Notes published July 28, 2026, live on servers July 29, 2026
Patch 26.15 is the big one. Season 3 starts, the permanent League of Legends Classic mode goes live, and Aegis of Valor stops cushioning losses and starts paying out for wins instead. Bel'Veth gets a real rework pass that pulls power out of her early invades and pushes it into her stacking late game, while Locke, Mordekaiser, Naafiri, Riven, and Sylas all get reined in. Alistar, Kai'Sa, Maokai, Volibear, and Zac pick up buffs. ARAM: Mayhem also gets a systemic overhaul so champion damage modifiers finally apply to item and Augment damage, and Arena caps a pile of Augments at two levels instead of three.
Riot's newest game mode is also its oldest. League Classic runs 60 champions on classic versions of their kits from across League's early history, complete with point and click stuns and old items like Heart of Gold. Riot describes it as an experience that "emphasizes strategy over mechanics" with stronger consequences for your actions in both directions. The jungle monsters fight back, so bring health potions.
Ranked Season 3 Start
Season 3 begins at 12pm local server time on July 29.
Ranked Season 3 will start at 12pm on July 29 local server time. Victorious Ranked Mission (15 Ranked Games won) will be refreshed with season start, and end of S2 rewards will be distributed shortly after S3 start. Shard transfer service will be temporarily off until S2 rewards are granted.
Aegis of Valor
Aegis made autofill games worth playing out, but its loss protection and Mastery requirement created a second objective: play for the grade rather than the win. Riot is refocusing it entirely on winning.
We’re refocusing Aegis entirely around victory: it will no longer reduce LP losses in the case of defeat, and wins will award double LP without requiring a minimum mastery score.
Apex Duo Restrictions
Duo queue at the top of the ladder gets tightened up. Riot found duos manageable in Master but too impactful in GM and Challenger, where smaller player pools and skill extremes swing game outcomes.
Master players will now be able to duo, but only with players close to them in rank.
GM, Challenger, and players with GM or Challenger MMR will not be allowed to duo.
For more details on the exact restrictions, see here.
Champions
AlistarBuff
Alistar has felt constrained ever since Mobility Boots and Symbiotic Soles left the game, and he's losing out in a meta that should favor roaming supports.
Base Stats
Move Speed:330⇒335
Bel'VethAdjusted
Riot wants Bel'Veth to stop living and dying by the early invade and start paying off as a late game scaling champion. Her Q at early levels now behaves more like a normal dueling ability instead of a free clear tool, and her stacking evolution carries far more of her power, up to a permanent True Form at 80 stacks.
Base Stats
Attack Speed:0.85⇒0.67
Attack Speed Ratio:0.85⇒0.67
Attack Damage:60⇒55
Basic Attack Damage Modifier:75%⇒100%
Attack Cast Time:0.25⇒0.22
Total Attack Animation: Adjusted to feel better at lower Attack Speeds
Armor:32⇒28
Armor Growth:4.7⇒5
Health:610⇒580
Health Growth:105⇒110
Model Size:100%⇒95%
Passive - Death In Lavender
Attack Speed After Spell Cast:20% minimum / 40% maximum for 2 attacks⇒20% for 3 seconds
Attack Speed per Stack:0.28% minimum / 1.1% maximum⇒0.1% minimum / 2% maximum
Damage per Strike:6 / 7 / 8 / 9 / 10 (+8% Attack Damage) (+8% On-Hit effects), increased up to 300% based on missing Health⇒10 / 12 / 14 / 16 / 18 (+12% Attack Damage) (+12% On-Hit effects), increased up to 100% based on missing Health
Number of Strikes:6 + 1 per 33% bonus Attack Speed⇒6 + 1 per 40% bonus Attack Speed
Target Swapping:Passive removed when swapping targets⇒Passive no longer removed when swapping targets
Maximum Epic Monster Stacks:10⇒8
Passive Application Requirement:E and Q required Bel’Veth to have attacked the target first⇒E and Q no longer require Bel’Veth to have attacked the target first
Locke keeps climbing the mastery curve, so the nerfs keep coming. His early game reads as clearly over the line even for a snowballing assassin, and Riot wants to kill second-maxing W, which gives him too much safety for the risk he should be taking.
Maokai has faded out of both top and jungle. Riot isn't interested in propping the top lane version back up, so this pass aims squarely at the jungle, where he fills a unique zone-control tank role.
Last patch's R buff overshot, so it gets reverted entirely. In exchange he gets a lower E cooldown to catch and hold targets. Riot expects the pair of E changes plus the R bugfix to land him net ahead of 26.13.
Bugfix: Fixed a bug where ulting a target with health above their post-reduction max HP would lead to increased damage (up to double).
NaafiriNerf
Naafiri is still a talking point in solo queue and pro play alike, and she's strongest exactly where she should be weakest: chaining back to back to back ultimates. The ratio also moves to bonus AD.
Endless Hunger fits Riven's play pattern almost perfectly and she's overperforming because of it. Hitting her ultimate's AD scaling touches every spell she casts and slows the snowball without capping her high moments.
The bear has been hibernating for a couple of patches. He gets more chances to gap close, aimed at the laning version, without raising his spell-chaining ceiling.
Zac's jungle presence has dropped off hard. He gets a bit more room to hit his distinctive gank angles and a bit more durability once the fight starts.
Bottom of the pickrate charts since release, and by a wide margin over the next least popular Lethality item. It gets cheaper and stronger on the effect people notice least, because Riot wants Lethality users spending gold on utility and objectives.
Terminus is supposed to be a capstone for scaling on-hit builds but has played more like a mid game spike, leaving on-hit thin on real late game options.
Yun Tal has slid a long way this year from its spot as the default scaling crit item. Riot still wants that scaling option on the board, so it gets cheaper and faster to compete with the early crit items.
Cost:850g⇒750g
Attack Speed:40%⇒45%
Runes
Jack of All TradesNerf
Endless Hunger, Gluttonous Greaves and Doran's Helm make odd statlines far easier to hit than they used to be. Riot still likes the creative builds it enables, it just gives too much for too little at both ends.
Adaptive Force at 5 / 10 stat breakpoints:10 / 25⇒8 / 20
ARAM: Mayhem
This is the systemic one. For years champion damage modifiers only touched spell and attack damage, which let some champions run away with games because their item and Augment damage was never scaled. Damage dealt modifiers now apply to spell, attack, item and Augment damage, which lets Riot delete a pile of champion-specific mods outright. Critical Missile also comes down after proving a little too reliable on crit ADCs.
NEW Stacking Availability: Can now be taken by multiple players on the same team
Mercy's Strike
NEW Turret Interaction: Mercy's Strike's buff will be consumed on attacking turrets.
NEW Turret Damage: Turrets take 2.5% maximum health damage.
Bugfixes
Show all 21 fixes
Fixed a bug where Vel'Koz's (Q) first hit failed to trigger Skilled Sniper.
Fixed a bug where Anivia's (Q) failed to trigger Skilled Sniper when passing through units.
Fixed a bug where Locke's (Q) received a refund in between ammo for Skilled Sniper.
Fixed a bug where you cannot attack during Rite of Ascension possession time.
Fixed an issue where Morgana's (R) Echo cast always sends the clone towards the bottom of the screen.
Fixed a bug where Apex Inventor did not reduce Wooglet's Witchcap's cooldown.
Fixed a bug where Twitch's (R) bolts disappear upon recasting Spray and Pray (R) before the ability ends.
Fixed a bug where Ekko's (Q) failed to split with Spell Split on missile end.
Fixed a bug where Combusting Interest failed to generate gold if you have burn items or Augments.
Fixed a bug where Diadem of Songs does not appear in the shop and builds into section.
Fixed a bug where Milio's (W) did not grant Support Main quest progress in Mayhem when healing themself or allies.
Fixed a bug where Locke's (E) second dash did not grant Pursuit of Power or Pursuit of Haste quest progress in Mayhem.
Fixed a bug where Master Yi's (Q) and Viego's (R) could retain Dashing's Ability Haste in Mayhem after taking Pandora's Box.
Fixed a bug where Overloaded could be offered to Katarina's (E) and Shaco's (E).
Fixed a bug where Little Extra Help removed Scoped, Scopier and Scopiest Weapon's VFX after the effect ends.
Fixed a bug where Nidalee's human-form Javelin Toss (Q) did not trigger Missile Split in Mayhem if the augment was selected while in cougar form.
Fixed a bug where Pursuit of Haste and Pursuit of Power is offered to Akshan's (E).
Fixed a bug where Mercy Strike could be offered to non-support champions in Mayhem like Vladimir.
Fixed a bug where Warding Weapon could still be offered to Akshan's (E) in Mayhem.
Fixed a bug where Pursuit of Power is offered to Akshan's (E), Draven's (Q), Illaoi's (E), and Malphite's (W).
Fixed a bug where Trusty Weapon could still be offered to Akshan's (E) in Mayhem.
Arena
Riot is cutting the level cap on Augments that felt overbearing at three levels, running a broad champion balance pass, and improving how crit chance over 100% converts into Adaptive Force.