Patch 25.23 Notes
Patch 25.23 has ascended 🙏
Do you hear sleigh bells, feel snow crunching under your feet, and… is that a poro on a train? It can only mean one thing… Winter Rift is finally here! Welcome to patch 25.23 the patch of Zaahen and the long-awaited return of Winter Rift, we promise the two are not related.
This patch we have the usual balance changes, some ARAM Mayhem and Arena adjustments, alongside some QoL additions that speed up the champ select process! Blue Essence Emporium is also back through the remainder of the year, and the Arcane Anniversary event is live.
Our live balance portion of the patch once again seeks to add about ten new junglers into play and you can read more context on each one below in the champion section. Beyond injecting a few junglers, we're doing regular re-tuning of outliers, bringing up underperformers and tapping down champions who are stifling the metagame.
TFT patch notes here!
Caden "Riot Sakaar" House
Patch Highlights
Winter's Rift
You must've all been on Santa Braum's nice list this year because the Winter Rift is back! It's been a long time coming, but we're back on the Winter Rift for the holidays so get your hot chocolate ready and queue up. There's snow, there's festivity, we even put little hats and mitts on Baron.
To celebrate Winter coming back to the rift, ALL Winter legacy skins will be turned on and available for purchase when patch 25.23 goes live. Those legacy skins will remain available until the Winter Rift turns off early next year so pick them up while you can!
We'll also have some NEW winter themed skins coming in patch 25.24 as well so you'll be able to pick up both old and new favorites.
Zaahen
Few were offered the rites of ascension. Even fewer were truly worthy.
Zaahen, The Unsundered, is reborn on the rift November 19th.
Just a heads up that Zaahen's Eternals are delayed to patch 25.24.
When we make a champ's Eternals we normally use a champion's PBE time to see how you all play a champion—what are the key moments that feel great that you'd want to track. However, since Zaahen had a different cycle (so we could keep him a secret until his cinematic) we didn't get the normal time allowing this. So for the Zaahen Eternals, you have a chance to shape what his Eternals might be! So queue up, lock him in, and start swinging that glaive and maybe your match data will help us decide!
Arcane Anniversary
This November marks one year since Arcane's finale, and we're celebrating that anniversary online with all of you! The Arcane Team will be looking back at the series, sharing behind the scenes content, and bringing back some fan-favorite merch, so be sure to check it out!
On the League side of things, we're bringing back all of the Arcane skins from Season 1 and Season 2. This includes Arcane Fractured Jinx, who will be coming back to the Sanctum for the next two patches with some upgrades, including a new spawn-in animation when the game starts, some visual upgrades across all three of her forms, and new recalls and Chompers that better match Shimmer Jinx and Powder. If you already own the skin you'll get all of these upgrades for free. As a note, the border will not be returning.
We've also got a new mini rewards track coming with 8 Arcane-themed rewards. All you need to do is play 4 games during patch 25.23 to unlock each milestone, and if you play with a premade, it counts as 2 games! Just make sure you claim your rewards in the Activity Center. The rewards are as follows:
- Jinx Butterfly Icon
- Yelling Caitlyn / Vi Emote
- 500 Battle Pass XP
- Salad Cat Jinx Emote
- Robot Mask Icon
- 500 Battle Pass XP
- Guitar Heimerdinger Emote
- “Arcane Anomaly” Title
This will all only be active for patch 25.23 so make sure you login and complete the milestones for the rewards and claim any skins you've been waiting for in the shop. Arcane Fractured Jinx will remain in the Sanctum through patch 25.24.
Linking Penalties Across Accounts
With 25.23 we're going to begin linking certain penalties across accounts, starting with disruptive gameplay and inappropriate text. This means that when an account receives a penalty for either of those infractions, the same penalty will be applied to ALL accounts owned by that player. The penalty notification will indicate if the account receiving the penalty actually committed the offense, or was penalized through linking. As we gain confidence the system is working as expected, we'll expand the coverage to link additional penalty types across accounts.
Check out our Account Penalties & Enforcement FAQ for more information, and reach out to player support if you believe your accounts were associated in error.
