League of Legends Patch 25.17

From Riot (Source)

Welcome to Season 3! This patch we’ve got a lot of updates across the game such as the return to the regular Summoner’s Rift map for season 3, Doom Bots comes out of retirement, Xin Zhao gets a major glow up, a new battle pass, improvements to game info tracking like jungle timers, and a handful of quality of life and bugfixes. We’ve also got balance changes for ARAM, and a Fame reset for Arena!

This is our second patch in a row aimed at adding new tools to play with and master. We’re introducing Vayne and Sett in the jungle, AP Irelia, Lane Kayn, and buffing some weak items to make you rethink your AD assassin and AP haste builds. We’ve also got some small-scale balance updates, largely following up on other recent changes.

Looking for more information on all things League of Legends? Check out our community-run wiki here!

TFT patch notes here!

Patch Highlights

Visions of the Fallen Garen, Visions of the Fallen Tryndamere, Arcana Jhin, Arcana Lulu, Elderwood Alistar, and Prestive Visions of the Fallen Jarven IV will be available August 27th, 2025.

Season 3 Is Here!

Alongside this update we have a brand new Seasonal Battle Pass! Check it out for look like Arcana Lulu, Arcana Jhin, Prestige Visions of the Fallen Jarvan IV, emotes, icons, and more! This will also be the first pass to reflect that change from 50 to 48 levels. The XP required per level is unchanged so it should feel faster to complete compared to before.

Here’s the full list for all the details: 

  • Level 1: 3 Darkin Orbs
  • Level 2: Imperfect Beauty Icon
  • Level 3: 3000 Blue Essence
  • Level 4: Ancient Spark
  • Level 5: Mystery Icon
  • Level 6: Lulu Champion Permament
  • Level 7: Hextech Chest + Key
  • Level 8: Arcana Lulu
  • Level 9: Arcana Lulu Border + Icon
  • Level 10: Mystery Icon
  • Level 11: Champion Capsule
  • Level 12: Where’s My Assistant? Emote
  • Level 13: Crowned in Ruin Icon
  • Level 14: 3000 Blue Essence
  • Level 15: Spin to Get Dizzy Emote
  • Level 16: Hextech Chest + Key
  • Level 17: Darkin Orb
  • Level 18: Hextech Chest + Key
  • Level 19: Gilded Ninja Emote
  • Level 20: Mystery Icon
  • Level 21: 3000 Blue Essence
  • Level 22: Jhin Champion Permanent
  • Level 23: Darkin Orb
  • Level 24: Arcana Jhin
  • Level 25: Arcana Jhin Border + Icon
  • Level 26: Mystery Icon
  • Level 27: Hextech Chest + Key
  • Level 28: Mystery Emote
  • Level 29: Darkin Death Stare Emote
  • Level 30: Hextech Chest + Key
  • Level 31: Champion Capsule
  • Level 32: 25 Mythic Essence
  • Level 33: The Black Rose Remembers Icon
  • Level 34: Darkin Orb
  • Level 35: Champion Capsule
  • Level 36: Hextech Chest + Key
  • Level 37: 500 Orange Essence
  • Level 38: Hextech Chest + Key
  • Level 39: Glorious Champion Capsule
  • Level 40: “Discipline of Twilight” Title
  • Level 41: Seneschal Seal Icon
  • Level 42: Mystery Emote
  • Level 43: Hextech Chest + Key
  • Level 44: Trials of Twilight Banner
  • Level 45: 500 Orange Essence
  • Level 46: Jarvan IV Champion Permanent
  • Level 47: Darkin Orb
  • Level 48: Prestige Visions of the Fallen Jarvan IV

Repeating Missions

  • Level 49: 750 Blue Essence
  • Level 50: 750 Blue Essence
  • Level 51: 750 Blue Essence
  • Level 52: 25 Orange Essence
  • Level 53: 750 Blue Essence
  • Level 54: 750 Blue Essence
  • Level 55: 750 Blue Essence
  • Level 56: 25 Orange Essence

Season 3 Ranked Begins

Season 3 Ranked Start Time will be 12:00 noon local server time, August 27. Similar to Season 1 to Season 2 transition, players’ ranked LP progression won’t be reset, but the Victorious Mission to get Victorious skin will be reset (15 ranked games won).

Ranked queue will be disabled during the ranked season down time, which will be approximately 12 hours. End of ranked season 2 rewards will be distributed several days after season start.

Shard Transfer Service will be temporarily disabled before season end, and will be re-enabled after reward distribution is complete. 

Atakhan (is now armed)

You’ll notice with this patch Atakhan now has a weapon, a totally normal weapon. Mechanically we’re not making any changes and it’s just a visual change… we see you lore fans reading here for clues on what this means. Maybe he just felt like it okay. 

Xin Zhao Visual Update

The Xin Zhao Visual Update is here with updated models, animations, ability icons, VO, VFX, SFX, Splashes, and Skins!

Similar to what we’ve done with some past Visual Updates for Champions, Xin Zhao’s Commando and Imperial skins are getting a price increase from 520 RP to 750 RP to reflect the higher quality bar. If you don’t own these skins you’ll be able to purchase them at a cheaper price before the Visual Update goes live tomorrow so grab them while you can!

Additionally, we’ve unvaulted his skins for through 25.18 so if you’re missing any you’ll be able to grab them during these next two patches.

Keep an eye out as well for Xin Zhao’s new Champion Theme! That will be released on Friday, August 29th! Learn more about the new champion theme and visual update in our Xin Zhao Champion Rework article.

Xin Zhao’s Update, and Champion Pages on Universe

With Xin Zhao’s update in 25.17 we’re going to be updating how his lore is presented on his Universe page to best represent where things currently stand and exist for him in our seasonal stories at the time of its release. This will cover the year so far and his experiences through the seasons and their various motion comics, and the Season 2 meta-game.

For those of you who want clarity about the timeline: The three seasons of 2025 follow the events of Arcane directly, shortly after Swain’s coup within Noxus, but before some more “recent” events, such as Sylas’ rebellion in Demacia.

As we move forward with seasons, we’re looking at ways to curate and reflect champions’ updated lore within their Universe pages, whether they’re told in meta-games, motion comics, cinematics, or anywhere else. 

Doom Bots

View our U.GG Tier List and Builds for the new Doom Bots game mode here!

With patch 25.17 our newest, well not really new but kind of new, game mode will now be available! Doom Bots is returning with a fresh coat of paint and some major updates under the hood!

Doom Bots is a PvE gamemode pitting you and four other teammates against Veigar and his army of overpowered, busted-as-heck bots. Your goal is to survive against the bots for 15 minutes, then take on Veigar while protecting your Nexus!

If you haven’t played since the last time it came around it’s got a new boss, new bots, new curses, and a new difficulty mode! If you’d like to learn more we have a dev blog that goes into detail what to expect with this mode!

Trials of Doom

New to this run of Doom Bots are Trials of Doom! Trials of Doom are versions of Doom Bots where we add or change core components of the game to create specific challenges you have to overcome in order to defeat Veigar.

The first 3 patches in Doom Bots’ run will all activate a different Trial of Doom. In the last patch, all 3 Trials will be reactivated so you have one last chance to get those wins. If you can defeat all of Veigar’s Trials, you’ll earn the title “Definitely Not a Bot”, which we really want, so we’ll see you there! 

Veigar’s Evil

The first Trial of Doom is “Veigar’s Evil”. In this Trial, every Doom Bot recives Veigar’s passive, Phenomenal Evil. This means that every time they hit you with a spell, they’ll gain Adaptive Force.

Additionally, Curses, spells cast by Veigar that normally turn on and off during the game, will never turn off. Instead, by 15 minutes, you’ll have 10 different curses active! Get those dancing shoes on!

It’s not all unfair, though. To give you a chance, we’ve given you a whole heap of Item Ability Haste, and we added an extra Prismatic Item to the shop: Demon King’s Crown.

Put together your best team, pick your strats, and try to overcome Veigar’s Evil!

Game Info Tracking Improvements

League’s been around for a while now, and with that has come a thriving app ecosystem. These provide a lot of value to folks who download them by helping players find builds & runes, showing them performance information, scouting your team or opponents, or in-game features like jungle timers, summoner spell tracking, and more.

Over time, we’ve seen your feedback around how some of these features don’t feel fair when only some players have access to them, and we agree. The competitive integrity of League is critically important to us and we want to preserve it, and we’ve heard how useful some of these features have been to many of you. In order to get the best of both worlds we’re going to be updating our Third Party App Policy and restricting certain features from being allowed while also building other features into the game so that all players have fair access to them.

Minimap Jungle Timers

Back in the day, League didn’t have any objective timers or global announcements. The only way you’d know someone took Dragon is if you saw it happen or stumbled on an empty pit. Along the way we added timers on the TAB screen to encourage coordination and fights around these objectives which has led to some of League’s most exciting moments.

Fast forward to today. Minimap timers are one of the most commonly used 3rd party features, so we decided to take a hard look at providing that info. In order to keep the default minimap clean and readable for all players, we’ve got some options for you…well two: Basic and Advanced.

The basic view provides full timers for epic camps, but uses the current hourglass icons for other camps – displayed at 30 and 10 seconds before respawn. However, while pressing TAB you will see timers for all camps, giving the best of both worlds to those that want a minimal default state, but more info with a button press.

The advanced view simply displays timers for all camps. You can find this option in the interface section of the settings menu.

To ensure the minimap stays readable and the most actionable camps stand out, timers get visually louder the closer the objective is to spawning.

It’s our hope that with this change you’ll spend more headspace checking lanes, pathing with intent, and planning ahead for the next major objective instead of tracking camp respawns. It should level the playing field and create more coordination around objectives while also making the jungle role less daunting. 

  • Added jungle timers to the minimap.
  • Basic view displays epic camps timers. All other camps visible while pressing TAB.
  • Advanced view displays all camp timers at all times. Available in the interface section of settings.

Death Recap and Summoner Spell Tracking

Earlier this year, we worked with third party app developers to remove information about enemy ultimate cooldowns because we believe that there’s a lot of skill in tracking key abilities. It can be the difference between knowing your gank will 100% succeed vs. your opponent making a sick, unexpected 1v2 flash outplay, and that uncertainty keeps the game interesting. We’re going to take a similar approach here and restrict cooldown-tracking tools from being provided.

With that in mind, we’re going to make some improvements to communicating ults and spells that were recently used to aid in team coordination and planning.

When Diana pops everything to kill you, you’ll see those spells displayed in death recap and you can ping them right there without opening the scoreboard. Even non-damaging spells like Flash and Teleport, which we’ve never done before, will now be displayed. In chat your ping will show a definitive “Diana used Flash,” and if you ping it 3 times while looking in the mirror, maybe your jungler will pay her a visit before she backs.

Even better, if you’re playing Yorick top and you pan your camera down to watch some cinema bot lane, you can ping a spell from the scoreboard within 15 seconds of it being used and get the same result “Jinx used Flash.”

Additionally, while working on this we moved Death Recap out of the way and also added your contribution to the fight including damage dealt, crowd control applied, and how much gold you earned. 

  • Moved death recap to the side of the screen and added show/hide functionality.
  • All summoner and ultimate spells used against you will now be displayed in the death recap, even non-damaging spells like Flash.
  • Pinging a spell from death recap will now display descriptive text in chat.
  • If a friendly unit sees a spell used and you ping it from the scoreboard within 15s, the same descriptive text will display.
  • Added info about your fight contribution (damage dealt, gold earned) to death recap.

Champions

Gwen

Base Armor decreased, and Attack Speed Growth increased. R slow decreased at lower ranks.

Gwen is still very powerful in the hands of experts, especially pros, after her reshape in 15.6. While Gwen players have enjoyed her newfound agency in lane, we want to ensure she has some weak matchups and can’t simply flip the script at level 6 with a guaranteed chasedown. We’re delivering some compensation so as not to pull too much power out of her kit. 

Base Stats

  • Armor: 36 ⇒ 33
  • Attack Speed Growth: 2.25% ⇒ 2.5%

R – Needlework

  • Initial Slow: 60% ⇒ 30 / 45 / 60%
  • Subsequent Slows: 25% ⇒ 15 / 20 / 25%

Irelia

W AP Ratio increased. E cooldown decreased at higher ranks and AP damage ratio increased.

AP Irelia is currently not viable or picked at all so we are letting this blade dancer bring some magic to the rift by upping her burst ability when building ability power. We’re focusing on her high counterplay skillshots in order to give her a distinct playstyle difference compared to AD builds. 

W – Defiant Dance

  • Minimum Damage: 10 / 20 / 30 / 40 / 50 (+ 40% AD) (+ 40% AP) ⇒ 10 / 20 / 30 / 40 / 50 (+ 40% AD) (+ 50% AP)
  • Maximum Damage: 30 / 60 / 90 / 120 / 150 (+ 120% AD) (+ 120% AP) ⇒ 30 / 60 / 90 / 120 / 150 (+ 120% AD) (+ 150% AP)

E – Flawless Duet

  • Cooldown: 16 / 15 / 14 / 13 / 12 ⇒ 16 / 14.5 / 13 / 11.5 / 10
  • Damage: 70 / 110 / 150 / 190 / 230 (+ 80 AP) ⇒ 70 / 110 / 150 / 190 / 230 (+ 100% AP)

Kassadin

Q Damage increased. E damage increased.

Kassadin has been a bit stagnant and below where we’d like him to be for resting win-rate, and his pick-rate is similarly declining. We’re looking to enhance some of his late game damage output to encourage the high risk/high reward scaling playstyle that his players enjoy.

Q – Null Sphere

  • Damage: 65 / 95 / 125 / 155 / 185 (+ 60% AP) ⇒ 65 / 95 / 125 / 155 / 185 (+ 70% AP)

E – Force Pulse

  • Damage: 70 / 100 / 130 / 160 / 190 (+ 65% AP) ⇒ 70 / 100 / 130 / 160 / 190 (+ 70% AP)

Kayn

Q and W mana costs decreased.

There are a decent number of lane Kayn (Layn) players out there and we’d like to give them a fair shot at winning their games. To do that without buffing Jayn (jungle Kayn), we’re buffing mana costs to give him better access to wave clear and scrapping with his lane opponent.

Q – Reaping Slash

  • Mana Cost: 50 ⇒ 40

W – Blade’s Reach

  • Mana Cost: 60 / 65 / 70 / 75 /80 ⇒ 40 / 45 / 50 / 55 / 60

Kog’Maw

Q damage increased. W damage increased. R damage increased at higher ranks.

Seasons ago, The Mouth of the Abyss was once a viable and common mid lane poke champion who had a late-game powerhouse identity. He’s not too far off from it these days, so we’re looking to give Kog’Maw a bit of power to enable it again and get people to try it out without making bot lane shift to AP for trivial wave clear.

Q – Caustic Spittle

  • Damage: 80 / 125 / 170 / 215 / 260 (+ 80% AP) ⇒ 80 / 125 / 170 / 215 / 260 (+ 90% AP)
  • W – Bio-Arcane Barrage
  • Damage On-Hit: 3 / 3.75 / 4.5 / 5.25 / 6% (+ 1% per 100 AP) target max HP ⇒ 3 / 3.75 / 4.5 / 5.25 / 6% (+ 1.5% per 100 AP) target max HP
  • R – Living Artillery
  • Minimum Damage: 100 / 140 / 180 (+75% bonus AD) (+ 35% AP) ⇒ 100 / 140 / 180 (+75% bonus AD) (+ 35 / 40 / 45% AP)
  • Maximum damage is still doubled

Master Yi

Base Health decreased. Q damage decreased.

Our fixes for Master Yi Q applying Kraken and Terminus were understandably buffs to Yi. We’re looking to reduce his built in on-hit build potency now that the system works in his favor and make his early game more exploitable in order to bring him down to size.

Base Stats

  • Base Health: 669 ⇒ 655

Q – Alpha Strike

  • On-hit damage modifier: 75% ⇒ 65%

Miss Fortune

Base AD increased.

If only there was a word to describe Miss Fortune’s current state. Hmm, yeah.. can’t really think of one. Anyway, we’re buffing her this patch to bring her up to pace with the rest of the pack.

Base Stats

  • Base Attack Damage: 53 ⇒ 55

Morgana

W mana cost decreased at higher ranks. W damage increased at lower ranks.

Last patch gave us a clean read on how much power each role got from making Morgana’s W damage more consistent. With that dust settled, we’re here to revisit her with some directly power-positive buffs, giving her better early fighting and making late-laning wave clear less punishing.

W – Tormented Shadow

  • Mana Cost: 70 / 85 / 100 / 115 / 130 ⇒ 70 / 80 / 90 / 100 / 110
  • Minimum Damage Per Second: 14 / 28 / 42 / 56 / 70 ⇒ 18 / 31 / 44 / 57 / 70

Nilah

Q secondary monster damage increased.

Nilah will not become a viable jungler with this change but the current restriction around how little splash damage she deals to jungle monsters just isn’t needed. We’re removing this unneeded mod for now and eventually we may dive into what it would take for Nilah to be functional here.

Q – Formless Blade

  • Secondary damage to monsters: 10% total AD ⇒ 100% total AD

Rumble

Passive damage decreased. Q damage decreased at higher ranks.

Rumble has climbed greatly in win rate since the consistency changes we made last patch, so we’re moving some power out of Flamespitter and Junkyard Titan’s damage output.

Passive – Junkyard Titan

  • Overheated Damage: 5-40 (+ 25% AP) + 5% target max HP ⇒ 5-40 (+ 25% AP)(+ 4% target max HP)

Q – Flamespitter

  • Damage Over 3 Seconds: 60 / 90 / 120 / 150 / 180 (+ 100% AP) + 6 / 6.5 / 7 / 7.5 / 8% target max HP ⇒ 60 / 85 / 110 / 135 / 160 (+ 100% AP) + 6 / 6.5 / 7 / 7.5 / 8% target max HP

Senna

Attack Speed Growth increased. Q heal increased.

Senna is currently underperforming as a bot laner and even more so as a support. We’re giving back some of the attack speed growth she’s had previously to improve the feel of her attacking builds, and she’s getting a small bump in her Q’s base healing.

Base Stats

  • Attack Speed Growth: 2% ⇒ 2.6%

Q – Piercing Darkness

  • Heal: 40 / 55 / 70 / 85 / 100 (+ 40% bonus AD) (+ 50% AP) ⇒ 40 / 60 / 80 / 100 / 120 (+ 40% bonus AD) (+ 50% AP)

Sett

E monster damage increased.

Sett jungle is a lot closer to viable than people realize but still needs a bit of a push to reach true viability. Have fun!

E – Haymaker

  • Bonus Monster Damage: 100 ⇒ 125-250 (based on level)

Singed

Q damage per application decreased.

Singed underwent several changes last patch that made red side Singed deal his first tick of damage instantly instead of 0.25s late and made blue side Singed refresh his poison much more reliably. The net result of these changes is that in almost all cases, Singed players are dealing substantially more damage in almost all contexts. We’re making some under the hood changes to poison duration in order to make the average Poison Trail closer to before, but without the substantial red-blue differences.

Q – Poison Trail

  • Duration: 2.2s ⇒ 2s
  • Max damage ticks per application: 9 ⇒ 8

Teemo

Mushrooms (and eggs and other objects) are now more visible.

We’re making a small visual change to make Teemo’s traps easier to pick out in the world. They still turn invisible and work mechanically identically before, but now they’re just more opaque so you can tell what it is right before it blows up in your face.

R – Noxious Trap

  • Trap Opacity: 30% ⇒ 50%

Vayne

Q monster damage increased.

Vayne jungle is a lot closer to viable than people realize but many players completely miss the mark on ability orders. If you want to play Vayne jungle, start with Silver Bolts and then max Tumble. Have fun!

Q – Silver Bolts

  • Monster Damage: 6 / 7 / 8 / 9 / 10% max HP, capped at 200 ⇒ 140 / 155 / 170 / 185 / 200 damage regardless of health

Yunara

Fixed several bugs that could cause Yunara to deal more or less damage with on-hit effects.

As players have gotten better at her, Yunara has risen to be one of the most potent ADCs in the game. We’ve got several bug fixes in this patch that we expect will nerf her popular Kraken Slayer + Hurricane build. We’ll continue to keep an eye on her performance metrics to see how she lands after these changes.

Q – Cultivation of Spirit

  • Fixed a bug where sometimes the bounce could trigger multiple stacks per bounce for some items. It’s intended for Yunara to build 1 stack per bounce.
  • Fixed an issue where sometimes items would fail to do damage on Q bounces in situations where a significant number of bounces were taking place. (The poros on the calculators behind the scenes are ready now)
  • Fixed an issue where items like Runnan’s Hurricane were dealing full on-hit damage when bouncing from the secondary target to the primary target, triggering the full-on hit value multiple times in a single auto.
  • Fixed an issue where Runnan’s Hurricane bolts were having their on-hit damage reduced incorrectly and will now apply the full on-hit damage correctly.

Items

Axiom Arc

 Axiom Arc is both very weak and very unpopular as an AD assassin legendary. We’d like to shine it up and make it a viable part of the assassin ecosystem by letting assassins spike sooner with its purchase. 

  • Total Gold Cost: 3000 ⇒ 2750

Horizon Focus

 Horizon Focus continues to be unpopular as an aggressive AP-Haste stat stick, especially because it’s rather weak. We’re here to push it up into viability by making it easier to sneak into a build and ensure the damage throughput is worthwhile. 

  • Ability Power: 115 ⇒ 125
  • Total Gold Cost: 2800 ⇒ 2750
  • Recipe: Fiendish Codex + Fiendish Codex + Blasting Wand + 250 Gold ⇒ Fiendish Codex + Fiendish Codex + Blasting Wand + 200 Gold

Profane Hydra

 Profane Hydra is a weak assassin item right now and it fails to fit the typical AD assassin power curve of attempting to spike early in the game. So to buff this item without ballooning late-game burst to the moon, we’re making it a more competitive early option by giving it a significant price cut. 

  • Attack Damage: 60 ⇒ 55
  • Total Gold Cost: 3200 ⇒ 2850
  • Recipe: Tiamat + The Brutalizer + 663 Gold ⇒ Tiamat + The Brutalizer + 313 Gold

Arena Season 3 Update

For Season 3 we’re updating Arena’s reward track! You’ll unlock the augments that were previously on the reward track automatically, and work towards new rewards! There’s a total of 12 levels of new augments:

New Fame Track

  • Bodyguard
  • Augmented Power
  • Matchup Intro
  • Bravest of the Brave
  • Bonus Reroll
  • Cerberus
  • Spirit Infusion
  • Matchup Intro
  • Quest: Mad Hatter
  • Calculated Risk
  • Pandora’s Box
  • Matchup Intro

Champ Select

The ban phase has been merged with the picking phase. Champion select will have both players ban and pick together for a shorter lobby experience. You’ll be able to see opponent picks after both selects are finished. The total time for each phase has been changed from 35 seconds to 40 seconds.

Augments

Tank Engine

We like the shape of this Augment but it’s felt warping and out of place as a Silver. Rather than nerf the pattern we moved it up to gold so its power was more appropriate relative to other offerings.

  • Rarity Changed from Silver to Gold.

Overflow

Same as Tank Engine.

  • Rarity Changed from Silver to Gold.

Bravery

We’re really happy about Bravery’s play pattern but it’s currently still feeling a little weak to us so we’re adding a bit more power into the option.

  • Bonus Stat Anvil: Unchanged
  • Bonus Starting Rerolls: 2 ⇒ 1
  • NEW: 2 Bonus rerolls on stat anvil rounds.
  • NEW: 100 Bonus Gold on legendary item rounds.

Arena QoL Changes and Bugfixes

Quality of Life

  • Hats are no longer gained when you eliminate a team, and are no longer lost on death. We’ve added more augments that interact with hats now so we’re updating this ahead of those new interactions coming in this patch.
  • Transmute and Mutation augments now display their transformed augment as the shown description.
  • Early exit while eliminated but combat is still ongoing has been re-enabled this patch.
  • Fixed a bug that occasionally caused morphing champions such as Viego and Nidalee to not receive Fame Progression in Arena.
  • Fixed a bug that gave allies Kled’s Q.

ARAM Balance Changes

Hello ARAM Gods, Goddesses and Deities! In this patch we are trying to buff up the fighter class by giving some love to their commonly purchased items, and throwing a few bones at some of the lower pickrate assassin items. We expect most of the movement of this patch to be done there, but we do have a few targeted changes at some outliers like Ziggs, who rose to power after his recent changes on Summoner’s Rift, and Maokai, who has been a bit too wise in his item purchases. We hope you are enjoying the rotating maps and the new card system. Good luck, may your rolls always give you your main, and see you on ARAM!

Systems

Bilgewater Map

  • Bilgewater Cannon Knock Up Radius: 275 ⇒ 325
  • Bilgewater Cannon Flying Speed: 2300 ⇒ 2800

Bridge of Koeshin

  • We’ve decreased the trigger radius of the portal to cut down on accidentally going through them.
  • We’ve touched up the grid around each Nexus and the portals to TKTK

Champions

Kai’Sa

  • Q Bonus AD Ratio: 55% ⇒ 65%

Maokai

  • Passive Cooldown Reduction: 4 seconds ⇒ 3 seconds
  • Q Cooldown: 7 / 6.5 / 6 / 5.5 / 5 ⇒ 8 / 7.5 / 7 / 6.5 / 6

Shyvana

  • Passive Fury Regen per Stack: .1 ⇒ .2
  • Passive Bonus Resists per Stack: 1 ⇒ 1.5

Ziggs

  • Q AP Ratio: 60 / 65 / 70 / 75 / 80% ⇒ 60 / 62.5 / 65 / 67.5 / 70%
  • E AP Ratio: 25 / 30 / 35 / 40 / 45% ⇒ 25 / 27.5 / 30 / 32.5 / 35%
  • E Duration: 10 seconds ⇒ 7 seconds

Items

Death’s Dance

  • Heal Bonus from AD: 75% ⇒ 100%

Eclipse

  • Shield Bonus AD Ratio: 40%/20% ⇒ 50%/25%

Edge of Night

  • Cooldown: 40 ⇒ 30

Liandry’s Torment

  • Percent Health Burn: 2% ⇒ 1.75%

Ravenous Hydra

  • Active AD Ratio: 80% ⇒ 100%

Spectral Cutlass

  • We’ve fixed the early ending function that enabled some champions to teleport enemies back to the start location.

Steraks Gage

  • Bonus AD from base AD: 45% ⇒ 50%
  • Bonus HP Shield Ratio: 60% ⇒ 70%

Stridebreaker

  • Active AD Ratio: 80% ⇒ 100%
  • Move Speed per champion hit: 35% ⇒ 45%

Youmuu’s Ghostblade

  • Out of Combat Move Speed: 20/10 ⇒ 30/15
  • Active Move Speed: 20/15% ⇒ 40/35%

ARAM Map Rotation

Map Rotation Odds

Now that the Spirit Blossom season has completed, we’ll be returning the weights of each map in the randomized map rotation to be equal for all ARAM map skins.

  • Map Selection Odds 50/25/25 in favor of Koeshin’s Crossing ⇒ Equal chance for each map to be selected (33.333333%) (you get the idea).

Returning Sanctum Items

We’re exploring bringing back past Mythic Variants, starting with Admiral Battle Bunny Miss Fortune and aligning them with the current MV Sanctum format (max 40 pulls), with the Mythic Variant Emote as an A-Tier drop.

The Mythic Variant Icon will be added to the Featured Section of the Mythic Shop for 5 Mythic Essence for the duration of the banner and enter the pool for daily rotations. However, similar to Prestige Skins that come back to the Mythic Shop, the Border & Border Icon will not be returning at this time as we want to ensure that the players who acquire them in their initial run have something special that sets it apart.

Doom Bots Unvaulted Skins

Since we announced Doom Bots would be returning we’ve seen some players of you examined the footage really closely and noticed some are sporting some vaulted skins. We’ve seen the asks for these skins so we’re going to unvault them to celebrate Doom Bots returning! The vaulted skins will be available for direct purchase starting in 25.17 and will be available until Doom Bots leaves at the end of 25.20.

  • Zombie Slayer Jinx – 1350 RP
  • Underworld Wukong – 1350 RP
  • Reaper Soraka – 1350 RP
  • Zombie Brand – 1820 RP
  • Little Demon Tristana – 1350 RP

We’re also working on adding some of the special Doom Bots chromas since what you see on the bots currently isn’t available. Those will be special event chromas in the featured section of the Mythic Shop for 35 ME. Expect those at a later patch (likely 25.18). They’ll also be added into the weekly rotating pool after Doom Bots goes away.

The following skins will get those: 

  • Zombie Slayer Jinx
  • Underworld Wukong
  • Reaper Soraka
  • Zombie Brand

Bugfixes & QOL Changes

Quality of Life Changes

Custom Games

Custom Games are getting some updates! We’ve done a big re-work of the backend powering Custom Games and, with that, have slipped in some quality of life updates at the same time.

  • The ‘Play Again’ button finally works again!
  • League Voice will now work in Customs while spectators are disabled.
  • You can now change game modes without remaking the lobby, including transitioning to a matchmade game out of Customs.
  • You can now hide your lobby from the public Custom Games list.
  • Champ select works like other matchmade game modes, including proper ARAM for the Howling Abyss map.*
  • *Note: Random map rotation is not yet working for ARAM Customs, so the map will still be the Howling Abyss map for now.
  • Custom Games now have the option to remove the spectator delay for in-lobby spectators.*
  • *Note: Enabling this setting will disable the ability for friends to spectate your game from your friends list.

New Pick Order/Role Swap SFX

In 25.15 we started addressing some feedback about role/pick swap causing some confusion which led to some players accidentally agreeing to swaps that they didn’t want to. We already updated the visuals but now we’re also updating the SFX. So now they should visually look and sound distinct from each other.

VFX Updates

Since we’re going back to the base Summoner’s Rift Map we went back and updated the base turret animations so they’re at the quality.

Honor Progression

We’ve made some changes under the hood to honor progression so it should feel a little easier to achieve higher levels if you primarily play with friends or in non-SR modes.

Bugfixes

  • Fixed an issue where someone could cause a client to crash by sending messages with certain special characters.
  • Fixed an issue that would cause Briar to not immediately aggro on to the correct target after casting W.
  • Fixed an issue where Gangplank’s E could reset his and other enemies’ in-progress attacks.
  • Fixed an issue where when spectating or watching a replay the initial camp timers don’t show on the mini map regardless of settings.
  • Fixed an issue where the Death Recap was displaying Aatrox’s Passive as Physical damage instead of Magic.
  • Fixed an issue where Arcane Inventor Jayce’s Empowered R was missing SFX
  • Fixed an issue where certain runes would consider Kayle a ranged champion before learning her Ultimate.
  • Fixed an issue where Sett’s Q wouldn’t trigger Spear of Shojin.
  • Fixed an issue where Bel’veth’s E would only visually reduce the cooldown of her Q when using Navori Quickblades.
  • Fixed an issue where Aurora’s R tooltip was displaying the incorrect duration at higher ranks.
  • Fixed an issue where other players could sometimes see a debug icon on anyone playing Jayce.
  • Fixed an issue where Xin Zhao’s E could fail to cast when used on a target outside max range during R’s cast time.
  • Fixed an issue where if Veigo possessed a champion he could be dealt 2 critical strikes from a Sundered Sky.
  • Fixed an issue where it was possible to buy a Shattered Armguard directly from the shop.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Doom Bots Tier List, Overview, Builds

Doom Bots Tier List

Doom Bots Tier List (Patch 25.17) for all 3 difficulties (Doom Bots = Normal, Doom Bots Hard, Veigar’s Evil! = Extreme). Click on any Champion view their build. Check out more info on Doom Bots in our Patch 25.17 notes article here.

Doombots Overview

What is Doom Bots?

Doom Bots is a PVE rotating game mode that is finally getting it’s re-release after many years, although this time the team at Riot has made several new additions. You and your teammates will have 15 minutes to survive against a team of aggressive and powerful bots.

Throughout the game, you’ll need to avoid curses through the completion of mini challenges, giving you a huge boost of gold upon completion. If you’re lucky enough to survive all 15 minutes, you will be teleported back down to your nexus for a final boss fight against the Doom Boss, Veigar. Survive all 3 waves of Veigar’s AOE attacks and curses, and you’ll secure the victory!

When does Doom Bots release?

Doom bots will release on Wednesday, August 27th alongside Season 3 and Patch 25.17.

Mini Challenges

Throughout the game, you’ll encounter mini challenges that players must complete within a 2 minute timeframe. If you successfully complete a challenge, you get rewarded with a sizable amount of gold. However, if you don’t complete the challenge by the time the 2 minute timer runs out, the bots will become much stronger and more difficult to deal with for the remainder of the game.

Find Fiddlesticks
Find the real Fiddlesticks before time runs out

Defeat Karthus
Destroy Karthus’ Life Crystal and Defeat Karthus (2 crystals, each located at Baron and Dragon)

Super Evil Portal Assault
Destroy Veigar’s three Super Evil Portals before they spawn powerful enemies (located in random spots throughout jungle)

King of the Hill
Hold the arena in the center of the map (mid-lane) for longer than the Doom Bots.

Tower Charge Down
Protect the Shield on the Tower in the Middle Lane from the Doom Bots.

Target Dummy Duel
Deal more damage to your Target Dummy than the Doom Bots do to theirs (located in jungle rivers)

The Ghouls Arise
Destroy the Gravesites before the Ghouls wreck your base.

Doom Bot Power-Up
Destroy the pumpkins before Veigar finishes powering up the doom bot.

Final Boss Encounter – Doom Boss Veigar

Once you survive all 15 minutes, you will be teleported back with your team to your nexus, thus beginning the final boss fight against Veigar. Veigar has 3 different waves you’ll need to get through before claiming victory. Each wave includes mini-challenges that you must complete in order to continue to damage down Veigar’s health.

The general strategy is to dodge as much of Veigar’s AOE attacks as possible, while sustaining consistent damage against him. If you die, you will have to wait to respawn before jumping back into the fight. Be careful though, if no one on the team is around to attack Veigar, he will start attacking your nexus and potentially lead your team to a loss.

League of Legends Patch 25.16

League of Legends 25.16 Patch Notes

Source

Patch 25.16 is preparing for takeoff!

This patch’s live gameplay updates aim to shake up the metagame, injecting new junglers into the pool, bringing up the weakest mage supports, nerfing some of the top end, and enabling a few alternate builds. We’re following up on Rek’Sai’s and Illaoi’s recent changes and giving them the power they deserve. We’re also fixing long-standing bugs with Singed and Rumble that made them substantially weaker on red side.

This is the last patch of the Season 2 ranked split, so if you’re looking to get that Victorious Fiora make sure to hit your ranked goals this patch! In other news, we’ve got an ARAM Clash coming with this patch so get those 5 stacks ready. There are also two variety skins flying, or rolling, into the action this patch, so check out Brick Toy Corki and Bolwing League Lillia! See you on the Rift!

Looking for more information on all things League of Legends? Check out our community-run wiki here!

Came to the wrong patch notes? You can find the TFT patch notes here!

Battle Pass Changes

 We have some changes incoming for the Battle Pass starting with Season 3. Alongside some visual updates, we’ve adjusted the total number of core milestones down from 50 to 48 which should make the pass slightly faster to complete. The total rewards on the pass and BXP required per milestone are unchanged, just more compressed together. We hope you look forward to the upgrades we’re shipping in the new season. 

SR Ranked Season 2 End

 The Summoner’s Rift Ranked Season 2 2025 will end on the last date of patch 25.16, specifically, August 26 midnight, 23:59:59 Local Server Time.

Season 3, 2025 will begin Aug 27 noon, 12:00:00 Local Server Time, which is the first day of patch 25.17, end of Season 2 Ranked rewards will be granted soon after Season 3 starts.

Similar to Season 2 season start, Season 3 2025 will not reset your rank LP or Tier progression, only the Ranked Reward Mission (15 ranked games won) will be reset. 

Champions

Brand


Brand

Passive damage to monsters increased. Q stun duration increased. R cooldown decreased.

 The last nerfs to Brand’s ultimate smothered his flames a bit too much, so we’re giving him a bit more firepower. Additionally, now that Brand has some room for additional power we’re adding a spicier elite-skewed buff to his Sear’s stun duration, and giving him some power in the jungle to bring him back to viability there. 

Passive – Blaze

  • Per Tick Damage to Monsters: 240% ⇒ 260%

Q – Sear

  • Ablaze Stun Duration: 1.5 ⇒ 1.75 seconds

R – Pyroclasm

  • Cooldown: 110 / 100 / 90 ⇒ 100 / 90 / 80 seconds
Gnar

Gnar

Q cooldown decreased.

 Gnar has been a sad little fluff ball in the top lane, and hasn’t even thrived in his natural, pro play habitat. To help our favorite prehistoric yordle we’re giving some love to his highest counterplay, highest satisfaction ability, to let him chuck wood and rocks for a better feeling early game. Additionally he really only has two spells when he’s a baby, so allowing him to use it more will make him smile, and who doesn’t love that smile. 

Q – Boomerang Throw / Boulder Toss

  • Cooldown: 20 / 17.5 / 15 / 12.5 / 10 ⇒ 16 / 14.5 / 13 / 11.5 / 10 seconds
Illaoi

Illaoi

Passive damage increased, cooldown decreased.

 Last patch’s Illaoi changes landed weaker than we intended, so we’re here to rectify that and give her the buff she deserves. We’re enabling her to set up shop in new locations more quickly, which is a common pain point for Illaoi players, and generally increasing her damage further since she gets fewer slams overall after lat patch’s Vessel changes. 

Passive – Prophet of an Elder God

  • Total AD Ratio: 105% ⇒ 110%
  • Spawn Cooldown: 20 – 7.25 seconds (based on level) ⇒ 18 – 7 seconds (based on level)
Jarvan IV

Jarvan IV

Armor growth decreased.

 Jarvan IV has been overperforming thanks to the combination of his ability to engage well and his tankiness. We want to level the playing field in the jungle this patch, so we’re lowering his armor over game time to create clearer windows of vulnerability for his opponents to take advantage of. 

Base Stats

  • Armor Growth: 5.2 ⇒ 4.6
Kalista

Kalista

AD growth increased. E damage AP scaling increased.

 Kalista has finally fallen off of the pro play radar, which gives us room to buff her back up for everyone else. We’re steering clear of her first 3 levels, as her former extreme lane dominance is what caused her woes in the first place. Instead, we’re buffing her late laning phase, second item power spike, and beyond in hopes of giving her a fighting chance in solo queue while giving her opponents a fighting chance in lane. While AP may seem like an odd buff, it represents an additional 9-13.5 damage per Rend stack due to Rageblade’s 30 AP. Also, remember that the recent Blade of the Ruined King buff was meaningful for her as well, so if it’s been a while since you last played Kalista, give her a try! 

Base Stats

  • Attack Damage Growth: 4 ⇒ 4.25

E – Rend

  • Initial Damage AP Ratio: 20% ⇒ 65%
  • Subsequent Damage AP Ratio: 20% ⇒ 50%
Lulu

Lulu

E cooldown increased, damage and shield decreased.

 Lulu has proven to be extremely resilient to nerfs and is still a top support. We’re looking to open up more weaknesses in her early laning phase with these nerfs, giving aggressive players more room to take an early advantage before Lulu’s carry scales up. 

E – Help, Pix!

  • Cooldown: 8 seconds ⇒ 10 / 9.5 / 9 / 8.5 / 8 seconds
  • Base Damage: 80 / 120 / 160 / 200 / 240 ⇒ 70 / 110 / 150 / 190 / 230
  • Shield: 80 / 120 / 160 / 200 / 240 (+ 55% AP) ⇒ 70 / 110 / 150 / 190 / 230 (+ 50% AP)
Master Yi

Master Yi

Q now stacks Kraken Slayer and Terminus

 When Kraken Slayer first came out, we excluded Alpha Strike from stacking it but as it’s no longer a mythic item, those burst damage concerns aren’t nearly as pressing, so we’re enabling the item synergy and making Terminus also stack on each of these pseudo-attacks. 

Q – Alpha Strike

  • On-Hit Synergy: Alpha Strike now stacks Kraken Slayer and Terminus.
Mordekaiser

Mordekaiser

Q AD ratio added.

 To open up more build options on Mordekaiser, we’re giving him some bonus attack damage ratios aimed at his most melee damage output. This will be a direct buff to him every time he ults, but the main intent is to bring back some AD builds and splashes of options like Sterak’s Gage. In short, bonus attack damage will make his mace smashes deal more damage. 

Q – Obliterate

  • Damage AD Ratio: 0% bonus AD ⇒ 120% bonus AD
Morgana

Morgana

W damage adjusted.

 Morgana is in a pretty sad state right now and could use some power in all three of her roles. We’re looking to make her main damaging ability more reliable by letting her whittle down healthier targets. This is a riskier change that may not end up having the power impact that we want so if Morgana doesn’t end up stronger as a result of these changes, we’ll quickly follow up with reliable buffs. 

W – Tormented Shadow

  • Minimum Damage: 60 / 115 / 170 / 225 / 280 (+ 85% AP) ⇒ 70 / 140 / 210 / 280 / 350 (+ 100% AP)
  • Maximum Damage: 162 / 310.5 / 459 / 607.5 / 756 (+ 229.5% AP) ⇒ 140 / 280 / 420 / 560 / 700 (+ 200% AP)
Nautilus

Nautilus

E damage to monsters increased.

 We’re buffing Nautilus jungle with the hope of making him a viable tank jungler like he was in times of old. We’re changing his monster-specific damage to make him less reliant on optimizing Riptide’s multi-hits, which should also make him more approachable for those just trying him out and not requiring as much optimization, while still making it beneficial to maximize repeated hits for those that have practiced his clear. 

E – Riptide

  • Monster Damage Modifier: 150% ⇒ The first hit of E will deal 125/165/205/245/285 (+ 50% AP) bonus damage to monsters
Nocturne

Nocturne

Armor growth decreased. Q bonus AD decreased.

 Nocturne’s currently one of the winningest junglers so we’re looking to nerf him in this patch. With Experimental Hexplate getting buffed, we’re accounting for that by swinging a bit harder than we normally would have, taking out a moderate mix of damage and durability. 

Base Stats

  • Armor Growth: 4.7 ⇒ 4.2

Q – Duskbringer

  • Bonus AD: 20 / 30 / 40 / 50 / 60 ⇒ 15 / 25 / 35 / 45 / 55
Qiyana

Qiyana

Q damage increased. W bonus attack speed increased.

 Qiyana is already decently strong in the right hands, but she’s quite unpopular and sports a low ban rate unfitting for a queen like her. To help her out, we’re buffing her early damage on her Q and making her early game jungle clear and auto weaving feel a bit cleaner by buffing her W attack speed. 

Q – Edge of Ixtal / Elemental Wrath

  • Base Damage: 60 / 90 / 120 / 150 / 180 ⇒ 70 / 100 / 130 / 160 / 190

W – Terrashape

  • Bonus Attack Speed: 5 / 10 / 15 / 20 / 25% ⇒ 15 / 20 / 25 / 30 / 35%
Rek'Sai

Rek’Sai

Base AD increased. Bugfixes.

 Last patch’s Rek’Sai changes left her deeper underground than we wanted, so we’re here to deliver some buffs aimed at her early clear, which is not in the best state right now. We’re also fixing a long-standing tunnel bug that could leave her far from where she wanted to be and a more recently-introduced bug that allowed her to fail a Q-attack. 

Base Stats

  • Base Attack Damage: 58 ⇒ 62

Bugfixes

  • Q – Queen’s Wrath: No longer fails to deal damage if attacking at the tail-end of the buff.
  • E – Tunnel: No longer travels to a different location from the tunnel exit
Rell

Rell

W shield decreased.

 Last patch’s nerfs didn’t phase Rell as much as we intended, so we’re taking another swing by lowering how long she can stay in fights. 

W – Ferromancy: Crash Down

  • Shield: 20/40/60/80/100 (+ 13% Max Health) ⇒ 20/40/60/80/100 (+ 11% Max Health)
Rumble

Rumble

Q damage decreased. Q and R QoL improvements, power impacting bugfixes.

 In this patch we’re fixing a long-standing set of issues with Rumble that caused him to deal less damage to champions when played on the red side. In addition, we’re refactoring his Flamespitter to work more like a true damage over time effect. Each hit will light his target on fire and they’ll take another two ticks of damage in all contexts, which is a buff to the tail end of the spell. We’re also retiming The Equalizer to keep each zone hot for exactly as long as the visuals persist on the map, which makes the beginning of his ult more responsive and makes the end remain dangerous for longer.

As these changes will result in substantial buffs in your average game, we’re delivering a preemptive nerf to Flamespitter’s damage, which should still leave him in a stronger position than before these changes and hopefully make the experience of playing him much more consistent. 

Q – Flamespitter

  • Damage over 3 Seconds: 60/90/120/150/180 (+ 110% AP) (+ 6/6.8/7.6/8.4/9.2% target max HP) ⇒ 60/90/120/150/180 (+ 100% AP) (+ 6/6.5/7/7.5/8% target max HP)
  • Maximum Burn Duration: 3 seconds ⇒ 3.5 seconds
  • No longer occasionally fails to apply the full debuff duration
  • Red team no longer deals delayed damage and/or less damage to champions
  • Debuff no longer checks for targetability before dealing damage
  • Debuff no longer checks for 700u proximity to Rumble before dealing damage

R – The Equalizer

  • Tick Rate: 0.5 seconds ⇒ 0.25 seconds
  • Now lasts the full duration across the entire damaging zone
  • Now more rapidly deals damage when initially dropped.
  • Red team no longer deals delayed damage and/or less damage to champions.
Shaco

Shaco

Passive damage decreased. Q damage decreased, cooldown increased.

 Shaco’s ban rate has been creeping up, so we’re going to tap him down in a few areas that should hopefully reduce the frustration of playing against him, like his repeated invisibility on Q. Right now his AP build is better than the AD alternative, but AD is still his primary build, so we’re going to adjust both. 

Passive – Backstab

  • Bonus AD Ratio: 30% ⇒ 25%

Q – Deceive

  • Bonus AD Ratio: 65% ⇒ 60%
  • Cooldown: 12 / 11.5 / 11 / 10.5 / 10 seconds ⇒ 13 / 12.5 / 12 / 11.5 / 11 seconds
Singed

Singed

Q refresh rate buffed. Power impacting bugfix.

 Similar to Rumble, we’ve fixed the bug that caused Singed to do delayed/less damage when on red side. While we were at it, we also increased the debuff refresh rate, making it deal more damage on average, as it’s more likely that Singed will refresh the poison duration on his opponents. 

Q – Poison Trail

  • While on the Red side, Singed no longer deals delayed damage and/or less damage to champions.
  • Poison Refresh Rate: 0.5 seconds ⇒ 0.25 seconds
Sion

Sion

Passive health loss decreased. E armor shred increased. R damage increased.

 AD Sion hasn’t been in a good spot as of late, so we’re here to help him out. We’re starting by reverting Sion’s passive tickrate back to what it was before we nerfed it, giving him more time to beat people to death with his fists, and allowing his damage to be more potent when he snipes someone with an E. Finally, we also want the train’s impact to be all the more explosive by increasing his bonus AD Ratio on his R. While we know these changes may be broadly power positive, we targeted areas that make AD Sion happier in particular. 

Passive – Glory in Death

  • Health Lost per Tick: 2.3 – 24.4 (based on level) ⇒ 2 – 19 (based on level)

E – Roar of the Slayer

  • Armor Reduction: 20% ⇒ 25%

R – Unstoppable Onslaught

  • Bonus AD Ratio (Based on Travel Time): 40 – 80% ⇒ 60 – 120%
Sylas

Sylas

Passive now does bonus damage to monsters.

 Sylas is a reasonably popular jungler, despite the fact that he isn’t really able to jungle effectively. To help the players that want to play him there we’re re-visiting his ability to clear the jungle by letting him whip his chains around and slay jungle camps. 

Passive – Petricite Burst

  • Monster Damage Modifier: 100% ⇒ 150%
Trundle

Trundle

W attack speed decreased late, cooldown increased.

 Trundle is pummeling all other junglers at all ranks in addition to being highly prevalent in pro play, so we need to take some power out of his direct combat potential. Frozen Domain is going up in cooldown to create clearer windows when you can and can’t fight him, alongside a tap down to his attack speed increase per rank. 

W – Frozen Domain

  • Bonus Attack Speed: 30 / 50 / 70 / 90 / 110% ⇒ 30 / 45 / 60 / 75 / 90%
  • Cooldown: 16 / 15 / 14 / 13 / 12 seconds ⇒ 18 / 17 / 16 / 15 / 14 seconds
Varus

Varus

Q damage decreased. W damage increased late. E damage decreased. Bugfix.

 We’re tweaking Varus this patch in order to make him stronger in the hands of the average player while making him weaker in pro play. To achieve this, we’re nerfing lethality Varus, as it’s his primary pro build, and buffing his on-hit builds as compensation. 

Q – Piercing Arrow

  • Base Damage: 90 / 160 / 230 / 300 / 370 ⇒ 80 / 150 / 220 / 290 / 360

W – Blighted Quiver

  • Bonus Magic Damage On-Hit: 6 / 12 / 18 / 24 / 30 ⇒ 6 / 14 / 22 / 30 / 38

E – Hail of Arrows

  • Damage: 60 / 100 / 140 / 180 / 220 (+ 100% bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+ 90% bonus AD)

Bugfix

  • Targets will once again take damage per blight stack on them when Varus R spreads to them from the primary target.
Viego

Viego

Attack Speed growth decreased. Q nerfed against monsters and buffed against non-monsters.

 Viego has crept back up to the top spot in the jungle due in part to the recent Kraken Slayer buffs. Instead of a straight forward nerf we’re going to be shifting some of his power from the jungle into solo lanes, somewhere many players used to play him back when he came out. We’re doing this by making his Q more useful against champions and minions while making it do a bit less to jungle monsters. 

Base Stats

  • Attack Speed Growth: 2.5% ⇒ 2.25%

Q – Blade of the Ruined King

  • Damage: 15 / 30 / 45 / 60 / 75 ⇒ 25 / 40 / 55 / 70 / 85
  • Critical Strike Multiplier: 100% ⇒ 75%
  • Bonus Damage to Monsters: 15 ⇒ 0
  • Mark Minion Healing: 50% ⇒ 100%
  • Mark Monster Healing: 145% ⇒ 125%
  • Mark Champion Healing: 135% ⇒ 150%
Warwick

Warwick

Base AD increased. Passive damage decreased early.

 Warwick’s easy to pick up and play which is reflected in his moderately high win rate typical of an approachable jungler. However, in top lane, he’s too strong, which can lead to very frustrating experiences where he either can be killed by an all-in or simply sustains back up out of reach. We’re shifting some power from his early game passive into his base attack damage in order to weaken his early game resourceless healing, while leaving his damage and Q healing intact, or even buffed in some cases. We intend for these changes to be neutral for Warwick jungle but power negative for top lane. 

Base Stats

  • Base Attack Damage: 60 ⇒ 65

Passive – Eternal Hunger

  • Bonus On-Hit Damage: 12 – 46 (based on level) ⇒ 6 – 46 (based on level)
Xin Zhao

Xin Zhao

Base health decreased. Q damage decreased.

 Xin Zhao is currently one of, if not, the best junglers in the game, so we’re taking away some of his damage against champions and monsters as well as some of his deceptively strong durability. 

Base Stats

  • Base Health: 640 ⇒ 620

Q – Three Talon Strike

  • Flat Bonus Damage per Hit: 20 / 35 / 50 / 65 / 80 ⇒ 15 / 30 / 45 / 60 / 75
Yuumi

Yuumi

Q damage decreased. W heal and shield power and on-hit heal decreased.

 Yuumi has continued to be resilient to her recent nerfs, so we’re back to close the book on the cat. And by close the book, we really just mean nerf her to an appropriate power level by making her less of a late game eventuality. 

Q – Prowling Projectile

  • Empowered Base Damage: 80 / 140 / 200 / 260 / 320 / 380 ⇒ 80 / 135 / 190 / 245 / 300 / 355

W – You and Me!

  • Heal and Shield Power: 5 / 7.5 / 10 / 12.5 / 15% ⇒ 4 / 5 /6 / 7 / 8%
  • Heal On-Hit: 3 / 5 / 7 / 9 / 11 (+ 4% AP) ⇒ 3 / 4 / 5 / 6 / 7 (+ 3% AP)
Zyra

Zyra

E cooldown decreased. R damage increased.

 Zyra is wilting a bit at the moment, falling below her historically healthy power levels. To help her out we’re looking to water her with buffs that are geared around her high moment roots into Stranglethorns to ensure she still provides the teamfighting prowess she’s known for. The late game focused R buff is meant to be a small nudge toward Zyra mid but we know there’s more work to be done there before she feels like she can put down roots there. 

E – Grasping Roots

  • Cooldown: 12 seconds ⇒ 11 seconds

R – Stranglethorns

  • Base Damage: 180 / 265 / 350 ⇒ 200 / 300 / 400

Items

Experimental HexplateExperimental Hexplate

 Experimental Hexplate has been a very niche item hard-bound to specific champions (hello Nocturne). We’d like to open it up to more users, so we’re giving it some strong buffs to its empowered state. 

  • Overdrive Attack Speed: 30% ⇒ 50%
  • Overdrive Movement Speed: 15% ⇒ 20%

Baron Nashor

 When we removed Baron’s health regen in the last patch, we overlooked the extra regen that got added to him for every minute of game time. We’ve found that sneaky stat allocation and squashed it, so now Baron really won’t regenerate more health mid-combat. As with last time, we’re compensating his health to make the average Baron fight take about the same amount of time. 

  • Base Health: 11,500 ⇒ 11,800
  • Health per Minute: 180 ⇒ 190
  • Health Regeneration per second gained every Minute: 0.375 ⇒ 0

Arena

 Our focus for this patch is on giving fighters some much-needed love, primarily through their items, reducing excessive movement speed, as well as a rework on the infamous Mystic Punch. We’re also bringing some nice quality-of-life changes that players have been asking for. 

Shopping Phase

 We heard that many of you feel like you don’t have enough time to beat up our poor target dummy and we’re here to help. Starting this patch the target dummy will spawn shortly into the shopping phase, and damaging the dummy will no longer prevent you from undoing your item purchases. 

  • Target dummies will now spawn 5 seconds into the shopping phase regardless of if the team has finished shopping.
  • You can now undo your item purchase at any time during the shopping phase, but as soon as combat starts you’ll need to sell your items like normal if you want something else.
  • Targeting other champions during the shopping phase will also update your tab scoreboard to scout their team. Scouting via the team panels on the right side will automatically target the first player in that team.

Early Exit

 Sometimes you lose, we’ve all been there (except me), and sometimes you want to quickly get to your next game without seeing how everyone else is doing. Now when your team is eliminated you’ll have the option to skip waiting for other combats to end, though you should know your post game stats might be inaccurate until combats end and you’ll have to wait for your Fame to come in. We’re also removing the Progression tab from your post game screen so you’ll land on the scoreboard immediately, to save you from one more click to jump right back into the queue. 

  • When your combat ends and your team is eliminated, you can leave right away.

Champions (Arena)

Braum

 Braum’s looking a little weak, so we’re helping him hit a bit harder after his passive has stunned a target. 

  • Passive damage increased: 20% ⇒ 25%
  • Q Max HP ratio increased: 2.5% ⇒ 5%

Kled

 Kled has been a bit sad for a while, since Skaarl’s been a bit too afraid to rejoin the fight, so we’ve got some changes that’ll help out. 

  • Now gains 15 Courage from Power Flowers.
  • P Remount Cooldown reduced from 30s ⇒ 15s
  • P Armor and MR bonus increased from 30% ⇒ 40% per nearby enemy champion
  • R reaches max power after 3⇒ 1.5s

Ezreal

 Ezreal’s looking a little sad when compared to other ADCs, so we’re giving him some increased damage to help keep up. Meanwhile we’re also bringing down some of the most extreme ADC prismatics. 

  • Q AD ratio increased from 140% ⇒ 150%
  • Q AP ratio increased from 20% ⇒ 30%

Orianna

 We’re looking to revert some extra power that Orianna has in Arena, nothing major but it should reduce some hidden damage she has laying around. 

  • P On-hit AP ratio reverted from 25% ⇒ 15%

Rakan

 Rakan relies a lot on his teammate and we want to make sure he isn’t letting them down. This should move him closer to an equal relationship with them (but not with Xayah). 

  • P Shield basic attacks and ability hits CD refund 1 ⇒ 2s
  • Q Damage AP ratio 70% ⇒ 80%
  • Q Heal AP ratio 55% ⇒ 60%

Renata Glasc

 Renata can have some exciting builds with her passive, so we think it can at least match the rest of League of Legends. We know that this can get out of hand so we’ll be keeping an eye on it in case we need to follow up. 

  • P AP ratio increased from 1% per 100 AP ⇒ 2% per 100 AP (matches SR)

Qiyana

 Qiyana requires a fair bit of skill, though she struggles a bit when she can’t burst down a target. We want to adjust some of her tools for extended fights, that should still let her take down a squishy target, while helping her hold her own against a more durable target. 

  • W On-Hit AD ratio 20% bonus ⇒ 35% bonus
  • R Base damage 100/200/300 ⇒ 150/300/450

Ziggs

 Ziggs can often feel a bit unassailable, so we want to bring down some of the frustration that he brings without taking him out of the picture completely. 

  • Q CD increased from 4 ⇒ 6-4 (match SR)
  • E duration reduced from 10s ⇒ 7s

Zilean

 Zilean started at the bottom, and now he’s here. When we reworked his passive for Arena, we didn’t expect it to transform him from one of the weakest champions to one of the strongest, but as anyone who has played with/against a decent Zilean player can attest, he makes for a strong ally. We want to walk back his passive just a tad and see where that puts him. 

  • Passive grants 1 level every 2 ⇒ 3 rounds

Augments and Anvils

Mystic Punch

 Mystic Punch is a fan favorite and we like how it functions on most champions; however, when it becomes a “one card combo” and can single-handedly win several champions the game, we need to step in and make adjustments. This should still allow for fun On-Hit synergies, while bringing down the most abusive cases when used with a short cooldown CC. 

  • Change from On-hit 1.25s CD refund on all abilities ⇒ On-hit 15% remaining CD on all abilities.

Blunt Force

 When we buffed EscAPADe we left Blunt Force out in the dust. We’re here to help keep it ahead. 

  • AD amp : 15 ⇒ 20%

Quest: Three Sacred Treasures

 Yunara’s a BIT strong when she completes this quest. She should feel good about completing it but we might have gone a bit too far. We’re pulling back some power and making sure this isn’t offered in the later rounds. 

  • AD ratio 100% ⇒ 75%
  • AP ratio 75% ⇒ 60%
  • Now only offered on rounds 1-5

Move Speed Prismatic Stat Shard

 We’re looking to pull out some of the extreme ends of movement speed that can over make Arena feel a bit too chaotic. Extreme speed should still be possible, but not be as common unless you have the right mix of augments. 

  • Movement Speed: 22.5% ⇒ 18%
  • Reduce size by 10%

Items

Pyromancer’s Cloak

 Fire Starter has held a bit too much of this of the item’s power when that should be a secondary effect. 

  • Fire Starter Damage per level lowered from 200 – 450 ⇒ 100 – 350

Black Hole Gauntlet

 Black Hole Gauntlet feels like a bit of a high roll for tanks, and makes it so they get a bit too much free damage, while also being frustrating to play against. We want to bring down some tank damage and this feels like a reasonable place to start. 

  • Slow reduced from 35% ⇒ 30%
  • Damage per sec HP ratio reduced from 6.5% ⇒ 5%

Sunfire Cape

 Sunfire damage can also get a bit nutty at high health pools. We don’t want to remove tanks, and it should still be a go-to damage source; we just want to bring it a bit more in line. 

  • AoE damage 4% total HP ⇒ 4% bonus HP

Hollow Radiance

 Bringing Hollow Radiance to the same level as Sunfire, the Armor / Magic Resist distinction matters a bit less and its on-kill trigger isn’t the most common thing to take advantage of, so we think these both should look a bit more similar. 

  • 3% total HP ⇒ 4% bonus HP (matches sunfire)

Fighter Item buffs

 Arena has a number of multipliers, letting your damage or durability reach crazy highs. Fighters tend to struggle because they need a mix of things, so we feel like their items are a space where they can get a bit of everything they need. 

  • Sterak’s Gage: Shield strength 60% ⇒ 70% bonus AD
  • Overlord’s Bloodmail: bonus AD from missing HP 15% ⇒ 17.5%
  • Eclipse: 6% max health physical damage ⇒ 8% max health physical damage
  • Eclipse Shield: 40% AD for melees ⇒ 50% AD for melees
  • Death’s Dance: Damage reduction: 30%/10% ⇒ 35%/10%
  • Experimental Hexplate: Attack Speed: 20% ⇒ 30%
  • Goredrinker: +10% Omnivamp

Reaper’s Toll

 Reaper’s is great for champions who want high attack speed, but we think it goes a bit over the line. By reducing its movement speed and attack speed multiplier we hope to bring it more in line with other prismatic items without robbing its identity. 

  • Bonus Attackspeed reduced from 25% ⇒ 15%
  • Movement Speed reduced: 10% ⇒ 5%

Move Speed reduction

 We said we were looking to tap down some unneeded Movement Speed in prismatic items. This is them: 

  • Runecarver: Movement Speed reduced 8% ⇒ 4%
  • Mirage Blade: Movement Speed reduced 12% ⇒ 6%
  • Galeforce: Movement Speed reduced 12% ⇒ 6%
  • Decapitator: Movement Speed reduced 12% ⇒ 6%
  • Darksteel Talon: Movement Speed reduced 10% ⇒ 5%

Arena Bugfixes

  • If you sell one of the items for Quest: Three Sacred Treasures you now lose your quest progress.
  • Goredrinker, now correctly has a cast time.
  • Knight’s Vow, no longer loses the link on some rounds.
  • Mel’s interaction with her Rebuttal (W) and Erosion augment no longer reduces enemy resistances to 0

ARAM Clash

 The ARAM Cup will be happening this patch! Grab your 5 stacks and get ready to rumble!

  • Registration Begins: August 11 @ 11:00 AM (Local Time)
  • Tournament Dates: August 16 and 17 (~4-7 PM Local Time, varies by region)

If you have any questions or you’re just looking for the full 2025 Clash schedule, make sure to check out the Clash FAQ support page

Bugfixes & QoL Changes

QoL Changes

  • Champ Select Improvement: Swapping will be disabled during the last 5 seconds of champ select (before game start). This is to avoid mis-clicks and unintended decisions made in a rush.
  • Vladimir passive now also restores HP gained from his passive if he is in the fountain.
  • Rumble’s Ability Icons now displays the generated heat in the UI when the setting “Show Spell Costs” is enabled.

Bugfixes

  • Fixed a bug where Viego gets a popup notification every time he possesses a champion with a popup such as Kai’sa or Sentinel Graves.
  • Fixed a bug that caused Sixth Sense to sometimes stop working if the player was dead while the rune came off of cooldown.
  • Fixed a bug that caused Vladimir’s recall VFX to be audible regardless of the camera’s current position.
  • Fixed a bug that caused Wukong’s E to sometimes cancel enemy in-progress attacks.
  • Fixed a bug that caused Yunara’s Q to apply Rylai’s to the main target.
  • Fixed a bug that caused Mel to gain the benefit of multiple buffs of one drake if she had killed one with a spell/ability reflected by her W.
  • Fixed a bug that caused Fiora’s ultimate healing zone to not be created when damage from Sheen had slain an enemy.
  • Fixed a bug that caused Viego to retain bonus Armor and MR from Kled’s dismounted form after Possession had ended.
  • Fixed a bug that caused Seraphine’s W empowered shield to grant invincibility to Seraphine and her allies if the shield amount is two times higher than the receiving damage.
  • Fixed a bug that caused Janna’s old Passive icon to show in the Death Recap screen.
  • Fixed a bug that caused Yunara’s Q VFX to split when attacking certain units.
  • Fixed a bug that caused Voidgrubs to not count toward Feats if the last Grub was stolen.
  • Fixed a bug that caused Gwen to rubberband inside of Yorick’s W if she case her own W to deny the knockback.
  • Fixed a bug that caused Voidgrub damage to turrets to prevent Viego from going invisible inside of his E.
  • Fixed a bug that caused Sion’s R to be stoppable by Sett’s R.

Xin Zhao Champion Rework Update

Xin Zhao is finally getting his long-awaited champion visual update and Riot has just provided us with a first look into what we can expect. He is getting a complete update to his champion model, as well as some slick new animations and, of course, some new skins. Demacia fans rejoice! Check out the new Xin Zhao update trailer below.

New Xin Zhao Rework Captures

Borderlands 4 Amon Gameplay Overview

Source (Steam)

We now have official gameplay footage of Borderlands 4 newest playable character, Amon! A brawler Forgenight with double wielding axes who is full of hack-and-slash fun. Check out the gameplay overview video and get prepared to slaughter the Borderlands 4 world with his robotic and mele-powered abilities.

If you love running headfirst into battle, soaking up damage and dishing it out in equal measure, you’d do well to check out Amon the Forgeknight, one of the four all-new Vault Hunters wreaking havoc on Kairos in Borderlands 4! In addition to being a resilient frontliner, Amon has a mechanically complex set of Action Skills with primary and secondary functions that’ll tickle the cortexes of even the most experienced players.

Watch the Amon Gameplay Overview video above to watch Amon tear his enemies asunder with an arsenal of Forgeweapons, which take form via the Forgedrones stored within Amon’s cybernetic-enhanced beefcake body. Amon can attack or defend as needed, ready to pulverize enemies with a Forgehammer, slice them in twain with Forgeaxes, soak up damage with a Forgeshield, and much, much more.

Check out the full rundown of his abilities and three skill trees on the Amon Vault Hunter page nested within the Game Info page. Here’s a high-level overview of the core Action Skills that Amon can unleash:

  • Crucible: Wield the elemental might of fire and ice with Amon’s twin Forgeaxes, which deal Incendiary or Cryo damage by default, have multiple charges, and can be picked up to reduce their cooldown. The Forgeaxes make any damaged target Primed, causing them to explode in a damaging, bloody mess when killed.
  • Scourge: Charge headlong into the fray as Amon summons his Forgeshield, which will soak up incoming damage and fill up a Vengeance Meter. Once you’ve absorbed the brunt of the incoming hurt, you can return the favor by firing back a Forgewave that consumes Vengeance to deal freezing Cryo damage.
  • Onslaughter: Wallop your foes in the face with Amon’s Forgefist, which dashes to your target to unleash an explosive Rocket Punch. The force of this Incendiary Melee Damage impact will Stagger most enemies, leaving them dazed so you can finish them off with a flurry of bullets.
Borderlands 4 Amon Overview

Amon’s Trait Forgeskill is where things really heat up, as it grants a secondary Action Skill depending on his equipped core Action Skill. Forgeskills have their own cooldown separate from their respective Action Skill, adding an extra layer of complexity to Amon’s damage output as you master his cooldown rotations during battle. Here are Amon’s Forgeskills, all of which can be transformed by the Capstone abilities at the end of his skill trees:

  • Double-Edge (Crucible Action Skill equipped): Throw a twinned Forgeaxe, dealing Cryo  Damage to enemies it passes through and returning to Amon, dealing Incendiary Melee Damage on the way back.
  • Firewall (Scourge Action Skill equipped): Deploy a Firewall that absorbs enemy projectiles, and grants friendly projectiles that pass through it increased damage and velocity. Absorbed damage is converted into Vengeance if Scourge is active, and enemies near Firewall get burned with Incendiary damage over time.
  • Molten Slam (Onslaughter Action Skill equipped): Slam a Molten Forgehammer into the ground, dealing Incendiary damage to enemies in a large area.

If you haven’t seen them already, make sure to peruse the Vex Vault Hunter and Rafa Vault Hunter pages with all of their Action Skill and skill tree information, then keep your eyes peeled for the Harlowe Vault Hunter pages in the coming weeks.

Borderlands 4 is now available for pre-purchase! We’re so excited that you’ll all be crash-landing on Kairos soon; stay tuned for more reveals ahead of launch!

League of Legends Patch 25.16 Preview

Click here to view the FULL 25.16 patch notes!


From Riot Phroxzon via X (Source)

The upcoming changes included in Patch 25.16 are out, with numerous champion buffs and nerfs across many champions. Take a look at the current patch 25.15 notes here.

Balance Strategy

-As mentioned yesterday, heading into the back half of the year where things are pretty well balanced, we’re going to be spending a lot more time trying to find opportunistic alt builds, alternate roles and other things that feel like opportunities for players to express creativity.

-If you have any suggestions for builds or roles that could use a little bit of love, earflicks that can be fixed, we’d love to hear them.

-This also can include things where it might take a little more time to land a more involved gameplay change to them (like Rek’Sai’s returning of E damage, or improving clarity and counterplay of Illaoi’s E)

-There are a multitude of such changes in the patch, (better balance of WW JG vs Top, Lane Viego, AD Morde, Qiyana JG, AD Sion, JG Sylas, etc.) – In the meantime, our high level strategy is to be more nerf heavy on the jungle role, as we think the role is too strong overall and are avoiding net buffing it over time.

Sentiment on the game is too balanced

-Have heard a bunch of sentiment recently around the game being too balanced.

-Often, people feeling this way can feel like the game feels the same patch over patch, TFT can sometimes feel like this when the balance team is doing too good of a job!

-A great problem to have, but also a real indicator of some opportunities for us – When the game is in a pretty balanced state, we’re particularly interested in getting champions into multiple roles (in a way that doesn’t break the game) that can add a bit of freshness back.

-Things like Nautilus Jungle, AD Morde, Viego mid (a bit more speculative), Qiyana Jungle, Sylas jungle, AD Sion, etc.

-These opportunities are often hard to prioritize when we need to put balance fires out.

-At the same time, we need to be a bit careful of over-correcting; most of this sentiment is coming from people who play League for most of the day (streamers, high ELO players) and will be quite vocal.

-We need to be mindful of regular players too, who don’t play as often and have communicated to us that they are more sensitive to rate of change.

-To set some expectations though, outside of Season Starts, we don’t have plans to do large shakeups to the game, as players have expressed that rate of change being high in these periods is particularly damaging to new players, reviving players, etc.

Yunara

-Overall Yunara has landed in a really great spot, she’s seeing a little bit of Pro Play, while being amongst the most popular champs in role, without significant banrate. We’re really happy y’all are enjoying her so much!

-Her mastery growth after playing several games on her is pretty high, so just stick out that early learning curve.

-Over-time, her Kraken and BORK builds have started to edge out Yun-Tal, especially at higher skill levels.

-We’re not going to target changes to her for now, and want to observe a bit more to see how her build and skew plays out.

Shaco

-Shaco has had an extremely high banrate for a pretty extended period of time at this point

-We’re looking to bring down his frustration overall and he doesn’t need to be close to 50 to be a satisfying champion for his audience

Systems

-Hexplate has been a pretty unpopular item for a long while and mostly been tuned around Nocturne (with some fringe Olaf use too)

-We’re giving it a buff and a compensation nerf to an already strong Nocturne

-Baron’s HP regen is going away for real this time… missing your smites because of in-fight regen hopefully a thing of the past now?

Last Patch Follow-up

In an effort to improve Illaoi’s gameplay around the curse (low satisfaction for Illaoi, high frustration for opponents), the changes landed a little harder than intended, so walking it back a tiny bit. We’ve noted some of the complaints around E and repeated slams, but didn’t quite have time to address it this patch.

Rek’Sai also landed a little weaker than intended, though her E max first (which was historically quite good) is back to being pretty strong and we’re hoping her players enjoy the E true damage back.

Kalista has finally had her power level catch up to her Pro Presence. The main reason players would pick her is to dominate laning phase and so we want to add a bit more power into her later game to add a bit of regular play power without spiking her immediately back into Pro.

Finally, Yuumi is still at highs after her changes a few patches ago didn’t quite land as we’d like. We’re taking a bit more of a swing here as she is still very performant (more than performant enough to meet her goals for new players)

Champion Buffs

  1. Brand
  2. Gnar
  3. Illaoi
  4. (Game) Master Yi
  5. Morgana
  6. Nautilus (Jungle)
  7. Qiyana (Jungle/Mid)
  8. Rek’sai
  9. Sion (AD)
  10. Sylas (Jungle)
  11. Zyra

Champion Nerfs

  1. Jarvan IV
  2. Lulu
  3. Nocturne
  4. Rell (yes, Relly Relly)
  5. Shaco
  6. Trundle
  7. Xin Zhao
  8. Yuumi

Champion Adjustments

  1. Mordekaiser (AD)
  2. Varus (Lethality vs On-hit)
  3. Viego (Jungle vs. Mid)
  4. Warwick (Top vs. Jungle)

System Buffs

  1. Experimental ULTplate

System Adjustments

  1. My Itty Bitty Baby Baron Boi and his little grabby hands (Baron Nashor)