League of Legends

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Team-based competitive MOBA, patched on a two-week cadence with per-champion balance notes.

Latest 26.16 · · Windows · macOSby Riot GamesWebsite

Release activity

Release activity — 25 releases across 25 days in the last year. Each cell is one day; darker means more releases that day. Older weeks are hidden at this screen width.
MayJunJulAug
SundayNo releases on Apr 26, 2026No releases on May 3, 2026No releases on May 10, 2026No releases on May 17, 2026No releases on May 24, 2026No releases on May 31, 2026No releases on Jun 7, 2026No releases on Jun 14, 2026No releases on Jun 21, 2026No releases on Jun 28, 2026No releases on Jul 5, 2026No releases on Jul 12, 2026No releases on Jul 19, 2026No releases on Jul 26, 2026No releases on Aug 2, 2026No releases on Aug 9, 2026
MondayNo releases on Apr 27, 2026No releases on May 4, 2026No releases on May 11, 2026No releases on May 18, 2026No releases on May 25, 2026No releases on Jun 1, 2026No releases on Jun 8, 2026No releases on Jun 15, 2026No releases on Jun 22, 2026No releases on Jun 29, 2026No releases on Jul 6, 2026No releases on Jul 13, 2026No releases on Jul 20, 2026No releases on Jul 27, 2026No releases on Aug 3, 2026No releases on Aug 10, 2026
Tuesday1 release on Apr 28, 2026No releases on May 5, 20261 release on May 12, 2026No releases on May 19, 2026No releases on May 26, 2026No releases on Jun 2, 20261 release on Jun 9, 2026No releases on Jun 16, 20261 release on Jun 23, 2026No releases on Jun 30, 2026No releases on Jul 7, 20261 release on Jul 14, 2026No releases on Jul 21, 20261 release on Jul 28, 2026No releases on Aug 4, 20261 release on Aug 11, 2026
WednesdayNo releases on Apr 29, 2026No releases on May 6, 2026No releases on May 13, 2026No releases on May 20, 20261 release on May 27, 2026No releases on Jun 3, 2026No releases on Jun 10, 2026No releases on Jun 17, 2026No releases on Jun 24, 2026No releases on Jul 1, 2026No releases on Jul 8, 2026No releases on Jul 15, 2026No releases on Jul 22, 2026No releases on Jul 29, 2026No releases on Aug 5, 2026No releases on Aug 12, 2026
ThursdayNo releases on Apr 30, 2026No releases on May 7, 2026No releases on May 14, 2026No releases on May 21, 2026No releases on May 28, 2026No releases on Jun 4, 2026No releases on Jun 11, 2026No releases on Jun 18, 2026No releases on Jun 25, 2026No releases on Jul 2, 2026No releases on Jul 9, 2026No releases on Jul 16, 2026No releases on Jul 23, 2026No releases on Jul 30, 2026No releases on Aug 6, 2026
FridayNo releases on May 1, 2026No releases on May 8, 2026No releases on May 15, 2026No releases on May 22, 2026No releases on May 29, 2026No releases on Jun 5, 2026No releases on Jun 12, 2026No releases on Jun 19, 2026No releases on Jun 26, 2026No releases on Jul 3, 2026No releases on Jul 10, 2026No releases on Jul 17, 2026No releases on Jul 24, 2026No releases on Jul 31, 2026No releases on Aug 7, 2026
SaturdayNo releases on May 2, 2026No releases on May 9, 2026No releases on May 16, 2026No releases on May 23, 2026No releases on May 30, 2026No releases on Jun 6, 2026No releases on Jun 13, 2026No releases on Jun 20, 2026No releases on Jun 27, 2026No releases on Jul 4, 2026No releases on Jul 11, 2026No releases on Jul 18, 2026No releases on Jul 25, 2026No releases on Aug 1, 2026No releases on Aug 8, 2026

25 releases in the last year

Patch notes

26.16

League of Legends Patch 26.16 Notes

Added 1
  • Added true form Remora indicator to Bel'Veth's R - Endless Banquet that turns the resource bar purple when True Form can spawn Remora
Changed 18
  • Adjusted support role quest progress to increase tradeoffs for early roaming playstyle
  • Buffed Azir's Q - Conquering Sands damage from 60/80/100/120/140 to 75/95/115/135/155
  • Reduced Bel'Veth's health growth from 110 to 105
  • Reduced Bel'Veth's R - Endless Banquet true form attack speed from 5/15/25% to 6/13/20%
  • Increased Camille's mana from 339 to 375
  • Changed Camille's passive shield from flat 20% maximum health to 10/15/20/25% maximum health scaling with levels

With this patch, we have a bunch of systems adjustments aimed at some of the strategies that have been emerging in bot lane, as well as opening up some space for itemization diversity in jungle. Recently we've been seeing increased support roaming really early into the game, to the point where they seem to be operating as a second jungler. While this may be interesting as a strategic option, we feel it is damaging to game integrity when it's the default approach and supports are no longer meaningfully participating in a lane, so we're making higher tradeoffs for this playstyle by tweaking role quest progress for supports and directly addressing specific champions like Camille who have moved into the support role leading this meta. Related, mages are picking up as a prominent class selection in bot lane in both pro and regular play. While they've been niche but powerful picks for a long time, both from your feedback and the stats, it's clear that it's time for some adjustments to equalize the power here a bit between mages and ADCs. Similar to the approach with supports above, they'll still be viable, just not clearly dominant. Additionally, we are tweaking the AD fighter itemization space and the jungle pets to encourage a more diverse meta beyond Sundered Sky users to include more AP and Tank junglers. We're excited to see what shakes out next! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Austin “Riot wroadie” Wright Erika “Riot Cashmiir” Haas Steven “Riot sternest” Earnest Yina “Riot Yina” Wen Patch Highlights Faerie Court Bel'Veth, Faerie Court Gwen, and Faerie Court Lulu will be available August 12, 2026. Champions Azir We are continuing to monitor Azir, especially as players continue to pick up Press The Attack as his optimal keystone. For now however, we are going to give him a moderate buff to his laning to help him out. Q - Conquering Sands

  • Damage: 60 / 80 / 100 / 120 / 140 (+35 / 40 / 45 / 50 / 55% AP) ⇒ 75 / 95 / 115 / 135 / 155 (+35 / 40 / 45 / 50 / 55% AP) Bel'Veth Bel'Veth has come out with the scaling curve of Kayle and Aurelion Sol. Her power is rapidly growing across all skill brackets and given her early game is already quite weak, we've opted to make her late game a bit less sharp. Base Stats
  • Health Growth: 110 ⇒ 105 R - Endless Banquet
  • True Form Total Attack Speed: 5 / 15 / 25% ⇒ 6 / 13 / 20%
  • NEW True Form Remora Indicator: Resource bar now turns purple when True Form can spawn Remora Camille With roaming supports all the rage, Camille has been queen. We are simultaneously looking to nerf her support roaming power while keeping or (hopefully) actually buffing her top lane. This means trading the raw all in power behind her passive shield early game in favor of significantly lowered cooldowns for better repeatable trading. Base Stats
  • Mana: 339 ⇒ 375 Passive - Adaptive Defenses
  • Shield: 20% Maximum Health ⇒ 10 / 15 / 20 / 25% Maximum Health (levels 1 / 7 / 13 / 19)
  • Cooldown: 18 / 14 / 10 / 6s (levels 1 / 7 / 13 / 19) ⇒ 14 / 11 / 8s (levels 1 / 7 / 13) W - Tactical Sweep
  • Cooldown: 15 / 14 / 13 / 12 / 11s ⇒ 12 / 11.5 / 11 / 10.5 / 10s
  • Outer Cone Bonus Damage: 6 / 6.5 / 7 / 7.5 / 8% (+2.5% per 100 bonus Attack Damage) Target Maximum Health ⇒ 7 / 7.5 / 8 / 8.5 / 9% (+2.5% per 100 bonus Attack Damage) Target Maximum Health Gwen Gwen has remained slightly weak since her nerfs earlier this year. We are buffing her passive sustain back up towards where it has previously been, which should help her be a powerful threat in some of her stronger matchups without making her feel uncounterable. Passive - A Thousand Cuts
  • Healing On Champions: 50% post-mitigation, capped to 10-25 (based on level) (+6.5% AP) ⇒ 67% post-mitigation, capped to 12-40 (based on level) (+7% AP) Kennen With the reshape to Hextech Rocketbelt to prevent it from becoming the ubiquitous mage legendary, Kennen came out behind the pack. We are buffing him to compensate, making sure he is rewarded well when he does find the right flanks for those huge team-deleting ults. R - Slicing Maelstrom
  • Bonus Resistances: 20 / 40 / 60 ⇒ 25 / 50 / 75
  • Damage: 40 / 75 / 110 (+22.5% AP) ⇒ 40 / 80 / 120 (+25% AP)
  • Maximum Damage: 300 / 562.5 / 825 (+168.75% AP) ⇒ 300 / 600 / 900 (+187.5% AP) Nasus Nasus has been a distinct jungle pick that we think is pretty exciting to see; however his top lane has lagged very far behind. We are adjusting his Q stack generation to bring these two roles closer to each other in raw power. Q - Siphoning Strike
  • Stacks: 3, increased to 12 on champions / large minions / monsters ⇒ 4, increased to 10 on champions / large minions / monsters Poppy Poppy is meant to be a tank whose gameplay has leaned too far into early game snowball fighter, to the point she's choosing Hail of Blades and Sundered Sky over more tank runes and items. We're looking to shift power out of her early game AD fighter pattern and enable her tank pattern by significantly increasing her scaling with durability and giving her enough mana growth that sustained combat doesn't immediately run her out of resources. Base Stats
  • Attack Damage: 60 ⇒ 56
  • Health Regeneration: 8 ⇒ 9
  • Mana: 280 + 40/level ⇒ 300 + 45/level Q - Hammer Shock
  • Damage: 30 / 55 / 80 / 105 / 130 (+100% bonus Attack Damage) (+9% Target Maximum Health), twice ⇒ 30 / 55 / 80 / 105 / 130 (+75% bonus Attack Damage) (+7 / 7.5 / 8 / 8.5 / 9% Target Maximum Health), twice
  • Target Maximum Health Monster Cap: 75 / 105 / 135 / 165 / 195 ⇒ 85 / 120 / 155 / 190 / 225
  • Slow Amount: 20 / 25 / 30 / 35 / 40% ⇒ 20 / 23 / 26 / 29 / 32% (+8% per 1000 bonus Health) W - Steadfast Presence
  • Total Armor and Magic Resistance: 12%, doubled below 40% Maximum Health ⇒ 16%, doubled below 40% Maximum Health Items Berserker's Greaves Berserker's Greaves have been sitting at a particularly low state of power for a while now, and with the state of AD champions in both bot and mid, we feel this is the right time to buff them.
  • Attack Speed: 25% ⇒ 30%
  • T3 Attack Speed: 40% ⇒ 45% Black Cleaver Black Cleaver has become a Smolder / Senna item more than a core AD fighter item. We are re-adding the Melee / Ranged split on the move speed effect to buy space to buff it for AD fighters without pushing it over the top for its ranged user base.
  • Attack Damage: 40 ⇒ 45
  • Fervor Move Speed: 20 for 2s ⇒ [20 Melee || 10 Ranged] for 2s Eclipse Eclipse has similarly fallen behind as an option for AD champions as a high ticket early AD item that isn't in the Lethality space. We feel it has clear space for a buff.
  • Damage: [6% Melee || 4% Ranged] Target Maximum Health ⇒ [8% Melee || 5% Ranged] Target Maximum Health
  • Shield: [160 + 40% bonus Attack Damage Melee || 80 + 20% bonus Attack Damage Ranged] ⇒ [150 + 40% bonus Attack Damage Melee || 75 + 20% bonus Attack Damage Ranged] Runaan's Hurricane Runaan's Hurricane has lost all of its core users over the course of the year as ADCs have moved to a wider variety of AS Crit itemization. We are buffing its unique effect and movespeed to help players capitalize on the positioning requirements of that unique effect.
  • Move Speed: 4% ⇒ 5%
  • Wind's Fury Bolt Damage: 55% Attack Damage ⇒ 65% Attack Damage Sterak's Gage Sterak's Gage has also lost its position as the premium juggernaut / diver teamfight item, with Guardian Angel taking its place. We think Sterak's is a much healthier fit for these champions to take.
  • Bonus Attack Damage: 45% of Base Attack Damage ⇒ 50% of Base Attack Damage Sundered Sky Sundered Sky, on the other hand, has been the meta dominant AD fighter item for the last year. While we do find it exciting to see when players manage to chain its triggers through a teamfight and barely survive risky engages, we think it's a bit too performant when optimized to the point where it's healing for more than even lifesteal based items.
  • Recipe: Tunneler (1150g) + Caulfield's (1050g) + Ruby Crystal (400g) + 500g ⇒ Tunneler (1150g) + Caulfield's (1050g) + 900g
  • Healing: [100% Melee || 50% Ranged] Base Attack Damage + 6% Missing Health ⇒ [90% Melee || 45% Ranged] Base Attack Damage + 4% Missing Health
  • Health: 400 ⇒ 450 Sunfire Cape Sunfire Cape has remained a powerful item in League, both in purchase and winrate, but players have repeatedly called out dissatisfaction with the item because of how directly it's compared against Hollow Radiance. We are upping its cost to match Hollow Radiance and shifting its power towards PvP damage to give the item more comparable advantages.
  • Damage: 20 (+1% bonus Health) ⇒ 20 (+1.5% bonus Health)
  • Minion / Monster Modifier: 160% Minion, 200% Monster ⇒ 150% Minion, 180% Monster
  • Recipe: 600g ⇒ 700g Chainlaced Crushers We continue to feel that defensive boot optimizations in mid lane stifle action. Since we are looking to shift mage power back from bot lane to mid lane this patch, we are also taking the time to nerf down mid lane counter itemization against mages.
  • Magic Resistance: 30 ⇒ 25 Spellslinger's Shoes Along with Chainlaced Crushers' change, we are buffing Spellslinger's Shoes to further affect mid vs bot mage balance.
  • Magic Penetration: 18 + 8% ⇒ 20 + 8% Tiamat Tiamat has ended up in a state where even if you are buying a Hydra item, it's optimal NOT to purchase it until you have all the other components. That's pretty lame, yo.
  • Attack Damage: 20 ⇒ 25 Runes Fleet Footwork Fleet Footwork has been a relatively weaker and underutilized Precision keystone, and we feel like it has room to be a decent option for sustaining against harass past early laning and onwards.
  • Healing: 10-130 ( +[10% bonus AD Melee || 6% bonus AD Ranged]) ( +[5% AP Melee || 3% AP Ranged]) ⇒ 15-160 ( +[10% bonus AD Melee || 6% bonus AD Ranged]) ( +[5% AP Melee || 3% AP Ranged]) Hail of Blades Hail of Blades is currently contributing significantly to the extreme early game roaming meta with its super front loaded power skew. We are pushing its power back towards scaling to help soften this impact.
  • Attack Speed: 120% Melee || 60% Ranged ⇒ 90% Melee || 60% Ranged
  • Bonus True Damage: 4-20 (+8% bonus AD) (+6% AP) ⇒ 2-20 (+12% bonus AD) (+10% AP) Systems ADC MAGIC RESISTANCE Finally, next to the changes to boot rewards in midlane, we are also adjusting MR for all ADC champions to help them out against mages early game. We also hope this will help a few of them in mid lane, where we believe a healthier pool of AD champions (including potentially Akshan and Tristana) will also help create a more diverse jungle meta beyond AD fighters.
  • Affected Champions: Akshan, Aphelios, Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Jhin, Jinx, Kai'Sa, Kalista, Kindred, Kog'Maw, Lucian, Miss Fortune, Quinn, Samira, Senna, Sivir, Smolder, Twitch, Varus, Vayne, Xayah, Yunara, Zeri
  • Magic Resistance: 30 + 1.3/level ⇒ 33 + 1.1/level
  • Tristana Magic Resistance: 28 + 1.3/level ⇒ 33 + 1.1/level JUNGLE PETS Speaking of a more diverse jungle Meta, we are adjusting the way jungle pets scales to help mage and tank junglers against the current AD fighter meta.
  • Damage Per Attack: 20 - 150 (based on level) (+10% bonus Attack Damage) (+12% Ability Power) (+20% bonus Armor) (+20% bonus Magic Resistance) (+3% bonus Health) ⇒ 20 - 150 (based on level) (+10% bonus Attack Damage) (+16% Ability Power) (+25% bonus Armor) (+25% bonus Magic Resistance) (+4% bonus Health) SUPPORT ROLE QUEST Finally, we are adjusting Support Role Quest progress to penalize heavy early game roaming by increasing the penalty while outside of bot lane, and removing the bonus progress gained from champion combat over minion last hitting.
  • Stack Consumption On Champion / Turret Damage: 22 Melee || 20 Ranged and 24 Melee || 22 Ranged ⇒ 18 and 21
  • Stack Consumption On Creep Score: 15 and 20 ⇒ 18 and 21
  • Minion Creep Score Experience / Gold Penalty: -25% outside of bot lane until level 3 ⇒ -33% outside of bot lane until level 5 Classic Welcome to our first patch update for League Classic! We're delivering brand new old champions, brand new old runes, and a suite of balance changes aimed at the game's biggest outliers. Are you excited to be a flippin' Ninja? CHAMPIONS NEW Akali Akali is flying in with invisibility, targeted dashes, invisibility, and tons of damage. Better buy a Pink Ward! Passive - Twin Disciplines
  • After gaining 20 Ability Power, gain a percent of your total Attack Damage as bonus damage on-hit.
  • After gaining 10 bonus Attack Damage, gain Spell Vamp. Q - Mark of the Assassin
  • Throw a kama, damaging and marking your target. Attack the marked target to deal more damage and refund some energy. W - Twilight Shroud
  • Throw down a smoke bomb, which gives Akali Invisibility and bonus resists while in the area. Enemies in the area are slowed. E - Crescent Slash
  • Slice all nearby enemies, dealing damage.
  • Be careful, this can empty your energy reserves quickly. R - Shadow Dance
  • Dash at an enemy, dealing damage upon arrival. This ability can hold a maximum of 3 dashes at a time, like ammo. NEW Kennen Kennen makes his return in a somewhat familiar form, ready to dive-bomb into enemy teams with Slicing Maelstrom or play it cool as an AD auto-attacker. Passive - Mark of the Storm
  • Kennen's abilities add stacking marks to their targets. Upon reaching 3 stacks, they're stunned and Kennen refunds some energy. Q - Thundering Shuriken
  • Throw a shuriken in a straight line, damaging and marking the first enemy hit. W - Electrical Surge
  • Passive: Every few attacks, Kennen's attack deals bonus damage and marks his target.
  • Active: Kennen damages and applies an additional mark to all nearby marked enemies. E - Lightning Rush
  • Kennen becomes a ball of lightning, gaining bonus movement speed and resistances. Enemies he collides with while a ball of lightning are damaged and marked. R - Slicing Maelstrom
  • A maelstrom follows Kennen for a few seconds, damaging and marking a random enemy champion several times per second. NEW Shen Shen subscribes to the philosophy that one can hide in plain sight. He's still the same dashing, taunting ninja he's always been, but has the added benefit of providing healing for himself and his allies. Passive - Ki Strike
  • Every few seconds, Shen's next attack deals bonus damage and restores some energy.
  • Further basic attacks ready his next empowered attack sooner. Q - Vorpal Blade
  • Throw a blade, damaging and marking the targeted enemy. Any time Shen or his allies attack the marked enemy, they restore some health over time.
  • If the blade kills the target outright, Shen gets a partial heal. W - Feint
  • Gain a shield. While it persists, attacks refresh Ki Strike faster. E - Shadow Dash
  • Dash in a straight line, taunting and damaging all champions Shen collides with and restoring energy for each one. R - Stand United
  • Target an allied champion anywhere on the map to grant them a shield. After a few seconds, if they're still alive, teleport to that ally. Alistar Alistar's pretty decent in both solo lanes, whether played as AP burst or as a Headbutt-autoattacker. However, he's quite weak at support, so we're looking for some support-skewed buffs. E - Triumphant Roar
  • Allied Heal Effectiveness: 50% ⇒ 75% Amumu Amumu is performing worse than he ought to, so we're looking to return him back to normalcy. We're reverting some nerfs from 2012-2013, ensuring he has a strong strategic niche of helping AP teams destroy squishy targets Passive - Cursed Touch
  • Magic Resistance Shred: 15 / 20 / 25 ⇒ 15 / 25 / 35 (levels 1 / 7 / 13)
  • Shred Duration: 3s ⇒ 4s Q - Bandage Toss
  • Base Damage: 80 / 130 / 280 / 230 / 280 ⇒ 80 / 140 / 200 / 260 / 320 Blitzcrank Blitzcrank is the #1 support in the game right now, topping all three of win rate, pick rate, and ban rate. So yeah, it's time for some nerfs to pull him down. We're digging up the history books and reverting some of their “recent” buffs from 2011-2012. We're targeting early pressure and overall cooldowns, due to how impactful their abilities can be. If a hook attempt misses, their opponents should have plenty of time to punish. Q - Rocket Grab
  • Base Damage: 80 / 135 / 190 / 245 / 300 ⇒ 60 / 120 / 180 / 240 / 300
  • Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 22 / 21 / 20 / 19 / 18 W - Overdrive
  • Cooldown: 15 ⇒ 20 R - Static Field
  • Active Damage: 250 / 375 / 500 ⇒ 200 / 300 / 400 Dr. Mundo Dr. Mundo's faring even worse than his patients, and that's saying something! He's receiving a suite of buffs to both damage and durability to allow him to soak up as much punishment as possible while still dishing out the pain. These buffs manifest as reverts to nerfs from early 2012. W - Burning Agony
  • Damage Per Second: 35 / 50 / 65 / 80 / 95 ⇒ 40 / 55 / 70 / 85 / 100
  • Tenacity: 10 / 15 / 20 / 25 / 30% ⇒ 15 / 20 / 25 / 30 / 35% R - Sadism
  • Health Regained: 40 / 50 / 60% ⇒ 40 / 55 / 70% Garen Garen's doing quite poorly at the moment, so we're here to buff him up to snuff. We want him to feel advantaged in early laning, so we're buffing his early regeneration to enable more aggressive trading and allowing him more frequent access to his rank 1 ultimate to let him convert those fights into kills. Base Stats
  • Base Health Regeneration: 8.2 ⇒ 9.0 Passive - Perseverance
  • Maximum Health Per Second Regeneration: 0.4% ⇒ 0.5% R - Demacian Justice
  • Cooldown: 160 / 120 / 80 ⇒ 140 / 110 / 80 Heimerdinger Heimerdinger is the single best-performing mid laner, and he's way up there in top lane, too. We expect him to do well for now, considering how rusty the average player is, and how strong his turrets are, but he's still outperforming our expectations. We want to make him more vulnerable early in his turret fortress and create a larger window without his pocket crowd control. For the rockets, they simply lack the early game counter-play required for a base damage this high. Q - H-28G Evolution Turret
  • Base Attack Damage: 30 / 38 / 46 / 54 / 62 ⇒ 28 / 36 / 44 / 52 / 60 W - Hextech Micro-Rockets
  • Base Damage: 85 / 135 / 185 / 235 / 285 ⇒ 70 / 120 / 170 / 220 / 270 E - CH-1 Concussion Grenade
  • Cooldown: 13 / 12 / 11 / 10 / 9 ⇒ 14 / 13 / 12 / 11 / 10 Janna Janna is the second of our support nerfs this patch as she's performing a little better than she ought to, so we're dropping some small nerfs. We want her high impact ultimate to have high a impact mana cost and want to make sure that she isn't just using her strong safety tools to bully her enemies out of the lane. Base Stats
  • Attack Damage: 51.95 + 2.95 ⇒ 49 + 3 R - Monsoon
  • Mana Cost: 100 / 150 / 200 ⇒ 200 / 275 / 350 Jarvan IV Jarvan is one of the game's strongest junglers and deserving of a nerf. Considering how good the reliably Flag and Drag combo is, we're leaving that intact. Instead, we're swinging for his late game to ensure he isn't the best at all points in time. Base Stats
  • Armor Per Level: 3.6 ⇒ 3 W - Golden Aegis
  • Bonus Shield Per Nearby Champion: 20 / 30 / 40 / 50 / 60 ⇒ 20 / 25 / 30 / 35 / 40 E - Demacian Standard
  • Mana Cost: 55 ⇒ 55 / 60 / 65 / 70 / 75 Katarina Katarina is performing much better than she ought to, especially for a difficult champion whom no one has played for approximately a decade. We always want high-mastery champions to be worth mastering, but if rookies are winning this much without practice, something's wrong. Ultimately we're fixing our own bug here: She's supposed to be throwing 10 daggers over 2.5 seconds, not 12, so both the DPS and maximum damage of her ultimate is being reduced. R - Death Lotus
  • Maximum Damage: 480 / 690 / 900 + 450% bonus Attack Damage + 300% Ability Power ⇒ 400 / 575 / 750 + 375% bonus Attack Damage + 250% Ability Power
  • Damage Per Dagger: Unchanged Lux Lux is our single worst mid laner AND support right now, so she's due for some very real buffs. We're going back on a move speed and ult CD nerf from early in 2013, as well as an AP ratio nerf from 2011, with the hopes that Lux can keep up with all the mobility these “modern” (released after 2010) champions have. Base Stats
  • Move Speed: 330 ⇒ 340 R - Final Spark
  • Cooldown: 80 / 65 / 50 ⇒ 80 / 60 / 40
  • Damage: 300 / 400 / 500 + 75% Ability Power ⇒ 300 / 400 / 500 + 85% Ability Power Miss Fortune Miss Fortune is performing the worst of all conventional bot laners, so we're delivering some buffs. To start, we're improving both her sustained auto-attack damage and her spell casting ult playstyle, partially or fully reverting changes from patches 3.1 and 3.7. W - Impure Shots
  • Bonus Damage Per Stack: 4 / 6 / 8 / 10 / 12 ⇒ 6 / 8 / 10 / 12 / 14
  • Maximum Stacks: 5 ⇒ 4
  • Maximum Bonus Damage: 20 / 30 / 40 / 50 / 60 ⇒ 24 / 32 / 40 / 48 / 56 R - Bullet Time
  • Damage Per Wave: 65 / 95 / 125 + 35% bonus Attack Damage ⇒ 65 / 95 / 125 + 40% bonus Attack Damage Nasus Nasus is performing better than he ought to, even for a champion with a shallow learning curve and a playstyle that hasn't changed much over the years. We still want his infinitely-stacking late game bonking to be his biggest strength, which means pulling out power elsewhere. We're reverting a few buffs from the Skarner launch patch in 2011, making his early game weaker and making him think more carefully about using Wither. Passive - Soul Eater
  • Life Steal: 14 / 17 / 20% ⇒ 10 / 15 / 20% W - Wither
  • Mana Cost: 80 ⇒ 100 Skarner Skarner has been one of the weakest junglers so we're here to buff him back up. We've got a small bugfix to his E's missile radius, which made it harder to hit than it should have been. Otherwise, we're reverting a few nerfs that Skarner received early in his release. Passive - Energize
  • NEW Structure Interaction: Once again works on structures Q - Crystal Slash
  • Slow: 20 / 25 / 30 / 35 / 40% ⇒ 25 / 30 / 35 / 40 / 45% W - Crystalline Exoskeleton
  • Cooldown: 18 ⇒ 14 E - Fracture
  • Missile Width: 70 ⇒ 120 Soraka Soraka is one of our weakest supports at the moment, and while she performs better in solo lanes, she's not strong there either. As a result we're looking for some meaningful support-skewed buffs and it's fine if she gets a little stronger in top lane or mid lane. As support Soraka maxes her W first while solo lane Soraka does not, this should be a meaningful buff for where she's played most. W - Astral Blessing
  • Armor Buff: 25 / 45 / 65 / 85 / 105 ⇒ 25 / 50 / 75 / 100 / 125
  • Armor Buff Duration: 3 seconds ⇒ 5 seconds Tryndamere Tryndamere has wound up as the single most performant champion in the game, both in top lane and jungle, which means he's up for some substantial nerfs. We want to retain his late game big crit fantasy but he should take longer to get there and be more peelable when he does. As with many of our nerfs, these are reverts of buffs from back when Lux launched in 2010. Q - Bloodlust
  • Cooldown: 12 / 11 / 10 / 9 / 8 ⇒ 14 / 12.5 / 11 / 9.5 / 8
  • Bonus Attack Damage Per Fury: 5 ⇒ 3
  • Maximum Bonus Attack Damage: 40 ⇒ 24 E - Spinning Slash
  • Cooldown: 8 ⇒ 9 Twitch Twitch is the strongest bot laner in the game right now. To start, our nerfs are going to be reverting his buffs from 1.0.0.144 and 1.0.0.146, both from 2012. Because his late game can be so potent, we're doubling down on his scaling archetype and making his laning phase even more difficult. Base Stats
  • Attack Damage: 52 ⇒ 50 W - Venom Cask
  • Projectile Speed: 1400 ⇒ 1300 E - Expunge
  • Mana Cost: 50 / 60 / 70 / 80 / 90 ⇒ 70 / 75 / 80 / 85 / 90 R - Spray And Pray
  • Missile Speed: 5000 ⇒ 4000 Veigar Veigar is one of the very worst mid laners in the game, so it's time for some buffs. Due to how core Q-spamming on every minion is to his playstyle, we want to make sure it feels supported, while still requiring him to buy some mana items to keep up. Q - Baleful Strike
  • Mana Cost: 60 / 65 / 70 / 75 / 80 ⇒ 50 / 55 / 60 / 65 / 70
  • Damage: 80 / 125 / 170 / 215 / 260 + 60% Ability Power ⇒ 80 / 125 / 170 / 215 / 260 + 65% Ability Power Warwick Warwick is the best-performing jungler in the game right now, and while his resilience in the face of a dangerous jungle is likely a contributor, he's performing above our expectations for such a straightforward jungler. We're reverting an attack speed buff from early 2012, as he has access to much better on-hit itemization than he used to. Base Stats
  • Attack Speed: .679 ⇒ .644 RUNES Rune Balance We're increasing the default stat value of the placeholder rune slots in Classic to be 80% of the equivalent rune rather than 66%.
  • Default Placeholder Rune Power: 66% ⇒ 80%
  • Scaling Armor Seals: Increased to 0.17 armor per level from 0.15 Armor per level. New Runes We've added the following runes to the Classic Store: Marks
  • Minor Mark of Ability Power: 0.7 AP Seals
  • Seal of Energy Regeneration: 0.7 Energy per 5s Glyphs
  • Glyph of Energy: 2.3 Max Energy
  • Minor Glyph of Mana Regeneration: 0.33 Mana per 5s Quintessences
  • Quintessence of Energy: 6 Max Energy
  • Quintessence of Energy Regeneration: 1.8 Energy per 5s
  • Quintessence of Health Regeneration: 1.3 Health per 5s
  • Quintessence of Mana: 38 Maximum Health SYSTEMS Classic Gold Generation League Classic has higher stakes and is generally more snowbally than Season 2026 and that's intentional. We also want players to have a fighting chance at comebacks without adding systems like Objective Bounties that players have to identify and play around. We also don't want to inflate total gold in the game too heavily. So we're raising the floor on passive gold income and reducing the income of those who farm the best. As a whole, these changes will result in all champions having about 215 more gold passively, with the average laner roughly treading water.
  • Start of Ambient Gold Generation: 65 seconds ⇒ 90 seconds
  • Passive Gold Per 5 Seconds: 8 / 10.5 / 11.5 / 13 at 1 / 10 / 15 / 25 minutes ⇒ 10.5 / 11.5 / 13 at 1 / 15 / 25 minutes
  • Melee Minion Base Gold Value: 20 ⇒ 19
  • Ranged Minion Base Gold Value: 15 ⇒ 14 Classic Homeguards We want the early game to have high stakes but that doesn't mean a single kill should spell doom for the next 30 minutes straight. As a result, there's a careful balance to strike between properly rewarding the victor for an early kill and helping losing players have something to look forward to. One of our attempts to strike that balance was early game Homeguards, which shipped with Classic last patch. This moderate 10% move speed buff should only shave a second or two off of someone's walk back to lane but your feedback that it feels too modern has been heard. We're keeping the mid-game version of Homeguard, which exists to help winning teams cross the map and continue sieging, but the early game one is being removed. In its place, we're reducing early game death timers by a couple seconds. No new mechanics to learn and winners still get ahead, but losers can get back in there and earn XP and gold to look for their comeback.
  • Homeguard Activation: 0 minutes ⇒ 15 minutes
  • Death Timers: 12 / 14 / 16 / 19 / 22 / 25 / 28 / 30 ⇒ 10 / 12 / 14 / 17 / 20 / 23 / 26 / 29 (levels 1-8)
  • Death Timers At Levels 9+: Unchanged ⇒ Unchanged Classic Jungle Tuning When porting over jungle monsters to modern systems, we miscalculated how durable regular jungle monsters would become in the mid and late game. This global health scaling buff will make camps more closely match their histories. Your first clear won't be affected at all, and non-epic monsters will scale up to 5-25% more health than they had before.
  • Maximum Health Scaling: 250% ⇒ 315% Classic Turrets Despite having the same effective HP they had in 2013, player feedback has been overwhelming that turrets feel too squishy. And they're certainly much frailer than 2026's norms. As we want turrets to matter and feel important, we agree that they could stand to hold up better, so we're buffing their health by around 15% across the board and nerfing the AP ratio to on-hit damage conversion against towers.
  • Outer Turret Health: 3000 ⇒ 3500
  • Inner Turret Health: 3250 ⇒ 3750
  • Inhibitor Turret Health: 3500 ⇒ 4000
  • Nexus Turret Health: 2600 ⇒ 2750
  • Champion Damage To Turrets: 100% total Attack Damage + 40% Ability Power ⇒ 100% total Attack Damage + 20% Ability Power BUGFIXES & QoL CHANGES
  • Classic Level Progression has been added to the Classic Home tab
  • In champion select, players can hover on another player to mute chat or report
  • Fixed a bug where Wukong would gain gold from Twisted Fate passive from his own clones
  • Fixed a bug where Trinity Force / Phage would play a sound effect whenever they trigger movespeed buff
  • Fixed multiple bugs with show minimap on the left option
  • Fixed a bug where Tibbers would heal enemy champions and drain their mana
  • Fixed a bug where Tear of the Goddess would not stack from spell casts that don't cost mana
  • Fixed a bug where Tear of the Goddess would stack multiple times from abilities like Corki Gatling Gun
  • Fixed a bug where Manamune Awe passive would not properly grant AD from mana
  • Fixed a bug where Master Yi E cooldown was lower than intended
  • Fixed a bug where Warwicks Hunter's call (W) duration was higher than intended
  • Fixed a bug where Ezreal had lower base AD than intended
  • Fixed a bug where Kassadin's Rift Walk (R) had a higher AP Ratio than intended
  • Fixed a bug where the Cold Steel passive was not unique
  • Fixed a bug where Sivir Q was interrupted by CC
  • Fixed multiple bugs with Sivir E not blocking certain spells
  • Fixed a bug where Spellsword mastery was not scaling with AP
  • Fixed a bug where Ancient Golem's attack damage was lower than intended
  • Fixed a bug where Ashe would gain additional attack damage at certain levels
  • Fixed a bug where Amumu's R would stop unstoppable units
  • Fixed a bug where Sivir passive procced on non-champion units CLASSIC SKINS AND COSMETICS Miss Fortune and all three of our new old ninja champions have updated base classic skins, as well as new looks for Akali and Shen that can be selected as chromas for players who own the skins:
  • Classic Akali (Stinger)
  • Classic Miss Fortune (Waterloo)
  • Classic Shen (Yellowjacket) ARAM: Mayhem Hello Mayhemers! In this patch, we're focusing on improving the fighter experience. We've added two new Gold Augments that upgrade fighter items: Upgrade Sundered Sky and Upgrade Ravenous Hydra. Our goal is to give fighters more options for sustaining themselves during extended team fights and to better support their frontline playstyle. We're also continuing to improve the quality of Augments. We've noticed that some of them lacked a clear audience or gameplay fantasy, so we've updated Augments like Nature is Healing and Night Stalking to better define their intended use cases and make them more satisfying to pick. On the bug-fixing front, we've resolved an issue where form swapping champions such as Jayce and Nidalee could enjoy the melee stats from Augments like Scopiest Weapon and Glass Cannon when they're in range form. We'll continue improving the quality and clarity of Gold Augments. Thanks for playing, and we'll see you on the Bridge! (or Abyss, or Crossing) CHAMPIONS Locke
  • Damage Dealt: 100% ⇒ 105%
  • Damage Taken: 100% ⇒ 95%
  • Tenacity: 0 ⇒ 20 AUGMENTS Skilled Sniper and Quest Bang Bang
  • Snipe Range: 700 ⇒ 600 Soul Eater
  • NEW Second Augment Bonus Health: 300 Nightstalking
  • NEW Move Speed During the Buff: 40% Snowbomb
  • NEW Radius: 30% larger
  • NEW Knockup Duration: Increased Shark Bait
  • Base Damage: 80-300 ⇒ 120-350
  • Missing Health Damage: 20% ⇒ 30% Critical Missile
  • Per Missile Damage: 15-85 ⇒ 15-65 Chain Reaction
  • Tier: Prismatic ⇒ Gold Nature is Healing
  • Each bush has an independent cooldown and heals only on entry.
  • NEW Heal: 40-300 +15% missing Health
  • NEW Cooldown: 20 seconds Upgrade Sundered Sky
  • NEW Item Cooldown Per Target: 5 seconds
  • NEW Missing Health Healing: 9% Upgrade Ravenous Hydra
  • NEW Cleave Application: Your spell applies the cleave effect with no cooldown
  • NEW Life Steal: 18% BUGFIXES
  • Fixed a bug where Summoner Cleanse and Summoner Clarity were not pickable in ARAM.
  • Fixed a bug where Pursuit of Power affected Locke (P) damage after its quest was completed.
  • Fixed a bug where Veigar's W in ARAM Mayhem did not trigger Archmage's cooldown refund effect.
  • Fixed a bug where Archmage did not refund Azir (W) properly.
  • Fixed a bug where Marksmage did not apply its damage to certain empowered attacks in Mayhem, including Blitzcrank (E), Nasus (Q), and Trundle (Q).
  • Fixed a bug where Annie's (R) would go on cooldown if the first Tibbers died when having Ultimate Revolution.
  • Fixed a bug where champions would lose Hellbent cooldown if they have revive passives.
  • Fixed a bug where Augment damages can stack Samira passive (P).
  • Fixed a bug where Lissandra passive (P) consumes gold from Yowch My Coins.
  • Fixed a bug where Dashing did not apply to Lee Sin Q, Kled Q, and Rek'Sai E.
  • Fixed a bug where Skilled Sniper did not trigger on Vel'Koz's split Q.
  • Fixed a bug where form-swapping champions had incorrect damage ratio for Glass Cannon.
  • Fixed a bug where Scoped Weapon family did not adapt the attack range increase when form-swapping champions swap form.
  • Fixed a bug where Typhoon fails to fire a missile when no enemy champions are in range.
  • Fixed a bug where Infernal Conduit base damage and scaling is higher than tooltip.
  • Fixed a bug where Volibear (R)'s turret-disabling debuff applied by the Echo Cast version visually refreshes while the duration does not.
  • Fixed a bug where Neeko regains bonus attack speed after exiting disguising when having Purist Caster.
  • Fixed a bug where Bel'Veth (E) fails to trigger Drop Kick's execution.
  • Fixed a bug where From Downtown's enemy VFX warning is bigger than intended. Arena Hey Arenaheads! This Arena patch comes with many champion balance changes, primarily bringing up those that have been struggling for a while so that they get their chance in the spotlight, along with tapping down a few of the most dominant champions. As for some exciting highlights, Rek'Sai's tunnels will have a 0 second used cooldown when maxed, allowing for some rapid in and out gameplay, Gnar's tired time is being removed so that you're constantly swapping back and forth, and Now You See Me level 2 spawns a clone where you vanished from. Last but definitely not least, we're bringing back Bravery Arena! For the foreseeable future, Arena will be embracing Bravery and Crowd Favorites every Wednesday. For those that didn't get the chance to play during Bravery weekends, here's the rundown: On Wednesdays, each player will only be able to select Bravery, or choose from their pool of Crowd Favorite champions. The number of Crowd Favorites you're offered is based on how many champions you own. We know that while a lot of people love Bravery, others enjoy picking from their pool of favorite champions. Our hope is that by having Bravery and Crowd Favorites at a consistent time players will be able to plan when they play to get the experience they are looking for, as well as being open to experimenting with new builds they might not have tried yet. CHAMPIONSAurelion Sol Q - Breath of Light
  • Burst Damage Health Ratio: 4% ⇒ 3.1% Stardust% E - Singularity
  • Cooldown: 8 ⇒ 12 Bel'Veth Passive - Death in Lavender
  • Attack Speed Per Stack: 0.2%-2% ⇒ 0.2%-1.5% R - Endless Banquet
  • Bonus Health: 250-450 ⇒ 100-400 Gnar Passive - Rage Gene
  • Tired Duration: 5s ⇒ 0s W - Hyper
  • Mini Percent Health Damage: 6%-14% ⇒ 10%-18% E - Hop / Crunch
  • Health Ratio: 6% ⇒ 8%
  • Mini Attack Speed: 40%-60% ⇒ 50%-70% R - GNAR!
  • Cooldown: 90-30 ⇒ 70-30 Heimerdinger H-28 G Evolution Turret
  • Q Base Damage: 4-12 ⇒ 7-23 LeBlanc Passive - Mirror Image
  • Cooldown: 10s ⇒ 5s Q - Sigil of Malice
  • Refund: 60% ⇒ 100%
  • Base Damage: 85-185 ⇒ 105-205
  • NEW Damage Per Level Scaling: Now scales past level 18 E - Ethereal Chains
  • Cooldown: 14s-11s ⇒ 12s-9s Mordekaiser R - Realm of Death
  • Stat Steal: 8% ⇒ 10% Ornn W - Bellows Breath
  • Cooldown: 10s ⇒ 11s-8.5s Poppy Q - Hammer Shock
  • Target Maximum Health Ratio: 8% ⇒ 9% W - Steadfast Presence
  • Increased Resistances: 8%-16% ⇒ 12%-24%
  • Cooldown: 26-16 ⇒ 20-12 Rek'Sai Passive - Fury of the Xer'Sai
  • Healing: 9%-20% ⇒ 10%-45% Q - Prey Seeker
  • Cooldown: 10s ⇒ 7.5s W - Burrow
  • Move Speed: 15-35 ⇒ 20-60 E - Tunnel
  • Tunnel Cooldown: 18s-14s ⇒ 9s-5s
  • Tunnel Reuse Cooldown: 6s-2s ⇒ 4s-0s Samira R - Inferno Trigger
  • Base Damage: 15-45 ⇒ 20-60 Shaco Q - Deceive
  • Bonus Attack Damage Ratio: 60% ⇒ 85% E - Two-Shiv Poison
  • Bonus Attack Damage Ratio: 80% ⇒ 100% Sona Passive - Power Chord
  • Stacks Per Round: 11.5 ⇒ 10 W - Aria of Perseverance
  • Cooldown: 10s ⇒ 13s Soraka W - Astral Infusion
  • Cooldown: 6s-2s ⇒ 7s-3s Swain R - Demonic Ascension
  • Heal Health Ratio: 1.5% ⇒ 1% Varus W - Blighted Quiver
  • Cooldown: 40s ⇒ 20s E - Hail of Arrows
  • Cooldown: 18s-10s ⇒ 16s-8s Volibear Q - Thundering Smash
  • Bonus Attack Damage Ratio: 60% ⇒ 100% W - Frenzied Maul
  • Damage Health Ratio: 5% ⇒ 6%
  • Base Heal: 10-70 ⇒ 20-80
  • Heal Health Ratio: 6%-14% ⇒ 8%-20% E - Sky Splitter
  • Shield Health Ratio: 11% ⇒ 14%
  • Shield Ability Power Ratio: 65% ⇒ 75%
  • Base Damage: 60-160 ⇒ 80-200
  • Percent Damage: 9%-13% ⇒ 11%-15% Warwick Q - Jaws of the Beast
  • Cooldown: 8s-6s ⇒ 7s-5s E - Primal Howl
  • Cooldown: 15s-11s ⇒ 13s-9s ITEMS Black Cleaver
  • Attack Damage: 40 ⇒ 45
  • Fervor Move Speed: 20 for 2s ⇒ [20 Melee || 15 Ranged] for 2s Eclipse
  • Damage: [6% Melee || 4% Ranged] Target Maximum Health ⇒ [8% Melee || 5% Ranged] Target Maximum Health Sterak's Gage
  • Bonus Attack Damage: 45% of Base Attack Damage ⇒ 50% of Base Attack Damage Sundered Sky
  • Healing: [100% Melee || 50% Ranged] Base Attack Damage + 6% Missing Health ⇒ [90% Melee || 45% Ranged] Base Attack Damage + 4% Missing Health
  • Health: 350 ⇒ 400 Void Immolation
  • Aura Bonus Health Ratio: 7% ⇒ 10% AUGMENTS Nesting Doll
  • Time Until You Can Revive: 2 seconds ⇒ 3 seconds Now You See Me
  • NEW Maximum Level Clone: At maximum level this leaves behind a clone at your previous location, lasts for 4 seconds
  • Move Speed Boost: 50% / 75% ⇒ 75% Three Sacred Treasures
  • Ability Power Ratio: 60% ⇒ 50%
  • Attack Damage Ratio: 75% ⇒ 60% BUGFIXES
  • Fixed an issue where Combo breaker was triggering after 3s instead of 4s of being crowd controlled. Bugfixes & QoL Changes QoL CHANGES
  • Reduced the volume of base Locke (Q) missile cast sound effects to better sit in the overall game mix. BUGFIXES
  • Fixed a bug where Viego with the Bot lane Role Quest would be able to steal his possessed target's boots.
  • Fixed a bug where upgrading from Hexdrinker to Maw of Malmortius did not reset the cooldown of the item.
  • Fixed a bug where killing a ward would display debug text for spectators.
  • Fixed a bug where Locke picking up his (R) artifact would refund based on its current cooldown instead of the total cooldown.
  • Fixed a bug where in certain circumstances Taunt and Berserk effects could be ignored using WASD controls.
  • Fixed a bug where Support players' Control wards would be consumed when trying to place them while dead.
  • Fixed a bug where Ambessa's omnivamp would apply on turrets when driving Rift Herald into them.
  • Fixed a bug where Mordekaiser (R) improperly gains Ability Haste.
  • Fixed a bug where Bel'Veth's resource bar would incorrectly update if she hit 80 stacks while already in True Form.
  • Fixed a bug where Locke (R) execution would be considered a spell cast.
  • Fixed a bug where Viktor (R) lightning VFX would stretch across the screen in certain situations. Upcoming Skins & Chromas The following skins will be released in this patch: Faerie Court Bel'Veth Faerie Court Lulu & Faerie Court Gwen The following chromas will be released this patch: Faerie Court Bel'Veth Faerie Court Gwen Faerie Court Lulu
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How 26.16 went
26.15

League of Legends Patch 26.15 Notes

Added 1
  • League of Legends Classic game mode featuring 60 champions using classic versions of their gameplay
Changed 14
  • Bel'Veth attack speed reduced from 0.85 to 0.67 and attack speed ratio reduced from 0.85 to 0.67
  • Bel'Veth attack damage reduced from 60 to 55
  • Bel'Veth basic attack damage modifier changed from 75% to 100%
  • Bel'Veth attack cast time reduced from 0.25 to 0.22
  • Bel'Veth armor reduced from 32 to 28 with armor growth increased from 4.7 to 5
  • Bel'Veth health reduced from 610 to 580 with health growth increased from 105 to 110

Welcome to patch 26.15 and Season 3, where Bel’Veth, the Empress of the Void has some changes she’d like to introduce to you, starting with her patchwork update that leans into her evolution fantasy (permanent ult form, anyone?). After that, we’ve got some nerfs to some recent and longer overperforming champions in Locke, Naafiri, Riven, Sylas, and Morde, and then a handful of buffs to some large tanky champions (and Kai’Sa I guess), along with some item and rune adjustments. On the ranked front with the new Season, you can only cash in Aegis of Valor in games you win to remove mixed incentives, and we’re bringing back duoing to Master tier! Continue on for ARAM: Mayhem and Arena changes! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Erika "Riot Cashmiir" Haas Steven "Riot sternest" Earnest Yina "Riot Yina" Wen Patch Highlights Prestige Magma Chamber Jax and Prestige Magma Chamber Veigar will be available July 29, 2026. League of Legends Classic Our newest (oldest) game mode is coming to a server near you! Relive the glory days with League Classic. Marvel at what passed for modern graphical fidelity in the 2010s, outplay your opponents with point and click stuns and using old new items like Heart of Gold...! Classic features 60 champions using classic versions of their gameplay across League’s early history and is an experience that emphasizes strategy over mechanics and stronger consequences, both positive and negative, for your actions. If you want to learn more about League Classic, check out our dev blog here. We’ll see you on the Rift, but be careful, the monsters fight back (use your health potions please)! Ranked Season 3 Start Ranked Season 3 will start at 12pm on July 29 local server time. Victorious Ranked Mission (15 Ranked Games won) will be refreshed with season start, and end of S2 rewards will be distributed shortly after S3 start. Shard transfer service will be temporarily off until S2 rewards are granted. Aegis of Valor Aegis of Valor has helped make autofill games feel worth playing out, but its loss protection and Mastery requirement created a secondary objective: play for the grade, not necessarily for the win. That’s the opposite of what a Ranked incentive should ask of you. We want every Ranked teammate to share the same goal, which is trying their very best to win the game.

