Bard has been a meta staple for much of the year. Earlier we toned his damage down to what we think are reasonable levels, so this time we are going to target his durability which has also stood out as high given his mobility and long range ultimate utility.
Cassio has always scaled with skill, but this year has propelled her to new heights of pro play dominance despite being weaker for average players. These adjustments should tap down her laning power, especially in pro where defensive purchases are valued more than raw AP, while giving her back some scaling power. It will still be critical to use empowered E’s, but raising her floor lets us be a bit more flexible with tuning.
Passive – Serpentine Grace
Move Speed Bonus: 6% – 40% (based on level) ⇒ 5% – 36% (based on level)
As one of our assassins that offer opponents a wider mix of gameplay options, Ekko has found a slightly weak steady state since Dusk & Dawn’s update mid year. We believe he has some room for power, especially in mid where he scales slightly worse, without buffing his Hail of Blades pattern.
Kassadin had a strong start to 2026 but hasn’t regained his…footing…since our earlier nerfs. His Q should feel more punchy with his scaling, and we’re aiming to provide more early agency through good Riftwalk usage without touching his late game fantasy.
Yi drew the short end of the stick on the Rageblade bugfix from earlier this year due to his double strike interactions. While the actual impact for most Rageblade users was minor (and we are compensating Rageblade as well for that this patch), he was impacted harder than the other users. He’s also just been unable to scale as well as a melee carry compared to his normal power level, so we are also giving him a buff up.
Nautilus has been sitting near the top of the meta for the entire year, even before our work to bring other tank supports up in power, and we feel nerfing him will open up room for a more variety. That said, we know a lot of his value is in being able to lock down champions effectively, and that’ll remain a core strength.
Seraphine bot has been a source of frustration for opponents for some time, despite a minor nerf a few patches ago. We are nerfing her E’s rank up to target this head on, as support Seraphine usually maxes it last (which basically means she never has it maxed as a support.)
Our MSI changes were effective at pulling her to the forefront of pro play for the first time in years, but unfortunately she’s too performant in specific solo queue settings. Our data shows that W damage is a meaningfully larger share of damage in the tiers where she’s stronger than desired, so this should help tap her down while still preserving her core fantasies. Her passive is also now better breakpointed to increase reliance on Lost Chapter in early-mid levels, nerfing her higher winrate builds that make do with less mana investment.
Viego’s winrate has been on a downward trend recently, and his players have noticed and begun dropping him. He has a fair bit of room to bring up, both just generally and for the viability of his more bruisery alt build.
Base Stats
Attack Damage Growth: 3.5 ⇒ 4
Passive – Sovereign’s Domination
Heal: 2% (+…. ) ⇒ 2% (+ 2.5% per 100 bonus AD) (+ 2% per 100 AP) (+ 5% per 100% bonus attack speed) (+ 2% per 500 bonus HP) of the target’s maximum health
We’re using a QoL change here as an opportunity to give Zaahen some love! This might read as a nerf, but Zaahen’s Q lined up with his passive in such a way that it meant he always left his resurrection (and GA, Zilean R) with Q on CD, so now he’s always happier. His Q2 is also a clean double of his Q1 base damage now.
Q – The Darkin Glaive
NEW Cooldown Behavior: If Q is active, it is now placed on Cooldown immediately upon being put in Resurrection
Zeri has been slowly climbing in winrate with the recent Runaan’s Hurricane and Yun Tal Wildarrows buffs. She now sits very high in winrate compared to her historical resting, which is worrying for a champ that is so skill intensive. As she has also begun showing up in pro, we expect she has a high chance of becoming meta dominant, so we are pulling some power out of her burst and waveclear.
In light of the bugfix nerfing rageblade by a minor amount by pushing back when the first double hit triggers, we are compensating with a similarly minor QoL buff to help players get it stacked up and keep it stacked.
Seething Strike Stack Duration: 3s ⇒ 4s
Classic Patch Notes
Our third League Classic patch has our biggest content drop to date: Five brand new old champions! Do you want to remove as much gameplay as possible with Poppy’s Diplomatic Immunity? Untargetably Blade Waltz the entire enemy team as Fiora? Deliver taunt explosions as Galio? Experience the fabled early Xin Zhao kit (he’s been nerfed, don’t worry)? Shyvana’s also here.
We’ve got a smaller balance patch than before, as we’re in a much better state balance-wise. Some of our bugfixes had substantial winrate impact, so we’re returning some power we took away in a few cases. Otherwise, we’re just addressing the game’s biggest outliers.
Champions
NEWFiora
Welcome back Classic Fiora, who existed from 2012-2015. Fiora is a deadly duelist, poised to deal tons of damage to isolated targets while also excelling in short trades by Riposting their strikes back at them. You’ll probably want a Ravenous Hydra to have access to wave clear. Some things never change.
Passive – Duelist
Fiora regenerates health whenever she damages enemies. This regeneration can stack when hitting champions.
Q – Lunge
Fiora dashes to strike a nearby enemy. Lunge can be cast a second time at no additional cost..
W – Riposte
Passive: Fiora gain bonus Attack Damage
Active: Fiora parries the next attack within a short time, dealing damage back to her attacker.
E – Burst of Speed
Fiora gains Attack Speed for a few seconds. Attacks and Lunges during this time grant her a stacking Move Speed bonus.
R – Blade Waltz
This is why you’re really here. Fiora becomes untargetable and dashes around the battlefield, striking nearby enemies for (say it with me) tons of damage. All strikes apply on-hit effects and repeated hits on the same target deal reduced damage.
NEWGalio
Classic Galio existed from 2010-2017 and was one part mage, one part AP bruiser, one part tank, one part support. He still wants to build Magic Resist to scale his offense, but almost everything about him is different from the modern-day champion.
Passive – Runic Skin
Galio gains a portion of his Magic Resist as Ability Power. Hooray for one-sentence passives!
Q – Resolute Smite
Galio fires a concussive blast from his eyes that damages and slows enemies where it lands.
W – Bulwark
Galio gives a nearby allied champion bonus Armor and Magic Resist. While buffed, whenever they take damage, Galio is healed.
E – Righteous Gust
Galio unleashes a gust of wind that damages enemies in a line and leaves behind a directional draft, which gives all allies movement speed as long as they’re moving with the current.
Hwei stole this ability. What a jerk.
R – Idol of Durand
Galio channels to taunt all nearby enemies, taking reduced damage in the process. After channeling, Galio damages all enemies caught in the area, increasing based on how many times he was hit while channeling.
NEWPoppy
Do you think League of Legends has too much gameplay? Do you want your opponents to literally have no counterplay to you? No damage, no CC, nothing? We have the Demacian for you. Initially available from 2010-2015, Classic Poppy is a single-target terror with the option to become completely immune to all enemies but one.
Passive – Valiant Fighter
All damage to Poppy beyond 10% of her current health is reduced by 50%
Just in case you thought she was too easy to kill already
Q – Devastating Blow
Poppy’s next attack deals bonus damage based on her target’s max HP
W – Paragon of Demacia
Passive: Poppy gains Armor and Attack Damage (up to a cap) whenever she deals or takes Attacks herself.
Active: Immediately gain max stacks of Paragon of Demacia and gain increased Move Speed for several seconds
E – Heroic Charge
Poppy charges at an enemy, damaging and knocking this back. If they collide with a wall, they take more damage and are stunned.
R – Diplomatic Immunity
Poppy picks an enemy. For the next few seconds no one else can do anything to her and she deals bonus damage to them.
Don’t be fooled by the bonus damage. Ult Soraka and then kill the enemy ADC. There’s no counter-play.
I can’t believe they got rid of this spell during her rework.
NEWShyvana
We chose 2011-2013 for Classic Shyvana, so this is a true blast from the past. Our biggest pro tip for you is Frozen Mallet. If they’re slowed, they can’t run away.
Passive – Fury of the Dragonborn
Shyvana’s basic attacks enhance each of her basic abilities. They reduce Q’s cooldown, increase W’s duration, deal a fraction of E’s initial damage, and generate Fury for her ultimate.
Q – Twin Bite
Shyvana’s next attack strikes her target twice, dealing bonus damage.
In dragon form, Twin Bite deals damage in a cone in front of her.
W – Burnout
Shyvana gains Move Speed and continually damages enemies around her.
In dragon form, Burnout leaves a trail of fire that damages enemies who stand on it.
E – Flame Breath
Shyvana unleashes a fireball that damages the first enemy hit and reduces their armor
In dragon form, she unleashes a cone of fireballs, hitting more enemies.
R – Dragon’s Descent
Passive: Shyvana gains bonus Armor and Magic Resist. This bonus is doubled while in dragon form.
Shyvana transforms into a dragon, flying forward to damage and knock back all enemies encountered during her flight.
NEWXin Zhao
Classic Xin Zhao takes on his kit from 2012-2017. If you’re looking for some straightforward right click until they’re dead gameplay, look no further!
Passive – Challenge
Xin Zhao Challenges his most recent attack target, reducing their Armor.
Q – Three Talon Strike
Xin Zhao’s next three basic attacks deal bonus damage and reduce his other cooldowns by 1 second. The third attack knocks up his target.
W – Battle Cry
Passive: Every third basic attack heals Xin Zhao.
Active: Xin Zhao gains bonus Attack Speed for several seconds.
E – Audacious Charge
Xin Zhao dashes an enemy, Challenging them. Nearby enemies, including the target, take damage and are slowed.
R – Crescent Sweep
Xin Zhao sweeps all enemies around him, dealing damage and gaining Armor and Magic Resist for each enemy struck. Every enemy except his Challenge target are knocked back.
Anivia
Anivia is our single top performer in mid lane, so she’s been slated for nerfs. We’ve got several changes this patch, all of which are re-tuning her numbers back to 2013 accuracy.
Q – Flash Frost
Missile Speed: 950 ⇒ 850
Manual Detonation Stun Duration: 1s ⇒ 0.75s
Manual Detonation Radius: 230 ⇒ 210
Minimum Delay for Recast: 0 ⇒ 0.25s
Gangplank
Gangplank is performing worst of all conventional top laners and is deserving of a large buff. As with many of our changes on Classic, we’re reverting old nerfs from 2011 and 2012. We’re playing up his dreams of being a banker and sharing the wealth when it’s time to go all in.
