Base Stats
NERFED- > AS Growth: 2% ⇒ 1.25%
- > Q - Formless Blade · Crit scaling multiplier: 80% bonus crit damage ⇒ 70% bonus crit damage
$ cat lol/patch/26.1
78 changes. Source: official patch notes.
Top lane has been a particularly difficult role to give appropriate agency to over the years, and is frequently viewed as the position with the lowest agency. We're enhancing their agency in this update with universal access to Teleport, and ensuring that they are a relevant scaling champion by increasing their experience gains and level cap.
Jungle quest completion is mostly unchanged except for some light tuning—you'll complete your quest sooner, and the Gustwalker Hatchling's reward is slightly reduced compared to the other options. In addition to their previous rewards, junglers now get increased gold and experience after completing their quest, better allowing them to be a powerful champion later in the game, as well as increased movement speed in the jungle.
Mid laners uniquely progress their role quest through dealing damage to champions in addition to other events. For rewards, mid laners receive a free upgrade to their boots, and periodically get an empowered Recall. The boots upgrades are based on the items introduced for Feats of Strength, but they've been heavily reworked and are significantly more powerful now.
We're doubling down on bot laners as the game's defining gold income carries. Bot laners progress their quests more from minion kills than other positions, and are rewarded with some up front gold, increased gold income for the rest of the game, and the ability to move their boots into their Role Quest slot, freeing up an inventory slot for more component items—or even a fully completed 6th item if the game goes long enough.
The Support Quest is already very fulfilling and functional, and as they say if it isn't broken don't fix it. That said, we did want to take this opportunity to localize the role quests to bot lane, similar to the other quests, while also adding a few quality of life upgrades to the quest. Gone are the days of having to sacrifice one of your item slots for Control Wards, now is the time for laners and junglers to fear the potential of a six item support!
Elemental Drakes will have up to 35% more effective HP, increased further for teams who approach Dragon Soul, as the Dragon Vengeance mechanic that gives them damage reduction has been buffed, causing super late game soul takes to last about twice as long. We're picking Dragon Vengeance for the primary buff here because we want losing teams to have a fair shot at taking a low-value Elemental Drake, but we want Dragon Soul to be strongly contestable. Drakes still don't deal very much damage, which is an intended part of their combat. Their local rewards are actually going up this season, unlike most other epic monsters. We want to make sure that junglers feel appropriately rewarded for skipping out on a camp or two to take a team-wide objective, so we're ensuring they're properly compensated in gold and experience for taking risks on behalf of their teams. We've also simplified and buffed all dragons' comeback experience mechanic, which rewards under-leveled champions on the losing team.
Elder Dragon already scaled its durability with level but we're cleaning up the functionality of it. Like with Baron later on, its overall gold value is going down, while the experience value is being placed entirely into team-wide global XP and ensuring it's amplified by the monster's comeback experience for weaker players on the losing team. Ultimately, Elder Dragon will have around 20% more effective HP but should otherwise feel similar. The minimum level change shouldn't mean much, except for anyone who likes looking at the official League wiki, as now the minimum values more closely match what players will actually encounter in their games.
Void Grubs have generally been an epic monster camp that's more about getting yourself ahead and rewarding the whole team for running over to assist in the takedown. With this season's increased focus on pushing turrets, we think the buff already rewards that playstyle strongly, but we want to reduce the pressure on having whole teams roam up for Grubs. We also want to make it easier for laners to run over to take a single Void Grub and then leave back to their lane. To accomplish these goals, we're concentrating the gold reward purely on the killer of each monster and re-tuning the rewards to be more in line with our goals for camps like these. We're also reducing the camp's damage in order to make them less scary for non-junglers to engage with. As with most other epic monsters, their durability is increasing as well. As a point of clarification, the changes to Voidmites only affect the monster camp version and have no impact on the reward mites summoned from taking down the camp.
Rift Herald is a valuable objective due to its ability to knock down turrets, so we're actually increasing its unique reward a small amount while removing an odd optimization around delaying its summon in order to squeak out a level up and thus get more damage from the Rift Herald Mercenary's charges. We're making the "Eye" mechanic more solo-able by moving it to a simple cooldown that junglers can more easily claim by themselves. We're also changing its rewards to match our goals, especially by reducing the amount of local gold it gives nearby champions and instead rewarding the killer an appropriate amount. As with other epic monsters, its effective health has also increased.
Atakhan has been removed from the game.
Baron Nashor is receiving a similar treatment to Elder Dragon, reducing its overall gold reward and ensuring the experience reward is impactful to drive those exciting moments where clutch objective steals lead into a teamfight comeback. We're preserving its buff power as a meaningful game-ender, though. We've also done a tuning pass on Baron's various abilities to ensure they're not weaker than his regular attacks so he lives up to his raid boss aura. His shred is also being empowered to consistently weaken all enemies around him, making the fight more lethal than before when an enemy team comes to contest. You thought pro teams were done throwing the game at 20 minute objective fights? Think again! Ultimately, Baron will be more durable than before and slightly more threatening, as his abilities will more accurately scale across game time and the increased shred will make the attacking team more prone to being more vulnerable to contests.
We're removing the global red and blue buffs that were available after 25 minutes for a few reasons. First, we think these buffs should be meaningful, and giving them out globally makes them less special when you do get one, since these buffs aren't very impactful if they're given out to five champions at a time. It also made it harder to appreciate the reward, since it could often show up without any effort from you . We prefer the version where someone intentionally walks over to pick up the buff their jungler left for them. Second, we think the overall power level of these camps got too high with so many buffs given out, and considering this season's emphasis on pushing for the enemy base over taking jungle monsters, reducing the power of team buffs was a straightforward decision. This also means, as a jungler, you're less likely to face off against an enemy who's wearing matching buffs, giving junglers a little more late-game combat agency in their average fight.
Our jungle changes this season are aimed at slowing down their early clears in order to give more room for lanes to play out their early games without as much intervention. We're also reshaping the feel of early clears by giving junglers substantial damage reduction to help novice players have a more comfortable time when clearing their jungle and compensating the amount of health they get back to achieve fairly similar health for experienced players who kite camps well. Junglers will also be a little better at killing epic monsters, as their pets will contribute more DPS regardless of class and build, and their Smite will be more powerful compared to spells like Lux's and Jinx's ultimates. Additionally, the overall mid-late jungle gold and experience income is going up a little through a combination of a more valuable Rift Scuttler and increased gold and experience from their more quickly completed jungle quest.
Faelights are a new map feature we're introducing to improve the vision system. They appear as rings of glowing mushrooms on the ground—some present at game-start, and some upon the Elemental Rift transformation. When you place a ward on the ring, it will temporarily reveal a nearby area of the map, which is not revealed to enemies unless they use a detector effect or ping the ward directly. These were designed with a few goals in mind: First, we want wards to be more usable for enabling plays (like a split-push), even if the support isn't nearby to provide multiple wards (especially when coupled with the Scryer's Bloom changes; see below). This is a major motivator for the powerful faelight spots that spawn near side lanes after elemental rift transformation. It's also why the bonus vision regions are long enough to make a play, but not long enough to dominate vision. Second, we want the vision game to be more approachable while still rewarding good decision-making and strategic skill (particularly as the game moves past lane phase). This is why the island brush locations near side lanes are simple feels-good spots to ward during lane phase, while the areas towards the center of the map are sparser and less powerful. It's also why the system still forces you to make strategic decisions about when and how to use limited ward/trinket resources (rather than resembling a plant or hexgate, for example), including for playing-against (as asymmetric information is critical to depth of strategy). Third, we want to ensure the vision system has interesting mechanics to promote healthy new vision dynamics (e.g. enable split-pushes without turbo-charging jungle invades). This is why each location has its own tuning levers, like location, elemental rift delay, bonus vision shape/size, and the location/frequency of nearby Scryer's Blooms. These enable faelights like those at base gates, which can be useful for offensive plays, but are designed to be easier than average for a losing team to retake and use to recover after being pushed in. Finally, the vision system has historically been hard to understand and low-satisfaction, so we're keen on vision mechanics that feel visceral, alive, and aesthetically pleasing on the map, rather than being a subcomponent of an item or UI component. This informed the natural-magic visual motifs and punchy particle effects that hopefully make it a fun and inviting feature to interact with. We'll be keeping an eye on how faelights impact the vision game, adjusting rules and individual locations as necessary to keep them fair. Faelight: Placing a ward (of any type) on a faelight makes the ward a faelight superward, applying the following effects:
Faelight's goals are meant to be delivered by a mix of Faelights themselves and other vision changes working in tandem. First, we're buffing the cooldown of yellow trinket so non-supports are more readily able to access vision (with or without faelights) to make plays. Likewise, we're also buffing the duration of red trinket so those trying to bypass/clear enemy vision are more able to do so (and to make them better for clearing detected Faelight superwards). Additionally, we're adding more Scryer's Bloom locations and speeding up their respawn times. This is meant to enable the "I have the vision tools to make plays" goal of Faelights, as well as increase access to ward-clearing (to offset the increased systemic vision from faelights).
Given that Overgrowth occupies a lot of the same space as Demolish (in visuals, complexity, and gameplay), we felt Demolish needed to be simplified. We still want Demolish to be a satisfying and useful rune to users that already like it, and we'll be keeping an eye on how this feels with the Overgrowth mechanic and make any changes as needed.
The primary change for outer turrets is that the health bar has been changed to make it easier to understand how durable a turret really is. Instead of gaining permanent resists each time a turret plate dropped, the health bar segments are simply different sizes, which is mathematically almost identical but makes it easier to understand a turret's true durability at a glance. Though turret plates are now permanent, we like that outer turret durability changes over game time, becoming frailer as the game progresses. So its resistances and value drop in the mid game, rewarding players who can press their lead early on but still leaving a moderate amount of gold for those who never had early pressure.
As mentioned above, T2 and T3 turrets are receiving turret plates in order to reward partial progress. Now crashing a minion wave and dealing a couple thousand damage will pay you for pushing up and incurring that risk. Combined with more durable epic monsters, this should meaningfully push champions to care much more about pushing up and progressing toward destroying the enemy base. The rest of the math here is simply a consistency pass that sets all turrets to 60 armor and MR in order to make it easier to read each health bar. We're also removing some of their late-game stat scaling to make sure pushing them remains a strong option.
Nexus Turrets are a special case due to their unique location far inside the base. As they already have partial-kill rewards due to their health regeneration mechanics, we're not doing much on the durability front. However, we are leaving them weaker on respawn so that it's never an optimization to leave the turret at low health instead of actually destroying it. The respawning turrets are valuable in order to let a defending team eventually leave their base, but it shouldn't ever be wrong to kill them.
While Cassiopeia's no boots passive is very thematic, the addition of more boot based systems over the years (like role quest rewards) has made it feel like a punishment at times instead of a boon. We think it's important for Cassio to have the opportunity to engage with these new systems so we're reworking the passive into a new movement based effect. (We also wanted to do Soobin a solid.)
We like that Samira's R and Q are almost direct auto-attack replacements and want to preserve as much of their crit damage as possible. However, with the value of crit going up, the value of AD must then go down.
Aphelios has a lot of intricacies and some of his abilities try to behave exactly like basic attacks. With that in mind, we're converting Severum's active to total attack damage in line with similar abilities and generally lowering the bonus AD ratios of several abilities that already scale well due to firing off basic attacks that can crit as part of their cast.
Caitlyn's top-end Headshot damage has gotten out of hand and with the value of critical strikes going up it's about to get even stronger, so we're taking a heavy swing to Headshot's top end. We're also making her R scale with Infinity Edge, as it already scales with critical strike chance, but we're reducing its damage to make room for her stronger basic attacks.
Tristana's E is one of the sharpest-scaling abilities in the game, and considering her late game is already poised to be great with a strong attack speed steroid, long range, and lots of crit damage, we think the top end of her E can stand to go down a few pegs.
Nilah's in an interesting place where her Q didn't scale with Infinity Edge, so unlocking that avenue marks a small power increase on top of her basic attacks getting better, so we sought to find other ways to slightly lower her late game scaling as compensation.
We like the overall shape of how Jinx functions and generally just want to preserve the value of her minigun's high attack speed, so we're making sure her two stances are more distinguished from one another and generally lowering a bit of spell damage to keep her attack-focused.
Jhin won't behave any differently next season as we want to avoid letting his guaranteed crit fourth shot do too much damage.
As Sivir's going to gain a lot of power from stronger Ricochet crits, we're reducing her Q's scaling.
We're updating Zeri's E to crit exactly as a basic attack would, which means re-tuning some of her abilities to make room for that power.
Lucian's builds are pretty sensible and as a spell-focused ADC, but we want to make sure his spell scaling is good. We're updating R to fire even more bullets with crit damage, which will make crit scale his ult just as well as it scales basic attacks. Considering he's already got extremely strong AD scaling and we want to make sure that Navori Flickerblades feels good, we're bringing down some of his Q's AD scaling.
We're updating Xayah's E to care about crit damage and adjusting her E's overall damage profile to be more reliable and less snowbally.
Draven is very auto-attack focused and averages about two crit items per game, so he's also in need of some compensation. Considering he's gaining direct auto-attack DPS, we're trying to compensate him directly on the same axis.
Yunara has a crit build and an on-hit build, but even her on-hit build almost always picks up Hurricane, so she's getting stronger no matter what she does next season. We're looking for nerfs that will skew more toward low-Attack Speed high-AD crit builds, as they'll be more directly buffed by the global crit damage increase.
Akshan's abilities currently scale crit in three different ways and we're making that more consistent here. His passive auto, being functionally a true basic attack, will crit for 100% value. Meanwhile, the crit scaling on E and R are going down as compensation. We're also doing some discretionary adjustments to allow Q-max and E-max to perform at similar levels of power by adjusting their rank-up incentives.
Gangplank is one of two champions (alongside Smolder) who we think is going to gain extra power due to Essence Reaver once again building from Sheen. We expect him to perform much, much better with his increased critical strike damage, so we're pulling out many of the unique crit scalars that have been added over the years and delivering an extra hit to his E on top.
Yone won't be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn't allowed to crit for full damage.
Yasuo won't be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn't allowed to crit for full damage.
Miss Fortune tends to build quite a lot of critical strike chance and we'd like it to stay that way, but she can't just be directly buffed so we're here to compensate some of that value by softening her Q crit mod. For her R, we want to make sure that critical strikes feel like they have some impact, so we're increasing the crit mod slightly, but in order to not push her scaling too hard, have compensated that with a new base damage and a lower AD ratio.
Tryndamere is getting some real gameplay updates with this patch and some very real nerfs due to how much critical strike chance he normally has. To weaken how incredible his early game all-ins can be with 200% crit damage, we're nerfing his early bonus AD from Q and nerfing his early E as well. However, he's also getting some new tools. First, his Q now gives full value at 10% remaining health, meaning he can get the full bonus attack damage during his ultimate and it no longer has a disincentive for ranking up. Second, his W will now slow enemies any time they are running away from Tryndamere, regardless of where they were looking when he cast it. We expect this substantial increase in reliability is a big buff, so we've preemptively nerfed the slow itself. Though the slow duration is going down, the AD reduction is still the full four seconds regardless of facing.
Twitch's late game team deletion with 200% crit damage will probably be too fast, so we're targeting some general late-game DPS nerfs.
Ashe is already quite attack-reliant and pretty balanced but considering she buys about 1.5 crit items per game, we're lowering her late game a little to make room for the increased damage coming her way.
Smolder, like Gangplank, stands to gain a lot of power from Essence Reaver's changes in this patch so we're taking a swing at how strongly his Q scales with critical strike purchases.
Kindred's E mechanics are rather confusing and they build several critical strike items already. So we're updating the E to be much easier to understand and reducing the numbers. We're also modernizing the E's monster cap to allow for more damage when building AD and ranking up the ability.
Corki isn't particularly strong at the moment, so while this is a nerf on paper, we expect Corki will be overall stronger at the start of the season. This nerf is aimed at weakening his ability to crush a minion wave right before a Recall.
When Shaco crits during a Backstab or a Deceive, everything crits along with it for his full crit damage, so his top end can be very, very high. We like that he builds for crit sometimes and want to let as many of these tools inherit the new higher base crit damage, but also want to modernize his other scalings to respect crit damage mods more consistently and generally preserve the total power level of Shaco builds that don't buy any critical strike chance.
The functional result of these Graves changes should be almost nothing. He'll deal about 1% more damage with his basic attacks when critically striking.
As Quinn builds a decent amount of crit and that crit manifests in stronger autos and more passive procs, we're compensation nerfing those same auto-reliant passive procs.
Like Jhin, Yasuo, and Yone, Senna's guaranteed critical strikes cannot sustain a 2x modifier, so we're lowering her base crit damage down to a value similar to last year.
Critical strike chance on Garen is pretty good since both his basic attacks and Judgment are improved by it. We want to continue to make space for non-crit Garen builds, so we're compensating the global critical strike damage increase and updating the calculation to properly discount bonus crit damage.
Rengar is getting a heavy re-script. This is mostly intended to maintain current functionality and feel, while addressing bugs and tech debt. The list of bug fixes is too long to add here so it'll be added to the bugs section. Alongside the crit changes, we're looking to make Rengar's Q work more intuitively by letting the underlying attack itself roll for critical strikes, and if so, deal bonus damage based on his total AD. This removes an optimization around rushing Infinity Edge to enhance the old forced-crit mechanic and also makes him not immediately lose 30% of his damage if his opponents build Randuin's Omen. We'll keep an eye on lethality-vs-crit Rengar and how it performs next season as we suspect Essence Reaver will be a big deal on him.
Viego buys a decent amount of crit chance and we want to make sure those crits allow him to play out a consistent auto-attack pattern, so the larger nerfs are to the active damage of the Q and R.
Elise is in a silly spot where ability power quickly fails to scale her damage against monsters after the mid game. We're delivering a change that will be a slight buff on average but is primarily meant to let her damage scale up with AP like it would for anyone else.
Now that the top lane quest can raise champion levels to 20, we're looking for any champions who intermittently scale their passives and giving them another breakpoint if they deserve one. Jax is one such champion who's gaining a bit more attack speed at level 19.
We're bringing back the ability to stack multiple Tear items for those games that are really going long and you want to get max value out of every item slot. Also, we've been happy with the effects of increasing the flat mana on Seraph's Embrace a bit, so we're extending that to Muramana and Fimbulwinter.
The S3 Ranked 2025 season will end on local server time 2026-01-07 at 23:59:59. Ranked Queues (Solo/Duo and Flex) will be disabled briefly as the season ends. S3 2025 Ranked Reward Mission will end at around the same time.
A quick recap from 25.24 patch updates: the end of season year rewards will include not only the Victorious Draven Skin and Chromas, but also accessories that celebrate your highest rank achieved during 2025. Additional accessories include:
As detailed in /dev: Ranked 2026 dev blog, we'll be launching the Aegis of Valor alongside the 2026 season start. If you are autofilled and get mastery C or above rating, you will have no LP deduction on a loss, or you'll gain double LP gain for a win. In order to make sure autofilled players are trying their best we've also made some behind-the-scenes updates to the Mastery System to better detect player contribution.
Swiftplay will be inheriting the accelerated start-of-game flow from regular Summoner's Rift. In addition, champions will start at level 3 with 1400 gold, moving much more quickly into the action. In order to facilitate this, we've swapped out the Doran's items for the Guardian's starting items. These have exactly the same stats and effects in Swiftplay that they have in ARAM. Off-meta junglers in particular should benefit from this flow, as a large number of off-meta junglers are filtered out by their relatively poor (or almost impossible, in some cases!) first clears.
Swiftplay has all the same objectives as regular SR, condensed into a much shorter time period. This results in a too-dense strategy game that forces players to constantly be in the right place at the right time, without creating enough space to actually push down turrets and bring the game closer to its end. This has a particularly unwelcome effect on the jungler, who ends up playing an even-higher-pressure version of the role, despite Swiftplay's promise of lower stakes. Game-ending power is generally more accessible than before, with some updated Dragon Soul and Elder Dragon spawn rules and a more potent Hand of Baron buff.
We've made a large number of under-the-hood changes to accelerate the game, aiming at a much higher action, shorter game loop than before. Notably, gold and experience should scale up faster than before, while death timers are significantly shorter through most of the game. As noted above, new Homeguard rules are present in Swiftplay, and significantly faster than on regular SR. Minions scale up even faster, with a Cannon Minion in every wave, and Sudden Death comes online 5 minutes sooner.
The combination of shorter death timers and faster movement out onto the battlefield significantly increases the amount of PvP action you can expect to experience in Swiftplay, but it also has the potential of grinding the game to a halt, as you simply can't make enough progress at destroying the enemy team's base before they respawn and get back into the action. To address this, we're adding a new feature to Swiftplay only: Minion Frenzy. When you kill an enemy champion, your nearby allied minions will frenzy, gaining a large amount of movement speed, attack speed, and damage to minions and turrets. They'll push towards the enemy's base, translating champion kills more directly to turret damage. If you kill a champion with no minions around, you'll receive a marker buff that you can bring over to a minion wave – the next time you go near an allied minion, you'll cause them to frenzy.
We have a small number of changes intended to make the Jungle a more comfortable position in Swiftplay.
With a new Fame Track comes new augments to augment your builds, you'll unlock these as you gain fame from playing the mode.