Riot Moved Thousands of League of Legends Players Out of Their Ranks

Riot Games is looking ahead to Ranked in 2026, alongside how the changes they’ve already made have impacted the game.

A number of positive changes were discussed; there was also a mention of the EUW-ranked “trial”, which got a more detailed update in the follow-up blog post.

LoL Ranked Changes 2026 Impact

The changes Riot Games has made to ranked have had an impact on the game already. According to Riot Games, they’ve seen:

  • Time to get into the game is down about 30% on average
  • Dodged lobbies dropping from 19% to 4%
  • MMR distribution at the top and bottom of the ranked ladder
  • 14% of players are in Iron, Riot want to change that, as most of these players are actually veteran players
  • For now, Riot has moved those players into Bronze, to keep Iron as the “new player” rank
  • The skill gap between Diamond IV and Diamond I was roughly the difference between Bronze IV and high Silver. Riot has moved those in Diamond I into Master
  • Master MMR range has been widened, making the LP requirement for Apex higher
  • New top and bottom tiers could come in future
  • More adjustments to LoL ranked are expected in future

Overall, Riot Games talked about the varied range of skill levels in League of Legends. The redistribution of ranks seems to be a major issue that they’ve solved.

MMR, Autofills, and Secondary Roles

On the changes to autofill and matching up players, alongside secondary role parity. The only news was that the change is coming, and that autofilled players should be more likely to play against an autofilled player. This should also impact players in secondary roles. Though, as of publishing, that hasn’t gone live yet, with the update still awaiting official release.

EUW trial has now gone live in 26.4, with OCE and VN servers to follow. If the testing of this goes well, it will roll out to other regions in 26.5.

On X, Matt Leung-Harrison, Lead Gameplay Designer for LoL confirmed that testing had “gone quite well (it is now fully Live and chugging along).” Matt continued with some examples of the impact.

So far, we are seeing a dramatic reduction autofill vs primary mismatches, eg. Autofill JG vs Main JG in high MMR (Master+) go from 35% >>> 5%. ie. Players should expect >90% of games to have role assignment balance. Outside of high MMR, this was already happening, so not much is changing.

Riot Flew Shyvana Mains to Los Angeles to Get This Rework Right

Riot Games has officially given the details of the full Shyvana Rework kit. The release is set to be released in March, and the rework brings an end to one of the longest waits in League of Legends history for a rework.

The rework has been in the works for nearly a decade, being announced alongside VolibearUdyr, and Fiddlesticks.

Shyvana Rework: Abilities

Passive – Scalemail

When Shyvana secures takedowns on enemy champions, large minions, and large monsters, she is granted Scalemail stacks. Permanent stacks that grant Armor and Magic Resist.

Q – Emberstrike

Human Form – Shyvana’s new Q will deal damage to the primary target and those in the area around her. The attack will also reset her auto-attack.

Dragon Form – An additional recal that deals increased single-target damage, rather than the current design.

W – Inferno Aegis

Human Form – Grants a shield and increases movement speed before detonating in an area around her after a short delay.

Dragon Form – The explosion from the shield will now also heal Shyvana if it hits an enemy champion or monster

E – Molten Burst

Human Form – A fileball that now also slows enemies when hit

Dragon Form – The fireball now passes through targets and explodes at the end of the cast. This leaves a trail of fire from Shyvana.

R – Dragon’s Descent

Human Form – Transform into a dragon and leap forward, fearing enemies along the path.

Dragon Form – All basic abilities are now empowered

One note on the Syvana Rework in Riot Games’ video is that Shyvana is a dragon now. As such, she will use all parts of her form to attack, like her claws, wings, etc.

Speaking about the rework, Riot Games talks about working with fans to make sure their favourite champion wasn’t changed too much. They noted, though were not specific, about times in the past where this had happened and upset champion mains. This included flying out Shyvana mains to the Riot Games HQ in Los Angeles to provide feedback on changes and the design.

Shyvana Rework Release Date

The rework will drop with patch 26.6 on March 18th. We have Patch 26.5 still to come, meaning the Shyvana rework is just two patches away at the time of publishing.

Shyvana’s Rework Finally Has a Date, and Riot Dropped New Skins Too

During the LCK Playoffs, Riot Games gave fans a glimpse at a few new skins, alongside a good look at the Shyvana Rework coming on March 18th.

These new Warhounds skins will offer up a chance to support League of Legends Esports, while we also get to look at April Fools Blitzcrank, and the Corrupted Petricite skins for Xereth and Maoki.

Warhounds Senna, Warwick and Naafiri Skins

The first three skins shown for the Warhounds skin line, with skins for Senna, Warwick, and Naafiri shown off. These are due to release alongside the Shyvana Rework on March 18th.

These new Warhounds skins will also see a percentage of the sale go to League of Legends Esports teams. The new skin line will allow fans to support the global esports scene in another way outside of the usual World Battle Pass.

Blitzcrank April Fools

The end of the trailer gives us a horrifying look at this year’s April Fools skin. Blitzcrank is the one to get the skin this year, and it’s very on-brand.

Shyvana Rework

The reveal also gave us a much better look at the new Shyvana Rework. Showing off her abilities, alongside her Dragon Form.

We also get a brief look at the Corrupted Petricite Xerath & Maokai skins during the trailer, which we knew were coming but have only really seen as splash art until now

League of Legends Fans Waited 10 Years for This Shyvana Rework

We’ve known for a long time that the Shyvana Rework was the next major League of Legends character to get a rework. Now, Riot Games has finally given us the first details with a reveal trailer.

Shyvana Rework Release

Shyvana’s Rework is set to drop on March 18th in the second Act of the Demacia story. The rework to Shyvana the Half Dragon, is a VGU/rework that aims to bring the character more in line with modern characters. The new rework is expected to drastically change both the human and dragon form. At the end of the trailer above, we get a pretty good look at what she’ll end up like in-game.

Gameplay details have not been made public; however, some leaks suggest the majority of her kit will be reworked. Her human form Q is rumoured to be an empowered auto-attack. The Dragon Form is likely to offer a similar ultimate, seeing Shyvana fly across a large area and do massive AoE damage.

The other note from Riot Games was a look at fixing the “visual clarity” of Shyvana, specifically on her Flame Breath (E). Shyvana’s rework is a very long time coming. In fact, it was announced nearly 10 years ago alongside Volibear, Udyr, Fiddlesticks and more. Those three have had theirs for a long time, which has made Shyvana’s wait even harder for fans of the half dragon.

As for why she needs a rework, Shyvana has been at the lower end of the scale when it comes to Jungle performance for some time.

Sitting at B in our Jungle tier list currently, with a fairly poor Pick Rate, it looks like only diehard Shyvana mains are sticking with her for now. Which is most likely inflating the poor win rate to a somewhat respectable level. Regardless, the rework will be sure to increase her pick rate. So be prepared to see a lot of Shyvana when she releases on March 18th.

Posted in LoL

Riot Confirms League of Legends for a $20 Million Esports Tournament

Riot Games confirmed League of Legends for the 2026 Esports Nations Cup, which takes place in November 2026. A total of 32 national rosters will compete.

The Esports Nations Cup Format

The tournament runs from November 21 to November 26. The event begins with a 32-team bracket. First, 24 teams fight through the Play-in stage, where organisers split them into four groups of six. Each group plays a double round-robin format, with all matches set as best-of-one.

League of Legends Esports Nations Cup 2026

The top two teams from each group move into the Group Stage. There, they join eight seeded teams who enter the competition at this point. In the Group Stage, organisers divide the 16 teams into four groups of four. Each group plays a best-of-three round-robin. The top two teams from each group will advance to the playoffs.
Eight teams then enter a single-elimination playoff bracket. All matches are best-of-three, except for the Grand Final, which is best-of-five.

Qualification and Team Selection for ENC League of Legends

16 sides will be given a direct invite to the event, which will be based on the ENC national team ranking. The top eight of these will go directly to the Group Stage, with the remaining eight going into the Play-in stage. The remaining 14 slots will be done via a regional online qualifier, while two Wildcard slots will be reserved.

The Wildcard slots will be decided by the Esports Nations Cup, and will take into consideration ENC national team ranking and “global and regional LoL competitions.” Official Riot Games competition will be used to decide these points for the first year of the ENC.

The qualifiers will take place from June 19th to June 21st, with a double-elimination bracket being used. The best roster from each region will then qualify until the regional slot allocation is reached, as shown below.

  • North America (2 slots)
  • South America (2)
  • Europe West (2)
  • Europe East (2)
  • Southeast Asia + Oceania (2)
  • Asia (2)
  • Middle East + Africa (2)

League of Legends is the latest game announced for the ENC in November 2026. The event includes games like Valorant, Dota 2, Counter-Strike 2, and many more, with a combined $20 million in prize pool on the line.

Patch 26.5 Preview – League of Legends

The 26.5 full patch preview for League of Legends is out, with another handful of champion buffs and nerfs. From @RiotPhroxon on X Source

Ranked EUW Test delayed for another day, we’re playing it safe to land the changes without breaking anything

Volibear

  • Voli changes are targeted at balancing out his AD builds vs his currently strong AP builds; needs a bit more time to land

Lillia

  • We’re looking to pull back on some of the previous changes and bring Lillia’s power level most of the way back to where she was before

Orianna

  • Changes are targeted at reducing the power level of her early laning phase, especially when sitting on Rank 1 Q for several levels

Neeko

  • Neeko has been strong in Pro Play for a while while not being overly strong in regular play
  • We’re taking some power out of her vision outputs which are better used in Pro Play without overly impacting her regular play

Varus

  • Varus was overbuffed a while ago and so we’re practically reverting the buff to his Q damage
  • Lethality Varus has been the strongest ADC in Pro and so we’re tapping him down to not overrun the Pro meta

Ranked EUW Test

  • We ended up getting delayed and the new plan is to deploy around 6pm PST tomorrow (roughly 2-3AM EUW)
  • There will be about 5-10m of Ranked downtime, so we’re doing this in off peak and monitoring that things are working correctly

First Stand on 26.5

  • We made a significant number of changes on 26.4 and so 26.5 is a more conservative set of changes to ensure a good Pro meta for First Stand
  • Ori, Azir, Neeko, Lethality Varus are some of the strongest outliers in Pro Play currently, and so we’re tapping them down

Items

  • Hubris is looking just generally underpowered
  • It doesn’t really have an audience and also doesn’t exhibit the same properties that other snowball items like Mejais have (higher winrates because being purchased when snowballing)
  • Bandlepipes is looking pretty strong, especially on second item. Locket is one of its primary competitors so we’re giving it a buff on second item by flatting some of the shield value

Patch Followups

  • Lillia is looking a bit worse for wear after her buffs in a previous patch were over magnitude, so we’re giving her a bump back up (it may end up getting delayed to a future patch if we need more time to land on a higher quality changelist, but haven’t decided)
  • We’re looking to see what Mel looks like at a higher power level after making some of the frustration lowering changes in 26.3
Posted in LoL

League of Legends Players in EUW Are Getting a Major Matchmaking Overhaul

In a post on X, Matt Leung-Harrison, Lead Gameplay Designer on League of Legends, has announced some major changes to matchmaking specifically for the EUW region.

These changes will roll out in the next 24 hours and are aiming to “Improvement to Matchmaking that we need to pilot in a large region.” The intention of the update will be “better balance autofills vs autofills & secondaries vs secondaries, etc.”

There have been a lot of reports since the new season of LP gains not being high enough, and matchmaking being poor overall. Matt expects the rollout to cause issues and has shared a thread outlining “edge cases” that might show up during the test.

LP Gains in EUW

The next major issue is LP gains during wins and losses, and how lopsided they appear to be to some. “This change would get everyone back closer to +-20LP in wins/losses, rather than +10/-30LP that a few people are experiencing currently (about 30% of Challengers).”

This will also target those reporting <10 LP Gains; these shouldn’t be possible, but players have reported them in a number of EUW games.

Demotions

The last issue that will be addressed comes in how demotion tiers work. “Last year, we made some changes to how Tier demotions worked (eg, Silver 4 -> Bronze 1). It is possible to demote to 50LP, 25LP if your MMR is low enough relative to your Rank. We fixed some edge cases that were preventing that from being true, and so if you have a surprisingly large LP demotion, this is why.” We don’t yet know how quickly these changes will take effect, but as an EUW player, we’ll be sure to follow them.

We’ll update this post as more news comes through the night.

League of Legends Players Can Grab Rare Winter Sports Skins Again — But Only Until February 26

Patch 26.4 brings in the changes, which you can see in our full patch notes article here. As always, it also brings with it a new selection of skins and chroma. Patch 26.4 Skins are highlighted by the second half of the Lunar skin line release, alongside the return of the Winter Sports skins to celebrate the ongoing Winter Olympics.

Patch 26.4 Notes

Patch 26.4 Skins

Six new Lunar skins will be available in Patch 26.4. These include Petals of Spring Camille, Jayce, Katarina, Lillia, Yasuo, and Divine Architech Porcelain Aurelion Sol. These skins will be joined by a selection of Chromas, with just Divine Architech Porcelain Aurelion Sol being without any.

Each of the skins will cost 1350 RP, meaning each skin costs around $10 each with some change. And they’ll be included in bundles alongside icons at a 12% discount.

Petals of Spring Camille
Petals of Spring Jayce
Petals of Spring Katarina
Petals of Spring lillia
Petals of Spring Yasuo
Divine Architech Porcelain Aurelion Sol

There is also a second set of Lunar skins that are already on the store. The first set includes Firecracker Ziggs, Caitlyn, Ashe, Poppy, Seraphine, & Yuumi. We highlighted them during the reveal post here.

Patch 26.4 Chromas

Each of the five Petals of Spring skins will feature Chromas, which you can see below.

Patch 26.4 Winter Sports Skins

With the Winter Olympics currently happening in Italy, LoL Patch 26.4 will see the return of the Winter Sports skin line. These include the incredible Curling Veigar, Festival Kassadin, Ice Toboggan Corki, Vancouver Amumu, Whistler Village Twitch, Team Spirit Anivia, The Mighty Jax, and Union Jack Fiddlesticks. All of these skins will be available from February 19th to February 26th.

These are very old skins. However, a few, such as Union Jack Fiddlesticks, have had major reworks when the champion in question was given a visual overhaul.

League of Legends Is Finally Adding Team Voice Chat — But There’s a Catch

Team Voice Chat is set to release within the League of Legends client in Patch 26.5. Originally revealed by notorious LoL leaker LeagueOfLeaks, the story was then confirmed by those on the PBE, with a setting to enable Team Voice Chat being found in the game’s settings.

This system applies to your in-game team, not your pre-made party. Party voice chat already exists in League of Legends. Curiously, the new toggle appears under the “When I join a Party” tab. It is off by default, meaning players must choose to opt in.

Team Voice Chat on PBE

The feature is currently live on the PBE and is expected to launch with Patch 26.5, although Riot has not formally confirmed the release window. For those worried about yet more negative abuse in LoL, LoL dataminer SkinSpotlights found code for “Voice Coms Abuse” as a report feature. Suggesting that moderation tools will be in place. Players will be able to switch between Team and Party voice chat during a match.

Voice Chat is a long-anticipated feature for League of Legends, though not everyone has been looking forward to it. In a game so heavily focused on team play, however, it feels like somewhat of a requirement. Games such as Riot’s own Valorant and CS2 all have the feature, though for CS and Valorant, it is on by default.

That said, League of Legends does feel like a different beast. LoL is often a game people play while doing something else, a show, YouTube, or a Podcast. It will be interesting to see how the feature is used. Other games have tried to implement such features in the past; World of Warcraft did, and while the feature is still in the game, it’s very underused in random group settings.

The impact will likely depend on rank. At higher elo, coordinated voice communication could offer a real edge. In lower ranks, some players may simply choose to leave it disabled.

Patch 26.4 Notes – League of Legends

Patch 26.4 notes for League of Legends are here, for the full notes please see Riot’s official release. (Source).

Patch Highlights

Champions

Ambessa

See Highest Win Rate Ambessa Builds
We had always anticipated that Ambessa would have a jungle audience and we’re happy to see that she’s taken root there, but she also needs to be equally balanced across her two primary roles, so we’re lightly nerfing her monster damage.

Q – Cunning Sweep

  • Bonus Damage to Monsters: 150 ⇒ 125

Annie

See Highest Win Rate Annie Builds
Annie has all but disappeared from the current game so we’d like to bring her back up to viability. While her primary player base is likely to be in mid lane, she’s often enjoyed success at support as well, so we’re also fanning the flames of her more supportive outputs.

Q – Disintegrate

  • Base Damage: 80 / 120 / 160 / 200 / 240 ⇒ 80 / 125 / 170 / 215 / 260

E – Molten Shield

  • Cooldown: 12 / 11.5 / 11 / 10.5 / 10 seconds ⇒ 10 seconds

Aphelios

See Highest Win Rate Aphelios Builds
Even after our hotfix nerfs in 26.1, Aphelios remains as one of the most dominant marksmen in the game. We’re lowering his damage to make him a little less powerful at all stages of the game.

Passive – The Hitman and the Seer

  • Bonus AD: 5 / 10 / 15 / 20 / 25 / 30 ⇒ 4 / 8 / 12 / 16 / 20 / 24

Brand

See Highest Win Rate Brand Builds
Brand jungle has been smothered as of late, so we’re giving his clear speed some additional firepower to see if he can find his place again.

Passive – Blaze

  • Ablaze Monster Damage: 265% ⇒ 270%
  • Non-Epic Monster Damage Cap: 40 ⇒ 50

Braum

See Highest Win Rate Braum Builds
We undershot our Braum nerfs last patch so we’re delivering another similarly-sized nerf to get him to the right spot. We’re happy that he can reliably remain his team’s front line, but that doesn’t mean he needs to be as good as he is at starting late game teamfights.

R – Glacial Fissure

  • Base Damage: 150 / 300 / 450 ⇒ 150 / 250 / 350
  • Cooldown: 120 / 100 / 80 ⇒ 130 / 115 / 100 seconds

Camille

See Highest Win Rate Camille Builds
Though Camille is statistically balanced, she’s so feast or famine that she doesn’t feel like it. We’re giving her some extra reliability this patch by granting her Hookshot’s attack speed any time she successfully dashes off of the wall, regardless of whether or not she hits her enemies. This should help her more generally so she can succeed in a wider variety of situations.

E – Hookshot

  • Always On Point: Attack speed is now gained when Camille dashes off a wall, regardless of whether or not she hits an enemy champion.

Darius

See Highest Win Rate Darius Builds
Last year Darius was tearing up the jungle so we nerfed his monster mod to keep him from taking over. This year, after the changes, Darius is very weak in the jungle, so we’re going to split the difference so that he can be in a stable, fair power level there.

Passive – Hemorrhage

  • Monster Damage: 2x ⇒ 2.5x

Fizz

See Highest Win Rate Fizz Builds
Fizz jungle made a splash in our big jungle patch last season, but his pick rate quickly dwindled. We know he’ll need more than just clear speed to stay afloat, though this change will help us test the waters before making any changes that affect him in both mid and jungle, and hopefully helps some of his new builds with W max and/or Dusk & Dawn thrive.

W – Seastone Trident

  • Bonus Monster Damage: 60 ⇒ 90

Graves

See Highest Win Rate Graves Builds
Graves has a moderately successful lethality burst build right now, but it means he doesn’t have much of a fallback pattern if he doesn’t high roll a crit. We’d like to reintroduce his more durable builds of old by rewarding Graves more for maintaining Quickdraw stacks.

E – Quickdraw

  • Armor per Stack: 4 / 7 / 10 / 13 / 16 ⇒ 7 / 10 / 13 / 16 / 19
  • MR per Stack: 2 / 3.5 / 5 / 6.5 / 8 ⇒ 3.5 / 5 / 6.5 / 8 / 9.5

Gwen

See Highest Win Rate Gwen Builds
With all the extra experience and/or gold scaling in Gwen’s primary roles, she’s become a total monster in the new season. While her recent jungle nerfs brought her two roles to similar power levels, they’re both equally overpowered. We’re not looking to significantly change her power curve, just make her fairer to play against and since we want to maintain her as a premier AP fighter, this means reducing her burst damage.

Q – Snip Snip!

  • Base Damage per Snip: 10 / 15 / 20 / 25 / 30 ⇒ 10 / 13.5 / 17 / 20.5 / 24
  • Minion Damage Modifier: 0.75x ⇒ 0.8x

R – Needlework

  • Base Damage per Needle: 35 / 65 / 95 ⇒ 30 / 50 / 70

Hwei

See Highest Win Rate Hwei Builds
After Hwei’s adjustments late last year, he’s a little weaker than he ought to be. We don’t want to buff his wave clear back up as that was the original problem he had, so instead we want to reward him for using his whole toolkit and coordinating with his team.

WW – Pool of Reflection

  • Maximum Shield Value: 100 / 125 / 150 / 175 / 200 ⇒ 100 / 140 / 180 / 220 / 260
  • Ally Shield Mod: 75% ⇒ 85%

R – Spiraling Despair

  • Cooldown: 140 / 115 / 80 ⇒ 120 / 100 / 80

Illaoi

See Highest Win Rate Illaoi Builds
Illaoi is having trouble staying above water in the new season so we’re here to throw her a lifeline. Considering level scaling is all the rage in top lane right now we’re giving her more strength in the role she calls home.

Passive – Prophet of an Elder God

  • Tentacle Base Damage: 9-180 (based on level) ⇒ 9-200 (based on level)

Jinx

See Highest Win Rate Jinx Builds
Jinx is currently one of the big winners of the new season. It turns out when your primary output is crits, and they get stronger, you do, too! Considering explosive basic attacks are core to her identity, we’re leaving them just as they are. But we’re going to make sure that she’s squishy enough that if she’s directly next to an explosion while falling dozens of stories, she’s not somehow tanky enough to survive all of that. This isn’t canon, but c’mon, we all know how this works.

Base Stats

  • Armor Growth: 4.7 ⇒ 4.2

Kassadin

See Highest Win Rate Kassadin Builds
Kassadin’s been having a great time now that he’s able to stack multiple Tear of the Goddess items. Seriously, get on the Seraph’s + Muramana train! But because this newfound power has taken him over the edge, we need to appropriately balance him. We want to preserve his high late game damage and mobile scaling fantasy, but we want to balance those strengths with appropriate weaknesses once he gets there.

Base Stats

  • Health Growth: 119 ⇒ 113

E – Force Pulse

  • Slow: 50 / 60 / 70 / 80 / 90% ⇒ 50 / 55 / 60 / 65 / 70%

Kayle

See Highest Win Rate Kayle Builds
Just about everyone had Kayle on their “winners of the new season” Bingo card due to her reliably reaching level 16 more often. As those assumptions have proved true, it’s time to tune her more appropriately. Players have increasingly come to understand that maxing Q is optimal on her, and we’d like if the choice between Q and E were closer.

Q – Radiant Blast

  • Base Damage: 60 / 100 / 140 / 180 / 220 ⇒ 60 / 90 / 120 / 150 / 180

Kennen

See Highest Win Rate Kennen Builds
Kennen’s so sneaky that he snuck under players’ radars for a while, but as the new season has dawned, many of you have come to understand that small shurikens can pack a big punch. We want to create windows of opportunity to succeed against him, which means preserving his power when everything’s available, but creating larger gaps between those moments.

R – Slicing Maelstrom

  • Cooldown: 120 / 100 / 80 ⇒ 120

Lee Sin

See Highest Win Rate Lee Sin Builds
Right now Lee Sin’s W2 is the only ability in the game that grants both Life Steal and Spell Vamp. We’re looking to combine those into Omnivamp along with a couple other systemic changes to maintain similar gameplay with clearer wording.

W – Iron Will

  • Spell Vamp No More: Lee Sin W2 grants Life Steal and Spell Vamp. Lee Sin is unable to heal with W2 and Smite on either minions, jungle monsters or Champions ⇒ Lee Sin W2 grants Omnivamp which will apply on minions, monsters, and Champions

Lux

See Highest Win Rate Lux Builds
Lux is straightforward to play, which means she should look quite strong in the hands of most players. Unfortunately, she isn’t doing particularly well, especially as a support. Our changes this patch are a mix of skewing her base stats to be more synergistic with the World Atlas and a direct injection of power aimed at making both her primary roles better.

Base Stats

  • Base Mana: 480 ⇒ 440
  • Starting Mana Regen: 7 ⇒ 9

Q – Light Binding

  • Cooldown: 11 / 10.5 / 10 / 9.5 / 9 ⇒ 10

W – Prismatic Barrier

  • Cooldown: 14 / 13 / 12 / 11 / 10 ⇒ 12 / 11.5 / 11 / 10.5 / 10

Maokai

See Highest Win Rate Maokai Builds
Maokai was able to find much more comfortable roots in the Top and Support roles, but his ability to Jungle is still lagging behind other tanks. With this clear speed buff, we’re looking to keep him in line with the other tree champions in the jungle.

Q – Bramble Smash

  • Bonus Monster Damage: 120 / 130 / 140 / 150 / 160 ⇒ 140 / 150 / 160 / 170 / 180

Naafiri

See Highest Win Rate Naafiri Builds
Naafiri is pretty evenly split between mid and jungle now, but is too powerful in mid lane at the moment. We’d like her to still hit as hard when she lands her bread and butter Q and uses her mobility to effectively trade, though right now she can spam a bit too effectively, threatening all-ins and pushing at the same time.

Base Stats

  • Base Health Regen: 7.5 ⇒ 6
  • Health Regen Growth: 0.7 ⇒ 0.6

Q – Darkin Daggers

  • Mana Cost: 55 / 60 / 65 / 70 / 75 ⇒ 50 / 60 / 70 / 80 / 90

E – Eviscerate

  • Mana Cost: 35 ⇒ 40

Qiyana

See Highest Win Rate Qiyana Builds
Qiyana’s mid lane performance among experts is one of the strongest in the game and is due for a nerf. We’re happy that she’s a lethal assassin, we just want to make her less generically strong.

Base Stats

  • Health Growth: 121 ⇒ 115

Rengar

See Highest Win Rate Rengar Builds
As the dust has settled around Rengar’s bug fixes and affinity for new items (hi Umbral Glaive!), we’re now certain that Rengar is simply too strong when piloted by players who know what they’re doing. Overall he gained a lot more damage in the new season, so we’re going to bring some of that damage down now.

Q – Savagery

  • Damage: 30 / 60 / 90 / 120 / 150 (+ 100 / 103.75 / 107.5 / 111.25 / 115% total AD) ⇒ 20 / 55 / 90 / 125 / 160 (+ 105% total AD)
  • Ferocity Damage: 30 – 235 (based on level) (+130% total AD) ⇒ 35 – 240 (based on level) (+120% total AD)

Rumble

See Highest Win Rate Rumble Builds
Rumble is not in pro jail. I repeat, Rumble is not in pro jail! After fixing a long-standing bug that substantially reduced his damage when played on the red team and associated follow-up, he’s just a very strong champion at almost all levels of play once players get over his steep learning curve. As a result, we’re looking to bring him to a more appropriate power level so we’re making him more susceptible to aggressive laners and worse at simply equalizing away poor wave states.

Base Stats

  • Base Health: 655 ⇒ 640

R – The Equalizer

  • Maximum Damage: 700 / 1050 / 1400 ⇒ 600 / 1000 / 1400

Ryze

See Highest Win Rate Ryze Builds
You’ve seen it, we’ve seen it. We’ve revisited Ryze’s ult and an unintuitive interaction causing champions to not warp when they’d otherwise expect to. This was an intentional mechanic that aimed to anticipate players’ needs but as time has gone on, this predictive help has caused more confusion than it’s worth.

R – Realm Warp

  • All Aboard: No longer refuses to grab a champion if they’re currently pathing out of the circle while near the edge.

Samira

See Highest Win Rate Samira Builds
Samira is already a solid performer every way we can measure it, so this change isn’t meant to be a significant buff. Instead, this change is more an acknowledgement that Bloodthirster should be competitive with Endless Hunger and shouldn’t heal her for less just due to some rules text.

Q – Flair

  • Life Steal Effectiveness: 80% ⇒ 100%

R – Inferno Trigger

  • Life Steal Effectiveness: 80% ⇒ 100%

Senna

See Highest Win Rate Senna Builds
Senna has found herself in a weird state where she can be quite powerful, but not when playing her more popular offense-focused builds. So we’re shifting some power around with the goal of maintaining her viable supportive playstyles but making damage-focused builds much better.

Q – Piercing Darkness

  • Damage: 30 / 60 / 90 / 120 / 150 (+ 40% bonus AD) ⇒ 30 / 55 / 80 / 105 / 130 (+ 60% bonus AD)

W – Last Embrace

  • Damage: 70 / 115 / 160 / 205 / 250 (+ 70% bonus AD) ⇒ 70 / 110 / 150 / 190 / 230 (+ 90% bonus AD)

Swain

See Highest Win Rate Swain Builds
Swain is running rampant through bot lane right now and doing quite well in mid, too. His bot lane playstyle is more strongly tied to Malignance and his role as a bot laner is more about his damage output. Meanwhile in the support role, where the majority of his players are, they mostly rush Rylai’s and perform as more of a pseudo-frontliner. So with all of that in mind, we’re nerfing his AP-scaling ultimate damage and inherent crowd control power in hopes to nerf bot lane while leaving support as unscathed as possible.

W – Vision of Empire

  • Slow: 50 / 55 / 60 / 65 / 70% ⇒ 50% at all ranks

R – Demonic Ascension

  • Damage per Second Scaling: 5% AP ⇒ 4% AP
  • Demonflare Damage Scaling: 50% AP ⇒ 40% AP
  • Demonflare Slow: 75% ⇒ 50%

Syndra

See Highest Win Rate Syndra Builds
Syndra has been rising through the ranks recently, with high CDR builds performing especially well. We don’t want to hit how she feels with her Q poke and main defensive tool in Scatter the Weak, so instead we’re going to take at some of her more guaranteed damage.

W – Force of Will

  • Base Damage: 70 / 105 / 140 / 175 / 210 ⇒ 70 / 100 / 130 / 160 / 190

R – Unleashed Power

  • Base Damage: 90 / 130 / 170 ⇒ 80 / 120 / 160

Teemo

See Highest Win Rate Teemo Builds
Teemo has been struggling in the jungle ever since season start, even for the most dedicated scouts. Though we can’t make him sneakier in a world of Faelights, we’re giving him some more clear speed to help him do his job as the Swift Scout.

E – Toxic Shot

  • Monster Damage: 145% ⇒ 160%

Twitch

See Highest Win Rate Twitch Builds
Twitch really benefitted from the new items introduced this season, and players are really gravitating towards his glass cannon playstyle. With that in mind, he’s a bit too resilient to be considered glass, so we’re making sure his damage comes with appropriate tradeoffs.

Base Stats

  • Health Growth: 104 ⇒ 98
  • Armor Growth: 4.2 ⇒ 4

Udyr

See Highest Win Rate Udyr Builds
We want both Q-max and R-max Udyr to be viable builds, but right now they’re quite far apart in power. Similarly, maxing W or E second should also be comparable but regardless of build, W is weaker. We’d like to rectify both of these issues by improving the rank-up incentives of both Q and W without giving too much burst damage to AD Udyr and without giving him too much sustain to ignore his lane opponents.

Q – Wilding Claw

  • Base Bonus Damage On-Hit: 5 / 11 / 17 / 23 / 29 / 35 ⇒ 5 / 13 / 21 /29 / 37 / 45

W – Iron Mantle

  • Base Shield Strength: 45 / 60 / 75 / 90 / 105 / 120 ⇒ 45 / 65 / 85 / 105 / 125 / 145

Xayah

See Highest Win Rate Xayah Builds
Xayah appears statistically balanced, but players feel like she lacks agency. We’re looking to make her base spells more available, giving more access to her spellweaving fantasy and more juicy W-auto uptime. These changes will also help her spread her wings and not be as reliant on Essence Reaver.

Q – Double Daggers

  • Mana Cost: 50 ⇒ 35

W – Deadly Plumage

  • Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 18 / 17 / 16 / 15 / 14 seconds

E – Bladecaller

  • Mana Cost: 30 ⇒ 20

Zac

See Highest Win Rate Zac Builds
Zac has been truly explosive in the new season, and while his ability to tank and engage are meant to be core strengths, he’s also too lethal for a tank with deep backline target access. So to give everyone a fair shot against him, we’re reducing his burst damage when it’s slime time, especially against squishies.

Q – Stretching Strikes

  • Damage per Hit: 40 / 55 / 70 / 85 / 100 (+ 30% AP) (+ 3% of Zac’s maximum health) ⇒ 60 / 90 / 120 / 150 / 180 (+ 30% AP) (+ 3% of Zac’s bonus health)

R – Let’s Bounce!

  • Initial Base Damage: 140 / 210 / 280 ⇒ 120 / 190 / 260
  • Maximum Base Damage: 350 / 525 / 700 ⇒ 300 / 475 / 650

Items & Summoner Spells

Hexoptics C44

AD carries now have several first slot options, whether they’re spellcasters, basic attackers, or somewhere in between. We’ve wanted to give them a greedy late-game option for stacking as much basic attack damage as possible, and Hexoptics is here to fill that niche. While we don’t think it’ll be in everyone’s build, we want it to be attractive, so we’re further amplifying its unique strengths in hopes that it’ll find a home.
  • Range for Maximum Bonus Damage: 600 ⇒ 500
  • Bonus Range on Takedown Duration: 6 ⇒ 8 seconds
Omnivamp on Summoner Spells (Smite/Ignite)

We like to make rules consistent when we can, as it helps players understand our beloved complex game that little bit more. We’ve generally maintained that summoner spells do not interact with other systems such as applying spell effects or lifesteal style effects. With Omnivamp making its return this season and being added to Lee Sin’s W this patch, we’re further consistifying this rule to our two damaging summoner spells: Smite and Ignite both do not trigger Omnivamp.

  • Omnivamp will no longer apply to Smite and Ignite damage.

Additional Miscellaneous Info

Disruptive Pinging Detections

Pings are used for a wide variety of reasons, and they don’t always need to be strictly “productive.” Using them to communicate, hype up a teammate after a kill, point out something funny, or just have fun are all totally fine.

That said, repeatedly spamming pings at teammates throughout a game as an expression of frustration can cross the line into disruptive behavior, and that’s what we’re targeting here. Starting this patch, we’ll begin detecting and penalizing extreme cases of sustained, disruptive ping spamming, where a player’s ability to ping may be temporarily reduced.

Normal ping usage, whether it’s strategic, playful or celebratory, is not intended to be affected. We’ll be monitoring the system closely and iterating as needed to ensure that only players consistently using pings in a clearly disruptive way are penalized.

Bugfixes & QoL Changes
  • Fixed a bug that caused Rengar to be unable to extend his passive duration with attacks.
  • Fixed a bug that caused High Noon Jhin’s running animation to stop playing when using Tier 2 boots.
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