Patch 26.10 Notes – League of Legends

Patch 26.10 notes for League of Legends are here. (Source)


Patch Highlights

CHAMPIONS


After getting to see the impact of last patch’s ultimate nerfs, they’ve been very effective at increasing counterplay at high skill levels. However, we still see an opportunity to shift some power from jungle into top while promoting a bruiser playstyle. As a result, we’re giving her some better early power, while keeping her jungle clear and general lategame potential the same.

Q – Cunning Sweep / Sundering Slam

Target Max Health Damage: 2 / 3 / 4 / 5 / 6% ⇒ 4 / 4.5 / 5 / 5.5 / 6%
Bonus Monster Damage: 125 ⇒ 75

R – Public Execution

Healing Percentage: 10 / 12.5 / 15% ⇒ 15 / 17.5 / 20%
Healing Effectiveness vs Monsters: 40%⇒ 25%
The Ice Birb has been strong for quite some time, icing out opponents in top, mid, and support without much build or playstyle differentiation, which is why we’re opting for base stat adjustments. While the change will impact her across roles, we’re targeting her durability to allow for more all-in windows to crack the egg in top lane in particular.
Base Stats
Base Armor: 21 ⇒ 19
Armor Growth: 4.5 ⇒ 4.1
As one of our premier utility ADCs, Ashe is pumping out a bit too much damage. We’re giving her a minor nerf to her Q damage so she can’t have the best of both worlds.

Q – Ranger’s Focus

Total Damage: 110 / 117.5 / 125 / 132.5 / 140% AD ⇒ 110 / 115 / 120 / 125 / 130% AD
Our favorite Demacian colossus has been quite sad between the removal of Phase Rush and the mid role quest adjustments. We’re flipping the script and helping him deliver justice by reducing some of his mana costs and tuning up the reward for a well-aimed Justice Punch. His ultimate is also lacking a bit of oomph in the damage department with how epic it is, so we’re helping it scale with his signature stat!

Q – Winds of War

Mana Cost: 70 / 75 / 80 / 85 / 90 ⇒ 60 / 65 / 70 / 75 / 80

E – Justice Punch

Total Damage: 90 / 130 / 170 / 210 / 250 (+90% AP) ⇒ 100 / 135 / 170 / 205 / 240 (+100% AP)

R – Hero’s Entrance

NEWTotal Damage: Now scales with 100% bonus magic resistance
Over time, Lee Sin has watched as other champs surpass him in both flair and mobility. We are looking to give him more opportunities to use the tools that allow him to fly around the map while making sure his high moments truly feel like such at all moments in the game.

W – Safeguard

Shield: 70 / 115 / 160 / 205 / 250 (+80% AP) ⇒ 60 / 105 / 150 / 195 / 240 (+ 80% AP)
Flat Cooldown: 12s when used on non-champions and 6 when used on champions ⇒ 7s at all points
NEWShield on non-champions: Lee Sin gets his shield when jumping to a minion or ward

E – Tempest

Magic Damage : 35 / 60 / 85 / 110 / 135 (100% AD) ⇒ 35 / 60 / 85 / 110 / 135 (90% AD)

R – Dragon’s Rage

NEWUnconditional Collateral: A champion’s body will continue to fly, knock up, and do damage even if killed mid-flight
Naafiri has been top dog for a while now in both mid and jungle. We are looking to tame some of her power by reducing her damage output a bit.

Q – Darkin Daggers

Minimum Bonus Physical Damage: 30 / 45 / 60 / 75 / 90 (+ 40% bonus AD) -⇒ 30 / 42.5 / 55 / 67.5 / 80 (+ 40% bonus AD)
Maximum Bonus Physical Damage: 60 / 90 / 120 / 450 / 180 (+ 140% bonus AD) ⇒ 60 / 85 / 110 / 135 / 160 (+ 140% bonus AD)

R – Hounds’ Pursuit

Physical Damage: 150 / 250 / 350 (120% bonus AD ) + 15 / 25 / 35 (+12% bonus AD) per packmate ⇒ 150 / 225 / 300 (120% bonus AD) + 15 / 22.5 / 30 ( +12% bonus AD) per packmate
Quinn has been struggling in the top lane environment due to a number of system changes across 2026. We’re looking to let her impact the map with her unique ultimate as a laner by reducing her high mana barrier and also want to open the door (bush?) to the jungle. We’re excited to see if she can thrive as a natural predator in the jungle, and see if she and Valor can prey on the latest new jungler we introduced, Fizz (birds like fish)!

Passive – Harrier

NEWBonus Monster Damage: 50

Q – Blinding Assault

NEWBonus Monster Damage : Now deals 50% increased damage to monsters

R – Behind Enemy Lines

Mana Cost : 100 / 50 / 0 ⇒ 50 / 25 / 0
Base Stats
Health per level : 100 ⇒ 95

W – Burnout

Cooldown: 13 / 12 / 11 / 10 / 9 ⇒ 13 / 12.25 / 11.5 / 10.75 / 10
Shield: 75 / 95 / 115 / 135 / 155 (+12% bonus health) ⇒ 60 / 80 / 100 / 120 / 140 (+12% bonus health)
Across roles, Wukong has been struggling to find success as of late. We’re looking to help him turn things around by empowering his trickster playstyle to reward clever and creative uses of his clones.

W – Warrior Trickster

Clone Damage: 30 / 35 / 40 / 45 / 50% ⇒ 40 / 45 / 50 / 55 / 60%
Clone Duration : 3.25 ⇒ 4

E – Nimbus Strike

Bonus Attack Speed: 35 / 40 / 45 / 50 / 55% ⇒ 40 / 45 / 50 / 55 / 60%
Zed has soared in power along with huge spikes in pickrate with Season 2’s changes, and we think he’s still going to be extremely solid despite systemic nerfs. We’d like to preserve his identity as a strong laner, but hit some of his most guaranteed damage.

Passive – Contempt for the Weak

Max Health Damage: 6 / 8 / 10% ⇒ 5 / 7.5 / 10%

E – Shadow Slash

Damage: 70 / 95 / 120 / 145 / 170 (+80% bonus AD) ⇒ 70 / 92.5 / 115 / 137.5 / 160 (+70% bonus AD)
Zeri’s new direction and feel have seemed really promising across tiers, but with her winrate being lower as players take time to adjust their playstyle and itemization (looking at you Stormrazor, not looking at you Shiv!). We want to make Zeri speed gaming more accessible!

Q – Burst Fire

Base Damage: 21 / 24 / 27 / 30 / 33 ⇒ 22 / 26 / 30 / 34 / 38
Excess attack speed conversion to AD : 50% ⇒ 60%

R – Lightning Crash

[BUGFIX] Overcharged duration: Attacks during R currently extend the R duration by 1.5s. Changing that to 2.5s to match the new Hypercharged MS stack duration.

ITEMS


Doran’s Bow

Having just been introduced last patch, we’re starting to see Doran’s Bow being picked up by a few champions, but the risk of taking a starting item with no health was a bit too great even considering the damage upside. We’re looking to make it a bit more compelling to take that risk.
Attack Damage: 6 ⇒ 8

Doran’s Helm

Doran’s Helm is meant to be an exciting item to hold onto after the early game with the resistances it offers scaling better than Doran’s Shield’s health regeneration. However, it is currently a bit too difficult to make it out of the early game. We are looking to lighten the early game load so that players can get to the mid game high points.
Health : 110 ⇒ 140

Gluttonous Greaves / Immortal Path

The new omnivamp boots line is successfully filling a gap in boot itemization we intended, filling in nicely as a defensive-offensive hybrid item for many of our high damage champs across roles. We’re now seeing them being taken at a bit too high of a rate and are looking to bring them back in line with other options.
Total Cost: 950g ⇒ 1000g
Slay – Omnivamp Per Stack: 1% per takedown, up to 6 stacks max ⇒ .6% per takedown, up to 10 stacks max

Lich Bane

Last patch, we made adjustments to further differentiate our two AP Sheen items. For Lich Bane, rather than proccing Spellblade through getting in their face (like what Dusk and Dawn builds provide), we’re tuning up Lich Bane’s Movespeed to help you get into position for a better scaling proc.
AP ratio : 40% AP ⇒ 45% AP
Movespeed : 4% ⇒ 6%

Voltaic Cyclosword

Following its adjustments and the removal of Opportunity, we expected Voltaic Cyclosword to see more play. We’re happy to see it making an impact on the meta, but are lowering its power slightly by increasing its price tag.
Total Cost: 2900g ⇒ 3000g

RUNES


Deathfire Touch

Even after the hotfix nerf, Deathfire Touch is burning a bit too strongly in early laning trades. We’re shaving off just a bit of damage at lower levels to make it less oppressive.
Damage Per Second: 4 – 12 (Levels 1 – 18) (+7% bonus AD) (+2.5% AP) ⇒ 3 – 12 (Levels 1 – 18) (+7% bonus AD) (+2.5% AP)

Stormraider’s Surge

Stormraider’s Surge has landed on the soft side, underperforming on most champions trying it out, so we are going to push its duration a bit.
Move Speed: [40% Melee | 30% Ranged] for 3 seconds ⇒ [48% Melee | 36% Ranged] for 4 seconds

SYSTEMS


Minion Aggro

Previously, when an enemy champion attacked an allied minion, the enemy champion would enter the minions’ aggro priority list. We’re removing this action entirely from aggroing minions to prevent it feeling like minions sometimes randomly change their target. They have a nexus to take down, anyway.

Disruptive Game Termination

When we detect severely disruptive behaviors during a match that add up to irredeemably ruining their team’s chances of winning , we’ll allow the team with the disruptive player to vote to end the match so that everyone can save themselves some time. The bar for this is high, and most penalties will still be distributed post-game. We’re looking to improve upon this system by proactively offering a vote to end the match when severely disruptive behavior is detected during a match.
When a player is confirmed to be engaging in severely disruptive behavior during a match, their team will be prompted to vote to end the match. The disruptive player and their premade will not be eligible to vote.
If a match termination vote passes, the team with the disruptive player will not lose any LP or MMR. The other team will receive LP as usual for a win. The disruptive player gets banned.
If a match termination vote fails, the game will continue. The team with the confirmed disruptive player cannot lose LP, but has the opportunity to win LP if they can claim victory. This is primarily to avoid detected behaviors terminating matches that might be close to resolution, like when you’re about to destroy the enemy Nexus but one of your allies a minute ago decided to sell all of their items and run in circles in your base.
Posted in LoL