- P Calculation on hit damage flat formula reworked
“Some champs like Ambessa, Cassio, K'Sante have been stale for a while” — Riot
PBE and announced changes
What's on the League of Legends test server right now, pulled straight from the game files.
PBE changes aren't final. Riot tunes and reverts things on the test server constantly, and plenty of what's here never reaches live. This page reports what the game files hold for the build named above. It isn't a patch note.
Every Summoner's Rift champion in this patch so far, whether the change has landed on the test server or Riot has only announced it.
Where Riot has published a label we use theirs. Otherwise a champion counts as buffed or nerfed only when every value we can measure points the same way, and anything mixed, newly added or reformulated counts as adjusted.
This is the final World's patch and we've been pretty happy with the meta from playoffs and don't feel like there's much more we can improve it (aside from this patch) without causing excess damage to SoloQ, which is also a high priority for us
1. Rocketbelt continues to be one of the premier items on Pro Play mages that gives them a bit too much durability. We think Rocketbelt is better positioned as a "go in button" and so we're making it better at that use case and worse at the flexible use cases for mages (though it is skill expressive).
It mostly results in Mage champions having minimal weaknesses in the highest levels of play while also making them need to be nerfed for regular players (see Orianna's winrate)
That said, there are some "go in" Ranged champions that we expect this to be power neutral on (eg. Annie, Neeko) that their player bases still love this item on, it should just take a larger tradeoff on damage repeatability
Source: @RiotPhroxzon's patch 26.20 preview. Riot posts the preview as an image, so the numbers above are transcribed from it.
“Some champs like Ambessa, Cassio, K'Sante have been stale for a while” — Riot
“We've added an Ashe nerf into the patch as she is one of the dominant pairings on the patch, even with the Hurricane nerf (as a lot of her builds don't build it)” — Riot
“our Cassio nerfs recently undershot a bit for Pro Play
However, they've been pretty effective at moving her power budget around in regular play to higher AP builds
As mentioned above, some of the safer scaling hyper carries are a bit too strong, even with the slight Hurricane tapdown we're planning and given Lucian's large nerf in organized play” — Riot
“Diana mid is in a mostly fine spot, but Diana Jungle, which plays more like a bruiser and builds a lot more health needs a little more help
Overall, we're not looking to add a ton of power to Diana as she does get a bit statchecky when strong” — Riot
“Lillia's changes last patch were a good start, but we feel we can go a bit further on the Sleep changes
Overall, we want to do a better job of balancing Lillia between skill levels and Lillia typically struggles at the higher skill brackets, especially after we made her early clears a lot weaker
Average play Lillias often don't get the most out of her Sleep duration, whereas higher skill players are much better at coordinating around it” — Riot
“Lucian's best pairings (eg. Enchanters like Milio) have received a large nerf as a result of the 26.19 changes and so we're returning some power back to Lucian in generic power
In combination with the Support laning changes from last patch, Lucian's early kill threat has gone down significantly and so we think we can buff him up a bit” — Riot
“Neeko support (and Mid) have been a bit worse for wear
Neeko support has become a lot weaker, especially at the higher levels of play after we made adjustments to her Clone and its interaction with vision
We think Neeko could use a little more power as a result” — Riot
“Smolder has also been on the weaker side after we made a bunch of adjustments to Black Cleaver and Deathfire Touch several months ago
We're continuing to add more power to him, but into his Crit builds as his Bruiser builds have worse counterplay given his scaling profile
Vayne also received a nerf recently due to her strength in Top lane in both Pro Play and high level SoloQ
We're being very careful about adding more Ranged tops back into the meta as that has been something players have been complaining about, but think that a generic buff + a nerf to Hexplate will make her neutral there (or at least have to go for squishier builds) while buffing Vayne bot back up” — Riot
“With the nerfs to experimental Hexplate this patch (for her Top lane), we feel like we can give Vayne a little power in bot lane
She still has builds in Top that don't build Hexplate, but we're more OK with those as she isn't as durable while dishing out a lot of damage
Vayne also received a nerf recently due to her strength in Top lane in both Pro Play and high level SoloQ
We're being very careful about adding more Ranged tops back into the meta as that has been something players have been complaining about, but think that a generic buff + a nerf to Hexplate will make her neutral there (or at least have to go for squishier builds) while buffing Vayne bot back up” — Riot
“We're also adding a moderate nerf in for Yunara as her level 1 laning is a bit too strong given how well she scales
We expect after this and the Lucian buffs for the bot meta to be in a much better spot” — Riot
“Diana mid is in a mostly fine spot, but Diana Jungle, which plays more like a bruiser and builds a lot more health needs a little more help
Overall, we're not looking to add a ton of power to Diana as she does get a bit statchecky when strong” — Riot
“We're further nerfing Experimental Hexplate to allow us to buff up some champions that have been balanced around it (Vayne top). This will also allow us to give Vayne bot a buff
Ranged specific nerf.” — Riot
“We're adjusting rocketbelt to be much more about the go in aspect of it and less power budget in the haste
The haste is adding a lot to the repeatability for mages in particular, but also as a burst oriented item, it means that the item broadly isn't creating the right tradeoffs with other items like Cosmic Drive, etc. that should be purchased for the higher haste values
Rocketbelt continues to be one of the premier items on Pro Play mages that gives them a bit too much durability. We think Rocketbelt is better positioned as a "go in button" and so we're making it better at that use case and worse at the flexible use cases for mages (though it is skill expressive).
It mostly results in Mage champions having minimal weaknesses in the highest levels of play while also making them need to be nerfed for regular players (see Orianna's winrate)
That said, there are some "go in" Ranged champions that we expect this to be power neutral on (eg. Annie, Neeko) that their player bases still love this item on, it should just take a larger tradeoff on damage repeatability
Ranged specific nerf.” — Riot
“We pulled Varus and Sylas from the patch
Varus because we feel like we need larger work on him to make his builds more satisfying and make sense
Sylas, because we don't feel comfortable changing him overall without messing up his role balance, especially given the Protobelt changes in the patch” — Riot
“Hurricane was a little overbuffed and so we're pulling back the buff ever so slightly (not by a huge amount here). We're also featuring a Yunara nerf in the patch, but we're being careful not to overdo it there in combination
We expect after this and the Lucian buffs for the bot meta to be in a much better spot” — Riot
“Some champs like Ambessa, Cassio, K'Sante have been stale for a while and our Cassio nerfs recently undershot a bit for Pro Play
However, they've been pretty effective at moving her power budget around in regular play to higher AP builds
As mentioned above, some of the safer scaling hyper carries are a bit too strong, even with the slight Hurricane tapdown we're planning and given Lucian's large nerf in organized play” — Riot
“We're making an adjustment to Sylas, to give him a slight buff in Mid, while keeping his Jungle steady overall
Overall, this will be a bit of a reshape to Sylas to make him more powerful in the matchups he's good in, while not having much change in matchups he's already bad in” — Riot
“We've added an Ashe nerf into the patch as she is one of the dominant pairings on the patch, even with the Hurricane nerf (as a lot of her builds don't build it)
We're also adding a moderate nerf in for Yunara as her level 1 laning is a bit too strong given how well she scales
We expect after this and the Lucian buffs for the bot meta to be in a much better spot” — Riot
7 champion skins and 1 League Classic skin have appeared on the test server this cycle. Everything here is cosmetic and none of it changes how a champion plays.







Classic is its own mode with its own skin set, so these do not appear on Summoner's Rift.
Every League of Legends skin ever released, in 3D with its animations and chromas, is in the Nerfplz skin library.
Every augment in ARAM Mayhem and Arena, compared between the PBE and live: new ones, cut ones, rarity moves and number changes. Arena's champion tuning sits at the bottom when Riot touches it.
No Arena augment has changed on the PBE yet. All 271 of them match live in this build.
Teamfight Tactics Set 18 on the PBE, checked against live. Unit and trait numbers come first, then whatever joined or left the item and augment pools.
A separate game mode with its own copies of these champions and its own item set. Nothing here touches your ranked games.