League of Legends Patch 26.17 Notes

Arenas, Bridges, Summoner’s Rifts new and old… change comes for us all.

In 26.17 we’ve got a small amount of relief for top lane with Nasus and Vayne nerfs, and some followup on last patch to a handful of champions and items. We’re buffing a variety of melee AD carries, like Irelia, Qiyana, Yasuo, and Yone, who’ve been forced to snowball-or-lose for a while instead of having a reliable endgame to scale towards. Xerath continues to overperform in the mid lane in particular, as do Nocturne and Graves in the jungle. Finally, Sundered Sky wasn’t hit quite as hard as we were looking for, and we’re also looking to give Stormrazor a place in some builds again.

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Austin “Riot wroadie” Wright
Erika “Riot Cashmiir” Haas
Steven “Riot sternest” Earnest

Patch Highlights

Heartsong Seraphine, Ocean Song Soraka, and Ocean Song Jinx will be available August 26, 2026.

Champions

Aurelion Sol

Aurelion Sol has come out the loser of last patch's mage adjustments, so we are giving him a buff to help him out. In particular, we are buffing his W cooldown so he can use it a bit more freely rather than only when a reset is likely. This should also make it a bit more clear to players that W is typically the stronger second skill to max, rather than E. 


Q - Breath of Light

  • Mana Cost Per Second: 35 / 40 / 45 / 50 / 55 ⇒ 30 / 35 / 40 / 45 / 50

W - Astral Flight

  • Cooldown: 22 / 20.5 / 19 / 17.5 / 16s ⇒ 22 / 20 / 18 / 16 / 14s

Cho'Gath

Cho's early game has lost pizzazz with Hail of Blades and Hextech Rocketbelt nerfs, so we are making it up with a bit of early damage when he does get those autos off.


E - Vorpal Spikes

  • Base Damage (x3 attacks): 20 / 40 / 60 / 80 / 100 (+30% AP) (+2.5% - 3.9% (+.5% Per Feast) Target Max HP) ⇒ 30 / 50 / 70 / 90 / 110 (+30% AP) (+2.5% - 3.9% (+.5% Per Feast) Target Max HP)

Graves

Graves has had a number of indirect buffs over the last few patches and this has put him in a pretty strong spot. We are looking to soften a bit of his ability to snowball the game with high AD builds. 


Q - End of the Line

  • Initial Damage: 50 / 75 / 100 / 125 / 150 (+65% bonus AD) ⇒ 50 / 75 / 100 / 125 / 150 (+55% bonus AD)
  • Return Damage: 80 / 125 / 170 / 215 / 260 (+55 / 70 / 85 / 100 / 115% bonus AD) ⇒ 80 / 125 / 170 / 215 / 260 (+45 / 60 / 75 / 90 / 105% bonus AD)

Irelia

Irelia is one of League’s highest stakes snowballing dependant skirmishers, but we feel like even when ahead she is failing to scale into a real carry threat


Q - Bladesurge

  • Damage: 5 / 25 / 45 / 65 / 85 (+70% AD) ⇒ 5 / 25 / 45 / 65 / 85 (+80% AD)

Additionally, we are buffing some of her AP ratios to support wacky ARAM/Arena builds. We don’t expect this to make AP Irelia suddenly good for SR.


W - Defiant Dance

  • Damage Reduction Ability Power Ratio: 7% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena) ⇒ 8% per 100 AP (Halved for Magic Damage) (reduced to 75% value for Magic Damage in Arena)

R - Vanguard's Edge

  • Ability Power Ratio: 70% ⇒ 100% (It is already 100% in Arena, so this is standardizing the value)

LeBlanc

With the previous version of Statikk Shiv that drove nerfing her AS ratios no longer in the game, we’re bringing these closer to a typical champion’s baseline. Simultaneously, having some room for power, we are giving her some AP ratio buffs to make sure she's still interested primarily in AP assassination builds.


Base Stats

  • Attack Speed Ratio: 0.4 ⇒ 0.625
  • Attack Speed Growth: 2.35% ⇒ 1.5%

W - Distortion

  • Damage: 75 / 115 / 155 / 195 / 235 (+80% AP) ⇒ 75 / 115 / 155 / 195 / 235 (+90% AP)

RW - Mimic: Distortion

  • Damage: 150 / 315 / 480 (+80% AP) ⇒ 150 / 315 / 480 (+90% AP)

Nasus

Nasus top has been able to benefit from the shift in his stacking paradigm. We are happy to see our favorite dog get his fill of treats, but want to make sure that we keep his power within reasonable bounds, therefore we are going to be tapping down some of Nasus' top specific strengths, like persistently lifestealing off of minions.


