League of Legends Patch 26.22 Notes

Patch 26.22 is at the top of the charts. K/DA is starting fires, Mel got a midscope, and plenty of changes are in for SR, Mayhem, and Classic.

I’m a game designer, and I like to give you content // got some balance changes here, to help you with Mayhem’s event. / got some buffs and some nerfs for our stuff to meet intent // I'mma develop this game, I'm a game designer 

Hope you’ve all been enjoying the latest ARAM Mayhem release - “Journey to Stardom”! We’ve got quite a few changes to augments and fixes to bugs there, and on Summoner’s Rift we have another round of buffs to some pro suppressed champions like Corki & Rumble, some nerfs to some of our most-banned champions like Locke & Yasuo, and adjustments to make Doran’s Bow & Gluttonous Greaves less of the build for ADCs. For full details, check out below! 

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!

Austin "Riot wroadie" Wright
Erika "Riot Cashmiir" Haas
Steven "Riot sternest" Earnest

Patch Highlights

TFT Standalone Client

Hooray! TFT is all grown up! They’re officially moving to their own standalone client starting on November 4th, 2026. To accommodate their new home, you can expect this patch to be larger than usual. We are making sure that it’s as easy as clicking a button to swap between League of Legends and Teamfight Tactics whenever you want. 

Despite this upcoming separation, all existing Teamfight Tactics cosmetics will remain usable in League. The first batch of TFT-only Little Legends will arrive on December 1st, with December 15th marking the date of full separation for TFT cosmetics including emotes and icons. 

After this patch, you’ll be able to fully opt out of TFT downloads in League patches. To make this possible, 26.22 will be a larger download than usual. For more information, read more here and we’ll see (some of) you on the Convergence!

Champions

Aurelion Sol

The majority of Aurelion Sol players have made it pretty clear that they would much rather rank up his Singularity (E) second over his Astral Flight (W) even though it’s a much weaker second max. We agree that his (E) is a very cool signature spell, so we’re giving him a buff there to help make doing the intuitive fun thing the right thing.


E - Singularity

  • Total Magic Damage: 50 / 75 / 100 / 125 / 150 (+60% AP) over 5s ⇒ 50 / 80 / 110 / 140 / 170 (+60 / 65 / 70 / 75 / 80% AP) over 5s

Corki

We were cautious about Corki’s power level going into Worlds, but now (like Azir and Orianna), he has some more space to be better for everyone.


R - Missile Barrage

  • Damage: 90 / 170 / 250 (+85% bonus AD) ⇒ 100 / 190 / 280 (+90% bonus AD)

Big One Damage: 180 / 340 / 500 (+170% bonus AD) ⇒ 200 / 380 / 560 (+180% bonus AD)

Kayle

We've seen Kayle's relevance decrease steadily from earlier this year as the game’s moved past the top lane shake up from role quests. We’re giving her a small bump to help out her early laning since we believe that top lane could use some more scaling options.


Q - Radiant Blast

  • Cooldown: 12 / 11 / 10 / 9 / 8s ⇒ 10 / 9.5 / 9 / 8.5 / 8s

R - Divine Judgment

  • Cooldown: 160 / 120 / 80s ⇒ 140 / 110 / 80s

Locke

While Locke's performance in general is within reason, he's proven to be a much deeper champion than we initially expected and players who have reached that level of Locke play have shown him to still be clearly too strong, especially early game.


Q - Ritual Nails

  • Stack Bonus Damage: 18 / 26 / 34 / 42 / 50 ⇒ 15 / 22 / 29 / 36 / 43

Maximum Stack Damage: 75.6 / 109.2 / 142.8 / 176.4 / 210 ⇒ 63 / 92.4 / 121.8 / 151.2 / 180.6 


W - Soul Ignition

  • Duration: 6s ⇒ 5s

Maokai

Maokai has remained a very still tree this year, and has been almost entirely stuck in support. We’re buffing him in a way that helps out his top and jungle more.


Q - Bramble Smash

  • Damage: 75 / 120 / 165 / 210 / 255 (+2 / 2.5 / 3 / 3.5 / 4% Target Maximum Health) (+50% AP) ⇒ 75 / 120 / 165 / 210 / 255 (+2.5 / 3 / 3.5 / 4 / 4.5% Target Maximum Health) (+50% AP)

Mel

This patch, Mel is getting a midscope adjustment. You can read more about it here. For the spark notes version, she is having some power moved from early game to scaling, her W is being reworked into an Area-of-Effect missile destruction that retaliates rather than reflects effects, and her Q and R are getting adjustments to lower their cooldowns later on in the game so she can stack her passive to ever higher amounts.


Base Stats

  • Health: 640 + 99/Level ⇒ 590 + 107/Level
  • Mana: 480 + 28/Level ⇒ 455 + 38/Level
  • AR: +5.2/Level ⇒ +5.4/Level
  • AD: 54 + 3.3/Level ⇒ 52 + 3.3/Level
  • AS: 2.5%/Level ⇒ 2.75%/Level

Passive - Searing Brilliance

  • Bonus Damage Per Bolt: 8 - 30 (+4% AP) ⇒ 4 - 30 (+4% AP)
  • First Stack Damage Against Minions: 50% Less ⇒ 45% Less

Q - Radiant Volley

  • First Hit Damage: 60 / 85 / 110 / 135 / 160 (+55% AP) ⇒ 60 (+25% AP)
  • Multi-Hit Damage: 5 / 7 / 9 / 11 / 13 (+5% AP) ⇒ 5 / 10 / 15 / 20 / 25 (+8% AP)
  • Total Damage: 85 - 277 (+80 - 100% AP) ⇒ 85 - 285 (+65 - 97% AP)
  • New - Now Refunds CD it hits an enemy champion at least once: 0.5s - 1.0s Refund (scaling with Champion Level)
  • Mana Cost: 70 / 75 / 80 / 85 / 90 ⇒ 60 / 65 / 70 / 75 / 80
  • Missile Speed: 3800 ⇒ 3200 (takes .047s longer to travel to max range)

W - Rebuttal - Reworked

  • Unleashes a nova that expands to 400u Radius over 0.75 seconds. The nova destroys enemy projectiles and shields and grants move speed to Mel and Allies within. Destroyed missiles are retaliated against at the end of the nova.
  • Retaliation Damage: 35 / 40 / 45 / 50 / 55 (+10% AP), reduced to 5 / 10 / 15 / 20 / 25 (+5% AP) for subsequent hits against the same enemy, up to 7 retaliations per enemy for a total of 65 - 205 (+40% AP)
  • Shield: 80 / 110 / 140 / 170 / 200 (+70% AP) for 2 seconds
  • Move Speed: 10 - 30% (scaling with Champion Level) for 2 seconds
  • Mana Cost: 100 / 80 / 60 / 40 / 0
  • Cooldown: 30 / 28.5 / 27 / 25.5 / 24

E - Solar Snare

  • Root Duration: 1.5 seconds ⇒ [0.8 - 1.6] / [0.85 - 1.75] / [0.9 - 1.9] / [0.95 - 2.05] / [1.0 - 2.2] seconds, increasing with distance
  • Slow Amount: 30% ⇒ 20 / 25 / 30 / 35 / 40%
  • Mana Cost: 50 / 60 / 70 / 80 / 90 ⇒ 40 / 50 / 60 / 70 / 80

R - Golden Eclipse

  • Cooldown: 120 / 100 / 80 seconds ⇒ 120 / 90 / 60 seconds

Naafiri

After a series of nerfs earlier this year, Naafiri has largely fallen out of mid lane entirely and has been pretty mediocre in the jungle. We’re giving her a buff that should primarily help out her mid, bringing her role power closer to parity.


Q - Darkin Daggers

  • Heal: 45 / 60 / 75 / 90 / 105 (+40% bonus AD) ⇒ 55 / 70 / 85 / 100 / 115 (+45% bonus AD)

W - The Call of the Pack

  • Bonus Attack Damage: 20% ⇒ 22%

Rumble

Similar to Corki, Rumble was tuned for pro play. This change should help out the average rumble a bit more than pros when they catch back up to the patch cycle.


R - The Equalizer

  • Damage per Second: 120 / 200 / 280 (+35% AP) ⇒ (+40% AP)

Maximum Damage Ability Power Ratio: 175% AP ⇒ 200% AP

Shen

Along with Maokai, Shen jungle has been pushed too far out of the meta. We were watching to see if some of the previous patches’ changes to help jungle tanks would bring him back up, but now we’re confident we can just buff him .


Q - Twilight Assault

  • Monster Damage Modifier: 100 / 125 / 150 / 175 / 200 ⇒ 120 / 140 / 160 / 180 / 200

Smolder

Our buffs a few patches ago landed a bit softer than we expected, but he’s ended up with a good balance between his Crit and Caster builds, so we’re giving him a more generic buff this time. We also expect the Doran’s Bow nerf in this patch to help him out a bit.


W - ACHOOO!

  • Explosion Damage: 10 / 35 / 60 / 85 / 110 (+50% bonus AD) (+80% AP) ⇒ 25 / 50 / 75 / 100 / 125 (+50% bonus AD) (+80% AP)

Thresh

Despite our prior nerf, Thresh has remained at the very top of the support pecking order for top tier players, so it’s time for another.


Base Stats

  • Attack Damage: 56 ⇒ 54

R - The Box

  • Damage: 250 / 400 / 550 (+100% AP) ⇒ 200 / 350 / 500 (+100% AP)

Viktor

Last patch's nerf to Viktor hit him harder than we expected - but we are happy about the impact it had on his early game bullying, so we are buffing him back in scaling.


Base Stats

  • Health Growth: 100/Level ⇒ 105/Level

R - Arcane Storm

  • Conjure Damage: 100 / 175 / 250 (+50% AP) ⇒ 100 / 175 / 250 (+60% AP)

Yasuo

We were on the fence last patch with whether Yasuo would also need a nerf like Yone, but he's also continued growing in winrate as players migrate to crit builds and banrate reflecting that so he's getting the same treatment.


Q - Steel Tempest

  • Damage: 20 / 45 / 70 / 95 / 120 (+105% total AD) ⇒ 20 / 45 / 70 / 95 / 120 (+100% total AD)

Zaahen

Zaahen is living up to his scaling fantasies, but hasn’t had enough to do in lane. This should make his early scrapping and skirmishing much more satisfying.


Q - The Darkin Glaive

  • Cooldown: 10 / 9 / 8 / 7 / 6s
  • ⇒ 8 / 7.5 / 7 / 6.5 / 6s

Items

Doran's Bow

We’re nerfing Doran's Bow by a minor amount, as it’s settled into a spot that is slightly but clearly too strong, resulting in marksmen that we expect to be leaning towards Doran's Blade instead being almost purely Doran's Bow users.

  • Attack Damage: 8 ⇒ 7

Overlord's Bloodmail

Overlord's should be one of the premier juggernaut capstone items, but outside of Sett hasn't been able to carry enough power to justify greeding for. We are adjusting Overlords in a way that should be a net buff for most other users while hopefully not ballooning its power level too far on Sett, who benefits the most from the Retribution passive because of synergy with his Haymaker (W).

  • Attack Damage: 30 ⇒ 40

Retribution: +0 - 12% total AD, based on % Missing Health ⇒ +0 - 10% total AD, based on % Missing Health

ARAM: Mayhem

Hello Superstars! This patch, we’re lowering the power of some new augments on the scene, buffing some survivability augments, and fixing a bunch of bugs. We’ve been monitoring the explosiveness of combat in the new update and want to alleviate some of the more frustrating situations. 

Fighters have become exceptionally good at closing out games and poke dominates early in the most recent update while tanks have been struggling. We’re aiming to bring down the power of some of the augments that have been making tanks feel so fragile like Take ‘Em Down Down Down and Weapon of Destiny. We’re also bringing up the power of survivability augments like Soul Eater and Stay Resolute. We're looking at overall burst and game pacing right now to make sure things don’t feel too snowbally. 

The stage crews have also finished setting up on Butcher’s Bridge and Koeshin’s Crossing so both of those maps will be back in the rotation with Headliner performances. 

With Worlds in full swing, the last page of the Journey to Stardom is now accessible. Complete all the missions and make your way to the Worlds stage to earn all the rewards! Two new augments are also joining the fray including one based on a classic World’s Anthem that’ll definitely make your enemies remember you. 

As always, thank you for playing and for all your feedback!


Champions

Hecarim

  • Ability Haste: 10 ⇒ 0

Augments

Armored Impact

  • Damage: 50 - 125 + 250% bonus Armor ⇒ 25 - 125 + 220% bonus Armor

BEES!!!

  • Base Damage Scaling: 75 - 200 + 150% bonus AD + 70% total AP ⇒ 75 - 140 + 150% bonus AD + 70% total AP
  • Hive Travel Time: .75s ⇒ 1.1s

Brass Blast

  • Cooldown: 75s ⇒ 50s
  •   REMOVED   Minion Damage: Removed

Crimson Cobalt

  • Mark VFX: Visible to all players ⇒ Visible only to the augment owner

One Hit Wonder

  •   NEW   Effect: [Ability] gains increased damage based on your Ability Haste but no longer benefits from Ability Haste.

Ravenous Bind

  • Bonus Health Heal Ratio: .1 ⇒ .12
  • Base Heal: 50 - 200 ⇒ 75 - 300

RISE!

  •   NEW   Effect: Killing enemy champions with your Ultimate resets the cooldown, up to 3 times.

Squishy Slappy Grab

  • Shield per Pulled Target: 50 - 200 + 50% bonus Armor + 50% bonus Magic Resistance ⇒ 100 - 300 + 70% bonus Armor + 70% bonus Magic Resistance

Soul Eater

  • Health Gain per Stack: 20 ⇒ 30

Stay Resolute

  • Armor and Magic Resistance per Ability Hit: Level 1 / 7 / 11 - 1 / 2 / 3 ⇒ Level 1 / 11 - 2 / 3

Take 'Em Down Down Down

  • Five-Hit Proc Damage: (15 + 5% bonus Attack Speed + 0.15% total Ability Haste)% Missing Health ⇒ 17% Missing Health

Titan’s Resolve

  • Stacks of Juggernauting required for each Juggernauting level: 10 ⇒ 7

Weapon of Destiny

  • Flat Armor Penetration Scalar: 35 ⇒ 20
  • Flat Magic Penetration Scalar: 25 ⇒ 15
  • Percent Armor Penetration Scalar: 0.25 ⇒ 0.15
  • Percent Magic Penetration Scalar: 0.15 ⇒ 0.09

Systems

  • Butcher's Bridge and Koeshin's Crossing: Unavailable ⇒ Enabled

Bugfixes

  • Fixed a bug where using Get Jinxed when killed by the fountain turret caused the player to not be able to move.
  • Fixed a bug where Jeweled Gauntlet was not giving the correct Critical Strike chance with escAPADe and ADAPt.
  • Fixed the tooltip for the Bee Band headliner to match its effect in game.
  • Fixed a bug with Crimson Cobalt where some champion’s empowered basic attacks were not consuming the mark.
  • Fixed a bug where the Pentakill headliner was not offering an upgrade to Udyr’s ultimate at level 18.
  • Fixed a bug where Karma’s Mantra empowered abilities were not counting towards damage for the Ultimate Damage K/DA band mission.
  • Fixed a bug where some Superstar mission descriptions were not properly displaying.
  • Fixed a bug where Mosh Monster’s slowing effect persisted after death.
  • Fixed a bug where Weapon of Destiny would swap which item is empowered if the empowered item transforms.

Classic

Our penultimate content patch arrives with three new old champions to play. Up first, winner of Council Vote #2, Volibear! Run down your enemies, fear nearby minions, and take a bite out of crime. Swain also makes his re-entrance, full of bird-fueled mayhem. And finally, Elise, while not particularly different, has a lot of single-target damage with which to lay waste to her opposition. 

We’ve also got a bigger balance patch than usual, taking aim at some of the game’s largest outliers on both the top and bottom end. Yes, Janna, your time has come.


Champions

  NEW   - Volibear

This version of Volibear was active from 2011 to 2018, before his E got the knock-back and anti-dash synergy. He’s a tanky melee fighter who excels in sustained combat before finally dealing a significant burst of damage to low-health enemies.

  • Passive - Chosen of the Storm: When reduced to low health, Volibear heals for a portion of his maximum health over time. This effect has a long cooldown.
  • Q - Rolling Thunder: Volibear gains bonus movement speed, increased while running toward enemy champions. His next attack deals bonus damage and flips his target over his head.
  • W - Frenzy: Volibear passively gains stacking bonus attack speed on-attack. While at max stacks, Frenzy can be activated to deal high single-target damage, increased based on their missing health.
  • E - Majestic Roar: Volibear damages and slows nearby enemies. Minions and monsters are additionally feared.
  • R - Thunder Claws: Volibear harnesses the power of the storm for several seconds, causing all basic attacks to inflict chain lightning.

  NEW   - Swain

This version of Swain was active from 2010-2016, where he received a minor rework. If you never experienced the glory of the Laser Bird, now is your time!

  • Passive - Carrion Renewal: Swain recoups some mana every time he kills an enemy.
  • Q - Decrepify: Swain sics his raven on a target enemy, slowing and dealing damage over time while they remain in range.
  • W - Nevermove: After a brief delay, Swain damages and roots all enemies in a small area.
  • E - Torment: Swain afflicts an enemy with Torment, dealing damage over time and causing them to take increased damage from him. Unlike most other damage amps, this also impacts true damage, like Ignite.
  • R - Ravenous Flock: Swain transforms into a giant raven, consuming increasing amounts of mana while transformed. In this state, he releases lesser ravens to damage enemies and return to heal Swain based on the damage they dealt.

  NEW   - Elise

Elise hasn’t changed too much over the years, but this older version put a lot more power into her Q spells. She is seriously bursty and an incredibly potent top laner with all her health-based damage. Make sure to stack some magic pen!

  • Passive - Spider Swarm: While in human form, abilities that hit enemies store a Spiderling, up to a cap. In spider form, Elise releases these Spiderlings to attack nearby enemies.
  • Q - Neurotoxin / Venomous Bite: In human form, Elise spits neurotoxin that deals bonus damage based on her target’s current health. In spider form, Elise and her Spiderlings lunge at an enemy and deal bonus damage based on their target’s missing health.
  • W - Volatile Spiderling / Skittering Frenzy: In human form, Elise releases a volatile spiderling that explodes on the first enemy it hits, dealing damage in an area. In spider form, Elise and her Spiderlings gain bonus attack speed and heal Elise on-hit.
  • E - Cocoon / Rappel: In human form, Elise fires a cocoon that stuns the first enemy it hits. In spider form, Elise and her Spiderlings rappel into the air, becoming untargetable. She can then re-cast Rappel to descend upon her choice of target.
  • R - Human Form / Spider Form: Elise transforms back and forth between human form and spider form. In human form she’s ranged. In spider form, she is melee and deals bonus damage on-hit.

Aatrox

We didn’t update Aatrox’s passive cooldown properly in the last patch and an unrelated bug slipped in that prevented him from doing anything with his ultimate-empowered attacks. We fixed the auto-attack bug with a day-1 micropatch but the cooldown change was tooltip only until now.

P - Blood Well

  • Cooldown: 225 ⇒ 225/200/175/150 (for real this time)

Q - Dark Flight

  • Failure to Land: Fixed a bug from 2013 where the ability would occasionally fail to affect enemies after max-range casts.

R - Massacre

  • Attacks: Fixed a bug where Aatrox’s basic attacks did nothing during his ultimate. (Fixed in a day-1 micropatch)

Amumu

With bug fixes and balance changes combined, Amumu has wound up as one of the game’s strongest junglers. We’re here to tap him back down to where a straightforward fast-farming jungler is meant to rest. We’re reverting some of our earlier buffs and pulling another one from history to bring down his team-wiping AoE power.


Passive - Cursed Touch

  • Magic Resistance Shred: 15 / 25 / 35 ⇒ 15 / 20 / 25 (Levels 1 / 7 / 13)

Q - Bandage Toss

  • Damage: 80 / 140 / 200 / 260 / 320 ⇒ 80 / 130 / 180 / 230 / 280

R - Curse of the Sad Mummy

  • Cooldown: 150 / 130 / 110s ⇒ 170 / 145 / 120s

Evelynn

Evelynn has fallen off as time went on and now looks like one of the weaker junglers, so we’re here to give her a boost. We’re undoing her Hate Spike damage nerf to ensure she can keep up with everyone else.

Q - Hate Spike

  • Base Damage: 40 / 55 / 70 / 85 / 100 ⇒ 40 / 60 / 80 / 100 / 120

Ezreal

AP Ezreal has never quite hit the mark so it’s time for buffs. As AD Ezreal is doing just fine, we’re delivering simple AP ratio buffs and playing up his healer alternate playstyle since it’s so unique to this version of the champion.

W - Essence Flux

  • Ability Power Ratio: 60% ⇒ 80%
  • Healing Effectiveness: 50% ⇒ 70%

E - Arcane Shift

  • Ability Power Ratio: 75% ⇒ 80%

Fiddlesticks

Fiddlesticks, like any good scarecrow, is outstanding in his field. Well, fields. He’s a great jungler and support, so we’re going to prune some power from both. With how much his E’s mana cost goes up with rank, we want to make sure ranking it is valuable, but he otherwise outputs too much damage too quickly.

E - Dark Wind

  • Damage per Bounce: 65 / 85 / 105 / 125 / 145 + 45% AP ⇒ 50 / 75 / 100 / 125 / 150 + 45% AP

Gangplank

Gangplank is still one of the game’s weakest top laners and junglers, so we’re back for more buffs. While some of these may feel a little scattershot, they’re all period-accurate buffs and reverted-nerfs from before his subsequent 2015 rework. The only novel changes here are to his base stats, where we hope to make him more resilient and allow him to play bruiser builds in addition to crit burst.

Base Stats

  • Base Health Regeneration: 5 ⇒ 7
  • Health per Level: 81 ⇒ 89

Passive - Grog-Soaked Blade

  • Maximum Stacks: 3 ⇒ 4

Q - Parrrley

  • Mana Cost: 50 / 55 / 60 / 65 / 70 ⇒ 40 / 45 / 50 / 55 / 60

R - Cannon Barrage

  • Cooldown: 120 / 115 / 110s ⇒ 120 / 110 / 100s

Janna

Janna has been an extreme top performer for a while so it’s time to bring her down to size. We aim to keep her global passive intact, but want to make sure it’s not so dominant that it crushes other lanes' interactions.

Passive - Tailwind

  • Global Bonus Movement Speed: 3% ⇒ 2%

Mordekaiser

Mordekaiser had a few bugs when he came out last patch, and while we fixed many of them in a micropatch, some of them took a while. Here’s a full recounting of bugfixes from our micropatches and the ones coming out today.

Base Stats

  • Attack Timing: Attacks now come out approximately 70% faster. This was fixed about 1 week after his release

R - Children of the Grave

  • Pet Bonus Attack Damage: 75% of the target’s Attack Damage ⇒ 75% of Mordekaiser’s Attack Damage
  • Structure Crits: Pets no longer can critically strike structures.
  • Bonus Damage to Inhibitors and the Nexus: 75% (This was true in 2013, too!) ⇒ 0%

Nami

Nami didn’t make the cut for buffs in her initial patch but as time has gone on, she’s floundering. She doesn’t have any historical buffs or nerfs to key into before the Preseason Four support update, so we’re creating some novel changes. In the interest of experimentation, we’re playing up her ability to deal a lot of damage if she can land everything and optimize for it. And hey, how about Mid Nami?

Q - Aqua Prison

  • Damage: 75 / 130 / 185 / 240 / 295 + 65% AP ⇒ 90 / 145 / 200 / 255 / 310 + 100% AP

W - Ebb and Flow

  • Damage Reduction per Bounce: 30% ⇒ 15% (Healing reduction unchanged at 15%)

Olaf

Olaf hasn’t quite kept up with other top laners or junglers so we want to play up his strong sustained damage. As with most of our balance changes, we’re digging up changes from his 2011 and 2012 history.

W - Vicious Strikes

  • Bonus Attack Damage: 7 / 14 / 21 / 28 / 35 ⇒ 10 / 17 / 24 / 31 / 38

E - Reckless Swing

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

Rammus

Rammus is the third of the top-performing junglers, so we’re digging up his past to bring him down to size. The armor nerf should do most of the heavy lifting here, as it impacts both his attack damage and W return damage.

Base Stats

  • Base Armor: 28.8 ⇒ 25
  • Attack Damage per Level: 3.5 ⇒ 2.75

Items

Health and Mana Potions

  • Bug Fix: Fixed a bug where Health and Mana Potions had no buff text.

Shushei’s Mana Jug

  • Bug Fix: Fixed a bug where Shushei’s Mana Jug triggered on Clone takedown.

Statikk Shiv

  • Bug Fix: Fixed a bug where Statikk Shiv no longer procced for Kayle after using Righteous Fury (E).

Wit’s End

  • Bug Fix: Fixed a bug where Wit’s End failed to maintain 4 stacks.

Classic Pass Progress

Hey folks! We made a mistake on the configuration of this act’s Classic Pass, and this made progress to acquire Classic Pass tokens slower than intended. We’ve corrected the issue, and are additionally buffing per-game token grants by 50% for the remainder of Classic’s run.


Bugfixes

  • Fixed a bug where Aatrox’s R attacks did not play a critical strike animation.
  • Fixed a bug where Aatrox’s passive cooldown did not scale with level.
  • Fixed a bug where Anivia’s resistances did not change while she was in Egg Form.
  • Fixed a bug where Caitlyn’s Yordle Snap Trap (W) expiration animation was missing.
  • Fixed a bug where Master Yi’s Double Strike (P) second strike hit through Blind.
  • Fixed a bug where Sivir’s Spell Shield (E) did not block Ezreal’s Mystic Shot (Q).
  • Fixed a bug where Classic Kayle failed to perform the critical hit animation when scoring a critical strike.
  • Fixed a bug where Classic Miss Fortune’s Make It Rain (E) and Basic Attack fire VFX appeared on the ground instead of on the tips of her pistols.
  • Fixed a bug where Kayle’s Holy Fervor (P) tooltip stated that Ability Power was granted by Bonus Attack Damage.
  • Fixed a bug where Nunu’s Absolute Zero (R) was visible to enemies while Nunu was hidden in brush.
  • Fixed a bug where Yorick’s Spectral Ghoul disappeared before the end of its death animation.
  • Fixed a bug where Oracle Elixir’s Sparkle VFX was offset from the icon on multiple champions.
  • Fixed a bug where Nunu’s Absolute Zero (R) displayed both a green and red outline to opponents.
  • Fixed a bug where Morgana’s Black Shield (E) Shield VFX displayed in an offset position.
  • Fixed a bug where Shield VFX were too large when cast on Shyvana’s Dragon Form (R).
  • Fixed a bug where Janna’s Eye of the Storm (E) Shield VFX was positioned too low on certain allied champions.
  • Fixed a bug where Caitlyn’s Oracle Elixir Pink Sparkle VFX was missing.
  • Fixed a bug where Xin Zhao’s Oracle Elixir Pink Sparkle VFX appeared below the character model.

Bugfixes & QoL Changes

  • Fixed a bug where Aurora's (R) was blockable by Samira (W)
  • Fixed a bug where Quinn’s (R) will deal double the damage when she gains (R) from recalling or respawning.
  • Fixed a bug where Hail of Blades would be inconsistent on Ekko.
  • Fixed a bug where Viego may miss out on a jungle treat if he transforms into an enemy champion when it's granted.
  • Fixed a bug where Renekton would cancel abilities after comboing with R by right clicking at the same time.
  • Fixed a bug where Sion’s (R), Briar (R), and Kled (R) SFX were not audible in Spectator Mode.
  • Fixed a bug where Kog’Maw’s (W) ability would deal damage to structures if cast while an auto is midair.

Upcoming Skins & Chromas

The following chromas will be released this patch: