Season 1 2026 Isn’t Playing It Safe and Demacia Proves It

Earlier today, Riot has posted a video of Pabro and Meddler talking about the upcoming changes in Season 1 of 2026. If you’ve missed the video, you can watch it here.

Highlights

Can’t tune in? Here’s a quick summary of the key takeaways:

  • Demacia Rising is a new evolving meta-game going live tomorrow, where you’ll help grow the Kingdom of Demacia.
  • ARAM: Mayhem’s run is getting extended and it’s also getting a bigger update in the forthcoming 26.03 patch.
  • Riot is trialing a new lobby hostage intervention system in some regions to take immediate action on bad actors in your lobbies. The feature will be rolled out over the next few patches.
  • The Lunar Revel celebration will re-introduce Firecracker skins and bring a new thematic called Petals of Spring.
  • The Victorious skin this season will be for Braum.
  • Viego‘s Exalted skin will be out this season.
  • The 2026 esports season kicks off with First Stand in São Paulo, Brazil, taking place from March 16 through March 22.
  • To decouple side selection and draft order, Riot’s introducing “First Selection”, giving pro teams more flexibility.
  • Bigger features currently being worked on include a brand new integrated client, a revamped Summoner’s Rift, changes to pre-game choices such as runes, and a reworked New Player Experience.

SourceLeague of Legends News

Posted in LoL

Patch 26.1 Notes – League of Legends

The first patch notes of the new season have arrived, and include a handful of buffs, nerfs and adjustments. Check out the full patch 26.1 notes for additional details from Riot (source).

Patch 26.1 Overview

patch-26-01-overview

Atakhan, Blood Roses, Feats, And Kills

Minions

Role Quests

Champions

Akshan

See Highest Win Rate Akshan Builds

Akshan’s abilities currently scale crit in three different ways and we’re making that more consistent here. His passive auto, being functionally a true basic attack, will crit for 100% value. Meanwhile, the crit scaling on E and R are going down as compensation. We’re also doing some discretionary adjustments to allow Q-max and E-max to perform at similar levels of power by adjusting their rank-up incentives.

Passive – Dirty Fighting

  • P second shot crit damage: 30% of bonus crit damage (1.225/1.345x) ⇒ 100% of bonus crit damage: 2/2.3x
  • Fixed a bug where the second shot could bypass blind if it didn’t crit.

Q – Avengerang

  • Damage: 5/25/45/65/85 (+ 80% total AD) ⇒ 45/75/105/135/165 (+ 70% bonus AD)

E – Heroic Swing

  • Damage: 15/30/45/60/75 (+ 15% total AD) ⇒ 8/16/24/32/40 (+ 25% total AD)
  • Crit Scaling: 1.575/1.935x ⇒ 50% of bonus crit damage: 1.5/1.65x
  • Clarified that damage scales with attack speed in tooltip.

R – Comeuppance

  • Crit Scaling: 1.5/1.7x ⇒ 30% of bonus crit damage: 1.3/1.42x

Aphelios

See Highest Win Rate Aphelios Builds

Aphelios has a lot of intricacies and some of his abilities try to behave exactly like basic attacks. With that in mind, we’re converting Severum’s active to total attack damage in line with similar abilities and generally lowering the bonus AD ratios of several abilities that already scale well due to firing off basic attacks that can crit as part of their cast.

Calibrum

  • Bonus Damage per Mark: 15 (+ 20% bonus AD) ⇒ 15 (+ 10% bonus AD)

Severum

  • Onslaught Damage per Hit: 10/15/20/25/30/35/40 (+ 22/25/28/31/34/37/40% bonus AD) ⇒ (+ 19/22.5/26/29.5/33/36.5/40% total AD)
  • Still critically strikes for 100% crit damage (1.75/2.15x ⇒ 2.0/2.3x)

Infernum

  • Duskwave Active Damage: 25/31.67/38.33/45/51.67/58.33/65 (+ 56/60/64/68/72/76/80% bonus AD) ⇒ 20/35/50/65/80/95/110 (+ 10/11/12/13/14/15/16% bonus AD)
  • Follow-up attack still critically strikes for 100% crit damage (1.75/2.15x ⇒ 2.0/2.3x)

Crescendum

  • Sentry Active Damage: 35/50/65/80/95/110/125 (+ 42/45/48/51/54/57/60% bonus AD) ⇒ 35/50/65/80/95/110/125 (+ 30/32/34/36/38/40/42% bonus AD)
  • Still critically strikes for 100% crit damage (1.75/2.15x ⇒ 2/2.3x)

R – Moonlight Veil

  • Follow-Up Attack Critical Damage: 1.2/1.6x with IE ⇒ 30% of bonus critical strike damage: 1.3/1.39x with IE

Ashe

See Highest Win Rate Ashe Builds

Ashe is already quite attack-reliant and pretty balanced but considering she buys about 1.5 crit items per game, we’re lowering her late game a little to make room for the increased damage coming her way.

Base Stats
  • Attack Speed Growth: 3.33% ⇒ 3%
  • Attack Damage Growth: 3.45 ⇒ 3

Passive – Frost Shot

  • Crit Scaling: 100% (up to 1.75/2.15x) ⇒ 100% (up to 2/2.3x)

W – Volley

  • Damage: 60 / 95 / 130 / 165 / 200 (+ 110% Bonus AD) ⇒ 60 / 95 / 130 / 165 / 200 (+ 100% Bonus AD)

Caitlyn

See Highest Win Rate Caitlyn Builds

Caitlyn’s top-end Headshot damage has gotten out of hand and with the value of critical strikes going up it’s about to get even stronger, so we’re taking a heavy swing to Headshot’s top end. We’re also making her R scale with Infinity Edge, as it already scales with critical strike chance, but we’re reducing its damage to make room for her stronger basic attacks.

Passive – Headshot

  • Crit Scaling: 0-148.75/182.75% total AD ⇒ 100%*Bonus Crit Damage (0-100/130% total AD)

R – Ace in the Hole

  • Crit Scaling: Up to 1.5x ⇒ 30% of bonus critical strike damage: up to 1.3/1.39x with IE

Cassiopeia

See Highest Win Rate Cassiopeia Builds

While Cassiopeia’s no boots passive is very thematic, the addition of more boot based systems over the years (like role quest rewards) has made it feel like a punishment at times instead of a boon. We think it’s important for Cassio to have the opportunity to engage with these new systems so we’re reworking the passive into a new movement based effect. (We also wanted to do Soobin a solid.)

Base Stats
  • Base Movement Speed: 328 ⇒ 335

Passive – Serpentine Grace

  • Passive Rework: Gain 4-72 Movement Speed (Based on level), but she cannot purchase boots. ⇒ Increased effectiveness of all Movement Speed buffs by 6-40% (based on level).

Corki

See Highest Win Rate Corki Builds

Corki isn’t particularly strong at the moment, so while this is a nerf on paper, we expect Corki will be overall stronger at the start of the season. This nerf is aimed at weakening his ability to crush a minion wave right before a Recall.

W – Valkyrie

  • Damage per second: 40 / 55 / 70 / 85 / 100 (+40% bonus AD) (+ 30% AP) ⇒ 30 / 45 / 60 / 75 / 90 (+40% bonus AD) (+ 30% AP)

Draven

See Highest Win Rate Draven Builds

Draven is very auto-attack focused and averages about two crit items per game, so he’s also in need of some compensation. Considering he’s gaining direct auto-attack DPS, we’re trying to compensate him directly on the same axis.

Base Stats
  • AD Growth: 3.6 ⇒ 3

W – Blood Rush

  • Attack Speed: 30/35/40/45/50% ⇒ 20/25/30/35/40%

Elise

See Highest Win Rate Elise Builds

Elise is in a silly spot where ability power quickly fails to scale her damage against monsters after the mid game. We’re delivering a change that will be a slight buff on average but is primarily meant to let her damage scale up with AP like it would for anyone else.

Q – Neurotoxin / Venomous Bite

  • Monster Damage Cap: 75/100/125/150/175 ⇒ 65/85/105/125/145 (+ 90% AP)
  • Maximum Damage to Monsters: 115/170/225/280/335 ⇒ 105155/205/255/305 (+ 90% AP)

Gangplank

See Highest Win Rate Gangplank Builds

Gangplank is one of two champions (alongside Smolder) who we think is going to gain extra power due to Essence Reaver once again building from Sheen. We expect him to perform much, much better with his increased critical strike damage, so we’re pulling out many of the unique crit scalars that have been added over the years and delivering an extra hit to his E on top.

Passive – Trial by Fire

  • Damage: 50-250 (based on level) (+100% bonus AD) (+200% Crit Chance) ⇒ 50-250 (+ 100% bonus AD) (+ 0% crit scaling)

E – Powder Keg

  • Bonus Champion Damage: 75 / 105 / 135 / 165 / 195 ⇒ 75 / 95 / 115 / 135 / 155
  • Timer no longer reduces to 0.25 seconds at level 19.
  • No longer deals 5% more damage on critical strike.

Garen

See Highest Win Rate Garen Builds

Critical strike chance on Garen is pretty good since both his basic attacks and Judgment are improved by it. We want to continue to make space for non-crit Garen builds, so we’re compensating the global critical strike damage increase and updating the calculation to properly discount bonus crit damage.

E – Judgment

  • E Crit Ratio: 80% of total (1.4/1.72x) ⇒ 30% of bonus (1.3/1.39x)

Graves

See Highest Win Rate Graves Builds

The functional result of these Graves changes should be almost nothing. He’ll deal about 1% more damage with his basic attacks when critically striking.

Base Stats
  • Crit Damage: 45% of bonus (33.75/51.75%) ⇒ 35% of bonus (35/45.5%)
  • Total Damage on Crit: 250-357% total AD ⇒ 252-360% total AD

Jax

See Highest Win Rate Jax Builds

Now that the top lane quest can raise champion levels to 20, we’re looking for any champions who intermittently scale their passives and giving them another breakpoint if they deserve one. Jax is one such champion who’s gaining a bit more attack speed at level 19.

Passive – Relentless Assault

  • Now gains an additional 1.5% attack speed per stack at level 19.

Jhin

See Highest Win Rate Jhin Builds

Jhin won’t behave any differently next season as we want to avoid letting his guaranteed crit fourth shot do too much damage.

Base Stats
  • Multiplicative Crit Damage Mod: 86% ⇒ 75% (1.505x ⇒ 1.5x)

Jinx

See Highest Win Rate Jinx Builds

We like the overall shape of how Jinx functions and generally just want to preserve the value of her minigun’s high attack speed, so we’re making sure her two stances are more distinguished from one another and generally lowering a bit of spell damage to keep her attack-focused.

Base Stats
  • Attack Speed Growth: 1.4% ⇒ 1%

R – Super Mega Death Rocket!

  • Maximum Flat Damage: 250/400/550 (+ 130% bonus AD) ⇒ 200/350/500 (+ 120% bonus AD)

Kindred

See Highest Win Rate Kindred Builds

Kindred’s E mechanics are rather confusing and they build several critical strike items already. So we’re updating the E to be much easier to understand and reducing the numbers. We’re also modernizing the E’s monster cap to allow for more damage when building AD and ranking up the ability.

E – Mounting Dread

  • Missing Health Crit: 1.5/1.9x if target is below 25-75% (based on crit chance) Health ⇒ 50% of bonus crit chance and crit damage always (up to 1.5/1.65x)
  • Pounce Damage: 1.75/2.15x on crit ⇒ 50% of bonus crit chance and crit damage always (up to 1.5/1.65x)
  • Monster Damage Cap: 300 including base damage and bonus AD ratio ⇒ 200 to only the %HP portion (This is a buff in almost all scenarios)

Lucian

See Highest Win Rate Lucian Builds

Lucian’s builds are pretty sensible and as a spell-focused ADC, but we want to make sure his spell scaling is good. We’re updating R to fire even more bullets with crit damage, which will make crit scale his ult just as well as it scales basic attacks. Considering he’s already got extremely strong AD scaling and we want to make sure that Navori Flickerblades feels good, we’re bringing down some of his Q’s AD scaling.

Base Stats
  • Attack Damage Growth: 2.9 ⇒ 2.5
  • Attack Speed Growth: 3.3% ⇒ 2.5%

Q – Piercing Light

  • Damage: 85/115/145/175/205 (+ 60/75/90/105/120% bonus AD) ⇒ 80/115/150/185/220 (+ 100% bonus AD)

R – The Culling

  • R Extra Bolts from Crit Chance: Up to 25 ⇒ 100% of bonus crit damage: Up to 22/28
  • Total R Bolts: 22-47 (based on critical strike chance) ⇒ 22-44/50 (based on critical strike chance and damage)

Miss Fortune

See Highest Win Rate Miss Fortune Builds

Miss Fortune tends to build quite a lot of critical strike chance and we’d like it to stay that way, but she can’t just be directly buffed so we’re here to compensate some of that value by softening her Q crit mod. For her R, we want to make sure that critical strikes feel like they have some impact, so we’re increasing the crit mod slightly, but in order to not push her scaling too hard, have compensated that with a new base damage and a lower AD ratio.

Q – Double Up

  • Active Critical Damage: 1.75/2.15x ⇒ 50% of bonus crit damage (1.5/1.65x)

R – Bullet Time

  • Damage: 80% total AD (+ 25% AP) ⇒ 20 / 30 / 40 (+60% Total AD) (+ 25% AP)
  • Crit Scaling: 1.2/1.28x ⇒ 30% of bonus crit damage (1.3/1.39x)

Nilah

See Highest Win Rate Nilah Builds

Nilah’s in an interesting place where her Q didn’t scale with Infinity Edge, so unlocking that avenue marks a small power increase on top of her basic attacks getting better, so we sought to find other ways to slightly lower her late game scaling as compensation.

Base Stats
  • Attack Speed Growth: 2.25% ⇒ 2%

Q – Formless Blade

  • Active Damage: 5/10/15/20/25 (+ 90/95/100/105/110% total AD) ⇒ 0/10/20/30/40 (+ 100% total AD)
  • Crit Scaling: Up to 2x ⇒ 80% of bonus crit damage: 1.8/2.04x
  • Armor Penetration Crit Scaling: 0-33% ⇒ 0-30%

R – Apotheosis

  • Mana Cost: 80 ⇒ 100

Quinn

See Highest Win Rate Quinn Builds

As Quinn builds a decent amount of crit and that crit manifests in stronger autos and more passive procs, we’re compensation nerfing those same auto-reliant passive procs.

Passive – Harrier

  • Damage: 10-95 (based on level) (+ 16-50% (based on level) total AD) ⇒ 15-120 (based on level) (+ 40% bonus AD)

Rengar

See Highest Win Rate Rengar Builds

Rengar is getting a heavy re-script. This is mostly intended to maintain current functionality and feel, while addressing bugs and tech debt. The list of bug fixes is too long to add here so it’ll be added to the bugs section. Alongside the crit changes, we’re looking to make Rengar’s Q work more intuitively by letting the underlying attack itself roll for critical strikes, and if so, deal bonus damage based on his total AD. This removes an optimization around rushing Infinity Edge to enhance the old forced-crit mechanic and also makes him not immediately lose 30% of his damage if his opponents build Randuin’s Omen. We’ll keep an eye on lethality-vs-crit Rengar and how it performs next season as we suspect Essence Reaver will be a big deal on him.

  • All abilities rescripted

Q – Bonetooth Necklace

  • Q is now consumed on plants
  • Q is no longer always always considered a critical strike
  • Q damage no longer deals up to 101.25% total AD bonus damage based on crit chance and damage
  • Q now deals 100/130% total AD bonus damage if Rengar crits the attack.

Samira

See Highest Win Rate Samira Builds

We like that Samira’s R and Q are almost direct auto-attack replacements and want to preserve as much of their crit damage as possible. However, with the value of crit going up, the value of AD must then go down.

Q – Flair

  • Q Non-Crit Damage: 5/10/15/20/25 (+ 95/102.5/110/117.5/125% total AD) ⇒ 0/5/10/15/20 (+ 110% total AD)
  • Q Critical Strike Damage: 1.25/1.65x with IE ⇒ 50% of bonus crit damage: 1.5/1.65x with IE

R – Inferno Trigger

  • R Non-Crit Damage: 5/15/25 + 45% total AD ⇒ 20/40/60 + 30% total AD
  • R Critical Damage: 1.75/2.15x with IE ⇒ 100% of bonus crit damage: 2.0/2.3x with IE

Senna

See Highest Win Rate Senna Builds

Like Jhin, Yasuo, and Yone, Senna’s guaranteed critical strikes cannot sustain a 2x modifier, so we’re lowering her base crit damage down to a value similar to last year.

Base Stats
  • Crit Damage: 100% of total crit damage (1.75/2.15x) ⇒ 90% of total (1.8/2.07x)

Shaco

See Highest Win Rate Shaco Builds

When Shaco crits during a Backstab or a Deceive, everything crits along with it for his full crit damage, so his top end can be very, very high. We like that he builds for crit sometimes and want to let as many of these tools inherit the new higher base crit damage, but also want to modernize his other scalings to respect crit damage mods more consistently and generally preserve the total power level of Shaco builds that don’t buy any critical strike chance.

Passive – Backstab

  • Damage: 20-35 (based on level) (+25% bonus AD) ⇒ 20-35 (based on level)(+ 20% bonus AD)
  • Crit Modifier: 100% (1.75/2.15x) ⇒ 100% (2.0/2.3x)

Q – Deceive

  • Backstab Modifier: 1.55/1.95x ⇒ 60% of bonus crit damage (1.6/1.78x)
  • Backstab on Crit: 100% (1.75/2.15x) ⇒ 100% (2.0/2.3x)

Sivir

See Highest Win Rate Sivir Builds

As Sivir’s going to gain a lot of power from stronger Ricochet crits, we’re reducing her Q’s scaling.

Q – Boomerang Blade

  • Damage: 60/85/110/135/160 (+ 85% bonus AD) ⇒ 60/85/110/135/160 (+ 70% bonus AD)
  • Crit Scaling: Up to 1.5x ⇒ 40%: 1.4/1.52x

Smolder

See Highest Win Rate Smolder Builds

Smolder, like Gangplank, stands to gain a lot of power from Essence Reaver’s changes in this patch so we’re taking a swing at how strongly his Q scales with critical strike purchases.

Q – Super Scorcher Breath

  • Crit Scaling: Up to 1.75/2.15x ⇒ 50% of bonus crit damage (Up to 1.5/1.65x) (also affects passive Q stacks)

Tristana

See Highest Win Rate Tristana Builds

Tristana’s E is one of the sharpest-scaling abilities in the game, and considering her late game is already poised to be great with a strong attack speed steroid, long range, and lots of crit damage, we think the top end of her E can stand to go down a few pegs.

E – Explosive Charge

  • Non-crit Damage: 60/70/80/90/100 (+ 100/110/120/130/140% bonus AD) ⇒ 60/85/110/135/160 (+ 80% bonus AD)
  • Crit Scaling: 100%: Up to 1.75/2.15x with IE ⇒ 40% of critical strike damage: 1.40/1.52x with IE

Tryndamere

See Highest Win Rate Tryndamere Builds

Tryndamere is getting some real gameplay updates with this patch and some very real nerfs due to how much critical strike chance he normally has. To weaken how incredible his early game all-ins can be with 200% crit damage, we’re nerfing his early bonus AD from Q and nerfing his early E as well. However, he’s also getting some new tools.

First, his Q now gives full value at 10% remaining health, meaning he can get the full bonus attack damage during his ultimate and it no longer has a disincentive for ranking up. Second, his W will now slow enemies any time they are running away from Tryndamere, regardless of where they were looking when he cast it. We expect this substantial increase in reliability is a big buff, so we’ve preemptively nerfed the slow itself. Though the slow duration is going down, the AD reduction is still the full four seconds regardless of facing.

Q – Bloodlust

  • Attack Damage: 5 / 10 / 15 / 20 / 25 (+ 0.15 / 0.25 / 0.35 / 0.45 / 0.55% missing HP) ⇒ 0 (+ 0.2 / 0.35 / 0.5 / 0.65 / 0.8% missing HP)
  • Maximum Bonus AD: At 0% remaining HP ⇒ At 10% remaining HP
  • Clarified the per-fury and maximum heal in Q’s tooltip.

W – Mocking Shout

  • No longer slows enemies who are facing away when cast for 4 seconds.
  • Now slows any enemy while they’re facing away from Tryndamere during the 2.5 second debuff.
  • Slow: 30 / 37.5 / 45 / 52.5 / 60% ⇒ 30 / 35 / 40 / 45 / 50%
  • Enemy attack damage is still reduced by 4 seconds.

E – Spinning Slash

  • Damage: 75 / 105 / 135 / 165 / 195 (+ 130% Bonus AD) ⇒ 70 / 105 / 140 / 175 / 210 (+ 100% Bonus AD)

Twitch

See Highest Win Rate Twitch Builds

Twitch’s late game team deletion with 200% crit damage will probably be too fast, so we’re targeting some general late-game DPS nerfs.

Base Stats
  • Attack Speed Growth: 3.38% ⇒ 3%
  • Attack Damage Growth: 3.1 ⇒ 3

Q – Ambush

  • Bonus Attack Speed: 45 / 50 / 55 / 60 / 65% ⇒ 40 / 45 / 50 / 55 / 60%

Viego

See Highest Win Rate Viego Builds

Viego buys a decent amount of crit chance and we want to make sure those crits allow him to play out a consistent auto-attack pattern, so the larger nerfs are to the active damage of the Q and R.

Q – Blade of the Ruined King

  • % Current HP Crit Scaling: 100% of total (1.75/2.15x) ⇒ 50% of bonus (1.5/1.65x)
  • Second Strike Crit Scaling: 100% of total (1.75/2.15x) ⇒ 100% of bonus (2/2.3x)
  • Active Crit Mod: 100% of total (Up to 1.75/2.15x) ⇒ 50% of bonus (Up to 1.5/1.65x)

R – Heartbreaker

  • Crit Scaling: Up to 2x ⇒ 70% of bonus (Up to 1.7/1.91x)

Xayah

See Highest Win Rate Xayah Builds

We’re updating Xayah’s E to care about crit damage and adjusting her E’s overall damage profile to be more reliable and less snowbally.

E – Deadly Plumage

  • Damage: 55/65/75/85/95 (+ 60% bonus AD) ⇒ 50/65/80/95/110 (+ 40% bonus AD)
  • Crit Scaling: Up to 75% ⇒ Up to 50% of bonus crit damage: 1.5/1.65x

Yasuo

See Highest Win Rate Yasuo Builds

Yasuo won’t be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn’t allowed to crit for full damage.

Base Stats
  • Crit Damage: 1.75/2.15x ⇒ 90% (1.8/2.07x

Yone

See Highest Win Rate Yone Builds

Yone won’t be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn’t allowed to crit for full damage.

Base Stats
  • Crit Damage: 1.75/2.15x ⇒ 90% (1.8/2.07x)

Yunara

See Highest Win Rate Yunara Builds

Yunara has a crit build and an on-hit build, but even her on-hit build almost always picks up Hurricane, so she’s getting stronger no matter what she does next season. We’re looking for nerfs that will skew more toward low-Attack Speed high-AD crit builds, as they’ll be more directly buffed by the global crit damage increase.

Q – Cultivation of Spirit

  • Attack Speed: 25/35/45/55/65% ⇒ 20/30/40/50/60%

>R+W – Arc of Ruin

  • Damage: 175/350/525 (+ 150% bonus AD) ⇒ 160/320/480 (+ 120% bonus AD)

Zeri

See Highest Win Rate Zeri Builds

We’re updating Zeri’s E to crit exactly as a basic attack would, which means re-tuning some of her abilities to make room for that power.

W – Ultrashock Laser

  • Damage: 30/70/110/150/190 (+ 130% total AD) ⇒ 30/70/110/150/190 (+ 120% total AD)
  • Through-Wall Damage: 1.75x, 2.15x with IE ⇒ 75% of bonus critical strike damage: 1.75/1.975x
  • Tooltip now shows the enhanced damage
  • Damage now cosmetically critically strikes its targets when shot through a wall

E – Spark Surge

  • Damage: 20/22/24/26/28 (+12% bonus AD) ⇒ 17/19/21/23/25 (+ 10% bonus AD)
  • Crit Scaling: Up to 1.85x every hit ⇒ 100% of bonus crit damage on crit: 2.0/2.3x

R – Lightning Crash

  • Active Damage: 200/300/400 (+ 100% bonus AD) ⇒ 150/250/350 (+ 100% bonus AD)

New Items

Actualizer

It’s been a while, but we’ve got a new active item. This one is made to support mana-stacking builds, to create more builds where mana isn’t just a limitation but instead make it so that it can be an advantage to have large amounts of mana available to you. Activating Actualizer significantly increases your manacosts in exchange for lower cooldowns and more ability damage, healing, and shielding for a short duration, so get your mana items ready for a very powerful popoff moment.

  • Build Path: Lost Chapter + Blasting Wand + 1050g
  • Total Gold Cost: 3100g
  • Ability Power: 90
  • Mana: 300
  • Ability Haste: 10
  • [ACTIVE] Mana Made Real (60s cooldown): For 8 seconds, your mana is Empowered. While Empowered, your spells cost 100% more mana, you gain (15 + .005% bonus mana)% increased ability damage, healing, and shielding, and your basic ability cooldowns progress 30% faster.

Bandelpipes

Tank supports don’t have very many items, and the ones they do have generally focus on helping them roam or protect their allies. We wanted to go a different direction this time, instead giving them a team-wide attack speed aura you can keep up in fights as long as you’re able to frequently apply crowd control to your enemies.

  • Build Path: Kindlegem + Cloth Armor + Null-Magic Mantle + 500g
  • Total Gold Cost: 2000g
  • Health: 200
  • Armor: 20
  • Magic Resistance: 20
  • Ability Haste: 15
  • Fanfare: Slowing or Immobilizing an enemy champion grants Fanfare for 8 (melee) / 4 (ranged) seconds. Fanfare grants 20 Movement Speed. While you have Fanfare, nearby allies, including yourself, gain 30% (melee) / 20% (ranged) attack speed.

Bastionbreaker

Most AD assassins aren’t particularly good at ending games, even when they are capable of getting lots of kills. This can lead to pretty frustrating situations where the assassin player feels like they don’t have the tools they need to complete the game, and the players on the receiving end get continuously killed and stay trapped in a game where they can’t survive. Bastionbreaker gives AD assassins a new luxury item that can help them close out games by giving them large amounts of damage to epic monsters and turrets as long as they’re building lots of lethality and can kill some takedowns.

  • Build Path: Brutalizer + Serrated Dirk + 863g
  • Total Gold Cost: 3200g
  • Attack Damage: 55
  • Lethality: 22
  • Ability Haste: 15
  • Shaped Charge: Dealing Ability damage to a champion or epic monster deals an additional (30 + 150% lethality) true damage.
  • Sabotage: Taking down a champion within 3 seconds of damaging them grants Sabotage for 90 seconds. While you have Sabotage, your next attack against an epic monster or turret deals an additional (300 + 2500% lethality) true damage over 3 seconds.

Dusk and Dawn

Most AP fighters have incentives in their kit to autoattack, but they have very little access to items that actually support that pattern since Lich Bane and Nashor’s Tooth don’t offer the defensive stats that this subclass often needs. Dusk and Dawn offers a Sheen pattern that doubles on-hits to help champions in this space live their dreams of sustained combat with lots of additional on-hits to enhance whatever their kit is already doing.

  • Build Path: Sheen + Blasting Wand + Kindlegem + Dagger + 300g
  • Total Gold Cost: 3100g
  • Ability Power: 70
  • Health: 300
  • Ability Haste: 20
  • Attack Speed: 25%
  • Spellblade (1.5s cooldown): After using an Ability, your next Attack deals 100% base AD + 10% AP bonus magic damage on-hit and applies on-hit effects an additional time.

Endless Hunger

Since the removal of Goredrinker and the removal of omnivamp on Eclipse, AD caster fighters have had little to no access to sustain via the item system. Endless Hunger is a heavy AD-scaling item that rewards building high amounts of AD and can lead to some awesome popoffs in teamfights if you can get a takedown and keep casting through the enemy team.

  • Build Path: Caulfield’s Warhammer + Pickaxe + 1075g
  • Total Gold Cost: 3000g
  • Attack Damage: 60
  • Tenacity: 20%
  • Omnivamp: 5%
  • Famine: Gain (5 + 10% bonus AD) Ability Haste
  • Feast: When a champion that you damaged within 3 seconds dies, gain 15% omnivamp for 8 seconds.

Fiendhunter Bolts

When marksmen look at Zeal items, we want them to have different options to choose from that are good in different situations or good for particular champions. Fiendhunter bolts allows for a concentrated moment of power after casting an ultimate, which is particularly exciting for the marksman that already have that pattern like Twitch, Zeri, or Yunara. Some others might like the ultimate haste this item offers, or just want to be able to get immediate combat value after ulting.

  • Build Path: Zeal + Scout’s Slingshot + 850g
  • Total Gold Cost: 2650g
  • Attack Speed: 40%
  • Critical Strike Chance: 25%
  • Movement Speed: 4%
  • Night Vigil: Gain 30 Ultimate Haste.
  • Opening Barrage (45s cooldown): After casting your Ultimate, your next 3 basic attacks within 8s gain 50% attack speed and critically strike for 75% of your normal critical strike damage. If an attack would already critically strike, it deals normal critical strike damage and also deals 10% bonus true damage.

Hexoptics C44

We’ve always wanted to support more diversity in crit marksman builds after the first item, so Hexoptics C44 is here to add an additional option for those looking to opt into big teamfight outputs. If you can get one takedown, you can get some extra range to help you secure more kills, and on top of that you also get some bonus damage scaling based on how well you can space your opponents.

  • Build Path: Pickaxe + Noonquiver + Long Sword + 275g
  • Total Gold Cost: 2800g
  • Attack Damage: 50
  • Critical Strike Chance: 25%
  • Magnification: Deal up to 10% increased damage with attacks, based on how far away the enemy is (max damage at 750 range).
  • Arcane Aim: When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 6 seconds.

Protoplasm Harness

Tanks have lots of tools to make them more durable in different ways, but Protoplasm Harness offers them a Lifeline item that has some movespeed and tenacity to enable a choice: do you want to keep going forward, or do you want to try to leave the fight? If you’re tanky enough to survive, you can even get the full benefits from the healing over time this item grants, which scales with your armor and magic resistance to make sure it slots well into resistance-building tank builds.

  • Build Path: Kindlegem + Giant’s Belt + 800g
  • Total Gold Cost: 2500g
  • Health: 600
  • Ability Haste: 15
  • Lifeline: Taking damage that would reduce your health below 30% causes you to gain 200 maximum health for 5 seconds, then heal (200-400 [level scaling] + 250% armor + 250% magic resistance) health over the duration. While regenerating health, you gain 15% increased size, 10% Movement Speed, and 25% tenacity.

Whispering Circlet / Diadem of Songs

This is a two-item pair for enchanters: a new evolving Tear item. Some enchanters really like mana and some even step into the mage system to get it, so we’re going to offer a new item that allows them to get flat mana from the enchanter system but also scales well with additional mana purchases if anyone does want to get into a heal-based mana-stacking build.

Whispering Circlet
  • Build Path: Forbidden Idol + Ruby Crystal + Tear of the Goddess + 850g
  • Total Gold Cost: 2250g
  • Health: 200
  • Mana: 300
  • Base Mana Regeneration: 75%
  • Heal and Shield Power: 8%
  • Harmony: Gain (.005% bonus mana)% Heal and Shield Power.
  • Manaflow: Landing Abilities grants 4 max mana (doubled vs champions). Transforms into Diadem of Songs at 360 max mana.
Diadem of Songs
  • Health: 200
  • Mana: 1000
  • Base Mana Regeneration: 100%
  • Heal and Shield Power: 8%
  • Harmony: Gain (.005% bonus mana)% Heal and Shield Power.
  • Consonance: While you or any ally you’ve healed or shielded in the last 3 seconds is in combat with champions, each second, heal the lowest health nearby ally champion for (.008% bonus mana).

Returning Items

Hextech Gunblade

Gunblade is one of the most requested removed items, as well as a popular item in alternate game modes despite a relatively limited champion user pool. We think that we can control some of the negative gameplay of this item with tuning, especially on the amount of Omnivamp granted and on the frequency with which users can apply the powerful active effect, so we think this is safe to add back in.

  • Build path: Vampiric Scepter + Hextech Alternator + Amplifying Tome + 600g
  • Total Gold Cost: 3000g
  • Ability Power: 80
  • Attack Damage: 40
  • Omnivamp: 10%
  • [ACTIVE] Lightning Bolt (60s cooldown): Shock the target enemy champion, dealing (175-253 [level scaling] + 30% Ability Power) magic damage and slowing them by 25% for 1.5 seconds.

Stormrazor

Stormrazor complements our efforts at increasing the variety of items available to critical strike-using champions, providing another Energized effect in that system. Stormrazor will be our second Attack Damage + Attack Speed + Critical Strike option in the ecosystem, lowering the degree to which critical strike build paths funnel through Yun Tal Wildarrows.

  • Build Path: B. F. Sword + Cloak of Agility + Scout’s Slingshot + 700g
  • Total Gold Cost: 3200g
  • Attack Damage: 50
  • Attack Speed: 20%
  • Critical Strike Chance: 25%
  • Energized: Moving and Attacking generates an Energized Attack.
  • Bolt: Your Energized Attack applies 100 bonus magic damage and grants 45% Movement Speed for 1.5s.

SR Ranked and Matchmaking

2025 Season 3 End and 2026 Season 1 Start

End of Season Year 2025 Ranked Rewards

Aegis of Valor

Apex Duo Restriction Update for Solo/Duo Queue

Posted in LoL

These Champions Are Getting Permanently Banned in Patch 25.24

Patch 25.24 has been up for a while now and it’s time to look at the most-banned champions in the update.

What is Ban Rate?

Ban rate is how often a champion gets banned during champion select. If a champion has a 20% ban rate, it means in around 1 out of every 5 games, someone on either team used a ban on that character, meaning nobody can pick it.

Top 30 of the Most Banned Champions in the Latest LoL Patch

Here’s a tier list with the top 30 most-banned roles in Patch 25.24.

Disclaimer: All stats in this table are pulled from our site for Ranked Solo, Emerald+, Worldwide, on Patch 25.24.

Position Champion Role Tier Ban Rate
1
Zaahen
Zaahen
jungle
A 52.7%
2
Zaahen
Zaahen
top
S+ 52.7%
3
Mel
Mel
support
D 50.4%
4
Mel
Mel
mid
D 50.4%
5
Mel
Mel
adc
D 50.4%
6
Sylas
Sylas
support
B 29.7%
7
Sylas
Sylas
mid
A 29.7%
8
Sylas
Sylas
jungle
S+ 29.7%
9
Sylas
Sylas
top
A 29.7%
10
Pyke
Pyke
support
A 28.2%
11
Malphite
Malphite
jungle
D 27.9%
12
Malphite
Malphite
top
S+ 27.9%
13
Malphite
Malphite
mid
S 27.9%
14
Zed
Zed
jungle
D 23.5%
15
Zed
Zed
mid
D 23.5%
16
LeBlanc
LeBlanc
support
B 20.8%
17
LeBlanc
LeBlanc
mid
A 20.8%
18
Draven
Draven
adc
S+ 20.5%
19
Aatrox
Aatrox
top
D 17.8%
20
Aatrox
Aatrox
jungle
S+ 17.8%
21
Shaco
Shaco
support
S 17.0%
22
Shaco
Shaco
jungle
S+ 17.0%
23
Miss Fortune
Miss Fortune
adc
S+ 16.0%
24
Yasuo
Yasuo
top
C 16.0%
25
Yasuo
Yasuo
mid
B 16.0%
26
Yasuo
Yasuo
adc
A 16.0%
27
Jax
Jax
top
B 15.4%
28
Jax
Jax
jungle
S 15.4%
29
Morgana
Morgana
support
B 14.5%
30
Morgana
Morgana
mid
S 14.5%

More Stats

If you’re interested in more stats, head over to our tier list and check out the biggest winners and losers of Patch 25.24!

Patch 25.24 Just Flipped the Meta and These Champs Are Running Ranked

Riot recently released Patch 25.24 and we’ve got enough data now to look at the top winners and losers of the update!

How’s the Tier List Calculated?

The tier list is built for Ranked Solo players at Emerald and above across every region. The list is generated by measuring standard deviations in 3 key metrics:

  • Win rate: how reliably a champion converts games into victories
  • Pick rate: how often players choose that champion in Emerald+
  • Ban rate: how frequently the champion gets banned in picks

Tier List for League of Legends Patch 25.24

All data presented in this article was gathered by U.GG. Here’s a look at the Top 30 Champion tier list with differences between Patch 25.23 and Patch 25.24 clearly highlighted in the table.

PositionChampionRoleCurrent Tier (25.24 vs 25.23)
1
Zaahen
Zaahen
top
S+ (► 1)
2
Miss Fortune
Miss Fortune
adc
S+ (► 2)
3
Sylas
Sylas
jungle
S+ ( 8)
4
Malphite
Malphite
top
S+ ( 6)
5
Draven
Draven
adc
S+ (► 5)
6
Milio
Milio
support
S+ ( 4)
7
LeBlanc
LeBlanc
mid
S+ ( 30+)
8
Master Yi
Master Yi
jungle
S+ ( 9)
9
Blitzcrank
Blitzcrank
support
S+ ( New in Top 30)
10
Shaco
Shaco
jungle
S+ ( 11)
11
Vayne
Vayne
adc
S+ ( 15)
12
Nami
Nami
support
S+ ( 7)
13
Karma
Karma
support
S+ ( 23)
14
Ashe
Ashe
adc
S+ ( 10)
15
Bel'Veth
Bel’Veth
jungle
S+ ( 19)
16
Lee Sin
Lee Sin
jungle
S+ ( 30+)
17
Braum
Braum
support
S+ ( 30+)
18
Katarina
Katarina
mid
S+ ( 3)
19
Leona
Leona
support
S+ ( 12)
20
Briar
Briar
jungle
S+ ( New in Top 30)
21
Thresh
Thresh
support
S+ ( 18)
22
Bard
Bard
support
S+ ( 17)
23
Diana
Diana
jungle
S+ ( New in Top 30)
24
Poppy
Poppy
support
S+ ( New in Top 30)
25
Jinx
Jinx
adc
S+ ( New in Top 30)
26
Kha'Zix
Kha’Zix
jungle
S+ ( 14)
27
Aatrox
Aatrox
jungle
S+ ( New in Top 30)
28
Tristana
Tristana
adc
S+ ( New in Top 30)
29
Ahri
Ahri
mid
S ( 20)
30
Syndra
Syndra
mid
S ( 25)
Posted in LoL

Patch 25.24 Notes – League of Legends

League of Legends 25.24 Patch Notes are here and include a handful of buffs, nerfs and adjustments. Check out the full patch notes for additional details from Riot (source).

Season 3 Ranked Ending Soon

The Summoner’s Rift Ranked Season for Season 3, 2025 will end 2026-01-07 23:59:59, according to your local server time, which is the last day of 15.24 patch cycle.

Similar to previous years, Summoner’s Rift ranked queues will be disabled for 12 hours for preparation of Season 1, 2026 start, which will begin on 2026-01-08 12:00:00 (noon) local server time at which point LP and ranks will reset for the new year.

The end of season 3 2025 also means the 2025 ranked season is coming to an end. The end of season year rewards will include not only Victorious Draven Skin and Chromas, but also accessories that celebrate your highest rank achieved during the year! Rewards will be as follows and will be distributed in patch 26.1 next year: 

  • Victorious Skin Border that is compatible with all 3 Victorious Skins of 2025 (requires owning all 3 Victorious skins of the year)
  • Season 2025 Ranked Emote
  • Season 2025 Ranked Icon

 We’ll have more details about the 2026 ranked season in the 26.1 patch notes, but for now good luck on your end of year climbs! 

WASD Launches in Limited Queues

WASD will go live in most unranked queues across all regions this patch. Draft and Ranked queues will not support WASD at this time. We will roll out on OCE, and slowly scale to all regions. Given WASD is still in a beta state and that we are in active iteration, we might disable certain queues or champions in case of a degraded player experience. In cases where we disable WASD for specific modes or champions, your keybindings will return back to Point and Click while playing those champions/playing in those queues. For 25.24, both Briar and Taliyah will have WASD disabled. When enabled again, your control scheme will default to the player selected choice.

Please make sure to report to Player Support any issues found, and to learn more about WASD, read here!

WASD will be enabled in the following queues: 

  • Normals: Customs, Swiftplay, ARAM
  • Game Modes: Arena, ARAM: Mayhem, ARURF

 WASD New Features: 

  • Dynamic Camera – New Camera that follows your mouse, with speed settings!
  • Scout Ahead Button – Middle mouse click to freely move your camera while in Dynamic Camera, release to snap back.
  • WASD Remapping – Remap your keybinds as you wish

 We will be using balance data from live to further iterate on the WASD experience, prior to considering enabling it within Ranked queues, so please let us know what you think and report any bugs! We will be continuing to release additional promised features in the next year. 

Champion Select

After a successful pilot and positive player feedback following the introduction of disallowing champions allies hover from being banned as well as faster champion select timings, we’re fully releasing both updates. On a similar note, the QoL improvements to speed up champ select have also been well received and, as a result, we’ve decided to roll them out to all regions globally. 

  • You are no longer able to ban champions hovered by your teammates.
  • In patch 25.23, we introduced improvements to speed up champ select for Summoner’s Rift (Solo/Duo, Flex, and Normal Draft) to 2 pilot regions in NA/OC. These improvements are now being rolled out to all regions.

Champion Buffs & Nerfs

Braum

See Highest Win Rate Braum Builds

Our resident mustachioed muscle man is a little weak right now, so in this patch we’re looking to put a bit more pep in his… punch. To do that, we’re playing up his active brawling with some durability early on and increased damage in extended fights so he can punch his opponents into submission.

Base Stats
  • Base Health: 610 ⇒ 630

Passive – Concussive Blows

  • Damage On Follow-up Attacks: 20% ⇒ 40%

Dr. Mundo

See Highest Win Rate Dr. Mundo Builds

We overestimated the impact of last patch’s Dr. Mundo bugfix, which means our compensation buff overshot as well. That said, we’re still happy with where Top Mundo ended up, but Jungle Mundo is now a little over the line, so we’re here to deliver a jungle-specific nerf to bring his two primary roles closer to parity.

Q – Infected Bonesaw

  • Monster Damage Cap: 350 / 425 / 500 / 575 / 650 ⇒ 300 / 375 / 450 / 525 / 600

Kayn

See Highest Win Rate Kayn Builds

Shadow Assassin Kayn is a bit too good at taking down his targets at the moment so we’re here this patch to give them a fighting chance. We don’t want Rhaast to be caught in the crossfire of these nerfs so we’re taking aim at some of Blue Kayn’s assassin-specific damage that often comes in the form of W poke from the fog of war.

Passive – The Darkin Scythe

  • Bonus Post-Mitigation Magic Damage: 25-45% ⇒ 20-40%

Kha’Zix

See Highest Win Rate Kha’Zix Builds

Kha’Zix is one of the strongest junglers at the moment and is in need of a nerf. We don’t want to hurt his ability to assassinate targets, so instead we’re going to slow down his jungle clear a touch by reducing his early AoE.

W – Void Spike

  • Base Damage: 85 / 115 / 145 / 175 / 205 ⇒ 75 / 105 / 135 / 165 / 195

Master Yi

See Highest Win Rate Master Yi Builds

Master Yi is another powerful champion who’s been dominating the jungle as of late. To level the playing field we’re bringing down his durability and damage a bit split between the early and late game as we’re currently happy with his overall combat and game pacing.

Base Stats
  • Base Health: 655 ⇒ 640
  • Attack Damage Growth: 2.8 ⇒ 2.5

Mel

See Highest Win Rate Mel Builds

While not mathematically overpowered, Mel has solidified herself as the most frustrating champion to face in League, which is a deeper problem than just numbers. In the short term we’re delivering a direct nerf that will still allow dedicated mains to win an appropriate number of games, but will make her suboptimal for inexperienced players. As for our changes themselves, we’re going after how inescapable her E can feel to play against.

In the longer term, we have some larger work planned for early next year with more significant changes aimed at returning her to a more appropriate power level while also making her feel more fair to play against for her opponents.

E – Solar Snare

  • Orb Magic Damage: 60 / 105 / 150 / 195 / 240 ⇒ 60 / 100 / 140 / 180 / 220
  • Magic Damage per Second: 16 / 32 / 48 / 64 / 80 ⇒ 16 / 26 / 36 / 46 / 56
  • Lingering Debuff Duration: 0.75 ⇒ 0.5 seconds
  • Mana Cost: 50 / 55 / 60 / 65 / 70 ⇒ 50 / 60 / 70 / 80 / 90 mana

Nasus

See Highest Win Rate Nasus Builds

Nasus has been an underdog for some time now so we’re looking to throw him a bone with some changes that will make him a bit more durable in lane and powering up his Q for more effective stacking (because who hasn’t missed a cannon minion by 5 health before).

Base Stats
  • Base Health: 631 ⇒ 650

Q – Siphoning Strike

  • Base Damage: 35 / 55 / 75 / 95 / 115 ⇒ 40 / 60 / 80 / 100 / 120

Nidalee

See Highest Win Rate Nidalee Builds

Nidalee has risen up the ranks as an extremely high-powered jungler, largely due to a bug where her Q deals more damage than it should at most ranges. We’ve fixed this bug and will keep an eye on her to see how she lands.

Q – Javelin Toss

  • Bonus Damage Beyond 525 Range: 30-125% ⇒ 0-125% (Note: Damage at ranges below 525 are unaffected.)

Sejuani

See Highest Win Rate Sejuani Builds

Much like her fellow Freljordian tank, Sejuani is one of the weaker champions in the game right now, so we’re here to deliver a shot in the arm with some cooldown buffs. While we’re here, we’re also taking a pass on making Top Sejuani and AP Sejuani more viable as well because who doesn’t love a good AP Sejuani?

Q – Arctic Assault

  • Cooldown: 19 / 17.5 / 16 / 14.5 / 13 ⇒ 18 / 16.5 / 15 / 13.5 / 12 seconds
  • Mana Cost: 70 / 75 / 80 / 85 / 90 ⇒ 60 / 65 / 70 / 75 /80
  • AP Ratio: 60% ⇒ 75%

W – Winter’s Wrath

  • Mana Cost: 65 ⇒ 60
  • First Hit AP Ratio: 20% ⇒ 30%

E – Permafrost

  • AP Ratio: 60% ⇒ 70%

R – Glacial Prison

  • Cooldown: 130 / 110 / 90 ⇒ 120 / 105 / 90 seconds

Swain

See Highest Win Rate Swain Builds

Swain’s buff last patch didn’t help him out as much as we had wanted to so we’re following up to put more wind in his sails (wings? Demon wing?) We’re keeping things relatively straightforward with increased healing from his passive which should be generally appreciable.

Passive – Ravenous Flock

  • Heal per Fragment: 3-6% (based on level) ⇒ 6%

Viktor

See Highest Win Rate Viktor Builds

Viktor’s in need of a little more power right now, and we’d like to do that by leaning into his strengths as a mid-range battlemage. To do this we’re increasing the shield on his Q so that he can stick it out better when going in to look for trades against opponents.

Q – Siphon Power

  • Shield: 40-115 (based on level) (+18% AP) ⇒ 40-140 (based on level) (+25% AP)
  • Bugfix: Fixed a bug that caused Viktor bot’s shield to calculate incorrectly.
  • Bugfix: Fixed a bug that caused Q’s tooltip AP ratio to be inaccurate.

Zaahen

See Highest Win Rate Zaahen Builds

These changes went out as a micropatch during 25.23, but we wanted to capture them here for posterity and offer some thoughts on how we think Zaahen’s release went.

For 25.23, overall Zaahen released a bit too strong. His damage was a bit high and had room to go down while still feeling satisfying, so we decided to target that over other parts of his kit. We’re being cautious here, so we’re taking a little more time to see how he settles before we make additional changes, but we’ll be keeping our eyes peeled and will make additional changes as needed.

Now we’re at 25.24 and Zaahen is still a bit strong, particularly in higher ranks, so we’ve got some skill skewed changes here which should bring him down a bit. We also want to compensate his jungle a bit as we expect it to lose some power as a result of these changes, so we’re upping his Q’s monster damage mod.

Passive – Cultivation of War

  • Bonus AD per Stack (25.23): 1.5-3.3 (based on level) ⇒ 1.5-2.8 (based on level)

Q – The Darkin Glaive

  • AD Ratio (25.23): 30 / 40 / 50 / 60 / 70% bonus AD ⇒ 20 / 30 / 40 / 50 / 60% bonus AD
  • Second Cast Base Damage (25.23): 30 / 60 / 90 / 120 / 150 ⇒ 25 / 50 / 75 / 100 / 125
  • Cooldown (25.24): 9 / 8 / 7 / 6 / 5 ⇒ 10 / 9 / 8 / 7 / 6
  • Monster Damage Modifier (25.24): 50% ⇒ 75%

E – Aureate Rush

  • Sweet Spot Damage (25.24): 4 / 5 / 6 / 7 / 8% ⇒ 4 / 4.5 / 5 /5.5 / 6%

Zed

See Highest Win Rate Zed Builds

One bar we want to hold for high-quality jungle gameplay is around exactly how quickly a champion can clear their own jungle and then reasonably invade their opponents. In Zed’s case, he can clear his jungle to hit level 4 and invade you, or instead, Recall, buy two Long Swords, and then fight you for Rift Scuttler. Of course someone has to have the fastest clear in the game (that crown will move to Ivern most likely), but what they do with that speed is important, and the way Zed manifests his jungle strengths crosses the line. So this patch, we’re slowing his early jungle clear speed by a few seconds, which we expect will make him too weak for many players. While we like the variety he brings to the game and jungle, we don’t believe it can come at the cost of overall game health.

Passive – Contempt for the Weak

  • Damage to Monsters: 2x ⇒ 1.8x

Runes

Bloodline

Our recent buff to Legend: Bloodline didn’t land it quite as strong as we had hoped, so we’re back to deliver another buff to make it competitive.
  • Life Steal per Stack: 0.4% ⇒ 0.45%
  • Maximum Life Steal: 6% ⇒ 6.75%
Posted in LoL

These Swiftplay Changes Will Completely Change Your Early Game

Riot’s giving Swiftplay a serious overhaul in 2026, changing everything from dragon timing to lane pressure to jungle flow. The changes will make the mode feel completely different. And if you want to look at all the changes from Riot’s last big dev update of 2025, don’t miss our dedicated rundown.

Here is the official blog post by Riot goig over all the changes planned for Swifplay:

Hey everyone! I’m Bryan “Riot Axes” Salvatore, the Director of Design for League, overseeing the overall gameplay experience, from the Summoner’s Rift Ranked experience to game modes. If it involves gameplay, it’s my job to ensure we’re making the right strategic choices. Today I’m here to share some updates to Swiftplay, so let’s get into it!

Swiftplay’s Place in League

Maybe you find yourself barely having enough time for a quick match. Or you’re looking to try out a new champion without investing time in a full game. Or you’re a new player looking to get your footing on the Rift. Swiftplay is meant to be a fast queue that still allows you to experience the full arc of what League can offer. It’s a faster paced, but still substantive, bite of what “League” is.

We believe that Swiftplay has a lot of potential to be that queue, but we haven’t quite reached that goal. So we’ve identified three pillars that we want to improve based on your feedback, testing, and surveys: pacing, laning, and jungle. 

Let’s Talk Pacing 

Swiftplay has been out for nearly a year now, and in that time we’ve identified some opportunities to improve its overall pacing. As we’ve studied how matches play out, a few themes have become especially clear.

To start, despite Swiftplay being shorter (by about eight minutes on average) it’s still a bit longer than we’d like. Swiftplay also inherits a lot of the slower, more methodical pacing of regular SR: a drawn-out early laning phase, long death timers and runbacks, and generally low action density. Then, on top of that, the mode compresses every single neutral objective from SR into a shorter timeline. This all leads to a game that is not only a slower pace than SR, but is strategically more dense.

The biggest “feel” impact on game pacing is objectives. While things like how minions scale or your gains of gold/experience can impact game length, objective changes can have an impact on how the pacing actually “feels” and plays out.

So we’re primarily targeting objectives to get that correct feel that we want Swiftplay to have (deep breath): Like in other queues, Atakhan and Feats of Strength are removed from the game. In addition, in Swiftplay only, Void Grubs and Rift Herald are also removed. Elemental dragons now spawn no more than twice, and you have to kill both in order to claim Dragon Soul. Baron Nashor spawns at 12:00. Elder Dragon now always spawns at exactly 15:00 and every 6 minutes thereafter, and if there’s a dragon in the pit, it’ll despawn to make room for Elder.

We’re aiming to hit a few goals with these changes: First, we want to ensure that the pacing of objectives actually promotes shorter game lengths–you should have more time to spend doing things that actively push the game forward, like hitting towers, and less overall time playing around objectives. Second, we want to ramp into game-ending power faster. And third, we want to make the jungle less stressful (more on that in a bit.)

There are a few more odds and ends worth calling out: The Elemental Rift transformation now happens after the first dragon is killed since there are only two; if none are killed by 15:00, then no Elemental Rift transformation will occur. Baron buff now persists through death, empowering you to comfortably leverage that power to progress games. And Sudden Death happens 5 minutes sooner (at 25 minutes) to ensure that we’re pulling down that upper ceiling of game length.

All of these changes as a whole will drastically cut down on the pacing issues that Swiftplay is suffering from, while also opening up a lot of space to actually engage in moment-to-moment champion combat.

Gotta Go Fast… to Lane

Another area that we’ve examined is laning. Specifically, the time it takes to get to, and advance, lane. Fundamentally, the structure of Summoner’s Rift means that killing champions doesn’t directly drive the game towards a conclusion. They indirectly advance the game because they allow you to build a lead and give you the opportunity to push turrets and win lane while they stare at a grey screen only to slowly run back. 

However this is Swiftplay, and who wants to wait around forever? We want to give you more momentum in those windows to progress, as well as get you back to lane faster to contest being pushed.

In order to help push lanes in those windows, we’ve created a new mechanic: Minion Frenzy. Whenever you kill an enemy champion, your nearby minions will frenzy, gaining a large amount of movement speed, attack speed, and damage to enemy minions and turrets, and sharing any minion kill gold with nearby allied champions. (You don’t have to compete with them for last hits!) If you get a kill in the jungle, you’ll gain a buff that applies Minion Frenzy to the next group of minions you encounter.

Swiftplay will also be receiving the new Crystalline Overgrowth mechanic that we’re adding to the Rift. We covered it in the Season One Gameplay Preview, but the gist of this is that slowly over time, crystals will grow on a tower that hasn’t been hit, and when hit will consume to deal an extra burst of damage. Think “Demolish for everyone,” giving everyone the power to actually push or progress a lane when it’s in a state for pushing. If you’re a Demolish fan, don’t worry, it’s not going away. We’re just changing it to a time-honored tradition… a three-hit passive.

This means that winning lane much more readily leads to damaging enemy turrets, which in turn progresses your game state. And that means no more long grey screens and runbacks: Death Timers are significantly reduced, and Homeguards go much faster and farther in Swiftplay now, even more so than the new Homeguards in other Summoner’s Rift queues. 

Besides Minion Frenzy, you’ll be able to dive right into the action at the start of each game now, starting at level 3, with 1400 gold—like ARAM—and Doran’s Blade, Shield, and Ring have been replaced with Guardian’s Horn, Orb, Blade, and Hammer. Just as with Norms and Ranked in the new Season, minions spawn at 0:30, but in Swiftplay we’re also adding a cannon minion to every wave after the third, ensuring that every wave is worth pushing (especially with Minion Frenzy!)

Welcome to the Jungle

It’s no secret that jungle is by far the least popular position in Swiftplay. There are two major causes that we want to tackle right now: First clears are just as punishing as they are in Norms and Ranked, leading jungle to be the least forgiving to off-meta champions, and the strategy game of playing for neutral epics is even more frenetic than other queues despite the goal of Swiftplay being lower stakes.

When we started this project, we set out to address first clears by tuning the jungle monsters to be more forgiving—dealing less damage, taking more damage from your pet, and so on, ensuring that the jungle would be easier to clear for more champions. We’ve since pulled back on most of those changes, however—it turns out that starting at level 3 with 1400 gold is already a massive buff to clear speed and safety, even though the first batch of jungle monsters also spawn in at level 3 now.

The only major jungle clear changes you’ll see are that most jungle camps respawn 15 seconds faster, and it takes only 15 treats for the first upgrade to your jungle pet, and 25 treats for the second. Our intent is that early clears are much more forgiving for off-meta junglers, and we’ll continue to monitor to make sure that’s actually the case.

The other major pain point we were aiming to address here was how overwhelming neutral objectives have been. Swiftplay has had almost the same number of neutral objectives, but compressed into a much shorter time, leading to the feeling that the game was just leading you around. As noted above, we’re thinning out the objective game by removing Grubs, Rift Herald, and Atakhan—you’ll only have dragons and Baron to worry about now, and you’ll have plenty of time to farm up (or, you know, gank, if that happens to be your thing…) in the meantime.

We’ll be continuing to monitor the jungle going forward, but we think that these changes, simple as they are, should make the experience of playing jungle noticeably less stressful and more forgiving, especially for off-meta picks.

Outro

That’s all we have on Swiftplay for now, so be sure to check it out when we kick off the new year. We’re looking forward to seeing you all get to try out these updates and seeing all your feedback.

Source: Riot News

Posted in LoL

League’s 2026 Season Quietly Reworks the Entire Game

Riot has dropped the last Dev Update of 2025. Join Pabro and Meddler as they talk about Season 1 2026, including the theme, Ranked changes, Swiftplay, and more.

Dev Update Highlights

If you don’t have the time to watch the whole video, don’t worry, we have you covered with a recap!

Season 1 2026 Theme: Demacia and a “Hope Era”

  • They’ll continue to find the right balance for thematic Seasons moving forward.
  • Season 1 starts with themes of unity, justice, and the classic Demacian blue-and-gold shine, which means new Demacia-inspired map elements and a skill line featuring champions reimagined as Demacians.
  • Riot will drop a cinematic in January that goes “old-school Demacia,” set during what they call its golden age.

Core Gameplay Changes

  • Riot said the game has leaned way too hard into “fight every objective every 2 minutes.” They will shift away from that philosophy.

Faster Game Start

  • Minions and jungle camps spawn 35 seconds earlier, which means the game begins at full speed the moment you load in. Early invades will still work, but you will need to commit faster.

Vision Overhaul with Faelights

  • Riot wants pushing solo laners to matter more by adding Faelights, special zones that give bonus vision to wards. Some will exist at game starts, others will appear when the Elemental Rift kicks in.
  • With this change, they hope to give mid and top laners more vision tools that reward pressure.

Objectives Are Being Pulled Back

  • Atakhan has been removed.
  • Baron returns to its 20-minute spawn.
  • Epic monsters are beefier.
  • Teams behind have more room to contest or trade.
  • Feats of Strength have been removed, replaced by normal rewards like First Blood and First Turret gold returning.

Sledging & Pushing Are Getting Buffs

  • Riot is pushing the meta toward split-pushing and turret pressure.
  • Hitting towers will unleash bonus damage, giving the every team real pushing windows even without insane DPS.
  • Plates have been added to inner and inhibitor towers and stay on outer towers permanently.
  • Minions spawn faster and late-game Homeguards take you straight to your furthest wave.
  • Nexus turrets respawn with missing health.

The changes above should bring back macro, the part of League many players miss.

Role Quests: The Biggest Changes of 2026

  • Top, mid, and bot are getting their role quests, similar to jungle pets and support upgrades.
  • Your quest is tied to the role you were assigned in lobby.

Top Lane Changes

Riot’s making some changes to the top lane to ensure top laners can influence the game outside their island.

  • Once you complete the quest, you will get a free teleport
  • You will receive a stronger teleport if you already took TP
  • Gives more XP now
  • A raised level cap

Mid Lane

Mid players will unlock:

  • A free Tier 3 boot upgrade
  • Faster recall times, very useful for assassins, battlemages, and other weird picks

Bot Lane

ADC’s are getting:

  • A big gold boost from quest completion
  • Bonus gold from CS, kills, and assists
  • A new seventh slot holding boots permanently resulting in 6 full legendary items total

Jungle & Support Updates

Jungle early influence is being nerfed via:

  • Slower early clears
  • Epic monsters harder for laners to steal
  • Smite dealing more damage
  • More gold/XP from large mobs after quest completion
  • Bonus jungle movement speed

Support gets:

  • A dedicated control-ward slot
  • Discounts on control wards
  • Buffs to passive gold regeneration
  • Lane Swap Detected is getting permanently removed

Ranked 2026 Changes

We have a separate article covering the Ranked 2026 changes.

Item Shake-Up: 9 New Toys and Returning Favorites

  • Scepter of Bonking: empowers Spellblade to double your on-hit effects
  • Blood Sphere: Omnivamp + Ability Haste scaling for AD fighters
  • Snowbow: bonus range on takedown for precise ADCs, plus distance-based damage amp
  • Crit damage returns to 200%

Swiftplay Changes

Riot made the following changes to Swiftplay to make the games faster:

  • Players start at level 3 with bonus starting gold
  • Death timers have been reduced
  • Cannon minions spawn every wave after wave 3
  • New “Minion Frenzy” effect when you score kills around your wave
  • Earlier Baron and Elder spawns
  • Dragon Soul at two dragons
  • Grubs or Rift Herald have been removed from this mode

WASD Controls Go Live in Unranked Queues

  • WASD controls are going live in all unranked queues except Normal Draft

New features include:

  • Auto-attack weaving has been optimized for WASD users
  • Better navigation around minions
  • A dynamic locked camera with speed tuning
  • A new Scout ahead free-camera mode
  • Accessibility options like 45-degree directional movement
Posted in LoL

Ranked 2026 Will Completely Change How You Climb in League

All of this information comes from Riot’s official /dev blog, which can be found here.

Autofill Parity


“A reality of League is that some roles are just more popular than others. Autofill exists to keep your queues going, otherwise we’d see extremely long queue times for mid lane especially. That said, we know that getting a role you didn’t choose is frustrating, especially when you tried your best and lost LP for something out of your control.”

/dev: Ranked 2026 – Riot Dev Blog

Autofill Parity is Riot’s new approach to matching autofilled players in games. While Autofill isn’t going away in 2026, it’s gotten a big upgrade. Being autofilled into a role you’re not comfortable with (especially against someone who mains it) can be rough, so the updated system changes things up to make the experience better:

  • Autofill now attempts to match autofilled players vs autofilled players in the same role, e.g jungler vs jungler.
  • If that isn’t possible, it aims to have the same number of autofilled players on each team.
  • In the worst case, the team with more autofilled players will have slightly higher MMR players.

Aegis of Valor (LP Protection)


“Aegis of Valor will reward you with either double LP or full protection from LP loss on an autofilled game if you get a mastery score of C or higher.

When you get into a lobby, you’ll be notified that the Aegis is in effect, and that you’ll be protected (or rewarded) for your effort in that game if you meet the requirement.”

/dev: Ranked 2026 – Riot Dev Blog

Support and Jungle mains will automatically get Aegis rewards around the same rate that Autofilled players do, though they won’t be notified before going into a match.

Dodging


“Another pain point we want to address this year is the awful experience of experiencing chain dodges, and the lobbies that result from them. Aside from the time wasted getting back into new lobbies, your opponents might be able to predict your picks and target ban you, and trust between teammates may start off on the wrong foot. So, we’re implementing several changes to cut back on dodging.”

/dev: Ranked 2026 – Riot Dev Blog

  • Dodging will no longer reset your autofill status. If you dodge, your autofill will carry over to your next match.
  • For Ranks Master+ a dodge will count as a full loss, in addition to the autofill change, and dodge timer penalties.

Faster Time to Game (Pre-game Lobby Changes)


“Another pain point we’re looking to address is how long it takes to get into a game. Before a successful game even starts, there are all sorts of things that could go wrong, including dodging, lobby hostaging, or more. And all of these things cause your queue time to be extended. We know that lobby hostaging is an area that needs improvements, and we’re working on a suite of changes to help address this early next year, but for now let’s talk about what’s changing now.”

/dev: Ranked 2026 – Riot Dev Blog

  • To start, we’re removing the ability to ban an ally’s hovered champion, to eliminate one of the first reasons that folks may tilt before they even get into the game.
  • Also helping you get in-game faster, we’re cutting down on animations and timers in Champ Select by roughly 30 seconds.

Ranked Skill Distribution & Climbing Indicator


“Another place that we’re trying to make changes is how MMR and ranks line up at the lower end of the ladder. Over time, the distribution of players across different ranks has drifted out of alignment with their actual skill. Simply stated, you’ve all gotten much better since we introduced Ranked years ago. Where a Bronze player of the past might not know much about the game at all, today’s Bronze player is often familiar with wave management, champion matchups, and objective timing.

If a new player entering Ranked ends up in a match against opponents with that degree of knowledge, it’s just not a great experience for anyone involved. So, we’ll be recalibrating some of those lower tiers to more accurately reflect the skills of the players within them. This update is about realigning the tiers with actual skill, not inflating ranks, to properly match today’s level of play.

Speaking of the climb, we’re adding a Climb Indicator that appears when your visible rank is lagging behind your current MMR. A frustrating experience is being in a Plat lobby and seeing a Silver player in your games—it often feels like you have someone who shouldn’t be on your team. But the reality is that very often this player just started their climb a bit later than everyone else and actually does belong in that lobby. So this indicator will help show when someone’s rank just hasn’t caught up to their MMR.”

/dev: Ranked 2026 – Riot Dev Blog

Other Changes


“Lastly, we’ve got two more quick updates.

First, we’re making changes to how Flex and Solo MMR are determined. An incredibly painful experience is playing Flex with your friends in a Gold lobby and being absolutely stomped by someone who’s Gold in Flex and Master in Solo/Duo. So, we’re going to be bringing Flex ranks more in-line with Solo/Duo ranks (Flex will never pull Solo up, however.) We think this change will make Flex games feel a little more fair, while still allowing you to play with friends (within reason.)

And finally, we’re re-enabling duoing in Solo/Duo at all ranks, including Challenger, for most regions. We previously disabled Apex duos due to concerns around Rank manipulation, but with recent boosting detection and matchmaking improvements, we’re confident it can return without fear of exploitation.

That’s it for our changes for this year. We hope you’re as excited for Ranked in 2026 as we are. We’ll be monitoring queue health, match quality, and your feedback closely and refine where needed. Good luck on your climb! “

/dev: Ranked 2026 – Riot Dev Blog

Posted in LoL

Patch 25.24 Preview – League of Legends

The Preview Patch notes for 25.24 are here. From Riot Phroxzon via X (Source)

Zaahen

  • Zaahen has been off to a powerful start, and after the micropatch nerf, he’s relatively stable
  • For regular players, he’s stabilizing out, but seems a little stronger in higher levels of play right now, especially with what we’re seeing out of his early mastery growth currently
  • We intend to nerf him in 25.24, but haven’t yet decided what nerf or by how much and want a bit more information before we act
  • We don’t think he’s so overpowered currently that he can stay in this state

Bloodline

  • Bloodline has fallen a little behind Alacrity especially for most champs, so evening it up a bit there

Jungle Changes

  • We’re monitoring a lot of the feedback coming in over the last patches about the jungle changes; doing a few small tap downs to get some of the top end into a better state
  • Overall, some of them are still not particularly viable, but not looking to take another swing at them at this point

Mel

  • Mel‘s changes this patch are aimed a bit at reducing frustration
  • eg. The lingering of her E zone and the particle are slightly mismatched (this follows the behavior of several other similar types of spells), but is resulting in a little more frustration than we think is worth it
  • E max is also being reduced in power level and being a little more costly for her to cast
Posted in LoL