Passive - Soul Eater

  • Life Steal: 12 / 18 / 24% ⇒ 10 / 15 / 20%

Nocturne

Nocturne has been sitting in a pretty strong state across skill levels for a while. We are excited about the opportunities that open up when Nocturne unlocks his ult, but want to add a bit more personal risk to him accessing that high moment.


Base Stats

  • Armor: 38 ⇒ 36
  • Health: 655 ⇒ 640

Qiyana

Qiyana's play has moved out of primarily mid to jungle. While we are happy to support her as a jungler, mid is where she’s been underwhelming recently .


Q - Elemental Wrath

  • Damage: 70 / 100 / 130 / 160 / 190 (+85% bonus AD) ⇒ 80 / 110 / 140 / 170 / 200 (+90% bonus AD)
  • Monster Damage Modifier: 175% against Monsters ⇒ 160% against Monsters

Thresh

Thresh has been quietly sitting at a high winrate and picking up playrate over the year.


E - Flay

  • Active Damage: 75 / 120 / 165 / 210 / 255 (+70% AP) ⇒ 65 / 110 / 155 / 200 / 245 (+60% AP)

Trundle

Sometimes you just wanna club your opponents to death, and while Trundle has been a resilient utility pick for his pillar and ult, we feel his personal clubbing power has actually been a bit limp.


W - Frozen Domain

  • Attack Speed: 30 / 45 / 60 / 75 / 90% ⇒ 30 / 50 / 70 / 90 / 110%

Vayne

We believe Vayne may need larger scope work in the future to help out her bot lane, but for now are prioritizing constraining her top lane power. These changes should impact her up there more than in bot lane.


Base Stats

  • Health: 550 + 103/Level ⇒ 580 + 98/Level
  • Health Regeneration: 3.5 + .55/Level ⇒ 4 + .5/Level
  • Attack Speed Ratio: .658 + 3.3%/Level ⇒ .67 + 2.8%/Level

Q - Tumble

  • Mana Cost: 30 ⇒ 46 / 42 / 38 / 34 / 30

W - Silver Bolts

  • True Damage: 6 / 7 / 8 / 9 / 10% Target Max HP ⇒ 4 / 5.5 / 7 / 8.5 / 10% Target Max HP
  • Minimum Damage: 50 / 65 / 80 / 95 / 110 ⇒ 40 / 55 / 70 / 85 / 100

Xerath

Xerath has rested slightly high in power both mid and bot, and after last patch's adjustments to mages has come out on top in mid lane compared to others. Given his extremely high ban rate in certain regions, he's due a light nerf.


Base Stats

  • Health: 596 ⇒ 575

Q - Arcanopulse

  • Damage: 75 / 115 / 155 / 195 / 235 (+90% AP) ⇒ 70 / 110 / 150 / 190 / 230 (+90% AP)

Yasuo

While Yasuo has definitely been able to snowball and carry games, we believe that similar to Irelia, he is too reliant on snowballing rather than just being a proper scaling carry. We also want to encourage him to prioritize early crit strike builds over Blade of the Ruined King, so we are reducing his crit damage penalty which will simultaneously encourage this as well help him scale without significantly impacting his early game snowball.


Passive - Way of the Wanderer

  • Critical Strike Damage Reduction: -10% ⇒ -5%

Yone

Similar to Yasuo, Yone has also been an excessively snowball reliant carry, though less so. Bros stay together.


Passive - Way of the Hunter

  • Critical Strike Damage Reduction: -10% ⇒ -5%

Items

Stormrazor

Stormrazor almost had its time in the sun earlier this year, but has ended up remaining second fiddle.

  • Attack Speed: 20% ⇒ 25%

Sundered Sky

Last patch’s Sundered Sky nerf was a step in the right direction, but landed a bit under-target given all of the other moving pieces of that patch.

  • Health: 450 ⇒ 400
  • Attack Damage: 45 ⇒ 40

Classic

Our second patch for League Classic contains tons of good stuff! We’re giving everyone two additional Rune Pages, increasing Influence Points and Classic XP gains across the board, and reducing the cost of about one third of the runes. We’re updating Summoner’s Rift’s lighting, textures, and decals to bring our visual fidelity closer to the Rift of old. We’ve also got our first Council vote, so be sure to log in and make your voice heard. Remember that the more Classic you play, the more voting power you can earn! 

We’ve also got about 20 balance changes, several dozen bugfixes, and have added Champion and Role swapping to Champion Select to improve your day-to-day Classic experience.

Champions

Ahri

Ahri is extremely safe, has good sustain, good wave clear, and the ability to all-in her opponents at a moment's notice. She’s also overpowered. We want to trim some of her extraneous early safety and reduce how frequently she can pressure her opposition.


Base Stats

  • Base Health Regeneration: 6.1 ⇒ 4.5
  • Health Regeneration Growth: 0.6 ⇒ 0.45
  • Health: 460 ⇒ 440

R - Spirit Rush

  • Cooldown: 110 / 95 / 80 ⇒ 120 / 100 / 80

Annie

Annie is our second weakest mid laner behind Lux, so we’re driving on some buffs. We’re first reverting some damage nerfs from July 2011 and otherwise ensuring her offensive threat is up to snuff.


Passive - Pyromania

  • Stun Duration: 1.5s ⇒ 1.75s

Q - Disintegrate

  • Damage: 85 / 125 / 165 / 205 / 245 + 70% AP ⇒ 90 / 130 / 170 / 210 / 250 + 75% AP

W - Incinerate

  • Damage: 80 / 130 / 180 / 230 / 280 + 75% AP ⇒ 85 / 135 / 185 / 235 / 285 + 80% AP

E - Molten Shield

  • Bug Fix: Fixed a bug where Molten Shield dealt too little damage
  • Bug Fix: Fixed a bug where Molten Shield could damage enemies for non-Attacks 


    R - Summon: Tibbers!

  • Bug Fix: Fixed a bug where AP was not applying to Tibbers’s burn damage.

Ashe

As a supportive ADC, Ashe is performing below average. She’s not massively underpowered, but weak enough to deserve a buff. To do that, we’re reverting a 2010 Volley nerf, letting her succeed more while playing at long ranges, poking and suppressing her opponents from afar.


W - Volley

  • Damage: 40 / 50 / 60 / 70 / 80 + 100% total AD ⇒ 40 / 55 / 70 / 85 / 100 + 100% total AD
  • Range: 1200 ⇒ 1300

Blitzcrank

Blitzcrank is due for much larger nerfs than they got last patch, so we’re back to bring the highest agency support in the game down to size. We’re continuing to revisit old patches to return older, weaker tuning. We’re also fixing a few bugs and oversights to bring their power down further. Our one unique contribution is a rank 1 and 2 nerf to Static Field’s active. Combined with the cooldown nerf, we hope that Blitzcrank players will occasionally choose to keep the R in its passive form, playing for a more sustained damage threat.


Passive - Mana Barrier

  • Tooltip: Clarifies that Mana Barrier only pops if Blitzcrank is below 20% Health when taking damage.
  • Shield: 50% maximum mana ⇒ 50% current mana

Q - Rocket Grab

  • Range: 1080 ⇒ 1050
  • Mana Cost: 120 ⇒ 140

E - Power Fist

  • Bug Fix: Fixed a bug where the cooldown was always 5 seconds, regardless of rank or Cooldown Reduction.
  • Bug Fix: Fixed a bug where the target was stunned for approximately 0.3 seconds longer than intended.

R - Static Field

  • Active Damage: 200 / 300 / 400 ⇒ 150 / 275 / 400
  • Cooldown: 30s ⇒ 40s

Dr. Mundo

Dr. Mundo’s still in need of some extra healthcare even after last patch’s buffs as one of the worst top laners and junglers in the game. We’re back with further increases to his durability, in hopes of making him the biggest meat wall you’ve ever seen. His health buffs come from reverts to nerfs in April of 2011. We’re also handing him some extra early game attack speed, which is meant to disproportionately buff his jungling, where he currently performs worse than in top lane.

Base Stats

  • Health: 522 ⇒ 560
  • Health Growth: 89 ⇒ 90
  • Level 1 Attack Speed: 0.625 ⇒ 0.658

Evelynn

Evelynn is one of the best-performing junglers in Classic and is gaining more win rate over time as players learn how to optimize her. As such, she’s due for a nerf. We’re pulling a mix of reverted buffs from her initial release and nerfs from 2013’s future. We're making Dark Frenzy worse when just spammed to get across the map, reducing her mid-late jungle clear speed, and making her consider her mana costs more, just like other AP junglers.


Passive - Shadow Walk

  • Maximum Mana Regeneration While Camouflaged: 1% ⇒ 0.8%

Q - Hate Spike

  • Base Damage: 40 / 60 / 80 / 100 / 120 ⇒ 40 / 55 / 70 / 85 / 100
  • Missile Speed: 3000 - 800, decaying ⇒ 2000 - 800, decaying

W - Dark Frenzy

  • Mana Cost: 0 ⇒ 40
  • Cooldown: 15s ⇒ 20s

Ezreal

As players have sanded off the rust, Ezreal has moved to the top of the pile as the most picked bot laner by far and too strong a performer considering his high degree of safety. As this dominance is driven by AD Ezreal, we’re delivering some compensation changes to keep AP Ezreal afloat as well. Our nerfs are a tour of changes from back in June of 2010, picking up two Q nerfs and reverting an R nerf from 16 years ago.


Q - Mystic Shot

  • Total Attack Damage Ratio: 120% ⇒ 110%
  • Cast Range: 1200 ⇒ 1100

R - Trueshot Barrage

  • Ability Power Ratio: 70% ⇒ 100%

Garen

We were conservative with many of our changes last patch, which has left Garen still in a very weak position. We’re back to deliver much stronger buffs with the goal of bringing him up to speed. We have two primary goals with our buffs. The first is to ensure that spin-to-win always feels rewarding, especially early game. The other is to ensure that he feels good about all his item purchases, whether scaling his damage or durability.

Base Stats

  • Attack Damage: 55.5 ⇒ 60
  • Armor Growth: 2.7 ⇒ 3

W - Courage

  • Bonus Armor and Magic Resistance Increase: 20% ⇒ 30%

E - Judgment

  • Damage Per Second: 20 / 45 / 70 / 95 / 120 + 70 / 80 / 90 / 100 / 110% total AD ⇒ 20 / 45 / 70 / 95 / 120 + 80 / 90 / 100 / 110 / 120% total AD

Gragas

Gragas is extremely safe, very bursty, and overall just overperforms in mid lane. Our nerfs are aimed at making him less safe as a laner and make him consider his openings more carefully without reducing his burst damage by much.


Q - Barrel Roll

  • Cooldown: 11.5 / 10.5 / 9.5 / 8.5 / 7.5s ⇒ 12.5 / 11.5 / 10.5 / 9.5 / 8.5s
  • Damage: 85 / 135 / 185 / 235 / 285 + 90% AP ⇒ 75 / 125 / 175 / 225 / 275 + 90% AP

W - Drunken Rage

  • Cooldown: 25s ⇒ 30s

R - Explosive Cask

  • Cooldown: 100 / 90 / 80s ⇒ 130 / 115 / 100s

Heimerdinger

Heimerdinger is on the strong side, even after last patch’s nerfs. He’s got a meaningful bugfix this patch, so we wanted to call it out directly.


W - Hextech Micro-Rockets

  • Range Display: Now accurately displays the actual missile range.

R - UPGRADE!!!

  • Bug Fix: Fixed a bug where R-empowered turrets dealt double damage.

Jax

Jax is receiving a few bug fixes this patch, and while he’s pretty balanced, they’re important enough changes to warrant being called out on their own.


Q - Leap Strike

  • Damage Type: Physical ⇒ Magic

R - Relentless Assault

  • Ability Name: Grandmaster’s Might ⇒ Relentless Assault
  • Spell Effects: Now applies spell effects as a single-target spell.

Kayle

When we launched Kayle in League Classic, we chose one of her earliest kits, which included gaining bonus AD from AP and vice versa. This version of the kit never allowed her to remain permanently ranged with enough CDR, as that buff only came in with her next rework. Ultimately, we like this version of the kit but think she should be able to be permanently ranged if she builds for it, so we’re buffing E’s cooldown. You’ll need at least 38% CDR at rank 5 to hit that breakpoint, so enjoy your build goals!


E - Righteous Fury

  • Cooldown: 22 / 21 / 20 / 19 / 18s ⇒ 20 / 19 / 18 / 17 / 16s

Lux

Lux is still performing worse than she ought to so we’re back with some more buffs. We’re increasing Lucent Singularity’s radius to its old wide self as another callback to the past. We’re also bringing in some modern touches (or, farther back in the past depending on how you look at it), including some bug fixes. We’re letting her use summoner spells and detonate her E during her R cast. Flashing will not change the hit location, but you can dodge an Ashe arrow if you need to. 

We’re also giving her better defensive immediacy. It’s important that League is responsive to your inputs, and “Shield me!” is about as immediate a need as it gets. This is one modernization that we think is very important to give Lux even in this older version of the game. 

We’re also starting our adventure into new territory here. One of Classic’s biggest strengths is the wide-open space for build experimentation. We’d like if Lux could be part of that space. For anyone playing a more conventional AP Lux playstyle, this attack speed should still help her to last hit minions or pop Illumination stacks between spells more quickly. Or… You could be adventurous and try AD Lux, or maybe AP on-hit Lux with a Malady and a Nashor’s Tooth. You know you want to.


Base Stats

  • Attack Speed Growth: 1.36% ⇒ 3%
  • Attack Speed Ratio: 0.625 ⇒ 0.658 (Level 1 Attack Speed unchanged)

W - Prismatic Barrier

  • Shield Timing: The shield now comes out at the start of the cast, instead of at the end. Total cast time unchanged.

E - Lucent Singularity

  • Radius: 310 ⇒ 350
  • Cast Interaction: E may now be detonated while casting R.

R - Final Spark

  • Cast Interaction: Lux may now use summoner spells and items while casting R. Flash will not change the location of the beam.
  • Cooldown: No longer goes on cooldown if Lux dies while casting it.

Miss Fortune

Miss Fortune’s buffs last patch didn’t go nearly far enough, so we’re back for more. Once again we’re digging up changes of old, undoing almost every nerf she received since her launch and fixing several bugs that could cause her ultimate to not deliver on expectations. We’re also delivering one novel change to make E’s mana cost respect its rank, so it’ll be cheaper at low investment and more expensive (and more powerful) when maxed.


Base Stats

  • Move Speed: 325 ⇒ 335

Q - Double Up

  • Damage: 25 / 60 / 95 / 130 / 165 + 75% total AD ⇒ 35 / 70 / 105 / 140 / 175 + 75% total AD. Secondary target still takes 120% of the damage.
  • Bug Fix: Fixed a bug where Double Up could fail to bounce.

E - Make It Rain

  • Total Damage: 90 / 145 / 200 / 255 / 310 ⇒ 95 / 155 / 215 / 275 / 335
  • Slow Duration: 0.25s ⇒ 1s. Refresh rate unchanged.
  • Mana Cost: 80 ⇒ 70 / 75 / 80 / 85 / 90

R - Bullet Time

  • Damage Per Wave: 65 / 95 / 125 + 40% bonus AD + 20% AP ⇒ 65 / 95 / 125 + 45% bonus AD + 30% AP
  • Bug Fix: Fixed a bug where Miss Fortune could fail to shoot all 8 waves.
  • Bug Fix: Fixed a bug where Bullet Time could fail to damage an enemy all 8 times.

Sivir

Sivir currently lacks a strong strategic niche or high point to her experience. Toggled Ricochet is meant to be an extremely potent output that Sivir players should feel great about, so we’re reverting some nerfs to it from back in January 2011.


Passive - Fleet of Foot

  • Bug Fix: Fixed a bug where the movement speed could be gained by attacking minions.

W - Ricochet

  • Bounce Radius: 450 ⇒ 500
  • Damage Falloff: 25% ⇒ 22%

Tristana

Tristana is clearly a peak performer in bot lane while mid lane AP Tristana in mid is doing just fine, so we’re taking aim at AD-specific Tristana nerfs to her attack speed. Her mana growth compensation is meant to mostly compensate mid Tristana for the small amount of collateral damage she’s receiving.


Base Stats

  • Attack Speed Growth: 4% ⇒ 3%
  • Mana Growth: 32 ⇒ 40

Q - Rapid Fire

  • Mana Cost: 50 ⇒ 50 / 60 / 70 / 80 / 90

Tryndamere

Tryndamere is still doing exceptionally well. After calibrating how impactful our changes would be in the first patch, we’re back to put him where he belongs. Somehow, he has even more buffs from back in 2010 that we can revert, so we’re back to make things tougher on him. We’re also doing some unique changes, namely reducing his early resilience to losing lane. The primary nerf, however, is in reducing his top-end crit chance. For those with at least 3 crit items, Tryndamere will still be able to reach 100% crit chance at low health, but in the early and mid game, he won’t crit as often.


Base Stats

  • Base Health Regeneration: 10 ⇒ 7.5
  • Health Regeneration Growth: 0.9 ⇒ 0.75

Passive - Battle Fury

  • Maximum Critical Strike Chance: 50% ⇒ 30%
  • Maximum Critical Strike Chance Reached At: 0% Health ⇒ 5% Health

R - Undying Rage

  • Cooldown: 110 / 100 / 90s ⇒ 130 / 115 / 100s

Twitch

Twitch’s nerfs from last patch didn’t do enough to dethrone him from the top spot. We’re taking out a mix of damage and durability, ultimately trying to make sure that his damage output is readable when exiting out of stealth.


Base Stats

  • Base Attack Speed: 0.679 ⇒ 0.658
  • Level 1 Attack Speed: 0.679 ⇒ 0.658
  • Health: 470 ⇒ 455

Items

Innervating Locket

When we remade Innervating Locket in Classic, we preemptively nerfed it, as it had been removed from the game for being unbalanceable. Well, it turns out, it’s possible to make it too weak to be used. So we’re here for some meaningful buffs aimed at making it shine for those who want it. We want to make sure it’s an appealing support option, restoring many of the stats it used to have and buffing its unique effect. Innervating Lockets do stack across multiple players, by the way, so if all five of you buy one, you can put a lot of healing onto your most injured teammate.

  • Combine Cost: 750g (2650g total cost) ⇒ 350g (2250g total cost)
  • Health: 430 ⇒ 500
  • Cooldown Reduction: 0% ⇒ 10%
  • Innervation Health and Mana Restored: 50 / 20 ⇒ 60 / 25

Wriggle’s Lantern and Feral Flare

When we built out the items in League Classic, we knew there’d be some conflicts. We had items coexisting who never coexisted before, or were placed into a game that didn’t quite fit. One of these conflicts was with jungle items: We have monster tuning from 2013 (plus the Wight), but have the 2014 item Feral Flare. When we launched, we simply took the 2013 version of Madred’s Razors and Wriggle’s Lantern, and simply updated Feral Flare to fit the same stat profile. 

We’re changing that now. We’re reshaping Wriggle’s Lantern and Feral Flare to be Attack Speed items instead of Attack Damage ones but keeping all the other stats the same. This change helps them stand out against Spirit of the Elder Lizard, and preserves Hunter’s Machete and Madred’s Razors as they were. These new items do overlap with Madred’s Bloodrazor a bit, but you’re still welcome to buy them both.

  • Build Path: Madred’s Razors + Vampiric Scepter ⇒ Madred’s Razors + Recurve Bow. Total cost (2000g) unchanged.
  • Attack Damage: 25 ⇒ 0
  • Attack Speed: 0% ⇒ 30%

Runes and Progression

We’ve heard your feedback loud and clear about how slow it feels to gain access to runes, games with stakes, and more. So in this patch we have large sweeping buffs to several systems that should have you building out extra rune pages and gaining SP in no time!


  • Rune Pages: Everyone has been given 2 additional Rune Pages for free
  • Influence Points: IP gained per game has more than doubled
  • Classic XP: Classic XP gained per game has doubled
  • Bug Fix: Players no longer gain party XP/IP bonuses when solo queued
  • Quintessence IP Cost: 1250 ⇒ 1000
  • Minor Rune IP Cost: 650 ⇒ 500

Quintessence of Health Regeneration

  • Health Regeneration per 5 seconds: +1.5 ⇒ +3.0

Systems

Champion Swapping

You can now swap champions and roles during Champion Select! So now your first pick mid laner can grab Blitzcrank for you, you can grab AP Shaco for your bot laner, and you can successfully make your opponents rage quit instead of having to dodge..

  •   NEW   Champion Swap: Enabled during the Loadout phase.
  •   NEW   Swap Request: Players can request to swap champions, and players can accept swap requests. Lanes stay the same.
  •   NEW   Champion Pick Order Swapping: Players can swap champion pick order.

The Inaugural Council Vote

The Council goes live with this patch! Vote on the game’s future inside the game client. You will be able to vote on multiple topics during the active voting period and we’ll be back to share the results once voting closes.

  •   NEW   Voting Topics: Players can see and vote on multiple topics during active voting.
  •   NEW   Voting Results: Players can see the results for the topics that were voted on.

Ranked Loading Screen Borders

  •   REMOVED   Modern Ranked Borders: Removed from the Classic loading screen.

Art

A few of our artists got together and updated several aspects of Summoner’s Rift to make it look more like the original.


  • Art Updates: Added missing foliage and decals, removed an unintended prop, updated decals and map details, and corrected affected walls, ground, and mesh normals.
  • Lighting Updates: Updated lighting at both spawn locations and on the purple diamond torches to look closer to the original.

Bugfixes

  • Fixed a bug where Exhaust reduced true damage.
  • Fixed bugs where Iceborn Gauntlet, Kayle’s Reckoning, and Shaco’s Two-Shiv Poison ignored Master Yi’s Highlander’s slow resistance and Morgana’s Black Shield.
  • Fixed bugs where many spells did not trigger Call for Help and therefore did not provoke minion aggro.
  • Fixed a bug where moving a stacked Tear item over another Tear item could copy the number of stacks to the other Tear items.
  • Fixed a bug where Vayne’s Condemn (E) granted 8 Tear stacks instead of 4.
  • Fixed a bug where placing Red Trinket, Sight Ward, or Vision Ward canceled Recall.
  • Fixed a bug where Statikk Shiv triggered before a ranged projectile landed on an enemy unit.
  • Fixed a bug where Sivir’s Spell Shield (E) did not block Leona’s Zenith Blade (E).
  • Fixed a bug where the client could display an empty content area after the XP Results screen.
  • Fixed bugs where Nidalee’s Bushwhack/Pounce (W) tooltip omitted the trap duration, displayed debug text for Cougar Form damage values, and displayed incorrect spacing and text colors.
  • Fixed a bug where Lulu’s Faerie Companion (Passive) glowing model VFX disappeared after disconnecting and reconnecting.
  • Fixed a bug where Amumu’s Despair (W) VFX disappeared and its SFX remained at Amumu’s last location after disconnecting and reconnecting.
  • Fixed a bug where Leona’s Zenith Blade’s missile hitbox was too narrow.
  • Fixed a bug where Akali’s AD/AP particles were misaligned on her hands for Classic skins.
  • Fixed a bug where Akali’s Q mark did not display its Heal VFX if her passive was active.
  • Fixed a bug where Anivia’s Q tooltip did not show the slow duration.
  • Fixed a bug where Kassadin’s Passive tooltip did not accurately reflect that Kassadin gains Attack Speed based on damage mitigated.
  • Fixed a bug where Lee Sin’s Q tooltip did not clarify its damage cap to monsters.
  • Fixed a bug where Leona’s Q tooltip did not show the accurate stun duration.
  • Fixed a bug where Soraka’s W tooltip did not show the accurate Armor buff duration.
  • Fixed various bugs where tooltip values and ability data were hardcoded instead of referencing the appropriate data values.
  • Fixed a bug where Fiddlesticks’s Dark Wind could interrupt his attack animation every time it bounced
  • Fixed a bug where Amumu’s Bandage Toss didn’t scale with Cooldown Reduction.
  • Fixed a bug where the Strength of Spirit Mastery required players to invest 3 points into Expanded Mind.
  • Fixed a tooltip bug with Energy Regeneration Seals not mentioning that it was per 5 seconds.
  • Fixed multiple text box bugs in the Classic Home Page.
  • Fixed sorting bugs with Portraits in the Classic Store.

ARAM: Mayhem

Hello Mayhemers, in this patch, we’re continuing to focus on the fighter experience. We’re introducing two more fighter Augments: Ultra Hydra and Upgrade Death’s Dance! Three-by-Three-headed Hydra? (Just kidding.) We hope these new options give fighters even more ways to sustain themselves and make a big impact in the middle of a team fight. 

For Augment adjustments and nerfs, we’re taking a look at some high-frustration ADC Augments that have been both powerful and visually noisy. We’re tuning them down to give opponents more room to react and make team fights easier to read. Double Tap has been changed to Prismatic given its power level. 

We’ve also made some adjustments to the Augment pool so champions get a selection of options that better fit their playstyles. Let us know how these changes feel, and see you on the Bridge!

Augments

Critical Missile

  • Missile Amount: 1 / 2 / 3 / 4 based on crit chance ⇒ 1 / 2 / 3 based on crit chance

Double Tap

  • Tier: Gold ⇒ Prismatic

Tripleshot

  • Targeting: Now prioritizes enemies nearby the main target

Ultra Hydra

  •   NEW   Effect: Gain a Tiamat when completing a Hydra Item
  •   NEW   Quest: Gain Ravenous Hydra, Profane Hydra and Titanic Hydra
  •   NEW   Reward: Gain Ultra Hydra

Upgrade Death’s Dance

  •   NEW   Effect: Gain 250 Gold. 40%/15% of damage taken is dealt to you over 3 seconds. Heal 125% bonus AD instantly when scoring a takedown.

Upgrade Infinity Edge

  •   REMOVED   Critical Strike Chance: Removed

Upgrade Ravenous

  • Effect: Cleave effect also trigger on minions
  • Life Steal on Ravenous Hydra: 18% ⇒ 20%

Bugfixes

  • Fixed a bug where Squishy Slappy Grab triggered immediately after Sion died instead of refreshing after 35 seconds.
  • Fixed a bug where Stuck in Here With Me triggers after Mordekaiser’s (R) ended.
  • Fixed a bug where Echo Cast clone will cast spells in the wrong direction after reconnecting.
  • Fixed a bug where Archmage put ammo spells on cooldown when casting other spells.
  • Fixed a bug where teammates' burn and damage over time also grant Gold after Blood Money Burn triggers.
  • Fixed a bug where High Roller failed to trigger on certain champions.

Arena

As Arena reaches a stable place, both with its players and balance we want to continue to hit outliers, we especially want to bring up those that feel like they haven’t had a place in the mode or are a bit too powerful that they are gatekeeping others from finding a home in the mode. 

Going forward Arena will also be shifting back to an alternating patch schedule, with the plan being to aim for balance patches on odd numbered League of Legends patches. We feel that the mode is generally in a healthy place and we don’t want to be making adjustments so frequently that players feel that their builds and discovery will be balanced out too quickly.

Champions

Ambessa 

E - Lacerate

  • Cooldown: 13 / 12 / 11 / 10 / 9s ⇒ 15 / 14 / 13 / 12 / 11s

R - Public Execution

  • Armor Penetration: 10% / 20% / 30% ⇒ 7.5% / 15% / 22.5%
  • Bonus Attack Damage Ratio: 80% ⇒ 70%

Garen 

Passive - Perseverance

  • Out of Combat Timer: 8s ⇒ 4s

W - Courage

  • Resist per Stack: 0.2 ⇒ 0.5
  • Maximum Resist Granted: 30 ⇒ 60

Gragas 

Passive - Happy Hour

  • Cooldown: 12 / 10.5 / 9 / 7.5 / 6s ⇒ 8 / 7 / 6 / 5 / 4s

K'Sante 

W - Path Maker

  • Cooldown: 14 / 13 / 12 / 11 / 10s ⇒ 12 / 11 / 10 / 9 / 8s

E - Footwork

  • Bonus Health Ratio: 13.5% ⇒ 15%

Kled 

Passive - Skaarl, the Cowardly Lizard


  • Remount Cooldown: 12s ⇒ 5s

LeBlanc 

R - Mimic

  • Cooldown: 45s / 35s / 25s ⇒ 30s / 20s / 10s

Renata Glasc 

R - Hostile Takeover

  • Cooldown: 100s / 90s / 80s ⇒ 15s / 130s / 110s (removed Arena Mod)

Renekton 

W - Ruthless Predator

  • Cooldown: 18 / 16 / 14 / 12 / 10s ⇒ 16 / 14 / 12 / 10 / 8s (removed Arena Mod)

Senna 

Q - Piercing Darkness

  • Damage Bonus Attack Damage Ratio: 60% ⇒ 75%

Tahm Kench 

W - Abyssal Dive

  • Cooldown: 21 / 20 / 19 / 18 / 17s ⇒ 16 / 15 / 14 / 13 / 12s

E - Thick Skin

  • Out of Combat Timer: 3s ⇒ 2s

Teemo 

Q - Blinding Dart

  • Base Damage: 70 / 110 / 150 / 190 / 230 ⇒ 80 / 125 / 170 / 215 / 260 (removed Arena Mod)

Vel'Koz 

R - Life Form Disintegration Ray

  • Cooldown: 80s / 70s / 60s ⇒ 100s / 90s / 80s (removed Arena Mod)

Zaahen 

Q - The Darkin Glaive

  • Bonus Attack Damage Ratio: 10% / 20% / 30% / 40% / 50% ⇒ 10% / 17.5% / 25% / 32.5% / 40%

Zilean 

R - Chronoshift

  • Cooldown: 120s / 90s / 60s ⇒ 150s / 120s / 90s

Items

Ardent Censer

  • Heal and Shield Power: 12% ⇒ 10% (removed Arena Mod)

Lord Dominik's Regards

  • Attack Damage: 30 ⇒ 45

Mortal Reminder

  • Attack Damage: 30 ⇒ 40

Redemption

  • Heal and Shield Power: 12% ⇒ 10% (removed Arena Mod)

Serylda's Grudge

  • Slow Threshold: 50% ⇒ 60%
  • Armor Penetration: 40% ⇒ 45%

Spectral Cutlass

  • Bug Fix: Fixed a bug where this was giving twice as much Lethality.

Staff of Flowing Water

  • Heal and Shield Power: 14% ⇒ 10% (removed Arena Mod)

Sword of Blossoming Dawn

  • Ability Power Ratio: 7% ⇒ 10%

Augments

Serve Beyond Death

  • Duration: 3s / 6s ⇒ 4s / 8s

Updated System Requirements

The minimum and recommended specs for macOS have been updated. Please refer to the Minimum and Recommended System Requirements Player Support article for full details.

Bugfixes & QoL Changes

  •   NEW   Added controller preset for spectator camera movement, giving users smoother control of camera views when ReplayAPI is enabled. Instructions for getting started with the ReplayAPI can be accessed here.
  • Fixed a bug where Jayce's EQ damage was not properly displayed as enhanced damage.
  • Fixed a bug where Diana's E dash speed was slower than intended in certain cases.
  • Fixed a bug where Akali's Shuriken (E) could travel across the map, allowing her to hit and dash to targets at unintended distances.
  • Fixed a bug with Swiftmarch’s tooltip where it stated it provided more Slow Resist than it did.
  • Fixed a bug where Vladimir P would not properly convert AP from runes.
  • Fixed a bug in Blind Pick (Custom Games) where junglers would be locked out of their starting items in very rare cases.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch: