Custom Summoner's Rift lobbies will now require players to select a position.
Swiftplay and rotating game modes will not have this feature enabled, and will retain the same jungle and support quest rules as before.
Completing Your Quest
Top Lane
Gold and experience from minions reduced by 25% outside of top lane until level 3
Quest Progress:
1200 points required for quest completion
+1 per minion kill (+2 in Top Lane)
+30 per epic monster takedown
+25 per turret takedown (+50 in Top Lane)
+20 per turret plate (+40 in Top Lane)
+15 per champion takedown
Starting at 1:05, +1 per 3 seconds passively, increased to +8 per 5 seconds in and around top lane (Note: roughly, past your outermost living turret in your assigned lane.)
Quest Rewards:
Level cap increased to 20
+600 experience
All future experience gains increased by 12.5%.
If the top laner did not select Teleport as a Summoner Spell, gain Unleashed Teleport on a 7 minute cooldown.
If the top laner did select Teleport as a Summoner Spell, they are also shielded for 30% of their maximum health on arrival, lasting for 30 seconds.
Jungle
Pet counters needed to fully finish the quest:40⇒35
Gustwalker movement speed duration:2s⇒1.5s
Smite damage:600/900/1200⇒600/1000/1400
After quest completion, Junglers gain 4% movement speed in the jungle or river, increased to 8% while out of combat.
After quest completion, Junglers gain +10g and +10 XP per large monster killed
Mid Lane
Gold and experience from minions reduced by 25% outside of mid lane until level 3
Quest Progress:
1350 points required for quest completion
Ranged Champions gain 1.5% of damage dealt to Champions as quest progress
Melee Champions gain 3% of damage dealt to Champions as quest progress
+1 per minion kill (+2 in mid lane)
+30 per epic monster takedown
+25 per turret takedown (+50 in mid lane)
+20 per turret plate (+40 in mid lane)
+25 per champion takedown
Starting at 1:05, +1 per 3 seconds passively, increased to +8 per 5 seconds in and around the mid lane
Quest Rewards:
Tier 2 boots upgrade to their corresponding Tier 3 boots. If you do not have Tier 2 boots in your inventory upon quest completion they will be upgraded on purchase.
Every 5 minutes, gain an empowered Recall, reducing the channel time from 8 to 4 seconds
Champion takedowns reduce the cooldown on empowered Recall by 1 minute
Crimson Lucidity
Upgrades from Ionian Boots of Lucidity
Ability Haste: 20
Movement Speed: 45
Ionian Lucidity: Gain 20 Summoner Haste.
Noxian Haste: Empowering or protecting allies with abilities, dealing damage to enemy Champions with abilities, or casting a Summoner Spell grants 10% Movement Speed for 4 seconds.
Swiftmarch
Upgrades from Boots of Swiftness
Movement Speed: 65
Fleetfooted: Reduce the effectiveness of Slows by 40%.
Noxian Fervor: Gain 5% of your Movement Speed as Adaptive Force.
Spellslinger's Shoes
Upgrades from Sorcerer's Shoes
Magic Penetration: 18
Magic Penetration: 8%
Movement Speed: 45
Gunmetal Greaves
Upgrades from Berserker's Greaves
Attack Speed: 40%
Movement Speed: 45
Life Steal: 5%
Chainlaced Crushers
Upgrades from Mercury's Treads
Magic Resist: 30
Movement Speed: 45
Noxian Persistence (15s cooldown): After taking magic damage from a Champion, gain a (10-120 [level scaling] +10% Health) magic shield for 5s.
Armored Advance
Upgrades from Plated Steelcaps
Armor: 35
Movement Speed: 45
Plating: Reduces incoming damage from Attacks by 10%.
Noxian Endurance (15s cooldown): After taking physical damage from a Champion, gain a (10-120 [level scaling] +10% Health) physical shield for 5s.
Bot Lane
Gold and experience from minions reduced by 25% outside of bot lane until level 3
Quest Progress:
1350 points required for quest completion
+1.5 per minion kill (+3 in Bot Lane)
+30 per epic monster takedown
+25 per turret takedown (+50 in Bot Lane)
+20 per turret plate (+40 in Bot Lane)
+15 per champion takedown
Starting at 1:05, +1 per 3 seconds passively, increased to +8 per 5 seconds in the Bot Lane playspace
Quest Rewards:
+300g
+2g per minion kill for the rest of the game
+50g per champion takedown for the rest of the game
Boots move to the Role Quest slot, effectively opening up a 7th item slot
Support
Gold and experience from minion kills and from Support Quest Items is reduced by 25% outside of bot lane until level 3
Zaz'Zak's Realmspike, Solstice Sleigh, Bloodsong, Dream Maker, and Celestial Opposition:5g per 10s⇒9g per 10s
After Quest Completion, Control Ward gold cost reduced to 40g
After Quest Completion, store up to 2 Control Wards on your Role Quest slot instead of your item inventory
Atakhan, Blood Roses, Feats, and Kills
Feats of Strength have been removed from the game.
First Blood once again grants +100g to the killer.
The first Turret destroyed once again grants +300g.
Atakhan has been removed from the game and will no longer spawn.
Blood Roses have been removed from the game and will no longer spawn.
Base kill gold devaluation per 1 gold given on death:0.2⇒0.4. For example, dying and giving away 300g will reduce your base kill gold by 75g.
Base kill gold revaluation per 1 gold earned:0.1⇒0.2. This change does not affect the accrual of positive bounties.
Health:15,600-19,020 by time⇒16,300 + 170 Growth (17,792-19,190)
Armor:120⇒34 + 8 Growth (104-170)
Magic Resistance:70⇒32 + 4 Growth (67-100)
Attack damage:350-520 from 20-57 minutes⇒175 + 20 Growth (351-515)
Corrosion secondary attack damage:70 + 20% total AD⇒35% total AD
Acid Pool damage:200 + 10% total AD⇒100% total AD
Territorial Baron pull damage:300⇒100% total AD
All-Seeing Baron rift total damage:1000⇒140% total AD
Acid Shot damage:200 + 50% total AD⇒100% total AD
Tentacle Knockup damage:200 + 25% total AD⇒100% total AD
Re-added: Shreds 0.5 armor/MR per second to all nearby enemies
Experience:800 local + 600 global⇒650 global
Total experience:3800⇒3250
Gold:25 kill + 300 global⇒100 kill + 150 global
Total gold:1525⇒850
Baron Nashor is now subject to comeback experience like with dragons. Players on the losing team gain 25% increased experience per level behind they are, capped at 2x.
Fixed a broken icon in death recap from one of Baron's abilities
Jungle Adjustments
Show all 20 changes
Buff Camps
Baron's spawn no longer corrupts Red and Blue buff, which made their buffs global and gave the monsters 30% more HP. A second version of the buff still drops after the Elemental Terrain transition.
Red buff regen:0.5/1/3% at level 1/4/6⇒0.5/1/1.5/3% at 1/4/6/11
Red melee slow:5/10/15/20%⇒10/15/20%
Red ranged slow: 5/7.5/10% (unchanged)
Red buff burn:10-75⇒15-54
Burn now displays its cumulative damage on its target
Red/Blue buff tooltips now show exactly how much power they provide.
Bugfix: Red/blue buff no longer last 30 seconds longer if a jungler kills a champion for it
Jungle Rules
Monster damage amp:25%⇒10%
Smite damage:600/900/1200⇒600/1000/1400
NEW: Junglers take 50% damage from non-epic monsters
Maximum heal on kill:81 + 13.5/lvl (1-10), max of 202.5⇒90+20/lvl (1-9), max of 250
Minimum heal on kill:36+6 (44% of max), max of 90⇒0 (0% of max)
NEW: Now restores 15 energy on large monster kill
Pet heal per second:14-37 (1-10)⇒6-36 (1-18)
Pet base DPS:20-90⇒20-150
Base pet DPS against epic monsters 15.5⇒20-150
Scuttle Crab no longer spawns at -1 level, thus increasing its gold/XP value
Kills required for first evolution:20⇒15
Jungle role quest completion:40 stacks⇒35 stacks
Faelights and Vision Changes
Show all 25 changes
Faelights
Grants +25% vision radius to the ward
Reveals a bonus vision region for 45 seconds
The bonus vision region shape is specific to that faelight location
The bonus region particles are only visible to your team
The bonus vision region is not affected by the type of ward being used (e.g. Control Wards don't enhance it.)
This duration is represented by a countdown circle visual on the ward
The bonus vision region can see into brush if the brush is in the region shape
Enemies will know they're in the bonus region while their team has a detector/sweeper effect within the region
Enemies will know they're in the bonus region if their team has ping-tracked the ward directly (including via Sixth Sense)
All faelight superward buffs are suppressed while the ward has nearsight, and removed when the ward dies
If your team already has a ward on the faelight, that ward will be destroyed to make room for the new superward
For the sake of Vision Score, the ward has a +25% score mod
For the sake of Vision Score, the bonus vision region is treated as an extra ward obeying the Position modifier rule, but no other modifier rules (e.g. staleness)
Faelight Locations
One near each base gate (4 total), providing vision into the nearby jungle
One in each island brush near top and bot (2 total), providing vision into river
One in each river wall brush near mid AKA banana brush (2 total), providing vision of nearby river (hugging the mid lane brush but not overlapping it)
[After Elemental Rift Transformation] One near side lanes in each quadrant (4 total), providing vision in the jungle path along the lane
One near the rocks in base where Hexgates spawn (4 total)
Elemental rift Scryer's Bloom locations near these points have been deprecated, and any other plants too close by have been repositioned
These new Scryer's Bloom locations have much shorter default respawn times: 90-120s (random)
Homeguards
Homeguard no longer has a duration.
Homeguard is now removed after reaching the endpoint, entering combat, or entering the jungle.
Homeguard will always take you at least to just before your outermost living turret in a lane.
Homeguard will always take you at least to your Inhibitor in your base.
After 14:00 or after at least one turret on either team has been destroyed in a given lane, Homeguard will track the furthest minion in the lane, ending approximately 2000 units before reaching the minion wave.
Before 14:00, Homeguard grants 80% movement speed ramping down to 40% over 4 seconds.
After 14:00, Homeguard grants 150% movement speed ramping down to 65% over 4 seconds.
In Swiftplay, Homeguard always grants 200% movement speed, ramping down to 100% over 4 seconds.
Crystalline Overgrowth
Targetable lane turrets are now subject to Crystalline Overgrowth.
Crystalline overgrowth will appear after a 90s startup/cooldown (30s in Swiftplay); at that point, the turret will take true damage the next time an enemy champion attacks it.
The overgrowth will stay at its minimum damage state for 60s (30s in Swiftplay), then scale the damage up linearly for 240s (180s in Swiftplay), then hold at max damage indefinitely.
The damage calculation is based on the average level of the attacking team:
At level 1, the damage range is 2% - 3.3% of the turret's max Health (2.15% - 3.76% in Swiftplay).
At level 18, the damage range is 8.8% - 18.9% of the turret's max Health (13.2% - 39.6% in Swiftplay).
The attack hitbox of the turret is increased for melee champions based on the size of the overgrowth.
Crystalline overgrowth will not proc from attacks while the turret has backdoor protection.
If an enemy unit is near the turret at that 90 second mark when it would become active, Crystalline Overgrowth will be suppressed and not appear. Once enemies are gone, the Overgrowth will then be applied and it will "fast forward" its state to make up for where it should be. This is to avoid sudden mid-push activations.
Demolish
Demolish trigger:Charge up a powerful attack against a tower while near it.⇒Your third attack against towers deals bonus physical damage.
Cooldown:45s⇒30s
Melee Damage:100 + [35% of maximum health]⇒85 + [28% of maximum health]
Ranged Damage:100 + [35% of maximum health]⇒50 + [20% of maximum health]
Game Start Time
Minion spawn time:1:05⇒30 seconds
Murk Wolf, Blue Sentinel, Red Brambleback, Raptor Camps: Spawn at 55 seconds
Krug, Gromp Camps: Spawn at 1:07
River Scuttler Camps: Spawn at 2:55
Baron Nashor:25:00⇒20:00
Epic Monster spawn times are unchanged unless noted above.
Ambient Gold Start Time: 65 seconds
Most miscellaneous start of game systems (for example, World Atlas's first charge) start 35 seconds faster.
Remake Eligibility:1:30 through 3:00⇒0:55 through 2:25
Early Surrender (with AFK) eligibility:3:30⇒2:55
Turrets
Show all 34 changes
Bulwark resist duration: 20s, refreshing on each plate takedown: 20s, overlapping durations
Bulwark resist visualization updated and new effects have been added. VFX no longer disappear when champions walk out of range.
Turret plates take 17% less damage from minions and ranged champions⇒Turrets take 20% more damage from melee champions
Updated all turret item tooltips to more clearly explain turret mechanics.
Turret true sight range:1095⇒1100. Tooltip updated to reflect the accurate range.
Outer Turrets
Nearby players are now rewarded a share of 300g for destroying the first turret of the game.
Plates are now permanent instead of falling off at 14 minutes.
Resistances:Set armor/MR to 40 at 14 minutes⇒Lose 15 armor/mr per minute starting at minute 11, capped at -60
Plate gold:Turret plates drop at 14 minutes, awarding no further gold⇒Plate value reduces by 10g per minute at minute 11, capped at -40
Plate thresholds:20/40/60/80/100%⇒10/25/45/70/100% missing HP
No longer gains 50 permanent resists per dead plate.
In-world turret plate models have been removed. They now only show as health bar segments.
Base resists:15⇒60
Base HP:5,000⇒9,000
Maximum bonus AD:192 at 16 minutes⇒168 at 14 minutes
Local gold:250⇒0
Turret plate gold:125⇒120
Maximum local gold:875⇒600
Minimum local gold:250⇒400
Inner and Inhibitor Turrets
NEW: Turret Plates claimed at 10/25/45/70/100% missing HP
Inner turret local gold:425/675⇒600 spread across 5 plates
Inner turret health:4000⇒5000
Inner turret resistances:55⇒60
Inner turrets no longer gain up to 15 armor/MR at minutes 16-30
Inhibitor turret local gold:375⇒600 spread across 5 plates
Inhibitor turret regen thresholds:33/66% HP⇒30/75% HP
Inhibitor turret health:3500⇒4750
Inhibitor turret resistances:70⇒60
Nexus Turrets
NEW: Turret Plates claimed at 10/25/45/70/100% missing HP
Nexus turret health:3000⇒3500
Nexus turret resists:70⇒60
Nexus turret HP on respawn:100%⇒40%
6 HP/sec Nexus turret regen:33/66%⇒40/70% HP
Added a separate tower item for Nexus Turrets to show that they respawn.
Minions
Show all 15 changesShow all 15 lines
At 14 minutes, minion waves now spawn every 25 seconds. When a cannon minion spawns on these waves, one fewer melee minion spawns.
At 30 minutes, minion waves now spawn every 20 seconds. One fewer caster minion spawns on these waves.
Minion to turret damage:55%⇒60%
Base Movement Speed:325⇒350
First cannon minion wave:wave 4⇒wave 3
Cannon AD:39, +1.5 every 90 seconds⇒39, +1.5 every 90 seconds, then +4 every 90 seconds at wave 15
Cannon/Super minion gold:60 + 3 every 90 seconds⇒50 + 1 every 90 seconds
Cannon minion damage to turrets:82.5%⇒84%
Cannon minion item updated to show its special rules for attacking turrets.
Champions
CassiopeiaBuff
Base Stats
Base Movement Speed:328⇒335
Passive - Serpentine Grace
Passive Rework:Gain 4-72 Movement Speed (Based on level), but she cannot purchase boots.⇒Increased effectiveness of all Movement Speed buffs by 6-40% (based on level).
SamiraAdjusted
Q - Flair
Q Non-Crit Damage:5/10/15/20/25 (+ 95/102.5/110/117.5/125% total AD)⇒0/5/10/15/20 (+ 110% total AD)
Q Critical Strike Damage:1.25/1.65x with IE⇒50% of bonus crit damage: 1.5/1.65x with IE
R - Inferno Trigger
R Non-Crit Damage:5/15/25 + 45% total AD⇒20/40/60 + 30% total AD
R Critical Damage:1.75/2.15x with IE⇒100% of bonus crit damage: 2.0/2.3x with IE
Spellblade (1.5s cooldown): After using an Ability, your next Attack deals 100% base AD + 10% AP bonus magic damage on-hit and applies on-hit effects an additional time.
Fiendhunter Bolts
Build Path: Zeal + Scout's Slingshot + 850g
Total Gold Cost: 2650g
Attack Speed: 40%
Critical Strike Chance: 25%
Movement Speed: 4%
Night Vigil: Gain 30 Ultimate Haste.
Opening Barrage (45s cooldown): After casting your Ultimate, your next 3 basic attacks within 8s gain 50% attack speed and critically strike for 75% of your normal critical strike damage. If an attack would already critically strike, it deals normal critical strike damage and also deals 10% bonus true damage.
Feast: When a champion that you damaged within 3 seconds dies, gain 15% omnivamp for 8 seconds.
Bastionbreaker
Build Path: Brutalizer + Serrated Dirk + 863g
Total Gold Cost: 3200g
Attack Damage: 55
Lethality: 22
Ability Haste: 15
Shaped Charge: Dealing Ability damage to a champion or epic monster deals an additional (30 + 150% lethality) true damage.
Sabotage: Taking down a champion within 3 seconds of damaging them grants Sabotage for 90 seconds. While you have Sabotage, your next attack against an epic monster or turret deals an additional (300 + 2500% lethality) true damage over 3 seconds.
Actualizer
Build Path: Lost Chapter + Blasting Wand + 1050g
Total Gold Cost: 3100g
Ability Power: 90
Mana: 300
Ability Haste: 10
[ACTIVE] Mana Made Real (60s cooldown): For 8 seconds, your mana is Empowered. While Empowered, your spells cost 100% more mana, you gain (15 + .005% bonus mana)% increased ability damage, healing, and shielding, and your basic ability cooldowns progress 30% faster.
Hexoptics C44
Build Path: Pickaxe + Noonquiver + Long Sword + 275g
Total Gold Cost: 2800g
Attack Damage: 50
Critical Strike Chance: 25%
Magnification: Deal up to 10% increased damage with attacks, based on how far away the enemy is (max damage at 750 range).
Arcane Aim: When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 6 seconds.
Fanfare: Slowing or Immobilizing an enemy champion grants Fanfare for 8 (melee) / 4 (ranged) seconds. Fanfare grants 20 Movement Speed. While you have Fanfare, nearby allies, including yourself, gain 30% (melee) / 20% (ranged) attack speed.
Protoplasm Harness
Build Path: Kindlegem + Giant's Belt + 800g
Total Gold Cost: 2500g
Health: 600
Ability Haste: 15
Lifeline: Taking damage that would reduce your health below 30% causes you to gain 200 maximum health for 5 seconds, then heal (200-400 [level scaling] + 250% armor + 250% magic resistance) health over the duration. While regenerating health, you gain 15% increased size, 10% Movement Speed, and 25% tenacity.
Whispering Circlet / Diadem of Songs
Whispering Circlet
Build Path: Forbidden Idol + Ruby Crystal + Tear of the Goddess + 850g
Total Gold Cost: 2250g
Health: 200
Mana: 300
Base Mana Regeneration: 75%
Heal and Shield Power: 8%
Harmony: Gain (.005% bonus mana)% Heal and Shield Power.
Manaflow: Landing Abilities grants 4 max mana (doubled vs champions). Transforms into Diadem of Songs at 360 max mana.
Diadem of Songs
Health: 200
Mana: 1000
Base Mana Regeneration: 100%
Heal and Shield Power: 8%
Harmony: Gain (.005% bonus mana)% Heal and Shield Power.
Consonance: While you or any ally you've healed or shielded in the last 3 seconds is in combat with champions, each second, heal the lowest health nearby ally champion for (.008% bonus mana).
Hypershot:Dealing ability damage to champions at 600 range or more units away from the cast position reveals them for 6 seconds⇒Dealing ability damage to champions at 600 range or greater reveals them for 6 seconds. Deal 10% increased damage to enemies revealed by Hypershot.
Focus (30s cooldown): When Hypershot is triggered, reveal all other enemy champions with 1400 range of them for 3 seconds.
Sundered Sky
Attack Damage:40⇒45
Lightshield Strike:Critical strike damage decreased from 100%⇒80%
Lightshield Strike Cooldown:8s⇒10s
Luden's Companion
Name:Luden's Companion⇒Luden's Echo
Icon: Reverted to the staff
Echoes of Helia
Kindlegem + Bandleglass Mirror + 500g (2200g)
35 Ability Power
200 Health
125% Base Mana Regen
20 Ability Haste
Soul Siphon: Gain 35% of pre-mitigation damage dealt to champions as Soul Charges, up to (80-250 [based on level]) charges. Healing or shielding an ally consumes all Soul Charges to restore 100% of that value as health.
Essence Reaver
Build Path:Pickaxe + Caulfield's Warhammer + Cloak of Agility + 375g⇒Sheen + Caulfield's Warhammer + Cloak of Agility + 350g
Total Gold Cost: 2900g (unchanged)
Attack Damage:60⇒55
25% Crit Chance
Ability Haste:15⇒20
Spellblade (1.5s cooldown): After using an ability, your next attack deals (125% base AD + [50 * crit chance]) bonus physical damage and grants 50% of the damage value as mana on-hit.
Nightstalker: After being unseen by enemies for 1 second, your next attack against a champion deals an additional (50 + 150% lethality) true damage.
Blackout (90s cooldown): When you are near enemy Stealth Wards and traps, reveal them for 8 seconds. While revealing wards, your attacks deal 3 (melee) / 2 (ranged) damage to them.
Extinguish is removed. (It's rolled into the above Blackout)
NEW : Cryocombustion: Gain 15 Ultimate Ability Haste.
Tear Items (Muramana, Fimbulwinter)
Tear (Manaflow items)
Unique⇒Semi-unique
You can now have one stacking Tear item in your inventory at any given time. Once your Tear item transforms, you can get a new Tear and stack all over again!
Muramana
Mana:860⇒1000
Fimbulwinter
Mana:860⇒1000
Mortal Reminder
Build Path:Executioner's Calling + Last Whisper + Cloak of Agility + 450g⇒Executioner's Calling + Last Whisper + Cloak of Agility + 150g
NEW: Giant Slayer: Deal up to 15% bonus damage against champions based on their bonus health. Maximum damage bonus reached at 1500 bonus health.
Yun Tal Wildarrows
Build Path:B. F. Sword + Scout's Slingshot + Long Sword + 750g⇒B.F. Sword + Scout's Slingshot + Long Sword + 850g
Cost:3000g⇒3100g
Attack Damage:55⇒50
Attack Speed:35%⇒40%
Infinity Edge
Build Path:B.F. Sword + Pickaxe + Cloak of Agility + 675g⇒B. F. Sword + Pickaxe + Cloak of Agility + 725g
Cost:3450g⇒3500g
Attack Damage:65⇒75
Critical Strike Damage:40%⇒30%
Symbiotic Soles
Removed.
Vigilant Wardstone
Removed.
SR Ranked and Matchmaking
2025 Season 3 End and 2026 Season 1 Start
Shard Transfers will be disabled 2026-01-07 at 00:00 PST globally while we prepare to grant ranked rewards.
Ranked Season 1, 2026 will start on local server time 2026-01-08 at 12:00:00. Ranked Queues (Solo/Duo and Flex) will be re-enabled on season start. Season 1 2026 Ranked Reward Missions will start at the same time.
When the new season starts in 2026, player ranks will reset, and after playing 5 provisional games, players will be assigned a starting rank of the season to climb with.
End of Season Year 2025 Ranked Rewards
Victorious Skin Border that is compatible with all 3 Victorious Skins of 2025 (requires owning all 3 Victorious skins of the year)
2025 Ranked Emote
2025 Ranked Icon
In order to receive rewards players must have an honor level of 3 or above.
Aegis of Valor
Autofill status won't go away by dodging the champ select. If a player dodges an autofilled game during champ select, the status would carry on until the player plays their autofilled game.
For Master or above players, dodging a ranked champ select would cost more LP.
Ranked Flex will have better and more reasonable skill rating based on your Solo/Duo queue rank.
Apex Duo Restriction Update for Solo/Duo Queue
D1 can duo with D3-D1, Master, Grandmaster and Challenger.
Grandmaster can duo with D1, Master, Grandmaster, Challenger
Challenger can duo with D1, Master, Grandmaster, Challenger
Master can duo with D1, Master, Grandmaster, Challenger
For CN, duo queuing is allowed up to Master with the premade party lower band at D1. CN Grandmaster and Challenger can only solo queue.
For KR, Master, Grandmaster and Challenger can only solo queue.
For CN and KR, similar to previous years, their APEX duo MMR restriction (CN at Grandmaster target MMR, KR at Master target MMR) will be temporarily disabled for 26.1, so if you are Grandmaster MMR in CN, or Master MMR in KR, if you have not achieved the visual Rank because you are still climbing, you can still duo. Visual Rank restrictions will always be on.
Swiftplay
Show all 39 changes
Start of Game Flow
Starting Level:1⇒3
Starting Gold:500g⇒1400g
Doran's Blade, Doran's Shield, and Doran's Ring have been removed from the item shop.
Guardian's Horn, Guardian's Orb, Guardian's Blade, and Guardian's Hammer have been added to the Swiftplay item shop.
Objectives
Void Grubs have been removed.
Rift Herald has been removed.
Baron Nashor now spawns at 12:00
The Hand of Baron buff now persists through death.
Atakhan has been removed, just as in other SR queues.
Elemental Drakes now spawn a maximum of twice.
Dragon Soul is now awarded if a team manages to kill both Elemental Drakes.
The Elemental Rift transformation now occurs after the first Elemental Drake is killed, and matches the element of the second Elemental Drake.
Elder Dragon now spawns at 15:00. If there is an Elemental Drake in the pit when Elder Dragon is spawning, it despawns.
If no Elemental Drakes are killed, the Elemental Rift transformation does not occur.
Pacing Changes
Show all 15 lines
Rubberbanding start time:4:00⇒0:30
Gold and experience accelerate faster over game time
Rubberbanding slightly decreased per instance of gold or experience earned
Rubberbanding can no longer add more than 100% to the value of a single source of gold or experience.
Bugfix for gold acceleration from game time and rubberbanding double counting for some gold sources.
Turrets begin to lose resists:25:00⇒20:00
Turrets begin to burn down from Sudden Death:30:00⇒25:00
Death timers by level:10s - 52.5s⇒10s - 40s
Death timers no longer scale up with game time until 25:00, scaling up to a maximum of +50% by 27:30.
Minions scale up 50% faster
Cannon Minion health scaling:85⇒100
Start of minion waves spawning every 25 seconds
There is now a Cannon Minion in every Minion Wave from the third wave on.
Turrets deal reduced damage to Cannon Minions
Minion damage to turrets multiplier:50%⇒60%
Minion Frenzy
Minion movement speed: +125
Minion attack speed: +100%
Minion damage to enemy minions and turrets: 150% – 250% by game time (scaling linearly from 1:00 to 20:00)
Minions spread Frenzy to other nearby allied minions in the same lane
Champion marker buff duration: 90s or until death
Frenzy duration: 10s – 30s by game time
Jungle Changes
Stacks required to complete Jungle Quest:30⇒25
Red Brambleback and Blue Sentinel respawn times: 300s %rArr; 270s
Instead of storing damage from all sources, now only store from the augment owner.
Instead of refreshing 1 charge every 180s, will now refresh all 3 charges every 120 seconds.
We've updated the functionality of the reward to now multiply future stacks by 3 and not just the stacks at the time of completion.
The tooltip implied this but it didn't actually work this way, so we're just making it do that to match the expectation and so Heartsteel can go brr.
Golden Spatula Stats:
Attack Damage:60⇒90
Ability Power:80⇒110
Movement Speed:5%⇒10%
Immolate Range:300⇒400
Bug Fixes
Fixed a bug where Ultimate's Awakening's buff bar is displaying incorrect Ability Haste.
Add a cooldown tracker for Ultimate Awakening.
Fixed a bug where Executioner is not working with Renger's basic abilities.
Fixed a bug where Orbital Laser's Ground damage is doing incorrect damage to minions.
Fixed a bug where Orbital Laser is tracking damage dealt to minions.
Fixed a bug where Gold Rend fails to function if your ally also takes it.
Demacia Rising
Daily and weekly missions will be available to provide large amounts of Silver Shields. Playing LoL or TFT and completing missions will earn enough Silver Shields to finish the entire game.
Purchasing the Battle Pass will instantly reward Silver Shields, and also increase the amount you earn from the recurring mission.
Playing a game with a skin released during Season 1 will reward a one-time bonus of Silver Shields.
Lobby Hostage Taking & Player Behavior Updates
Champion selects will be terminated when a player in champion select is reported and determined to be holding the lobby hostage to force a dodge or for any other reason. This will never trigger without a report in champion select, so be to sure to report players you believe are hostaging.
When a champion select is terminated by hostaging detection, the offender will receive a penalty that will not allow them to immediately queue again, and all other players will re-enter matchmaking similar to if a player dodges today.
Penalties for repeated disruptive gameplay have been increased.
Improved detections for intentional non-participation in-game.
If you receive an Account Ban for having an inappropriate Riot ID, you'll be unable to change your Riot ID until the ban is over.