We've kept the Emperor of the Sands’ mana pool pretty dry to make sure he needs to use soldier attacks properly for lane control early instead of just spamming [Q] Conquering Sands, but this is overly restrictive now that there are strong rank up incentives on his [W] Arise! We’re buffing his Mana Growth so he can more freely use his abilities to contest lane.
Darius has moved a bit too far away from being a persistently durable damage threat that needs to be kited to more of a one shot combo playstyle. Since he has some room for power, we’re giving him a slight boost so he can swing that axe more often in sustained fights.
Miss Fortune has been in a relatively decent place throughout the year, but with the Hubris nerf this patch, we’re looking to compensate with a couple buffs to her damage output.
The boy and his yeti lost some power when we nerfed Hextech Rocketbelt earlier this year so that ranged mages weren't just buying it for a dash to safety, so we’re restoring some of that damage elsewhere.
We’re tapping up Orianna’s scalings to help her chunk a bit harder with her bread-and-butter combo in the late game without giving too much additional power to her laning phase.
Our favorite unstoppable juggernaut is looking rather stoppable in recent patches. We’re giving him some buffs to his baseline durability and rewarding him when he succeeds at using his ult to GET IN THERE rather than run away.
Base Stats
Health:655 + 87/Level⇒655 + 95/Level
R - Unstoppable Onslaught
Damage Increase over the First 3s of Channeling:+0 - 166.67% Base Damage, 0 - 100% Ratio Damage⇒+0 - 200%
Bugfix: Tooltip now displays the correct minimum and maximum bonus AD ratios (40-120%). It displayed an incorrect Bonus AD Scaling (60%-120%). It was never actually changed in patch 25.16 beyond the tooltip.
Taliyah is one of a handful of mage junglers, and we think she can be better supported for meta diversity. We’re buffing her [E] Unraveled Earth damage to make it more satisfying to land her CC combo.
Vel’Koz has been a fairly quiet pick this year, having little presence or meta impact in mid and support. We’re looking to give him a little bit of help by rewarding him for landing his combos.
Like Vel'koz, Zyra has had relatively little impact in the meta as tanks and enchanter supports have reigned supreme. We’re giving Zyra a greener thumb this patch to help her combat the forces trampling over her plants.
Like her best friend Caitlyn, Jinx has been similarly dominant in the meta, even with the Hurricane nerf last patch. We’re slowing her roll to make it a tad harder to get her snowballing.
Lee Sin has continued to be extremely popular since his adjustments to how his [W] Safeguard cooldown works with allies. While we like the extra flexibility that has given him, it's a bit too much power, so we’re nerfing the cooldown a bit along with a minor bug fix to how his E reveal works against invisible enemies and another small nerf to his [R] Dragon's Rage damage.
W - Safeguard
Cooldown:7s⇒8s
E - Tempest
Bugfix: No longer reveals invisible enemies if they stealth after being hit by Tempest.
Our favorite huntress has been sitting at an extremely high winrate in high skill brackets, toeing the line into overpowered territory for some time now, even if she's not currently meta. Now that we’re bringing down the power of some other powerful meta junglers like Lee Sin, we’re giving Nidalee a minor nerf to prevent her from getting out of paw.
While Nidalee's winrate has been borderline overpowered in the high skill levels, Rammus has been rolling over pretty much everyone else, so he’s getting a light nerf too, ok?
Tristana’s early laning has devolved a bit into "Level 1 press [Q] and just auto attack to take complete control of the lane", which is a pretty low gameplay and off flavor way for her to succeed. We’re hitting her early [Q] attack speed so she’ll have to work a bit harder before jumping on her foes.
In this set of changes, we’re mainly looking to snipe top lane Varus, where he tends to max W, unlike the more common Q max in bot. This won't bring his [Q] Piercing Arrow back up to prior Lethality Varus levels of power, but we believe it will help a lot with our ability to tune him for bot lane. As a maxed ability, it also offers more gameplay to Varus and his opponents to interact with than some more passive damage on W.
It’s time for the Glorious…Devolution. It seems Viktor has evolved past the point of exploitable weaknesses, so we’re opening that up a bit by making him slightly more vulnerable in early game skirmishes and across the board.
The last changes to Yone successfully got him to start considering crit in his first item purchases, but also put him at a somewhat unsustainable power level. We are giving him a moderate nerf to bring him down a bit.
Caitlyn’s been at a very high pick and ban rate for most players for months now despite adjustments to other marksmen and the bot meta, so it's time to nerf her. We have felt that her late-game scaling has been too strong for a while now, so we’re moving some of her power from her eyepopping full build headshots into her early game Q damage to rebalance her power curve.
Passive - Headshot
Damage:60 - 100% AD (+1% AD per 1% per Crit Chance) (+1% AD per 1% Bonus Crit Damage)⇒60 - 80% AD (+0.8% AD per 1% per Crit Chance) (+0.8% AD per 1% Bonus Crit Damage)
Locke’s been out for long enough now that we have a better picture of where he’s overly excelling and where he’s falling a bit short. Some of those areas are his extremely generous mana tuning and ability to shrug off harass, and we’re also refining his power curve by improving his scaling damage slightly, because he falls off a bit too fast if he’s not able to close out games early.
Q - Ritual Nails
Unused Charge Refund:20 - 35% mana and cooldown refund⇒10 - 40% mana and cooldown refund
We're smoothing out some of the rough edges in Taric’s kit to allow him to shine a bit more. Way back in the day, Taric’s W was adjusted to combat the popular Master Yi + Taric funnel strats. A consequence of this was that his spells would fizzle if they were cast at the same time that his bound ally became untargetable. We believe this harsh restriction to how his abilities function is no longer necessary given the existence of Role Quests, so we're partially reverting this change so that spells now work on untargetable allies, though we are still keeping an existing exemption on [E] Dazzle for champions that disappear on screen because the gameplay is too unclear (sorry, Master Yi).
Q - Starlight’s Touch
Cast Behavior: Q casts when allies are untargetable will now successfully fire.
E - Dazzle
Cast Behavior: E casts when allies are untargetable will now successfully fire.
Tooltip: Updated to include “Dazzle will not cast from Vanished allies”.
R - Cosmic Radiance
Cast Behavior: R casts when allies are untargetable will now successfully fire.
Alongside the Taric QoL changes, we’re giving Twisted Fate’s R the same treatment so he can reveal champs even if they’re untargetable at the time of activation.
Like Lee and Qiyana, Wukong has been a meta staple whirlwind of a force in the jungle for a while now. We’re looking to tap down his strength in the jungle while compensating for lane Wukong.
Base Stats
Health Regeneration:3.5 + 0.65/Level⇒5.5 + 0.65/Level
Passive - Stone Skin
Armor per Stack:6 - 10 (based on Champion Level)⇒4.5 - 10 (based on Champion Level)
Following Sundered Sky's nerfs, we feel like Xin Zhao has room for buffs to both his AD Bruiser and AS focused builds, so we’re helping out his scalings.
Attack Speed Scaling:1% per 5% bonus Attack Speed from permanent sources⇒1% per 4% bonus Attack Speed from permanent sources
Items (4)
Buffs ▲(2)
D▲BUFF
Dawncore
Dawncore is the enchanter capstone that isn’t, and currently only Soraka picks it up. Even when other supports get to full build, they often prefer other purchases. We’re buffing its AP value to make it less purely bound to Healing and Shielding.
Ability Power per 100% Base Mana Regeneration:10⇒15
H▲BUFF
Hubris
While Hubris has been a bit weak for melee champions, it’s clearly been overperforming for ranged users. We’re delineating between the two now to encourage melees and disincentivize ranged users from building it.
Base Bonus Attack Damage:12⇒15 Melee / 10 Ranged
Bonus Attack Damage per Stack:3⇒3 Melee / 2 Ranged
Nerfs ▼(2)
BB▼NERF
Bastion Breaker
Bastion Breaker was buffed into being a bit of a generic stat stick in order to give it a proper swing in the meta. Now, we’re nerfing that generic power with a QoL improvement to keep it a satisfying item in its niche.
Sabotage Duration Context: This is how long you have to use the bonus damage against objectives.
GG▼NERF
Gluttonous Greaves
The greaves are overperforming for marksmen, even when getting very few stacks, so we’re hitting it with a nerf to its cost to delay early acquisitions from getting too much value.
Total Cost:1000g⇒1100g
Modes · ARAM: Mayhem (37)
Adjusts ⚙(37)
H◆ADJUST
Headliners
K/DA: Collect 4 K/DA Cards to earn an extra Augment!
HEARTSTEEL: Augments can come with unique modifiers making them extra strong.
True Damage: Takedowns and destroying towers can drop Anvils for your team.
Pentakill: Increase the power of one of your abilities at the start of the game and at level 18.
Disco: Dance under the disco ball to earn Gold for everyone.
Cafe Cuties: Health relics are especially powerful.
Bees: Collect the honey pots and avoid the bees that fly across the map.
Command Line: Reroll one of your augments to be a higher tier in every selection.
And more to come????
S◆ADJUST
Silver
Gain a Shield whenever you cast an Ability based on the mana cost.
FO◆ADJUST
Flow of Spirit
Using a specific ability grants you stacking Attack Speed.
F◆ADJUST
Fruitify
Enemy Champion takedowns create Fruit that can be picked up by you and your allies for healing.
GO◆ADJUST
Gift of the Drowned
All Bonus Health from your items is converted to Lethality.
HO◆ADJUST
Hands Off The Talent
Your Attacks deal extra damage if fired from max range.
LB◆ADJUST
Lich Brain
Gain Ability Power based on your Bonus Health.
LW◆ADJUST
Lonely Warrior
Gain Armor, Magic Resistance, and Attack Speed for every enemy Champion around you.
NM◆ADJUST
No Mana, No Problem
All mana from your items is converted to Ability Power.
SB◆ADJUST
Sound Barrier
Your shields grant Move Speed.
UR◆ADJUST
Ultimate Recursion
Gain 50 Ultimate Ability Haste.
G◆ADJUST
Gold
Takedowns refund a portion of your Ultimate Cooldown.
AI◆ADJUST
Armored Impact
Using an Ability causes your next Attack to deal additional damage based on your Armor.
B◆ADJUST
BEES!!!
Your abilities occasionally fling an exploding beehive at your enemies that deals damage, slows, and applies On-Hit effects.
BB◆ADJUST
Brass Blast
Gain a Summoner Spell that allows you to charge up a horn blast to knock back and damage your enemies.
CC◆ADJUST
CRIMSON COBALT
One of your Abilities marks enemy champions; consuming the mark deals extra damage and reduces the cooldown of your Ability.
DT◆ADJUST
Double Time
Damaging enemy champions with two separate abilities in quick succession grants permanent Mana and deals additional damage.
EB◆ADJUST
Enchanting Butterflies
Healing and Shielding allies summons butterflies. Once you have enough butterflies, they’ll fly at enemies you damage, dealing additional damage.
GJ◆ADJUST
Get Jinxed
Gain a Summoner Spell that allows you to jump on a destructive rocket and drive it into your enemies.
HI◆ADJUST
Heavy Is The Crown
Gain Attack Damage, Ability Power, and Attack Speed but decrease your own Move Speed. Every Takedown increases this effect and dying decreases the effect.
JB◆ADJUST
Jeweled Bracelet
Your Ultimate Ability can now critically strike.
R◆ADJUST
Recoil
One of your abilities will launch you backwards when you fire it.
S◆ADJUST
Salvation
Falling to low Health pushes back enemies and heals allies.
SM◆ADJUST
Sap Magic
Every 10 seconds, your next Attack deals additional damage and heals you.
SH◆ADJUST
Still Here
Gain Attack Damage, Ability Power, and Lifesteal based on how low your Health is.
TD◆ADJUST
Take’em Down Down Down
Damage an enemy champion five times with Attacks and Abilities to gain a burst of healing and extra damage.
TB◆ADJUST
The Boom and the Bass
After casting an Ability, your next attack deals bonus damage and grants you a burst of Move Speed.
TM◆ADJUST
Tickle Monster
All Attack Damage from your items is converted to Attack Speed.
US◆ADJUST
Upgrade: Stormsurge
When Stormsurge applies Squall, it now detonates in an area, dealing additional damage and marking enemies with a secondary Squall.
WO◆ADJUST
Weapon Of Destiny
The first Legendary Item you buy gets stronger stats with every takedown.
P◆ADJUST
Prismatic
A large percent of your Attack Speed is converted to Critical Strike Damage.
BB◆ADJUST
Bouncing Bees
After using an ability, your next Attack bounces to nearby enemies, prioritizing enemy champions. Complete the quest by bouncing your Attacks to enemy champions to gain additional bounces and Attack Damage.
GH◆ADJUST
Group Hug
One of your Abilities that heals or shields also heals or shields nearby allies.
MM◆ADJUST
Mosh Monster
Using your Ultimate Ability grants you increased Health and creates a zone around you that slows Enemy Champions. Takedowns increase the amount of Bonus Health you get and the size of the slow zone.
TT◆ADJUST
Third Times The Harm
Attacking an enemy champion three times deals a burst of damage and grants you a burst of Attack Speed.
T◆ADJUST
Totentanz
Gain a Summoner Spell that lets you “Dance with Death”, granting you immortality for 5 seconds, but if you don’t get a takedown during that time, you’ll get dragged to the underworld.
RA◆ADJUST
Removed Augments
Combusting Interest
Crit 'n Cast
Critical Missile
Dimension Shift
DropBear
Dropkick
Fan the Hammer
Hide on Bush
High Roller
Our Healing
Poro Stampede
Spiritual Purification
Ult Bot
Modes · Classic (9)
Buffs ▲(3)
▲BUFF
Karma
Karma is doing poorly, especially in support. As we want her to be viable in both of her primary roles in mid and support, we’re delivering buffs especially skewed toward her low-income role. We’re also delivering a large buff to Spirit Bond, as it can be rather hard to use on teammates.
Kassadin has continued to be one of the more-banned champions but at this point, it’s clear he just isn’t his old 90% ban rate self. So we’re reverting every nerf we gave him ahead of launch. Go forth and enjoy your full power self! Make your enemies regret leaving him up!
This patch we’re continuing to relive the glory days by returning peak Atma’s Impaler, as it hasn't had the same impact it historically used to.
Critical Strike Chance:15%⇒18%
Maximum Health to Bonus Attack Damage Conversion:1.5%⇒2%
Nerfs ▼(2)
▼NERF
Aatrox
Aatrox isn’t doing so well, especially in top lane, so we’re delivering some level-scaling buffs and overall tankiness buffs to help top lane more than jungle. These are buffs from 2014 and 2015, before his first minor rework in 2017.
Say it with me now, “Better nerf Irelia!” Indeed, she’s come out too powerful, so we’re here to bring her down to size. We’re making her weaker by reverting some buffs from back in 2012, making her less outright durable and forcing her to rely on her high mobility and clever target selection. We’re also adjusting her passive to stack with Mercury Treads like it used to, which is a nerf whenever she builds Tenacity items.
Base Stats
Base Health:546⇒515
Health Regeneration:8.15⇒6.5
Passive - Ionian Fervor
Stacking with Tenacity Items:Additive⇒Multiplicative
Adjusts ⚙(4)
NM◆ADJUST
NEW - Mordekaiser
Mordekaiser is back with his kit from 2010-2015! Would you like to eat every single possible minion wave, plus both your and your enemy’s Wraith camps? Mordekaiser is the champion for you. All his abilities cost health, but damaging enemies generates a shield, so you can keep fighting no matter how low you go. And when it’s time to win a fight, your ultimate can turn it into a 6v4. Beat them with their own AD Carry!
Passive - Iron Man
Mordekaiser converts damage dealt by his abilities into a decaying shield.
Q - Mace of Spades
Mordekaiser’s next attack damages multiple nearby enemies. If his target is isolated, he deals extra damage to them.
W - Creeping Death
Mordekaiser buffs an ally with a swarm of shrapnel that grants bonus armor and MR and damages nearby enemies over time.
E - Siphon of Destruction
Mordekaiser deals magic damage to enemies in a cone. That’s it. That’s the tooltip.
R - Children of the Grave
Mordekaiser curses an enemy champion, dealing damage over time and stealing their stats. If the target dies while cursed, Mordekaiser raises their spirit as a controllable ghost.
NY◆ADJUST
NEW - Yorick
Ghostman yannik cannot compete to mojo style master yu, but he can do the babushka trick to make him double the champion and unleash omen of smell and omen of battle. If that didn’t make any sense to you, you missed out on an all-timer of a forum post. Yorick is back to his original version from 2011-2016, summoning ghouls with every ability he casts and cloning or temporarily reviving his teammates. If you want a quick jumpstart to playing Yorick to his frustratingly immovable best, consider maxing Omen of Famine and getting an early Chalice of Harmony so that you’ll never run out of mana as you constantly drain your opponents and heal while doing so.
Passive - Unholy Covenant
Yorick takes reduced damage and his attacks deal bonus damage for every summon he has active. This counts his Q, W, E, and R.
Q - Omen of War
Yorick’s next attack deals bonus damage and summons a Spectral Ghoul. Spectral Ghouls have bonus attack damage and movement speed, and give Yorick bonus movement speed while they live.
W - Omen of Pestilence
Yorick summons a Decaying Ghoul in an explosion that damages and slows all nearby enemies. Decaying Ghouls continue to slow enemies around them.
E - Omen of Famine
Yorick summons a Ravenous Ghoul, damaging an enemy and healing himself in the process. Ravenous Ghouls heal Yorick every time they attack an enemy.
R - Omen of Death
Yorick conjured the revenant of an allied champion, who can attack for a portion of their total attack damage. If the ally dies while the revenant is active, they are temporarily revived to fight at full power.
NH◆ADJUST
NEW - Hecarim
Hecarim was released in 2012 and hasn’t changed that much over the years, only undergoing some minor mechanical updates to his Q and W. Overall, he goes fast, dives in, and has strong sustained damage while galloping alongside his foes.
Passive - Warpath
Hecarim is ghosted and gains Attack Damage based on his bonus Move Speed.
Q - Rampage
Hecarim cleaves nearby enemies. If he hits an enemy with it, the cooldown of the next cast will be reduced.
W - Spirit of Dread
Hecarim damages nearby enemies over time and heals based on damage dealt to enemies in the area.
E - Devastating Charge
Hecarim gains Move Speed and causes his next attack to deal bonus damage and knock the target back.
R - Onslaught of Shadows
Hecarim charges forward, summoning spectral riders that damage enemies they hit. Hecarim inflicts fear on all nearby enemies when ending his charge.
NL◆ADJUST
NEW - Lucian
Lucian is the newest champion to grace League Classic, as he was released in the back half of 2013, but we couldn’t release a bunch of Shadow Isles champions without having our old pal back to keep them in check. There are a few small differences to Lucian here compared to the one you may have played recently. Most notably, he has 550 attack range, which makes him an extremely potent laner.
Passive - Lightslinger
After casting an ability, Lucian’s next attack fires twice.
Q - Piercing Light
Lucian fires a piercing shot that damages enemies in a line.
W - Ardent Blaze
Lucian fires a cross-shaped missile that damages and marks enemies. Damaging marked enemies gives Lucian bonus move speed.
E - Relentless Pursuit
Lucian dashes and removes all slows affecting him. Unlike the modern version of this spell, it doesn’t reset his attack timer and its cooldown is only refreshed by champion kills during his R.
R - The Culling
Lucian rapidly fires shots in a straight line. He can move and cast Relentless Pursuit while firing.