With the patch 6.11 coming out soon, there are a few significant changes which will affect the competitive scene, so I’m here to tell you what may happen!
First of all, we have seen Ekko‘s passive nerfed, with the lockout rising to 5 seconds from the original 3. This was a very large reason of why he was so strong lately, and this should be able to put the nail in the coffin for him, as his passive was what let him run around people and do insane amounts of damage, but only being able to activate it every 5 seconds now will hurt “The Boy who Shattered Time” a lot.
While these nerfs were intended for tank Ekko, they will also affect the pure AP Ekko, meaning that he may be gone from the competitive scene altogether following the nerf on his’ W stun, which now lasts only 1.75 seconds (down from 2.5). However, his AP ratio on his Q was increased to 0.2 AP from 0.1, which may make him more of a poke champion rather than an assassin/bruiser. His ultimate base damage has also been reduced, but its AP ratio saw an increase.
Next, we’ve seen Corki buffs on his ult, with AD scaling up. This, however, won’t be enough for him to come back, as, following the nerfs on his Q and E a few patches ago, he still is a bad spot.
We also have the Trinity Force changes. Trinity force now builds out of Stinger, and costs 200 gold less, but no longer gives critical chance. To compensate, it gives now 20 percent CDR and 40 percent attack speed. This means that we may see the likes of Irelia and Jax coming back to the competitive scene, but this will also further reduce Corki’s effectiveness.
Illaoi‘s W now deals %max health damage (3/3.5/4/4.5/5%). This doesn’t seen like it will affect the competitive scene too much, since she simply isn’t a good pick right now, continuing to be bad as she can get kited very easily, and her ult effectiveness can be reduced massively with an organised team just walking out of it. Her E slow now only lasts 1.5 seconds, but no longer decays over time.
Nidalee‘s damage on her W has been buffed back to 60/110/160/210 (Pounce) and she will continue to be a contested pick in the competitive scene, since so many items synergise really well with her right now. However, her W now also takes a lot longer to reset on hunted targets, which will reduce her stickiness and may make her more of a poke champion, back to the void staff build.
Anivia‘s ult mana cost has been upped to 40/50/60 from 30/45/60 per second, which will push her further out of the competitive scene, taking to account that early game champions are favored right now, which pushes her even more out of the meta, as Anivia needs a massive mana pool early to properly use her ultimate , which she is unable to achieve at this moment.
Vel’koz has received buffs on his Q, giving him a longer time until his slow starts decaying, (now 1/1.4/1.8/2.2/2.6 seconds from 1/1.25/1.5/1.75/2) and a nerf to his ult’s base damage, which now sits at 450/625/800 but his ult now applies a passive stack every 0.7 seconds.
Coming up next, we have Kindred nerfs. Oh boy. Their Q damage is down, E slow is down to 30 percent, it all looks bad, doesn’t it? Well, there’s a silver lining. For each stack of their passive, their Q damage and E slow increases by 5/5%. These nerfs look quite serious and may reduce their play-rate, but they will still have an amazing late game no matter what.
Donald Trump is no longer allowed to use his W on turrets to deal damage and his wall no longer gives movement speed to his fellow politicians and the wall now lasts a mere 3 seconds before the Americans and Mexicans take it down. Azir‘s playrate should drop from this, but the wall’s main function as disengage/engage still remains, so he may still be picked in some niche comps.
Jax‘s passive stacks now fall off one at a time, so this, alongside the Trinity Force changes may mean that we will see him picked in a few games as an anti-ADC and a splitpusher.
Lucian‘s been nerfed this patch as well, with the following changes:
- Bonus AD scaling lowered to 60/70/80/90/100% from 60/75/90/105/120%
- Passthrough ranged reduced by 200, down to 900 from 1100
His playrate will still remain high, since his high amount of mobility is what makes him so strong, but this may push the Ghostblade-Cleaver build out of the current meta, as it’s now more worth to go the Essence Reaver build, since he will have to auto attack a lot in order to output the same amount of damage as he used to, and won’t benefit as much from pure AD.
Maokai is getting nerfed this patch as well, with these changes:
- Base Health regen reduced to 1.4 from 1.7356
- Health regen growth reduced to .15 from 0.17
- Arcane Smash (Q) cooldown increased to 8/7.5/7/6.5/6 from 6 at all ranks
He will remain to be strong as long as his ultimate and W are still allowed to be in the state that they are right now, and this will just mean that Maokai will have to play safer in the laning phase and we may see more early game top laners who will try to exploit the Maokai nerfs in order to get ahead and snowball the game for the rest of their team. I’m talking maybe seeing Riven, Fiora or Darius top, but the most likely is Darius, since we are still in the tank meta and only Darius can really build tank successfully due to his passive.
Ryze has been nerfed again, with his Q damage down and his ultimate cooldown now being 50 at all ranks. This will affect him quite heavily, so his pickrate will go down in favour of different carry toplaners, such as Darius, who I mentioned above.
Finally, Zed‘s base damage on his Q has been nerfed alongside the scaling, but it now does 75% damage to other targets it passes through, rather than 50%. This will further strengthen his laning phase, as he will be able to poke much more easily through minions and will be able to bully even more people out. He will remain a priority pick/ban.
Hope you guys enjoyed reading this, if you have anything to tell me tweet me @alphaplaysyt! Have a nice day.