League of Legends Patch 26.9 Notes
It's time to hunt demons with Patch 26.9!
In this patch we've got updates to champions, items, systems, and runes galore. Including bringing back some old favorites like Deathfire Touch and Stormraider's Surge, and giving you a lot of new options to experiment with like new starting items and a variety of alternate champion builds. For role quests, we've got some balance changes, tweaks to make progressing them more straightforward, and a small mid lane quest reward rework to better fit a scaling fantasy. Finally, we've given Shyvana some love to give more differentiation to AD and AP builds and paths to be a durable Dragon.
Over in the Arena, we have a new update with events, new Augments, a new map, and more! We also have some adjustments and bugfixes for ARAM: Mayhem, WASD is coming to Ranked, and we have some demon-themed skins to kick off Season 2: Pandemonium!
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
Erika “Riot Cashmiir” Haas
Steven “Riot sternest” EarnestPatch Highlights
Role Quests
Quest Progression
To kick things off for Season 2, we have a set of changes to Role Quests that are aimed at making them generally more understandable and less punishing.
With this update, we're lessening penalties when you just need to get out of your lane towards the end of laning phase.
- Quest Point Penalty applied to CS / Turrets / Plates: -50% ⇒ -75% , decreasing down to -0% based on Quest Progress
We've also adjusted the bounds in which you earn Role Quest progress. Previously, it was heavily tied to being around your lane's outer most turret, but now it'll be more broad to allow for responding to proxying and roaming. Gone are the days of having to stick to your wave so you don't fall behind, rejoice assassin mains!
- Passive Point Progression: 0.333 per second, increased to 1.6 per second while they are "in the quest lane" ⇒ 0.333/s, increased to 1.5/s while you are "in the quest lane"
- "In the quest lane": Defined as near or past the lane's outermost turret ⇒ Defined as anywhere in the lane, outside of your base
- Recall Penalty to Passive Point Earn: Functionally exists because passive point gain was reduced until at outermost turret, creating a minor bias towards mid lane (shorter) ⇒ Disables passive point earn entirely for 12s after recalling
Passive point progression now also allows for a moderate degree of roaming. After level 3, you'll now start banking roaming time while "in the quest lane,"getting up to 60 seconds after spending 120 seconds in lane. For every second banked, you'll earn the increased Passive Point Progression as though you're still "in the quest lane" even if you're not.
- Functionally, every 2 minutes you spend in lane, you can spend 1 minute roaming without penalizing your quest progress
Quest Rewards
Finally, we have some adjustments to quest rewards. For top, we're doing a minor nerf to overall experience gain and adjusting the experience bonus to distinguish between champion and non-champion sources. Effectively, this will help out top laners who prefer scrappy teamfights over split pushing. We're also ensuring that we avoid top lane experience creep situations where top laners who end up repeatedly killing each other scale their own level and experience rewards.
- XP Increase: +12.5% from all sources ⇒ +80 flat XP on champion takedown; +11% from all other sources
For mid, we're replacing the empowered recall effect with a percent-based increase to bonus AD and AP. We've felt that mid has lost some of its carry and scaling fantasy compared to top and bot's rewards, which get more levels and XP or more gold and items. We're hoping this change provides an edge over other lanes to spike harder on item purchases.
- Role Quest Reward: Empowered Recall (300s CD, reduced by 60s on Takedown) ⇒ +6% Bonus AD and 6% Bonus AP
We feel like bot is a little too strong and snowballs a little too hard given their late game fantasy. So we're giving a minor nerf to their bonus takedown gold.
- Bonus Takedown Gold: 50g ⇒ 40g
Game Systems
Minion Waves
We're moderately increasing minion wave durability, mostly around mid and late laning phase, to help increase minion action. This should also have a minor impact on opening up roaming windows as well as slightly increase wave stacking effects, allowing teams to spend a bit more time outside of the lane while a wave builds up.
- Melee Minion Health: 440 (+25 every 90s; then +35 after this has happened 5 times)⇒ 430 (+35 every 90s)
- Minion Slayer (Minion Damage Bonus to other Minions): +[2 Melee | 4 Ranged | 6 Siege]% Current HP On Hit ⇒ +[2 Melee | 3.5 Ranged | 5 Siege]% Current HP On Hit
Champions
Ambessa
Ambessa has carried the Medarda legacy a bit too well. Her brutality and fantasy has resonated with her mains, but we believe her ult has felt slightly fast to the point that players hit by it often don't have clarity on what happened. We're extending her cast time to open up clearer counterplay, and will be keeping a watchful eye on opportunities for follow-up work.
R - Public Execution
- Cast Time: 0.55 ⇒ 0.70
Briar
Briar has one of the steepest mastery curves in League. However, as time has gone on, more and more players have ended up at the high end of that curve and have been finding a lot of success. So we're looking to nerf a bit of her survivability, but keep her ability to kill a target.
Base Stats
- Health Growth: 100 ⇒ 95
Ezreal
We want to bring back some playstyles that have been lost to the sands of time. First up on that list is AP Ezreal. Bring out your global snipes—there's a lot of good mages out there but none of them are this skillful!
