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League of Legends Patch Notes Today, April 13 - 11.8 Update

Finally, the 11.8 update is here.

April 11, 2021

The MOBA genre just wouldn’t be the same without League of Legends. Today, April 13, the incredibly popular game received the anticipated 11.8 update.

Game updates are always exciting, especially in a competitive game like League. Between character additions, game rebalancing, and new skins, it’s always exciting to start up a newly updated version of a game you love to see what’s new.

Today’s 11.8 update changes a whole lot in the League meta so buckle up.

Here’s everything you need to know about the League patch notes from April 13.

  • MORE: Wild Rift April Update – 2.2a Patch Notes, New Champion Rammus, 120 FPS Support
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League Patch Notes April 13

If you’re looking for specific details in the full patch notes, check them out right here. Below, are the changes coming to the Champions in the League patch notes from April 13.

GWEN

The Hallowed Seamstress
Gwen snips, skips, and slashes into 11.8 on April 15th. 

 High-res versions of Gwen’s splashes are available on League Displays! 

ANNIE

W cost increased early.

 Lately, Annie’s been blazing down her foes. By increasing the cost on her W, she’ll have to be more careful when deciding whether to burn up minions or enemy champions. 

W – INCINERATE

COST 70/80/90/100/110 mana ⇒ 90/95/100/105/110 mana

APHELIOS

Passive lethality increased. R main weapon effects strengthened.

 Aphelios has been looking pale ever since we nerfed his interaction with Kraken Slayer in 11.2. Given how he’s fallen behind other scaling marksmen, we’re putting more punch into his lethality rank-ups (which have been historically lackluster), along with his weapon effects during his ultimate, to let him reach for the moon. 

PASSIVE – THE HITMAN AND THE SEER

LETHALITY 3/6/9/12/15/18 ⇒ 3.5/7/10.5/14/17.5/21

R – MOONLIGHT VIGIL

CALIBRUM DAMAGE PER MARK 40/70/100 ⇒ 50/80/110

SEVERUM HEALING 250/375/500 ⇒ 275/400/525

GRAVITUM ROOT DURATION 1.25 seconds ⇒ 1.35 seconds

INFERNUM SPLASH DAMAGE 85% of initial damage ⇒ 90% of initial damage

CRESCENDUM CHAKRAM REFUND 4 additional (5 total) ⇒ 5 additional (6 total)

CASSIOPEIA

E cost now scales down.

 Cass has been coiled up tight with Tear of the Goddess, as she relies on its mana in mid and late game teamfights. This dependence has caused her to suffer both in power and freedom in item diversity, so we’re scaling down her need for it. 

E – TWIN FANG

COST 50 mana ⇒ 50/48/46/44/42 mana

DR. MUNDO

Passive max health regen increased.

 At present, jungle Mundo’s been smashing, and top lane Mundo’s been crashing. We’re tackling this by pulling back on his clear speeds, which should slow his roll without stopping our purple friend from cleaving through the jungle. We’re then doctoring up Lane-do by tossing him more regen to make him the meaty meatball of his dreams. 

PASSIVE – ADRENALINE RUSH

MAX HEALTH REGENERATION 1.5% ⇒ 2.5%

Q – INFECTED CLEAVER

CAPPED DAMAGE AGAINST MINIONS & MONSTERS 300/350/400/450/500 ⇒ 100/200/300/400/500

HEALTH COST RESTORE ON ENEMY HIT 50% ⇒ 100%

E – MASOCHISM

FLAT BONUS AD 40/55/70/85/100 ⇒ 30/45/60/75/90

MAX BONUS AD 60/90/120/150/180 ⇒ 50/80/110/140/170

GNAR

W bonus movement speed decreased.

 We shubbanuffa’d ourselves by giving Gnar too loose a leash, and now he’s been throwing temper tantrums all over the map. We’re pulling back accordingly. 

W – HYPER

BONUS MOVEMENT SPEED 30/45/60/75%, decaying over 3s (based on R rank) ⇒ 20/40/60/80%, decaying over 3s (based on R rank)

LEBLANC

Q damage and total damage increased.

 LeBlanc is a master trickster known for her ability to bop in, burst down, and bop back out— but as of late, her burst has felt more deceitful than fatal. 

Q – SIGIL OF MALICE

BASE DAMAGE 55/80/105/130/155 ⇒ 65/90/115/140/165

TOTAL DAMAGE 110/160/210/260/310 ⇒ 130/180/230/280/330

LEE SIN

E cooldown decreased.

 We’re giving Lee Sin more clear to help him keep an eye on other top junglers. 

E – TEMPEST

COOLDOWN 10 seconds ⇒ 8 seconds

ORIANNA

E bonus resistances decreased early.

 Our lady of clockwork has become the staple mid lane mage in Pro play. Armed with both safe early game laning and strong mid-to-late game teamfight power, she’s a reliable source of utility and damage without much of a tradeoff. To even things out, we’re tapping down her early durability in the early phases of the game. 

E – COMMAND: PROTECT

BONUS RESISTANCES 10/15/20/25/30 armor and magic resist ⇒ 6/12/18/24/30 armor and magic resist

UPDATED RAMMUS

Q base damage decreased later. W now lasts longer with basic attacks. E taunt duration decreased. R updated so that Rammus now soars, slams, slows, and shocks. Ability VFX and SFX updated.

 In conjunction with his release in Wild Rift, we’re celebrating Rammus with a mini visual update! Along with new sound and visual effects, we’re armoring this ‘dillo with a new ult that rewards him for going fast and vaulting into enemies to create the perfect impact. 

Q – POWERBALL

BASE DAMAGE 100/135/170/205/240 ⇒ 100/130/160/190/220

W – DEFENSIVE BALL CURL

NEWBALLIN’ Basic attacks now extend the duration of Defensive Ball Curl by 0.4 seconds, up to a maximum of 4 additional seconds

E – FRENZYING TAUNT

TAUNT DURATION 1.25/1.5/1.75/2.0/2.25 seconds ⇒ 1.2/1.4/1.6/1.8/2.0 seconds

R – SOARING SLAM

UPDATEDCOME ON AND SLAM, AND WELCOME TO THE… RAM Rammus leaps into the air and slams down, dealing 100/175/250 (+0.6 AP) magic damage and slowing enemies by 15/17.5/20% for 1.5 seconds. Rammus generates aftershocks at the target location for 4 seconds, dealing 20/30/40 (+0.1 AP) magic damage and stacking the initial slow up to four times. Damage near the center is increased up to 150% damage based on the distance traveled. If Soaring Slam is cast while Rammus is in Powerball, enemies near the center are also knocked up and dealt Powerball’s collision damage, ending Powerball’s effect.

COOLDOWN 100/80/60 seconds ⇒ 130/110/90 seconds

RUMBLE

Base magic resist and magic resist growth decreased. Passive Overheating bonus damage decreased; now scales with target’s maximum health; now grants attack speed. E now reduces the target’s magic resistance.

 Although mid Rumble’s been doing well, he’s been feeling rather tepid up in top lane. We like supporting both sides of the yordle, so we’re finding a middle ground in power for both roles by making top Rumble better at beating down tankier targets, while making mid Rumble more vulnerable, particularly when laning against mages. 

BASE STATS

MAGIC RESIST 32 ⇒ 28

MAGIC RESIST GROWTH 1.25 ⇒ 0.75

PASSIVE – JUNKYARD TITAN

OVERHEATING BONUS DAMAGE 25-110 (based on level) (+30% AP) ⇒ 10-50 (+6% of target’s maximum health) (+30% AP)

NEWIT’S GETTIN’ HOT IN HERE While Overheated, Rumble gains 50% attack speed

E – ELECTRO HARPOON

NEWSO TAKE OFF ALL YOUR MR Electro Harpoon now reduces the target’s magic resistance by 10% (15% when in the Danger Zone) for 4 seconds, stacking additively

THRESH

E cooldown increased and now scales.

 Thresh is still thriving as one of the top supports, so we’re tightening the chains on one of his most versatile tools. 

E – FLAY

COOLDOWN 9 seconds ⇒ 11/10.5/10/9.5/9 seconds

VLADIMIR

Q cooldown decreased later.

 As a champ who used to rush item components for CDR, but can no longer do so with the new Mythic item structure, Vlad has been thrown for a loop. To compensate, we’re pumping down his cooldown. 

Q – TRANSFUSION

COOLDOWN 9/8/7/6/5 seconds ⇒ 9/7.75/6.5/5.25/4 seconds

YORICK

Mist Walkers damage decreased. E initial leap damage decreased; now deals increased damage over 8 attacks. Turrets now prioritize minions over the Maiden.

 Well, we did it. We woke Yorick up and brought him back to life… and right over the balance line. To mitigate, we’re following up his patch 11.6 buffs by walking back some of his damage—but we don’t want to leave him back in the dirt. So we’re also adding the second part of his intended changes to help his Maiden stay alive. Instead of constantly trying to keep her out of harm’s way, our premier split pusher can now focus on destroying turrets with his minions of the Mist. 

PASSIVE – SHEPHERD OF SOULS

MIST WALKER DAMAGE 2/3/4/5/6/7/8/14/20/26/32/38/44/55/66/77/88/99 (+30% total AD) ⇒ 2/3/4/5/6/7/8/13/18/23/28/33/38/48/58/68/78/88 (+25% total AD)

E – MOURNING MIST

MIST WALKER INITIAL LEAP DAMAGE 200% on first attack ⇒ 100% (normal damage) on first attack

NEWMARKED TERRITORY Marked targets take 40% increased damage from the next 8 attacks by a Mist Walker

R – EULOGY OF THE ISLES

TURRET PRIORITY Attacks the Maiden over melee and ranged minions ⇒ Attacks melee and ranged minions over the Maiden

ZAC

W damage increased.

 Between last season’s changes to jungle camp health and Bami’s Cinder, Zac lost a lot of his mid-game clear speed. We’re putting the glob back on the job by slinging him more damage, along with a buff for AP bruiser builds. 

W – UNSTABLE MATTER

DAMAGE 25/40/55/70/85 (+4/5/6/7/8% of target’s maximum health) (+2% per 100 AP) ⇒ 35/50/65/80/95 (+4/5/6/7/8% of target’s maximum health) (+4% per 100 AP)

Originals
Peter Hunt Szpytek

Peter is from Chicago. He's played more JRPG's than he can count despite being not totally great at them and you can usually find him on the weekends dropping hot in Apex Legends. When not holding a controller, he's at the gym trying to get in shape for his next cosplay.

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