Patch 25.24 Just Flipped the Meta and These Champs Are Running Ranked

Riot recently released Patch 25.24 and we’ve got enough data now to look at the top winners and losers of the update!

How’s the Tier List Calculated?

The tier list is built for Ranked Solo players at Emerald and above across every region. The list is generated by measuring standard deviations in 3 key metrics:

  • Win rate: how reliably a champion converts games into victories
  • Pick rate: how often players choose that champion in Emerald+
  • Ban rate: how frequently the champion gets banned in picks

Tier List for League of Legends Patch 25.24

All data presented in this article was gathered by U.GG. Here’s a look at the Top 30 Champion tier list with differences between Patch 25.23 and Patch 25.24 clearly highlighted in the table.

PositionChampionRoleCurrent Tier (25.24 vs 25.23)
1
Zaahen
Zaahen
top
S+ (► 1)
2
Miss Fortune
Miss Fortune
adc
S+ (► 2)
3
Sylas
Sylas
jungle
S+ ( 8)
4
Malphite
Malphite
top
S+ ( 6)
5
Draven
Draven
adc
S+ (► 5)
6
Milio
Milio
support
S+ ( 4)
7
LeBlanc
LeBlanc
mid
S+ ( 30+)
8
Master Yi
Master Yi
jungle
S+ ( 9)
9
Blitzcrank
Blitzcrank
support
S+ ( New in Top 30)
10
Shaco
Shaco
jungle
S+ ( 11)
11
Vayne
Vayne
adc
S+ ( 15)
12
Nami
Nami
support
S+ ( 7)
13
Karma
Karma
support
S+ ( 23)
14
Ashe
Ashe
adc
S+ ( 10)
15
Bel'Veth
Bel’Veth
jungle
S+ ( 19)
16
Lee Sin
Lee Sin
jungle
S+ ( 30+)
17
Braum
Braum
support
S+ ( 30+)
18
Katarina
Katarina
mid
S+ ( 3)
19
Leona
Leona
support
S+ ( 12)
20
Briar
Briar
jungle
S+ ( New in Top 30)
21
Thresh
Thresh
support
S+ ( 18)
22
Bard
Bard
support
S+ ( 17)
23
Diana
Diana
jungle
S+ ( New in Top 30)
24
Poppy
Poppy
support
S+ ( New in Top 30)
25
Jinx
Jinx
adc
S+ ( New in Top 30)
26
Kha'Zix
Kha’Zix
jungle
S+ ( 14)
27
Aatrox
Aatrox
jungle
S+ ( New in Top 30)
28
Tristana
Tristana
adc
S+ ( New in Top 30)
29
Ahri
Ahri
mid
S ( 20)
30
Syndra
Syndra
mid
S ( 25)
Posted in LoL

Patch 25.24 Notes – League of Legends

League of Legends 25.24 Patch Notes are here and include a handful of buffs, nerfs and adjustments. Check out the full patch notes for additional details from Riot (source).

Season 3 Ranked Ending Soon

The Summoner’s Rift Ranked Season for Season 3, 2025 will end 2026-01-07 23:59:59, according to your local server time, which is the last day of 15.24 patch cycle.

Similar to previous years, Summoner’s Rift ranked queues will be disabled for 12 hours for preparation of Season 1, 2026 start, which will begin on 2026-01-08 12:00:00 (noon) local server time at which point LP and ranks will reset for the new year.

The end of season 3 2025 also means the 2025 ranked season is coming to an end. The end of season year rewards will include not only Victorious Draven Skin and Chromas, but also accessories that celebrate your highest rank achieved during the year! Rewards will be as follows and will be distributed in patch 26.1 next year: 

  • Victorious Skin Border that is compatible with all 3 Victorious Skins of 2025 (requires owning all 3 Victorious skins of the year)
  • Season 2025 Ranked Emote
  • Season 2025 Ranked Icon

 We’ll have more details about the 2026 ranked season in the 26.1 patch notes, but for now good luck on your end of year climbs! 

WASD Launches in Limited Queues

WASD will go live in most unranked queues across all regions this patch. Draft and Ranked queues will not support WASD at this time. We will roll out on OCE, and slowly scale to all regions. Given WASD is still in a beta state and that we are in active iteration, we might disable certain queues or champions in case of a degraded player experience. In cases where we disable WASD for specific modes or champions, your keybindings will return back to Point and Click while playing those champions/playing in those queues. For 25.24, both Briar and Taliyah will have WASD disabled. When enabled again, your control scheme will default to the player selected choice.

Please make sure to report to Player Support any issues found, and to learn more about WASD, read here!

WASD will be enabled in the following queues: 

  • Normals: Customs, Swiftplay, ARAM
  • Game Modes: Arena, ARAM: Mayhem, ARURF

 WASD New Features: 

  • Dynamic Camera – New Camera that follows your mouse, with speed settings!
  • Scout Ahead Button – Middle mouse click to freely move your camera while in Dynamic Camera, release to snap back.
  • WASD Remapping – Remap your keybinds as you wish

 We will be using balance data from live to further iterate on the WASD experience, prior to considering enabling it within Ranked queues, so please let us know what you think and report any bugs! We will be continuing to release additional promised features in the next year. 

Champion Select

After a successful pilot and positive player feedback following the introduction of disallowing champions allies hover from being banned as well as faster champion select timings, we’re fully releasing both updates. On a similar note, the QoL improvements to speed up champ select have also been well received and, as a result, we’ve decided to roll them out to all regions globally. 

  • You are no longer able to ban champions hovered by your teammates.
  • In patch 25.23, we introduced improvements to speed up champ select for Summoner’s Rift (Solo/Duo, Flex, and Normal Draft) to 2 pilot regions in NA/OC. These improvements are now being rolled out to all regions.

Champion Buffs & Nerfs

Braum

See Highest Win Rate Braum Builds

Our resident mustachioed muscle man is a little weak right now, so in this patch we’re looking to put a bit more pep in his… punch. To do that, we’re playing up his active brawling with some durability early on and increased damage in extended fights so he can punch his opponents into submission.

Base Stats
  • Base Health: 610 ⇒ 630

Passive – Concussive Blows

  • Damage On Follow-up Attacks: 20% ⇒ 40%

Dr. Mundo

See Highest Win Rate Dr. Mundo Builds

We overestimated the impact of last patch’s Dr. Mundo bugfix, which means our compensation buff overshot as well. That said, we’re still happy with where Top Mundo ended up, but Jungle Mundo is now a little over the line, so we’re here to deliver a jungle-specific nerf to bring his two primary roles closer to parity.

Q – Infected Bonesaw

  • Monster Damage Cap: 350 / 425 / 500 / 575 / 650 ⇒ 300 / 375 / 450 / 525 / 600

Kayn

See Highest Win Rate Kayn Builds

Shadow Assassin Kayn is a bit too good at taking down his targets at the moment so we’re here this patch to give them a fighting chance. We don’t want Rhaast to be caught in the crossfire of these nerfs so we’re taking aim at some of Blue Kayn’s assassin-specific damage that often comes in the form of W poke from the fog of war.

Passive – The Darkin Scythe

  • Bonus Post-Mitigation Magic Damage: 25-45% ⇒ 20-40%

Kha’Zix

See Highest Win Rate Kha’Zix Builds

Kha’Zix is one of the strongest junglers at the moment and is in need of a nerf. We don’t want to hurt his ability to assassinate targets, so instead we’re going to slow down his jungle clear a touch by reducing his early AoE.

W – Void Spike

  • Base Damage: 85 / 115 / 145 / 175 / 205 ⇒ 75 / 105 / 135 / 165 / 195

Master Yi

See Highest Win Rate Master Yi Builds

Master Yi is another powerful champion who’s been dominating the jungle as of late. To level the playing field we’re bringing down his durability and damage a bit split between the early and late game as we’re currently happy with his overall combat and game pacing.

Base Stats
  • Base Health: 655 ⇒ 640
  • Attack Damage Growth: 2.8 ⇒ 2.5

Mel

See Highest Win Rate Mel Builds

While not mathematically overpowered, Mel has solidified herself as the most frustrating champion to face in League, which is a deeper problem than just numbers. In the short term we’re delivering a direct nerf that will still allow dedicated mains to win an appropriate number of games, but will make her suboptimal for inexperienced players. As for our changes themselves, we’re going after how inescapable her E can feel to play against.

In the longer term, we have some larger work planned for early next year with more significant changes aimed at returning her to a more appropriate power level while also making her feel more fair to play against for her opponents.

E – Solar Snare

  • Orb Magic Damage: 60 / 105 / 150 / 195 / 240 ⇒ 60 / 100 / 140 / 180 / 220
  • Magic Damage per Second: 16 / 32 / 48 / 64 / 80 ⇒ 16 / 26 / 36 / 46 / 56
  • Lingering Debuff Duration: 0.75 ⇒ 0.5 seconds
  • Mana Cost: 50 / 55 / 60 / 65 / 70 ⇒ 50 / 60 / 70 / 80 / 90 mana

Nasus

See Highest Win Rate Nasus Builds

Nasus has been an underdog for some time now so we’re looking to throw him a bone with some changes that will make him a bit more durable in lane and powering up his Q for more effective stacking (because who hasn’t missed a cannon minion by 5 health before).

Base Stats
  • Base Health: 631 ⇒ 650

Q – Siphoning Strike

  • Base Damage: 35 / 55 / 75 / 95 / 115 ⇒ 40 / 60 / 80 / 100 / 120

Nidalee

See Highest Win Rate Nidalee Builds

Nidalee has risen up the ranks as an extremely high-powered jungler, largely due to a bug where her Q deals more damage than it should at most ranges. We’ve fixed this bug and will keep an eye on her to see how she lands.

Q – Javelin Toss

  • Bonus Damage Beyond 525 Range: 30-125% ⇒ 0-125% (Note: Damage at ranges below 525 are unaffected.)

Sejuani

See Highest Win Rate Sejuani Builds

Much like her fellow Freljordian tank, Sejuani is one of the weaker champions in the game right now, so we’re here to deliver a shot in the arm with some cooldown buffs. While we’re here, we’re also taking a pass on making Top Sejuani and AP Sejuani more viable as well because who doesn’t love a good AP Sejuani?

Q – Arctic Assault

  • Cooldown: 19 / 17.5 / 16 / 14.5 / 13 ⇒ 18 / 16.5 / 15 / 13.5 / 12 seconds
  • Mana Cost: 70 / 75 / 80 / 85 / 90 ⇒ 60 / 65 / 70 / 75 /80
  • AP Ratio: 60% ⇒ 75%

W – Winter’s Wrath

  • Mana Cost: 65 ⇒ 60
  • First Hit AP Ratio: 20% ⇒ 30%

E – Permafrost

  • AP Ratio: 60% ⇒ 70%

R – Glacial Prison

  • Cooldown: 130 / 110 / 90 ⇒ 120 / 105 / 90 seconds

Swain

See Highest Win Rate Swain Builds

Swain’s buff last patch didn’t help him out as much as we had wanted to so we’re following up to put more wind in his sails (wings? Demon wing?) We’re keeping things relatively straightforward with increased healing from his passive which should be generally appreciable.

Passive – Ravenous Flock

  • Heal per Fragment: 3-6% (based on level) ⇒ 6%

Viktor

See Highest Win Rate Viktor Builds

Viktor’s in need of a little more power right now, and we’d like to do that by leaning into his strengths as a mid-range battlemage. To do this we’re increasing the shield on his Q so that he can stick it out better when going in to look for trades against opponents.

Q – Siphon Power

  • Shield: 40-115 (based on level) (+18% AP) ⇒ 40-140 (based on level) (+25% AP)
  • Bugfix: Fixed a bug that caused Viktor bot’s shield to calculate incorrectly.
  • Bugfix: Fixed a bug that caused Q’s tooltip AP ratio to be inaccurate.

Zaahen

See Highest Win Rate Zaahen Builds

These changes went out as a micropatch during 25.23, but we wanted to capture them here for posterity and offer some thoughts on how we think Zaahen’s release went.

For 25.23, overall Zaahen released a bit too strong. His damage was a bit high and had room to go down while still feeling satisfying, so we decided to target that over other parts of his kit. We’re being cautious here, so we’re taking a little more time to see how he settles before we make additional changes, but we’ll be keeping our eyes peeled and will make additional changes as needed.

Now we’re at 25.24 and Zaahen is still a bit strong, particularly in higher ranks, so we’ve got some skill skewed changes here which should bring him down a bit. We also want to compensate his jungle a bit as we expect it to lose some power as a result of these changes, so we’re upping his Q’s monster damage mod.

Passive – Cultivation of War

  • Bonus AD per Stack (25.23): 1.5-3.3 (based on level) ⇒ 1.5-2.8 (based on level)

Q – The Darkin Glaive

  • AD Ratio (25.23): 30 / 40 / 50 / 60 / 70% bonus AD ⇒ 20 / 30 / 40 / 50 / 60% bonus AD
  • Second Cast Base Damage (25.23): 30 / 60 / 90 / 120 / 150 ⇒ 25 / 50 / 75 / 100 / 125
  • Cooldown (25.24): 9 / 8 / 7 / 6 / 5 ⇒ 10 / 9 / 8 / 7 / 6
  • Monster Damage Modifier (25.24): 50% ⇒ 75%

E – Aureate Rush

  • Sweet Spot Damage (25.24): 4 / 5 / 6 / 7 / 8% ⇒ 4 / 4.5 / 5 /5.5 / 6%

Zed

See Highest Win Rate Zed Builds

One bar we want to hold for high-quality jungle gameplay is around exactly how quickly a champion can clear their own jungle and then reasonably invade their opponents. In Zed’s case, he can clear his jungle to hit level 4 and invade you, or instead, Recall, buy two Long Swords, and then fight you for Rift Scuttler. Of course someone has to have the fastest clear in the game (that crown will move to Ivern most likely), but what they do with that speed is important, and the way Zed manifests his jungle strengths crosses the line. So this patch, we’re slowing his early jungle clear speed by a few seconds, which we expect will make him too weak for many players. While we like the variety he brings to the game and jungle, we don’t believe it can come at the cost of overall game health.

Passive – Contempt for the Weak

  • Damage to Monsters: 2x ⇒ 1.8x

Runes

Bloodline

Our recent buff to Legend: Bloodline didn’t land it quite as strong as we had hoped, so we’re back to deliver another buff to make it competitive.
  • Life Steal per Stack: 0.4% ⇒ 0.45%
  • Maximum Life Steal: 6% ⇒ 6.75%
Posted in LoL

These Swiftplay Changes Will Completely Change Your Early Game

Riot’s giving Swiftplay a serious overhaul in 2026, changing everything from dragon timing to lane pressure to jungle flow. The changes will make the mode feel completely different. And if you want to look at all the changes from Riot’s last big dev update of 2025, don’t miss our dedicated rundown.

Here is the official blog post by Riot goig over all the changes planned for Swifplay:

Hey everyone! I’m Bryan “Riot Axes” Salvatore, the Director of Design for League, overseeing the overall gameplay experience, from the Summoner’s Rift Ranked experience to game modes. If it involves gameplay, it’s my job to ensure we’re making the right strategic choices. Today I’m here to share some updates to Swiftplay, so let’s get into it!

Swiftplay’s Place in League

Maybe you find yourself barely having enough time for a quick match. Or you’re looking to try out a new champion without investing time in a full game. Or you’re a new player looking to get your footing on the Rift. Swiftplay is meant to be a fast queue that still allows you to experience the full arc of what League can offer. It’s a faster paced, but still substantive, bite of what “League” is.

We believe that Swiftplay has a lot of potential to be that queue, but we haven’t quite reached that goal. So we’ve identified three pillars that we want to improve based on your feedback, testing, and surveys: pacing, laning, and jungle. 

Let’s Talk Pacing 

Swiftplay has been out for nearly a year now, and in that time we’ve identified some opportunities to improve its overall pacing. As we’ve studied how matches play out, a few themes have become especially clear.

To start, despite Swiftplay being shorter (by about eight minutes on average) it’s still a bit longer than we’d like. Swiftplay also inherits a lot of the slower, more methodical pacing of regular SR: a drawn-out early laning phase, long death timers and runbacks, and generally low action density. Then, on top of that, the mode compresses every single neutral objective from SR into a shorter timeline. This all leads to a game that is not only a slower pace than SR, but is strategically more dense.

The biggest “feel” impact on game pacing is objectives. While things like how minions scale or your gains of gold/experience can impact game length, objective changes can have an impact on how the pacing actually “feels” and plays out.

So we’re primarily targeting objectives to get that correct feel that we want Swiftplay to have (deep breath): Like in other queues, Atakhan and Feats of Strength are removed from the game. In addition, in Swiftplay only, Void Grubs and Rift Herald are also removed. Elemental dragons now spawn no more than twice, and you have to kill both in order to claim Dragon Soul. Baron Nashor spawns at 12:00. Elder Dragon now always spawns at exactly 15:00 and every 6 minutes thereafter, and if there’s a dragon in the pit, it’ll despawn to make room for Elder.

We’re aiming to hit a few goals with these changes: First, we want to ensure that the pacing of objectives actually promotes shorter game lengths–you should have more time to spend doing things that actively push the game forward, like hitting towers, and less overall time playing around objectives. Second, we want to ramp into game-ending power faster. And third, we want to make the jungle less stressful (more on that in a bit.)

There are a few more odds and ends worth calling out: The Elemental Rift transformation now happens after the first dragon is killed since there are only two; if none are killed by 15:00, then no Elemental Rift transformation will occur. Baron buff now persists through death, empowering you to comfortably leverage that power to progress games. And Sudden Death happens 5 minutes sooner (at 25 minutes) to ensure that we’re pulling down that upper ceiling of game length.

All of these changes as a whole will drastically cut down on the pacing issues that Swiftplay is suffering from, while also opening up a lot of space to actually engage in moment-to-moment champion combat.

Gotta Go Fast… to Lane

Another area that we’ve examined is laning. Specifically, the time it takes to get to, and advance, lane. Fundamentally, the structure of Summoner’s Rift means that killing champions doesn’t directly drive the game towards a conclusion. They indirectly advance the game because they allow you to build a lead and give you the opportunity to push turrets and win lane while they stare at a grey screen only to slowly run back. 

However this is Swiftplay, and who wants to wait around forever? We want to give you more momentum in those windows to progress, as well as get you back to lane faster to contest being pushed.

In order to help push lanes in those windows, we’ve created a new mechanic: Minion Frenzy. Whenever you kill an enemy champion, your nearby minions will frenzy, gaining a large amount of movement speed, attack speed, and damage to enemy minions and turrets, and sharing any minion kill gold with nearby allied champions. (You don’t have to compete with them for last hits!) If you get a kill in the jungle, you’ll gain a buff that applies Minion Frenzy to the next group of minions you encounter.

Swiftplay will also be receiving the new Crystalline Overgrowth mechanic that we’re adding to the Rift. We covered it in the Season One Gameplay Preview, but the gist of this is that slowly over time, crystals will grow on a tower that hasn’t been hit, and when hit will consume to deal an extra burst of damage. Think “Demolish for everyone,” giving everyone the power to actually push or progress a lane when it’s in a state for pushing. If you’re a Demolish fan, don’t worry, it’s not going away. We’re just changing it to a time-honored tradition… a three-hit passive.

This means that winning lane much more readily leads to damaging enemy turrets, which in turn progresses your game state. And that means no more long grey screens and runbacks: Death Timers are significantly reduced, and Homeguards go much faster and farther in Swiftplay now, even more so than the new Homeguards in other Summoner’s Rift queues. 

Besides Minion Frenzy, you’ll be able to dive right into the action at the start of each game now, starting at level 3, with 1400 gold—like ARAM—and Doran’s Blade, Shield, and Ring have been replaced with Guardian’s Horn, Orb, Blade, and Hammer. Just as with Norms and Ranked in the new Season, minions spawn at 0:30, but in Swiftplay we’re also adding a cannon minion to every wave after the third, ensuring that every wave is worth pushing (especially with Minion Frenzy!)

Welcome to the Jungle

It’s no secret that jungle is by far the least popular position in Swiftplay. There are two major causes that we want to tackle right now: First clears are just as punishing as they are in Norms and Ranked, leading jungle to be the least forgiving to off-meta champions, and the strategy game of playing for neutral epics is even more frenetic than other queues despite the goal of Swiftplay being lower stakes.

When we started this project, we set out to address first clears by tuning the jungle monsters to be more forgiving—dealing less damage, taking more damage from your pet, and so on, ensuring that the jungle would be easier to clear for more champions. We’ve since pulled back on most of those changes, however—it turns out that starting at level 3 with 1400 gold is already a massive buff to clear speed and safety, even though the first batch of jungle monsters also spawn in at level 3 now.

The only major jungle clear changes you’ll see are that most jungle camps respawn 15 seconds faster, and it takes only 15 treats for the first upgrade to your jungle pet, and 25 treats for the second. Our intent is that early clears are much more forgiving for off-meta junglers, and we’ll continue to monitor to make sure that’s actually the case.

The other major pain point we were aiming to address here was how overwhelming neutral objectives have been. Swiftplay has had almost the same number of neutral objectives, but compressed into a much shorter time, leading to the feeling that the game was just leading you around. As noted above, we’re thinning out the objective game by removing Grubs, Rift Herald, and Atakhan—you’ll only have dragons and Baron to worry about now, and you’ll have plenty of time to farm up (or, you know, gank, if that happens to be your thing…) in the meantime.

We’ll be continuing to monitor the jungle going forward, but we think that these changes, simple as they are, should make the experience of playing jungle noticeably less stressful and more forgiving, especially for off-meta picks.

Outro

That’s all we have on Swiftplay for now, so be sure to check it out when we kick off the new year. We’re looking forward to seeing you all get to try out these updates and seeing all your feedback.

Source: Riot News

Posted in LoL

League’s 2026 Season Quietly Reworks the Entire Game

Riot has dropped the last Dev Update of 2025. Join Pabro and Meddler as they talk about Season 1 2026, including the theme, Ranked changes, Swiftplay, and more.

Dev Update Highlights

If you don’t have the time to watch the whole video, don’t worry, we have you covered with a recap!

Season 1 2026 Theme: Demacia and a “Hope Era”

  • They’ll continue to find the right balance for thematic Seasons moving forward.
  • Season 1 starts with themes of unity, justice, and the classic Demacian blue-and-gold shine, which means new Demacia-inspired map elements and a skill line featuring champions reimagined as Demacians.
  • Riot will drop a cinematic in January that goes “old-school Demacia,” set during what they call its golden age.

Core Gameplay Changes

  • Riot said the game has leaned way too hard into “fight every objective every 2 minutes.” They will shift away from that philosophy.

Faster Game Start

  • Minions and jungle camps spawn 35 seconds earlier, which means the game begins at full speed the moment you load in. Early invades will still work, but you will need to commit faster.

Vision Overhaul with Faelights

  • Riot wants pushing solo laners to matter more by adding Faelights, special zones that give bonus vision to wards. Some will exist at game starts, others will appear when the Elemental Rift kicks in.
  • With this change, they hope to give mid and top laners more vision tools that reward pressure.

Objectives Are Being Pulled Back

  • Atakhan has been removed.
  • Baron returns to its 20-minute spawn.
  • Epic monsters are beefier.
  • Teams behind have more room to contest or trade.
  • Feats of Strength have been removed, replaced by normal rewards like First Blood and First Turret gold returning.

Sledging & Pushing Are Getting Buffs

  • Riot is pushing the meta toward split-pushing and turret pressure.
  • Hitting towers will unleash bonus damage, giving the every team real pushing windows even without insane DPS.
  • Plates have been added to inner and inhibitor towers and stay on outer towers permanently.
  • Minions spawn faster and late-game Homeguards take you straight to your furthest wave.
  • Nexus turrets respawn with missing health.

The changes above should bring back macro, the part of League many players miss.

Role Quests: The Biggest Changes of 2026

  • Top, mid, and bot are getting their role quests, similar to jungle pets and support upgrades.
  • Your quest is tied to the role you were assigned in lobby.

Top Lane Changes

Riot’s making some changes to the top lane to ensure top laners can influence the game outside their island.

  • Once you complete the quest, you will get a free teleport
  • You will receive a stronger teleport if you already took TP
  • Gives more XP now
  • A raised level cap

Mid Lane

Mid players will unlock:

  • A free Tier 3 boot upgrade
  • Faster recall times, very useful for assassins, battlemages, and other weird picks

Bot Lane

ADC’s are getting:

  • A big gold boost from quest completion
  • Bonus gold from CS, kills, and assists
  • A new seventh slot holding boots permanently resulting in 6 full legendary items total

Jungle & Support Updates

Jungle early influence is being nerfed via:

  • Slower early clears
  • Epic monsters harder for laners to steal
  • Smite dealing more damage
  • More gold/XP from large mobs after quest completion
  • Bonus jungle movement speed

Support gets:

  • A dedicated control-ward slot
  • Discounts on control wards
  • Buffs to passive gold regeneration
  • Lane Swap Detected is getting permanently removed

Ranked 2026 Changes

We have a separate article covering the Ranked 2026 changes.

Item Shake-Up: 9 New Toys and Returning Favorites

  • Scepter of Bonking: empowers Spellblade to double your on-hit effects
  • Blood Sphere: Omnivamp + Ability Haste scaling for AD fighters
  • Snowbow: bonus range on takedown for precise ADCs, plus distance-based damage amp
  • Crit damage returns to 200%

Swiftplay Changes

Riot made the following changes to Swiftplay to make the games faster:

  • Players start at level 3 with bonus starting gold
  • Death timers have been reduced
  • Cannon minions spawn every wave after wave 3
  • New “Minion Frenzy” effect when you score kills around your wave
  • Earlier Baron and Elder spawns
  • Dragon Soul at two dragons
  • Grubs or Rift Herald have been removed from this mode

WASD Controls Go Live in Unranked Queues

  • WASD controls are going live in all unranked queues except Normal Draft

New features include:

  • Auto-attack weaving has been optimized for WASD users
  • Better navigation around minions
  • A dynamic locked camera with speed tuning
  • A new Scout ahead free-camera mode
  • Accessibility options like 45-degree directional movement
Posted in LoL

Ranked 2026 Will Completely Change How You Climb in League

All of this information comes from Riot’s official /dev blog, which can be found here.

Autofill Parity


“A reality of League is that some roles are just more popular than others. Autofill exists to keep your queues going, otherwise we’d see extremely long queue times for mid lane especially. That said, we know that getting a role you didn’t choose is frustrating, especially when you tried your best and lost LP for something out of your control.”

/dev: Ranked 2026 – Riot Dev Blog

Autofill Parity is Riot’s new approach to matching autofilled players in games. While Autofill isn’t going away in 2026, it’s gotten a big upgrade. Being autofilled into a role you’re not comfortable with (especially against someone who mains it) can be rough, so the updated system changes things up to make the experience better:

  • Autofill now attempts to match autofilled players vs autofilled players in the same role, e.g jungler vs jungler.
  • If that isn’t possible, it aims to have the same number of autofilled players on each team.
  • In the worst case, the team with more autofilled players will have slightly higher MMR players.

Aegis of Valor (LP Protection)


“Aegis of Valor will reward you with either double LP or full protection from LP loss on an autofilled game if you get a mastery score of C or higher.

When you get into a lobby, you’ll be notified that the Aegis is in effect, and that you’ll be protected (or rewarded) for your effort in that game if you meet the requirement.”

/dev: Ranked 2026 – Riot Dev Blog

Support and Jungle mains will automatically get Aegis rewards around the same rate that Autofilled players do, though they won’t be notified before going into a match.

Dodging


“Another pain point we want to address this year is the awful experience of experiencing chain dodges, and the lobbies that result from them. Aside from the time wasted getting back into new lobbies, your opponents might be able to predict your picks and target ban you, and trust between teammates may start off on the wrong foot. So, we’re implementing several changes to cut back on dodging.”

/dev: Ranked 2026 – Riot Dev Blog

  • Dodging will no longer reset your autofill status. If you dodge, your autofill will carry over to your next match.
  • For Ranks Master+ a dodge will count as a full loss, in addition to the autofill change, and dodge timer penalties.

Faster Time to Game (Pre-game Lobby Changes)


“Another pain point we’re looking to address is how long it takes to get into a game. Before a successful game even starts, there are all sorts of things that could go wrong, including dodging, lobby hostaging, or more. And all of these things cause your queue time to be extended. We know that lobby hostaging is an area that needs improvements, and we’re working on a suite of changes to help address this early next year, but for now let’s talk about what’s changing now.”

/dev: Ranked 2026 – Riot Dev Blog

  • To start, we’re removing the ability to ban an ally’s hovered champion, to eliminate one of the first reasons that folks may tilt before they even get into the game.
  • Also helping you get in-game faster, we’re cutting down on animations and timers in Champ Select by roughly 30 seconds.

Ranked Skill Distribution & Climbing Indicator


“Another place that we’re trying to make changes is how MMR and ranks line up at the lower end of the ladder. Over time, the distribution of players across different ranks has drifted out of alignment with their actual skill. Simply stated, you’ve all gotten much better since we introduced Ranked years ago. Where a Bronze player of the past might not know much about the game at all, today’s Bronze player is often familiar with wave management, champion matchups, and objective timing.

If a new player entering Ranked ends up in a match against opponents with that degree of knowledge, it’s just not a great experience for anyone involved. So, we’ll be recalibrating some of those lower tiers to more accurately reflect the skills of the players within them. This update is about realigning the tiers with actual skill, not inflating ranks, to properly match today’s level of play.

Speaking of the climb, we’re adding a Climb Indicator that appears when your visible rank is lagging behind your current MMR. A frustrating experience is being in a Plat lobby and seeing a Silver player in your games—it often feels like you have someone who shouldn’t be on your team. But the reality is that very often this player just started their climb a bit later than everyone else and actually does belong in that lobby. So this indicator will help show when someone’s rank just hasn’t caught up to their MMR.”

/dev: Ranked 2026 – Riot Dev Blog

Other Changes


“Lastly, we’ve got two more quick updates.

First, we’re making changes to how Flex and Solo MMR are determined. An incredibly painful experience is playing Flex with your friends in a Gold lobby and being absolutely stomped by someone who’s Gold in Flex and Master in Solo/Duo. So, we’re going to be bringing Flex ranks more in-line with Solo/Duo ranks (Flex will never pull Solo up, however.) We think this change will make Flex games feel a little more fair, while still allowing you to play with friends (within reason.)

And finally, we’re re-enabling duoing in Solo/Duo at all ranks, including Challenger, for most regions. We previously disabled Apex duos due to concerns around Rank manipulation, but with recent boosting detection and matchmaking improvements, we’re confident it can return without fear of exploitation.

That’s it for our changes for this year. We hope you’re as excited for Ranked in 2026 as we are. We’ll be monitoring queue health, match quality, and your feedback closely and refine where needed. Good luck on your climb! “

/dev: Ranked 2026 – Riot Dev Blog

Posted in LoL

Patch 25.24 Preview – League of Legends

The Preview Patch notes for 25.24 are here. From Riot Phroxzon via X (Source)

Zaahen

  • Zaahen has been off to a powerful start, and after the micropatch nerf, he’s relatively stable
  • For regular players, he’s stabilizing out, but seems a little stronger in higher levels of play right now, especially with what we’re seeing out of his early mastery growth currently
  • We intend to nerf him in 25.24, but haven’t yet decided what nerf or by how much and want a bit more information before we act
  • We don’t think he’s so overpowered currently that he can stay in this state

Bloodline

  • Bloodline has fallen a little behind Alacrity especially for most champs, so evening it up a bit there

Jungle Changes

  • We’re monitoring a lot of the feedback coming in over the last patches about the jungle changes; doing a few small tap downs to get some of the top end into a better state
  • Overall, some of them are still not particularly viable, but not looking to take another swing at them at this point

Mel

  • Mel‘s changes this patch are aimed a bit at reducing frustration
  • eg. The lingering of her E zone and the particle are slightly mismatched (this follows the behavior of several other similar types of spells), but is resulting in a little more frustration than we think is worth it
  • E max is also being reduced in power level and being a little more costly for her to cast
Posted in LoL

Is Zaahen Good in League of Legends? Champion Stat Breakdown

Zaahen, the newest Darkin champion in League of Legends just released on November 19th with Patch 25.23. The question is, how strong is he, and can he be played in roles other than Top Lane?

View Full U.GG Data For Zaahen

What The Data Tells Us


Based on our data, Zaahen ranks as an S+ champion in the Top Lane across All Ranks. While he can also be played Mid or Jungle, he performs much better when he’s in the Top Lane.

To quote Phreak from the Champion Spotlight: “If you’re drawn to-unflinching champions like Illaoi, Darius, or Jax, give Zaahen a try.”

Zaahen at his core is an AD teamfighter that gets stronger the longer a fight goes on. If he’s able to reach maximum stacks during a fight, he is able to revive when killed mid-fight.

Some of his best items are Trinity Force, and Sundered Sky, though some Challenger players have been experimenting with Stridebreaker.


Top Lane Stats

RankChampion TierWin RatePick RateBan RateMatches
ChallengerS+53.16%10.5%25.5%269
Grand MasterS+50.99%9.3%29%506
MasterS+51.86%9.4%29.7%1587
DiamondS+50.89%10.1%30.8%4146
EmeraldS+50.23%10.9%31.2%10,309
PlatinumS+50.09%11.9%30.1%19,497
GoldA49.85%12.6%28.1%31,555
SilverB49.78%13.6%25.2%34,659
BronzeS+50.04%14.7%20.7%22,571
IronS+50.89%15.2%16.9%12,027
All RanksS+50.08%12.9%26.2%137,126

Top Lane Counters

Zaahen has quite a few counters, and interestingly, both Illaoi and Jax are among them, two champions that were listed as “Similar Champions” in the Champion Spotlight.

Unsurprisingly, an armor-heavy tank like Malphite counters him, as well as Teemo who can blind Zaahen and stop him from landing his Q.

Compared to other Darkin?

Finally, let’s compare Zaahen with Aatrox, another Darkin champion who also primarily plays Top Lane.

Overall, it seems that Zaahen is off to a hot start on the rift. Keep track of his best builds, stats, counters and more with U.GG.

View U.GG Zaahen Build
Posted in LoL

Patch 25.23 Notes – League of Legends

League of Legends 25.23 Patch Notes are here and include a handful of buffs, nerfs and adjustments. Check out the full patch notes for additional details from Riot (source).

Patch 25.23 Overivew

New Champion: Zaahen

Zaahen

Zaahen, The Unsundered, is reborn on the rift November 19th.

  • Zaahen Abilities Rundown here!
  • Zaahen Champion Spotlight here!

Just a heads up that Zaahen’s Eternals are delayed to patch 25.24.

When we make a champ’s Eternals we normally use a champion’s PBE time to see how you all play a champion—what are the key moments that feel great that you’d want to track. However, since Zaahen had a different cycle (so we could keep him a secret until his cinematic) we didn’t get the normal time allowing this. So for the Zaahen Eternals, you have a chance to shape what his Eternals might be! So queue up, lock him in, and start swinging that glaive and maybe your match data will help us decide!

Champion Buffs & Nerfs

Aatrox

See Highest Win Rate Aatrox Builds

Here’s a fun story: Aatrox’s VGU was slated for the jungle for part of his early development before being shipped as a top laner. He’s a very interesting champion with fun mechanics to play around, so we’re alleviating some max-HP caps and adding some jungle juice to see how he performs in this new role.

Deathbringer Stance

  • Monster Damage Cap: 100 ⇒ 100 – 320 (based on level)

Q – The Darkin Blade

  • Bonus Monster Damage: 0 ⇒ 40 flat bonus damage (multiplied by other effects like sweetspots and multicasts)

Ahri

See Highest Win Rate Ahri Builds

Our latest buff to Ahri didn’t get her quite as high up as we’d hoped, so we’re back to deliver some more damage. We’re juicing up her W when used to pick off an individual target to reward her for landing autos, E, or generally just properly isolating her opponents.

W – Fox-Fire

  • Subsequent hit damage: 30% ⇒ 40%
  • Maximum single-target hit damage: 64 / 96 / 128 / 160 / 192 (+ 64% AP) ⇒ 72 / 108 / 144 / 180 / 216 (+ 72% AP)

Ambessa

See Highest Win Rate Ambessa Builds

Ambessa’s jungle play rate never really took off but it’s always been right behind top lane in terms of actual power. We’re giving it a light nudge that should make her balanced in this alternate role and especially help unoptimized players who can’t always get sweet spots to land on large jungle monsters.

Q – Cunning Sweep

  • Monster Damage: +125 ⇒ +150

Ashe

See Highest Win Rate Ashe Builds

We’re delivering a suite of ADC changes in this patch in order to shake up the end-of-season solo queue meta. A few of the most commonly picked are being nerfed and some of the least common are being buffed. We’d also like to move in a direction of making non-caster ADCs more attack speed-reliant, which you should notice in many of the ADC changes later on in this patch.

Ashe has been a top performer in terms of both pick and win rate for most of this season, so we’re tapping her down to create a little more equity in ADC pick rates. We’re maintaining Ashe’s appetite for attack speed by giving her a little bit less from Q.

Q – Ranger’s Focus

  • Attack Speed: 25 / 37.5 / 50 / 62.5 / 75% ⇒ 20 / 30 / 40 / 50 / 60%

Caitlyn

See Highest Win Rate Caitlyn Builds

Like Ashe above, Caitlyn has also been eating up a lot of ADC pick rate. We think she should maintain her identity as a long-range lane bully, but she’s also bursting champions too hard with late game Headshots, so we’re bringing down the top-end damage a bit.

Passive – Headshot

  • Champion Damage Increase: 60 / 90 / 120% total AD ⇒ 60 / 80 / 100% total AD (Crit formula unchanged)
  • Non-Champion Damage Increase: 110 / 115 / 120% total AD ⇒ 110% total AD (Crit formula unchanged)

Cho’Gath

See Highest Win Rate Cho’Gath Builds

While he’s no stranger to being played in all sorts of alternate roles, Cho’Gath has a naturally fitting jungle kit and we’d like to make that work well. We’re adjusting his E damage vs. monsters to no longer care about their max HP and instead just deliver a solid punch to get through his camps. This should be an unequivocal buff to early monster damage.

E – Vorpal Spikes

  • Monster Damage: 20 / 40 / 60 / 80 / 100 (+30% AP) + up to 200 based on target max HP ⇒ 100 / 150 / 200 / 250 / 300 (+30% AP)

Dr. Mundo

See Highest Win Rate Dr. Mundo Builds

Dr. Mundo has once again risen up the ranks in popularity due to some very skilled players playing him very publicly. This time, in the jungle! We think Dr. Mundo is appropriately balanced in both roles at the present, but will continue to monitor how he’s performing in the coming weeks. All that said, we’re shipping a very impactful bug fix in this patch, which will increase his win rate, so we’re also preemptively nerfing him a bit. We’re happy with his recent reduction in burst damage, which this bug fix furthers, but want to maintain his overall sustained threat, so we’re re-buffing his functional attack damage.

E – Blunt Force Trauma

  • Bonus Attack Damage from Maximum Health: 2 / 2.2 / 2.4 / 2.6 / 2.8% ⇒ 2 / 2.3 / 2.6 / 2.9 / 3.2%
  • Fixed a bug where Dr. Mundo was getting maximum damage at 30% missing HP instead of 70% missing HP.

Fizz

See Highest Win Rate Fizz Builds

While Fizz wins an appropriate number of games in mid lane, he’s incredibly feast-or-famine and often relies on simply leaving his lane to go kill other champions, so we’d like to make him more robust in playing out his laning phase. In order to do that, we’re improving his early resilience so that he can take more trades and compensate elsewhere to make him a little less ult-reliant.

We’re also taking a swing at enabling jungle Fizz. We think this new role is a bit of a stretch and may not pan out in the end, but we’re swinging hard to get his first jungle clear into something comfortable and seeing if players will enjoy him here.

Base Stats
  • Base Armor: 22 ⇒ 26

Passive – Nimble Fighter

  • Increased by 10 against jungle monsters (now 14 + 1% AP)

W – Seastone Trident

  • Active and on-hit damage deals +60 damage to monsters

R – Trickster

  • Cooldown: 100 / 85 / 70 ⇒ 120 / 100 / 80

Jayce

See Highest Win Rate Jayce Builds

We think Jayce jungle is a bit of a longshot but there’s a chance he’s got a real player base in this new role, so we’re delivering some buffs to make his first clear more comfortable and watching to see how many players are interested.

Q – To the Skies! (Hammer Stance)

  • Bonus Monster Damage: 0 ⇒ 50 flat bonus damage

Q – Shock Blast (Cannon Stance)

  • Bonus Monster Damage: 0 ⇒ 50 flat bonus damage

Jhin

See Highest Win Rate Jhin Builds

Jhin looks quite weak at the present, so we’re giving him some damage buffs and found another place to include the number 4 in his tooltips, which is the only buff he really needs, right?

Base Stats
  • Base AD: 59 ⇒ 61

Passive – Whisper

  • Move Speed on Crit: 14% (+ .4% AS) ⇒ 14%(+ .44% AS)

W – Deadly Flourish

  • Damage: 60 / 95 / 130 / 165 / 200 (+ 50% AD) ⇒ 70 / 105 / 140 / 175 / 210 (+ 50% AD)

Jinx

See Highest Win Rate Jinx Builds

As with the other ADC nerfs above, Jinx wins a large portion of her games and risks crowding out other champions if left untouched amidst the other nerfs in this patch. We want to preserve her identity as a late-game auto attack monster, so we’re nerfing some of Jinx’s spell damage.

R – Super Mega Death Rocket!

  • Maximum Damage: 300 / 450 / 600 (+ 155% Bonus AD) (+ 25 / 30 / 35% missing HP) ⇒ 250 / 400 / 550 (+ 130% Bonus AD) (+ 25 / 30 / 35% missing HP)

Kai’Sa

See Highest Win Rate Kai’Sa Builds

Kai’Sa has been the most picked solo queue ADC in most ranks for months on end, so we’re delivering a small nerf to create more variety in the role. The primary nerf is to her base armor, where a bit less early safety should make her feel more assailable.

Base Stats
  • Base Armor: 27 ⇒ 25

R – Killer Instinct

  • Cooldown: 120 / 90 / 60 ⇒ 130 / 100 / 70

Hwei

See Highest Win Rate Hwei Builds

Hwei’s a well-performing mid laner who has low-quality gameplay when he can simply throw out Q-E and clear waves with little effort. We’d like to weaken his access to non-committal wave clear by nerfing that output. As the intended rank 5 magnitude would mark an over-nerf, we’re partially compensating him with an AP ratio buff. These changes will still result in a net reduction in power and should open up more room for laning phase interactivity.

QE – Molten Fissure

  • Hit Damage: 20 / 40 / 60 / 80 / 100 (+ 30% AP) ⇒ 20 / 35 / 50 / 65 / 80 (+ 30% AP)
  • Damage over time: 50 / 100 / 150 / 200 / 250 (+ 50% AP) ⇒ 50 / 87.5 / 125 / 162.5 / 200 (+ 60% AP)
  • Total Damage: 70 / 140 / 210 / 280 / 350 (+ 80% AP) ⇒ 70 / 122.5 / 175 / 227.5 / 280 (+ 90% AP)

Malphite

See Highest Win Rate Malphite Builds

Malphite has a natural jungle kit with a decent gank paradigm, and repeatable damage for killing monsters. He just doesn’t deal enough right now to comfortably clear, so we’re juicing both his early game clear (hint hint start W!) and late-game as well, since he often builds full tank and needs his damage to keep up with growth monster health.

W – Thunderclap

  • Monster Modifier: 1x ⇒ 2x

Mel

See Highest Win Rate Mel Builds

We’re glad that Mel is a viable mid laner (shoutout League’s GOAT for raising awareness!). However, she’s also proven to be one of League’s most frustrating champions, which we’re looking to alleviate. Her passive buffs that required her to take on more risk were successful in our eyes, so we’re headed back to that. To continue to expose her to more risk, we’re weakening Solar Snare’s lockdown and self-peel potential. We know she’s still got such sharp interactions that she’ll still sport one of League’s highest ban rates, but we hope this adjustment will be roughly power-neutral and frustration-reducing.

Passive – Searing Brilliance

  • Damage per spell: 24-99 (based on level) (+9% AP) ⇒ 24-150 (based on level) (+ 15% AP)

E – Solar Snare

  • Root Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 ⇒ 1.2 / 1.3 / 1.4 / 1.5 / 1.6

Miss Fortune

See Highest Win Rate Miss Fortune Builds

Miss Fortune isn’t winning as often as she should for how straightforward she is to play, and unlike many of the other ADCs in this patch, she is indeed a caster, so we’re looking to amp up her ability to take over teamfights with her ultimate.

R – Bullet Time

  • Damage per wave: 75% Total AD (+ 25% AP) ⇒ 80% Total AD (+ 25% AP)

Ornn

See Highest Win Rate Ornn Builds

While Ornn is a totally viable top laner, we think he could also shine in the tank jungle roster, so we’re buffing some of his monster damage caps. We’re also adding some tooltip clarity, as some of his numbers weren’t exposed to players.

W – Bellows Breath

  • Active Monster Damage Cap: 155 / 180 / 205 / 230 / 255 ⇒ 260 / 320 / 380 / 440 / 500
  • Passive Monster Damage Cap: 250 ⇒ 260 / 320 / 380 / 440 / 500
  • Level-up tooltip now displays the minimum and maximum damages per rank.

Rek’Sai

See Highest Win Rate Rek’Sai Builds

Rek’Sai top has been an enjoyable spectator experience but a fairly miserable one to play against and she’s significantly overpowered for those who know what they’re doing. We don’t want to remove this role from viability but we’d like to reduce just now immovable she is through her lane sustain. Her jungle will take a small hit from this nerf, but she can sustain a small nerf there, as well.

Passive – Fury of the Xer’Sai

  • Fury gained on minion hit: 20% ⇒ 16% (5 ⇒ 4)
  • Max HP gained: 10 – 20% (based on level) ⇒ 9 – 20% (based on level)

Riven

See Highest Win Rate Riven Builds

Riven’s native mobility, strong dueling, and interesting risk profile of having to burn damage in order to close the gap could make for a really compelling jungle champion. She’s also monstrously hard to play, but even accounting for that, she appears to be a pretty abysmal jungler at her current tuning. We’re substantially buffing her first clear to see if players will find a fun, dynamic, high-skill fighter compelling in this new role.

Passive – Runic Blade

  • Bonus Monster Damage: 0 ⇒ 50 flat bonus damage

Sion

See Highest Win Rate Sion Builds

Sion is pretty playable in the jungle but is slightly weak and deserving of a small nudge for players who want to yell “COWARDS!” as they barrel up and down the river. We’re just delivering a light touch to see how many players want to try their hand at Si-ungle.

Q – Decimating Smash

  • Monster Mod: 150% ⇒ 165%

Skarner

See Highest Win Rate Skarner Builds

Last patch’s Skarner changes unfortunately landed him weaker than we had hoped and anticipated. We’re now here to deliver direct buffs in order to give him the power he deserves. We were overly cautious on how much attack damage to give him, so we’re back for more, and his Q isn’t doing quite enough now that he can’t quickly get two cycles off, so we’re buffing its uptime and throughput.

Base Stats
  • AD Growth: 4 ⇒ 5

Q – Shattered Earth / Upheaval

  • Cooldown: 8 / 7 / 6 / 5 / 4 ⇒ 8 / 6.75 / 5.5 / 4.25 / 3
  • Target Max HP Damage: 8% ⇒ 9%

Swain

See Highest Win Rate Swain Builds

Swain is quite weak in his most-played role of support. We’re giving him a little more power in his E as well as lowering its mana cost to let Swain support have more room to work with without a mana item, since he typically doesn’t buy one there.

E – Nevermove

  • Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP) ⇒ 90 / 130 / 170 / 210 / 250 (+ 70% AP)
  • Mana: 60 / 65 / 70 / 75 / 80 ⇒ 50 / 55 / 60 / 65 / 70

Tristana

See Highest Win Rate Tristana Builds

Tristana is a little underrepresented and could do with a small buff and we’d like to ensure she has good late-game attack power, so we’re bumping her AD growth.

Base Stats
  • AD Growth: 2.5 ⇒ 2.9

Vladimir

See Highest Win Rate Vladimir Builds

We’re continuing to identify ranged top laners who undeservedly gained laning dominance from our recent lane sustain changes, and Vladimir is next on that list of overperforming ranged tops. We’re looking to make his matchups more interactive by giving more room for typically-physical melee champions to strike back during Vlad’s moments of downtime. Also, the number 607 makes it uncomfortably easy to type 6-7 and we just can’t have that.

Base Stats
  • Base Health: 607 ⇒ 600
  • Base Armor: 27 ⇒ 24

Volibear

See Highest Win Rate Volibear Builds

Volibear’s last patch succeeded in addressing his jungle-vs-top gap but left him a little weaker than we wanted across both roles. We’re here to deliver him some more power to our favorite Zilean-hating demigod. We chose attack damage here to ensure that as a moderate-mobility melee champion, his attacks are appropriately threatening

Base Stats
  • Base Attack Damage: 62 ⇒ 65

Xayah

See Highest Win Rate Xayah Builds

While Rakan’s been making waves, Xayah’s been sitting on the sidelines for quite some time. We’re looking to bring up her feather damage to help her cut through her opponents.

Passive – Clean Cuts

  • Damage: 30 / 40 / 50% AD ⇒ 35 / 45 / 55% AD to secondary targets

Zeri

See Highest Win Rate Zeri Builds

Zeri’s in a relatively weak spot with pretty much no presence in pro play as well as a generally low pickrate. We want to bring her back toward those glory days of being one of the fastest ADCs in the game, so we’re buffing her top-end move speed during her ultimate.

R – Lightning Crash

  • Move Speed per Stack: .5% ⇒ 1%

Items

Sunfire Aegis

Sunfire Aegis has been strongly losing to Liandry’s on any tank jungler who can reasonably choose between the two. We’d like to bring back tank-forward itemization here and allow Aegis to return to the forefront.

  • Monster Damage Mod: 1.6x ⇒ 2x
Posted in LoL

All You Need to Know About Zaahen, League’s Newest Darkin Champion

Darkin are ancient warrior gods trapped within powerful weapons. When someone unknowingly (or knowingly) wields such a weapon, the Darkin will fight to take control of the host’s body.

The first Darkin champion in League of Legends, Aatrox, was released in 2013. The second was Kayn in 2017, followed by the Varus retcon the same year, which altered his original Ionian lore and turned him into a Darkin. The last Darkin champion released was Naafiri in 2023. Like the other Darkin, Zaahen has possessed a host (Xin Zhao) and League even temporarily removed Xin Zhao from play to reflect the takeover.

Zaahen, the Unsundered will hit the Rift November 19th at 11 AM PDT.

League of Legends’ newest Darkin champion, Zaahen, is a powerful skirmisher with built-in armor penetration, a revive for risky dives, and has plenty of attack damage and sustain.


Zaheen Abilities

Exact data subject to change upon release.

Passive: Cultivation of War

Cooldown: 300 / 240 / 180 / 120 (based on level)

Innate: Zaahen’s damaging basic attacks and against enemy champions generate a stack of Determination for every instance of damage dealt to each target, lasting for 5 seconds, refreshing on subsequent damage, and stacking up to 12 times.

After the duration, the stacks expire by 1 / 2 / 3 / 4 / 5 (based on seconds elapsed) every 0.5 seconds.
Determination: For each stack, Zaahen gains bonus attack damage equal to 1.5% – 3.3% (based on level) AD; at maximum stacks it is further increased to 36% – 79.2% (based on level) AD.

Periodically, if Zaahen would take lethal damage while at maximum stacks, he enters resurrection for 4 seconds: becoming invulnerable, untargetable, and unable to act. He restores 30% – 75% (based on level) of his maximum health over the duration.

Q – The Darkin Glaive

Cost: 25 mana – Cooldown: 9 / 8 / 7 / 6 / 5 – Cast Time: none

Active: Zaahen empowers his next basic attack within 5 seconds to have an uncancelable windup and gain 25 bonus range. On-attack, he will strike the target twice and heal himself. The strikes deal modified physical damage and the heal is reduced against non-champions.
Each strike applies on-hit effects and can critically strike for 50% bonus critical damage AD bonus physical damage.

Total Physical Damage:
15 / 30 / 45 / 60 / 75 (+ 100% AD) (+ 30 / 40 / 50 / 60 / 70% bonus AD)

Healing:
5 / 6 / 7 / 8 / 9% of his maximum health

In 1.5 seconds after the attack, The Darkin Glaive can then be recast within the next 5 seconds.

Recast: Zaahen empowers his next basic attack within 5 seconds to have an uncancelable windup, gain 25 bonus range, deal bonus physical damage and knock up the target for 0.75 seconds.

The Darkin Glaive deals 150% damage against monsters.

Both casts will reset Zaahen’s basic attack timer.

Bonus Physical Damage:
30 / 60 / 90 / 120 / 150 (+ 30 / 40 / 50 / 60 / 70% AD)

W – Dreaded Return

Cost: 50 mana – Cooldown: 16 / 15 / 14 / 13 / 12 – Cast Time: 0.5s – Range: 850

Active: Zaahen extends his glaive in the target direction, dealing physical damage to enemies hit. Upon reaching maximum range, all enemies hit are dealt the same physical damage, stunned for 0.25 seconds, and pulled 225 units toward Zaahen.

Physical Damage:
40 / 60 / 80 / 100 / 120 (+ 50% bonus AD)
Total Physical Damage:
80 / 120 / 160 / 200 / 240 (+ 100% bonus AD)

E – Aureate Rush

Cooldown: 10 / 9.5 / 9 / 8.5 / 8 – Cast Time: none – Range: 350

Active: Zaahen dashes to the target location. Upon arrival, he flourishes his glaive to deal physical damage to nearby enemies.

Physical Damage:
40 / 60 / 80 / 100 / 120 (+ 50% bonus AD)

Enemies hit by the outer edge are dealt increased physical damage and bonus magic damage, with the latter capped at 400 against monsters.

Increased Physical Damage:
60 / 90 / 120 / 150 / 180 (+ 100% bonus AD)
Bonus Magic Damage:
4 / 5 / 6 / 7 / 8%
of the target’s maximum health

Aureate Rush deals 50 bonus physical damage against monsters.

R – Grim Deliverance

Cost: 100 mana – Cooldown: 110 / 95 / 80 – Cast Time: 0.5s – Range: 600

Passive: Zaahen gains armor penetration.

Armor Penetration:
10 / 20 / 30%

Active: Zaahen launches to the target location. He then slams his glaive, unleashing a shockwave that deals physical damage to nearby enemies and heals himself for 33% of the post-mitigation damage dealt to champions.

Physical Damage:
250 / 400 / 550 (+ 200% bonus AD)

Zaahen is unable to act, gains crowd control immunity, and gains 50% damage reduction from the start of the cast time, and retains these effects until 0.9 seconds after the dash.



Posted in LoL