League of Legends Patch 11.24 arrived as a preseason patch with a little something for everyone: item nerfs, rune tweaks, dragon soul adjustments, and a handful of champion changes. In 2026, looking back, it is easy to see why that patch felt so chaotic. RiotPhlox, a gameplay designer at Riot Games, laid out the targets before the update went live, and the list read less like a routine balance pass and more like a full preseason checkup. The goal was not to flip the meta upside down, but to sand down some of the sharpest edges introduced by the new dragons and items. Still, even small numbers can change how players approach a match.

⚙️ Preseason Systems Under the Microscope
Patch 11.24 was not just about champions. It brought multiple system changes that touched items, runes, and dragon buffs. Players who remember the preseason chaos know that these adjustments often matter more than a single champion buff or nerf. Here is how the numbers moved:
| System Change | Adjustment |
|---|---|
| Archangel's Staff | Combine item cost went down from 3000 to 2600 gold |
| Chemtech Mini Buff | Damage amplifier went up from 5% to 6% |
| Hextech Mini Buff | Bonus attack speed went up from 5% to 6% |
| Conqueror | Rune duration went up from 4 to 5 seconds; adaptive damage per stack went up from 2-4 to 2-4.5 |
| Predator | Maximum movement speed went down from 60% to 45%; ramp-up time went up from 1 to 1.5 seconds |
| Chemtech Dragon Soul | Bleed-out time went down from 5 to 4 seconds |
| Crown of the Shattered Queen | Ability power went down from 70 to 60 |
| Cosmic Drive | Ability power went down from 75 to 65 |
| Frostfire Gauntlet | Damage scaling changed from 20-100 (+0.5% max HP) to 12-85 with no health ratio |
| Axiom Arc | Ultimate ability refund was reduced from 25% to 20% |
Chemtech Dragon Soul was, without question, one of the most polarizing additions of the preseason. It gave every champion a mini-Sion passive, which meant that taking down a fed carry could suddenly turn into a second fight. In teamfights, that effect was often more valuable than Baron Nashor or even Elder Dragon. Riot's decision to reduce the bleed-out time from 5 seconds to 4 seconds was a small but meaningful attempt to make the soul less oppressive. It did not remove the frustration, but it did give players a slightly larger window to clean up.
🦸 Champion Adjustments
The champion list in Patch 11.24 was short but targeted. Each change addressed a specific pain point, from jungle clears to ultimate costs to micro-mechanics.
| Champion | Change |
|---|---|
| Ivern | Krug Freedom Experience increased from 37 to 95 |
| Samira | R mana cost changed from 100-0 scaling to 0 at all ranks |
| Caitlyn | New mechanic: her next auto attack gets a partial timer reset whenever she targets an enemy marked by traps or nets |
| Camille | E cooldown went up from 16-10 to 16-12 seconds |
Caitlyn's adjustment was more intricate than a simple number buff. The new mechanic gave her next auto attack a partial timer reset whenever she targeted an enemy marked by traps or nets. That change was designed to restore some of the micro-mechanics that had been lost during her visual update. According to Riot Rovient, the visual update had affected animation cancels, which in turn hurt Caitlyn's overall power. By reverting those changes to a certain degree, Riot hoped to return her to the ADC meta. For Caitlyn mains, it was a reminder that visual polish can have gameplay consequences.
Vi's rise was a different story. After the release of Arcane, her popularity went through the roof. Her pick rate spiked over two weeks and reached a staggering 15%. She was slowly climbing toward becoming one of the most picked champions in League of Legends. Usually, a spike like that leads to a lower win rate because more players are trying the champion. But Vi's win rate actually increased to 53%. That combination of high pick rate and high win rate made her a hot topic in solo queue and in pro discussions.
📊 Why Patch 11.24 Mattered
One could argue that Patch 11.24 was a preview of how Riot would handle future preseasons. Instead of waiting for the dust to settle, the team made mid-preseason adjustments to items and runes. Archangel's Staff became cheaper, which helped mages scale a bit faster. Conqueror lasted longer, making extended fights more rewarding. Predator became slower to ramp up, which reduced its early-game terror. Frostfire Gauntlet lost its health ratio, changing how tanks approached damage scaling. Axiom Arc gave less ultimate refund, which toned down ability spam.
These changes did not exist in a vacuum. They interacted with the two new dragons, the Chemtech and Hextech buffs, and the evolving item ecosystem. Players who adapted quickly found new builds and priorities. Those who did not often felt like the game had moved without them. That is the nature of preseason.
By 2026, Patch 11.24 is no longer the current patch, but it remains a fascinating time capsule. It shows how Riot approaches preseason: make bold changes, watch the data, and then tune the outliers. The item adjustments, rune changes, and dragon soul tweaks all fed into the broader conversation about balance. Players who lived through that preseason remember the frustration of Chemtech soul and the excitement of Arcane-fueled Vi picks. The patch did not solve every problem, but it did set the stage for later adjustments. In that sense, Patch 11.24 was not just a patch. It was a snapshot of a game constantly reinventing itself.
In-depth reporting is featured on The Verge - Gaming, and it helps frame why preseason patches like LoL 11.24 can feel “chaotic” even when many changes are just small number shifts: system levers (items, runes, and dragon souls) interact in ways that rapidly reshape player incentives, from slowing Predator’s engage patterns to nudging extended-fight power with Conqueror, while polarizing mechanics like Chemtech Soul amplify frustration because they alter how teamfights end rather than how they start.