

Every change in this patch, grouped by impact.
Champions, items & systems getting stronger

"Ambessa has carried the Medarda legacy a bit too well. Her brutality and fantasy has resonated with her mains, but we believe her ult has felt slightly fast to the point that players hit by it often don't have clarity on"

"Gragas top is most impacted by the removal of Phase Rush, and only time will tell whether Grasp or Comet comes out on top. As we wait to see how his laning shakes out, this change should let Gragas players better frontli"

"Last patch's adjustment last patch ended up a very slight nerf (less than .5%) for both top and support. So we're making some support-focused improvements to compensate."

"Our favorite wolf-boy Warwick has been struggling to find his place over game time. We are looking to soften the blow of his transition into the late game by bringing up some of his scaling."

"Our fourth lost playstyle is centered around Xin Zhao—particularly attack speed and AP Xin Zhao. Over the years Xin has moved off of auto attack builds solidly into bruiser AD-caster builds buying items like Sundered Sky"

"Zeri's changes have pushed her over time to become more of a bursty assassin than the fantasy that initially called to many of her players. By moving power from her burst and late-game DPS towards her mobility and early "

"Melee AD Fighters face major trade offs when considering this item against building other more durability focused items. We do want them to consider Endless Hunger however, for those pop off games when they get to play g"
Toned down to keep the meta healthy

"Briar has one of the steepest mastery curves in League. However, as time has gone on, more and more players have ended up at the high end of that curve and have been finding a lot of success. So we're looking to nerf a b"

"Currently, we feel that Udyr's AD Q builds are extremely one note—which makes sense when you look at their scaling. We want to broaden his AD Q bruiser builds by shifting some of his AD ratios out of his Q and into W and"

"Looking to move some of Zoe's power out laning phase stat checking, and into more skillful outplay around her Bubble."

"Last year, we adjusted Axiom Arc to have a higher base refund on its ultimate effect with less scaling. We think this was a mistake, as offering an item early in the game that reduces ultimate cooldowns to this degree on"

"One of the standout items for the season so far, we continue to feel it overlaps with Lichbane a bit too much. We want to encourage Dusk and Dawn users to stick around for multiple triggers, and empower them to do just t"

"Hubris cost buffs put it in line with a lot of other 1st slot lethality items, but in its current state feels like it's crowding out other options by providing both scaling and immediate power. These changes should diffe"

"Previously, Comet was given a cooldown refund mechanic for damage over time and sustained damage casters. Now that Deathfire Touch exists, Comet no longer needs it, and can now better serve its original intended audience"

"Hail of Blades has become an extremely niche keystone that gives an eye popping amount of attack speed and basically nothing else. In other words, these blades are too sharp! We're shifting some of the attack speed power"
Reworked, retuned or shifted around

"We want to bring back some playstyles that have been lost to the sands of time. First up on that list is AP Ezreal. Bring out your global snipes—there's a lot of good mages out there but none of them are this skillful!"

"Our second lost playstyle is AD Kennen. In this case, we're adding critical strike synergy to Kennen's W and E. While a more attack speed focused on-hit hybrid build may stand out as a more intuitive choice for an auto-a"

"With Shyvana having been out for a few patches, we've taken stock of where she's landed and identified two areas to address: broadening bruiser item viability and sharpening the distinction between AD and AP builds.On th"

"Taliyah is in the same spot as Gragas (RIP Phase Rush), except she was also taken down a notch from the pro mid meta in her last nerf. We don't expect her to be able to utilize the changes as well as a lot of her competi"

"Our third lost playstyle—On-hit-focused Teemo builds have slowly fallen out of vogue as he's been tuned around Malignance and Liandries. We are adding bonus AD ratios to Teemo's E to open up itemization options for auto-"
![[NEW] Doran's Bow](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/f4dd1e2c39c1e953c0483e15c18a7ed22d0e9945-512x512.jpg)
"We're looking to give more starting item options to auto attack-focused champions. Doran's Bow offers a high risk, high reward fantasy that will reward those who are able to sneak in extra autos and come out on top even "
![[NEW] Doran's Helm](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/bc9f19b522a55901203db94e9c6bf708b3e24a91-512x512.jpg)
"We wanted to give more starting item options to champions who want to stack resistances. When it comes to the fantasy of being unkillable, current items assume a losing position. Though champions who want resistances ten"
![[NEW] Gluttonous Greaves](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/9b1ba3fbc73a4aadea8c057f78f00fa82d3820ba-512x512.png)
"In addition to new starting items, we're adding new boots to the game that provide omnivamp. We've felt that many fighters and casters are limited in their boot selection, with only Ionian Boots as a real offensive optio"
![[REMOVED] Opportunity](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/63ac41c1e273e1cb8b279c2a405b20987b983d4b-512x512.png)
"We feel that Opportunity has always overlapped a bit too much with Youmuu's, even after we tried to push them apart a year and half ago, and in its current iteration sits in between Youmuus for mobility and Voltaic for u"
![[REMOVED] Trailblazer](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/79c2beca74fb80ccab9c1a65b3cc1ab5f66016e8-512x512.png)
"Similar to the reason we removed Opportunity, Trailblazer is sitting between two other tanky mobility options (Bandlepipes and Deadman's Plate). In this case, we feel not only is its output overlapping with similar effec"
![[REWORKED] Statikk Shiv](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/e32eb8306a90a8a22ec95a05a8eefcbc0573e173-512x512.png)
"We've been unhappy with Shiv sitting as a pure waveclear first item purchase for a while now. With so much power in deleting the wave, it removes a lot of the space for back and forth lane trading. So instead, we're taki"
![[REWORKED] Voltaic Cyclosword](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/75c418f97d82533327bd75d15117666d31ba8b09-512x512.png)
"Voltaic Cyclosword brings some cool Energized options to AD casters, but we think we can make it even broader by allowing it to open up the strict auto-attack gate that stops many melees from being good with it. We also "

"In the past, Staff's unique effect granted ability haste, and then we changed that to move speed, and then we removed the move speed. We are re-adding the ability haste, as we believe only granting ability power has made"
![[NEW] Deathfire Touch](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/19235c247a219ac4e7ccec749b88155ce19ad7d6-512x512.png)
"Damage over time and sustained damage casters don't have a keystone made specifically for them. This gap has previously been partially covered by other keystones like Comet and Aery, but we're re-adding Deathfire Touch f"
![[NEW] Stormraider's Surge](https://cmsassets.rgpub.io/sanity/images/dsfx7636/news_live/5ae14cecdba29981b15f30e5970c4a8c646140a3-512x512.png)
"Since Stormraider's Surge asks the user to commit to dealing a lot of damage and generally ends up having its input scale well over game time, it is able to support much of the same pattern as Phase Rush in a healthier a"
![[REMOVED] Phase Rush](https://ddragon.leagueoflegends.com/cdn/img/perk-images/Styles/Sorcery/PhaseRush/PhaseRush.png)
"Phase Rush has historically been a problematic rune for enabling some champions to subvert intended early lane gameplay. But we know that we need a mobility-based rune, so fear not..."
New skins, chromas, bugfixes and everything else Riot shipped this patch.
To kick things off for Season 2, we have a set of changes to Role Quests that are aimed at making them generally more understandable and less punishing.
With this update, we're lessening penalties when you just need to get out of your lane towards the end of laning phase.
We've also adjusted the bounds in which you earn Role Quest progress. Previously, it was heavily tied to being around your lane's outer most turret, but now it'll be more broad to allow for responding to proxying and roaming. Gone are the days of having to stick to your wave so you don't fall behind, rejoice assassin mains!
Passive point progression now also allows for a moderate degree of roaming. After level 3, you'll now start banking roaming time while "in the quest lane,"getting up to 60 seconds after spending 120 seconds in lane. For every second banked, you'll earn the increased Passive Point Progression as though you're still "in the quest lane" even if you're not.
Finally, we have some adjustments to quest rewards. For top, we're doing a minor nerf to overall experience gain and adjusting the experience bonus to distinguish between champion and non-champion sources. Effectively, this will help out top laners who prefer scrappy teamfights over split pushing. We're also ensuring that we avoid top lane experience creep situations where top laners who end up repeatedly killing each other scale their own level and experience rewards.
For mid, we're replacing the empowered recall effect with a percent-based increase to bonus AD and AP. We've felt that mid has lost some of its carry and scaling fantasy compared to top and bot's rewards, which get more levels and XP or more gold and items. We're hoping this change provides an edge over other lanes to spike harder on item purchases.
We feel like bot is a little too strong and snowballs a little too hard given their late game fantasy. So we're giving a minor nerf to their bonus takedown gold.
We're moderately increasing minion wave durability, mostly around mid and late laning phase, to help increase minion action. This should also have a minor impact on opening up roaming windows as well as slightly increase wave stacking effects, allowing teams to spend a bit more time outside of the lane while a wave builds up.
SR Ranked Season 2 will start at 12:00:00 noon, April 29, local server time.
For Apex (Master, Grandmaster, Challenger) players in NA, EUW, EUN, LAN, BR, TR, their rank status will be reset to Master, 0 LP. For all other players, nothing will change. If you want to read more about why we're resetting Apex in some regions, check out the dev blog to learn more.
For all regions and all players, Victorious Ranked Mission (15 ranked game won) will be reset with Season 2 start.
End of Season 1 Ranked rewards will be distributed shortly after 26.09 is live, shard transfer service will be temporarily disabled until rewards are fully granted.
Welcome to *drum roll* *drum roll* *drum roll* THE ARENA!!!!
Arena is receiving the major update we promised last year and we're excited to share it with all of you. Our goal with this release was to really deliver on the build crafting, adaptation, experimentation, and team focused, tactical combat that is the heart of Arena. We've amplified all of these aspects and are excited to see how you LEVEL UP your Arena game and leave the crowd speechless. We've listened to the community feedback about different ways to play, from the exciting Bravery Queue and the brand new 3x6 Arena, and the desire to push your augments to their limits! We can't wait to welcome you, and one or two friends, back into *drum roll* THE ARENA!!!!
For more details on these changes check out our full dev blog here.
Augment Levels
We could tell you what they do, but that'd take away the fun of discovering them.
Buy Round Structure
Round | Offering |
Round 1 | Augment, 500 gold |
Round 2 | Guest of Honor 1 Vote, Prismatic Item |
Round 3 | Augment |
Round 4 | 2500 Gold |
Round 5 | Augment |
Round 6 | 2500 Gold |
Round 7 | Augment |
Round 8 | Guest of Honor 2 Vote, Crafting Round |
Round 9 | 2500 Gold |
Round 10 | Augment |
Round 11 | 2500 Gold |
Round 12 | Augment |
Round 13 | 2500 Gold |
Round 14 | Augment |
Round 15 | 2500 Gold |
Round 16+ | Augment |
Crafting Round
Fame Track Level
Fame Track Level | Reward |
Level 1 | Wild Fire (Prismatic) |
Level 2 | Transmute: Silver (Prismatic) |
Level 3 | Replace Augment, Match up Intro Card |
Level 4 | Demonic Clasp (Gold) |
Level 5 | Rice and Chicken (Gold), Rice and Fish (Gold), Rice and Pork (Gold) |
Level 6 | Mercy (Gold) |
Level 7 | Magical Girl (Prismatic) |
Level 8 | Match up Intro Card |
Level 9 | Silver Spoon (Silver) |
Level 10 | Scavenger (Gold) |
Level 11 | Spellcraft (Prismatic), Chroma Flux (Prismatic) |
Level 12 | Target Dummy, Match up Intro Card |
New Guests of Honor
Reworked Guests of Honor
Stat Anvils
Legendary Item Anvils
Shardblade (New)
Hexblot Companion
Reverberation
Twin Mask
Flesheater
Kinkou Jutte
Turbo Chemtank
Starter Items
Petricite Grove (New)
Ancestral Woods (Adjusted)
Koipond (Adjusted)
Hats
Hubris
We have a few small adjustments for Mayhem focused on time-based abilities for Bard and Ornn, Health Relic improvements, and a few balance tweaks for some Augments.
Bard
Ornn
Health Relic
Upgrade Sword of Blossoming Dawn
Prom Queen
Grandma's Chili Oil
Shortly after patch 26.9 is available, WASD will be enabled for Ranked, including Clash.
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