  • We’re refocusing Aegis entirely around victory: it will no longer reduce LP losses in the case of defeat, and wins will award double LP without requiring a minimum mastery score. Apex Duo Restrictions When we brought duo queue back to Apex, our goal was to let more high-ranked players play together without compromising the quality of the ladder. The results were mixed. In Master, duos were generally manageable, but we still saw enough impact on match quality to warrant tighter limits. In GM and Challenger, smaller player pools and extremes of skill give duos an outsized impact on game outcomes, one we can’t consistently offset without creating excessive skill gaps or less competitive lobbies. As our matchmaking systems improve, we’ll keep looking for ways to bring duo queue back to GM and Challenger, but only once we can do so without compromising the fairness and competitive integrity they’re meant to represent.
  • Master players will now be able to duo, but only with players close to them in rank.
  • GM, Challenger, and players with GM or Challenger MMR will not be allowed to duo.
  • For more details on the exact restrictions, see here. Champions Alistar Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he's failing to compete in the current meta even though it favors roaming supports - a space we expect him to excel in. Base Stats
  • Move Speed: 330 ⇒ 335 Bel'Veth This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion. The major changes here are making her Q at early levels function more like a regular dueling ability in order to reduce just how heavily she can put certain champions behind with early invades. Historically, this Q tuning has caused us to repeatedly balance around her very early strength at a loss to many of her other more core functions. While we acknowledge that there's a subset of Bel'Veth players who love this capability, broadly, we think it's paying too many tradeoffs for the rest of her audience. We are looking to move some of her early game power to her mid and late game by leaning more on her evolution fantasy and her stacking mechanic. We believe that high moments like having form until death when you have gotten enough stacks feels like a transformative yet exciting moment that lines up a bit more with her kit expectations. Base Stats
  • Attack Speed: 0.85 ⇒ 0.67
  • Attack Speed Ratio: 0.85 ⇒ 0.67
  • Attack Damage: 60 ⇒ 55
  • Basic Attack Damage Modifier: 75% ⇒ 100%
  • Attack Cast Time: 0.25 ⇒ 0.22
  • Total Attack Animation: Adjusted to feel better at lower Attack Speeds
  • Armor: 32 ⇒ 28
  • Armor Growth: 4.7 ⇒ 5
  • Health: 610 ⇒ 580
  • Health Growth: 105 ⇒ 110
  • Model Size: 100% ⇒ 95% Passive - Death In Lavender
  • Attack Speed After Spell Cast: 20% minimum / 40% maximum for 2 attacks ⇒ 20% for 3 seconds
  • Attack Speed per Stack: 0.28% minimum / 1.1% maximum ⇒ 0.1% minimum / 2% maximum Q - Void Surge
  • Speed: 800 / 850 / 900 / 950 / 1000 ⇒ 850
  • Time Between Casts: 1 ⇒ 4 / 3.25 / 2.5 / 1.75 / 1
  • Monster Damage Modifier: 55 / 65 / 75 / 85 / 95 ⇒ 70
  • Minion Damage Modifier: 60 / 70 / 80 / 90 / 100% ⇒ Removed
  • Damage: 0 / 5 / 10 / 15 / 20 (+100% Attack Damage) ⇒ 12 / 14 / 16 / 18 / 20 (+105% Attack Damage)
  • Attack Speed to Ability Haste Conversion: 0.25 ⇒ 0.2 W - Above And Below
  • Damage: 70 / 110 / 150 / 190 / 230 (+100% Bonus Attack Damage) (+125% Ability Power) ⇒ 80 / 140 / 200 / 260 / 320 (+150% Ability Power)
  • Slow Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds at 50% slow ⇒ 2 seconds at 30% slow
  • Knockup Duration: 0.75 seconds ⇒ 0.6 / 0.7 / 0.8 / 0.9 / 1 second E - Royal Maelstrom
  • Damage per Strike: 6 / 7 / 8 / 9 / 10 (+8% Attack Damage) (+8% On-Hit effects), increased up to 300% based on missing Health ⇒ 10 / 12 / 14 / 16 / 18 (+12% Attack Damage) (+12% On-Hit effects), increased up to 100% based on missing Health
  • Number of Strikes: 6 + 1 per 33% bonus Attack Speed ⇒ 6 + 1 per 40% bonus Attack Speed
  • Damage Reduction: 35 / 40 / 45 / 50 / 55% ⇒ 20 / 30 / 40 / 50 / 60%
  • Lifesteal: 20% ⇒ 20 / 25 / 30 / 35 / 40%
  • Lifesteal Scaling: 100% ⇒ Removed
  • Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 24 / 21 / 18 / 15 / 12
  • Monster Damage Modifier: 150% ⇒ 200% R - Endless Banquet
  • Passive On-Hit Application: Every other attack ⇒ Every attack
  • Passive True Damage: 6 / 10 / 14 (+12% Bonus Attack Damage) ⇒ 2 / 4 / 6 (+3% Bonus Attack Damage)
  • Target Swapping: Passive removed when swapping targets ⇒ Passive no longer removed when swapping targets
  • Maximum Epic Monster Stacks: 10 ⇒ 8
  • Passive Application Requirement: E and Q required Bel’Veth to have attacked the target first ⇒ E and Q no longer require Bel’Veth to have attacked the target first
  • Explosion Damage: 150 / 200 / 250 (+100% Ability Power) (+25% missing Health) ⇒ 150 / 200 / 250 (+150% Ability Power) (+20% missing Health)
  • Heal per Bonus Health: 100 / 150 / 200 (+120% Bonus Attack Damage) (+90% Ability Power) ⇒ 100 / 250 / 400 (+150% Bonus Attack Damage) (+150% Ability Power)
  • Basic Attack Range Bonus: 75 ⇒ 25 / 75 / 125
  • Total Attack Speed: 10 / 15 / 20% ⇒ 5 / 15 / 25%
  • Size: 10% ⇒ 10 / 15 / 20%
  • Unempowered Buff Duration: 60 ⇒ 45 / 90 / infinite at 0 / 40 / 80 stacks
  • Empowered Buff Duration: 180 ⇒ 45 / 90 / infinite at 0 / 40 / 80 stacks
  • Post-Cast Lockout: 0.5 seconds ⇒ 0.25 seconds
  • Out of Combat Move Speed: Removed Kai'Sa Despite the recent buff, Kai’sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range. We’re tapping up her scaling to help her output as she nears her final form. Passive - Second Skin
  • Caustic Wounds: 4 - 24 (Champion Level) (+12% Ability Power), +1 - 6 (Champion Level) (+3% Ability Power) per prior stack ⇒ 4 - 30 (Champion Level) (+12% Ability Power), +1 - 8 (Champion Level) (+3% Ability Power) per prior stack Locke Locke continues to climb the mastery curve, so we’re continuing nerfs to keep him in line. Particularly, we observe his early game to be clearly over, even for a snowball reliant assassin, and we also want to avoid W 2nd max as optimal as it gives him too much safety for the risks he should need to take. Base Stats
  • Health: 655 ⇒ 620 Q - Ritual Nails
  • Base Damage - Nail: 50 / 58 / 66 / 74 / 82 (+20% Ability Power) ⇒ 40 / 48 / 56 / 64 / 72 (+20% Ability Power)
  • Three Nails Damage: 150 / 174 / 198 / 222 / 246 (+60% Ability Power) ⇒ 120 / 144 / 168 / 192 / 216 (+60% Ability Power) W - Soul Ignition
  • Move Speed: 40 / 45 / 50 / 55 / 60% (+2% per 100 Ability Power) ⇒ 40% (+2% per 100 Ability Power)
  • Grey Health Base Value: 40 / 70 / 100 / 130 / 160 (+120% Ability Power) ⇒ 40 / 60 / 80 / 100 / 120 (+100% Ability Power) Maokai Maokai has gradually faded out of both top and jungle play since our last major work on him. We think that ultimately his top laning experience is not the greatest for all parties involved, so for now we are mainly focused on buffing his jungle back up, where we think he has a fairly unique output as a zone controlling tank. Q - Bramble Smash
  • Monster Damage Modifier: 140 / 150 / 160 / 170 / 180 ⇒ 150 / 160 / 170 / 180 / 190
  • Ability Power Ratio: 40% ⇒ 50% Mordekaiser We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep opponents in his range. Accounting for the bugfix for his R, we believe these two adjustments to his E will be a net positive from 26.13 and will keep an eye on his performance. E - Death's Grasp
  • Cooldown: 18 / 16 / 14 / 12 / 10 ⇒ 16 / 14 / 12 / 10 / 8 R - Realm of Death
  • Stolen Stats: 13% ⇒ 10%
  • Bugfix: Fixed a bug where ulting a target with health above their post-reduction max HP would lead to increased damage (up to double). Naafiri Naafiri remains a hot topic in the meta, both for solo queue and pro play. While we are quite happy with how many people have taken her up since her rework, she’s still on the strong end, especially when she really gets the ball rolling with back-to-back-to-back ultimates. R - The Call of the Pack
  • Damage: 150 / 225 / 300 (+120% Attack Damage) ⇒ 125 / 200 / 275 (+100% Bonus Attack Damage)
  • Damage per Packmate: 15 / 22.5 / 30 (+12% Attack Damage) ⇒ 12.5 / 20 / 27.5 (+10% Bonus Attack Damage) Riven Endless Hunger's addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly. While we feel we've gotten it into a fairly good spot among most users, Riven is notably overperforming. Targeting her R’s AD scaling (heavy synergy with Endless Hunger haste, mid quest scaling) will impact all her spells and how unstoppable her snowballing can feel, while still leaving a lot of room for her high moments. R - Blade of the Exile
  • Bonus Attack Damage Ratio: 25% ⇒ 20% R - Wind Slash
  • Bonus Attack Damage Ratio: 60% minimum / 180% maximum ⇒ 55% minimum / 165% maximum Sylas After his buff in 26.12, it was clear that we moderately overshot our target. We’re pulling back the chains a tad to prevent him from bullying too hard. Q - Chain Lash
  • First Lash Damage: 40 / 65 / 90 / 115 / 140 (+45% Ability Power) ⇒ 40 / 60 / 80 / 100 / 120 (+40% Ability Power) Volibear Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we’re giving him more chances to gap close, especially for laners, without raising his already thrilling ceiling of spell chaining. Q - Thundering Smash
  • Cooldown: 14 / 13 / 12 / 11 / 10 ⇒ 12 / 11.5 / 11 / 10.5 / 10 Zac We believe that Zac brings unique gameplay and class diversity to the jungle. That said, his presence in the jungle has fallen quite a bit over the more recent patches. We believe giving him a bit more opportunity to execute on his distinct gank angles as well as a bit of durability in a team fight can help lift up our favorite secret weapon. Base Stats
  • Armor Growth: 4.7 ⇒ 5.2 E - Elastic Slingshot
  • Cooldown: 22 / 19 / 16 / 13 / 10 ⇒ 21 / 18 / 15 / 12 / 9 Items Bastionbreaker The item has been near bottom pickrate since release, and the distance between it and the next least popular Lethality item is quite far. We’re making it both more accessible and slightly stronger on its less noticeable effect, because we find that lethality users putting more of their gold into utility and progressing the team game is healthy in the long term.
  • Cost: 3200g ⇒ 3000g
  • Shaped Charge Damage: (30 + 150% lethality) true damage ⇒ (50 + 150% lethality) true damage Terminus Terminus is meant to be one of the premium capstone items for scaling On-Hit builds, but has been more of a mid game spike item than a true late game scaling option, leaving the on-hit space a bit sparse for options later on.
  • Unique - Shadow: 30 Magic Damage On-Hit ⇒ 30 (+10% bonus Attack Damage) (+10% Ability Power) Yun Tal Wildarrows Yun Tal Wildarrows has fallen significantly over this year from its spot as the go-to scaling crit item. We believe the game continues to benefit from its function as a scaling option, so we are buffing it up to compete with the broader array of early crit items currently on offer.
  • Cost: 850g ⇒ 750g
  • Attack Speed: 40% ⇒ 45% Runes Jack of All Trades Different statlines are much more accessible with items like Endless Hunger/Gluttonous Greaves/DHelm, and even though we love players shooting for creative builds to utilize JOAT, it definitely has room to be weaker both early and late while still giving a ton of bang for your buck.
  • Adaptive Force at 5 / 10 stat breakpoints: 10 / 25 ⇒ 8 / 20 ARAM: Mayhem Hello Mayhemers! In this patch, we're making a systematic update to champion balance modifiers. For a long time, champion damage modifiers only affected spells and attack damage by champions. This led to some extreme cases where champions could overperform because their item and Augment damage wasn't affected. With this update, damage dealt modifiers now apply to spell, attack, item, and Augment damage. Our goal is for these modifiers to better reflect a champion's overall performance while allowing underperforming champions to benefit more consistently from the rest of the game's systems. As a result, we're able to remove many existing champion specific modifiers. Over time, we hope to continue reducing the number of individual champion mods and make future balance changes more targeted and easier to maintain. For Augments, we're continuing to buff underperforming options to make their payoffs more satisfying in combat. On the other hand, Critical Missile has proven to be a bit too reliable on critical strike ADCs, so we're tuning it down to make it less frustrating to play against. Thanks for playing, and we'll see you on the Bridge! Champions Ahri
  • Healing: 90% ⇒ 100% Akshan
  • Damage Dealt: 105% ⇒ 100%
  • Damage Taken: 5% ⇒ 0% Alistar
  • Healing: 80% ⇒ 100%
  • Damage Modifier: 95% ⇒ 100% Ambessa
  • Damage Taken: -5% ⇒ 0% Annie
  • Shielding: 90% ⇒ 100%
  • Damage Taken: -5% ⇒ 0% Ashe
  • Damage Dealt: 105% ⇒ 100% Corki
  • Damage Taken: 10% ⇒ 5% Ekko
  • Damage Dealt: 110% ⇒ 105% Hwei
  • Damage Dealt to Minions: 60% ⇒ 100% Jhin
  • Damage Taken: -5% ⇒ 0% Kai'Sa
  • Damage Taken: 10% ⇒ 0% Kindred
  • Damage Dealt: 110% ⇒ 100% Kog'Maw
  • Damage Dealt: 88% ⇒ 90% Lucian
  • Damage Dealt: 105% ⇒ 100% Malzahar
  • Damage Dealt to Minions: 60% ⇒ 100% Miss Fortune
  • Damage Taken: -5% ⇒ 0% Mordekaiser
  • Damage Taken: -2% ⇒ 0% Morgana
  • Damage Taken: -10% ⇒ 0% Nasus
  • Damage Taken: -5% ⇒ 0% Qiyana
  • Damage Dealt: 115% ⇒ 110% Ryze
  • Damage Dealt: 105% ⇒ 100%
  • Damage Taken: 5% ⇒ 0% Senna
  • Damage Dealt: 97% ⇒ 100% Singed
  • Damage Taken: -8% ⇒ 0% Smolder
  • Ability Haste: -10 ⇒ 0 Soraka
  • Healing: 105% ⇒ 100% Teemo
  • Ability Haste: -10 ⇒ 0
  • Damage Dealt to Minions: 60% ⇒ 100% Trundle
  • Damage Taken: -5% ⇒ 0% Xin Zhao
  • Damage Dealt: 95% ⇒ 100% Zilean
  • Damage Dealt: 105% ⇒ 100%
  • Damage Taken: 5% ⇒ 0% Ziggs
  • Damage Dealt: 87% ⇒ 90%
  • Damage Dealt to Minions: 60% ⇒ 100% Augments Warding Weapon
  • Resists per Stack: 5 / 6.25 / 7.5 / 8.75 / 10 ⇒ 7 / 8.25 / 9.5 / 10.75 / 12 Squishy Slappy Grab
  • Cooldown: 45 ⇒ 35 Titan's Resolve
  • Adaptive Force: 25 / 31.25 / 37.5 / 43.75 / 50 ⇒ 25 / 37.5 / 50 / 62.5 / 75
  • Armor and Magic Resistance per 10 Stacks: 4 / 5 / 6 / 7 / 8 ⇒ 5 / 6.25 / 7.5 / 8.75 / 10 Hellbent
  • Cooldown: 120 ⇒ 90 Earthwake
  • Base Damage: 70 / 105 / 140 / 175 / 210 ⇒ 90 / 130 / 170 / 210 / 250 Endless Decimation
  • Missing Health Healing: 15% ⇒ 18% Chain Reaction
  • NEW Ultimate Ability Damage Increase: Damage increased to 250% for ultimate abilities Critical Missile
  • Damage per Missile: 20 / 40 / 60 / 80 / 100 ⇒ 15 / 32.5 / 50 / 67.5 / 85 Drop Bear
  • Stun Duration: 1.5s ⇒ 0.5s
  • Tibbers Bonus Health: 0 / 1125 / 2250 / 3375 / 4500 ⇒ 1000 / 2375 / 3750 / 5125 / 6500 Pat on the Back
  • NEW Stacking Availability: Can now be taken by multiple players on the same team Mercy's Strike
  • NEW Turret Interaction: Mercy's Strike's buff will be consumed on attacking turrets.
  • NEW Turret Damage: Turrets take 2.5% maximum health damage. Bugfixes
  • Fixed a bug where Vel'Koz's (Q) first hit failed to trigger Skilled Sniper.
  • Fixed a bug where Anivia's (Q) failed to trigger Skilled Sniper when passing through units.
  • Fixed a bug where Locke's (Q) received a refund in between ammo for Skilled Sniper.
  • Fixed a bug where you cannot attack during Rite of Ascension possession time.
  • Fixed an issue where Morgana's (R) Echo cast always sends the clone towards the bottom of the screen.
  • Fixed a bug where Apex Inventor did not reduce Wooglet's Witchcap's cooldown.
  • Fixed a bug where Twitch's (R) bolts disappear upon recasting Spray and Pray (R) before the ability ends.
  • Fixed a bug where Ekko's (Q) failed to split with Spell Split on missile end.
  • Fixed a bug where Combusting Interest failed to generate gold if you have burn items or Augments.
  • Fixed a bug where Diadem of Songs does not appear in the shop and builds into section.
  • Fixed a bug where Milio's (W) did not grant Support Main quest progress in Mayhem when healing themself or allies.
  • Fixed a bug where Locke's (E) second dash did not grant Pursuit of Power or Pursuit of Haste quest progress in Mayhem.
  • Fixed a bug where Master Yi's (Q) and Viego's (R) could retain Dashing's Ability Haste in Mayhem after taking Pandora's Box.
  • Fixed a bug where Overloaded could be offered to Katarina's (E) and Shaco's (E).
  • Fixed a bug where Little Extra Help removed Scoped, Scopier and Scopiest Weapon's VFX after the effect ends.
  • Fixed a bug where Nidalee's human-form Javelin Toss (Q) did not trigger Missile Split in Mayhem if the augment was selected while in cougar form.
  • Fixed a bug where Pursuit of Haste and Pursuit of Power is offered to Akshan's (E).
  • Fixed a bug where Mercy Strike could be offered to non-support champions in Mayhem like Vladimir.
  • Fixed a bug where Warding Weapon could still be offered to Akshan's (E) in Mayhem.
  • Fixed a bug where Pursuit of Power is offered to Akshan's (E), Draven's (Q), Illaoi's (E), and Malphite's (W).
  • Fixed a bug where Trusty Weapon could still be offered to Akshan's (E) in Mayhem. Arena We’re listening to all your feedback and reducing the level cap on certain augments that felt a bit overbearing at 3 levels. Along with a number of champion balance adjustments, we’re also increasing the amount of Adaptive Force gained from crit chance over 100%. Champions Akali
  • Passive Move Speed: 30 / 37.5 / 45 / 52.5 / 60% ⇒ 40 / 51.25 / 62.5 / 73.75 / 85%
  • W - Twilight Shroud
  • Cooldown: 15 ⇒ 15 / 13.75 / 12.5 / 11.25 / 10
  • Energy Restore: 150 ⇒ 200 Bard
  • W - Caretaker's Shrine
  • Charge Time: 5 seconds ⇒ 2.5 seconds
  • Move Speed Ability Power Ratio: 0.06% ⇒ 0.08% Elise
  • W - Skittering Frenzy
  • Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 17 / 16 / 15 / 14 / 13 Kai'Sa
  • Passive - Second Skin
  • Arena On-Hit Damage Modifier: 50% ⇒ 100%
  • Detonation Damage: 10% missing Health ⇒ 15% missing Health
  • Ability Power Ratio: 30% ⇒ 12%
  • Ability Power Ratio per Stack: 5% ⇒ 3%
  • Q - Icathian Rain
  • Ability Power Ratio: 15% ⇒ 20% Locke
  • Passive - Silver Stake
  • Minimum Base Damage: 5 minimum / 40 maximum ⇒ 7.5 minimum / 60 maximum
  • Maximum Base Damage: 10 minimum / 80 maximum ⇒ 15 minimum / 120 maximum
  • W - Soul Ignition
  • Base Health Restored: 40 / 70 / 100 / 130 / 160 ⇒ 80 / 140 / 200 / 260 / 320
  • Maximum Health Restored: 150 / 225 / 300 / 375 / 450 (+60% Ability Power) ⇒ 225 / 337.5 / 450 / 562.5 / 675 (+60% Ability Power)
  • R - Purgatory
  • Cooldown Refund: 20% ⇒ 50% Nocturne
  • Passive - Umbra Blades
  • Base Healing: 13 minimum / 32 maximum ⇒ 15 minimum / 50 maximum
  • Attack Damage Ratio: 120% ⇒ 130%
  • Critical Strike Attack Damage Ratio: 110% ⇒ 120%
  • R - Paranoia
  • Cooldown: 140 / 115 / 90 ⇒ 100 / 70 / 40 Samira
  • Taunt Gold Exchange: Lose 1 gold on taunt ⇒ Removed Seraphine
  • Q - High Note
  • Ability Power Ratio: 65% ⇒ 40% Tahm Kench
  • E - Thick Skin
  • Damage to Grey Health: 15% minimum / 47% maximum ⇒ 23% minimum / 47% maximum Thresh
  • Passive - Damnation
  • Souls Gained on Pickup: 1 ⇒ 3
  • W - Dark Passage
  • Cooldown: 21 / 20 / 19 / 18 / 17 ⇒ 15 / 14 / 13 / 12 / 11
  • E - Flay
  • Damage Ramp-Up Time Between Attacks: 10 seconds ⇒ 5 seconds
  • R - The Box
  • Cooldown: 120 / 100 / 80 ⇒ 90 / 60 / 30
  • Base Damage: 250 / 400 / 550 ⇒ 350 / 500 / 650 Twisted Fate
  • R - Destiny
  • Cooldown: 170 / 140 / 110 ⇒ 40 / 30 / 20
  • Duration: 3 / 4 / 5 seconds ⇒ 3 / 4 / 5 seconds Warwick
  • Passive - Eternal Hunger
  • Last Stand Healing Amplification: 250% ⇒ 300%
  • W - Blood Hunt
  • Cooldown: 80 / 70 / 60 / 50 / 40 ⇒ 40 / 35 / 30 / 25 / 20
  • E - Primal Howl
  • Damage Reduction: 35 / 40 / 45 / 50 / 55% ⇒ 40 / 45 / 50 / 55 / 60% Zac
  • W - Unstable Matter
  • Arena Cooldown: 6 ⇒ 5 Items Lich Bane
  • Attack Speed Increase Ability Power Ratio: 66% ⇒ 70% Augments Demonic Clasp
  • Maximum Level: 3 ⇒ 2
  • Base Damage: 100 minimum / 200 maximum ⇒ 100 minimum / 300 maximum
  • Cooldown: 18 ⇒ 12 Critical Rhythm
  • Maximum Level: 3 ⇒ 2 HiveMind
  • Starting Bees: 1 / 2 / 3 ⇒ 2 / 4 / 6
  • Attack Damage Ratio: 20% bonus Attack Damage ⇒ 25% total Attack Damage Laser Eyes
  • Maximum Level: 3 ⇒ 2
  • Laser Length: 600 / 800 / 1000 ⇒ 600 / 1000 Ok Boomerang
  • NEW Level 2 Boomerang Count: Level 2 now fires a second boomerang Ominous Pact
  • Omnivamp: 15% / 25% ⇒ 20% / 35%
  • Move Speed: 50% / 75% ⇒ 50% / 100% Spellwake
  • Maximum Level: 3 ⇒ 2
  • Level 1 Ability Power Ratio: 20% ⇒ 30%
  • Level 1 Bonus Attack Damage Ratio: 145% ⇒ 165%
  • Level 2 Ability Power Ratio: 20% ⇒ 30%
  • Level 2 Bonus Attack Damage Ratio: 165% ⇒ 185% Earthwake
  • Maximum Level: 3 ⇒ 2 Tap Dancer
  • Maximum Level: 3 ⇒ 2 Trueshot Prodigy
  • Missile Trigger Condition: Triggered off its own missile ⇒ No longer triggers off its own missile Slow and Steady
  • REMOVED Status: Removed Systems Critical Strike to Adaptive Force Conversion
  • Ratio: 0.68:1 ⇒ 1:1 Bugfixes & QoL Changes
  • Fixed a bug which prevented Neeko to disguise as Voidborn Rift Scuttler.
  • Fixed a bug where Pix was always visible as one from Base skin if Neeko disguised as Lulu.
  • Fixed a bug that prevented Neeko from being able to disguise herself as Nidalee's Cougar form and Elise's Spider form.
  • Fixed a bug that prevented Neeko to disguise herself as DJ Sona's Concussive and Ethereal Forms.
  • Fixed a bug where if Neeko was disguised as DJ Sona's Kinetic form the hair was missing.
  • Fixed a bug that caused horns to be visible inside the head when Neeko was disguised by Smolder.
  • Fixed a bug where Diana’s E may fail to dash over terrain.
  • Fixed a bug where Cassiopeia’s R VFX didn't match the ability’s hitbox.
  • Fixed a bug where Mid lane Tier 3 role quest boots could not be refunded with the undo button.
  • Fixed a bug where Nilah’s attacks immediately after Q or E may not trigger Hail of Blades.
  • Fixed a bug where Deathfire Touch’s burn duration could be overwritten when landing a spell with a shorter duration.
  • Fixed a bug where the Death Recap window may not appear when a player dies.
  • Fixed a bug where Locke’s R artifact could not be retrieved on an enemy that was invulnerable when hit by Locke’s R.
  • Fixed a bug where Zeke’s convergence active effect would not damage monsters.
  • Fixed a bug where Locke’s R was not recolored when the artifact was reflected by Mel W. Upcoming Skins & Chromas The following skins will be released in this patch: Prestige Magma Chamber Jax Prestige Magma Chamber Veigar Divine God-King Darius and Fallen God-King Garen are returning to The Sanctum until Patch 26.19. The following chromas will be released this patch: Prestige Magma Chamber Jax Prestige Magma Chamber Veigar
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How 26.15 went
26.14

League of Legends Patch 26.14 Notes

Changed 19
  • Azir's Scorch, Liandry's Torment, Blackfire Torch, and Hextech Alternator now deal 100% of their damage on-hit instead of 50%
  • Azir's Conqueror will now apply 2 stacks on-hit instead of 1
  • Azir's Press the Attack now applies to the primary target hit
  • Azir's Emperor's Divide now knocks back jungle monsters
  • Corki's Attack Damage Growth increased from 2 to 2.5
  • Corki's Missile Barrage recharge time reduction from autos increased from 2-4 seconds to 2-6 seconds based on critical strike chance

Hail the victorious three-peat champions, and welcome to Patch 26.14! This patch we have an array of changes to champs like locking down Locke, helping our favorite fish who's flopping a little in support, and hitting mute on the songstress in bot lane. Blue buff is getting a little bit of love, and we have some adjustments to a few items. Outside of Summoner's Rift, we've got some Mayhem and Arena adjustments for modes enjoyers, and Summoner's Rift Clash will be taking place this patch! So time to hit up the squad, give yourselves a punny name, and suddenly forget how to do even the most basic tasks in-game, if you're anything like my friend group. Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Erika "Riot Cashmiir" Haas Steven "Riot sternest" Earnest Yina "Riot Yina" Wen Patch Highlights T1 Galio, T1 Xin Zhao, T1 Seraphine, T1 Ambessa, T1 Yunara, MVP T1 Miss Fortune, and Victorious Rengar will be available July 15, 2026. Champions Azir Azir is feeling more headless chicken than valiant falcon right now. But rather than straight numerical buffs, we're preening his feathers of impactful bugs and changing some rune interactions that should make him start squawking about Shurima more often. W - Arise!

  • On-Hit? More Like On-Destroy: Scorch, Liandry's Torment, Blackfire Torch, and Hextech Alternator now deal 100% of their damage on-hit instead of 50%
  • Double-tap: Conqueror will now apply 2 stacks on-hit instead of 1
  • Laser Focus: Press the Attack now applies to the primary target hit R - Emperor's Divide
  • Be Gone, Peasant!: Now knocks back jungle monsters Corki Everyone's favorite incoherent aviator is having trouble taking off in bot lane. So, we want to give a little more firepower to Corki's sorties later in the game, and really enhance his spell-weaving missile firing fantasy! Base Stats
  • Attack Damage Growth: 2 ⇒ 2.5 R - Missile Barrage
  • Remaining Recharge Time Reduction from Autos: 2 - 4 seconds (based on critical strike chance) ⇒ 2 - 6 seconds Garen Garen is dishing out too much justice across all skill brackets right now. So, we're going to tap down the Demacian Justice just a tad to make him a little less oppressive, while still rewarding well-timed target selection and inspiring fear in the hearts of those who shirk justice. R - Demacian Justice
  • True Damage: 150 / 250 / 350 (+ 25 / 30 / 35% of target's missing health) ⇒ 125 / 200 / 275 (+ 25 / 30 / 35% of target's missing health) Jayce Jayce quickly climbed the ranks after our 26.03 adjustments and has stayed at the top of the pack. Additionally, he has become a fairly comfortable blind pick champ due to his Rune flexibility, and is the most picked top laner in higher ranks. Right now he's building like an assassin, but playing like a fighter, which we prefer to the tank Jayce era. These changes should tap down on his speediness and high durability while preserving what makes him fun. Passive - Hextech Capacitor
  • Bonus Move Speed: 40 ⇒ 30 R - Mercury Hammer
  • Bonus Armor and Magic Resistance: 5 / 15 / 25 / 35 (+7.5% bonus Attack Damage) ⇒ 5 / 12 / 19 / 26 (+7.5% bonus Attack Damage) Locke Locke's release has gone relatively smoothly, and we are now tuning him down a bit as players have had time to pick him up. We want to open up more counterplay by reducing how long he can pressure with his Q. And we're bumping down the healing on his W because he's not an enchanter, after all. Q - Ritual Nails
  • Nail Recast Hold Time: 5 seconds ⇒ 4 seconds
  • Nail Damage: 50 / 60 / 70 / 80 / 90 ⇒ 50 / 58 / 66 / 74 / 82
  • Mark Base Bonus Damage: 20 / 30 / 40 / 50 / 60 ⇒ 18 / 26 / 34 / 42 / 50 W - Soul Ignition
  • Damage Taken Grey Health Cap: 40 / 80 / 120 / 160 / 200 ⇒ 40 / 70 / 100 / 130 / 160 Mordekaiser Morde has lost a fair amount of power ever since the Riftmaker bugfix in 26.10 and could use some love, so we're rewarding him more for when he gets you in his Grasp and enhancing the Lord of Death's 1:1 fantasy. E - Death's Grasp
  • Damage: 60 / 75 / 90 / 105 / 120 (+40% Ability Power) ⇒ 60 / 80 / 100 / 120 / 140 (+45% Ability Power) R - Realm of Death
  • Stat Steal: 10% ⇒ 13% Nami Nami has been feeling a bit like a fish out of water since the Mandate changes, especially when combined with her nerf in 26.7. We've targeted her E which has been feeling a bit underwhelming with her new builds, which should shift the tides a bit in her favor to help her make a bigger splash! E - Tidecaller's Blessing
  • Damage per Hit: 20 / 30 / 40 / 50 / 60 ⇒ 20 / 35 / 50 / 65 / 80 Senna Even after her nerfs last patch, Senna is still tearing through the darkness and the light. We're focusing on bringing down her passive and scaling power as she collects souls and takes names, which should impact her in support less, and more in bot where Shiv is rushed for AP ratios. Passive - Absolution
  • Critical Strike Damage Modifier: 85% ⇒ 80% Q - Piercing Darkness
  • Ability Power Slow Ratio: 10% per 100 Ability Power ⇒ 7% per 100 Ability Power
  • Ability Power Healing Ratio: 50% Ability Power ⇒ 35% Ability Power Seraphine Seraphine's vocal lessons have paid off and she's hitting those High Notes more consistently. So much so that she's become one of the bot lane headliners. So, we're lowering her volume a little so she doesn't burst everyone's ear drums. We don't have any more immediate plans to adjust her Q hitbox, so are going to tune her around this current state going forward. Q - High Note
  • Ability Power Ratio: 50% Ability Power ⇒ 40% Ability Power Yunara Yunara's spirit is waning a little. So we're giving her a little more scaling power to help find more balance later in the game. Base Stats
  • Attack Damage Growth: 2.5 ⇒ 3 Items Immortal Path Immortal Path has really been living up to its name lately on a couple of mid picks who can use the item, with a higher winrate than expected even for its niche pick rate. These changes should leave it worth building but more reasonable in output.
  • Damage Increase While Above 50% Maximum Health: 5% ⇒ 4%
  • Healing, Shielding, and Regeneration Increase While Below 50% Maximum Health: 15% ⇒ 12% Protoplasm Harness Protoplasm is overperforming across the board and is leading to particularly potent spikes on champions that buy it early. We still want to make sure it's still an exciting option for tank champs, so we're focusing on decreasing its early single item spike power.
  • Cost: 2500 ⇒ 2600
  • Bonus Health: 200 - 300 ⇒ 100 - 300
  • Healing: 200 - 400 ⇒ 100 - 400 Hextech Rocketbelt Rocketbelt's popularity on usually immobile mages, rather than AP bruisers, is giving us flashbacks of the Galeforce days. We're adjusting its stat incentives to make it slightly less appealing when compared to other damage-focused options but also keep it feeling good on its traditional core users that rely on the item for engage. There's also a Ruby Crystal in its build path that didn't exist in days where the item built out of Kindlegem and was a little more clunky.
  • Build Path: Hextech Alternator + Fiendish Codex + Amplifying Tome + 300 ⇒ Hextech Alternator + Kindlegem + Ruby Crystal + 350
  • Active Cooldown: 40 seconds ⇒ 50 seconds
  • Ability Power: 70 ⇒ 60
  • Health: 300 ⇒ 350 Systems Blue Buff In a world where the impact of mana in the jungle has been degraded over time, we want Blue to have more reasons to be prioritized.
  • Ability Haste: 10 ⇒ 10 / 15 / 20 (levels 1 / 6 / 11) SR Ranked Season 2 End Ranked Season 2 will end local server time at midnight 23:59 on July 28, which is the last day of patch 26.14. Several hours later, we'll roll over into patch 26.15, which marks the start of Season 3 at 12:00pm noon, July 29, local server time. Similar to previous mid-year season transitions, Ranked Solo and Flex queues will be disabled during the down time. Shard transfer services will also be disabled to make sure rewards are properly calculated. We don't expect any disruptions to your LP / Ranked progression, but the Victorious Ranked mission for 15 ranked games won will be refreshed when the new season starts. ARAM: Mayhem Hey Mayhemers! We're bringing down some of the high frustration Augments this patch as well as buffing up a number of the struggling ones. Dropkick in particular was getting to the point where it was taking over the game too reliably. We want it to be able to high roll and feel insane, but it was doing that far more often than other comparable Augments. Also, we're adjusting the Augment RNG system a bit this patch, as we've seen that recently it's been offering the same kinds of Augments too often and makes games feel more samey / low variety. We'll be tuning this over the next few patches to get it just right so let us know what you think! Augments Dimension Shift
  • Cooldown: 108s ⇒ 75s
  • Attack Damage: 25–100 ⇒ 35–150
  • Ability Power: 25–100 ⇒ 35–150
  • Health: 200–1000 ⇒ 300–1500
  • NEW Structure Damage: Now deals 1 damage to structures. Poro Stampede
  • Time Between Spawn: 35–20 ⇒ 25–15
  • Base Damage: 50–100 ⇒ 100–200 Squishy Slappy Grab
  • Shield Per Slappee: 25–75 ⇒ 35–150 Overkill
  • NEW Execute: Now executes if the accumulated damage would kill. Dropkick
  • Base Value: 5% ⇒ 4%
  • Base Attack Damage Scaling: 0.035% ⇒ 0.055%
  • Bonus Health Scaling: 0.002% ⇒ 0.0001% Tooth Fairy
  • Penetration per Tooth: 4 ⇒ 3 Infernal Conduit
  • Cooldown Reduction on Non-Champions: Enabled ⇒ No longer reduces cooldowns when affecting non-champions Stackosaurus Rex
  • Effect: Will not affect augment or item effects Bugfixes
  • Fixed a bug where Divine Domain could grant infinite Attack Range.
  • Fixed a bug where Combusting Interest did not grant gold to champions' damage over time effects like Darius, Teemo, and Twitch.
  • Fixed a bug where Smolder could be offered Combusting Interest.
  • Fixed a bug where It's Go Time did not correctly grant bonus move speed with Master Yi's E, Ashe's Q, and Twitch's Q.
  • Fixed a bug where High Roller sometimes failed to drop an Anvil when a unit died.
  • Fixed a bug where Drop Bear could sometimes die immediately after spawning.
  • Fixed a bug where you could still get another active summoner after choosing Shark Tempest and SnowBomb.
  • Fixed a bug where Pursuit of Haste was offered to Yasuo E. Arena Welcome back, Arena enjoyers! Our focus this time is on buffing underperformers across the board. We're touching up a few Augments, including adding new functionality for the Jeweled Gauntlet and Vulnerability crit interaction. On the champion side, we're tuning a broad group of outliers, including Locke, who has been struggling since being added to the roster. Rounding things out, we've added the burn tag to a few Augments and made some tweaks to attack speed items. Champions Ambessa
  • Q1 Base Attack Damage Ratio: 60% ⇒ 45%
  • Q2 Base Attack Damage Ratio: 90% ⇒ 70% Gragas
  • Passive Heal Ratio: 3.5% ⇒ 5.5%
  • E Base Damage: 80 - 220 ⇒ 80 - 260 Heimerdinger
  • Q Beam Base Damage: 30 - 90 ⇒ 40 - 120
  • Beam Ability Power Ratio: 45% ⇒ 55% Illaoi
  • Q Passive Tentacle Damage Amplification: 4% - 20% ⇒ 10% - 30% Kled
  • Passive Mount Cooldown: 15 ⇒ 12
  • Bug Fix: Power Flowers now correctly grants courage. Locke
  • Q Cooldown: 10 - 6 ⇒ 8.5 - 4.5
  • E Cooldown: 10 ⇒ 8
  • E2 Ability Power Ratio: 0.4 ⇒ 0.65
  • R Cooldown: 120 - 80 ⇒ 90 - 60 Quinn
  • Passive Harrier Cooldown: 7s - 2.56s ⇒ 5s - 1.83s
  • E Cooldown: 12 - 8 ⇒ 10 - 6 Rakan
  • Q Base Damage: 70 - 250 ⇒ 95 - 275 Samira
  • R Damage: 10 / 20 / 30 ⇒ 15 / 30 / 45 Skarner
  • E Move Distance Post Grab: 675 ⇒ 1000
  • R Base Damage: 250 - 450 ⇒ 350 - 550
  • Move Speed While Active: 40% ⇒ 60% Swain
  • R Demonic Power Generated per Second While Draining: 20 ⇒ 25
  • Demonic Power Lost: 10 ⇒ 15
  • Amped Demonic Power Lost After 5s: 15 ⇒ 20 Yorick
  • Q Missing Health Ratio: 3% - 7% ⇒ 6% - 10%
  • R Maiden Health Modifier: 70% ⇒ 100% Zoe
  • Passive Ability Power Ratio: 35% ⇒ 40%
  • Q Ability Power Ratio: 0.6 - 1.5 ⇒ 0.7 - 1.75
  • W Magic Damage per Bolt: 15 - 55 ⇒ 20 - 80
  • R Cooldown: 11 - 5 ⇒ 8 - 2 Items
  • NEW Wildfire Interaction: Now counts Wildfire as a burn Phantom Dancer
  • Move Speed: 8% - 10% ⇒ 10%
  • Attack Speed: 60% ⇒ 65% Kraken Slayer
  • Attack Speed: 35% ⇒ 40% Navori Flickerblade
  • Attack Speed: 35% ⇒ 40% Rapid Firecannon
  • Attack Speed: 30% ⇒ 35% Augments Divine Intervention
  • NEW Hexbolt Interaction: Cooldown is now reduced by 2 seconds when you trigger Hexbolt
  • NEW Capstone Interaction: Max Level capstone now triggers even if you are already invulnerable from Divine Intervention
  • NEW Quantum Computing Interaction: Now properly works with Quantum Computing, and will multicast with a 0.25 second delay between casts, for a max invulnerability duration of 3.5 seconds Jeweled Gauntlet and Vulnerability
  • Bug Fix: Fixed an issue where having both of these would sometimes prevent a spell from critting
  • NEW Double Tap Interaction: 5 second per spell cooldown
  • NEW Critical Rhythm Interaction: 4 second per spell cooldown Twin Fire
  • REMOVED Status: Disabled Upgrade: Collector
  • Execute Threshold Level 1: 0.75 (16.25%) ⇒ 0.5 (12.5%)
  • Execute Threshold Level 2: 1.25 (23.75%) ⇒ 1 (20%) Parental Controls Riot is rolling out optional Parent Permissions to give parents more visibility and control over their child's social interactions in game. Parents can access parental controls by connecting a parent's email address via account control page, where they can limit text and voice chat, block friend requests, and view the social panel friends list. These controls are meant to provide parents with the tools to protect their child's safety. Read more about parental permissions and account setup here. Summoner's Rift Clash - MSI Cup Pro games got you yearning for your very own competition? Well, look no further! The MSI Cup will be taking place on Summoner's Rift this patch! So grab your pals and get ready to throw down!
  • Registration Begins: July 13 @ 11:00AM (Local Time)
  • Tournament Dates: July 18 and 19 (~ 4 - 7 PM Local Time, varies by region) If you have any questions or you're just looking for the full 2026 Clash schedule, make sure to check out our Clash FAQ support page. T1 2025 Worlds Winners In honor of League's first three-peat world champions, the T1 Worlds Winner skins will follow a slightly different release approach. The Signature Bundles will include the skin, signature icon and border, ward skin, and Elite chroma. As a special bonus, each bundle will also include an exclusive emote inspired by the pros and the skin they helped design. The Worlds Winner Megabundle will include all Signature Bundles, and three megabundle exclusive items: Golden Team Icon, T1 2025 Worlds Winner Lobby Banner, and the "Three-peat, 1 Dynasty" Title. All bundles will be available for purchase for two patches, going away at the start of Patch 26.16. All skins will also be individually purchasable with RP. T1 Ambessa, Xin Zhao, Galio, Yunara, and Seraphine will cost 1350 RP. The MVP skin this year, MVP T1 Miss Fortune, will also be individually purchasable for 1820 RP. Individual skins will be available in the Shop until the start of patch 26.23. Once MVP T1 Miss Fortune leaves the Shop, she will be entered into the Mythic Shop pool in the first patch of 2027. She will have a chance to appear in the rotating or featured section, and she will be priced at 200 Mythic Essence. Acquiring MVP T1 Miss Fortune from the Mythic Shop will not include her Signature Icon or Border. The other Epic skins will leave the store and enter the Loot pool starting with the first patch of 2027. In addition to the Elite chromas, there will also be 5 standard chromas available for purchase. The Ruby chroma will be a chroma bundle exclusive, and the others will be available for individual purchase. Last, but certainly not least, swing by the Mythic Shop to snag the "Together as 1" Nexus Finisher for 250 Mythic Essence. It will be in the Featured section for two patches, leaving at the start of Patch 26.16. Riot will share a portion of proceeds with LoL esports teams. Bugfixes & QoL Changes Over the years, the buff bar has accumulated a lot of low-signal information that can make it harder to quickly identify effects that actually matter in gameplay. So, we're cleaning up the system, map and item-related buffs and debuffs to better surface the information players need most at the moment. What's changing:
  • Trimmed redundant buffs that repeat information already clearly communicated elsewhere in the UI or gameplay state (e.g. role quest progress and other obvious state changes).
  • Moved most item buffs with durations into the inventory on the item itself.
  • Reduced buff bar clutter from lower-impact system, map and item effects that don't meaningfully change player decision-making.
  • Removed display of very short-duration debuffs and effects (˜0.25s), including things like minor slows from Honeyfruit pickups. If there's a major piece of information you feel is now missing or harder to track because of these changes, we want to hear from you.
  • Fixed a bug where Caitlyn's Headshot may fail to fire while in brush.
  • Remake votes will now begin automatically when they are eligible rather than requiring a player to type /remake in chat. Chat context now explains which player triggered the remake vote and why.
  • Deafen and self-mute functionality can now only be toggled once every 60 seconds to prevent spam and disruptive one-way communication. Upcoming Skins & Chromas The following skins will be released in this patch: T1 Galio, T1 Xin Zhao, T1 Seraphine, T1 Ambessa & T1 Yunara MVP T1 Miss Fortune Victorious Rengar The following chromas will be released this patch: T1 Galio T1 Xin Zhao T1 Seraphine T1 Ambessa T1 Yunara MVP T1 Miss Fortune
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How 26.14 went
26.13

League of Legends Patch 26.13 Notes

Added 3
  • Locke, the Ashen Exorcist champion, is now available
  • Last hit indicators are now available in Ranked and Normal Draft queues
  • Ranked 5s will return for a limited run starting June 26
Changed 16
  • Ranked 5s start time moved to 8pm
  • Aphelios Calibrum Passive Mark Damage increased from 15 (10% bonus AD) to 15 (15% bonus AD)
  • Aphelios Severum Q - Onslaught Damage increased across all levels
  • Aphelios Infernum Q - Duskwave Damage scaling increased from 10-16% bonus AD to 15-21% bonus AD
  • Aphelios Crescendum Q - Sentry Damage scaling increased from 30-48% bonus AD to 34-52% bonus AD
  • Bard Passive - Traveler's Call Damage Per Meep reduced from 35 to 30 and Chime scaling reduced from 10 to 6 per 5 Chimes

Our newest demon-huntin' baddie Locke is hitting the Rift this patch! You can check him out in between MSI matches—but you won't see him on that big stage yet. We've also got balance changes to a swathe of champions, from everyone's favorite “always chasin' charms, never savin' ADCs” support, to the Darkin who just won't die in my games. Ranked 5s will also be returning for a limited run starting on June 26. We decided to bump down start times to 8pm, to accommodate all us eepy lil guys who need to go night night by 10pm. So time to text the squad and get into queue. We also have last hit indicators coming to Ranked and Normal Draft queues! So now there's no excuse to miss those canons, pal. (You can also turn them off if you like a challenge.) Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Erika “Riot Cashmiir” Haas Steven “Riot sternest” Earnest Yina “Riot Yina” Wen Patch Highlights Broken Covenant Jhin, Broken Covenant Aurora, Broken Covenant Shen, High Noon Akshan, and High Noon Locke will be available June 24, 2026. Locke Guilt's a sickness, and I've got the cure. Locke, the Ashen Exorcist, is slayin' demons and disappointing his mother June 24th. Passive - Silver Stake

  • Locke's attacks deal additional magic damage On-Hit, increased based on enemy missing Health. Q - Ritual Nails
  • Locke readies a set of Soul Nails to throw, dealing damage to and marking enemies hit. Locke can consume the marks to deal bonus damage with his attacks. W - Soul Ignition
  • Locke ignites his soul, gaining Attack Speed and Move Speed, and dealing damage to himself. At the end of the duration, Locke will heal back a portion of the damage he takes during the effect. E - Ashen Pursuit
  • Locke teleports to a location before dashing to attack his next target, dealing damage to enemies passed through. R - Purgatory
  • Locke throws a binding artifact that deals damage and potentially executes enemies hit. Locke gains additional power for sealing away enemy champions.
  • Locke Champion Spotlight here! Champions Aphelios Since his nerfs earlier this year, Aphelios has fallen in priority and win rate. With some power budget freed up, we're pulling back on some of those earlier nerfs to highlight each gun's unique strengths. Calibrum
  • Passive Mark Damage: 15 (10% bonus AD) ⇒ 15 (15% bonus AD) Severum
  • Q - Onslaught Damage: 19 / 24.25 / 29.5 / 34.75 / 40% Total AD Dmg per attack ⇒ 20 / 25.25 / 30.5 / 35.75 / 41% Total AD Dmg per attack Infernum
  • Q - Duskwave Damage: 20 - 110 (Level 1 - 18) (10 - 16% bonus AD) ⇒ 20 - 110 (Level 1 - 18) (15 - 21% bonus AD) Crescendum
  • Q - Sentry Damage: 35 - 125 (Level 1 - 18) (30 - 48% bonus AD) ⇒ 35 - 125 (Level 1 - 18) (34 - 52% bonus AD) Bard Bard has been a tanky roaming meta staple for much of the season, so we're trimming his damage so tank Bard doesn't get to hit nearly as hard without investing in AP. Passive - Traveler's Call
  • Damage Per Meep: 35 (+10 per 5 Chimes) (+40% AP) ⇒ 30 (+6 per 5 Chimes) (+40% AP) Brand Brand continues to dominate bot lane for most players, so we're nerfing his early passive detonation damage while offsetting some of that hit for more skilled players and supports through mana tuning. Base Stats
  • Base Mana Regeneration: 9 ⇒ 11 Passive - Blaze Passive
  • Detonation Damage: 8 - 12% (Levels 1 - 17) (+2% per 100 AP) ⇒ 6 - 12% (Levels 1 - 18, scaling above 18) (+2% per 100 AP) E - Conflagration
  • Mana Cost: 70 / 75 / 80 / 85 / 90 ⇒ 90 Cassiopeia Cassiopeia has risen to the top of pro play presence, even before our 26.12 nerfs to her major competition. We would like to preserve some of her unique strengths, like her rewarding laning and slippery speed, but she should have a less gigantic health bar for when opponents actually lock her down! Base Stats
  • Health per level: 104 ⇒ 98 Draven As the marksman meta has evolved around crit, on-hit, and caster builds, Draven has fallen behind. We're buffing his heavy-AD pattern instead of trying to redirect his itemization. E - Stand Aside
  • Cooldown: 18 / 17 / 16 / 15 / 14s ⇒ 16 / 15 / 14 / 13 / 12s R - Whirling Death
  • Damage Reduction on Enemy Hit: -8% multiplicatively, down to 40% (at 11 hits) ⇒ -5%, down to a minimum of 50% (at 14 hits) Kai'Sa Kai'Sa has struggled to get through lane and find her big Killer Instinct moments, so we're buffing her fallback W pattern early and her later-game backline dive threat. W - Void Seeker
  • Cooldown: 22 / 20 / 18 / 16 / 14 ⇒ 20 / 18.5 / 17 / 15.5 / 14 R - Killer Instinct
  • Shield: 70 / 90 / 110 (+90 / 135 / 180% AD) (+120% AP) ⇒ 100 / 150 / 200 (+90 / 135 / 180% AD) (+120% AP) K'Sante K'Sante has been a major beneficiary with Doran's Helm entering the mix in Season 2, so we're lightly tapping down his early reliability while still rewarding successful all-ins. E - Footwork
  • Shield: (80 / 120 / 160 / 200 / 240) (+15% bonus health) ⇒ (70 / 112.5 / 155 / 197.5 / 240) (+13.5% bonus health) LeBlanc We want to better reward LeBlanc players for landing some of her less guaranteed damage, rather than giving her more gank or lane support—both of which she does really well already. R - Mimic
  • RQ1 / RE1 Damage: 70 / 140 / 210 ⇒ 70 / 150 / 230
  • Mark / Root Damage: 140 / 280 / 420 ⇒ 140 / 300 / 460
  • RW Damage: 150 / 300 / 450 ⇒ 150 / 315 / 480 Olaf Olaf used to be a staple in the jungle but has been out of favor for a while now, despite our earlier attempts this season to help him out. We are looking to give him a bit more power to entice him back into the wilderness. Q - Undertow
  • Monster Bonus Physical Damage: 20 / 35 / 50 / 65 / 80 ⇒ 20 / 45 / 70 / 95 / 120 Poppy Jungle class diversity has been dominated almost exclusively by fighters for a while now, and we think Poppy is a good pick for a tankier counter option into many of the fighter junglers at the top of the meta. This buff is aimed at her jungle clear and gank windows while minimizing top and support impact. Q - Hammer Shock
  • Monster Damage Cap: 50 / 80 / 110 / 140 / 170 ⇒ 75 / 105 / 135 / 165 / 195 Qiyana Another class that's underrepresented in the jungle is assassins. We feel Qiyana is a great choice for a buff as she's recently been on the lower end of balanced in the jungle, so we're giving her a jungle-focused buff to help bring her back without meaningfully juicing mid lane. Q - Edge of Ixtal
  • Monster Damage: 155% ⇒ 175% Rek'Sai Rek'Sai's combination of dueling power and mobility has made her too successful at high ranks, so we're shaving down her early-to-mid burst windows while preserving her unique map movement and longer fight pattern. E - Furious Bite / Tunnel
  • Physical Damage: 80 / 108 / 136 / 164 / 192 (64% bonus AD) ⇒ 70 / 95 / 120 / 145 / 170 (60% bonus AD)
  • Bonus True Damage: 125% ⇒ 120% Rumble Rumble has been an extremely reliable blind-pick top laner for a long time, so we're lowering some of his early staying power and base damage while keeping his scaling pattern intact. Q - Flamespitter
  • Damage: 60 / 85 / 110 / 135 / 160 (100% AP) ⇒ 50 / 75 / 100 / 125 / 150 (105% AP) Senna Senna players have moved over to a much stronger Bot lane farming pattern, so we're softening her farming and Shiv synergy while also tuning her DPS around having access to more souls. The Doran's Helm nerf should do the rest of the work necessary to get her to the right power level between roles. Passive - Absolution
  • Soul Drop Chance (Senna Kill): 10% ⇒ 5%
  • Soul Drop Chance (Ally Kill): 28% ⇒ 32%
  • Crit Damage: -10% (180% / 27% with IE) ⇒ -15% (170% / 25.5% with IE) Q - Piercing Darkness
  • Cooldown Refund: On Hit ⇒ On Attack Sion Sion has been resilient in both solo queue and pro play for a long time, so we're weakening some of his reliable early lane power and resource access without decimating his core tank fantasy. Q - Decimating Smash
  • Min Damage: 40 / 60 / 80 / 100 / 120 ⇒ 30 / 45 / 60 / 75 / 90 W - Soul Furnace
  • Mana: 65 / 70 / 75 / 80 / 85 ⇒ 75 / 80 / 85 / 90 / 95 Vex We feel Vex has had less of an impact in her games than we think she should, so we're giving her a quality of life buff that should make her reset pattern feel smoother so she can have more pop off giga plays. E - Looming Darkness
  • Cooldown: 13s ⇒ 12s R - Shadow Surge
  • Reset Time Window: 6s ⇒ 8s Zaahen Zaahen is already seeing more play across audiences, so we're giving him more room to fish for his early trade patterns and engage in mid game skirmishes without raising his scaling ceiling. W - Dreaded Return
  • Cooldown: 16 / 15 / 14 / 13 / 12 ⇒ 14 / 13.5 / 13 / 12.5 / 12 Items Doran's Helm We overshot a bit with the 26.11 Doran's Helm buff, so we're tapping it back down while keeping the base health high and targeting the users it's overperforming on.
  • Armor and Magic Resistance: 10 ⇒ 8
  • Health: 140 ⇒ 150 Imperial Mandate Imperial Mandate has landed softly, and the build path has been too awkward for many of its likely users, especially supports. We're smoothing out the path and shifting some of its power accordingly.
  • Build Path: Blasting Wand (850g) + Bandleglass Mirror (900g) + 650g ⇒ Amp Tome (400g) + Bandleglass Mirror (900g) + Amp Tome (400g) + 700g
  • Ability Power: 65 ⇒ 60
  • Unique - Control: 15 AH For Immobilizing Abilities ⇒ 20 AH For Immobilizing Abilities
  • Unique - Command: 6% Vulnerable ⇒ 7% Vulnerable Last Hit Indicators We're going to be enabling Last Hit Indicators for Normal Draft games. This feature has been live in Swiftplay & Co-op vs. AI for a while, and we've seen it result in new players being more successful at last-hitting than before. These players are now graduating into Normals and are interested in continuing to use them. We think it's better to focus on skill expression in other parts of the game—rather than understanding exactly when you can last-hit a minion—and are also pretty confident that these don't degrade skill expression in lane. You still need to be mindful of positioning, harassing your opponent, considering where both junglers are, understanding power spikes, and more. We've seen that experienced players are disabling it, as they find it more distracting than helpful, but we believe it should be available for those who want it. Let us know what you think! We've seen a lot of conversation around Last Hit Indicators coming to Ranked, and we've decided to enable them in non-Ranked SR queues only for continued testing. We want to get more data and feedback to decide if we should make them an option for Ranked before making that call. So we'll keep them enabled, but off by default, for Swiftplay, Co-op vs AI, and Normal Draft, to collect data and iterate. We'll keep you updated about performance and progress in Dev Updates before making any future calls. ARAM: Mayhem Hello ARAMers! In this patch, along with several recent hotfixes, we're continuing our work to create a healthier balance between new and existing Augments. In our recent hotfixes, we have meaningfully improved how Ability Augments are offered to champions. These augments are now offered on spells that champions benefit from. We also fixed issues where certain spells could incorrectly receive augments that didn't work on them. We also fixed an issue that prevented several critical strike-related Augments, such as Jeweled Gauntlet and It's Critical, from appearing as often as intended. Additionally, we resolved a bug that significantly reduced the chance of Ability Augments appearing in the third and fourth Augment slots. Over the past week, we've continued tuning our new Augments. Some overperforming options, such as Tooth Fairy and Archmage, have received adjustments to bring them more in line with other choices. Meanwhile, weaker Augments like Glass Cannon and Pin Cushion have received buffs and usability improvements to help them better deliver on their intended fantasies. We'll continue monitoring Augment performance and player sentiment as we work to keep Mayhem feeling fresh, balanced, and exciting. See you on the Bridge! Augments Archmage
  • Tier: Gold ⇒ Prismatic Combusting Interest
  • Percent Gold from Damage: 1% ⇒ 0.75% From Down Town
  • Added restrictions to the largest Area of Effect size. Glass Cannon
  • True Damage Percent: 15% ⇒ 25% / 15% melee / ranged Pin Cushion
  • Damage per Nail: 20 - 30 ⇒ 20 - 60 Pressure Cooker
  • Total Burn Damage: 2% max Health ⇒ 1.5% max Health Quickstep
  • Tier: Prismatic ⇒ Gold Spirit Bomb
  • Shield Duration: 4s ⇒ 2s Tooth Fairy
  • Burst Threshold: 20% ⇒ 25%
  • Lethality and Magic Penetration: 5 ⇒ 4 Twinfire
  • Critical Chance: 15% ⇒ 25% Void Immolation
  • Added Passive Desolate: Killing an enemy deals magic damage around them. Youch My Coins
  • Coin Drops: 16 ⇒ 9 Bugfixes
  • Fixed a bug where The Biggest Snowball Ever was dealing double damage to the target.
  • Fixed a bug where missing Health damage was calculated incorrectly.
  • Fixed a bug where two players having Pat on the back can result in infinite shields Arena This patch brings our newest Guest of Honor, Locke, and new toys for Stat anvils, along with a new augment. We are buffing a wide set of underperforming augments, adding the burn tag to some augments the community helped us catch, and are tuning several champion outliers. We're also adding Locke as a new Guest of Honor and turning Round 15 into an augment round. Augments Buff Buddies
  • Now counts as a burn source when gaining Red Buff from an ally leveling this augment. Calculated Risk
  • Disabled. Chain Lightning
  • Disabled. Chroma Flux
  • Autocast Cooldown: 15s ⇒ 10s Despoil
  • Curse Move Speed Ratio: 10% ⇒ 20% Dust To Diamonds (Silver)
  • NEW When removed, gain 2 Prismatic Stat Anvils. Final Form
  • Max Health Shield: 30% / 45% ⇒ 30% / 60%
  • Omnivamp: 15% / 20% ⇒ 15% / 25%
  • Buff Duration: 5s ⇒ 7.5s Hivemind
  • Base Damage: 40 - 100 ⇒ 60 - 120 Hone Shardblade (Gold)
  • Can now only appear if you have Shardblade.
  • Instantly grants a Stat Anvil and now grants another Stat Anvil every round. Juiced
  • Max Level Mana Threshold: 400 ⇒ 300 Nesting Doll
  • Tier: Gold ⇒ Prismatic Overflow
  • Max Level Mana Threshold: 400 ⇒ 300 Quest: Rite Of The Forge God
  • Stat Amp: 35% ⇒ 40% Quest: Void Immolation
  • Area of Effect Damage: True damage ⇒ Magic damage
  • Health Scaling: 1.5% total Health ⇒ 3.5% bonus Health
  • Added Hollow Radiance-style on-kill burst. Spellcraft
  • Base Damage: 50 ⇒ 100
  • Slow per Blue Sticker: 40% ⇒ 45% Upgrade Collector
  • Level 2 Gold Gained: 500 ⇒ 300
  • Level 2 Execution Threshold per stack: 1.5% ⇒ 1.25%
  • Max Execute: 27.5% ⇒ 23.75% Champions Elise
  • Passive Damage: 12 - 42 ⇒ 15 - 45
  • Passive Health on Hit: 6 - 12 ⇒ 10 - 25
  • Human E Stun Duration: 1.6 - 2.4 ⇒ 1.9 - 2.5
  • Spider E Damage and Healing Amp: 40% - 100% ⇒ 60% - 120% Gnar
  • W Base Damage: 0 - 40 ⇒ 20 - 60
  • E Cooldown: 18 - 8 ⇒ 12 - 8 Kayn (Shadow Assassin)
  • Combat Empowered Duration: 3s ⇒ 4s
  • Bonus Magic Damage: 20 - 40% ⇒ 35 - 55%
  • Out of Combat Requirement: 8s ⇒ 4s Renata Glasc
  • W Cooldown: 22 - 18 ⇒ 28 - 24 Samira
  • R Base Damage: 5 / 10 / 15 ⇒ 10 / 15 / 20 Swain
  • R Healing: 15 / 30 / 45 ⇒ 10 / 15 / 20 Zeri
  • Q Attack Speed to Attack Damage over cap: 60% ⇒ 80%
  • W Ability Power Ratio: 50% ⇒ 100%
  • E Cooldown Reduction on Passive or Q hit: 0.5 ⇒ 0.75
  • E Ability Power Ratio: 20% ⇒ 30%
  • R Base Bonus Move Speed: 15% ⇒ 20%
  • R Move Speed per stack: 1.5% ⇒ 2% Zilean
  • Removed Arena-specific Q overrides.
  • Q Base Damage: 100 - 360 ⇒ 75 - 300
  • Q Ability Power Ratio: 100% ⇒ 90% Items 2 Random Stat Shards (Gold)
  • Grants 2 random Gold Stat Shards.
  • Only offered to those dedicated to their craft. 2 Random Stat Shards (Silver)
  • Grants 2 random Silver Stat Shards.
  • Only offered to those dedicated to their craft. Eclipse
  • Attack Damage: 50 ⇒ 60
  • Ability Haste: 10 ⇒ 15
  • Max Health Damage: 8% / 5.3% ⇒ 10% / 6.6% Hellfire Hatchet
  • Attack Damage: 35 ⇒ 40
  • Per Target Cooldown: 10s ⇒ 8s Opportunity
  • Lethality while out of combat: 15 ⇒ 20 Perplexity
  • Maximum Damage Amp Threshold: 2500 ⇒ 3000 Wordless Promise
  • Now counts as a burn for pyromancer's cloak and burn augments
  • Cooldown: 60s ⇒ 15s Dragon Heart
  • Shared Ability Power and Ability Haste: 15% ⇒ 10%
  • Cooldown: 60s ⇒ 15s Guests of Honor Kindred
  • Lamb Revives: 2 ⇒ 1 Locke
  • New Guest of Honor.
  • During each Augment offering, one Augment is offered at a higher tier but is Fractured.
  • Fractured augments break into a Stat Anvil after 2 losses.
  • Winning 3 rounds with a Fractured augment removes the Fractured keyword. Lux
  • Out of Combat Timer: 5 ⇒ 3
  • Shield per level value: 20 ⇒ 25
  • Shield per round loss: 75 ⇒ 100 Nocturne
  • Now grants wall walking while inside the darkness zones.
  • Number of zones: 1 - 3 ⇒ 3 Systems Round 15
  • Round Type: Gold round ⇒ Augment round Reporting Direct Messages Player DMs have long been a gap in our reporting coverage, which has allowed bad actors to use direct messages as a place for chat toxicity with impunity. We are closing that loophole in this patch by adding a report menu directly into your chat interface. You can report and/or block a player at the same time by selecting the report button on the chat header, right-clicking the chat dialogue to summon the context menu, or from the block menu. Blocking a player means that DMs can no longer be exchanged. However, message history will persist during the same session after blocking or being blocked, so that players can no longer abuse the block function as a way to avoid being reported. Once reported, we'll be able to view both sides of the conversation and take action where appropriate. All reported direct message data is handled securely and used strictly for moderation purposes. While we hope you don't have to use this feature often, this tool ensures accountability extends to all player communications in League. Ranked 5s Ranked 5s are back! Time to call the squad (or find some friends if you're like us.) On June 26, Ranked 5s will be live at 8 pm! Tournament Draft, double the stakes, no restrictions on who can play with each other, and unique rewards. To learn more about Ranked 5s, check out the dev blog. Discord Integration As a reminder, in Discord supported regions, you can now connect your Riot and Discord accounts to jump into game with your Discord friends faster. Linking your accounts lets you invite Discord friends straight into your party, copy a lobby link to share with your server, or see which of your friends are playing so you can get into a lobby with them. You can connect your Riot and Discord accounts in the League client, through Discord, from your account page, or you can check out this link to do it and learn more about it. Bugfixes & QoL Changes
  • Fixed a bug where Baron Nashor's max stacks of Void Corruption was higher than intended.
  • Fixed a bug where Serpent's Fang's Shield Reaver damage applied Omnivamp.
  • Fixed a bug where Diana's R VFX may not play properly around different areas of the map. Skins This patch we have a few special skins coming out, returning, and bundles we want to highlight ahead of time. First off, Sahn-Uzal Mordekaiser is returning to The Sanctum until Patch 26.17. Additionally, Broken Covenant Jhin is our MSI revenue share skin. A share of the proceeds from this skin and the bundle will go towards esports teams. Finally, keep an eye out for the skins used at MSI Finals! We'll be running a 33% off discount on all direct purchase skins used by the winner of MSI Finals for one week after the series is over. Prestige and other Mythic Shop skins will appear in the Featured section. Upcoming Skins & Chromas The following skins will be released in this patch: Broken Covenant Jhin, Broken Covenant Aurora, & Broken Covenant Shen High Noon Akshan High Noon Locke The following chromas will be released this patch: Broken Covenant Jhin Chromas Broken Covenant Aurora Chromas Broken Covenant Shen Chromas High Noon Akshan Chromas High Noon Locke
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How 26.13 went
26.12

League of Legends Patch 26.12 Notes

Added 2
  • Honor and active penalty information added to social panel to track standing, view redemption progress, and see how behavior impacts games
  • Normal Draft Queue expanded to 24/7 availability for ME, OC, and SG regions
Changed 13
  • Aatrox Q - The Darkin Blade sweet spot bonus damage increased from 70 to 75
  • Gwen Q - Snip Snip! base damage per snip increased from 10/13.5/17/20.5/24 to 10/14/18/22/26
  • Gwen E - Skip 'n Slash bonus attack speed increased from 20/35/50/65/80% to 30/42.5/55/67.5/80%
  • Hwei Q - Subject: Disaster QQ AP ratio increased from +70% to +80%
  • Hwei Q - Subject: Disaster QW AP ratio increased from +25%/+50/59.375/68.75/78.125/87.5% to +30%/+60/71.25/82.5/93.75/105%
  • Hwei Q - Subject: Disaster QE slow increased from 30% to 35%

We've got some more changes to follow up the recent Season 2 & support meta with a nerf to AP Xin Zhao and buff to Yuumi, as well as preparation with an eye towards MSI on the patch after this one through creating opportunities for some diversity in champion picks in the tournament. While some of these changes are specifically pro-oriented (sorry, Varus), most of them should be pretty applicable across all levels of play, like Lee Sin and Nocturne being less menacing in the jungle. We'll be continuing this approach for one more patch before going back to business as usual. Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Erika "Riot Cashmiir" Haas Steven "Riot sternest" Earnest Patch Highlights Prestige Sinful Shores LeBlanc, Sinful Shores Brand, and Sinful Shores Hwei will be available June 10, 2026. Normal Draft Queue Availability We are happy to open up Normal Draft availability for ME, OC and SG from windowed time to 24/7, as we've seen meaningful queue time improvement across regions since late 2025. Apex Duo Restrictions Apex duo restriction was turned on with S2 start in some regions where the Apex players also got a reset. We are actively monitoring the health of those top tier matches to build confidence and understand what match quality improvements we need to make to re-enable duo for Apex players in those regions, but don't currently feel comfortable in flipping the switch without making some improvements. We will let you know when we're in a state to re-enable. Honor in Social Panel We are introducing Honor and active penalty information to your social panel so you can easily track your standing, view your progress towards redemption, and see how your behavior impacts your games. The panel will display current Honor, restrictions, and actions you must take to restore standing, serving as a constant reminder of the positive community we are building together. Champions Aatrox We're looking to give Aatrox some love as he's been sitting on the sidelines for some time now, even though signs point to the Darkin being a solid pick in the current meta. We're putting more power into his Q sweet spot to reward him for his core skill check and make him a real threat against lumbering tanks and squishies alike. Q - The Darkin Blade

  • Sweet Spot Bonus Damage: 70 ⇒ 75 Gwen Gwen has been cut out of the meta for quite some time across all skill brackets. She lost some power with 26.09's minor rework to Dusk and Dawn, so we're giving her some of that power back in the early game. She'll remain a scaling pick, but a weaker first item spike has cost her early game a bit too much. These changes should help Gwen players live that snip and skip fantasy at all stages! Q - Snip Snip!
  • Base Damage Per Snip: 10/13.5/17/20.5/24 ⇒ 10/14/18/22/26 E -Skip 'n Slash
  • Bonus Attack Speed: 20/35/50/65/80% ⇒ 30/42.5/55/67.5/80% Hwei Hwei's 26.08 changes to how his ability slows stack and interact with other sources of slows had a larger negative impact than expected. While we had put in a compensation buff along with that change, it's clear after a few patches that he has ended up worse off from the change, so we are giving him some power spread between his Q and E to keep all his abilities feeling relevant. Q - Subject: Disaster
  • QQ Damage: 50 / 80 / 110 / 140 / 170 (+70% AP) (+3 / 4 / 5 / 6 / 7% Target Max HP) ⇒ 50 / 80 / 110 / 140 / 170 (+80% AP) (+3 / 4 / 5 / 6 / 7% Target Max HP)
  • QW Damage: 60 / 85 / 110 / 135 / 160 (+25% AP), increased to up to 120 / 201.875 / 302.5 / 421.875 / 560 (+50 / 59.375 / 68.75 / 78.125 / 87.5% AP) ⇒ 60 / 85 / 110 / 135 / 160 (+30% AP), increased to up to 120 / 201.875 / 302.5 / 421.875 / 560 (+60 / 71.25 / 82.5 / 93.75 / 105% AP)
  • QE Slow: 30% ⇒ 35% E - Subject: Torment
  • Cooldown: 13 / 12.5 / 12 / 11.5 / 11s ⇒ 12 / 11.5 / 11 / 10.5 / 10s Jax Our favorite Grandmaster at Angling has been patiently waiting for his time to strike. Jax is meant to be a high-damage threat who ramps up in fights, but currently he's been a (fish)bait pick against durable opponents. These changes should help with that, without pushing him over the (fishing) line. Q - Leap Strike
  • Mana Cost: 65 ⇒ 50 E - Counter Strike
  • Target Max Health Damage: 3.5% minimum damage / 7% maximum damage ⇒ 4% minimum damage / 8% maximum damage Lee Sin The recent changes taking away some of Lee Sin's kit restrictions have been cool for Lee players, but he's clearly just too powerful now. With more outplay potential, we are nerfing his raw damage to balance him out. Base Stats
  • AD Growth: 3.7 ⇒ 3.4 Q1 - Sonic Wave
  • Damage: 65 / 95 / 125 / 155 / 185 (+95% bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+90% bonus AD) Q2 - Resonating Strike
  • Damage: 65 / 95 / 125 / 155 / 185 (+95% bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+90% bonus AD) Nocturne Nocturne has been in quite a strong spot for a while, especially in the higher echelons of play. We like how distinct he feels to play with his relatively low ultimate cooldown, but that means we are going to pull power out of his 1v1 and farming since he has such strong tools to quickly create unequal fights. Q - Duskbringer
  • Damage: 65 / 110 / 155 / 200 / 245 ⇒ 65 / 105 / 145 / 185 / 225 Orianna Often called League's "perfect champ," Orianna in recent years has been doing it all and more: dominating lane, protecting allies, and outputting extremely reliable damage in teamfights. As the highest pro priority in recent patches, we feel like too much of her power is in early lane dominance. She should still show up - just more situationally and for 3k elo shockwaves rather than early game bullying. Base Stats
  • Base Health: 585 ⇒ 565 Passive - Clockwork Windup
  • Damage Increase Per Stack: 20% ⇒ 15% R - Command: Shockwave
  • Damage: 250/400/550 (+95% AP) ⇒ 225/350/475 (+110% AP) Ryze Ryze's early game trading has only gotten stronger with Deathfire Touch. For a champion known as a scaling combo mage, we feel his laning has gotten too unassailable. So like Orianna, we're tuning down his early game a bit to keep his power budget in the late game as he's intended to be. Base Stats
  • Base Health: 645 ⇒ 620
  • Base AD: 58 ⇒ 55 Sylas Sylas is one of the champions who has come out worse for wear since the start of Season 2. We think he is still a powerful early lane bully, but he's lost enough power that his scaling is critically low to the point he's completely one note, so we are helping him out there. Q - Chain Lash
  • Initial Damage: 40 / 60 / 80 / 100 / 120 (+40% AP) ⇒ 40 / 65 / 90 / 115 / 140 (+45% AP) W - Kingslayer
  • Heal Amount: 20 / 40 / 60 / 80 / 100 (+20% AP) (+5% Sylas' Bonus HP), increased by up to 100% based on Sylas' missing health ⇒ 20 / 40 / 60 / 80 / 100 (+30% AP) (+5% Sylas' Bonus HP), increased by up to 100% based on Sylas' missing health Syndra Pass the ball, Ori! Syndra has had some of her more reliable damage stripped away recently in W and R, so we want to give her the tools to start pushing for that scaling fantasy with Dark Sphere, her highest variance bread and butter ability. We're hoping this mix of exciting and functional buffs gets players across skill brackets interested in her untapped power. Base Stats
  • Base Health: 563 ⇒ 583 Q - Dark Sphere
  • Damage: 80-220 (+65% AP) ⇒ 90-230 (+70% AP) Tristana it's been two years since we've seen marksmen run over the mid meta, and while we absolutely don't want to go back to that world, we do feel like some marksmen in mid make for an interesting flavor of game. Tristana makes for a good candidate as she's been absent since we added mana costs to her Q in a couple seasons back. We'll be pulling back on some of those nerfs here and improving her level scaling generally. Base Stats
  • AD Growth: 2.9⇒ 3.4 Q - Rapid Fire
  • Mana: 30 / 35 / 40 / 45 / 50⇒ 15 / 20 / 25 / 30 / 35 Varus Varus has steadily become the highest priority ADC & top laner over the course of the year among the top tiers of gameplay. While the changes to Experimental Hexplate should help alleviate his dominance in top lane, in bot lane, we're looking to further disincentivize oppressive early game focused lethality builds, while being relatively less impactful to the most common on-hit builds and helping them scale a bit better. Passive - Living Vengeance
  • On Non-Champ Kill AD and AP: 10% of his Total AS ⇒ 11% of his Total AS
  • On Champ Kill AD and AP: 25% of his Total AS ⇒ 33% of his Total AS
  • On Non-Champ Kill AS: +50% AS ⇒ +30% AS Q - Piercing Arrow
  • Damage: 53.33 / 100 / 146.67 / 193.33 / 240 (+100% bonus AD) to 80 / 150 / 220 / 290 / 360 (+150% bonus AD) ⇒ 53.33 / 100 / 146.67 / 193.33 / 240 (+80% bonus AD) to 80 / 150 / 220 / 290 / 360 (+120% bonus AD) W - Blighted Quiver
  • On-Hit Damage: 8 / 17 / 26 / 35 / 44 (+15% bonus AD) (+25% AP) ⇒ 4 / 13 / 22 / 31 / 40 (+15% bonus AD) (+25% AP) Xin Zhao AP Xin Zhao continues being far too strong in mid lane. We are following up last patch's adjustment with a straight nerf this time to his ability to sustain both his health and mana in lane. Passive - Determination
  • Healing: 3 / 4 / 5% Max HP (+45 / 55 / 80% AP) ⇒ 2 / 3.5 / 5% Max HP (+40 / 50 / 70% AP) W - Wind Becomes Lightning
  • Mana Cost: 60 / 55 / 50 / 45 / 40 ⇒ 60 E - Audacious Charge
  • Mana Cost: 50 ⇒ 60 Yuumi As the only champion in the game with built in Heal/Shield power, Yuumi was hit hardest by the Moonstone Renewer mechanics changes in 26.09. We are giving her AP ratios a compensation buff to help keep enchanter items optimal for her. Passive - Feline Friendship
  • Heal Amount: 20 - 110 (+25% AP) (Levels 1 - 18) ⇒ 20 - 110 (+30% AP) (Levels 1 - 18) E - Zoomies
  • Shield Amount: 65 / 90 / 115 / 140 / 165 (+30% AP) ⇒ 65 / 90 / 115 / 140 / 165 (+40% AP) Systems Teleport You get teleport, you get teleport, everyone gets teleport! In a post-rolequest world, we're still monitoring how top laners that don't want to use combat summoners can have their gameplay fantasies furthered by Enhanced Teleport. The current state of top lane TP Shields is not incentivizing the kind of action or tradeoffs we like, and it's pretty clear that expectations are being broken by a 30 second shield, so we're making an adjustment here that we hope encourages more immediate crossmap action.
  • Max Health Shield: 30% for 30 seconds ⇒ 35% for 10 seconds ARAM: Mayhem Hello ARAMers, we're bringing even more chaos to the Bridge this patch. We've detailed these changes in a recent dev blog, which you can check out here for all the details, but TL;DR: we've added Ability Augments, Quest Augments, and removed Augment Traits. Let's dive in! What are Ability and Quest Augments? Ability Augments are Augments that directly upgrade one of your champion's abilities. You'll only ever receive Ability Augments that are usable for your champion.
  • For example: Quick Step – Casting your self-targeted AoE ability makes you dash forward (Yes, Garen E and Kennen R are very happy about this!) Quest Augments are Augments that grow stronger as you complete specific objectives during the game.
  • Previously, Quest Augments only had a single unlock threshold, but in this update we're introducing multi-tier Quest Augments that can evolve multiple times into even stronger versions. Older Quest Augments, like Quest: Steel Your Heart, have also been updated with clearer visuals and requirement tracking in the UI. And yes, an Augment can be both a Quest Augment and an Ability Augment! Want your Blitzcrank Q to fire three hooks after powering it up? Good luck escaping that! What happened to the Trait System? We're removing the Trait System for this season. Earlier this year, we explored how Traits affected player choice and build variety. While some Trait effects, like High Roller and Archmage were very popular, the system also reduced variety in Augment decisions. To preserve the fun parts, we've converted some Trait bonuses into standalone Augments so you can still enjoy their fantasies without being locked into a full Trait.
  • Archmage - Gold
  • High Roller - Prismatic
  • Snowday - silver
  • Make it Rain >>> Yowch, My Coins! - Gold
  • Wee Woo Wee Woo - Gold
  • Stackosaurus Rex - Silver What about other Augments? This time around, we're giving extra attention to fighters and tanks. We've added more combat-focused Prismatic Augments to help them survive longer and move through fights more aggressively. Having trouble surviving after getting a kill? HellBent lets you revive if you stack it high enough. Looking for a Bel'Veth-style reset fantasy? Rite of Ascension refreshes your cooldowns and heals you on takedowns. We've also removed some older Augments that no longer delivered on their gameplay fantasy. Our goal is to rotate the pool to focus more on champion abilities, and make sure every Augment feels exciting to select. Overall, our goal with each update is to keep Mayhem feeling fresh, experimental, and full of new discoveries. We wish you the utmost Mayhem and see you on the bridge! Removed Augments
  • ???
  • Buff Buddies
  • Cerberus
  • Cheating
  • Crack Open That Egg
  • Demon's Dance
  • Executioner
  • Feel the Burn
  • Frost Wraith
  • Gash
  • Grandma Chili Oil
  • Hat on a Hat
  • Holy Fire
  • im a baby kitty
  • Keystone Conjurer
  • Laser Heal
  • Lightning Strikes
  • Poro Blaster
  • Poro King
  • Rabble Rousing
  • Red Envelopes
  • Repulsor
  • Restless Restoration
  • Self Destruct
  • Slow and Steady
  • Snowball Roulette
  • Speed Demon
  • The Brutalizer
  • Tormentor
  • Trailblazer
  • Trueshot Prodigy
  • Twice Thrice
  • Upgrade Cutlass
  • Upgrade Hubris
  • Upgrade Mikaels
  • Upgrade Thornmail
  • Void Rift
  • Watch Out! Cupcake!
  • Weighted Popoffs
  • Wind beneath blade New Augments Silver Augments
  • Adaptive Ward
  • Don't Change the Channel
  • Double Defense
  • Forged By The Master
  • It's Go Time
  • Pursuit of Power
  • Quest: Support Main
  • Siphon
  • Snowday
  • Stackosaurus Rex
  • Stay Resolute
  • Trusty Weapon Gold Augments
  • Archmage
  • BONK!
  • Combusting Interest
  • Endless Decimation
  • From Downtown
  • Hide on Bush
  • Lil' Extra Help
  • Mercy's Strike
  • Nature is Healing
  • Our Healing
  • Overextender
  • Pat On The Back
  • Porcupine
  • Pressure Cooker
  • Pursuit of Haste
  • Ravenous Bind
  • Rejuvenation
  • Shark Bait
  • Shark Tempest
  • Snowblast
  • Terrain'd
  • Tooth Fairy
  • Void Dash
  • Warlock Juicebox
  • Wee Woo Wee Woo
  • Yowch, My Coins! Prismatic Augments
  • Chain Reaction
  • Dimension Shift
  • DropBear
  • Echo Cast
  • En Passant
  • Hellbent
  • High Roller
  • Multishot
  • One Trick Pony
  • Overloaded
  • Pin Cushion
  • Poro Stampede
  • Quickstep
  • Rite of Ascension
  • Spellsplit
  • Spirit Bomb
  • Squishy Slappy Grab
  • Surge Field
  • Terror
  • Titan's Resolve
  • Tripleshot Augment Adjustments Blade Waltz Will now attempt to re-target the initial target for the final attack so player will be able to land near the initial target Draw Your Sword
  • AD: 30% bonus increased up to 30% based on Attack Range (500-650) ⇒ 24% bonus increased up to 100% based on Attack Range (500-650)
  • AS: 25% bonus increased up to 30% based on Attack Range (500-650) ⇒ 20% bonus increased up to 100% based on Attack Range (500-650)
  • HP: 30% bonus increased up to 30% based on Attack Range (500-650) ⇒ 24% bonus increased up to 100% based on Attack Range (500-650)
  • MS: 25% bonus increased up to 30% based on Attack Range (500-650) ⇒ 20% bonus increased up to 100% based on Attack Range (500-650) Spin Me Right Round
  • Grants 400 minimum attack range for those below it Arena Arena 3x6 has been going strong and we've seen how much you all are loving it! We feel like the game is generally in a good state, and want to focus on buffing some under performers, particularly AD assassins who have always struggled to find success in Arena. Among other changes, we're making some adjustments to help in "last player standing" situations, tweaking some Guests of Honor, and making some changes to petricite bombs. Champions Akali
  • R AP Ratio: 30% ⇒ 40%
  • R Cooldown: 120/90/60 ⇒ 90/75/60 Brand
  • Q Stun Duration: 1.75s ⇒ 1.5s
  • W Cooldown: 10s-8s ⇒ 12-10s Karthus
  • Q (reverted to match SR) Base Damage: 60-140 ⇒ 40-116
  • Q Ability Power Ratio: 45% ⇒ 35% Lillia
  • Q Movement Speed Per Stack: 3%-7% ⇒ 2%-6% Nocturne
  • Passive Cooldown: 12 ⇒ 9s
  • W Cooldown: 20s-12s ⇒ 18-10s Pyke
  • W Cooldown: 14s-10s ⇒ 12s-8s Quinn
  • W Attack Speed: 30%-70% ⇒ 28-80%
  • W Cooldown: 20s-10s ⇒ 14s-10s Talon
  • E Per Wall Cooldown: 26s-6s ⇒ 16s-0s Items Banshee's Veil
  • Cooldown: 40s ⇒ 20s Decapitator
  • Stack generation now has a melee/ranged split.
  • Basic Attack: Melee - 2, Ranged - 1
  • Spell cast: Melee - 4, Ranged 3 Guardian Angel, Zhonya's Hourglass, Wooglet's Witchcap These no longer share a lockout, allowing you to buy Guardian Angel with a Stasis item. Eclipse
  • Melee Shield Base Value: 250 ⇒ 300
  • Ranged Shield Base Value: 125 ⇒ 150 Edge of Night
  • Cooldown: 20s ⇒ 10s Iceborn Gauntlet
  • Slow Amount: 25% ⇒ 30%
  • AoE Radius: Increased from 300 ⇒ 400
  • Ability Haste: 10 ⇒ 15 Imperial Mandate
  • Matches the SR version Kaenic Rookern
  • Out of Combat Timer: 15s ⇒ 10s Maw of Malmortius
  • Cooldown: 30s ⇒ 20s Seraph's Embrace
  • Cooldown: 45s ⇒ 30s Opportunity
  • Out of Combat Timer: 4s ⇒ 3s Profane Hydra
  • Cleave Melee Ratio: 40% ⇒ 60%
  • Cleave Ranged Ratio: 20% ⇒ 30% Youmus's Ghostblade
  • Cooldown: 20s ⇒ 10s Prowler's Claw
  • Cooldown: 25s ⇒ 15s Serylda's Grudge
  • Attack Damage: 40 ⇒ 50
  • Ability Haste: 10 ⇒ 15
  • Slow Amount: 30% ⇒ 50% Spectral Cutlass
  • Attack Damage: 55 ⇒ 60
  • Cooldown: 15s ⇒ 5s Sterak's Gage
  • Cooldown: 30s ⇒ 20s Trinity Force
  • Health: 333 ⇒ 375
  • Attack Damage: 35 ⇒ 40 Voltaic Cyclosword
  • Attack Damage: 55 ⇒ 60
  • Lethality: 18 ⇒ 20 Zeke's Convergence
  • Cooldown: 20s ⇒ 15s Augments Clown College
  • On-death True Damage is now Magic Damage Dual Wield
  • On-Attack Damage Applied: 40% ⇒ 40%/50%/60% Ethereal Weapon
  • Max level increased from 2 ⇒ 3
  • On hits at each level 1/2/3 Now You See Me
  • Cooldown 10s/5s ⇒ 5s/0.5s
  • Movespeed After Blink: 50% ⇒ 50%/75% Scopiest Weapons
  • Ranged Values Increased: 75/125/175 ⇒ 90/135/180 Self Destruct
  • Timer: 15s ⇒ 13s Stackosaurus Rex Now works on permanent Augments and item effects, including:
  • Phenomenal Evil
  • Infinite Recursion
  • Tank Engine
  • Heart Steel
  • Hubris
  • Yun Tal Wild Arrows Upgrade Collector
  • Max Level Execution Threshold: 2% ⇒ 1.5% Disabled Augments
  • ???
  • Adamant
  • Bounce of the Poro King
  • Devil on Your Shoulder
  • Donation
  • Upgrade Hubris
  • Wind Beneath Blade Map and System Changes Petricite Grove
  • Removed the blast cone in the center left of the map
  • Bombs are now untargetable while rolling Revives
  • If you are in a last player standing situation (1v3), you revive allies slightly quicker. Vote Phase
  • Reduced the time it takes before the game checks if all players have voted from: 7s ⇒ 5s Guests of Honor Vayne
  • NEW Swindler's Orb: Grants 40% shield reaving on all damage done Kindred
  • Wolf: Bonus HP 10% ⇒ 15% Evelynn
  • Health is Set to 50 ⇒ 75 Yone
  • Hunter round win gold increased from 250 to 500 Swain
  • Removed from round 2 Nilah
  • Removed from round 8 Arena Bugfixes
  • Fixed a bug that was preventing certain on-hit items from hurting the Bulwark Blossom
  • Fixed a bug where Jeweled Gauntlet was not converting Ability Power from ADAPt into Crit Chance
  • Fixed a bug where Jeweled Gauntlet was not converting Ability Power from Adaptive Force into Crit Chance
  • Fixed a bug where abilities with dashes were still retaining the bonus Ability Haste after Dashing is removed
  • Fixed a bug where Trickster Demon was not being triggered on Jhin's Lotus Trap (E)
  • Fixed a bug where Bel'Veth attack speed cap was being erroneously set when equipped with augments that are supposed to uncap attack speed
  • Fixed a bug where Jinx's attack speed was being erroneously set when equipped with augments that are supposed to uncap attack speed when she triggers her Get Excited! Passive
  • Fixed a bug where players could still purchase Sunfire Aegis and Hollow Radiance after completing Quest: Icathia's Fall
  • Contract Killer Now correctly displays its capstone effect (mark an additional target) and gold increased when leveling this up. Bugfixes & QoL Changes
  • Fixed a bug where the Helping Hand buff from certain starting items wasn't removed when sold or undone.
  • Fixed a bug where dying before smite upgraded at 45 seconds would keep Smite at one charge.
  • Fixed a bug where Rift Herald would deal magic damage to turrets instead of true damage if the champion driving it had more AP than AD.
  • Fixed a bug where abilities that don't CC but swapped to CC spells (Elise E, Leblanc R, etc.) gained Ability Haste from Imperial Mandate's Control passive.
  • Fixed a bug where Practice Tool keybinds would fail to save when using WASD Inputs in the Options Menu.
  • Fixed a bug where Elise's human form death animation was played when she died in Spider form.
  • Fixed several cases where Neeko would not play the proper homeguard run animation when disguised as Wukong with various skins. Upcoming Skins & Chromas The following skins will be released in this patch: Prestige Sinful Shores LeBlanc Sinful Shores Brand Sinful Shores Hwei The following chromas will be released this patch: Sinful Shores LeBlanc Storm Dragon Lee Sin Heavenscale Kai'Sa Heavenscale Ezreal
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How 26.12 went
26.11

League of Legends Patch 26.11 Notes

Added 2
  • Added Eternal Aspects skins for Leona and Diana
  • Added Pizza Chef Sion, Pasta Maker Illaoi, Breadsticks Irelia, and Spaghetti alla Vel'Koz skins
Changed 12
  • Mid Role Quest bonus AD and AP increased from 6% to 8%
  • Grubs damage per tick per grub increased from 3/9/12 and 1.5/4.5/6 to 4/12/16 and 2/6/8
  • Summoned Voidmite HP increased from 60% of Melee Minion to 100% of Melee Minion
  • Summon Aery shielding reduced from 30-100 at levels 1-18 to 20-100 at levels 1-18
  • Aftershock armor and MR increased from 35 (+80% bonus) to 45 (+75% bonus)
  • Guardian cooldown reduced from 90-40 at levels 1-18 to 75-40 at levels 1-18
Removed 1
  • Removed low-use My Leagues feature from Ranked leaderboards in client

It's tank time! In this patch, we've got a bit of a shake-up to the support roster. After seeing enchanters dominating for much of the year, and more recently mage supports pumping out oodles of damage with the recently re-added Deathfire Touch. We've also got some systemic adjustments to rebalance these archetypes and give melee supports some love. Additionally, we have some adjustments for top laners, with a Heartsteel buff and a nerf to Hexplate for ranged users to make them pay a larger cost for getting a bunch of health. For Season 2 followups, Xin Zhao is going to heal a little bit less, and Smolder is getting some base damage nerfs that make building like a bruiser a little bit weaker. Outside of that, we have some changes to some low-traffic client code, a slew of bugfixes, Arena updates, ARAM and ARAM: Mayhem bugfixes and adjustments, and more! Plus, we've got Eternal Aspects skins for Leona and Diana. And, finally, we hope you're hungry for some fine Italian dining. We've got mouthwatering skins for Sion, Illaoi, Irelia, and Vel'koz on today's menu. Mangia bene, gamers! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Erika "Riot Cashmiir" Haas Steven "Riot sternest" Earnest Patch Highlights Pizza Chef Sion, Pasta Maker Illaoi, Breadsticks Irelia, Spaghetti alla Vel'Koz, Eternal Aspect Leona, Eternal Aspect Diana, and Eclipse Eternal Aspect Diana will be available May 28, 2026. Pride 2026 Happy Pride everyone! We have two new emotes that you can claim for 1 Blue Essence each immediately when the patch goes live. We also have a mission that will reward you with some Battle Pass experience for playing 3 games with a premade group. And several of the previous years' emotes will be returning in for 1 Blue Essence each. Returning icons will activate trails from Patch 26.11 through Patch 26.13. If you don't have the icons yet, grab em in the store for—you guessed it—1 Blue Essence each! To learn more about the event and how we're celebrating in both League and TFT check out the article we released. Ranked Leaderboards In Client We’ve made some changes to simplify navigation in the Ranked area of the client by removing the low-use “My Leagues” feature that displays where you are relative to random players in the same tier and division. You can still see how you’re doing compared to your friends, though. So don’t worry if you like to compete with one another. You’ll still be able to see Master+ ladders, though, so if you’re someone with dreams of Challenger, don’t worry. Keep grinding and you can get your name up there (...at least that’s what we keep telling ourselves). Role Quest Adjustments Mid Role Quest Buffing the Role Quest reward as a minor follow up on the change in 26.9. We felt this reward landed a bit soft, but we think it does good things for the shape of the game by allowing mid laners their own special form of scaling.

  • Bonus AD and AP: 6% ⇒ 8% Support Adjustments This patch, we are taking a holistic pass on the enchanter-heavy support meta that has stabilized and stagnated over the course of the year. We have a set of buffs and nerfs designed to promote tanks into the support meta, as well as some minor and major reworks to certain support items and their functionality. First off, we have a straight buff to Grubs. In line with 26.9's changes to role quests to open up some amount of roaming and laning flexibility back into the laning phase, we are also buffing Grubs as a destination to roam to for supports.
  • Damage Per Tick, Per Grub: 3 / 9 / 12 || 1.5 / 4.5 / 6 ⇒ 4 / 12 / 16 || 2 / 6 / 8
  • Summoned Voidmite HP: 60% of Melee Minion ⇒ 100% of Melee Minion Summon Aery Summon Aery's early game defensive output is being tapped down a bit so lane trades can stick onto enchanter duos a bit better.
  • Shielding: 30 - 100 (Levels 1 - 18) (+10% bonus AD) (+5% AP) ⇒ 20 - 100 (Levels 1 - 18) (+10% bonus AD) (+5% AP) Aftershock We're buffing Aftershock's early game output a bit so aggressive users can better trade with their opponents.
  • Armor and MR: 35 (+80% bonus) ⇒ 45 (+75% bonus) Guardian And finally, we are buffing Guardian's cooldown and adjusting how it scales to help tankier users who need it to survive the laning phase.
  • Cooldown: 90 - 40 (Level 1 - 18) ⇒ 75 - 40 (Level 1 - 18)
  • Shield: 45 - 180 (+25% AP) (+5% bonus HP) ⇒ 40 - 150 (+20% AP) (+6% bonus HP) Dream Maker As a pretty "behind the scenes" unique that most of us just expect to work, Dream Maker is getting a mix of adjustments to help it perform in a more generally functional way that should pan out to be a nerf in most situations, but will definitely be a buff in others. Blue Bubble Damage Reduction is being adjusted from only affecting the literal first instance of damage (i.e. the first tick of a DoT, or the first instance of an on-hit damage from an incoming basic attack) to affecting the first cast source (i.e. the entire DoT, until it runs out of flat damage reduction.) Purple Bubble Damage is changing from mostly an on-hit effect to an on-hit or on-ability damage cast source effect with AoE penalties. (i.e. If Ezreal Ult triggers the Purple Bubble, it will apply to that entire Ezreal Ult but with reduced AoE efficacy. See Nami E for a similar example.)
  • Blue Bubble Damage Reduction: 75 - 255 (Level 1 - 18) ⇒ 50 - 194 (Level 1 - 18)
  • Blue Bubble Damage Reduction: Damage reduction affects the next non-0 instance of damage, regardless of how large it is ⇒ Damage reduction affects the next non-0 damage cast source (temporal carry-over)
  • Purple Bubble Damage: 50 - 170 (Level 1 - 18) ⇒ 40 - 160 (Level 1 - 18)
  • Purple Bubble Damage: Damage triggers on hit, or on certain abilities / items ⇒ Damage triggers on next damaging attack or ability, reduced for AoE effects (i.e. Nami E) Moonstone Renewer Moonstone will no longer double dip in both heal / shield power and Grievous Wounds / Shield Reaver. This is mostly a nerf, but will occasionally be a net positive when opponents have Grievous Wounds / Shield Reaver. As a mathy example, this means that if you have 50% Heal / Shield Power, and heal one ally for 100 * 150% from Heal / Shield = 150, on 26.10 it would then bounce 150 * 30% * 150% = 67.5 healing to another ally, whereas now it will only bounce 150 * 30% = 45 healing.
  • 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 An item that was completely bound to Nami because of outsized synergy with her E, Mandate is getting reworked to better fit into a niche for utility casters who want to help their team out with more crowd control rather than healing/shielding or personal damage. We look forward to seeing you figure out new optimal users!
  • Build Path: Fiendish Codex (850g) + Bandleglass Mirror (900g) + 500g = 2250g ⇒ Blasting Wand (850g) + Bandleglass Mirror (900g) + 650g = 2400g
  • Ability Power: 60 ⇒ 65
  • Ability Haste: 20 ⇒ 15
  • Mana Regen: 125% ⇒ 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 A straightforward nerf for enchanters.
  • Damage Stored: 35% ⇒ 30% Locket of the Iron Solari And a straightforwards buff for tanks.
  • Armor and Magic Resist: 25 ⇒ 30 Knight’s Vow For Knight's Vow, we're pushing the unique effect rather than generically buffing its stats or gold cost.
  • Damage Redirection: 12% ⇒ 14%
  • Heal: 10% ⇒ 12% Zeke’s Convergence Zeke's is getting a QoL improvement for any users who might be casting their ultimate from long range—such as Leona and Nautilus.
  • Frostfire Tempest: Triggers on Ult cast ⇒ Readies on Ult cast for the next 5 seconds, triggering the moment an enemy champion gets within the range or after 5 seconds Champions Brand Brand has been toeing the line in bot for a while now, and this patch has well and truly crossed over, so we're targeting that lane with a nerf to his base armor. Base Stats
  • Base Armor: 27 ⇒ 24 Diana Diana's feeling a bit underwhelming in the jungle after her previous adjustments due to the Dusk and Dawn changes. So we're giving her a little more moon-power in the jungle to return her to her former glory. Base Stats
  • Monster Damage: 230% ⇒ 270% W - Pale Cascade
  • Bonus Health: 9% ⇒ 11% Ekko Now that the dust has settled from 26.9's Dusk and Dawn reshape, we've uncovered that Ekko has room for a compensation buff as he is no longer completely bound to just buying that item for his power. Passive - Z-Drive Resonance
  • Per-Enemy Cooldown: 5 seconds ⇒ 4 seconds Heimerdinger With the ranged minion aggro pull removed last patch, Heimerdinger mains ended up with some degraded functionality around how turret ranges interact with minion ranges—in the sense that ranged minions outrange Heimer's turrets and he had no way to pull them into their range. This makes for a pretty miserable experience where you just watch as your turrets tank minion autos without attacking back. Additionally, it was brought to our attention that his Evolution Turrets sometimes fail to follow up on his Storm Grenade when they lose vision of the target too quickly due to minor timing fluctuations around vision and turret logic, so we are increasing the vision duration slightly to resolve that. Q - H-28G Evolution Turret
  • Turret Attack Range: 530 ⇒ 550
  • Turret Vision Range: 585 ⇒ 650
  • NEW Turret Range: Turrets now gain 50 additional range against minions if nothing else is in range E - CH-2 Electron Storm Grenade
  • Vision of target location: 1 second ⇒ 1.25 seconds Kassadin Our Void Walker has been limping around the Rift more than blinking. Stackable tear items have provided an additional cool late-game fantasy option besides pure AP, but his early game has been tougher than usual (in part due to our mid quest adjustment). These changes should help his laning, both in farming and trading. Q - Null Sphere
  • Cooldown: 10 / 9.5 / 9 / 8.5 / 8 ⇒ 9 / 8.5 / 8 / 7.5 / 7 W - Nether Blade
  • Base Magic Damage: 20 (+10% AP) ⇒ 25 (+10% AP) Quinn Quinngle (or Qungle [Kwun-gle]?) has been pretty popular and fun, even in a weak state. We know a lot of you will pick up more tricks and mastery over time, so for now we're just making sure her clear speed is more competitive without changing burst or dueling. This should help our trusty ranger more regularly undertake dangerous missions deep in enemy territory, whether she's looking for camps or champs. Passive - Harrier
  • Monster Damage: 50 ⇒ 75 Q - Blinding Assault
  • Monster Damage: 150% ⇒ 200% Smolder The baby dragon has been absolutely blasting his opponents since getting his hands on Deathfire Touch. We've had to do an unfortunate number of micropatch nerfs back to back, and we are hopeful this will be the last one we need to do. Included in these changes are a continuation of the latest nerf's push towards bringing him back into primarily critical strike builds rather than just Essence Reaver into bruiser, which we think can sit stronger since at the end of the day, a squishier Smolder has more weaknesses to play around, like being burst by enemy spell rotations. Passive - Dragon Practice
  • Bonus Magic Damage on Q: 40% * (1 + (Crit Chance *.5 * (1 + Bonus Crit Damage)) of Passive stacks (60% at 100% Crit, 66% if you have IE) ⇒ 25% * (1 + (Crit Chance * 1.2 * (1 + Bonus Crit Damage)) of Passive stacks
  • Bonus Magic Damage on E: 12% of Passive stacks ⇒ 8% * (1 + (Crit Chance * .6 * (1 + Bonus Crit Damage)) of Passive stacks Teemo We'd love (fear) a world where Teemo could be equally happy building AP, on-hit, and AD for his new ratios, but as it stands, Shiv is ahead of the pack. By hitting his Toxic Shot AD ratio, we're confident Teemo with Shiv can land in a good spot without forcing those of you who like other builds (e.g. Nashor's, Liandry, Malignance) to rely on it. Additionally, hits to his scaling durability should preserve his lane bully identity, while increasing your chance of getting the jump on him! Base Stats
  • Armor Growth: 4.95 per level ⇒ 4.5 per level E - Toxic Shot
  • On-hit/Poison per tick scaling: (+10% bonus AD/+20% bonus AD) ⇒ (+5% bonus AD/+10% bonus AD) Xin Zhao While AP Xin builds are not OP per se, the sheer amount of healing has been eye popping in an extremely expectation breaking way. Tamping that down with some compensation in the form of sustained damage. Passive - Determination
  • Bonus Damage: 15 / 30 / 45 / 60% Bonus AD (Levels 1 / 6 / 11 / 16) ⇒ 15 / 30 / 45 / 60% Bonus AD (+5 / 10 / 15 / 20% AP) (Levels 1 / 6 / 11 / 16)
  • Heal Amount: 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (Levels 1 / 6 / 11) ⇒ 3 / 4 / 5% Max HP (+45 / 55 / 80% AP) (Levels 1 / 6 / 11) Items Experimental Hexplate We like a world where Hexplate is satisfying across a spread of archetypes, and serves as a springboard to dive into interesting itemization tradeoffs. However, right now the item makes League less approachable for top laners by letting Vayne and Varus maintain a large proportion of their damage while being a good bit harder to kill. This change should better align expectations opponents have around ranged users building Hexplate, while still presenting as a worthy Experimental choice.
  • Overdrive: On ulting, 50% bonus AS and 20% bonus MS for 8 seconds ⇒ Ranged: 35% bonus AS and 14% bonus MS for 8 seconds (unchanged for melee) Heartsteel Heartsteel has slowly fallen out of favor. With Mundo meta out of the way though, we're going to revert a nerf from a year ago since we feel the item occupies a really cool (and important) aspect of greedy tank itemization.
  • Damage To Permanent Health Conversion Rate: 8% ⇒ 10% Statikk Shiv Shiv has picked up a neat spread of users—we think it could use more love when it comes to some characters that are more reliant on AD, like Kalista or Kai'Sa. We'll keep monitoring satisfaction around the new shape of Statikk as Season 2 progresses (should lightning strike twice?)
  • Attack Damage: 40 ⇒ 45 Runes Deathfire Touch We are also making an adjustment to Deathfire Touch so that it now only deals magic damage to resolve an extreme synergy with Black Cleaver.
  • Damage: Adaptive based on the user's AD vs AP ⇒ Magic Damage ARAM: Mayhem Hey Mayhemers! This patch we have a handful of champion changes and some general bugfixes, but nothing big. See you on the Bridge(s)! Champions Gwen
  • Damage Dealt: 102% ⇒ 100% Vayne
  • Damage Dealt: 105% ⇒ 100%
  • Damage Taken: 95% ⇒ 100% Xayah
  • Damage Dealt: 105% ⇒ 100%
  • AS Scaling: +3% ⇒ 0% Kalista
  • Damage Dealt: 110% ⇒ 105%
  • Damage Taken: 90% ⇒ 95% Fizz
  • Damage Dealt: 105% ⇒ 100%
  • Damage Taken: 95% ⇒ 100%
  • Tenacity: 10% ⇒ 0% Tristana
  • Damage Dealt: 105% ⇒ 100%
  • Damage Taken: 95% ⇒ 100% Twitch
  • Damage Taken: 95% ⇒ 100% Smolder
  • Damage Taken: 102% ⇒ 100% Varus
  • Damage Taken: 105% ⇒ 100% Samira
  • Damage Taken: 105% ⇒ 100% Fiddlesticks
  • Damage Dealt: 95% ⇒ 100%
  • Damage Taken: 105% ⇒ 100% Bugfixes
  • Fixed a bug where Graves would deal obscene amounts of damage with Marksmage.
  • Fixed a bug where Veil of Warding went on cooldown on respawn.
  • Fixed a bug where Viego could be unable to complete Icathia's Fall if he possessed an enemy with the quest.
  • Fixed Phenomenal Evil not granting 40 AP if chosen after the first Augment.
  • Fixed Ashe Q not apply Marksmage.
  • Fixed Smolder Q being unable to be cast during E with certain Augments.
  • Fixed Aurelion Sol not being properly charged double mana for his Q with Overflow.
  • Demon's Dance no longer grants health based on Stat Anvils instead of just Augments.
  • Fixed a bug where Poros from Poro Blaster could see into Brush.
  • Fixed a bug where if your snowball Augments were removed by Pandora's box, your snowball cooldown would be drastically longer than intended.
  • Fixed a bug where you could overwrite Clown College's summoner spell if you used Snowball while selecting it.
  • Fixed a bug where Neeko could not activate Ultimate Awakening if she ulted while disguised as a non-champion.
  • Fixed a bug where Upgrade: Thornmail allowed you to buy unlimited Thornmails.
  • Fixed a bug where Jax W would not trigger Marksmage.
  • Fixed a bug where Stuck in Here With Me triggered on Aatrox's death while using R.
  • Fixed a bug where Ezreal Q did not trigger Typhoon.
  • Fixed a bug where Illaoi E scaled with Minionmancer. ARAM Only a small adjustment to Qiyana this patch! Go off, queen! Champions Qiyana
  • Ability Haste: 0 ⇒ 20 Arena Three-person Arena seems to be going strong with plenty of people jumping into the chaos. In this patch we've got three new Guests of Honor. Will you hunt demons alongside Yone, or embrace their darkness? Or perhaps you know exactly which one of Vayne's tools is the perfect counter to your opponents? We're focusing our work around the changes to 3s with plenty of augment adjustments to adapt to the extra combatants in each fight. Enchanters have shot up in dominance while ADCs have been looking a tad weak so we're looking to bring them both in with the rest of the classes. Kinkou Jitte has been a bit of a terror and we're reverting it to its previous, one proc at a time, version that focuses on mobility. Hexbolt Companion's rework has also been an exciting autocast enabler, and we're looking to shift it towards the marksmen audience since Lighting Rod already does a great job of enabling autocasts for melee champions. We'll be continuing to monitor all of your thoughts and feedback. It has been extremely helpful in making a great mode that you all clearly enjoy. If the king's crown was offered to another, would you swipe it? Augments Laser Eyes
  • Damage ramping fall-off after not looking at a target: 0.3s ⇒ 0.6s Contract Killer
  • Damage Amp: 20% / 30% ⇒ 15%
  • Gold Amp: 150 ⇒ 150 / 200 Bounce of the Poro King
  • Cooldown: 75s ⇒ 30s Dashing
  • Ability Haste: 200 / 275 / 350 ⇒ 200 / 325
  • Max levels: 3 ⇒ 2 Deft
  • Attack Speed: 0% / 75% / 120% ⇒ 60% / 80% / 130% Despoil
  • Curse per dash: 2 ⇒ 5 Curse Augments
  • Curse cap per curse Augment: 20 ⇒ 10 Donation
  • Gold Granted: 1750 ⇒ 2000 Get Excited!
  • Buff duration: 6s ⇒ 8s
  • Attack Speed: 15% ⇒ 30 / 60% Kill Secured
  • Movement speed: 60% ⇒ 100% Quest: Icathia's Fall
  • Bami's Cinder HP: 150 ⇒ 550
  • Void Immolation burn: 2.5% ⇒ 4% Lightning Strikes
  • Attack Speed increase: 15% / 25% ⇒ 20% / 30% Shrink Engine
  • Stacks lost on death: 50% / 0% ⇒ 25% / 0%
  • Haste per stack: 8 ⇒ 8 / 10
  • Movement Speed per stack: 10% ⇒ 1% / 1.5% Sonic Boom
  • Radius: 450 / 700 ⇒ 500
  • Slow Duration: 2 / 3 ⇒ 1.5
  • Slow Amount: 30% ⇒ 30 / 60 Upgrade Hubris
  • Heal per stack: 1% ⇒ 3% Clothesline
  • Lv2 HP Ratio: 7.5% ⇒ 6.5%
  • AP Ratio: 7% ⇒ 6%
  • AD Ratio: 9% ⇒ 8% Crack Open That Egg
  • Damage multiplier: 100% / 200% ⇒ 100% / 150% Big Dragon Energy
  • Damage multiplier: 200% ⇒ 150% Magic Missile
  • Level 2 Base Missile count: 5 ⇒ 3 Magical Girl
  • Initial Star Land Time: 15s ⇒ 20s Nesting Doll
  • Revive HP: 80% ⇒ 70% Phenomenal Evil
  • Max level: 2 ⇒ 3 Protein Shake
  • Conversion Rate: 35% ⇒ 25%
  • Heal Shield Power: 25 ⇒ 15 Zealot
  • Attack speed: 35% ⇒ 25%
  • Crit chance: 25% ⇒ 12.5% Champions Kalista
  • Q Total AD ratio: 135% ⇒ 105%
  • E AD Ratio per Additional Stack: 15 - 35% ⇒ 20% - 50% Warwick
  • E CD: 18 - 14 ⇒ 15 - 11
  • R Base Damage: 175 / 300 / 425 ⇒ 175 / 350 / 525 Karthus
  • R cooldown: 60 ⇒ 120 / 100 / 80
  • AP Ratio: 100% ⇒ 90% Master Yi
  • R Duration: 7 ⇒ 5
  • Refresh Duration: 7 ⇒ 5
  • Cooldown refund: 70% ⇒ 50% Soraka
  • Q Heal AP ratio: 45% ⇒ 30%
  • Q Cooldown: 5 ⇒ 9 - 5 Swain
  • R Health per tick: 10 / 15 / 20 ⇒ 7.5 / 15 / 22.5
  • R Damage per tick: 10 / 15 / 20 ⇒ 7.5 / 12.5 / 17.5 Systems Combo Breaker
  • CC trigger window: 4 seconds ⇒ 3 seconds Bulwark Blossom
  • No longer receives additional damage from on hit effects Items Diamond-Tipped Spear
  • Attack speed: 30%⇒ 40% Hexbolt Companion
  • Attack speed: 75%⇒ 50%
  • Movespeed: 4%⇒ 6%
  • REMOVED Health: Removed
  • Attack Damage: 70 Hexoptics C44
  • AD: 50 ⇒ 55
  • Buff duration: 10s ⇒ 15s Immortal Shieldbow
  • Shield: 400-700 ⇒ 400 - 1000 Infinity Edge
  • Crit Damage Multiplier: 40%⇒ 30%
  • Attack Damage: 55⇒ 75 Statik Shiv
  • Damage: 60 ⇒ 80 – 160 Kinkou Jitte Reverted to its previous version where only one mark is active at a time Kraken Slayer
  • AD: 40 ⇒ 50 Locket of the Iron Solari
  • Shield Amount: 600 - 1200 ⇒ 300 - 900

Now has reduced effectiveness for 20 seconds after being healed Mikael's Blessing

  • Heal & Shield Power: 16% ⇒ 12% Redemption Now has reduced effectiveness for 8 seconds after being healed
  • Heal & Shield Power: 16% ⇒ 12% Stormrazor
  • Damage: 100 ⇒ 100 – 250
  • Movement speed duration: 1.5s ⇒ 2s Terminus
  • Attack speed: 25% ⇒ 40% Wit's End
  • Magic Resist: 40-45 Wordless Promise
  • AP Share: 20% ⇒ 15%
  • AH Share: 20% ⇒ 15%
  • Cooldown: 10⇒ 60
  • Heal & Shield Power: 25% ⇒ 15% Dawncore
  • Heal & Shield Power: 16% ⇒ 12% Guest of Honors Kayle: Divine Ascent
  • Gold Gain: 1000 ⇒ 1500
  • Final Reward (round 10) random augment level: 1 ⇒ 2 NEW Nilah: Joyful Delight
  • Reduce the price of Legendary Item Anvils by 500 gold
  • While hotstreaking, gain bonus rerolls NEW Vayne: Tools of the Hunt
  • Gain from a select few "tool" augments NEW Yone: Inner Demon
  • Vote for your team to ally with the demons or demon hunters
  • Hunters gain gold whenever they defeat a demon team
  • Demons gain an augment level whenever a hunter team is eliminated Bugfixes
  • Fixed a bug where Chauffeur was spawning players near the enemy team
  • Fixed Fulmination
  • Fixed a bug where Mutation augments transforming into Stats on Stats (on Stats (on Stats)) will allow players to stack Shardholder bonuses
  • Fixed a bug where Gamba Anvil was not reducing the cost of Stat Anvils correctly
  • Fixed a bug where Chain Lightnings didn't have VFX
  • Fixed a bug where Upgrade: Collector was not increasing execution threshold
  • Fixed a bug where the cost of Prismatic Items was increasing when Viego possesses an enemy going into the next shopping round
  • Fixed a bug where Despoil was granting stacks when casting a dash or blink next to the Guest of Honor podium if a Guest of Honor is active
  • Fixed a bug where Garen's Judgement (E) wasn't applying stacks for Weighted Popoffs
  • Fixed a bug where buying and refunding Ravenous Greaves was granting stack per refund Bugfixes & QoL Changes
  • Fixed a bug where supports could not undo after purchasing a control ward.
  • Fixed a bug where the jungle pet would miss attacks against Red team's mini krugs.
  • Fixed a bug where Shaco would break stealth after cancelling an auto attack during Q.
  • Fixed a bug where Milio's W extended range indicator was missing.
  • Fixed a bug where Elise would retain her Spider E spell if she died during the spell cast.
  • Fixed a bug where Kindred's unique run animation would not play while slowed.
  • Fixed a bug where Gluttonous Greaves and Immortal path were named charges instead of stacks when pinged.
  • Fixed a bug where Rapid Firecannon and Stormrazor wouldn't trigger from ability damage until it was triggered by an attack at least once.
  • Fixed a bug where Sylas respawns as Shyvana in Dragon Form when dying while polymorphed.
  • Fixed a bug where Shadowflame may not amplify certain on hit effects.
  • Fixed a bug where Nami R dealt double damage to targets right next to Nami.
  • Fixed a bug where Lucian's unique high attack animations were failing to play.
  • Returned Seraphine Q to a center check when determining hitbox.
  • Fixed bugs in the Blue Essence Emporium that caused us to disable the purchase of Mystery Icons and Mystery Wards.
  • [WASD] Further improvements have been made to auto attacking. Controls are more responsive when champions start and stop auto attacking the same target, or when frequently stepping in and out of range of the same target.
  • [WASD] Once the control scheme change time limit has passed, players will no longer be able to swap control schemes even if they have not yet changed their control scheme during the game.
  • [WASD] Fixed a bug where it was difficult to reset your auto attack with Master Yi's Meditate.
  • [WASD] Fixed a bug that caused clamp casting to be applied when it shouldn't be for items like ward trinkets and Redemption. This matches the behavior in Point and Click.
  • Adjustments have been made to improve clamp casting. Players will no longer walk slightly backwards when casting with clamp casting enabled. Point and Click players will experience faster casting, and WASD players will experience more consistent casting.
  • Fixed several issues where players wouldn't receive consolation LP when they were supposed to for terminated matches, AFKs, verified disruptive behavior, etc. Upcoming Skins & Chromas The following skins will be released in this patch: Pizza Chef Sion Pasta Maker Illaoi Breadsticks Irelia Spaghetti alla Vel’koz Eternal Aspect Leona Eternal Aspect Diana Eclipse Eternal Aspect Diana The following chromas will be released this patch: Pizza Chef Sion Pasta Maker Illaoi Breadsticks Irelia Spaghetti alla Vel’koz Eternal Aspect Leona Eternal Aspect Diana
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How 26.11 went
26.10

League of Legends Patch 26.10 Notes

Added 3
  • Add new title Big Serious Gamer to Essence Emporium
  • Grant Lee Sin a shield when jumping to minions or wards
  • Make Lee Sin's Dragon's Rage continue to fly, knock up, and deal damage to a champion's body even if killed mid-flight
Changed 12
  • Buff Stormraider's Surge
  • Buff the two new starting items introduced last patch
  • Remove limiters on Lee Sin's shield and apply modernization changes
  • Enable Quinn to jungle
  • Improve detection models for text
  • Update behavior for termination votes in disrupted games
Fixed 5
  • Nerf Deathfire Touch to bring overpowered content in line
  • Nerf Gluttonous Greaves to bring overpowered content in line
  • Nerf Voltaic Cyclosword to bring overpowered content in line
  • Reduce Ashe's Q damage to balance her utility and damage output
  • Reduce Naafiri's damage output in Q and R abilities

We’ve got some followup for the recent Season 2 changes to bring some of the more overpowered content in line and give a bump to some things that haven’t seen the adoption that they probably should. Items and runes are still key here - we’ve got nerfs to Deathfire Touch, Gluttonous Greaves, and Voltaic Cyclosword, and some buffs to Stormraider’s Surge and the two new starting items introduced last patch. Lee Sin’s throwing off the weights with limiters removed on his shield and some other modernization changes, and Quinn is heading into the jungle. We’ve also got some behavior updates with termination votes for disrupted games, and improved detection models for text. Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Erika "Riot Cashmiir" Haas Steven "Riot sternest" Earnest Patch Highlights Rain Shepherd Ivern and PROJECT: Quinn will be available May 13, 2026. Essence Emporium The Essence Emporium is back and will run from May 13 to June 10! Along with chromas and other special Emporium content, we’re adding a brand new title—”Big Serious Gamer”—for those that have mountains of BE piled up. Champions Ambessa After getting to see the impact of last patch’s ultimate nerfs, they’ve been very effective at increasing counterplay at high skill levels. However, we still see an opportunity to shift some power from jungle into top while promoting a bruiser playstyle. As a result, we’re giving her some better early power, while keeping her jungle clear and general lategame potential the same. Q - Cunning Sweep / Sundering Slam

  • Target Max Health Damage: 2 / 3 / 4 / 5 / 6% ⇒ 4 / 4.5 / 5 / 5.5 / 6%
  • Bonus Monster Damage: 125 ⇒ 75 R - Public Execution
  • Healing Percentage: 10 / 12.5 / 15% ⇒ 15 / 17.5 / 20%
  • Healing Effectiveness vs Monsters: 40%⇒ 25% Anivia The Ice Birb has been strong for quite some time, icing out opponents in top, mid, and support without much build or playstyle differentiation, which is why we’re opting for base stat adjustments. While the change will impact her across roles, we’re targeting her durability to allow for more all-in windows to crack the egg in top lane in particular. Base Stats
  • Base Armor: 21 ⇒ 19
  • Armor Growth: 4.5 ⇒ 4.1 Ashe As one of our premier utility ADCs, Ashe is pumping out a bit too much damage. We’re giving her a minor nerf to her Q damage so she can’t have the best of both worlds. Q - Ranger's Focus
  • Total Damage: 110 / 117.5 / 125 / 132.5 / 140% AD ⇒ 110 / 115 / 120 / 125 / 130% AD Galio Our favorite Demacian colossus has been quite sad between the removal of Phase Rush and the mid role quest adjustments. We’re flipping the script and helping him deliver justice by reducing some of his mana costs and tuning up the reward for a well-aimed Justice Punch. His ultimate is also lacking a bit of oomph in the damage department with how epic it is, so we’re helping it scale with his signature stat! Q - Winds of War
  • Mana Cost: 70 / 75 / 80 / 85 / 90 ⇒ 60 / 65 / 70 / 75 / 80 E - Justice Punch
  • Total Damage: 90 / 130 / 170 / 210 / 250 (+90% AP) ⇒ 100 / 135 / 170 / 205 / 240 (+100% AP) R - Hero’s Entrance
  • NEW Total Damage: Now scales with 100% bonus magic resistance Lee Sin Over time, Lee Sin has watched as other champs surpass him in both flair and mobility. We are looking to give him more opportunities to use the tools that allow him to fly around the map while making sure his high moments truly feel like such at all moments in the game. W - Safeguard
  • Shield: 70 / 115 / 160 / 205 / 250 (+80% AP) ⇒ 60 / 105 / 150 / 195 / 240 (+ 80% AP)
  • Flat Cooldown: 12s when used on non-champions and 6 when used on champions ⇒ 7s at all points
  • NEW Shield on non-champions: Lee Sin gets his shield when jumping to a minion or ward E - Tempest
  • Magic Damage : 35 / 60 / 85 / 110 / 135 (100% AD) ⇒ 35 / 60 / 85 / 110 / 135 (90% AD) R - Dragon’s Rage
  • NEW Unconditional Collateral: A champion’s body will continue to fly, knock up, and do damage even if killed mid-flight Naafiri Naafiri has been top dog for a while now in both mid and jungle. We are looking to tame some of her power by reducing her damage output a bit. Q - Darkin Daggers
  • Minimum Bonus Physical Damage: 30 / 45 / 60 / 75 / 90 (+ 40% bonus AD) -⇒ 30 / 42.5 / 55 / 67.5 / 80 (+ 40% bonus AD)
  • Maximum Bonus Physical Damage: 60 / 90 / 120 / 450 / 180 (+ 140% bonus AD) ⇒ 60 / 85 / 110 / 135 / 160 (+ 140% bonus AD) R - Hounds’ Pursuit
  • Physical Damage: 150 / 250 / 350 (120% bonus AD ) + 15 / 25 / 35 (+12% bonus AD) per packmate ⇒ 150 / 225 / 300 (120% bonus AD) + 15 / 22.5 / 30 ( +12% bonus AD) per packmate Quinn Quinn has been struggling in the top lane environment due to a number of system changes across 2026. We’re looking to let her impact the map with her unique ultimate as a laner by reducing her high mana barrier and also want to open the door (bush?) to the jungle. We’re excited to see if she can thrive as a natural predator in the jungle, and see if she and Valor can prey on the latest new jungler we introduced, Fizz (birds like fish)! P - Harrier
  • NEW Bonus Monster Damage: 50 Q - Blinding Assault
  • NEW Bonus Monster Damage : Now deals 50% increased damage to monsters R - Behind Enemy Lines
  • Mana Cost : 100 / 50 / 0 ⇒ 50 / 25 / 0 Shyvana With the introduction of the most recent Shyvana changes, players have been finding success building more health and ability haste. As such, we’re looking to bring a bit of her innate defensive capabilities down to make taking down this dragon a bit more reasonable. Base Stats
  • Health per level : 100 ⇒ 95 W - Inferno Aegis
  • Cooldown: 13 / 12 / 11 / 10 / 9 ⇒ 13 / 12.25 / 11.5 / 10.75 / 10
  • Shield: 75 / 95 / 115 / 135 / 155 (+12% bonus health) ⇒ 60 / 80 / 100 / 120 / 140 (+12% bonus health) Smolder Smolder's early game has been bolstered significantly after gaining access to Deathfire Touch. While we’re nerfing DFT, we still expect it to be his best keystone, so we’re also tapping him down to compensate. Update: Smolder continued to skyrocket in winrate this patch despite the previous nerfs as players adapted builds. We’re nerfing him again and will continue to monitor his performance after the Black Cleaver and Deathfire Touch interaction is changed in the next patch. Base Stats
  • Base AD: 60 ⇒ 58 Q - Super Scorcher Breath
  • Damage: 60 / 75 / 90 / 105 / 120 (+130% bonus AD) ⇒ 60 / 70 / 80 / 90 / 100 (+130% bonus AD)
  • Crit Increase: 50% (+15% from Infinity Edge) ⇒ 75% (+22.5% from Infinity Edge) W - Achooo!
  • Explosion Physical Damage: 10 - 110 (+65% bonus AD) (+80% AP) ⇒ 10 - 110 (+50% bonus AD) (+80% AP) R -MMOOOMMMM!
  • Damage: 200 / 300 / 400 (+110% bonus AD) ⇒ 150 / 250 / 350 (+100% bonus AD) Wukong Across roles, Wukong has been struggling to find success as of late. We’re looking to help him turn things around by empowering his trickster playstyle to reward clever and creative uses of his clones. W - Warrior Trickster
  • Clone Damage: 30 / 35 / 40 / 45 / 50% ⇒ 40 / 45 / 50 / 55 / 60%
  • Clone Duration : 3.25 ⇒ 4 E - Nimbus Strike
  • Bonus Attack Speed: 35 / 40 / 45 / 50 / 55% ⇒ 40 / 45 / 50 / 55 / 60% Zed Zed has soared in power along with huge spikes in pickrate with Season 2’s changes, and we think he’s still going to be extremely solid despite systemic nerfs. We’d like to preserve his identity as a strong laner, but hit some of his most guaranteed damage. P - Contempt for the Weak
  • Max Health Damage: 6 / 8 / 10% ⇒ 5 / 7.5 / 10% E - Shadow Slash
  • Damage: 70 / 95 / 120 / 145 / 170 (+80% bonus AD) ⇒ 70 / 92.5 / 115 / 137.5 / 160 (+70% bonus AD) Zeri Zeri’s new direction and feel have seemed really promising across tiers, but with her winrate being lower as players take time to adjust their playstyle and itemization (looking at you Stormrazor, not looking at you Shiv!). We want to make Zeri speed gaming more accessible! Q - Burst Fire
  • Base Damage: 21 / 24 / 27 / 30 / 33 ⇒ 22 / 26 / 30 / 34 / 38
  • Excess attack speed conversion to AD : 50% ⇒ 60% R - Lightning Crash
  • [BUGFIX] Overcharged duration: Attacks during R currently extend the R duration by 1.5s. Changing that to 2.5s to match the new Hypercharged MS stack duration. Items Doran's Bow Having just been introduced last patch, we’re starting to see Doran’s Bow being picked up by a few champions, but the risk of taking a starting item with no health was a bit too great even considering the damage upside. We’re looking to make it a bit more compelling to take that risk.
  • Attack Damage: 6 ⇒ 8 Doran's Helm Doran’s Helm is meant to be an exciting item to hold onto after the early game with the resistances it offers scaling better than Doran’s Shield’s health regeneration. However, it is currently a bit too difficult to make it out of the early game. We are looking to lighten the early game load so that players can get to the mid game high points.
  • Health : 110 ⇒ 140 Gluttonous Greaves / Immortal Path The new omnivamp boots line is successfully filling a gap in boot itemization we intended, filling in nicely as a defensive-offensive hybrid item for many of our high damage champs across roles. We’re now seeing them being taken at a bit too high of a rate and are looking to bring them back in line with other options.
  • Total Cost: 950g ⇒ 1000g
  • Slay - Omnivamp Per Stack: 1% per takedown, up to 6 stacks max ⇒ .6% per takedown, up to 10 stacks max Lich Bane Last patch, we made adjustments to further differentiate our two AP Sheen items. For Lich Bane, rather than proccing Spellblade through getting in their face (like what Dusk and Dawn builds provide), we’re tuning up Lich Bane’s Movespeed to help you get into position for a better scaling proc.
  • AP ratio : 40% AP ⇒ 45% AP
  • Movespeed : 4% ⇒ 6% Voltaic Cyclosword Following its adjustments and the removal of Opportunity, we expected Voltaic Cyclosword to see more play. We’re happy to see it making an impact on the meta, but are lowering its power slightly by increasing its price tag.
  • Total Cost: 2900g ⇒ 3000g Runes Deathfire Touch Even after the hotfix nerf, Deathfire Touch is burning a bit too strongly in early laning trades. We’re shaving off just a bit of damage at lower levels to make it less oppressive.
  • Damage Per Second: 4 - 12 (Levels 1 - 18) (+7% bonus AD) (+2.5% AP) ⇒ 3 - 12 (Levels 1 - 18) (+7% bonus AD) (+2.5% AP) Stormraider's Surge Stormraider's Surge has landed on the soft side, underperforming on most champions trying it out, so we are going to push its duration a bit.
  • Move Speed: [40% Melee | 30% Ranged] for 3 seconds ⇒ [48% Melee | 36% Ranged] for 4 seconds Game Systems Minion Aggro Previously, when an enemy champion attacked an allied minion, the enemy champion would enter the minions’ aggro priority list. We’re removing this action entirely from aggroing minions to prevent it feeling like minions sometimes randomly change their target. They have a nexus to take down, anyway. Disruptive Game Termination When we detect severely disruptive behaviors during a match that add up to irredeemably ruining their team’s chances of winning , we’ll allow the team with the disruptive player to vote to end the match so that everyone can save themselves some time. The bar for this is high, and most penalties will still be distributed post-game. We’re looking to improve upon this system by proactively offering a vote to end the match when severely disruptive behavior is detected during a match.
  • When a player is confirmed to be engaging in severely disruptive behavior during a match, their team will be prompted to vote to end the match. The disruptive player and their premade will not be eligible to vote.
  • If a match termination vote passes, the team with the disruptive player will not lose any LP or MMR. The other team will receive LP as usual for a win. The disruptive player gets banned.
  • If a match termination vote fails, the game will continue. The team with the confirmed disruptive player cannot lose LP, but has the opportunity to win LP if they can claim victory. This is primarily to avoid detected behaviors terminating matches that might be close to resolution, like when you’re about to destroy the enemy Nexus but one of your allies a minute ago decided to sell all of their items and run in circles in your base. Player Behavior We’ve made large updates to our text detection models to more accurately detect disruptive or inappropriate text across all languages with fewer false positives. Arena Hey Arena brawlers! Grab a third friend, and dive head first into the pits, because this patch brings our first event with the much anticipated 3x6! Arena is now six teams of three and we can’t wait to see what you all cook up. Will teams of curses, swarms of minions, stat anvils, triple tanks, or something else be your go to strategy? We’ve been listening to your feedback on this Arena update and made several adjustments to augments and many of the new features. Our focus for this patch has primarily been around augment levels, and we’ve kept champion changes light since we expect the shift to three teams to shake things up on its own. We have heard that many of you feel like collecting stat anvils feels a bit lack luster, and while we intend for this to be a challenging run that you can’t always force we feel it is a little too difficult and a bit under the bar so we’ve made some adjustments, one such change being to increase the maximum power you can roll from 80% - 100%, along with some additional changes listed below. We’ll continue to keep an eye on this as we know it is a favorite to many players, but it loses its charm if this changes from a challenge to a dominant playstyle. We’ve also got some adjustments to a few Guest of Honor, in particular our demon of greed, Tahm Kench, we’re tapping down the darker compulsions and increasing the benefits for those with the willpower to abstain. We’ve got plenty more for you to check out so we’ll just leave you with this: Those who have found themselves in agony from another’s desire, a collective celebration will bring your health higher. Augment Buffs Bravest of the Brave
  • Level 2 gold increased from 750 ⇒ 1500 Fan the Hammer
  • Max level reduced from 3⇒2
  • Cooldown per side 7/6/5 ⇒ 7/5 Juiced
  • Max level increased to 2
  • Damage done increased from 4.5% ⇒ 9% of mana spent.

Capstone: Whenever you spend 400 mana increase Juiced damage by 10% for the rest of the round.

  • Firesale

When removed or replaced, gain gold equal to 30% of the gold gained by Firesale.

  • Combination Fried Rice
  • Max level 1 ⇒ 3

Auto levels based on levels put into the rice augments.

  • Ability Haste -100 ⇒ -50
  • Damage per level 100% ⇒ 100/125/150%
  • Healing per level 75%⇒ 75/100/125% SpellCraft
  • Base slow reduced from 20%⇒10%
  • AP ratio per red sticker reduced from 40% ⇒ 30%
  • BAD Ratio per red sticker reduced from 30% ⇒ 20%
  • Slow per sticker increased from 30% ⇒ 40%
  • Chroma Flux
  • Movespeed per sticker increased from 20 ⇒ 30
  • Stats On Stats On Stats
  • Capstone: Stat anvil percent amp increased from 10% ⇒ 20%
  • Stats On Stats
  • Capstone: Stat anvil percent amp increased from 10% ⇒ 20%
  • Stats
  • Capstone: Stat anvil percent amp increased from 10% ⇒ 20%
  • Bread Sandwich
  • Max level 1 ⇒ 3

Auto levels based on levels put into the rice augments.

  • Ability Haste per level 200 ⇒ 200/300/400 Gamba Anvil
  • Max level 2>1
  • Legendary item anvil reduction 500 > 750
  • Stat anvil reduction 150/300 > 250
  • Ability Haste per level 200 ⇒ 200/300/400 Augment Nerfs Draw Your Sword
  • Bonus HP: 25/35/45% ⇒ 25/30/35%
  • Bonus AD: 25/35/45% ⇒ 25/30/35%
  • AS: 20% ⇒ 15% Jeweled Gauntlet
  • Crit Damage: 140/160/180% ⇒ 140/150/160% Righteous Fury
  • Spell damage per stack: 2/4/6% ⇒ 2/3/4% The Brutalizer
  • Max level reduced from 3 ⇒ 2 Champions Katarina
  • Passive refund on takedown reduced from 75s ⇒ 15s Shyvana
  • Emberstrike
  • Damage: 10 / 15 / 20 / 25 / 30 (+ 110% AD) ⇒ 10 / 15 / 20 / 25 / 30 (+ 100% AD) Xin Zhao
  • Three Talon Strike
  • Damage: 15 / 30 / 45 / 60 / 75 (+ 40% bonus AD) ⇒ 15 / 30 / 45 / 60 / 75 (+ 30% bonus AD)
  • Cooldown: 7 / 6.5 / 6 / 5.5 / 5 ⇒ 8 / 7.5 / 7 / 6.5 / 6
  • Audacious Charge
  • AS: (+ 10% per 100 AP) ⇒ (+ 5% per 100 AP)
  • Cooldown: 11 ⇒ 13 System Changes Petricite Grove
  • Adjusted player spawn locations Petricite Grove’s Petricite Bombs Each spawner's initial spawns 6-12 seconds after combat starts.
  • Respawn rate changed from 15s ⇒ 20s Ancestral wood’s Bulwark Blossom
  • Added ticks to its healthbar. Reckoner’s Arena Pillars
  • Added ticks to the healthbars. Base line durability Damage Reduction Percent increased by 5% on round 8 (Crafting round). Item Changes Black Hole Gauntlet Black Hole size now scales more directly with your champion's size. Size is now capped at 3 times its base size. Pyromancer's Cloak
  • Blaze AoE per additional burn source reduced from 40 ⇒ 30
  • Per champion cooldown 3 ⇒ 5s Guests of Honor Garen: Perseverance Tooltip updated to note that you'll heal when at 50 health. Hwei: Blank Canvas
  • Tooltips updated
  • Rerolling an augment level offering now has a sticker Jarvan IV: Heavy Is The Crown
  • Crown Thieves beware, Size adjustment increased from 20% ⇒ 25%. Tahm Kench: Dark Bargain
  • Compulsion for Power: Stat Anvils granted reduced from 2 ⇒ 1
  • Compulsion for Wealth: Gold granted reduced from 3000 ⇒ 2500
  • Abstain from Wealth, Power, and Risk: Max Health restored increased from 5% ⇒ 10%.

All players are now offered the same choices rather than randomly rolling. Arena Bugfixes

  • Fixed a bug where players could flash behind a wall (either on purpose or by accident) in the new Petricite Grove map
  • Fixed a bug where Chauffeur was snapping allies back to their dead teammates position (We promise this won’t happen in teams of 3)
  • Fixed a bug where Nocturne’s Guest of Honor would some times ult the player irl (aka their entire screen goes dark)
  • Fixed a bug where players weren’t being granted an additional augment from Tahm Kench’s Guest of Honor if augments slots were full
  • Fixed a bug where Hivemind was doing twice as much damage as intended
  • Fixed a bug where ??? is healing much more than intended
  • Fixed a bug where receiving Prowler’s Claw or Goredrinker from Poppy’s Guest of Honor would break Shardholder eligibility
  • Fixed a bug where the Void Immolation Quest augment was preventing players from purchasing Rabadon’s Deathcap
  • Fixed a bug where magic penetration wasn’t being tracked or boosted by Shardholder
  • Fixed a bug where Minionmancer amplified damage was not being applied to Azir’s Sand Soldiers (W)
  • Fixed a bug where Double Tap can trigger Power Flower multiples (or consume the entire plant if max leveled)
  • Fixed some race conditions that occurred when trying to spam click anvils (Please stop using spam clickers)
  • Fixed a bug where Despoil was not stacking on blinks. They did work on dashes though!
  • Fixed a bug where players are unable to move while activating Wooglet’s stasis when they have the We’ll Be Right Back capstone unlocked
  • Fixed a bug where pools from Morgana’s Guest of Honor would sometimes leave invisible pools on other Arenas The following bugs were fixed in 26.9 but were not documented. Our apologies on that!
  • Fixed a bug where Infernal Conduit was not reducing ability cooldowns as expected
  • Fixed a bug where Puppeteers Pull Their Strings was unaffected by Apex Inventor
  • Fixed a bug where Hollow Radiance’s Immolate does not trigger
  • Fixed a bug where purchasing an anvil too early when Poppy is selected as the Guest of Honor would prevent a second prismatic anvil from opening
  • Fixed a bug where Pinball Snowball is dealing way more damage than expected ARAM Champions Viktor
  • Damage Dealt: 95% ⇒ 100%
  • Damage Taken: 105% ⇒ 100%
  • Passive Stacks per Kill
  • Champion: 20 ⇒ 8
  • Cannon 10 ⇒ 5
  • NEW In ARAM maps, Viktor gains 1 stack every 5 seconds. System Changes Bilgewater Cannon QoL
  • Movement lockout from not taking the canon: 2s ⇒ 0.5s
  • Movement lockout from landing after taking the canon: removed ARAM: Mayhem Hello ARAMers! In this patch, we’re focusing on quality-of-life improvements for both augments and maps. For augments, Upgrade Zhonya’s now grants a bit more movement speed, helping you reposition more fluidly in fights. We’ve also smoothed out usability for Fan the Hammer, Big Brain, and Outlaw’s Grit, making them more intuitive and reliable to use. On the map side, Bilgewater Cannons will now have a much shorter delay if you accidentally dismount early, and we’ve removed the brief immobility on landing to keep movement feeling responsive. On Howling Abyss, we fixed an issue where Qiyana could not access her Earth element. Our lovely friend Viktor is also getting a small update in ARAM and Mayhem. He now gains stacks over time, with reduced reliance on minion and champion takedowns. This should give him a smoother and more consistent power progression throughout the game. See you on the Bridge! Augments Big Brain
  • NEW Refresh on Respawn or every 70 seconds Fan the Hammer
  • No longer triggers on minions Outlaw's Grit NEW Stacks now reset based on a 15s duration instead of a fixed timer
  • Stacks show up on buff bar Upgrade Zhonya's
  • NEW Grants 50% Bonus MS during Stasis Champions Viktor
  • Damage Dealt: 95% ⇒ 100%
  • Damage Taken: 105% ⇒ 100%
  • Passive Stacks per Kill
  • Champion: 20 ⇒ 8
  • Cannon 10 ⇒ 5
  • NEW In ARAM maps, Viktor gains 1 stack every 5 seconds. System Changes Bilgewater Cannon QoL
  • Movement lockout from not taking the canon: 2s ⇒ 0.5s
  • Movement lockout from landing after taking the canon: removed ARAM: Mayhem Bugfixes
  • Fixed a bug where Dropkick could permanently reveal an enemy killed by it under specific circumstances.
  • Fixed a bug where Qiyana would be given water when using W on walls.
  • Fixed a bug where using Bilgewater’s Cannon would trigger health relics when flying over them.
  • Fixed a bug where killing a unit with Snowball would sometimes not trigger Upgrade: Snowball’s effect.
  • Fixed a bug where Azir’s soldiers did not trigger Marksmage.
  • Fixed a bug where Outlaw’s Grit would be granted stacks by each map’s unique transportation.
  • Fixed a bug where Gangplank would gain multiplicative amounts of Damage reduction or increase when chaining barrels.
  • Fixed a bug where Snowball benefited from Item Damage increases.
  • Fixed a bug where Clones of a champion with Slow and Steady did not have their Attack Speed limited.
  • Fixed a bug where Bounce of the Poro King went through spellshields.
  • Fixed a bug where taking certain snowball augments would reset your non-snowball summoner spell’s cooldown.
  • Fixed a bug where Laser Heal would erroneously reset cooldowns of spells that should have stayed sealed, such as Riven R or Rumble while Overheated.
  • Fixed a bug where Ultimate Awakening would erroneously reset cooldowns of spells that should have stayed sealed.
  • Fixed a bug where Dropkick dealt bonus damage to ALL units below the execute threshold, not just champions.
  • Fixed a bug where Briar could get snowball permanently disabled when using at the same time as her R.
  • Fixed a bug with various augments where resetting cooldowns of Ammo spells would grant you 1 more charge than the maximum allowed of charges.
  • Fixed a bug where Neeko would apply Mad Scientist’s size change to her clone twice.
  • Fixed a bug where Tank Engine incorrectly displayed its granted health in the tooltip. Bugfixes & QoL Changes
  • Fixed a bug where Rift Herald’s empowered recall would be consumed if the player was recalling when it was granted.
  • Fixed a bug where Fear VFX would display a black rectangle, particularly on lower graphics settings
  • Viego possessing Kled will now spawn mounted on Skaarl with the correct remount HP
  • Triggering Evelynn Charm as Viego will no longer put Spectral Maw (W) on cooldown
  • Riftmaker - Void Corruption passive applies more damage amplification than intended.
  • Fixed a bug where Viego's Blade of the Ruined King (Q) is placed on cooldown if Zaahen Q times out
  • Fixed an issue where Mordekaiser W would prevent Viego W from being castable or force the spell to go on the wrong cooldown
  • Fixed a bug where Teemo’s buff icons were missing from his buff bar.
  • Fixed a bug where friendly projectiles such as Triumph’s healing missile may be destroyed by Lissandra self cast R, Galio R, and Twisted Fate R.
  • Fixed a bug where Rapid Firecannon’s range indicator would briefly linger after being triggered by Voltaic Cyclosword.
  • Fixed a bug where Blue team’s middle inhibitor respawn timer would visually refresh when the camera panned away.
  • Fixed a bug where Rift Herald’s Charge would proc a turret’s Crystalline Overgrowth through Bard’s R.
  • Fixed a bug where Sylas’ stolen Lissandra R had a chance to fizzle if he cast it in conjunction with a movement spell.
  • Fixed a bug where Taliyah’s Weaver’s Wall (R) may leave units with collision at its endpoint.
  • Fixed a bug where Sylas may have less Fury than expected after casting Shyvana’s Dragon’s Descent.
  • Fixed a bug where Yone P and Corki P were being amplified an additional time from sources of damage amplification.
  • Fixed a bug where Karma’s RW was not being properly negated by spell shields.
  • Fixed a bug where Zaahen’s buff icons were missing from his buff bar.
  • Fixed a bug where Kog’Maw W wouldn’t always proc Statikk Shiv.
  • Fixed a bug where Fiendhunter Bolts stacks were not lost when attacking turrets.
  • Fixed a bug where Shyvana’s Q attacks would not apply bonus true damage from Hail of Blades.
  • Fixed a bug where Gluttonous Greaves could gain additional stacks of Omnivamp by getting a multikill on Bot Lane Quest completion.
  • Fixed a bug where Gluttonous Greaves and Immortal Path would not inherit the extra Move Speed from Slightly Magical Footwear.
  • Fixed a bug where certain Vi animations were missing for her W.
  • The in-game Options menu has been optimized to open faster the first time it is viewed.
  • [WASD] The keybind to open All Chat has been updated from Shift + Enter to Ctrl + Enter so that it does not conflict with the default keybind for Ability 2
  • [WASD] Fixed a bug where your champion could stutter when changing auto attack targets while moving if your champion’s auto attack was on cooldown.
  • [WASD] Fixed a bug where Zeri’s Ultrashock Laser (Ability 2) would fire in the wrong direction when wallriding with Spark Surge (Ability 3) Joystick and Accessibility Controller Updates We are continuing to iterate on our joystick and accessibility support in response to feedback.
  • Accessibility buttons may now be natively mapped to inputs in the in-game Options menu. Turn on WASD input and click on an input to bind it. Pressing a button will bind that button.
  • The default unchangeable button binds have been removed. Upcoming Skins & Chromas The following skins will be released in this patch: Rain Shepherd Ivern PROJECT: Quinn The following chromas will be released this patch: Rain Shepherd Ivern PROJECT: Quinn
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How 26.10 went
26.9

