Patch 26.12 Notes – League of Legends

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

Champions


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.

Q – The Darkin Blade

Sweet Spot Bonus Damage: 70 ⇒ 75
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

E – Skip ‘n Slash

Bonus Attack Speed: 20/35/50/65/80% ⇒ 30/42.5/55/67.5/80%
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.

Q – Subject: Disaster

QQ Damage: 50 / 80 / 110 / 140 / 170 (+70% AP) (+3 / 4 / 5 / 6 / 7% Target Max HP) ⇒ 50 / 80 / 110 / 140 / 170 (+80% AP) (+3 / 4 / 5 / 6 / 7% Target Max HP)
QW Damage: 60 / 85 / 110 / 135 / 160 (+25% AP), increased to up to 120 / 201.875 / 302.5 / 421.875 / 560 (+50 / 59.375 / 68.75 / 78.125 / 87.5% AP) ⇒ 60 / 85 / 110 / 135 / 160 (+30% AP), increased to up to 120 / 201.875 / 302.5 / 421.875 / 560 (+60 / 71.25 / 82.5 / 93.75 / 105% AP)
QE Slow: 30% ⇒ 35%

E – Subject: Torment

Cooldown: 13 / 12.5 / 12 / 11.5 / 11s ⇒ 12 / 11.5 / 11 / 10.5 / 10s
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.
Base Stats
AD Growth: 3.7 ⇒ 3.4

Q1 – Sonic Wave

Damage: 65 / 95 / 125 / 155 / 185 (+95% bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+90% bonus AD)

Q2 – Resonating Strike

Damage: 65 / 95 / 125 / 155 / 185 (+95% bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+90% bonus AD)
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.

Q – Duskbringer

Damage: 65 / 110 / 155 / 200 / 245 ⇒ 65 / 105 / 145 / 185 / 225
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.
Base Stats
Base Health: 585 ⇒ 565

Passive – Clockwork Windup

Damage Increase Per Stack: 20% ⇒ 15%

R – Command: Shockwave

Damage: 250/400/550 (+95% AP) ⇒ 225/350/475 (+110% AP)
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.
Base Stats
Base Health: 645 ⇒ 620
Base AD: 58 ⇒ 55
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.

Q – Chain Lash

Initial Damage: 40 / 60 / 80 / 100 / 120 (+40% AP) ⇒ 40 / 65 / 90 / 115 / 140 (+45% AP)

W – Kingslayer

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.
Base Stats
Base Health: 563 ⇒ 583

Q – Dark Sphere

Damage: 80-220 (+65% AP) ⇒ 90-230 (+70% AP)
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.
Base Stats
AD Growth: 2.9⇒ 3.4

Q – Rapid Fire

Mana: 30 / 35 / 40 / 45 / 50⇒ 15 / 20 / 25 / 30 / 35
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
On Non-Champ Kill AS: +50% AS ⇒ +30% AS

Q – Piercing Arrow

Damage: 53.33 / 100 / 146.67 / 193.33 / 240 (+100% bonus AD) to 80 / 150 / 220 / 290 / 360 (+150% bonus AD) ⇒ 53.33 / 100 / 146.67 / 193.33 / 240 (+80% bonus AD) to 80 / 150 / 220 / 290 / 360 (+120% bonus AD)

W – Blighted Quiver

On-Hit Damage: 8 / 17 / 26 / 35 / 44 (+15% bonus AD) (+25% AP) ⇒ 4 / 13 / 22 / 31 / 40 (+15% bonus AD) (+25% AP)
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)

W – Wind Becomes Lightning

Mana Cost: 60 / 55 / 50 / 45 / 40 ⇒ 60

E – Audacious Charge

Mana Cost: 50 ⇒ 60
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.

Passive – Feline Friendship

Heal Amount: 20 – 110 (+25% AP) (Levels 1 – 18) ⇒ 20 – 110 (+30% AP) (Levels 1 – 18)

E – Zoomies

Shield Amount: 65 / 90 / 115 / 140 / 165 (+30% AP) ⇒ 65 / 90 / 115 / 140 / 165 (+40% AP)
Posted in LoL

Patch 26.11 Notes – League of Legends

Patch 26.11 notes for League of Legends are here. (Source)


Patch Highlights

Role Quest Adjustments

Buffing the Role Quest reward as a minor follow up on the change in 26.9. We felt this reward landed a bit soft, but we think it does good things for the shape of the game by allowing mid laners their own special form of scaling.
Mid Role Quest
Bonus AD and AP: 6% ⇒ 8%

Support Adjustments

This patch, we are taking a holistic pass on the enchanter-heavy support meta that has stabilized and stagnated over the course of the year. We have a set of buffs and nerfs designed to promote tanks into the support meta, as well as some minor and major reworks to certain support items and their functionality.

First off, we have a straight buff to Grubs. In line with 26.9’s changes to role quests to open up some amount of roaming and laning flexibility back into the laning phase, we are also buffing Grubs as a destination to roam to for supports.

Damage Per Tick, Per Grub: 3 / 9 / 12 || 1.5 / 4.5 / 6 ⇒ 4 / 12 / 16 || 2 / 6 / 8
Summoned Voidmite HP: 60% of Melee Minion ⇒ 100% of Melee Minion

Summon Aery

Summon Aery’s early game defensive output is being tapped down a bit so lane trades can stick onto enchanter duos a bit better.

Shielding: 30 – 100 (Levels 1 – 18) (+10% bonus AD) (+5% AP) ⇒ 20 – 100 (Levels 1 – 18) (+10% bonus AD) (+5% AP)

Aftershock

We’re buffing Aftershock’s early game output a bit so aggressive users can better trade with their opponents.

Armor and MR: 35 (+80% bonus) ⇒ 45 (+75% bonus)

Guardian

And finally, we are buffing Guardian’s cooldown and adjusting how it scales to help tankier users who need it to survive the laning phase.

Cooldown: 90 – 40 (Level 1 – 18) ⇒ 75 – 40 (Level 1 – 18)
Shield: 45 – 180 (+25% AP) (+5% bonus HP) ⇒ 40 – 150 (+20% AP) (+6% bonus HP)

Dream Maker

As a pretty "behind the scenes" unique that most of us just expect to work, Dream Maker is getting a mix of adjustments to help it perform in a more generally functional way that should pan out to be a nerf in most situations, but will definitely be a buff in others.

Blue Bubble Damage Reduction is being adjusted from only affecting the literal first instance of damage (i.e. the first tick of a DoT, or the first instance of an on-hit damage from an incoming basic attack) to affecting the first cast source (i.e. the entire DoT, until it runs out of flat damage reduction.)

Purple Bubble Damage is changing from mostly an on-hit effect to an on-hit or on-ability damage cast source effect with AoE penalties. (i.e. If Ezreal Ult triggers the Purple Bubble, it will apply to that entire Ezreal Ult but with reduced AoE efficacy. See Nami E for a similar example.)

Blue Bubble Damage Reduction: 75 – 255 (Level 1 – 18) ⇒ 50 – 194 (Level 1 – 18)
Blue Bubble Damage Reduction: Damage reduction affects the next non-0 instance of damage, regardless of how large it is ⇒ Damage reduction affects the next non-0 damage cast source (temporal carry-over)
Purple Bubble Damage: 50 – 170 (Level 1 – 18) ⇒ 40 – 160 (Level 1 – 18)
Purple Bubble Damage: Damage triggers on hit, or on certain abilities / items ⇒ Damage triggers on next damaging attack or ability, reduced for AoE effects (i.e. Nami E)

Moonstone Renewer

Moonstone will no longer double dip in both heal / shield power and Grievous Wounds / Shield Reaver. This is mostly a nerf, but will occasionally be a net positive when opponents have Grievous Wounds / Shield Reaver.

As a mathy example, this means that if you have 50% Heal / Shield Power, and heal one ally for 100 * 150% from Heal / Shield = 150, on 26.10 it would then bounce 150 * 30% * 150% = 67.5 healing to another ally, whereas now it will only bounce 150 * 30% = 45 healing.

Fixed various bugs, including no longer double dipping on both heal / shield power and Grievous Wounds / Shield Reaver
Bounces now prioritize lower health allies

Imperial Mandate

An item that was completely bound to Nami because of outsized synergy with her E, Mandate is getting reworked to better fit into a niche for utility casters who want to help their team out with more crowd control rather than healing/shielding or personal damage. We look forward to seeing you figure out new optimal users!

Build Path: Fiendish Codex (850g) + Bandleglass Mirror (900g) + 500g = 2250g ⇒ Blasting Wand (850g) + Bandleglass Mirror (900g) + 650g = 2400g
Ability Power: 60 ⇒ 65
Ability Haste: 20 ⇒ 15
Mana Regen: 125% ⇒ 150%
REMOVED Unique – Coordinated Fire
NEW Unique – Control: Gain 15 Ability Haste for your abilities with Immobilizing effects
NEW Unique – Command: On immobilizing an enemy champion, mark them as 6% Vulnerable for 4s (Vulnerable enemies take % increased damage)

Echoes of Helia

A straightforward nerf for enchanters.

Damage Stored: 35% ⇒ 30%

Locket of the Iron Solari

And a straightforwards buff for tanks.

Armor and Magic Resist: 25 ⇒ 30

Knight’s Vow

For Knight’s Vow, we’re pushing the unique effect rather than generically buffing its stats or gold cost.

Damage Redirection: 12% ⇒ 14%
Heal: 10% ⇒ 12%

Zeke’s Convergence

Zeke’s is getting a QoL improvement for any users who might be casting their ultimate from long range—such as Leona and Nautilus.

Frostfire Tempest: Triggers on Ult cast ⇒ Readies on Ult cast for the next 5 seconds, triggering the moment an enemy champion gets within the range or after 5 seconds

Champions


Brand has been toeing the line in bot for a while now, and this patch has well and truly crossed over, so we’re targeting that lane with a nerf to his base armor.
Base Stats
Base Armor: 27 ⇒ 24
Diana’s feeling a bit underwhelming in the jungle after her previous adjustments due to the Dusk and Dawn changes. So we’re giving her a little more moon-power in the jungle to return her to her former glory.
Base Stats
Monster Damage: 230% ⇒ 270%

W – Pale Cascade

Bonus Health: 9% ⇒ 11%
Now that the dust has settled from 26.9’s Dusk and Dawn reshape, we’ve uncovered that Ekko has room for a compensation buff as he is no longer completely bound to just buying that item for his power.

Passive – Z-Drive Resonance

Per-Enemy Cooldown: 5 seconds ⇒ 4 seconds
With the ranged minion aggro pull removed last patch, Heimerdinger mains ended up with some degraded functionality around how turret ranges interact with minion ranges—in the sense that ranged minions outrange Heimer’s turrets and he had no way to pull them into their range. This makes for a pretty miserable experience where you just watch as your turrets tank minion autos without attacking back.

Additionally, it was brought to our attention that his Evolution Turrets sometimes fail to follow up on his Storm Grenade when they lose vision of the target too quickly due to minor timing fluctuations around vision and turret logic, so we are increasing the vision duration slightly to resolve that.

Q – H-28 G Evolution Turret

Turret Attack Range: 530 ⇒ 550
Turret Vision Range: 585 ⇒ 650
NEW Turret Range: Turrets now gain 50 additional range against minions if nothing else is in range

E – CH-2 Electron Storm Grenade

Vision of target location: 1 second ⇒ 1.25 seconds
Our Void Walker has been limping around the Rift more than blinking. Stackable tear items have provided an additional cool late-game fantasy option besides pure AP, but his early game has been tougher than usual (in part due to our mid quest adjustment). These changes should help his laning, both in farming and trading.

Q – Null Sphere

Cooldown: 10 / 9.5 / 9 / 8.5 / 8 ⇒ 9 / 8.5 / 8 / 7.5 / 7

W – Nether Blade

Base Magic Damage: 20 (+10% AP) ⇒ 25 (+10% AP)
Quinngle (or Qungle [Kwun-gle]?) has been pretty popular and fun, even in a weak state. We know a lot of you will pick up more tricks and mastery over time, so for now we’re just making sure her clear speed is more competitive without changing burst or dueling. This should help our trusty ranger more regularly undertake dangerous missions deep in enemy territory, whether she’s looking for camps or champs.

Passive – Harrier

Monster Damage: 50 ⇒ 75

Q – Blinding Assault

Monster Damage: 150% ⇒ 200%
The baby dragon has been absolutely blasting his opponents since getting his hands on Deathfire Touch. We’ve had to do an unfortunate number of micropatch nerfs back to back, and we are hopeful this will be the last one we need to do.

Included in these changes are a continuation of the latest nerf’s push towards bringing him back into primarily critical strike builds rather than just Essence Reaver into bruiser, which we think can sit stronger since at the end of the day, a squishier Smolder has more weaknesses to play around, like being burst by enemy spell rotations.

Passive – Dragon Practice

Bonus Magic Damage on Q: 40% * (1 + (Crit Chance *.5 * (1 + Bonus Crit Damage)) of Passive stacks (60% at 100% Crit, 66% if you have IE) ⇒ 25% * (1 + (Crit Chance * 1.2 * (1 + Bonus Crit Damage)) of Passive stacks
Bonus Magic Damage on E: 12% of Passive stacks ⇒ 8% * (1 + (Crit Chance * .6 * (1 + Bonus Crit Damage)) of Passive stacks
We’d love (fear) a world where Teemo could be equally happy building AP, on-hit, and AD for his new ratios, but as it stands, Shiv is ahead of the pack. By hitting his Toxic Shot AD ratio, we’re confident Teemo with Shiv can land in a good spot without forcing those of you who like other builds (e.g. Nashor’s, Liandry, Malignance) to rely on it. Additionally, hits to his scaling durability should preserve his lane bully identity, while increasing your chance of getting the jump on him!
Base Stats
Armor Growth: 4.95 per level ⇒ 4.5 per level

E – Toxic Shot

On-hit/Poison per tick scaling: (+10% bonus AD/+20% bonus AD) ⇒ (+5% bonus AD/+10% bonus AD)
While AP Xin builds are not OP per se, the sheer amount of healing has been eye popping in an extremely expectation breaking way. Tamping that down with some compensation in the form of sustained damage.

Passive – Determination

Bonus Damage: 15 / 30 / 45 / 60% Bonus AD (Levels 1 / 6 / 11 / 16) ⇒ 15 / 30 / 45 / 60% Bonus AD (+5 / 10 / 15 / 20% AP) (Levels 1 / 6 / 11 / 16)
Heal Amount: 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (Levels 1 / 6 / 11) ⇒ 3 / 4 / 5% Max HP (+45 / 55 / 80% AP) (Levels 1 / 6 / 11)

Items


Experimental Hexplate

We like a world where Hexplate is satisfying across a spread of archetypes, and serves as a springboard to dive into interesting itemization tradeoffs. However, right now the item makes League less approachable for top laners by letting Vayne and Varus maintain a large proportion of their damage while being a good bit harder to kill. This change should better align expectations opponents have around ranged users building Hexplate, while still presenting as a worthy Experimental choice.
Overdrive: On ulting, 50% bonus AS and 20% bonus MS for 8 seconds ⇒ Ranged: 35% bonus AS and 14% bonus MS for 8 seconds (unchanged for melee)

Heartsteel

Heartsteel has slowly fallen out of favor. With Mundo meta out of the way though, we’re going to revert a nerf from a year ago since we feel the item occupies a really cool (and important) aspect of greedy tank itemization.
Damage To Permanent Health Conversion Rate: 8% ⇒ 10%

Statikk Shiv

Shiv has picked up a neat spread of users—we think it could use more love when it comes to some characters that are more reliant on AD, like Kalista or Kai’Sa. We’ll keep monitoring satisfaction around the new shape of Statikk as Season 2 progresses (should lightning strike twice?)
Attack Damage: 40 ⇒ 45
Posted in LoL

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

Patch 26.9 Notes – League of Legends

Patch 26.9 notes for League of Legends are here. (Source)


Patch Highlights


Systems


Quest Progression

To kick things off for Season 2, we have a set of changes to Role Quests that are aimed at making them generally more understandable and less punishing.

With this update, we’re lessening penalties when you just need to get out of your lane towards the end of laning phase.
Quest Point Penalty applied to CS / Turrets / Plates: -50% ⇒ -75% , decreasing down to -0% based on Quest Progress

We’ve also adjusted the bounds in which you earn Role Quest progress. Previously, it was heavily tied to being around your lane’s outer most turret, but now it’ll be more broad to allow for responding to proxying and roaming. Gone are the days of having to stick to your wave so you don’t fall behind, rejoice assassin mains!

Passive Point Progression: 0.333 per second, increased to 1.6 per second while they are “in the quest lane” ⇒ 0.333/s, increased to 1.5/s while you are “in the quest lane”
“In the quest lane”: Defined as near or past the lane’s outermost turret ⇒ Defined as anywhere in the lane, outside of your base
Recall Penalty to Passive Point Earn: Functionally exists because passive point gain was reduced until at outermost turret, creating a minor bias towards mid lane (shorter) ⇒ Disables passive point earn entirely for 12s after recalling

Passive point progression now also allows for a moderate degree of roaming. After level 3, you’ll now start banking roaming time while "in the quest lane,"getting up to 60 seconds after spending 120 seconds in lane. For every second banked, you’ll earn the increased Passive Point Progression as though you’re still "in the quest lane" even if you’re not.

Functionally, every 2 minutes you spend in lane, you can spend 1 minute roaming without penalizing your quest progress

Quest Rewards

Finally, we have some adjustments to quest rewards. For top, we’re doing a minor nerf to overall experience gain and adjusting the experience bonus to distinguish between champion and non-champion sources. Effectively, this will help out top laners who prefer scrappy teamfights over split pushing. We’re also ensuring that we avoid top lane experience creep situations where top laners who end up repeatedly killing each other scale their own level and experience rewards.
XP Increase: +12.5% from all sources ⇒ +80 flat XP on champion takedown; +11% from all other sources

For mid, we’re replacing the empowered recall effect with a percent-based increase to bonus AD and AP. We’ve felt that mid has lost some of its carry and scaling fantasy compared to top and bot’s rewards, which get more levels and XP or more gold and items. We’re hoping this change provides an edge over other lanes to spike harder on item purchases.

Role Quest Reward: Empowered Recall (300s CD, reduced by 60s on Takedown) ⇒ +6% Bonus AD and 6% Bonus AP

We feel like bot is a little too strong and snowballs a little too hard given their late game fantasy. So we’re giving a minor nerf to their bonus takedown gold.

Bonus Takedown Gold: 50g ⇒ 40g

Minion Waves

We’re moderately increasing minion wave durability, mostly around mid and late laning phase, to help increase minion action. This should also have a minor impact on opening up roaming windows as well as slightly increase wave stacking effects, allowing teams to spend a bit more time outside of the lane while a wave builds up.
Melee Minion Health: 440 (+25 every 90s; then +35 after this has happened 5 times)⇒ 430 (+35 every 90s)
Minion Slayer (Minion Damage Bonus to other Minions): +[2 Melee | 4 Ranged | 6 Siege]% Current HP On Hit ⇒ +[2 Melee | 3.5 Ranged | 5 Siege]% Current HP On Hit

Champions


Ambessa has carried the Medarda legacy a bit too well. Her brutality and fantasy has resonated with her mains, but we believe her ult has felt slightly fast to the point that players hit by it often don’t have clarity on what happened. We’re extending her cast time to open up clearer counterplay, and will be keeping a watchful eye on opportunities for follow-up work.

R – Public Execution

Cast Time: 0.55 ⇒ 0.70
Briar has one of the steepest mastery curves in League. However, as time has gone on, more and more players have ended up at the high end of that curve and have been finding a lot of success. So we’re looking to nerf a bit of her survivability, but keep her ability to kill a target.
Base Stats
Health Growth: 100 ⇒ 95
We want to bring back some playstyles that have been lost to the sands of time. First up on that list is AP Ezreal. Bring out your global snipes—there’s a lot of good mages out there but none of them are this skillful!

Q – Mystic Shot

AP Ratio: 15% AP ⇒ 40% AP

W – Essence Flux

AP Ratio: 70 – 90% ⇒ 90%

R – Trueshot Barrage

AP Ratio: 90% ⇒ 110%
Damage To Minions / Non-Epic Monsters: 175 / 275 / 375 (+50% bonus AD) (+45% AP) ⇒ 150 / 225 / 300 (+100% bonus AD) (+110% AP)
Gragas top is most impacted by the removal of Phase Rush, and only time will tell whether Grasp or Comet comes out on top. As we wait to see how his laning shakes out, this change should let Gragas players better frontline for their teams, and have a bigger impact in the late-game where they struggle most.

W – Drunken Rage

Damage Reduction: 10 / 12 / 14 / 16 / 18% (+ 4% per 100 AP) ⇒ 10 / 14 / 18 / 22 / 26 (+ 4% per 100 AP)
Our second lost playstyle is AD Kennen. In this case, we’re adding critical strike synergy to Kennen’s W and E. While a more attack speed focused on-hit hybrid build may stand out as a more intuitive choice for an auto-attack focused Kennen, we actually think it would spill over too hard into his standard AP builds and want to avoid adjustments to his typical playstyle just to enable this one.

W – Electrical Surge

[NEW] Passive: When ready, now applies the passive effect to the entire attack as an On-Hit, rather than just the first On-Hit trigger
[NEW] Passive Damage: Can now Critically Strike for 140% (+40% of Bonus Critical Strike Damage)

E – Lightning Rush

[NEW] Attack Speed Buff: Critical Strikes now extend the duration of Lightning Rush’s Attack Speed buff by 1 second, up to the initial duration of 4s. This can happen any number of times.
With Shyvana having been out for a few patches, we’ve taken stock of where she’s landed and identified two areas to address: broadening bruiser item viability and sharpening the distinction between AD and AP builds.

On the bruiser side, we’ve reduced the emphasis on pure dps items like Kraken Slayer. Adjustments to her base stats, Q and W create more room for Sheen, ability haste, and health to meaningfully contribute to her kit.

For build differentiation, AD Shyvana looks to engage in more sustained combat through auto attacks followed by big Q hits, using her W for sustain and sticking power and E for supplementary chase power. AP Shyvana, by contrast, centers damage around R and E, with W existing as a way to weave in and out of combat.
Base Stats
Attack Speed: 0.625 ⇒ 0.638
Attack Speed Ratio: 0.69 ⇒ 0.638
Attack Damage Growth: 3 ⇒ 4

Q – Emberstrike

Passive: 1% (+ 1.1% per 100 bonus AD) (+ 1.1% per 100 AP) of target’s maximum health ⇒ 1% (+ 1.1% per 100 bonus AD)
Hit Reduction: 1 second ⇒ 0.5 seconds
Area Physical Damage: 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 25% AP) ⇒ 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 30% AP)
Cooldown ticks in the background if you do not finish the sequence. Cooldown starts ticking at the last activated input in that sequence.

W – Inferno Aegis

Cooldown: 14 / 13.5 / 13 / 12.5 / 12 ⇒ 13 / 12 / 11 / 10 / 9
Shield: 60 / 80 / 100 / 120 / 140 (+ 5% max health) ⇒ 75 / 95 / 115 / 135 / 155 (+12% bonus health)
Damage: 80 / 100 / 120 / 140 / 160 (+ 40% bonus AD) (+ 20% AP) ⇒ 80 / 100 / 120 / 140 / 160 (+ 65% AP)
Dragon Form Heal: 75 – 214.71 (based on level) (+ 10% bonus AD) (+ 5% AP), increased by 0% – 100% (based on her missing health) for a maximum heal of 150 – 429.41 (based on level) (+ 20% bonus AD) (+ 10% AP) ⇒ 60 – 100 + 4-8% missing health (based on level)
W move speed separate from shield

E – Molten Burst

Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 12 / 11 / 10 / 9 / 8
Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 35% bonus AD) (+ 70% AP) ⇒ 50 / 65 / 80 / 95 / 110 (+ 60 / 65 / 70 / 75 / 80% AP) + 5% Target Max Health
Subsequent Explosion Damage Against Same Target: 50% ⇒ 40%
Slow: 20 / 25 / 30 / 35 / 40% ⇒ 30%
Last patch’s adjustment last patch ended up a very slight nerf (less than .5%) for both top and support. So we’re making some support-focused improvements to compensate.

E – Thick Skin

Grey Health to HP conversion: 45 – 100% (Level 1 – 18) ⇒ 60 – 100% (Level 1 – 18)

R – Devour

Move Speed On Ally Devour: 40% for 3 seconds ⇒ 60% for 3 seconds
Taliyah is in the same spot as Gragas (RIP Phase Rush), except she was also taken down a notch from the pro mid meta in her last nerf. We don’t expect her to be able to utilize the changes as well as a lot of her competition, so we’re walking back our last hit to her, while also making sure she doesn’t approach sub-2:30 clears.

Q – Threaded Volley

Base Damage: 50 / 67.5 / 85 / 102.5 / 120 ⇒ 55 / 72.5 / 90 / 107.5 / 125
Bonus Monster Damage: 23 / 28 / 33 / 38 / 43 ⇒ 20 / 25 / 30 / 35 / 40
Our third lost playstyle—On-hit-focused Teemo builds have slowly fallen out of vogue as he’s been tuned around Malignance and Liandries. We are adding bonus AD ratios to Teemo’s E to open up itemization options for auto-attack builds featuring hybrid items like rageblade and the reworked Statikk Shiv.

E – Toxic Shot

[NEW] Initial Damage Bonus AD Ratio: 10% Bonus AD
[NEW] DoT Damage Bonus AD Ratio: 30% Bonus AD over 4 seconds
Currently, we feel that Udyr’s AD Q builds are extremely one note—which makes sense when you look at their scaling. We want to broaden his AD Q bruiser builds by shifting some of his AD ratios out of his Q and into W and E so the stance swapper has more than one stance.

Q – Wilding Claw

Bonus Damage on First 2 Attacks: 3 / 4 / 5 / 6 / 7 / 8% (+4% per 100 bonus AD) of the target’s Max Health ⇒ 3 / 4 / 5 / 6 / 7 / 8% (+3.5% per 100 bonus AD) of the target’s Max Health
Bonus Damage On-Hit for 4 seconds: 5 / 13 / 21 / 29 / 37 / 45 (+25% bonus AD) ⇒ 6 / 12 / 18 / 24 / 30 / 36 (+20% bonus AD) (+1 – 2% bonus HP)
Awakened Bonus Damage on First 2 Attacks: An additional 2 – 4% (based on level) (+3% per 100 bonus AD) of the target’s Max Health ⇒ An additional 2 – 4% (based on level) (+1.5% per 100 bonus AD) (+1% per 1000 bonus HP of the target’s Max Health)
Awakened Chain Lightning Damage Per Bounce: 1.5 – 3% (based on level) (+.8% per 100 AP) ⇒ 1.5 – 3% (based on level) (+.6% per 100 AP)

W – Iron Mantle

[NEW] Shield AD Ratio: 50% bonus AD
[NEW] Awakened Shield AD Ratio: 100% bonus AD
[NEW] Awakened Heal AD Ratio: 50% bonus AD

E – Blazing Stampede

[NEW] Move Speed AD Ratio: 5% move speed per 100 bonus AD
[NEW] Awakened Move Speed AD Ratio: 10% move speed per 100 bonus AD
Our favorite wolf-boy Warwick has been struggling to find his place over game time. We are looking to soften the blow of his transition into the late game by bringing up some of his scaling.

Passive – Eternal Hunger

On-hit Damage: 6 / 16 / 26 / 36 / 46 ⇒ 6 / 18.25 / 30.5 / 42.75 / 55
Our fourth lost playstyle is centered around Xin Zhao—particularly attack speed and AP Xin Zhao. Over the years Xin has moved off of auto attack builds solidly into bruiser AD-caster builds buying items like Sundered Sky or Black Cleaver. We think more attack speed-centric Xin Zhao builds offered an enjoyable melee fighter experience, and we want to bring it back. Whether it’s full AP builds revolving around drain tanking, heavy attack speed on-hit carry builds, or just some minor pivots into Stridebreaker, Titanic Hydra, and Triforce, we want to see a bit more build options.

Passive – Determination

Healing: 3 / 4 / 5% Max HP (+65% AP) (levels 1 / 6 / 11) ⇒ 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (levels 1 / 6 / 11)

W – Wind Becomes Lightning

Slow On Thrust: 50% for 1.5 seconds ⇒ 50% for 1.5 (+.5 per 100 AP) seconds

E – Audacious Charge

Magic Damage: 50 / 75 / 100 / 125 / 150 (+60% AP) ⇒ 50 / 75 / 100 / 125 / 150 (+120% AP)
Attack Speed Buff: 40 / 50 / 60 / 70 / 80% for 5 seconds ⇒ 38 / 46 / 54 / 62 / 70% (+1% per 5% permanent AS) (+10% per 100 AP) for 5 seconds
Zeri’s changes have pushed her over time to become more of a bursty assassin than the fantasy that initially called to many of her players. By moving power from her burst and late-game DPS towards her mobility and early laning, these changes should allow Zeri to shine once again as the zappy, speedy legend she is (while still doing ADC damage!)

Passive – Living Battery

Right Click Range: 500 ⇒ 550
Execute threshold: 60 / 82.5 / 105 / 127.5 / 150 (+ 18% AP) ⇒ 70 / 92.5 / 115 / 137.5 / 160 (+ 20% AP)

Q – Burst Fire

Damage: 15 / 17 / 19 / 21 / 23 (+ 104 / 108 / 112 / 116 / 120% AD) ⇒ 21 / 24 / 27 / 30 / 33 (+ 102 / 104 / 106 / 108 / 110% AD)
Excess AS to AD conversion: 70% ⇒ 50%
Now forced quick cast

W – Ultrashock Laser

Wall Crit Multiplier: 175% ⇒ 150%
AP Ratio: 25% ⇒ 50%

E – Spark Surge

Bonus Magic Damage: 17 / 19 / 21 / 23 / 25 (+ 10% bonus AD) (+ 20% AP) ⇒ 22 / 24 / 26 / 28 / 30 (+ 20% AP)
Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 24 / 22.5 / 21 / 19.5 / 18
Cooldown Refresh: Applies on attacks and abilities vs champions ⇒ Applies on attacks vs everything

R – Lightning Crash

Burst AD ratio: 100% ⇒ 60%
MS per stack: 1% ⇒ 1.5%
Stack duration: 1.5 ⇒ 2.5
Looking to move some of Zoe’s power out laning phase stat checking, and into more skillful outplay around her Bubble.

W – Spell Thief

Damage Per Bolt: 20 / 30 / 40 / 50 / 60 (+ 15% AP) ⇒ 15 / 25 / 35 / 45 / 55 (+ 10% AP)
Total Damage: 60 / 90 / 120 / 150 / 180 (+ 45% AP) ⇒ 45 / 75 / 105 / 135 / 165 (+ 30% AP)

E – Sleepy Trouble Bubble

Cooldown: 16 / 15 / 14 / 13 / 12 ⇒ 18 / 17 / 16 / 15 / 14
Refunds 16 / 19.5 / 23 / 26.5 / 30% of cooldown when hitting an enemy champion

Items


Axiom Arc

Last year, we adjusted Axiom Arc to have a higher base refund on its ultimate effect with less scaling. We think this was a mistake, as offering an item early in the game that reduces ultimate cooldowns to this degree on high burst lethality champions can lead to very narrow windows of opportunity for opponents to act.
Flux: On takedown, refund 15% (+.15% per lethality) of your ultimate’s total cooldown ⇒ 10% (+.25% per lethality)

[NEW] Doran’s Bow

We’re looking to give more starting item options to auto attack-focused champions. Doran’s Bow offers a high risk, high reward fantasy that will reward those who are able to sneak in extra autos and come out on top even without the additional health.
Attack Damage: 6
Attack Speed: 12%
Omnivamp: 1.5%

[NEW] Doran’s Helm

We wanted to give more starting item options to champions who want to stack resistances. When it comes to the fantasy of being unkillable, current items assume a losing position. Though champions who want resistances tend to start on the back foot, we want to reward players who take advantage of the opportunity to come out even or ahead in laning phase with an item that pays off in valuable stats throughout the rest of the game.
Health: 100
Armor: 10
Magic Resist: 10
Helping Hand: 5 on-hit vs minions

Dusk And Dawn

One of the standout items for the season so far, we continue to feel it overlaps with Lichbane a bit too much. We want to encourage Dusk and Dawn users to stick around for multiple triggers, and empower them to do just that.
[NEW] Spellblade: Now also heals the user for (10% AP) (+3% Bonus HP)
Health: 350 ⇒ 300
Ability Power: 70 ⇒ 60
Attack Speed: 25% ⇒ 20%

Endless Hunger

Melee AD Fighters face major trade offs when considering this item against building other more durability focused items. We do want them to consider Endless Hunger however, for those pop off games when they get to play greedy, so we’re giving it a minor buff for melee champs.
Unique Passive – Famine: Grants 5 (+10% Bonus AD) Ability Haste ⇒ Grants 5 (+[13% Melee | 10% Ranged] Bonus AD) Ability Haste

[NEW] Gluttonous Greaves

In addition to new starting items, we’re adding new boots to the game that provide omnivamp. We’ve felt that many fighters and casters are limited in their boot selection, with only Ionian Boots as a real offensive option, and when they do pick something else, it’s purely defensive, which isn’t exactly exciting. These boots should fit a nice middle ground of aggressive and defensive, offering sustain through combat.
Build Path: Boots (300g) + 650g
Move Speed: 45
Omnivamp: 4%
Unique Passive – Slay: On champion takedown, gain 1% Omnivamp permanently, stacking up to 6 times
Tier 3 Immortal Path – Bonus Unique Passive – Now and Forever: While above half health, deal 5% increased damage. While below half health, receive +15% healing, shielding, and regeneration.

Hubris

Hubris cost buffs put it in line with a lot of other 1st slot lethality items, but in its current state feels like it’s crowding out other options by providing both scaling and immediate power. These changes should differentiate Hubris more from immediate powerspikes like Youmuu’s, while making it even stronger than before if you get rolling.
Base AD: 60 ⇒ 55
Passive AD per Stack: +2 ⇒ +3
Bonus AD: +15 ⇒ +12

[REMOVED] Opportunity

We feel that Opportunity has always overlapped a bit too much with Youmuu’s, even after we tried to push them apart a year and half ago, and in its current iteration sits in between Youmuus for mobility and Voltaic for upfront trade power.

Staff of Flowing Water

In the past, Staff’s unique effect granted ability haste, and then we changed that to move speed, and then we removed the move speed. We are re-adding the ability haste, as we believe only granting ability power has made the item too narrow and granting move speed made it too generic.
Unique Passive – Rapids: Healing or Shielding other ally champions grants both you and them +45 Ability Power for 6s ⇒ Healing or Shielding other ally champions grants both you and them +40 Ability Power and +15 Ability Haste for 6s
Ability Haste: 15 ⇒ 10

[REWORKED] Statikk Shiv

We’ve been unhappy with Shiv sitting as a pure waveclear first item purchase for a while now. With so much power in deleting the wave, it removes a lot of the space for back and forth lane trading. So instead, we’re taking this opportunity to move it into a scaling purchase for on-hit builds, a build path that has been missing some itemization since we opened up the 7th item slot for bot laners.

This new version of Shiv allows on-hit builds to apply their effects to multiple enemies at once, creating cool combos and helping them scale into teamfighting.
Build Path: Scout’s Slingshot (600g) + Pickaxe (875g) + Aether Wisp (800g) + 625g
Attack Damage: 40
Ability Power: 45
Attack Speed: 30%
Move Speed: 4%
Unique Passive – Electrospark: Your Energized trigger fires a chain of lightning, dealing 60 (increased to 90 for minions and monsters) bonus magic damage to up to (4 – 8, scaling with level) targets. Applies on-hit effects to secondary bounce targets.
Unique Passive – Electroshock: Basic attacks grant an additional +9 Energize stacks

[REMOVED] Trailblazer

Similar to the reason we removed Opportunity, Trailblazer is sitting between two other tanky mobility options (Bandlepipes and Deadman’s Plate). In this case, we feel not only is its output overlapping with similar effects in the space, it also had the highest complexity unique effect—asking allies to pay attention to a wispy trail which simply seemed over in terms of visual noise.

[REWORKED] Voltaic Cyclosword

Voltaic Cyclosword brings some cool Energized options to AD casters, but we think we can make it even broader by allowing it to open up the strict auto-attack gate that stops many melees from being good with it. We also don’t love the slow effect, as it tended to trivialize a lot of the combat once players did manage to get into melee. With Opportunity removed, Voltaic should also be able to stand as the premier “upfront burst” item for AD casters.
Unique Passive – Galvanize: Damaging enemy champions with abilities will trigger Energized if it is ready
Unique Passive – Firmament: Your Energized trigger grants you [15 Melee | 12 Ranged] Lethality for 4s and deals bonus physical damage equal to [9% Melee | 7% Ranged] of the target’s current health. This bonus damage is capped to 200 against non-champions.
Cost: 3000g ⇒ 2900g
Lethality: 18 ⇒ 10

Runes


[NEW] Deathfire Touch

Damage over time and sustained damage casters don’t have a keystone made specifically for them. This gap has previously been partially covered by other keystones like Comet and Aery, but we’re re-adding Deathfire Touch from the old keystone mastery system to ensure that these champions are fully supported by the runes system, and making adjustments to other keystones to compensate.
Sorcery Tree Keystone: Damaging a champion with an ability burns them for (4s singletarget / 2s AoE / 1s DoT). The burn deals 4-12 (level scaling) + 8% bonus AD + 3% AP adaptive damage per second. After the burn has been on a target for 3s, the damage of the burn increases by 100%.

[REMOVED] Phase Rush

Phase Rush has historically been a problematic rune for enabling some champions to subvert intended early lane gameplay. But we know that we need a mobility-based rune, so fear not…

[NEW] Stormraider’s Surge

Since Stormraider’s Surge asks the user to commit to dealing a lot of damage and generally ends up having its input scale well over game time, it is able to support much of the same pattern as Phase Rush in a healthier and more exciting way for the intended users.
[NEW] Sorcery Tree Keystone: Dealing 25% of a champion’s maximum health within 3s grants a movespeed and slow resistance for 3s. 20-10s cooldown, scales based on level.
[NEW] Speed: 40%; 75% for ranged champs
[NEW] Slow Resist: 50%

Arcane Comet

Previously, Comet was given a cooldown refund mechanic for damage over time and sustained damage casters. Now that Deathfire Touch exists, Comet no longer needs it, and can now better serve its original intended audience of control mages and artillery mages with a damage-per-distance mechanic that should be exciting for those subclasses to play with.
[REMOVED] Cooldown Refund: Removed
[NEW] Damage: Now deals up to 100% increased damage based on distance from the target, max damage bonus at 750 range away
Damage: 30 – 130 (based on level) + 10% bonus AD + 5% AP ⇒ 15 – 100 (based on level) + 10% bonus AD + 5% AP

Hail Of Blades

Hail of Blades has become an extremely niche keystone that gives an eye popping amount of attack speed and basically nothing else. In other words, these blades are too sharp! We’re shifting some of the attack speed power budget into a new bonus damage effect so we can tune it more comfortably for a broader variety of champions.
Attack Speed: [160% Melee || 80% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack ⇒ [120% Melee || 60% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack up to +2 attacks
New: Attacks empowered by Hail of Blades deal 4 – 20 (+8% bonus AD) (+6% AP) bonus true damage
Bugfixes: Fixed various Attack Reset abilities not properly granting bonus attacks (Bel’Veth Q, Kai’Sa R, K’Sante Q3, Gwen E, Quinn E, Rell Remount W, Riven Q)

SR Ranked Season 2

SR Ranked Season 2 will start at 12:00:00 noon, April 29, local server time.

For Apex (Master, Grandmaster, Challenger) players in NA, EUW, EUN, LAN, BR, TR, their rank status will be reset to Master, 0 LP. For all other players, nothing will change. If you want to read more about why we’re resetting Apex in some regions, check out the dev blog to learn more.

For all regions and all players, Victorious Ranked Mission (15 ranked game won) will be reset with Season 2 start.

End of Season 1 Ranked rewards will be distributed shortly after 26.09 is live, shard transfer service will be temporarily disabled until rewards are fully granted.
Posted in LoL

Patch 26.8 Notes – League of Legends

Patch 26.8 notes for League of Legends are here. (Source)


Patch Highlights


Systems


Ranked Season 1 End

The Summoner’s Rift Ranked Season 1 will end on the last day of patch 26.08 cycle, so if you’ve got ranked goals for this season make sure you hit them this patch! Good luck!
Date and Time: Regional local server time midnight (23:59:59) on April 28.
Summoner’s Rift Ranked Season 2 will start on the first day of patch 26.09 cycle.
Date and Time: Regional local server time noon (12:00:00) on April 29.

A few additional things to keep in mind as we wrap up this season:
For all regions, Ranked mission (win 15 ranked games) will be reset with the Season 2 start.
End of S1 ranked reward will be granted on 26.09.
Shard transfer services will be temporarily disabled during season transition until the reward grant is completed.
Champion Specific Keybinds

Champion specific keybinds have arrived! This long awaited player request will go live this patch and will now allow for champion specific overrides to be set for most keybinds. Rumble and Viktor players rejoice, smartcast options can also be toggled on a per-champion basis.

As a heads up, you won’t be able to do this out of game, so make sure you go into practice tool and set them up before jumping into ranked!

Discord Integration

We’re partnering with Discord to make it easier to get into your next League of Legends game with your friends. Linking your accounts unlocks new social features:

  • Invite Discord friends straight to your party, no alt-tabbing needed!
  • Copy a party link and share it in your favorite server, no more manually inviting friends one by one.
  • See which of your friends play other Riot games and jump into parties faster.

Learn more here!

We’ll be running a Beta across US, Canada and Brazil starting on April 14th. We will continue to test and refine the experience and plan on expanding to additional regions in a few patches.

Champions


Dr. Mundo has been able to more consistently reach his high points in the jungle where he is less concerned about his slow early game. We are looking to curb some of his clear speed to make sure he can’t go where he pleases too quickly and requires some more time to scale up.

Q – Infected Bonesaw

Monster Damage Cap: 300 / 375 / 450 / 525 / 600 ⇒ 250 / 325 / 400 / 475 / 550

E – Blunt Force Trauma

Monster Damage Cap:: 200%⇒ 140%
Hwei has remained on the weaker side since the nerfs to his waveclear last year, and we are fixing a bug that we expect to be a further minor nerf. We still believe those waveclear nerfs to be correct as we want Hwei League’s coolest combo mage, not just a walking waveclear machine. Therefore, we’re buffing his combo casting output up through his passive.

Passive – Signature of the Visionary

Base Damage: 35 – 230 (Levels 1 – 18) ⇒ 40 – 285 (Levels 1 – 18)
Comboing Slows: Slows from Hwei’s abilities now stack with diminishing values.
Bugfix: Slows from Hwei’s QE and R abilities no longer stack with slows from other champions / items.
Last patch we made some changes to Karma to reduce how generically powerful she was by reducing her midgame shield strength. Unfortunately those weren’t as effective as we had intended so we’re taking another swing at Karma by directly targeting her E power and reducing her base stats a tad so she is more reliant on skillful and intentional ability usage.
Base Stats
Base AD: 51 ⇒ 49
AD Growth: 3.3 ⇒ 3.0

E – Inspire

Mana Cost: 50 / 55 / 60 / 65 / 70 ⇒ 60 / 65 / 70 / 75 / 80
Our favorite bouncing deer has been a bit less than enthusiastic to prance from camp to camp as of late, it’s a scary jungle out there. We’re hoping to give Lillia players some more courage to bring her into the jungle by increasing her ability to have her high move speed translate into a faster clear.

Passive – Dream-Laden Bough

Monster Damage Cap: 65 ⇒ 70-180 (based on level)
Lucian has a unique role as an AD Carry that dashes in, out of, and around fights which is why many of his players enjoy him. Unfortunately, he hasn’t been doing that as effectively recently so we’re looking to remedy that. To get there, we’re lowering both the cooldown and mana cost of his dashes.

E – Relentless Pursuit

Cooldown: 18 / 17 / 16 / 15 / 14 ⇒ 16 / 15.5 / 15 / 14.5 / 14
Mana Cost: 40 / 30 / 20 / 10 / 0 ⇒ 32 / 24 / 16 / 8 / 0
Since our recent adjustments to Mel, she’s been hitting too hard with her initial Q missile whether ahead or behind, even as opponents dodge the rest of the spell, so we’re looking to take her damage down a notch. We’re also aiming to reduce how frustrating her W can be by lowering the bonus mobility she gets and the spell’s uptime, with the movespeed now matching her shield and reflect duration.

Q – Radiant Volley

Initial Explosion Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP) ⇒ 60 / 85 / 110 / 135 / 160 (+ 55% AP)

W – Rebuttal

Cooldown: 35 / 32 / 29 / 26 / 23 ⇒ 38 / 35 / 32 / 29 / 26 seconds
Bonus Movement Speed Duration: 1.5 ⇒ 0.75 seconds
As a champ in both Top and Support, Tahm Kench requires periodic maintenance as the meta shifts to ensure both roles of his roles are equally supported. In this case, Dusk and Dawn’s addition to the game this season has shifted this balance in favor of top lane, so we’re adjusting how his passive scales to help balance him out.

Passive – An Acquired Taste

Damage: 6 – 48 (Levels 1 – 11) (+1.5% AP per 100 Bonus HP) (+4.5% Bonus HP) ⇒ 5 – 60 (Levels 1 – 12) (+1.25% AP per 100 Bonus HP) (+4% Bonus HP)
We’re implementing a couple bugfixes to Yuumi’s ultimate, one of which will sometimes result in the magical cat outputting significantly more healing than she may have grown used to. As such, we’re throwing her a FISH by increasing her base healing and best friend healing to provide a stronger baseline effect.

R – Final Chapter

Heal Per Wave: 30 / 40 / 50 (+10% AP) ⇒ 30 / 50 / 70 (+12% AP)
Best Friend Enhanced Heal: 30% More Healing ⇒ 30 – 60% More Healing (Levels 6 – 12)
Bugfix: The attached ally is no longer healed an additional time whenever Final Chapter heals another ally
Bugfix: Final Chapter’s overhealing shield now takes into account Heal/Shield power as well as Grievous Wounds
As a quality of life change we’re looking to make sure Zilean can only put points into abilities he can fully utilize level 1.

W – Rewind

W Level Up: No longer can level W at level 1.
Since the dawn of time Zyra’s have been accidentally putting a point into W and effectively doing nothing level 1. Well no more! We’re adding a small QoL change so Zyra can no longer put her first skill point into W to prevent this type of situation from being a thorn in your side and mental blooming.

W – Rampant Growth

W Level Up: No longer can level W level
Posted in LoL

Patch 26.6 Notes – League of Legends

Patch 26.6 notes for League of Legends are here, including nerfs to Ahri and Zaahen, as well as the Shyvana Update. (Source)


Patch Highlights


Champions


Shyvana Update


Shyvana’s update goes live this patch and we’re excited for all of you to try her out! Not only will she have a brand new look, she’ll also be sporting an updated kit, visual effects, voice over, and skins, all of which will come out alongside her release.

As a heads up at the time of writing she is still being fine tuned on PBE so these numbers you see below may have changed by the time you’re seeing this.

Oh, and for the real ones we’re bringing back the Leg Day bundle so make sure you drop by the shop to check it out!

Passive – Scalemail

  • Takedowns on champions, large minions, and monsters earn Shyvana stacks of Scalemail; each stack grants Shyvana permanent 0.4 Armor and 0.4 Magic Resist.
  • Large monsters and siege minions grant 1 stack.
  • Champions and Epic monsters grant 3 stacks.

Q – Emberstrike

  • Cooldown: 6 seconds
  • Passive: Shyvana’s Attacks deal 1.0% max Health magic damage On-Hit and reduce this Ability’s cooldown by 1.25 seconds.
  • Active: Shyvana’s next Attack strikes the target and the surrounding area, dealing 154 physical damage. This Ability may be Recast after an Attack or short delay within the next 4 seconds.
  • Dragon Form: Shyvana gains an additional Recast, causing her to bite the target of her next Attack, dealing 231 true damage.

W – Inferno Aegis

  • Cooldown: 12 seconds
  • Shyvana wraps herself in flames for 2.5 seconds, gaining 256 Shield, increased by 77 per nearby enemy champion, and 25% Move Speed, increased to 44% when moving towards enemy champions. When the effect ends, the shield is broken, or upon Recast, the area around her detonates, dealing 160 magic damage.
  • Dragon Form: If the detonation hits an enemy champion, Shyvana restores from 250 to 500 Health based on her missing Health.

E – Molten Burst

  • Cooldown: 10 seconds
  • Shyvana launches a fireball at the target location dealing 240 magic damage and Slowing by 50% for 2 seconds. It explodes upon striking an enemy or reaching its terminus.
  • Dragon Form: Shyvana’s fireball is larger and pierces through enemies. Upon striking a champion, large monster, or reaching its terminus it triggers a pulse of fire that deals 300 magic damage and Slows by 50% for 2 seconds. The fireball leaves behind a trail for 2 seconds that deals 25 magic damage per second.

R – Dragon’s Descent

  • Requires 100 Fury to activate.
  • Passive: Shyvana generates 1.25 Dragon Fury by striking enemies with Attacks and Abilities, increased by 200% while in Dragon Form, and reduced 75% when striking in an area against non-champions.
  • Active: Shyvana transforms into her Dragon Form, becoming Unstoppable, and flying to the target location breathing fire on enemies below dealing 350 magic damage and causing them to Flee for 1 second.
  • While transformed, Shyvana’s basic Abilities are upgraded, she gains 350 bonus Health, size, and Attack Range. Shyvana loses Dragon Fury over time and her transformation ends when she has no Dragon Fury remaining.

Ahri

See Highest Win Rate Ahri Builds
A moderate buff to Ahri back in 26.3 skyrocketed her to the top of the mid lane pool and pushed her power a bit too far. Her overall waveclear is quite powerful right now, so we’re targeting her Q’s base damage as it could stand to lose some power.

Q – Orb of Deception

  • Damager per Pass: 40 / 65 / 90 / 115 / 140 ⇒ 35 / 60 / 85 / 110 / 135

Azir

See Highest Win Rate Azir Builds
In this patch we’re looking to make Azir a bit more powerful for players at home. These changes should be pretty appreciable for all Azir players, regardless of rank.

Q – Conquering Sands

  • Damage AP Ratio: (+ 35% AP) ⇒ (+ 35 / 40 / 45 / 50 / 55% AP)

W – Arise!

  • Damage: 0-45 (5 damage per level starting at level 10) ⇒ 0-72 (7 damage per level starting at level 10)
  • Damage AP Ratio: (+ 32.5 / 40 / 47.5 / 55 / 62.5% AP) ⇒ (+35 / 42.5 / 50 / 57.5 / 65% AP)

Cassiopeia

See Highest Win Rate Cassiopeia Builds

We’re looking to get more damage in Cassiopeia’s poison this patch, particularly when for her mid lane players. We want to give her more freedom to look for trades and to feel rewarded when she finds successful ones, so we’re bumping up her base Mana and empowered E scaling.
Base Stats
  • Base Mana: 450 ⇒ 480

E – Twin Fang

  • Bonus Magic Damage to Poisoned Targets: 20 / 43 / 66 / 89 / 112 ⇒ 20 / 45 / 70 / 90 / 120

Lissandra

See Highest Win Rate Lissandra Builds
The Queen of Ice has not ruled in a very, very long time… thankfully, a lot of her biggest problem children like Everfrost and Aftershock aren’t in her toolkit anymore, so we’re looking to give her some a chill buff. We want to do this by letting her get that 2nd Q off more reliably in those tighter combos. We think this is going to be a big power-up, so we want to make sure she’s not icing out her AD melee matchups too hard without affecting her durability in others.
Base Stats
  • Armor Growth: 4.9 ⇒ 4.2

Q – Ice Shard

  • Cooldown: 8 / 7 / 6 / 5 / 4 ⇒ 7.5 / 6.5 / 5.5 / 4.5 / 3.5

Olaf

See Highest Win Rate Olaf Builds
Olaf top is fine but he’s lagging behind in the jungle. As such, we’re improving his clear, making his ganking stronger and leaning into his identity as a risky, low health fighter. We hope to keep top lane in a fairly stable place while boosting his jungle performance.
Base Stats
  • Base Attack Speed: 0.694 ⇒ 0.72

Q – Undertow

  • Slow Amount: 25 / 30 / 40 / 45% for 1.5- 2.5 seconds (based on distance) ⇒ 30 / 40 / 45 / 50% for 1-3 seconds (based on distance)
  • Bug Fix: Enemies only struck by the Lollipop at the end of the Q are now slowed for the proper amount of time (was a fixed 30% slow).

W – Tough It Out

  • Bug Fix: If you cast W while the previous cast was still active, it now properly re-applies its effects rather than just refreshing the prior cast (you get the attack reset and the AS value is updated).

E – Reckless Swing

  • Damage to Self: 30% of Damage Dealt ⇒ 40% of Damage Dealt

Pyke

See Highest Win Rate Pyke Builds
Pyke has often toed the line around being strong enough to be worth playing in most skill brackets and being overbearing in Elite levels of play. Recently, he’s crossed that line and is due for a power reduction. We want to keep his ability to strongly punish squishy lanes and deal tons of damage at the drop of a hat, so for this patch’s nerf we’re making him more easily counter-attacked when he makes a mistake or gets caught by a well-placed engage.
Base Stats
  • Base Armor: 43 ⇒ 37

Shen

See Highest Win Rate Shen Builds
Shungle is performing better than he is in the top lane, not to mention he’s also outperforming many other junglers with one of the best clear speeds in the game, reliable ganks, and a global presence starting at level 6. Given the latter two strengths, we think it’s fair to reduce his clear speed in order to keep the other two intact. 

Q – Twilight Assault

  • Monster Damage Cap: 120 / 140 / 160 / 180 / 200 ⇒ 100 / 125 / 150 / 175 / 200

Skarner

See Highest Win Rate Skarner Builds
Our few Skarner top laners have gained tremendous empathy for their solitary Brackern, as their brethren scattered and left them to become the last of their kind. By letting him cast more freely in lane while also giving him some more trading power on his bread and butter ability, we hope some of our scorpion bros will come out of hiding in top lane (and jungle too!)

Q – Shattered Earth

  • Mana Cost: 45 ⇒ 30
  • Third Attack Target Max Health Damage: 11% ⇒ 9%

E – Ixtal’s Impact

  • Cooldown: 22 / 21 / 20 / 19 / 18 seconds ⇒ 22 / 20.5 / 19 / 17.5 / 16 seconds

Tryndamere

See Highest Win Rate Tryndamere Builds
We’re back for another Tryndamere buff as he’s still underperforming relative to other top laners. Arguably the highlight of Tryndamere is right clicking enemy champions and killing them with crits. He can already do that extremely well in the early game, so how about doing it in the late game, too?
Base Stats
  • Attack Speed Ratio: 0.694 ⇒ 0.725

Zaahen

See Highest Win Rate Zaahen Builds
Zaahen has caught on as one of the strongest top laners and junglers in the game. In our view his jungle performance is farther over the line, so we’re delivering some nerfs with a moderate jungle skew to them. His W is more core to his ganking than it is to his laning, and this E nerf is jungle-skewed and will reduce his ability to create and react to pressure early on.

W – Dreaded Return

  • Secondary Damage: 40 / 60 / 80 / 100 / 120 (+ 50% bonus AD) ⇒ 30 / 50 / 70 / 90 / 110 (+ 30% bonus AD)

E – Aureate Rush

  • Bonus Damage to Monsters: 75 ⇒ 50

Items


Chempunk Chainsword


Chempunk has been the weakest and least popular of the grievous wounds options for a while now. The reality is often that the AD fighters that would rely on this as their source of Grievous Wounds are also just worse at applying it and keeping it applied to key targets. As such, we are giving it a small buff so it can match up better with its Grievous peers
  • Combine Cost: 350 gold ⇒ 250 gold
  • Total Cost: 3100 ⇒ 3000 gold

Sunfire Aegis


Sunfire Aegis has felt annoying to purchase but we don’t think the item itself is underpowered, leading us to the smallest of buffs in this patch. Tanks typically can’t earn as much gold as other classes of champions, so instead of leaving them empty handed we’re smoothing out the build path!
  • Build Path: Bami’s Cinder + Chain Vest + 1000 gold ⇒ Bami’s Cinder + Chain Vest + Ruby Crystal + 600 gold

Systems


Read More Here

Posted in LoL

Introducing U.GG PLUS – Level Up Your Experience

Whether you’ve been with us for years or just discovered U.GG, we’re excited to introduce U.GG PLUS, our new premium subscription designed to give you the best possible experience when using U.GG. 

Here’s everything you get when you go PLUS:

Ad-Free – On the App and the Site

Nobody likes ads getting in the way of their game. With U.GG PLUS, you’ll enjoy a completely ad-free experience across the entire app and website. Less clutter, more focus.

Profiles PLUS – Make It Yours

Stand out from the crowd with Profiles PLUS. You’ll get access to custom profile features, a golden flair, and a name highlight that makes your profile stand out. It’s a small touch that makes a big difference.

Shared Socials – Connect With Other Players

U.GG PLUS connects you to our community like never before. Connect with teammates and gain followers on social platforms like YouTube and Twitch just by linking to your U.GG profile.

Priority Support

Got a question or running into an issue? As a PLUS member, you’ll be moved to the front of the line with priority support. We’re here to help you faster so you can get back to what matters, playing.

Ready to Go PLUS?

U.GG PLUS is available now for just $2.49/month on an annual plan (billed as $29.88/year), or $3.99/month if you prefer to go month-to-month. Still have questions? Contact us via the button on our site/app or hop into our Discord!

Get U.GG PLUS Today!

Posted in LoL

Patch 26.5 Notes – League of Legends

Patch 26.5 notes for League of Legends are here, including buffs to Mel and Lilia (Source)

“Welcome to the official patch of First Stand, the first major international tournament of the year! This patch we’re making some pro-focused changes, but not as many as we would for a larger tournament like Worlds, which means we’re re-tuning a small handful of mid laners and a single bot laner. Otherwise, we’re continuing to sweep across the roster and delivering buffs and nerfs to each role’s biggest outliers.

We also have the return of Brawl, some adjustments, buffs, and nerfs for ARAM: Mayhem, bugfixes for Arena, some fancy new skins on the Season 1 Act 2 Battlepass, updates for Demacia Rising, the arrival of last hit indicators (no excuse to miss canons now), and we have an update to how we’re punishing severely abusive chat.”

Patch Highlights


BRAWL RETURNS

Brawl is back, baby! Grab your friends, grab your enemies, they’re brawling everybody out here! Brawl will be live from March 4, 2026 through April 28, 2026.

Champions


Akali

See Highest Win Rate Akali Builds
Currently, Akali’s re-stealth timer on her Shroud scales with game time. And since we’ve adjusted Summoner’s Rift’s pacing and League now has multiple modes with varying start times, we think everyone’s favorite ninja deserves a bit more flexibility when it comes to her sneakiness.

W – Twilight Shroud

  • Restealth Timer: 1s / .9s / .825s / .725s / .625s after your last attack or ability (at game times 0:00 / 8:00 / 11:00 / 20:00 / 30:00) ⇒ 1s / .9s / .825s / .725s / .625s (at levels 1 / 7 / 10 / 13 / 16)

Azir

See Highest Win Rate Azir Builds
Azir marks one of a very few changes we are making specifically due to First Stand. We want to preserve Azir’s high points and core strengths of sustained late game damage while opening up late-game weaknesses to AP assassins in the hope that we see some exciting counter picks at the tournament.
Base Stats
  • Health Growth: 119 ⇒ 108

Garen

See Highest Win Rate Garen Builds
Garen is moderately popular but statistically underpowered, and we’d like it if he was as powerful as other straightforward top lane juggernauts. We’re continuing on the trend of making traditional fighter items more comparable to his crit builds and giving him better trading power before he has access to tools like Stridebreaker and Phantom Dancer.

Q – Decisive Strike

  • Move speed duration: 1 / 1.65 / 2.3 / 2.95 / 3.6 ⇒ 1.4 / 1.95 / 2.5 / 3.05 / 3.6

E – Judgment

  • Damage per spin: 4 / 7 / 10 / 13 / 16 (+ 38 / 41 / 44 / 47 / 50% AD) ⇒ 4 / 7 / 10 / 13 / 16 (+ 40 / 43 / 46 / 49 / 52% AD)

Kha’Zix

See Highest Win Rate Kha’Zix Builds
Kha’Zix has evolved with the season changes and overcame all his worthy prey to take the top spot of solo queue junglers. We think he has room to go down in clear speed as the game progresses, as well as overkilling isolated targets without hurting him where he’s already weak in teamfights. We’re also making the bug less speedy to hit higher skill brackets.
Base Stats
  • Move Speed: 350 ⇒ 345

Q – Taste Their Fear

  • Bonus AD: + 110% (231% isolated bonus) ⇒ + 105% (220.5% isolated bonus)

Lee Sin

See Highest Win Rate Lee Sin Builds
We’re in the fortunate position where Lee Sin is buffable for both regular players as well as pro, which means we’re going to deliver some simple power. We want to reinforce his primary strength of early game power and lethality, so we’re buffing his highest fantasy early game damage ability.

Q – Sonic Wave / Resonating Strike

  • Base Damage: 60 / 90 / 120 / 150 / 180 ⇒ 65 / 95 / 125 / 155 / 185

Lillia

See Highest Win Rate Lillia Builds
We overshot Lillia’s Q nerf and historically gave her power in places she’s less likely to appreciate, all of which has led to the speedy deer feeling limp. We are reverting her ultimate buffs from 25.19, which were fairly small, as well as Q nerfs from 26.02, which were much more impactful. The hope here is that this net buff lets her live out her sustained fight fantasy as we believe that weaving in and out of fights doing damage with Q is closer to that rather than needing to land large scale R’s.

Passive – Dream-Laden Bough

  • Monster heal bonus AP ratio: 9% ⇒ 15%

Q – Blooming Blows

  • Bonus AP ratio: 30% ⇒ 35%

R – Lilting Lullaby

  • Base damage: 100 / 150 / 200 ⇒ 150 / 200 / 250
  • AP ratio: 45% ⇒ 40%
  • Cooldown: 150 / 130 / 110 ⇒ 140 / 120 / 100

Mel

See Highest Win Rate Mel Builds
Mel’s recent update and follow-up balance work has succeeded in creating more counterplay and thus reducing her frustration and ban rate with a similar win rate to the preceding patches. With the initial dust now settled, it’s time to bring her up to a more reasonable power level. We’re looking toward her proactive damage, especially with champion level, to skew these buffs strongly toward the mid lane. We’re also sliding in a small compensation to her passive’s minion mod in order to not push her Q-driven wave clear any higher than it already is.

Passive – Searing Brilliance

  • Minion Damage Modifier: 0.6x ⇒ 0.5x

Q – Radiant Volley

  • Base Damage per Bolt: 5 / 6 / 7 / 8 / 9 ⇒ 5 / 7 / 9 / 11 / 13
  • Total Q Base Damage: 90 / 132 / 176 / 222 / 270 ⇒ 90 / 145 / 200 / 255 / 310

R – Golden Eclipse

  • Initial Base Damage: 100 / 150 / 200 ⇒ 125 / 200 / 275

Neeko

See Highest Win Rate Neeko Builds
Neeko has been a dominant force in pro play through her combination of strong laning, teamfight utility, and vision control, while also being deadly enough to succeed more than the average champion for regular players as well. We like her explosive and high-spectacle teamfights, with the occasional 7th minion engage or wolf flank, but want to tap down the utility her clone provides. This change should still let her engage in trickery, while introducing a tradeoff to when clones stare people down from a bush on repeat, as we explore the best solution that limits her vision control but retains satisfying mechanics.

W – Shapesplitter

  • Slightly-Less-Tricksy-Neekoses: Cooldown now starts on clone expiration, instead of on cast
  • Fun Eliminated: Neeko can no longer use Ctrl+5, which plays the joke expression for clone only. Neeko can still joke, dance, recall, to make their clone initiate said actions.

Nocturne

See Highest Win Rate Nocturne Builds
Nocturne’s underperforming considering how easy to pick up and play he is, so he’s made the cut for buffs in this patch. In an effort to help him succeed in moderate fight durations, we’re upgrading his ability to stick to his enemies under the Dusk Trail and run them down with basic attacks.

Passive – Umbra Blades

  • Cooldown: 13 ⇒ 12

Q – Duskbringer

  • Bonus move speed: 15 / 20 / 25 / 30 / 35% ⇒ 20 / 25 / 30 / 35 / 40%

Orianna

See Highest Win Rate Orianna Builds
Orianna is arguably the defining mid pick of the current pro meta, receiving the highest total picks and bans in First Stand-qualifying leagues. As with Azir and Taliyah this patch, we’re hoping to broaden the top-tier pool and allow teams to have different takes on mid lane. In the hands of a true expert, her laning phase can feel unassailable, so we’re focusing on her early game in the hope of opening up some weaknesses.

Q – Command: Attack

  • Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3 ⇒ 7 / 6 / 5 / 4 / 3

Samira

See Highest Win Rate Samira Builds
We’re giving Samira some love in the form of QoL and minor bugfixing around her Q! Sometimes Q doesn’t do what you want which can be a bit frustrating, and we’re hoping to fix some of the extreme end of feels-bad cases by adding some additional logic on the decision of when to use her Sword and when to use her Gun.

Q – Flair

  • The Right Tool for the Job: Samira Q will now do multiple additional checks to see if there are units on both the right and left of her. If there are, and importantly if there are no units far in front of her, she will use Sword Q. If a unit is far in front of her, she will still use Gun Q regardless of units on the right and left.
  • Itchy Trigger Finger: Samira Q is now properly sealed during her passive. This resolves a case where Samira Q can go on cooldown despite not being used if pressed during her passive’s animation. This also applies to an instance where her ultimate was cast after her W.
  • Can’t Out-Walk Me: Samira Q will now do a check to see if the enemy is walking away from her and in the very last part of her Sword Q’s range. If so, she will instead use Gun Q. This should resolve the extreme cases where champions can simply walk away from her Q at very low move speed (higher move speeds will still likely be able to do so, rightfully.)

Taliyah

See Highest Win Rate Taliyah Builds
Taliyah joins Azir and Orianna as pro-focused mid nerfs for First Stand with the goal of opening up the mid lane pool to more than just control mages in the first games of a series. In an effort to pro-skew her nerf this patch, we’re attacking her early wave control, making it less likely she can always be first to every Scuttle Crab fight. We’re also compensating her monster damage to keep her jungle clear at similar speeds.

Q – Threaded Volley

  • Base Damage: 55 / 72.5 / 90 / 107.5 / 125 ⇒ 50 / 67.5 / 85 / 102.5 / 120
  • Bonus Monster Damage: 20 / 25 / 30 / 35 / 40 ⇒ 23 / 28 / 33 / 38 / 43

Varus

See Highest Win Rate Varus Builds
Oh, Varus. Look, canonically you’re kinda three people at once, so having three times the balance changes of other champions is only fair, right? We’re nerfing Varus’s lethality build as it’s the most pro-dominant ADC in the current patch. However, because on-hit Varus in bot lane is weak, we’re compensating AD on-hit Varus to keep that build afloat.

Q – Piercing Arrow

  • Maximum damage: 80 / 160 / 240 / 320 / 400 (+ 130 / 140 / 150 / 160 / 170% bonus AD) ⇒ 80 / 150 / 220 / 290 / 360 (+ 150% bonus AD)

W – Blighted Quiver

  • On-hit damage: 8 / 17 / 26 / 35 / 44 (+ 25% AP) ⇒ 8 / 17 / 26 / 35 / 44 (+ 25% AP + 15% bonus AD)

Volibear

See Highest Win Rate Volibear Builds
Volibear’s last set of nerfs were effective at hitting jungle harder than top, but ended up a bit over the line still. We’re aiming to make laning a bit more satisfying for top Volibear with mana changes, and still trying to open up some bruiser builds so it’s not always wizard bear.

Q – Thundering Smash

  • Bonus physical damage: +140% ⇒ +160%

W – Frenzied Maul

  • Mana cost: 30 / 35 / 40 / 45 / 50 ⇒ 20 / 25 / 30 / 35 / 40
  • Wounded bonus: + 15% per 100 bonus AD ⇒ + 25% per 100 bonus AD

E – Sky Splitter

  • Mana cost: 60 ⇒ 50

Items


Hubris


Hubris appears to be the weakest AD assassin item, especially when you consider it should look amazing statistically due to being a situational snowball item. We’re continuing the slow and steady trend of letting assassins spike their items earlier, and especially in the case of Hubris, get the snowball rolling early on.
  • Combine cost: 950 gold ⇒ 750 gold
  • Total price: 3000 gold ⇒ 2800 gold

Locket of the Iron Solari


Bandlepipes has been a well received addition for first-slot support tanks (and others who don’t really want AP) but it’s overshadowing first-slot Locket more than we’d like. We’re choosing to front-load some of Locket’s power so that it looks more attractive as the first purchase, while keeping its later-game power pretty similar.
  • SHIELD: 200 – 360, scaling after level 1 ⇒ 290 – 360, scaling after level 8
  • Functional Shield Level 8-18: 265 – 360 ⇒ 290 – 360
Ranked and Matchmaking

Aegis of Valor

Players who were eligible for the Aegis of Valor rewards have those rewards voided if they’re reported for disruptive behaviors and the reports are validated.

Autofill and Secondary Matchmaking Improvements

“As we mentioned at the start of this year, we’re going to start rolling out improved positional matchups in game for autofills and secondaries, e.g. trying to match autofill jungle vs autofill jungle. We’ll be starting with EUW.

We’ll keep an eye on how it’s performing, and will let you know when we feel like it’s ready for a global rollout.”

Posted in LoL

Patch 26.5 Preview – League of Legends

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

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

Volibear

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

Lillia

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

Orianna

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

Neeko

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

Varus

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

Ranked EUW Test

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

First Stand on 26.5

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

Items

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

Patch Followups

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

Patch 26.4 Notes – League of Legends

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

Patch Highlights

Champions

Ambessa

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

Q – Cunning Sweep

  • Bonus Damage to Monsters: 150 ⇒ 125

Annie

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

Q – Disintegrate

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

E – Molten Shield

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

Aphelios

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

Passive – The Hitman and the Seer

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

Brand

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

Passive – Blaze

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

Braum

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

R – Glacial Fissure

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

Camille

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

E – Hookshot

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

Darius

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

Passive – Hemorrhage

  • Monster Damage: 2x ⇒ 2.5x

Fizz

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

W – Seastone Trident

  • Bonus Monster Damage: 60 ⇒ 90

Graves

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

E – Quickdraw

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

Gwen

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

Q – Snip Snip!

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

R – Needlework

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

Hwei

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

WW – Pool of Reflection

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

R – Spiraling Despair

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

Illaoi

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

Passive – Prophet of an Elder God

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

Jinx

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

Base Stats

  • Armor Growth: 4.7 ⇒ 4.2

Kassadin

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

Base Stats

  • Health Growth: 119 ⇒ 113

E – Force Pulse

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

Kayle

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

Q – Radiant Blast

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

Kennen

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

R – Slicing Maelstrom

  • Cooldown: 120 / 100 / 80 ⇒ 120

Lee Sin

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

W – Iron Will

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

Lux

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

Base Stats

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

Q – Light Binding

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

W – Prismatic Barrier

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

Maokai

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

Q – Bramble Smash

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

Naafiri

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

Base Stats

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

Q – Darkin Daggers

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

E – Eviscerate

  • Mana Cost: 35 ⇒ 40

Qiyana

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

Base Stats

  • Health Growth: 121 ⇒ 115

Rengar

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

Q – Savagery

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

Rumble

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

Base Stats

  • Base Health: 655 ⇒ 640

R – The Equalizer

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

Ryze

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

R – Realm Warp

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

Samira

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

Q – Flair

  • Life Steal Effectiveness: 80% ⇒ 100%

R – Inferno Trigger

  • Life Steal Effectiveness: 80% ⇒ 100%

Senna

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

Q – Piercing Darkness

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

W – Last Embrace

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

Swain

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

W – Vision of Empire

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

R – Demonic Ascension

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

Syndra

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

W – Force of Will

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

R – Unleashed Power

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

Teemo

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

E – Toxic Shot

  • Monster Damage: 145% ⇒ 160%

Twitch

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

Base Stats

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

Udyr

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

Q – Wilding Claw

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

W – Iron Mantle

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

Xayah

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

Q – Double Daggers

  • Mana Cost: 50 ⇒ 35

W – Deadly Plumage

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

E – Bladecaller

  • Mana Cost: 30 ⇒ 20

Zac

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

Q – Stretching Strikes

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

R – Let’s Bounce!

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

Items & Summoner Spells

Hexoptics C44

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

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

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

Additional Miscellaneous Info

Disruptive Pinging Detections

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

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

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

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