


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

"Ashe's update this patch has two goals: First, we'd like to reduce the extremely high power she has in early levels. A combination of one of the highest functional level 1 attack damages in the game and permanently slowi"

"Similar to Ashe's changes above, we'd like to reduce some of Kalista's extremely high level 1-3 power while also giving her something for Kalista players to be excited about. On the nerf side of things, we're reducing he"

"Twitch got a minor buff last patch putting him at a reasonable power level for AD builds. However, way back in 14.9 we gave him a pre-emptive AP nerf, which is now unnecessary."

"Like with Ashe and Kalista, we'd like to make Varus's super early laning phase feel more interactive. Hail of Arrows is an extremely long range and reliable poke tool, especially when combined with undodgeable systemic d"
New skins, chromas, bugfixes and everything else Riot shipped this patch.
Our tier-1 leagues around the world are moving to Fearless Draft format for the first professional split of the year. Fearless Draft is a restriction in best-of-3 and best-of-5 matches where champions cannot be picked more than once in a series, regardless of the team that picked them. For example, if a team picks Yone, he'll be unavailable for both teams in the remaining games of that series.
There are multiple reasons why we're trying out this new drafting mode. First, we want to increase the game-to-game variety in professional play, making games more distinct from one another and hopefully making them more entertaining to watch. Second, we want to give more room for players with unique champion pools to showcase the hundreds of hours they've spent honing their craft on atypical champions, giving players stronger identities. Third, we're hoping that reduced pressure on pro-focused balancing will allow champion tuning to better serve League players as a whole so even if you aren't a pro our goal is that you'll see some benefits from this change as well.
Be sure to catch the opening games of the season! We're excited to see what our pro teams cook up in Fearless!
The first thing you'll notice when loading onto the Rift this year is that we've brought you to Noxus. As part of Seasons, we want to make sure the connection to the theme of each Season doesn't end as soon as you hit the “Play” button. We want to take advantage of League's deep well of stories and lore to carry the immersion into the Rift and League's gameplay. We crafted these map visual updates with an emphasis on maintaining competitive integrity, so whether you're at home or playing on the professional stage you can still expect a fair playing field.
Noxus has taken over pretty much all aspects of the Rift: the minions, turrets, and even shopkeepers will now be repping Noxus in some way! Noxian War Turrets will blast minions and champions, sporting some new targeting animations similar to what you might have seen in the ARAM map update. The shopkeepers are dressed up in the snazzy garb of the Masquerade, and the minions look like they rolled right out of the Immortal Bastion itself.
We didn't want to change the entire map to keep some sense of familiarity and push the differences in some of the biomes. For example, the blue buff and river zones retain their lush forest vibes, while the lanes, red buff areas, and bases are going to look more like what you might find around the outskirts of Noxus Prime. These updates will remain through Season 1, with another new journey coming in Season 2.
This Season, we are adding an entirely new Epic Monster to the Rift. Introducing Atakhan: an ancient demon of bloodshed and violence.
Atakhan spawns at 20:00, and can appear in the river close to either top or bottom lane. Which side he spawns on depends on which has seen more champion damage and kills by 14 minutes. At 14 minutes Atakhan's pit will spawn with two permanent walls to carve out his territory and signaling where he'll appear for players so you have plenty of time to plan your approach for fighting this ancient demon.
But this isn't all there is to Atakhan. The amount of champion damage and kills done in the game so far will also affect which of the two forms the demon takes on. In a higher action game you'll see Ruinous Atakhan. If you manage to take him down, your entire team will permanently be granted increased effects from all Epic monster rewards, and he'll leave behind a field of Blood Roses for anyone nearby to collect.
What are Blood Roses? In addition to Atakhan, we're adding a new plant to Summoner's Rift. They act as a minor but permanent bonus you can take for your own team and deny the enemy team. They grant your entire team a small amount of XP and a permanent stacking Adaptive Force buff. Blood Roses can spawn before 20:00, and do so around areas where champions have died or around Atakhan's spawn location, in addition to as a reward for killing Ruinous Atakhan.
But back to Atakhan's other form. In a lower action game you'll see Voracious Atakhan and if you manage to take him down your entire team will be granted a temporary, one-time death mitigation buff, similar to Guardian Angel, except you'll also teleport back to base, and a permanent increase to gold from champion takedowns which should help give teams that extra push to take that teamfight.
With Atakhan, we wanted to create an important gameplay objective that allows players to participate more in shaping the story unique to each game on Summoner's Rift. Both team's actions, their choices to fight or not, and where and when they do, will determine Atakhan's location and form. Our goal is for this to ultimately let players actively create more variation to each game of League.
As a minor side note, in order to make room for Atakhan Rift Herald's spawn time has been pushed back to 16:00 and Baron Nashor's spawn time has been pushed back to 25:00. We don't want games to last longer than they do today, and we'd make changes if we see that's the case. Typically, teams aren't taking Barons at 20 minutes when they spawn, so we think there's room for another powerful mid-game objective that is more realistically claimable in Atakhan.
Just like inhibitors, Nexus Turrets will now respawn at full health a set amount of time after being destroyed. When they respawn they'll have all the same properties, good as new!
Our goal with adding respawning Nexus Turrets was to help reduce the amount of games that feel hopeless just because you lost both of your turrets. It felt like you were delaying the inevitable when you needed to contest a game winning objective like Baron or Elder Dragon but not being able to leave base without a Shaco or Sion backdooring to win the game. Now, if you're able to fend off backdoors for a period of time, you won't have to babysit your Nexus any longer and can get back into the action.
Noxus is coming to the Rift and bringing the Feats of Strength with it. This new system replaces the gold bonuses from First Blood and First Turret while adding a third Feat of Strength for teams to fight over, Monster Slaying, which requires three Epic Monster claims to complete.
Whichever team first completes two of the three Feats of Strength (First Blood, First Turret, and Monster Slaying) wins the Feats for that game and will have their Tier 2 boots upgraded to their Triumphant versions. Later in the game, the Feat-winning team will also have the opportunity to upgrade their Tier 2 boots to Tier 3 by spending gold. But in order to do so, they must have at least two legendary items in their inventory.
We have several goals for Feats of Strength: guiding players in the early game to accomplish goals with their team, removing some gold that was snowballing individual players too hard too early in the game, and giving players a fun way to access boots upgrades. We're looking for Feats to guide the way that teams play through the early game and represent a small, concrete, advantage for the mid and late game.
Triumphant Boot upgrades are free, and are immediately granted to any Tier 2 boots of the team that won Feats. If you don't have tier 2 boots yet you'll receive the upgrade straight out of the shop so no worries there. Here's a list of all the Triumphant Boot bonuses:
The following upgrades are purchasable upgrades that can be bought by the Feats-winning team when they have two legendary items completed (or more). The stat increases are relative to the above Triumphant boots upgrades (which are free).
Gunmetal Greaves (Berserker's Greaves Upgrade)
Crimson Lucidity (Ionian Boots of Lucidity Upgrade)
Spellslinger's Shoes (Sorcerer's Shoes Upgrade)
Armored Advance (Plated Steelcaps Upgrade)
Chainlaced Crushers (Mercury's Treads Upgrade)
Swiftmarch (Boots of Swiftness Upgrade)
Forever Forward (Synchronized Souls Upgrade)
Cassiopeia
Teleport has gotten more powerful as player skill and knowledge have increased over time. It doesn't have a clear weakness since the winning player in lane uses it to push their advantage and the losing player relies on it as a fallback, while both also benefit from the ability to move across the map within a few seconds.
In its current state, Teleport significantly stifles action in lanes through its low cost as a “reset” button, while we think more of its power should be in its later uses that provide map impact and benefit solo lane influence on the rest of the game.
As of this patch, Teleport will no longer instantly blink the champion after its channel. Now, they will instead visually travel across the map, with Teleport moving slower and Unleashed Teleport moving much quicker. This new mechanic allows us to tune how effective Teleport is at returning to lane in a way that doesn't feel as bad as nerfing its channel duration or range, while also ensuring it's still appropriately powerful later on.
Now that early Teleport has a long travel time, we're reintroducing its early capability to target wards and minions as there's more time to react to an incoming teleport. In addition, Homeguards will now kick in from the beginning of the game, although in a weaker state before 14 minutes. This is intended to reduce the difference in time it takes between walking back to lane and teleporting so that early game pacing still feels reasonable whether one takes Teleport or not.
We're changing some underlying minion and turret rules to make early game laning less punishing in the worst cases. We want more matchups to feel playable in the very early game, as optimal play can create situations where the disadvantaged lane has no winning moves, simply waiting to get tower dove on the third wave while hiding under a tower that doesn't protect strongly enough.
First up, Minion waves will now clear each other out more quickly. A small decrease in early game HP and a significant increase in damage to other lane minions means minions will die faster and the average size of a minion wave that reaches a turret will be smaller. The changes in damage should make last-hitting minions and their overall damage to champions and turrets feel similar to before.
We're maintaining the health total of minions at around the 6-minute mark, as this is when some champions start to unlock one-spell destruction of caster minions but otherwise we're scaling them longer into the late game. About 10% of Summoner's Rift games reach the 38 minute mark, so having minions scale beyond that point, mostly in terms of health, ensures they're still able to tank for you on your push into the enemy base. But because we don't want them to steal the show, this minion scaling is still capped, especially in the case of cannon and super minions, who now stop scaling at 90 minutes instead of up to 7 days (not including the Flyquest minion that scales in our hearts forever).
We're increasing the PvP power of turrets, raising their max damage when heated up and increasing the duration they can remain in that state, making them protect allied champions more strongly in tower dive scenarios. We're also softening turret Fortification, the buff that makes top and mid lane turrets take less damage early game. Even if top and mid laners can't tower dive their opponents as easily, we'd like if they could strike down turrets and farm their plates for gold.
We're simplifying the bounty rules for champions who are underperforming so that players can more easily understand how champions got to their bounty states. We'll no longer be ignoring the first -50 gold in negative bounty states, which means that 0/1 and 0/2 champions will tend to be worth less gold than before. In order to roughly equal the total value long-term, we're also slowing the rate at which kills, deaths, and assists affect base kill gold. Positive bounties (shut downs) are unaffected.
Swiftplay is coming to League of Legends in select regions with patch 2025.S1.1! Swiftplay is a faster way to experience authentic Summoner's Rift gameplay that's focused on letting all 10 players experience their champion's fantasy within a game of League with the same skill tests, but doesn't punish early game disadvantages nearly as hard. This means making sure everyone gets a chance for their champions to lane, teamfight, scale and test their champion's limits. Check out the Swiftplay dev blog for more details!
This initial release is in regions that already have an unranked Summoner's Rift queue option besides Quickplay (so Normal Draft).
Quickplay has been replaced with Swiftplay in the following shards:
Additionally, all queues of Co-Op versus AI have been updated with the gameplay rules of Swiftplay!
SR Ranked Season 1, 2025 will start Jan/9/2025 12 pm on Local Server Time, globally. During the short ranked season cool down window, Ranked queue will still be up whenever 25.S1.1 is available, but the progress won't count as per usual.
Hello ARAMers, we’re kicking off this season with a light patch. Our focus is on cleaning up minor champion changes, which we’ll be transitioning into their abilities soon. Additionally, we’ll be closely monitoring the effects of the new items to ensure a balanced gameplay experience. The Bridge of Progress has been turned off—thank you for joining us for those unforgettable Arcane moments. Welcome back to the Howling Abyss! GLHF, and enjoy the new year.
Over the past few years with the Mythic Shop, we've observed that often times players have to wait a long time for the Prestige skin they've been saving up for to appear in the Mythic Shop. Starting in Patch 25.S1.2, we'll be rotating the shop every patch so that the options feel a bit fresher. For now, the current Mythic Shop content will remain, so you have a bit more time to snag those rewards. With the upcoming rotation in 25.S1.2, you can expect a celebration of previous Lunar New Year related content including Prestige skins, chromas, and icons. More detail on what those are in the next set of patch notes.
As we continue listening to your feedback, observing spending behaviors, and improving our tooling for the shop, we'll share more updates on how you can expect content to rotate in and out of the Mythic Shop.
The following skins will be released in this patch:
The following chromas will be released this patch:
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