Ally Bonus: Allies still gain 50% of Gangplank’s bonuses
Heimerdinger
Heimerdinger’s bugfix last patch ended up being a massive hit to his power, well above what we expected. So we’re buffing him back up, partially reverting some of our previous nerfs. Because the double damage turret bugfix was significantly top lane skewed, we’re looking to buff his performance in top lane most of all and fix a couple of minor mismatches that escaped his release.
Kayle isn’t performing too well in her most popular role of top lane, so we’re here to lend her a wing. We’ve got a large change to her passive, which is a boost of functionally 17-32 ability power. All in all, this should result in a Kayle with more damage, more healing, more everything.
Passive – Holy Fervor
Ability Power Gained: 30% bonus AD ⇒ 30% total AD
Malzahar
Malzahar is one of our best-performing mid laners, primarily as an AP threat, and is due for a small nerf. We completed a pass of minor differences from his 2013 form and have some changes to Voidlings as a result, which should skew toward making AD Malzahar better without affecting AP Malzahar much. Continuing on the trend of AD Malzahar, we’re raising his overall attack speed, so that he can use those potential AD items better. Meanwhile, on the AP nerf front, we have a meaningful bugfix to R, which will reduce its damage in several circumstances, plus an AP ratio nerf to bring him in line.
Base Stats
Attack Speed Growth: 1.36% ⇒ 3%
Attack Speed Ratio: 0.625 ⇒ 0.658
Passive – Summon Voidling
Movement Speed: 400 ⇒ 460
Attack Cast Frame: 12 ⇒ 9
Gold on Kill: 2 ⇒ 12
Q – Call of the Void
Ability Power Ratio: 80% ⇒ 70%
R – Nether Grasp
Bugfix: R no longer continues to deal damage if the channel stops.
Nasus
Nasus is the top dog of top lane and it’s by a lot. Thankfully, we’ve got some substantial bugfixes that should put his bark and his bite on more equal footing. First, we’re fixing a bug where his Q stacks could crit, which means for all you Trinity Force enjoyers, that’s a big hit to Q damage about 10% of the time. For Wither, there are two bugs worth noting and a single change for period-accuracy. The slow now updates every 1 second (affected by tenacity) instead of every 0.5 seconds, unaffected. So now Tenacity won’t cut off the top-end of his slow. However, it was also bugged to use the per-second update every 0.5 seconds, meaning the maximum slow was much higher than it should have been. Fixing both bugs should net out to an appropriate nerf for the ability.
Q – Siphoning Strike
Bonus Damage from stacks can no longer critically strike
W – Wither
Slow ramps every: 0.5s ⇒ 1.0s, affected by Tenacity
Bugfix: The slow no longer ramps up twice as hard as it should
Warwick
Warwick is the top dog of the jungle and it’s by a lot. With Feral Flare’s build path turning back into attack speed, Warwick’s doing even better than he ever has. Accordingly, we’re pulling back even further on how much auto-attack power he gets, mostly from historic changes in his past. We’re also pulling in part of a nerf from 4.21. He was a real terror back in the patch before then…
Base Stats
Attack Speed: 0.644 ⇒ 0.625
Passive – Eternal Thirst
Base Damage: 3 – 16, linear scaling ⇒ 3 + 0.5 per level until level 9, then +1 per level
Damage: 250 / 335 / 420 + 200% bonus AD ⇒ 180 / 300 / 420 + 200% bonus AD
Cast Indicator: Updated the cast indicator to better reflect its cast range
Classic Systems
We’ve made some changes around Classic Skin Chromas and their distribution. Instead of directly selling Classic Skin Chromas, we’re unifying this product with their associated Base Skin. We’re hoping this simplifies things and removes some edge cases (where players could effectively pay double if they purchased the Classic Chroma and then the Base Skin).
For those players who have only purchased the Classic Chroma, we’ll be granting the associated Base Skin for free!
Baron Rammus will be going into the vault in 26.20. You can acquire him at a discounted price until then!”
“Our second patch for League Classic contains tons of good stuff! We’re giving everyone two additional Rune Pages, increasing Influence Points and Classic XP gains across the board, and reducing the cost of about one third of the runes. We’re updating Summoner’s Rift’s lighting, textures, and decals to bring our visual fidelity closer to the Rift of old. We’ve also got our first Council vote, so be sure to log in and make your voice heard. Remember that the more Classic you play, the more voting power you can earn!
We’ve also got about 20 balance changes, several dozen bugfixes, and have added Champion and Role swapping to Champion Select to improve your day-to-day Classic experience.”
Champions
Ahri
Ahri is extremely safe, has good sustain, good wave clear, and the ability to all-in her opponents at a moment’s notice. She’s also overpowered. We want to trim some of her extraneous early safety and reduce how frequently she can pressure her opposition.
Base Stats
Base Health Regeneration: 6.1 ⇒ 4.5
Health Regeneration Growth: 0.6 ⇒ 0.45
Health: 460 ⇒ 440
R – Spirit Rush
Cooldown: 110 / 95 / 80 ⇒ 120 / 100 / 80
Annie
Annie is our second weakest mid laner behind Lux, so we’re driving on some buffs. We’re first reverting some damage nerfs from July 2011 and otherwise ensuring her offensive threat is up to snuff.
Bug Fix: Fixed a bug where Molten Shield dealt too little damage
Bug Fix: Fixed a bug where Molten Shield could damage enemies for non-Attacks R – Summon: Tibbers!
Bug Fix: Fixed a bug where AP was not applying to Tibbers’s burn damage.
Ashe
As a supportive ADC, Ashe is performing below average. She’s not massively underpowered, but weak enough to deserve a buff. To do that, we’re reverting a 2010 Volley nerf, letting her succeed more while playing at long ranges, poking and suppressing her opponents from afar.
W – Volley
Damage: 40 / 50 / 60 / 70 / 80 + 100% total AD ⇒ 40 / 55 / 70 / 85 / 100 + 100% total AD
Range: 1200 ⇒ 1300
Blitzcrank
Blitzcrank is due for much larger nerfs than they got last patch, so we’re back to bring the highest agency support in the game down to size. We’re continuing to revisit old patches to return older, weaker tuning. We’re also fixing a few bugs and oversights to bring their power down further. Our one unique contribution is a rank 1 and 2 nerf to Static Field’s active. Combined with the cooldown nerf, we hope that Blitzcrank players will occasionally choose to keep the R in its passive form, playing for a more sustained damage threat.
Passive – Mana Barrier
Tooltip: Clarifies that Mana Barrier only pops if Blitzcrank is below 20% Health when taking damage.
Shield: 50% maximum mana ⇒ 50% current mana
Q – Rocket Grab
Range: 1080 ⇒ 1050
Mana Cost: 120 ⇒ 140
E – Power Fist
Bug Fix: Fixed a bug where the cooldown was always 5 seconds, regardless of rank or Cooldown Reduction.
Bug Fix: Fixed a bug where the target was stunned for approximately 0.3 seconds longer than intended.
R – Static Field
Active Damage: 200 / 300 / 400 ⇒ 150 / 275 / 400
Cooldown: 30s ⇒ 40s
Dr. Mundo
Dr. Mundo’s still in need of some extra healthcare even after last patch’s buffs as one of the worst top laners and junglers in the game. We’re back with further increases to his durability, in hopes of making him the biggest meat wall you’ve ever seen. His health buffs come from reverts to nerfs in April of 2011. We’re also handing him some extra early game attack speed, which is meant to disproportionately buff his jungling, where he currently performs worse than in top lane.
Base Stats
Health: 522 ⇒ 560
Health Growth: 89 ⇒ 90
Level 1 Attack Speed: 0.625 ⇒ 0.658
Evelynn
Evelynn is one of the best-performing junglers in Classic and is gaining more win rate over time as players learn how to optimize her. As such, she’s due for a nerf. We’re pulling a mix of reverted buffs from her initial release and nerfs from 2013’s future. We’re making Dark Frenzy worse when just spammed to get across the map, reducing her mid-late jungle clear speed, and making her consider her mana costs more, just like other AP junglers.
Passive – Shadow Walk
Maximum Mana Regeneration While Camouflaged: 1% ⇒ 0.8%
As players have sanded off the rust, Ezreal has moved to the top of the pile as the most picked bot laner by far and too strong a performer considering his high degree of safety. As this dominance is driven by AD Ezreal, we’re delivering some compensation changes to keep AP Ezreal afloat as well. Our nerfs are a tour of changes from back in June of 2010, picking up two Q nerfs and reverting an R nerf from 16 years ago.
Q – Mystic Shot
Total Attack Damage Ratio: 120% ⇒ 110%
Cast Range: 1200 ⇒ 1100
R – Trueshot Barrage
Ability Power Ratio: 70% ⇒ 100%
Garen
We were conservative with many of our changes last patch, which has left Garen still in a very weak position. We’re back to deliver much stronger buffs with the goal of bringing him up to speed. We have two primary goals with our buffs. The first is to ensure that spin-to-win always feels rewarding, especially early game. The other is to ensure that he feels good about all his item purchases, whether scaling his damage or durability.
Base Stats
Attack Damage: 55.5 ⇒ 60
Armor Growth: 2.7 ⇒ 3
W – Courage
Bonus Armor and Magic Resistance Increase: 20% ⇒ 30%
E – Judgment
Damage Per Second: 20 / 45 / 70 / 95 / 120 + 70 / 80 / 90 / 100 / 110% total AD ⇒ 20 / 45 / 70 / 95 / 120 + 80 / 90 / 100 / 110 / 120% total AD
Gragas
Gragas is extremely safe, very bursty, and overall just overperforms in mid lane. Our nerfs are aimed at making him less safe as a laner and make him consider his openings more carefully without reducing his burst damage by much.
Heimerdinger is on the strong side, even after last patch’s nerfs. He’s got a meaningful bugfix this patch, so we wanted to call it out directly.
W – Hextech Micro-Rockets
Range Display: Now accurately displays the actual missile range.
R – UPGRADE!!!
Bug Fix: Fixed a bug where R-empowered turrets dealt double damage.
Jax
Jax is receiving a few bug fixes this patch, and while he’s pretty balanced, they’re important enough changes to warrant being called out on their own.
Spell Effects: Now applies spell effects as a single-target spell.
Kayle
When we launched Kayle in League Classic, we chose one of her earliest kits, which included gaining bonus AD from AP and vice versa. This version of the kit never allowed her to remain permanently ranged with enough CDR, as that buff only came in with her next rework. Ultimately, we like this version of the kit but think she should be able to be permanently ranged if she builds for it, so we’re buffing E’s cooldown. You’ll need at least 38% CDR at rank 5 to hit that breakpoint, so enjoy your build goals!
Lux is still performing worse than she ought to so we’re back with some more buffs. We’re increasing Lucent Singularity’s radius to its old wide self as another callback to the past. We’re also bringing in some modern touches (or, farther back in the past depending on how you look at it), including some bug fixes. We’re letting her use summoner spells and detonate her E during her R cast. Flashing will not change the hit location, but you can dodge an Ashe arrow if you need to.
We’re also giving her better defensive immediacy. It’s important that League is responsive to your inputs, and “Shield me!” is about as immediate a need as it gets. This is one modernization that we think is very important to give Lux even in this older version of the game.
We’re also starting our adventure into new territory here. One of Classic’s biggest strengths is the wide-open space for build experimentation. We’d like if Lux could be part of that space. For anyone playing a more conventional AP Lux playstyle, this attack speed should still help her to last hit minions or pop Illumination stacks between spells more quickly. Or… You could be adventurous and try AD Lux, or maybe AP on-hit Lux with a Malady and a Nashor’s Tooth. You know you want to.
Shield Timing: The shield now comes out at the start of the cast, instead of at the end. Total cast time unchanged.
E – Lucent Singularity
Radius: 310 ⇒ 350
Cast Interaction: E may now be detonated while casting R.
R – Final Spark
Cast Interaction: Lux may now use summoner spells and items while casting R. Flash will not change the location of the beam.
Cooldown: No longer goes on cooldown if Lux dies while casting it.
Miss Fortune
Miss Fortune’s buffs last patch didn’t go nearly far enough, so we’re back for more. Once again we’re digging up changes of old, undoing almost every nerf she received since her launch and fixing several bugs that could cause her ultimate to not deliver on expectations. We’re also delivering one novel change to make E’s mana cost respect its rank, so it’ll be cheaper at low investment and more expensive (and more powerful) when maxed.
Base Stats
Move Speed: 325 ⇒ 335
Q – Double Up
Damage: 25 / 60 / 95 / 130 / 165 + 75% total AD ⇒ 35 / 70 / 105 / 140 / 175 + 75% total AD. Secondary target still takes 120% of the damage.
Bug Fix: Fixed a bug where Double Up could fail to bounce.
Damage Per Wave: 65 / 95 / 125 + 40% bonus AD + 20% AP ⇒ 65 / 95 / 125 + 45% bonus AD + 30% AP
Bug Fix: Fixed a bug where Miss Fortune could fail to shoot all 8 waves.
Bug Fix: Fixed a bug where Bullet Time could fail to damage an enemy all 8 times.
Sivir
Sivir currently lacks a strong strategic niche or high point to her experience. Toggled Ricochet is meant to be an extremely potent output that Sivir players should feel great about, so we’re reverting some nerfs to it from back in January 2011.
Passive – Fleet of Foot
Bug Fix: Fixed a bug where the movement speed could be gained by attacking minions.
W – Ricochet
Bounce Radius: 450 ⇒ 500
Damage Falloff: 25% ⇒ 22%
Tristana
Tristana is clearly a peak performer in bot lane while mid lane AP Tristana in mid is doing just fine, so we’re taking aim at AD-specific Tristana nerfs to her attack speed. Her mana growth compensation is meant to mostly compensate mid Tristana for the small amount of collateral damage she’s receiving.
Base Stats
Attack Speed Growth: 4% ⇒ 3%
Mana Growth: 32 ⇒ 40
Q – Rapid Fire
Mana Cost: 50 ⇒ 50 / 60 / 70 / 80 / 90
Tryndamere
Tryndamere is still doing exceptionally well. After calibrating how impactful our changes would be in the first patch, we’re back to put him where he belongs. Somehow, he has even more buffs from back in 2010 that we can revert, so we’re back to make things tougher on him. We’re also doing some unique changes, namely reducing his early resilience to losing lane. The primary nerf, however, is in reducing his top-end crit chance. For those with at least 3 crit items, Tryndamere will still be able to reach 100% crit chance at low health, but in the early and mid game, he won’t crit as often.
Base Stats
Base Health Regeneration: 10 ⇒ 7.5
Health Regeneration Growth: 0.9 ⇒ 0.75
Passive – Battle Fury
Maximum Critical Strike Chance: 50% ⇒ 30%
Maximum Critical Strike Chance Reached At: 0% Health ⇒ 5% Health
R – Undying Rage
Cooldown: 110 / 100 / 90s ⇒ 130 / 115 / 100s
Twitch
Twitch’s nerfs from last patch didn’t do enough to dethrone him from the top spot. We’re taking out a mix of damage and durability, ultimately trying to make sure that his damage output is readable when exiting out of stealth.
Base Stats
Base Attack Speed: 0.679 ⇒ 0.658
Level 1 Attack Speed: 0.679 ⇒ 0.658
Health: 470 ⇒ 455
Items
Innervating Locket
When we remade Innervating Locket in Classic, we preemptively nerfed it, as it had been removed from the game for being unbalanceable. Well, it turns out, it’s possible to make it too weak to be used. So we’re here for some meaningful buffs aimed at making it shine for those who want it. We want to make sure it’s an appealing support option, restoring many of the stats it used to have and buffing its unique effect. Innervating Lockets do stack across multiple players, by the way, so if all five of you buy one, you can put a lot of healing onto your most injured teammate.
Combine Cost: 750g (2650g total cost) ⇒ 350g (2250g total cost)
Health: 430 ⇒ 500
Cooldown Reduction: 0% ⇒ 10%
Innervation Health and Mana Restored: 50 / 20 ⇒ 60 / 25
Wriggle’s Lantern and Feral Flare
When we built out the items in League Classic, we knew there’d be some conflicts. We had items coexisting who never coexisted before, or were placed into a game that didn’t quite fit. One of these conflicts was with jungle items: We have monster tuning from 2013 (plus the Wight), but have the 2014 item Feral Flare. When we launched, we simply took the 2013 version of Madred’s Razors and Wriggle’s Lantern, and simply updated Feral Flare to fit the same stat profile.
We’re changing that now. We’re reshaping Wriggle’s Lantern and Feral Flare to be Attack Speed items instead of Attack Damage ones but keeping all the other stats the same. This change helps them stand out against Spirit of the Elder Lizard, and preserves Hunter’s Machete and Madred’s Razors as they were. These new items do overlap with Madred’s Bloodrazor a bit, but you’re still welcome to buy them both.
We’ve heard your feedback loud and clear about how slow it feels to gain access to runes, games with stakes, and more. So in this patch we have large sweeping buffs to several systems that should have you building out extra rune pages and gaining SP in no time!
Rune Pages: Everyone has been given 2 additional Rune Pages for free
Influence Points: IP gained per game has more than doubled
Classic XP: Classic XP gained per game has doubled
Bug Fix: Players no longer gain party XP/IP bonuses when solo queued
Quintessence IP Cost: 1250 ⇒ 1000
Minor Rune IP Cost: 650 ⇒ 500
Quintessence of Health Regeneration
Health Regeneration per 5 seconds: +1.5 ⇒ +3.0
Systems
Champion Swapping
You can now swap champions and roles during Champion Select! So now your first pick mid laner can grab Blitzcrank for you, you can grab AP Shaco for your bot laner, and you can successfully make your opponents rage quit instead of having to dodge..
NEW Champion Swap: Enabled during the Loadout phase.
NEW Swap Request: Players can request to swap champions, and players can accept swap requests. Lanes stay the same.
NEW Champion Pick Order Swapping: Players can swap champion pick order.
The Inaugural Council Vote
The Council goes live with this patch! Vote on the game’s future inside the game client. You will be able to vote on multiple topics during the active voting period and we’ll be back to share the results once voting closes.
NEW Voting Topics: Players can see and vote on multiple topics during active voting.
NEW Voting Results: Players can see the results for the topics that were voted on.
Ranked Loading Screen Borders
REMOVED Modern Ranked Borders: Removed from the Classic loading screen.
Art
A few of our artists got together and updated several aspects of Summoner’s Rift to make it look more like the original.
Art Updates: Added missing foliage and decals, removed an unintended prop, updated decals and map details, and corrected affected walls, ground, and mesh normals.
Lighting Updates: Updated lighting at both spawn locations and on the purple diamond torches to look closer to the original.
Aurelion Sol has come out the loser of last patch’s mage adjustments, so we are giving him a buff to help him out. In particular, we are buffing his W cooldown so he can use it a bit more freely rather than only when a reset is likely. This should also make it a bit more clear to players that W is typically the stronger second skill to max, rather than E.
Cho’s early game has lost pizzazz with Hail of Blades and Hextech Rocketbelt nerfs, so we are making it up with a bit of early damage when he does get those autos off.
E – Vorpal Spikes
Base Damage (x3 attacks): 20 / 40 / 60 / 80 / 100 (+30% AP) (+2.5% – 3.9% (+.5% Per Feast) Target Max HP) ⇒ 30 / 50 / 70 / 90 / 110 (+30% AP) (+2.5% – 3.9% (+.5% Per Feast) Target Max HP)
Graves has had a number of indirect buffs over the last few patches and this has put him in a pretty strong spot. We are looking to soften a bit of his ability to snowball the game with high AD builds.
Irelia is one of League’s highest stakes snowballing dependant skirmishers, but we feel like even when ahead she is failing to scale into a real carry threat
Additionally, we are buffing some of her AP ratios to support wacky ARAM/Arena builds. We don’t expect this to make AP Irelia suddenly good for SR.
W – Defiant Dance
Damage Reduction Ability Power Ratio: 7% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena) ⇒ 8% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena)
R – Vanguard’s Edge
Ability Power Ratio: 70% ⇒ 100% (It is already 100% in Arena, so this is standardizing the value)
With the previous version of Statikk Shiv that drove nerfing her AS ratios no longer in the game, we’re bringing these closer to a typical champion’s baseline. Simultaneously, having some room for power, we are giving her some AP ratio buffs to make sure she’s still interested primarily in AP assassination builds.
Nasus top has been able to benefit from the shift in his stacking paradigm. We are happy to see our favorite dog get his fill of treats, but want to make sure that we keep his power within reasonable bounds, therefore we are going to be tapping down some of Nasus’ top specific strengths, like persistently lifestealing off of minions.
Nocturne has been sitting in a pretty strong state across skill levels for a while. We are excited about the opportunities that open up when Nocturne unlocks his ult, but want to add a bit more personal risk to him accessing that high moment.
Qiyana’s play has moved out of primarily mid to jungle. While we are happy to support her as a jungler, mid is where she’s been underwhelming recently .
Sometimes you just wanna club your opponents to death, and while Trundle has been a resilient utility pick for his pillar and ult, we feel his personal clubbing power has actually been a bit limp.
We believe Vayne may need larger scope work in the future to help out her bot lane, but for now are prioritizing constraining her top lane power. These changes should impact her up there more than in bot lane.
Base Stats
Health: 550 + 103/Level ⇒ 580 + 98/Level
Health Regeneration: 3.5 + .55/Level ⇒ 4 + .5/Level
Xerath has rested slightly high in power both mid and bot, and after last patch’s adjustments to mages has come out on top in mid lane compared to others. Given his extremely high ban rate in certain regions, he’s due a light nerf.
While Yasuo has definitely been able to snowball and carry games, we believe that similar to Irelia, he is too reliant on snowballing rather than just being a proper scaling carry. We also want to encourage him to prioritize early crit strike builds over Blade of the Ruined King, so we are reducing his crit damage penalty which will simultaneously encourage this as well help him scale without significantly impacting his early game snowball.
“Welcome to our first patch update for League Classic! We’re delivering brand new old champions, brand new old runes, and a suite of balance changes aimed at the game’s biggest outliers. Are you excited to be a flippin’ Ninja?”
New (Returning) Champions
Akali
Akali is flying in with invisibility, targeted dashes, invisibility, and tons of damage. Better buy a Pink Ward!
Passive – Twin Disciplines
After gaining 20 Ability Power, gain a percent of your total Attack Damage as bonus damage on-hit.
After gaining 10 bonus Attack Damage, gain Spell Vamp.
Q – Mark of the Assassin
Throw a kama, damaging and marking your target. Attack the marked target to deal more damage and refund some energy.
W – Twilight Shroud
Throw down a smoke bomb, which gives Akali Invisibility and bonus resists while in the area. Enemies in the area are slowed.
E – Crescent Slash
Slice all nearby enemies, dealing damage.
Be careful, this can empty your energy reserves quickly.
R – Shadow Dance
Dash at an enemy, dealing damage upon arrival. This ability can hold a maximum of 3 dashes at a time, like ammo.
Kennen
Kennen makes his return in a somewhat familiar form, ready to dive-bomb into enemy teams with Slicing Maelstrom or play it cool as an AD auto-attacker.
Passive – Mark of the Storm
Kennen’s abilities add stacking marks to their targets. Upon reaching 3 stacks, they’re stunned and Kennen refunds some energy.
Q – Thundering Shuriken
Throw a shuriken in a straight line, damaging and marking the first enemy hit.
W – Electrical Surge
Passive: Every few attacks, Kennen’s attack deals bonus damage and marks his target.
Active: Kennen damages and applies an additional mark to all nearby marked enemies.
E – Lightning Rush
Kennen becomes a ball of lightning, gaining bonus movement speed and resistances. Enemies he collides with while a ball of lightning are damaged and marked.
R – Slicing Maelstrom
A maelstrom follows Kennen for a few seconds, damaging and marking a random enemy champion several times per second.
Shen
Shen subscribes to the philosophy that one can hide in plain sight. He’s still the same dashing, taunting ninja he’s always been, but has the added benefit of providing healing for himself and his allies.
Passive – Ki Strike
Every few seconds, Shen’s next attack deals bonus damage and restores some energy.
Further basic attacks ready his next empowered attack sooner.
Q – Vorpal Blade
Throw a blade, damaging and marking the targeted enemy. Any time Shen or his allies attack the marked enemy, they restore some health over time.
If the blade kills the target outright, Shen gets a partial heal.
W – Feint
Gain a shield. While it persists, attacks refresh Ki Strike faster.
E – Shadow Dash
Dash in a straight line, taunting and damaging all champions Shen collides with and restoring energy for each one.
R – Stand United
Target an allied champion anywhere on the map to grant them a shield. After a few seconds, if they’re still alive, teleport to that ally.
Champion Changes
Alistar
Alistar’s pretty decent in both solo lanes, whether played as AP burst or as a Headbutt-autoattacker. However, he’s quite weak at support, so we’re looking for some support-skewed buffs.
E – Triumphant Roar
Allied Heal Effectiveness: 50% ⇒ 75%
Amumu
Amumu is performing worse than he ought to, so we’re looking to return him back to normalcy. We’re reverting some nerfs from 2012-2013, ensuring he has a strong strategic niche of helping AP teams destroy squishy targets
Blitzcrank is the #1 support in the game right now, topping all three of win rate, pick rate, and ban rate. So yeah, it’s time for some nerfs to pull him down. We’re digging up the history books and reverting some of their “recent” buffs from 2011-2012. We’re targeting early pressure and overall cooldowns, due to how impactful their abilities can be. If a hook attempt misses, their opponents should have plenty of time to punish.
Dr. Mundo’s faring even worse than his patients, and that’s saying something! He’s receiving a suite of buffs to both damage and durability to allow him to soak up as much punishment as possible while still dishing out the pain. These buffs manifest as reverts to nerfs from early 2012.
Garen’s doing quite poorly at the moment, so we’re here to buff him up to snuff. We want him to feel advantaged in early laning, so we’re buffing his early regeneration to enable more aggressive trading and allowing him more frequent access to his rank 1 ultimate to let him convert those fights into kills.
Base Stats
Base Health Regeneration: 8.2 ⇒ 9.0
Passive – Perseverance
Maximum Health Per Second Regeneration: 0.4% ⇒ 0.5%
R – Demacian Justice
Cooldown: 160 / 120 / 80 ⇒ 140 / 110 / 80
Heimerdinger
Heimerdinger is the single best-performing mid laner, and he’s way up there in top lane, too. We expect him to do well for now, considering how rusty the average player is, and how strong his turrets are, but he’s still outperforming our expectations. We want to make him more vulnerable early in his turret fortress and create a larger window without his pocket crowd control. For the rockets, they simply lack the early game counter-play required for a base damage this high.
Janna is the second of our support nerfs this patch as she’s performing a little better than she ought to, so we’re dropping some small nerfs. We want her high impact ultimate to have high a impact mana cost and want to make sure that she isn’t just using her strong safety tools to bully her enemies out of the lane.
Base Stats
Attack Damage: 51.95 + 2.95 ⇒ 49 + 3
R – Monsoon
Mana Cost: 100 / 150 / 200 ⇒ 200 / 275 / 350
Jarvan IV
Jarvan is one of the game’s strongest junglers and deserving of a nerf. Considering how good the reliably Flag and Drag combo is, we’re leaving that intact. Instead, we’re swinging for his late game to ensure he isn’t the best at all points in time.
Katarina is performing much better than she ought to, especially for a difficult champion whom no one has played for approximately a decade. We always want high-mastery champions to be worth mastering, but if rookies are winning this much without practice, something’s wrong. Ultimately we’re fixing our own bug here: She’s supposed to be throwing 10 daggers over 2.5 seconds, not 12, so both the DPS and maximum damage of her ultimate is being reduced.
Lux is our single worst mid laner AND support right now, so she’s due for some very real buffs. We’re going back on a move speed and ult CD nerf from early in 2013, as well as an AP ratio nerf from 2011, with the hopes that Lux can keep up with all the mobility these “modern” (released after 2010) champions have.
Base Stats
Move Speed: 330 ⇒ 340
R – Final Spark
Cooldown: 80 / 65 / 50 ⇒ 80 / 60 / 40
Damage: 300 / 400 / 500 + 75% Ability Power ⇒ 300 / 400 / 500 + 85% Ability Power
Miss Fortune
Miss Fortune is performing the worst of all conventional bot laners, so we’re delivering some buffs. To start, we’re improving both her sustained auto-attack damage and her spell casting ult playstyle, partially or fully reverting changes from patches 3.1 and 3.7.
Nasus is performing better than he ought to, even for a champion with a shallow learning curve and a playstyle that hasn’t changed much over the years. We still want his infinitely-stacking late game bonking to be his biggest strength, which means pulling out power elsewhere. We’re reverting a few buffs from the Skarner launch patch in 2011, making his early game weaker and making him think more carefully about using Wither.
Passive – Soul Eater
Life Steal: 14 / 17 / 20% ⇒ 10 / 15 / 20%
W – Wither
Mana Cost: 80 ⇒ 100
Skarner
Skarner has been one of the weakest junglers so we’re here to buff him back up. We’ve got a small bugfix to his E’s missile radius, which made it harder to hit than it should have been. Otherwise, we’re reverting a few nerfs that Skarner received early in his release.
Passive – Energize
NEW Structure Interaction: Once again works on structures
Soraka is one of our weakest supports at the moment, and while she performs better in solo lanes, she’s not strong there either. As a result we’re looking for some meaningful support-skewed buffs and it’s fine if she gets a little stronger in top lane or mid lane. As support Soraka maxes her W first while solo lane Soraka does not, this should be a meaningful buff for where she’s played most.
Tryndamere has wound up as the single most performant champion in the game, both in top lane and jungle, which means he’s up for some substantial nerfs. We want to retain his late game big crit fantasy but he should take longer to get there and be more peelable when he does. As with many of our nerfs, these are reverts of buffs from back when Lux launched in 2010.
Twitch is the strongest bot laner in the game right now. To start, our nerfs are going to be reverting his buffs from 1.0.0.144 and 1.0.0.146, both from 2012. Because his late game can be so potent, we’re doubling down on his scaling archetype and making his laning phase even more difficult.
Veigar is one of the very worst mid laners in the game, so it’s time for some buffs. Due to how core Q-spamming on every minion is to his playstyle, we want to make sure it feels supported, while still requiring him to buy some mana items to keep up.
Warwick is the best-performing jungler in the game right now, and while his resilience in the face of a dangerous jungle is likely a contributor, he’s performing above our expectations for such a straightforward jungler. We’re reverting an attack speed buff from early 2012, as he has access to much better on-hit itemization than he used to.
Base Stats
Attack Speed: .679 ⇒ .644
Runes
Rune Balance
We’re increasing the default stat value of the placeholder rune slots in Classic to be 80% of the equivalent rune rather than 66%.
Default Placeholder Rune Power: 66% ⇒ 80%
Scaling Armor Seals: Increased to 0.17 armor per level from 0.15 Armor per level.
New Runes
We’ve added the following runes to the Classic Store:
Marks
Minor Mark of Ability Power: 0.7 AP
Seals
Seal of Energy Regeneration: 0.7 Energy per 5s
Glyphs
Glyph of Energy: 2.3 Max Energy
Minor Glyph of Mana Regeneration: 0.33 Mana per 5s
Quintessences
Quintessence of Energy: 6 Max Energy
Quintessence of Energy Regeneration: 1.8 Energy per 5s
Quintessence of Health Regeneration: 1.3 Health per 5s
Quintessence of Mana: 38 Maximum Health
Systems
Classic Gold Generation
League Classic has higher stakes and is generally more snowbally than Season 2026 and that’s intentional. We also want players to have a fighting chance at comebacks without adding systems like Objective Bounties that players have to identify and play around. We also don’t want to inflate total gold in the game too heavily.
So we’re raising the floor on passive gold income and reducing the income of those who farm the best. As a whole, these changes will result in all champions having about 215 more gold passively, with the average laner roughly treading water.
Start of Ambient Gold Generation: 65 seconds ⇒ 90 seconds
We want the early game to have high stakes but that doesn’t mean a single kill should spell doom for the next 30 minutes straight. As a result, there’s a careful balance to strike between properly rewarding the victor for an early kill and helping losing players have something to look forward to. One of our attempts to strike that balance was early game Homeguards, which shipped with Classic last patch. This moderate 10% move speed buff should only shave a second or two off of someone’s walk back to lane but your feedback that it feels too modern has been heard. We’re keeping the mid-game version of Homeguard, which exists to help winning teams cross the map and continue sieging, but the early game one is being removed. In its place, we’re reducing early game death timers by a couple seconds. No new mechanics to learn and winners still get ahead, but losers can get back in there and earn XP and gold to look for their comeback.
When porting over jungle monsters to modern systems, we miscalculated how durable regular jungle monsters would become in the mid and late game. This global health scaling buff will make camps more closely match their histories. Your first clear won’t be affected at all, and non-epic monsters will scale up to 5-25% more health than they had before.
Maximum Health Scaling: 250% ⇒ 315%
Classic Turrets
Despite having the same effective HP they had in 2013, player feedback has been overwhelming that turrets feel too squishy. And they’re certainly much frailer than 2026’s norms. As we want turrets to matter and feel important, we agree that they could stand to hold up better, so we’re buffing their health by around 15% across the board and nerfing the AP ratio to on-hit damage conversion against towers.
Outer Turret Health: 3000 ⇒ 3500
Inner Turret Health: 3250 ⇒ 3750
Inhibitor Turret Health: 3500 ⇒ 4000
Nexus Turret Health: 2600 ⇒ 2750
Champion Damage To Turrets: 100% total Attack Damage + 40% Ability Power ⇒ 100% total Attack Damage + 20% Ability Power
Finally, next to the changes to boot rewards in midlane, we are also adjusting MR for all ADC champions to help them out against mages early game. We also hope this will help a few of them in mid lane, where we believe a healthier pool of AD champions (including potentially Akshan and Tristana) will also help create a more diverse jungle meta beyond AD fighters.
Speaking of a more diverse jungle Meta, we are adjusting the way jungle pets scales to help mage and tank junglers against the current AD fighter meta.
Finally, we are adjusting Support Role Quest progress to penalize heavy early game roaming by increasing the penalty while outside of bot lane, and removing the bonus progress gained from champion combat over minion last hitting.
Stack Consumption On Champion / Turret Damage: 22 Melee || 20 Ranged and 24 Melee || 22 Ranged ⇒ 18 and 21
Stack Consumption On Creep Score: 15 and 20 ⇒ 18 and 21
Minion Creep Score Experience / Gold Penalty: -25% outside of bot lane until level 3 ⇒ -33% outside of bot lane until level 5
We are continuing to monitor Azir, especially as players continue to pick up Press The Attack as his optimal keystone. For now however, we are going to give him a moderate buff to his laning to help him out.
Bel’Veth has come out with the scaling curve of Kayle and Aurelion Sol. Her power is rapidly growing across all skill brackets and given her early game is already quite weak, we’ve opted to make her late game a bit less sharp.
Base Stats
Health Growth: 110 ⇒ 105
R – Endless Banquet
True Form Total Attack Speed: 5 / 15 / 25% ⇒ 6 / 13 / 20%
NEW True Form Remora Indicator: Resource bar now turns purple when True Form can spawn Remora
With roaming supports all the rage, Camille has been queen. We are simultaneously looking to nerf her support roaming power while keeping or (hopefully) actually buffing her top lane. This means trading the raw all in power behind her passive shield early game in favor of significantly lowered cooldowns for better repeatable trading.
Base Stats
Mana: 339 ⇒ 375
Passive – Adaptive Defenses
Shield: 20% Maximum Health ⇒ 10 / 15 / 20 / 25% Maximum Health (levels 1 / 7 / 13 / 19)
Gwen has remained slightly weak since her nerfs earlier this year. We are buffing her passive sustain back up towards where it has previously been, which should help her be a powerful threat in some of her stronger matchups without making her feel uncounterable.
Passive – A Thousand Cuts
Healing On Champions: 50% post-mitigation, capped to 10-25 (based on level) (+6.5% AP) ⇒ 67% post-mitigation, capped to 12-40 (based on level) (+7% AP)
With the reshape to Hextech Rocketbelt to prevent it from becoming the ubiquitous mage legendary, Kennen came out behind the pack. We are buffing him to compensate, making sure he is rewarded well when he does find the right flanks for those huge team-deleting ults.
Nasus has been a distinct jungle pick that we think is pretty exciting to see; however his top lane has lagged very far behind. We are adjusting his Q stack generation to bring these two roles closer to each other in raw power.
Q – Siphoning Strike
Stacks: 3, increased to 12 on champions / large minions / monsters ⇒ 4, increased to 10 on champions / large minions / monsters
Poppy is meant to be a tank whose gameplay has leaned too far into early game snowball fighter, to the point she’s choosing Hail of Blades and Sundered Sky over more tank runes and items. We’re looking to shift power out of her early game AD fighter pattern and enable her tank pattern by significantly increasing her scaling with durability and giving her enough mana growth that sustained combat doesn’t immediately run her out of resources.
Total Armor and Magic Resistance: 12%, doubled below 40% Maximum Health ⇒ 16%, doubled below 40% Maximum Health
Items
Berserker’s Greaves
Berserker’s Greaves have been sitting at a particularly low state of power for a while now, and with the state of AD champions in both bot and mid, we feel this is the right time to buff them.
Attack Speed: 25% ⇒ 30%
T3 Attack Speed: 40% ⇒ 45%
Black Cleaver
Black Cleaver has become a Smolder / Senna item more than a core AD fighter item. We are re-adding the Melee / Ranged split on the move speed effect to buy space to buff it for AD fighters without pushing it over the top for its ranged user base.
Attack Damage: 40 ⇒ 45
Fervor Move Speed: 20 for 2s ⇒ [20 Melee || 10 Ranged] for 2s
Eclipse
Eclipse has similarly fallen behind as an option for AD champions as a high ticket early AD item that isn’t in the Lethality space. We feel it has clear space for a buff.
Damage: [6% Melee || 4% Ranged] Target Maximum Health ⇒ [8% Melee || 5% Ranged] Target Maximum Health
Runaan’s Hurricane has lost all of its core users over the course of the year as ADCs have moved to a wider variety of AS Crit itemization. We are buffing its unique effect and movespeed to help players capitalize on the positioning requirements of that unique effect.
Sterak’s Gage has also lost its position as the premium juggernaut / diver teamfight item, with Guardian Angel taking its place. We think Sterak’s is a much healthier fit for these champions to take.
Bonus Attack Damage: 45% of Base Attack Damage ⇒ 50% of Base Attack Damage
Sundered Sky
Sundered Sky, on the other hand, has been the meta dominant AD fighter item for the last year. While we do find it exciting to see when players manage to chain its triggers through a teamfight and barely survive risky engages, we think it’s a bit too performant when optimized to the point where it’s healing for more than even lifesteal based items.
Healing: [100% Melee || 50% Ranged] Base Attack Damage + 6% Missing Health ⇒ [90% Melee || 45% Ranged] Base Attack Damage + 4% Missing Health Health: 400 ⇒ 450
Sunfire Cape
Sunfire Cape has remained a powerful item in League, both in purchase and winrate, but players have repeatedly called out dissatisfaction with the item because of how directly it’s compared against Hollow Radiance. We are upping its cost to match Hollow Radiance and shifting its power towards PvP damage to give the item more comparable advantages.
We continue to feel that defensive boot optimizations in mid lane stifle action. Since we are looking to shift mage power back from bot lane to mid lane this patch, we are also taking the time to nerf down mid lane counter itemization against mages.
Magic Resistance: 30 ⇒ 25
Spellslinger’s Shoes
Along with Chainlaced Crushers’ change, we are buffing Spellslinger’s Shoes to further affect mid vs bot mage balance.
Magic Penetration: 18 + 8% ⇒ 20 + 8%
Tiamat
Tiamat has ended up in a state where even if you are buying a Hydra item, it’s optimal NOT to purchase it until you have all the other components. That’s pretty lame, yo.
Patch 26.15 notes for League of Legends are here. (Source)
League of Legends Classic
Our newest (oldest) game mode is coming to a server near you! Relive the glory days with League Classic. Marvel at what passed for modern graphical fidelity in the 2010s, outplay your opponents with point and click stuns and using old new items like Heart of Gold…! Classic features 60 champions using classic versions of their gameplay across League’s early history and is an experience that emphasizes strategy over mechanics and stronger consequences, both positive and negative, for your actions. If you want to learn more about League Classic, check out our dev blog here. We’ll see you on the Rift, but be careful, the monsters fight back (use your health potions please)!
Ranked Season 3 Start
Ranked Season 3 will start at 12pm on July 29 local server time. Victorious Ranked Mission (15 Ranked Games won) will be refreshed with season start, and end of S2 rewards will be distributed shortly after S3 start. Shard transfer service will be temporarily off until S2 rewards are granted.
Aegis of Valor
Aegis of Valor has helped make autofill games feel worth playing out, but its loss protection and Mastery requirement created a secondary objective: play for the grade, not necessarily for the win. That’s the opposite of what a Ranked incentive should ask of you. We want every Ranked teammate to share the same goal, which is trying their very best to win the game.
We’re refocusing Aegis entirely around victory: it will no longer reduce LP losses in the case of defeat, and wins will award double LP without requiring a minimum mastery score.
Apex Duo Restrictions
When we brought duo queue back to Apex, our goal was to let more high-ranked players play together without compromising the quality of the ladder. The results were mixed. In Master, duos were generally manageable, but we still saw enough impact on match quality to warrant tighter limits. In GM and Challenger, smaller player pools and extremes of skill give duos an outsized impact on game outcomes, one we can’t consistently offset without creating excessive skill gaps or less competitive lobbies. As our matchmaking systems improve, we’ll keep looking for ways to bring duo queue back to GM and Challenger, but only once we can do so without compromising the fairness and competitive integrity they’re meant to represent.
Master players will now be able to duo, but only with players close to them in rank.
GM, Challenger, and players with GM or Challenger MMR will not be allowed to duo.
For more details on the exact restrictions, see here.
Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he’s failing to compete in the current meta even though it favors roaming supports – a space we expect him to excel in.
This patch, we’re launching a set of Bel’Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion. The major changes here are making her Q at early levels function more like a regular dueling ability in order to reduce just how heavily she can put certain champions behind with early invades. Historically, this Q tuning has caused us to repeatedly balance around her very early strength at a loss to many of her other more core functions. While we acknowledge that there’s a subset of Bel’Veth players who love this capability, broadly, we think it’s paying too many tradeoffs for the rest of her audience. We are looking to move some of her early game power to her mid and late game by leaning more on her evolution fantasy and her stacking mechanic. We believe that high moments like having form until death when you have gotten enough stacks feels like a transformative yet exciting moment that lines up a bit more with her kit expectations.
Base Stats
Attack Speed: 0.85 ⇒ 0.67
Attack Speed Ratio: 0.85 ⇒ 0.67
Attack Damage: 60 ⇒ 55
Basic Attack Damage Modifier: 75% ⇒ 100%
Attack Cast Time: 0.25 ⇒ 0.22
Total Attack Animation: Adjusted to feel better at lower Attack Speeds
Armor: 32 ⇒ 28
Armor Growth: 4.7 ⇒ 5
Health: 610 ⇒ 580
Health Growth: 105 ⇒ 110
Model Size: 100% ⇒ 95%
Passive – Death In Lavender
Attack Speed After Spell Cast: 20% minimum / 40% maximum for 2 attacks ⇒ 20% for 3 seconds
Attack Speed per Stack: 0.28% minimum / 1.1% maximum ⇒ 0.1% minimum / 2% maximum
Damage per Strike: 6 / 7 / 8 / 9 / 10 (+8% Attack Damage) (+8% On-Hit effects), increased up to 300% based on missing Health ⇒ 10 / 12 / 14 / 16 / 18 (+12% Attack Damage) (+12% On-Hit effects), increased up to 100% based on missing Health
Number of Strikes: 6 + 1 per 33% bonus Attack Speed ⇒ 6 + 1 per 40% bonus Attack Speed
Target Swapping: Passive removed when swapping targets ⇒ Passive no longer removed when swapping targets
Maximum Epic Monster Stacks: 10 ⇒ 8
Passive Application Requirement: E and Q required Bel’Veth to have attacked the target first ⇒ E and Q no longer require Bel’Veth to have attacked the target first
Despite the recent buff, Kai’sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range. We’re tapping up her scaling to help her output as she nears her final form.
Locke continues to climb the mastery curve, so we’re continuing nerfs to keep him in line. Particularly, we observe his early game to be clearly over, even for a snowball reliant assassin, and we also want to avoid W 2nd max as optimal as it gives him too much safety for the risks he should need to take.
Maokai has gradually faded out of both top and jungle play since our last major work on him. We think that ultimately his top laning experience is not the greatest for all parties involved, so for now we are mainly focused on buffing his jungle back up, where we think he has a fairly unique output as a zone controlling tank.
We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep opponents in his range. Accounting for the bugfix for his R, we believe these two adjustments to his E will be a net positive from 26.13 and will keep an eye on his performance.
Naafiri remains a hot topic in the meta, both for solo queue and pro play. While we are quite happy with how many people have taken her up since her rework, she’s still on the strong end, especially when she really gets the ball rolling with back-to-back-to-back ultimates.
Endless Hunger’s addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly. While we feel we’ve gotten it into a fairly good spot among most users, Riven is notably overperforming. Targeting her R’s AD scaling (heavy synergy with Endless Hunger haste, mid quest scaling) will impact all her spells and how unstoppable her snowballing can feel, while still leaving a lot of room for her high moments.
R – Blade of the Exile
Bonus Attack Damage Ratio: 25% ⇒ 20%
R – Wind Slash
Bonus Attack Damage Ratio: 60% minimum / 180% maximum ⇒ 55% minimum / 165% maximum
After his buff in 26.12, it was clear that we moderately overshot our target. We’re pulling back the chains a tad to prevent him from bullying too hard.
Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we’re giving him more chances to gap close, especially for laners, without raising his already thrilling ceiling of spell chaining.
We believe that Zac brings unique gameplay and class diversity to the jungle. That said, his presence in the jungle has fallen quite a bit over the more recent patches. We believe giving him a bit more opportunity to execute on his distinct gank angles as well as a bit of durability in a team fight can help lift up our favorite secret weapon.
The item has been near bottom pickrate since release, and the distance between it and the next least popular Lethality item is quite far. We’re making it both more accessible and slightly stronger on its less noticeable effect, because we find that lethality users putting more of their gold into utility and progressing the team game is healthy in the long term.
Terminus is meant to be one of the premium capstone items for scaling On-Hit builds, but has been more of a mid game spike item than a true late game scaling option, leaving the on-hit space a bit sparse for options later on.
Yun Tal Wildarrows has fallen significantly over this year from its spot as the go-to scaling crit item. We believe the game continues to benefit from its function as a scaling option, so we are buffing it up to compete with the broader array of early crit items currently on offer.
Cost: 850g ⇒ 750g
Attack Speed: 40% ⇒ 45%
Runes
Jack Of All Trades
Different statlines are much more accessible with items like Endless Hunger/Gluttonous Greaves/DHelm, and even though we love players shooting for creative builds to utilize JOAT, it definitely has room to be weaker both early and late while still giving a ton of bang for your buck.
Adaptive Force at 5 / 10 stat breakpoints: 10 / 25 ⇒ 8 / 20
League of Legends has gone through a lot of iteration over the past 17 years, and now in 2026 we’re getting League of Legends Classic, which aims to bring back the experience of “Old League of Legends.” Runes purchased with IP, the classic look and feel of Season 3 League of Legends, and a return to the old, pre-2015 Summoner’s Rift that still had Wraiths.
So what’s confirmed in LoL Classic? A new dev blog just posted, giving us insight into what to expect from Classic.
League of Legends Classic will launch on July 29th alongside patch 26.15.
Key Details
Season 3 is all about celebrating League’s past and present.
League Classic launches next patch and is Riot’s take on creating a “greatest hits” feel from across League’s early years.
Classic will feature the original Summoner’s Rift, a starting roster of 60 champions, old-school items, runes, masteries, and mechanics.
Additional champions over time, but Classic won’t include every champion released up to the present day.
You’ll unlock Runes and Masteries by playing Classic, though progression will be much faster than it was in the past and everyone will have access to default pages from the start.
Classic will also include modern improvements like matchmaking updates, server infrastructure, performance improvements, modern pings, spell buffering, and optional WASD controls.
Regular balance updates, but Classic will have its own balance philosophy focused on preserving what makes it unique.
Riot is also introducing The Council, a community voting system that will help guide the future of Classic.
Classic strives to bring back the old feeling of League of Legends: the combat pacing that changed so dramatically when champions like Lucian and Yasuo were introduced to the game, and that eventually spiraled into more movement-based and mechanics-based champions. There won’t be Kayn, Rek’Sai, Taliyah, Zeri, or any of the new, insanely fast, high-octane champions we have in modern League of Legends. This brings back many of the point-and-click abilities, where champions had longer cast times and higher mana costs, and where casting a spell really meant committing to a fight.
It also brings back runes and rune pages, all the old items, and the retro look and feel of old League of Legends, but with some improvements to lighting and shadows.
Official Blog Post
Since 2009, we’ve continuously done one thing: evolve the game. New and reworked champions, items, runes, modes, you name it. We’re always looking for ways to keep League fun and fresh.
But every now and then, when we talk about where we’re going, we hear many of you talk about where we’ve been.
“Remember experimenting with old Runes and Masteries to play things like Bankplank? Or terrorizing opponents with AP Master Yi or Sion mid? What about AD Alistar? Remember 95% ban rate Kassadin?“
A lot of you miss those days. And we do, too.
And that’s where League Classic comes in.
What, and when, is League Classic?
League Classic is a new gameplay experience that aims to recreate moments like those, and to create totally new ones that were never possible before.
The term Classic can mean a lot of different things to different people—even for us at Riot. For some folks the “Classic era” of League is beta, or Season 1, or Season 3, or even a particular patch (Devourer / Challenging Smite Warwick, anyone?). So when we were thinking about League Classic, we had to ask ourselves the important question: “When is League Classic?”
And, since we mentioned, we all have different perspectives on when, the answer to when was naturally, “Yes.”
We started with Season 3 as our anchor, but League Classic is more of a collection of greatest hits, rather than a singular moment in time. That means it’s got things from a variety of seasons, like every single Summoner (yes, even Fortify), almost every single item from the first few years of League, including Atma’s Impaler and Frozen Mallet, and a lotta pre-rework champ kits. But, there’s one core truth: No Yasuos allowed.
League is amazing—who doesn’t love skipping around as a shy little deer, lulling your enemies to sleep, and then boopin’ and boppin’ them in the head for half their health? Or growing into a super big scary dragon and Elder executing your enemies as they slowly burn to your magnificent power? All right, some of us.
That’s just not what we think is right for League Classic.
League has evolved into a substantially more complex game with tons of spaces for skill expression, diverse champion fantasies, aaand quite a bit of mobility. But one of the things you all mention when you talk about OG League, is how much you miss the combat pacing.
In Classic, champions have sharper strengths and weaknesses, missiles and dashes are slower, and there are more stuns (yippee). But that doesn’t mean the stakes are any lower. Each one of your spells costs more to cast and do substantially more damage than modern League. That means you need to be more strategic about when and how you engage with your opponents.
The Classic Map is built to recreate the early Summoner’s Rift map—it’s got wraiths, buffs have friends again, and they do a bit more damage than they do these days (buy some Health Potions unless you’re Warwick). They also respawn much, much faster.
That said, we made some targeted improvements to readability. Things like lighting, shadows, and textures have been improved to help gameplay clarity when you’re in the middle of a high octane fight.
Champions, Runes, Masteries, and More!
To start, we’re launching Classic with 60 champions: the OG 40 plus another 20 hand-selected champions released from 2009-2013.
Before you ask, “Where’s my main?” Don’t worry! We know 60 champions can’t represent the full breadth of early League, so more champions are coming, but will all pull from this time period.
We wanted Classic to have a more focused roster to make jumping back in a smoother experience. That means if you’ve been away for a bit, you don’t have to go and read 100+ champions’ abilities to get back up to speed.
If you already own a champion, you’ll have access to them in Classic right away. If not, you’ll be able to unlock Classic champions through your Classic Level, or by grabbing them from the Shop. And, as always, there’s the free champion rotation.
And of course, familiar favorite item builds are back too. Atmogs? You betcha. The full Metagolem setup? No doubt. Filling half your inventory with Gold per 10 items? We wouldn’t have it any other way. They’re a huge part of what defined the era. In fact, we’re including almost every item that existed across the first few years of League… And Zz’Rot Portal.
If your favorite item does return, please use it responsibly.
Or don’t. We’ll find out together.
And, finally, let’s touch on Runes and Masteries.
Before you load into a game of Classic, you’ll need to pre-select Runes and Masteries based on who you want to play. These can drastically change the way you play your champion—from the items you build, to the damage you do.
But, we’ve made Runes and Masteries a lot simpler and faster to unlock.
In Classic you’ll unlock both of these just by playing, and there’s no need to upgrade them, they’re all the old Tier 3 as a baseline. And you can put them in Rune Pages. You’ll get three to start, an additional two from Classic Levels, and you can buy more for IP (those are back for Classic) which you get just by playing.
Nearly every single Rune you actually used is coming back, and the under-picked ones have been given a little love to be more attractive options as well. So if you want to play full Crit Gangplank, go crazy!?
As for Masteries, again, you won’t have to grind long to unlock those. You’ll have all Mastery pages and points fully unlocked after hitting Classic Level 4.
And if you forget to set your Runes and Masteries before a game, don’t worry. Everyone gets a default page, so you won’t be substantially less powerful than anyone, just a little sub-optimal.
Summoner’s Journey
At launch, League Classic will have a single PvP draft queue, Co-op vs AI, and customs for all the very important scientific work that starts with “wait, let me try something.”
Our main goal is for Classic to be a place for you to have fun with your friends, rather than a sweaty Ranked grindfest. But, we also know that having something to achieve adds a bit of fun. So, we’re adding a new progression system called Summoner’s Journey.
Once you hit level Classic Level 10, you’ll start your Summoner Journey at Salt, then progress to Wood, and so on, all the way up to Legend (since it’s the League of Legends… get it?). It’s a way for you to flex on your friends, achieve goals, but still have fun with anyone, regardless of how long it’s been since they last stole your penta.
For those who do want to go all-in on the journey, you can climb all the way to Legend if you’re skilled and dedicated enough. Only a single-digit percentage of players will make it into this exclusive club, so climbing that high won’t be for the faint of heart.
Related, we also want to touch on Champ Select. In the old days you had to have 300 wpm to call out which role you wanted. And sometimes someone would hit you with “mid or feed” no matter what, which is a pretty unenjoyable experience. So, we decided to implement a positional preference system that lets you choose the roles you want in order of preference.
We’ll try to give you your first choice, and avoid your last pick, but you may sometimes get your second or third preference in order to keep queue times healthy.
Passes, Skins, and Portraits
We’ve mentioned Classic Levels a few times now. In short, it’s a free progression track that everyone has access to. You gain levels just by simply playing games of Classic. On it you’ll unlock things like Masteries, Runes, the Summoner’s Journey, IP, BE, as well as a variety of cosmetics, including the Rustier Blitzcrank skin.
Classic Levels are a one-time progression system, much like account levels. Outside of them, we’ll have Seasonal Classic Passes, similar to Battle Passes. They’ll have a free and paid track that also grant IP, BE, Rune Pages, emotes, titles, and Classic Skins and Portraits.
Classic Skins are essentially skins that make Classic champs look the way they did in 2009-2013. So if you miss pre-rework Evelynn’s visuals, no worries, Classic Skins bring those back.
Classic Skins are unlockable through Classic Skin Tokens, which you get through the Seasonal Pass (on both the paid and free tracks) or in the Shop. You can use these to unlock any Classic skin, and if your main doesn’t have one yet, you can wait to unlock it at a later date.
As for other skins you’ve accumulated, many will be available to use in Classic at launch. We’ve tried to have as many skins ready for launch as possible, but for those that aren’t ready, we’ll be expanding this list over time. But you’ll be able to use every base model champ, which have also all received the old-school inking outlines. Some champions have also gotten VFX, animation, and sound updates to match their Classic kits, if they’ve received VGUs since this time period, like Sion, for example.
We’re also adding Classic Chromas which are chromas for Classic Skins, and inject even more 2009 flair. Do you remember the original Tundra Warwick? You’re about to.
And, finally, let’s talk Portraits. Portraits are alternate-styled loading screen splash, ranging from playful doodles made by one of our resident designers, to pretty reinterpretations of champions. Portraits will rotate in the loading screen, so you can collect them to show off your favorites as you wait for your team to load in on a potato.
Portraits, Classic Skins, and Classic Chromas are only usable in League Classic, but don’t worry, we’ve still got some Classic era-inspired skins for you to use anywhere in League.
The Council: Classic’s Future in Your Hands
We’re launching Classic with our interpretation of what made early League so special. But, as we all know, the real thing that made early League amazing was your feedback. So, we wanted to create a system that gives you all power in the direction Classic goes.
The Council is our version of community voting, which will help guide future choices like which champions are added next, what skins we make for Classic, and even gameplay changes.
You’ll unlock access to The Council through Classic Level, and you’ll get more voting power by playing the game more. That means if you spend more time in Classic, you’ll get more of a voice in The Council. We’ll still handle things like game health and balance, but we want to work with all of you to decide where Classic goes next.
Thank You
League Classic exists because many of you have talked for years about how amazing it would be to re-live the early days of League.
You kept the memories alive: the clips, the discussions, the “back in my day” posts, and the friend group stories.
So it’s time to call the squad, equip that 1% crit Rune, and lock in your main.
Azir is feeling more headless chicken than valiant falcon right now. But rather than straight numerical buffs, we’re preening his feathers of impactful bugs and changing some rune interactions that should make him start squawking about Shurima more often.
W – Arise!
On-Hit? More Like On-Destroy: Scorch, Liandry’s Torment, Blackfire Torch, and Hextech Alternator now deal 100% of their damage on-hit instead of 50%
Double-tap: Conqueror will now apply 2 stacks on-hit instead of 1
Laser Focus: Press the Attack now applies to the primary target hit
R – Emperor’s Divide
Be Gone, Peasant!: Now knocks back jungle monsters
Everyone’s favorite incoherent aviator is having trouble taking off in bot lane. So, we want to give a little more firepower to Corki’s sorties later in the game, and really enhance his spell-weaving missile firing fantasy!
Base Stats
Attack Damage Growth: 2 ⇒ 2.5
R – Missile Barrage
Remaining Recharge Time Reduction from Autos: 2 – 4 seconds (based on critical strike chance) ⇒ 2 – 6 seconds
Garen is dishing out too much justice across all skill brackets right now. So, we’re going to tap down the Demacian Justice just a tad to make him a little less oppressive, while still rewarding well-timed target selection and inspiring fear in the hearts of those who shirk justice.
Jayce quickly climbed the ranks after our 26.03 adjustments and has stayed at the top of the pack. Additionally, he has become a fairly comfortable blind pick champ due to his Rune flexibility, and is the most picked top laner in higher ranks. Right now he’s building like an assassin, but playing like a fighter, which we prefer to the tank Jayce era. These changes should tap down on his speediness and high durability while preserving what makes him fun.
Locke’s release has gone relatively smoothly, and we are now tuning him down a bit as players have had time to pick him up. We want to open up more counterplay by reducing how long he can pressure with his Q. And we’re bumping down the healing on his W because he’s not an enchanter, after all.
Morde has lost a fair amount of power ever since the Riftmaker bugfix in 26.10 and could use some love, so we’re rewarding him more for when he gets you in his Grasp and enhancing the Lord of Death’s 1:1 fantasy.
Nami has been feeling a bit like a fish out of water since the Mandate changes, especially when combined with her nerf in 26.7. We’ve targeted her E which has been feeling a bit underwhelming with her new builds, which should shift the tides a bit in her favor to help her make a bigger splash!
Even after her nerfs last patch, Senna is still tearing through the darkness and the light. We’re focusing on bringing down her passive and scaling power as she collects souls and takes names, which should impact her in support less, and more in bot where Shiv is rushed for AP ratios.
Passive – Absolution
Critical Strike Damage Modifier: 85% ⇒ 80%
Q – Piercing Darkness
Ability Power Slow Ratio: 10% per 100 Ability Power ⇒ 7% per 100 Ability Power
Ability Power Healing Ratio: 50% Ability Power ⇒ 35% Ability Power
Seraphine’s vocal lessons have paid off and she’s hitting those High Notes more consistently. So much so that she’s become one of the bot lane headliners. So, we’re lowering her volume a little so she doesn’t burst everyone’s ear drums. We don’t have any more immediate plans to adjust her Q hitbox, so are going to tune her around this current state going forward.
Q – High Note
Ability Power Ratio: 50% Ability Power ⇒ 40% Ability Power
Yunara’s spirit is waning a little. So we’re giving her a little more scaling power to help find more balance later in the game.
Base Stats
Attack Damage Growth: 2.5 ⇒ 3
Items
Immortal Path
Immortal Path has really been living up to its name lately on a couple of mid picks who can use the item, with a higher winrate than expected even for its niche pick rate. These changes should leave it worth building but more reasonable in output.
Damage Increase While Above 50% Maximum Health: 5% ⇒ 4%
Healing, Shielding, and Regeneration Increase While Below 50% Maximum Health: 15% ⇒ 12%
Protoplasm Harness
Protoplasm is overperforming across the board and is leading to particularly potent spikes on champions that buy it early. We still want to make sure it’s still an exciting option for tank champs, so we’re focusing on decreasing its early single item spike power.
Cost: 2500 ⇒ 2600
Bonus Health: 200 – 300 ⇒ 100 – 300
Healing: 200 – 400 ⇒ 100 – 400
Hextech Rocketbelt
Rocketbelt’s popularity on usually immobile mages, rather than AP bruisers, is giving us flashbacks of the Galeforce days. We’re adjusting its stat incentives to make it slightly less appealing when compared to other damage-focused options but also keep it feeling good on its traditional core users that rely on the item for engage. There’s also a Ruby Crystal in its build path that didn’t exist in days where the item built out of Kindlegem and was a little more clunky.
Ranked Season 2 will end local server time at midnight 23:59 on July 28, which is the last day of patch 26.14. Several hours later, we’ll roll over into patch 26.15, which marks the start of Season 3 at 12:00pm noon, July 29, local server time.
Similar to previous mid-year season transitions, Ranked Solo and Flex queues will be disabled during the down time. Shard transfer services will also be disabled to make sure rewards are properly calculated.
We don’t expect any disruptions to your LP / Ranked progression, but the Victorious Ranked mission for 15 ranked games won will be refreshed when the new season starts.
Patch 26.12 notes for League of Legends are here. (Source)
Patch Highlights
System Changes
Normal Draft Queue Availability
We are happy to open up Normal Draft availability for ME, OC and SG from windowed time to 24/7, as we’ve seen meaningful queue time improvement across regions since late 2025.
Apex Duo Restrictions
Apex duo restriction was turned on with S2 start in some regions where the Apex players also got a reset. We are actively monitoring the health of those top tier matches to build confidence and understand what match quality improvements we need to make to re-enable duo for Apex players in those regions, but don’t currently feel comfortable in flipping the switch without making some improvements. We will let you know when we’re in a state to re-enable.
Honor in Social Panel
We are introducing Honor and active penalty information to your social panel so you can easily track your standing, view your progress towards redemption, and see how your behavior impacts your games. The panel will display current Honor, restrictions, and actions you must take to restore standing, serving as a constant reminder of the positive community we are building together.
Teleport
You get teleport, you get teleport, everyone gets teleport! In a post-rolequest world, we’re still monitoring how top laners that don’t want to use combat summoners can have their gameplay fantasies furthered by Enhanced Teleport.
The current state of top lane TP Shields is not incentivizing the kind of action or tradeoffs we like, and it’s pretty clear that expectations are being broken by a 30 second shield, so we’re making an adjustment here that we hope encourages more immediate crossmap action.
Max Health Shield: 30% for 30 seconds ⇒ 35% for 10 seconds
We’re looking to give Aatrox some love as he’s been sitting on the sidelines for some time now, even though signs point to the Darkin being a solid pick in the current meta. We’re putting more power into his Q sweet spot to reward him for his core skill check and make him a real threat against lumbering tanks and squishies alike.
Gwen has been cut out of the meta for quite some time across all skill brackets. She lost some power with 26.09’s minor rework to Dusk and Dawn, so we’re giving her some of that power back in the early game. She’ll remain a scaling pick, but a weaker first item spike has cost her early game a bit too much. These changes should help Gwen players live that snip and skip fantasy at all stages!
Q – Snip Snip!
Base Damage Per Snip: 10/13.5/17/20.5/24 ⇒ 10/14/18/22/26
Hwei’s 26.08 changes to how his ability slows stack and interact with other sources of slows had a larger negative impact than expected. While we had put in a compensation buff along with that change, it’s clear after a few patches that he has ended up worse off from the change, so we are giving him some power spread between his Q and E to keep all his abilities feeling relevant.
Our favorite Grandmaster at Angling has been patiently waiting for his time to strike. Jax is meant to be a high-damage threat who ramps up in fights, but currently he’s been a (fish)bait pick against durable opponents. These changes should help with that, without pushing him over the (fishing) line.
Q – Leap Strike
Mana Cost: 65 ⇒ 50
E – Counter Strike
Target Max Health Damage: 3.5% minimum damage / 7% maximum damage ⇒ 4% minimum damage / 8% maximum damage
The recent changes taking away some of Lee Sin’s kit restrictions have been cool for Lee players, but he’s clearly just too powerful now. With more outplay potential, we are nerfing his raw damage to balance him out.
Nocturne has been in quite a strong spot for a while, especially in the higher echelons of play. We like how distinct he feels to play with his relatively low ultimate cooldown, but that means we are going to pull power out of his 1v1 and farming since he has such strong tools to quickly create unequal fights.
Often called League’s “perfect champ,” Orianna in recent years has been doing it all and more: dominating lane, protecting allies, and outputting extremely reliable damage in teamfights. As the highest pro priority in recent patches, we feel like too much of her power is in early lane dominance. She should still show up – just more situationally and for 3k elo shockwaves rather than early game bullying.
Ryze’s early game trading has only gotten stronger with Deathfire Touch. For a champion known as a scaling combo mage, we feel his laning has gotten too unassailable. So like Orianna, we’re tuning down his early game a bit to keep his power budget in the late game as he’s intended to be.
Sylas is one of the champions who has come out worse for wear since the start of Season 2. We think he is still a powerful early lane bully, but he’s lost enough power that his scaling is critically low to the point he’s completely one note, so we are helping him out there.
Heal Amount: 20 / 40 / 60 / 80 / 100 (+20% AP) (+5% Sylas’ Bonus HP), increased by up to 100% based on Sylas’ missing health ⇒ 20 / 40 / 60 / 80 / 100 (+30% AP) (+5% Sylas’ Bonus HP), increased by up to 100% based on Sylas’ missing health
Pass the ball, Ori! Syndra has had some of her more reliable damage stripped away recently in W and R, so we want to give her the tools to start pushing for that scaling fantasy with Dark Sphere, her highest variance bread and butter ability. We’re hoping this mix of exciting and functional buffs gets players across skill brackets interested in her untapped power.
it’s been two years since we’ve seen marksmen run over the mid meta, and while we absolutely don’t want to go back to that world, we do feel like some marksmen in mid make for an interesting flavor of game. Tristana makes for a good candidate as she’s been absent since we added mana costs to her Q in a couple seasons back. We’ll be pulling back on some of those nerfs here and improving her level scaling generally.
Varus has steadily become the highest priority ADC & top laner over the course of the year among the top tiers of gameplay. While the changes to Experimental Hexplate should help alleviate his dominance in top lane, in bot lane, we’re looking to further disincentivize oppressive early game focused lethality builds, while being relatively less impactful to the most common on-hit builds and helping them scale a bit better.
Passive – Living Vengeance
On Non-Champ Kill AD and AP: 10% of his Total AS ⇒ 11% of his Total AS
On Champ Kill AD and AP: 25% of his Total AS ⇒ 33% of his Total AS
AP Xin Zhao continues being far too strong in mid lane. We are following up last patch’s adjustment with a straight nerf this time to his ability to sustain both his health and mana in lane.
Passive – Determination
Healing: 3 / 4 / 5% Max HP (+45 / 55 / 80% AP) ⇒ 2 / 3.5 / 5% Max HP (+40 / 50 / 70% AP)
As the only champion in the game with built in Heal/Shield power, Yuumi was hit hardest by the Moonstone Renewer mechanics changes in 26.09. We are giving her AP ratios a compensation buff to help keep enchanter items optimal for her.