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Patches,changes and analysis

Patch 26.11

Champions
9
Buffs
11
Nerfs
7
Adjustments
6
Items
3

ULTY analysis

Support itemization rework while Smolder, Teemo and Deathfire Touch take nerfs

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.

Trends

  1. 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.

  2. 02

    Nerfs to outliers

    Smolder, Teemo, Brand, Hexplate on ranged champions, and Deathfire Touch are all trimmed, targeting builds that have been too efficient.

  3. 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.

Winners

Losers

Our own AI-generated analysis based on the official numbers. Real stats have the final say.

Affected champions9

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)

Change type
Sort

Support Adjustments11

  • Support Adjustments

    Buff
    • Damage Per Tick, Per GrubBuff

      Before: 3 / 9 / 12 || 1.5 / 4.5 / 6

      Now: 4 / 12 / 16 || 2 / 6 / 8

    • Summoned Voidmite HPBuff

      Before: 60% of Melee Minion

      Now: 100% of Melee Minion

  • Summon Aery

    Nerf

    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.

    • ShieldingNerf

      Before: 30 - 100 (Levels 1 - 18) (+10% bonus AD) (+5% AP)

      Now: 20 - 100 (Levels 1 - 18) (+10% bonus AD) (+5% AP)

  • Aftershock

    Buff

    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.

    • Armor and MR

      Before: 35 (+80% bonus)

      Now: 45 (+75% bonus)

  • Guardian

    Buff

    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.

    • CooldownBuff

      Before: 90 - 40 (Level 1 - 18)

      Now: 75 - 40 (Level 1 - 18)

    • Shield

      Before: 45 - 180 (+25% AP) (+5% bonus HP)

      Now: 40 - 150 (+20% AP) (+6% bonus HP)

  • Dream Maker

    Nerf

    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.

    • Blue Bubble Damage ReductionNerf

      Before: 75 - 255 (Level 1 - 18)

      Now: 50 - 194 (Level 1 - 18)

    • Blue Bubble Damage Reduction

      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)

    • Purple Bubble DamageNerf

      Before: 50 - 170 (Level 1 - 18)

      Now: 40 - 160 (Level 1 - 18)

    • Purple Bubble Damage

      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)

  • Moonstone Renewer

    Nerf

    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

  • Imperial Mandate

    Adjusted

    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.

    • Build PathBuff

      Before: Fiendish Codex (850g) + Bandleglass Mirror (900g) + 500g = 2250g

      Now: Blasting Wand (850g) + Bandleglass Mirror (900g) + 650g = 2400g

    • Ability PowerBuff

      Before: 60

      Now: 65

    • Ability HasteNerf

      Before: 20

      Now: 15

    • Mana RegenBuff

      Before: 125%

      Now: 150%

    • REMOVED

      Unique - Coordinated Fire

    • NEW

      Unique - Control: Gain 15 Ability Haste for your abilities with Immobilizing effects

    • NEW

      Unique - Command: On immobilizing an enemy champion, mark them as 6% Vulnerable for 4s (Vulnerable enemies take % increased damage)

  • Echoes of Helia

    Nerf

    Less damage is stored for healing, which slightly dents the item on enchanters. The effect is small but constant.

    • Damage StoredNerf

      Before: 35%

      Now: 30%

  • Locket of the Iron Solari

    Buff

    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.

    • Armor and Magic ResistBuff

      Before: 25

      Now: 30

  • Knight’s Vow

    Buff

    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.

    • Damage RedirectionBuff

      Before: 12%

      Now: 14%

    • HealBuff

      Before: 10%

      Now: 12%

  • Zeke’s Convergence

    Buff

    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.

    • Frostfire Tempest

      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

Items3

  • Experimental Hexplate

    Nerf

    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.

    • OverdriveNerf

      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)

  • Heartsteel

    Buff

    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.

    • Damage To Permanent Health Conversion RateBuff

      Before: 8%

      Now: 10%

  • Statikk Shiv

    Buff

    Five extra AD makes the item more attractive on Kalista, Kai'Sa and other AD-reliant carries. It is a small but broad buff.

    • Attack DamageBuff

      Before: 40

      Now: 45

Runes1

  • Deathfire Touch

    Nerf

    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.

    • Damage

      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