Aug 11, 2026

LoL 26.16 Patch Notes: Every Champion and Item Change

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Patch Notes thumbnailPatch 26.16 is a big one. League Classic gets its first major content update, bringing three brand new old champions in Akali, Kennen, and Shen, along with new placeholder runes and a wave of era-appropriate balance changes. Over in the main game, Riot is cracking down on early support roaming and bot lane mages, retuning ADC magic resistance, support role quest progress, and jungle pet scaling to open the door for more diverse team comps. Azir, Gwen, and Kennen all pick up buffs, Bel'Veth gets reined in after a scorching scaling curve, and Camille, Nasus, and Poppy get reworked power curves rather than straight buffs or nerfs. Ten items get retuned to push AD fighters and mid lane mages back into balance, Arena brings back Bravery Wednesdays alongside a hefty champion tuning pass, and ARAM: Mayhem adds two new item-upgrading Augments built for fighters. Top it off with the new Faerie Court skin line for Bel'Veth, Gwen, and Lulu, and there's a ton to dig into this patch.

Patch Notes Summary Rundown

Patch 26.16: The Ninjas Return

Season 16

Patch 26.16 is a big one. League Classic gets its first major content update, bringing three brand new old champions in Akali, Kennen, and Shen, along with new placeholder runes and a wave of era-appropriate balance changes. Over in the main game, Riot is cracking down on early support roaming and bot lane mages, retuning ADC magic resistance, support role quest progress, and jungle pet scaling to open the door for more diverse team comps. Azir, Gwen, and Kennen all pick up buffs, Bel'Veth gets reined in after a scorching scaling curve, and Camille, Nasus, and Poppy get reworked power curves rather than straight buffs or nerfs. Ten items get retuned to push AD fighters and mid lane mages back into balance, Arena brings back Bravery Wednesdays alongside a hefty champion tuning pass, and ARAM: Mayhem adds two new item-upgrading Augments built for fighters. Top it off with the new Faerie Court skin line for Bel'Veth, Gwen, and Lulu, and there's a ton to dig into this patch.


Buffs: Azir, Gwen, Kennen
Nerfs: Bel'Veth
Tweaks: Camille, Nasus, Poppy


Champions

Azir Azir (Buff)

Riot's still watching Azir now that players have settled on Press the Attack as his best keystone. Until that shakes out he just gets a moderate laning bump.


Q - Conquering Sands


  • Damage: 60/80/100/120/140 (+35/40/45/50/55% AP) ⇒ 75/95/115/135/155 (+35/40/45/50/55% AP)

Bel'Veth Bel'Veth (Nerf)

Last patch's rework left Bel'Veth scaling like Kayle or Aurelion Sol, and she's climbing in every skill bracket. Her early game is already thin, so Riot's blunting the late game instead of touching it.


Base Stats


  • Health Growth: 110 ⇒ 105

R - Endless Banquet


  • True Form Total Attack Speed: 5/15/25% ⇒ 6/13/20%
  • New: the resource bar turns purple when True Form can spawn Remora

Camille Camille (Tweak)

Roaming supports run the meta and Camille rules the roamers. Riot's trading the raw all in power of Adaptive Defenses [Passive] for much shorter cooldowns, which should hurt the support version while leaving top lane trading better off.


Base Stats


  • Mana: 339 ⇒ 375

Passive - Adaptive Defenses


  • Shield: 20% maximum health ⇒ 10/15/20/25% maximum health (levels 1/7/13/19)
  • Cooldown: 18/14/10/6s (levels 1/7/13/19) ⇒ 14/11/8s (levels 1/7/13)

W - Tactical Sweep


  • Cooldown: 15/14/13/12/11s ⇒ 12/11.5/11/10.5/10s
  • Outer Cone Bonus Damage: 6/6.5/7/7.5/8% (+2.5% per 100 bonus AD) target maximum health ⇒ 7/7.5/8/8.5/9% (+2.5% per 100 bonus AD) target maximum health

Gwen Gwen (Buff)

Gwen hasn't recovered from her nerfs earlier this year. Her passive sustain climbs back toward where it used to sit, which should make her a real threat in her good matchups without making her impossible to fight.


Passive - A Thousand Cuts


  • Healing On Champions: 50% post-mitigation, capped to 10-25 by level (+6.5% AP) ⇒ 67% post-mitigation, capped to 12-40 by level (+7% AP)

Kennen Kennen (Buff)

The Hextech Rocketbelt reshape left Kennen behind the rest of the mages. This pays him back for finding the flank, so the team-deleting ults land harder when he gets them off.


R - Slicing Maelstrom


  • Bonus Resistances: 20/40/60 ⇒ 25/50/75
  • Damage: 40/75/110 (+22.5% AP) ⇒ 40/80/120 (+25% AP)
  • Maximum Damage: 300/562.5/825 (+168.75% AP) ⇒ 300/600/900 (+187.5% AP)

Nasus Nasus (Tweak)

Jungle Nasus turned into a genuinely fun outlier while his top lane fell off a cliff. Reshuffling how fast Siphoning Strike [Q] stacks pulls the two roles closer together.


Q - Siphoning Strike


  • Stacks: 3, increased to 12 on champions, large minions and monsters ⇒ 4, increased to 10 on champions, large minions and monsters

Poppy Poppy (Tweak)

Poppy's meant to be a tank, and instead she's been picking Hail of Blades and Sundered Sky like an early game fighter. This drains her AD snowball and pays her back in durability scaling, with enough mana growth that long fights don't run her dry.


Base Stats


  • Attack Damage: 60 ⇒ 56
  • Health Regeneration: 8 ⇒ 9
  • Mana: 280 + 40 per level ⇒ 300 + 45 per level

Q - Hammer Shock


  • Damage: 30/55/80/105/130 (+100% bonus AD) (+9% target maximum health), twice ⇒ 30/55/80/105/130 (+75% bonus AD) (+7/7.5/8/8.5/9% target maximum health), twice
  • Target Maximum Health Monster Cap: 75/105/135/165/195 ⇒ 85/120/155/190/225
  • Slow: 20/25/30/35/40% ⇒ 20/23/26/29/32% (+8% per 1000 bonus health)

W - Steadfast Presence


  • Total Armor and Magic Resistance: 12%, doubled below 40% maximum health ⇒ 16%, doubled below 40% maximum health

Items

Berserker's Greaves Berserker's Greaves (Buff)

The attack speed boots have sat at a low power point for a long stretch now, and with AD champions struggling in both bot and mid, Riot picked this patch to fix that.


  • Attack Speed: 25% ⇒ 30%
  • T3 Attack Speed: 40% ⇒ 45%

Black Cleaver Black Cleaver (Buff)

Black Cleaver became a Smolder and Senna item rather than a core AD fighter item. The melee and ranged split comes back on the move speed so Riot can buff the AD it gives without handing ranged users the whole package.


  • Attack Damage: 40 ⇒ 45
  • Fervor Move Speed: 20 for 2s ⇒ 20 melee, 10 ranged for 2s

Eclipse Eclipse (Buff)

Eclipse fell behind as the big early AD purchase that isn't a Lethality item, so it gets more damage in exchange for a slightly smaller shield.


  • Damage: 6% melee, 4% ranged target maximum health ⇒ 8% melee, 5% ranged target maximum health
  • Shield: 160 + 40% bonus AD melee, 80 + 20% bonus AD ranged ⇒ 150 + 40% bonus AD melee, 75 + 20% bonus AD ranged

Runaan's Hurricane Runaan's Hurricane (Buff)

Runaan's lost every one of its core users this year as ADCs spread out across the attack speed crit options. The bolts and the move speed both go up to pay off the positioning the item asks for.


  • Move Speed: 4% ⇒ 5%
  • Wind's Fury Bolt Damage: 55% AD ⇒ 65% AD

Sterak's Gage Sterak's Gage (Buff)

Guardian Angel took over as the juggernaut and diver teamfight item. Riot would rather those champions build Sterak's, so it gets more AD.


  • Bonus Attack Damage: 45% of base AD ⇒ 50% of base AD

Sundered Sky Sundered Sky (Nerf)

Sundered Sky has been the dominant AD fighter item for a year. Chaining its triggers through a teamfight is a great moment, but optimized users out-heal actual lifesteal items, so the healing comes down and the health goes up.


  • Recipe: Tunneler (1150g) + Caulfield's (1050g) + Ruby Crystal (400g) + 500g ⇒ Tunneler (1150g) + Caulfield's (1050g) + 900g
  • Healing: 100% melee, 50% ranged base AD + 6% missing health ⇒ 90% melee, 45% ranged base AD + 4% missing health
  • Health: 400 ⇒ 450

Sunfire Cape Sunfire Cape (Tweak)

Sunfire still buys and wins well, but players keep saying it feels bad next to Hollow Radiance. Riot's matching the two on cost and pushing Sunfire's power toward fighting champions instead of clearing waves.


  • Damage: 20 (+1% bonus health) ⇒ 20 (+1.5% bonus health)
  • Minion and Monster Modifier: 160% minion, 200% monster ⇒ 150% minion, 180% monster
  • Recipe: 600g ⇒ 700g

Chainlaced Crushers Chainlaced Crushers (Nerf)

Defensive boots in mid lane keep smothering the action, and this patch is about shifting mage power back from bot to mid, so the counter itemization against mages gets trimmed too.


  • Magic Resistance: 30 ⇒ 25

Spellslinger's Shoes Spellslinger's Shoes (Buff)

The other half of the same lever. Magic penetration boots get better at the same time defensive boots get worse.


  • Magic Penetration: 18 + 8% ⇒ 20 + 8%

Tiamat Tiamat (Buff)

Buying a Hydra item and then deliberately skipping Tiamat until last is a strange place for a component to end up. More AD makes it worth picking up on the way.


  • Attack Damage: 20 ⇒ 25

Systems

Three levers this patch, and they all point the same direction: fewer early support roams, less mage dominance in bot lane, and a jungle that isn't only AD fighters.


ADC Magic Resistance


  • Affected Champions: Akshan, Aphelios, Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Jhin, Jinx, Kai'Sa, Kalista, Kindred, Kog'Maw, Lucian, Miss Fortune, Quinn, Samira, Senna, Sivir, Smolder, Twitch, Varus, Vayne, Xayah, Yunara, Zeri
  • Magic Resistance: 30 + 1.3 per level ⇒ 33 + 1.1 per level
  • Tristana Magic Resistance: 28 + 1.3 per level ⇒ 33 + 1.1 per level

Jungle Pets


  • Damage Per Attack: 20-150 by level (+10% bonus AD) (+12% AP) (+20% bonus armor) (+20% bonus MR) (+3% bonus health) ⇒ 20-150 by level (+10% bonus AD) (+16% AP) (+25% bonus armor) (+25% bonus MR) (+4% bonus health)

Support Role Quest


  • Stack Consumption On Champion or Turret Damage: 22 melee, 20 ranged and 24 melee, 22 ranged ⇒ 18 and 21
  • Stack Consumption On Creep Score: 15 and 20 ⇒ 18 and 21
  • Minion Creep Score Experience and Gold Penalty: -25% outside bot lane until level 3 ⇒ -33% outside bot lane until level 5

League Classic: The New Ninjas

Classic's first content patch is the headline. Three ninjas join the roster on their old kits, and every one of them plays like the 2013 version rather than the modern one. Buy a Pink Ward.


Akali

New in League Classic

Akali, the Fist of Shadow

Old Akali arrives with the twin scaling passive, mark and detonate trading, an invisibility shroud that also hands her resistances, and a three charge point and click ultimate. She's an assassin who never has to guess whether the gap close lands.

P Twin Disciplines

  • Past 20 ability power, a share of her total attack damage becomes bonus on-hit damage
  • Past 10 bonus attack damage, she gains spell vamp

Q Mark of the Assassin

  • Throws a kama that damages and marks the target
  • Attacking a marked target deals extra damage and refunds energy

W Twilight Shroud

  • Drops a smoke bomb granting invisibility and bonus resistances inside the area
  • Enemies standing in it are slowed

E Crescent Slash

  • Damages every nearby enemy
  • Drains energy fast, so spamming it leaves her with nothing

R Shadow Dance

  • Dashes to an enemy and damages them on arrival
  • Holds up to 3 charges at once, like ammo
Kennen

New in League Classic

Kennen, the Heart of the Tempest

Kennen comes back close to the form people remember. Stack three marks on someone and they get stunned, which means he can flash in and hold a whole team still, or skip that entirely and play him as an AD auto-attacker.

P Mark of the Storm

  • His abilities stack marks on their targets
  • At 3 stacks the target is stunned and Kennen refunds energy

Q Thundering Shuriken

  • Fires a shuriken in a line, damaging and marking the first enemy hit

W Electrical Surge

  • Passive: every few attacks his basic attack deals bonus damage and marks the target
  • Active: damages and adds a mark to every nearby marked enemy

E Lightning Rush

  • Turns into a ball of lightning with bonus move speed and resistances
  • Enemies he collides with take damage and get marked

R Slicing Maelstrom

  • A maelstrom follows him for a few seconds
  • It damages and marks a random enemy champion several times per second
Shen

New in League Classic

Shen, the Eye of Twilight

Shen still dashes, still taunts, and still teleports across the map with a shield attached. The difference from the modern version is Vorpal Blade [Q], which turns his marked target into a healing source for his whole team.

P Ki Strike

  • Every few seconds his next attack deals bonus damage and restores energy
  • Basic attacks bring the next one online sooner

Q Vorpal Blade

  • Damages and marks the target
  • Shen or any ally attacking the marked enemy heals over time
  • Killing the target outright gives Shen a partial heal

W Feint

  • Grants a shield
  • While it holds, his attacks refresh Ki Strike [Passive] faster

E Shadow Dash

  • Dashes in a line, taunting and damaging every champion he hits
  • Restores energy for each one caught

R Stand United

  • Shields an allied champion anywhere on the map
  • After a few seconds he teleports to them if they're still alive

League Classic: Champion Balance

Riot's approach to balancing Classic is to dig up the patch that broke a champion and undo it. Most of the changes below are reverts of buffs and nerfs from 2010 to 2013.


Alistar Alistar (Buff)

Alistar's fine in both solo lanes, whether he's played as AP burst or a Headbutt auto-attacker. Support is where he struggles, so the buff goes there.


E - Triumphant Roar


  • Allied Heal Effectiveness: 50% ⇒ 75%

Amumu Amumu (Buff)

Amumu's underperforming, so Riot's reverting nerfs from 2012 and 2013 to give him back a clear niche: helping an AP team delete squishies.


Passive - Cursed Touch


  • Magic Resistance Shred: 15/20/25 ⇒ 15/25/35 (levels 1/7/13)
  • Shred Duration: 3s ⇒ 4s

Q - Bandage Toss


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

Blitzcrank Blitzcrank (Nerf)

Blitzcrank leads Classic in win rate, pick rate and ban rate all at once. Riot's reverting his 2011 and 2012 buffs to hit early pressure and cooldowns, so a missed hook leaves real time to punish him.


Q - Rocket Grab


  • Base Damage: 80/135/190/245/300 ⇒ 60/120/180/240/300
  • Cooldown: 20/19/18/17/16 ⇒ 22/21/20/19/18

W - Overdrive


  • Cooldown: 15 ⇒ 20

R - Static Field


  • Active Damage: 250/375/500 ⇒ 200/300/400

Dr. Mundo Dr. Mundo (Buff)

Mundo's doing worse than his patients. Reverts of early 2012 nerfs give him back both the damage and the durability to soak a fight and keep swinging.


W - Burning Agony


  • Damage Per Second: 35/50/65/80/95 ⇒ 40/55/70/85/100
  • Tenacity: 10/15/20/25/30% ⇒ 15/20/25/30/35%

R - Sadism


  • Health Regained: 40/50/60% ⇒ 40/55/70%

Garen Garen (Buff)

Garen's struggling, so his early regeneration goes up to support aggressive trading and his rank 1 ultimate comes back faster to convert those trades into kills.


Base Stats


  • Base Health Regeneration: 8.2 ⇒ 9.0

Passive - Perseverance


  • Maximum Health Per Second Regeneration: 0.4% ⇒ 0.5%

R - Demacian Justice


  • Cooldown: 160/120/80 ⇒ 140/110/80

Heimerdinger Heimerdinger (Nerf)

Heimerdinger is the single best mid laner in Classic and he's near the top of top lane too. Riot wants a bigger window to get at him inside his turret fortress and less base damage on rockets that nobody can dodge yet.


Q - H-28G Evolution Turret


  • Base Attack Damage: 30/38/46/54/62 ⇒ 28/36/44/52/60

W - Hextech Micro-Rockets


  • Base Damage: 85/135/185/235/285 ⇒ 70/120/170/220/270

E - CH-1 Concussion Grenade


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

Janna Janna (Nerf)

The second support nerf of the patch. Riot wants Monsoon [R] to cost what it's worth, and wants Janna spending her safety tools on staying alive rather than bullying the lane.


Base Stats


  • Attack Damage: 51.95 + 2.95 ⇒ 49 + 3

R - Monsoon


  • Mana Cost: 100/150/200 ⇒ 200/275/350

Jarvan IV Jarvan IV (Nerf)

One of the strongest junglers in Classic. The flag and drag combo survives untouched, and the nerfs land on his late game instead so he isn't the best at every stage of the game.


Base Stats


  • Armor Per Level: 3.6 ⇒ 3

W - Golden Aegis


  • Bonus Shield Per Nearby Champion: 20/30/40/50/60 ⇒ 20/25/30/35/40

E - Demacian Standard


  • Mana Cost: 55 ⇒ 55/60/65/70/75

Katarina Katarina (Nerf)

Katarina's winning far too much for a hard champion nobody has practiced in a decade, and the reason is a bug on Riot's end. Death Lotus [R] is supposed to throw 10 daggers over 2.5 seconds, not 12.


R - Death Lotus


  • Maximum Damage: 480/690/900 + 450% bonus AD + 300% AP ⇒ 400/575/750 + 375% bonus AD + 250% AP
  • Damage Per Dagger: unchanged

Lux Lux (Buff)

Lux is the worst mid laner and the worst support in Classic at the same time, which earns her real buffs. Riot's undoing a move speed and ultimate cooldown nerf from early 2013 plus an AP ratio nerf from 2011.


Base Stats


  • Move Speed: 330 ⇒ 340

R - Final Spark


  • Cooldown: 80/65/50 ⇒ 80/60/40
  • Damage: 300/400/500 + 75% AP ⇒ 300/400/500 + 85% AP

Miss Fortune Miss Fortune (Buff)

The weakest of the conventional bot laners. These partially undo changes from patches 3.1 and 3.7, and they help both the auto-attack version and the ult-focused one.


W - Impure Shots


  • Bonus Damage Per Stack: 4/6/8/10/12 ⇒ 6/8/10/12/14
  • Maximum Stacks: 5 ⇒ 4
  • Maximum Bonus Damage: 20/30/40/50/60 ⇒ 24/32/40/48/56

R - Bullet Time


  • Damage Per Wave: 65/95/125 + 35% bonus AD ⇒ 65/95/125 + 40% bonus AD

Nasus Nasus (Nerf)

Classic Nasus is overperforming for a champion this simple. His infinite stacking should stay his big strength, so the power comes out of the early game and out of free Wither [W] casts. These revert buffs from the 2011 Skarner launch patch.


Passive - Soul Eater


  • Life Steal: 14/17/20% ⇒ 10/15/20%

W - Wither


  • Mana Cost: 80 ⇒ 100

Skarner Skarner (Buff)

One of Classic's weakest junglers, and part of the reason is a bug: Fracture [E] has been harder to land than intended. That gets fixed alongside reverts of nerfs from just after his release.


Passive - Energize


  • New: works on structures again

Q - Crystal Slash


  • Slow: 20/25/30/35/40% ⇒ 25/30/35/40/45%

W - Crystalline Exoskeleton


  • Cooldown: 18 ⇒ 14

E - Fracture


  • Missile Width: 70 ⇒ 120

Soraka Soraka (Buff)

Soraka's one of the weakest supports and she isn't strong in the solo lanes either. Support Soraka maxes Astral Blessing [W] first and solo lane Soraka doesn't, so buffing it lands where she's actually played.


W - Astral Blessing


  • Armor Buff: 25/45/65/85/105 ⇒ 25/50/75/100/125
  • Armor Buff Duration: 3s ⇒ 5s

Tryndamere Tryndamere (Nerf)

The single most performant champion in Classic, top lane and jungle both. He keeps the late game crit fantasy, he just takes longer to get there and stays peelable when he does. These revert buffs from Lux's launch patch in 2010.


Q - Bloodlust


  • Cooldown: 12/11/10/9/8 ⇒ 14/12.5/11/9.5/8
  • Bonus Attack Damage Per Fury: 5 ⇒ 3
  • Maximum Bonus Attack Damage: 40 ⇒ 24

E - Spinning Slash


  • Cooldown: 8 ⇒ 9

Twitch Twitch (Nerf)

The strongest bot laner in Classic. Riot's reverting his 2012 buffs and leaning into the scaling identity, which means the laning phase gets harder.


Base Stats


  • Attack Damage: 52 ⇒ 50

W - Venom Cask


  • Projectile Speed: 1400 ⇒ 1300

E - Expunge


  • Mana Cost: 50/60/70/80/90 ⇒ 70/75/80/85/90

R - Spray And Pray


  • Missile Speed: 5000 ⇒ 4000

Veigar Veigar (Buff)

One of the very worst mid laners in Classic. Spamming Baleful Strike [Q] on every minion is the whole champion, so it gets cheaper, though he still needs mana items to keep it up.


Q - Baleful Strike


  • Mana Cost: 60/65/70/75/80 ⇒ 50/55/60/65/70
  • Damage: 80/125/170/215/260 + 60% AP ⇒ 80/125/170/215/260 + 65% AP

Warwick Warwick (Nerf)

The best jungler in Classic. Surviving a dangerous jungle explains some of it, but not all, so an attack speed buff from early 2012 gets reverted now that he has far better on-hit items to work with.


Base Stats


  • Attack Speed: .679 ⇒ .644

League Classic: Runes and Systems

The placeholder rune slots were always a stopgap, and this patch pushes them closer to the real thing while filling gaps in the store. The systems pass is bigger: gold income, death timers, jungle health and turret durability all move.


Rune Balance


  • Default Placeholder Rune Power: 66% ⇒ 80% of the equivalent rune
  • Scaling Armor Seals: 0.15 armor per level ⇒ 0.17 armor per level

New Runes In The Classic Store


  • Marks: Minor Mark of Ability Power, 0.7 AP
  • Seals: Seal of Energy Regeneration, 0.7 energy per 5s
  • Glyphs: Glyph of Energy, 2.3 maximum energy; Minor Glyph of Mana Regeneration, 0.33 mana per 5s
  • Quintessences: Quintessence of Energy, 6 maximum energy; Quintessence of Energy Regeneration, 1.8 energy per 5s; Quintessence of Health Regeneration, 1.3 health per 5s; Quintessence of Mana, 38 maximum health

Gold Generation


Classic is snowballier than the modern game on purpose, but Riot wants comebacks to exist without bolting on systems like Objective Bounties. The floor on passive income goes up, the best farmers earn slightly less, and everyone ends up with roughly 215 more passive gold while the average laner treads water.


  • Start of Ambient Gold Generation: 65 seconds ⇒ 90 seconds
  • Passive Gold Per 5 Seconds: 8/10.5/11.5/13 at 1/10/15/25 minutes ⇒ 10.5/11.5/13 at 1/15/25 minutes
  • Melee Minion Base Gold Value: 20 ⇒ 19
  • Ranged Minion Base Gold Value: 15 ⇒ 14

Homeguards


Early game Homeguards shipped with Classic last patch and players said it felt too modern. Riot's cutting it and shortening early death timers instead, which does the same job with nothing new to learn. The mid game version stays so winning teams can still cross the map and keep sieging.


  • Homeguard Activation: 0 minutes ⇒ 15 minutes
  • Death Timers: 12/14/16/19/22/25/28/30 ⇒ 10/12/14/17/20/23/26/29 (levels 1-8)
  • Death Timers At Levels 9 And Above: unchanged

Jungle Tuning


Porting the old camps onto modern systems left them far too durable in the mid and late game. Your first clear is untouched, and non-epic monsters end up with 5-25% more health than before.


  • Maximum Health Scaling: 250% ⇒ 315%

Turrets


Classic turrets have the same effective health they had in 2013, and everyone says they feel like paper. Riot agrees they should matter, so health goes up about 15% across the board and AP conversion into turret damage comes down.


  • Outer Turret Health: 3000 ⇒ 3500
  • Inner Turret Health: 3250 ⇒ 3750
  • Inhibitor Turret Health: 3500 ⇒ 4000
  • Nexus Turret Health: 2600 ⇒ 2750
  • Champion Damage To Turrets: 100% total AD + 40% AP ⇒ 100% total AD + 20% AP

Classic Bugfixes and QoL


  • Classic Level Progression now appears on the Classic Home tab
  • In champion select, hovering another player lets you mute chat or report
  • Fixed Wukong gaining gold from Twisted Fate's passive off his own clones
  • Fixed Trinity Force and Phage playing a sound effect every time the move speed buff triggered
  • Fixed several bugs with the show minimap on the left option
  • Fixed Tibbers healing enemy champions and draining their mana
  • Fixed Tear of the Goddess failing to stack from spell casts that cost no mana
  • Fixed Tear of the Goddess stacking multiple times from abilities like Corki's Gatling Gun [E]
  • Fixed Manamune's Awe passive failing to grant AD from mana
  • Fixed Master Yi's E cooldown being lower than intended
  • Fixed Warwick's Hunter's Call [W] lasting longer than intended
  • Fixed Ezreal having lower base AD than intended
  • Fixed Kassadin's Rift Walk [R] having a higher AP ratio than intended
  • Fixed the Cold Steel passive not being unique
  • Fixed Sivir's Q being interrupted by crowd control
  • Fixed several bugs with Sivir's E not blocking certain spells
  • Fixed the Spellsword mastery not scaling with AP
  • Fixed Ancient Golem's attack damage being lower than intended
  • Fixed Ashe gaining extra attack damage at certain levels
  • Fixed Amumu's R stopping unstoppable units
  • Fixed Sivir's passive triggering on non-champion units

Classic Skins and Cosmetics


  • Updated base classic skins for Miss Fortune and all three new ninjas
  • New looks available as chromas for owners of the skins: Classic Akali (Stinger), Classic Miss Fortune (Waterloo), Classic Shen (Yellowjacket)
  • Three new portraits, one for each ninja

ARAM: Mayhem

This patch is about fighters. Two new Gold Augments upgrade fighter items outright, and a batch of existing Augments get rewritten so they have a clear audience instead of a vague one. Riot also closed the hole that let form-swapping champions like Jayce and Nidalee keep melee stats from Augments while in ranged form.


Champions


  • Locke: Damage Dealt 100% ⇒ 105%; Damage Taken 100% ⇒ 95%; Tenacity 0 ⇒ 20

Augments


  • Skilled Sniper and Quest Bang Bang: Snipe Range 700 ⇒ 600
  • Soul Eater: New: second Augment grants 300 bonus health
  • Nightstalking: New: 40% move speed during the buff
  • Snowbomb: New: radius 30% larger, knockup duration increased
  • Shark Bait: Base Damage 80-300 ⇒ 120-350; Missing Health Damage 20% ⇒ 30%
  • Critical Missile: Per Missile Damage 15-85 ⇒ 15-65
  • Chain Reaction: Tier Prismatic ⇒ Gold
  • Nature is Healing: each bush now has its own cooldown and heals only on entry; New: heals 40-300 +15% missing health on a 20 second cooldown
  • Upgrade Sundered Sky: New: 5 second item cooldown per target, 9% missing health healing
  • Upgrade Ravenous Hydra: New: your spells apply the cleave effect with no cooldown, 18% life steal

ARAM Bugfixes


  • Fixed Summoner Cleanse and Summoner Clarity not being pickable in ARAM
  • Fixed Pursuit of Power affecting Locke's passive damage after its quest was complete
  • Fixed Veigar's W failing to trigger Archmage's cooldown refund
  • Fixed Archmage failing to refund Azir's W properly
  • Fixed Marksmage not applying damage to certain empowered attacks, including Blitzcrank's E, Nasus's Q and Trundle's Q
  • Fixed Annie's R going on cooldown if the first Tibbers died while she had Ultimate Revolution
  • Fixed champions losing Hellbent cooldown if they had a revive passive
  • Fixed Augment damage stacking Samira's passive
  • Fixed Lissandra's passive consuming gold from Yowch My Coins
  • Fixed Dashing not applying to Lee Sin's Q, Kled's Q and Rek'Sai's E
  • Fixed Skilled Sniper not triggering on Vel'Koz's split Q
  • Fixed form-swapping champions having the wrong damage ratio for Glass Cannon
  • Fixed the Scoped Weapon family not adapting its attack range increase when a form-swapping champion swapped
  • Fixed Typhoon failing to fire a missile when no enemy champions were in range
  • Fixed Infernal Conduit's base damage and scaling being higher than the tooltip
  • Fixed the turret-disabling debuff from Volibear's R Echo cast refreshing visually without refreshing its duration
  • Fixed Neeko regaining bonus attack speed after leaving a disguise while she had Purist Caster
  • Fixed Bel'Veth's E failing to trigger Drop Kick's execution
  • Fixed From Downtown's enemy warning VFX being bigger than intended

Arena

Bravery is back. Every Wednesday for the foreseeable future, Arena runs Bravery and Crowd Favorites only, and the size of your Crowd Favorite pool scales with how many champions you own. Alongside that comes a long balance pass that mostly lifts the champions who have been stuck at the bottom. Rek'Sai's Tunnel [E] hits a 0 second reuse cooldown when maxed, Gnar stops having a tired window entirely, and Now You See Me leaves a clone behind at level 2.


Champions


  • Aurelion Sol: Q Burst Damage Health Ratio 4% ⇒ 3.1% Stardust; E Cooldown 8 ⇒ 12
  • Bel'Veth: Passive Attack Speed Per Stack 0.2-2% ⇒ 0.2-1.5%; R Bonus Health 250-450 ⇒ 100-400
  • Gnar: Passive Tired Duration 5s ⇒ 0s; W Mini Percent Health Damage 6-14% ⇒ 10-18%; E Health Ratio 6% ⇒ 8%; E Mini Attack Speed 40-60% ⇒ 50-70%; R Cooldown 90-30 ⇒ 70-30
  • Heimerdinger: Turret Q Base Damage 4-12 ⇒ 7-23
  • LeBlanc: Passive Cooldown 10s ⇒ 5s; Q Refund 60% ⇒ 100%; Q Base Damage 85-185 ⇒ 105-205; New: Q damage now scales past level 18; E Cooldown 14-11s ⇒ 12-9s
  • Mordekaiser: R Stat Steal 8% ⇒ 10%
  • Ornn: W Cooldown 10s ⇒ 11-8.5s
  • Poppy: Q Target Maximum Health Ratio 8% ⇒ 9%; W Increased Resistances 8-16% ⇒ 12-24%; W Cooldown 26-16 ⇒ 20-12
  • Rek'Sai: Passive Healing 9-20% ⇒ 10-45%; Q Cooldown 10s ⇒ 7.5s; W Move Speed 15-35 ⇒ 20-60; E Tunnel Cooldown 18-14s ⇒ 9-5s; E Tunnel Reuse Cooldown 6-2s ⇒ 4-0s
  • Samira: R Base Damage 15-45 ⇒ 20-60
  • Shaco: Q Bonus Attack Damage Ratio 60% ⇒ 85%; E Bonus Attack Damage Ratio 80% ⇒ 100%
  • Sona: Passive Stacks Per Round 11.5 ⇒ 10; W Cooldown 10s ⇒ 13s
  • Soraka: W Cooldown 6-2s ⇒ 7-3s
  • Swain: R Heal Health Ratio 1.5% ⇒ 1%
  • Varus: W Cooldown 40s ⇒ 20s; E Cooldown 18-10s ⇒ 16-8s
  • Volibear: Q Bonus Attack Damage Ratio 60% ⇒ 100%; W Damage Health Ratio 5% ⇒ 6%; W Base Heal 10-70 ⇒ 20-80; W Heal Health Ratio 6-14% ⇒ 8-20%; E Shield Health Ratio 11% ⇒ 14%; E Shield AP Ratio 65% ⇒ 75%; E Base Damage 60-160 ⇒ 80-200; E Percent Damage 9-13% ⇒ 11-15%
  • Warwick: Q Cooldown 8-6s ⇒ 7-5s; E Cooldown 15-11s ⇒ 13-9s

Items


  • Black Cleaver: Attack Damage 40 ⇒ 45; Fervor Move Speed 20 for 2s ⇒ 20 melee, 15 ranged for 2s
  • Eclipse: Damage 6% melee, 4% ranged target maximum health ⇒ 8% melee, 5% ranged target maximum health
  • Sterak's Gage: Bonus Attack Damage 45% of base AD ⇒ 50% of base AD
  • Sundered Sky: Healing 100% melee, 50% ranged base AD + 6% missing health ⇒ 90% melee, 45% ranged base AD + 4% missing health; Health 350 ⇒ 400
  • Void Immolation: Aura Bonus Health Ratio 7% ⇒ 10%

Augments


  • Nesting Doll: Time Until You Can Revive 2s ⇒ 3s
  • Now You See Me: New: at maximum level it leaves a clone at your previous location for 4 seconds; Move Speed Boost 50/75% ⇒ 75%
  • Three Sacred Treasures: Ability Power Ratio 60% ⇒ 50%; Attack Damage Ratio 75% ⇒ 60%

Arena Bugfixes


  • Fixed Combo Breaker triggering after 3 seconds of crowd control instead of 4

Bugfixes & QoL

  • Reduced the volume of base Locke's Q missile cast sound so it sits better in the mix
  • Fixed Viego with the bot lane Role Quest stealing his possessed target's boots
  • Fixed upgrading Hexdrinker into Maw of Malmortius failing to reset the item's cooldown
  • Fixed killing a ward showing debug text for spectators
  • Fixed Locke picking up his R artifact refunding off its current cooldown instead of the total
  • Fixed taunt and berserk effects being ignored with WASD controls in some situations
  • Fixed support players' control wards being consumed when placed while dead
  • Fixed Ambessa's omnivamp applying on turrets when driving Rift Herald into them
  • Fixed Mordekaiser's R gaining ability haste it shouldn't
  • Fixed Bel'Veth's resource bar updating incorrectly when she hit 80 stacks while already in True Form
  • Fixed Locke's R execution counting as a spell cast
  • Fixed Viktor's R lightning VFX stretching across the screen in certain situations

Upcoming Skins & Chromas

Faerie Court Bel'Veth, Faerie Court Gwen, and Faerie Court Lulu arrive August 12, 2026.


Chromas land alongside them for all three Faerie Court skins.



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