League of Legends Patch 26.5 Notes
Welcome to the official patch of First Stand, the first major international tournament of the year!
Welcome to the official patch of First Stand, the first major international tournament of the year! This patch we’re making some pro-focused changes, but not as many as we would for a larger tournament like Worlds, which means we’re re-tuning a small handful of mid laners and a single bot laner. Otherwise, we’re continuing to sweep across the roster and delivering buffs and nerfs to each role’s biggest outliers.
We also have the return of Brawl, some adjustments, buffs, and nerfs for ARAM: Mayhem, bugfixes for Arena, some fancy new skins on the Season 1 Act 2 Battlepass, updates for Demacia Rising, the arrival of last hit indicators (no excuse to miss canons now), and we have an update to how we’re punishing severely abusive chat.
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” Earnest
Patch Highlights
Brawl Returns
Brawl is back, baby! Grab your friends, grab your enemies, they’re brawling everybody out here! Brawl will be live from March 4, 2026 through April 28, 2026.
Act 2 Battle Pass
Champions
Akali
Currently, Akali’s re-stealth timer on her Shroud scales with game time. And since we’ve adjusted Summoner’s Rift’s pacing and League now has multiple modes with varying start times, we think everyone’s favorite ninja deserves a bit more flexibility when it comes to her sneakiness.
W - Twilight Shroud
- Restealth Timer: 1s / .9s / .825s / .725s / .625s after your last attack or ability (at game times 0:00 / 8:00 / 11:00 / 20:00 / 30:00) ⇒ 1s / .9s / .825s / .725s / .625s (at levels 1 / 7 / 10 / 13 / 16)
Azir
Azir does a lot of things very well when played at a high level, and we want to make sure we preserve that expression of mastery Azir players spend a lot of time developing. But with that in mind when he gets going he can feel very oppressive and unstoppable. In order to give his opponents some degree of counterplay we’re bringing his health in the late game down a notch so assassin type champions can have a chance to dethrone the Shuriman emperor.
Base Stats
- Health Growth: 119 ⇒ 108
Garen
Garen is moderately popular but statistically underpowered, and we’d like it if he was as powerful as other straightforward top lane juggernauts. We’re continuing on the trend of making traditional fighter items more comparable to his crit builds and giving him better trading power before he has access to tools like Stridebreaker and Phantom Dancer.
Q - Decisive Strike
- Move speed duration: 1 / 1.65 / 2.3 / 2.95 / 3.6 ⇒ 1.4 / 1.95 / 2.5 / 3.05 / 3.6
E - Judgment
- Damage per spin: 4 / 7 / 10 / 13 / 16 (+ 38 / 41 / 44 / 47 / 50% AD) ⇒ 4 / 7 / 10 / 13 / 16 (+ 40 / 43 / 46 / 49 / 52% AD)
Kha’Zix
Kha'Zix has evolved with the season changes and overcame all his worthy prey to take the top spot of solo queue junglers. We think he has room to go down in clear speed as the game progresses, as well as overkilling isolated targets without hurting him where he's already weak in teamfights. We're also making the bug less speedy to hit higher skill brackets.
Base Stats
- Move Speed: 350 ⇒ 345
Q - Taste Their Fear
- Bonus AD: + 110% (231% isolated bonus) ⇒ + 105% (220.5% isolated bonus)
Lee Sin
Lee Sin has lost some of his skill and flair as of late and could use some help, so we’re increasing his damage in a way that will benefit more skilled Lee Sin players (aka those that hit their Q’s).
Q - Sonic Wave / Resonating Strike
- Base Damage: 60 / 90 / 120 / 150 / 180 ⇒ 65 / 95 / 125 / 155 / 185
Lillia
We overshot Lillia’s Q nerf and historically gave her power in places she’s less likely to appreciate, all of which has led to the speedy deer feeling limp. We are reverting her ultimate buffs from 25.19, which were fairly small, as well as Q nerfs from 26.02, which were much more impactful. The hope here is that this net buff lets her live out her sustained fight fantasy as we believe that weaving in and out of fights doing damage with Q is closer to that rather than needing to land large scale R's.
Passive - Dream-Laden Bough
- Monster heal bonus AP ratio: 9% ⇒ 15%
Q - Blooming Blows
- Bonus AP ratio: 30% ⇒ 35%
R - Lilting Lullaby
- Base damage: 100 / 150 / 200 ⇒ 150 / 200 / 250
- AP ratio: 45% ⇒ 40%
- Cooldown: 150 / 130 / 110 ⇒ 140 / 120 / 100
Mel
Mel’s recent update and follow-up balance work has succeeded in creating more counterplay and thus reducing her frustration and ban rate with a similar win rate to the preceding patches. With the initial dust now settled, it’s time to bring her up to a more reasonable power level. We’re looking toward her proactive damage, especially with champion level, to skew these buffs strongly toward the mid lane. We’re also sliding in a small compensation to her passive’s minion mod in order to not push her Q-driven wave clear any higher than it already is.
Passive - Searing Brilliance
- Minion Damage Modifier: 0.6x ⇒ 0.5x
Q - Radiant Volley
- Base Damage per Bolt: 5 / 6 / 7 / 8 / 9 ⇒ 5 / 7 / 9 / 11 / 13
- Total Q Base Damage: 90 / 132 / 176 / 222 / 270 ⇒ 90 / 145 / 200 / 255 / 310
R - Golden Eclipse
- Initial Base Damage: 100 / 150 / 200 ⇒ 125 / 200 / 275
Neeko
Neeko has a lot of things going for her right now: strong laning, teamfight utility, and vision control. We like her explosive and high-spectacle teamfights, with the occasional 7th minion engage or wolf flank, but want to tap down the utility her clone provides. This change should still let her engage in trickery, while introducing a tradeoff to when clones stare people down from a bush on repeat, as we explore the best solution that limits her vision control but retains satisfying mechanics.
W - Shapeshifter
- Slightly-Less-Tricksy-Neekoses: Cooldown now starts on clone expiration, instead of on cast
- Fun Eliminated: Neeko can no longer use Ctrl+5, which plays the joke expression for clone only. Neeko can still joke, dance, recall, to make their clone initiate said actions.
Nocturne
Nocturne’s underperforming considering how easy to pick up and play he is, so he’s made the cut for buffs in this patch. In an effort to help him succeed in moderate fight durations, we’re upgrading his ability to stick to his enemies under the Dusk Trail and run them down with basic attacks.
Passive - Umbra Blades
- Cooldown: 13 ⇒ 12
Q - Duskbringer
- Bonus move speed: 15 / 20 / 25 / 30 / 35% ⇒ 20 / 25 / 30 / 35 / 40%
Orianna
Orianna has been one of the strongest champions in the mid lane as of late, so strong that she’s head and shoulders above the rest of the competition. In the hands of a true expert, her laning phase can feel unassailable, so we’re focusing on her early game in the hope of opening up some weaknesses and making some space for other champions in the mid lane.
Q - Command: Attack
- Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3 ⇒ 7 / 6 / 5 / 4 / 3
Samira
We’re giving Samira some love in the form of QoL and minor bugfixing around her Q! Sometimes Q doesn’t do what you want which can be a bit frustrating, and we’re hoping to fix some of the extreme end of feels-bad cases by adding some additional logic on the decision of when to use her Sword and when to use her Gun.
Q - Flair
- The Right Tool for the Job: Samira Q will now do multiple additional checks to see if there are units on both the right and left of her. If there are, and importantly if there are no units far in front of her, she will use Sword Q. If a unit is far in front of her, she will still use Gun Q regardless of units on the right and left.
- Itchy Trigger Finger: Samira Q is now properly sealed during her passive. This resolves a case where Samira Q can go on cooldown despite not being used if pressed during her passive’s animation. This also applies to an instance where her ultimate was cast after her W.
- Can’t Out-Walk Me: Samira Q will now do a check to see if the enemy is walking away from her and in the very last part of her Sword Q’s range. If so, she will instead use Gun Q. This should resolve the extreme cases where champions can simply walk away from her Q at very low move speed (higher move speeds will still likely be able to do so, rightfully.)
Taliyah
Taliyah’s powerful wave control in the early game means she consistently gets to be the first mid laner to every scuttle fight which can make it difficult to prioritize other picks over her. We’d like for this to not be as reliable a game plan as it currently is, so we’re bringing her early push power down and compensating jungle Taliyah with a bit more bonus damage to monsters.
Q - Threaded Volley
- Base Damage: 55 / 72.5 / 90 / 107.5 / 125 ⇒ 50 / 67.5 / 85 / 102.5 / 120
- Bonus Monster Damage: 20 / 25 / 30 / 35 / 40 ⇒ 23 / 28 / 33 / 38 / 43
Varus
Oh, Varus. Look, canonically you’re kinda three people at once, so having three times the balance changes of other champions is only fair, right? We’re nerfing Varus’s lethality build as it’s the most pro-dominant ADC in the current patch. However, because on-hit Varus in bot lane is weak, we’re compensating AD on-hit Varus to keep that build afloat.
Q - Piercing Arrow
- Maximum damage: 80 / 160 / 240 / 320 / 400 (+ 130 / 140 / 150 / 160 / 170% bonus AD) ⇒ 80 / 150 / 220 / 290 / 360 (+ 150% bonus AD)
W - Blighted Quiver
- On-hit damage: 8 / 17 / 26 / 35 / 44 (+ 25% AP) ⇒ 8 / 17 / 26 / 35 / 44 (+ 25% AP + 15% bonus AD)
Volibear
Volibear's last set of nerfs were effective at hitting jungle harder than top, but ended up a bit over the line still. We're aiming to make laning a bit more satisfying for top Volibear with mana changes, and still trying to open up some bruiser builds so it's not always wizard bear.
Q - Thundering Smash
- Bonus physical damage: +140% ⇒ +160%
W- Frenzied Maul
- Mana cost: 30 / 35 / 40 / 45 / 50 ⇒ 20 / 25 / 30 / 35 / 40
- Wounded bonus: + 15% per 100 bonus AD ⇒ + 25% per 100 bonus AD
E - Sky Splitter
- Mana cost: 60 ⇒ 50
Items
Hubris
Hubris appears to be the weakest AD assassin item, especially when you consider it should look amazing statistically due to being a situational snowball item. We’re continuing the slow and steady trend of letting assassins spike their items earlier, and especially in the case of Hubris, get the snowball rolling early on.
- Combine cost: 950 gold ⇒ 750 gold
- Total price: 3000 gold ⇒ 2800 gold
Locket of the Iron Solari
Bandlepipes has been a well received addition for first-slot support tanks (and others who don’t really want AP) but it’s overshadowing first-slot Locket more than we’d like. We’re choosing to front-load some of Locket’s power so that it looks more attractive as the first purchase, while keeping its later-game power pretty similar.
- SHIELD: 200 - 360, scaling after level 1 ⇒ 290 - 360, scaling after level 8
- Functional Shield Level 8-18: 265 - 360 ⇒ 290 - 360
Ranked and Matchmaking
Aegis of Valor
Players who were eligible for the Aegis of Valor rewards have those rewards voided if they’re reported for disruptive behaviors and the reports are validated.
Autofill and Secondary Matchmaking Improvements
As we mentioned at the start of this year, we’re going to start rolling out improved positional matchups in game for autofills and secondaries, e.g. trying to match autofill jungle vs autofill jungle. We’ll be starting with EUW.
We’ll keep an eye on how it’s performing, and will let you know when we feel like it’s ready for a global rollout.
ARAM: Mayhem
Hello Mayhem enjoyers!
In this patch, we’re focusing on tank experience improvements and a few quality-of-life updates.
Over the past few patches, we’ve seen some overall power inflation, and tanks have been finding it harder to truly hold the frontline. To address this, we’re systematically buffing tank-oriented Augments, including both health-focused and durability-focused options. Our goal is to help tanks feel sturdier and more reliable in their role. We’ll continue monitoring their performance and plan to follow up with more targeted adjustments in future patches if needed.
We’ve reworked Wee Woo Wee Woo to better deliver on the “true ambulance” fantasy. It now gives you stronger burst-healing potential to save your allies in critical moments.
To give support players even more options, we’re also introducing an Upgraded Sword of Blossoming Dawn Augment, which alters your healing pattern and opens up new ways to sustain your team.
We’ve noticed that players often don’t have enough time to fully enjoy their power once they’ve completed their builds and Augments. To address this, we’re adjusting Nexus and Nexus turret health.
These changes aim to: Provide more comeback opportunities for the losing team. Give the winning team a bit more time to show off their full power spike. And avoid games ending too abruptly while still preventing stalled-out hostage scenarios.
We’ll continue monitoring other systems to ensure late-game pacing remains satisfying.
Hope you enjoy the updates, and see you on the Bridge!
Augments and Set Changes
Upgrade Immolate- Gold per tick: 10 ⇒ 12
- Damage scaling off max HP: 1.5% ⇒ 2%
- Max Health Gain: 1250 ⇒ 1500
- Heal amount from immobilizing / grounding enemy: 10-150 (+ 1.5% Max HP) ⇒ 30-250 (+ 1.5% Max HP)
- Base regen: 8 Health / sec ⇒ 10 Health / sec
- Low HP regen: 16 Health / sec ⇒ 20 Health / sec
- Shield: 100-300 + 4%HP ⇒ 150-450 + 4%HP
- MR / armor gained per immobilizing / grounding enemy: 8 ⇒ 10
- Aftershock and Glacial CD: 15s ⇒ 20s
- Post-taunt damage mitigation: 40% ⇒ 50%
- Execute threshold AD scaling: .03% ⇒ .035%
- Cooldown: 75s ⇒ 45s
- Invulnerability duration: 1s ⇒ 1.5s
- Move speed increase: 25% ⇒ 40%
- Damage reduction: 85% ⇒ 70%
- Damage: 100-300 + 5% Bonus HP + 100% Bonus AD + 50% Bonus AP ⇒ 100-700
- Damage: 75-350 + 450% Lethality + 450% Magic Pen ⇒ 100-450 + 550% Lethality + 550% Magic Pen
- Width: 210 ⇒ 250
- Removed CD reset on death
- Damage: 11 - 40+7% bonus AD + 10% AP ⇒ 20 - 100 per missile
- Gain 100% Attack Speed
- When you have Sword of Blossoming Dawn, your attacks against champions deal 50% damage but increase Sword of Blossoming Dawn’s healing by 250%
- Set Bonus: Gain Bonus effects towards allies below 50% health
- (2) Gain 50% Movement Speed
- (3) Your next heal or shield restores 12% of the target’s missing health (10 seconds cooldown)
Systems
Player HUD- REMOVED: Removed Augment Set icons from player HUD
- Nexus base HP: 5500 ⇒ 3000
- Nexus Tower base HP: 1800 ⇒ 3000
Items
Moonstone Renewer- Garlic: Moonstone’s chain healing will not select targets with Vampirism
- Silver: Diadem’s healing missile will not select targets with Vampirism
Bugfixes
- Fixed a bug where Divine Intervention had no cooldown.
- Fixed a bug where Grandma’s Chili Oil buff/debuff was missing icons and tooltips.
- Fixed a bug where Grandma’s Chili Oil pool effects stopped being applied when multiple players were standing in it.
- Fixed a bug where Inferno Conduit’s damage did not trigger Grandma’s Chili Oil.
- Fixed a bug so that Void Immolation counts as 2 burn sources for Grandma’s Chili Oil.
- Fixed a bug where Zilean could infinitely proc Ultimate Revolution by self-casting Chronoshift (R) after reviving.
- Fixed a bug where Empowered by the Faithful had debug buffs on allies.
- Fixed a bug where Empowered by the Faithful’s shockwave could cause champions to become invisible.
- Fixed a bug where champions could be knocked back further than intended when combining Inferno Triggered and Poro Blaster.
- Fixed a bug where the Sonata gained cooldown reduction from Ability Haste despite being at the Set 2 bonus for Fully Automated.
- Fixed a bug where The Butcher’s Bridge cannon did not show its range indicator on the minimap.
- Fixed a bug where The Golden Spatula could be lost if you had full items and completed the mission after selecting Quest: Urf’s Champion and using Poro-Snax.
- Fixed a bug where Poro King removed Cho’Gath ult stacks or Sion W stacks.
- Fixed a bug where Upgrade Immolate did not work with Void Immolation.
- Fixed a bug where Red Envelope did not grant Attack Damage.
- Fixed a bug where Droppybara and Poro King worked on Aurora’s and Zaahen’s passives. Aurora’s and Zaahen’s passives will no longer be procced by augment damage.
- Fixed a bug where Upgrade Sheen did not heal on proc.
- Fixed a bug where using a Stat Anvil Voucher before the first augment offering caused the augment offering to break.
- Fixed a bug where Upgrade Thornmail's effect exists if you don't have the items.
- Fixed a bug where Upgrade Thornmail's Shield can be proc by minions.
- Fixed a bug where taking Pinball Snowball broke Hexgate’s repositioning function.
Arena
Hey Arena lovers! We have a handful of bugfixes this patch.
Arena Bugfixes
- Fixed Mordekaiser Guest of Honor not working on occasions.
- Fixed Cosmic Drive tooltip.
- Fixed Atmas’ Reckoning breaking the crit cap on Aim for the Head.
- Fixed Cosmic Drive not giving the right amount of movement speed.
- Fixed Multitool removing items unexpectedly when inventory is full.
- Fixed Multitool removing items unexpectedly when it was moved around in your item slot in between rounds.
- Cleaned up Righteous Fury VFX between rounds.
- Fixed Buff Buddies tooltip.
Demacia Rising
Demacia Rising Act 2 brings the story to the present day, as Tianna shifts Lux’s lessons away from history. Upgrade settlements to Level 4, unlock new research, and take on Noxian enemies. Demacia Rising will update again in Patch 25.7 to conclude the story.
- STORY & REWARDS: Chapters 5 and 6 are now available with 16 objectives. Complete Chapter 5 to earn “The Great City” icon, and Chapter 6 to earn the “Poster Boy” Garen emote.
- NEW SETTLEMENTS: 4 new Settlements have been added: Hayneath (Heartland), Hawkstone (Mountain), Fossbarrow (Border), and Dawnhold (Border).
- NOXIAN INVASION: Noxian unit types have been added. Noxian threats will begin after you complete the second objective in Chapter 5 of the story.
- Noxian Infantry form the backbone of Noxus' military might. They rival Demacian Guards in skill.
- Noxian Drakehounds are faster than their wild brethren, trained for war. They evade ranged attacks with ease.
- Basilisks target ranged units. Their thick hides and armor plates are weak to Rangers’ crossbows.
- Battlemages throw AoE fireballs from range. They rely on their frontline for safety—break through the enemy troops to reach the mages.
- Maulers are huge, heavily armored soldiers. They attack slowly until they reach half health and enrage, striking much faster.
- CHAMPIONS: Garen and Sona are now available.
- Garen is a front-line damage dealer, who specializes in dealing massive damage to highly armored enemies.
- Sona supports your ranged units by buffing them with increased attack damage.
- STRUCTURES: All Towns and Resource Generators are upgradeable to Level 4. Additionally, several structures can now be upgraded, including:
- Petricite Mill: Levels 2 and 3 added
- Academy: Levels 2 and 3 added
- Marketplace: Levels 2 and 3 added
- EVENTS: 22 new Events have been added to the random Event pool.
- RESEARCH: 19 new Research types are available, including upgrades to Poppy and Galio.
Last Hit Indicators
After a very long time on PBE, we’re excited to bring Last Hit Indicators live! These are primarily aimed at players who are still learning the game (Summoner’s Rift specifically). Because let’s be real, we all used to just randomly hit minions in the hopes that it would kill them without knowing when to do it. We’re going to be letting the indicators sit in queues that newer players are mostly playing and will be monitoring how they’re going before thinking about whether we should extend them further.
For some context on what you can expect: The indicators only account for permanent damage modifiers, like buying a long sword or leveling up your Varus W, not Sheen or Jax W to prevent health bars from visually jumping around too much. Because of this you’ll sometimes see cases where you get a last hit unexpectedly, but should never miss a last hit that the indicator says you’ll get. Some champs with unique attack patterns like Azir (W) or Graves aren’t supported right now. Finally, ranged champs, particularly low AD champs, will still want to pre-fire their attacks ahead of the indicator to last hit successfully. Let us know how these work for you!
- Last Hit Indicators are now available in Co-op vs. AI, Tutorials, Swiftplay, Custom Games , Practice Tool, and RGM Summoner’s Rift queues.
- Last Hit Indicators are on by default for newly created accounts, and off by default for existing accounts.
Gameplay Bans for Severely Disruptive Chat
Over the past year, we’ve been cracking down on bad actors for game ruining behavior such as inting and griefing, champion select hostage-taking, and smurfing or account sharing. Our next step in this work is that starting this patch we’re going to start issuing gameplay bans for severely disruptive comms, rather than just chat bans. As mentioned in the recent Community Pact rollout, you’ll need to play with respect or play something else.
We want League to be a game where you don’t have to wonder if someone’s going to threaten anyone with violence or use hate speech in chat. A point of feedback we’ve heard from you is that our current comms penalty policy doesn’t align with your expectations, and it feels wrong to see players who said awful things queuing up for more games immediately, which we agree with. We already issue bans when disruptive gameplay or cheating are detected, and we’re now going to treat comms similarly. Essentially, if someone can’t play League without egregiously harassing other players, they aren’t going to be allowed to play it.
To be clear, this isn’t about mild flame like “idiot jungler why aren’t you ganking my lane” (though that’s not cool either, and there will be punishments if you say that enough). We’re looking to actively punish severe offenses like hate speech, threats of violence, or severe aggression. This type of behavior isn’t tolerated in League.
Skins
Bugfixes & QoL Changes
- Fixed a bug where Rek’Sai’s Void Rush could fail to complete its cast if enemies Flashed into fog of war at the same time the ability would finish casting.
- Fixed a bug where Senna’s homeguard SFX started and stopped suddenly.
- Fixed a bug where Rengar’s passive time wasn’t consistently being extended when attacking.
- Fixed a bug where Zeke’s Convergence slow was sometimes stacking with other slows.
- Fixed a bug where Zac’s E could be heard in Fog of War by nearby enemies.
Upcoming Skins & Chromas
The following skins will be released in this patch:
The following chromas will be released this patch:





