League Classic – Patch 26.17 Notes

Patch 26.17 notes for Classic League of Legends are here. (Source)

To see Patch 26.17 notes for modern League, see Patch 26.17 Notes – League of Legends.


“Our second patch for League Classic contains tons of good stuff! We’re giving everyone two additional Rune Pages, increasing Influence Points and Classic XP gains across the board, and reducing the cost of about one third of the runes. We’re updating Summoner’s Rift’s lighting, textures, and decals to bring our visual fidelity closer to the Rift of old. We’ve also got our first Council vote, so be sure to log in and make your voice heard. Remember that the more Classic you play, the more voting power you can earn! 

We’ve also got about 20 balance changes, several dozen bugfixes, and have added Champion and Role swapping to Champion Select to improve your day-to-day Classic experience.”

Champions


Ahri

Ahri is extremely safe, has good sustain, good wave clear, and the ability to all-in her opponents at a moment’s notice. She’s also overpowered. We want to trim some of her extraneous early safety and reduce how frequently she can pressure her opposition.


Base Stats

  • Base Health Regeneration: 6.1 ⇒ 4.5
  • Health Regeneration Growth: 0.6 ⇒ 0.45
  • Health: 460 ⇒ 440

R – Spirit Rush

  • Cooldown: 110 / 95 / 80 ⇒ 120 / 100 / 80

Annie

Annie is our second weakest mid laner behind Lux, so we’re driving on some buffs. We’re first reverting some damage nerfs from July 2011 and otherwise ensuring her offensive threat is up to snuff.


Passive – Pyromania

  • Stun Duration: 1.5s ⇒ 1.75s

Q – Disintegrate

  • Damage: 85 / 125 / 165 / 205 / 245 + 70% AP ⇒ 90 / 130 / 170 / 210 / 250 + 75% AP

W – Incinerate

  • Damage: 80 / 130 / 180 / 230 / 280 + 75% AP ⇒ 85 / 135 / 185 / 235 / 285 + 80% AP

E – Molten Shield

  • Bug Fix: Fixed a bug where Molten Shield dealt too little damage
  • Bug Fix: Fixed a bug where Molten Shield could damage enemies for non-Attacks R – Summon: Tibbers!
  • Bug Fix: Fixed a bug where AP was not applying to Tibbers’s burn damage.

Ashe

As a supportive ADC, Ashe is performing below average. She’s not massively underpowered, but weak enough to deserve a buff. To do that, we’re reverting a 2010 Volley nerf, letting her succeed more while playing at long ranges, poking and suppressing her opponents from afar.


W – Volley

  • Damage: 40 / 50 / 60 / 70 / 80 + 100% total AD ⇒ 40 / 55 / 70 / 85 / 100 + 100% total AD
  • Range: 1200 ⇒ 1300

Blitzcrank

Blitzcrank is due for much larger nerfs than they got last patch, so we’re back to bring the highest agency support in the game down to size. We’re continuing to revisit old patches to return older, weaker tuning. We’re also fixing a few bugs and oversights to bring their power down further. Our one unique contribution is a rank 1 and 2 nerf to Static Field’s active. Combined with the cooldown nerf, we hope that Blitzcrank players will occasionally choose to keep the R in its passive form, playing for a more sustained damage threat.


Passive – Mana Barrier

  • Tooltip: Clarifies that Mana Barrier only pops if Blitzcrank is below 20% Health when taking damage.
  • Shield: 50% maximum mana ⇒ 50% current mana

Q – Rocket Grab

  • Range: 1080 ⇒ 1050
  • Mana Cost: 120 ⇒ 140

E – Power Fist

  • Bug Fix: Fixed a bug where the cooldown was always 5 seconds, regardless of rank or Cooldown Reduction.
  • Bug Fix: Fixed a bug where the target was stunned for approximately 0.3 seconds longer than intended.

R – Static Field

  • Active Damage: 200 / 300 / 400 ⇒ 150 / 275 / 400
  • Cooldown: 30s ⇒ 40s

Dr. Mundo

Dr. Mundo’s still in need of some extra healthcare even after last patch’s buffs as one of the worst top laners and junglers in the game. We’re back with further increases to his durability, in hopes of making him the biggest meat wall you’ve ever seen. His health buffs come from reverts to nerfs in April of 2011. We’re also handing him some extra early game attack speed, which is meant to disproportionately buff his jungling, where he currently performs worse than in top lane.

Base Stats

  • Health: 522 ⇒ 560
  • Health Growth: 89 ⇒ 90
  • Level 1 Attack Speed: 0.625 ⇒ 0.658

Evelynn

Evelynn is one of the best-performing junglers in Classic and is gaining more win rate over time as players learn how to optimize her. As such, she’s due for a nerf. We’re pulling a mix of reverted buffs from her initial release and nerfs from 2013’s future. We’re making Dark Frenzy worse when just spammed to get across the map, reducing her mid-late jungle clear speed, and making her consider her mana costs more, just like other AP junglers.


Passive – Shadow Walk

  • Maximum Mana Regeneration While Camouflaged: 1% ⇒ 0.8%

Q – Hate Spike

  • Base Damage: 40 / 60 / 80 / 100 / 120 ⇒ 40 / 55 / 70 / 85 / 100
  • Missile Speed: 3000 – 800, decaying ⇒ 2000 – 800, decaying

W – Dark Frenzy

  • Mana Cost: 0 ⇒ 40
  • Cooldown: 15s ⇒ 20s

Ezreal

As players have sanded off the rust, Ezreal has moved to the top of the pile as the most picked bot laner by far and too strong a performer considering his high degree of safety. As this dominance is driven by AD Ezreal, we’re delivering some compensation changes to keep AP Ezreal afloat as well. Our nerfs are a tour of changes from back in June of 2010, picking up two Q nerfs and reverting an R nerf from 16 years ago.


Q – Mystic Shot

  • Total Attack Damage Ratio: 120% ⇒ 110%
  • Cast Range: 1200 ⇒ 1100

R – Trueshot Barrage

  • Ability Power Ratio: 70% ⇒ 100%

Garen

We were conservative with many of our changes last patch, which has left Garen still in a very weak position. We’re back to deliver much stronger buffs with the goal of bringing him up to speed. We have two primary goals with our buffs. The first is to ensure that spin-to-win always feels rewarding, especially early game. The other is to ensure that he feels good about all his item purchases, whether scaling his damage or durability.

Base Stats

  • Attack Damage: 55.5 ⇒ 60
  • Armor Growth: 2.7 ⇒ 3

W – Courage

  • Bonus Armor and Magic Resistance Increase: 20% ⇒ 30%

E – Judgment

  • Damage Per Second: 20 / 45 / 70 / 95 / 120 + 70 / 80 / 90 / 100 / 110% total AD ⇒ 20 / 45 / 70 / 95 / 120 + 80 / 90 / 100 / 110 / 120% total AD

Gragas

Gragas is extremely safe, very bursty, and overall just overperforms in mid lane. Our nerfs are aimed at making him less safe as a laner and make him consider his openings more carefully without reducing his burst damage by much.


Q – Barrel Roll

  • Cooldown: 11.5 / 10.5 / 9.5 / 8.5 / 7.5s ⇒ 12.5 / 11.5 / 10.5 / 9.5 / 8.5s
  • Damage: 85 / 135 / 185 / 235 / 285 + 90% AP ⇒ 75 / 125 / 175 / 225 / 275 + 90% AP

W – Drunken Rage

  • Cooldown: 25s ⇒ 30s

R – Explosive Cask

  • Cooldown: 100 / 90 / 80s ⇒ 130 / 115 / 100s

Heimerdinger

Heimerdinger is on the strong side, even after last patch’s nerfs. He’s got a meaningful bugfix this patch, so we wanted to call it out directly.


W – Hextech Micro-Rockets

  • Range Display: Now accurately displays the actual missile range.

R – UPGRADE!!!

  • Bug Fix: Fixed a bug where R-empowered turrets dealt double damage.

Jax

Jax is receiving a few bug fixes this patch, and while he’s pretty balanced, they’re important enough changes to warrant being called out on their own.


Q – Leap Strike

  • Damage Type: Physical ⇒ Magic

R – Relentless Assault

  • Ability Name: Grandmaster’s Might ⇒ Relentless Assault
  • Spell Effects: Now applies spell effects as a single-target spell.

Kayle

When we launched Kayle in League Classic, we chose one of her earliest kits, which included gaining bonus AD from AP and vice versa. This version of the kit never allowed her to remain permanently ranged with enough CDR, as that buff only came in with her next rework. Ultimately, we like this version of the kit but think she should be able to be permanently ranged if she builds for it, so we’re buffing E’s cooldown. You’ll need at least 38% CDR at rank 5 to hit that breakpoint, so enjoy your build goals!


E – Righteous Fury

  • Cooldown: 22 / 21 / 20 / 19 / 18s ⇒ 20 / 19 / 18 / 17 / 16s

Lux

Lux is still performing worse than she ought to so we’re back with some more buffs. We’re increasing Lucent Singularity’s radius to its old wide self as another callback to the past. We’re also bringing in some modern touches (or, farther back in the past depending on how you look at it), including some bug fixes. We’re letting her use summoner spells and detonate her E during her R cast. Flashing will not change the hit location, but you can dodge an Ashe arrow if you need to. 

We’re also giving her better defensive immediacy. It’s important that League is responsive to your inputs, and “Shield me!” is about as immediate a need as it gets. This is one modernization that we think is very important to give Lux even in this older version of the game. 

We’re also starting our adventure into new territory here. One of Classic’s biggest strengths is the wide-open space for build experimentation. We’d like if Lux could be part of that space. For anyone playing a more conventional AP Lux playstyle, this attack speed should still help her to last hit minions or pop Illumination stacks between spells more quickly. Or… You could be adventurous and try AD Lux, or maybe AP on-hit Lux with a Malady and a Nashor’s Tooth. You know you want to.


Base Stats

  • Attack Speed Growth: 1.36% ⇒ 3%
  • Attack Speed Ratio: 0.625 ⇒ 0.658 (Level 1 Attack Speed unchanged)

W – Prismatic Barrier

  • Shield Timing: The shield now comes out at the start of the cast, instead of at the end. Total cast time unchanged.

E – Lucent Singularity

  • Radius: 310 ⇒ 350
  • Cast Interaction: E may now be detonated while casting R.

R – Final Spark

  • Cast Interaction: Lux may now use summoner spells and items while casting R. Flash will not change the location of the beam.
  • Cooldown: No longer goes on cooldown if Lux dies while casting it.

Miss Fortune

Miss Fortune’s buffs last patch didn’t go nearly far enough, so we’re back for more. Once again we’re digging up changes of old, undoing almost every nerf she received since her launch and fixing several bugs that could cause her ultimate to not deliver on expectations. We’re also delivering one novel change to make E’s mana cost respect its rank, so it’ll be cheaper at low investment and more expensive (and more powerful) when maxed.


Base Stats

  • Move Speed: 325 ⇒ 335

Q – Double Up

  • Damage: 25 / 60 / 95 / 130 / 165 + 75% total AD ⇒ 35 / 70 / 105 / 140 / 175 + 75% total AD. Secondary target still takes 120% of the damage.
  • Bug Fix: Fixed a bug where Double Up could fail to bounce.

E – Make It Rain

  • Total Damage: 90 / 145 / 200 / 255 / 310 ⇒ 95 / 155 / 215 / 275 / 335
  • Slow Duration: 0.25s ⇒ 1s. Refresh rate unchanged.
  • Mana Cost: 80 ⇒ 70 / 75 / 80 / 85 / 90

R – Bullet Time

  • Damage Per Wave: 65 / 95 / 125 + 40% bonus AD + 20% AP ⇒ 65 / 95 / 125 + 45% bonus AD + 30% AP
  • Bug Fix: Fixed a bug where Miss Fortune could fail to shoot all 8 waves.
  • Bug Fix: Fixed a bug where Bullet Time could fail to damage an enemy all 8 times.

Sivir

Sivir currently lacks a strong strategic niche or high point to her experience. Toggled Ricochet is meant to be an extremely potent output that Sivir players should feel great about, so we’re reverting some nerfs to it from back in January 2011.


Passive – Fleet of Foot

  • Bug Fix: Fixed a bug where the movement speed could be gained by attacking minions.

W – Ricochet

  • Bounce Radius: 450 ⇒ 500
  • Damage Falloff: 25% ⇒ 22%

Tristana

Tristana is clearly a peak performer in bot lane while mid lane AP Tristana in mid is doing just fine, so we’re taking aim at AD-specific Tristana nerfs to her attack speed. Her mana growth compensation is meant to mostly compensate mid Tristana for the small amount of collateral damage she’s receiving.


Base Stats

  • Attack Speed Growth: 4% ⇒ 3%
  • Mana Growth: 32 ⇒ 40

Q – Rapid Fire

  • Mana Cost: 50 ⇒ 50 / 60 / 70 / 80 / 90

Tryndamere

Tryndamere is still doing exceptionally well. After calibrating how impactful our changes would be in the first patch, we’re back to put him where he belongs. Somehow, he has even more buffs from back in 2010 that we can revert, so we’re back to make things tougher on him. We’re also doing some unique changes, namely reducing his early resilience to losing lane. The primary nerf, however, is in reducing his top-end crit chance. For those with at least 3 crit items, Tryndamere will still be able to reach 100% crit chance at low health, but in the early and mid game, he won’t crit as often.


Base Stats

  • Base Health Regeneration: 10 ⇒ 7.5
  • Health Regeneration Growth: 0.9 ⇒ 0.75

Passive – Battle Fury

  • Maximum Critical Strike Chance: 50% ⇒ 30%
  • Maximum Critical Strike Chance Reached At: 0% Health ⇒ 5% Health

R – Undying Rage

  • Cooldown: 110 / 100 / 90s ⇒ 130 / 115 / 100s

Twitch

Twitch’s nerfs from last patch didn’t do enough to dethrone him from the top spot. We’re taking out a mix of damage and durability, ultimately trying to make sure that his damage output is readable when exiting out of stealth.


Base Stats

  • Base Attack Speed: 0.679 ⇒ 0.658
  • Level 1 Attack Speed: 0.679 ⇒ 0.658
  • Health: 470 ⇒ 455

Items


Innervating Locket

When we remade Innervating Locket in Classic, we preemptively nerfed it, as it had been removed from the game for being unbalanceable. Well, it turns out, it’s possible to make it too weak to be used. So we’re here for some meaningful buffs aimed at making it shine for those who want it. We want to make sure it’s an appealing support option, restoring many of the stats it used to have and buffing its unique effect. Innervating Lockets do stack across multiple players, by the way, so if all five of you buy one, you can put a lot of healing onto your most injured teammate.

  • Combine Cost: 750g (2650g total cost) ⇒ 350g (2250g total cost)
  • Health: 430 ⇒ 500
  • Cooldown Reduction: 0% ⇒ 10%
  • Innervation Health and Mana Restored: 50 / 20 ⇒ 60 / 25

Wriggle’s Lantern and Feral Flare

When we built out the items in League Classic, we knew there’d be some conflicts. We had items coexisting who never coexisted before, or were placed into a game that didn’t quite fit. One of these conflicts was with jungle items: We have monster tuning from 2013 (plus the Wight), but have the 2014 item Feral Flare. When we launched, we simply took the 2013 version of Madred’s Razors and Wriggle’s Lantern, and simply updated Feral Flare to fit the same stat profile. 

We’re changing that now. We’re reshaping Wriggle’s Lantern and Feral Flare to be Attack Speed items instead of Attack Damage ones but keeping all the other stats the same. This change helps them stand out against Spirit of the Elder Lizard, and preserves Hunter’s Machete and Madred’s Razors as they were. These new items do overlap with Madred’s Bloodrazor a bit, but you’re still welcome to buy them both.

  • Build Path: Madred’s Razors + Vampiric Scepter ⇒ Madred’s Razors + Recurve Bow. Total cost (2000g) unchanged.
  • Attack Damage: 25 ⇒ 0
  • Attack Speed: 0% ⇒ 30%

Runes & Progression


We’ve heard your feedback loud and clear about how slow it feels to gain access to runes, games with stakes, and more. So in this patch we have large sweeping buffs to several systems that should have you building out extra rune pages and gaining SP in no time!


  • Rune Pages: Everyone has been given 2 additional Rune Pages for free
  • Influence Points: IP gained per game has more than doubled
  • Classic XP: Classic XP gained per game has doubled
  • Bug Fix: Players no longer gain party XP/IP bonuses when solo queued
  • Quintessence IP Cost: 1250 ⇒ 1000
  • Minor Rune IP Cost: 650 ⇒ 500

Quintessence of Health Regeneration

  • Health Regeneration per 5 seconds: +1.5 ⇒ +3.0

Systems


Champion Swapping

You can now swap champions and roles during Champion Select! So now your first pick mid laner can grab Blitzcrank for you, you can grab AP Shaco for your bot laner, and you can successfully make your opponents rage quit instead of having to dodge..

  •   NEW   Champion Swap: Enabled during the Loadout phase.
  •   NEW   Swap Request: Players can request to swap champions, and players can accept swap requests. Lanes stay the same.
  •   NEW   Champion Pick Order Swapping: Players can swap champion pick order.

The Inaugural Council Vote

The Council goes live with this patch! Vote on the game’s future inside the game client. You will be able to vote on multiple topics during the active voting period and we’ll be back to share the results once voting closes.

  •   NEW   Voting Topics: Players can see and vote on multiple topics during active voting.
  •   NEW   Voting Results: Players can see the results for the topics that were voted on.

Ranked Loading Screen Borders

  •   REMOVED   Modern Ranked Borders: Removed from the Classic loading screen.

Art


A few of our artists got together and updated several aspects of Summoner’s Rift to make it look more like the original.


  • Art Updates: Added missing foliage and decals, removed an unintended prop, updated decals and map details, and corrected affected walls, ground, and mesh normals.
  • Lighting Updates: Updated lighting at both spawn locations and on the purple diamond torches to look closer to the original.
Posted in LoL

Patch 26.17 Notes – League of Legends

Patch 26.17 notes for League of Legends are here. (Source)

Read the Classic Patch Notes here.



Systems


Champions


Aurelion Sol has come out the loser of last patch’s mage adjustments, so we are giving him a buff to help him out. In particular, we are buffing his W cooldown so he can use it a bit more freely rather than only when a reset is likely. This should also make it a bit more clear to players that W is typically the stronger second skill to max, rather than E.

Q – Breath of Light

Mana Cost Per Second: 35 / 40 / 45 / 50 / 55 ⇒ 30 / 35 / 40 / 45 / 50

W – Astral Flight

Cooldown: 22 / 20.5 / 19 / 17.5 / 16s ⇒ 22 / 20 / 18 / 16 / 14s
Cho’s early game has lost pizzazz with Hail of Blades and Hextech Rocketbelt nerfs, so we are making it up with a bit of early damage when he does get those autos off.

E – Vorpal Spikes

Base Damage (x3 attacks): 20 / 40 / 60 / 80 / 100 (+30% AP) (+2.5% – 3.9% (+.5% Per Feast) Target Max HP) ⇒ 30 / 50 / 70 / 90 / 110 (+30% AP) (+2.5% – 3.9% (+.5% Per Feast) Target Max HP)
Graves has had a number of indirect buffs over the last few patches and this has put him in a pretty strong spot. We are looking to soften a bit of his ability to snowball the game with high AD builds.

Q – End of the Line

Initial Damage: 50 / 75 / 100 / 125 / 150 (+65% bonus AD) ⇒ 50 / 75 / 100 / 125 / 150 (+55% bonus AD)
Return Damage: 80 / 125 / 170 / 215 / 260 (+55 / 70 / 85 / 100 / 115% bonus AD) ⇒ 80 / 125 / 170 / 215 / 260 (+45 / 60 / 75 / 90 / 105% bonus AD)
Irelia is one of League’s highest stakes snowballing dependant skirmishers, but we feel like even when ahead she is failing to scale into a real carry threat

Q – Bladesurge

Damage: 5 / 25 / 45 / 65 / 85 (+70% AD) ⇒ 5 / 25 / 45 / 65 / 85 (+80% AD)
Additionally, we are buffing some of her AP ratios to support wacky ARAM/Arena builds. We don’t expect this to make AP Irelia suddenly good for SR.

W – Defiant Dance

Damage Reduction Ability Power Ratio: 7% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena) ⇒ 8% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena)

R – Vanguard’s Edge

Ability Power Ratio: 70% ⇒ 100% (It is already 100% in Arena, so this is standardizing the value)
With the previous version of Statikk Shiv that drove nerfing her AS ratios no longer in the game, we’re bringing these closer to a typical champion’s baseline. Simultaneously, having some room for power, we are giving her some AP ratio buffs to make sure she’s still interested primarily in AP assassination builds.
Base Stats
Attack Speed Ratio: 0.4 ⇒ 0.625
Attack Speed Growth: 2.35% ⇒ 1.5%

W – Distortion

Damage: 75 / 115 / 155 / 195 / 235 (+80% AP) ⇒ 75 / 115 / 155 / 195 / 235 (+90% AP)
RW – Mimic: Distortion
Damage: 150 / 315 / 480 (+80% AP) ⇒ 150 / 315 / 480 (+90% AP)
Nasus top has been able to benefit from the shift in his stacking paradigm. We are happy to see our favorite dog get his fill of treats, but want to make sure that we keep his power within reasonable bounds, therefore we are going to be tapping down some of Nasus’ top specific strengths, like persistently lifestealing off of minions.

Passive – Soul Eater

Life Steal: 12 / 18 / 24% ⇒ 10 / 15 / 20%
Nocturne has been sitting in a pretty strong state across skill levels for a while. We are excited about the opportunities that open up when Nocturne unlocks his ult, but want to add a bit more personal risk to him accessing that high moment.
Base Stats
Armor: 38 ⇒ 36
Health: 655 ⇒ 640
Qiyana’s play has moved out of primarily mid to jungle. While we are happy to support her as a jungler, mid is where she’s been underwhelming recently .

Q – Elemental Wrath

Damage: 70 / 100 / 130 / 160 / 190 (+85% bonus AD) ⇒ 80 / 110 / 140 / 170 / 200 (+90% bonus AD)
Monster Damage Modifier: 175% against Monsters ⇒ 160% against Monsters
Thresh has been quietly sitting at a high winrate and picking up playrate over the year.

E – Flay

Active Damage: 75 / 120 / 165 / 210 / 255 (+70% AP) ⇒ 65 / 110 / 155 / 200 / 245 (+60% AP)
Sometimes you just wanna club your opponents to death, and while Trundle has been a resilient utility pick for his pillar and ult, we feel his personal clubbing power has actually been a bit limp.

W – Frozen Domain

Attack Speed: 30 / 45 / 60 / 75 / 90% ⇒ 30 / 50 / 70 / 90 / 110%
We believe Vayne may need larger scope work in the future to help out her bot lane, but for now are prioritizing constraining her top lane power. These changes should impact her up there more than in bot lane.
Base Stats
Health: 550 + 103/Level ⇒ 580 + 98/Level
Health Regeneration: 3.5 + .55/Level ⇒ 4 + .5/Level
Attack Speed Ratio: .658 + 3.3%/Level ⇒ .67 + 2.8%/Level

Q – Tumble

Mana Cost: 30 ⇒ 46 / 42 / 38 / 34 / 30

W – Silver Bolts

True Damage: 6 / 7 / 8 / 9 / 10% Target Max HP ⇒ 4 / 5.5 / 7 / 8.5 / 10% Target Max HP
Minimum Damage: 50 / 65 / 80 / 95 / 110 ⇒ 40 / 55 / 70 / 85 / 100
Xerath has rested slightly high in power both mid and bot, and after last patch’s adjustments to mages has come out on top in mid lane compared to others. Given his extremely high ban rate in certain regions, he’s due a light nerf.
Base Stats
Health: 596 ⇒ 575

Q – Arcanopulse

Damage: 75 / 115 / 155 / 195 / 235 (+90% AP) ⇒ 70 / 110 / 150 / 190 / 230 (+90% AP)
While Yasuo has definitely been able to snowball and carry games, we believe that similar to Irelia, he is too reliant on snowballing rather than just being a proper scaling carry. We also want to encourage him to prioritize early crit strike builds over Blade of the Ruined King, so we are reducing his crit damage penalty which will simultaneously encourage this as well help him scale without significantly impacting his early game snowball.

Passive – Way of the Wanderer

Critical Strike Damage Reduction: -10% ⇒ -5%
Similar to Yasuo, Yone has also been an excessively snowball reliant carry, though less so. Bros stay together.

Passive – Way of the Hunter

Critical Strike Damage Reduction: -10% ⇒ -5%

Items


Items

Stormrazor

Stormrazor almost had its time in the sun earlier this year, but has ended up remaining second fiddle.

Attack Speed: 20% ⇒ 25%

Sundered Sky

Last patch’s Sundered Sky nerf was a step in the right direction, but landed a bit under-target given all of the other moving pieces of that patch.

Health: 450 ⇒ 400
Attack Damage: 45 ⇒ 40

Caps Hall of Legends Pass Rewards and Signature Tristana Skin Costing Over $400

The Hall of Legends Pass celebrating Caps’ ascent into the HoL has been fully revealed by Riot Games. Featuring rewards that reference his career, including skins, borders, emotes, and icons.

The collection is just the start; however, it will also include a special Risen Tristana Legend Collection reward for 5035 RP ($40), which will reward you with a Risen Legend Tristana SKin, Takedown Counter Taunt, the pass, and other exclusive rewards. The pass also comes in an Immortalised version for 32035 RP ($250) and a Signature edition for 58865RP ($450). This isn’t the first time Riot has done this, and the price is still utterly mind-blowing.

Caps Hall of Legends Pass Content

Caps Hall of Legends Pass

Starting with the pass itself, which is 1,950 RP ($15) for 100 levels. The headline skin is Risen Legend Orianna, border and event chroma. These also include Freljord Taliyah, Elderwood LeBlancand Empyrean Akali, all of which drop in as you climb.

Past the skins, the pass packs in 125 Mythic Essence, 11 orbs, and 15 Caps-flavoured icons and emotes, the Unkillable Demon Cactus ward, the Beacon of Hope banner, and the “Martin 1” title.

Hall of Legends Caps Tristana Skin

Caps Hall of Legends Pass

Risen (5,035 RP, around $40) is the way in: Risen Legend Tristana, a Takedown Counter taunt, the pass, and a handful of extras. Immortalised (32,035 RP, roughly $250) is where the Immortalised Legend Tristana skin lives. It includes improved VFX, a custom announcer, etc, as you’d expect.

Caps Hall of Legends Pass

Signature (58,865 RP, call it $450). On top of everything in Immortalised, you get Caps’ own signature recall for both Tristana and Orianna, a signature structure finisher on Tristana, signature splash art and borders across the pair, Paragon chromas on the pass skins, the Signature banner, an animated emote, and the “Claps” title.

The whole lot goes live 10 September, and you’ve got until 20 October to grab it (missions wrap a day earlier on the 19th). Plenty of time, then, to work out whether Caps’ career is worth roughly $450 of your own actual money.

LoL Patch 26.17 Skins, Chromas, Emotes, and More

Patch 26.17 is on the way, which means a new set of Skins, Chromas, and other ways to customise your game.

The big highlight of Patch 26.17 is the legendary Heartsong Seraphine skin (1,820RP). We also get new skins for Jinx and Soraka, alongside Chromas for all.

Lol 26.17 New Skins

A new Legendary skin for Seraphine is the big skin of the patch. The skin will cost 1,820RP, and feature a number of major overhauls to graphics and audio.

Heartsong Seraphine: When the world was cruel, Seraphine was kind. When her heart grew heavy, she chose to hope. Embracing compassion in the face of despair, Seraphine’s strength crystalized into a magical gem, held in her heart, brimming with love and light. Now she embodies the joy of music itself, using her newfound power to awaken a kinder world, one audience at a time.

Oceansong Jinx & Soraka

Sticking with the musical theme, Jinx and Soraka take to the stage in the Oceansong skins. Coming in at the Epic skin range, and costing 1,350 RP.

Ocean Song Jinx: A pyrotechnic artist of anarchy, Jinx’s musical inventions skirt the line between entertaining and life-threatening. After three years of the Ocean Song Festival “forgetting” to invite her, Jinx has invited herself, along with her latest bombastic tech. She knows just what the opening night act is missing to make it a truly unforgettable show: chaos.
Ocean Song Soraka: After years of success as a vocalist, Soraka felt too removed from the people she sang for and about. A reset was needed, and the Ocean Song Festival offered the right shakeup. Now she’s headlining the opening night and providing backup to any other artists who need it. From now on, if Soraka’s going to sing, she’s also going to help others be heard.

Patch 26.17 Emotes and Icons

Patch 26.17 also comes with a fair few new emotes and icons. Two feature the new Seraphine skin theme; we’re certain the “I can’t hear you” will get a lot of use in our support games.

New Icons

A series of new icons are also coming in the patch

LoL Patch 26.17 will release on August 26, 2026. This post will be updated with any new skins or items added ahead of its release.

Patch 26.17 Preview – League of Legends

The League of Legends Patch 26.17 Preview is here, with a large number of buffs and nerfs. Riot Phroxzon on X. For 26.17 skins and emotes, check out the dedicated guide.

Patch 26.17 Preview

Roaming Supports

For the limited number of Pro games on 26.16, we’ve been seeing good movement on roaming supports and expect it to trickle down to solo queue over time (especially as players find the strategy less effective over time)
We’ll still continue to monitor this and assess whether stronger swings are necessary, though we don’t want to over-punish regular roaming and a small amount of unconvential roaming strategies is reasonable, so long as they don’t become broadly optimal

Champions

Mages bot overall have lost some amount of win rate across the board, but not a huge amount, which is roughly about the impact expected. Seeing good skews on Poppy and Camille support with support nerfed and Top skews playing out well (in particular). Still monitoring the impact of Hail of Blades on champions more broadly, eg., Yi, Tryndamere, Shaco, etc.

As stated in previous posts/videos, while Xerath bot is a large part of the AP bot meta, we still think AP bots add to good long term variety and add a healthy frustration to the role
That said, Xerath is performing well in both Mid and Bot, especially for average play and is receiving a generic nerf across the board
Vayne top has been a strong champion in higher levels of play and also is a bit over the edge in terms of what we’d consider healthy types of available counterplay in many matchups.
Broadly, ranged tops fill a similar niche to Mage bot, which is to add long term healthy variety to the role, even though it can be frustrating in the moment and that also adds to their satisfaction when overcome.
One of the principles we hold here is that there needs to be counterplay to frustrating experiences; a combination of tactical (moment to moment) and strategic.
For Vayne top specifically, she can be a combination of tanky (with Experimental Hexplate), with a strong laning phase, while scaling well.
Overall, we think Vayne could have a bit of a weaker laning phase when played in top lane, to balance out these other attributes, but she is still going to be baseline on the frustrating side as a ranged champion that can be played top lane.
We don’t think it’s too far off though and Vayne still has a structural weakness of being vulnerable to ganks, especially when she’s pushing a lot and doesn’t provide much team utility.
This change hopefully results in her lane opponents having slightly more health in order to assist with gank attempts or trade back.
A while ago when Statikk Shiv was an extremely good one stop shop waveclear item, we had to nerf Leblanc’s Attack Speed ratio.
After we reworked Statikk Shiv to be more about on-hits, we didn’t restore this ratio to Leblanc.
So we’re restoring this and giving her a small buff as she’s not strong in any particular skill bracket.
Last patch, we made some adjustments to Nasus trying to resolve some of his skew between roles and restore some of the stacking power to Top lane where it is inherently higher risk than Jungle.
Structurally, we felt that balance was off.
While we suspected this change would be over-magnitude, we wanted to get a clean read on the magnitude of this lever for Top vs JG and follow up this patch after seeing how much impact it had.
This patch, we’re reducing some of the net total sustain he gets in Top lane to make hitting those high stack counts a bit more challenging (incidentally, this lever doesn’t affect Jungle as much).

Items

Sundered Sky

Directionally, Sundered Sky and AP Jungle changes have been good, but magnitude is still off
We’re putting another small-moderate nerf in for this patch and hoping to see more movement on AP jungles and Sundered Sky dominance in higher levels of play

Stormrazor

Outside of Stormrazor Jhin, it doesn’t have a large user base and we think it could have more power overall to broaden the user pool

Caps becomes the first Western player inducted into the LoL Hall of Legends

Rasmus “Caps” Winther is the next player added to the League of Legends Hall of Legends. The Danish mid laner becomes the first Western player to be included.

Caps is the most decorated player in European League of Legends history and has for many years been considered the G.O.A.T of the region.

Caps joins the Hall of Legends

There really is no other player in the West like Caps. He’s had longevity in his career, has been loyal to G2 Esports since joining and has carried his side and region more than once.

In his European career, he has picked up 17 LEC titles, and that number only looks like increasing. He was part of the 2019 Mid-Season Invitational (MSI) winning G2 side, marking the first win for a European side since Fnatic at the very first Worlds.

Speaking about Caps, Riot Games said:

Caps always felt like the player you could never fully prepare for,” said Chris Greeley, Global Head of LoL Esports. “He has that rare ‘it’ factor, the ability to rise in the biggest moments through his playmaking, leadership, and calming presence under pressure. Caps has inspired an entire generation of Western players and earned the respect of fans around the world. He’s not just one of the greatest League of Legends players of all time, he exemplifies everything we hope our esports heroes can be.”

Caps is now the third player to join the Hall of Legends, joining Lee “Faker” Sang-hyeok and Jian “Uzi” Zi-Hao.

Hall of Legends Event

As with previous Hall of Legends awards, an in-game event will now follow. Caps will be celebrated in-game and out of the game in the coming months.

His official ceremony will take place on August 18, where he will be rewarded with the trophy. For in-game events, those start on September 10. Caps will be rewarded with the Transcendent Tristana skin. There is no confirmation of the second skin, but Sylas is speculated to be the pick.

ARAM Mayhem and Arena Patch 26.16 Highlights

If you like to spend your time playing ARAM Mayhem and Arena, then Patch 26.16 adds a fair few changes.

While some of the shine was taken off ARAM and Arena thanks to the release of League Classic, the two modes are getting plenty of love, especially Mayhem.

ARAM: Mayhem – Fighters finally get some love

Riot’s decided fighters have been getting bullied in extended fights, so there are two new Gold Augments to help them. Upgrade Ravenous Hydra makes your spells apply cleave with no cooldown and chucks in 18% lifesteal on top.

Shark Bait got a proper glow-up (base damage 120-350 now, and it eats 30% of missing health instead of 20%). Nature is Healing has been reworked so each bush has its own cooldown and heals the second you step in.

Snowbomb’s radius is 30% chunkier with a longer knockup, which is going to feel dreadful to be on the receiving end of. Locke also gets a tidy buff across the board: more damage dealt, less taken, and 20 tenacity out of nowhere. Upgrade Sundered Sky is the other new Augment. It reduces the item’s per-target cooldown to 5 seconds (down from 8), grants an extra 9% missing health healing on empowered strikes, and immediately gives you 500 gold.

On the nerf side, Critical Missile and the Skilled Sniper snipe range both got trimmed. So don’t be shocked if your old comfort picks feel a touch weaker.

Arena: Bravery Wednesdays are back

Prestige Sinful Shores LeBlanc Patch 26.12

Bravery Arena is returning, and it’s landing every Wednesday alongside Crowd Favourites. Each Wednesday, you either roll the dice with Bravery or pick from your Crowd Favourite pool (the more champs you own, the more options you’re offered).

Balance-wise, this is a “lift the strugglers” patch. Rek’Sai is the standout: her maxed tunnels now have a 0-second reuse cooldown, so she can pop in and out, plus a healthy healing buff on top. Gnar’s tired time is gone entirely, meaning you’re mega-Gnar-ing and back again constantly. LeBlanc, Volibear, Shaco, Poppy and Warwick all got meaningful bumps too, so expect to see a lot more of them.

Now You See Me got a fun upgrade as well. At level 2 it leaves a clone where you vanished from, which is exactly the kind of “wait, which one’s real” nonsense Arena lives for.

Getting tapped down, Aurelion Sol, Bel’Veth, Sona and Soraka, with Three Sacred Treasures and Nesting Doll reined in on the Augment side.

There are also a host of bug fixes across both modes, which you can read in full in the official patch notes.

League Classic – Patch 26.16 Notes

“Welcome to our first patch update for League Classic! We’re delivering brand new old champions, brand new old runes, and a suite of balance changes aimed at the game’s biggest outliers. Are you excited to be a flippin’ Ninja?”

New (Returning) Champions


Akali

Akali is flying in with invisibility, targeted dashes, invisibility, and tons of damage. Better buy a Pink Ward!


Passive – Twin Disciplines

  • After gaining 20 Ability Power, gain a percent of your total Attack Damage as bonus damage on-hit.
  • After gaining 10 bonus Attack Damage, gain Spell Vamp.

Q – Mark of the Assassin

  • Throw a kama, damaging and marking your target. Attack the marked target to deal more damage and refund some energy.

W – Twilight Shroud

  • Throw down a smoke bomb, which gives Akali Invisibility and bonus resists while in the area. Enemies in the area are slowed.

E – Crescent Slash

  • Slice all nearby enemies, dealing damage.
  • Be careful, this can empty your energy reserves quickly.

R – Shadow Dance

  • Dash at an enemy, dealing damage upon arrival. This ability can hold a maximum of 3 dashes at a time, like ammo.
Kennen

Kennen makes his return in a somewhat familiar form, ready to dive-bomb into enemy teams with Slicing Maelstrom or play it cool as an AD auto-attacker.


Passive – Mark of the Storm

  • Kennen’s abilities add stacking marks to their targets. Upon reaching 3 stacks, they’re stunned and Kennen refunds some energy.

Q – Thundering Shuriken

  • Throw a shuriken in a straight line, damaging and marking the first enemy hit.

W – Electrical Surge

  • Passive: Every few attacks, Kennen’s attack deals bonus damage and marks his target.
  • Active: Kennen damages and applies an additional mark to all nearby marked enemies.

E – Lightning Rush

  • Kennen becomes a ball of lightning, gaining bonus movement speed and resistances. Enemies he collides with while a ball of lightning are damaged and marked.

R – Slicing Maelstrom

  • A maelstrom follows Kennen for a few seconds, damaging and marking a random enemy champion several times per second.
Shen

Shen subscribes to the philosophy that one can hide in plain sight. He’s still the same dashing, taunting ninja he’s always been, but has the added benefit of providing healing for himself and his allies.


Passive – Ki Strike

  • Every few seconds, Shen’s next attack deals bonus damage and restores some energy.
  • Further basic attacks ready his next empowered attack sooner.

Q – Vorpal Blade

  • Throw a blade, damaging and marking the targeted enemy. Any time Shen or his allies attack the marked enemy, they restore some health over time.
  • If the blade kills the target outright, Shen gets a partial heal.

W – Feint

  • Gain a shield. While it persists, attacks refresh Ki Strike faster.

E – Shadow Dash

  • Dash in a straight line, taunting and damaging all champions Shen collides with and restoring energy for each one.

R – Stand United

  • Target an allied champion anywhere on the map to grant them a shield. After a few seconds, if they’re still alive, teleport to that ally.

Champion Changes

Alistar

Alistar’s pretty decent in both solo lanes, whether played as AP burst or as a Headbutt-autoattacker. However, he’s quite weak at support, so we’re looking for some support-skewed buffs.


E – Triumphant Roar

  • Allied Heal Effectiveness: 50% ⇒ 75%
Amumu

Amumu is performing worse than he ought to, so we’re looking to return him back to normalcy. We’re reverting some nerfs from 2012-2013, ensuring he has a strong strategic niche of helping AP teams destroy squishy targets


Passive – Cursed Touch

  • Magic Resistance Shred: 15 / 20 / 25 ⇒ 15 / 25 / 35 (levels 1 / 7 / 13)
  • Shred Duration: 3s ⇒ 4s

Q – Bandage Toss

  • Base Damage: 80 / 130 / 280 / 230 / 280 ⇒ 80 / 140 / 200 / 260 / 320
Blitzcrank

Blitzcrank is the #1 support in the game right now, topping all three of win rate, pick rate, and ban rate. So yeah, it’s time for some nerfs to pull him down. We’re digging up the history books and reverting some of their “recent” buffs from 2011-2012. We’re targeting early pressure and overall cooldowns, due to how impactful their abilities can be. If a hook attempt misses, their opponents should have plenty of time to punish.


Q – Rocket Grab

  • Base Damage: 80 / 135 / 190 / 245 / 300 ⇒ 60 / 120 / 180 / 240 / 300
  • Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 22 / 21 / 20 / 19 / 18

W – Overdrive

  • Cooldown: 15 ⇒ 20

R – Static Field

  • Active Damage: 250 / 375 / 500 ⇒ 200 / 300 / 400
Dr. Mundo

Dr. Mundo’s faring even worse than his patients, and that’s saying something! He’s receiving a suite of buffs to both damage and durability to allow him to soak up as much punishment as possible while still dishing out the pain. These buffs manifest as reverts to nerfs from early 2012.


W – Burning Agony

  • Damage Per Second: 35 / 50 / 65 / 80 / 95 ⇒ 40 / 55 / 70 / 85 / 100
  • Tenacity: 10 / 15 / 20 / 25 / 30% ⇒ 15 / 20 / 25 / 30 / 35%

R – Sadism

  • Health Regained: 40 / 50 / 60% ⇒ 40 / 55 / 70%
Garen

Garen’s doing quite poorly at the moment, so we’re here to buff him up to snuff. We want him to feel advantaged in early laning, so we’re buffing his early regeneration to enable more aggressive trading and allowing him more frequent access to his rank 1 ultimate to let him convert those fights into kills.


Base Stats

  • Base Health Regeneration: 8.2 ⇒ 9.0

Passive – Perseverance

  • Maximum Health Per Second Regeneration: 0.4% ⇒ 0.5%

R – Demacian Justice

  • Cooldown: 160 / 120 / 80 ⇒ 140 / 110 / 80
Heimerdinger

Heimerdinger is the single best-performing mid laner, and he’s way up there in top lane, too. We expect him to do well for now, considering how rusty the average player is, and how strong his turrets are, but he’s still outperforming our expectations. We want to make him more vulnerable early in his turret fortress and create a larger window without his pocket crowd control. For the rockets, they simply lack the early game counter-play required for a base damage this high.


Q – H-28G Evolution Turret

  • Base Attack Damage: 30 / 38 / 46 / 54 / 62 ⇒ 28 / 36 / 44 / 52 / 60

W – Hextech Micro-Rockets

  • Base Damage: 85 / 135 / 185 / 235 / 285 ⇒ 70 / 120 / 170 / 220 / 270

E – CH-1 Concussion Grenade

  • Cooldown: 13 / 12 / 11 / 10 / 9 ⇒ 14 / 13 / 12 / 11 / 10
Janna

Janna is the second of our support nerfs this patch as she’s performing a little better than she ought to, so we’re dropping some small nerfs. We want her high impact ultimate to have high a impact mana cost and want to make sure that she isn’t just using her strong safety tools to bully her enemies out of the lane.


Base Stats

  • Attack Damage: 51.95 + 2.95 ⇒ 49 + 3

R – Monsoon

  • Mana Cost: 100 / 150 / 200 ⇒ 200 / 275 / 350
Jarvan IV

Jarvan is one of the game’s strongest junglers and deserving of a nerf. Considering how good the reliably Flag and Drag combo is, we’re leaving that intact. Instead, we’re swinging for his late game to ensure he isn’t the best at all points in time.


Base Stats

  • Armor Per Level: 3.6 ⇒ 3

W – Golden Aegis

  • Bonus Shield Per Nearby Champion: 20 / 30 / 40 / 50 / 60 ⇒ 20 / 25 / 30 / 35 / 40

E – Demacian Standard

  • Mana Cost: 55 ⇒ 55 / 60 / 65 / 70 / 75
Katarina

Katarina is performing much better than she ought to, especially for a difficult champion whom no one has played for approximately a decade. We always want high-mastery champions to be worth mastering, but if rookies are winning this much without practice, something’s wrong. Ultimately we’re fixing our own bug here: She’s supposed to be throwing 10 daggers over 2.5 seconds, not 12, so both the DPS and maximum damage of her ultimate is being reduced.


R – Death Lotus

  • Maximum Damage: 480 / 690 / 900 + 450% bonus Attack Damage + 300% Ability Power ⇒ 400 / 575 / 750 + 375% bonus Attack Damage + 250% Ability Power
  • Damage Per Dagger: Unchanged
Lux

Lux is our single worst mid laner AND support right now, so she’s due for some very real buffs. We’re going back on a move speed and ult CD nerf from early in 2013, as well as an AP ratio nerf from 2011, with the hopes that Lux can keep up with all the mobility these “modern” (released after 2010) champions have.


Base Stats

  • Move Speed: 330 ⇒ 340

R – Final Spark

  • Cooldown: 80 / 65 / 50 ⇒ 80 / 60 / 40
  • Damage: 300 / 400 / 500 + 75% Ability Power ⇒ 300 / 400 / 500 + 85% Ability Power
Miss Fortune

Miss Fortune is performing the worst of all conventional bot laners, so we’re delivering some buffs. To start, we’re improving both her sustained auto-attack damage and her spell casting ult playstyle, partially or fully reverting changes from patches 3.1 and 3.7.


W – Impure Shots

  • Bonus Damage Per Stack: 4 / 6 / 8 / 10 / 12 ⇒ 6 / 8 / 10 / 12 / 14
  • Maximum Stacks: 5 ⇒ 4
  • Maximum Bonus Damage: 20 / 30 / 40 / 50 / 60 ⇒ 24 / 32 / 40 / 48 / 56

R – Bullet Time

  • Damage Per Wave: 65 / 95 / 125 + 35% bonus Attack Damage ⇒ 65 / 95 / 125 + 40% bonus Attack Damage
Nasus

Nasus is performing better than he ought to, even for a champion with a shallow learning curve and a playstyle that hasn’t changed much over the years. We still want his infinitely-stacking late game bonking to be his biggest strength, which means pulling out power elsewhere. We’re reverting a few buffs from the Skarner launch patch in 2011, making his early game weaker and making him think more carefully about using Wither.


Passive – Soul Eater

  • Life Steal: 14 / 17 / 20% ⇒ 10 / 15 / 20%

W – Wither

  • Mana Cost: 80 ⇒ 100
Skarner

Skarner has been one of the weakest junglers so we’re here to buff him back up. We’ve got a small bugfix to his E’s missile radius, which made it harder to hit than it should have been. Otherwise, we’re reverting a few nerfs that Skarner received early in his release.


Passive – Energize

  •   NEW   Structure Interaction: Once again works on structures

Q – Crystal Slash

  • Slow: 20 / 25 / 30 / 35 / 40% ⇒ 25 / 30 / 35 / 40 / 45%

W – Crystalline Exoskeleton

  • Cooldown: 18 ⇒ 14

E – Fracture

  • Missile Width: 70 ⇒ 120
Soraka

Soraka is one of our weakest supports at the moment, and while she performs better in solo lanes, she’s not strong there either. As a result we’re looking for some meaningful support-skewed buffs and it’s fine if she gets a little stronger in top lane or mid lane. As support Soraka maxes her W first while solo lane Soraka does not, this should be a meaningful buff for where she’s played most.


W – Astral Blessing

  • Armor Buff: 25 / 45 / 65 / 85 / 105 ⇒ 25 / 50 / 75 / 100 / 125
  • Armor Buff Duration: 3 seconds ⇒ 5 seconds
Tryndamere

Tryndamere has wound up as the single most performant champion in the game, both in top lane and jungle, which means he’s up for some substantial nerfs. We want to retain his late game big crit fantasy but he should take longer to get there and be more peelable when he does. As with many of our nerfs, these are reverts of buffs from back when Lux launched in 2010.


Q – Bloodlust

  • Cooldown: 12 / 11 / 10 / 9 / 8 ⇒ 14 / 12.5 / 11 / 9.5 / 8
  • Bonus Attack Damage Per Fury: 5 ⇒ 3
  • Maximum Bonus Attack Damage: 40 ⇒ 24

E – Spinning Slash

  • Cooldown: 8 ⇒ 9
Twitch

Twitch is the strongest bot laner in the game right now. To start, our nerfs are going to be reverting his buffs from 1.0.0.144 and 1.0.0.146, both from 2012. Because his late game can be so potent, we’re doubling down on his scaling archetype and making his laning phase even more difficult.


Base Stats

  • Attack Damage: 52 ⇒ 50

W – Venom Cask

  • Projectile Speed: 1400 ⇒ 1300

E – Expunge

  • Mana Cost: 50 / 60 / 70 / 80 / 90 ⇒ 70 / 75 / 80 / 85 / 90

R – Spray And Pray

  • Missile Speed: 5000 ⇒ 4000
Veigar

Veigar is one of the very worst mid laners in the game, so it’s time for some buffs. Due to how core Q-spamming on every minion is to his playstyle, we want to make sure it feels supported, while still requiring him to buy some mana items to keep up.


Q – Baleful Strike

  • Mana Cost: 60 / 65 / 70 / 75 / 80 ⇒ 50 / 55 / 60 / 65 / 70
  • Damage: 80 / 125 / 170 / 215 / 260 + 60% Ability Power ⇒ 80 / 125 / 170 / 215 / 260 + 65% Ability Power
Warwick

Warwick is the best-performing jungler in the game right now, and while his resilience in the face of a dangerous jungle is likely a contributor, he’s performing above our expectations for such a straightforward jungler. We’re reverting an attack speed buff from early 2012, as he has access to much better on-hit itemization than he used to.


Base Stats

  • Attack Speed: .679 ⇒ .644

Runes

Rune Balance

We’re increasing the default stat value of the placeholder rune slots in Classic to be 80% of the equivalent rune rather than 66%.

  • Default Placeholder Rune Power: 66% ⇒ 80%
  • Scaling Armor Seals: Increased to 0.17 armor per level from 0.15 Armor per level.

New Runes

We’ve added the following runes to the Classic Store:


Marks

  • Minor Mark of Ability Power: 0.7 AP

Seals

  • Seal of Energy Regeneration: 0.7 Energy per 5s

Glyphs

  • Glyph of Energy: 2.3 Max Energy
  • Minor Glyph of Mana Regeneration: 0.33 Mana per 5s

Quintessences

  • Quintessence of Energy: 6 Max Energy
  • Quintessence of Energy Regeneration: 1.8 Energy per 5s
  • Quintessence of Health Regeneration: 1.3 Health per 5s
  • Quintessence of Mana: 38 Maximum Health
Systems

Classic Gold Generation

League Classic has higher stakes and is generally more snowbally than Season 2026 and that’s intentional. We also want players to have a fighting chance at comebacks without adding systems like Objective Bounties that players have to identify and play around. We also don’t want to inflate total gold in the game too heavily.

So we’re raising the floor on passive gold income and reducing the income of those who farm the best. As a whole, these changes will result in all champions having about 215 more gold passively, with the average laner roughly treading water.

  • Start of Ambient Gold Generation: 65 seconds ⇒ 90 seconds
  • Passive Gold Per 5 Seconds: 8 / 10.5 / 11.5 / 13 at 1 / 10 / 15 / 25 minutes ⇒ 10.5 / 11.5 / 13 at 1 / 15 / 25 minutes
  • Melee Minion Base Gold Value: 20 ⇒ 19
  • Ranged Minion Base Gold Value: 15 ⇒ 14

Classic Homeguards

We want the early game to have high stakes but that doesn’t mean a single kill should spell doom for the next 30 minutes straight. As a result, there’s a careful balance to strike between properly rewarding the victor for an early kill and helping losing players have something to look forward to. One of our attempts to strike that balance was early game Homeguards, which shipped with Classic last patch. This moderate 10% move speed buff should only shave a second or two off of someone’s walk back to lane but your feedback that it feels too modern has been heard. We’re keeping the mid-game version of Homeguard, which exists to help winning teams cross the map and continue sieging, but the early game one is being removed. In its place, we’re reducing early game death timers by a couple seconds. No new mechanics to learn and winners still get ahead, but losers can get back in there and earn XP and gold to look for their comeback.

  • Homeguard Activation: 0 minutes ⇒ 15 minutes
  • Death Timers: 12 / 14 / 16 / 19 / 22 / 25 / 28 / 30 ⇒ 10 / 12 / 14 / 17 / 20 / 23 / 26 / 29 (levels 1-8)
  • Death Timers At Levels 9+: Unchanged ⇒ Unchanged

Classic Jungle Tuning

When porting over jungle monsters to modern systems, we miscalculated how durable regular jungle monsters would become in the mid and late game. This global health scaling buff will make camps more closely match their histories. Your first clear won’t be affected at all, and non-epic monsters will scale up to 5-25% more health than they had before.

  • Maximum Health Scaling: 250% ⇒ 315%

Classic Turrets

Despite having the same effective HP they had in 2013, player feedback has been overwhelming that turrets feel too squishy. And they’re certainly much frailer than 2026’s norms. As we want turrets to matter and feel important, we agree that they could stand to hold up better, so we’re buffing their health by around 15% across the board and nerfing the AP ratio to on-hit damage conversion against towers.

  • Outer Turret Health: 3000 ⇒ 3500
  • Inner Turret Health: 3250 ⇒ 3750
  • Inhibitor Turret Health: 3500 ⇒ 4000
  • Nexus Turret Health: 2600 ⇒ 2750
  • Champion Damage To Turrets: 100% total Attack Damage + 40% Ability Power ⇒ 100% total Attack Damage + 20% Ability Power

Posted in LoL

Patch 26.16 Notes – League of Legends

Patch 26.16 notes for League of Legends are here. (Source)

Read the Classic Patch Notes here.

ADC MAGIC RESISTANCE

Finally, next to the changes to boot rewards in midlane, we are also adjusting MR for all ADC champions to help them out against mages early game. We also hope this will help a few of them in mid lane, where we believe a healthier pool of AD champions (including potentially Akshan and Tristana) will also help create a more diverse jungle meta beyond AD fighters.

  • Affected Champions: Akshan, Aphelios, Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Jhin, Jinx, Kai’Sa, Kalista, Kindred, Kog’Maw, Lucian, Miss Fortune, Quinn, Samira, Senna, Sivir, Smolder, Twitch, Varus, Vayne, Xayah, Yunara, Zeri
  • Magic Resistance: 30 + 1.3/level ⇒ 33 + 1.1/level
  • Tristana Magic Resistance: 28 + 1.3/level ⇒ 33 + 1.1/level

JUNGLE PETS

Speaking of a more diverse jungle Meta, we are adjusting the way jungle pets scales to help mage and tank junglers against the current AD fighter meta.

  • Damage Per Attack: 20 – 150 (based on level) (+10% bonus Attack Damage) (+12% Ability Power) (+20% bonus Armor) (+20% bonus Magic Resistance) (+3% bonus Health) ⇒ 20 – 150 (based on level) (+10% bonus Attack Damage) (+16% Ability Power) (+25% bonus Armor) (+25% bonus Magic Resistance) (+4% bonus Health)

SUPPORT ROLE QUEST

Finally, we are adjusting Support Role Quest progress to penalize heavy early game roaming by increasing the penalty while outside of bot lane, and removing the bonus progress gained from champion combat over minion last hitting.

  • Stack Consumption On Champion / Turret Damage: 22 Melee || 20 Ranged and 24 Melee || 22 Ranged ⇒ 18 and 21
  • Stack Consumption On Creep Score: 15 and 20 ⇒ 18 and 21
  • Minion Creep Score Experience / Gold Penalty: -25% outside of bot lane until level 3 ⇒ -33% outside of bot lane until level 5

 


We are continuing to monitor Azir, especially as players continue to pick up Press The Attack as his optimal keystone. For now however, we are going to give him a moderate buff to his laning to help him out.

Q – Conquering Sands

Damage: 60 / 80 / 100 / 120 / 140 (+35 / 40 / 45 / 50 / 55% AP) ⇒ 75 / 95 / 115 / 135 / 155 (+35 / 40 / 45 / 50 / 55% AP)
Bel’Veth has come out with the scaling curve of Kayle and Aurelion Sol. Her power is rapidly growing across all skill brackets and given her early game is already quite weak, we’ve opted to make her late game a bit less sharp.
Base Stats
Health Growth: 110 ⇒ 105

R – Endless Banquet

True Form Total Attack Speed: 5 / 15 / 25% ⇒ 6 / 13 / 20%
NEW True Form Remora Indicator: Resource bar now turns purple when True Form can spawn Remora
With roaming supports all the rage, Camille has been queen. We are simultaneously looking to nerf her support roaming power while keeping or (hopefully) actually buffing her top lane. This means trading the raw all in power behind her passive shield early game in favor of significantly lowered cooldowns for better repeatable trading.
Base Stats
Mana: 339 ⇒ 375

Passive – Adaptive Defenses

Shield: 20% Maximum Health ⇒ 10 / 15 / 20 / 25% Maximum Health (levels 1 / 7 / 13 / 19)
Cooldown: 18 / 14 / 10 / 6s (levels 1 / 7 / 13 / 19) ⇒ 14 / 11 / 8s (levels 1 / 7 / 13)

W – Tactical Sweep

Cooldown: 15 / 14 / 13 / 12 / 11s ⇒ 12 / 11.5 / 11 / 10.5 / 10s
Outer Cone Bonus Damage: 6 / 6.5 / 7 / 7.5 / 8% (+2.5% per 100 bonus Attack Damage) Target Maximum Health ⇒ 7 / 7.5 / 8 / 8.5 / 9% (+2.5% per 100 bonus Attack Damage) Target Maximum Health
Gwen has remained slightly weak since her nerfs earlier this year. We are buffing her passive sustain back up towards where it has previously been, which should help her be a powerful threat in some of her stronger matchups without making her feel uncounterable.

Passive – A Thousand Cuts

Healing On Champions: 50% post-mitigation, capped to 10-25 (based on level) (+6.5% AP) ⇒ 67% post-mitigation, capped to 12-40 (based on level) (+7% AP)
With the reshape to Hextech Rocketbelt to prevent it from becoming the ubiquitous mage legendary, Kennen came out behind the pack. We are buffing him to compensate, making sure he is rewarded well when he does find the right flanks for those huge team-deleting ults.

R – Slicing Maelstrom

Bonus Resistances: 20 / 40 / 60 ⇒ 25 / 50 / 75
Damage: 40 / 75 / 110 (+22.5% AP) ⇒ 40 / 80 / 120 (+25% AP)
Maximum Damage: 300 / 562.5 / 825 (+168.75% AP) ⇒ 300 / 600 / 900 (+187.5% AP)
Nasus has been a distinct jungle pick that we think is pretty exciting to see; however his top lane has lagged very far behind. We are adjusting his Q stack generation to bring these two roles closer to each other in raw power.

Q – Siphoning Strike

Stacks: 3, increased to 12 on champions / large minions / monsters ⇒ 4, increased to 10 on champions / large minions / monsters
Poppy is meant to be a tank whose gameplay has leaned too far into early game snowball fighter, to the point she’s choosing Hail of Blades and Sundered Sky over more tank runes and items. We’re looking to shift power out of her early game AD fighter pattern and enable her tank pattern by significantly increasing her scaling with durability and giving her enough mana growth that sustained combat doesn’t immediately run her out of resources.
Base Stats
Attack Damage: 60 ⇒ 56
Health Regeneration: 8 ⇒ 9
Mana: 280 + 40/level ⇒ 300 + 45/level

Q – Hammer Shock

Damage: 30 / 55 / 80 / 105 / 130 (+100% bonus Attack Damage) (+9% Target Maximum Health), twice ⇒ 30 / 55 / 80 / 105 / 130 (+75% bonus Attack Damage) (+7 / 7.5 / 8 / 8.5 / 9% Target Maximum Health), twice
Target Maximum Health Monster Cap: 75 / 105 / 135 / 165 / 195 ⇒ 85 / 120 / 155 / 190 / 225
Slow Amount: 20 / 25 / 30 / 35 / 40% ⇒ 20 / 23 / 26 / 29 / 32% (+8% per 1000 bonus Health)

W – Steadfast Presence

Total Armor and Magic Resistance: 12%, doubled below 40% Maximum Health ⇒ 16%, doubled below 40% Maximum Health

Items

Berserker’s Greaves

Berserker’s Greaves have been sitting at a particularly low state of power for a while now, and with the state of AD champions in both bot and mid, we feel this is the right time to buff them.

Attack Speed: 25% ⇒ 30%
T3 Attack Speed: 40% ⇒ 45%

Black Cleaver

Black Cleaver has become a Smolder / Senna item more than a core AD fighter item. We are re-adding the Melee / Ranged split on the move speed effect to buy space to buff it for AD fighters without pushing it over the top for its ranged user base.

Attack Damage: 40 ⇒ 45
Fervor Move Speed: 20 for 2s ⇒ [20 Melee || 10 Ranged] for 2s

Eclipse

Eclipse has similarly fallen behind as an option for AD champions as a high ticket early AD item that isn’t in the Lethality space. We feel it has clear space for a buff.

Damage: [6% Melee || 4% Ranged] Target Maximum Health ⇒ [8% Melee || 5% Ranged] Target Maximum Health
Shield: [160 + 40% bonus Attack Damage Melee || 80 + 20% bonus Attack Damage Ranged] ⇒ [150 + 40% bonus Attack Damage Melee || 75 + 20% bonus Attack Damage Ranged]

Runaan’s Hurricane

Runaan’s Hurricane has lost all of its core users over the course of the year as ADCs have moved to a wider variety of AS Crit itemization. We are buffing its unique effect and movespeed to help players capitalize on the positioning requirements of that unique effect.

Move Speed: 4% ⇒ 5%
Wind’s Fury Bolt Damage: 55% Attack Damage ⇒ 65% Attack Damage

Sterak’s Gage

Sterak’s Gage has also lost its position as the premium juggernaut / diver teamfight item, with Guardian Angel taking its place. We think Sterak’s is a much healthier fit for these champions to take.

Bonus Attack Damage: 45% of Base Attack Damage ⇒ 50% of Base Attack Damage

Sundered Sky

Sundered Sky, on the other hand, has been the meta dominant AD fighter item for the last year. While we do find it exciting to see when players manage to chain its triggers through a teamfight and barely survive risky engages, we think it’s a bit too performant when optimized to the point where it’s healing for more than even lifesteal based items.

Recipe: Tunneler (1150g) + Caulfield’s (1050g) + Ruby Crystal (400g) + 500g ⇒ Tunneler (1150g) + Caulfield’s (1050g) + 900g
Healing: [100% Melee || 50% Ranged] Base Attack Damage + 6% Missing Health ⇒ [90% Melee || 45% Ranged] Base Attack Damage + 4% Missing Health Health: 400 ⇒ 450
Sunfire Cape
Sunfire Cape has remained a powerful item in League, both in purchase and winrate, but players have repeatedly called out dissatisfaction with the item because of how directly it’s compared against Hollow Radiance. We are upping its cost to match Hollow Radiance and shifting its power towards PvP damage to give the item more comparable advantages.
Damage: 20 (+1% bonus Health) ⇒ 20 (+1.5% bonus Health)
Minion / Monster Modifier: 160% Minion, 200% Monster ⇒ 150% Minion, 180% Monster
Recipe: 600g ⇒ 700g

Chainlaced Crushers

We continue to feel that defensive boot optimizations in mid lane stifle action. Since we are looking to shift mage power back from bot lane to mid lane this patch, we are also taking the time to nerf down mid lane counter itemization against mages.

Magic Resistance: 30 ⇒ 25

Spellslinger’s Shoes

Along with Chainlaced Crushers’ change, we are buffing Spellslinger’s Shoes to further affect mid vs bot mage balance.

Magic Penetration: 18 + 8% ⇒ 20 + 8%

Tiamat

Tiamat has ended up in a state where even if you are buying a Hydra item, it’s optimal NOT to purchase it until you have all the other components. That’s pretty lame, yo.

Attack Damage: 20 ⇒ 25
Posted in LoL

Everyone Is Playing League Classic Right Now. Here’s Where to Start

League Classic is now live with the launch of Patch 26.15, and it puts the game back the way it played before the rune rework, flat rune pages you had to buy, a 21/0/9 mastery tree, and an item shop full of things that stopped existing around a decade ago! 60 champions are live in the mode at launch, and the meta is shaping up to be nothing like the one you know.

Two things are live on U.GG today to help you make sense of League Classic!

The Classic Tier List Ranks All 60 Champions

All champions in League Classic are ranked S+ through D. The old rune and mastery system rewards a completely different set of strengths, so the order is completely different compared to the live version of the tier list.

A note on the data: Riot isn’t making League Classic match history available through the Riot API and has asked about Classic data not to be aggregated. These rankings and builds are based on PBE testing and theory-crafting, not live-match stats, and will be updated as the mode develops.

Below, we only list champions in the S+ tier. For the full champion rankings, check out our League Classic tier list.

S+

Every Champions Has Its Own Classic Build Page

While the tier list tells you who’s strong, the individual champion pages tell you how to play them. Each of the 60 champions has a full build page covering:

  • Rune page
  • Masteries
  • Summoner spells and skill priority
  • Starting items, full six-item builds, and situational picks
  • Ability tooltips as they work in Classic (different from live versions)

As an example, here’s Ahri’s detailed champion profile:

Ahri’s League Classic Profile on U.GG

We hope the tier list and build pages help you navigate the new League Classic mode and we’ll see you in-game!

Posted in LoL