League of Legends Patch 26.15 Notes
Welcome to patch 26.15 and Season 3, where Bel’Veth, the Empress of the Void has some changes she’d like to introduce to you, starting with her patchwork update that leans into her evolution fantasy (permanent ult form, anyone?). After that, we’ve got some nerfs to some recent and longer overperforming champions in Locke, Naafiri, Riven, Sylas, and Morde, and then a handful of buffs to some large tanky champions (and Kai’Sa I guess), along with some item and rune adjustments.
On the ranked front with the new Season, you can only cash in Aegis of Valor in games you win to remove mixed incentives, and we’re bringing back duoing to Master tier!
Continue on for ARAM: Mayhem and Arena changes!
Looking for more information on all things League of Legends? Check out our community-run wiki here!
Wrong patch notes? You can find the TFT patch notes here!
Erika "Riot Cashmiir" Haas
Steven "Riot sternest" Earnest
Yina "Riot Yina" WenPatch Highlights
League of Legends Classic
Our newest (oldest) game mode is coming to a server near you! Relive the glory days with League Classic. Marvel at what passed for modern graphical fidelity in the 2010s, outplay your opponents with point and click stuns and using old new items like Heart of Gold...! Classic features 60 champions using classic versions of their gameplay across League’s early history and is an experience that emphasizes strategy over mechanics and stronger consequences, both positive and negative, for your actions. If you want to learn more about League Classic, check out our dev blog here. We’ll see you on the Rift, but be careful, the monsters fight back (use your health potions please)!
Ranked Season 3 Start
Ranked Season 3 will start at 12pm on July 29 local server time. Victorious Ranked Mission (15 Ranked Games won) will be refreshed with season start, and end of S2 rewards will be distributed shortly after S3 start. Shard transfer service will be temporarily off until S2 rewards are granted.
Aegis of Valor
Aegis of Valor has helped make autofill games feel worth playing out, but its loss protection and Mastery requirement created a secondary objective: play for the grade, not necessarily for the win. That’s the opposite of what a Ranked incentive should ask of you. We want every Ranked teammate to share the same goal, which is trying their very best to win the game.
- We’re refocusing Aegis entirely around victory: it will no longer reduce LP losses in the case of defeat, and wins will award double LP without requiring a minimum mastery score.
Apex Duo Restrictions
When we brought duo queue back to Apex, our goal was to let more high-ranked players play together without compromising the quality of the ladder. The results were mixed. In Master, duos were generally manageable, but we still saw enough impact on match quality to warrant tighter limits. In GM and Challenger, smaller player pools and extremes of skill give duos an outsized impact on game outcomes, one we can’t consistently offset without creating excessive skill gaps or less competitive lobbies. As our matchmaking systems improve, we’ll keep looking for ways to bring duo queue back to GM and Challenger, but only once we can do so without compromising the fairness and competitive integrity they’re meant to represent.
- Master players will now be able to duo, but only with players close to them in rank.
- GM, Challenger, and players with GM or Challenger MMR will not be allowed to duo.
- For more details on the exact restrictions, see here.
Champions
Alistar
Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he's failing to compete in the current meta even though it favors roaming supports - a space we expect him to excel in.
Base Stats
- Move Speed: 330 ⇒ 335
Bel'Veth
This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion.
The major changes here are making her Q at early levels function more like a regular dueling ability in order to reduce just how heavily she can put certain champions behind with early invades.
Historically, this Q tuning has caused us to repeatedly balance around her very early strength at a loss to many of her other more core functions. While we acknowledge that there's a subset of Bel'Veth players who love this capability, broadly, we think it's paying too many tradeoffs for the rest of her audience.
We are looking to move some of her early game power to her mid and late game by leaning more on her evolution fantasy and her stacking mechanic. We believe that high moments like having form until death when you have gotten enough stacks feels like a transformative yet exciting moment that lines up a bit more with her kit expectations.
Base Stats
- Attack Speed: 0.85 ⇒ 0.67
- Attack Speed Ratio: 0.85 ⇒ 0.67
- Attack Damage: 60 ⇒ 55
- Basic Attack Damage Modifier: 75% ⇒ 100%
- Attack Cast Time: 0.25 ⇒ 0.22
- Total Attack Animation: Adjusted to feel better at lower Attack Speeds
- Armor: 32 ⇒ 28
- Armor Growth: 4.7 ⇒ 5
- Health: 610 ⇒ 580
- Health Growth: 105 ⇒ 110
- Model Size: 100% ⇒ 95%
Passive - Death In Lavender
- Attack Speed After Spell Cast: 20% minimum / 40% maximum for 2 attacks ⇒ 20% for 3 seconds
- Attack Speed per Stack: 0.28% minimum / 1.1% maximum ⇒ 0.1% minimum / 2% maximum
Q - Void Surge
- Speed: 800 / 850 / 900 / 950 / 1000 ⇒ 850
- Time Between Casts: 1 ⇒ 4 / 3.25 / 2.5 / 1.75 / 1
- Monster Damage Modifier: 55 / 65 / 75 / 85 / 95 ⇒ 70
- Minion Damage Modifier: 60 / 70 / 80 / 90 / 100% ⇒ Removed
- Damage: 0 / 5 / 10 / 15 / 20 (+100% Attack Damage) ⇒ 12 / 14 / 16 / 18 / 20 (+105% Attack Damage)
- Attack Speed to Ability Haste Conversion: 0.25 ⇒ 0.2
W - Above And Below
- Damage: 70 / 110 / 150 / 190 / 230 (+100% Bonus Attack Damage) (+125% Ability Power) ⇒ 80 / 140 / 200 / 260 / 320 (+150% Ability Power)
- Slow Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds at 50% slow ⇒ 2 seconds at 30% slow
- Knockup Duration: 0.75 seconds ⇒ 0.6 / 0.7 / 0.8 / 0.9 / 1 second
E - Royal Maelstrom
- Damage per Strike: 6 / 7 / 8 / 9 / 10 (+8% Attack Damage) (+8% On-Hit effects), increased up to 300% based on missing Health ⇒ 10 / 12 / 14 / 16 / 18 (+12% Attack Damage) (+12% On-Hit effects), increased up to 100% based on missing Health
- Number of Strikes: 6 + 1 per 33% bonus Attack Speed ⇒ 6 + 1 per 40% bonus Attack Speed
- Damage Reduction: 35 / 40 / 45 / 50 / 55% ⇒ 20 / 30 / 40 / 50 / 60%
- Lifesteal: 20% ⇒ 20 / 25 / 30 / 35 / 40%
- Lifesteal Scaling: 100% ⇒ Removed
- Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 24 / 21 / 18 / 15 / 12
- Monster Damage Modifier: 150% ⇒ 200%
R - Endless Banquet
- Passive On-Hit Application: Every other attack ⇒ Every attack
- Passive True Damage: 6 / 10 / 14 (+12% Bonus Attack Damage) ⇒ 2 / 4 / 6 (+3% Bonus Attack Damage)
- Target Swapping: Passive removed when swapping targets ⇒ Passive no longer removed when swapping targets
- Maximum Epic Monster Stacks: 10 ⇒ 8
- Passive Application Requirement: E and Q required Bel’Veth to have attacked the target first ⇒ E and Q no longer require Bel’Veth to have attacked the target first
- Explosion Damage: 150 / 200 / 250 (+100% Ability Power) (+25% missing Health) ⇒ 150 / 200 / 250 (+150% Ability Power) (+20% missing Health)
- Heal per Bonus Health: 100 / 150 / 200 (+120% Bonus Attack Damage) (+90% Ability Power) ⇒ 100 / 250 / 400 (+150% Bonus Attack Damage) (+150% Ability Power)
- Basic Attack Range Bonus: 75 ⇒ 25 / 75 / 125
- Total Attack Speed: 10 / 15 / 20% ⇒ 5 / 15 / 25%
- Size: 10% ⇒ 10 / 15 / 20%
- Unempowered Buff Duration: 60 ⇒ 45 / 90 / infinite at 0 / 40 / 80 stacks
- Empowered Buff Duration: 180 ⇒ 45 / 90 / infinite at 0 / 40 / 80 stacks
- Post-Cast Lockout: 0.5 seconds ⇒ 0.25 seconds
Kai'Sa
Despite the recent buff, Kai’sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range. We’re tapping up her scaling to help her output as she nears her final form.
Passive - Second Skin
- Caustic Wounds: 4 - 24 (Champion Level) (+12% Ability Power), +1 - 6 (Champion Level) (+3% Ability Power) per prior stack ⇒ 4 - 30 (Champion Level) (+12% Ability Power), +1 - 8 (Champion Level) (+3% Ability Power) per prior stack
Locke
Locke continues to climb the mastery curve, so we’re continuing nerfs to keep him in line. Particularly, we observe his early game to be clearly over, even for a snowball reliant assassin, and we also want to avoid W 2nd max as optimal as it gives him too much safety for the risks he should need to take.
Base Stats
- Health: 655 ⇒ 620
Q - Ritual Nails
- Base Damage - Nail: 50 / 58 / 66 / 74 / 82 (+20% Ability Power) ⇒ 40 / 48 / 56 / 64 / 72 (+20% Ability Power)
- Three Nails Damage: 150 / 174 / 198 / 222 / 246 (+60% Ability Power) ⇒ 120 / 144 / 168 / 192 / 216 (+60% Ability Power)
W - Soul Ignition
- Move Speed: 40 / 45 / 50 / 55 / 60% (+2% per 100 Ability Power) ⇒ 40% (+2% per 100 Ability Power)
- Grey Health Base Value: 40 / 70 / 100 / 130 / 160 (+120% Ability Power) ⇒ 40 / 60 / 80 / 100 / 120 (+100% Ability Power)
Maokai
Maokai has gradually faded out of both top and jungle play since our last major work on him. We think that ultimately his top laning experience is not the greatest for all parties involved, so for now we are mainly focused on buffing his jungle back up, where we think he has a fairly unique output as a zone controlling tank.
Q - Bramble Smash
- Monster Damage Modifier: 140 / 150 / 160 / 170 / 180 ⇒ 150 / 160 / 170 / 180 / 190
- Ability Power Ratio: 40% ⇒ 50%
Mordekaiser
We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep opponents in his range. Accounting for the bugfix for his R, we believe these two adjustments to his E will be a net positive from 26.13 and will keep an eye on his performance.
E - Death's Grasp
- Cooldown: 18 / 16 / 14 / 12 / 10 ⇒ 16 / 14 / 12 / 10 / 8
R - Realm of Death
- Stolen Stats: 13% ⇒ 10%
- Bugfix: Fixed a bug where ulting a target with health above their post-reduction max HP would lead to increased damage (up to double).
Naafiri
Naafiri remains a hot topic in the meta, both for solo queue and pro play. While we are quite happy with how many people have taken her up since her rework, she’s still on the strong end, especially when she really gets the ball rolling with back-to-back-to-back ultimates.
R - The Call of the Pack
- Damage: 150 / 225 / 300 (+120% Attack Damage) ⇒ 125 / 200 / 275 (+100% Bonus Attack Damage)
- Damage per Packmate: 15 / 22.5 / 30 (+12% Attack Damage) ⇒ 12.5 / 20 / 27.5 (+10% Bonus Attack Damage)
Riven
Endless Hunger's addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly. While we feel we've gotten it into a fairly good spot among most users, Riven is notably overperforming. Targeting her R’s AD scaling (heavy synergy with Endless Hunger haste, mid quest scaling) will impact all her spells and how unstoppable her snowballing can feel, while still leaving a lot of room for her high moments.
R - Blade of the Exile
- Bonus Attack Damage Ratio: 25% ⇒ 20%
R - Wind Slash
- Bonus Attack Damage Ratio: 60% minimum / 180% maximum ⇒ 55% minimum / 165% maximum
Sylas
After his buff in 26.12, it was clear that we moderately overshot our target. We’re pulling back the chains a tad to prevent him from bullying too hard.
Q - Chain Lash
- First Lash Damage: 40 / 65 / 90 / 115 / 140 (+45% Ability Power) ⇒ 40 / 60 / 80 / 100 / 120 (+40% Ability Power)
Volibear
Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we’re giving him more chances to gap close, especially for laners, without raising his already thrilling ceiling of spell chaining.
Q - Thundering Smash
- Cooldown: 14 / 13 / 12 / 11 / 10 ⇒ 12 / 11.5 / 11 / 10.5 / 10
Zac
We believe that Zac brings unique gameplay and class diversity to the jungle. That said, his presence in the jungle has fallen quite a bit over the more recent patches. We believe giving him a bit more opportunity to execute on his distinct gank angles as well as a bit of durability in a team fight can help lift up our favorite secret weapon.
Base Stats
- Armor Growth: 4.7 ⇒ 5.2
E - Elastic Slingshot
- Cooldown: 22 / 19 / 16 / 13 / 10 ⇒ 21 / 18 / 15 / 12 / 9
Items
Bastionbreaker
The item has been near bottom pickrate since release, and the distance between it and the next least popular Lethality item is quite far. We’re making it both more accessible and slightly stronger on its less noticeable effect, because we find that lethality users putting more of their gold into utility and progressing the team game is healthy in the long term.
- Cost: 3200g ⇒ 3000g
- Shaped Charge Damage: (30 + 150% lethality) true damage ⇒ (50 + 150% lethality) true damage
Terminus
Terminus is meant to be one of the premium capstone items for scaling On-Hit builds, but has been more of a mid game spike item than a true late game scaling option, leaving the on-hit space a bit sparse for options later on.
- Unique - Shadow: 30 Magic Damage On-Hit ⇒ 30 (+10% bonus Attack Damage) (+10% Ability Power)
Yun Tal Wildarrows
Yun Tal Wildarrows has fallen significantly over this year from its spot as the go-to scaling crit item. We believe the game continues to benefit from its function as a scaling option, so we are buffing it up to compete with the broader array of early crit items currently on offer.
- Cost: 850g ⇒ 750g
- Attack Speed: 40% ⇒ 45%
Runes
Jack of All Trades
Different statlines are much more accessible with items like Endless Hunger/Gluttonous Greaves/DHelm, and even though we love players shooting for creative builds to utilize JOAT, it definitely has room to be weaker both early and late while still giving a ton of bang for your buck.
- Adaptive Force at 5 / 10 stat breakpoints: 10 / 25 ⇒ 8 / 20
ARAM: Mayhem
Hello Mayhemers!
In this patch, we're making a systematic update to champion balance modifiers. For a long time, champion damage modifiers only affected spells and attack damage by champions. This led to some extreme cases where champions could overperform because their item and Augment damage wasn't affected.
With this update, damage dealt modifiers now apply to spell, attack, item, and Augment damage. Our goal is for these modifiers to better reflect a champion's overall performance while allowing underperforming champions to benefit more consistently from the rest of the game's systems. As a result, we're able to remove many existing champion specific modifiers.
Over time, we hope to continue reducing the number of individual champion mods and make future balance changes more targeted and easier to maintain. For Augments, we're continuing to buff underperforming options to make their payoffs more satisfying in combat. On the other hand, Critical Missile has proven to be a bit too reliable on critical strike ADCs, so we're tuning it down to make it less frustrating to play against. Thanks for playing, and we'll see you on the Bridge!
Champions
Ahri
- Healing: 90% ⇒ 100%
Akshan
- Damage Dealt: 105% ⇒ 100%
- Damage Taken: 5% ⇒ 0%
Alistar
- Healing: 80% ⇒ 100%
- Damage Modifier: 95% ⇒ 100%
Ambessa
- Damage Taken: -5% ⇒ 0%
Annie
- Shielding: 90% ⇒ 100%
- Damage Taken: -5% ⇒ 0%
Ashe
- Damage Dealt: 105% ⇒ 100%
Corki
- Damage Taken: 10% ⇒ 5%
Ekko
- Damage Dealt: 110% ⇒ 105%
Hwei
- Damage Dealt to Minions: 60% ⇒ 100%
Jhin
- Damage Taken: -5% ⇒ 0%
Kai'Sa
- Damage Taken: 10% ⇒ 0%
Kindred
- Damage Dealt: 110% ⇒ 100%
Kog'Maw
- Damage Dealt: 88% ⇒ 90%
Lucian
- Damage Dealt: 105% ⇒ 100%
Malzahar
- Damage Dealt to Minions: 60% ⇒ 100%
Miss Fortune
- Damage Taken: -5% ⇒ 0%
Mordekaiser
- Damage Taken: -2% ⇒ 0%
Morgana
- Damage Taken: -10% ⇒ 0%
Nasus
- Damage Taken: -5% ⇒ 0%
Qiyana
- Damage Dealt: 115% ⇒ 110%
Ryze
- Damage Dealt: 105% ⇒ 100%
- Damage Taken: 5% ⇒ 0%
Senna
- Damage Dealt: 97% ⇒ 100%
Singed
- Damage Taken: -8% ⇒ 0%
Smolder
- Ability Haste: -10 ⇒ 0
Soraka
- Healing: 105% ⇒ 100%
Teemo
- Ability Haste: -10 ⇒ 0
- Damage Dealt to Minions: 60% ⇒ 100%
Trundle
- Damage Taken: -5% ⇒ 0%
Xin Zhao
- Damage Dealt: 95% ⇒ 100%
Zilean
- Damage Dealt: 105% ⇒ 100%
- Damage Taken: 5% ⇒ 0%
Ziggs
- Damage Dealt: 87% ⇒ 90%
- Damage Dealt to Minions: 60% ⇒ 100%
Augments
Warding Weapon
- Resists per Stack: 5 / 6.25 / 7.5 / 8.75 / 10 ⇒ 7 / 8.25 / 9.5 / 10.75 / 12
Squishy Slappy Grab
- Cooldown: 45 ⇒ 35
Titan's Resolve
- Adaptive Force: 25 / 31.25 / 37.5 / 43.75 / 50 ⇒ 25 / 37.5 / 50 / 62.5 / 75
- Armor and Magic Resistance per 10 Stacks: 4 / 5 / 6 / 7 / 8 ⇒ 5 / 6.25 / 7.5 / 8.75 / 10
Hellbent
- Cooldown: 120 ⇒ 90
Earthwake
- Base Damage: 70 / 105 / 140 / 175 / 210 ⇒ 90 / 130 / 170 / 210 / 250
Endless Decimation
- Missing Health Healing: 15% ⇒ 18%
Chain Reaction
- NEW Ultimate Ability Damage Increase: Damage increased to 250% for ultimate abilities
Critical Missile
- Damage per Missile: 20 / 40 / 60 / 80 / 100 ⇒ 15 / 32.5 / 50 / 67.5 / 85
Drop Bear
- Stun Duration: 1.5s ⇒ 0.5s
- Tibbers Bonus Health: 0 / 1125 / 2250 / 3375 / 4500 ⇒ 1000 / 2375 / 3750 / 5125 / 6500
Pat on the Back
- NEW Stacking Availability: Can now be taken by multiple players on the same team
Mercy's Strike
- NEW Turret Interaction: Mercy's Strike's buff will be consumed on attacking turrets.
- NEW Turret Damage: Turrets take 2.5% maximum health damage.
Bugfixes
- Fixed a bug where Vel'Koz's (Q) first hit failed to trigger Skilled Sniper.
- Fixed a bug where Anivia's (Q) failed to trigger Skilled Sniper when passing through units.
- Fixed a bug where Locke's (Q) received a refund in between ammo for Skilled Sniper.
- Fixed a bug where you cannot attack during Rite of Ascension possession time.
- Fixed an issue where Morgana's (R) Echo cast always sends the clone towards the bottom of the screen.
- Fixed a bug where Apex Inventor did not reduce Wooglet's Witchcap's cooldown.
- Fixed a bug where Twitch's (R) bolts disappear upon recasting Spray and Pray (R) before the ability ends.
- Fixed a bug where Ekko's (Q) failed to split with Spell Split on missile end.
- Fixed a bug where Combusting Interest failed to generate gold if you have burn items or Augments.
- Fixed a bug where Diadem of Songs does not appear in the shop and builds into section.
- Fixed a bug where Milio's (W) did not grant Support Main quest progress in Mayhem when healing themself or allies.
- Fixed a bug where Locke's (E) second dash did not grant Pursuit of Power or Pursuit of Haste quest progress in Mayhem.
- Fixed a bug where Master Yi's (Q) and Viego's (R) could retain Dashing's Ability Haste in Mayhem after taking Pandora's Box.
- Fixed a bug where Overloaded could be offered to Katarina's (E) and Shaco's (E).
- Fixed a bug where Little Extra Help removed Scoped, Scopier and Scopiest Weapon's VFX after the effect ends.
- Fixed a bug where Nidalee's human-form Javelin Toss (Q) did not trigger Missile Split in Mayhem if the augment was selected while in cougar form.
- Fixed a bug where Pursuit of Haste and Pursuit of Power is offered to Akshan's (E).
- Fixed a bug where Mercy Strike could be offered to non-support champions in Mayhem like Vladimir.
- Fixed a bug where Warding Weapon could still be offered to Akshan's (E) in Mayhem.
- Fixed a bug where Pursuit of Power is offered to Akshan's (E), Draven's (Q), Illaoi's (E), and Malphite's (W).
- Fixed a bug where Trusty Weapon could still be offered to Akshan's (E) in Mayhem.
Arena
We’re listening to all your feedback and reducing the level cap on certain augments that felt a bit overbearing at 3 levels. Along with a number of champion balance adjustments, we’re also increasing the amount of Adaptive Force gained from crit chance over 100%.
Champions
Akali
- Passive Move Speed: 30 / 37.5 / 45 / 52.5 / 60% ⇒ 40 / 51.25 / 62.5 / 73.75 / 85%
- W - Twilight Shroud
- Cooldown: 15 ⇒ 15 / 13.75 / 12.5 / 11.25 / 10
- Energy Restore: 150 ⇒ 200
Bard
- W - Caretaker's Shrine
- Charge Time: 5 seconds ⇒ 2.5 seconds
- Move Speed Ability Power Ratio: 0.06% ⇒ 0.08%
Elise
- W - Skittering Frenzy
- Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 17 / 16 / 15 / 14 / 13
Kai'Sa
- Passive - Second Skin
- Arena On-Hit Damage Modifier: 50% ⇒ 100%
- Detonation Damage: 10% missing Health ⇒ 15% missing Health
- Ability Power Ratio: 30% ⇒ 12%
- Ability Power Ratio per Stack: 5% ⇒ 3%
- Q - Icathian Rain
- Ability Power Ratio: 15% ⇒ 20%
Locke
- Passive - Silver Stake
- Minimum Base Damage: 5 minimum / 40 maximum ⇒ 7.5 minimum / 60 maximum
- Maximum Base Damage: 10 minimum / 80 maximum ⇒ 15 minimum / 120 maximum
- W - Soul Ignition
- Base Health Restored: 40 / 70 / 100 / 130 / 160 ⇒ 80 / 140 / 200 / 260 / 320
- Maximum Health Restored: 150 / 225 / 300 / 375 / 450 (+60% Ability Power) ⇒ 225 / 337.5 / 450 / 562.5 / 675 (+60% Ability Power)
- R - Purgatory
- Cooldown Refund: 20% ⇒ 50%
Nocturne
- Passive - Umbra Blades
- Base Healing: 13 minimum / 32 maximum ⇒ 15 minimum / 50 maximum
- Attack Damage Ratio: 120% ⇒ 130%
- Critical Strike Attack Damage Ratio: 110% ⇒ 120%
- R - Paranoia
- Cooldown: 140 / 115 / 90 ⇒ 100 / 70 / 40
Samira
- Taunt Gold Exchange: Lose 1 gold on taunt ⇒ Removed
Seraphine
- Q - High Note
- Ability Power Ratio: 65% ⇒ 40%
Tahm Kench
- E - Thick Skin
- Damage to Grey Health: 15% minimum / 47% maximum ⇒ 23% minimum / 47% maximum
Thresh
- Passive - Damnation
- Souls Gained on Pickup: 1 ⇒ 3
- W - Dark Passage
- Cooldown: 21 / 20 / 19 / 18 / 17 ⇒ 15 / 14 / 13 / 12 / 11
- E - Flay
- Damage Ramp-Up Time Between Attacks: 10 seconds ⇒ 5 seconds
- R - The Box
- Cooldown: 120 / 100 / 80 ⇒ 90 / 60 / 30
- Base Damage: 250 / 400 / 550 ⇒ 350 / 500 / 650
Twisted Fate
- R - Destiny
- Cooldown: 170 / 140 / 110 ⇒ 40 / 30 / 20
- Duration: 3 / 4 / 5 seconds ⇒ 3 / 4 / 5 seconds
Warwick
- Passive - Eternal Hunger
- Last Stand Healing Amplification: 250% ⇒ 300%
- W - Blood Hunt
- Cooldown: 80 / 70 / 60 / 50 / 40 ⇒ 40 / 35 / 30 / 25 / 20
- E - Primal Howl
- Damage Reduction: 35 / 40 / 45 / 50 / 55% ⇒ 40 / 45 / 50 / 55 / 60%
Zac
- W - Unstable Matter
- Arena Cooldown: 6 ⇒ 5
Items
Lich Bane
- Attack Speed Increase Ability Power Ratio: 66% ⇒ 70%
Augments
Demonic Clasp
- Maximum Level: 3 ⇒ 2
- Base Damage: 100 minimum / 200 maximum ⇒ 100 minimum / 300 maximum
- Cooldown: 18 ⇒ 12
Critical Rhythm
- Maximum Level: 3 ⇒ 2
HiveMind
- Starting Bees: 1 / 2 / 3 ⇒ 2 / 4 / 6
- Attack Damage Ratio: 20% bonus Attack Damage ⇒ 25% total Attack Damage
Laser Eyes
- Maximum Level: 3 ⇒ 2
- Laser Length: 600 / 800 / 1000 ⇒ 600 / 1000
Ok Boomerang
- NEW Level 2 Boomerang Count: Level 2 now fires a second boomerang
Ominous Pact
- Omnivamp: 15% / 25% ⇒ 20% / 35%
- Move Speed: 50% / 75% ⇒ 50% / 100%
Spellwake
- Maximum Level: 3 ⇒ 2
- Level 1 Ability Power Ratio: 20% ⇒ 30%
- Level 1 Bonus Attack Damage Ratio: 145% ⇒ 165%
- Level 2 Ability Power Ratio: 20% ⇒ 30%
- Level 2 Bonus Attack Damage Ratio: 165% ⇒ 185%
Earthwake
- Maximum Level: 3 ⇒ 2
Tap Dancer
- Maximum Level: 3 ⇒ 2
Trueshot Prodigy
- Missile Trigger Condition: Triggered off its own missile ⇒ No longer triggers off its own missile
Slow and Steady
- REMOVED Status: Removed
Systems
Critical Strike to Adaptive Force Conversion
- Ratio: 0.68:1 ⇒ 1:1
Bugfixes & QoL Changes
- Fixed a bug which prevented Neeko to disguise as Voidborn Rift Scuttler.
- Fixed a bug where Pix was always visible as one from Base skin if Neeko disguised as Lulu.
- Fixed a bug that prevented Neeko from being able to disguise herself as Nidalee's Cougar form and Elise's Spider form.
- Fixed a bug that prevented Neeko to disguise herself as DJ Sona's Concussive and Ethereal Forms.
- Fixed a bug where if Neeko was disguised as DJ Sona's Kinetic form the hair was missing.
- Fixed a bug that caused horns to be visible inside the head when Neeko was disguised by Smolder.
- Fixed a bug where Diana’s E may fail to dash over terrain.
- Fixed a bug where Cassiopeia’s R VFX didn't match the ability’s hitbox.
- Fixed a bug where Mid lane Tier 3 role quest boots could not be refunded with the undo button.
- Fixed a bug where Nilah’s attacks immediately after Q or E may not trigger Hail of Blades.
- Fixed a bug where Deathfire Touch’s burn duration could be overwritten when landing a spell with a shorter duration.
- Fixed a bug where the Death Recap window may not appear when a player dies.
- Fixed a bug where Locke’s R artifact could not be retrieved on an enemy that was invulnerable when hit by Locke’s R.
- Fixed a bug where Zeke’s convergence active effect would not damage monsters.
- Fixed a bug where Locke’s R was not recolored when the artifact was reflected by Mel W.
Upcoming Skins & Chromas
The following skins will be released in this patch:
Divine God-King Darius and Fallen God-King Garen are returning to The Sanctum until Patch 26.19.
The following chromas will be released this patch:



















