League of Legends Patch 26.4 Notes

Happy Lunar Revel, welcome to patch 26.4!

Happy Lunar Revel, welcome to patch 26.4!

In this week's patch we're kicking off the year of the horse off right with one of the best to grace the Rift, Lillia! Not to mention a bunch of other beautiful Petals of Spring skins plus we've got a special appearance for Divine Architect Porcelain Aurelion Sol! We'll dive into the Summoner's Rift specific changes in a second, but we've also got some love for ARAM Mayhem and Arena coming this patch. Make sure you also check out the Ionia Cup Clash happening on ARAM this patch.

We've got another larger-than-average balance patch coming your way as we continue to comb through the new season's outliers and otherwise unloved-feeling champions. While most of our changes are very standard, we also took a look at formerly-popular junglers who have other primary roles and tried to place them at a balanced state.

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!
Lilu "Riot Riru" Cabreros

Patch Highlights

Petals of Spring Camille, Petals of Spring Jayce, Petals of Spring Katarina, Petals of Spring Lillia, Petals of Spring Yasuo, and Divine Architect Porcelain Aurelion Sol will be available February 19, 2026.

As a heads up, all of the Petals of Spring skins (excluding Lillia) will be limited-time Legacy skins and will go into the vault starting in Patch 26.6.

Winter Sports Skins Return

We hope you’ve all been enjoying the winter-y spirit of competition as we celebrate everyone’s favorite sports for two weeks every four years!

Curling Veigar, Festival Kassadin, Ice Toboggan Corki, Vancouver Amumu, Whistler Village Twitch, Team Spirit Anivia, The Mighty Jax, and Union Jack Fiddlesticks will be available from February 19 until February 26, 2026, so make sure you pick them up while they’re here!

Champions

Ambessa

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

Q - Cunning Sweep

/Sundering Slam
  • Bonus Damage to Monsters: 150 ⇒ 125

Annie

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

Q - Disintegrate

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

E - Molten Shield

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

Aphelios

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

Passive - The Hitman and the Seer

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

Brand

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

Passive - Blaze

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

Braum

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

R - Glacial Fissure

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

Camille

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

E - Hookshot

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

Darius

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

Passive - Hemorrhage

  • Monster Damage: 2x ⇒ 2.5x

Fizz

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

W - Seastone Trident

  • Bonus Monster Damage: 60 ⇒ 90

Graves

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

E - Quickdraw

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

Gwen

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

Q - Snip Snip!

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

R - Needlework

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

Hwei

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

WW - Pool of Reflection

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

R - Spiraling Despair

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

Illaoi

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

Passive - Prophet of an Elder God

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

Jinx

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

Base Stats

  • Armor Growth: 4.7 ⇒ 4.2

Kassadin

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

Base Stats

  • Health Growth: 119 ⇒ 113

E - Force Pulse

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

Kayle

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

Q - Radiant Blast

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

Kennen

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

R - Slicing Maelstrom

  • Cooldown: 120 / 100 / 80 ⇒ 120

Lee Sin

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

W - Iron Will

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

Lux

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

Base Stats

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

Q - Light Binding

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

W - Prismatic Barrier

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

Maokai

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

Q - Bramble Smash

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

Naafiri

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

Base Stats

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

Q - Darkin Daggers

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

E - Eviscerate

  • Mana Cost: 35 ⇒ 40

Qiyana

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

Base Stats

  • Health Growth: 121 ⇒ 115

Rengar

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

Q - Savagery

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

Rumble

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

Base Stats

  • Base Health: 655 ⇒ 640

R - The Equalizer

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

Ryze

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

R - Realm Warp

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

Samira

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

Q - Flair

  • Life Steal Effectiveness: 80% ⇒ 100%

R - Inferno Trigger

  • Life Steal Effectiveness: 80% ⇒ 100%

Senna

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

Q - Piercing Darkness

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

W - Last Embrace

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

Swain

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

W - Vision of Empire

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

R - Demonic Ascension

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

Syndra

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

W - Force of Will

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

R - Unleashed Power

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

Teemo

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

E - Toxic Shot

  • Monster Damage: 145% ⇒ 160%

Twitch

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

Base Stats

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

Udyr

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

Q - Wilding Claw

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

W - Iron Mantle

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

Xayah

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

Q - Double Daggers

  • Mana Cost: 50 ⇒ 35

W - Deadly Plumage

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

E - Bladecaller

  • Mana Cost: 30 ⇒ 20

Zac

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

Q - Stretching Strikes

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

R - Let's Bounce!

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

Items

Hexoptics C44

AD carries now have several first slot options, whether they're spellcasters, basic attackers, or somewhere in between. We've wanted to give them a greedy late-game option for stacking as much basic attack damage as possible, and Hexoptics is here to fill that niche. While we don't think it'll be in everyone's build, we want it to be attractive, so we're further amplifying its unique strengths in hopes that it'll find a home.

  • Range for Maximum Bonus Damage: 600 ⇒ 500
  • Bonus Range on Takedown Duration: 6 ⇒ 8 seconds

Summoner Spells

Omnivamp on Summoner Spells (Smite/Ignite)

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

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

ARAM Mayhem

In this week's patch notes we've got a mix of changes that went live in 26.3 included here for posterity plus some additional changes coming in 26.4.

Systems

Augment Set Panel Hover Delay
  • Reduced Hover Delay from 0.75 ⇒ 0.1 seconds

Progression Pass

Level 4 Reward
  • 300 gold ⇒ Golden Reroll

Augments and Set Changes

Poro Blaster
  • Can now only be picked up by 1 player per team.
  • Increased the time required to stack Poros.

Heads Up Cupcake!
  • On Pick Up Slow: 50% ⇒ 25%
  • Gold per 1000 Healing: 200 ⇒ 150
  • Missing Health Healing: 20 - 50% ⇒ 5 - 15%

Devil On Your Shoulder
  • Health Drain Near Enemies: 7.5% ⇒ 5%
  • Bonus True Damage: 20% ⇒ 15%

Speed Demon
  • Speed Increase: 350, decays over 2 seconds ⇒ 200, decays over 1 second

Kill Secured
  • Bonus Movement Speed Towards Low Health Champions: 100% ⇒ 60%

Make It Rain Set
  • Gold Reward: 30 / 50 / 100% ⇒ 15 / 30 / 50%

Archmage Set
  • Cooldown Refund: 40% ⇒ 30%

Deathknell Set
  • Death Timer Reduction: 40% ⇒ 25%

Red Envelope
  • Gold per Envelope: (10 - 18) to (25 - 58) ⇒ (8-15) to (22 - 46)

Donation
  • Gold: 2500 ⇒ 1750

Stats
  • Number of Stat Anvils Given: 3 ⇒ 2

Stats on Stats
  • Number of Stat Anvils Given: 4 ⇒ 3

Stats on Stats on Stats
  • Number of Stat Anvils Given: 5 ⇒ 4

Shrink Engine
  • Haste per Stack: 10 ⇒ 8
  • Movement Speed per Stack: 2% ⇒ 1%

Vampirism
  • Omnivamp: 30% ⇒ 25%

Prismatic Stat Anvil
  • Melee Omnivamp: 25% ⇒ 20%
  • Ranged Omnivamp: 12.5% ⇒ 10%

Hand of Baron
  • Adaptive Force: 33% ⇒ 25%

Firecracker Set
  • 2 Set Missile Damage: 40% ⇒ 25%
  • 4 Set Missile Damage: 80% ⇒ 50%

Wee Woo Wee Woo Set
  • Set Bonus Heal Power: 15 / 25 / 35% ⇒ 10 / 20 / 30%
  • Set Bonus Movement Speed: 40 / 50 / 60% ⇒ 30 / 40 / 50%

High Roller Set
  • 3 Set Bonus Change for Gold or Prismatic Anvils: 50% ⇒ 20%
  • 5 Set Bonus Change for Gold or Prismatic Anvils: 100% ⇒ 50%

Bugfixes

  • Fixed a bug where Prom Queen failed to trigger after you were dead.
  • Fixed a bug where Critical Healing and Critical Missile could trigger infinitely.
  • Fixed a bug where Critical Missile triggered too often with Tank it Or leave it.
  • Fixed a bug where Firecracker Set bonus caused attack timers to reset.
  • Fixed a bug where the Firecracker Set bonus was triggering on basic attack effects.
  • Fixed a bug where players could select the same augment multiple times.
  • Fixed a bug where you spin me around could cause champions to lose their original spells.
  • Fixed a bug where Soul Siphon healed an incorrect amount when having Jeweled Gauntlet.
  • Fixed a bug where champions are unable to select anvils from High Roller Set, examples like Kog'Maw, Sion and Karthus.
  • Fixed a bug where your augments could get overwritten when you leveled up in base.
  • Fixed a bug where you were unable to select your last augment after selecting stat anvils.
  • Fixed a bug where you would buy anvil in shop and overwrite your current augment selection.
  • Fixed a bug where the Poro King gave incorrect damage reduction.
  • Fixed a bug where Poro King did not get CC Immune during unstoppable state.
  • Fixed a bug where you can get infinite armor by reselling Thornmail in shop when having Upgrade Thornmail.
  • Fixed a bug where you can swap both summoner slots when offered active summoners, snowballs and flashes.
  • Fixed a bug where spam clicking summoner swap button can give you stacking haste on Snowball Augments.
  • Fixed a bug where selecting Gangplank's Silver Serpents's trade will swap another active summoner in your summoner slot.
  • Fixed a bug where ??? could execute players in Kindred R or execute Tryndamere when he cast R.
  • Fixed a bug where Upgrade sheen could proc double healing when you have Dusk and Dawn.
  • Fix a bug where Upgrade Sheen was tracking damages dealt to minions.
  • Fixed a bug where Pyke's ultimate did not benefit from Dashing.
  • Fixed a bug where Poro blaster was visible on champions with Stealth.
  • Fixed a bug where Whispering's Circlet and Diadem of Songs are not considered as a hat in Hat on Hat augment.
  • Fixed a bug where Grandma's Chili Oil's burn was doing incorrect damage per second.
  • Fixed a bug where Pandora's Box did not count for High Roller Augment Set.
  • Fixed a bug where Master of Duality did not grant additional Ability Power when they are gained through the Stackosaurus Set Bonus.
  • Fixed a bug where Flash's recharge was incorrect if you have flashy and flash 2.
  • Fixed a bug where Void Immolation did not trigger Upgrade Immolate's Effect.
  • Fixed a bug where Upgrade Immolate gold generation does not increase when ranking up the Make it Rain set bonus.
  • Fixed a bug where Fully Automated's 3 piece bonus is active with the 2 piece bonus.

ARAM

Zaahen

  • Damage Dealt: 100% ⇒ 95%
  • Damage Taken: 100% ⇒ 105%

ARAM Ionia Cup

The Ionia Cup will be happening in ARAM this patch! Grab your 5 stacks and get ready to rumble!
  • Registration Begins: February 16 @ 11:00 AM (Local Time)
  • Tournament Dates: February 21 and 22 (~4-7 PM Local Time, varies by region)
If you have any questions or you're just looking for the full 2026 Clash schedule, make sure to check out our Clash FAQ support page.

Arena

It looks like our Hellfire Hatchet changes helped curb some of the abuse cases, but still ended up a bit too powerful in the average case. Rite of the Forge God has also been very weak so we're bringing it up a bit more, while our champion changes focus on the extreme ends.

Champions

Pantheon
  • W Cooldown 13-9 ⇒ 15-11

Ahri
  • W Removed Area specific mods
  • Base Damage reduced from 70/95/120/145/170 ⇒ 40/60/80/100/120
  • Movement speed reduced from 50% ⇒ 40%

Maokai
  • Q Removed Arena based damage mod
  • Q 40-160 ⇒ 75-255
  • W Remove Arena Cooldown mod
  • W 14-10 ⇒15-11

Lulu
  • P AP Ratio 5% ⇒ 7.5%
  • E AP 50% ⇒ 60%

K'Sante
  • P Mark Percent health damage increased from 1%-2% ⇒ 2%-3%
  • All Out max Health Physical Damage increased from 1% ⇒ 1.5%

Braum
  • R Base Damage 150-450 ⇒ 200-600
  • Move Speed 40-60 ⇒ 50-70

Augments

Rite of the Forge God
  • Item Stat Amp increased from 15% ⇒ 30%

Items

Hexoptics
  • Bounce Range reduced from 100 ⇒ 150
  • Duration increased from 6 ⇒ 10

Hellfire Hatchet
  • Base current health damage: 15% ⇒ 7%
  • Maximum health multiplier: 250% ⇒ 300%

Demacia Rising

Several bugfixes for combat-related issues and music problems introduced with the 26.3 patch. These changes should help you clear out the last few Settlements of Act 1 and be better able to handle Dangerous Threats as they attack your kingdom.
  • Research and Event buffs now correctly apply percent damage increases to Demacian units. In 26.3, all buffs were applying power only if a player reached a total attack damage increase of 100% over the base value.
  • Events could stop working in situations where a player had played many turns and was done with story content in Act 1. Events should now continue playing regardless of how many thousands of turns you have played.
  • Any allied units that fought in the final battle of the Chapter 4 story will now survive.
  • Combat music cutting out has been fixed. Music in Demacia Rising should no longer stop randomly based on changes in game state.

Known issue: Several Research items have incorrect text, including:
  • Demacian Steel - Guard: Current text says “+50% Attack Damage,” but the effect provides 25% Attack Damage and 25% Maximum HP to Guards.
  • Battle High: Current text says “On kill, Guards gain 20% attack speed up to a maximum of 60%,” but the effect only provides a 30% Attack Speed once, on a guard's first kill or assist.

Disruptive Pinging Detections

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

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

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

Bugfixes & QoL Changes

  • Fixed a bug that caused Rengar to be unable to extend his passive duration with attacks.
  • Fixed a bug that caused High Noon Jhin's running animation to stop playing when using Tier 2 boots.

Upcoming Skins & Chromas