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:
