Xin Zhao Champion Rework Update

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

New Xin Zhao Rework Captures

Borderlands 4 Amon Gameplay Overview

Source (Steam)

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

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

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

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

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

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

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

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

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

League of Legends Patch 25.16 Preview

Click here to view the FULL 25.16 patch notes!


From Riot Phroxzon via X (Source)

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

Balance Strategy

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

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

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

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

Sentiment on the game is too balanced

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

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

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

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

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

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

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

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

Yunara

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

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

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

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

Shaco

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

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

Systems

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

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

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

Last Patch Follow-up

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

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

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

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

Champion Buffs

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

Champion Nerfs

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

Champion Adjustments

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

System Buffs

  1. Experimental ULTplate

System Adjustments

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

League of Legends Patch Notes 25.15

Source

Time to soak in some Hot Springs vibes and read through what all we got coming in 25.15! This patch we have our usual balance changes for both SR, ARAM, and a handful of bug fixes! We’ve also got something new that we’re calling “Champion Ability Previews” where you’re able to preview champion kits before and after you select for a refresher if it’s been a minute. Try it out and let us know what you think!

Our live balance changes contain small-scale patchwork for Illaoi to reduce the frustration of playing around the Vessel mechanic and for Rek’Sai to return the true damage to her E. Otherwise, we’re removing Baron Nashor’s in-combat HP regen to make Smites more consistent, nerfing the top 3 tank supports, and following up on the best-performing Kraken Slayer and Blade of the Ruined King users.

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

Ability Previews

Ability previews are coming to champion select in all draft modes and ARAM starting this patch. The idea is to offer players a convenient method of refreshing their knowledge of League’s evolving champion roster without needing to leave the client. Whether it’s learning a new champion, brushing up on an unfamiliar kit, or studying the enemy team’s composition, hovering over the champion portrait for a couple seconds gives you an easy way to preview that champion’s play style.

Once you lock in, you can use the remaining time to review your champion abilities and prepare for the game to come. Experienced players who want fewer distractions on the champion select screen can elect to toggle the feature off in their Settings.

Battle of Koeshin / Koeshin’s Courtyard

You can now enter the Courtyard regardless of how much you’ve played of the Battle of Koeshin meta-game! The menu option should be available in the Battle of Koeshin meta-game.

We saw some of the feedback about preferring to experience the Courtyard without being locked behind completing all the levels of Battle of Koeshin so we’ve changed those requirements. Some of you are lovers and not fighters and we get that. 

Known Issues

  • Character models can sometimes disappear. (We’ve fixed a few instances of this but it can still happen in specific circumstances)

Systems

Baron Nashor

Baron Nashor has passive health regen, which means his health can tick over your Smite, Consume, Feast, etc. and rob you of an otherwise well-timed kill. Let’s not have him do that. As compensation, he’s receiving 100 base HP, which should make baron takes play out in a similar amount of time. 

Base Stats

  • Health Regen per 5: 75 ⇒ 0
  • Base Health: 11400 ⇒ 11500
  • Out of Combat Regen: unchanged

Champions

Alistar

Base Armor reduced.

 Alistar has been one of the strongest support tanks for a while, whether you’re measuring pros or not. In order to create a more equitable support ecosystem, we’re delivering a nerf. While 7 armor may seem like a drastic change, recent armor nerfs to Braum and Leona both showed that these champions are very resilient to this type of change. We’ll of course be monitoring this change to ensure it hits our desired mark here. 

Base Stats

  • Base Armor: 47 ⇒ 40

Bel’Veth

Passive Attack Speed increased at levels 2-18. Q damage to champions decreased.

 Bel’Veth was a huge winner of last patch’s Kraken Slayer and Blade of the Ruined King changes. While she deserves some nerfs to her early PVP power, we’d also like to help her fulfill her late game scaling fantasy by increasing her passive’s stack value. 

Passive – Death In Lavender

  • Attack Speed per stack: 0.28 – 1% (level 1-17) ⇒ 0.28 – 1.1% (level 1-18)

Q – Void Surge

  • Damage to Champions: 10 / 15 / 20 / 25 / 30 (+ 100% total AD) ⇒ 0 / 5 / 10 / 15 / 20 (+ 100% total AD)
  • Total Damage to Monsters: 55 / 70 / 85 / 100 / 115 (+ 100% total AD) (Unchanged)

Braum

Base Armor and Armor Growth decreased.

 Braum’s armor nerf last patch was significantly less impactful than we expected so he’s still pretty much the best solo queue tank. We’re going to give him one more adjustment with the goal of landing his power in a more appropriate place. 

Base Stats

  • Base Armor: 42 ⇒ 35
  • Armor Growth: 5.2 ⇒ 5

Corki

Q damage formula adjusted. R damage increased.

 We’re delivering some adjustments to Corki with the intent of pushing him toward squishier high-AD builds and slightly toning down his extremely potent late-laning phase spike while still maintaining his presence as a strong laner. 

Q – Phosphorous Bomb

  • Damage: 70 / 120 / 170 / 220 / 270 (+ 120% bonus AD) (+ 100% AP) ⇒ 70 / 115 / 160 / 205 / 250 (+ 130% bonus AD) (+ 100% AP)

R – Missile Barrage

  • Damage: 90 / 170 / 250 (+ 80% bonus AD) ⇒ 90 / 170 / 250 (+ 85% bonus AD)

Illaoi

Passive damage increased. E adjusted.

We’re delivering some Illaoi adjustments with the goal of reducing her more frustrating outputs for her opponents. No longer will you have to dodge freshly-spawning tentacles for a full ten seconds. In its stead, we’re giving Illaoi some deserved extra power by making her E overall more responsive and generally increasing her damage. Most notably, she will now get two slams from Test of Spirit’s first phase before level 7. Our desire for this patch is a small net power increase and as always we’ll measure how this lands to ensure we’ve hit that goal. 

Passive – Prophet of an Elder God

  • Damage: 9 – 162 (based on level) (+ 100% AD) (+ 40% AP) ⇒ 9 – 162 (based on level (+ 105% AD) (+ 40% AP)
  • Tooltip’s damage will now update with ranks in Q.

Q – Tentacle Smash

  • Tooltip now shows full ability damage that updates with ranks in Q.

E – Test of Spirit

  • Tentacle Attack Timer: 5 / 4 / 3 seconds (level 1 / 7 / 13) ⇒ 4 / 3.5 / 3 seconds (level 1 / 7 / 13)
  • Vessel Duration: 10 ⇒ 3
  • Vessel-spawned tentacles now attack the vessel about 1 second sooner.

Irelia

Health Regen decreased.

Unsurprisingly, Irelia’s power level has taken off between her recent direct buffs and last patch’s Blade of the Ruined King changes. We’re attacking her early health regen once again, as that stat is typically skewed toward mid lane, where she can stand to lose a little more power. 

Base Stats

  • Health Regen: 6 ⇒ 3.5

Kled

Passive dismounted resistances increased.

 Kled’s builds and overall shape landed extremely well after the .14 changes, but he’s looking a little on the weak side. We’re giving him a bit more dismounted durability, especially in the very early parts of the game and much later on in teamfights, to ensure that he can actually remount in an appropriate amount of time. 

Passive – Skaarl, the Cowardly Lizard

  • Dismounted Resistances: 1 – 2% bonus HP (based on number of nearby enemy champions) ⇒ 4 (+ 1% bonus HP) – 10 (+ 2.5% bonus HP) (based on number of nearby enemy champions)

Master Yi

Q damage reduced for low AD builds.

 As with Bel’Veth, Master Yi was a big winner from Blade of the Ruined King’s and Kraken Slayer’s buffs so we need to take him down a peg to remain balanced. We’re taking down some of his Alpha Strike burst in low-AD builds in order to put his higher AD crit builds closer to high AS on-hit builds. 

Q – Alpha Strike

  • Damage: 30 / 60 / 90 / 120 / 150 (+ 50% total AD) ⇒ 20 / 40 / 60 / 80 / 100 (+ 70% total AD)
  • Monster Damage: 95 / 150 / 205 / 260 / 315 (+ 50% total AD) ⇒ 80 / 125 / 170 / 215 / 260 (+ 70% total AD)

Nilah

Base AD increased, Attack Speed Growth decreased.

 Nilah is the winningest bot laner in League of Legends, and while someone has to be on top, she’s ahead by a little more than we think is reasonable. We’re delivering what we expect to be a small overall nerf while increasing her early game agency. 


Base Stats

  • Base AD: 58 ⇒ 60
  • Attack Speed Growth: 3% ⇒ 2.25%

Pantheon

Q monster damage decreased.

 Pantheon’s most optimal role has been Jungle for a few patches in a row now. We’re looking to reduce its viability slightly as it’s been dominant and has taken some of the shine from his Top lane. 


Q – Comet Spear

  • Monster Damage: 105% ⇒ 90%

Quinn

Q damage decreased.

 Quinn’s most effective builds (namely Statikk Shiv and Symbiotic Soles) have caught on and she’s ultimately a little too performant. We’re taking a stab at her strength in the later laning phase, weakening her wave clear by asking her to wait a little longer to access all that area of effect power while preserving her auto-attack damage. 

Q – Blinding Assault

  • Damage: 20 / 40 / 60 / 80 / 100 (+ 80 / 90 / 100 / 110 / 120% total AD) ⇒ 65 / 100 / 135 / 170 / 205 (+ 80 / 90 / 100 / 110 / 120% bonus AD)

Rek’Sai

Base Armor and Armor Growth decreased. W knock up lockout decreased at higher ranks. E deals adjusted true damage. R adjusted.

 Rek’Sai’s been sad with her lack of true damage, so we’re adding it back so that Rek’Sai players can experience all three pretty text colors again. We’re trying to nudge her toward a more complete fighter pattern by making her ultimate not necessarily an execute, giving her more casts of Furious Bite, and giving her access to better late-game crowd control. We’re also delivering some quality of life that should make her ultimate’s usability better and soften Furious Bite’s failure cases. The nerfs you see in this patch are here to compensate for the new powers she’s getting but our overall goal is for Rek’Sai to be stronger than before. 

Base Stat

  • Base Armor: 36 ⇒ 35
  • Armor Growth: 4.95 ⇒ 4.5

W – Unburrow

  • Knock-up lockout: 10 ⇒ 10 / 9 / 8 / 7 / 6

E – Furious Bite

  • Empowered Damage: 100% total AD (+ 8 / 9.5 / 11 / 12.5 / 14% target max HP) ⇒ 100 / 135 / 170 / 205 / 240 (+ 80% bonus AD)
  • Unempowered Damage: 100% total AD ⇒ 80 / 108 / 136 / 164 / 192 (+ 64% bonus AD) (80% of Empowered Damage)
  • Cooldown: 10 ⇒ 6

R – Void Rush

  • Damage: 150 / 300 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% missing HP) ⇒ 150 / 250 / 350 (+100% bonus AD) (+ 15 / 20 / 25% target max HP)
  • Cooldown: 100 / 90 / 80 ⇒ 120 / 100 / 80
  • Cooldown on interrupted cast from target dying: 10 ⇒ 5
  • Now resets W cooldown on cast.

Rell

W shield decreased.

 Rell is right up there with Alistar and Braum as one of the best tank supports in the game, and just like those two, we’re delivering some nerfs to make room for other supports to shine. We’re looking to make her durability a little less guaranteed with this change. 

W – Crash Down

  • Shield: 25 / 50 / 75 / 100 / 125 (+ 13% max HP) ⇒ 20 / 40 / 60 / 80 / 100 (+ 13% max HP)

Aram Balance Changes

Death Screen Effect

 We’ve seen a lot of feedback around the Death Screen in ARAM so this patch we’re making some changes to it. We’ve reduced the intensity of both the color and the distortion of the effect so it should no longer be as harsh of a visual shift when you’ve met your demise. 


Systems

  • Removed the Movement Speed boost near Spirit Blossom portals.
  • Bilge Plants shield duration and potency increased by 50%.

Champions

Akali

  • Damage Dealt: -5% ⇒ 0%
  • Damage Received: 10% ⇒ 5%
  • Passive AP Ratio: 55% ⇒ 65%
  • Q AP Ratio: 60% ⇒ 70%
  • R1 AP Ratio: 30% ⇒ 40%
  • R2 AP Ratio: 30% ⇒ 40%

Briar

  • Bonus Healing: 5% ⇒ 15%
  • E Damage Reduction: 35% ⇒ 55%

Caitlyn

  • Q total AD Ratio: 125 / 145 / 165 / 185 / 205% ⇒ 125 / 140 / 155 / 170 / 185%

Hecarim

  • E Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 16 / 15 / 14 / 13 / 12

Kassadin

  • E Damage: 70 / 100 / 130 / 160 / 190 (+ 65% AP) ⇒ 80 / 115 / 150 / 185 / 220 (+ 75% AP)

Nunu

  • Q Monster Heal AP Ratio: 90% ⇒ 110%
  • Q Champion Heal AP Ratio: 54% ⇒ 66%
  • W AP Ratio: 30-150% ⇒ 67-200%

Quinn

  • R now works correctly on the Spirit Blossom map.
  • Will now start in R once you have it.

Senna

  • Damage Dealt: -3% ⇒ -8%

Sett

  • W Base Grit Conversion: 25% ⇒ 20%

Talon

  • Q Bonus AD Ratio: 100% ⇒ 115%
  • W Bonus AD Ratio: 40%/90% (initial/return) ⇒ 50%/100% (initial/return)
  • E Terrain CD: 160 / 135 / 110 / 85 / 60 ⇒ 10 / 9 / 8 / 7 / 6
  • R Cooldown: 100 / 80 / 60 ⇒ 80 / 70 / 60

Teemo

  • Ability Haste: -10 ⇒ -15
  • R Duration: 5 minutes ⇒ 3 minutes

Ziggs

  • AoE Damage to Minions: 100% ⇒ 80%

Items

Spectral Cutlass

  • Gold Cost: 3000 ⇒ 2800
  • Can no longer be used to teleport enemies back to your start location.

ARURF

ARURF is back! It takes place on the Spirit Blossom map with all of its changes and has the new ARAM card system!

Champion balance has been adjusted from previous URF releases and we’ll be keeping a close eye on their impact on the game.

Katarina

  • Damage Dealt:105% ⇒ 110%

Nidalee

  • Damage Dealt:105% ⇒ 110%

Senna

  • Damage Dealt:100% ⇒ 110%

Skarner

  • Damage Dealt:100% ⇒ 110%
  • Shielding:100% ⇒ 110%

Annie

  • Damage Taken:105% ⇒ 110%
  • Shielding:100% ⇒ 90%

Sanctum and Mythic Shop

New Mythic Variant in the Sanctum

The new Mythic Variant, After Hours Spirit Blossom Springs Ahri, is now available in the Sanctum for a period of time!

For more information about the Sanctum please check out our support article

New Prestige in the Mythic Shop

With 25.15 Prestige Spirit Blossom Springs Aphelios will be arriving into the Mythic Shop for 150 Mythic Essence! He’ll be in the shop until 25.17 so grab him while you can!

This also means that Prestige Battle Academia Qiyana will be leaving, so you have a few more hours to snag her if you haven’t yet!

For more information about the Mythic Shop and Mythic Essence check out our article on it.

Bug Fixes & QOL Changes

Quality of Life Changes

  • Surrender and Remake vote timeouts have been reduced from 60 seconds to 25 seconds.
  • We’ve updated the visuals of Role Swap to help differentiate it from Pick Swap to cut down on mistaking one for the other.

General Bug Fixes

  • Fixed an issue where Heimerdinger’s grenade damage would not cause his turrets to change aggro at the very edge of turrets’ range.
  • Fixed an issue where Axiom Arc was refunding double for Yunara’s R.
  • Fixed an issue where using the Undo button could cause Kled to end up with the wrong spells while mounted.
  • Fixed an issue where Ambessa could fail to gain a Conquerer stack from her R.
  • Fixed an issue where some debug text could appear in Champion Select when you have a chat restriction.
  • Fixed an issue where Yunara would fail to refresh her Hail of Blades stack when her Q or RE would cancel an auto attack.
  • Fixed an issue where Shadowflame wouldn’t trigger Yunara’s Passive for critical damage.
  • Fixed an issue where Guardian Angel’s VFX would persist after selling the item.
  • Fixed an issue where if Vayne would Flash while casting E she would end facing the wrong direction.
  • Fixed an issue where Legend: Haste on Fiddlesticks failed to reduce the duration before a target could be feared again.
  • Fixed an issue where Zoe’s E could leave a permanent trap on the minimap.
  • Fixed an issue where Smolder would have a delay on his auto attack after using Q.
  • Fixed an issue where Yunara’s W had an incorrect numerical tooltip in her expanded tooltip in Chinese.
  • Fixed an issue where hitting a jungle plant with an active spellblade effect would remove the VFX and the buff icon.
  • Fixed multiple issues where multiple issues would occur when Mel used her W to reflect Urgot’s R and cast her R at the same time.
  • Fixed an issue where if Taric survived Mordekaiser’s R while attached to any champion within range of W, that ally would be tethered even when out of range.
  • Fixed an issue where Yone’s Q1 and Q2 would critically hit all targets if the first target hit was a critical. It should now be correctly calculated for each hit.
  • Fixed an issue where Viktor’s R and Smolder’s E damage would not be blocked by spell shields but still consume them.
  • Fixed an issue where Sion’s R could be stopped by Sett’s R without any collision.
  • Fixed an issue where an Olaf in his R could not be knocked back by a blast cone that he attacked himself.
  • Fixed an issue where Mel’s W would fail to reflect Zoe’s E after being hit by her auto attack or passive.
  • Fixed an issue where Seraphine’s W heal per nearby ally would have diminishing returns.
  • Fixed an issue where Azir’s soldier attacks on a target with Thornmail/Bramblevest would fail to apply either the reflect or the grievous wounds.

Skin Bug Fixes

  • Fixed an issue where Lillia’s VFX would appear on top of walls.
  • Fixed an issue where LeBlanc’s cape wouldn’t disappear on death for certain skins.
  • Fixed an issue where Seraphine’s audio would play double for herself and couldn’t be heard by allies.
  • Fixed an issue where DJ Sona’s music would be overridden by the Summoner’s Rift music.
  • Fixed an issue where DJ Sona’s music was missing certain beats and layers.
  • Fixed an issue where some of Debonair Zed’s faster run animations were not playing when having higher move speed of when in homeguard!

Upcoming Skins & Chromas

The following skins will be released this patch:

The following chromas will be released this patch:

League of Legends Patch Notes 25.13

Patch Highlights

Spirit Blossom Akali, Spirit Blossom Hwei, Spirit Blossom Karma, Spirit Blossom Kayle, Spirit Blossom Nidalee, Prestige Spirit Blossom Zed, and Spirit Blossom Morgana will be available June 25, 2025 at 18:00 UTC.

ARAM

Starting this patch we’re adding two new maps to the ARAM map pool to bring a bit more variety and excitement to each game! From now through 25.16, you’ll load into one of three maps, each with their own, unique look alongside slight gameplay and terrain differences to keep each game feeling fresh. The maps will be your classic Howling Abyss, the new Koeshin’s Crossing, and a returning favorite, Butcher’s Bridge!

Which map you play on will be decided at random, with everyone finding out as soon as you get to the loading screen. They won’t change based on the patch or anything else. Given the maps only have minor gameplay differences you won’t need to stress about having the right champion for each map as there isn’t really a “right” champion. Simply pick the champ you want to play and enjoy whichever map you land on.

We’re also updating rerolls by changing them into something we call Champion Cards. Champion Cards will help you (and your lobby) get more champions, more consistently. At the start of each lobby you’ll be presented with two options to choose from, and whoever you don’t pick will go directly to the bench. If you’re lucky you could even get a THIRD champion card to pick from.

Arena

Arena is back!… except it’s not just back, it’s back for 12 months! You heard that right, Arena is back for a whole year.

Arena’s latest run was well received, both while it was active, and after. When it went away, we saw players actively looking for it and telling us how much they enjoyed it as an alternate way to play League. We heard the conversations in the community across the globe, saw all the tags of our official accounts, and even one region flooded the PBE where Arena was still accessible for them.

So we’re staying true to our word that we’d keep Arena around for longer runs if it does well, and it has. For now we hope you enjoy Arena’s return and we’ll check back in for an update later this year on how it’s going. 

Upcoming Battle Pass Improvements

 We’ve been looking a lot at how all of you progress through the battle pass over the course of each Act, and we want to make sure it feels good and respects the time each of you invests in League. Whether you play 4 hours a day or 4 hours a week, we want to reward the time you dedicate to playing. In the spirit of this, we’ll be introducing some changes to improve how Battle Pass XP (BXP) can be acquired in Act 2 when patch 25.13 goes live


Champion Mastery BXP

Starting with Champion Mastery, we’ll be moving Mastery Set BXP to a mission instead of tying it to Mastery set champions. Under this new system, you’ll be able to obtain the full 2,500 BXP with champions of your choice instead of the ones offered by Mastery Sets.

When we originally introduced Mastery sets our intention was for them to be a way for you to find a new main or two based on the personalized recommendations it provided, gaining some Battle Pass XP along the way. Now that they’ve been live for a while, we’ve looked at how players engaged with these missions. The completion rates we’re seeing aren’t quite hitting our expectations nor are they increasing different champions played, so we’re making the call to remove Mastery sets in Patch 25.13. That said, we’ll keep this learning in mind as we continue to improve the Mastery system in the future. 


Catch Up Missions

We’re also introducing some changes to how the weekly missions will work so that Battle Passes feel better in terms of progression and how often you’re able to complete them. Starting in patch 25.13, instead of weekly missions lasting for 7 days, weekly missions will stick around for 21 days. This means that every week you’ll get a set of new weekly missions and you’ll have multiple weeks to complete them.

Currently, there’s no catchup method for BXP that exists for players jumping in partway through the Act, or for someone who just missed some weeklies because they were busy. With this update you’ll be able to accumulate missions for a while in case you aren’t able to play for a week or two, so you’ll still be able to make meaningful progress on your battle pass. You won’t need to log in or do anything special for this to work, they’ll be in your missions list when you log in. Here’s what this will look like in practice: 

  • Week 1: You’ll get Week 1 missions.
  • Week 2: You’ll get Week 2 missions, and still have any uncompleted Week 1 missions.
  • Week 3: You’ll get Week 3 missions, and still have any uncompleted Week 1 and 2 missions.
  • Week 4: You’ll get Week 4 missions, you’ll still have any uncompleted Week 2 and 3 missions, and any unfinished Week 1 missions will expire.
  • Rinse and repeat.

 We’ll monitor how these changes go, your feedback to them, and continually look for opportunities to make the pass feel better for those of you that choose to get it. 

Windows Compatibility Mode

 With 25.13 we’ll be removing the ability for players to launch League of Legends or Teamfight Tactics in Compatibility Mode in Windows. After hitting the play button in the Riot Client while Compatibility Mode is enabled, a popup will appear offering to disable that setting automatically and launch the game as normal. If it’s declined, the client won’t launch, but if you accept it will disable and attempt to launch normally. This should have no impact to players and will just ensure that League is being launched in a supported configuration.

For more information about what the system requirements to run League are please check out the player support article: Minimum and Recommended System Requirements 

Reporting Updates

We’ve added a new “Rank Manipulation” report category. Previously when someone went to report someone for boosting or purposefully deranking, players would have to select a random category to report this behavior, so we’ve added a new report option as we continue our work towards better combating these behaviors. If you see accounts in your matches that are inappropriately placed, please report those with this new option. Boosting, deranking, etc. is not okay and you’re going to hear more from us on this soon.

The “Intentional Feeding” report category has also been renamed to “Disruptive Gameplay” to more accurately describe its intended use and make it a little more clear on what should be reported here.

Players will now no longer receive AFK penalties if they reconnect to the match-in-progress and win.

We’ve also adjusted the reporter feedback notification period after reporting a player from 14 days to 3 days to keep the notifications more relevant. 

Champions

Briar

W attacks can no longer be canceled. E cast time reduced.

 We’ve hunted down some awkward bugs on Briar that should improve how she feels to play. 


W – Blood Frenzy

  • NEW: Frenzied attacks can no longer be canceled. (This prevents her from sometimes canceling attacks when chasing fast moving enemies)

E – Chilling Scream

  • Cast Time After Channel: .25 (scaling down with Attack Speed) ⇒ .15

Fiddlesticks

W damage increased.

 Fiddlesticks is struggling a bit in the jungle so we’re giving it some gold scaling power that shouldn’t affect its Support efficacy much, which we think is in a decent spot. 


W – Bountiful Harvest

  • Damage per second: 60 / 90 / 120 / 150 / 180 (+ 40% AP) ⇒ 60 / 90 / 120 / 150 / 180 (+ 45% AP)

Gangplank

W mana cost decreased. R cooldown decreased.

 Experienced Gangplank players are opting for some mana solves (buying early mana crystal and selling it) in early game, and this is indicative of his play pattern not being supported in early game. We’re massaging some of his early game and giving him a small ult CD buff as he appears to be underperforming, even among skilled players.


Q – Parrrley

  • Mana Cost: 55 / 50 / 45 / 40 / 35 ⇒ 50 / 45 / 40 / 35 / 30

R – Cannon Barrage

  • Cooldown: 170 / 150 / 130 ⇒ 160 / 140 / 120

Irelia

Passive attack speed increased at lower levels.

 Irelia’s got some room to be a more powerful fighter and we’d specifically like to make her better at her skirmisher outputs of repeated damage without being as reliant on items to carry that power budget. So, we’re juicing up her early game passive power to make her able to scrap and trade autos early on against other melee champions. 


Passive – Ionian Fervor

  • Attack Speed per stack: 7.5% – 25% (based on level) ⇒ 10% – 25% (based on level)
  • Max Attack Speed: 30% – 100% (based on level) ⇒ 40 – 100% (based on level)
  • [Bug Fix] Attack Speed now dynamically updates if she levels up while buffed.

Kindred

R cooldown decreased at lower ranks.

 We think Kindred can be an exciting niche jungle pick at MSI this year and they currently have enough room to receive a buff without harming regular play, so we’re attempting to give them some more power specifically geared toward coordinated play by offering up more ult casts. 


R – Lamb’s Respite

  • Cooldown: 180 / 150 / 120 ⇒ 160 / 140 / 120

Nidalee

Q damage increase based on range increased.

 Nidalee’s buffs from last patch still left her a touch weaker than we’d like and we’re still looking to buff her jungle much more than top lane. We think her signature spell could stand to pose more of a threat so we’re taking a swing at bumping up the fantasy of landing those max range javelins. 


Q – Javelin Toss

  • Damage increase based on distance traveled: 0 – 200% ⇒ 0 – 225%
  • Distance required for damage amp: 525 ⇒ unchanged

Rammus

Health Growth increased. W Armor/Magic Resist increased.

 Rammus’s update was successful in making him much more consistently useful but we shot a little low on his power level. We’d like to buff him back up and specifically re-enable the choices he used to have around what ability to max first. We’re giving him some generic durability and empowering Defensive Ball Curl’s rank-up as a way to ensure he can opt into being the tankiest armordillo he can be. 


Base Stats

  • Health Growth: 94 ⇒ 100

W – Defensive Ball Curl

  • Bonus Armor/Magic Resist: 27 ⇒ 27 / 32 / 37 / 42 / 47

Ryze

W damage increased, and mana cost adjusted.

 Ryze is currently stronger than he ought to be and risks taking over the mid lane pool at MSI this year, so we’re delivering a small nerf to his early laning phase where his opponents don’t have much room for counterplay. 


W – Rune Prison

  • Damage: 70 / 100 / 130 / 160 / 190 (+ 70% AP) (+ 4% Bonus Mana) ⇒ 60 / 90 / 120 / 150 / 180 (+ 70% AP) (+ 4% Bonus Mana)
  • Mana: 40 / 55 / 70 / 85 / 100 ⇒ 50 / 60 / 70 / 80 / 90

Twisted Fate

R cooldown increased.

 Twisted Fate’s buffs from last patch overshot our goals and now he’s arguably the strongest mid laner in the game. We’re happy that TF has his time back in the sun, but he’s currently too dominant, so we’re walking back about 1/3 of the power we gave him two weeks ago. 


R – Destiny

  • Cooldown: 160 / 130 / 100 ⇒ 170 / 140 / 110

Vi

Passive shield decreased.

 Last patch’s rank-up adjustments significantly increased her overall win rate due to aligning ability incentives with what the majority of her players were already doing. Now that that misalignment’s been solved, we’re back to nerf her out of the #1 jungle slot at MSI this year. Vi’s shield durability has historically been one of her most pro skewed levers, as the shield isn’t always chewed through in 1v1s that are more likely to happen, as opposed to the more teamfighty nature of pro. Our hope is that the combination of these last few patches leaves Vi at a similar place for regular players while having reduced pro presence. 


Passive – Blast Shield

  • Shield: 14% Max HP ⇒ 12% Max HP

Yorick

Base Armor decreased.

 Our Yorick changes last patch succeeded in re-introducing some more choice into his first slot but failed to strip out as much power as we wanted to. This patch we’re continuing to nerf his early strengths in order to give more champions room to fight back against him before completed items come online. 


Base Stats

  • Armor: 39 ⇒ 36

ARAM Balance Changes

 Hello ARAMers, This patch, we’re giving some help to AD Shaco and Rengar, encouraging their assassin builds with a few targeted buffs. We’re also removing old nerfs on a few champions to bring them closer to their intended power levels. On the nerf side, we’re addressing some frustrating outliers. For Mel, we’re keeping her damage but slowing down how often she can use it to allow more counterplay.

Let us know how it feels—and see you on the Bridge! 

Champions

Mel

  • Ability Haste: 0 ⇒ -10

Rengar

  • Q AD Ratio: 100% – 115% ⇒ 110% – 225%
  • Empowered Q AD Ratio: 130% ⇒ 140%
  • E Bonus AD: 80% ⇒ 100%

Shaco

  • Passive Bonus AD: 30% ⇒ 40%
  • Q Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 12 / 11 / 10 / 9 / 8
  • Q Bonus AD: 65% ⇒ 85%
  • E Bonus AD: 80% ⇒ 100%

Singed

  • Damage Dealt: 95% ⇒ 100%

Udyr

  • Healing: 90% ⇒ 100%
  • Shielding: 90% ⇒ 100%

Vayne

  • Damage Dealt: 105% ⇒ 100%

Volibear

  • W Healing Missing Health Bonus: 8 / 10 / 12 / 14 / 16% ⇒ 8 / 11 / 14 / 17 / 20% (Same as Summoner’s Rift)

Yasuo

  • W Cooldown: 25 / 23 / 21 / 19 / 17 ⇒ 27 / 25 / 23 / 21 / 19

Skin English VO Updates

 We’re currently recording and catching up on missing English VO from our recent skins that we had to release with their base champion VO. We’ll be working backwards starting with Spirit Blossom Morgana and Spirit Blossom Karma! So they’ll be arriving with their final English VO with Patch 25.13. Going forward we’re aiming to ship any new skins with their complete and final VO. 

Sanctum and Mythic Shop Updates

 Spirit Blossom Morgana will be arriving in the Sanctum in 25.13.

We’re also adding the following to the Mythic Shop:

  • “In Bloom” Nexus Finisher – 250 ME
  • “In the Palm of My Hand” Spirit Blossom Morgana animated emote – 25 ME

This means that Sahn-Uzal Mordekaiser, his animated emote, and the “The Reckoner” Nexus Finisher will be leaving the Sanctum/Mythic Shop respectively. 


Sanctum Mythic Essence

This patch, we’re buffing Mythic Essence in the Sanctum. The Sanctum will be distributing more Mythic Essence per Ancient Spark on average, and more Mythic Essence as overall. To accomplish this, we’ll be adding 2 Mythic Essence anytime you are awarded an icon or an emote, making the more common B-Tier results even better, and slightly reducing the drop rates of the highest Mythic Essence payouts.

We’ll also be increasing the S-Tier duplicate payout for Mythic Variants from 100 to 130 Mythic Essence. This will make duplicate pulls for Mythic Variants more equal in value to the rewards for the Exalted duplicates. This change is live in 25.13, and will be reflected in the next Mythic Variant.

All of these changes will be reflected in the drop table in the client in the Sanctum tab. 

  • Random Icon ⇒ Random Icon + 2 Mythic Essence
  • Random Emote ⇒ Random Emote + 2 Mythic Essence
  • Mythic Variant S-Tier duplicate pull: 100 Mythic Essence ⇒ 130 Mythic Essence

Client Shop Skin Preview Test

Some of you might notice a new skin preview in the client that we’re currently testing when viewing new Spirit Blossom or Inkshadow skins. Not everyone will see this as we’re just testing this feature. This test will run for one or two patches and then we’ll be turning it off later.

We do these tests from time to time to evaluate improvements that we’re thinking about within the client. If it hits our goals (Do players like it and find it helpful?, Do players find it?, How often players use it?, etc.) It could be something that we decide to do in the future, if it doesn’t then we’ll go back to the drawing board for it. 

Bugfixes & QoL Changes

  • Fixed an issue where Viego was unable to see the options to upgrade the support item.
  • Fixed an issue where Renata W could prevent kill credit to the respective champion if last hit by pets.
  • Fixed an issue where Feat of Warfare could not be incremented when pets kill a champion with Renata W on them.
  • Fixed an issue where Viego was unable to move normally after possessing Jhin and using his E, or Caitlyn’s E if he previously possessed Pantheon and used his E. (Yes this bug is that specific, Viego things)
  • Fixed an issue where Hwei’s P would trigger in an incorrect location under specific situations.
  • Fixed an issue where Milio’s passive would trigger the Electrocute rune on an ally.
  • Fixed an issue where Azir’s R wouldn’t move minions.
  • Fixed an issue where Zac and Anivia’s passive would trigger through the fountain turret. This was an inconsistency that we’ve corrected and now mirrors Guardian Angel.
  • Fixed an issue where if Neeko would disguise as Karma her disk wouldn’t spin.
  • Fixed an issue where Karma’s disk wouldn’t spin after reconnecting.
  • Fixed an issue where Akali’s Passive indicator would sometimes appear around an incorrect character.
  • Fixed an issue where Senna’s Mist Wraiths would consume Senna’s On-hit bonus procs.
  • Fixed an issue where Sylas could keep his stolen Ultimate if he jumped into the Rift Herald as he casted it.
  • Fixed an issue where Sylas could cast a stolen Ultimate a second time if he casted Teleport at the end of the Ultimate cast.
  • Fixed an issue where if a Twitch jumped into the Rift Herald while in his Q, the charge would appear incorrect to the enemy team.
  • Fixed an issue where Mel could get the kill credit on a teammate from her Passive empowered attack when Renata applies her R to her.
  • Fixed an issue where Sylas could keep a champion’s model if he casted a stolen Ultimate and then teleported.
  • Fixed an issue where Zilean’s second Q on the same target would not play the countdown SFX.
  • Fixed an issue where Ahri would not receive her passive heal while in stasis.
  • Fixed an issue where Katarina’s R would cancel if you cast E on nothing outside of E’s range.
  • Fixed an issue where Viego possessing an enemy who had Hullbreaker could continuously grant nearby minions armor and magic resistance.
  • Fixed a Practice Tool bug where the Stack Items function could infinitely stack in certain instances.
  • Fixed a Practice Tool bug where Rod of Ages could exceed 10 stacks.

Upcoming Skins & Chromas

The following skins will be released in this patch:

Yunara Abilities – League of Legends

Yunara Abilities

Passive – Vow of the First Lands

Yunara’s Critical Strikes deal additional Magic damage.


Q – Cultivation of Spirit

Passive: Yunara’s Attacks deal additional magic damage on hit. Launching an attack causes Yunara to generate 1 Unleash, increased to 2 when attacking a champion. Not attacking causes Yunara to lose Unleash over time.

Active: Yunara unleashes her inner potential for a duration in which she gains: increased Attack Speed, her attacks deal additional magic damage on-hit and her attacks spread to nearby enemies dealing additional damage.


W – Arc of Judgement / Arc of Ruin

Yunara lets rip a spinning prayer bead that slows down when near enemies and lingers and expands when it reaches its end point. The initial hit deals damage and applies a decaying slow on the target over a short duration. It deals additional damage to enemies in the area.

Transcendent State – Arc of Ruin: Yunara fires off a laser that deals damage and applies a decaying slow for a short duration.


E – Kanmei’s Steps / Untouchable Shadow

Yunara becomes Ghosted and gains Move Speed, increased when moving towards an enemy champion, that decays over a short duration.

Transcendent State: Yunara dashes in a direction.


R – Transcend One’s Self

Yunara enters a Transcendent State for a period of time; Cultivation of Spirit is activated for the duration, Arc of Judgement is upgraded to Arc of Ruin and has its cooldown reduced, and Kanmei’s Steps is upgraded to Untouchable Shadow and has its cooldown refreshed.

The Return of Arena

Source by Riot Cadmus

Arena is back with patch 25.13.

Hey everyone… Arena is coming back! We’ll be turning Arena back on in patch 25.13 and will keep it on for at least the next 12 months. We will have some minor updates throughout the rest of 2025, with a larger update coming in the first half of 2026 and we’ll see how things go from there.

In the past, we said we’d consider keeping Arena around for a longer run depending on how it was received.

Arena’s latest run was well received, both while it was active, and after. When it went away, we saw players actively looking for it and telling us how much they enjoyed it as an alternate way to play League. We heard the conversations in the community across the globe, saw all the tags of our official accounts, and even one region flooded the PBE where Arena was still accessible for them. 

So… this seems like the time to give that longer run a go.

For the rest of this year, you’ll be playing Arena in the Grand Reckoning from Season 1 without any fundamental changes. We’ll be doing regular balance updates every other patch, somewhat similar to what we do for ARAM. Also, when we turn it back on, you’ll continue right where you left off in regards to your Arena God Challenge or Fame. 

Later this year, there will be a progression reset for Arena with Season 3 as well as some new augments to earn and unlock! We’ll share more about that as we get closer. 

For now we hope you enjoy Arena’s return. We’ll be sure to check back in and let you know how it’s going later this year. As always, thanks for reading and we’ll see you in the Grand Reckoning!

Rematch Stats: What the Rematch Beta Numbers Tell Us About the Game’s Future

Rematch Beta – What The Numbers Tell Us

The second open beta for the highly anticipated soccer game, Rematch, has officially concluded, and the developers have just dropped a treasure trove of data showcasing the community’s incredible engagement. The final Rematch stats from the 66-hour beta period (May 28-31, 2025) paint a clear picture: this game is already a massive hit.

From staggering player counts to mind-boggling in-game achievements, let’s break down the official Rematch beta stats and see what the community accomplished.

Overall Engagement: The Big Picture

The numbers for the beta are nothing short of spectacular. The developers revealed that a massive 1,885,382 active players hit the pitch over the weekend.

This passionate player base was incredibly busy, playing a total of 6,706,903 matches. All that action added up to a colossal 6.25 million hours of total playtime, which the developers helpfully calculated as being equal to 714 years!

The data also gives us insight into the game’s pacing:

  • Average Match Duration: 7 minutes and 48 seconds
  • Average Overtime Duration: 2 minutes and 58 seconds

Rematch Player Count: A Platform-by-Platform Breakdown

The Rematch beta was available across multiple platforms, and the stats show a clear leader in terms of adoption for this test phase. Here’s how the Rematch player count broke down:

  • Steam: 1,594,845 Players
  • PlayStation: 269,874 Players
  • Xbox: 20,146 Players
  • Game Pass: 552 Players

The PC community on Steam made up the vast majority of the beta’s population. The much lower numbers on Xbox and Game Pass are a direct result of the limited access, where only around 50,000 keys were distributed to players via newsletter for this phase of testing (about half of all Xbox players with a key were online at the same time!).

Concurrent Player (CCU) Growth

The game didn’t just have a lot of players; it had sustained and growing interest. The Concurrent User (CCU) graph shows player numbers peaking higher each day of the initial beta weekend.

  • May 29 Peak: 188,486
  • May 30 Peak: 215,066
  • May 31 Peak: 221,566

The enthusiasm was so overwhelming that in response to popular demand, the beta was extended by 24 hours to June 1st. On this bonus day, the game still pulled in a massive peak of 175,978 concurrent players.

This strong performance across the entire event is a fantastic sign, indicating that players who tried the game were sticking around and that word-of-mouth was drawing in new people right up to the very end.

In-Game Player Stats: A Flurry of Action

What happens when nearly two million players play almost seven million matches? You get some astronomical in-game numbers. The overall Rematch game stats are a testament to the non-stop action:

  • Goals: 33.1 Million
  • Assists: 19.1 Million
  • Passes: 191.9 Million
  • Dribbles: 50.9 Million
  • Shots on Target: 110 Million
  • Goalkeeper Saves: 37.4 Million

Celebrating the Elite: The Top 3 Players

While millions played, some truly stood out from the crowd. The developers highlighted the top performers in key categories, giving us a glimpse at the beta’s most skilled players.

The Most Dedicated Player

A special shoutout goes to user Ilkuivrll, who played the most during the beta. Their dedication is astonishing:

  • Play Time: 61 hours and 12 minutes (out of a 66-hour beta!)
  • Matches Played: 504

Best Goalkeepers (Saves Per Match)

  1. Itora – 5.13 (Tied)
  2. 埃敏是個同性戀 – 5.13 (Tied)
  3. X_Ghost_Maco_X – 5.06
  4. Victor7770 – 5.00

Best Strikers (Goals & Assists Per Match)

  1. Lethal Shooter – 3.61
  2. SoyUnDiosTT – 3.50
  3. dhnjsanjdn – 3.48

Best Midfielders (Passes Completed Per Match)

  1. Control – 14.87
  2. Morray – 13.87
  3. selvaggioculo – 13.27

Best Defenders (Interceptions Per Match)

  1. k – 21.69
  2. μ – 21.58
  3. step craig – 21.18

These impressive Rematch stats confirm that the beta was a resounding success. With a massive and engaged community already forming, the full launch of Rematch is shaping up to be one of the biggest gaming events of the year.

Rematch Rank System Explained – Full Guide

Ready to prove your skills on the pitch? The competitive ranked mode in the new soccer game Rematch offers a challenging ladder for players to climb. Whether you’re a solo competitor or queuing with a full squad, understanding how the ranking system works is the first step toward reaching the coveted Elite rank.

This guide breaks down everything you need to know about the Rematch ranking system, from the initial placement matches to the intense promotion series and the RP you’ll earn along the way.

All Ranks and Divisions in Rematch

The competitive structure in Rematch is divided into seven distinct Ranks. Based on the latest information from beta tests, most ranks are further broken down into three divisions, which you must progress through to advance.

The ranks are ordered from lowest to highest:

  • Bronze (1, 2, 3)
  • Silver (1, 2, 3)
  • Gold (1, 2, 3)
  • Platinum (1, 2, 3)
  • Diamond (1, 2, 3)
  • Master (1, 2, 3)
  • Elite (The highest rank with no divisions)

You will start in the lowest division (Division 3) of a rank and work your way up to Division 1.

Rematch Rank Distribution (Beta 2 Data)

Curious about where you’ll stack up against the competition? The developers shared some preliminary rank distribution data in the official Rematch Discord from the second beta test. This gives us a fascinating snapshot of how the player base was spread across the ranks.

BIG DISCLAIMER: The developers have emphasized that due to the very limited duration of the Beta, these numbers do not represent an accurate distribution for the live game. The distribution will likely be very different as players get more time to climb the ranks.

Here is a full breakdown of the player distribution across all ranks during Beta 2.

  • Bronze: 26.27%
    • Division 3: 8.51%
    • Division 2: 8.02%
    • Division 1: 9.74%
  • Silver: 41.92%
    • Division 3: 14.61%
    • Division 2: 14.6%
    • Division 1: 12.71%
  • Gold: 26.71%
    • Division 3: 12.25%
    • Division 2: 9.02%
    • Division 1: 5.44%
  • Platinum: 4.65%
    • Division 3: 3.01%
    • Division 2: 1.21%
    • Division 1: 0.43%
  • Diamond: ~0.38%
    • Division 3: ~0.24%
    • Division 2: ~0.09%
    • Division 1: ~0.05%
  • Master: ~0.06%
    • Division 3: 0.035%
    • Division 2: 0.014%
    • Division 1: 0.008%
  • Elite: ~0.02%

Key Takeaways from the Beta Distribution:

  • Silver is the most populated rank: A massive 41.92% of players in the beta landed in Silver, making it the central hub of the player base.
  • The majority of players are in Silver and Gold: Combined, these two ranks accounted for over 68% of the beta’s ranked population.
  • Reaching Platinum is a significant achievement: Only about 5% of players reached Platinum or higher, marking it as the entry point to the upper echelon of competitors.
  • The highest ranks are extremely exclusive: Less than half a percent (~0.46%) of the entire player base managed to climb into Diamond, Master, or Elite, proving just how challenging the top of the ladder is.

How the RP (Rank Points) System Works

Your progression through the ranks is determined by Rank Points (RP). This system is straightforward and rewards consistent performance.

  • RP per Division: Each division requires 100 RP to advance.
  • RP for a Win: You gain a fixed +20 RP for every match you win.
  • RP for a Loss: You lose a fixed -17 RP for every match you lose.

To advance to the next division, you need to earn 100 RP, which takes exactly 5 wins. However, the system is unforgiving. A loss costs you -17 RP, nearly wiping out the progress from a hard-fought victory (+20 RP). This small margin means a single defeat almost sets you back a full win, making a consistent, positive win rate essential for climbing the ladder.

Getting Started: Your Placement Matches

Before you are assigned a rank, you must complete 5 placement matches. These matches are crucial as they determine your starting point on the competitive ladder.

Your performance in these games matters. Players have reported that factors like your win/loss record and potentially your in-game score (MVPs, points, goals) can influence your placement. With a strong performance across all 5 matches, it’s possible to place as high as Platinum.

Climbing the Ladder: Promotion Matches

To advance from one rank tier to the next (e.g., from Gold to Platinum), you must prove you’re ready by winning a Promotion Series.

How Promotion Matches Work

  • When do they trigger? Promotion matches begin when you are in Division 1 of your current rank and earn enough RP to advance. For example, when you are in Gold 1 and pass 100 RP, you will enter your promotion series to get into Platinum 3.
  • The Format: You must play a best-of-three series (you have 3 matches to win 2).
  • Success: Winning 2 out of your 3 promotion matches will successfully promote you to the next rank tier.
  • Failure: If you fail to win 2 matches, you will remain in Division 1 of your current rank and will need to earn enough RP to try again.

The Exception: Master to Elite

There are no promotion matches required to advance from Master 1 into the Elite rank. Once you earn enough RP in Master 1, you will automatically be promoted, solidifying your spot among the game’s best players.

Key Ranked System Features to Know

Beyond the core mechanics, here are a few other critical details about how the Rematch ranked system functions.

No Demotion Between Ranks

One of the most player-friendly features is the demotion protection between ranks. This means once you achieve a rank like Gold, you cannot fall back down to Silver for the remainder of the season. You can, however, be demoted between divisions (e.g., dropping from Gold 1 back to Gold 2 if you lose a match at 0 RP). This system encourages players to keep playing without the fear of losing their hard-earned rank tier.

Party Size and Queues

Rematch offers a flexible party system. You can queue for ranked matches with any size party, from playing solo to teaming up with a full squad. Currently, there appears to be no separate queue for solo players and parties, meaning you will face opponents of varying party sizes.\

Frequently Asked Questions (FAQ)

Q: How many net wins does it take to get through one division?
A: Since you get +20 for a win and -17 for a loss, each “win-loss” pair gives you a net gain of +3 RP. However, it’s easier to think of it this way: you need 5 wins to gain 100 RP. Each loss costs you 17 RP, which is almost the same as a win. You must maintain a win rate above 50% to climb effectively.

Q: Can I drop from Platinum back down to Gold?
A: No. The current system prevents players from being demoted to a lower rank tier. Once you’re Platinum, you’re Platinum for the season, though you can still move between Platinum 1, 2, and 3.

Q: Do I have to play promotion matches to get into Elite?
A: No. The promotion from Master 1 to Elite is automatic once you acquire the necessary RP.

Q: Can I play ranked with my friends who are in different ranks?
A: Yes. Currently, there are no rank restrictions when partying up for ranked matches. You can queue with friends of any rank, from Bronze to Master, making it easy to play together regardless of skill difference.

ARC Raiders Release Date, Game Details, Price, Features

Embark Studios announced that ARC Raiders will officially launch across the globe on October 30, 2025 during the 2025 Summer Games Fest.

It will be available on PC (Steam and Epic Games Store), Xbox Series X and S, and PlayStation 5. While some were disappointed after rumors circulating around a potential shadow launch ended up being squashed by the Stockholm-based studio during Summer Game Fest, Embark has promised they are hard at work to ensure players have a smooth and enjoyable day-one experience.

What is ARC Raiders?

ARC Raiders is a multiplayer PvPvE extraction shooter, set in a futuristic and hostile earth that is being overtaken by a mysterious mechanized threat known as ARC. As an ARC Raider, fight your way through both machine and other raiders to secure the best loot for you and your team take on humanity’s last major battle for survival.

How do you play ARC Raiders?

You can play solo, duo, or a three-player squad. After landing on a random spot across the map, you will have 30 minutes to find as much loot, weapons, and gear as you can before heading to one of the extraction points to extract everything you were able to collect. Of course, all while avoiding the ARC mech’s and other player squads as well.

ARC Mech Enemy

Is ARC Raiders cross-platform?

Yes. ARC Raiders supports cross-platform play across PC, Xbox, and PlayStation.

How much will ARC Raiders cost?

ARC Raiders will cost $39.99 at launch. Currently, Embark has not revealed if there will be multiple tiered-versions of the game to purchase.

Will ARC Raiders have micro-transactions or a battlepass?

Yes. ARC Raiders is confirmed to have a Battle Pass that you can purchase with 500 Raider Tokens (purchasable via playing the game or using real-life money).

Will there be another ARC Raiders playtest?

Currently there has not been any confirmation of another playtest for ARC Raiders. There have been 2 playtests so far, and with the game nearing launch, it’s not certain if we will see another.

Arc Raiders Three-Player Squad

Want to see ARC Raiders stats supported on U.GG, or have any feature ideas you’d like to see in the future for ARC Raiders? Hit the Contact Us button up in the top right of your screen and let us know!