Champions
Several champions are getting some jungle-specific tuning to make their first clears comfortable and competitive with the average jungler; we're not looking for 3-minute full clears as a way to make them viable. We're doing these jungle buffs for two primary reasons: First, we know auto-fill is a real phenomenon that can make some games feel hopeless from the start, and knowing how to pilot your champion has large ramifications on who wins the game. Second, we saw with inclusions like Sylas jungle that certain champions actually make an entire role more popular and sustain that new popularity. The more people playing the role, the fewer auto-fills. Win-win!
We also expect these changes to be somewhat risky. As most of these champions were completely non-viable in the jungle, there may be a lot of ground to cover between having an acceptable clear and actually fulfilling their role (or alternatively, they're suddenly the best champion in the game once they can clear), so we'll be closely watching which of these junglers attract a real playerbase and which ones comfortably fit this new role.
Aatrox
Here's a fun story: Aatrox's VGU was slated for the jungle for part of his early development before being shipped as a top laner. He's a very interesting champion with fun mechanics to play around, so we're alleviating some max-HP caps and adding some jungle juice to see how he performs in this new role.
Passive - Deathbringer Stance
- Monster Damage Cap: 100 ⇒ 100 - 320 (based on level)
Q - The Darkin Blade
- Bonus Monster Damage: 0 ⇒ 40 flat bonus damage (multiplied by other effects like sweetspots and multicasts)
Ahri
Our latest buff to Ahri didn't get her quite as high up as we'd hoped, so we're back to deliver some more damage. We're juicing up her W when used to pick off an individual target to reward her for landing autos, E, or generally just properly isolating her opponents.
W - Fox-Fire
- Subsequent hit damage: 30% ⇒ 40%
- Maximum single-target hit damage: 64 / 96 / 128 / 160 / 192 (+ 64% AP) ⇒ 72 / 108 / 144 / 180 / 216 (+ 72% AP)
Ambessa
Ambessa's jungle play rate never really took off but it's always been right behind top lane in terms of actual power. We're giving it a light nudge that should make her balanced in this alternate role and especially help unoptimized players who can't always get sweet spots to land on large jungle monsters.
Q - Cunning Sweep / Sundering Slam
- Monster Damage: +125 ⇒ +150
Ashe
We're delivering a suite of ADC changes in this patch in order to shake up the end-of-season solo queue meta. A few of the most commonly picked are being nerfed and some of the least common are being buffed. We'd also like to move in a direction of making non-caster ADCs more attack speed-reliant, which you should notice in many of the ADC changes later on in this patch.
Ashe has been a top performer in terms of both pick and win rate for most of this season, so we're tapping her down to create a little more equity in ADC pick rates. We're maintaining Ashe's appetite for attack speed by giving her a little bit less from Q.
Q - Ranger's Focus
- Attack Speed: 25 / 37.5 / 50 / 62.5 / 75% ⇒ 20 / 30 / 40 / 50 / 60%
Caitlyn
Like Ashe above, Caitlyn has also been eating up a lot of ADC pick rate. We think she should maintain her identity as a long-range lane bully, but she's also bursting champions too hard with late game Headshots, so we're bringing down the top-end damage a bit.
Passive - Headshot
- Champion Damage Increase: 60 / 90 / 120% total AD ⇒ 60 / 80 / 100% total AD (Crit formula unchanged)
- Non-Champion Damage Increase: 110 / 115 / 120% total AD ⇒ 110% total AD (Crit formula unchanged)
Cho'Gath
While he's no stranger to being played in all sorts of alternate roles, Cho'Gath has a naturally fitting jungle kit and we'd like to make that work well. We're adjusting his E damage vs. monsters to no longer care about their max HP and instead just deliver a solid punch to get through his camps. This should be an unequivocal buff to early monster damage.
E - Vorpal Spikes
- Monster Damage: 20 / 40 / 60 / 80 / 100 (+30% AP) + up to 200 based on target max HP ⇒ 100 / 150 / 200 / 250 / 300 (+30% AP)
Dr. Mundo
Dr. Mundo has once again risen up the ranks in popularity due to some very skilled players playing him very publicly. This time, in the jungle! We think Dr. Mundo is appropriately balanced in both roles at the present, but will continue to monitor how he's performing in the coming weeks. All that said, we're shipping a very impactful bug fix in this patch, which will increase his win rate, so we're also preemptively nerfing him a bit. We're happy with his recent reduction in burst damage, which this bug fix furthers, but want to maintain his overall sustained threat, so we're re-buffing his functional attack damage.
E - Blunt Force Trauma
- Bonus Attack Damage from Maximum Health: 2 / 2.2 / 2.4 / 2.6 / 2.8% ⇒ 2 / 2.3 / 2.6 / 2.9 / 3.2%
- Fixed a bug where Dr. Mundo was getting maximum damage at 30% missing HP instead of 70% missing HP.
Fizz
While Fizz wins an appropriate number of games in mid lane, he's incredibly feast-or-famine and often relies on simply leaving his lane to go kill other champions, so we'd like to make him more robust in playing out his laning phase. In order to do that, we're improving his early resilience so that he can take more trades and compensate elsewhere to make him a little less ult-reliant.
We're also taking a swing at enabling jungle Fizz. We think this new role is a bit of a stretch and may not pan out in the end, but we're swinging hard to get his first jungle clear into something comfortable and seeing if players will enjoy him here.
Base Stats
- Base Armor: 22 ⇒ 26
Passive - Nimble Fighter
- Increased by 10 against jungle monsters (now 14 + 1% AP)
W - Seastone Trident
- Active and on-hit damage deals +60 damage to monsters
R - Chum the Waters
- Cooldown: 100 / 85 / 70 ⇒ 120 / 100 / 80
Jayce
We think Jayce jungle is a bit of a longshot but there's a chance he's got a real player base in this new role, so we're delivering some buffs to make his first clear more comfortable and watching to see how many players are interested.
Q - To the Skies! (Hammer Stance)
- Bonus Monster Damage: 0 ⇒ 50 flat bonus damage
Q - Shock Blast (Cannon Stance)
- Bonus Monster Damage: 0 ⇒ 50 flat bonus damage
Jhin
Jhin looks quite weak at the present, so we're giving him some damage buffs and found another place to include the number 4 in his tooltips, which is the only buff he really needs, right?
Base Stats
- Base AD: 59 ⇒ 61
Passive - Whisper
- Move Speed on Crit: 14% (+ .4% AS) ⇒ 14%(+ .44% AS)
W - Deadly Flourish
- Damage: 60 / 95 / 130 / 165 / 200 (+ 50% AD) ⇒ 70 / 105 / 140 / 175 / 210 (+ 50% AD)
Jinx
As with the other ADC nerfs above, Jinx wins a large portion of her games and risks crowding out other champions if left untouched amidst the other nerfs in this patch. We want to preserve her identity as a late-game auto attack monster, so we're nerfing some of Jinx's spell damage.
R - Super Mega Death Rocket!
- Maximum Damage: 300 / 450 / 600 (+ 155% Bonus AD) (+ 25 / 30 / 35% missing HP) ⇒ 250 / 400 / 550 (+ 130% Bonus AD) (+ 25 / 30 / 35% missing HP)
Kai'Sa
Kai'Sa has been the most picked solo queue ADC in most ranks for months on end, so we're delivering a small nerf to create more variety in the role. The primary nerf is to her base armor, where a bit less early safety should make her feel more assailable.
Base Stats
- Base Armor: 27 ⇒ 25
R - Killer Instinct
- Cooldown: 120 / 90 / 60 ⇒ 130 / 100 / 70
Hwei
Hwei's a well-performing mid laner who has low-quality gameplay when he can simply throw out Q-E and clear waves with little effort. We'd like to weaken his access to non-committal wave clear by nerfing that output. As the intended rank 5 magnitude would mark an over-nerf, we're partially compensating him with an AP ratio buff. These changes will still result in a net reduction in power and should open up more room for laning phase interactivity.