League of Legends Patch 26.9 Notes

It's time to hunt demons with Patch 26.9! In this patch we've got updates to champions, items, systems, and runes galore. Including bringing back some old favorites like Deathfire Touch and Stormraider's Surge, and giving you a lot of new options to experiment with like new starting items and a variety of alternate champion builds. For role quests, we've got some balance changes, tweaks to make progressing them more straightforward, and a small mid lane quest reward rework to better fit a scaling fantasy. Finally, we've given Shyvana some love to give more differentiation to AD and AP builds and paths to be a durable Dragon. Over in the Arena, we have a new update with events, new Augments, a new map, and more! We also have some adjustments and bugfixes for ARAM: Mayhem, WASD is coming to Ranked, and we have some demon-themed skins to kick off Season 2: Pandemonium! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Lilu "Riot Riru" Cabreros Erika “Riot Cashmiir” Haas Steven “Riot sternest” Earnest Mid-Patch Updates April 30, 2026 UpdatesDeathfire Touch

  • Adaptive damage per second: 4 - 12 (scales on level) + 8% bonus AD + 3% AP, increased by 100% after 3s ⇒ 4 - 12 (scales on level) + 7% bonus AD + 2.5% AP, increased by 75% after 3s Patch Highlights Pandemonium Annie, Pandemonium Kindred, Demoncursed Vayne, and Prestige Pandemonium Shaco will be available April 29, 2026. Role Quests Quest Progression To kick things off for Season 2, we have a set of changes to Role Quests that are aimed at making them generally more understandable and less punishing. With this update, we're lessening penalties when you just need to get out of your lane towards the end of laning phase.
  • Quest Point Penalty applied to CS / Turrets / Plates: -50% ⇒ -75% , decreasing down to -0% based on Quest Progress We've also adjusted the bounds in which you earn Role Quest progress. Previously, it was heavily tied to being around your lane's outer most turret, but now it'll be more broad to allow for responding to proxying and roaming. Gone are the days of having to stick to your wave so you don't fall behind, rejoice assassin mains!
  • Passive Point Progression: 0.333 per second, increased to 1.6 per second while they are "in the quest lane" ⇒ 0.333/s, increased to 1.5/s while you are "in the quest lane"
  • "In the quest lane": Defined as near or past the lane's outermost turret ⇒ Defined as anywhere in the lane, outside of your base
  • Recall Penalty to Passive Point Earn: Functionally exists because passive point gain was reduced until at outermost turret, creating a minor bias towards mid lane (shorter) ⇒ Disables passive point earn entirely for 12s after recalling Passive point progression now also allows for a moderate degree of roaming. After level 3, you'll now start banking roaming time while "in the quest lane,"getting up to 60 seconds after spending 120 seconds in lane. For every second banked, you'll earn the increased Passive Point Progression as though you're still "in the quest lane" even if you're not.
  • Functionally, every 2 minutes you spend in lane, you can spend 1 minute roaming without penalizing your quest progress Quest Rewards Finally, we have some adjustments to quest rewards. For top, we're doing a minor nerf to overall experience gain and adjusting the experience bonus to distinguish between champion and non-champion sources. Effectively, this will help out top laners who prefer scrappy teamfights over split pushing. We're also ensuring that we avoid top lane experience creep situations where top laners who end up repeatedly killing each other scale their own level and experience rewards.
  • XP Increase: +12.5% from all sources ⇒ +80 flat XP on champion takedown; +11% from all other sources For mid, we're replacing the empowered recall effect with a percent-based increase to bonus AD and AP. We've felt that mid has lost some of its carry and scaling fantasy compared to top and bot's rewards, which get more levels and XP or more gold and items. We're hoping this change provides an edge over other lanes to spike harder on item purchases.
  • Role Quest Reward: Empowered Recall (300s CD, reduced by 60s on Takedown) ⇒ +6% Bonus AD and 6% Bonus AP We feel like bot is a little too strong and snowballs a little too hard given their late game fantasy. So we're giving a minor nerf to their bonus takedown gold.
  • Bonus Takedown Gold: 50g ⇒ 40g Game Systems Minion Waves We're moderately increasing minion wave durability, mostly around mid and late laning phase, to help increase minion action. This should also have a minor impact on opening up roaming windows as well as slightly increase wave stacking effects, allowing teams to spend a bit more time outside of the lane while a wave builds up.
  • Melee Minion Health: 440 (+25 every 90s; then +35 after this has happened 5 times)⇒ 430 (+35 every 90s)
  • Minion Slayer (Minion Damage Bonus to other Minions): +[2 Melee | 4 Ranged | 6 Siege]% Current HP On Hit ⇒ +[2 Melee | 3.5 Ranged | 5 Siege]% Current HP On Hit Champions Ambessa Ambessa has carried the Medarda legacy a bit too well. Her brutality and fantasy has resonated with her mains, but we believe her ult has felt slightly fast to the point that players hit by it often don't have clarity on what happened. We're extending her cast time to open up clearer counterplay, and will be keeping a watchful eye on opportunities for follow-up work. R - Public Execution
  • Cast Time: 0.55 ⇒ 0.70 Briar Briar has one of the steepest mastery curves in League. However, as time has gone on, more and more players have ended up at the high end of that curve and have been finding a lot of success. So we're looking to nerf a bit of her survivability, but keep her ability to kill a target. Base Stats
  • Health Growth: 100 ⇒ 95 Ezreal We want to bring back some playstyles that have been lost to the sands of time. First up on that list is AP Ezreal. Bring out your global snipes—there's a lot of good mages out there but none of them are this skillful! Q - Mystic Shot
  • AP Ratio: 15% AP ⇒ 40% AP W - Essence Flux
  • AP Ratio: 70 - 90% ⇒ 90% R - Trueshot Barrage
  • AP Ratio: 90% ⇒ 110%
  • Damage To Minions / Non-Epic Monsters: 175 / 275 / 375 (+50% bonus AD) (+45% AP) ⇒ 150 / 225 / 300 (+100% bonus AD) (+110% AP) Gragas Gragas top is most impacted by the removal of Phase Rush, and only time will tell whether Grasp or Comet comes out on top. As we wait to see how his laning shakes out, this change should let Gragas players better frontline for their teams, and have a bigger impact in the late-game where they struggle most. W - Drunken Rage
  • Damage Reduction: 10 / 12 / 14 / 16 / 18% (+ 4% per 100 AP) ⇒ 10 / 14 / 18 / 22 / 26 (+ 4% per 100 AP) Kennen Our second lost playstyle is AD Kennen. In this case, we're adding critical strike synergy to Kennen's W and E. While a more attack speed focused on-hit hybrid build may stand out as a more intuitive choice for an auto-attack focused Kennen, we actually think it would spill over too hard into his standard AP builds and want to avoid adjustments to his typical playstyle just to enable this one. W - Electrical Surge
  • [NEW] Passive: When ready, now applies the passive effect to the entire attack as an On-Hit, rather than just the first On-Hit trigger
  • [NEW] Passive Damage: Can now Critically Strike for 140% (+40% of Bonus Critical Strike Damage) E - Lightning Rush
  • [NEW] Attack Speed Buff: Critical Strikes now extend the duration of Lightning Rush's Attack Speed buff by 1 second, up to the initial duration of 4s. This can happen any number of times. Shyvana With Shyvana having been out for a few patches, we've taken stock of where she's landed and identified two areas to address: broadening bruiser item viability and sharpening the distinction between AD and AP builds. On the bruiser side, we've reduced the emphasis on pure dps items like Kraken Slayer. Adjustments to her base stats, Q and W create more room for Sheen, ability haste, and health to meaningfully contribute to her kit. For build differentiation, AD Shyvana looks to engage in more sustained combat through auto attacks followed by big Q hits, using her W for sustain and sticking power and E for supplementary chase power. AP Shyvana, by contrast, centers damage around R and E, with W existing as a way to weave in and out of combat. Base Stats
  • Attack Speed: 0.625 ⇒ 0.638
  • Attack Speed Ratio: 0.69 ⇒ 0.638
  • Attack Damage Growth: 3 ⇒ 4 Q - Emberstrike
  • Passive: 1% (+ 1.1% per 100 bonus AD) (+ 1.1% per 100 AP) of target's maximum health ⇒ 1% (+ 1.1% per 100 bonus AD)
  • Hit Reduction: 1 second ⇒ 0.5 seconds
  • Area Physical Damage: 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 25% AP) ⇒ 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 30% AP)
  • Cooldown ticks in the background if you do not finish the sequence. Cooldown starts ticking at the last activated input in that sequence. W - Inferno Aegis
  • Cooldown: 14 / 13.5 / 13 / 12.5 / 12 ⇒ 13 / 12 / 11 / 10 / 9
  • Shield: 60 / 80 / 100 / 120 / 140 (+ 5% max health) ⇒ 75 / 95 / 115 / 135 / 155 (+12% bonus health)
  • Damage: 80 / 100 / 120 / 140 / 160 (+ 40% bonus AD) (+ 20% AP) ⇒ 80 / 100 / 120 / 140 / 160 (+ 65% AP)
  • Dragon Form Heal: 75 – 214.71 (based on level) (+ 10% bonus AD) (+ 5% AP), increased by 0% – 100% (based on her missing health) for a maximum heal of 150 – 429.41 (based on level) (+ 20% bonus AD) (+ 10% AP) ⇒ 60 - 100 + 4-8% missing health (based on level)
  • W move speed separate from shield E - Molten Burst
  • Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 12 / 11 / 10 / 9 / 8
  • Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 35% bonus AD) (+ 70% AP) ⇒ 50 / 65 / 80 / 95 / 110 (+ 60 / 65 / 70 / 75 / 80% AP) + 5% Target Max Health
  • Subsequent Explosion Damage Against Same Target: 50% ⇒ 40%
  • Slow: 20 / 25 / 30 / 35 / 40% ⇒ 30% Tahm Kench Last patch's adjustment last patch ended up a very slight nerf (less than .5%) for both top and support. So we're making some support-focused improvements to compensate. E - Thick Skin
  • Grey Health to HP conversion: 45 - 100% (Level 1 - 18) ⇒ 60 - 100% (Level 1 - 18) R - Devour
  • Move Speed On Ally Devour: 40% for 3 seconds ⇒ 60% for 3 seconds Taliyah Taliyah is in the same spot as Gragas (RIP Phase Rush), except she was also taken down a notch from the pro mid meta in her last nerf. We don't expect her to be able to utilize the changes as well as a lot of her competition, so we're walking back our last hit to her, while also making sure she doesn't approach sub-2:30 clears. Q - Threaded Volley
  • Base Damage: 50 / 67.5 / 85 / 102.5 / 120 ⇒ 55 / 72.5 / 90 / 107.5 / 125
  • Bonus Monster Damage: 23 / 28 / 33 / 38 / 43 ⇒ 20 / 25 / 30 / 35 / 40 Teemo Our third lost playstyle—On-hit-focused Teemo builds have slowly fallen out of vogue as he's been tuned around Malignance and Liandries. We are adding bonus AD ratios to Teemo's E to open up itemization options for auto-attack builds featuring hybrid items like rageblade and the reworked Statikk Shiv. E - Toxic Shot
  • [NEW] Initial Damage Bonus AD Ratio: 10% Bonus AD
  • [NEW] DoT Damage Bonus AD Ratio: 30% Bonus AD over 4 seconds Udyr Currently, we feel that Udyr's AD Q builds are extremely one note—which makes sense when you look at their scaling. We want to broaden his AD Q bruiser builds by shifting some of his AD ratios out of his Q and into W and E so the stance swapper has more than one stance. Q - Wildling Claw
  • Bonus Damage on First 2 Attacks: 3 / 4 / 5 / 6 / 7 / 8% (+4% per 100 bonus AD) of the target's Max Health ⇒ 3 / 4 / 5 / 6 / 7 / 8% (+3.5% per 100 bonus AD) of the target's Max Health
  • Bonus Damage On-Hit for 4 seconds: 5 / 13 / 21 / 29 / 37 / 45 (+25% bonus AD) ⇒ 6 / 12 / 18 / 24 / 30 / 36 (+20% bonus AD) (+1 - 2% bonus HP)
  • Awakened Bonus Damage on First 2 Attacks: An additional 2 - 4% (based on level) (+3% per 100 bonus AD) of the target's Max Health ⇒ An additional 2 - 4% (based on level) (+1.5% per 100 bonus AD) (+1% per 1000 bonus HP of the target's Max Health)
  • Awakened Chain Lightning Damage Per Bounce: 1.5 - 3% (based on level) (+.8% per 100 AP) ⇒ 1.5 - 3% (based on level) (+.6% per 100 AP) W - Iron Mantle
  • [NEW] Shield AD Ratio: 50% bonus AD
  • [NEW] Awakened Shield AD Ratio: 100% bonus AD
  • [NEW] Awakened Heal AD Ratio: 50% bonus AD E - Blazing Stampede
  • [NEW] Move Speed AD Ratio: 5% move speed per 100 bonus AD
  • [NEW] Awakened Move Speed AD Ratio: 10% move speed per 100 bonus AD Warwick Our favorite wolf-boy Warwick has been struggling to find his place over game time. We are looking to soften the blow of his transition into the late game by bringing up some of his scaling. P - Eternal Hunger
  • On-hit Damage: 6 / 16 / 26 / 36 / 46 ⇒ 6 / 18.25 / 30.5 / 42.75 / 55 Xin Zhao Our fourth lost playstyle is centered around Xin Zhao—particularly attack speed and AP Xin Zhao. Over the years Xin has moved off of auto attack builds solidly into bruiser AD-caster builds buying items like Sundered Sky or Black Cleaver. We think more attack speed-centric Xin Zhao builds offered an enjoyable melee fighter experience, and we want to bring it back. Whether it's full AP builds revolving around drain tanking, heavy attack speed on-hit carry builds, or just some minor pivots into Stridebreaker, Titanic Hydra, and Triforce, we want to see a bit more build options. P - Determination
  • Healing: 3 / 4 / 5% Max HP (+65% AP) (levels 1 / 6 / 11) ⇒ 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (levels 1 / 6 / 11) W - Wind Becomes Lightning
  • Slow On Thrust: 50% for 1.5 seconds ⇒ 50% for 1.5 (+.5 per 100 AP) seconds E - Audacious Charge
  • Magic Damage: 50 / 75 / 100 / 125 / 150 (+60% AP) ⇒ 50 / 75 / 100 / 125 / 150 (+120% AP)
  • Attack Speed Buff: 40 / 50 / 60 / 70 / 80% for 5 seconds ⇒ 38 / 46 / 54 / 62 / 70% (+1% per 5% permanent AS) (+10% per 100 AP) for 5 seconds Zeri Zeri's changes have pushed her over time to become more of a bursty assassin than the fantasy that initially called to many of her players. By moving power from her burst and late-game DPS towards her mobility and early laning, these changes should allow Zeri to shine once again as the zappy, speedy legend she is (while still doing ADC damage!) P - Living Battery
  • Right Click Range: 500 ⇒ 550
  • Execute threshold: 60 / 82.5 / 105 / 127.5 / 150 (+ 18% AP) ⇒ 70 / 92.5 / 115 / 137.5 / 160 (+ 20% AP) Q - Burst Fire
  • Damage: 15 / 17 / 19 / 21 / 23 (+ 104 / 108 / 112 / 116 / 120% AD) ⇒ 21 / 24 / 27 / 30 / 33 (+ 102 / 104 / 106 / 108 / 110% AD)
  • Excess AS to AD conversion: 70% ⇒ 50%
  • Now forced quick cast W - Ultrashock Laser
  • Wall Crit Multiplier: 175% ⇒ 150%
  • AP Ratio: 25% ⇒ 50% E - Spark Surge
  • Bonus Magic Damage: 17 / 19 / 21 / 23 / 25 (+ 10% bonus AD) (+ 20% AP) ⇒ 22 / 24 / 26 / 28 / 30 (+ 20% AP)
  • Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 24 / 22.5 / 21 / 19.5 / 18
  • Cooldown Refresh: Applies on attacks and abilities vs champions ⇒ Applies on attacks vs everything R - Lightning Crash
  • Burst AD ratio: 100% ⇒ 60%
  • MS per stack: 1% ⇒ 1.5%
  • Stack duration: 1.5 ⇒ 2.5 Zoe Looking to move some of Zoe's power out laning phase stat checking, and into more skillful outplay around her Bubble. W - Spell Thief
  • Damage Per Bolt: 20 / 30 / 40 / 50 / 60 (+ 15% AP) ⇒ 15 / 25 / 35 / 45 / 55 (+ 10% AP)
  • Total Damage: 60 / 90 / 120 / 150 / 180 (+ 45% AP) ⇒ 45 / 75 / 105 / 135 / 165 (+ 30% AP) E - Sleepy Trouble Bubble
  • Cooldown: 16 / 15 / 14 / 13 / 12 ⇒ 18 / 17 / 16 / 15 / 14
  • Refunds 16 / 19.5 / 23 / 26.5 / 30% of cooldown when hitting an enemy champion Items Axiom Arc Last year, we adjusted Axiom Arc to have a higher base refund on its ultimate effect with less scaling. We think this was a mistake, as offering an item early in the game that reduces ultimate cooldowns to this degree on high burst lethality champions can lead to very narrow windows of opportunity for opponents to act.
  • Flux: On takedown, refund 15% (+.15% per lethality) of your ultimate's total cooldown ⇒ 10% (+.25% per lethality) [NEW] Doran's Bow We're looking to give more starting item options to auto attack-focused champions. Doran's Bow offers a high risk, high reward fantasy that will reward those who are able to sneak in extra autos and come out on top even without the additional health.
  • Attack Damage: 6
  • Attack Speed: 12%
  • Omnivamp: 1.5% [NEW] Doran's Helm We wanted to give more starting item options to champions who want to stack resistances. When it comes to the fantasy of being unkillable, current items assume a losing position. Though champions who want resistances tend to start on the back foot, we want to reward players who take advantage of the opportunity to come out even or ahead in laning phase with an item that pays off in valuable stats throughout the rest of the game.
  • Health: 100
  • Armor: 10
  • Magic Resist: 10
  • Helping Hand: 5 on-hit vs minions Dusk And Dawn One of the standout items for the season so far, we continue to feel it overlaps with Lichbane a bit too much. We want to encourage Dusk and Dawn users to stick around for multiple triggers, and empower them to do just that.
  • [NEW] Spellblade: Now also heals the user for (10% AP) (+3% Bonus HP)
  • Health: 350 ⇒ 300
  • Ability Power: 70 ⇒ 60
  • Attack Speed: 25% ⇒ 20% Endless Hunger Melee AD Fighters face major trade offs when considering this item against building other more durability focused items. We do want them to consider Endless Hunger however, for those pop off games when they get to play greedy, so we're giving it a minor buff for melee champs.
  • Unique Passive - Famine: Grants 5 (+10% Bonus AD) Ability Haste ⇒ Grants 5 (+[13% Melee | 10% Ranged] Bonus AD) Ability Haste [NEW] Gluttonous Greaves In addition to new starting items, we're adding new boots to the game that provide omnivamp. We've felt that many fighters and casters are limited in their boot selection, with only Ionian Boots as a real offensive option, and when they do pick something else, it's purely defensive, which isn't exactly exciting. These boots should fit a nice middle ground of aggressive and defensive, offering sustain through combat.
  • Build Path: Boots (300g) + 650g
  • Move Speed: 45
  • Omnivamp: 4%
  • Unique Passive - Slay: On champion takedown, gain 1% Omnivamp permanently, stacking up to 6 times
  • Tier 3 Immortal Path - Bonus Unique Passive - Now and Forever: While above half health, deal 5% increased damage. While below half health, receive +15% healing, shielding, and regeneration. Hubris Hubris cost buffs put it in line with a lot of other 1st slot lethality items, but in its current state feels like it's crowding out other options by providing both scaling and immediate power. These changes should differentiate Hubris more from immediate powerspikes like Youmuu's, while making it even stronger than before if you get rolling.
  • Base AD: 60 ⇒ 55
  • Passive AD per Stack: +2 ⇒ +3
  • Bonus AD: +15 ⇒ +12 [REMOVED] Opportunity We feel that Opportunity has always overlapped a bit too much with Youmuu's, even after we tried to push them apart a year and half ago, and in its current iteration sits in between Youmuus for mobility and Voltaic for upfront trade power. Staff of Flowing Water In the past, Staff's unique effect granted ability haste, and then we changed that to move speed, and then we removed the move speed. We are re-adding the ability haste, as we believe only granting ability power has made the item too narrow and granting move speed made it too generic.
  • Unique Passive - Rapids: Healing or Shielding other ally champions grants both you and them +45 Ability Power for 6s ⇒ Healing or Shielding other ally champions grants both you and them +40 Ability Power and +15 Ability Haste for 6s
  • Ability Haste: 15 ⇒ 10 [REWORKED] Statikk Shiv We've been unhappy with Shiv sitting as a pure waveclear first item purchase for a while now. With so much power in deleting the wave, it removes a lot of the space for back and forth lane trading. So instead, we're taking this opportunity to move it into a scaling purchase for on-hit builds, a build path that has been missing some itemization since we opened up the 7th item slot for bot laners. This new version of Shiv allows on-hit builds to apply their effects to multiple enemies at once, creating cool combos and helping them scale into teamfighting.
  • Build Path: Scout's Slingshot (600g) + Pickaxe (875g) + Aether Wisp (800g) + 625g
  • Attack Damage: 40
  • Ability Power: 45
  • Attack Speed: 30%
  • Move Speed: 4%
  • Unique Passive - Electrospark: Your Energized trigger fires a chain of lightning, dealing 60 (increased to 90 for minions and monsters) bonus magic damage to up to (4 - 8, scaling with level) targets. Applies on-hit effects to secondary bounce targets.
  • Unique Passive - Electroshock: Basic attacks grant an additional +9 Energize stacks [REMOVED] Trailblazer Similar to the reason we removed Opportunity, Trailblazer is sitting between two other tanky mobility options (Bandlepipes and Deadman's Plate). In this case, we feel not only is its output overlapping with similar effects in the space, it also had the highest complexity unique effect—asking allies to pay attention to a wispy trail which simply seemed over in terms of visual noise. [REWORKED] Voltaic Cyclosword Voltaic Cyclosword brings some cool Energized options to AD casters, but we think we can make it even broader by allowing it to open up the strict auto-attack gate that stops many melees from being good with it. We also don't love the slow effect, as it tended to trivialize a lot of the combat once players did manage to get into melee. With Opportunity removed, Voltaic should also be able to stand as the premier "upfront burst" item for AD casters.
  • Unique Passive - Galvanize: Damaging enemy champions with abilities will trigger Energized if it is ready
  • Unique Passive - Firmament: Your Energized trigger grants you [15 Melee | 12 Ranged] Lethality for 4s and deals bonus physical damage equal to [9% Melee | 7% Ranged] of the target's current health. This bonus damage is capped to 200 against non-champions.
  • Cost: 3000g ⇒ 2900g
  • Lethality: 18 ⇒ 10 Runes [NEW] Deathfire Touch Damage over time and sustained damage casters don't have a keystone made specifically for them. This gap has previously been partially covered by other keystones like Comet and Aery, but we're re-adding Deathfire Touch from the old keystone mastery system to ensure that these champions are fully supported by the runes system, and making adjustments to other keystones to compensate.
  • Sorcery Tree Keystone: Damaging a champion with an ability burns them for (4s singletarget / 2s AoE / 1s DoT). The burn deals 4-12 (level scaling) + 8% bonus AD + 3% AP adaptive damage per second. After the burn has been on a target for 3s, the damage of the burn increases by 100%. [REMOVED] Phase Rush Phase Rush has historically been a problematic rune for enabling some champions to subvert intended early lane gameplay. But we know that we need a mobility-based rune, so fear not... [NEW] Stormraider's Surge Since Stormraider's Surge asks the user to commit to dealing a lot of damage and generally ends up having its input scale well over game time, it is able to support much of the same pattern as Phase Rush in a healthier and more exciting way for the intended users.
  • [NEW] Sorcery Tree Keystone: Dealing 25% of a champion's maximum health within 3s grants a movespeed and slow resistance for 3s. 20-10s cooldown, scales based on level.
  • [NEW] Speed: 40%; 75% for ranged champs
  • [NEW] Slow Resist: 50% Arcane Comet Previously, Comet was given a cooldown refund mechanic for damage over time and sustained damage casters. Now that Deathfire Touch exists, Comet no longer needs it, and can now better serve its original intended audience of control mages and artillery mages with a damage-per-distance mechanic that should be exciting for those subclasses to play with.
  • [REMOVED] Cooldown Refund: Removed
  • [NEW] Damage: Now deals up to 100% increased damage based on distance from the target, max damage bonus at 750 range away
  • Damage: 30 - 130 (based on level) + 10% bonus AD + 5% AP ⇒ 15 - 100 (based on level) + 10% bonus AD + 5% AP Hail Of Blades Hail of Blades has become an extremely niche keystone that gives an eye popping amount of attack speed and basically nothing else. In other words, these blades are too sharp! We're shifting some of the attack speed power budget into a new bonus damage effect so we can tune it more comfortably for a broader variety of champions.
  • Attack Speed: [160% Melee || 80% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack ⇒ [120% Melee || 60% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack up to +2 attacks
  • New: Attacks empowered by Hail of Blades deal 4 - 20 (+8% bonus AD) (+6% AP) bonus true damage
  • Bugfixes: Fixed various Attack Reset abilities not properly granting bonus attacks (Bel'Veth Q, Kai'Sa R, K'Sante Q3, Gwen E, Quinn E, Rell Remount W, Riven Q) SR Ranked Season 2 SR Ranked Season 2 will start at 12:00:00 noon, April 29, local server time. For Apex (Master, Grandmaster, Challenger) players in NA, EUW, EUN, LAN, BR, TR, their rank status will be reset to Master, 0 LP. For all other players, nothing will change. If you want to read more about why we're resetting Apex in some regions, check out the dev blog to learn more. For all regions and all players, Victorious Ranked Mission (15 ranked game won) will be reset with Season 2 start. End of Season 1 Ranked rewards will be distributed shortly after 26.09 is live, shard transfer service will be temporarily disabled until rewards are fully granted. Arena Welcome to drum roll drum roll drum roll THE ARENA!!!! Arena is receiving the major update we promised last year and we're excited to share it with all of you. Our goal with this release was to really deliver on the build crafting, adaptation, experimentation, and team focused, tactical combat that is the heart of Arena. We've amplified all of these aspects and are excited to see how you LEVEL UP your Arena game and leave the crowd speechless. We've listened to the community feedback about different ways to play, from the exciting Bravery Queue and the brand new 3x6 Arena, and the desire to push your augments to their limits! We can't wait to welcome you, and one or two friends, back into drum roll THE ARENA!!!! For more details on these changes check out our full dev blog here. Events
  • Release (Patch 26.9): To start things off we won't be having an event to give players a chance to learn all of the new guests of honor, augments, and systems we're adding in Season 2.
  • 3x6 (Patch 26.10): Exactly what it sounds like, three players on each team with a total of six teams. In a game with 170+ champions built with Summoner's Rift in mind, there are quite a few that have fallen by the wayside when forced into 2v2 gladiatorial combat. Our goal with introducing 3x6 is to bring even more champion diversity into the Arena by allowing for a wider variety of team comps.
  • Bravery (Patch 26.13): When you load in to champ select you'll notice a significantly smaller number of options. You'll have the good ‘ol random champion button which we hope you'll pick, but if true random isn't your cup of tea we've still got a few crowd favorites for you to pick from. Bravery is primarily to give many players a version of Arena they've been asking for, but we also wanted to find a way to support players that want to overcome any obstacles the Arena throws at them with their adaptability and ability to flex into many different champions.
  • Swift Arena (Patch 26.14): With this event we'll be going back to our roots of two teams of four for those looking to get the full Arena experience without the full Arena time commitment. Additionally, for those of you able to remember your opponents playstyles and weaknesses this should give you the edge as you'll be fighting the same teams more consistently. Augment Systems Augment Levels
  • Augments now have anywhere from 1-3 levels, depending on the augment. Some Augments have a Keystone effect when they reach their max level, granting an additional effect. For example, Quantum Computing will give your augments a chance to multicast up to 4 times!
  • Once you have two levelable augments you'll be offered an augment level in place of one of your offered augments.
  • Upon reaching the maximum number of augments (typically 4) you'll only be offered augment levels or the ability to tier up an existing augment, allowing you to remove an augment and select another that is one tier higher.
  • If all your augments are at the maximum level then you'll be offered the ability to tier up an existing augment or gain a stat anvil.
  • At certain points you'll be given the ability to remove or replace one of your augments. Use this to discard augments that aren't working for you, and gain a bonus, while also freeing up that slot for you to gain a replacement augment later in the game. Arena Debuting Augments with Levels
  • Get Excited
  • Adamant
  • Upgrade Collector
  • Upgrade Hubris
  • Wind Beneath Blade
  • Protein Shake
  • Weil of Warding
  • Ominous Pact
  • Critical Rhythm
  • Escape Plan
  • Glass Cannon
  • Final Form
  • Quest: Void Immolation
  • Pinball Snowball
  • Infinite Recursion
  • Donation
  • Shrink Engine
  • Growth Spurt
  • Stuck In Here With Me
  • Poro King
  • Speed Demon
  • Twin Fire
  • Hextech Soul
  • Crack Open That Egg
  • ???
  • Critical Missile
  • Weighted Popoffs
  • Little Devil
  • Zealot
  • Purist Caster
  • Double Tap
  • Juiced New Augments We could tell you what they do, but that'd take away the fun of discovering them.
  • Chroma Flux (Prismatic)
  • Demonic Clasp (Gold)
  • Grievous Venom (Silver)
  • Magical Girl (Prismatic)
  • Mercy (Gold)
  • Rice and Chicken (Gold)
  • Rice and Fish (Gold)
  • Rice and Pork (Gold)
  • Scavenger (Gold)
  • Silver Spoon (Silver)
  • Spellcraft (Prismatic)
  • Transmute: Silver (Prismatic)
  • Trash To Treasure (Silver)
  • Unstable Transmutation (Gold)
  • Wild Fire (Prismatic) Reworked and Adjusted Augments
  • Doomsayer: Health per stack doubled, stack rate reduced by half.
  • Tank it or Leave it: Now scales with crit damage.
  • Critical Healing: Now scales with crit damage.
  • Calculated Risk: Now gives a Prismatic if this is your first or second augment, otherwise it will give a Gold augment.
  • Self Destruct: Changed to Auto cast every 25 seconds instead of just exploding once.
  • Unshackled: On takedown reduce Hijack's lockout and cooldown by 20%.
  • Snowball Fight: Removed
  • Juice Press: Removed
  • Slow and Steady: Now locks your Attack Speed at 0.65 and only grants AS if you would go above the cap.
  • Spellwake: Explosion delay now scales inversely with distance, so long range hits will have a much lower delay, while point blank hits are increased slightly. Game Pacing
  • Augment Selection Duration: 37 seconds ⇒ 42 seconds
  • Item Choice Round Duration: 42 seconds ⇒ 47 seconds Buy Round Structure Round Offering Round 1 Augment, 500 gold Round 2 Guest of Honor 1 Vote, Prismatic Item Round 3 Augment Round 4 2500 Gold Round 5 Augment Round 6 2500 Gold Round 7 Augment Round 8 Guest of Honor 2 Vote, Crafting Round Round 9 2500 Gold Round 10 Augment Round 11 2500 Gold Round 12 Augment Round 13 2500 Gold Round 14 Augment Round 15 2500 Gold Round 16+ Augment Crafting Round
  • A Crafting Round will occur on Round 8 and you'll be able to choose one of the following options:
  • Gain an 5th augment slot, in 5 rounds gain a silver augment.
  • Remove 1 of your augments to give 2 levels to your remaining augments, randomly selected. These levels can both go to the same augment or to different ones.
  • Gain a Prismatic Stat Anvil. New Fame Track Fame Track Level Fame Track Level Reward Level 1 Wild Fire (Prismatic) Level 2 Transmute: Silver (Prismatic) Level 3 Replace Augment, Match up Intro Card Level 4 Demonic Clasp (Gold) Level 5 Rice and Chicken (Gold), Rice and Fish (Gold), Rice and Pork (Gold) Level 6 Mercy (Gold) Level 7 Magical Girl (Prismatic) Level 8 Match up Intro Card Level 9 Silver Spoon (Silver) Level 10 Scavenger (Gold) Level 11 Spellcraft (Prismatic), Chroma Flux (Prismatic) Level 12 Target Dummy, Match up Intro Card
  • The amount of Fame needed to unlock each tier has been decreased. Guests of Honor New Guests of Honor
  • Atakhan: Absolute Carnage
  • Annie: Wall of Fire
  • Evelynn: Just a Fling
  • Fiddlesticks: A Harmless Scarecrow
  • Garen: Perseverance
  • Hwei: Blank Canvas
  • Kayle: Divine Ascent
  • Kindred: Death and Rebirth
  • Jarvan IV: Heavy is the Crown
  • Lux: Light of Demacia
  • Morgana: Tormented Shadow
  • Nocturne: Darkness
  • Poppy: Rightful Wielder
  • Shaco: Absolute Chaos
  • Tahm Kench: Dark Bargain
  • Taric: Dauntless Vanguard Reworked Guests of Honor
  • Swain: Demonic Ascension: Now, when half the lobby is eliminated the remaining teams gain a prismatic stat anvil.
  • Katarina: Dance of Voracity: Augment tier ups are offered alongside new augments. Voting Round Changes
  • Guest Of Honor descriptions now allow you to press Shift to see the long description when hovering the Guest of Honor's icon.
  • No longer waits for all players to vote, and instead waits for all players that have moved to vote, so if you wish to abstain just stand still.
  • You can no longer move early by clicking on the Guest of Honor's icon before players are allowed to move.
  • Players can now move their camera while players are voting.
  • Moved the camera slightly closer.
  • When the winner is selected all other players will turn to look at them.
  • There is a chance for blastcones to spawn around the vote arena.
  • There is a chance for hats to spawn around the vote arena, picking them up will grant you the hat. Anvils Stat Anvils
  • Silver Stat Anvils: Now have a set value rather than rolling from a range of values.
  • Care Package (Prismatic Stat Anvil): Gain 500 gold per round lost. Legendary Item Anvils
  • Cost: 2000 gold ⇒ 2250 gold Items Shardblade (New)
  • Granted when you obtain Shardholder
  • Enhances stat anvils by 20-80% (decreased to 20-50% in 3x6)
  • You can no longer purchase items
  • Does not work with Augments that grant items Hexblot Companion
  • 75% Attack Speed
  • 500 Health
  • 4% Movement Speed
  • Covering Fire: Every 10 seconds, Autocast fires a bolt towards a nearby target that applies On-Hit Effects.
  • Energized: Moving and Attacking generates an Energized Attack.
  • Unload: Your Energized Attacks trigger your Autocast effects. Reverberation
  • No longer needs to stack to apply On-Hit effects when you immobilize a target. Twin Mask
  • Removed Flesheater
  • Cannibalize: When you takedown an enemy champion, steal 10% of their stats and size for the remainder of the round. Kinkou Jutte
  • Between the Ribs: Now creates 4 Weakpoints around enemies, refreshing when the last one is broken. Turbo Chemtank
  • Supercharged: Active has been removed. New passive ignores the first Immobilizing effect that hits you (30s Cooldown) and drops a canister nearby. Pick up the canister to restore max Health and reduce the Cooldown by 15 seconds. Starter Items
  • Removed Maps Petricite Grove (New)
  • A new map from the outskirts of Demacia. Scattered throughout are some unexploded mining bombs used to help harvest the tough Petricite.
  • Hitting these mining bombs causes them to roll before exploding, damaging enemies and plants. Ancestral Woods (Adjusted)
  • Now has 2 Power Flowers on the bottom left and top right of the map.
  • The center now has the Bulwark Blossom, a durable bit of flora that grants its last hitter a massive shield, healing, and adaptive force before regrowing over 10 seconds, this bonus is increased if you are outnumbered. Koipond (Adjusted)
  • Koipond's lily pad trigger radius is reduced slightly (terrain creation unchanged). General Changes
  • Energized Stacking: 200% ⇒ 150%
  • Combobreaker has been updated to match ARAM: Mayhem. You will now gain ramping Tenacity while you're immobilized and if you have been unable to act for 4 of the last 7 seconds become unstoppable for 7 seconds.
  • Attack Speed is now capped at 4, but certain augments allow you to break past this cap.
  • The reroll system has been updated to match ARAM: Mayhem. Rerolls are no longer a currency and each slot now has its own reroll that refreshes each time you open an anvil/augment.
  • The extra reroll granted by selecting Bravery has been updated. Now every anvil/augment offering card will have the chance to have up to 1 bonus reroll. Misc Changes Hats
  • Hats are no longer lost on death and are instead lost on round loss. ARAM Items Hubris
  • Attack Damage: 60 ⇒ 55
  • Ability Haste: 15 ⇒ 10 ARAM: Mayhem We have a few small adjustments for Mayhem focused on time-based abilities for Bard and Ornn, Health Relic improvements, and a few balance tweaks for some Augments. Champions Bard
  • Caretaker's Shrine W Move Speed: 20 / 22.5 / 25 / 27.5 / 30% (+ 6% per 100 AP) ⇒ 25 / 27.5 / 30 / 32.5 / 35% (+ 7.5% per 100 AP)
  • Caretaker's Shrine W Ammo Cooldown: 10 ⇒ 8 Ornn
  • Living Forge P Cooldown: 120 seconds ⇒ 90 - 10 seconds (based on level) Systems Health Relic
  • [UNCHANGED] 8% Missing Health / Mana on Pickup
  • AOE Effect - Missing Health and Mana: 16% ⇒ 22% Augments Upgrade Sword of Blossoming Dawn
  • [REMOVED] Basic attacks against champions now deal 50% damage Prom Queen
  • Cooldown: 25 seconds ⇒ 35 seconds Grandma's Chili Oil
  • Base Damage per second:100 ⇒ 150
  • Bonus Damage per burn source: 60 ⇒ 50
  • Base Heal per second: 60 - 150 (based on level) ⇒ 30 - 75 (based on level)
  • Bonus heal per burn source: 50 ⇒ 25 Bugfixes
  • Fixed a bug where Lightning Strikes granted 20% bonus attack speed instead of 20% total attack speed in Mayhem.
  • Fixed a bug where Kaenic Rookern and Opportunity did not benefit from Item Haste.
  • Fixed a bug where Azir's mana costs appeared doubled with Overflow but were not actually increased in Mayhem ARAM.
  • Fixed a bug where Ekko stayed invisible after using Clown College followed by E in Mayhem ARAM.
  • Fixed a bug champions with recasts were charged for their recast spell with the Augment Overflow.
  • Fixed a bug where selecting Buff Buddies before Ocean Soul caused Red Brambleback to become ineffective in Mayhem ARAM.
  • Fixed a bug where Taliyah T-posed after dying to Empowered by the Faithful's execution in Mayhem ARAM.
  • Fixed a bug where some champions could not trigger the Marksmage effect with empowered attacks in Mayhem ARAM.
  • Fixed a bug where Vel'Koz's Q mana cost was not doubled after selecting Overflow in Hextech Mayhem ARAM.
  • Fixed a bug where Shaco's clone did not display a health bar or model at high Shrink Engine stacks in Mayhem ARAM.
  • Fixed a bug where Empowered by the Faithful effect was lost if revived by Zilean's R in Mayhem ARAM.
  • Fixed a bug where Droppybara's actual damage range exceeded its indicator range.
  • Fixed a bug where Xayah and Aphelios could continuously trigger ReEnergize without cooldown in Mayhem ARAM.
  • Fixed a bug where selecting Hextech Biggest Snowball Ever followed by Hextech Pinball caused Pinball to lose its true damage in Mayhem.
  • Fixed a bug where Neeko displayed Draw Your Sword VFX while disguised as a non-champion. WASD Shortly after patch 26.9 is available, WASD will be enabled for Ranked, including Clash.
  • Fixed a bug where some mouse macros (such as binding a keyboard key to the scroll wheel) were not properly supported when using WASD controls. Bugfixes & QoL Changes QoL Changes
  • Serahpine's Q has been re-scripted. The visual should now more accurately reflect the hitbox of the spell. Bugfixes
  • Fixed a bug that caused Seraphine's Q not to deal damage to units walking towards the center of the area of effect.
  • Fixed a bug that caused Seraphine's R not to extend when killing champions with zombie passives (e.g. Karthus, Sion), or revives.
  • Fixed a bug that caused Seraphine's abilities not to double cast when she had the exact correct mana to cast them.
  • Fixed bugs that caused Malphite W, Twitch P, and Kog'Maw W to not work properly as typical on-hit effects.
  • Fixed a bug that caused Viego's slayer (if Viego has possessed someone) to have 4 Scoundrel stacks, and killing the slayer with 5 or more stacks would only revive the last slain champion on Akshan's team, instead of the whole team. Upcoming Skins & Chromas The following skins will be released in this patch: Pandemonium Annie & Kindred Demoncursed Vayne Prestige Pandemonium Shaco The following chromas will be released this patch: Demoncursed Vayne Prestige Pandemonium Shaco
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How 26.9 went
26.8

League of Legends Patch 26.8 Notes

Let’s get groovy with Patch 26.8! In this week’s patch we’ve got some changes to some of the more powerful picks right now like Mel and Dr. Mundo while we’re also helping out some struggling champions like Lucian and Hwei. We’ve also made some changes to help avoid players from taking unusable abilities at level 1 like Zyra and Zilean. In other news, we’ve also got updates to ARAM, ARAM: Mayhem, and Arena, not to mention a bunch of cool and funky skins coming to the Rift this patch. Don’t forget we’ve also got an ARAM Clash coming this patch, the introduction of champion specific keybinds (a long asked for player request), and a swanky new Discord integration coming your way! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Lilu "Riot Riru" Cabreros Erika "Riot Cashmiir" Haas Steven "Riot sternest" Earnest Patch Highlights PsyOps Vladimir, PROJECT: Sivir, Space Groove Zac, and PROJECT: Command Line Master Yi will be available April 15, 2026. Ranked Season 1 End The Summoner’s Rift Ranked Season 1 will end on the last day of patch 26.08 cycle, so if you’ve got ranked goals for this season make sure you hit them this patch! Good luck!

  • Date and Time: Regional local server time midnight (23:59:59) on April 28. Summoner’s Rift Ranked Season 2 will start on the first day of patch 26.09 cycle.
  • Date and Time: Regional local server time noon (12:00:00) on April 29. A few additional things to keep in mind as we wrap up this season:
  • For all regions, Ranked mission (win 15 ranked games) will be reset with the Season 2 start.
  • End of S1 ranked reward will be granted on 26.09.
  • Shard transfer services will be temporarily disabled during season transition until the reward grant is completed. Champion Specific Keybinds Champion specific keybinds have arrived! This long awaited player request will go live this patch and will now allow for champion specific overrides to be set for most keybinds. Rumble and Viktor players rejoice, smartcast options can also be toggled on a per-champion basis. As a heads up, you won’t be able to do this out of game, so make sure you go into practice tool and set them up before jumping into ranked! Discord Integration We’re partnering with Discord to make it easier to get into your next League of Legends game with your friends. Linking your accounts unlocks new social features:
  • Invite Discord friends straight to your party, no alt-tabbing needed!
  • Copy a party link and share it in your favorite server, no more manually inviting friends one by one.
  • See which of your friends play other Riot games and jump into parties faster. We'll be running a Beta across US, Canada and Brazil starting on April 16th. We will continue to test and refine the experience and plan on expanding to additional regions in a few patches. Champions Dr. Mundo Dr. Mundo has been able to more consistently reach his high points in the jungle where he is less concerned about his slow early game. We are looking to curb some of his clear speed to make sure he can’t go where he pleases too quickly and requires some more time to scale up. Q - Infected Bonesaw
  • Monster Damage Cap: 300 / 375 / 450 / 525 / 600 ⇒ 250 / 325 / 400 / 475 / 550 E - Blunt Force Trauma
  • Monster Damage Cap:: 200%⇒ 140% Hwei Hwei has remained on the weaker side since the nerfs to his waveclear last year, and we are fixing a bug that we expect to be a further minor nerf. We still believe those waveclear nerfs to be correct as we want Hwei League's coolest combo mage, not just a walking waveclear machine. Therefore, we’re buffing his combo casting output up through his passive. Passive - Signature of the Visionary
  • Base Damage: 35 - 230 (Levels 1 - 18) ⇒ 40 - 285 (Levels 1 - 18)
  • Comboing Slows: Slows from Hwei's abilities now stack with diminishing values.
  • Bugfix: Slows from Hwei's QE and R abilities no longer stack with slows from other champions / items. Karma Last patch we made some changes to Karma to reduce how generically powerful she was by reducing her midgame shield strength. Unfortunately those weren’t as effective as we had intended so we’re taking another swing at Karma by directly targeting her E power and reducing her base stats a tad so she is more reliant on skillful and intentional ability usage. Base Stats
  • Base AD: 51 ⇒ 49
  • AD Growth: 3.3 ⇒ 3.0 E - Inspire
  • Mana Cost: 50 / 55 / 60 / 65 / 70 ⇒ 60 / 65 / 70 / 75 / 80 Lillia Our favorite bouncing deer has been a bit less than enthusiastic to prance from camp to camp as of late, it’s a scary jungle out there. We’re hoping to give Lillia players some more courage to bring her into the jungle by increasing her ability to have her high move speed translate into a faster clear. Passive - Dream-Laden Bough
  • Monster Damage Cap: 65 ⇒ 70-180 (based on level) Lucian Lucian has a unique role as an AD Carry that dashes in, out of, and around fights which is why many of his players enjoy him. Unfortunately, he hasn’t been doing that as effectively recently so we’re looking to remedy that. To get there, we’re lowering both the cooldown and mana cost of his dashes. E - Relentless Pursuit
  • Cooldown: 18 / 17 / 16 / 15 / 14 ⇒ 16 / 15.5 / 15 / 14.5 / 14
  • Mana Cost: 40 / 30 / 20 / 10 / 0 ⇒ 32 / 24 / 16 / 8 / 0 Mel Since our recent adjustments to Mel, she’s been hitting too hard with her initial Q missile whether ahead or behind, even as opponents dodge the rest of the spell, so we’re looking to take her damage down a notch. We’re also aiming to reduce how frustrating her W can be by lowering the bonus mobility she gets and the spell’s uptime, with the movespeed now matching her shield and reflect duration. Q - Radiant Volley
  • Initial Explosion Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP) ⇒ 60 / 85 / 110 / 135 / 160 (+ 55% AP) W - Rebuttal
  • Cooldown: 35 / 32 / 29 / 26 / 23 ⇒ 38 / 35 / 32 / 29 / 26 seconds
  • Bonus Movement Speed Duration: 1.5 ⇒ 0.75 seconds Tahm Kench As a champ in both Top and Support, Tahm Kench requires periodic maintenance as the meta shifts to ensure both roles of his roles are equally supported. In this case, Dusk and Dawn's addition to the game this season has shifted this balance in favor of top lane, so we’re adjusting how his passive scales to help balance him out. Passive - An Acquired Taste
  • Damage: 6 - 48 (Levels 1 - 11) (+1.5% AP per 100 Bonus HP) (+4.5% Bonus HP) ⇒ 5 - 60 (Levels 1 - 12) (+1.25% AP per 100 Bonus HP) (+4% Bonus HP) Yuumi We’re implementing a couple bugfixes to Yuumi’s ultimate, one of which will sometimes result in the magical cat outputting significantly more healing than she may have grown used to. As such, we’re throwing her a FISH by increasing her base healing and best friend healing to provide a stronger baseline effect. R - Final Chapter
  • Heal Per Wave: 30 / 40 / 50 (+10% AP) ⇒ 30 / 50 / 70 (+12% AP)
  • Best Friend Enhanced Heal: 30% More Healing ⇒ 30 - 60% More Healing (Levels 6 - 12)
  • Bugfix: The attached ally is no longer healed an additional time whenever Final Chapter heals another ally
  • Bugfix: Final Chapter's overhealing shield now takes into account Heal/Shield power as well as Grievous Wounds Zilean As a quality of life change we’re looking to make sure Zilean can only put points into abilities he can fully utilize level 1. W - Rewind
  • W Level Up: No longer can level W at level 1. Zyra Since the dawn of time Zyra’s have been accidentally putting a point into W and effectively doing nothing level 1. Well no more! We’re adding a small QoL change so Zyra can no longer put her first skill point into W to prevent this type of situation from being a thorn in your side and mental blooming. W - Rampant Growth
  • W Level Up: No longer can level W level ARAM: Mayhem Hello ARAM Mayhemers! In this patch, we’re continuing to reduce passive and persistent Movement Speed from Augments to give champions more room to react and make fights easier to read. To help address overall damage levels, we’re also buffing a number of items and the Health Relic system. Several melee and tank support items now have lower cooldowns, making them more impactful and usable in Mayhem’s fast-paced fights. See you on the Bridge! Champions Mel
  • Rebuttal W Cooldown: 35 / 32 / 29 / 26 / 23 ⇒ 45 / 44 / 43 / 42 / 41 Items Immortal Shieldbow
  • Cooldown: 75 ⇒ 60 seconds Locket of the Iron Solari
  • Cooldown: 90 ⇒ 75 seconds Maw of Malmortius
  • Cooldown: 75 ⇒ 60 seconds Protoplasm Harness
  • Cooldown: 90 ⇒ 60 seconds Randuin's Omen
  • Cooldown: 90 ⇒ 60 seconds Shurelya's Battlesong
  • Cooldown: 75 ⇒ 60 seconds Sterak's Gage
  • Cooldown: 75 ⇒ 60 seconds Augments Fan the Hammer
  • Per Missile Damage: 10 - 52.5 (+ 15% bonus AD) ⇒ 8 - 51 (+ 14% bonus AD) Giant Slayer
  • Movement Speed: 30% ⇒ 20% Grandma's Chili Oil
  • Will no longer heal allied minions. Movement Speed Stat Anvil
  • 18% ⇒ 15% Homeguard
  • Time to regain bonus movespeed after taking damage: 3 ⇒ 6 seconds Quantum Computing
  • Outer damage: 200 - 350 (+65% bonus AD) (+ 40% AP) ⇒ + (75% Bonus AD) (+ 45% AP)
  • No base damage change Red Envelopes
  • Movement Speed from pickup: 150 ⇒ 100
  • Movement Speed duration: 4 ⇒ 3 seconds With Haste
  • Movement Speed from Ability Haste: 100% ⇒ 70%
  • ??? (Missing Ping)
  • Healing towards allies will not be affected by Howling Abyss Buff's heal cut Bugfixes
  • Fixed a bug where Train of the Dead changed directions with champions that have a zombie effect.
  • Fixed a bug where Crack Open That Egg VFX did not persist correctly on subsequent shields after the initial expiration in Mayhem.
  • Fixed a bug that caused Karma’s R cooldown to be reduced by the Firefox augment.
  • Fixed a bug that caused Aphelios to not work with Marksmage.
  • Fixed a bug where Marksmage Hextech did not trigger additional damage when purchasing Ability Power items on Aphelios in Mayhem ARAM.
  • Fixed a bug where Graves dealt higher than intended damage with Marksmage in Mayhem ARAM.
  • Fixed a bug that caused Illaoi’s E clone to gain the effects of the Final Form.
  • Fixed a bug where Quantum Computing was doing more than double damage on the inside circle.
  • Fixed a bug where Infernal Conduit dealt higher than intended base damage and scaling in Mayhem.
  • Fixed a bug where Droppybara incorrectly triggered certain champion passives in Mayhem.
  • Fixed a bug where Archmage did not affect abilities with deferred cooldowns in Mayhem.
  • Fixed a bug where Harmful Summoner Spell was not cast when hit by Dash/Mark while Snowball Roulette was equipped in Mayhem.
  • Fixed a bug where Slow and Steady contained a syntax error in Mayhem.
  • Fixed a bug where Devil on Your Shoulder did not apply to all target-sourced damage over time effects in Mayhem.
  • Fixed a bug where Bard did not benefit from Stackosaurus’s set bonus when collecting chimes in Mayhem.
  • Fixed a bug where Kai’Sa could not evolve her W after gaining Ability Power from Stat Anvil in Mayhem ARAM.
  • Fixed a bug where Fan the Hammer dealt less of its displayed damage in Mayhem ARAM.
  • Fixed a bug where Dropkick triggered on turrets and crystals in Mayhem ARAM.
  • Fixed a bug where selecting Biggest Snowball Ever followed by Pinball caused Pinball to lose its true damage in Mayhem ARAM.
  • Fixed a bug where Void Immolation’s Immolate effect could stop working shortly after activation in Mayhem.
  • Fixed a bug where Augments that added an item to your inventory could accidentally consume components of the item without properly compensating you.
  • Fixed a bug where stat augments could grant two prismatic stat options instead of three in Mayhem. ARAM For this patch we’re going to be bringing over some changes we’re also doing in Mayhem so that item actives can come up a bit more frequently. Champions Mel
  • Rebuttal W Cooldown: 35 / 32 / 29 / 26 / 23 ⇒ 45 / 44 / 43 / 42 / 41 Items Locket of the Iron Solari
  • Cooldown: 90 ⇒ 75 seconds Protoplasm Harness
  • ARAM: Cooldown: 90 ⇒ 75 seconds Randuin's Omen
  • Cooldown: 90 ⇒ 60 seconds Arena For this patch Arena is looking to open up some alt builds for some champions, along with buffs to champions whose ultimates are designed for a larger spaces. Champions Tristana
  • Rocket Jump: 50% AP ⇒ 80% AP
  • Explosive Charge: 50% AP ⇒ 80% AP
  • : Buster Shot: 100% AP ⇒ 150% Sivir
  • Boomerang Blade: 60% AP ⇒ 80% AP
  • Spell Shield: 50% AP ⇒ 120% AP Jarvan IV
  • Demacian Standard: 100% AP ⇒ 140% AP Senna
  • Piercing Darkness: Damage 50% AP ⇒ 80% AP
  • Piercing Darkness: Slow 10% AP ⇒ 15% AP
  • Curse of the Black Mist: MS 5% AP ⇒ 7% AP
  • Dawning Shadow: Damage 70% AP ⇒ 100% AP
  • Dawning Shadow: Shield 50% AP ⇒ 70% AP Sion
  • Soul Furnace: Shield 40% AP ⇒ 60% AP
  • Soul Furnace: Damage 40% AP ⇒ 60% AP Vex
  • Shadow Surge: Cooldown 140/120/100 ⇒ 110/90/70 Seraphine
  • High Note: Damage 50% AP ⇒ 65% AP
  • Encore: Cooldown 160/140/120 ⇒ 100/80/60 Vel’Koz
  • Life Form Disintegration Ray: Cooldown 100/90/80 ⇒ 80/70/60 Viktor
  • Arcane Storm: Cooldown 120/100/80 ⇒ 100/80/60 Camille
  • Tactical Sweep: Damage 2.5% per 100 bonus AD ⇒ 3% per 100 bonus AD
  • Hookshot: Cooldown 16/15/14/13/12 ⇒ 14/13/12/11/10 Kled
  • Chaaaaaaaarge!!!: Cooldown 140/125/110 ⇒ 60/45/30 Bugfixes
  • Fixed a bug that caused Zilean’s Laugh and Taunt VO to not play correctly. ARAM Clash - Ixtal Cup The Ixtal Cup will be happening on ARAM this patch! Grab your 5 stacks and get ready to rumble!
  • Registration Begins: April 13 @ 11:00 AM (Local Time)
  • Tournament Dates: April 18 and 19 (~4-7 PM Local Time, varies by region) If you have any questions or you're just looking for the full 2026 Clash schedule, make sure to check out our Clash FAQ support page. Bugfixes & QoL Changes Bugfixes
  • Fixed a bug that caused Zilean’s Laugh and Taunt VO to not play correctly.
  • Fixed a bug that caused Shyvana’s progress towards her ultimate to not display correctly when pinged.
  • Fixed a bug that caused Mel’s Q to go on cooldown when blocking Zac’s Q with her W.
  • Fixed a bug that caused Katarina’s ultimate to be cancellable by pressing the recall button.
  • Fixed a bug where Yuumi fails to be healed or gain the Homeguard buff upon entering the fountain while attached to Ally Champion. Upcoming Skins & Chromas The following skins will be released in this patch: PsyOps Vladimir PROJECT: Sivir Space Groove Zac PROJECT: Command Line Master Yi The following chromas will be released this patch: PsyOps Vladimir PROJECT: Sivir Space Groove Zac
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How 26.8 went
26.7

League of Legends Patch 26.7 Notes

This patch's live balance is on the smaller side as our focus shifts increasingly toward the season two update next month. We've got some adjustments to the support pool, with Nami and Karma dominating the high-skill support space and Rell all but disappearing. Otherwise, our nerfs are mostly to strong statistical over-performers. Wrong patch notes? You can find the TFT patch notes here! Lilu "Riot Riru" Cabreros Erika "Riot Cashmiir" Haas Steven "Riot sternest" Earnest Patch Highlights Fried Chicken King Swain, Bubble Bash Blitzcrank, Pug Trainer Sejuani, Choncc Kench, Surprise Party Vex, and Prestige Money Miser Mordekaiser will be available April 1, 2026. April Fool's 2026 In celebration of one of our time-honored traditions, we've been in the kitchen cooking up some extra crispy unlocks for you this patch.

Swain's Hot Chicken Rewards Program

The world's #1 franchise has set up a loyalty program for its favorite customers! Playing games will grant progress along the milestone track and unlock the following rewards for FREE.

Milestone Reward

1 "You Rang?" Icon

2 500 BXP

3 "Unseen Bite" Icon

4 "Mrrrow" Emote

5 "Chef's Kiss" Emote

6 "Definitely Not" Emote

7 500 BXP

8 "Trois Baguettes" Emote

The rewards will be earnable for a limited time, ending with patch 26.8. Play and redeem them before corporate finds out!

Hextech Chest Superfans Unite!

For a limited time, players can display their true feelings for Hextech Chests. By purchasing the Hextech Fan Bundle for 250 RP, you will get a Hextech Chest, Hextech Key, and the super special "I <3 Hextech Chests" Title. You love them, they love you back, and it's time to let the whole world know.

Chaos on the Rift

This patch, be sure to check out non-ranked Summoner's Rift for some special chaos, ranging from disguised minions and monsters to items with rarity tiers! You'll need to play for yourself to find out all the features, but some of them include:

  • Dearest Karthus (chance on death to summon a Karthus ult onto the enemy team)
  • Shiny Minions and Monsters (chance for minions and monsters to be shiny, dropping gold coins on death which either team can pick up)
  • GP5 Items, and the Lucky Urf Statue that builds from them
  • Shiny Items (chance for completed items to be Uncommon, Rare, Mythic, or Legendary, gaining small stat bonuses and a shiny border)
  • Hats on Takedown
  • Certain Minions and Monsters have a chance to be disguised Champions Cassiopeia

We're looking to give some mid-favored love to Cass, who hasn't found her… uh… footing in the new season. By bumping up her base mana and empowered E scaling, she should feel a bit more freedom to angle for trades as well as be more rewarded when she finds them.

Base Stats

  • Base Mana: 450 ⇒ 480 E - Twin Fang
  • Bonus Magic Damage: 20 / 43 / 66 / 89 / 112 ⇒ 20 / 45 / 70 / 95 / 120 Graves

Graves has seen a ton of play since his True Grit buffs, and even though he's found pretty solid success with more durable builds, players are understandably still chasing those high roll crits to great results. Rather than rolling back his E buffs or pushing him further towards one build, we figured the best thing we can do is make his early clear and skirmishing a bit less consistent by dusting off an old wrench we haven't used in half a decade, though we are keeping an eye on his 4-digit autos!

Base Stats

  • Base attack damage: 68⇒ 66 Kalista

Kalista and her players have been patiently awaiting buffs, and we're also ready to see her unleash her wrath once again. This change is aimed at making her hit harder when she finds an opening to stack up her spears.

E - Rend

  • Total AD scaling on bonus damage per additional stack: (+ 20 / 25 / 30 / 35 / 40% AD) ⇒ (+ 20 / 27.5 / 35 / 42.5 / 50% AD) Karma

Karma has been a force to be reckoned with in high-skill support play for some time now. We think Karma's strong early game is healthy, but we're tuning down her midgame shields to be less inspiring, as it's the only ability actually worth empowering and her enchanter builds far outperform her mage ones. This change should bring her Mantra options closer to equilibrium!

R - Mantra

  • Empowered E - Defiance Bonus Primary / Secondary Target Shield : 50 / 100 / 150 / 200 (+45% AP) ⇒ 45 / 85 / 125 / 165 (+45% AP) Nami

We're nerfing another one of the most powerful supports to bring her in line with other options. Nami often excels in extremely aggressive early lanes, utilizing W self cast to bounce damage to enemies and getting high value out of both effects in a single cast. Now she will need to be more intentional about whether she wants the heal or the damage more.

W - Ebb and Flow

  • Bounce Modifier: -10% (+10% per 100 AP) effect per bounce ⇒ -20% (+15% per 100 AP) effect per bounce Ornn

Ornn has been a standout among top lane tanks across all player skill levels, helped by the new top lane role quest accelerating his access to Masterworks. We believe he has an appropriate amount of CC and durability, but we're lowering his personal damage threat, especially against other high health champions.

W - Bellows Breath

  • Brittle Proc Damage: 10-18% (Levels 1-18) ⇒ 9-17% (Levels 1-18) Rell

In addition to our nerfs to Karma and Nami,, we're buffing one of our tank supports. Our hope here is to provide our favorite iron steed rider with a buff that drives excitement during her high points, so we're making the horse go fast and further rewarding her clutch engages.

E - Full Tilt

  • Move Speed: 3s of 10%, increased to 25% when facing the empowered ally or a visible enemy champion ⇒ 15%, increased to 30% R - Magnet Storm
  • Damage: 120 / 200 / 280 (+110% AP) ⇒ 150 / 200 / 350 (+110% AP) Shyvana

Ultimate haste no longer provides passive 0.015 passive fury generation per second but instead amplifies all fury generation by 1% per 1 ultimate haste. This should make ultimate haste function for Shyvana more similarly to how ability haste does for normal abilities. We also micropatched some Sylas interactions last week. He was dealing too much damage when stealing Shyvana's Q by applying her on-hit damage twice and essentially double-dipping on his total attack damage vs. his primary target. Singed

Singed has been a big winner this season with free teleport, experience, Protoplasm, homeguards, weaker grubs…the list is almost as long as the number of ingredients in his Insanity Potion! Instead of making his early game even more vulnerable, we want to make Singed a bit more reliant on his own accumulated gold rather than his experience and free stats, especially now that he's also doing a better job tanking damage.

R - Insanity Potion

  • Bonus Stats: 25 / 60 / 95 ⇒ 25 / 55 / 85 Veigar

Veigar has often been at the threshold of being considered overpowered in bot lane, and he's been maintaining enough of a play rate there that it's time to step in. One thing different between bot Veigar and mid Veigar is his scaling nature. In bot, he's actually even more of a snowball champion than in mid where his win rate steadily climbs over game time. So we're blunting that early-mid spike with a cooldown nerf that his mid players aren't as reliant upon and can more easily outscale.

R - Primordial Burst

  • Cooldown: 100 / 80 / 60 ⇒ 120 / 90 / 60 Systems Farming as Supports

After last patch where we weakened this mechanic, we're now completely disabling the reduction in gold that used to kick in when support players killed too many minions in quick succession. This was added back when it was optimal to run two or more support items in the game, but now that it's impossible to do so in competitive environments, we feel this extra restriction is unwarranted. We'll be keeping an eye on support and bot laner dynamics around who farms the waves after this lands. We don't expect much will change but supports who have to catch some farm here and there shouldn't feel bad about it now. Autofill and Secondary Matchmaking Improvements Following the update we gave in 26.5, we are happy to confirm that the Autofill and Secondary Matchmaking has been enabled in all regions (e.g. trying to match autofill jungle vs autofill jungle). We've seen very positive results and significant improvements on better in-lane match-ups, and will keep monitoring the performance of it. ARAM: Mayhem Our Poros have evolved…ARMS? Welcome to the April Fools patch! This patch brings a variety of easter eggs to the Bridge, including a buffed Poro and rainbow-colored health bars. Keep an eye out and things might not be quite what they seem.

Gameplay & Systems Updates

  • This patch focuses on reducing frustration around Augments and champion quality of life.
  • For Poro Blaster, we've adjusted its knockback behavior to be less punishing for melee champions. It will now only knock back once when you have 5 Poros, and we've reduced the respawn timer to keep the action flowing. We've also made a small adjustment to Void Rift to make its periodic damage less overwhelming. Bugfixes & Improvements
  • This patch includes fixes for several champion-specific interactions, particularly around the shop and Augment behavior. We've also continued improving overall Augment usability, including fixes for: Prom Queen's charm interaction, Shyvana with Final City Transit, Neeko with firefox issue and Azir's Minion Mancer behavior. We'll continue improving the Mayhem experience. Cheers, and see you on the Bridge!

AugmentsPoro Blaster

  • NEW Knocks back enemies once only when you have 5 poros.
  • Poro respawn time: 5s ⇒ 3.5s Void Rift
  • Added 0.75 second cooldown per target. ChampionsShyvana
  • Fury Generation: 1.25 ⇒ 2.5 April Fool'sVengeful Poros
  • Poros now use their muscular arms to move and attack players who hoard poro snax, dealing 1 true damage repeatedly until one of them gets fed. Cheerful Poros
  • A Poro (or Wharf Rat) will welcome players in chat at game start. Poro Snax
  • Poro Snax now visually look like cheeseburgers. Flash
  • Flash leaves behind an emoting afterimage. Healthbar Scaling
  • Healthbars scale with champion size. Turrets
  • Turrets flash Mastery when they kill a champion and use an emote when destroyed. Dying to a turret has a chance to self-ping Missing. Dearest Karthus
  • There's a small chance for an automatic chat message addressed to Karthus when Karthus reaches level 6. Howling Abyss
  • There's a small chance for Lissandra to send a message at the end of the game. Party Favors
  • New Item, Party Favor, is in the shop. Using it starts or joins a dance party. The more the merrier! Custom Healthbar Colors
  • New Item, Custom Healthbars, is in the shop. Purchase automatically changes the color of the buyers healthbar to the corresponding color. Quality of Life Changes
  • All champion abilities that directly interact with stats (Yasuo Q Cooldown, Kai'sa Evolutions) now scale with stat anvils in Mayhem.
  • Vampirism is no longer offered if you have Warmog's Armor.
  • Draw Your Sword is no longer offered if you have Runaan's Hurricane.
  • Kayn no longer loses the ability to shop after choosing a form.
  • Yuumi no longer loses the ability to shop after attaching to an ally.
  • Dropkick no longer overrides a champion's execute indicator if they have one.
  • Little Legends no longer display an icon on the minimap. Bugfixes
  • Fixed a bug where Shyvana lost fury on death with Final City Transit.
  • Fixed a bug where Azir's W soldier damage was not increased by Minionmancer.
  • Fixed a bug where Katarina's Q and W would trigger Stuck Here With Me.
  • Fixed a bug where Mel could reflect Heads Up Cupcakes with W and gain gold from the generated cupcakes.
  • Fixed a bug where Neeko selecting Firefox would interrupt her form transformation.
  • Fixed a bug where Gangplank's E had no cooldown after selecting certain augments.
  • Fixed an issue where Shaco with Hextech Vampirism could leave a clone at 0 health indefinitely if R was cast before death.
  • Fixed a bug where Viego with King Me would upgrade ALL his items after exiting possession.
  • Kog'Maw W now properly applies on the missile from the Dual Wield Augment.
  • Fixed an issue where Mel Q would last too long after taking Cheating and Pandora's Box.
  • Fixed an issue where Ultimate Awakening did not refresh Rengar's basic ability cooldowns.
  • Fixed an issue where Sion with Ultimate Revolution could refresh R duration incorrectly when casting R again in zombie form.
  • Fixed an issue where Fiddlesticks' W cooldown was not properly refunded from a full cast when selecting Bread and Jam.
  • Fixed an issue where Samira's Q cooldown was not properly refunded after using her EQ combo.
  • Fixed an issue where Lightning Strikes attack speed did not reduce Yasuo's Q cooldown.
  • Fixed a bug where Taliyah with Rabble Rousing could spam R to heal.
  • Fixed a bug where using Clown College's Deceive spell with Rell's abilities could cause her model to become stuck underground.
  • Fixed a bug where Graves' R cooldown was not reduced after selecting Dashing.
  • Fixed a bug where Kindred's abilities did not reset after casting R with Ultimate Awakening.
  • Fixed a bug where Heimerdinger could trigger It's Killing Time by simply toggling R.
  • Fixed a bug where Tahm Kench with It's Killing Time would fail to cast R but still trigger the rune.
  • Fixed a bug where Renekton could remain invisible after using W with Clown College's Deceive.
  • Fixed a bug where Udyr could remain invisible after using R with Clown College's Deceive.
  • Fixed an issue where Skilled Sniper sometimes failed to refund cooldowns when hitting enemies with multiple spells at once.
  • Fixed an issue where after Viego transforms into a champion with Heartsteel and then transforms back, enemies would still see the Heartsteel icon.
  • Fixed an issue where Courage of the Colossus would trigger on self-crowd control.
  • Fixed an issue where purchasing multiple Anvils before selecting a Hex could cause the Hex to disappear.
  • Fixed an issue where Runaan's Hurricane could be purchased after selecting Draw Your Sword.
  • Fixed an issue where Little Legends were visible in the enemy base when their owner was dead.
  • Fixed a bug where Quantum Computing's cooldown could activate while dead.
  • Fixed a bug where Draw your Sword still counted you as Melee after being transformed into a different augment by Pandora's Box.
  • Fixed a bug where Impassible's Glacial Augment could be triggered multiple times before going on cooldown.
  • Fixed a bug where the actual cooldown of Ultimate Awakening was 35 seconds instead of the described 20 seconds.
  • Fixed a bug where Crit 'n Cast was tagged as a damage augment.
  • Fixed a bug where Empowered By The Faithful could break movement when using WASD.
  • Fixed a bug where Atma's did not display its granted Ability Haste.
  • Fixed a bug where Restless Restoration would restore excessive health when first selected.
  • Fixed a bug where Poro Blaster could knock back untargetable champions.
  • Fixed a bug where Upgrade Snowball tooltip incorrectly stated that the area around hit enemies is revealed.
  • Fixed a bug where Snowball Upgrade slow was not applied when hitting an enemy with Mark while Biggest Snowball Ever was equipped.
  • Fixed a bug where selecting a Snowball augment while having Snowball with Dash available could grant two Snowball summoner spells.
  • Fixed a bug where upgraded Lich Bane passive tooltip had incorrect spacing.
  • Fixed a bug where Prom Queen could charm nearby champions and minions on death.
  • Fixed a bug where some Flash SFX was missing after casting Flash 2.
  • Inferno Triggered now properly checks for unique casts.
  • Fixed a bug where selecting Self-Destruct while dead would trigger an immediate cast of the augment.
  • Fixed a bug where Banshee's Veil would go on cooldown and not restore health when interacting with Heads Up Cupcakes.
  • Fixed a bug where Heads up Cupcakes were destroyed by windwalls.
  • Fixed a bug where Tap Dancer was missing its name when displayed in chat.
  • Fixed a bug where gaining Hand of Baron while dead caused VFX spam.
  • Fixed a bug where Hand of Baron's VFX were not removed while dead. Demacia Rising 26.7 brings the final update to the Demacia Rising metagame, and the conclusion to the story. You can continue to upgrade and improve your kingdom until the beginning of Patch 26.9.
  • STORY & REWARDS: Chapters 7 and 8 are now available with 16 new objectives. Complete Chapter 7 to unlock the Lux's Gambit icon, and Chapter 8 to unlock the Class of 2026 Emote. Unlock all Research to earn the Demacia Rising banner.
  • NEW SETTLEMENTS: 4 new Settlements have been added. The Graygate (Heartland), Brenn Tor (Mountain), Wrenwall (Mountain), and Wrimvale (Border)
  • CHAMPIONS: Jarvan IV and Quinn are now available.
  • Jarvan IV is a front-line commander who empowers melee units with additional attack damage.
  • Quinn targets enemies' back lines. She sends Valor to strike enemy ranged attackers.
  • STRUCTURES: All Towns and Resource Generators (except Petricite Mills) are upgradeable to Level 5. Additionally, several new unique structures are available in research, including:
  • Raptor Aviary: The Aviary sends Raptor Knights to defend nearby settlements. Upgrades to this structure increase the frequency of Raptor Knights' attacks. Raptor Aviaries are very useful for taking new settlements and defending against dangerous threats.
  • Graykeep: Building Graykeep begins a chain of 5 unique events, each with permanent changes to your kingdom or units.
  • RESEARCH: 16 new Research types are available, including upgrades to Kayle and Morgana. Ranked When disruptive behavior like AFKing or trolling is detected in a match, full LP refunds will be given to negatively impacted players instead of partial refunds. Bugfixes & Quality of Life Changes
  • Fixed a bug that caused Shyvana to lose SFX for all Emberstrike (Q) casts in both Human and Dragon form when using certain skins.
  • Fixed a bug that caused Mel's Radiant Volley (Q) to go on cooldown after using Rebuttal (W) to block Zac's Stretching Strikes (Q).
  • Fixed a bug that caused Ivern's Triggerseed (E) damage to count towards Samira's Daredevil Impulse (Passive).
  • Fixed a bug that caused Riven's Runic Blade (Passive) damage to not be reduced when she critically strikes from items like Sundered Sky or Fiendhunter Bolts.
  • Fixed a bug that caused vision indicators to remain on champions for the remainder of the game.
  • Fixed a bug that caused the additional bolts from Runaan's Hurricane to still deal damage and apply on hit effects while blinded.
  • Fixed a bug where the Reset Game cheat in Practice Tool caused turrets to have higher damage reduction than intended.
  • Fixed a bug that caused Twisted Fate's Pick a Card (W) to consume a stack of Fiendhunter Bolts even though the attack cannot critically strike.
  • Fixed a bug where Swiftplay's scoreboard displayed Voidgrubs and Rift Herald counters even though they are not present in the game mode. Upcoming Skins & Chromas The following skins will be released in this patch: Fried Chicken King Swain Bubble Bash Blitzcrank Prestige Money Miser Mordekaiser Pug Trainer Sejuani Choncc Kench Surprise Party Vex The following chromas will be released this patch: Fried Chicken King Swain Bubble Bash Blitzcrank Prestige Money Miser Mordekaiser Pug Trainer Sejuani Choncc Kench Surprise Party Vex
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How 26.7 went
26.6

League of Legends Patch 26.6 Notes

IT'S SHYVANA TIME Y'ALL! Welcome to patch 26.6! In this week's patch we have Shyvana's new update hitting the Rift with a brand new model, visual effects, voice over, and skins, all of which will come out alongside her release! We've also got your usual balance changes, a new skinline, Warhounds, and balance changes for Arena and ARAM: Mayhem with a toooon of bugfixes! This patch's live balance focuses on a small set of outliers and most importantly looks to restore Lissandra to her old 3-second Q cooldown glory. Don't forget that First Stand is kicking off this week so make sure you tune in to see teams fight it out in our first tournament of the year! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Lilu "Riot Riru" Cabreros Erika “Riot Cashmiir” Haas Steven “Riot sternest” Earnest Mid-Patch Updates MARCH 20, 2026 UPDATES Shyvana

  • Passive Armor per Stack: 0.4 ⇒ 0.3
  • Passive Magic Resistance per Stack: 0.4 ⇒ 0.3
  • Q On-Hit Cooldown Reduction: 1.25 ⇒ 1 second
  • Q Passive Max Health Damage: 1% (+ 1.7% per 100 bonus AD) (+ 1.3% per 100 AP) ⇒ 1% (+ 1.1% per 100 bonus AD) (+ 1.1% per 100 AP)
  • W (Dragon Form) Heal: 100-250 (+ 10% bonus AD) (+ 5% AP doubled based on missing health) ⇒ 75-200 (+ 10% bonus AD) (+ 5% AP doubled based on missing health)
  • E Damage: 80/120/160/200/240 (+ 50% bonus AD) (+ 70% AP) ⇒ 80/110/140/170/200 (+ 35% bonus AD) (+ 70% AP)
  • E Slow Efficacy: 30/35/40/45/50% ⇒ 20/25/30/35/40%
  • R Fear Duration: 1 ⇒ 0.75 seconds Cassiopeia
  • The Cassiopeia changes noted in this patch did not ship to live due to an error and have been delayed to a future patch. Olaf
  • Q Base Damage: 60 / 110 / 160 / 210 / 260 ⇒ 70 / 120 / 170 / 220 / 270
  • Q Bonus Monster Damage: 10 / 25 / 40 / 55 / 70 ⇒ 20 / 35 / 50 / 65 / 80 Rift Herald
  • The following Rift Herald actions now proc Overgrowth: Charge, Spin Attack, and Auto Attack Arena Bugfixes
  • Fixed a bug where a player could get multiple augments from the same round
  • Fixed a bug with Shardholder always displaying 20% Patch Highlights Warhound Naafiri, Warhound Senna, and Warhound Warwick will be available March 18, 2026. Shyvana Update Shyvana's update goes live this patch and we're excited for all of you to try her out! Not only will she have a brand new look, she'll also be sporting an updated kit, visual effects, voice over, and skins, all of which will come out alongside her release. As a heads up at the time of writing she is still being fine tuned on PBE so these numbers you see below may have changed by the time you're seeing this. Oh, and for the real ones we're bringing back the Leg Day bundle so make sure you drop by the shop to check it out!

Passive - Scalemail

  • Takedowns on champions, large minions, and monsters earn Shyvana stacks of Scalemail; each stack grants Shyvana permanent 0.4 Armor and 0.4 Magic Resist.
  • Large monsters and siege minions grant 1 stack.
  • Champions and Epic monsters grant 3 stacks. Q - Emberstrike
  • Cooldown: 6 seconds
  • Passive: Shyvana's Attacks deal 1% (+1.7% per 100 AD + 1.3% per 100 AP) max Health magic damage On-Hit and reduce this Ability's cooldown by 1.25 seconds.
  • Active: Shyvana's next Attack strikes the target and the surrounding area, dealing 10-30 (+ 110% AD) (+ 25% AP) physical damage. This Ability may be Recast after an Attack or short delay within the next 4 seconds.
  • Dragon Form: Shyvana gains an additional Recast, causing her to bite the target of her next Attack, dealing 15-45 (+ 165% AD) (+ 37.5% AP) true damage. W - Inferno Aegis
  • Cooldown: 12 seconds
  • Shyvana wraps herself in flames for 2.5 seconds, gaining 60-140 (+ 5% HP) Shield, increased by 24-42 (+ 1.5%) HP per nearby enemy champion, and 25% Move Speed, increased to 44% when moving towards enemy champions. When the effect ends, the shield is broken, or upon Recast, the area around her detonates, dealing 80-160 (+ 40% bonus AD) (+ 20% AP) magic damage.
  • Dragon Form: If the detonation hits an enemy champion, Shyvana restores from 100-250 (+ 10% bonus AD) (+ 5% AP) to 200-500 (+ 20% bonus AD) (+ 10% AP) Health based on her missing Health. E - Molten Burst
  • Cooldown: 10 seconds
  • Shyvana launches a fireball at the target location dealing 80-240 (+ 50% bonus AD) (+ 70% AP) magic damage and Slowing by 50% for 2 seconds. It explodes upon striking an enemy or reaching its terminus.
  • Dragon Form: Shyvana's fireball is larger and pierces through enemies. Upon striking a champion, large monster, or reaching its terminus it triggers a pulse of fire that deals 100-300 (+ 62.5% bonus AD) (+ 87.5% AP) magic damage and Slows by 50% for 2 seconds. The fireball leaves behind a trail for 2 seconds that deals 5-25 (+ 5% AP) magic damage per second. R - Dragon's Descent
  • Requires 100 Fury to activate.
  • Passive: Shyvana generates 1.25 Dragon Fury by striking enemies with Attacks and Abilities, increased by 200% while in Dragon Form, and reduced 75% when striking in an area against non-champions.
  • Active: Shyvana transforms into her Dragon Form, becoming Unstoppable, and flying to the target location breathing fire on enemies below dealing 150-350 (+ 100% AP) magic damage and causing them to Flee for 1 second.
  • While transformed, Shyvana's basic Abilities are upgraded, she gains 150-350 bonus Health, size, and Attack Range. Shyvana loses Dragon Fury over time and her transformation ends when she has no Dragon Fury remaining. First Stand First Stand kicked off yesterday in São Paulo, Brazil! Make sure to tune in as the top teams from each region duke it out for the first opportunity for silverware this year! The finals happen on March 22 so be sure to tune in. Our Esports rev share skin this year is Warhound Senna. Riot will share a portion of proceeds for War Hound Senna and skin bundles with LoL Esports Teams. Champions Ahri

A moderate buff to Ahri back in 26.3 skyrocketed her to the top of the mid lane pool and pushed her power a bit too far. Her overall waveclear is quite powerful right now, so we're targeting her Q's base damage as it could stand to lose some power.

Q - Orb of Deception

  • Damager per Pass: 40 / 65 / 90 / 115 / 140 ⇒ 35 / 60 / 85 / 110 / 135 Azir

In this patch we're looking to make Azir a bit more powerful for players at home. These changes should be pretty appreciable for all Azir players, regardless of rank.

Q - Conquering Sands

  • Damage AP Ratio: (+ 35% AP) ⇒ (+ 35 / 40 / 45 / 50 / 55% AP) W - Arise!
  • Damage: 0-45 (5 damage per level starting at level 10) ⇒ 0-72 (7 damage per level starting at level 10)
  • Damage AP Ratio: (+ 32.5 / 40 / 47.5 / 55 / 62.5% AP) ⇒ (+35 / 42.5 / 50 / 57.5 / 65% AP) Cassiopeia

We're looking to get more damage in Cassiopeia's poison this patch, particularly when for her mid lane players. We want to give her more freedom to look for trades and to feel rewarded when she finds successful ones, so we're bumping up her base Mana and empowered E scaling.

Base Stats

  • Base Mana: 450 ⇒ 480 E - Twin Fang
  • Bonus Magic Damage to Poisoned Targets: 20 / 43 / 66 / 89 / 112 ⇒ 20 / 45 / 70 / 90 / 120 Lissandra

The Queen of Ice has not ruled in a very, very long time... thankfully, a lot of her biggest problem children like Everfrost and Aftershock aren't in her toolkit anymore, so we're looking to give her some a chill buff. We want to do this by letting her get that 2nd Q off more reliably in those tighter combos. We think this is going to be a big power-up, so we want to make sure she's not icing out her AD melee matchups too hard without affecting her durability in others.

Base Stats

  • Armor Growth: 4.9 ⇒ 4.2 Q - Ice Shard
  • Cooldown: 8 / 7 / 6 / 5 / 4 ⇒ 7 / 6 / 5 / 4 / 3 Olaf

Olaf top is fine but he's lagging behind in the jungle. As such, we're improving his clear, making his ganking stronger and leaning into his identity as a risky, low health fighter. We hope to keep top lane in a fairly stable place while boosting his jungle performance.

Base Stats

  • Base Attack Speed: 0.694 ⇒ 0.72 Q - Undertow
  • Slow Amount: 25 / 30 / 40 / 45% for 1.5- 2.5 seconds (based on distance) ⇒ 30 / 40 / 45 / 50% for 1-3 seconds (based on distance)
  • Bug Fix: Enemies only struck by the Lollipop at the end of the Q are now slowed for the proper amount of time (was a fixed 30% slow). W - Tough it Out
  • Bug Fix: If you cast W while the previous cast was still active, it now properly re-applies its effects rather than just refreshing the prior cast (you get the attack reset and the AS value is updated). E - Reckless Swing
  • Damage to Self: 30% of Damage Dealt ⇒ 40% of Damage Dealt Pyke

Pyke has often toed the line around being strong enough to be worth playing in most skill brackets and being overbearing in Elite levels of play. Recently, he's crossed that line and is due for a power reduction. We want to keep his ability to strongly punish squishy lanes and deal tons of damage at the drop of a hat, so for this patch's nerf we're making him more easily counter-attacked when he makes a mistake or gets caught by a well-placed engage.

Base Stats

  • Base Armor: 43 ⇒ 37 Shen

Shungle is performing better than he is in the top lane, not to mention he's also outperforming many other junglers with one of the best clear speeds in the game, reliable ganks, and a global presence starting at level 6. Given the latter two strengths, we think it's fair to reduce his clear speed in order to keep the other two intact.

Q - Twilight Assault

  • Monster Damage Cap: 120 / 140 / 160 / 180 / 200 ⇒ 100 / 125 / 150 / 175 / 200 Skarner

Our few Skarner top laners have gained tremendous empathy for their solitary Brackern, as their brethren scattered and left them to become the last of their kind. By letting him cast more freely in lane while also giving him some more trading power on his bread and butter ability, we hope some of our scorpion bros will come out of hiding in top lane (and jungle too!)

Q - Shattered Earth

  • Mana Cost: 45 ⇒ 30
  • Third Attack Target Max Health Damage: 9% ⇒ 11% Tryndamere

We're back for another Tryndamere buff as he's still underperforming relative to other top laners. Arguably the highlight of Tryndamere is right clicking enemy champions and killing them with crits. He can already do that extremely well in the early game, so how about doing it in the late game, too?

Base Stats

  • Attack Speed Ratio: 0.694 ⇒ 0.725 Zaahen

Zaahen has caught on as one of the strongest top laners and junglers in the game. In our view his jungle performance is farther over the line, so we're delivering some nerfs with a moderate jungle skew to them. His W is more core to his ganking than it is to his laning, and this E nerf is jungle-skewed and will reduce his ability to create and react to pressure early on.

W - Dreaded Return

  • Secondary Damage: 40 / 60 / 80 / 100 / 120 (+ 50% bonus AD) ⇒ 30 / 50 / 70 / 90 / 110 (+ 30% bonus AD) E - Aureate Rush
  • Bonus Damage to Monsters: 75 ⇒ 50 Items Chempunk Chainsword

Chempunk has been the weakest and least popular of the grievous wounds options for a while now. The reality is often that the AD fighters that would rely on this as their source of Grievous Wounds are also just worse at applying it and keeping it applied to key targets. As such, we are giving it a small buff so it can match up better with its Grievous peers

  • Combine Cost: 350 gold ⇒ 250 gold
  • Total Cost: 3100 ⇒ 3000 gold Sunfire Aegis

Sunfire Aegis has felt annoying to purchase but we don't think the item itself is underpowered, leading us to the smallest of buffs in this patch. Tanks typically can't earn as much gold as other classes of champions, so instead of leaving them empty handed we're smoothing out the build path!

  • Build Path: Bami's Cinder + Chain Vest + 1000 gold ⇒ Bami's Cinder + Chain Vest + Ruby Crystal + 600 gold Systems FARMING AS SUPPORTS

At one point in League's history it was optimal to run several support items on the same team, which was nerfed by making these items track your income and penalize it if you killed too many minions. Now that it's impossible to have more than one support on the team in any competitive environments, we're heavily softening this restriction, to the joy and elation of mage support players everywhere. Look, you were just going for some harass, it's not your fault the caster minions were nearby! I'm on your side. We're looking into whether or not we can fully remove this mechanic, but want to make sure it's not optimal to play “Support” role carries in bot lane and take the income from both roles, so you may see more from us here in the near future.

  • Minion Kills Before Gold Penalty Activates (Before 5 Minutes): 7 ⇒ 24
  • Minion Kills Per 5 Minutes Before Gold Penalty Activates (After 5 minutes): 20 ⇒ 30 Summoner's Rift Clash - Noxus Cup The Noxus Cup will be happening on Summoner's Rift this patch! Grab your 5 stacks and get ready to rumble!
  • Registration Begins: March 16 @ 11:00 AM (Local Time)
  • Tournament Dates: March 21 and 22 (~4-7 PM Local Time, varies by region) If you have any questions or you're just looking for the full 2026 Clash schedule, make sure to check out our Clash FAQ support page. Arena With Shavana new update we're giving her her very own augment, along with some love for underserved items. So if you love being a dragon you'll definitely be looking to scoop up this augment.

AUGMENTS AND STAT ANVILS Big Dragon Energy We wanted to celebrate Shyvana's new style with her own new augment.

  • Shyvana gains maximum fury and does not decay. Dragon Form's final recast of (Q) Emberstrike does 200% damage. Omnivamp Shard
  • Omnivamp: 25 (melee)/12.5% (ranged) ⇒ 25 (melee)/15% (ranged) ITEMS Fiendhunter Bolts
  • Cooldown: 60s ⇒ 20s Zeke's Convergence
  • Cooldown: 30s ⇒ 20s Crown of the Shattered Queen
  • Damage reduction: 50% ⇒ 90%
  • Linger duration: 3s ⇒ 1.25s Divine Sunderer
  • Melee max health damage: 4% ⇒ 6%
  • Ranged max health damage: 3 ⇒ 4%
  • Pre-mitigation healing: 55% ⇒ 70% Diamond-Tipped Spear
  • Max damage range: 1000 ⇒ 800
  • Ability damage max multiplier: 40% ⇒ 50% Goredrinker
  • Heal base AD ratio: 20% ⇒ 35%
  • Missing HP heal: 15% ⇒ 18% Night Harvest
  • Damage: 125(+15% AP) ⇒ 160(+40% AP) ARAM: Mayhem In this patch, we're continuing our work on improving tank and melee experiences through both Augment updates and champion balance adjustments. For Augments, we've taken a look at general movement speed effects, especially cases where excessive mobility created frustrating experiences for melee champions. We've also buffed several newer Augments to make them easier to use and better at delivering on their intended fantasy. Looking to drop a massive Capybara on someone? It's now much easier to land. We've also reworked Make It Rain to make the gold payoff more visible and more celebratory. Now, enemies will burst into coins on takedown, and both you and your teammates can pick them up. On the champion side, we're continuing to remove some older ARAM-specific modifiers so these champions can feel closer to their true power levels. And last but certainly not least we're doing a broader cleanup to make the augment selection flow smoother and less buggy. We'll continue squishing any remaining issues in future updates. Completely unrelated note, the Poros have started a new workout routine…

CHAMPIONS Illaoi

  • Damage Taken: 105% ⇒ 100%
  • Healing: 80% ⇒ 90% Sett
  • Damage Taken: 110% ⇒ 100% Shyvana
  • Damage Taken: 105% ⇒ 100% Sion
  • Damage Taken: 110% ⇒ 100% Swain
  • Damage Taken: 115% ⇒ 105%
  • Healing: 80% ⇒ 90%
  • Damage Dealt: 95% ⇒ 100% Urgot
  • Damage Taken: 105% ⇒ 100% Vladimir
  • Damage Taken: 105% ⇒ 100%
  • Healing: 90% ⇒ 100%
  • Damage Dealt: 95% ⇒ 100% AUGMENTS Droppybara
  • AoE Size: 550 ⇒ 650
  • Max Health True Damage: 25% ⇒ 30%
  • Slow Amount: 35% ⇒ 45% Dual Wield
  • Attack Speed Bonus: 20% ⇒ 10% Fire Fox
  • Bonus Movement Speed: 40% ⇒ 25% Ice Cold
  • Flat Movement Speed Decrease: 100 ⇒ 75 Juiced
  • On-Hit Max Mana % Damage: 3.5% ⇒ 4.5%
  • Now only affects Champions Prom Queen
  • Charm Duration: 2 ⇒ 1.5 seconds Sonata
  • Self Movement Speed Buff: 50% ⇒ 30%
  • Ally Movement Speed Buff: 30% ⇒ 20% Speed Demon
  • Decay Time: 1 ⇒ 0.75 seconds Stuck In Here With Me
  • Now casts for Katarina as soon as she begins channeling her Ultimate Triggered Inferno
  • Movement Speed per Stack: (2.75 - 3.5) ⇒ (4.25 - 5)
  • Damage per Shot: 10 - 40 (+ 0.35 AD) (+ 0.2 AP) ⇒ 20-40 (+ 0.4 AD) (+ 0.25 AP) Watch Out Cupcake
  • Gold for Non-Holder: 15 ⇒ 50 AUGMENT SETS Make It Rain
  • Enemies now drop coins on takedowns.
  • Level 2: Drops 6 coins
  • Level 3: Drops 12 coins
  • Dropped Coins each grant 5 gold and can only be picked up by the Augment holder and allied champions. QUALITY OF LIFE CHANGES
  • Red Envelopes No longer Appear on the Minimap for either team
  • Final City Transit now only displays a chat message to the augment's owner per champion hit.
  • Vampirism and Perseverance are now mutually exclusive and are no longer offered when you possess one or the other.
  • Slap Around now has an icon for its associated debuff.
  • Champion Summons such as Naafiri's Packmates no longer display a chat message when they have a large amount of Hats. Bugfixes
  • Fixed a bug where purchasing a Stat Anvil would prevent Augments from being offered in Mayhem ARAM.
  • Fixed a bug where Ornn's Living Forge (P) could trigger an unintended Augment selection after purchasing a Stat Anvil.
  • Fixed a bug where the Gold Augment Cheating allowed access to the Shop during Augment Selection.
  • Fixed an issue where Augment Selection could be replaced by Stat Anvil Selection when purchasing Stat Anvils.
  • Fixed a bug where the last rerolled Augment could refresh upon death if no selection was made while multiple offerings were queued.
  • Fixed a bug where level 11 and 15 Augment offerings could fail to be awarded if the player died while multiple offerings were queued.
  • Fixed a bug where High Roller's queued Anvils were not offered after recalling with the Cheating Augment.
  • Fixed a bug where Sion would lose part of his Magic Resist after his first death in Mayhem.
  • Fixed an issue where Ornn could see Void Immolation in his passive shop window.
  • Fixed a bug where Zilean R would remove Magic Resist from Melee allies when reviving them.
  • Fixed a bug where Xerath and Ziggs could double trigger Rabble Rousing and Ominous Pact from a single spell cast.
  • Fixed a bug where Viego could use the shop after exiting possession of an enemy.
  • Fixed a bug where Augment cards could open during combat if enemies were inside your base.
  • Fixed a bug where Viego could lose his upgrade from “King Me” if he completed the quest while possessing an enemy.
  • Fixed a bug where Viego's King Me upgrade would be reverted after exiting possession of an enemy.
  • Fixed an issue where being granted Wooglet's Witchcap caused the player to lose an extra Needlessly Large Rods.
  • Fixed a bug where players could no longer purchase items after taking lethal damage if a Stat Anvil selection was in progress.
  • Fixed a bug where players no longer could purchase items during Stat Anvil selection after recalling with the Cheating Augment.
  • Fixed an issue where choosing the Upgraded Mikael's Blessing augment could fail to grant the item.
  • Fixed a bug where Escape Plan's cooldown reset upon death.
  • Fixed a bug where Karthus' Overflow mana consumption would return to normal after revival instead of maintaining the increased cost.
  • Fixed a bug where Neeko with Tap Dancer could infinitely stack while transformed into a minion and performing basic attacks.
  • Fixed a bug where some recasts incorrectly had mana costs while using the Overflow.
  • Fixed incorrect spacing in upgraded passive descriptions for multiple upgraded items in tooltips.
  • Fixed a tooltip error where Bounce of the Poro King incorrectly stated it impacted non-champions.
  • Fixed a bug where Sion could not use abilities in his passive form if he had the Overflow augment.
  • Fixed a bug where if Quinn had Back to Basics, she would respawn in her Ultimate Form.
  • Fixed a bug where the upgraded Thornmail item name was missing in the chat callout.
  • Fixed a bug where Dropkick could grant persistent vision of a killed enemy champion after participating in a takedown.
  • Fixed a bug where the Upgrade Immolate tooltip did not track gold gained from its effect.
  • Fixed a bug where Red Envelopes did not grant Attack Damage when collected.
  • Fixed a bug where Prom Queen's cooldown would incorrectly start upon activation.
  • Fixed a bug where Cheating's recall could be interrupted by Firefox auto-cast.
  • Fixed a bug where Mordekaiser's Darkness Arise (P) generated Empowered by the Faithful stacks per tick of damage.
  • Fixed an incorrect cooldown interaction between Upgrade Zhonya's and Wooglet's WitchCap.
  • Fixed a bug where, with Pinball equipped, Triggered Inferno could replace the Summoner Spell slot with Dash after casting Mark at least once.
  • Fixed an issue where Upgrade Mikael's Blessing upgraded Purify cooldown was displayed incorrectly.
  • Fixed an issue where the Wee Woo Wee Woo set bonus VFX was difficult to see when paired with I'm a Baby Kitty Where Is Mama.
  • Fixed a bug where Soraka's P and the Wee Woo Wee Woo Set Bonus could drastically reduce Movement Speed when taking Empowered by the Faithful.
  • Fixed a UI issue where Aphelios UI combined with left-side minimap settings caused Augments to appear on the wrong side and could not be hidden.
  • Fixed an issue where Aphelios could not open the Hextech panel by pressing the C key in Mayhem ARAM.
  • Fixed a bug in Mayhem ARAM Custom Mode where selecting Butcher's Bridge would load Howling Abyss instead.
  • Fixed an issue where Atma's did not display the Ability Haste it grants.
  • Fixed a bug where Hextech Foxfire incorrectly triggered the 5% Health cost from Hextech Ominous Pact on cast.
  • Fixed a bug where the “Firefox” effect incorrectly triggered the Archmage trait set bonus.
  • Fixed a bug where Ornn's free elixir at level 12 caused his passive ability to go on cooldown.
  • Fixed an issue where Golden Spatula would sometimes not be granted by the Urf's Champion augment.
  • Fixed a bug where Tryndamere could be killed during his R after triggering Upgrade: Sheen.
  • Fixed a bug where Infernal Conduit caused Grandma's Chili Oil to trigger more often than intended.
  • Fixed a bug where From Beginning to End granted more Dark Harvest stacks than intended when combined with Transmute Augments.
  • Fixed a bug where the Divine Intervention augment showed a blank debuff icon.
  • Fixed a bug where the Dive Bomber set bonus showed a blank debuff icon.
  • Fixed a bug where Feel the Burn showed a blank debuff icon.
  • Fixed a bug where Nasus Q did not properly display how many stacks it granted in both ARAM and Mayhem. Bugfixes & QoL Changes
  • Polished the code for Ranked Apex Duo Restriction, ruled out some edge cases that don't work as expected. Those edge cases only affect a very small number of players as it usually caused by lower Apex rank + higher MMR duo that should have been disallowed, and we have it fixed in 26.6
  • Fixed a bug that caused Mel's Q to go on cooldown after blocking Zac's Q with her W.
  • Fixed a bug that caused Samira to cast Q with no effect if it was immediately cast after using her W then R.
  • Fixed a bug that caused Ivern's E shield damage to count towards Samira's passive.
  • Fixed a bug that caused Zac to be audible in the Fog of Ward by nearby enemy players.
  • Fixed a bug that caused Senna's homeguard SFX to suddenly start and stop. Upcoming Skins & Chromas The following skins will be released in this patch: Warhound Naafiri Warhound Senna Warhound Warwick The following chromas will be released this patch: Warhound Naafiri Warhound Senna Warhound Warwick
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How 26.6 went
26.5

League of Legends Patch 26.5 Notes

Welcome to the official patch of First Stand, the first major international tournament of the year! This patch we’re making some pro-focused changes, but not as many as we would for a larger tournament like Worlds, which means we’re re-tuning a small handful of mid laners and a single bot laner. Otherwise, we’re continuing to sweep across the roster and delivering buffs and nerfs to each role’s biggest outliers. We also have the return of Brawl, some adjustments, buffs, and nerfs for ARAM: Mayhem, bugfixes for Arena, some fancy new skins on the Season 1 Act 2 Battlepass, updates for Demacia Rising, the arrival of last hit indicators (no excuse to miss canons now), and we have an update to how we’re punishing severely abusive chat. Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Lilu "Riot Riru" Cabreros Erika “Riot Cashmiir” Haas Steven “Riot sternest” Earnest Patch Highlights Corrupted Petricite Maokai, Corrupted Petricite Xerath, and Prestige Requiem Sona will be available March 4, 2026. Brawl Returns Brawl is back, baby! Grab your friends, grab your enemies, they’re brawling everybody out here! Brawl will be live from March 4, 2026 through April 28, 2026. Act 2 Battle Pass The Season 1 Act 2 Battle Pass is live this patch! Corrupted Petricite Maokai and Corrupted Petricite Xerath are rewards for levels 9 and 25, respectively. And Prestige Requiem Sona is the capstone reward for the paid Pass. Champions Akali

Currently, Akali’s re-stealth timer on her Shroud scales with game time. And since we’ve adjusted Summoner’s Rift’s pacing and League now has multiple modes with varying start times, we think everyone’s favorite ninja deserves a bit more flexibility when it comes to her sneakiness.

W - Twilight Shroud

  • Restealth Timer: 1s / .9s / .825s / .725s / .625s after your last attack or ability (at game times 0:00 / 8:00 / 11:00 / 20:00 / 30:00) ⇒ 1s / .9s / .825s / .725s / .625s (at levels 1 / 7 / 10 / 13 / 16) Azir

Azir does a lot of things very well when played at a high level, and we want to make sure we preserve that expression of mastery Azir players spend a lot of time developing. But with that in mind when he gets going he can feel very oppressive and unstoppable. In order to give his opponents some degree of counterplay we’re bringing his health in the late game down a notch so assassin type champions can have a chance to dethrone the Shuriman emperor.

Base Stats

  • Health Growth: 119 ⇒ 108 Garen

Garen is moderately popular but statistically underpowered, and we’d like it if he was as powerful as other straightforward top lane juggernauts. We’re continuing on the trend of making traditional fighter items more comparable to his crit builds and giving him better trading power before he has access to tools like Stridebreaker and Phantom Dancer.

Q - Decisive Strike

  • Move speed duration: 1 / 1.65 / 2.3 / 2.95 / 3.6 ⇒ 1.4 / 1.95 / 2.5 / 3.05 / 3.6 E - Judgment
  • Damage per spin: 4 / 7 / 10 / 13 / 16 (+ 38 / 41 / 44 / 47 / 50% AD) ⇒ 4 / 7 / 10 / 13 / 16 (+ 40 / 43 / 46 / 49 / 52% AD) Kha’Zix

Kha'Zix has evolved with the season changes and overcame all his worthy prey to take the top spot of solo queue junglers. We think he has room to go down in clear speed as the game progresses, as well as overkilling isolated targets without hurting him where he's already weak in teamfights. We're also making the bug less speedy to hit higher skill brackets.

Base Stats

  • Move Speed: 350 ⇒ 345 Q - Taste Their Fear
  • Bonus AD: + 110% (231% isolated bonus) ⇒ + 105% (220.5% isolated bonus) Lee Sin

Lee Sin has lost some of his skill and flair as of late and could use some help, so we’re increasing his damage in a way that will benefit more skilled Lee Sin players (aka those that hit their Q’s).

Q - Sonic Wave / Resonating Strike

  • Base Damage: 60 / 90 / 120 / 150 / 180 ⇒ 65 / 95 / 125 / 155 / 185 Lillia

We overshot Lillia’s Q nerf and historically gave her power in places she’s less likely to appreciate, all of which has led to the speedy deer feeling limp. We are reverting her ultimate buffs from 25.19, which were fairly small, as well as Q nerfs from 26.02, which were much more impactful. The hope here is that this net buff lets her live out her sustained fight fantasy as we believe that weaving in and out of fights doing damage with Q is closer to that rather than needing to land large scale R's.

Passive - Dream-Laden Bough

  • Monster heal bonus AP ratio: 9% ⇒ 15% Q - Blooming Blows
  • Bonus AP ratio: 30% ⇒ 35% R - Lilting Lullaby
  • Base damage: 100 / 150 / 200 ⇒ 150 / 200 / 250
  • AP ratio: 45% ⇒ 40%
  • Cooldown: 150 / 130 / 110 ⇒ 140 / 120 / 100 Mel

Mel’s recent update and follow-up balance work has succeeded in creating more counterplay and thus reducing her frustration and ban rate with a similar win rate to the preceding patches. With the initial dust now settled, it’s time to bring her up to a more reasonable power level. We’re looking toward her proactive damage, especially with champion level, to skew these buffs strongly toward the mid lane. We’re also sliding in a small compensation to her passive’s minion mod in order to not push her Q-driven wave clear any higher than it already is.

Passive - Searing Brilliance

  • Minion Damage Modifier: 0.6x ⇒ 0.5x Q - Radiant Volley
  • Base Damage per Bolt: 5 / 6 / 7 / 8 / 9 ⇒ 5 / 7 / 9 / 11 / 13
  • Total Q Base Damage: 90 / 132 / 176 / 222 / 270 ⇒ 90 / 145 / 200 / 255 / 310 R - Golden Eclipse
  • Initial Base Damage: 100 / 150 / 200 ⇒ 125 / 200 / 275 Neeko

Neeko has a lot of things going for her right now: strong laning, teamfight utility, and vision control. We like her explosive and high-spectacle teamfights, with the occasional 7th minion engage or wolf flank, but want to tap down the utility her clone provides. This change should still let her engage in trickery, while introducing a tradeoff to when clones stare people down from a bush on repeat, as we explore the best solution that limits her vision control but retains satisfying mechanics.

W - Shapeshifter

  • Slightly-Less-Tricksy-Neekoses: Cooldown now starts on clone expiration, instead of on cast
  • Fun Eliminated: Neeko can no longer use Ctrl+5, which plays the joke expression for clone only. Neeko can still joke, dance, recall, to make their clone initiate said actions. Nocturne

Nocturne’s underperforming considering how easy to pick up and play he is, so he’s made the cut for buffs in this patch. In an effort to help him succeed in moderate fight durations, we’re upgrading his ability to stick to his enemies under the Dusk Trail and run them down with basic attacks.

Passive - Umbra Blades

  • Cooldown: 13 ⇒ 12 Q - Duskbringer
  • Bonus move speed: 15 / 20 / 25 / 30 / 35% ⇒ 20 / 25 / 30 / 35 / 40% Orianna

Orianna has been one of the strongest champions in the mid lane as of late, so strong that she’s head and shoulders above the rest of the competition. In the hands of a true expert, her laning phase can feel unassailable, so we’re focusing on her early game in the hope of opening up some weaknesses and making some space for other champions in the mid lane.

Q - Command: Attack

  • Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3 ⇒ 7 / 6 / 5 / 4 / 3 Samira

We’re giving Samira some love in the form of QoL and minor bugfixing around her Q! Sometimes Q doesn’t do what you want which can be a bit frustrating, and we’re hoping to fix some of the extreme end of feels-bad cases by adding some additional logic on the decision of when to use her Sword and when to use her Gun.

Q - Flair

  • The Right Tool for the Job: Samira Q will now do multiple additional checks to see if there are units on both the right and left of her. If there are, and importantly if there are no units far in front of her, she will use Sword Q. If a unit is far in front of her, she will still use Gun Q regardless of units on the right and left.
  • Itchy Trigger Finger: Samira Q is now properly sealed during her passive. This resolves a case where Samira Q can go on cooldown despite not being used if pressed during her passive’s animation. This also applies to an instance where her ultimate was cast after her W.
  • Can’t Out-Walk Me: Samira Q will now do a check to see if the enemy is walking away from her and in the very last part of her Sword Q’s range. If so, she will instead use Gun Q. This should resolve the extreme cases where champions can simply walk away from her Q at very low move speed (higher move speeds will still likely be able to do so, rightfully.) Taliyah

Taliyah’s powerful wave control in the early game means she consistently gets to be the first mid laner to every scuttle fight which can make it difficult to prioritize other picks over her. We’d like for this to not be as reliable a game plan as it currently is, so we’re bringing her early push power down and compensating jungle Taliyah with a bit more bonus damage to monsters.

Q - Threaded Volley

  • Base Damage: 55 / 72.5 / 90 / 107.5 / 125 ⇒ 50 / 67.5 / 85 / 102.5 / 120
  • Bonus Monster Damage: 20 / 25 / 30 / 35 / 40 ⇒ 23 / 28 / 33 / 38 / 43 Varus

Oh, Varus. Look, canonically you’re kinda three people at once, so having three times the balance changes of other champions is only fair, right? We’re nerfing Varus’s lethality build as it’s the most pro-dominant ADC in the current patch. However, because on-hit Varus in bot lane is weak, we’re compensating AD on-hit Varus to keep that build afloat.

Q - Piercing Arrow

  • Maximum damage: 80 / 160 / 240 / 320 / 400 (+ 130 / 140 / 150 / 160 / 170% bonus AD) ⇒ 80 / 150 / 220 / 290 / 360 (+ 150% bonus AD) W - Blighted Quiver
  • On-hit damage: 8 / 17 / 26 / 35 / 44 (+ 25% AP) ⇒ 8 / 17 / 26 / 35 / 44 (+ 25% AP + 15% bonus AD) Volibear

Volibear's last set of nerfs were effective at hitting jungle harder than top, but ended up a bit over the line still. We're aiming to make laning a bit more satisfying for top Volibear with mana changes, and still trying to open up some bruiser builds so it's not always wizard bear.

Q - Thundering Smash

  • Bonus physical damage: +140% ⇒ +160% W- Frenzied Maul
  • Mana cost: 30 / 35 / 40 / 45 / 50 ⇒ 20 / 25 / 30 / 35 / 40
  • Wounded bonus: + 15% per 100 bonus AD ⇒ + 25% per 100 bonus AD E - Sky Splitter
  • Mana cost: 60 ⇒ 50 Items Hubris

Hubris appears to be the weakest AD assassin item, especially when you consider it should look amazing statistically due to being a situational snowball item. We’re continuing the slow and steady trend of letting assassins spike their items earlier, and especially in the case of Hubris, get the snowball rolling early on.

Bandlepipes has been a well received addition for first-slot support tanks (and others who don’t really want AP) but it’s overshadowing first-slot Locket more than we’d like. We’re choosing to front-load some of Locket’s power so that it looks more attractive as the first purchase, while keeping its later-game power pretty similar.

  • SHIELD: 200 - 360, scaling after level 1 ⇒ 290 - 360, scaling after level 8
  • Functional Shield Level 8-18: 265 - 360 ⇒ 290 - 360 Ranked and Matchmaking Aegis of Valor

Players who were eligible for the Aegis of Valor rewards have those rewards voided if they’re reported for disruptive behaviors and the reports are validated.

Autofill and Secondary Matchmaking Improvements

As we mentioned at the start of this year, we’re going to start rolling out improved positional matchups in game for autofills and secondaries, e.g. trying to match autofill jungle vs autofill jungle. We’ll be starting with EUW. We’ll keep an eye on how it’s performing, and will let you know when we feel like it’s ready for a global rollout. ARAM: Mayhem Hello Mayhem enjoyers! In this patch, we’re focusing on tank experience improvements and a few quality-of-life updates. Over the past few patches, we’ve seen some overall power inflation, and tanks have been finding it harder to truly hold the frontline. To address this, we’re systematically buffing tank-oriented Augments, including both health-focused and durability-focused options. Our goal is to help tanks feel sturdier and more reliable in their role. We’ll continue monitoring their performance and plan to follow up with more targeted adjustments in future patches if needed. We’ve reworked Wee Woo Wee Woo to better deliver on the “true ambulance” fantasy. It now gives you stronger burst-healing potential to save your allies in critical moments. To give support players even more options, we’re also introducing an Upgraded Sword of Blossoming Dawn Augment, which alters your healing pattern and opens up new ways to sustain your team. We’ve noticed that players often don’t have enough time to fully enjoy their power once they’ve completed their builds and Augments. To address this, we’re adjusting Nexus and Nexus turret health. These changes aim to: Provide more comeback opportunities for the losing team. Give the winning team a bit more time to show off their full power spike. And avoid games ending too abruptly while still preventing stalled-out hostage scenarios. We’ll continue monitoring other systems to ensure late-game pacing remains satisfying. Hope you enjoy the updates, and see you on the Bridge!

Augments and Set Changes Upgrade Immolate

  • Gold per tick: 10 ⇒ 12 Slow Cooker
  • Damage scaling off max HP: 1.5% ⇒ 2% Celestial Body
  • Max Health Gain: 1250 ⇒ 1500 Guilty Pleasure
  • Heal amount from immobilizing / grounding enemy: 10-150 (+ 1.5% Max HP) ⇒ 30-250 (+ 1.5% Max HP) Perseverance
  • Base regen: 8 Health / sec ⇒ 10 Health / sec
  • Low HP regen: 16 Health / sec ⇒ 20 Health / sec Courage of the Colossus
  • Shield: 100-300 + 4%HP ⇒ 150-450 + 4%HP Adamant
  • MR / armor gained per immobilizing / grounding enemy: 8 ⇒ 10 Impassable
  • Aftershock and Glacial CD: 15s ⇒ 20s Stuck In Here With Me
  • Post-taunt damage mitigation: 40% ⇒ 50% Dropkick
  • Execute threshold AD scaling: .03% ⇒ .035% Dropybara
  • Cooldown: 75s ⇒ 45s Golden Snowball
  • Invulnerability duration: 1s ⇒ 1.5s Poro King
  • Move speed increase: 25% ⇒ 40%
  • Damage reduction: 85% ⇒ 70%
  • Damage: 100-300 + 5% Bonus HP + 100% Bonus AD + 50% Bonus AP ⇒ 100-700 Void Rift
  • Damage: 75-350 + 450% Lethality + 450% Magic Pen ⇒ 100-450 + 550% Lethality + 550% Magic Pen
  • Width: 210 ⇒ 250 Escape Plan
  • Removed CD reset on death Critical Missile
  • Damage: 11 - 40+7% bonus AD + 10% AP ⇒ 20 - 100 per missile NEW Upgrade Sword of Blossoming Dawn
  • Gain 100% Attack Speed
  • When you have Sword of Blossoming Dawn, your attacks against champions deal 50% damage but increase Sword of Blossoming Dawn’s healing by 250% NEW Wee Woo Wee Woo Set Bonus
  • Set Bonus: Gain Bonus effects towards allies below 50% health
  • (2) Gain 50% Movement Speed
  • (3) Your next heal or shield restores 12% of the target’s missing health (10 seconds cooldown) Systems Player HUD
  • REMOVED: Removed Augment Set icons from player HUD Structures
  • Nexus base HP: 5500 ⇒ 3000
  • Nexus Tower base HP: 1800 ⇒ 3000 Items Moonstone Renewer
  • Garlic: Moonstone’s chain healing will not select targets with Vampirism Diadem of Songs
  • Silver: Diadem’s healing missile will not select targets with Vampirism Bugfixes
  • Fixed a bug where Divine Intervention had no cooldown.
  • Fixed a bug where Grandma’s Chili Oil buff/debuff was missing icons and tooltips.
  • Fixed a bug where Grandma’s Chili Oil pool effects stopped being applied when multiple players were standing in it.
  • Fixed a bug where Inferno Conduit’s damage did not trigger Grandma’s Chili Oil.
  • Fixed a bug so that Void Immolation counts as 2 burn sources for Grandma’s Chili Oil.
  • Fixed a bug where Zilean could infinitely proc Ultimate Revolution by self-casting Chronoshift (R) after reviving.
  • Fixed a bug where Empowered by the Faithful had debug buffs on allies.
  • Fixed a bug where Empowered by the Faithful’s shockwave could cause champions to become invisible.
  • Fixed a bug where champions could be knocked back further than intended when combining Inferno Triggered and Poro Blaster.
  • Fixed a bug where the Sonata gained cooldown reduction from Ability Haste despite being at the Set 2 bonus for Fully Automated.
  • Fixed a bug where The Butcher’s Bridge cannon did not show its range indicator on the minimap.
  • Fixed a bug where The Golden Spatula could be lost if you had full items and completed the mission after selecting Quest: Urf’s Champion and using Poro-Snax.
  • Fixed a bug where Poro King removed Cho’Gath ult stacks or Sion W stacks.
  • Fixed a bug where Upgrade Immolate did not work with Void Immolation.
  • Fixed a bug where Red Envelope did not grant Attack Damage.
  • Fixed a bug where Droppybara and Poro King worked on Aurora’s and Zaahen’s passives. Aurora’s and Zaahen’s passives will no longer be procced by augment damage.
  • Fixed a bug where Upgrade Sheen did not heal on proc.
  • Fixed a bug where using a Stat Anvil Voucher before the first augment offering caused the augment offering to break.
  • Fixed a bug where Upgrade Thornmail's effect exists if you don't have the items.
  • Fixed a bug where Upgrade Thornmail's Shield can be proc by minions.
  • Fixed a bug where taking Pinball Snowball broke Hexgate’s repositioning function. Arena Hey Arena lovers! We have a handful of bugfixes this patch.

Arena Bugfixes

  • Fixed Mordekaiser Guest of Honor not working on occasions.
  • Fixed Cosmic Drive tooltip.
  • Fixed Atmas’ Reckoning breaking the crit cap on Aim for the Head.
  • Fixed Cosmic Drive not giving the right amount of movement speed.
  • Fixed Multitool removing items unexpectedly when inventory is full.
  • Fixed Multitool removing items unexpectedly when it was moved around in your item slot in between rounds.
  • Cleaned up Righteous Fury VFX between rounds.
  • Fixed Buff Buddies tooltip. Demacia Rising Demacia Rising Act 2 brings the story to the present day, as Tianna shifts Lux’s lessons away from history. Upgrade settlements to Level 4, unlock new research, and take on Noxian enemies. Demacia Rising will update again in Patch 25.7 to conclude the story.
  • STORY & REWARDS: Chapters 5 and 6 are now available with 16 objectives. Complete Chapter 5 to earn “The Great City” icon, and Chapter 6 to earn the “Poster Boy” Garen emote.
  • NEW SETTLEMENTS: 4 new Settlements have been added: Hayneath (Heartland), Hawkstone (Mountain), Fossbarrow (Border), and Dawnhold (Border).
  • NOXIAN INVASION: Noxian unit types have been added. Noxian threats will begin after you complete the second objective in Chapter 5 of the story.
  • Noxian Infantry form the backbone of Noxus' military might. They rival Demacian Guards in skill.
  • Noxian Drakehounds are faster than their wild brethren, trained for war. They evade ranged attacks with ease.
  • Basilisks target ranged units. Their thick hides and armor plates are weak to Rangers’ crossbows.
  • Battlemages throw AoE fireballs from range. They rely on their frontline for safety—break through the enemy troops to reach the mages.
  • Maulers are huge, heavily armored soldiers. They attack slowly until they reach half health and enrage, striking much faster.
  • CHAMPIONS: Garen and Sona are now available.
  • Garen is a front-line damage dealer, who specializes in dealing massive damage to highly armored enemies.
  • Sona supports your ranged units by buffing them with increased attack damage.
  • STRUCTURES: All Towns and Resource Generators are upgradeable to Level 4. Additionally, several structures can now be upgraded, including:
  • Petricite Mill: Levels 2 and 3 added
  • Academy: Levels 2 and 3 added
  • Marketplace: Levels 2 and 3 added
  • EVENTS: 22 new Events have been added to the random Event pool.
  • RESEARCH: 19 new Research types are available, including upgrades to Poppy and Galio. Last Hit Indicators After a very long time on PBE, we’re excited to bring Last Hit Indicators live! These are primarily aimed at players who are still learning the game (Summoner’s Rift specifically). Because let’s be real, we all used to just randomly hit minions in the hopes that it would kill them without knowing when to do it. We’re going to be letting the indicators sit in queues that newer players are mostly playing and will be monitoring how they’re going before thinking about whether we should extend them further. For some context on what you can expect: The indicators only account for permanent damage modifiers, like buying a long sword or leveling up your Varus W, not Sheen or Jax W to prevent health bars from visually jumping around too much. Because of this you’ll sometimes see cases where you get a last hit unexpectedly, but should never miss a last hit that the indicator says you’ll get. Some champs with unique attack patterns like Azir (W) or Graves aren’t supported right now. Finally, ranged champs, particularly low AD champs, will still want to pre-fire their attacks ahead of the indicator to last hit successfully. Let us know how these work for you!
  • Last Hit Indicators are now available in Co-op vs. AI, Tutorials, Swiftplay, Custom Games , Practice Tool, and RGM Summoner’s Rift queues.
  • Last Hit Indicators are on by default for newly created accounts, and off by default for existing accounts. Gameplay Bans for Severely Disruptive Chat Over the past year, we’ve been cracking down on bad actors for game ruining behavior such as inting and griefing, champion select hostage-taking, and smurfing or account sharing. Our next step in this work is that starting this patch we’re going to start issuing gameplay bans for severely disruptive comms, rather than just chat bans. As mentioned in the recent Community Pact rollout, you’ll need to play with respect or play something else. We want League to be a game where you don’t have to wonder if someone’s going to threaten anyone with violence or use hate speech in chat. A point of feedback we’ve heard from you is that our current comms penalty policy doesn’t align with your expectations, and it feels wrong to see players who said awful things queuing up for more games immediately, which we agree with. We already issue bans when disruptive gameplay or cheating are detected, and we’re now going to treat comms similarly. Essentially, if someone can’t play League without egregiously harassing other players, they aren’t going to be allowed to play it. To be clear, this isn’t about mild flame like “idiot jungler why aren’t you ganking my lane” (though that’s not cool either, and there will be punishments if you say that enough). We’re looking to actively punish severe offenses like hate speech, threats of violence, or severe aggression. This type of behavior isn’t tolerated in League. Skins Returning Sanctum Item

This patch, Peacemaker High Noon Yone will be returning to The Sanctum. Bugfixes & QoL Changes

  • Fixed a bug where Rek’Sai’s Void Rush could fail to complete its cast if enemies Flashed into fog of war at the same time the ability would finish casting.
  • Fixed a bug where Senna’s homeguard SFX started and stopped suddenly.
  • Fixed a bug where Rengar’s passive time wasn’t consistently being extended when attacking.
  • Fixed a bug where Zeke’s Convergence slow was sometimes stacking with other slows.
  • Fixed a bug where Zac’s E could be heard in Fog of War by nearby enemies. Upcoming Skins & Chromas The following skins will be released in this patch: Prestige Requiem Sona Corrupted Petricite Maokai Corrupted Petricite Xerath The following chromas will be released this patch: Prestige Requiem Sona
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How 26.5 went
26.4

League of Legends Patch 26.4 Notes

Happy Lunar Revel, welcome to patch 26.4! In this week's patch we're kicking off the year of the horse off right with one of the best to grace the Rift, Lillia! Not to mention a bunch of other beautiful Petals of Spring skins plus we've got a special appearance for Divine Architect Porcelain Aurelion Sol! We'll dive into the Summoner's Rift specific changes in a second, but we've also got some love for ARAM Mayhem and Arena coming this patch. Make sure you also check out the Ionia Cup Clash happening on ARAM this patch. We've got another larger-than-average balance patch coming your way as we continue to comb through the new season's outliers and otherwise unloved-feeling champions. While most of our changes are very standard, we also took a look at formerly-popular junglers who have other primary roles and tried to place them at a balanced state. Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Lilu "Riot Riru" Cabreros Patch Highlights Petals of Spring Camille, Petals of Spring Jayce, Petals of Spring Katarina, Petals of Spring Lillia, Petals of Spring Yasuo, and Divine Architect Porcelain Aurelion Sol will be available February 19, 2026. As a heads up, all of the Petals of Spring skins (excluding Lillia) will be limited-time Legacy skins and will go into the vault starting in Patch 26.6. Winter Sports Skins Return We hope you’ve all been enjoying the winter-y spirit of competition as we celebrate everyone’s favorite sports for two weeks every four years! Curling Veigar, Festival Kassadin, Ice Toboggan Corki, Vancouver Amumu, Whistler Village Twitch, Team Spirit Anivia, The Mighty Jax, and Union Jack Fiddlesticks will be available from February 19 until February 26, 2026, so make sure you pick them up while they’re here! Champions Ambessa

We had always anticipated that Ambessa would have a jungle audience and we're happy to see that she's taken root there, but she also needs to be equally balanced across her two primary roles, so we're lightly nerfing her monster damage.

Q - Cunning Sweep/Sundering Slam

  • Bonus Damage to Monsters: 150 ⇒ 125 Annie

Annie has all but disappeared from the current game so we'd like to bring her back up to viability. While her primary player base is likely to be in mid lane, she's often enjoyed success at support as well, so we're also fanning the flames of her more supportive outputs.

Q - Disintegrate

  • Base Damage: 80 / 120 / 160 / 200 / 240 ⇒ 80 / 125 / 170 / 215 / 260 E - Molten Shield
  • Cooldown: 12 / 11.5 / 11 / 10.5 / 10 seconds ⇒ 10 seconds Aphelios

Even after our hotfix nerfs in 26.1, Aphelios remains as one of the most dominant marksmen in the game. We're lowering his damage to make him a little less powerful at all stages of the game.

Passive - The Hitman and the Seer

  • Bonus AD: 5 / 10 / 15 / 20 / 25 / 30 ⇒ 4 / 8 / 12 / 16 / 20 / 24 Brand

Brand jungle has been smothered as of late, so we're giving his clear speed some additional firepower to see if he can find his place again.

Passive - Blaze

  • Ablaze Monster Damage: 265% ⇒ 270%
  • Non-Epic Monster Damage Cap: 40 ⇒ 50 Braum

We undershot our Braum nerfs last patch so we're delivering another similarly-sized nerf to get him to the right spot. We're happy that he can reliably remain his team's front line, but that doesn't mean he needs to be as good as he is at starting late game teamfights.

R - Glacial Fissure

  • Base Damage: 150 / 300 / 450 ⇒ 150 / 250 / 350
  • Cooldown: 120 / 100 / 80 ⇒ 130 / 115 / 100 seconds Camille

Though Camille is statistically balanced, she's so feast or famine that she doesn't feel like it. We're giving her some extra reliability this patch by granting her Hookshot's attack speed any time she successfully dashes off of the wall, regardless of whether or not she hits her enemies. This should help her more generally so she can succeed in a wider variety of situations.

E - Hookshot

  • Always On Point: Attack speed is now gained when Camille dashes off a wall, regardless of whether or not she hits an enemy champion. Darius

Last year Darius was tearing up the jungle so we nerfed his monster mod to keep him from taking over. This year, after the changes, Darius is very weak in the jungle, so we're going to split the difference so that he can be in a stable, fair power level there.

Passive - Hemorrhage

  • Monster Damage: 2x ⇒ 2.5x Fizz

Fizz jungle made a splash in our big jungle patch last season, but his pick rate quickly dwindled. We know he'll need more than just clear speed to stay afloat, though this change will help us test the waters before making any changes that affect him in both mid and jungle, and hopefully helps some of his new builds with W max and/or Dusk & Dawn thrive.

W - Seastone Trident

  • Bonus Monster Damage: 60 ⇒ 90 Graves

Graves has a moderately successful lethality burst build right now, but it means he doesn't have much of a fallback pattern if he doesn't high roll a crit. We'd like to reintroduce his more durable builds of old by rewarding Graves more for maintaining Quickdraw stacks.

E - Quickdraw

  • Armor per Stack: 4 / 7 / 10 / 13 / 16 ⇒ 7 / 10 / 13 / 16 / 19
  • MR per Stack: 2 / 3.5 / 5 / 6.5 / 8 ⇒ 3.5 / 5 / 6.5 / 8 / 9.5 Gwen

With all the extra experience and/or gold scaling in Gwen's primary roles, she's become a total monster in the new season. While her recent jungle nerfs brought her two roles to similar power levels, they're both equally overpowered. We're not looking to significantly change her power curve, just make her fairer to play against and since we want to maintain her as a premier AP fighter, this means reducing her burst damage.

Q - Snip Snip!

  • Base Damage per Snip: 10 / 15 / 20 / 25 / 30 ⇒ 10 / 13.5 / 17 / 20.5 / 24
  • Minion Damage Modifier: 0.75x ⇒ 0.8x R - Needlework
  • Base Damage per Needle: 35 / 65 / 95 ⇒ 30 / 50 / 70 Hwei

After Hwei's adjustments late last year, he's a little weaker than he ought to be. We don't want to buff his wave clear back up as that was the original problem he had, so instead we want to reward him for using his whole toolkit and coordinating with his team.

WW - Pool of Reflection

  • Maximum Shield Value: 100 / 125 / 150 / 175 / 200 ⇒ 100 / 140 / 180 / 220 / 260
  • Ally Shield Mod: 75% ⇒ 85% R - Spiraling Despair
  • Cooldown: 140 / 115 / 80 ⇒ 120 / 100 / 80 Illaoi

Illaoi is having trouble staying above water in the new season so we're here to throw her a lifeline. Considering level scaling is all the rage in top lane right now we're giving her more strength in the role she calls home.

Passive - Prophet of an Elder God

  • Tentacle Base Damage: 9-180 (based on level) ⇒ 9-200 (based on level) Jinx

Jinx is currently one of the big winners of the new season. It turns out when your primary output is crits, and they get stronger, you do, too! Considering explosive basic attacks are core to her identity, we're leaving them just as they are. But we're going to make sure that she's squishy enough that if she's directly next to an explosion while falling dozens of stories, she's not somehow tanky enough to survive all of that. This isn't canon, but c'mon, we all know how this works.

Base Stats

Kassadin's been having a great time now that he's able to stack multiple Tear of the Goddess items. Seriously, get on the Seraph's + Muramana train! But because this newfound power has taken him over the edge, we need to appropriately balance him. We want to preserve his high late game damage and mobile scaling fantasy, but we want to balance those strengths with appropriate weaknesses once he gets there.

Base Stats

  • Health Growth: 119 ⇒ 113 E - Force Pulse
  • Slow: 50 / 60 / 70 / 80 / 90% ⇒ 50 / 55 / 60 / 65 / 70% Kayle

Just about everyone had Kayle on their “winners of the new season” Bingo card due to her reliably reaching level 16 more often. As those assumptions have proved true, it's time to tune her more appropriately. Players have increasingly come to understand that maxing Q is optimal on her, and we'd like if the choice between Q and E were closer.

Q - Radiant Blast

  • Base Damage: 60 / 100 / 140 / 180 / 220 ⇒ 60 / 90 / 120 / 150 / 180 Kennen

Kennen's so sneaky that he snuck under players' radars for a while, but as the new season has dawned, many of you have come to understand that small shurikens can pack a big punch. We want to create windows of opportunity to succeed against him, which means preserving his power when everything's available, but creating larger gaps between those moments.

R - Slicing Maelstrom

  • Cooldown: 120 / 100 / 80 ⇒ 120 Lee Sin

Right now Lee Sin's W2 is the only ability in the game that grants both Life Steal and Spell Vamp. We're looking to combine those into Omnivamp along with a couple other systemic changes to maintain similar gameplay with clearer wording.

W - Iron Will

  • Spell Vamp No More: Lee Sin W2 grants Life Steal and Spell Vamp. Lee Sin is unable to heal with W2 and Smite on either minions, jungle monsters or Champions ⇒ Lee Sin W2 grants Omnivamp which will apply on minions, monsters, and Champions Lux

Lux is straightforward to play, which means she should look quite strong in the hands of most players. Unfortunately, she isn't doing particularly well, especially as a support. Our changes this patch are a mix of skewing her base stats to be more synergistic with the World Atlas and a direct injection of power aimed at making both her primary roles better.

Base Stats

  • Base Mana: 480 ⇒ 440
  • Starting Mana Regen: 7 ⇒ 9 Q - Light Binding
  • Cooldown: 11 / 10.5 / 10 / 9.5 / 9 ⇒ 10 W - Prismatic Barrier
  • Cooldown: 14 / 13 / 12 / 11 / 10 ⇒ 12 / 11.5 / 11 / 10.5 / 10 Maokai

Maokai was able to find much more comfortable roots in the Top and Support roles, but his ability to Jungle is still lagging behind other tanks. With this clear speed buff, we're looking to keep him in line with the other tree champions in the jungle.

Q - Bramble Smash

  • Bonus Monster Damage: 120 / 130 / 140 / 150 / 160 ⇒ 140 / 150 / 160 / 170 / 180 Naafiri

Naafiri is pretty evenly split between mid and jungle now, but is too powerful in mid lane at the moment. We'd like her to still hit as hard when she lands her bread and butter Q and uses her mobility to effectively trade, though right now she can spam a bit too effectively, threatening all-ins and pushing at the same time.

Base Stats

  • Base Health Regen: 7.5 ⇒ 6
  • Health Regen Growth: 0.7 ⇒ 0.6 Q - Darkin Daggers
  • Mana Cost: 55 / 60 / 65 / 70 / 75 ⇒ 50 / 60 / 70 / 80 / 90 E - Eviscerate
  • Mana Cost: 35 ⇒ 40 Qiyana

Qiyana's mid lane performance among experts is one of the strongest in the game and is due for a nerf. We're happy that she's a lethal assassin, we just want to make her less generically strong.

Base Stats

  • Health Growth: 121 ⇒ 115 Rengar

As the dust has settled around Rengar's bug fixes and affinity for new items (hi Umbral Glaive!), we're now certain that Rengar is simply too strong when piloted by players who know what they're doing. Overall he gained a lot more damage in the new season, so we're going to bring some of that damage down now.

Q - Savagery

  • Damage: 30 / 60 / 90 / 120 / 150 (+ 100 / 103.75 / 107.5 / 111.25 / 115% total AD) ⇒ 20 / 55 / 90 / 125 / 160 (+ 105% total AD)
  • Ferocity Damage: 30 - 235 (based on level) (+130% total AD) ⇒ 35 - 240 (based on level) (+120% total AD) Rumble

Rumble is not in pro jail. I repeat, Rumble is not in pro jail! After fixing a long-standing bug that substantially reduced his damage when played on the red team and associated follow-up, he's just a very strong champion at almost all levels of play once players get over his steep learning curve. As a result, we're looking to bring him to a more appropriate power level so we're making him more susceptible to aggressive laners and worse at simply equalizing away poor wave states.

Base Stats

  • Base Health: 655 ⇒ 640 R - The Equalizer
  • Maximum Damage: 700 / 1050 / 1400 ⇒ 600 / 1000 / 1400 Ryze

You've seen it, we've seen it. We've revisited Ryze's ult and an unintuitive interaction causing champions to not warp when they'd otherwise expect to. This was an intentional mechanic that aimed to anticipate players' needs but as time has gone on, this predictive help has caused more confusion than it's worth.

R - Realm Warp

  • All Aboard: No longer refuses to grab a champion if they're currently pathing out of the circle while near the edge. Samira

Samira is already a solid performer every way we can measure it, so this change isn't meant to be a significant buff. Instead, this change is more an acknowledgement that Bloodthirster should be competitive with Endless Hunger and shouldn't heal her for less just due to some rules text.

Q - Flair

  • Life Steal Effectiveness: 80% ⇒ 100% R - Inferno Trigger
  • Life Steal Effectiveness: 80% ⇒ 100% Senna

Senna has found herself in a weird state where she can be quite powerful, but not when playing her more popular offense-focused builds. So we're shifting some power around with the goal of maintaining her viable supportive playstyles but making damage-focused builds much better.

Q - Piercing Darkness

  • Damage: 30 / 60 / 90 / 120 / 150 (+ 40% bonus AD) ⇒ 30 / 55 / 80 / 105 / 130 (+ 60% bonus AD) W - Last Embrace
  • Damage: 70 / 115 / 160 / 205 / 250 (+ 70% bonus AD) ⇒ 70 / 110 / 150 / 190 / 230 (+ 90% bonus AD) Swain

Swain is running rampant through bot lane right now and doing quite well in mid, too. His bot lane playstyle is more strongly tied to Malignance and his role as a bot laner is more about his damage output. Meanwhile in the support role, where the majority of his players are, they mostly rush Rylai's and perform as more of a pseudo-frontliner. So with all of that in mind, we're nerfing his AP-scaling ultimate damage and inherent crowd control power in hopes to nerf bot lane while leaving support as unscathed as possible.

W - Vision of Empire

  • Slow: 50 / 55 / 60 / 65 / 70% ⇒ 50% at all ranks R - Demonic Ascension
  • Damage per Second Scaling: 5% AP ⇒ 4% AP
  • Demonflare Damage Scaling: 50% AP ⇒ 40% AP
  • Demonflare Slow: 75% ⇒ 50% Syndra

Syndra has been rising through the ranks recently, with high CDR builds performing especially well. We don't want to hit how she feels with her Q poke and main defensive tool in Scatter the Weak, so instead we're going to take at some of her more guaranteed damage.

W - Force of Will

  • Base Damage: 70 / 105 / 140 / 175 / 210 ⇒ 70 / 100 / 130 / 160 / 190 R - Unleashed Power
  • Base Damage: 90 / 130 / 170 ⇒ 80 / 120 / 160 Teemo

Teemo has been struggling in the jungle ever since season start, even for the most dedicated scouts. Though we can't make him sneakier in a world of Faelights, we're giving him some more clear speed to help him do his job as the Swift Scout.

E - Toxic Shot

  • Monster Damage: 145% ⇒ 160% Twitch

Twitch really benefitted from the new items introduced this season, and players are really gravitating towards his glass cannon playstyle. With that in mind, he's a bit too resilient to be considered glass, so we're making sure his damage comes with appropriate tradeoffs.

Base Stats

  • Health Growth: 104 ⇒ 98
  • Armor Growth: 4.2 ⇒ 4 Udyr

We want both Q-max and R-max Udyr to be viable builds, but right now they're quite far apart in power. Similarly, maxing W or E second should also be comparable but regardless of build, W is weaker. We'd like to rectify both of these issues by improving the rank-up incentives of both Q and W without giving too much burst damage to AD Udyr and without giving him too much sustain to ignore his lane opponents.

Q - Wilding Claw

  • Base Bonus Damage On-Hit: 5 / 11 / 17 / 23 / 29 / 35 ⇒ 5 / 13 / 21 /29 / 37 / 45 W - Iron Mantle
  • Base Shield Strength: 45 / 60 / 75 / 90 / 105 / 120 ⇒ 45 / 65 / 85 / 105 / 125 / 145 Xayah

Xayah appears statistically balanced, but players feel like she lacks agency. We're looking to make her base spells more available, giving more access to her spellweaving fantasy and more juicy W-auto uptime. These changes will also help her spread her wings and not be as reliant on Essence Reaver.

Q - Double Daggers

  • Mana Cost: 50 ⇒ 35 W - Deadly Plumage
  • Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 18 / 17 / 16 / 15 / 14 seconds E - Bladecaller
  • Mana Cost: 30 ⇒ 20 Zac

Zac has been truly explosive in the new season, and while his ability to tank and engage are meant to be core strengths, he's also too lethal for a tank with deep backline target access. So to give everyone a fair shot against him, we're reducing his burst damage when it's slime time, especially against squishies.

Q - Stretching Strikes

  • Damage per Hit: 40 / 55 / 70 / 85 / 100 (+ 30% AP) (+ 3% of Zac's maximum health) ⇒ 60 / 90 / 120 / 150 / 180 (+ 30% AP) (+ 3% of Zac's bonus health) R - Let's Bounce!
  • Initial Base Damage: 140 / 210 / 280 ⇒ 120 / 190 / 260
  • Maximum Base Damage: 350 / 525 / 700 ⇒ 300 / 475 / 650 Items Hexoptics C44

AD carries now have several first slot options, whether they're spellcasters, basic attackers, or somewhere in between. We've wanted to give them a greedy late-game option for stacking as much basic attack damage as possible, and Hexoptics is here to fill that niche. While we don't think it'll be in everyone's build, we want it to be attractive, so we're further amplifying its unique strengths in hopes that it'll find a home.

  • Range for Maximum Bonus Damage: 600 ⇒ 500
  • Bonus Range on Takedown Duration: 6 ⇒ 8 seconds Summoner Spells Omnivamp on Summoner Spells (Smite/Ignite)

We like to make rules consistent when we can, as it helps players understand our beloved complex game that little bit more. We've generally maintained that summoner spells do not interact with other systems such as applying spell effects or lifesteal style effects. With Omnivamp making its return this season and being added to Lee Sin's W this patch, we're further consistifying this rule to our two damaging summoner spells: Smite and Ignite both do not trigger Omnivamp.

  • Omnivamp will no longer apply to Smite and Ignite damage. ARAM Mayhem In this week's patch notes we've got a mix of changes that went live in 26.3 included here for posterity plus some additional changes coming in 26.4.

SystemsAugment Set Panel Hover Delay

  • Reduced Hover Delay from 0.75 ⇒ 0.1 seconds Progression PassLevel 4 Reward
  • 300 gold ⇒ Golden Reroll Augments and Set ChangesPoro Blaster
  • Can now only be picked up by 1 player per team.
  • Increased the time required to stack Poros. Heads Up Cupcake!
  • On Pick Up Slow: 50% ⇒ 25%
  • Gold per 1000 Healing: 200 ⇒ 150
  • Missing Health Healing: 20 - 50% ⇒ 5 - 15% Devil On Your Shoulder
  • Health Drain Near Enemies: 7.5% ⇒ 5%
  • Bonus True Damage: 20% ⇒ 15% Speed Demon
  • Speed Increase: 350, decays over 2 seconds ⇒ 200, decays over 1 second Kill Secured
  • Bonus Movement Speed Towards Low Health Champions: 100% ⇒ 60% Make It Rain Set
  • Gold Reward: 30 / 50 / 100% ⇒ 15 / 30 / 50% Archmage Set
  • Cooldown Refund: 40% ⇒ 30% Deathknell Set
  • Death Timer Reduction: 40% ⇒ 25% Red Envelope
  • Gold per Envelope: (10 - 18) to (25 - 58) ⇒ (8-15) to (22 - 46) Donation
  • Gold: 2500 ⇒ 1750 Stats
  • Number of Stat Anvils Given: 3 ⇒ 2 Stats on Stats
  • Number of Stat Anvils Given: 4 ⇒ 3 Stats on Stats on Stats
  • Number of Stat Anvils Given: 5 ⇒ 4 Shrink Engine
  • Haste per Stack: 10 ⇒ 8
  • Movement Speed per Stack: 2% ⇒ 1% Vampirism
  • Omnivamp: 30% ⇒ 25% Prismatic Stat Anvil
  • Melee Omnivamp: 25% ⇒ 20%
  • Ranged Omnivamp: 12.5% ⇒ 10% Hand of Baron
  • Adaptive Force: 33% ⇒ 25% Firecracker Set
  • 2 Set Missile Damage: 40% ⇒ 25%
  • 4 Set Missile Damage: 80% ⇒ 50% Wee Woo Wee Woo Set
  • Set Bonus Heal Power: 15 / 25 / 35% ⇒ 10 / 20 / 30%
  • Set Bonus Movement Speed: 40 / 50 / 60% ⇒ 30 / 40 / 50% High Roller Set
  • 3 Set Bonus Change for Gold or Prismatic Anvils: 50% ⇒ 20%
  • 5 Set Bonus Change for Gold or Prismatic Anvils: 100% ⇒ 50% Bugfixes
  • Fixed a bug where Prom Queen failed to trigger after you were dead.
  • Fixed a bug where Critical Healing and Critical Missile could trigger infinitely.
  • Fixed a bug where Critical Missile triggered too often with Tank it Or leave it.
  • Fixed a bug where Firecracker Set bonus caused attack timers to reset.
  • Fixed a bug where the Firecracker Set bonus was triggering on basic attack effects.
  • Fixed a bug where players could select the same augment multiple times.
  • Fixed a bug where you spin me around could cause champions to lose their original spells.
  • Fixed a bug where Soul Siphon healed an incorrect amount when having Jeweled Gauntlet.
  • Fixed a bug where champions are unable to select anvils from High Roller Set, examples like Kog'Maw, Sion and Karthus.
  • Fixed a bug where your augments could get overwritten when you leveled up in base.
  • Fixed a bug where you were unable to select your last augment after selecting stat anvils.
  • Fixed a bug where you would buy anvil in shop and overwrite your current augment selection.
  • Fixed a bug where the Poro King gave incorrect damage reduction.
  • Fixed a bug where Poro King did not get CC Immune during unstoppable state.
  • Fixed a bug where you can get infinite armor by reselling Thornmail in shop when having Upgrade Thornmail.
  • Fixed a bug where you can swap both summoner slots when offered active summoners, snowballs and flashes.
  • Fixed a bug where spam clicking summoner swap button can give you stacking haste on Snowball Augments.
  • Fixed a bug where selecting Gangplank's Silver Serpents's trade will swap another active summoner in your summoner slot.
  • Fixed a bug where ??? could execute players in Kindred R or execute Tryndamere when he cast R.
  • Fixed a bug where Upgrade sheen could proc double healing when you have Dusk and Dawn.
  • Fix a bug where Upgrade Sheen was tracking damages dealt to minions.
  • Fixed a bug where Pyke's ultimate did not benefit from Dashing.
  • Fixed a bug where Poro blaster was visible on champions with Stealth.
  • Fixed a bug where Whispering's Circlet and Diadem of Songs are not considered as a hat in Hat on Hat augment.
  • Fixed a bug where Grandma's Chili Oil's burn was doing incorrect damage per second.
  • Fixed a bug where Pandora's Box did not count for High Roller Augment Set.
  • Fixed a bug where Master of Duality did not grant additional Ability Power when they are gained through the Stackosaurus Set Bonus.
  • Fixed a bug where Flash's recharge was incorrect if you have flashy and flash 2.
  • Fixed a bug where Void Immolation did not trigger Upgrade Immolate's Effect.
  • Fixed a bug where Upgrade Immolate gold generation does not increase when ranking up the Make it Rain set bonus.
  • Fixed a bug where Fully Automated's 3 piece bonus is active with the 2 piece bonus. ARAM Zaahen
  • Damage Dealt: 100% ⇒ 95%
  • Damage Taken: 100% ⇒ 105% ARAM Ionia Cup The Ionia Cup will be happening in ARAM this patch! Grab your 5 stacks and get ready to rumble!
  • Registration Begins: February 16 @ 11:00 AM (Local Time)
  • Tournament Dates: February 21 and 22 (~4-7 PM Local Time, varies by region) If you have any questions or you're just looking for the full 2026 Clash schedule, make sure to check out our Clash FAQ support page. Arena It looks like our Hellfire Hatchet changes helped curb some of the abuse cases, but still ended up a bit too powerful in the average case. Rite of the Forge God has also been very weak so we're bringing it up a bit more, while our champion changes focus on the extreme ends.

ChampionsPantheon

  • W Cooldown 13-9 ⇒ 15-11 Ahri
  • W Removed Area specific mods
  • Base Damage reduced from 70/95/120/145/170 ⇒ 40/60/80/100/120
  • Movement speed reduced from 50% ⇒ 40% Maokai
  • Q Removed Arena based damage mod
  • Q 40-160 ⇒ 75-255
  • W Remove Arena Cooldown mod
  • W 14-10 ⇒15-11 Lulu
  • P AP Ratio 5% ⇒ 7.5%
  • E AP 50% ⇒ 60% K'Sante
  • P Mark Percent health damage increased from 1%-2% ⇒ 2%-3%
  • All Out max Health Physical Damage increased from 1% ⇒ 1.5% Braum
  • R Base Damage 150-450 ⇒ 200-600
  • Move Speed 40-60 ⇒ 50-70 AugmentsRite of the Forge God
  • Item Stat Amp increased from 15% ⇒ 30% ItemsHexoptics
  • Bounce Range reduced from 100 ⇒ 150
  • Duration increased from 6 ⇒ 10 Hellfire Hatchet
  • Base current health damage: 15% ⇒ 7%
  • Maximum health multiplier: 250% ⇒ 300% Demacia Rising Several bugfixes for combat-related issues and music problems introduced with the 26.3 patch. These changes should help you clear out the last few Settlements of Act 1 and be better able to handle Dangerous Threats as they attack your kingdom.
  • Research and Event buffs now correctly apply percent damage increases to Demacian units. In 26.3, all buffs were applying power only if a player reached a total attack damage increase of 100% over the base value.
  • Events could stop working in situations where a player had played many turns and was done with story content in Act 1. Events should now continue playing regardless of how many thousands of turns you have played.
  • Any allied units that fought in the final battle of the Chapter 4 story will now survive.
  • Combat music cutting out has been fixed. Music in Demacia Rising should no longer stop randomly based on changes in game state. Known issue: Several Research items have incorrect text, including:
  • Demacian Steel - Guard: Current text says “+50% Attack Damage,” but the effect provides 25% Attack Damage and 25% Maximum HP to Guards.
  • Battle High: Current text says “On kill, Guards gain 20% attack speed up to a maximum of 60%,” but the effect only provides a 30% Attack Speed once, on a guard's first kill or assist. Disruptive Pinging Detections Pings are used for a wide variety of reasons, and they don't always need to be strictly “productive.” Using them to communicate, hype up a teammate after a kill, point out something funny, or just have fun are all totally fine. That said, repeatedly spamming pings at teammates throughout a game as an expression of frustration can cross the line into disruptive behavior, and that's what we're targeting here. Starting this patch, we'll begin detecting and penalizing extreme cases of sustained, disruptive ping spamming, where a player's ability to ping may be temporarily reduced. Normal ping usage, whether it's strategic, playful or celebratory, is not intended to be affected. We'll be monitoring the system closely and iterating as needed to ensure that only players consistently using pings in a clearly disruptive way are penalized. Bugfixes & QoL Changes
  • Fixed a bug that caused Rengar to be unable to extend his passive duration with attacks.
  • Fixed a bug that caused High Noon Jhin's running animation to stop playing when using Tier 2 boots. Upcoming Skins & Chromas The following skins will be released in this patch: Petals of Spring Camille Petals of Spring Jayce Petals of Spring Katarina Petals of Spring Lillia Petals of Spring Yasuo Divine Architect Porcelain Aurelion Sol The following chromas will be released this patch: Petals of Spring Camille Petals of Spring Jayce Petals of Spring Katarina Petals of Spring Lillia Petals of Spring Yasuo
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How 26.4 went
26.3

Patch 26.3 Notes

This is our first major live follow-up patch on Season 2026 after collecting our first reads on the game from a combination of playing ourselves and watching you all dive into the changes. We're honing in on item balance, following up on recent rune changes, and tweaking vision mechanics to ensure the early game has the right level of tension. We've also got balance changes. A lot of balance changes. The biggest standout here is AD junglers, who are systemically worse in the new season, but since we like the systems changes that caused this disparity, we're simply buffing them back up. Also with this patch we're delivering a major update to ARAM Mayhem! Over 40 new augments, augment sets, and a progression track means there's a ton of crazy combinations you can cook up. For you ranked climbers we now have the climb indicator as well as a tweak to the Aegis of Valor threshold. For Demacia Rising the next two chapters will also be unlocked and available to progress in this patch, best of luck to you and your units! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here! Lilu "Riot Riru" Cabreros Caden “Riot Sakaar” House Mid-Patch Updates FEBRUARY 5, 2026 HOTFIXES Mel

  • Health per Level: 93 ⇒ 99
  • Passive Damage per Projectile: 8-25 + 3% AP ⇒ 8-30 + 4% AP
  • W Shield Amount: 60% AP ⇒ 70% AP
  • E Root Damage: 60% AP ⇒ 70% AP Zed
  • Passive: Damage to Monsters: 0.5x ⇒ 0.75x
  • Maximum Damage to Epic Monsters: 100 ⇒ 175 ARAM: Mayhem
  • Mayhem Progression Track Tier 4: 300 Starting Gold ⇒ Golden Reroll
  • Augment Hover Delay: 0.75 ⇒ 0.1 seconds
  • Poro Blaster: Only 1 player per team can get this augment; Increased the time required to stack Poros
  • Heads Up Cupcake!: On Pick Up Slow: 50% ⇒ 25%; Gold per 1000 healing: 200 ⇒ 150; Missing Health Healing: 50 - 20% ⇒ 5 - 15%
  • Devil On Your Shoulder: Health drain near enemies: 7.5 ⇒ 5% drain; Bonus true damage: 20% ⇒ 15%
  • Speed Demon: Speed gain: 350 decay over 2s ⇒ 200 decay over 1s
  • Kill Secured: Bonus MS towards low health champion: 100% ⇒ 60% ARAM: Mayhem Augment Set Changes
  • Make it Rain Set Reward: 30/50/100% ⇒ 15/30/50%
  • Archmage Set Reward: 40% ⇒ 30%
  • Deathknell Set Reward: 40% ⇒ 25% ARAM: Mayhem Bugfixes
  • Fixed a bug where Critical Healing and Critical Missile could trigger infinitely.
  • Fixed a bug where Prom Queen failed to trigger after you died.
  • Fixed a bug where Critical Missile triggered too often with Tank It or Leave It.
  • Fixed a bug where the Firecracker set bonus caused the attack timer to reset.
  • Fixed a bug where the Firecracker set bonus was triggering on basic attack effects
  • Fixed a bug where players could select the same augment multiple times. Patch Highlights Firecracker Skins will be available February 4th, 2026. ARAM Mayhem Hello Mayhem enjoyers! We're excited to introduce a patch packed with new Augments, new Augment Sets, and a NEW progression track! This patch adds 45 new Augments, with some unlockable through the progression track as you play. We've heard your feedback around augment diversity and underserved classes, so we focused on expanding options for them, including item upgrades, active summoner effects, and more Prismatic Augments! But what about existing Augments? We're giving some underperforming Augments light tuning and refreshing the system overall with the introduction of Augment Sets.

MAYHEM PROGRESSION TRACK

Season of Mayhem provides a new out of game experience for Mayhem enjoyers to give you something to progress and augment your future games! With this track we’re exploring rewarding Mayhem enjoyers and giving you all exciting goals to strive for within the mode. Our goals here are to make this easy to progress and we’ve made it pretty quick so you should never feel behind if you haven’t progressed it yet. You'll also find a couple of cosmetics like emotes and icons, as well as a new banner to show your devotion to the Poro King. Check out all the rewards you can earn below:

  • Level 1 - Red Envelope Augment - Pick up Red Envelopes around the map to increase your Gold and a random stat.
  • Level 2 - Weighted Popoffs Augment - Strike enemies to "popoff" allowing your abilities to cooldown faster.
  • Level 3 - "Poro Snack, Please" Emote
  • Level 4 - +300 Starting Gold - Gain 300 more Gold at the start of each Mayhem game.
  • Level 5 - Growth Spurt Augment - When cast, increase your size, health and Knockup nearby enemies.
  • Level 6 - Poro Blast Icon
  • Level 7 - Donation Augment - Gain a significant amount of Gold. No questions asked.
  • Level 8 - Bounce of the Poro King Augment - Bounce on enemies crazy style as the Poro King to Knockback and deal damage.
  • Level 9 - "So Bright!" Emote
  • Level 10 - Speed Demon Augment - Damage an enemy to temporarily gain movement speed.
  • Level 11 - Spirit Bloom Slumber Icon
  • Level 12 - Shrink Engine Augment - Gain Ability Haste, Move Speed, and Shrink on every takedown.
  • Level 13 - Gold Reroll - Chance to reroll an Augment into a higher tier Augment.
  • Level 14 - Crack Open That Egg Augment - Your shields can now detonate, dealing damage to nearby enemies.
  • Level 15 - "Avalanche!" Emote
  • Level 16 - Void Immolation Augment - Convert Sunfire Aegis and Hollow Radiance into Void Immolation.
  • Level 17 - Gift-Giving Poros Icon
  • Level 18 - Anvil Voucher - You'll get an Anvil Voucher item at the start of each game that you can redeem to gain extra stats.
  • Level 19 - Inferno Triggered Augment - Automatically cast Samira's R when you reach "S" in style.
  • Level 20 - Champion Selfie Icon
  • Level 21 - Thornmail Upgrade - Thornmail and Bramble Vest will reflect more damage from attacks.
  • Level 22 - "Pls Send Help" Emote
  • Level 23 - Elixirs- Gain free Elixir at levels 9/12/16.
  • Level 24 – Dropkick Augment - Your attacks execute enemy champions, restoring health, and Knocking Back enemies.
  • Level 25 - Sonata - Automatically alternate casting Sona's E and W.
  • Level 26 - Poro King Banner
  • Level 27 - Stuck in Here with Me Augment - Gain damage reduction and taunt enemies after casting your ultimate.
  • Level 28 - Loving Family Emote
  • Level 29 - Empowered By The Faith Augment - Heal and Shield allies to earn "Devotion" which will execute low-health enemies.
  • Level 30 - "Blasting Off!" Icon
  • Level 31 - Golden Reroll - Further increased chance to reroll into a higher tier augment
  • Level 32 - ??? - Your Missing Pings now do something… no idea what though. AUGMENT SETS

We've seen tons of creative Augment combinations in Mayhem, and we want to make those moments even more rewarding and create new combinations with an exciting element that ties them together. Some augments sounded like they fit on paper, but that didn’t come across power wise… that's where Augment Sets come in. Some Augments will now belong to a themed set. When you collect 2–4 Augments from the same set, you'll unlock a special bonus that enhances that combination even further. Love diving into chaos with Clown College and Dive Bomb? No problem! Completing that Augment Set will reduce your death timer by 40%, letting you get back into the action faster. BOOM. There are 9 Augment Sets in total, and we can't wait to see the wild combinations you discover. Deathknell Dive into death and use augments for true damage

  • (2) Reduce death timer by 40% Augments: Clown College, Train of the Dead, Self Destruct, Dive Bomber Firecracker Missiles are cool, more missiles are cooler. Firecracker missiles will bounce extra times to nearby enemies and deal a portion of their original damage.
  • (2) 2 bounces, dealing 40% of original damage.
  • (4) 3 bounces, dealing 80% of original damage Augments: Fan the Hammer, Magic Missile, Critical Missile, Light'em Up, Typhoon, Twin Fire High Roller You miss 100% of the shots you don't take - Shaco - Twisted Fate (probably)
  • (2) Minions have a chance to drop a Stat Anvil on death.
  • (3) +50% chance for Gold or Prismatic Anvils.
  • (4) +50% chance for Gold or Prismatic Anvils. Augments: Transmute Chaos, Pandora's Box, Stats on Stats on Stats, Transmute Prismatic, Stats on Stats, Stats, Transmute Gold Stackasaurus Rex Stacks Stacks Stacks Stacks Stacks
  • (2) Gain 50% More.
  • (3) Gain 100% More.
  • (4) Gain 200% More. Augments: Infinite Recursion, Master of Duality, Tap Dancer, Soul Eater, Quest: Steal your heart, Phenomenal Evil, Shrink Engine, Hubris, Slap Around Wee Woo Wee Woo
  • (2) 40% Speed, 25% Heal and Shield Power.
  • (3) 50% Speed, 35% Heal and Shield Power.
  • (4) 60% Speed, 45% Heal and Shield Power. Augments: Windspeaker's Blessing, I'm a Baby Kitty Where is Mama, Upgrade: Mikaels Blessing, All For You, Critical Healing, Sonata, First Aid Kit. Fully Automated The first step to making a Mayhem factory truly grow.
  • (2) Reduce Autocast cooldowns by 30%
  • (3) Autocast cooldown scales with Ability Haste. Augments: Prom Queen, Quantum Computing, Ok Boomerang, Sonata, Divine Intervention, Self Destruct, Frost Wraith, Firefox Archmage A load bearing structure of any game.
  • (2) Refund 40% of a random ability's cooldown when you cast a spell. Augments: Overflow, Mind to Matter, Buff Buddy, Juiced, Ocean Soul Make it Rain Gold rules everything around you.
  • (2) 25% more gold from augments and kills.
  • (3) 50% more gold from augments and kills.
  • (4) 100% more gold from augments and kills. Augments: Goldrend, Heads Up Cupcake!, Donation, Red Envelope, From Beginning to End, Upgrade Immolate, Upgrade Collector Snowday Snowballs go brr
  • (2) Gain 50 Ability Haste on Snowball and snowballs deal an extra 30% more damage.
  • (3) Gain 100 Ability Haste on Snowball and snowballs deal an extra 50% more damage.
  • (2) Gain 150 Ability Haste on Snowball and snowballs deal an extra 100% more damage. Augments: Biggest Snowball, Golden Snowball, Snowball Upgrade, Pinball Snowball, Snowball Roulette AUGMENT BALANCE CHANGES Empyrean Promise
  • Delay Moving Time: 0.5 seconds ⇒ 0.25 seconds
  • Move Speed: 3500 ⇒ 4000
  • Cooldown: 30 ⇒ 20
  • Augment user gets the shield immediately when traveling instead of landing. Lesser Heal
  • Cooldown: 45 ⇒ 30
  • Base Heal: 150-430 (based on level) ⇒ 200-550 (based on level) Cerberus
  • Attack Speed Amp: 140% / 80% ⇒ 200% / 115%
  • Bonus Damage: 120 - 360 ⇒ 120 - 360 ( 40% AD) (+30% AP) Goldrend
  • Gold per proc: 15 Gold ⇒ 30 Gold From Beginning to End
  • First Strike Gold proc base: 10 ⇒ 20
  • Bonus True Damage: 7% ⇒ 10%
  • Gold Conversion: 50% / 35% ⇒ 60% / 42% Lightning Strike
  • Attack Speed Required: 3.5 ⇒ 1.75 Mystic Punch
  • On-hit ability cooldown reduction: 20% ⇒ 1.25 seconds QUALITY OF LIFE
  • You can now take any summoner spells you want. For active Summoner Spell augments like Blade Waltz or Biggest Snowball you'll be able to select which slot to replace it. Champion Bounties We accelerated how quickly champion kill gold devalued in the new season since there were already guaranteed wins around getting role quest progress and denying it from your opponents. However, we swung the tuning a little too hard, which has created scenarios where champion kills feel valueless. So in this patch we're landing in between the 25.24 tuning and 26.1 to achieve our goals.
  • Devalue rate on death: 1 per 2.5 gold given out ⇒ 1 per 3.5 gold given out
  • Re-increment rate from farming: 1 per 5 gold earned ⇒ 1 per 7 gold earned Turret Plates It's too hard for teams to convert a winning teamfight into meaningful progress into the enemy base but split-pushing razes towers a little too quickly. To solve both these issues we're re-architecting temporary turret resists to resist solo pushes a little better and blockade teams less well.
  • Bulwark Temporary Resistances: 20-100 per plate based on nearby enemy champions ⇒ 30-50 per plate based on nearby enemy champions
  • Reactive VFX when hit by champions are now smaller, especially if the turret was recently attacked. Faelights & Vision The vision meta with faelights is still evolving in ways that mostly look healthy so far, but one concerning trend is the degree to which early game vision disrupts and zones junglers. A major contributor to this is the shape of the bonus vision regions from the river pixel brush faelights. These provide large, reliable vision coverage early game, despite the ward locations already being valuable and high-traffic. It's not necessary for faelights' systemic goals that these particular faelight spots are so powerful, so this is a good candidate for nerfs. The other major contributor is the season's yellow trinket buffs. We buffed yellow trinkets so players could make vision plays without their support, but this isn't as relevant in laning phase, so we've decided to pull back on the cooldown for early levels. We're still seeing high-level players regularly swap out yellow trinket later on, so we don't think the later-level cooldown buffs need to be reverted. Faelights at River Pixel Brush Locations
  • Reveal region shape: expanded past scuttle pad and epic pit entrance ⇒ cuts off before scuttle pad and epic pit entrance Stealth Ward Trinket
  • Cooldown: 170-90s (by level) ⇒ 210-90s (by level) Other Changes
  • Scryer's Blooms: Removed the Scryer's Blooms just outside base gates (from Cloud/Chemtech rift)
  • Fiddlesticks: While pretending to be an effigy on a faelight, Fiddlesticks will now display on-model visual effects as if a faelight-enhanced effigy (does not gain bonus vision or destroy existing wards)
  • Neeko: While disguised as a ward on a faelight, Neeko will now display on-model visual effects as if a faelight-enhanced ward (does not gain bonus vision or destroy existing wards) Support Control Wards For support players on SR, control wards will now start in your role quest slot from the beginning of the match. Combined with the ability to double bind this hotkey, this should help smooth out the experience for supports. Champions Ahri

As the new season has shaken out, Ahri is performing worse than last year and worse than she ought to. Now that she's back on high burst builds, we're reverting a nerf from her “Rod of Ages every game” phase of her K-pop career. Some artists just fall off, you know?

W - Fox-Fire

  • Cooldown: 10 / 9 / 8 / 7 / 6 ⇒ 9 / 8 / 7 / 6 / 5 Bel'Veth

Bel'Veth is one of several AD junglers who suffered in the new season and we're here to buff her back up. We're aiming to bring up her late game in ways that synergize with squishy high attack speed builds by giving her a better payout for that attack speed and enough health to not need to buy as much of it.

Base Stats

  • Health Growth: 99 ⇒ 105 R - Endless Banquet
  • True Damage on attack per stack: 6 / 8 / 10 (+ 12% Bonus AD) ⇒ 6 / 10 / 14 (+ 12% Bonus AD) Braum

Braum has easily become a top tier support with the start of the new season. New items like Bandlepipes have been instrumental in helping him and his allies stick onto enemies and take them down. Given that Braum is still looking quite strong even after the nerf to Bandlepiepes, we'll be looking to revert the health buffs we gave him at the end of last year and bring down some of his overall fighting power.

Base Stats

  • Health: 630 ⇒ 610 Q - Winter's Bite
  • Damage: 75 / 125 / 175 / 225 / 275 (+ 2.5% HP) ⇒ 75 / 120 / 165 / 210 / 255 (+ 2.5% HP) Briar

Briar lost some of her luster in the new season and as someone with ample counter-play, she deserves to win more games than she currently does. We want to make sure her lifesteal-focused durability can manifest by giving her enough health and resists to make that healing efficient and while we're here, we're also throwing top lane Briar a bone by letting her trade more efficiently as well.

Base Stats

  • Health Growth: 95 ⇒ 100
  • Armor Growth: 4.2 ⇒ 4.5 Q - Head Rush
  • Health Cost: 6% current health ⇒ 5% current health W - Blood Frenzy/ Snack Attack
  • Health Cost: 6% current health ⇒ 5% current health E - Chilling Scream
  • Health Cost: 6% current health ⇒ 5% current health R - Certain Death
  • Health Cost: 6% current health ⇒ 5% current health Diana

Diana has gone to the moon due to seasonal changes, and in addition to Dusk & Dawn adjustments, this nerf should make sure her power wanes.

Passive - Moonsilver Blade

  • Monster Damage: 280% ⇒ 230% Draven

Draven's Q was initially bugged to deal less damage at the start of the season, which was micropatched within the first week. Players are also trying Essence Reaver over Bloodthirster, which currently performs worse. After accounting for all of these factors, Draven's still not doing as well as he was last year, so we're coming to prop him back up by reverting one of our preemptive pre-season nerfs.

Base Stats

  • AD Growth: 3 ⇒ 3.4 Ekko

Time has been on Ekko's side this year. We're taking a swing at both his clear speed and burst after early game to prevent him from going haywire after getting a lead.

Passive - Z-Drive Resonance

  • AP Ratio: 90% ⇒ 80%
  • Monster Damage: 300% ⇒ 270% Ezreal

Ezreal's been in a pretty weak spot for most players this season, especially after Essence Reaver got nerfed in the micropatch. While we think there's some winrate to be gained through players optimizing their builds, we still want to bring Ezreal more in line.

Base Stats

  • AD Growth: 3.25 ⇒ 3.5 E - Arcane Shift
  • Damage: 80 / 130 / 180 / 230 / 280 (+ 50% Bonus AD) (+ 75% AP) ⇒ 80 / 130 / 180 / 230 / 280(+ 60% Bonus AD) (+ 75% AP) Hecarim

Hecarim isn't doing very well in the new season so he's got a buff coming up. We're doing this by giving him a strong mid game power spike that he can use to try to run the map and get his team a lead. And even if he fails to do so, at least he's got slightly better base damage to fall back on. For those who don't want to do the math, the net result of both Q changes is a strict buff until around 225 bonus AD.

Q - Rampage

  • Damage per hit: 60 / 85 / 110 / 135 / 160 (+ 90% Bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+ 90% Bonus AD)
  • Damage amp per Rampage stack: 3% (+ 4% per 100 Bonus AD) ⇒ 3% (+ 3% per 100 Bonus AD) Heimerdinger

Slaps roof We can fit so many Arcane champs in this patch. Heimerdinger's been performing worse in the new season and he was balanced before then, so we're here to return him to his former glory. We know top lane Heimer can feel suffocating when his turrets are all setup, so we're looking to re-buff him in ways that allow him to be proactive instead of turtling.

Base Stats

  • Health Growth: 101 ⇒ 105 W - Hextech Micro-Rockets
  • Initial hit damage: 40 / 65 / 90 / 115 / 140 (+ 55% AP) ⇒ 50 / 75 / 100 / 125 / 150 (+ 55% AP)
  • Follow-up damage: unchanged Jayce

Jayce's build has bounced around a lot over time. He's been a tank, he's been (and currently is) a lethality burst mage, and he's been a fighter. We'd like if Jayce were an AD fighter, caring about both his damage output and durability to stick it out in melee once in a while. He's also still better in the jungle than in the top lane after last patch's nerf, so we're here to re-visit him. Ultimately our goals for Viktor's better half are to give him a viable fighter build and a viable but not overbearing jungle role. To achieve these goals, we're reducing his reliance on bonus AD and shifting power from his poke into his melee damage and follow-up.

Q - To the Skies!

  • Damage: 60 / 105 / 150 / 295 / 240 / 285 (+135% Bonus AD)⇒ 60 / 110 / 160 / 210 / 260 / 310 (+ 135% Bonus AD)
  • Monster bonus damage: 25 ⇒ 10 Q - Shock Blast
  • Damage: 80 / 126 / 172 / 218 / 264 / 310 (+ 140% Bonus AD) ⇒ 80 / 121 / 162 / 203 / 244 / 285 (+ 130% Bonus AD)
  • Monster bonus damage: 25 ⇒ 10 R - Cannon Stance: Mercury Cannon
  • Armor/Magic Resistance Shred: 10 / 15 / 20 / 25% ⇒ 20 / 25 / 30 / 35% Kayn

Blue Kayn specifically became much weaker in the new season and we'd like to fix that with some direct buffs. There's not much fancy here except that as an assassin, he should be lethal when fighting up close and personal with his targets. As a reminder, Slayer Kayn replaces his Q when transformed.

Q - Reaping Slash

  • Damage: 75 / 100 / 125 / 150 / 175 (+ 85% Bonus AD) ⇒ 75 / 105 / 135 / 165 / 195 (+ 85% Bonus AD) Maokai

Maokai has been struggling to find his place both in the top lane and in the jungle. We want to give him a little bit of extra power to find relevance in our new season by boosting hist damage

Q - Bramble Smash

  • Flat Damage: 65 / 110 / 155 / 200 / 245 ⇒ 75 / 120 / 165 / 210 / 255 Mel

This changelist is intended to help lower player frustration while playing against Mel through opening up additional counterplay opportunities for opponents beyond the ban button. One big change we have is changing her reflect damage immunity to a shield which will ensure when Fizz successfully lands his ultimate she no longer completely negates the damage with a late W. We also want to make sure when you're laning against her that you can see her Q coming and dodge out of the way at long ranges like many spammable projectile spells. Both her Q and E should now be more visually clear (thus easier to dodge) and we've reduced some of the power from her reflect in some situations where her reflections resulted in unexpectedly high damage. While we believe that champion agency can yield frustrating interactions, we also believe there should be avenues for counterplay to balance that out. Frankly, we underestimated how frustrating the play-against experience for Mel would be and are aiming to improve that with this change list. And for players looking to play Mel we want her to be playable more consistently after the ban phase while making sure her core gameplay that her players have come to love isn't lost. Our goals with these changes are that more players feel they can outplay Mel in ways that match their expectations, and that Mel players can feel more skillful and that their success is a result of that skill. We expect that there will continue to be players whose main champions are highly impacted by Mel's reflection that may continue to prioritize her as a ban, but we're targeting to get her out of must-ban territory for many players.

Base Stats

  • Attack Speed Ratio: 0.4 ⇒ 0.625 Passive - Searing Brilliance
  • Projectile Damage: 8-50 (based on level) (+ 5% AP) ⇒ 8-25 (based on level) (+ 3% AP)
  • Total Projectile Damage: 24-150 (based on level) (+ 15% AP) ⇒ 24-75 (based on level) (+ 9% AP)
  • Reduced the visual clutter by no longer displaying the passive mark on non-champions for enemies.
  • Fixed certain champion spawned units dying to Overwhelm from an unempowered basic attack. Q - Radiant Volley
  • Now deals additional damage the first time an explosion hits with reduced effectiveness from subsequent hits.
  • Initial Hit: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
  • Subsequent Hits: 5 / 6 / 7 / 8 / 9 (+ 5% AP)
  • Total Damage: 78 / 109 / 144 / 185 / 230 (+51-85% AP) ⇒ 85 / 126 / 169 / 214 / 261 (+ 85-105% AP)
  • Mana Cost: 70 / 80 / 90 / 100 / 110 ⇒ 70 / 75 / 80 / 85 / 90
  • Minion Damage: 75% ⇒ 100%
  • Cast Time: 0.25s ⇒ 0.35s
  • Projectile Speed: 4500 ⇒ 3800
  • Explosion Radius: 230 ⇒ 200
  • Area Spread: 30 ⇒ 25
  • Channel Time: 0.75s ⇒ 0.5s
  • Damage type is now DoT AoE (reduced effectiveness in resetting Arcane Comet).
  • Stronger area telegraph visual. W - Rebuttal
  • No longer provides Damage Immunity.
  • Shield: 80 / 110 / 140 / 170 / 200 (+ 60% AP)
  • Physical damage reflected is reduced by 30% before magic damage conversion.
  • Now destroys projectiles that target each unit in an area instead of reflecting them when those projectiles aren't targeting Mel. (ex. Ryze E, Brand E, Katarina R, Samira R, Yunara Q)
  • Decaying Move Speed: 30% over 0.75s⇒ 40% over 1.5s E - Solar Snare
  • Root Missile Radius: 80 ⇒ 70
  • End of Travel Linger Duration: 0.5s ⇒ 0.25s
  • DoT Radius: 260 ⇒ 230
  • Cast Range: 1050 ⇒ 1000
  • Projectile Speed: 1000 ⇒ 1100
  • Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 11 / 10.5 / 10 / 9.5 / 9
  • Root Duration: 1.1 / 1.2 / 1.3 / 1.4 / 1.5 ⇒ 1.5
  • Damage: 60 / 100 / 140 / 180 / 220 ⇒ 60 / 105 / 150 / 195 / 240
  • Damage per Second: 16 / 26 / 36 / 46 / 56 ⇒ 16 / 28 / 40 / 52 / 64
  • No longer visually pops at the end when descending terrain. R - Golden Eclipse
  • Damage per Stack: 4 / 7 / 10 (+ 3.5% AP) ⇒ 4 / 7 / 10 (+ 4% AP) Naafiri

Naafiri's doing pretty well in the mid lane at the moment but her jungling hasn't kept up so we're giving our favorite pack of dogs more of a fighting chance with her current slow clear.

Passive - We Are More

  • Packmate Monster Damage: 1.35x ⇒ 1.55x Nilah

Even after her micropatch nerfs, Nilah is still sooo happy (overpowered) about the new season. We're looking to bring her overall power down now that the dust has settled.

Base Stats

We aimed to give Nunu & Willump a hefty nerf but overshot our goals so we're here to walk back part of the nerf package.

W - Biggest Snowball Ever!

  • Maximum Damage: 150 / 195 / 240 / 285 / 330 ⇒ 180 / 225 / 270 / 315 / 360 E - Snowball Barrage
  • Base Damage per hit: 14 / 21 / 28 / 35 / 42 ⇒ 15 / 22.5 / 30 / 37.5 / 45 Riven

Riven's been crushing it ever since she discovered Axiom Arc. We like that she's swift and lethal in the early game but ultimately she's bursting down her competition too quickly once mid game arrives. Additionally, with all the extra gold and experience in the game right now, players have cited that late game fights resolve too quickly. So, all that considered, we're here to take out some of her late game burst power.

Passive - Runic Blade

  • Total AD Ratio: 30-50% (based on level) ⇒ 30-45% (based on level) Q - Broken Wings
  • Damage: 40 / 75 / 105 / 135 / 165 (+ 65 / 70 / 75 / 80 / 85% Bonus AD) ⇒ 40 / 75 / 105 / 135 / 165 (+ 60 / 65 / 70 / 75 / 80% Bonus AD) Ryze

Ryze has risen up the ranks this season and is due for a reduction in power. While we're nerfing Phase Rush, we're also buffing Actualizer so we think he deserves a direct nerf in this patch. With his late game damage going up and the overall game being more lethal than we'd like, we're reducing some late game damage in kind.

W - Rune Prison

  • Damage: 60 / 90 / 120 / 150 / 180 (+70% AP) (+ 4% Bonus Mana) ⇒ 60 / 90 / 120 / 150 / 180(+ 60% AP) (+ 3% Bonus Mana) Trundle

Trundle's doing very poorly in both of his main roles and as a very straightforward champion should be much more successful than he is now. We want to make sure he's good at playing the role of the front-line juggernaut who's great at tank-busting, so we're playing up his late game sustained damage output and resilience

Base Stats

  • Armor Growth: 3.9 ⇒ 4.5
  • Attack Damage Growth: 4 ⇒ 4.5 Tryndamere

After his micropatch buffs back in 26.1, Tryndamere's power level is close but not quite back to its former glory so we'd like to bring him back up to where he was and continue pushing him toward strong sustained damage.

Base Stats

  • Attack Damage Growth: 4 ⇒ 4.5 Varus

Last patch's Varus buffs heavily overshot our target and has resulted in him becoming one of the game's strongest top laners as well. We're sorry for the inaccurate tuning and now that we've got more room to work with, we're looking to weaken his top lane performance as much as possible by rendering him more susceptible to all-ins, reducing his affinity for the top lane role quest, and weakening his top-specific build of AP and maxing W first.

Base Stats

  • Armor Growth: 4.6 ⇒ 4 W - Blighted Quiver
  • On-hit damage: 8 / 17 / 26 / 35 / 44 (+ 35% AP) ⇒ 8 / 17 / 26 / 35 / 44 (+ 25% AP)
  • Max health damage: 3 / 3.5 / 4 / 4.5 / 5% (+1.5% per 100 AP) ⇒ 3 / 3.5 / 4 / 4.5 / 5% (+ 1.3% per 100 AP) Vi

Vi certainly does not stand for victory anywhere but pro play. We'd like to make her much more successful for the average League player without indexing too hard into her strengths in tightly coordinated environments, which means we're aiming to play up her self-sufficiency and long-term brawling.

Base Stats

  • Health Growth: 99 ⇒ 105
  • Attack Damage Growth: 3 ⇒ 3.5 Volibear

We're happy that Volibear is seeing action at all levels with a new build as our signature garage sale enjoyer, but we want to make sure he's a little less overBearing, primarily in jungle. We're targeting his main build path's Q max burst without changing how it feels to get into combat, as well as his clear speed so that he has to work a little harder to show up to fights, and compensating with some AD ratio for anyone who's gotten a good deal on a Triforce or Gunblade recently.

Q - Thundering Smash

  • Bonus Physical Damage: 10 / 30 / 50 / 70 / 90 (+ 120% Bonus AD) ⇒ 10 / 20 / 30 / 40 / 50 (+ 140% Bonus AD) E - Sky Splitter
  • Cooldown: 14 ⇒ 16
  • Non-champion damage cap: 190 / 305 / 420 / 535 / 650 (+ 70% AP) ⇒ 150 / 265 / 380 / 495 / 610 (+ 70% AP) Xin Zhao

Xin Zhao just can't catch a break. First he dies to Atakhan, now he's underpowered in solo queue? When will these tragedies cease? Today. They cease today. Xin Zhao buff time! Much like Vi's changes in this patch, we want to play up Xin Zhao's ability to stick up for himself and scrap with enemy champions in long-term fights.

Passive - Determination

  • Heal every third hit: 3 / 3.5 / 4% max HP (Level 1/6/11) ⇒ 3/4/5% max HP E - Audacious Charge
  • Bonus Attack Speed: 40 / 45 / 50 / 55 / 60% ⇒ 40 / 50 / 60 / 70 / 80% Yone

Yone's on the weaker side of the roster right now so we think he could use a buff. We know it can feel unfair to simply lose to him right clicking you during his E but we don't want him to be super bursty either, so we're pushing power into his Q, which has more gameplay around predictions and dodging.

Q - Mortal Steel

  • Damage: 25 / 50 / 75 / 100 / 125 (+ 105% Total AD) ⇒ 25 / 50 / 75 / 100 / 125(+ 110% Total AD) Zaahen

Zaahen was meant to have a secondary player base in the jungle and while he's great in the top lane, he's not performing well enough elsewhere. So we're delivering some straightforward jungle-specific buffs to bring him back up where he was at the end of last year.

Q - The Darkin Glaive

  • Monster Modifier: 1.75x ⇒ 2x E - Aureate Rush
  • Bonus Monster Damage: 50 ⇒ 75 Zed

We regret having jungle Zed in three of the past four patches now but players keep getting better at playing and itemizing this shadow ninja to the point where he wins more frequently today than he did before we shipped that first nerf. We're comfortable with how mid lane Zed is sitting but he's still overshadowing too many champions in the jungle. While this nerf looks very large on paper, the net impact of nerfing his jungle mod from 2.0 to 1.2 was under 1% of win rate movement, and we're looking for more than that here.

Passive - Contempt for the Weak

  • Damage to monsters: 1.2x ⇒ 0.5x
  • Maximum damage to epic monsters: 300 ⇒ 100 Items Actualizer

Actualizer is not looking particularly powerful and has a very painful combine cost. While we know players haven't had enough time to fully optimize the use cases yet, we're looking to give it a bit of a boost because it's not looking competitive on any champions besides a certain rune mage.

  • Total Gold Cost: 3100 Gold ⇒ 2800 Gold
  • Combine Cost: 1050 Gold ⇒ 750 Gold Dusk and Dawn

We've landed Dusk and Dawn into a spot where it has a healthy number of good users, but it's a bit too good at bursting and taking a little too much of Lich Bane's space, so we're hitting it with a slight nerf that should shift it towards more fighter-y builds.

  • Spellblade Damage: 100% Base AD + 10% AP ⇒ 75% Base AD +10% AP
  • Health: 300 ⇒ 350 Endless Hunger

This item is looking okay late in builds for the intended caster fighter audience but could be a bit better earlier in the game and can be awkward to build. A small change to the build path and a bit more AD should help this item really shine for the caster champions it was made for.

  • Recipe: Caulfield's Warhammer + Pickaxe + 1075 Gold ⇒ Caulfield's Warhammer + Pickaxe + Longsword + 825 Gold
  • Total Gold Cost: 3000 ⇒ 3100
  • Attack Damage: 60 ⇒ 65 Protoplasm Harness

The current shape of this Lifeline effect ended up being a bit too sharp, where it's extraordinarily powerful for the users that can leverage the resistance scaling and somewhat unexciting for most other potential users. We're shifting some power around to make the item more consistently useful and less eye-popping in the outlier cases.

  • Lifeline max health gain: 200 ⇒ 200-300 (based on level)
  • Lifeline healing: 200-400 (based on level) (+ 250% Armor) (+ 250% Magic Resistance) ⇒ 200-400 (based on level)(+ 175% Armor) (+ 175% Magic Resistance)
  • Ability Haste: 15 ⇒ 20 Armored Advance

When we updated the mid lane quest boots we wanted to make sure that champions had the option to pick items that strongly suited them. We did not want to let early defensive purchases trivialize their competition, as mid lane is a home of many assassins. So in this patch we're adjusting the upgraded versions of Mercury's Treads and Plated Steelcaps to make them weaker anti-burst options for champions who aren't buying any other durability items. These changes represent a tuning close to the end of last season, but with numbers that are more readily apparent at first glance, as no one can acquire these boots at level 1, and the prior max HP ratio carried most of the shield's value, even to squishies.

  • Noxian Endurance Shield: 10-120 (based on level 1-18) (+ 7% max HP) ⇒ 100-200 (based on level, scaling begins at level 9) (+ 8% Bonus HP) Chainlaced Crushers

See Armored Advance.

  • Noxian Endurance Shield: 10-120 (based on level 1-18) (+ 7% max HP) ⇒ 100-200 (based on level, scaling begins at level 9) (+ 8% Bonus HP) Runes Cash Back

Cash Back was buffed late last year and finally has an audience of its own. However, that buff shot a little overboard. We're happy that it's turned some heads but now it's time for the rune to be balanced across its rune competitors.

We think Phase Rush restricts the viable mid lane pool at the highest levels of play, as it's very easy for any ranged champion to trigger Phase Rush and escape most ganks or would-be melee opponents. Among its most common ranged users, Orianna, Vladimir, and Taliyah all have viable alternatives, and for Ryze, we intend for a direct reduction of power due to his general strong performance and an Actualizer buff in this patch. Ultimately, we are nerfing this rune for ranged champions only and retaining its power for melee users to swiftly navigate fights and skirmishes.

  • Ranged Effectiveness: 75% (18.75 - 37.5% Movement Speed) ⇒ 50% (12.5% - 25% Movement Speed) Triple Tonic

Like with Cash Back, we buffed Triple Tonic strongly late last year and it's been enough to get people to switch over to their old favorites. Now that senpais everywhere have noticed me the rune, we're bringing its power level to a more balanced state, namely by reducing the eye-popping level of burst the level 6 elixir provides.

  • Elixir of Force Adaptive Force: 30 ⇒ 25 Arena We've seen a bit of frustration with Hellfire Hatchet so we decided to make some adjustments. Our goal is to meaningfully reduce the power you get from stacking Lethality, while keeping it valuable as a tool for assassins to fight tanks when they have no other options. We'll return to Arena's typical balance patch coming in 26.4.

ITEMS Hellfire Hatchet

  • Char Damage: (5% – 10% (+ 0.2% – 0.4% per 1 Lethality) based on maximum health difference) of the targets current health ⇒ (15% – 37% (+ 0.05% – 0.125% per 1 Lethality) based on maximum health difference) of the targets current health.
  • Maximum health difference still reached at 2500 HP.
  • Cooldown: Now is applied per target rather than an internal cooldown
  • Cooldown: 15 seconds ⇒ 10 seconds Arena Bugfixes
  • Fixed Twin Masks. It now grants proper stats from your teammate. We've also identified and removed closed feedback loops that were causing this item to grant infinity stats when synergizing with stat conversions from augments, items, and characters (looking at you Ryze and Vladimir).
  • Fixed a bug where Multitool was being duplicated
  • Fixed a bug where AFKing during Planning Rounds were granting permanent items via Multitool
  • Fixed a bug where Multitool was causing game crashes
  • Fixed a bug where Rengar's basic abilities were not refreshed on takedowns with Executioner
  • Fixed a bug where Actualizer would not synergize with the Overflow augment (they stack now!)
  • Fixed a bug where Infernal Conduit cooldown reduction was a bit higher than intended when multiple enemies are affected
  • Fixed a bug where Kinkou Jette weakpoints weren't always being proc'd
  • Fixed a bug where players can issue a move command right before entering the Cannon from Cannon Fodder at the beginning of each Combat rounds SR Ranked System Updates APEX NEGATIVE LP GAINS

We've found and are resolving the cause of some of the Apex tier negative LP issues that we've seen be mentioned by players. There will still be some negative LP gains at the highest levels of the ladder as the very very best players should be pushing the limits of what's possible in the system, but it shouldn't be as widespread as it currently is.

AEGIS OF VALOR ELIGIBILITY

We're upping the value required for Aegis claims from C to B; we're seeing C's be too easy of a criteria, and we think B still accounts for players needing to "play well enough" while accounting for players being on an unfamiliar role.

  • Mastery rating to unlock Aegis of Valor is pushed from C to B. DUO AT THE TOP OF CHALLENGER

After observing the power of duos in Season 1 and how they're performing across the ladder, the very top of the ladder duos (eg. rank 1&2 together or 2x top 10) are too strong together. So we're making some adjustments to make these games more fair.

CLIMB INDICATOR

As committed in 2026 rank dev blog, we are going to enable the Climb Indicator feature. This feature will help players understand and identify wether someone's rank is low, but their MMR is higher (they're still climbing). This will help players in general have a better idea of fairness of a match when there's say a “Silver” in a Platinum game. WASD The WASD flash directions setting is coming to all WASD movement abilities! As a reminder, this setting lets you choose between your cursor location, your movement direction, or your movement direction unless your cursor location is in your movement direction - in which case the cursor is prioritized.

  • There is a known issue with Nidalee and this setting that will be fixed in a future patch. Co-Op Versus AI Queue Last patch we made a change to the Co-Op versus AI queue to use Swiftplay instead of normal Summoner’s Rift. This was a change we thought would make a better new player experience. This had an unintended side effect of drastically increasing queue times so we’re reverting this change back to what it was pre 26.2. Streamer Mode We heard your feedback about players who use Streamer Mode to troll their teammates from the safety of anonymity. Starting in 26.3, we are making the privacy settings on Streamer Mode symmetrical: all information that you hide from the lobby and game will also be hidden from you.
  • When you have "Hide My Identifying Info" enabled, your identifying info is hidden for other players. Additionally, you will no longer be able to see the identifying info of other players in your game. Clash - 26.2 makeup for select regions For players in EU, APAC, and OC we’re going to be running a makeup Summoner’s Rift Clash since we unfortunately had to cancel the 26.2 patch Clash. This makeup Clash will take place on February 7th and will be free to enter, with a premium ticket option. Rewards will be the same as the previous scheduled one.
  • Registration is live now.
  • Tournament Dates: February 7 (~4-7 PM Local Time, varies by region) Your Shop The first Your Shop of the year will be landing at the end of this patch so keep an eye out for that in the client!

Your Shop will be active from February 10th to March 10th. Demacia Rising Demacia Rising's first content update brings 2 chapters of objectives and concludes Act 1's story. Demacia Rising will update again in Act 2 with patch 26.5, with more rewards, story, new settlements, champions, enemies – and more.

  • Level 3 Settlements and Research are now available. Upgrade Zeffira to level 3 to unlock them.
  • Two new champions, Galio and Kayle, are available for research and training.
  • Galio is a tanky front-line champion who uses Shield of Durand to resist incoming damage.
  • Kayle is a high damage, medium-range champion who gains splash damage and attack speed on her attacks.
  • Complete Chapter 3 to earn an Icon, and Chapter 4 to earn an Orb and an Emote. Bugfixes & QoL Changes
  • Fixed an issue where the friends list was sorted incorrectly, sometimes placing friends into the wrong groups.
  • Fixed Rengar's R applying shred before the bonus damage was applied
  • Fixed Rengar's Q, Empowered Q and R damage not being reduced by Plated Steelcaps
  • Plants / Wards are now considered combat for the sake of Rengar's ferocity
  • Fixed an issue where Rengar sometimes wouldn't heal when W was cast after an empowered ability
  • Fixed an issue where flashing during leap would remove Rengar's passive stacks
  • Fixed an issue where Rengar's Q was being consumed by on-hit augments without granting ferocity
  • Fixed an issue where ferocity stacks would fall off if E landed as combat timer was running out
  • Target's going invulnerable during leap no longer drop combat for Rengar
  • Fixed an issue where Damage over time effects extended Rengar's ferocity timer
  • Fixed an issue where Rengar's leap would be delayed by up to 0.325s when casting R
  • Fixed an issue where Rengar's leap could be delayed by up to 0.325s when flashing during R
  • Fixed an issue where Rengar's Q attack speed buff lasted for 3 auto attacks instead of 2
  • Fixed Rengar Q / Empowered Q timing out mid leap sometimes
  • Fixed an issue where Sylas stealing Rengar ult would lose all mana on leap
  • Fixed an issue where Rengar would sometimes drop vision when attacking from melee in a bush
  • Fixed an issue where melee during Rengar's R would sometimes not grant a ferocity stack
  • Fixed an issue where Bel'Veth's passive would prevent the support item from properly executing minions.
  • Fixed an issue where Azir's W autos would only grant 1 Conqueror stack.
  • Fixed an issue where Zigg's VO wouldn't trigger during his Run animation.
  • Fixed an issue where Senna's passive wouldn't convert excess crit chance from Yuntal into lifesteal.
  • Fixed an issue where Seraphine's Recall when interrupted by animation pause effects she would return to idle pose.
  • Fixed an issue where Mel could destroy Yorick's W with a single basic attack.
  • Fixed an issue where Annie's passive VFX is missing when her Passive is ready.
  • Fixed an issue where Ashe's base skin VO in Spanish was at a low volume.
  • Fixed an issue where Karthus's first encounter with Varus VO would fail to play.
  • Fixed an issue where multiple Project Katarina VO lines would fail to play during her R channel.
  • Fixed an issue where Nidalee's killing Milio VO was not audible.
  • Fixed an issue where Nidalee's first encounter VO for Milio was not audible.
  • Fixed an issue where Yorick's joke VO couldn't be triggered. ARAM MAYHEM BUGFIXES

Fixed a bug where Infernal Conduit cooldown reduction was a lot higher than intended when multiple enemies are affected.

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