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League of Legends Patch 26.14

44 changes. Source: official patch notes.

## Champions (10)

Azir

ADJUSTED

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%
  • > W - Arise! · Double-tap: Conqueror will now apply 2 stacks on-hit instead of 1
  • > W - Arise! · 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

ADJUSTED

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

NERFED

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

NERFED

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

NERFED

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
  • > Q - Ritual Nails · Nail Damage: 50 / 60 / 70 / 80 / 90 ⇒ 50 / 58 / 66 / 74 / 82
  • > Q - Ritual Nails · 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

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

BUFFED

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

NERFED

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
  • > Q - Piercing Darkness · Ability Power Healing Ratio: 50% Ability Power ⇒ 35% Ability Power

Seraphine

NERFED

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

BUFFED

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 (3)

Immortal Path

NERFED

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

NERFED

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

ADJUSTED

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

## Modes · Systems (1)

Blue Buff

BUFFED

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)

## Modes · ARAM: Mayhem (8)

Dimension Shift

ADJUSTED
  • > 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

ADJUSTED
  • > Time Between Spawn: 35–20 ⇒ 25–15
  • > Base Damage: 50–100 ⇒ 100–200

Squishy Slappy Grab

BUFFED
  • > Shield Per Slappee: 25–75 ⇒ 35–150

Overkill

NEW
  • > NEW Execute: Now executes if the accumulated damage would kill.

Dropkick

ADJUSTED
  • > Base Value: 5% ⇒ 4%
  • > Base Attack Damage Scaling: 0.035% ⇒ 0.055%
  • > Bonus Health Scaling: 0.002% ⇒ 0.0001%

Tooth Fairy

NERFED
  • > Penetration per Tooth: 4 ⇒ 3

Infernal Conduit

ADJUSTED
  • > Cooldown Reduction on Non-Champions: Enabled ⇒ No longer reduces cooldowns when affecting non-champions

Stackosaurus Rex

ADJUSTED
  • > Effect: Will not affect augment or item effects

## Modes · Arena (21)

Ambessa

NERFED
  • > Q1 Base Attack Damage Ratio: 60% ⇒ 45%
  • > Q2 Base Attack Damage Ratio: 90% ⇒ 70%

Gragas

BUFFED
  • > Passive Heal Ratio: 3.5% ⇒ 5.5%
  • > E Base Damage: 80 - 220 ⇒ 80 - 260

Heimerdinger

BUFFED
  • > Q Beam Base Damage: 30 - 90 ⇒ 40 - 120
  • > Beam Ability Power Ratio: 45% ⇒ 55%

Illaoi

BUFFED
  • > Q Passive Tentacle Damage Amplification: 4% - 20% ⇒ 10% - 30%

Kled

BUFFED
  • > Passive Mount Cooldown: 15 ⇒ 12
  • > Bug Fix: Power Flowers now correctly grants courage.

Locke

BUFFED
  • > 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

BUFFED
  • > Passive Harrier Cooldown: 7s - 2.56s ⇒ 5s - 1.83s
  • > E Cooldown: 12 - 8 ⇒ 10 - 6

Rakan

BUFFED
  • > Q Base Damage: 70 - 250 ⇒ 95 - 275

Samira

BUFFED
  • > R Damage: 10 / 20 / 30 ⇒ 15 / 30 / 45

Skarner

BUFFED
  • > E Move Distance Post Grab: 675 ⇒ 1000
  • > R Base Damage: 250 - 450 ⇒ 350 - 550
  • > Move Speed While Active: 40% ⇒ 60%

Swain

BUFFED
  • > R Demonic Power Generated per Second While Draining: 20 ⇒ 25
  • > Demonic Power Lost: 10 ⇒ 15
  • > Amped Demonic Power Lost After 5s: 15 ⇒ 20

Yorick

BUFFED
  • > Q Missing Health Ratio: 3% - 7% ⇒ 6% - 10%
  • > R Maiden Health Modifier: 70% ⇒ 100%

Zoe

BUFFED
  • > 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

Phantom Dancer

ADJUSTED
  • > Move Speed: 8% - 10% ⇒ 10%
  • > Attack Speed: 60% ⇒ 65%

Kraken Slayer

BUFFED
  • > Attack Speed: 35% ⇒ 40%

Rapid Firecannon

BUFFED
  • > Attack Speed: 30% ⇒ 35%

Divine Intervention

NEW
  • > 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

NEW
  • > 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
  • > REMOVED Status: Disabled

Upgrade: Collector

NERFED
  • > Execute Threshold Level 1: 0.75 (16.25%) ⇒ 0.5 (12.5%)
  • > Execute Threshold Level 2: 1.25 (23.75%) ⇒ 1 (20%)

## Modes · Bugfixes & QoL Changes (1)

What's changing:

REMOVED

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.

  • > 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.
  • > Fixed a bug where Caitlyn's Headshot may fail to fire while in brush.
  • > Fixed a bug where Guinsoo's Rageblade's first Phantom Hit would apply one attack earlier than expected.
  • > 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.