Q - Mystic Shot
- AP Ratio: 15% AP ⇒ 40% AP
W - Essence Flux
- AP Ratio: 70 - 90% ⇒ 90%
R - Trueshot Barrage
- AP Ratio: 90% ⇒ 110%
- Damage To Minions / Non-Epic Monsters: 175 / 275 / 375 (+50% bonus AD) (+45% AP) ⇒ 150 / 225 / 300 (+100% bonus AD) (+110% AP)
Gragas
Gragas top is most impacted by the removal of Phase Rush, and only time will tell whether Grasp or Comet comes out on top. As we wait to see how his laning shakes out, this change should let Gragas players better frontline for their teams, and have a bigger impact in the late-game where they struggle most.
W - Drunken Rage
- Damage Reduction: 10 / 12 / 14 / 16 / 18% (+ 4% per 100 AP) ⇒ 10 / 14 / 18 / 22 / 26 (+ 4% per 100 AP)
Kennen
Our second lost playstyle is AD Kennen. In this case, we're adding critical strike synergy to Kennen's W and E. While a more attack speed focused on-hit hybrid build may stand out as a more intuitive choice for an auto-attack focused Kennen, we actually think it would spill over too hard into his standard AP builds and want to avoid adjustments to his typical playstyle just to enable this one.
W - Electrical Surge
- [NEW] Passive: When ready, now applies the passive effect to the entire attack as an On-Hit, rather than just the first On-Hit trigger
- [NEW] Passive Damage: Can now Critically Strike for 140% (+40% of Bonus Critical Strike Damage)
E - Lightning Rush
- [NEW] Attack Speed Buff: Critical Strikes now extend the duration of Lightning Rush's Attack Speed buff by 1 second, up to the initial duration of 4s. This can happen any number of times.
Shyvana
With Shyvana having been out for a few patches, we've taken stock of where she's landed and identified two areas to address: broadening bruiser item viability and sharpening the distinction between AD and AP builds.
On the bruiser side, we've reduced the emphasis on pure dps items like Kraken Slayer. Adjustments to her base stats, Q and W create more room for Sheen, ability haste, and health to meaningfully contribute to her kit.
For build differentiation, AD Shyvana looks to engage in more sustained combat through auto attacks followed by big Q hits, using her W for sustain and sticking power and E for supplementary chase power. AP Shyvana, by contrast, centers damage around R and E, with W existing as a way to weave in and out of combat.
Base Stats
- Attack Speed: 0.625 ⇒ 0.638
- Attack Speed Ratio: 0.69 ⇒ 0.638
- Attack Damage Growth: 3 ⇒ 4
Q - Emberstrike
- Passive: 1% (+ 1.1% per 100 bonus AD) (+ 1.1% per 100 AP) of target's maximum health ⇒ 1% (+ 1.1% per 100 bonus AD)
- Hit Reduction: 1 second ⇒ 0.5 seconds
- Area Physical Damage: 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 25% AP) ⇒ 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 30% AP)
- Cooldown ticks in the background if you do not finish the sequence. Cooldown starts ticking at the last activated input in that sequence.
W - Inferno Aegis
- Cooldown: 14 / 13.5 / 13 / 12.5 / 12 ⇒ 13 / 12 / 11 / 10 / 9
- Shield: 60 / 80 / 100 / 120 / 140 (+ 5% max health) ⇒ 75 / 95 / 115 / 135 / 155 (+12% bonus health)
- Damage: 80 / 100 / 120 / 140 / 160 (+ 40% bonus AD) (+ 20% AP) ⇒ 80 / 100 / 120 / 140 / 160 (+ 65% AP)
- Dragon Form Heal: 75 – 214.71 (based on level) (+ 10% bonus AD) (+ 5% AP), increased by 0% – 100% (based on her missing health) for a maximum heal of 150 – 429.41 (based on level) (+ 20% bonus AD) (+ 10% AP) ⇒ 60 - 100 + 4-8% missing health (based on level)
- W move speed separate from shield
E - Molten Burst
- Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 12 / 11 / 10 / 9 / 8
- Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 35% bonus AD) (+ 70% AP) ⇒ 50 / 65 / 80 / 95 / 110 (+ 60 / 65 / 70 / 75 / 80% AP) + 5% Target Max Health
- Subsequent Explosion Damage Against Same Target: 50% ⇒ 40%
- Slow: 20 / 25 / 30 / 35 / 40% ⇒ 30%
Tahm Kench
Last patch's adjustment last patch ended up a very slight nerf (less than .5%) for both top and support. So we're making some support-focused improvements to compensate.
E - Thick Skin
- Grey Health to HP conversion: 45 - 100% (Level 1 - 18) ⇒ 60 - 100% (Level 1 - 18)
R - Devour
- Move Speed On Ally Devour: 40% for 3 seconds ⇒ 60% for 3 seconds
Taliyah
Taliyah is in the same spot as Gragas (RIP Phase Rush), except she was also taken down a notch from the pro mid meta in her last nerf. We don't expect her to be able to utilize the changes as well as a lot of her competition, so we're walking back our last hit to her, while also making sure she doesn't approach sub-2:30 clears.
Q - Threaded Volley
- Base Damage: 50 / 67.5 / 85 / 102.5 / 120 ⇒ 55 / 72.5 / 90 / 107.5 / 125
- Bonus Monster Damage: 23 / 28 / 33 / 38 / 43 ⇒ 20 / 25 / 30 / 35 / 40
Teemo
Our third lost playstyle—On-hit-focused Teemo builds have slowly fallen out of vogue as he's been tuned around Malignance and Liandries. We are adding bonus AD ratios to Teemo's E to open up itemization options for auto-attack builds featuring hybrid items like rageblade and the reworked Statikk Shiv.
E - Toxic Shot
- [NEW] Initial Damage Bonus AD Ratio: 10% Bonus AD
- [NEW] DoT Damage Bonus AD Ratio: 30% Bonus AD over 4 seconds
Udyr
Currently, we feel that Udyr's AD Q builds are extremely one note—which makes sense when you look at their scaling. We want to broaden his AD Q bruiser builds by shifting some of his AD ratios out of his Q and into W and E so the stance swapper has more than one stance.
Q - Wildling Claw
- Bonus Damage on First 2 Attacks: 3 / 4 / 5 / 6 / 7 / 8% (+4% per 100 bonus AD) of the target's Max Health ⇒ 3 / 4 / 5 / 6 / 7 / 8% (+3.5% per 100 bonus AD) of the target's Max Health
- Bonus Damage On-Hit for 4 seconds: 5 / 13 / 21 / 29 / 37 / 45 (+25% bonus AD) ⇒ 6 / 12 / 18 / 24 / 30 / 36 (+20% bonus AD) (+1 - 2% bonus HP)
- Awakened Bonus Damage on First 2 Attacks: An additional 2 - 4% (based on level) (+3% per 100 bonus AD) of the target's Max Health ⇒ An additional 2 - 4% (based on level) (+1.5% per 100 bonus AD) (+1% per 1000 bonus HP of the target's Max Health)
- Awakened Chain Lightning Damage Per Bounce: 1.5 - 3% (based on level) (+.8% per 100 AP) ⇒ 1.5 - 3% (based on level) (+.6% per 100 AP)
W - Iron Mantle
- [NEW] Shield AD Ratio: 50% bonus AD
- [NEW] Awakened Shield AD Ratio: 100% bonus AD
- [NEW] Awakened Heal AD Ratio: 50% bonus AD
E - Blazing Stampede
- [NEW] Move Speed AD Ratio: 5% move speed per 100 bonus AD
- [NEW] Awakened Move Speed AD Ratio: 10% move speed per 100 bonus AD
Warwick
Our favorite wolf-boy Warwick has been struggling to find his place over game time. We are looking to soften the blow of his transition into the late game by bringing up some of his scaling.
P - Eternal Hunger
- On-hit Damage: 6 / 16 / 26 / 36 / 46 ⇒ 6 / 18.25 / 30.5 / 42.75 / 55
Xin Zhao
Our fourth lost playstyle is centered around Xin Zhao—particularly attack speed and AP Xin Zhao. Over the years Xin has moved off of auto attack builds solidly into bruiser AD-caster builds buying items like Sundered Sky or Black Cleaver. We think more attack speed-centric Xin Zhao builds offered an enjoyable melee fighter experience, and we want to bring it back. Whether it's full AP builds revolving around drain tanking, heavy attack speed on-hit carry builds, or just some minor pivots into Stridebreaker, Titanic Hydra, and Triforce, we want to see a bit more build options.
P - Determination
- Healing: 3 / 4 / 5% Max HP (+65% AP) (levels 1 / 6 / 11) ⇒ 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (levels 1 / 6 / 11)
W - Wind Becomes Lightning
- Slow On Thrust: 50% for 1.5 seconds ⇒ 50% for 1.5 (+.5 per 100 AP) seconds
E - Audacious Charge
- Magic Damage: 50 / 75 / 100 / 125 / 150 (+60% AP) ⇒ 50 / 75 / 100 / 125 / 150 (+120% AP)
- Attack Speed Buff: 40 / 50 / 60 / 70 / 80% for 5 seconds ⇒ 38 / 46 / 54 / 62 / 70% (+1% per 5% permanent AS) (+10% per 100 AP) for 5 seconds
Zeri
Zeri's changes have pushed her over time to become more of a bursty assassin than the fantasy that initially called to many of her players. By moving power from her burst and late-game DPS towards her mobility and early laning, these changes should allow Zeri to shine once again as the zappy, speedy legend she is (while still doing ADC damage!)
P - Living Battery
- Right Click Range: 500 ⇒ 550
- Execute threshold: 60 / 82.5 / 105 / 127.5 / 150 (+ 18% AP) ⇒ 70 / 92.5 / 115 / 137.5 / 160 (+ 20% AP)
Q - Burst Fire
- Damage: 15 / 17 / 19 / 21 / 23 (+ 104 / 108 / 112 / 116 / 120% AD) ⇒ 21 / 24 / 27 / 30 / 33 (+ 102 / 104 / 106 / 108 / 110% AD)
- Excess AS to AD conversion: 70% ⇒ 50%
- Now forced quick cast
W - Ultrashock Laser
- Wall Crit Multiplier: 175% ⇒ 150%
- AP Ratio: 25% ⇒ 50%
E - Spark Surge
- Bonus Magic Damage: 17 / 19 / 21 / 23 / 25 (+ 10% bonus AD) (+ 20% AP) ⇒ 22 / 24 / 26 / 28 / 30 (+ 20% AP)
- Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 24 / 22.5 / 21 / 19.5 / 18
- Cooldown Refresh: Applies on attacks and abilities vs champions ⇒ Applies on attacks vs everything
R - Lightning Crash
- Burst AD ratio: 100% ⇒ 60%
- MS per stack: 1% ⇒ 1.5%
- Stack duration: 1.5 ⇒ 2.5
Zoe
Looking to move some of Zoe's power out laning phase stat checking, and into more skillful outplay around her Bubble.
W - Spell Thief
- Damage Per Bolt: 20 / 30 / 40 / 50 / 60 (+ 15% AP) ⇒ 15 / 25 / 35 / 45 / 55 (+ 10% AP)
- Total Damage: 60 / 90 / 120 / 150 / 180 (+ 45% AP) ⇒ 45 / 75 / 105 / 135 / 165 (+ 30% AP)
E - Sleepy Trouble Bubble
- Cooldown: 16 / 15 / 14 / 13 / 12 ⇒ 18 / 17 / 16 / 15 / 14
- Refunds 16 / 19.5 / 23 / 26.5 / 30% of cooldown when hitting an enemy champion
Items
Axiom Arc
Last year, we adjusted Axiom Arc to have a higher base refund on its ultimate effect with less scaling. We think this was a mistake, as offering an item early in the game that reduces ultimate cooldowns to this degree on high burst lethality champions can lead to very narrow windows of opportunity for opponents to act.
- Flux: On takedown, refund 15% (+.15% per lethality) of your ultimate's total cooldown ⇒ 10% (+.25% per lethality)
[NEW] Doran's Bow
We're looking to give more starting item options to auto attack-focused champions. Doran's Bow offers a high risk, high reward fantasy that will reward those who are able to sneak in extra autos and come out on top even without the additional health.
- Attack Damage: 6
- Attack Speed: 12%
- Omnivamp: 1.5%
[NEW] Doran's Helm
We wanted to give more starting item options to champions who want to stack resistances. When it comes to the fantasy of being unkillable, current items assume a losing position. Though champions who want resistances tend to start on the back foot, we want to reward players who take advantage of the opportunity to come out even or ahead in laning phase with an item that pays off in valuable stats throughout the rest of the game.
- Health: 100
- Armor: 10
- Magic Resist: 10
- Helping Hand: 5 on-hit vs minions
Dusk And Dawn
One of the standout items for the season so far, we continue to feel it overlaps with Lichbane a bit too much. We want to encourage Dusk and Dawn users to stick around for multiple triggers, and empower them to do just that.
- [NEW] Spellblade: Now also heals the user for (10% AP) (+3% Bonus HP)
- Health: 350 ⇒ 300
- Ability Power: 70 ⇒ 60
- Attack Speed: 25% ⇒ 20%
Endless Hunger
Melee AD Fighters face major trade offs when considering this item against building other more durability focused items. We do want them to consider Endless Hunger however, for those pop off games when they get to play greedy, so we're giving it a minor buff for melee champs.
- Unique Passive - Famine: Grants 5 (+10% Bonus AD) Ability Haste ⇒ Grants 5 (+[13% Melee | 10% Ranged] Bonus AD) Ability Haste
[NEW] Gluttonous Greaves
In addition to new starting items, we're adding new boots to the game that provide omnivamp. We've felt that many fighters and casters are limited in their boot selection, with only Ionian Boots as a real offensive option, and when they do pick something else, it's purely defensive, which isn't exactly exciting. These boots should fit a nice middle ground of aggressive and defensive, offering sustain through combat.
- Build Path: Boots (300g) + 650g
- Move Speed: 45
- Omnivamp: 4%
- Unique Passive - Slay: On champion takedown, gain 1% Omnivamp permanently, stacking up to 6 times
- Tier 3 Immortal Path - Bonus Unique Passive - Now and Forever: While above half health, deal 5% increased damage. While below half health, receive +15% healing, shielding, and regeneration.
Hubris
Hubris cost buffs put it in line with a lot of other 1st slot lethality items, but in its current state feels like it's crowding out other options by providing both scaling and immediate power. These changes should differentiate Hubris more from immediate powerspikes like Youmuu's, while making it even stronger than before if you get rolling.
- Base AD: 60 ⇒ 55
- Passive AD per Stack: +2 ⇒ +3
- Bonus AD: +15 ⇒ +12
[REMOVED] Opportunity
We feel that Opportunity has always overlapped a bit too much with Youmuu's, even after we tried to push them apart a year and half ago, and in its current iteration sits in between Youmuus for mobility and Voltaic for upfront trade power.
Staff of Flowing Water
In the past, Staff's unique effect granted ability haste, and then we changed that to move speed, and then we removed the move speed. We are re-adding the ability haste, as we believe only granting ability power has made the item too narrow and granting move speed made it too generic.
- Unique Passive - Rapids: Healing or Shielding other ally champions grants both you and them +45 Ability Power for 6s ⇒ Healing or Shielding other ally champions grants both you and them +40 Ability Power and +15 Ability Haste for 6s
- Ability Haste: 15 ⇒ 10
[REWORKED] Statikk Shiv
We've been unhappy with Shiv sitting as a pure waveclear first item purchase for a while now. With so much power in deleting the wave, it removes a lot of the space for back and forth lane trading. So instead, we're taking this opportunity to move it into a scaling purchase for on-hit builds, a build path that has been missing some itemization since we opened up the 7th item slot for bot laners.
This new version of Shiv allows on-hit builds to apply their effects to multiple enemies at once, creating cool combos and helping them scale into teamfighting.
- Build Path: Scout's Slingshot (600g) + Pickaxe (875g) + Aether Wisp (800g) + 625g
- Attack Damage: 40
- Ability Power: 45
- Attack Speed: 30%
- Move Speed: 4%
- Unique Passive - Electrospark: Your Energized trigger fires a chain of lightning, dealing 60 (increased to 90 for minions and monsters) bonus magic damage to up to (4 - 8, scaling with level) targets. Applies on-hit effects to secondary bounce targets.
- Unique Passive - Electroshock: Basic attacks grant an additional +9 Energize stacks
[REMOVED] Trailblazer
Similar to the reason we removed Opportunity, Trailblazer is sitting between two other tanky mobility options (Bandlepipes and Deadman's Plate). In this case, we feel not only is its output overlapping with similar effects in the space, it also had the highest complexity unique effect—asking allies to pay attention to a wispy trail which simply seemed over in terms of visual noise.
[REWORKED] Voltaic Cyclosword
Voltaic Cyclosword brings some cool Energized options to AD casters, but we think we can make it even broader by allowing it to open up the strict auto-attack gate that stops many melees from being good with it. We also don't love the slow effect, as it tended to trivialize a lot of the combat once players did manage to get into melee. With Opportunity removed, Voltaic should also be able to stand as the premier "upfront burst" item for AD casters.
- Unique Passive - Galvanize: Damaging enemy champions with abilities will trigger Energized if it is ready
- Unique Passive - Firmament: Your Energized trigger grants you [15 Melee | 12 Ranged] Lethality for 4s and deals bonus physical damage equal to [9% Melee | 7% Ranged] of the target's current health. This bonus damage is capped to 200 against non-champions.
- Cost: 3000g ⇒ 2900g
- Lethality: 18 ⇒ 10
Runes
[NEW] Deathfire Touch
Damage over time and sustained damage casters don't have a keystone made specifically for them. This gap has previously been partially covered by other keystones like Comet and Aery, but we're re-adding Deathfire Touch from the old keystone mastery system to ensure that these champions are fully supported by the runes system, and making adjustments to other keystones to compensate.
- Sorcery Tree Keystone: Damaging a champion with an ability burns them for (4s singletarget / 2s AoE / 1s DoT). The burn deals 4-12 (level scaling) + 8% bonus AD + 3% AP adaptive damage per second. After the burn has been on a target for 3s, the damage of the burn increases by 100%.
[REMOVED] Phase Rush
Phase Rush has historically been a problematic rune for enabling some champions to subvert intended early lane gameplay. But we know that we need a mobility-based rune, so fear not...
[NEW] Stormraider's Surge
Since Stormraider's Surge asks the user to commit to dealing a lot of damage and generally ends up having its input scale well over game time, it is able to support much of the same pattern as Phase Rush in a healthier and more exciting way for the intended users.
- [NEW] Sorcery Tree Keystone: Dealing 25% of a champion's maximum health within 3s grants a movespeed and slow resistance for 3s. 20-10s cooldown, scales based on level.
- [NEW] Speed: 40%; 75% for ranged champs
- [NEW] Slow Resist: 50%
Arcane Comet
Previously, Comet was given a cooldown refund mechanic for damage over time and sustained damage casters. Now that Deathfire Touch exists, Comet no longer needs it, and can now better serve its original intended audience of control mages and artillery mages with a damage-per-distance mechanic that should be exciting for those subclasses to play with.
- [REMOVED] Cooldown Refund: Removed
- [NEW] Damage: Now deals up to 100% increased damage based on distance from the target, max damage bonus at 750 range away
- Damage: 30 - 130 (based on level) + 10% bonus AD + 5% AP ⇒ 15 - 100 (based on level) + 10% bonus AD + 5% AP
Hail Of Blades
Hail of Blades has become an extremely niche keystone that gives an eye popping amount of attack speed and basically nothing else. In other words, these blades are too sharp! We're shifting some of the attack speed power budget into a new bonus damage effect so we can tune it more comfortably for a broader variety of champions.
- Attack Speed: [160% Melee || 80% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack ⇒ [120% Melee || 60% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack up to +2 attacks
- New: Attacks empowered by Hail of Blades deal 4 - 20 (+8% bonus AD) (+6% AP) bonus true damage
- Bugfixes: Fixed various Attack Reset abilities not properly granting bonus attacks (Bel'Veth Q, Kai'Sa R, K'Sante Q3, Gwen E, Quinn E, Rell Remount W, Riven Q)
SR Ranked Season 2
SR Ranked Season 2 will start at 12:00:00 noon, April 29, local server time.
For Apex (Master, Grandmaster, Challenger) players in NA, EUW, EUN, LAN, BR, TR, their rank status will be reset to Master, 0 LP. For all other players, nothing will change. If you want to read more about why we're resetting Apex in some regions, check out the dev blog to learn more.
For all regions and all players, Victorious Ranked Mission (15 ranked game won) will be reset with Season 2 start.
End of Season 1 Ranked rewards will be distributed shortly after 26.09 is live, shard transfer service will be temporarily disabled until rewards are fully granted.
Arena
Welcome to *drum roll* *drum roll* *drum roll* THE ARENA!!!!
Arena is receiving the major update we promised last year and we're excited to share it with all of you. Our goal with this release was to really deliver on the build crafting, adaptation, experimentation, and team focused, tactical combat that is the heart of Arena. We've amplified all of these aspects and are excited to see how you LEVEL UP your Arena game and leave the crowd speechless. We've listened to the community feedback about different ways to play, from the exciting Bravery Queue and the brand new 3x6 Arena, and the desire to push your augments to their limits! We can't wait to welcome you, and one or two friends, back into *drum roll* THE ARENA!!!!
For more details on these changes check out our full dev blog here.
Events
- Release (Patch 26.9): To start things off we won't be having an event to give players a chance to learn all of the new guests of honor, augments, and systems we're adding in Season 2.
- 3x6 (Patch 26.10): Exactly what it sounds like, three players on each team with a total of six teams. In a game with 170+ champions built with Summoner's Rift in mind, there are quite a few that have fallen by the wayside when forced into 2v2 gladiatorial combat. Our goal with introducing 3x6 is to bring even more champion diversity into the Arena by allowing for a wider variety of team comps.
- Bravery (Patch 26.13): When you load in to champ select you'll notice a significantly smaller number of options. You'll have the good ‘ol random champion button which we hope you'll pick, but if true random isn't your cup of tea we've still got a few crowd favorites for you to pick from. Bravery is primarily to give many players a version of Arena they've been asking for, but we also wanted to find a way to support players that want to overcome any obstacles the Arena throws at them with their adaptability and ability to flex into many different champions.
- Swift Arena (Patch 26.14): With this event we'll be going back to our roots of two teams of four for those looking to get the full Arena experience without the full Arena time commitment. Additionally, for those of you able to remember your opponents playstyles and weaknesses this should give you the edge as you'll be fighting the same teams more consistently.
Augment Systems
Augment Levels
- Augments now have anywhere from 1-3 levels, depending on the augment. Some Augments have a Keystone effect when they reach their max level, granting an additional effect. For example, Quantum Computing will give your augments a chance to multicast up to 4 times!
- Once you have two levelable augments you'll be offered an augment level in place of one of your offered augments.
- Upon reaching the maximum number of augments (typically 4) you'll only be offered augment levels or the ability to tier up an existing augment, allowing you to remove an augment and select another that is one tier higher.
- If all your augments are at the maximum level then you'll be offered the ability to tier up an existing augment or gain a stat anvil.
- At certain points you'll be given the ability to remove or replace one of your augments. Use this to discard augments that aren't working for you, and gain a bonus, while also freeing up that slot for you to gain a replacement augment later in the game.
Arena Debuting Augments with Levels
- Get Excited
- Adamant
- Upgrade Collector
- Upgrade Hubris
- Wind Beneath Blade
- Protein Shake
- Weil of Warding
- Ominous Pact
- Critical Rhythm
- Escape Plan
- Glass Cannon
- Final Form
- Quest: Void Immolation
- Pinball Snowball
- Infinite Recursion
- Donation
- Shrink Engine
- Growth Spurt
- Stuck In Here With Me
- Poro King
- Speed Demon
- Twin Fire
- Hextech Soul
- Crack Open That Egg
- ???
- Critical Missile
- Weighted Popoffs
- Little Devil
- Zealot
- Purist Caster
- Double Tap
- Juiced
New Augments
We could tell you what they do, but that'd take away the fun of discovering them.
- Chroma Flux (Prismatic)
- Demonic Clasp (Gold)
- Grievous Venom (Silver)
- Magical Girl (Prismatic)
- Mercy (Gold)
- Rice and Chicken (Gold)
- Rice and Fish (Gold)
- Rice and Pork (Gold)
- Scavenger (Gold)
- Silver Spoon (Silver)
- Spellcraft (Prismatic)
- Transmute: Silver (Prismatic)
- Trash To Treasure (Silver)
- Unstable Transmutation (Gold)
- Wild Fire (Prismatic)
Reworked and Adjusted Augments
- Doomsayer: Health per stack doubled, stack rate reduced by half.
- Tank it or Leave it: Now scales with crit damage.
- Critical Healing: Now scales with crit damage.
- Calculated Risk: Now gives a Prismatic if this is your first or second augment, otherwise it will give a Gold augment.
- Self Destruct: Changed to Auto cast every 25 seconds instead of just exploding once.
- Unshackled: On takedown reduce Hijack's lockout and cooldown by 20%.
- Snowball Fight: Removed
- Juice Press: Removed
- Slow and Steady: Now locks your Attack Speed at 0.65 and only grants AS if you would go above the cap.
- Spellwake: Explosion delay now scales inversely with distance, so long range hits will have a much lower delay, while point blank hits are increased slightly.
Game Pacing
- Augment Selection Duration: 37 seconds ⇒ 42 seconds
- Item Choice Round Duration: 42 seconds ⇒ 47 seconds
Buy Round Structure
Round | Offering |
Round 1 | Augment, 500 gold |
Round 2 | Guest of Honor 1 Vote, Prismatic Item |
Round 3 | Augment |
Round 4 | 2500 Gold |
Round 5 | Augment |
Round 6 | 2500 Gold |
Round 7 | Augment |
Round 8 | Guest of Honor 2 Vote, Crafting Round |
Round 9 | 2500 Gold |
Round 10 | Augment |
Round 11 | 2500 Gold |
Round 12 | Augment |
Round 13 | 2500 Gold |
Round 14 | Augment |
Round 15 | 2500 Gold |
Round 16+ | Augment |
Crafting Round
- A Crafting Round will occur on Round 8 and you'll be able to choose one of the following options:
- Gain an 5th augment slot, in 5 rounds gain a silver augment.
- Remove 1 of your augments to give 2 levels to your remaining augments, randomly selected. These levels can both go to the same augment or to different ones.
- Gain a Prismatic Stat Anvil.
New Fame Track
Fame Track Level
Fame Track Level | Reward |
Level 1 | Wild Fire (Prismatic) |
Level 2 | Transmute: Silver (Prismatic) |
Level 3 | Replace Augment, Match up Intro Card |
Level 4 | Demonic Clasp (Gold) |
Level 5 | Rice and Chicken (Gold), Rice and Fish (Gold), Rice and Pork (Gold) |
Level 6 | Mercy (Gold) |
Level 7 | Magical Girl (Prismatic) |
Level 8 | Match up Intro Card |
Level 9 | Silver Spoon (Silver) |
Level 10 | Scavenger (Gold) |
Level 11 | Spellcraft (Prismatic), Chroma Flux (Prismatic) |
Level 12 | Target Dummy, Match up Intro Card |
- The amount of Fame needed to unlock each tier has been decreased.
Guests of Honor
New Guests of Honor
- Atakhan: Absolute Carnage
- Annie: Wall of Fire
- Evelynn: Just a Fling
- Fiddlesticks: A Harmless Scarecrow
- Garen: Perseverance
- Hwei: Blank Canvas
- Kayle: Divine Ascent
- Kindred: Death and Rebirth
- Jarvan IV: Heavy is the Crown
- Lux: Light of Demacia
- Morgana: Tormented Shadow
- Nocturne: Darkness
- Poppy: Rightful Wielder
- Shaco: Absolute Chaos
- Tahm Kench: Dark Bargain
- Taric: Dauntless Vanguard
Reworked Guests of Honor
- Swain: Demonic Ascension: Now, when half the lobby is eliminated the remaining teams gain a prismatic stat anvil.
- Katarina: Dance of Voracity: Augment tier ups are offered alongside new augments.
Voting Round Changes
- Guest Of Honor descriptions now allow you to press Shift to see the long description when hovering the Guest of Honor's icon.
- No longer waits for all players to vote, and instead waits for all players that have moved to vote, so if you wish to abstain just stand still.
- You can no longer move early by clicking on the Guest of Honor's icon before players are allowed to move.
- Players can now move their camera while players are voting.
- Moved the camera slightly closer.
- When the winner is selected all other players will turn to look at them.
- There is a chance for blastcones to spawn around the vote arena.
- There is a chance for hats to spawn around the vote arena, picking them up will grant you the hat.
Anvils
Stat Anvils
- Silver Stat Anvils: Now have a set value rather than rolling from a range of values.
- Care Package (Prismatic Stat Anvil): Gain 500 gold per round lost.
Legendary Item Anvils
- Cost: 2000 gold ⇒ 2250 gold
Items
Shardblade (New)
- Granted when you obtain Shardholder
- Enhances stat anvils by 20-80% (decreased to 20-50% in 3x6)
- You can no longer purchase items
- Does not work with Augments that grant items
Hexblot Companion
- 75% Attack Speed
- 500 Health
- 4% Movement Speed
- Covering Fire: Every 10 seconds, Autocast fires a bolt towards a nearby target that applies On-Hit Effects.
- Energized: Moving and Attacking generates an Energized Attack.
- Unload: Your Energized Attacks trigger your Autocast effects.
Reverberation
- No longer needs to stack to apply On-Hit effects when you immobilize a target.
Twin Mask
- Removed
Flesheater
- Cannibalize: When you takedown an enemy champion, steal 10% of their stats and size for the remainder of the round.
Kinkou Jutte
- Between the Ribs: Now creates 4 Weakpoints around enemies, refreshing when the last one is broken.
Turbo Chemtank
- Supercharged: Active has been removed. New passive ignores the first Immobilizing effect that hits you (30s Cooldown) and drops a canister nearby. Pick up the canister to restore max Health and reduce the Cooldown by 15 seconds.
Starter Items
- Removed
Maps
Petricite Grove (New)
- A new map from the outskirts of Demacia. Scattered throughout are some unexploded mining bombs used to help harvest the tough Petricite.
- Hitting these mining bombs causes them to roll before exploding, damaging enemies and plants.
Ancestral Woods (Adjusted)
- Now has 2 Power Flowers on the bottom left and top right of the map.
- The center now has the Bulwark Blossom, a durable bit of flora that grants its last hitter a massive shield, healing, and adaptive force before regrowing over 10 seconds, this bonus is increased if you are outnumbered.
Koipond (Adjusted)
- Koipond's lily pad trigger radius is reduced slightly (terrain creation unchanged).
General Changes
- Energized Stacking: 200% ⇒ 150%
- Combobreaker has been updated to match ARAM: Mayhem. You will now gain ramping Tenacity while you're immobilized and if you have been unable to act for 4 of the last 7 seconds become unstoppable for 7 seconds.
- Attack Speed is now capped at 4, but certain augments allow you to break past this cap.
- The reroll system has been updated to match ARAM: Mayhem. Rerolls are no longer a currency and each slot now has its own reroll that refreshes each time you open an anvil/augment.
- The extra reroll granted by selecting Bravery has been updated. Now every anvil/augment offering card will have the chance to have up to 1 bonus reroll.
Misc Changes
Hats
- Hats are no longer lost on death and are instead lost on round loss.
ARAM
Items
Hubris
- Attack Damage: 60 ⇒ 55
- Ability Haste: 15 ⇒ 10
ARAM: Mayhem
We have a few small adjustments for Mayhem focused on time-based abilities for Bard and Ornn, Health Relic improvements, and a few balance tweaks for some Augments.
Champions
Bard
- Caretaker's Shrine W Move Speed: 20 / 22.5 / 25 / 27.5 / 30% (+ 6% per 100 AP) ⇒ 25 / 27.5 / 30 / 32.5 / 35% (+ 7.5% per 100 AP)
- Caretaker's Shrine W Ammo Cooldown: 10 ⇒ 8
Ornn
- Living Forge P Cooldown: 120 seconds ⇒ 90 - 10 seconds (based on level)
Systems
Health Relic
- [UNCHANGED] 8% Missing Health / Mana on Pickup
- AOE Effect - Missing Health and Mana: 16% ⇒ 22%
Augments
Upgrade Sword of Blossoming Dawn
- [REMOVED] Basic attacks against champions now deal 50% damage
Prom Queen
- Cooldown: 25 seconds ⇒ 35 seconds
Grandma's Chili Oil
- Base Damage per second:100 ⇒ 150
- Bonus Damage per burn source: 60 ⇒ 50
- Base Heal per second: 60 - 150 (based on level) ⇒ 30 - 75 (based on level)
- Bonus heal per burn source: 50 ⇒ 25
Bugfixes
- Fixed a bug where Lightning Strikes granted 20% bonus attack speed instead of 20% total attack speed in Mayhem.
- Fixed a bug where Kaenic Rookern and Opportunity did not benefit from Item Haste.
- Fixed a bug where Azir's mana costs appeared doubled with Overflow but were not actually increased in Mayhem ARAM.
- Fixed a bug where Ekko stayed invisible after using Clown College followed by E in Mayhem ARAM.
- Fixed a bug champions with recasts were charged for their recast spell with the Augment Overflow.
- Fixed a bug where selecting Buff Buddies before Ocean Soul caused Red Brambleback to become ineffective in Mayhem ARAM.
- Fixed a bug where Taliyah T-posed after dying to Empowered by the Faithful's execution in Mayhem ARAM.
- Fixed a bug where some champions could not trigger the Marksmage effect with empowered attacks in Mayhem ARAM.
- Fixed a bug where Vel'Koz's Q mana cost was not doubled after selecting Overflow in Hextech Mayhem ARAM.
- Fixed a bug where Shaco's clone did not display a health bar or model at high Shrink Engine stacks in Mayhem ARAM.
- Fixed a bug where Empowered by the Faithful effect was lost if revived by Zilean's R in Mayhem ARAM.
- Fixed a bug where Droppybara's actual damage range exceeded its indicator range.
- Fixed a bug where Xayah and Aphelios could continuously trigger ReEnergize without cooldown in Mayhem ARAM.
- Fixed a bug where selecting Hextech Biggest Snowball Ever followed by Hextech Pinball caused Pinball to lose its true damage in Mayhem.
- Fixed a bug where Neeko displayed Draw Your Sword VFX while disguised as a non-champion.
WASD
Shortly after patch 26.9 is available, WASD will be enabled for Ranked, including Clash.
- Fixed a bug where some mouse macros (such as binding a keyboard key to the scroll wheel) were not properly supported when using WASD controls.
Bugfixes & QoL Changes
QoL Changes
- Serahpine's Q has been re-scripted. The visual should now more accurately reflect the hitbox of the spell.
Bugfixes
- Fixed a bug that caused Seraphine's Q not to deal damage to units walking towards the center of the area of effect.
- Fixed a bug that caused Seraphine's R not to extend when killing champions with zombie passives (e.g. Karthus, Sion), or revives.
- Fixed a bug that caused Seraphine's abilities not to double cast when she had the exact correct mana to cast them.
- Fixed bugs that caused Malphite W, Twitch P, and Kog'Maw W to not work properly as typical on-hit effects.
- Fixed a bug that caused Viego's slayer (if Viego has possessed someone) to have 4 Scoundrel stacks, and killing the slayer with 5 or more stacks would only revive the last slain champion on Akshan's team, instead of the whole team.
Upcoming Skins & Chromas
The following skins will be released in this patch:
The following chromas will be released this patch:




































