Patch 2025.S1.3 Notes
Time to feast on Patch 25.S1.3.
Welcome to our first big champion balance patch of 2025.S1! We’re getting most of our systems tuned up and taking a much longer look at individual balance outliers as a result. We’re taking the top 3 junglers (Viego, Skarner, and Wukong) down a peg, re-adding substantial power to the Domination tree after the recent rune replacements, delivering another systemic auto-attack buff through an increase in the global attack speed cap, and further turning down champion bounties for carries on the losing team. We’re also delivering a quick balance pass on various epic monsters, weakening Void Grubs, Voracious Atakhan, and Cloud Soul, while buffing Chemtech Soul as the weakest performer. Plus another couple dozen individual champion changes.
Swiftplay also has a round of updates aimed at alleviating epic monster pressure and helping games end on time so that swiftplay games can remain swift. We’ve also got another round of quick balance changes on the best- and worst-performing champions.
Looking for TFT content? You can check out the TFT patch notes here!

Patch Highlights
MacOS OpenGL to Metal Transition and DirectX changes
To maintain the stability and performance of our games, we sometimes need to deprecate support for older hardware or software that isn’t widely used by players anymore. These kinds of changes typically only impact a small number of players, but we wanted to give an ample heads up in case you’re impacted by these changes.
In a couple of patches, we will be upgrading macOS users from an OpenGL graphics technology to Metal graphics. This will roll out gradually with the ability to revert back to OpenGL for a period of time until OpenGL is removed. If you’re still using OpenGL, the client will automatically use Metal when we remove the support, so no action is required from you. However, if you were running OpenGL due to your hardware not being compatible with Metal graphics, you will need to upgrade your hardware so that you can continue playing after OpenGL support is removed.
We’re also going to be upgrading how we use DirectX 11 for Windows users. If your graphics card supports DirectX 11 feature level 11_0, your client will update automatically. However, if your graphics card only supports up to DirectX 11 feature level 10_0, you will need to update your hardware so that you can continue playing after this upgrade.
For Minimum and Recommended System Requirements we recommend checking the support article.
Streamer Mode
With this patch we’re introducing a Streamer Mode. This will replace account names with the champion name from the loading screen all the way through the end of the game from the view of the player that has this enabled. This addition is intended to help reduce incidents of things like Stream Sniping, or other forms of streamer harassment or disruption.
To enable Streamer Mode all you need to do is enable this setting in the Interface settings in the client. Just navigate to Settings -> Interface -> Health and Resource Bars.
Systems
Attack Speed Cap
The average power level of champions has slowly risen over the last decade and a half of League, and one place that hasn’t always kept up is repeated auto-attacks. As effective health totals and ability damage have improved, it’s time to make sure late-game attacks can keep pace, so we’re bumping the theoretical top-end DPS by up to 20%. We think there’s a hard cap in how fast champions should be able to attack in most cases so that even in late game scenarios they’re playable for mere mortals, but we think 3 attacks per second is reasonable.
- Baseline Attack Speed Cap: 2.5 ⇒ 3.0
Champion Bounties
We’re continuing to turn the “Champion bounties for losing teams” knob, this time more aggressively than the previous. There’s still more room to go here if we need to, but we want to further reduce the number of times one lone champion has a bounty, trying to prop their team up like Atlas with Earth.
Passive Bounty Suppression
- Lead required to begin positive bounty suppression has been decreased by 60%.
- Lead required to fully remove bounties from the losing team decreased by 33%.
- Once Objective Bounties spawn, Champion Bounties are now fully suppressed for the losing team.
Chemtech Soul
Chemtech currently is the worst performing dragon soul of them all, so we're giving it some needed power so it can feel a bit more impactful when compared to its soul siblings.
- Below 50% Health Buff 11% increased damage and damage reduction ⇒ 13% increased damage and damage reduction
Cloud Soul
Cloud soul is currently the best both by data and perception in higher skilled play. We're nerfing its passive movement speed gain as it's quite difficult to answer once acquired.
- Movement Speed Gain 20% ⇒ 15%
Void Grubs
We believe that Voidgrubs are currently too valuable, so we’re nerfing their buff damage along with ensuring they correctly update their health and attack damage on spawn.
- On initial spawn, health and attack damage update immediately instead of at 6:04.
- Buff Structure Damage per Stack 8/4 every 1s for 4s ⇒ 6/3 every 1s for 4s
Atakhan
Voracious Atakhan's winrate impact actually managed to go up over the last patch, despite the nerfs, so we’re adding a few more on, including increasing the time it takes for players to get back onto the map when their False Life withdrawal triggers.
-
Extra gold earned whenever you get a takedown 40g ⇒ 25g
- Withdrawal now fully heals you as opposed to only fully healing your base health
- False Life Withdrawal Stasis Duration 5.5s ⇒ 15s
Champions

Cassiopeia
Q damage decreased. W damage decreased.
Cassiopeia was a strong performer before Feats of Strength and she’s still excellent after her recent nerf. We’d like to preserve her ability to take a few hits as a midrange battlemage and preserve Twin Fang as much as possible, but we don’t want to weaken her already poor laning phase. So we’re tapping down some of her late game damage that comes from less exciting sources.
Q - Noxious Blast
W - Miasma

Evelynn
E damage increased.
Evelynn isn’t doing very well, even for those who correctly max Allure second. We’d like to buff her for all players and especially close the gap between the intuitive E-max and overall stronger W-max. As she’s already quite snowbally, reliant on Mejai’s Soulstealer and Rabadon’s Deathcap, we’d like to give her a bit more of a fallback pattern, letting her hit assassination thresholds more easily on squishier targets even when not ahead in gold or stacks.
E - Whiplash

Galio
Base Health decreased.
Galio should be more vulnerable early given his powerful first item spike, so we’re looking to increase counterplay by reducing his base health, especially since he performs best in high skill brackets.
Base Stats

Kayn
Q damage increased.
Shadow Assassin Kayn is definitely the weaker option right now, which just isn’t fair to this double-edgedlord. By ramping up his Q damage, we can ensure he’ll be more lethal when not playing as Rhaast, who replaces his Q anyway.
Q - Reaping Slash

Jax
Health Growth and Base Mana Regen increased. R damage increased.
Jax is weak, especially at lower ranks. With the removal of biscuits mana, Jax’s mana issues have become a more real problem, so we’re buffing base mana regen to compensate. We’re also giving him a bit more health per level since his hp scaling was well below other comparable champions in his class and using this as a catch all generic power buff. Buffing R trigger damage also as just an all skill levels power increase.
Base Stats
R - Grandmaster At Arms

Jayce
Q damage decreased in both forms. W damage decreased. R damage decreased.
Tank Jayce is over present in pro play and players haven’t been happy to see him played as a tank. Over time a lot of Jayce’s buffs have been base damage increases, so we’re pulling those back and giving compensation buffs to AD ratios on all of his primary damage sources. This should be power neutral for AD Jayce but ultimately a nerf across the board for any Jayce that isn’t building AD.
Q - To the Skies!
Q - Shock Blast
W - Lightning Field
R - Transform Mercury Hammer

Miss Fortune
Armor and Armor Growth decreased.
We’d like to slowly trim late-game armor from the game over the course of the year, partially in an effort to make physical lethality builds not fall off as steep of a cliff as games go on. Miss Fortune is one such champion who has room to siphon some armor away. As she’s overly strong in the laning phase especially, the brunt of this nerf is actually to her early game, though even base armor tends to have far-reaching effects with game time.
Base Stats

Nasus
Passive Life steal increased.
Nasus got hit too hard from his last nerf along with losing some power this season and we’d like to return some of his passive sustain which should help him function throughout the game.
Passive - Soul Eater

Quinn
W Attack Speed increased.
Quinn is quite weak right now and has had to rely on burst lethality builds to get some semblance of a good performance. We’d like to return her basic attack prowess to its former glory in this patch and we’ll revisit her if she needs further buffs.
W - Heightened Senses

Rakan
W cooldown decreased at early ranks.
Rakan is weaker than he ought to be for most League players, which means we’d like to buff him. Though this buff looks small, we think early game engage agency will be quite meaningful for him, but we’ll be ready to follow up if it isn’t enough.
W - Grand Entrance

Rell
Base Health and Armor Growth decreased.
Rell’s power has swung a bit back and forth the last few months, but she’s currently the #1 support for most League players. Sure, she’s a bit of a loner, but that doesn’t mean she should be standing so far ahead of everyone else. We’re delivering some fairly simple durability nerfs as they were very effective last time when we overshot.
Base Stats

Samira
E Attack Speed Duration increased.
While Samira experts are actually performing fairly well, we’d like to open up success to more of her playerbase. This attack speed buff should be helpful for anyone who can’t reliably combo into Inferno Trigger in a fraction of a second and for any games where jumping into the enemy team would be met with instant death. So here’s a bit more juice for a basic attack pattern, both in early lane and teamfights.
E - Wild Rush

Skarner
Armor Growth decreased. E cooldown increased.
Skarner is more mobile than most tanks and has an extremely potent engage and disengage tool in his E. His E already has a built in 35% cooldown reduction if he stuns a target with it, so the base cooldown has room to go up to make it harder to both engage and escape with it within the same short engagement. Additionally, since Skarner is so mobile he has room to lose some innate durability to put him more in line with other tanks.
Base Stats
E - Ixtal’s Impact

Swain
Passive Max Health bonus increased.
Swain’s last nerfs took him a bit lower than we wanted, so we’re re-adding some power. The passive health should make him less reliant on further HP purchases, while the AP ratio buff should similarly help him get value from ability power.
To be clear, we’re quite happy that Swain has a mix of viable item options as he’s a front-lining battlemage who wants to surround himself with enemy champions, so viable on-brand tank items are fine, but we want to make sure that AP also has its place.
Passive - Ravenous Flock
E - Nevermove

Teemo
E damage decreased.
Teemo is too good at bullying top lanes at the moment, his strongest lever for reducing this is the upfront on-hit damage of his E which he can apply frequently against melee matchups before the full poison can tick out. This change dramatically reduces his on-hit damage at rank 1 and 2, but mostly balances out by level 5 when it is less effective since most of mid-late game Teemo’s damage comes from mushrooms and not auto attacks. This level 1 nerf will give lane opponents more time to unlock their 3 basic abilities to give them more of a fighting chance against Teemo's harass in lane.
E - Toxic Shot

Thresh
Base Health increased. E damage increased.
Thresh is cool and we like it when he’s good. Buffing his base health to let him brawl more in lane and buffing his E passive auto damage to allow him better damage scaling throughout the game.
Base Stats
E - Flay

Viego
Base Attack Damage decreased.
Viego is performing well with a high pick and ban rate so we're toning down his power by walking back the AD he gained from his Worlds patch buff.
Base Stats

Wukong
W cooldown increased. E Attack Speed reduced.
Wukong has recently risen to become the king of the jungle. We’d like to open up a bit more space in the role, so we’re bringing down some of his more recent buffs that proved to be jungle-skewed in order to leave Top Wukong relatively unaffected.
W - Decoy
E - Nimbus Strike
Items

Bloodsong
Bloodsong is performing a bit too well, especially on supports such as Poppy and Leona where its pick rate has increased over time, so we're nerfing its passive in a way that shouldn't majorly affect its ranged users.
- Expose Weakness Increased Damage Taken: 10% Melee | 5% Ranged ⇒ 8% Melee | 5% Ranged
- Duration: 6s ⇒ 4s

Zaz’Zak’s Realmspike
We're looking to do a nerf to both Bloodsong and Realmspike as a systemic push away from damage supports and try to push players towards tanks and enchanters. Aiming for a small nerf to Realmspike mostly as a placebo to disincentivize players from picking damage supports while not actually lowering its WR too much as it's already on the lower end, especially compared to Bloodsong.
- AP Ratio: 20% ⇒ 15%
Runes

Electrocute
We’re comfortable with the new Domination vision runes for now but the Domination tree itself is still overall weak. So to balance out that fact, we’re driving on some keystone buffs across the board with the goal of letting assassins come back to this tree and succeed as they’re meant to.
For Electrocute, it’s an early game focused buff, placing it in clear contrast to First Strike, which is all about waiting for later.
- Damage: 50-190 (based on level) ⇒ 70-240 (based on level) (ratio unchanged)

Dark Harvest
Dark Harvest is getting a similar buff to Electrocute, getting 50% more damage in the early game and 25% more damage from its scaling, making it a rune that requires early excellence in order to keep pace and great rewards for those who overachieve.
- Damage: 20 (+9 per soul) ⇒ 30 (+11 per soul) (ratio unchanged)
Hail of Blades
We know that the cooldown buff will disproportionately affect ranged champions, so we’re only bumping the attack speed for melee ones.
- Melee Attack Speed: 110% ⇒ 140%
- Cooldown: 12 seconds ⇒ 10 seconds
Swiftplay
This patch’s Swiftplay update has two core features. First, we’re promising a hard cap on how long each game can go. While 90% of games are over by 33:00 on the clock, we don’t want anyone to be stuck in game longer than 35 minutes, and even the average game time of 24:45 could stand to go down some. Second, we’ve heard the feedback that there’s simply too much to do at all points in time, and you’d rather be fighting each other than epic monsters.
On the game ending front, we’ve buffed minion scaling to more closely match how quickly champions earn gold and experience. This way their health pools should weather champion wave clear a bit better and their sharper blades should cut down structures a bit faster. We’ve also added a sudden death mechanic, similar to the one seen in Clash.
At 25 minutes, structures will begin to lose resistances, at 27 minutes, everyone will receive a 3-minute warning, and at 30 minutes, vulnerable structures will crumble to dust over the course of 1 minute. The expectation is that this mechanic won’t have to decide many games and will instead spur players to action so that they can claim victory.
For Epic monster pacing, we’ve moved dragons back to the normal 5:00 re-spawn timer and pushed Rift Herald back to the midpoint between Void Grubs and Baron Nashor in order to alleviate how many jungle monsters are fighting for your attention.
Game Pacing Updates
Minions
- Minion Scaling: Every 90 seconds ⇒ Every 60 seconds
- Melee Minion AD per upgrade: Reduced to match Classic
- Ranged Minion AD per upgrade: Reduced to match Classic
Sudden Death
- Exists now.
- At 25:00 turrets begin to lose 35% of their current Armor/Magic Resist every minute. This stacks and applies to all turrets.
- At 27:00 the “3 minutes until Sudden Death!” announcement will happen.
- At 30:00 every targetable structure loses 3.3% of max HP every 2 seconds. The “Sudden Death has started!” announcement will happen.
- Without player interaction, at 36:00 the game will end via the Nexus burning down.
Epic Monsters
- Dragon Respawn Timer: 4:30 ⇒ 5:00
- Rift Herald Spawn Time: 10:00 ⇒ 11:30
- Fixed an issue where Swiftplay’s damage increase for Rift Herald wasn’t applied if a champion went into it.
- Charge Initial Base Damage: 1875 ⇒ 2250
Summoner Spells
Teleport
Runes
Gathering Storm
Items
Symbiotic Soles
Tear of the Goddess
Manamune
Archangel’s Staff
Winter’s Embrace
Yun Tal Wildarrows
Champions
Fiddlesticks
We’re giving Fiddlesticks some non-ultimate-reliant power by increasing their PvP sustain and utility.
Ivern
Swiftplay Ivern players are mostly playing AP Ivern and having fun with Malignance. Well, they would be having fun if they could win any games. It’s time for AP Ivern buffs, letting him use more powerful shields on Daisy to deliver some friendship!
Nidalee
Nidalee is really struggling in this mode. To help her out, we’re looking to improve her baseline survivability and increase her primary damage output in a way that is mostly not reliant on gold.
Yorick
Yorick is very good at just winning games via splitpushing in Swiftplay. Reducing the damage dealt to structures by summons so they can’t just be released to split a lane as efficiently.
Zoe
Zoe is weak, particularly in lower skill brackets, so we’re buffing her normal-skewed damage along with giving her more opportunities to look for early bubble hits.
ARAM
Hello ARAMers, we know Sett has been strong in ARAM, so instead of waiting to adjust him in S1.3, we dropped a balance micropatch in S1.2. We'll continue to monitor his performance in Live.
Below are more adjustments for this patch cycle:
Champion Adjustments
BriarItem Buffs
ARURF
The big change this patch is to raise the Attack Speed cap from 2.5 attacks/ second up to 10 attacks/ second. To account for this we’ve made some balance changes on Champions we expect to benefit from this change, and continue to monitor over and underperforming Champions in live.
Systems
Attack Speed Cap
Fire at an Ultra Rapid rate.
- Baseline Attack Speed Cap: 2.5 ⇒ 10.0
Items
Dark Seal
- Re-enabled!
- Glory Per Kill: 2 ⇒ 1
- Glory Lost on Death: 5 ⇒ 3
Mejai’s Soulstealer
- Re-enabled!
- Glory Per Kill: 4 ⇒ 2
- Glory Per Assist: 2 ⇒ 1
- Glory Lost on Death: 10 ⇒ 5
Cull
- Re-enabled!
- Minion Kill Threshold: 100 ⇒ 50
Heartsteel
After applying Item Haste in URF this cooldown is 7.5 seconds from 10.
- Cooldown: 40 ⇒ 30
Champion Nerfs
- Garen: Damage Taken: 90% ⇒ 95%
- Kog’Maw: Damage Dealt: 95% ⇒ 90%
- Kennen: Damage Taken: 100% ⇒ 95%
- Renekton: Damage Taken: 100% ⇒ 95%
- Renekton: Damage Dealt: 100% ⇒ 95%
- Renekton: Slice & Dice: -200 Ability Haste
- Sivir: Damage Dealt: 90% ⇒ 85%
- Veigar: Damage Dealt: 100% ⇒ 90%
- Trundle: Damage Taken: 100% ⇒ 95%
- Tristana: Damage Dealt: 100% ⇒ 95%
- Teemo: Damage Dealt: 95% ⇒ 90%
- Mel: Damage Dealt: 100% ⇒ 90%
Champion Buffs
- Yuumi: Damage Dealt: 65% ⇒ 75%
- Yuumi: Damage Received: 120% ⇒ 90%
Mythic Shop
Now Available
- Prestige Mythmaker Cassiopeia
- Prestige Lunar Beast Fiora
- Prestige Porcelain Lux
- Prestige Porcelain Kindred
- Prestige Dragonmancer Rakan
- Dreadnova Darius
- Lancer Zero Hecarim
- Hextech Jarvan IV
- Hextech Rammus
- Lunar Beast Fiora (Vitality)
- Firecracker Diana (Golden Tiger)
- Firecracker Sett (Golden Tiger)
- Firecracker Teemo (Golden Tiger)
- Firecracker Tristana (Golden Tiger)
- Firecracker Xin Zhao (Golden Tiger)
- Porcelain Amumu (Golden Tiger)
- Porcelain Kindred (Golden Tiger)
- Porcelain Lux (Golden Tiger)
- Porcelain Protector Ezreal (Golden Tiger)
- 2022 Firecracker Ward
- Mythmaker Bunny Icon
- Mythmaker Rabbit Icon
- Heavenscale Ward
Leaving the Mythic Shop
- Prestige Mythmaker Cassiopeia
- Prestige Mythmaker Sivir
- Prestige Porcelain Lissandra
- Prestige Heavenscale Ezreal
- Prestige Ocean Song Seraphine
- Prestige Mecha Kingdom Garen
- Firecracker Vayne Prestige Edition
- Hextech Sejuani
- Crystalis Motus Leona
- Porcelain Lissandra (Golden Tiger)
- Heavenscale Ezreal (Lustrous)
- Mythmaker Sivir (Gilded)
- Firecracker Vayne (Golden Tiger)
- Crystalis Motus Leona (Reclaimed)
- Mythmaker Galio (Gilded)
- Mythmaker Garen (Gilded)
- Mythmaker Irelia (Gilded)
- Mythmaker Zyra (Gilded)
- Heavenscale Wealth Icon
- Heavenscale Prosperity Icon
- Mecha Kingdoms 2020 Icon
- Lunar Revel 2022 Icon
- Heavenscale Focus Icon
- Mecha Kingdoms 2020 Ward
- Lunar Revel 2023 Ward
Bugfixes & QoL Changes
- All sources of damage amplification now increase all true damage, except Smite and jungle pet damage.
- Pets no longer draw minion aggro to their owner.
- Elise spiderlings no longer grant stacks of Spear of Shojin.
- Varus QW and Aatrox Sweetspot Q now use the cosmetic crit icon.
- Neeko now takes current health damage from minions based on the health of the minion she is disguised as instead of her own current hp.
- Rengar properly gets stacks of Conqueror for his abilities under all circumstances.
- Axiom Arcanist no longer increases damage of Shaco W and Heimerdinger QWE under certain circumstances.
- Fixed an issue where it was possible to obtain two flashes while using Unsealed Spellbook.
- Fixed an issue that allowed Urgot to reset Atakhan improperly with his W.
- Fixed an issue that prevented the Rift Herald from gaining additional charge damage when occupied by a player in Swiftplay.
- Fixed an issue where if Mel’s W reflecting Qiyana’s Q would cause Mel to have Qiyana’s passive for the rest of the game.
- Fixed an issue that prevented Twitch’s passive from triggering Runaan’s Hurricane.
- Fixed an issue that caused Voracious Atakhan’s False Life buff to not grant gold if a non-champion last hit the enemy.
- Fixed an issue that caused Blade of the Ruined King’s debuff to display an outdated icon.
- Fixed an issue that caused champions to be recommended duplicate feat boots. Feet boots?
- Fixed an issue that caused Aurora’s passive to persist on Viego after possession.
- Fixed an issue that caused Atakhan’s icon in spectator mode to display the wrong icon.
- Fixed an issue that caused Rod of Ages / Catalyst of Aeons floating text to not display the correct amount.
- Fixed an issue that caused all damage from Heimerdinger to be boosted if R was toggled while using Axiom Arc.
- Fixed an issue that caused spell crits to not display the spell crit icon.
- Fixed an issue that caused Voidgrubs objective bounty to be granted multiple times.
- Fixed an issue that caused Wukong’s Q empowered attack to reveal him when attacking a ward/plant.
- Fixed an issue that caused Draven’s animations to freeze after using Teleport.
- Fixed an issue that allowed Skarner to take everyone back to the fountain if he died with Atakhan’s revival.
- Fixed an issue that caused Champions in Mordekaiser’s R to not receive feats rewards/completion while inside.
- Fixed an issue that caused the Warfare Feat to not display after the second kill for the same team.
- Fixed an issue that caused Mel’s W reflect of Ashe’s E to grant AoE vision for Ashe after reflection.
- Fixed an issue that caused a display text error where KDA and bounty would sometimes be overlaid.
- Fixed an issue that caused Ambessa’s encounter and kill for Mel VO to not have an echo.
- Fixed an issue that caused some of the Mel/Ambessa VOs to not cycle to the next line.
- Fixed an issue that caused some of Ambessa’s lines against Mel to not play.
- Fixed an issue that caused Udyr’s passive cooldown to not be reduced by Axiom Arcanist.
- Fixed an issue that caused Katarina’s QR and ER combo to fail to trigger the Axiom Arcanist effect.
- Fixed an issue that caused other items to be disabled indefinitely if purchasing Titanic Hydra, activating it, then selling it for another active item.
- Fixed an issue that caused wards placed in front of the enemies base to not trigger Deep Ward.
- Fixed an issue that caused Lillia’s R to fail to sleep targets under certain conditions.
- Fixed an issue where Void Grubs name would sometimes be spelled inconsistently in the spawn announcement. We practiced spelling it as a group to get it right.
- Fixed an issue that caused Turrets to visually respawn with 0 health in Fog of War.
- Fixed an issue that caused Shaco when using his W ability could trigger the Axiom Arcanist damage amplification.
- Fixed an issue that caused Stridebreaker’s slow to stack with Randuin’s Omen’s slow.
- Fixed an issue that caused Mel’s W reflect of Jhin’s E to not trigger the correct SFX while using the Dark Cosmic Jhin skin.
- Fixed an issue that caused Kindred’s mark to not display on Atakhan’s buff/debuff bar.
- Fixed an issue that when possessing Lillia as Viego would cause Lillia’s ER combo to not disappear when hitting a wall.
- Fixed an issue where Ambessa could ignore Dodge/Blind with her Passive.
Upcoming Skins & Chromas
The following skins will be released in this patch:
The following chromas will be released this patch: