank supports and for teams that want an early-mid defensive aura. It is a straight stat buff.
Before: 25
Now: 30
A bit more damage redirected and healing back strengthens the pairing with a carry, with no change to cost. Value rises most in sustained skirmishes.
Before: 12%
Now: 14%
Before: 10%
Now: 12%
The ultimate now arms for 5 seconds and fires when an enemy comes within range, so long-range ults from Leona or Nautilus no longer waste the effect. This is a convenience gain for engage supports.
Before: Triggers on Ult cast
Now: Readies on Ult cast for the next 5 seconds, triggering the moment an enemy champion gets within the range or after 5 seconds
Ranged users get a smaller attack-speed and movement-speed bonus when they ult, while melee users keep the full effect. This directly cuts Vayne and Varus top-lane builds.
Before: On ulting, 50% bonus AS and 20% bonus MS for 8 seconds
Now: Ranged: 35% bonus AS and 14% bonus MS for 8 seconds (unchanged for melee)
A higher damage-to-health conversion makes stacking quicker and the item stronger for greedy tanks, undoing an older nerf. It should return as a core pick on frontliners.
Before: 8%
Now: 10%
Five extra AD makes the item more attractive on Kalista, Kai'Sa and other AD-reliant carries. It is a small but broad buff.
Before: 40
Now: 45
The rune now deals only magic damage instead of adapting to AD or AP, ending its overlap with Black Cleaver. AD users who liked the adaptive damage lose some value, and enemies with magic resist are better placed.
Before: Adaptive based on the user's AD vs AP
Now: Magic Damage
Numbers taken from Riot Games' official patch notes. Read the full notes