Aug 15, 2026

Role Quests Explained: What Every Lane Gets in Season 16

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League of Legends Role Quests guide preview

Every lane now has a job that only that lane can finish, and finishing it changes what your champion is capable of. Role Quests replaced Feats of Strength this season, and they're the reason your bot laner has a seventh item slot and your mid laner has boots nobody else can buy.


League of Legends Guide

Role Quests Explained

Season 16 · What Each Lane Gets

Riot removed Feats of Strength in Patch 26.1 and replaced it with something quite different in spirit. Feats was a team reward: two of your five players did well early and everybody got boots out of it. Role Quests are individual. Each position has its own quest, each quest pays out something only that position can use, and nobody else on your team can earn it for you.


Riot's reasoning was that they wanted systems giving players more agency over their own games. Whether it delivers that's worth arguing about, but it definitely changed what a lane is worth. Here's what each role actually earns.


Ornn splash art

How You Actually Make Progress

Every Role Quest fills from broadly the same activities: killing minions, killing champions, taking turret plates, taking turrets, and helping with epic monsters. What differs is the rate. You progress faster doing the things your assigned role is supposed to be doing, which is what stops a jungler from simply farming a lane's quest out from under it.

That design has a consequence worth internalising. Because progress comes from doing your job well rather than from a single flashy moment, being behind in lane doesn't lock you out of your quest, it just slows it down. A top laner who loses lane but keeps farming still gets there, later than they'd like.

The quest is assigned, not chosen. You get the quest for the position the game assigned you in champion select, not for what you're actually doing on the map. A support who ends up farming a side lane all game is still progressing a support quest, at support speed.


The Five Quests, Role by Role

Top Lane

Map presence
  • Unleashed Teleport as a bonus summoner spell. If you already took Teleport, you instead get a shield worth 30% of your maximum health for 30 seconds after teleporting.
  • 600 bonus experience immediately, plus 12.5% increased experience from every source after that.
  • A raised level cap, up to level 20.

Top lane's reward is about being somewhere else. Free Teleport turns the island lane into a lane that can show up for a drake fight without giving up the wave, and the experience bonus plus higher cap directly answers the oldest complaint about the role, which is that the top laner spends the mid game underleveled and irrelevant.

Jungle

Efficiency
  • An upgrade to the jungle pet, and PvP Smite retained.
  • Increased gold and experience from large monsters.
  • Increased movement speed inside the jungle.
  • Higher Smite damage against epic monsters.

The jungle reward compounds with itself. Faster movement between camps and more value per camp means the clear speeds up, which means more time available for ganks and objective setup. The Smite damage increase against epics is the one that shows up in highlight clips, since it directly widens the margin on every contested pit.

Mid Lane

Boots and tempo
  • A free upgrade from tier 2 boots to tier 3 boots.
  • An empowered four-second recall on its own separate cooldown.

This is the quest that absorbed the old Feats of Strength reward, and it's now exclusive: one player per team gets tier 3 boots, and it's the mid laner. The short recall is quietly just as strong, because it turns every reset into a tempo gain rather than a tempo cost, which is exactly what a lane built around roaming wants.

Bot Lane

Raw scaling
  • A lump sum of 300 gold on completion.
  • Every minion kill is worth an extra 2 gold from then on.
  • Every champion takedown is worth an extra 50 gold.
  • Boots move to a dedicated seventh item slot, freeing your normal six for legendaries.

The boot slot is the headline. A marksman effectively completes a seventh item, which is a full legendary of extra stats nobody had access to before. The gold trickle matters more than it looks too: two extra gold per minion compounds across a whole game, and it rewards exactly the farming the quest asked for in the first place.

Support

Vision economy
  • An exclusive slot for control wards, so they don't compete with your items.
  • Discounted control wards.
  • Increased passive gold income.

Less spectacular than the bot lane payout and more honest about what the role does. The dedicated control ward slot removes the constant inventory tax supports have paid for years, and cheaper wards plus more passive gold means you can actually afford to keep the map lit without falling behind on your own build.

Nami splash art

Why This Changed the Game More Than It Looks

Three knock-on effects are worth thinking about.

Boots became a status symbol. Under Feats of Strength, a team that won the early game got tier 3 boots across the board. Now exactly one player on each team can have them, and it's always the mid laner. That's a much narrower distribution of the same power, and it makes the mid lane quest disproportionately valuable in a way the other four aren't.

Bot lane's ceiling went up. An extra effective item on the carry is the kind of change that quietly reshapes which champions are good. Any marksman whose build was previously squeezed by needing boots in one of six slots gained the most. Worth separating from the other big marksman change in the same patch: base critical strike damage went from 175% to 200% for everyone, which is a global rebalance rather than anything the quest gives you.

Comebacks got a little harder to define. Feats rewarded early leads, so falling behind cost you the boots. Role Quests reward completing your own job, so falling behind mostly delays your reward rather than deleting it. That's arguably healthier, but it also means the losing team's carries still eventually come online with their full quest reward, which changes how a winning team should think about closing games out.


Frequently Asked Questions

What are Role Quests in League of Legends?

Role Quests are per-position objectives introduced in Patch 26.1 that replaced Feats of Strength. Each of the five roles has its own quest, filled by farming, fighting, taking plates and turrets and helping with epic monsters, and each pays out a reward specific to that position.

How do you get tier 3 boots in Season 16?

By completing the mid lane Role Quest. It grants a free upgrade from tier 2 to tier 3 boots, which means only one player per team can have them, since Feats of Strength and the team-wide boot upgrade were removed in Patch 26.1.

What does the bot lane Role Quest give you?

300 gold on completion, an extra 2 gold from every minion kill and 50 from every champion takedown, and boots moved to a dedicated seventh item slot so your other six can all be legendaries. The boot slot is the big one, since it amounts to a free extra legendary.

What does the support Role Quest give you?

A dedicated control ward slot that doesn't take up an item slot, discounted control wards, and increased passive gold income. The dedicated slot is the main draw, since it removes the inventory cost supports have always paid to keep vision up.

Do you get the Role Quest for your assigned role or the role you play?

Your assigned role from champion select. If you're given support and end up farming a side lane, you're still progressing the support quest, and you'll progress it at support speed rather than at the speed of whatever you're actually doing.

Can you still complete a Role Quest if you're losing lane?

Yes. Progress comes from ongoing activity rather than from early milestones, so falling behind slows your quest down instead of locking you out of it. This is a real difference from Feats of Strength, which rewarded winning the early game specifically.

What happened to Feats of Strength?

Riot removed it in Patch 26.1, along with Atakhan and the Blood Roses, saying they wanted systems that gave players more individual agency over their games. Role Quests are its replacement, and the boot upgrade it used to grant now belongs to the mid lane quest alone.


Which quest do you think is the strongest right now? Our money's on bot lane, but tell us we're wrong in the comments.



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