Patch 25.12 Notes
He needs no introduction, the Mad Dog himself, welcome to the Hall of Legends Uzi!
In this week’s patch we’re kicking off an event paying homage to a living legend, Uzi, by celebrating his legacy with the Hall of Legends. With a brand new battle pass that will take you through his historic career, new cosmetics, and brand new skins co-developed by Uzi himself, we're excited to welcome him to the Hall of Legends!
As for your regularly scheduled patch content, we’re getting things ready for MSI, so expect to see more pro-skewed balance changes than usual. We’ve got over 20 changes this patch ranging from gentle tap downs on overperformers like Taliyah, Neeko, and Rumble to buffs for champions like Aphelios, Bard, and Lee Sin with the goal of creating a more strategically diverse meta for MSI. We’re also making some changes for the game outside of pro, with nerfs to Shen and Yorick, buffs to Garen, and an adjustment to Vi aimed at closing the gap between pro play and everyone else. Additionally, we’re changing Atakhan’s spawn conditions to help him show up a bit more evenly on both sides of the Rift. We’ve also got a sweeping set of adjustments to everyone’s favorite nonchalant armadillo, so make sure to read the full notes below for all the details.
In other news, we also got some changes to passive gold and XP in Brawl, a set of some ARAM balance changes, the MSI Clash Cup, and a new set of Inkshadow skins.
Looking for more information on all things League of Legends? Check out our community-run wiki here!
Came to the wrong patch notes? You can find theTFT patch notes here!

Patch Highlights
Hall of Legends

Every year, LoL Esports inducts a pro player into the Hall of Legends to honor their achievements within the sport and game. Players are chosen by an independent voting panel of esports industry veterans and experts from every region who select players based on criteria including international berths, international and regional titles, role-specific stats, and overall contributions to the sport.
This year, we’re proud to welcome Jian "Uzi" Zihao as the second inductee into the Hall of Legends, an honor reserved for the most legendary players in League of Legends Esports history. Known for his unparalleled skill as a bot laner, dedication to the game, and lasting influence on the global esports scene, Uzi’s induction is a testament to his remarkable career and contributions to the sport.

Widely hailed as one of the greatest bot laners in League of Legends history, Uzi electrified fans with his mechanical precision and fearless play. Rising through the LPL with Royal Club and later dominating with Royal Never Give Up (RNG), he helped redefine the pro scene’s limits. Uzi’s fierce competitiveness and deep connection with fans were pivotal in bringing LoL Esports and the LPL into the mainstream in China. His standout performances at the 2013 and 2014 World Championship Finals — and his crowning achievements in 2018 — cemented his legacy as a global icon.

We’re celebrating Hall of Legends with an in-game event pass that will take you on a journey through Uzi's career, highlighting pivotal moments, achievements, and more! You can earn and purchase commemorative cosmetic items, collections, and skins themed after the Mad Dog himself in celebration of this moment. Also available are the Legend and Immortalized Legend Kai’Sa collections, featuring Kai’Sa skins co-developed with Uzi himself.

Experience the incredible peaks of Uzi's career in the Hall of Legends battle pass with 100 total levels of unlockable rewards, including commemorative skins, icons, and an exclusive callback honoring an iconic Uzi champion. Reward highlights include:
- Risen Legend Vayne Skin & Border
- Risen Legend Vayne Event Chroma (Mythclimber)
- Frosted Ezreal, PROJECT: Lucian, Fae Dragon Ashe Skins
- 125 Mythic Essence
- 11 Loot Chests
- 13 Uzi-Themed Icons & Emotes
- Soak It Up Ward
- Relentless Hunter Banner
- “Crazy Little Dog” Title
- and more!
For more information about Hall of Legends you can check out our full blog post or the Hall of Legends website.
Upcoming Battle Pass Improvements
We’ve been looking a lot at how all of you progress through the battle pass over the course of each Season, and we want to make sure it feels good and respects the time each of you invests in League. Whether you play 4 hours a day or 4 hours a week, we want to reward the time you dedicate to playing. In the spirit of this, we’ll be introducing some changes to improve how Battle Pass XP (BXP) can be acquired in Act 2 when patch 25.13 goes live.
Champion Mastery BXP
Starting with Champion Mastery, we’ll be moving Mastery Set BXP to a mission instead of tying it to Mastery set champions. Under this new system, you’ll be able to obtain the full 2,500 BXP with champions of your choice instead of the ones offered by Mastery Sets.
When we originally introduced Mastery sets our intention was for them to be a way for you to find a new main or two based on the personalized recommendations it provided, gaining some Battle Pass XP along the way. Now that they've been live for a while, we've looked at how players engaged with these missions. The completion rates we're seeing aren't quite hitting our expectations nor are they increasing different champions played, so we're making the call to remove Mastery sets in Patch 25.13. That said, we'll keep this learning in mind as we continue to improve the Mastery system in the future.
Catch Up Missions
We’re also introducing some changes to how the weekly missions will work so that Battle Passes feel better in terms of progression and how often you’re able to complete them. Starting in patch 25.13, instead of weekly missions lasting for 7 days, weekly missions will stick around for 21 days. This means that every week you’ll get a set of new weekly missions and you’ll have multiple weeks to complete them.
Currently, there’s no catchup method for BXP that exists for players jumping in partway through the Act, or for someone who just missed some weeklies because they were busy. With this update you’ll be able to accumulate missions for a while in case you aren’t able to play for a week or two, so you’ll still be able to make meaningful progress on your battle pass. You won’t need to log in or do anything special for this to work, they’ll be in your missions list when you log in. Here’s what this will look like in practice:
- Week 1: You’ll get Week 1 missions.
- Week 2: You’ll get Week 2 missions, and still have any uncompleted Week 1 missions.
- Week 3: You’ll get Week 3 missions, and still have any uncompleted Week 1 and 2 missions.
- Week 4: You’ll get Week 4 missions, you’ll still have any uncompleted Week 2 and 3 missions, and any unfinished Week 1 missions will expire.
- Rinse and repeat.
We’ll monitor how these changes go, your feedback to them, and continually look for opportunities to make the pass feel better for those of you that choose to get it.
Your Shop
Champions

Aatrox
Passive and E healing increased.
Our goal was for Aatrox’s changes to be power neutral last patch, but he ended up a bit worse off than anticipated. So we’re back this patch to follow up with some small buffs that should keep him happy to soak up damage on the front line.
Passive - Deathbringer Stance
- Healing Ratio vs Champions: 80% ⇒ 100%
- Healing Ratio vs Minions: 20% ⇒ 25%
E - Umbral Dash
- Champion Damage Healing Ratio: 16% (+0.9% per 100 bonus HP) ⇒ 16% (+1.1% per 100 bonus HP)

Ahri
E charm duration decreased with rank. R cooldown increased.
Ahri’s been a pro staple for quite some time now due to her mobility and blind pick capabilities. We want to bring her more in line with other mid lane picks going into MSI, so we’re reducing the rate of her playmaking with R so she has to play a bit more deliberately when looking to make picks and also tapping down the efficacy of E max second which has dominated Pro.
E - Charm
- Charm Duration: 1.2 / 1.4 / 1.6 / 1.8 / 2 ⇒ 1.2 / 1.35 / 1.5 / 1.65 / 1.8
R - Spirit Rush
- Cooldown: 130 / 115 / 100 ⇒ 140 / 120 / 100

Aphelios
Level 1 attack speed increased. Severum movement speed increased. Calibrum damage increased.
Aphelios is doing alright in terms of power right now, but he hasn’t quite made the leap into pro play. We’re giving him a few small pro-skewed buffs to build some more faith in the weapon of the faithful himself.
Base Stats
- Level 1 Attack Speed: .640 ⇒ .665
Severum
- Onslaught Movement Speed: 20% ⇒ 25%
Calibrum
- Moonshot Damage: 60-160 (+42-60% bonus AD) ⇒ 70-160 (+42-60% bonus AD)

Aurora
Base MR increased. R damage increased.
Aurora has been a champion that’s been tricky to make work in pro play, as she has a tendency to end up in the top lane when she’s viable. We still want her to be an option for MSI, so we’re giving her some mid-skewed buffs that shouldn’t move the needle too much for her in top lane.
Base Stats
- Base Magic Resistance: 30 ⇒ 32
R - Between Worlds
- Damage: 175 / 275 / 375 (+60% AP) ⇒ 175 / 275 / 375 (+70% AP)

Azir
Base movement speed and attack speed per level decreased.
Azir’s no stranger to pro play, but right now the emperor is standing a bit too high above his competition. We want Azir to feel slightly weaker late game and struggle a bit more in movement based match ups, so we’re doing some small tap down of his strength in these areas.
Base Stats
- Movement Speed: 335 ⇒ 330
- Attack Speed per Level: 6% ⇒ 5.5%

Bard
Movement speed increased.
Bard is just on the cusp of being viable in higher levels of play, so we’re giving him more movement speed to help him stand out a bit more as the omnipresent, roaming support that he is.
Base Stats
- Base Movement Speed: 330 ⇒ 335

Bel'Veth
R cast range increased.
This patch we’re making a small QoL improvement to Bel’Veth so that she can now smoothly eat Void Corals from opponents she takes down with her E.
R - Endless Banquet
- Cast Range: 275 ⇒ 175 / 275 / 375 / 450 (matches E attack range)
Bugfix
- Bugfix: Casting R no longer locks Bel’Veth out of non-Flash summoners spells

Garen
E damage scaling increased.
Garen’s adjustments last patch were overall quite successful in opening up more fighter itemization but they left him a bit weaker than we anticipated so we’re here to buff him back up. Judgment’s damage will be increased from 100 total AD and above (which is reached very early on with typical builds) and we’re fixing a long-standing bug that would prevent Garen from shredding armor. His increased appetite for bonus AD should continue to push him toward enjoying items like Spear of Shojin and runes like Conqueror.
E - Judgment
- Damage: 4 / 8 / 12 / 16 / 20 (+36 / 38 / 40 / 42 / 44% AD) ⇒ 4 / 7 / 10 / 13 / 16 (+36 / 39 / 42 / 45 / 48% AD) (Note: This will be a buff after 100 total AD)
- Bugfix: Armor shred is now properly extended by additional spins instead of occasionally failing to stack up if the remaining duration was low

Gwen
Base health decreased. W cooldown increased.
Gwen’s a bit too strong in solo queue and very potent in pro play, so we’re bringing her power level down to where it deserves to be. To ensure these are pro focused, we’re aiming this nerf at her early game which is much more impactful at the highest levels of play as opposed to solo queue where she has more ability to scale consistently.
Base Stats
- Base Health: 620 ⇒ 600
W - Hallowed Mist
- Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 24 / 22.5 / 21 / 19.5 / 18 seconds

Jax
Passive attack speed increased.
Jax’s long-held niche is a scaling and relentless side lane skirmisher, so we want to lean into that a bit more by giving him some more bonus attack speed from his passive. This should help him split better and effectively win longer duels in the side lane.
Passive - Relentless Assault
- Bonus Attack Speed per Stack: 3.5 / 5 / 6.5 / 8 / 9.5 / 11% (based on level) ⇒ 5 / 6.5 / 8 / 9.5 / 11 / 12.5% (based on level)

Kalista
Base health decreased. Q cooldown increased.
Kalista’s high mobility and trading makes her a fearsome lane opponent. And while we love that about her, we’re looking to reduce some of that strength so pro players have more options than just to pick or ban her every game.
Base Stats
- Base Health: 580 ⇒ 560
Q - Pierce
- Cooldown: 8 ⇒ 9 seconds

LeBlanc
E damage increased. R cooldown decreased.
LeBlanc, like many other assassins, is a bit difficult to balance because when she’s strong, it’s quite frustrating to play against her. We’re giving her some more reserve buffs this patch so that her players get rewarded when they outplay their opponents, but without making those opponents too miserable for getting behind early.
E - Ethereal Chains
- Damage: 80 / 120 / 160 / 200 / 240 (+80% AP) ⇒ 80 / 120 / 160 / 200 / 240 (+85% AP)
R - Mimic
- Cooldown: 50 / 40 / 30 ⇒ 45 / 35 / 25

Lee Sin
E cooldown decreased, slow amount decreased.
Lee Sin hasn’t been seen much in the jungle this season, so we want to give him a bit more power to move him into the pool of viable champions for pro play in MSI. We’re choosing to lean into his Tempest here, as it should help players feel like they’re able to get access to a more reliable slow more consistently which is particularly helpful in the highest levels of play.
E - Tempest / Cripple
- Cooldown: 9 ⇒ 8 seconds
- Slow Amount: 20 / 35 / 50 / 65 / 80% ⇒ 35 / 45 / 55 / 65 / 75%

Mordekaiser
Q damage increased.
Mordekaiser lost some power when his favorite magical mask was nerfed in 15.10, so we’d like to re-add some power back, specifically to his late-laning phase wave clear which has taken a bit of a dive recently.
Q - Obliterate
- Damage: 0–45 (based on level) (+80 / 110 / 140 / 170 / 200) (+70% AP) ⇒ 0–45 (based on level) (+80 / 115 / 150 / 185 / 220) (+70% AP)

Neeko
Q and W damage decreased.
Neeko has been the premier lane bully poke champion this season, so we’re looking to tune down how oppressive she can feel in the laning phase. We’re moving some of her damage from early ranks to later in the form of base damage and AP ratio, and her Shapesplitter on hit damage is slightly reduced, both of which should make her less of a threat in support where she has less gold to work with.
Q - Blooming Burst
- Damage: 80 / 125 / 170 / 215 / 260 (+50% AP) ⇒ 60 / 110 / 160 / 210 / 260 (+60% AP)
W - Shapesplitter
- Bonus Magic Damage: 40 / 75 / 110 / 145 / 180 ⇒ 30 / 65 / 100 / 135 / 170

Nidalee
E (Cougar Form) damage increased.
While Nidalee has appeared in pro play more often lately, it’s often been due to her strength as a top laner. We want to put some of her power back in her ability to become an AP jungle threat, so we’re giving her some extra help to take over games once she gets rolling.
E - Swipe
(Cougar Form)
- Damage: 70 / 130 / 190 / 250 (+ 70% bonus AD) (+ 40% AP) ⇒ 70 / 130 / 190 / 250 (+ 70% bonus AD) (+ 55% AP)

Rammus
All abilities adjusted.
In this patch we’re giving Rammus an update with three main goals. First, we’d like to retain him as an anti-auto attack tank, but within that umbrella, allow him to be successful when tanking magic damage auto-attacks as well with the hope that he can be picked outside of last pick against full AD team comps. Second, we’d like to punch up a few of his abilities, giving him more impactful Powerballs and Soaring Slams by frontloading more of those abilities. Third, we’d like to remove some needless complexity from the champion that required exact ability sequencing that simply had a “right” answer with no room for finesse. Our hopes for this update are that Rammus will be a viable tank in more situations, still strongly in love with Thornmail, and overall “OK” in more team compositions.
Base Stats
- Base Armor: 40 ⇒ 35
- Armor Growth: 5.5 ⇒ 4.5
- Level 1 Attack Speed: 0.656 ⇒ 0.7
- Base Attack Damage: 55 ⇒ 65
Passive - Spiked Shell
- REMOVED: Rammus’ basic attacks no longer gain 10 (+10%) armor (increased by 50% during W) magic damage on-hit
- NEW: Rammus now gains 15% of his total Armor and Magic Resist as bonus AD
Q - Powerball
- Damage: 80 / 110 / 140 / 170 / 200 ⇒ 80 / 120 / 160 / 200 / 240
- Smooth Moves: Powerball no longer locks Rammus out of casting his E for ~0.375 seconds after colliding with an enemy
W - Defensive Ball Curl
- Duration: 6 ⇒ 7 seconds
- Duration on Basic Attack: W’s duration is no longer increased on basic attacks
- Bonus Armor: 40 (+35 / 45 / 55 / 65 / 75% total armor) ⇒ 27 (+30 / 37.5 / 45 / 42.5 / 60% total armor)
- Bonus Magic Resistance: 10 (+30 / 35 / 40 / 45 / 50% total magic resistance) ⇒ 27 (+30 / 37.5 / 45 / 42.5 / 60% total magic resistance)
- Reflected Damage: 15 (+15% of total armor) ⇒ 15 (+10% of total armor) (+10% of total magic resistance)
- Dragon Damage: Rammus’ W now properly reflects damage from Dragon’s basic attacks (same for Thornmail)
- Tooltip Improvements: W’s tooltip now more clearly states how much Armor and MR will be gained from the ability
- Tooltip Improvements: W’s tooltip is no longer blank when the ability is active and will now show the amount of damage returned
E - Frenzying Taunt
- Attack Speed: E no longer provides Rammus with 20 / 25 / 30 / 35 / 40% bonus attack speed.
- Damage to Monsters: E now deals 80 / 100 / 120 / 140 / 160 (+70% AP) to monsters on cast (Note: This ability does not deal damage to champions)
R - Soaring Slam
- Cooldown: 90 ⇒ 120/105/90 seconds
- Initial Damage: 100 / 175 / 250 (+60% AP) ⇒ 150/ 250 / 350 (+60% AP)
- Epicenter Damage: R no longer deals 50% bonus damage at the center of the impact
- Aftershock Damage Removed: R no longer deals 20 / 30 / 40 (+10% AP) damage on aftershocks
- Slow: 15 / 17.5 / 20% per stack, up to 60 / 70 / 80% ⇒ 30 / 40 / 50%, no longer stacks
- QoL Improvement: Rammus can now Powerball soar even if Rammus is on top of an enemy if Soaring Slam is cast quickly enough
- QoL Improvement: Re-timed R’s animation to play the full animation over the dash
- Bugfix: R No longer breaks its animation and fails to deliver Powerball if they are cast too quickly together
- Bugfix: Fixed a bug where R’s animation bugged out at short ranges

Rumble
Q damage decreased. E slow decreased.
Rumble has been the frontrunner alongside Gwen in top lane as of late, so we’re looking to take away some of his power. For Rumble, his low cooldowns and target agnostic damage have made him a strong blind pick. We’re taking some power out of his Flamespitter and reducing the potency of his E slows, which should make him less dominant of an option.
Q - Flamesplitter
- Total Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 110% AP) (+ 6 / 7 / 8 / 9 / 10% of target's maximum health) ⇒ 60 / 90 / 120 / 150 / 180 (+ 110% AP) (+ 6 / 6.5 / 7 / 7.5 / 8% of target's maximum health)
E - Electro Harpoon
- Slow: 15 / 20 / 25 / 30 / 35% ⇒ 10 / 15 / 20 / 25 / 30%
- Enhanced Slow: 22.5 / 30 / 37.5 / 45 / 52.5% ⇒ 15 / 22.5 / 30 / 37.5 / 45%

Samira
Passive bonus movement speed increased. Q damage increased.
Samira's lifesteal buffs last patch succeeded in introducing Bloodthirster as a viable first option and otherwise ended up power neutral. We’re opting for a more direct buff to her early lane agency through a small bump on her most used ability’s damage, and an early game-focused buff on her ability to run down her opponents with style!
Passive - Daredevil Impulse
- Style Bonus Movement Speed per Stack: 2 / 2.5 / 3 / 3.5% (max stacks: 12 / 15 / 18 / 21%) ⇒ 2.75 / 3 / 3.25 / 3.5% (max stacks: 16.5 / 18 / 19.5 / 21%)
Q - Flair
- Damage: 0 / 5 / 10 / 15 / 20 (+95 / 102.5 / 110 / 117.5 / 125% AD) ⇒ 5 / 10 / 15 / 20 / 25 (+95 / 102.5 / 110 / 117.5 / 125% AD)

Senna
Soul Drop chance per minion kill decreased.
As it turns out, the biggest buff ADC Senna received back in 15.10 was players collectively building Statikk Shiv. Now that players are doing that, she no longer needs many of the ADC-specific buffs from last month. So we’re bringing her ADC-specific buffs back down to see how the dust settles with this new tuning.
Passive - Absolution
- Soul Drop Chance per Minion Kill: 14% ⇒ 10%

Shen
E bonus health ratio decreased.
Shen is one of the strongest top laners in the game, if not the strongest, and ultimately while we believe it’s good if he’s one of the better picks because he creates unique and interesting circumstances relative to other top laners, he doesn’t need to dominate matchups as hard as he currently does. We’d like to preserve his tankiness, teammate affinity, and overall dueling power, but he doesn’t need to be so bursty in later game fights, so we’re taking down some of his E scaling damage.
E - Shadow Dash
- Damage: 60 / 85 / 110 / 135 / 160 (+15% bonus HP) ⇒ 60 / 85 / 110 / 135 / 160 (+11% bonus HP)

Taliyah
Base MR decreased. Q damage decreased.
Taliyah’s been rocking mid lane champions for multiple patches now with an incredibly high mastery curve, so we’re looking to bring her back down to Earth this patch by making her slightly squishier and taking a little damage off of her empowered Q’s.
Base Stats
- Base Magic Resist: 30 ⇒ 28
Q - Threaded Volley
- Empowered Damage: 190% ⇒ 180%

Twisted Fate
E bonus attack speed increased. R cooldown decreased.
Twisted Fate has been sporting very low presence in all levels of play this year, and we think a bump in power alongside the recent Unsealed Spellbook changes could make him an interesting option for pro teams. We’re increasing his attack speed gained from Stacked Deck and we’re giving him a lower cooldown on his global teleport to give him some more uptime on the map.
E - Stacked Deck
- Bonus Attack Speed: 10 / 20 / 30 / 40 / 50% ⇒ 15 / 25 / 35 / 45 / 55%
R - Destiny
- Cooldown: 180 / 150 / 120 ⇒ 160 / 130 / 100 seconds

Varus
Base armor decreased.
Varus’ strength in lane combined with his ability to choose between poke and on-hit builds has made him one of the highest presence ADCs in the pro scene. We’re looking to chip away at some of his laning strength this patch to open up space for other carries to shine.
Base Stats
- Base Armor: 27 ⇒ 24

Vi
W damage adjusted, bonus attack speed decreased. E damage adjusted.
Vi is in an awkward spot right now where her win rate compared to her pro presence are extremely out of line with one another. Part of this disparity can be explained by an unintuitive skill order, where it’s optimal for Vi to max W second. This patch we’re looking to make fairly power neutral changes that bring E-max and W-max into more similar power levels.
W - Denting Blows
- Target Max Health Damage: 4 / 5.5 / 7 / 8.5 / 10% (+2.857% bonus AD) ⇒ 4 / 5 / 6 / 7 / 8 (+3.5% bonus AD)
- Bonus Attack Speed: 30 / 37.5 / 45 / 52.5 / 60% ⇒ 30 / 35 / 40 / 45 / 50%
E - Relentless Force
- Bonus Damage: 0 / 15 / 30 / 45 / 60 (+120% AD) (+100% AP) ⇒ 10 / 30 / 50 / 70 / 90 (+110% AD) (+100% AP)

Yorick
Mist Walker bonus attack speed adjusted. Q damage decreased.
We’re taking aim at Yorick’s late-laning phase spike this patch, where he quickly becomes unassailable until eventually falling off a cliff. We’re reducing the power of this early power spike and lightly returning some of that power into his Mist Walkers very late into the game.
Passive - Shepard of Souls
- Mist Walker Attack Speed: 0.5 (+100% of Yorick’s bonus attack speed) ⇒ 0.5 (+8-80% attack speed)
Q - Last Rites
- Damage: 30 / 55 / 80 / 105 / 130 (+50% AD) ⇒ 30 / 50 / 70 / 90 / 110 (+50% AD)

Zeri
R damage increased, chain lightning damage increased.
Zeri’s another champion that can be shocking when she makes it into the pro scene. Since she’s all about creating those electrifying moments, we’re giving her a bit more power into her ultimate which is when she should truly shine (both figuratively and literally).
R - Lightning Crash
- Damage: 175 / 275 / 375 (+ 85% bonus AD) (+ 110% AP) ⇒ 200 / 300 / 400 (+100% bonus AD) (+110% AP)
- Chain Lightning Damage: 30% AD ⇒ 40% AD
Runes

Grasp of the Undying
We’re pretty unhappy when Grasp of the Undying shows up as a primary feature of ranged-vs-melee lane matchups, which is a sentiment strongly echoed by the players of those melee champions. We’d like to send a pretty strong signal that ranged Grasp should not be good, without making it so terrible that the rune does nothing half the time on form-swappers. This change represents a 33% nerf to the rune on ranged users, which should pretty clearly push it out of the realm of options for purely ranged champions.
- Ranged Effectiveness: 60% ⇒ 40%
Atakhan
We’re re-tuning Atakhan’s spawn logic in order to make top lane vs. bot lane spawns more equitable, as he currently spawns too often in bot lane relative to top.
Dragon
We’re fixing a longstanding bug where all dragon attacks were almost basic attacks but were missing a few key tags. Now they’ll behave more like other epic monster attacks and interact with Thornmail, Rammus, and Jax as expected.
- Dragon Hits: All dragon basic attacks now trigger on-hit events (e.g. Thornmail, Defensive Ball Curl)
- Dragon Dodges: All dragon basic attacks now respect dodge
ARAM
Hello ARAMers, In this patch, we're making some targeted updates to help a couple of champions feel better in ARAM. Assassin Kayn is getting a bit more access to his damaging abilities and mobility to help him secure kills more reliably. Meanwhile Shyvana, who has been struggling with Fury generation compared to other non-mana champions, will find it easier to build up her Fury and transform more often. We're also nerfing Exhaust slightly to give more breathing room to engage-focused champions and make fights a bit more dynamic.
As always, thanks for playing and we’ll see you on the Howling Abyss!
Champions
Bel’Veth
- Tenacity: 100% ⇒ 120%
- Damage Taken: 100% ⇒ 95%
Kayn
- Q Bonus AD Ratio: 85% ⇒ 95%
- E Cooldown (Shadow Assassin): 10 ⇒ 7 seconds
Kennen
- Damage Dealt: 105% ⇒ 100%
Shyvana
- Fury Regeneration per Siege, Cannon Minion, and Heal: 0.05 ⇒ 0.1
Sion
- W Health per Unit/Chapion Takedown: 8 ⇒ 5
Items
Blade of the Ruined King
- Passive Damage: 10/8% ⇒ 12/10% of the target’s current health
Summoner Spells
Exhaust
- Cooldown: 240 ⇒ 290 (Note: ARAM has 70 summoner haste, so in practice this is going from 140 to 170 seconds)
Brawl
We think it’s important that Brawl encompasses the entire power growth journey of a League game. However, we’ve observed that players aren’t getting to spend as long as we (or they) would like at late game power levels. We think Brawl occupies an important niche with its super-short gametime, so, instead of increasing game duration, we’re increasing the rate of power acquisition so players can experience powered-up gameplay for longer. We’re also adding an outlet for spending additional gold above 6 items, for you enterprising power-farmers.
Champions
Kayle
Kayle previously had increased passive experience gain in order to ensure level 16 was realistically attainable. With the increased global passive experience, this is no longer necessary.
- Passive XP: Kayle will no longer gain passive experience in Brawl
Systems
Passive Gold
- Passive Gold: 65g per 10s ⇒ 75g per 10s, increased to 100g per 10s after 5 minutes
Passive Experience
- Passive Experience: 20exp per 10s ⇒ 20exp per 10s, increased to 30exp per 10s after 5 minutes
Juice
- New Offerings: Added Bandle Juice of Power, Vitality, and Haste to the item shop. These consumables grant a permanent stacking buff, and can only be purchased after level 16. They also come with hats. Since they come with hats we’re getting rid of Cappa Juice.
Clash - MSI Cup
The MSI Cup will be happening this patch! Grab your 5 stack and get ready to rumble!
- Registration Begins: June 16 @ 11:00 AM (Local Time)
- Tournament Dates: June 21 and 22 (~4-7 PM Local Time, varies by region)
If you have any questions or you're just looking for the full 2025 Clash schedule, make sure to check out our Clash FAQ support page.
Position Binding in Swiftplay Champ Select
Following from Normal and Ranked queues, position binding has been added to Swiftplay for pre-game & in-game consistency with all Summoner’s Rift position rules.
ARAM Champ Swap
We got feedback that the new ARAM champ swap modal is not as straightforward as the old one you all loved, so we are removing the extra click involved in swapping since there's only one option. Now you can save that extra click for in-game!
Bugfixes & QoL Changes
QoL Changes
- Thornmail now properly reflects damage from Dragon’s basic attacks.
Bugfixes
- Fixed a bug that caused Rift Herald to not dance upon the Nexus being destroyed nearby.
- Fixed a bug that caused Rengar’s leap to fail when targeting the Nexus, very large units, or when his range is increased.
- Fixed a bug that caused Bloodsong’s damage amp to not amplify Death’s Dance’s bleed effect.
- Fixed a bug that caused Blood Song’s audio to play every instance, even if you already had the buff.
- Fixed a bug that caused Brand’s R to fizzle out if the next targeted unit had died.
- Fixed a bug that caused Akali’s passive indicator to sometimes appear around the incorrect characters.
- Fixed a bug that caused Sylas’ E2 to apply his W’s damage and heal multiple times.
- Fixed a bug that caused Aurelion Sol’s passive execute indicator to sometimes become inaccurate.
- Fixed a bug that caused Shadowflame to increase Ignite’s damage.
- Fixed a bug that caused Rift Herald to be able to collide with a Nexus Turret without doing damage if a player was piloting it.
- Fixed a bug that caused Rift Herald to sometimes fail its charge attack.
- Fixed a bug that caused some of Lunar Beast Darius’ SFX to not play or be cut off early.
- Fixed a bug that caused Senna’s Mist Wraiths to consume on-hit bonuses like Statikk Shiv or Sheen procs.
- Fixed a bug that caused Mordekaiser’s Q VFX to follow Mordekaiser’s facing direction instead of remaining where he had cast and hit the ability.
- Fixed a bug that caused Mordekaiser’s Q to turn with the direction he was facing when Flash was used during its channel.
- Fixed a bug that caused Swain’s E to be able to pull Yone back to the starting location of his R.
- Fixed a bug that caused the Death Screen improvements to not correctly function in various game modes.
- Fixed a bug that caused Ivern’s Daisy to be unable to attack Inhibitors and Nexuses.
- Fixed a bug that caused debug text to appear when players with Honor Level 5 used their pings.
- Fixed a bug that caused the chat pings for Lethal Tempo and Sixth Sense to not appear correctly.
- Fixed a bug that caused Samira’s VO upon taking down a champion to not play correctly.
Upcoming Skins & Chromas
The following skins will be released in this patch:
The following chromas will be released this patch: