

Every change in this patch, grouped by impact.
Reworked, retuned or shifted around

"Gwen is still very powerful in the hands of experts, especially pros, after her reshape in 15.6. While Gwen players have enjoyed her newfound agency in lane, we want to ensure she has some weak matchups and can't simply "

"AP Irelia is currently not viable or picked at all so we are letting this blade dancer bring some magic to the rift by upping her burst ability when building ability power. We're focusing on her high counterplay skillsho"

"Kassadin has been a bit stagnant and below where we'd like him to be for resting win-rate, and his pick-rate is similarly declining. We're looking to enhance some of his late game damage output to encourage the high risk"

"There are a decent number of lane Kayn (Layn) players out there and we'd like to give them a fair shot at winning their games. To do that without buffing Jayn (jungle Kayn), we're buffing mana costs to give him better ac"

"Seasons ago, The Mouth of the Abyss was once a viable and common mid lane poke champion who had a late-game powerhouse identity. He's not too far off from it these days, so we're looking to give him a bit of power to ena"

"Our fixes for Master Yi Q applying Kraken and Terminus were understandably buffs to Yi. We're looking to reduce his built in on-hit build potency now that the system works in his favor and make his early game more exploi"

"If only there was a word to describe Miss Fortune's current state. Hmm, yeah.. can't really think of one. Anyway, we're buffing her this patch to bring her up to pace with the rest of the pack."

"Last patch gave us a clean read on how much power each role got from making Morgana's W damage more consistent. With that dust settled, we're here to revisit her with some directly power-positive buffs, giving her better"

"Nilah will not become a viable jungler with this change but the current restriction around how little splash damage she deals to jungle monsters just isn't needed. We're removing this unneeded mod for now and eventually "

"Rumble has climbed greatly in win rate since the consistency changes we made last patch, so we're moving some power out of Flamespitter and Junkyard Titan's damage output."

"Senna is currently underperforming as a bot laner and even more so as a support. We're giving back some of the attack speed growth she's had previously to improve the feel of her attacking builds, and she's getting a sma"

"Sett jungle is a lot closer to viable than people realize but still needs a bit of a push to reach true viability. Have fun!"

"Singed underwent several changes last patch that made red side Singed deal his first tick of damage instantly instead of 0.25s late and made blue side Singed refresh his poison much more reliably. The net result of these"

"We're making a small visual change to make Teemo's traps easier to pick out in the world. They still turn invisible and work mechanically identically before, but now they're just more opaque so you can tell what it is ri"

"Vayne jungle is a lot closer to viable than people realize but many players completely miss the mark on ability orders. If you want to play Vayne jungle, start with Silver Bolts and then max Tumble. Have fun!"

"As players have gotten better at her, Yunara has risen to be one of the most potent ADCs in the game. We've got several bug fixes in this patch that we expect will nerf her popular Kraken Slayer + Hurricane build. We'll "
New skins, chromas, bugfixes and everything else Riot shipped this patch.
Alongside this update we have a brand new Seasonal Battle Pass! Check it out for look like Arcana Lulu, Arcana Jhin, Prestige Visions of the Fallen Jarvan IV, emotes, icons, and more! This will also be the first pass to reflect that change from 50 to 48 levels. The XP required per level is unchanged so it should feel faster to complete compared to before.
Here's the full list for all the details:
Season 3 Ranked Start Time will be 12:00 noon local server time, August 27. Similar to Season 1 to Season 2 transition, players' ranked LP progression won't be reset, but the Victorious Mission to get Victorious skin will be reset (15 ranked games won).
Ranked queue will be disabled during the ranked season down time, which will be approximately 12 hours. End of ranked season 2 rewards will be distributed several days after season start.
Shard Transfer Service will be temporarily disabled before season end, and will be re-enabled after reward distribution is complete.
You'll notice with this patch Atakhan now has a weapon, a totally normal weapon. Mechanically we're not making any changes and it's just a visual change… we see you lore fans reading here for clues on what this means. Maybe he just felt like it okay.
The Xin Zhao Visual Update is here with updated models, animations, ability icons, VO, VFX, SFX, Splashes, and Skins!
Similar to what we've done with some past Visual Updates for Champions, Xin Zhao's Commando and Imperial skins are getting a price increase from 520 RP to 750 RP to reflect the higher quality bar. If you don't own these skins you'll be able to purchase them at a cheaper price before the Visual Update goes live tomorrow so grab them while you can!
Additionally, we've unvaulted his skins for through 25.18 so if you're missing any you'll be able to grab them during these next two patches.
Keep an eye out as well for Xin Zhao's new Champion Theme! That will be released on Friday, August 29th!
With Xin Zhao's update in 25.17 we're going to be updating how his lore is presented on his Universe page to best represent where things currently stand and exist for him in our seasonal stories at the time of its release. This will cover the year so far and his experiences through the seasons and their various motion comics, and the Season 2 meta-game.
For those of you who want clarity about the timeline: The three seasons of 2025 follow the events of Arcane directly, shortly after Swain's coup within Noxus, but before some more "recent" events, such as Sylas' rebellion in Demacia.
As we move forward with seasons, we're looking at ways to curate and reflect champions' updated lore within their Universe pages, whether they're told in meta-games, motion comics, cinematics, or anywhere else.
With patch 25.17 our newest, well not really new but kind of new, game mode will now be available! Doom Bots is returning with a fresh coat of paint and some major updates under the hood!
Doom Bots is a PvE gamemode pitting you and four other teammates against Veigar and his army of overpowered, busted-as-heck bots. Your goal is to survive against the bots for 15 minutes, then take on Veigar while protecting your Nexus!
If you haven't played since the last time it came around it's got a new boss, new bots, new curses, and a new difficulty mode! If you'd like to learn more we have a dev blog that goes into detail what to expect with this mode!
New to this run of Doom Bots are Trials of Doom! Trials of Doom are versions of Doom Bots where we add or change core components of the game to create specific challenges you have to overcome in order to defeat Veigar.
The first 3 patches in Doom Bots' run will all activate a different Trial of Doom. In the last patch, all 3 Trials will be reactivated so you have one last chance to get those wins. If you can defeat all of Veigar's Trials, you'll earn the title "Definitely Not a Bot", which we really want, so we'll see you there!
The first Trial of Doom is "Veigar's Evil". In this Trial, every Doom Bot recives Veigar's passive, Phenomenal Evil. This means that every time they hit you with a spell, they'll gain Adaptive Force.
Additionally, Curses, spells cast by Veigar that normally turn on and off during the game, will never turn off. Instead, by 15 minutes, you'll have 10 different curses active! Get those dancing shoes on!
It's not all unfair, though. To give you a chance, we've given you a whole heap of Item Ability Haste, and we added an extra Prismatic Item to the shop: Demon King's Crown.
Put together your best team, pick your strats, and try to overcome Veigar's Evil!
League's been around for a while now, and with that has come a thriving app ecosystem. These provide a lot of value to folks who download them by helping players find builds & runes, showing them performance information, scouting your team or opponents, or in-game features like jungle timers, summoner spell tracking, and more.
Over time, we've seen your feedback around how some of these features don't feel fair when only some players have access to them, and we agree. The competitive integrity of League is critically important to us and we want to preserve it, and we've heard how useful some of these features have been to many of you. In order to get the best of both worlds we're going to be updating our Third Party App Policy and restricting certain features from being allowed while also building other features into the game so that all players have fair access to them.
Back in the day, League didn't have any objective timers or global announcements. The only way you'd know someone took Dragon is if you saw it happen or stumbled on an empty pit. Along the way we added timers on the TAB screen to encourage coordination and fights around these objectives which has led to some of League's most exciting moments.
Fast forward to today. Minimap timers are one of the most commonly used 3rd party features, so we decided to take a hard look at providing that info. In order to keep the default minimap clean and readable for all players, we've got some options for you…well two: Basic and Advanced.
The basic view provides full timers for epic camps, but uses the current hourglass icons for other camps - displayed at 30 and 10 seconds before respawn. However, while pressing TAB you will see timers for all camps, giving the best of both worlds to those that want a minimal default state, but more info with a button press.
The advanced view simply displays timers for all camps. You can find this option in the interface section of the settings menu.
To ensure the minimap stays readable and the most actionable camps stand out, timers get visually louder the closer the objective is to spawning.
It's our hope that with this change you'll spend more headspace checking lanes, pathing with intent, and planning ahead for the next major objective instead of tracking camp respawns. It should level the playing field and create more coordination around objectives while also making the jungle role less daunting.
Earlier this year, we worked with third party app developers to remove information about enemy ultimate cooldowns because we believe that there's a lot of skill in tracking key abilities. It can be the difference between knowing your gank will 100% succeed vs. your opponent making a sick, unexpected 1v2 flash outplay, and that uncertainty keeps the game interesting. We're going to take a similar approach here and restrict cooldown-tracking tools from being provided.
With that in mind, we're going to make some improvements to communicating ults and spells that were recently used to aid in team coordination and planning.
When Diana pops everything to kill you, you'll see those spells displayed in death recap and you can ping them right there without opening the scoreboard. Even non-damaging spells like Flash and Teleport, which we've never done before, will now be displayed. In chat your ping will show a definitive "Diana used Flash," and if you ping it 3 times while looking in the mirror, maybe your jungler will pay her a visit before she backs.
Even better, if you're playing Yorick top and you pan your camera down to watch some cinema bot lane, you can ping a spell from the scoreboard within 15 seconds of it being used and get the same result "Jinx used Flash."
Additionally, while working on this we moved Death Recap out of the way and also added your contribution to the fight including damage dealt, crowd control applied, and how much gold you earned.
For Season 3 we're updating Arena's reward track! You'll unlock the augments that were previously on the reward track automatically, and work towards new rewards! There's a total of 12 levels of new augments:
The ban phase has been merged with the picking phase. Champion select will have both players ban and pick together for a shorter lobby experience. You'll be able to see opponent picks after both selects are finished. The total time for each phase has been changed from 35 seconds to 40 seconds.
We like the shape of this Augment but it's felt warping and out of place as a Silver. Rather than nerf the pattern we moved it up to gold so its power was more appropriate relative to other offerings.
Same as Tank Engine.
We're really happy about Bravery's play pattern but it's currently still feeling a little weak to us so we're adding a bit more power into the option.
Hello ARAM Gods, Goddesses and Deities! In this patch we are trying to buff up the fighter class by giving some love to their commonly purchased items, and throwing a few bones at some of the lower pickrate assassin items. We expect most of the movement of this patch to be done there, but we do have a few targeted changes at some outliers like Ziggs, who rose to power after his recent changes on Summoner's Rift, and Maokai, who has been a bit too wise in his item purchases. We hope you are enjoying the rotating maps and the new card system. Good luck, may your rolls always give you your main, and see you on ARAM!
Now that the Spirit Blossom season has completed, we'll be returning the weights of each map in the randomized map rotation to be equal for all ARAM map skins
We're exploring bringing back past Mythic Variants, starting with Admiral Battle Bunny Miss Fortune and aligning them with the current MV Sanctum format (max 40 pulls), with the Mythic Variant Emote as an A-Tier drop.
The Mythic Variant Icon will be added to the Featured Section of the Mythic Shop for 5 Mythic Essence for the duration of the banner and enter the pool for daily rotations. However, similar to Prestige Skins that come back to the Mythic Shop, the Border & Border Icon will not be returning at this time as we want to ensure that the players who acquire them in their initial run have something special that sets it apart.
Since we announced Doom Bots would be returning we've seen some players of you examined the footage really closely and noticed some are sporting some vaulted skins. We've seen the asks for these skins so we're going to unvault them to celebrate Doom Bots returning! The vaulted skins will be available for direct purchase starting in 25.17 and will be available until Doom Bots leaves at the end of 25.20.
We’re also working on adding some of the special Doom Bots chromas since what you see on the bots currently isn’t available. Those will be special event chromas in the featured section of the Mythic Shop for 35 ME. Expect those at a later patch (likely 25.18). They’ll also be added into the weekly rotating pool after Doom Bots goes away.
The following skins will get those:
Custom Games are getting some updates! We've done a big re-work of the backend powering Custom Games and, with that, have slipped in some quality of life updates at the same time.
In 25.15 we started addressing some feedback about role/pick swap causing some confusion which led to some players accidentally agreeing to swaps that they didn't want to. We already updated the visuals but now we're also updating the SFX. So now they should visually look and sound distinct from each other.
Since we're going back to the base Summoner's Rift Map we went back and updated the base turret animations so they're at the quality.
We've made some changes under the hood to honor progression so it should feel a little easier to achieve higher levels if you primarily play with friends or in non-SR modes.
The following skins will be released in this patch:
The following chromas will be released this patch:
Patch content © Riot Games. BestBuilds.LOL is not endorsed by Riot Games and does not reflect the views of anyone officially involved in producing League of Legends. Source: leagueoflegends.com