

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

Alistar
BuffChampions · 1 change▶
Alistar
Buff"Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he's failing to compete in the current meta even though it favors roaming supports - a space we expect h"
- Move Speed: 330 → 335

Kai'Sa
BuffChampions · 1 change▶
Kai'Sa
Buff"Despite the recent buff, Kai’sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range. We’re tapping up her scaling to help her output as she nears"
- Caustic Wounds: 4 - 24 (Champion Level) (+12% Ability Power), +1 - 6 (Champion Level) (+3% Ability Power) per prior stack → 4 - 30 (Champion Level) (+12% Ability Power), +1 - 8 (Champion Level) (+3% Ability Power) per prior stack

Maokai
BuffChampions · 2 changes▶
Maokai
Buff"Maokai has gradually faded out of both top and jungle play since our last major work on him. We think that ultimately his top laning experience is not the greatest for all parties involved, so for now we are mainly focus"
- Monster Damage Modifier: 140 / 150 / 160 / 170 / 180 → 150 / 160 / 170 / 180 / 190
- Ability Power Ratio: 40% → 50%

Volibear
BuffChampions · 1 change▶
Volibear
Buff"Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we’re giving him more chances to gap close, especially for laners, without raising his already thrilling "
- Cooldown: 14 / 13 / 12 / 11 / 10 → 12 / 11.5 / 11 / 10.5 / 10

Zac
BuffChampions · 2 changes▶
Zac
Buff"We believe that Zac brings unique gameplay and class diversity to the jungle. That said, his presence in the jungle has fallen quite a bit over the more recent patches. We believe giving him a bit more opportunity to exe"
- Armor Growth: 4.7 → 5.2
- Cooldown: 22 / 19 / 16 / 13 / 10 → 21 / 18 / 15 / 12 / 9

Bastionbreaker
BuffItems · 2 changes▶
Bastionbreaker
Buff"The item has been near bottom pickrate since release, and the distance between it and the next least popular Lethality item is quite far. We’re making it both more accessible and slightly stronger on its less noticeable "
- Cost: 3200g → 3000g
- Shaped Charge Damage: (30 + 150% lethality) true damage → (50 + 150% lethality) true damage

Terminus
BuffItems · 1 change▶
Terminus
Buff"Terminus is meant to be one of the premium capstone items for scaling On-Hit builds, but has been more of a mid game spike item than a true late game scaling option, leaving the on-hit space a bit sparse for options late"
- Unique - Shadow: 30 Magic Damage On-Hit → 30 (+10% bonus Attack Damage) (+10% Ability Power)

Yun Tal Wildarrows
BuffItems · 2 changes▶
Yun Tal Wildarrows
Buff"Yun Tal Wildarrows has fallen significantly over this year from its spot as the go-to scaling crit item. We believe the game continues to benefit from its function as a scaling option, so we are buffing it up to compete "
- Cost: 850g → 750g
- Attack Speed: 40% → 45%
Nerfs
Toned down to keep the meta healthy

Locke
NerfChampions · 5 changes▶
Locke
Nerf"Locke continues to climb the mastery curve, so we’re continuing nerfs to keep him in line. Particularly, we observe his early game to be clearly over, even for a snowball reliant assassin, and we also want to avoid W 2nd"
- Health: 655 → 620
- Base Damage - Nail: 50 / 58 / 66 / 74 / 82 (+20% Ability Power) → 40 / 48 / 56 / 64 / 72 (+20% Ability Power)
- Three Nails Damage: 150 / 174 / 198 / 222 / 246 (+60% Ability Power) → 120 / 144 / 168 / 192 / 216 (+60% Ability Power)
- Move Speed: 40 / 45 / 50 / 55 / 60% (+2% per 100 Ability Power) → 40% (+2% per 100 Ability Power)
- Grey Health Base Value: 40 / 70 / 100 / 130 / 160 (+120% Ability Power) → 40 / 60 / 80 / 100 / 120 (+100% Ability Power)

Naafiri
NerfChampions · 2 changes▶
Naafiri
Nerf"Naafiri remains a hot topic in the meta, both for solo queue and pro play. While we are quite happy with how many people have taken her up since her rework, she’s still on the strong end, especially when she really gets "
- Damage: 150 / 225 / 300 (+120% Attack Damage) → 125 / 200 / 275 (+100% Bonus Attack Damage)
- Damage per Packmate: 15 / 22.5 / 30 (+12% Attack Damage) → 12.5 / 20 / 27.5 (+10% Bonus Attack Damage)

Riven
NerfChampions · 2 changes▶
Riven
Nerf"Endless Hunger's addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly. While we feel we've gotten it into a fairly good spot among most users, Riven is notably ove"
- Bonus Attack Damage Ratio: 25% → 20%
- Bonus Attack Damage Ratio: 60% minimum / 180% maximum → 55% minimum / 165% maximum

Sylas
NerfChampions · 1 change▶
Sylas
Nerf"After his buff in 26.12, it was clear that we moderately overshot our target. We’re pulling back the chains a tad to prevent him from bullying too hard."
- First Lash Damage: 40 / 65 / 90 / 115 / 140 (+45% Ability Power) → 40 / 60 / 80 / 100 / 120 (+40% Ability Power)

Jack of All Trades
NerfRunes · 1 change▶
Jack of All Trades
Nerf"Different statlines are much more accessible with items like Endless Hunger/Gluttonous Greaves/DHelm, and even though we love players shooting for creative builds to utilize JOAT, it definitely has room to be weaker both"
- Adaptive Force at 5 / 10 stat breakpoints: 10 / 25 → 8 / 20
Adjustments
Reworked, retuned or shifted around

Bel'Veth
AdjustmentChampions · 41 changes▶
Bel'Veth
Adjustment"This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion. "
- 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%
- 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
- Speed: 800 / 850 / 900 / 950 / 1000 → 850
- Time Between Casts: 1 → 4 / 3.25 / 2.5 / 1.75 / 1
- Monster Damage Modifier: 55 / 65 / 75 / 85 / 95 → 70
- Minion Damage Modifier: 60 / 70 / 80 / 90 / 100% → Removed
- Damage: 0 / 5 / 10 / 15 / 20 (+100% Attack Damage) → 12 / 14 / 16 / 18 / 20 (+105% Attack Damage)
- Attack Speed to Ability Haste Conversion: 0.25 → 0.2
- Damage: 70 / 110 / 150 / 190 / 230 (+100% Bonus Attack Damage) (+125% Ability Power) → 80 / 140 / 200 / 260 / 320 (+150% Ability Power)
- Slow Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds at 50% slow → 2 seconds at 30% slow
- Knockup Duration: 0.75 seconds → 0.6 / 0.7 / 0.8 / 0.9 / 1 second
- 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
- Damage Reduction: 35 / 40 / 45 / 50 / 55% → 20 / 30 / 40 / 50 / 60%
- Lifesteal: 20% → 20 / 25 / 30 / 35 / 40%
- Lifesteal Scaling: 100% → Removed
- Cooldown: 20 / 19 / 18 / 17 / 16 → 24 / 21 / 18 / 15 / 12
- Monster Damage Modifier: 150% → 200%
- Passive On-Hit Application: Every other attack → Every attack
- Passive True Damage: 6 / 10 / 14 (+12% Bonus Attack Damage) → 2 / 4 / 6 (+3% Bonus Attack Damage)
- 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
- Explosion Damage: 150 / 200 / 250 (+100% Ability Power) (+25% missing Health) → 150 / 200 / 250 (+150% Ability Power) (+20% missing Health)
- Heal per Bonus Health: 100 / 150 / 200 (+120% Bonus Attack Damage) (+90% Ability Power) → 100 / 250 / 400 (+150% Bonus Attack Damage) (+150% Ability Power)
- Basic Attack Range Bonus: 75 → 25 / 75 / 125
- Total Attack Speed: 10 / 15 / 20% → 5 / 15 / 25%
- Size: 10% → 10 / 15 / 20%
- Unempowered Buff Duration: 60 → 45 / 90 / infinite at 0 / 40 / 80 stacks
- Empowered Buff Duration: 180 → 45 / 90 / infinite at 0 / 40 / 80 stacks
- Post-Cast Lockout: 0.5 seconds → 0.25 seconds
- Out of Combat Move Speed: Removed

Mordekaiser
AdjustmentChampions · 2 changes▶
Mordekaiser
Adjustment"We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep oppon"
- Cooldown: 18 / 16 / 14 / 12 / 10 → 16 / 14 / 12 / 10 / 8
- Stolen Stats: 13% → 10%
- Bugfix: Fixed a bug where ulting a target with health above their post-reduction max HP would lead to increased damage (up to double).
More From This Patch
New skins, chromas, bugfixes and everything else Riot shipped this patch.
▶League of Legends Classic
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League of Legends Classic
Our newest (oldest) game mode is coming to a server near you! Relive the glory days with League Classic. Marvel at what passed for modern graphical fidelity in the 2010s, outplay your opponents with point and click stuns and using old new items like Heart of Gold...! Classic features 60 champions using classic versions of their gameplay across League’s early history and is an experience that emphasizes strategy over mechanics and stronger consequences, both positive and negative, for your actions. If you want to learn more about League Classic, check out our dev blog here. We’ll see you on the Rift, but be careful, the monsters fight back (use your health potions please)!
▶Ranked Season 3 Start
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Ranked Season 3 Start
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
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Aegis of Valor
Aegis of Valor has helped make autofill games feel worth playing out, but its loss protection and Mastery requirement created a secondary objective: play for the grade, not necessarily for the win. That’s the opposite of what a Ranked incentive should ask of you. We want every Ranked teammate to share the same goal, which is trying their very best to win the game.
- 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
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Apex Duo Restrictions
When we brought duo queue back to Apex, our goal was to let more high-ranked players play together without compromising the quality of the ladder. The results were mixed. In Master, duos were generally manageable, but we still saw enough impact on match quality to warrant tighter limits. In GM and Challenger, smaller player pools and extremes of skill give duos an outsized impact on game outcomes, one we can’t consistently offset without creating excessive skill gaps or less competitive lobbies. As our matchmaking systems improve, we’ll keep looking for ways to bring duo queue back to GM and Challenger, but only once we can do so without compromising the fairness and competitive integrity they’re meant to represent.
- 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.
▶ARAM: Mayhem
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ARAM: Mayhem
Hello Mayhemers!
In this patch, we're making a systematic update to champion balance modifiers. For a long time, champion damage modifiers only affected spells and attack damage by champions. This led to some extreme cases where champions could overperform because their item and Augment damage wasn't affected.
With this update, damage dealt modifiers now apply to spell, attack, item, and Augment damage. Our goal is for these modifiers to better reflect a champion's overall performance while allowing underperforming champions to benefit more consistently from the rest of the game's systems. As a result, we're able to remove many existing champion specific modifiers.
Over time, we hope to continue reducing the number of individual champion mods and make future balance changes more targeted and easier to maintain. For Augments, we're continuing to buff underperforming options to make their payoffs more satisfying in combat. On the other hand, Critical Missile has proven to be a bit too reliable on critical strike ADCs, so we're tuning it down to make it less frustrating to play against. Thanks for playing, and we'll see you on the Bridge!
Champions
Ahri
- Healing: 90% ⇒ 100%
Akshan
- Damage Dealt: 105% ⇒ 100%
- Damage Taken: 5% ⇒ 0%
Alistar
- Healing: 80% ⇒ 100%
- Damage Modifier: 95% ⇒ 100%
Ambessa
- Damage Taken: -5% ⇒ 0%
Annie
- Shielding: 90% ⇒ 100%
- Damage Taken: -5% ⇒ 0%
Ashe
- Damage Dealt: 105% ⇒ 100%
Corki
- Damage Taken: 10% ⇒ 5%
Ekko
- Damage Dealt: 110% ⇒ 105%
Hwei
- Damage Dealt to Minions: 60% ⇒ 100%
Jhin
- Damage Taken: -5% ⇒ 0%
Kai'Sa
- Damage Taken: 10% ⇒ 0%
Kindred
- Damage Dealt: 110% ⇒ 100%
Kog'Maw
- Damage Dealt: 88% ⇒ 90%
Lucian
- Damage Dealt: 105% ⇒ 100%
Malzahar
- Damage Dealt to Minions: 60% ⇒ 100%
Miss Fortune
- Damage Taken: -5% ⇒ 0%
Mordekaiser
- Damage Taken: -2% ⇒ 0%
Morgana
- Damage Taken: -10% ⇒ 0%
Nasus
- Damage Taken: -5% ⇒ 0%
Qiyana
- Damage Dealt: 115% ⇒ 110%
Ryze
- Damage Dealt: 105% ⇒ 100%
- Damage Taken: 5% ⇒ 0%
Senna
- Damage Dealt: 97% ⇒ 100%
Singed
- Damage Taken: -8% ⇒ 0%
Smolder
- Ability Haste: -10 ⇒ 0
Soraka
- Healing: 105% ⇒ 100%
Teemo
- Ability Haste: -10 ⇒ 0
- Damage Dealt to Minions: 60% ⇒ 100%
Trundle
- Damage Taken: -5% ⇒ 0%
Xin Zhao
- Damage Dealt: 95% ⇒ 100%
Zilean
- Damage Dealt: 105% ⇒ 100%
- Damage Taken: 5% ⇒ 0%
Ziggs
- Damage Dealt: 87% ⇒ 90%
- Damage Dealt to Minions: 60% ⇒ 100%
Augments
Warding Weapon
- Resists per Stack: 5 / 6.25 / 7.5 / 8.75 / 10 ⇒ 7 / 8.25 / 9.5 / 10.75 / 12
Squishy Slappy Grab
- Cooldown: 45 ⇒ 35
Titan's Resolve
- Adaptive Force: 25 / 31.25 / 37.5 / 43.75 / 50 ⇒ 25 / 37.5 / 50 / 62.5 / 75
- Armor and Magic Resistance per 10 Stacks: 4 / 5 / 6 / 7 / 8 ⇒ 5 / 6.25 / 7.5 / 8.75 / 10
Hellbent
- Cooldown: 120 ⇒ 90
Earthwake
- Base Damage: 70 / 105 / 140 / 175 / 210 ⇒ 90 / 130 / 170 / 210 / 250
Endless Decimation
- Missing Health Healing: 15% ⇒ 18%
Chain Reaction
- NEW Ultimate Ability Damage Increase: Damage increased to 250% for ultimate abilities
Critical Missile
- Damage per Missile: 20 / 40 / 60 / 80 / 100 ⇒ 15 / 32.5 / 50 / 67.5 / 85
Drop Bear
- Stun Duration: 1.5s ⇒ 0.5s
- Tibbers Bonus Health: 0 / 1125 / 2250 / 3375 / 4500 ⇒ 1000 / 2375 / 3750 / 5125 / 6500
Pat on the Back
- 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
- 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
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Arena
We’re listening to all your feedback and reducing the level cap on certain augments that felt a bit overbearing at 3 levels. Along with a number of champion balance adjustments, we’re also increasing the amount of Adaptive Force gained from crit chance over 100%.
Champions
Akali
- Passive Move Speed: 30 / 37.5 / 45 / 52.5 / 60% ⇒ 40 / 51.25 / 62.5 / 73.75 / 85%
- W - Twilight Shroud
- Cooldown: 15 ⇒ 15 / 13.75 / 12.5 / 11.25 / 10
- Energy Restore: 150 ⇒ 200
Bard
- W - Caretaker's Shrine
- Charge Time: 5 seconds ⇒ 2.5 seconds
- Move Speed Ability Power Ratio: 0.06% ⇒ 0.08%
Elise
- W - Skittering Frenzy
- Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 17 / 16 / 15 / 14 / 13
Kai'Sa
- Passive - Second Skin
- Arena On-Hit Damage Modifier: 50% ⇒ 100%
- Detonation Damage: 10% missing Health ⇒ 15% missing Health
- Ability Power Ratio: 30% ⇒ 12%
- Ability Power Ratio per Stack: 5% ⇒ 3%
- Q - Icathian Rain
- Ability Power Ratio: 15% ⇒ 20%
Locke
- Passive - Silver Stake
- Minimum Base Damage: 5 minimum / 40 maximum ⇒ 7.5 minimum / 60 maximum
- Maximum Base Damage: 10 minimum / 80 maximum ⇒ 15 minimum / 120 maximum
- W - Soul Ignition
- Base Health Restored: 40 / 70 / 100 / 130 / 160 ⇒ 80 / 140 / 200 / 260 / 320
- Maximum Health Restored: 150 / 225 / 300 / 375 / 450 (+60% Ability Power) ⇒ 225 / 337.5 / 450 / 562.5 / 675 (+60% Ability Power)
- R - Purgatory
- Cooldown Refund: 20% ⇒ 50%
Nocturne
- Passive - Umbra Blades
- Base Healing: 13 minimum / 32 maximum ⇒ 15 minimum / 50 maximum
- Attack Damage Ratio: 120% ⇒ 130%
- Critical Strike Attack Damage Ratio: 110% ⇒ 120%
- R - Paranoia
- Cooldown: 140 / 115 / 90 ⇒ 100 / 70 / 40
Samira
- Taunt Gold Exchange: Lose 1 gold on taunt ⇒ Removed
Seraphine
- Q - High Note
- Ability Power Ratio: 65% ⇒ 40%
Tahm Kench
- E - Thick Skin
- Damage to Grey Health: 15% minimum / 47% maximum ⇒ 23% minimum / 47% maximum
Thresh
- Passive - Damnation
- Souls Gained on Pickup: 1 ⇒ 3
- W - Dark Passage
- Cooldown: 21 / 20 / 19 / 18 / 17 ⇒ 15 / 14 / 13 / 12 / 11
- E - Flay
- Damage Ramp-Up Time Between Attacks: 10 seconds ⇒ 5 seconds
- R - The Box
- Cooldown: 120 / 100 / 80 ⇒ 90 / 60 / 30
- Base Damage: 250 / 400 / 550 ⇒ 350 / 500 / 650
Twisted Fate
- R - Destiny
- Cooldown: 170 / 140 / 110 ⇒ 40 / 30 / 20
- Duration: 3 / 4 / 5 seconds ⇒ 3 / 4 / 5 seconds
Warwick
- Passive - Eternal Hunger
- Last Stand Healing Amplification: 250% ⇒ 300%
- W - Blood Hunt
- Cooldown: 80 / 70 / 60 / 50 / 40 ⇒ 40 / 35 / 30 / 25 / 20
- E - Primal Howl
- Damage Reduction: 35 / 40 / 45 / 50 / 55% ⇒ 40 / 45 / 50 / 55 / 60%
Zac
- W - Unstable Matter
- Arena Cooldown: 6 ⇒ 5
Items
Lich Bane
- Attack Speed Increase Ability Power Ratio: 66% ⇒ 70%
Augments
Demonic Clasp
- Maximum Level: 3 ⇒ 2
- Base Damage: 100 minimum / 200 maximum ⇒ 100 minimum / 300 maximum
- Cooldown: 18 ⇒ 12
Critical Rhythm
- Maximum Level: 3 ⇒ 2
HiveMind
- Starting Bees: 1 / 2 / 3 ⇒ 2 / 4 / 6
- Attack Damage Ratio: 20% bonus Attack Damage ⇒ 25% total Attack Damage
Laser Eyes
- Maximum Level: 3 ⇒ 2
- Laser Length: 600 / 800 / 1000 ⇒ 600 / 1000
Ok Boomerang
- NEW Level 2 Boomerang Count: Level 2 now fires a second boomerang
Ominous Pact
- Omnivamp: 15% / 25% ⇒ 20% / 35%
- Move Speed: 50% / 75% ⇒ 50% / 100%
Spellwake
- Maximum Level: 3 ⇒ 2
- Level 1 Ability Power Ratio: 20% ⇒ 30%
- Level 1 Bonus Attack Damage Ratio: 145% ⇒ 165%
- Level 2 Ability Power Ratio: 20% ⇒ 30%
- Level 2 Bonus Attack Damage Ratio: 165% ⇒ 185%
Earthwake
- Maximum Level: 3 ⇒ 2
Tap Dancer
- Maximum Level: 3 ⇒ 2
Trueshot Prodigy
- Missile Trigger Condition: Triggered off its own missile ⇒ No longer triggers off its own missile
Slow and Steady
- REMOVED Status: Removed
Systems
Critical Strike to Adaptive Force Conversion
- Ratio: 0.68:1 ⇒ 1:1
▶Bugfixes & QoL Changes
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Bugfixes & QoL Changes
- Fixed a bug which prevented Neeko to disguise as Voidborn Rift Scuttler.
- Fixed a bug where Pix was always visible as one from Base skin if Neeko disguised as Lulu.
- Fixed a bug that prevented Neeko from being able to disguise herself as Nidalee's Cougar form and Elise's Spider form.
- Fixed a bug that prevented Neeko to disguise herself as DJ Sona's Concussive and Ethereal Forms.
- Fixed a bug where if Neeko was disguised as DJ Sona's Kinetic form the hair was missing.
- Fixed a bug that caused horns to be visible inside the head when Neeko was disguised by Smolder.
- Fixed a bug where Diana’s E may fail to dash over terrain.
- Fixed a bug where Cassiopeia’s R VFX didn't match the ability’s hitbox.
- Fixed a bug where Mid lane Tier 3 role quest boots could not be refunded with the undo button.
- Fixed a bug where Nilah’s attacks immediately after Q or E may not trigger Hail of Blades.
- Fixed a bug where Deathfire Touch’s burn duration could be overwritten when landing a spell with a shorter duration.
- Fixed a bug where the Death Recap window may not appear when a player dies.
- Fixed a bug where Locke’s R artifact could not be retrieved on an enemy that was invulnerable when hit by Locke’s R.
- Fixed a bug where Zeke’s convergence active effect would not damage monsters.
- Fixed a bug where Locke’s R was not recolored when the artifact was reflected by Mel W.
▶Upcoming Skins & Chromas
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Upcoming Skins & Chromas
The following skins will be released in this patch:
Divine God-King Darius and Fallen God-King Garen are returning to The Sanctum until Patch 26.19.
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




