Patch Notes Summary Rundown
Patch 26.19
Patch 26.19 is the last stop before the Worlds patch, which is why Riot's first round of pro-focused changes lands here. Fringe tournament picks get nudged up and the meta outliers get knocked down. Top lane gets a faster Teleport on top of that. League Classic adds four more champions, with Graves as the headline, and Arena picks up three Guests of Honor and a stack of new Augments.
Buffs: Aatrox, Aphelios, Aurora, Draven, Elise, Fiora, Kha'Zix, Lillia, Master Yi, Volibear
Nerfs: Nasus, Nocturne, Poppy, Rumble, Ryze, Vi
Tweaks: Lucian
Team Voice
Team Voice was meant to reach North America and Oceania in Patch 26.20. It isn't going to. Riot says testing turned up enough rough edges that shipping on schedule would have meant shipping something short of the quality bar, so the rollout slips. No replacement patch yet either.
League Classic: Four Champions Return
This is the third champion drop for Classic, and the four of them are water-themed, which Riot is quite pleased about. Graves is the one people have been asking for. All four have full 3-D models in our League Classic collection.
New in League Classic
Fizz, the Tidal Trickster
Fizz shipped in 2011 and got his rework in late 2016, so most of the kit sits roughly where you remember it. The difference is Seastone Trident [W], which bleeds harder the lower its target drops. That's why Riot is, a little unexpectedly, pointing Fizz players at Sunfire Cape.
P Nimble Fighter
- Moves through units and takes reduced damage from basic attacks.
Q Urchin Strike
- Dashes a fixed distance through an enemy, damaging them and applying on-hit effects.
W Seastone Trident
- Passive: attacks deal damage over time, scaling with the target's missing health.
- Active: for a few seconds attacks deal bonus on-hit damage and apply Grievous Wounds, cutting healing by 50%.
E Playful/Trickster
- First cast hops up on the trident and goes untargetable, then crashes down for damage and a slow.
- Second cast hops off early to dash farther, hitting a smaller area with no slow.
R Chum the Waters
- Throws bait that clings to the first enemy champion it hits.
- A shark arrives shortly after for heavy damage, a knock up, and a slow on everyone in the area.
New in League Classic
Graves, the Outlaw
This is the 2011 to 2015 Graves, which means a bot lane marksman and not a jungler. He wants long fights against short-range targets. His resistances take time to stack, though, so an assassin who finds him early still gets him.
P True Grit
- Gains stacking Armor and Magic Resist every second while in combat, up to a cap.
Q Buckshot
- Fires three bullets that damage everything in a line.
- Multiple hits on the same target deal reduced damage.
W Smokescreen
- A smoke grenade that damages, slows, and nearsights enemies in an area.
E Quickdraw
- A short dash plus bonus attack speed for several seconds.
- Basic attacks reduce its cooldown.
R Collateral Damage
- Fires an explosive shell that damages enemies in a line.
- It explodes on the first enemy champion hit, dealing reduced damage in a cone behind them.
New in League Classic
Nami, the Tidecaller
Nami landed in 2013 and hasn't drifted far since. One thing has moved, though: Tidecaller's Blessing [E] only empowers attacks here, so the modern Nami and Karthus routine simply doesn't exist in Classic.
P Surging Tides
- Allies struck by Nami's abilities briefly gain bonus move speed.
Q Aqua Prison
- Lobs a bubble that damages and stuns enemies where it lands.
W Ebb and Flow
- A stream of water that bounces, alternating between enemies and allies.
- Enemies take damage, allies get healed, and each bounce is weaker than the one before it.
E Tidecaller's Blessing
- Empowers an ally so their next three attacks deal bonus damage and slow the target.
R Tidal Wave
- A massive wave that damages, knocks up, and slows every enemy it crashes into.
New in League Classic
Nautilus, the Titan of the Depths
Nautilus dates to 2012 and his kit has aged about as well as Nami's. Two things worth knowing before you queue: stacking several Doran's Rings was a normal support build, and he used to jungle. His ultimate also bothers the people it travels through far less than the live version does, so plan the engage accordingly.
P Staggering Blow
- Basic attacks deal bonus damage and root their target.
- Each enemy can only be Staggered once every few seconds.
Q Dredge Line
- The anchor stops on the first enemy or piece of terrain it hits.
- Enemies take damage and get pulled in while Nautilus pulls himself to them. Hitting terrain refunds part of the cooldown.
W Titan's Wrath
- Gains a shield. While it holds, his attacks deal damage over time to enemies in the area.
E Riptide
- Cascading shockwaves that damage and slow.
- Enemies can be hit by several, taking reduced damage on later hits.
R Depth Charge
- A shockwave through the earth that damages and knocks up enemies in its path.
- On reaching its target it damages, knocks up, and stuns everyone in the immediate area.
Champions
Aatrox (Buff)
Sundered Sky got nerfed to open up the jungle, and Aatrox paid for a change that was never really about him. He gets a faster Infernal Chains [W] at the early ranks, plus more healing per point of bonus health, which mostly shows up later anyway.
W - Infernal Chains
- Cooldown: 20 / 18 / 16 / 14 / 12 seconds ⇒ 18 / 16.5 / 15 / 13.5 / 12 seconds
E - Umbral Dash
- Health Heal Ratio: 1.1% per 100 bonus health ⇒ 1.3% per 100 bonus health
Aphelios (Buff)
An enchanter meta is supposed to be Aphelios weather, and he's been nowhere near it. So every gun in the rotation gets something, rather than one of them getting picked to carry the buff. Five weapons, five changes.
Calibrum
- Moonshot Damage: 70 - 160 (+42 - 60% bonus AD) (+100% AP) ⇒ 80 - 170 (+42 - 60% bonus AD) (+100% AP)
Severum
- Healing: 2 - 7.1%, increased to 5 - 17.75% ⇒ 2 - 8%, increased to 5 - 20%
Gravitum
- Slow: 30% for 2.5 seconds, decaying to 10% after 0.7 seconds ⇒ 30% for 2.5 seconds, decaying to 15% after 0.7 seconds
Infernum
- Duskwave Cooldown: 9 / 8.25 / 7.5 / 6.75 / 6 seconds ⇒ 8 / 7.25 / 6.5 / 5.75 / 5 seconds
Crescendum
- Mini-Crescendum Damage: 15% AD, decreasing by 1.5% AD to a minimum of 5% AD for the 8th+ chakram ⇒ 16% AD, decreasing by 1.5% AD to a minimum of 5% AD for the 9th+ chakram
Aurora (Buff)
Nobody has touched Aurora since last year. Rocketbelt got touched plenty, though, and she went down with it. The Weirding [E] hits harder now, and Between Worlds [R] holds open longer at the first two ranks.
E - The Weirding
- Base Damage: 70 / 110 / 150 / 190 / 230 ⇒ 80 / 120 / 160 / 200 / 240
R - Between Worlds
- Rift Duration: 1.75 / 2.5 / 3.25 seconds ⇒ 2.25 / 2.75 / 3.25 seconds
Draven (Buff)
Role quests handed every bot laner a pile of extra gold, which quietly devalued the one thing Draven's whole identity is built on. Two points of base attack damage is the compensation. Not much, really.
Base Stats
- Attack Damage: 62 ⇒ 64
Elise (Buff)
AP junglers who could build Dusk and Dawn had a great year. Elise wasn't one of them. She picks up on-hit magic damage and quite a lot of attack speed in spider form, which is clear speed more than anything else.
Passive - Spider Queen
- Passive Magic Damage On-Hit: 12 / 22 / 32 / 42 ⇒ 14 / 24 / 34 / 44
W - Skittering Frenzy
- Bonus Attack Speed: 60 / 75 / 90 / 105 / 120% ⇒ 70 / 85 / 100 / 115 / 130%
Fiora (Buff)
The payoff gets bigger while the 1v1 buttons stay exactly where they are. Grand Challenge [R] heals for more across a wider radius, and she grows six more health per level. This is still a Fiora who has to find the opening first, of course.
Base Stats
- Health Growth: 99 ⇒ 105
R - Grand Challenge
- Heal Range: 550 ⇒ 600
- Heal Per Tick: 18.75 / 25 / 31.25 (+15% bonus AD) ⇒ 20 / 26.25 / 32.5 (+17.5% bonus AD)
- Maximum Heal: 375 / 500 / 625 (+300% bonus AD) ⇒ 400 / 525 / 650 (+350% bonus AD)
Kha'Zix (Buff)
Kha'Zix has been living just outside the meta since the jungle stopped revolving around Sundered Sky. Riot is buffing the evolves nobody picks, so the flexible build actually has a reason to exist again.
Passive - Unseen Threat
- Damage: 17 - 136 (+50% bonus AD) ⇒ 22 - 141 (+50% bonus AD)
W - Void Spike
- Evolved Slow Duration: 2 seconds ⇒ 2.25 seconds
E - Leap
- Evolved Range Bonus: +200 ⇒ +300
Lillia (Buff)
Her pattern puts her inside range of everything that wants to kill her, so she gets armor. Lilting Lullaby [R] keeps them asleep half a second longer, and that half second is the difference between a good ultimate and a won teamfight.
Base Stats
- Armor: 22 ⇒ 24
R - Lilting Lullaby
- Sleep Duration: 2 seconds ⇒ 2.5 seconds
Lucian (Tweak)
The Vigilance passive exists so that bot lane Lucian wouldn't get nerfed every time mid lane Lucian got scary. Riot is rebalancing that trade now. Less out of the passive, quite a lot more out of Piercing Light [Q]. Mid lane was always going to win this argument eventually.
Passive - Vigilance
- Empowered On-Hit Damage: 15 (+20% AD) ⇒ 5 (+15% AD)
Q - Piercing Light
- Base Damage: 80 / 115 / 150 / 185 / 220 (+100% bonus AD) ⇒ 90 / 130 / 170 / 210 / 250 (+100% bonus AD)
Master Yi (Buff)
Duskblade left the game a long time ago. The penalty Riot bolted onto Alpha Strike [Q] to deal with it never did. It's gone now. Summoner's Rift will barely register it, though Mayhem and Arena certainly will.
Q - Alpha Strike
- Cooldown Refund on Hit: -1 second, scaling down with Ability Haste ⇒ 1 second
Nasus (Nerf)
Nasus stacks fastest when his early stacks come easy, and easy early stacks are how he ends up unkillable by minute thirty anyway. Ten damage off Siphoning Strike [Q] at every rank buys the lane a real window.
Q - Siphoning Strike
- Bonus Damage: 40 / 60 / 80 / 100 / 120 ⇒ 30 / 50 / 70 / 90 / 110
Nocturne (Nerf)
Twenty seconds onto Paranoia [R] at rank one. Being strong in pro and solo queue at the same time is unusual, and the map pressure is really the reason he manages both.
R - Paranoia
- Cooldown: 140 / 115 / 90 seconds ⇒ 160 / 130 / 100 seconds
Poppy (Nerf)
A straight revert of the jungle clear buff. Poppy already counters too much of the roster to also be this flexible about where she does it from, and the clear is what let her sit in the jungle at all.
Q - Hammer Shock
- Minion/Monster Maximum Health Cap: 85 / 120 / 155 / 190 / 225 ⇒ 70 / 105 / 140 / 175 / 210
Rumble (Nerf)
Overheat loses a big slice of attack speed, which lands hardest on the players good enough to hold it for the right moment. Jungle Rumble gets a higher monster damage cap to cover the loss, so he should still clear fine.
Passive - Junkyard Titan
- Overheat Attack Speed: 50 - 130% ⇒ 30 - 100%
- Monster Cap: 65 - 150 ⇒ 90 - 175
Ryze (Nerf)
In expert hands Ryze roams and skirmishes better than almost anything in the game. In a bad matchup he gets shoved off the map and never recovers. This patch takes from the first and gives to the second.
Base Stats
- Armor Growth: 4.2 ⇒ 4.7
Q - Overload
- Flux Bonus Damage: 25 / 50 / 75 / 100% increased damage ⇒ 15 / 40 / 65 / 90% increased damage
E - Spell Flux
- Mana Cost: 35 / 45 / 55 / 65 / 75 ⇒ 40 / 50 / 60 / 70 / 80
Vi (Nerf)
A full year as a meta staple ends with her durability and early clear on the table. She swaps two base attack damage for a steeper growth curve and drops two percent off her shield, so the first clear is a real question again. Late Vi still hits like Vi, mind you.
Base Stats
- Attack Damage: 63 + 3.5/Level ⇒ 61 + 3.9/Level
Passive - Blast Shield
- Shield: 12% Maximum Health ⇒ 10% Maximum Health
Volibear (Buff)
AD Volibear has been getting careful little buffs all year and still isn't where Riot wants him. The passive now scales its attack speed harder with AP, and the lightning picks up a bonus AD ratio, so both builds walk away with something, which is unusual for a champion sitting this far off the pace.
Passive - The Relentless Storm
- Attack Speed per Stack: 5% (+3% per 100 AP) ⇒ 5% (+4% per 100 AP)
- Lightning On-Hit Damage: 11 - 60 (Levels 1-18) (+45% AP) ⇒ 11 - 60 (Levels 1-18) (+45% AP) (+20% bonus AD)
Items

World Atlas and Runic Compass (Tweak)
Melee supports get paid handsomely for roaming and for all-ins, and get almost nothing for standing in a lane trading. Moving the flat health into health regen helps them more than anyone else (their base regen is already the highest in the role), so the item does the sorting on its own.
Quest Rewards
- Health: 30 / 100 / 200 ⇒ 0 / 60 / 200
- Health Regeneration: 25% / 50% / 75% ⇒ 50% / 75% / 75%
Systems
Teleport Cooldown
The top lane role quest freed the role from having to run Teleport, and Riot likes what that did to the map. Now the spell gets better for the people who take it anyway, whether that's from the quest or the upgrade. Everyone else's Unleashed Teleport stays exactly where it was, mind you.
- Top Role Quest's Free Teleport Cooldown: 420 seconds ⇒ 390 seconds
- Top Role Quest's Upgraded Unleashed Teleport Cooldown: 330 - 240 seconds ⇒ 300 - 210 seconds
- Non-Top Unleashed Teleport Cooldown: 330 - 240 seconds ⇒ Unchanged
League Classic
Fizz, Graves, Nami and Nautilus are covered up top. The rest of Classic's fourth patch is balance work, three revived items that the last Council poll voted back in, and a long run of client fixes. Riot also wants you to look at the new rune socket effects. What surprised me reading this section is how lopsided the mode's balance has gotten: Riot calls Fiora the strongest champion in Classic and Galio the weakest, two entries apart.
Akali (Buff)
Akali came out of the launch dust looking weak. Crescent Slash [E] gets cheaper as it ranks up and comes back much faster now, which pulls in an energy change from 2012 and a damage one from 2015. Riot dates both precisely.
E - Crescent Slash
- Energy Cost: 60 / 60 / 60 / 60 / 60 ⇒ 60 / 55 / 50 / 45 / 40
- Cooldown: 7 / 6 / 5 / 4 / 3s ⇒ 5 / 4 / 3 / 2 / 1s
- Ability Power Ratio: 30% ⇒ 40%
Fiora (Nerf)
Riot calls her the strongest champion in Classic, so this is a long list. Blade Waltz [R] loses most of its teamfight damage while landing roughly the same on one isolated target, and a handful of mismatches against her 3.11 version get corrected along the way. Riot is clearly not done with her yet.
W - Riposte
- Bugfix: Fixed a bug where the reflected damage could be blocked by enemies in the way.
R - Blade Waltz
- Damage: 160 / 330 / 500 (+115% bonus AD) ⇒ 125 / 255 / 385 (+85% bonus AD)
- Maximum Single Target Damage: 320 / 660 / 1000 (+230% bonus AD) ⇒ 325 / 663 / 1001 (+221% bonus AD)
- Cooldown: 130 / 120 / 110s ⇒ 150 / 130 / 110s
- Damage Timing: Starts dealing damage 0.25s later into the animation.
- Target Prioritization: Now always tries to prioritize unstruck enemies if possible.
- Maximum Return Range: 1500 ⇒ 2500
- Bugfix: Fixed a bug where Fiora could be locked out of attacking or moving for 2 seconds if her target immediately became untargetable.
Galio (Buff)
If Fiora is the best thing in Classic, Galio is the worst. Righteous Gust [E] comes out faster and gets a great deal wider, and his shield stops eating a heal reduction it was never meant to take.
W - Bulwark
- Bugfix: Fixed a bug where the first heal was receiving the -20% heal reduction.
E - Righteous Gust
- Cast Time: 0.4s ⇒ 0.25s
- Missile Speed: 1200 ⇒ 1300
- Missile Width: 60 ⇒ 160
- Missile Range: 1100 ⇒ 1175
- Bugfix: Fixed a bug where it was dealing 15 more damage than it should have.
- Bugfix: Fixed a bug where it was applying the wrong VFX on its target.
Kassadin (Buff)
He has been the worst-performing mid laner in Classic. The headline is Riftwalk [R] getting its full 700 range back instead of the 600 it inherited from Dominion, with the rest tuned back toward where he sat at Worlds 2013.
Q - Null Sphere
- Ability Power Ratio: 60% ⇒ 70%
E - Force Pulse
- Damage: 60 / 120 / 180 / 240 / 300 (+80% AP) ⇒ 80 / 130 / 180 / 230 / 280 (+70% AP)
- Slow: 20 / 30 / 40 / 50 / 60% ⇒ 30 / 35 / 40 / 45 / 50%
R - Riftwalk
- Range: 600 ⇒ 700
Malphite (Tweak)
Historical accuracy, mostly. Brutal Strikes [W] splash now crits when the attack behind it crits and no longer interrupts his swing, which genuinely makes crit Malphite a build, and Ground Slam [E] stops slowing Epic Monster attack speed. Dragon will be relieved.
W - Brutal Strikes
- Splash Damage: Now crits if the main attack does.
- Activation: No longer interrupts Malphite's attack mid-swing.
E - Ground Slam
- Bugfix: Fixed a bug where it could slow Epic Monster attack speed.
R - Unstoppable Force
- Bugfix: Fixed a bug where Malphite could get locked out of casting Flash for too long.
Morgana (Nerf)
She's among the strongest mid laners in Classic and she's a little too comfortable in support as well. These are all reverts of buffs from 2010 through 2012, weighted so the mid lane version feels them first.
W - Tormented Soil
- Mana Cost: 70 / 85 / 100 / 115 / 130 ⇒ 80 / 100 / 120 / 140 / 160
- Cooldown: 10s ⇒ 12s
E - Black Shield
- Shield: 95 / 160 / 225 / 290 / 355 ⇒ 100 / 150 / 200 / 250 / 300
R - Soul Shackles
- Cooldown: 120 / 110 / 100s ⇒ 120 / 120 / 120s
Nidalee (Tweak)
Barely any power moves here. Bushwhack [W] flashes a little vision on cast and compresses its damage into a shorter window without losing any of it, and Aspect of the Cougar [R] resets her attack timer, which is the piece old Nidalee players need for their combos.
W - Bushwhack
- Vision: Now gives 250u of vision for 0.5s when cast.
- Damage Duration: 4s ⇒ 2.5s. Total damage unchanged.
R - Aspect of the Cougar
- Attack Timer: Now resets Nidalee's basic attack timer.
Poppy (Buff)
Two script oversights from her re-release. Devastating Blow [Q] now crits her total AD ratio and turns all of its Spellblade damage magic, which is how Season Three actually behaved.
Q - Devastating Blow
- Critical Strike: Now crits her total AD ratio if she crits.
- Spellblade Damage: Now converts all Spellblade damage to magic.
- Tooltip: Updated to clarify crit damage, damage cap, and the Spellblade interaction.
Shyvana (Buff)
Burnout [W] extends for longer and Dragon's Descent [R] hands back more resistances, still doubled in dragon form. Riot is simply reverting 2012 nerfs to get her back in step with what she has to fight.
W - Burnout
- Maximum Duration Extension: 4 ⇒ 6
R - Dragon's Descent
- Bonus Resistances: 10 / 15 / 20 ⇒ 15 / 20 / 25, still doubled during dragon form.
Twisted Fate (Nerf)
Too good mid, better support, so the support version takes the brunt. Destiny [R] goes back to its 3.7 cooldown and Gate [E] to the numbers from the last patch it existed as its own spell. His passive also stops paying the team while he's dead, which finally brings him in line with every other global passive.
Passive - Loaded Dice
- Bonus Gold While Dead: Allies no longer gain bonus gold while Twisted Fate is dead.
E - Gate
- Cooldown: 120 / 105 / 90 / 75 / 60s ⇒ 135 / 120 / 105 / 90 / 75s
R - Destiny
- Cooldown: 130 / 110 / 90s ⇒ 180 / 150 / 120s
- Mana Cost: 150 ⇒ 150 / 125 / 100
Zilean (Tweak)
Cleanup on how his spells behave. The passive stops handing out experience while he's dead, Time Bomb [Q] reveals him if he throws it from fog, and Time Warp [E] moves to a cleaner 700 range, measured center to center this time.
Passive - Heightened Learning
- Bonus Experience While Dead: No longer grants bonus XP while Zilean is dead.
Q - Time Bomb
- Cast Visibility: Casting the spell now reveals Zilean if cast from fog of war.
E - Time Warp
- Cast Range: 550 edge to edge (around 650 in practical use) ⇒ 700 center to center
Cloak and Dagger (New)
The cheap crit-and-tenacity option is back. Its tenacity doesn't stack with the other three sources, so pick one and move on. Cheap, though.
Stats
- Recipe: Cloak of Agility + Dagger. 1130 total cost.
- Attack Speed: 20%
- Critical Strike Chance: 20%
- Unique Passive: 35% Tenacity, shared with Mercury's Treads, Zephyr, and Moonflair Spellblade.
Moonflair Spellblade (New)
Fifty of everything, for the mage who keeps getting dived and would like to survive it. Same 35% tenacity, same shared cap.
Stats
- Recipe: Seeker's Armguard + Negatron Cloak. 2300 total cost.
- Ability Power: 50
- Armor: 50
- Magic Resistance: 50
- Unique Passive: 35% Tenacity, shared with Mercury's Treads, Zephyr, and Cloak and Dagger.
Zz'Rot Portal (New)
The split pusher that plays itself. Drop the gate and voidlings walk down the nearest lane for 150 seconds while you go and be somewhere else entirely.
Stats
- Recipe: Chain Vest + Negatron Cloak + Rejuvenation Bead. 2700 total cost.
- Armor: 50
- Magic Resistance: 50
- Health Regeneration: 5 per 5 seconds
- Active: Place down a void gate for 150 seconds. Voidlings with decaying health periodically spawn and march down the nearest lane, damaging enemies in their path. 150-second cooldown.
Council Vote
The second Classic community poll opens this patch. Six areas are up for a vote, including which champion's kit gets restored next, and the ballot lives under "The Council" tab in the client. Voting runs for seven days and you can change your answers while it's open. Results land in the next patch notes. The first poll's results went up in the 26.18 notes, and the three items above are the part of it that's already live.
Miscellaneous
- Added more in-game negative behavior detections.
- Updated in-game pings to use oldschool art.
- Updated start-of-champion select visuals to make team and position more apparent.
- Updated the loading screen to look more classic.
- Improved visual clarity in The Council voting.
- Added a new "Recommended" sort in the Runes store, making it easier for new players to identify good early-account runes.
Bugfixes
- Fixed a bug where Janna's Tailwind could persist on allies for up to 5 seconds after death.
- Fixed a bug where the Overview, Abilities, and Skins tabs in Classic champion profiles were misaligned and unclickable.
- Fixed a bug where purchasing Royal Guard Fiora did not grant the associated Classic chroma.
- Fixed a bug where Release Date sorting did not sort Classic Store runes from newest to oldest or oldest to newest.
- Fixed a bug where Recommended was missing from the Classic Store Runes sort options.
- Fixed a bug where Classic homepage images loaded when logging into a non-Classic mode tab.
- Fixed a bug where the Imperial Classic chroma name was missing in Champion Select for Xin Zhao.
- Fixed a bug where Runaan's Hurricane Volley could trigger minions' Call for Help when hitting enemy champions near minions.
- Fixed a bug where Sona's Song of Celerity description incorrectly stated that its effect applied only to champions.
- Fixed a bug where rapidly pressing Recall granted Guinsoo's Rageblade stacks.
- Fixed a bug where Sivir's Spell Shield did not block damage from Miss Fortune's Double Up.
- Fixed a bug where Tristana's Explosive Charge did not trigger its explosion when bonus damage killed a minion.
- Fixed a bug where Release Date ascending and descending sorting had the same effect in Classic Collection portraits.
ARAM: Mayhem
Mayhem gets a quiet patch. Riot is still working through which Augments show up for which champions so that every offer is one you might actually take. The exception is High Roller, which just snowballs games when it turns up early, so it's taking another hit.
Augments
- High Roller: Drop Rate further reduced.
Bugfixes
- Fixed a bug where Clown College used the wrong text color for true damage.
- Fixed a bug where King Me had debug Augment name shoutouts, including Hellbent, Overloaded, Surge Field, and Spirit Bomb.
- Fixed a bug where Mad Scientist granted both +30% Attack Damage and Ability Power instead of 30% Adaptive Force.
- Fixed a bug where Multishot had extra quest step requirements for Nami's and Ezreal's ultimate abilities.
- Fixed a bug where Yuumi could spam Bilgewater Cannon landing effects when she was attached to a unit.
- Fixed a bug where Bursting Teeth did not trigger due to a per-target cooldown.
- Fixed a bug where Bel'Veth's Q did not reset after using her ultimate when she had Ultimate Awakening.
- Fixed a bug where Item Quest Progress broke when re-adding quest Augment offerings.
- Fixed a bug where Vel'Koz's W did not get the correct refund with Skilled Sniper.
- Fixed a bug where removing Upgrade Ravenous resulted in negative Life Steal for all your items.
Arena
Arena gets the biggest content drop of the patch outside Classic. Three Guests of Honor arrive, ten Augments come across from Mayhem, and two more (Death Dealer and Got That Dog In Em) were built with VestionOCE and SoyJamiie from Season 2's For The Win Creator Invitational. On the balance side the most consistent champions come down and the strugglers come up, while the Augments at either end of the power range get pulled toward the middle. It's a long list, even by Arena standards.
Champions
- Aphelios: Health Growth 102 ⇒ 114; Attack Damage Growth 2.3 ⇒ 3.3; Move Speed 325 ⇒ 330
- Bard: Passive Chimes per Upgrade 4 ⇒ 3
- Bel'Veth: E On-Hit/Attack Effectiveness 12 - 24 ⇒ 8 - 16; R Passive Bonus Attack Damage Ratio 3 ⇒ 1
- Dr. Mundo: E Active Minimum-Health Ratio 5 ⇒ 4; E Passive Health Ratio 2 - 3.2 ⇒ 1.5 - 2.7
- Elise: E Cooldown 12 / 11.5 / 11 / 10.5 / 10s ⇒ 8 / 7.5 / 7 / 6.5 / 6s; W Cooldown 12s ⇒ 10s
- Ezreal: Q Refund 1.5 ⇒ 2.5
- Lee Sin: W Ability Power Ratio 80% ⇒ 120%
- Lillia: Passive Percentage Maximum Health 4% ⇒ 3%
- Locke: Passive Minimum Damage 7.5 - 60 ⇒ 10 - 80; Passive Maximum Damage 15 - 120 ⇒ 20 - 160; R Percentage per Stack 0.5 ⇒ 1
- Neeko: Q Secondary-Hit Ability Power Ratio 25% ⇒ 50%
- Ornn: Passive Stat Discount 100 ⇒ 75; Legendary Discount 200 ⇒ 150
- Rammus: Q Cooldown 11 / 9.5 / 8 / 6.5 / 5s ⇒ 12 / 10.5 / 9 / 7.5 / 6s
- Rell: Passive Stat Steal 3 - 15% ⇒ 2 - 10%
- Sion: Passive Stacks per Round 133 ⇒ 111
- Veigar: Passive Stacks per Round 12 ⇒ 10; E Cooldown 23 / 21.75 / 20.5 / 19.25 / 18s ⇒ 24 / 23 / 22 / 21 / 20s
- Zed: Q Bonus Attack Damage Ratio 110% ⇒ 100%; W Cooldown 18 - 15s ⇒ 20 - 16s
- Zeri: Q Attack Damage Ratio 102 - 110% ⇒ 107 - 115%; E Refund 0.75 ⇒ 1
New Augments
- Archmage: Whenever you cast an ability, refund the cooldown of another, randomly selected ability by 30% of the cast ability's cooldown.
- Crit N Cast: Gain Ability Haste equal to 40% of your Critical Strike Chance.
- Death Dealer: Replaces Flee. Activate on a target champion to enter the Death Realm for 4 / 8 seconds, becoming invisible for the first 2 seconds. Cap Stone: at Max Level, killing your target grants your team another revive and delays the slain player's revive by 1 second.
- Got That Dog In Em: Every 3 seconds spawn a nearby hot dog. Anyone can pick it up, causing them to breathe fire. Enemies who pick this up can damage their allies. If you die while breathing fire, you explode, dealing magic damage per stack.
- Hellbent: Generate a stack of Revivemaxxing for each enemy champion you hit with basic attacks or abilities, lasting for 6 seconds, refreshing on subsequent hits, and stacking up to 10 times. At maximum stacks, you become Hellbent. Hellbent: upon taking lethal damage, you enter resurrection for 4 seconds, during which you are invulnerable, untargetable, and unable to act. Afterwards, you revive with 35 - 75% (based on level) of your maximum health with a 90-second cooldown. Additionally, you become empowered for the next 15 seconds, granting you 15 - 120 (based on level) bonus Attack Damage or 25 - 200 (based on level) Ability Power (Adaptive), 20% - 40% (based on level) bonus Move Speed while facing toward nearby enemy champions, and 15% - 30% (based on level) Omnivamp for the duration.
- Nature Is Healing: Upon entering a patch of brush, you are healed for 40 - 300 (based on level) (+15% of your missing health) over 1.5 seconds. This has a 10-second cooldown per brush patch.
- Rite of Ascension: Scoring a takedown against an enemy champion within 3 seconds of damaging them causes them to leave behind their Essence for 8 seconds. You can basic attack the Essence within 400 units to consume it, causing you to blink to its location after winding up for 1.25 seconds, during which you are untargetable, displacement immune, and unable to act. Upon consumption you gain 100% bonus Move Speed decaying over 2 seconds, heal yourself for 75 - 300 (based on level) (+50% bonus AD) (+25% AP), and reset the cooldowns of your basic abilities. The heal is increased by 0% - 100% (based on your missing health), for a maximum heal of 150 - 600 (based on level) (+100% bonus AD) (+50% AP).
- Shark Bait: Upon taking fatal damage, you become a Shark Bait, entering a zombie state for 3.5 seconds during which your Move Speed is set to a static 400, you gain Ghosting, and enemies within 400 units are slowed by 40%. At the end of the duration a massive shark emerges from beneath you and chomps in a 400 radius, dealing 120 - 350 (based on level) (+10 / 30% of the target's missing health) magic damage and knocking everyone up for 1 second. While in the zombie state you can move and are invulnerable, untargetable, and immune to crowd control, but you cannot declare basic attacks, cast abilities, use summoner spells, or activate items. At Max Level, everyone on your team turns into a shark on death.
- Sonata: Alternate between automatically casting a modified Aria of Perseverance and a modified Song of Celerity, the former going first on a 7.5-second cooldown. Aria of Perseverance: heal yourself for 60 (+60% AP) and send a tone to the most wounded allied champion within 1000 units for the same amount, plus an aura granting you and tagged allied champions an 80 (+40% AP) shield for 1.5 seconds. Song of Celerity: gain 30% bonus Move Speed for 7 seconds, ending early if you take damage once 3 seconds have elapsed, plus an aura granting tagged allied champions 20% bonus Move Speed for 3 seconds.
- Surge Field: Casting your ultimate spawns a 300-radius surge zone beneath you. Inside it you gain 50 Ability Haste and 40% bonus Move Speed, and your damage to enemy champions fires missiles dealing 20% of the triggering damage instance pre-mitigation as bonus magic damage. The missile effect cannot trigger from itself. The zone lasts indefinitely while you stay inside. Leaving it the first time moves it to your location; leaving a second time removes it unless you return within 1.25 seconds.
- Titan's Resolve: Dealing and receiving champion damage grants 1 stack of Juggernauting for 6 seconds. Every 10 stacks gives 25-75 Adaptive Force, 5-10 Armor and Magic Resist, Size, and 8% Tenacity. Rank 1 Stacks Gained: 1. Rank 2 Stacks Gained: 2.
- Warlock Juicebox: Gain Omnivamp based on your Ability Power.
- Wee Woo Wee Woo: Gain up to 50% Move Speed toward nearby allies based on their missing Health. Your healing and shielding are also increased up to 50% based on the target's missing Health.
Augment Balance
- Angel of Retribution: Health Scaling Ratio 350 ⇒ 450
- Chroma Flux: Rarity Prismatic ⇒ Gold
- Giant Slayer: Rank 1 Damage Bonus 10 - 30 ⇒ 5 - 25; Rank 2 Damage Bonus 15 - 35 ⇒ 10 - 30; Rank 3 Damage Bonus 20 - 40 ⇒ 15 - 35
- Protein Shake: Base Health Scaling 15 ⇒ 25
- Scavenger: Gold 500 ⇒ 1000
- Spellcraft: Cooldown 15 seconds ⇒ 10 seconds; Base Damage 100 ⇒ 150
Systems
- Bonus Energy Regen Based on Missing Health: Maximum Bonus Energy Regeneration Up to 100% ⇒ Up to 400%
Guests of Honor
- Ivern: When a team loses a round, spawn a brush at each of their locations. This brush lasts the rest of the game.
- Senna: Opens up 3 portals to the Death Realm. Anyone can enter a portal to go to the Death Realm, and while there you can go through any portal to return to the living realm.
- Thresh: While downed, throw a lantern to your allies every few (8) seconds. This grants allies near the lantern a shield. Anyone can click the lantern to be pulled to the downed player.
Bugfixes & QoL Changes
- Fixed a bug where Renata's R would not amp damage caused by Berserk targets.
- Updated the Practice Tool Stack Item cheat to include: Dark Seal, Mejai's, Heartsteel, Gluttonous Greaves, and Force of Nature.
- Fixed a bug where Taliyah's W terrain was smaller than the hitbox.
- Fixed a bug where Yone's R warning VFX was not visible in very specific circumstances.
- Fixed a bug where Yunara's auto resets would not extend Hail of Blades appropriately.
- Fixed a bug where Renekton would not gain 20 fury from his ult when it was cast immediately after W.
- Fixed a bug where Nunu & Willump could unlock his camera during W.
- Fixed a bug where clones would not receive Homeguards after running back to the fountain
- Fixed a bug where Target Champions Only could be toggled on unexpectedly
- Fixed a bug where Camille's W would count as two hits when triggering bone plating.
- Fixed a bug where Camille's Passive would sometimes not proc Shield Bash.
- Fixed a bug where Aatrox Q sweetspots use crit text instead of enhanced damage text.
Upcoming Skins & Chromas
Coven Janna, Coven Mel, Old God Anivia and Old God Urgot all land on September 23, 2026. Riot's art is a flat splash, so if you want to turn one around and look at the back of it, our library has Coven Janna in 3-D, Coven Mel in 3-D, Old God Anivia in 3-D and Old God Urgot in 3-D.
Chromas arrive this patch for Coven Ahri, Coven Ashe, Coven Janna, Coven Mel, Coven Morgana, Old God Anivia and Old God Urgot.
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