QE - Molten Fissure
- Hit Damage: 20 / 40 / 60 / 80 / 100 (+ 30% AP) ⇒ 20 / 35 / 50 / 65 / 80 (+ 30% AP)
- Damage over time: 50 / 100 / 150 / 200 / 250 (+ 50% AP) ⇒ 50 / 87.5 / 125 / 162.5 / 200 (+ 60% AP)
- Total Damage: 70 / 140 / 210 / 280 / 350 (+ 80% AP) ⇒ 70 / 122.5 / 175 / 227.5 / 280 (+ 90% AP)
Malphite
Malphite has a natural jungle kit with a decent gank paradigm, and repeatable damage for killing monsters. He just doesn't deal enough right now to comfortably clear, so we're juicing both his early game clear (hint hint start W!) and late-game as well, since he often builds full tank and needs his damage to keep up with growth monster health.
W - Thunderclap
- Monster Modifier: 1x ⇒ 2x
Mel
We're glad that Mel is a viable mid laner (shoutout League's GOAT for raising awareness!). However, she's also proven to be one of League's most frustrating champions, which we're looking to alleviate. Her passive buffs that required her to take on more risk were successful in our eyes, so we're headed back to that. To continue to expose her to more risk, we're weakening Solar Snare's lockdown and self-peel potential. We know she's still got such sharp interactions that she'll still sport one of League's highest ban rates, but we hope this adjustment will be roughly power-neutral and frustration-reducing.
Passive - Searing Brilliance
- Damage per spell: 24-99 (based on level) (+9% AP) ⇒ 24-150 (based on level) (+ 15% AP)
E - Solar Snare
- Root Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 ⇒ 1.2 / 1.3 / 1.4 / 1.5 / 1.6
Miss Fortune
Miss Fortune isn't winning as often as she should for how straightforward she is to play, and unlike many of the other ADCs in this patch, she is indeed a caster, so we're looking to amp up her ability to take over teamfights with her ultimate.
R - Bullet Time
- Damage per wave: 75% Total AD (+ 25% AP) ⇒ 80% Total AD (+ 25% AP)
Ornn
While Ornn is a totally viable top laner, we think he could also shine in the tank jungle roster, so we're buffing some of his monster damage caps. We're also adding some tooltip clarity, as some of his numbers weren't exposed to players.
W - Bellows Breath
- Active Monster Damage Cap: 155 / 180 / 205 / 230 / 255 ⇒ 260 / 320 / 380 / 440 / 500
- Passive Monster Damage Cap: 250 ⇒ 260 / 320 / 380 / 440 / 500
- Level-up tooltip now displays the minimum and maximum damages per rank.
Rek'Sai
Rek'Sai top has been an enjoyable spectator experience but a fairly miserable one to play against and she's significantly overpowered for those who know what they're doing. We don't want to remove this role from viability but we'd like to reduce just now immovable she is through her lane sustain. Her jungle will take a small hit from this nerf, but she can sustain a small nerf there, as well.
Passive - Fury of the Xer'Sai
- Fury gained on minion hit: 20% ⇒ 16% (5 ⇒ 4)
- Max HP healed: 10 - 20% (based on level) ⇒ 9 - 20% (based on level)
Riven
Riven's native mobility, strong dueling, and interesting risk profile of having to burn damage in order to close the gap could make for a really compelling jungle champion. She's also monstrously hard to play, but even accounting for that, she appears to be a pretty abysmal jungler at her current tuning. We're substantially buffing her first clear to see if players will find a fun, dynamic, high-skill fighter compelling in this new role.
Passive - Runic Blade
- Bonus Monster Damage: 0 ⇒ 50 flat bonus damage
Sion
Sion is pretty playable in the jungle but is slightly weak and deserving of a small nudge for players who want to yell “COWARDS!” as they barrel up and down the river. We're just delivering a light touch to see how many players want to try their hand at Si-ungle.
Q - Decimating Smash
- Monster Mod: 150% ⇒ 165%
Skarner
Last patch's Skarner changes unfortunately landed him weaker than we had hoped and anticipated. We're now here to deliver direct buffs in order to give him the power he deserves. We were overly cautious on how much attack damage to give him, so we're back for more, and his Q isn't doing quite enough now that he can't quickly get two cycles off, so we're buffing its uptime and throughput.
Base Stats
- AD Growth: 4 ⇒ 5
Q - Shattered Earth / Upheaval
- Cooldown: 8 / 7 / 6 / 5 / 4 ⇒ 8 / 6.75 / 5.5 / 4.25 / 3
- Target Max HP Damage: 8% ⇒ 9%
Swain
Swain is quite weak in his most-played role of support. We're giving him a little more power in his E as well as lowering its mana cost to let Swain support have more room to work with without a mana item, since he typically doesn't buy one there.
E - Nevermove
- Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP) ⇒ 90 / 130 / 170 / 210 / 250 (+ 70% AP)
- Mana: 60 / 65 / 70 / 75 / 80 ⇒ 50 / 55 / 60 / 65 / 70
Tristana
Tristana is a little underrepresented and could do with a small buff and we'd like to ensure she has good late-game attack power, so we're bumping her AD growth.
Base Stats
- AD Growth: 2.5 ⇒ 2.9
Vladimir
We're continuing to identify ranged top laners who undeservedly gained laning dominance from our recent lane sustain changes, and Vladimir is next on that list of overperforming ranged tops. We're looking to make his matchups more interactive by giving more room for typically-physical melee champions to strike back during Vlad's moments of downtime. Also, the number 607 makes it uncomfortably easy to type 6-7 and we just can't have that.
Base Stats
- Base Health: 607 ⇒ 600
- Base Armor: 27 ⇒ 24
Volibear
Volibear's last patch succeeded in addressing his jungle-vs-top gap but left him a little weaker than we wanted across both roles. We're here to deliver him some more power to our favorite Zilean-hating demigod. We chose attack damage here to ensure that as a moderate-mobility melee champion, his attacks are appropriately threatening
Base Stats
- Base Attack Damage: 62 ⇒ 65
Xayah
While Rakan's been making waves, Xayah's been sitting on the sidelines for quite some time. We're looking to bring up her feather damage to help her cut through her opponents.
Passive - Clean Cuts
- Damage: 30 / 40 / 50% AD ⇒ 35 / 45 / 55% AD to secondary targets
Zeri
Zeri's in a relatively weak spot with pretty much no presence in pro play as well as a generally low pickrate. We want to bring her back toward those glory days of being one of the fastest ADCs in the game, so we're buffing her top-end move speed during her ultimate.
R - Lightning Crash
- Move Speed per Stack: .5% ⇒ 1%
Items
Sunfire Aegis
Sunfire Aegis has been strongly losing to Liandry's on any tank jungler who can reasonably choose between the two. We'd like to bring back tank-forward itemization here and allow Aegis to return to the forefront.
- Monster Damage Mod: 1.6x ⇒ 2x
ARAM Mayhem
Hello Mayhem enjoyers! We're excited to bring you a new round of updates to the Bridge. In this patch, we've focused on improving Augments that felt a bit tricky to use or lacked excitement. We've given them mechanical updates to make them more engaging and impactful.
On the systems side, we're making some changes to early game augments to remove the possibility of getting back to back silver augments in your first and second round of choices, and we're lowering the frequency of seeing silver augments as your first augment choice. We saw a ton of feedback on these points and we agreed, it's way more exciting to pull those powerful build influencing augments earlier in the game so you can decide how or what you want to start building around. We've also updated the Bloom Portal to a traditional Hexgate interaction. This change aims to give you more control when teleporting while still keeping in-combat plays possible.
For Mayhem's overall pacing, we're closely monitoring early-game excitement and late-game stalling. These adjustments are designed to give losing teams more comeback opportunities and keep matches feeling dynamic throughout.
We've also introduced a new item: the Stat Anvil. This item lets you spend extra gold in the late game to boost your stats. Stat Anvils become available at level 9, and currently, there's no Shard Holder that increases their effects.
Thank you for playing the Mayhem and see you on the bridges!
Systems
- Silver Tier augments will now appear less frequently in the first round of augment choices.
- It's now no longer possible to get silver augments back to back for the first and second rounds.
- Koeshin's Crossing Portals have been changed from touch to teleport to traditional click to teleport with an instant cast time. This is for both ARAM and Mayhem.
- Stat Anvils have been added for 750 gold each, which can be purchased after level 9. Silver, Gold, and Prismatic Anvils are available, but the Shardholder Value Shard is not included. Also… each Anvil comes with a hat!
- Double Super minions have been removed to prevent some late-game stalling.
- Passive XP/Gold values have been modified to prevent games from ending a little too soon.
Mayhem Augment Changes
Blunt Force- AD: 15% ⇒ 20%
Gash
- Additionally gain 50% Attack Speed.
- For non-english languages there was a typo in this tooltip change that we couldn't quite fix in time for all languages but it will be corrected in a later build.
Lightning Strike
- Attack Speed Requirement for Bonus: 4 ⇒ 3.5
Protein Shake
- Base Heal and Shield Power: 20% ⇒ 25%
- Armor and Magic Resist Conversion Rate: 30% ⇒ 35%
Self Destruct
- NEW Every 25 seconds, attach a bomb to yourself that explodes dealing damage and knocking up enemies.
Snowball Roulette
- NEW Cast a random harmful Summoner Spell on your target when your snowball hits an enemy target. Cast a random beneficial Summoner Spell on yourself when you take your snowball dash.
Steel Your Heart
- Stack requirement: 350 ⇒ 300
Repulsor
- NEW When dropping below 35% health, knock back enemies and slow them for 90% for 1.5 seconds. (25 second cooldown or refresh on death)
Urf's Champion
- Takedowns required: 22 ⇒ 18
Mayhem Champion Changes
Cho'Gath- Damage Taken: 100% ⇒ 95%
Maokai
- Damage Taken: 110% ⇒ 100%
- Damage Dealt: 85% ⇒ 95%
Nasus
- Damage Dealt: 90% ⇒ 100%
Nautilus
- Damage Taken: 110% ⇒ 100%
- Damage Dealt: 95% ⇒ 100%
Seraphine
- Ability Haste: -20 ⇒ 0
Skarner
- Damage Taken: 100% ⇒ 95%
- Damage Dealt: 100% ⇒ 105%
- E Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 18 / 17 / 16 / 15 / 14
Tahm Kench
- Damage Taken: 105% ⇒ 100%
Thresh
- Damage Taken: 105% ⇒ 100%
Volibear
- E Shield Amount: 11% Max Health ⇒ 14% Max Health
Mayhem Bug Fixes
- Fixed a bug where Get Excited can be triggered if your clone died.
- Fixed a bug where Neeko does not lose attack range when she disguises as melee champion and pick Draw Your Sword.
- Fixed a bug where champions in zombie status can get extra augment when they have Augment Cheating.
- Fixed a bug where Viego can sell items when possessing other champions when he has Augment Cheating.
- Fixed a bug where Augment Cheating is restoring resources other than mana and energy.
- Fixed a bug where Vampirism with Zilean R will cause champions to revive with 0 health and be non-attackable by enemies.
- Fixed a bug where Gangplank with Infernal Conduit can have 0 cooldown on his E spell.
- Fixed a bug where Zac can deal damage with Circle of Death when he transforms into his passive blobs.
- Fixed a bug where Upgrade Collector let Collector execute people under 15% health.
Arena
Arena typically patches on even-numbered patches; however, we wanted to participate in Zaahen's release along with some changes that we felt we could sneak in.
Augments
Undying Guard- Upon reviving with Cultivation of War, Zaahen deals damage to nearby enemies based on their current Health and knocks all targets back, becoming impervious to damage dealt by champions outside of the circle created and gains a brief burst of movement speed.
Arena Bugfixes
- Queuing a tear item through an item anvil no longer grants that item if you have the evolved version of the item in your inventory.
- Orbital Laser VFX can no longer be hidden in terrain.
- You can no longer cut your channel short by using a Hexgate.
- Aurelion Sol's attack no longer breaks when using a Hexgate while he is in flight.
- Fixed a bug where Zeri was able to go above the attack speed cap with Slow and Steady.
- escAPADe finally converts bonus Ability Power from Riftmaker’s passive
- Fixed a bug where some champions with Infernal Conduit were getting 0 cooldowns on certain abilities
Blue Essence Emporium
Essence Emporium returns once again! All of your favorites will be available to snap up with the Blue Essence you've saved up since last time. The Emporium will be active November 19, 2025 until January 7, 2026. This time around, we've added a new Title for our most dedicated players (aka the blue essence hoarders).
Practice Tool
In this patch, we're introducing the ability to see champions' auto-attack ranges in Practice Tool. Toggling this on will place markers under each champion showing their auto-attack range. We hope this feature helps you master the art of kiting your enemies even faster – give it a try and let us know what you think!
- Added “Toggle auto-attack range markers” function
QoL Champ Select Update
In an effort to speed up the pre-game flow a little, we have slimmed down SR draft pick a bit in this patch. These changes are very minor, a few seconds here and there. As a result, champ select should feel the same, but snappier. Here are the details:
- Intro animation changed from 10s to 5s
- Hover pre-select changed from 15s to 7s
- Ban phase changed from 30s to 25s
- Total pick phase changed from 3m to 2.5m (each pick will be 25s as a result)
- No changes to AFK check or the loadout phase
These changes will be shipped to NA/OCE Summoner's Rift champ select queues as pilot launch with 25.23, more regions will be covered in 25.24. Queues that will have the changes are:
- Solo/Duo Ranked
- Flex Ranked
- Normal Draft
Bugfixes & QoL Changes
QoL Changes
- “Hide My Name” and “Hide My Identifying Info” Streamer Mode settings are now respected in other player's spectator streams. e.g. if Spectator1 spectates their friend, Player1, any players in Player1's lobby with Streamer Mode enabled will have their name and/or information hidden in the spectator stream.
- In order to better protect players from negative in-game experiences, we're continuing to enhance Streamer Mode and shift public spectator experiences towards replays. The ability to spectate live games directly from ranked leaderboards is being replaced with a shortcut to that player's match history and replays. Right-click player name on ranked leaderboard > Match History.
- Added capability to access replays directly through Riot API. More details available in Riot Developer Portal.
- Updated AFK detection to better account for situations where players are disconnecting throughout the game.
Bugfixes
- Fixed an issue where casting Sion's Death Surge while his Passive is active would activate Experimental Hexplate.
- Fixed an issue where Skarner's Q would sometimes be on cooldown for longer than intended in the practice tool after restarting a game.
- Fixed an issue where Ambessa doesn't lose a passive charge if the target died mid auto attack.
- Fixed an issue where Garen could stack his W passive without learning his W.
- Fixed an issue in Swiftplay where Lethal Tempo rune would get automatically swapped to a champion's default in certain regions.
- Fixed an issue where if Mel reflected Vel'Koz's Q it would reset the cooldown of her Q.
- Fixed an issue where Mundo's E bonus damage would reach its maximum at 30% missing health.
- Fixed an issue where the amount of Cassiopeia's W damage ticks would be doubled if an enemy would walk into previously created clouds.
- Fixed an issue where Rengar would fail to stack Conquerer or Lethal Tempo when jumping from brush.
- Fixed an issue where Nocturne's R dash could fail to follow an enemy champion until the collision.
- Fixed an issue where Aurora's Spirits could be visible for other champions.
Skins Bugfixes
- Fixed an issue that caused Star Guardian Senna's R VFX to be distorted.
- Fixed an issue that caused Shan Hai Scrolls Lillia's VFX to be mispositioned when using chromas.
Upcoming Skins & Chromas
The following skins will be released in this patch:
The following chromas will be released this patch:






