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League of Legends Patch 26.1

78 changes. Source: official patch notes.

## Modes · Mid-Patch Updates (5)

Base Stats

NERFED
  • > AS Growth: 2% ⇒ 1.25%
  • > Q - Formless Blade · Crit scaling multiplier: 80% bonus crit damage ⇒ 70% bonus crit damage

Base Stats

BUFFED
  • > AD Growth: 2.7 ⇒ 3.2
  • > Passive - Harrier · Base Cooldown: 8 seconds ⇒ 7 seconds

Base Stats

NERFED
  • > Health: 675 ⇒ 645
  • > W - Defensive Ball Curl · Magic Resist: 27 / 32 / 37 / 42 / 47 ⇒ 20 / 25 / 30 / 35 / 40

ARAM/ARAM Mayhem Updates

ADJUSTED
  • > We've disabled the Bastionbreaker item from ARAM and ARAM Mayhem.
  • > We've temporarily disabled the Executioner augment from appearing for Gangplank due to an unintended interaction.
  • > We've temporarily disabled the Flashy augment while we resolve some bugs that have popped up with it.
  • > Fixed an issue that allowed the ability to roll multiples of the same augment and stack them.
  • > We've identified an issue that caused two Stormrazors to appear in the shop.
  • > Fixed an issue where Zeri could reach over the attack speed cap. (This was actually fixed in the original 16.1 patch but was missing from the notes)

Known Issues

ADJUSTED
  • > Some settings are not available when in Ranked games.
  • > When in spectator mode if you skip forward in time towers will remain standing after being destroyed.
  • > Winter Rift Baron is still appearing. (sorry Baron just wants to be on the Winter Rift a little longer, we'll get him to put the mittens away later)

## Modes · Role Quests (12)

Queuing Up

ADJUSTED
  • > Custom Summoner's Rift lobbies will now require players to select a position.
  • > Swiftplay and rotating game modes will not have this feature enabled, and will retain the same jungle and support quest rules as before.

Top Lane

ADJUSTED

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.

  • > Gold and experience from minions reduced by 25% outside of top lane until level 3

Jungle

ADJUSTED

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.

  • > Pet counters needed to fully finish the quest: 40 ⇒ 35
  • > Gustwalker movement speed duration: 2s ⇒ 1.5s
  • > Smite damage: 600/900/1200 ⇒ 600/1000/1400
  • > After quest completion, Junglers gain 4% movement speed in the jungle or river, increased to 8% while out of combat.
  • > After quest completion, Junglers gain +10g and +10 XP per large monster killed

Mid Lane

ADJUSTED

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.

  • > Gold and experience from minions reduced by 25% outside of mid lane until level 3

Crimson Lucidity

ADJUSTED
  • > Upgrades from Ionian Boots of Lucidity
  • > Ability Haste: 20
  • > Movement Speed: 45
  • > Ionian Lucidity: Gain 20 Summoner Haste.
  • > Noxian Haste: Empowering or protecting allies with abilities, dealing damage to enemy Champions with abilities, or casting a Summoner Spell grants 10% Movement Speed for 4 seconds.

Swiftmarch

ADJUSTED
  • > Upgrades from Boots of Swiftness
  • > Movement Speed: 65
  • > Fleetfooted: Reduce the effectiveness of Slows by 40%.
  • > Noxian Fervor: Gain 5% of your Movement Speed as Adaptive Force.

Spellslinger's Shoes

ADJUSTED
  • > Upgrades from Sorcerer's Shoes
  • > Magic Penetration: 18
  • > Magic Penetration: 8%
  • > Movement Speed: 45

Gunmetal Greaves

ADJUSTED
  • > Upgrades from Berserker's Greaves
  • > Attack Speed: 40%
  • > Movement Speed: 45
  • > Life Steal: 5%

Chainlaced Crushers

ADJUSTED
  • > Upgrades from Mercury's Treads
  • > Magic Resist: 30
  • > Movement Speed: 45
  • > Noxian Persistence (15s cooldown): After taking magic damage from a Champion, gain a (10-120 [level scaling] +10% Health) magic shield for 5s.

Armored Advance

ADJUSTED
  • > Upgrades from Plated Steelcaps
  • > Armor: 35
  • > Movement Speed: 45
  • > Plating: Reduces incoming damage from Attacks by 10%.
  • > Noxian Endurance (15s cooldown): After taking physical damage from a Champion, gain a (10-120 [level scaling] +10% Health) physical shield for 5s.

Bot Lane

ADJUSTED

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.

  • > Gold and experience from minions reduced by 25% outside of bot lane until level 3

Support

BUFFED

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!

  • > Gold and experience from minion kills and from Support Quest Items is reduced by 25% outside of bot lane until level 3
  • > Zaz'Zak's Realmspike, Solstice Sleigh, Bloodsong, Dream Maker, and Celestial Opposition: 5g per 10s ⇒ 9g per 10s
  • > After Quest Completion, Control Ward gold cost reduced to 40g
  • > After Quest Completion, store up to 2 Control Wards on your Role Quest slot instead of your item inventory

## Modes · Epic Objective Tuning (6)

Elemental Drakes

ADJUSTED

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.

  • > Minimum level: 6 (unchanged)
  • > Health: 5,730-13,790 ⇒ 3,625 + 375 growth (5,106-10,000)
  • > Armor: 21 ⇒ 34 + 8 Growth (66-170)
  • > Magic Resistance: 30 ⇒ 32 + 4 Growth (48-100)
  • > Mountain drakes have +15% HP (4,200 + 430 growth) instead of +20 armor and magic resist
  • > Dragon Vengeance damage reduction: 7/14/21% ⇒ 15/30/45%
  • > Dragon Vengeance no longer increases damage to champions by 20/40/60%
  • > Dragon Vengeance tooltip now shows its numbers more accurately
  • > Kill gold: 25 ⇒ 75
  • > Local XP: 150-330 (6-15) ⇒ 160-400 (6-18)
  • > Comeback XP is now linear instead of quadratic but still scales up to 2x at a 4 level deficit.

Elder Dragon

ADJUSTED

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.

  • > Minimum level: 10 ⇒ 13
  • > Armor: 120-189 ⇒ 34 + 8 Growth (122-170)
  • > Magic resist: 70-113 ⇒ 32 + 4 Growth (76-100)
  • > Health: 13,650-17,130 ⇒ 11,500 + 575 Growth (17,796-21,275)
  • > Gold: 100 Kill + 250 Global ⇒ 100 Kill + 150 Global
  • > Total gold: 1350 ⇒ 850
  • > Experience: 830 Local + 500 Global ⇒ 0 Local + 650 Global
  • > Total experience: 3,330 ⇒ 3,250
  • > Comeback XP is now linear instead of quadratic but still scales up to 2x at a 4 level deficit.

Void Grubs

ADJUSTED

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.

  • > Minimum level: 4 ⇒ 7
  • > Armor: 0 ⇒ 34 + 8 Growth (73+)
  • > Magic Resistance: 0 ⇒ 32 + 4 Growth (51+)
  • > Health: 2,250-3,750 ⇒ 1300 + 200 Growth (2,269+)
  • > AD: 30-45 by game time ⇒ 12 + 2 Growth (22+)
  • > Grubs now deal 50% more damage to non-champions, matching Dragon and Baron
  • > Mite AD: 4.2-6.6 by game time ⇒ 1.8 + 0.3 Growth (3+)
  • > Mite HP: 470-710 by game time ⇒ 180 + 30 Growth (325+)
  • > Gold: 20 local + 50 global (210g) ⇒ 30 local (90g)
  • > Experience: 75 + 2% per level / 4 (79.5-84) ⇒ 65 (195 for 3)
  • > XP radius: 0 ⇒ 2000
  • > No longer heals its killer for 60 HP

Rift Herald

BUFFED

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.

  • > Minimum level: 6 ⇒ 9
  • > Armor: 60 ⇒ 34 + 8 Growth (88+)
  • > Magic Resistance: 50 ⇒ 32 + 4 Growth (59+)
  • > Health: 10,688-14,250 ⇒ 7,000 + 700 Growth (11,718+)
  • > Rift Herald eye cooldown: 8 ⇒ 6
  • > Eye cooldown is no longer reduced on-hit
  • > Rift Herald now deals 50% more damage to non-champions, matching Dragon and Baron.
  • > Experience value: 309-330 ⇒ 240
  • > XP radius: 600 ⇒ 2000
  • > Gold: 200-600 based on nearby champions: 100g to killer
  • > Mercenary charge damage: 2500-3000 ⇒ 3000
  • > Mercenary health: 4,770-6,360 ⇒ 2,500 + 270 Growth (4,059+)
  • > Mercenary armor: 60 ⇒ 34 + 8 Growth (88+)
  • > Mercenary Magic Resistance: 50 ⇒ 32 + 4 Growth (59+)

Atakhan

ADJUSTED

Atakhan has been removed from the game.

  • > Spawns ⇒ No longer spawns

Baron Nashor

ADJUSTED

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.

  • > Spawn timer: 25m ⇒ 20m
  • > Minimum level: 11
  • > Health: 15,600-19,020 by time ⇒ 16,300 + 170 Growth (17,792-19,190)
  • > Armor: 120 ⇒ 34 + 8 Growth (104-170)
  • > Magic Resistance: 70 ⇒ 32 + 4 Growth (67-100)
  • > Attack damage: 350-520 from 20-57 minutes ⇒ 175 + 20 Growth (351-515)
  • > Corrosion secondary attack damage: 70 + 20% total AD ⇒ 35% total AD
  • > Acid Pool damage: 200 + 10% total AD ⇒ 100% total AD
  • > Territorial Baron pull damage: 300 ⇒ 100% total AD
  • > All-Seeing Baron rift total damage: 1000 ⇒ 140% total AD
  • > Acid Shot damage: 200 + 50% total AD ⇒ 100% total AD
  • > Tentacle Knockup damage: 200 + 25% total AD ⇒ 100% total AD
  • > Re-added: Shreds 0.5 armor/MR per second to all nearby enemies
  • > Experience: 800 local + 600 global ⇒ 650 global
  • > Total experience: 3800 ⇒ 3250
  • > Gold: 25 kill + 300 global ⇒ 100 kill + 150 global
  • > Total gold: 1525 ⇒ 850
  • > Baron Nashor is now subject to comeback experience like with dragons. Players on the losing team gain 25% increased experience per level behind they are, capped at 2x.
  • > Fixed a broken icon in death recap from one of Baron's abilities

## Modes · Jungle Adjustments (2)

Buff Camps

ADJUSTED

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.

  • > Baron's spawn no longer corrupts Red and Blue buff, which made their buffs global and gave the monsters 30% more HP. A second version of the buff still drops after the Elemental Terrain transition.
  • > Red buff regen: 0.5/1/3% at level 1/4/6 ⇒ 0.5/1/1.5/3% at 1/4/6/11
  • > Red melee slow: 5/10/15/20% ⇒ 10/15/20%
  • > Red ranged slow: 5/7.5/10% (unchanged)
  • > Red buff burn: 10-75 ⇒ 15-54
  • > Burn now displays its cumulative damage on its target
  • > Red/Blue buff tooltips now show exactly how much power they provide.
  • > Bugfix: Red/blue buff no longer last 30 seconds longer if a jungler kills a champion for it

Jungle Rules

ADJUSTED

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.

  • > Monster damage amp: 25% ⇒ 10%
  • > Smite damage: 600/900/1200 ⇒ 600/1000/1400
  • > NEW: Junglers take 50% damage from non-epic monsters
  • > Maximum heal on kill: 81 + 13.5/lvl (1-10), max of 202.5 ⇒ 90+20/lvl (1-9), max of 250
  • > Minimum heal on kill: 36+6 (44% of max), max of 90 ⇒ 0 (0% of max)
  • > NEW: Now restores 15 energy on large monster kill
  • > Pet heal per second: 14-37 (1-10) ⇒ 6-36 (1-18)
  • > Pet base DPS: 20-90 ⇒ 20-150
  • > Base pet DPS against epic monsters 15.5 ⇒ 20-150
  • > Scuttle Crab no longer spawns at -1 level, thus increasing its gold/XP value
  • > Kills required for first evolution: 20 ⇒ 15
  • > Jungle role quest completion: 40 stacks ⇒ 35 stacks

## Modes · Faelights and Vision Changes (3)

Faelights

REMOVED

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:

  • > Grants +25% vision radius to the ward
  • > Reveals a bonus vision region for 45 seconds
  • > The bonus vision region shape is specific to that faelight location
  • > The bonus region particles are only visible to your team
  • > The bonus vision region is not affected by the type of ward being used (e.g. Control Wards don't enhance it.)
  • > This duration is represented by a countdown circle visual on the ward
  • > The bonus vision region can see into brush if the brush is in the region shape
  • > Enemies will know they're in the bonus region while their team has a detector/sweeper effect within the region
  • > Enemies will know they're in the bonus region if their team has ping-tracked the ward directly (including via Sixth Sense)
  • > All faelight superward buffs are suppressed while the ward has nearsight, and removed when the ward dies
  • > If your team already has a ward on the faelight, that ward will be destroyed to make room for the new superward
  • > For the sake of Vision Score, the ward has a +25% score mod
  • > For the sake of Vision Score, the bonus vision region is treated as an extra ward obeying the Position modifier rule, but no other modifier rules (e.g. staleness)

Faelight Locations

ADJUSTED
  • > One near each base gate (4 total), providing vision into the nearby jungle
  • > One in each island brush near top and bot (2 total), providing vision into river
  • > One in each river wall brush near mid AKA banana brush (2 total), providing vision of nearby river (hugging the mid lane brush but not overlapping it)
  • > [After Elemental Rift Transformation] One near side lanes in each quadrant (4 total), providing vision in the jungle path along the lane

Other Vision Changes

BUFFED

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).

  • > Stealth Ward Trinket Cooldown: 210-120s (by level) ⇒ 170-90s (by level)
  • > Oracle Lens Trinket Duration: 6s ⇒ 8s
  • > Scryer's Bloom Default Respawn Time: 260-350s (random) ⇒ 200-260s (random)
  • > One at each river coast near side lanes (2 total)
  • > One behind each side lane inner turret (4 total)
  • > One near the rocks in base where Hexgates spawn (4 total)
  • > Elemental rift Scryer's Bloom locations near these points have been deprecated, and any other plants too close by have been repositioned
  • > These new Scryer's Bloom locations have much shorter default respawn times: 90-120s (random)

## Modes · Crystalline Overgrowth (1)

Demolish

ADJUSTED

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.

  • > Demolish trigger: Charge up a powerful attack against a tower while near it. ⇒ Your third attack against towers deals bonus physical damage.
  • > Cooldown: 45s ⇒ 30s
  • > Melee Damage: 100 + [35% of maximum health] ⇒ 85 + [28% of maximum health]
  • > Ranged Damage: 100 + [35% of maximum health] ⇒ 50 + [20% of maximum health]

## Modes · Turrets (3)

Outer Turrets

ADJUSTED

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.

  • > Nearby players are now rewarded a share of 300g for destroying the first turret of the game.
  • > Plates are now permanent instead of falling off at 14 minutes.
  • > Resistances: Set armor/MR to 40 at 14 minutes ⇒ Lose 15 armor/mr per minute starting at minute 11, capped at -60
  • > Plate gold: Turret plates drop at 14 minutes, awarding no further gold ⇒ Plate value reduces by 10g per minute at minute 11, capped at -40
  • > Plate thresholds: 20/40/60/80/100% ⇒ 10/25/45/70/100% missing HP
  • > No longer gains 50 permanent resists per dead plate.
  • > In-world turret plate models have been removed. They now only show as health bar segments.
  • > Base resists: 15 ⇒ 60
  • > Base HP: 5,000 ⇒ 9,000
  • > Maximum bonus AD: 192 at 16 minutes ⇒ 168 at 14 minutes
  • > Local gold: 250 ⇒ 0
  • > Turret plate gold: 125 ⇒ 120
  • > Maximum local gold: 875 ⇒ 600
  • > Minimum local gold: 250 ⇒ 400

Inner and Inhibitor Turrets

ADJUSTED

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.

  • > NEW: Turret Plates claimed at 10/25/45/70/100% missing HP
  • > Inner turret local gold: 425/675 ⇒ 600 spread across 5 plates
  • > Inner turret health: 4000 ⇒ 5000
  • > Inner turret resistances: 55 ⇒ 60
  • > Inner turrets no longer gain up to 15 armor/MR at minutes 16-30
  • > Inhibitor turret local gold: 375 ⇒ 600 spread across 5 plates
  • > Inhibitor turret regen thresholds: 33/66% HP ⇒ 30/75% HP
  • > Inhibitor turret health: 3500 ⇒ 4750
  • > Inhibitor turret resistances: 70 ⇒ 60

Nexus Turrets

ADJUSTED

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.

  • > NEW: Turret Plates claimed at 10/25/45/70/100% missing HP
  • > Nexus turret health: 3000 ⇒ 3500
  • > Nexus turret resists: 70 ⇒ 60
  • > Nexus turret HP on respawn: 100% ⇒ 40%
  • > 6 HP/sec Nexus turret regen: 33/66% ⇒ 40/70% HP
  • > Added a separate tower item for Nexus Turrets to show that they respawn.

## Champions (34)

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.)

  • > Base Stats · Base Movement Speed: 328 ⇒ 335
  • > Passive - Serpentine Grace · Passive Rework: Gain 4-72 Movement Speed (Based on level), but she cannot purchase boots. ⇒ Increased effectiveness of all Movement Speed buffs by 6-40% (based on level).

Samira

ADJUSTED

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.

  • > Q - Flair · Q Non-Crit Damage: 5/10/15/20/25 (+ 95/102.5/110/117.5/125% total AD) ⇒ 0/5/10/15/20 (+ 110% total AD)
  • > Q - Flair · Q Critical Strike Damage: 1.25/1.65x with IE ⇒ 50% of bonus crit damage: 1.5/1.65x with IE
  • > R - Inferno Trigger · R Non-Crit Damage: 5/15/25 + 45% total AD ⇒ 20/40/60 + 30% total AD
  • > R - Inferno Trigger · R Critical Damage: 1.75/2.15x with IE ⇒ 100% of bonus crit damage: 2.0/2.3x with IE

Aphelios

ADJUSTED

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.

  • > Calibrum · Bonus Damage per Mark: 15 (+ 20% bonus AD) ⇒ 15 (+ 10% bonus AD)
  • > Severum · Onslaught Damage per Hit: 10/15/20/25/30/35/40 (+ 22/25/28/31/34/37/40% bonus AD) ⇒ (+ 19/22.5/26/29.5/33/36.5/40% total AD)
  • > Severum · Still critically strikes for 100% crit damage (1.75/2.15x ⇒ 2.0/2.3x)
  • > Infernum · Duskwave Active Damage: 25/31.67/38.33/45/51.67/58.33/65 (+ 56/60/64/68/72/76/80% bonus AD) ⇒ 20/35/50/65/80/95/110 (+ 10/11/12/13/14/15/16% bonus AD)
  • > Infernum · Follow-up attack still critically strikes for 100% crit damage (1.75/2.15x ⇒ 2.0/2.3x)
  • > Crescendum · Sentry Active Damage: 35/50/65/80/95/110/125 (+ 42/45/48/51/54/57/60% bonus AD) ⇒ 35/50/65/80/95/110/125 (+ 30/32/34/36/38/40/42% bonus AD)
  • > Crescendum · Still critically strikes for 100% crit damage (1.75/2.15x ⇒ 2/2.3x)
  • > R - Moonlight Vigil · Follow-Up Attack Critical Damage: 1.2/1.6x with IE ⇒ 30% of bonus critical strike damage: 1.3/1.39x with IE

Caitlyn

BUFFED

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.

  • > Passive - Headshot · Crit Scaling: 0-148.75/182.75% total AD ⇒ 100%*Bonus Crit Damage (0-100/130% total AD)
  • > R - Ace in the Hole · Crit Scaling: Up to 1.5x ⇒ 30% of bonus critical strike damage: up to 1.3/1.39x with IE

Tristana

NERFED

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.

  • > E - Explosive Charge · Non-crit Damage: 60/70/80/90/100 (+ 100/110/120/130/140% bonus AD) ⇒ 60/85/110/135/160 (+ 80% bonus AD)
  • > E - Explosive Charge · Crit Scaling: 100%: Up to 1.75/2.15x with IE ⇒ 40% of critical strike damage: 1.40/1.52x with IE

Nilah

ADJUSTED

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.

  • > Base Stats · Attack Speed Growth: 2.25% ⇒ 2%
  • > Q - Formless Blade · Active Damage: 5/10/15/20/25 (+ 90/95/100/105/110% total AD) ⇒ 0/10/20/30/40 (+ 100% total AD)
  • > Q - Formless Blade · Crit Scaling: Up to 2x ⇒ 80% of bonus crit damage: 1.8/2.04x
  • > Q - Formless Blade · Armor Penetration Crit Scaling: 0-33% ⇒ 0-30%
  • > R - Apotheosis · Mana Cost: 80 ⇒ 100

Jinx

NERFED

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.

  • > Base Stats · Attack Speed Growth: 1.4% ⇒ 1%
  • > R - Super Mega Death Rocket! · Maximum Flat Damage: 250/400/550 (+ 130% bonus AD) ⇒ 200/350/500 (+ 120% bonus AD)

Jhin

NERFED

Jhin won't behave any differently next season as we want to avoid letting his guaranteed crit fourth shot do too much damage.

  • > Base Stats · Multiplicative Crit Damage Mod: 86% ⇒ 75% (1.505x ⇒ 1.5x)

Sivir

ADJUSTED

As Sivir's going to gain a lot of power from stronger Ricochet crits, we're reducing her Q's scaling.

  • > Q - Boomerang Blade · Damage: 60/85/110/135/160 (+ 85% bonus AD) ⇒ 60/85/110/135/160 (+ 70% bonus AD)
  • > Q - Boomerang Blade · Crit Scaling: Up to 1.5x ⇒ 40%: 1.4/1.52x

Zeri

ADJUSTED

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.

  • > W - Ultrashock Laser · Damage: 30/70/110/150/190 (+ 130% total AD) ⇒ 30/70/110/150/190 (+ 120% total AD)
  • > W - Ultrashock Laser · Through-Wall Damage: 1.75x, 2.15x with IE ⇒ 75% of bonus critical strike damage: 1.75/1.975x
  • > W - Ultrashock Laser · Tooltip now shows the enhanced damage
  • > W - Ultrashock Laser · Damage now cosmetically critically strikes its targets when shot through a wall
  • > E - Spark Surge · Damage: 20/22/24/26/28 (+12% bonus AD) ⇒ 17/19/21/23/25 (+ 10% bonus AD)
  • > E - Spark Surge · Crit Scaling: Up to 1.85x every hit ⇒ 100% of bonus crit damage on crit: 2.0/2.3x
  • > R - Lightning Crash · Active Damage: 200/300/400 (+ 100% bonus AD) ⇒ 150/250/350 (+ 100% bonus AD)

Lucian

ADJUSTED

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.

  • > Base Stats · Attack Damage Growth: 2.9 ⇒ 2.5
  • > Base Stats · Attack Speed Growth: 3.3% ⇒ 2.5%
  • > Q - Piercing Light · Damage: 85/115/145/175/205 (+ 60/75/90/105/120% bonus AD) ⇒ 80/115/150/185/220 (+ 100% bonus AD)
  • > R - The Culling · R Extra Bolts from Crit Chance: Up to 25 ⇒ 100% of bonus crit damage: Up to 22/28
  • > R - The Culling · Total R Bolts: 22-47 (based on critical strike chance) ⇒ 22-44/50 (based on critical strike chance and damage)

Xayah

NERFED

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.

  • > E - Bladecaller · Damage: 55/65/75/85/95 (+ 60% bonus AD) ⇒ 50/65/80/95/110 (+ 40% bonus AD)
  • > E - Bladecaller · Crit Scaling: Up to 75% ⇒ Up to 50% of bonus crit damage: 1.5/1.65x

Draven

NERFED

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.

  • > Base Stats · AD Growth: 3.6 ⇒ 3
  • > W - Blood Rush · Attack Speed: 30/35/40/45/50% ⇒ 20/25/30/35/40%

Yunara

NERFED

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.

  • > Q - Cultivation of Spirit · Attack Speed: 25/35/45/55/65% ⇒ 20/30/40/50/60%
  • > >R+W - Arc of Ruin · Damage: 175/350/525 (+ 150% bonus AD) ⇒ 160/320/480 (+ 120% bonus AD)

Akshan

BUFFED

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.

  • > Passive - Dirty Fighting · P second shot crit damage: 30% of bonus crit damage (1.225/1.345x) ⇒ 100% of bonus crit damage: 2/2.3x
  • > Passive - Dirty Fighting · Fixed a bug where the second shot could bypass blind if it didn't crit.
  • > Q - Avengerang · Damage: 5/25/45/65/85 (+ 80% total AD) ⇒ 45/75/105/135/165 (+ 70% bonus AD)
  • > E - Heroic Swing · Damage: 15/30/45/60/75 (+ 15% total AD) ⇒ 8/16/24/32/40 (+ 25% total AD)
  • > E - Heroic Swing · Crit Scaling: 1.575/1.935x ⇒ 50% of bonus crit damage: 1.5/1.65x
  • > E - Heroic Swing · Clarified that damage scales with attack speed in tooltip.
  • > R - Comeuppance · Crit Scaling: 1.5/1.7x ⇒ 30% of bonus crit damage: 1.3/1.42x

Gangplank

NERFED

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.

  • > Passive - Trial by Fire · Damage: 50-250 (based on level) (+100% bonus AD) (+200% Crit Chance) ⇒ 50-250 (+ 100% bonus AD) (+ 0% crit scaling)
  • > E - Powder Keg · Bonus Champion Damage: 75 / 105 / 135 / 165 / 195 ⇒ 75 / 95 / 115 / 135 / 155
  • > E - Powder Keg · Timer no longer reduces to 0.25 seconds at level 19.
  • > E - Powder Keg · No longer deals 5% more damage on critical strike.

Yone

BUFFED

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.

  • > Base Stats · Crit Damage: 1.75/2.15x ⇒ 90% (1.8/2.07x)

Yasuo

BUFFED

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.

  • > Base Stats · Crit Damage: 1.75/2.15x ⇒ 90% (1.8/2.07x)

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.

  • > Q - Double Up · Active Critical Damage: 1.75/2.15x ⇒ 50% of bonus crit damage (1.5/1.65x)
  • > R - Bullet Time · Damage: 80% total AD (+ 25% AP) ⇒ 20 / 30 / 40 (+60% Total AD) (+ 25% AP)
  • > R - Bullet Time · Crit Scaling: 1.2/1.28x ⇒ 30% of bonus crit damage (1.3/1.39x)

Tryndamere

ADJUSTED

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.

  • > Q - Bloodlust · Bonus AD: 5 / 10 / 15 / 20 / 25 (+ up to 15 / 25 / 35 / 45 / 55 based on missing health) ⇒ 0 (+20 / 35 / 50 / 65 / 80 based on missing health)
  • > Q - Bloodlust · Maximum Bonus AD: Max at 0% remaining HP ⇒ Max at 10% remaining HP
  • > Q - Bloodlust · Clarified the per-fury and maximum heal in Q's tooltip.
  • > W - Mocking Shout · No longer slows enemies who are facing away when cast for 4 seconds.
  • > W - Mocking Shout · Now slows any enemy while they're facing away from Tryndamere during the 2.5 second debuff.
  • > W - Mocking Shout · Slow: 30 / 37.5 / 45 / 52.5 / 60% ⇒ 30 / 35 / 40 / 45 / 50%
  • > W - Mocking Shout · Enemy attack damage is still reduced by 4 seconds.
  • > E - Spinning Slash · Damage: 75 / 105 / 135 / 165 / 195 (+ 130% Bonus AD) ⇒ 70 / 105 / 140 / 175 / 210 (+ 100% Bonus AD)

Twitch

NERFED

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.

  • > Base Stats · Attack Speed Growth: 3.38% ⇒ 3%
  • > Base Stats · Attack Damage Growth: 3.1 ⇒ 3
  • > Q - Ambush · Bonus Attack Speed: 45 / 50 / 55 / 60 / 65% ⇒ 40 / 45 / 50 / 55 / 60%

Ashe

ADJUSTED

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.

  • > Base Stats · Attack Speed Growth: 3.33% ⇒ 3%
  • > Base Stats · Attack Damage Growth: 3.45 ⇒ 3
  • > Passive - Frost Shot · Crit Scaling: 100% (up to 1.75/2.15x) ⇒ 100% (up to 2/2.3x)
  • > W - Volley · Damage: 60 / 95 / 130 / 165 / 200 (+ 110% Bonus AD) ⇒ 60 / 95 / 130 / 165 / 200 (+ 100% Bonus AD)

Smolder

BUFFED

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.

  • > Q - Super Scorcher Breath · Crit Scaling: Up to 1.75/2.15x ⇒ 50% of bonus crit damage (Up to 1.5/1.65x) (also affects passive Q stacks)

Kindred

ADJUSTED

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.

  • > E - Mounting Dread · Missing Health Crit: 1.5/1.9x if target is below 25-75% (based on crit chance) Health ⇒ 50% of bonus crit chance and crit damage always (up to 1.5/1.65x)
  • > E - Mounting Dread · Pounce Damage: 1.75/2.15x on crit ⇒ 50% of bonus crit chance and crit damage always (up to 1.5/1.65x)
  • > E - Mounting Dread · Monster Damage Cap: 300 including base damage and bonus AD ratio ⇒ 200 to only the %HP portion (This is a buff in almost all scenarios)

Corki

NERFED

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.

  • > W - Valkyrie · Damage per second: 40 / 55 / 70 / 85 / 100 (+40% bonus AD) (+ 30% AP) ⇒ 30 / 45 / 60 / 75 / 90 (+40% bonus AD) (+ 30% AP)

Shaco

ADJUSTED

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.

  • > Passive - Backstab · Damage: 20-35 (based on level) (+25% bonus AD) ⇒ 20-35 (based on level) (+ 20% bonus AD)
  • > Passive - Backstab · Crit Modifier: 100% (1.75/2.15x) ⇒ 100% (2.0/2.3x)
  • > Q - Deceive · Backstab Modifier: 1.55/1.95x ⇒ 60% of bonus crit damage (1.6/1.78x)
  • > Q - Deceive · Backstab on Crit: 100% (1.75/2.15x) ⇒ 100% (2.0/2.3x)

Graves

ADJUSTED

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.

  • > Base Stats · Crit Damage: 45% of bonus (33.75/51.75%) ⇒ 35% of bonus (35/45.5%)
  • > Base Stats · Total Damage on Crit: 250-357% total AD ⇒ 252-360% total AD

Quinn

BUFFED

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.

  • > Passive - Harrier · Damage: 10-95 (based on level) (+ 16-50% (based on level) total AD) ⇒ 15-120 (based on level) (+ 40% bonus AD)

Senna

ADJUSTED

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.

  • > Base Stats · Crit Damage: 100% of total crit damage (1.75/2.15x) ⇒ 90% of total (1.8/2.07x)

Garen

NERFED

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.

  • > E - Judgement · E Crit Ratio: 80% of total (1.4/1.72x) ⇒ 30% of bonus (1.3/1.39x)

Rengar

ADJUSTED

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.

  • > All abilities rescripted
  • > Q - Savagery · Q is now consumed on plants
  • > Q - Savagery · Q is no longer always always considered a critical strike
  • > Q - Savagery · Q damage no longer deals up to 101.25% total AD bonus damage based on crit chance and damage
  • > Q - Savagery · Q now deals 100/130% total AD bonus damage if Rengar crits the attack.

Viego

ADJUSTED

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.

  • > Q - Blade of the Ruined King · % Current HP Crit Scaling: 100% of total (1.75/2.15x) ⇒ 50% of bonus (1.5/1.65x)
  • > Q - Blade of the Ruined King · Second Strike Crit Scaling: 100% of total (1.75/2.15x) ⇒ 100% of bonus (2/2.3x)
  • > Q - Blade of the Ruined King · Active Crit Mod: 100% of total (Up to 1.75/2.15x) ⇒ 50% of bonus (Up to 1.5/1.65x)
  • > R - Heartbreaker · Crit Scaling: Up to 2x ⇒ 70% of bonus (Up to 1.7/1.91x)

Elise

NERFED

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.

  • > Q - Neurotoxin / Venomous Bite · Monster Damage Cap: 75/100/125/150/175 ⇒ 65/85/105/125/145 (+ 90% AP)
  • > Q - Neurotoxin / Venomous Bite · Maximum Damage to Monsters: 115/170/225/280/335 ⇒ 105155/205/255/305 (+ 90% AP)

Jax

ADJUSTED

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.

  • > Passive - Relentless Assault · Now gains an additional 1.5% attack speed per stack at level 19.

## Modes · New Items (2)

Whispering Circlet

ADJUSTED
  • > Build Path: Forbidden Idol + Ruby Crystal + Tear of the Goddess + 850g
  • > Total Gold Cost: 2250g
  • > Health: 200
  • > Mana: 300
  • > Base Mana Regeneration: 75%
  • > Heal and Shield Power: 8%
  • > Harmony: Gain (.005% bonus mana)% Heal and Shield Power.
  • > Manaflow: Landing Abilities grants 4 max mana (doubled vs champions). Transforms into Diadem of Songs at 360 max mana.

Diadem of Songs

ADJUSTED
  • > Health: 200
  • > Mana: 1000
  • > Base Mana Regeneration: 100%
  • > Heal and Shield Power: 8%
  • > Harmony: Gain (.005% bonus mana)% Heal and Shield Power.
  • > Consonance: While you or any ally you've healed or shielded in the last 3 seconds is in combat with champions, each second, heal the lowest health nearby ally champion for (.008% bonus mana).

## Modes · Updated Items (1)

Tear Items (Muramana, Fimbulwinter)

ADJUSTED

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.

  • > Tear (Manaflow items) · Unique ⇒ Semi-unique
  • > Tear (Manaflow items) · You can now have one stacking Tear item in your inventory at any given time. Once your Tear item transforms, you can get a new Tear and stack all over again!
  • > Muramana · Mana: 860 ⇒ 1000
  • > Fimbulwinter · Mana: 860 ⇒ 1000
  • > Mortal Reminder · Build Path: Executioner's Calling + Last Whisper + Cloak of Agility + 450g ⇒ Executioner's Calling + Last Whisper + Cloak of Agility + 150g
  • > Mortal Reminder · Cost: 3300g ⇒ 3000g
  • > Mortal Reminder · Armor penetration: 35% ⇒ 30%
  • > Lord Dominik's Regards · Build Path: Last Whisper + Noonquiver + 350g ⇒ Last Whisper + Noonquiver + 550g
  • > Lord Dominik's Regards · Cost: 3100g ⇒ 3300g
  • > Lord Dominik's Regards · Armor penetration: 40% ⇒ 35%
  • > Lord Dominik's Regards · NEW: Giant Slayer: Deal up to 15% bonus damage against champions based on their bonus health. Maximum damage bonus reached at 1500 bonus health.
  • > Yun Tal Wildarrows · Build Path: B. F. Sword + Scout's Slingshot + Long Sword + 750g ⇒ B.F. Sword + Scout's Slingshot + Long Sword + 850g
  • > Yun Tal Wildarrows · Cost: 3000g ⇒ 3100g
  • > Yun Tal Wildarrows · Attack Damage: 55 ⇒ 50
  • > Yun Tal Wildarrows · Attack Speed: 35% ⇒ 40%
  • > Infinity Edge · Build Path: B.F. Sword + Pickaxe + Cloak of Agility + 675g ⇒ B. F. Sword + Pickaxe + Cloak of Agility + 725g
  • > Infinity Edge · Cost: 3450g ⇒ 3500g
  • > Infinity Edge · Attack Damage: 65 ⇒ 75
  • > Infinity Edge · Critical Strike Damage: 40% ⇒ 30%
  • > Symbiotic Soles · Removed.
  • > Vigilant Wardstone · Removed.

## Modes · SR Ranked and Matchmaking (3)

2025 Season 3 End and 2026 Season 1 Start

ADJUSTED

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.

  • > Shard Transfers will be disabled 2026-01-07 at 00:00 PST globally while we prepare to grant ranked rewards.
  • > Ranked Season 1, 2026 will start on local server time 2026-01-08 at 12:00:00. Ranked Queues (Solo/Duo and Flex) will be re-enabled on season start. Season 1 2026 Ranked Reward Missions will start at the same time.
  • > When the new season starts in 2026, player ranks will reset, and after playing 5 provisional games, players will be assigned a starting rank of the season to climb with.

End of Season Year 2025 Ranked Rewards

ADJUSTED

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:

  • > Victorious Skin Border that is compatible with all 3 Victorious Skins of 2025 (requires owning all 3 Victorious skins of the year)
  • > 2025 Ranked Emote
  • > 2025 Ranked Icon
  • > In order to receive rewards players must have an honor level of 3 or above.

Aegis of Valor

ADJUSTED

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.

  • > Autofill status won't go away by dodging the champ select. If a player dodges an autofilled game during champ select, the status would carry on until the player plays their autofilled game.
  • > For Master or above players, dodging a ranked champ select would cost more LP.
  • > Ranked Flex will have better and more reasonable skill rating based on your Solo/Duo queue rank.

## Modes · Swiftplay (5)

Start of Game Flow

ADJUSTED

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.

  • > Starting Level: 1 ⇒ 3
  • > Starting Gold: 500g ⇒ 1400g
  • > Doran's Blade, Doran's Shield, and Doran's Ring have been removed from the item shop.
  • > Guardian's Horn, Guardian's Orb, Guardian's Blade, and Guardian's Hammer have been added to the Swiftplay item shop.

Objectives

REMOVED

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.

  • > Void Grubs have been removed.
  • > Rift Herald has been removed.
  • > Baron Nashor now spawns at 12:00
  • > The Hand of Baron buff now persists through death.
  • > Atakhan has been removed, just as in other SR queues.
  • > Elemental Drakes now spawn a maximum of twice.
  • > Dragon Soul is now awarded if a team manages to kill both Elemental Drakes.
  • > The Elemental Rift transformation now occurs after the first Elemental Drake is killed, and matches the element of the second Elemental Drake.
  • > Elder Dragon now spawns at 15:00. If there is an Elemental Drake in the pit when Elder Dragon is spawning, it despawns.
  • > If no Elemental Drakes are killed, the Elemental Rift transformation does not occur.

Pacing Changes

ADJUSTED

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.

  • > Rubberbanding start time: 4:00 ⇒ 0:30
  • > Gold and experience accelerate faster over game time
  • > Rubberbanding slightly decreased per instance of gold or experience earned
  • > Rubberbanding can no longer add more than 100% to the value of a single source of gold or experience.
  • > Bugfix for gold acceleration from game time and rubberbanding double counting for some gold sources.
  • > Turrets begin to lose resists: 25:00 ⇒ 20:00
  • > Turrets begin to burn down from Sudden Death: 30:00 ⇒ 25:00
  • > Death timers by level: 10s - 52.5s ⇒ 10s - 40s
  • > Death timers no longer scale up with game time until 25:00, scaling up to a maximum of +50% by 27:30.
  • > Minions scale up 50% faster
  • > Cannon Minion health scaling: 85 ⇒ 100
  • > Start of minion waves spawning every 25 seconds
  • > There is now a Cannon Minion in every Minion Wave from the third wave on.
  • > Turrets deal reduced damage to Cannon Minions
  • > Minion damage to turrets multiplier: 50% ⇒ 60%

Minion Frenzy

ADJUSTED

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.

  • > Minion movement speed: +125
  • > Minion attack speed: +100%
  • > Minion damage to enemy minions and turrets: 150% – 250% by game time (scaling linearly from 1:00 to 20:00)
  • > Minions spread Frenzy to other nearby allied minions in the same lane
  • > Champion marker buff duration: 90s or until death
  • > Frenzy duration: 10s – 30s by game time

Jungle Changes

NERFED

We have a small number of changes intended to make the Jungle a more comfortable position in Swiftplay.

  • > Stacks required to complete Jungle Quest: 30 ⇒ 25
  • > Red Brambleback and Blue Sentinel respawn times: 300s %rArr; 270s
  • > Murk Wolves, Raptors, Gromp, and Krugs camp respawn times: 135s %rArr; 120s
  • > Nearby allies now receive 30% of the gold value for non-epic jungle monsters killed. The killer still receives 100% value.

## Modes · Arena (1)

Fame Track

ADJUSTED

With a new Fame Track comes new augments to augment your builds, you'll unlock these as you gain fame from playing the mode.

  • > Hybrid - 100 Fame
  • > Righteous Fury - 1,600 Fame
  • > Combat Intro Card - 3,600 Fame
  • > Panic Room - 6,100 Fame
  • > Bonus Reroll - 9,100 Fame
  • > Multitool - 12,600 Fame
  • > Energetic - 16,600 Fame
  • > Combat Intro Card - 21,600 Fame
  • > Hive Mind - 26,600 Fame
  • > Aim for the Head - 31,600 Fame
  • > Quest: Rite of the Forge God - 37,600 Fame
  • > Combat Intro Card - 47,600 Fame