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League of Legends Patch 26.9 Notes
Patch 26.9

League of Legends Patch 26.9 Notes

Patch Highlights
Patch highlights
// PATCH_HIGHLIGHTS

Buffs, Nerfs & Adjustments

Every change in this patch, grouped by impact.

Buffs

Champions, items & systems getting stronger

7
Ambessa

Ambessa

Buff
Champions · 1 change

"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"

R - Public Execution
  • Cast Time: 0.55 → 0.70
Gragas

Gragas

Buff
Champions · 1 change

"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"

W - Drunken Rage
  • Damage Reduction: 10 / 12 / 14 / 16 / 18% (+ 4% per 100 AP) → 10 / 14 / 18 / 22 / 26 (+ 4% per 100 AP)
Tahm Kench

Tahm Kench

Buff
Champions · 2 changes

"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."

E - Thick Skin
  • Grey Health to HP conversion: 45 - 100% (Level 1 - 18) → 60 - 100% (Level 1 - 18)
R - Devour
  • Move Speed On Ally Devour: 40% for 3 seconds → 60% for 3 seconds
Warwick

Warwick

Buff
Champions · 1 change

"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."

P - Eternal Hunger
  • On-hit Damage: 6 / 16 / 26 / 36 / 46 → 6 / 18.25 / 30.5 / 42.75 / 55
Xin Zhao

Xin Zhao

Buff
Champions · 4 changes

"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"

P - Determination
  • Healing: 3 / 4 / 5% Max HP (+65% AP) (levels 1 / 6 / 11) → 3 / 4 / 5% Max HP (+50 / 65 / 90% AP) (levels 1 / 6 / 11)
W - Wind Becomes Lightning
  • Slow On Thrust: 50% for 1.5 seconds → 50% for 1.5 (+.5 per 100 AP) seconds
E - Audacious Charge
  • Magic Damage: 50 / 75 / 100 / 125 / 150 (+60% AP) → 50 / 75 / 100 / 125 / 150 (+120% AP)
  • Attack Speed Buff: 40 / 50 / 60 / 70 / 80% for 5 seconds → 38 / 46 / 54 / 62 / 70% (+1% per 5% permanent AS) (+10% per 100 AP) for 5 seconds
Zeri

Zeri

Buff
Champions · 12 changes

"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 "

P - Living Battery
  • Right Click Range: 500 → 550
  • Execute threshold: 60 / 82.5 / 105 / 127.5 / 150 (+ 18% AP) → 70 / 92.5 / 115 / 137.5 / 160 (+ 20% AP)
Q - Burst Fire
  • Damage: 15 / 17 / 19 / 21 / 23 (+ 104 / 108 / 112 / 116 / 120% AD) → 21 / 24 / 27 / 30 / 33 (+ 102 / 104 / 106 / 108 / 110% AD)
  • Excess AS to AD conversion: 70% → 50%
  • Now forced quick cast
W - Ultrashock Laser
  • Wall Crit Multiplier: 175% → 150%
  • AP Ratio: 25% → 50%
E - Spark Surge
  • Bonus Magic Damage: 17 / 19 / 21 / 23 / 25 (+ 10% bonus AD) (+ 20% AP) → 22 / 24 / 26 / 28 / 30 (+ 20% AP)
  • Cooldown: 22 / 21 / 20 / 19 / 18 → 24 / 22.5 / 21 / 19.5 / 18
  • Cooldown Refresh: Applies on attacks and abilities vs champions → Applies on attacks vs everything
R - Lightning Crash
  • Burst AD ratio: 100% → 60%
  • MS per stack: 1% → 1.5%
  • Stack duration: 1.5 → 2.5
Endless Hunger

Endless Hunger

Buff
Items · 1 change

"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"

General
  • Unique Passive - Famine: Grants 5 (+10% Bonus AD) Ability Haste → Grants 5 (+[13% Melee | 10% Ranged] Bonus AD) Ability Haste

Nerfs

Toned down to keep the meta healthy

8
Briar

Briar

Nerf
Champions · 1 change

"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"

Base Stats
  • Health Growth: 100 → 95
Udyr

Udyr

Nerf
Champions · 4 changes

"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"

Q - Wildling Claw
  • Bonus Damage on First 2 Attacks: 3 / 4 / 5 / 6 / 7 / 8% (+4% per 100 bonus AD) of the target's Max Health → 3 / 4 / 5 / 6 / 7 / 8% (+3.5% per 100 bonus AD) of the target's Max Health
  • Bonus Damage On-Hit for 4 seconds: 5 / 13 / 21 / 29 / 37 / 45 (+25% bonus AD) → 6 / 12 / 18 / 24 / 30 / 36 (+20% bonus AD) (+1 - 2% bonus HP)
  • Awakened Bonus Damage on First 2 Attacks: An additional 2 - 4% (based on level) (+3% per 100 bonus AD) of the target's Max Health → An additional 2 - 4% (based on level) (+1.5% per 100 bonus AD) (+1% per 1000 bonus HP of the target's Max Health)
  • Awakened Chain Lightning Damage Per Bounce: 1.5 - 3% (based on level) (+.8% per 100 AP) → 1.5 - 3% (based on level) (+.6% per 100 AP)
W - Iron Mantle
  • [NEW] Shield AD Ratio: 50% bonus AD
  • [NEW] Awakened Shield AD Ratio: 100% bonus AD
  • [NEW] Awakened Heal AD Ratio: 50% bonus AD
E - Blazing Stampede
  • [NEW] Move Speed AD Ratio: 5% move speed per 100 bonus AD
  • [NEW] Awakened Move Speed AD Ratio: 10% move speed per 100 bonus AD
Zoe

Zoe

Nerf
Champions · 3 changes

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

W - Spell Thief
  • Damage Per Bolt: 20 / 30 / 40 / 50 / 60 (+ 15% AP) → 15 / 25 / 35 / 45 / 55 (+ 10% AP)
  • Total Damage: 60 / 90 / 120 / 150 / 180 (+ 45% AP) → 45 / 75 / 105 / 135 / 165 (+ 30% AP)
E - Sleepy Trouble Bubble
  • Cooldown: 16 / 15 / 14 / 13 / 12 → 18 / 17 / 16 / 15 / 14
  • Refunds 16 / 19.5 / 23 / 26.5 / 30% of cooldown when hitting an enemy champion
Axiom Arc

Axiom Arc

Nerf
Items · 1 change

"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"

General
  • Flux: On takedown, refund 15% (+.15% per lethality) of your ultimate's total cooldown → 10% (+.25% per lethality)
Dusk And Dawn

Dusk And Dawn

Nerf
Items · 3 changes

"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"

General
  • [NEW] Spellblade: Now also heals the user for (10% AP) (+3% Bonus HP)
  • Health: 350 → 300
  • Ability Power: 70 → 60
  • Attack Speed: 25% → 20%
Hubris

Hubris

Nerf
Items · 3 changes

"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"

General
  • Base AD: 60 → 55
  • Passive AD per Stack: +2 → +3
  • Bonus AD: +15 → +12
Arcane Comet

Arcane Comet

Nerf
Runes · 1 change

"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"

General
  • [REMOVED] Cooldown Refund: Removed
  • [NEW] Damage: Now deals up to 100% increased damage based on distance from the target, max damage bonus at 750 range away
  • Damage: 30 - 130 (based on level) + 10% bonus AD + 5% AP → 15 - 100 (based on level) + 10% bonus AD + 5% AP
Hail Of Blades

Hail Of Blades

Nerf
Runes · 1 change

"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"

General
  • Attack Speed: [160% Melee || 80% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack → [120% Melee || 60% Ranged] for 3 attacks, increased by +1 attack if you cast an ability that resets your auto attack up to +2 attacks
  • New: Attacks empowered by Hail of Blades deal 4 - 20 (+8% bonus AD) (+6% AP) bonus true damage
  • Bugfixes: Fixed various Attack Reset abilities not properly granting bonus attacks (Bel'Veth Q, Kai'Sa R, K'Sante Q3, Gwen E, Quinn E, Rell Remount W, Riven Q)

Adjustments

Reworked, retuned or shifted around

16
Ezreal

Ezreal

Adjustment
Champions · 4 changes

"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!"

Q - Mystic Shot
  • AP Ratio: 15% AP → 40% AP
W - Essence Flux
  • AP Ratio: 70 - 90% → 90%
R - Trueshot Barrage
  • AP Ratio: 90% → 110%
  • Damage To Minions / Non-Epic Monsters: 175 / 275 / 375 (+50% bonus AD) (+45% AP) → 150 / 225 / 300 (+100% bonus AD) (+110% AP)
Kennen

Kennen

Adjustment
Champions · 0 changes

"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"

W - Electrical Surge
  • [NEW] Passive: When ready, now applies the passive effect to the entire attack as an On-Hit, rather than just the first On-Hit trigger
  • [NEW] Passive Damage: Can now Critically Strike for 140% (+40% of Bonus Critical Strike Damage)
E - Lightning Rush
  • [NEW] Attack Speed Buff: Critical Strikes now extend the duration of Lightning Rush's Attack Speed buff by 1 second, up to the initial duration of 4s. This can happen any number of times.
Shyvana

Shyvana

Adjustment
Champions · 14 changes

"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"

Base Stats
  • Attack Speed: 0.625 → 0.638
  • Attack Speed Ratio: 0.69 → 0.638
  • Attack Damage Growth: 3 → 4
Q - Emberstrike
  • Passive: 1% (+ 1.1% per 100 bonus AD) (+ 1.1% per 100 AP) of target's maximum health → 1% (+ 1.1% per 100 bonus AD)
  • Hit Reduction: 1 second → 0.5 seconds
  • Area Physical Damage: 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 25% AP) → 10 / 15 / 20 / 25 / 30 (+ 110% AD) (+ 30% AP)
  • Cooldown ticks in the background if you do not finish the sequence. Cooldown starts ticking at the last activated input in that sequence.
W - Inferno Aegis
  • Cooldown: 14 / 13.5 / 13 / 12.5 / 12 → 13 / 12 / 11 / 10 / 9
  • Shield: 60 / 80 / 100 / 120 / 140 (+ 5% max health) → 75 / 95 / 115 / 135 / 155 (+12% bonus health)
  • Damage: 80 / 100 / 120 / 140 / 160 (+ 40% bonus AD) (+ 20% AP) → 80 / 100 / 120 / 140 / 160 (+ 65% AP)
  • Dragon Form Heal: 75 – 214.71 (based on level) (+ 10% bonus AD) (+ 5% AP), increased by 0% – 100% (based on her missing health) for a maximum heal of 150 – 429.41 (based on level) (+ 20% bonus AD) (+ 10% AP) → 60 - 100 + 4-8% missing health (based on level)
  • W move speed separate from shield
E - Molten Burst
  • Cooldown: 12 / 11.5 / 11 / 10.5 / 10 → 12 / 11 / 10 / 9 / 8
  • Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 35% bonus AD) (+ 70% AP) → 50 / 65 / 80 / 95 / 110 (+ 60 / 65 / 70 / 75 / 80% AP) + 5% Target Max Health
  • Subsequent Explosion Damage Against Same Target: 50% → 40%
  • Slow: 20 / 25 / 30 / 35 / 40% → 30%
Taliyah

Taliyah

Adjustment
Champions · 2 changes

"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"

Q - Threaded Volley
  • Base Damage: 50 / 67.5 / 85 / 102.5 / 120 → 55 / 72.5 / 90 / 107.5 / 125
  • Bonus Monster Damage: 23 / 28 / 33 / 38 / 43 → 20 / 25 / 30 / 35 / 40
Teemo

Teemo

Adjustment
Champions · 0 changes

"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-"

E - Toxic Shot
  • [NEW] Initial Damage Bonus AD Ratio: 10% Bonus AD
  • [NEW] DoT Damage Bonus AD Ratio: 30% Bonus AD over 4 seconds
[NEW] Doran's Bow

[NEW] Doran's Bow

Adjustment
Items · 0 changes

"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 "

General
  • Attack Damage: 6
  • Attack Speed: 12%
  • Omnivamp: 1.5%
[NEW] Doran's Helm

[NEW] Doran's Helm

Adjustment
Items · 0 changes

"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"

General
  • Health: 100
  • Armor: 10
  • Magic Resist: 10
  • Helping Hand: 5 on-hit vs minions
[NEW] Gluttonous Greaves

[NEW] Gluttonous Greaves

Adjustment
Items · 0 changes

"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"

General
  • Build Path: Boots (300g) + 650g
  • Move Speed: 45
  • Omnivamp: 4%
  • Unique Passive - Slay: On champion takedown, gain 1% Omnivamp permanently, stacking up to 6 times
  • Tier 3 Immortal Path - Bonus Unique Passive - Now and Forever: While above half health, deal 5% increased damage. While below half health, receive +15% healing, shielding, and regeneration.
[REMOVED] Opportunity

[REMOVED] Opportunity

Adjustment
Items · 0 changes

"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

[REMOVED] Trailblazer

Adjustment
Items · 0 changes

"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

[REWORKED] Statikk Shiv

Adjustment
Items · 0 changes

"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"

General
  • Build Path: Scout's Slingshot (600g) + Pickaxe (875g) + Aether Wisp (800g) + 625g
  • Attack Damage: 40
  • Ability Power: 45
  • Attack Speed: 30%
  • Move Speed: 4%
  • Unique Passive - Electrospark: Your Energized trigger fires a chain of lightning, dealing 60 (increased to 90 for minions and monsters) bonus magic damage to up to (4 - 8, scaling with level) targets. Applies on-hit effects to secondary bounce targets.
  • Unique Passive - Electroshock: Basic attacks grant an additional +9 Energize stacks
[REWORKED] Voltaic Cyclosword

[REWORKED] Voltaic Cyclosword

Adjustment
Items · 2 changes

"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 "

General
  • Unique Passive - Galvanize: Damaging enemy champions with abilities will trigger Energized if it is ready
  • Unique Passive - Firmament: Your Energized trigger grants you [15 Melee | 12 Ranged] Lethality for 4s and deals bonus physical damage equal to [9% Melee | 7% Ranged] of the target's current health. This bonus damage is capped to 200 against non-champions.
  • Cost: 3000g → 2900g
  • Lethality: 18 → 10
Staff of Flowing Water

Staff of Flowing Water

Adjustment
Items · 2 changes

"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"

General
  • Unique Passive - Rapids: Healing or Shielding other ally champions grants both you and them +45 Ability Power for 6s → Healing or Shielding other ally champions grants both you and them +40 Ability Power and +15 Ability Haste for 6s
  • Ability Haste: 15 → 10
[NEW] Deathfire Touch

[NEW] Deathfire Touch

Adjustment
Runes · 0 changes

"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"

General
  • Sorcery Tree Keystone: Damaging a champion with an ability burns them for (4s singletarget / 2s AoE / 1s DoT). The burn deals 4-12 (level scaling) + 8% bonus AD + 3% AP adaptive damage per second. After the burn has been on a target for 3s, the damage of the burn increases by 100%.
[NEW] Stormraider's Surge

[NEW] Stormraider's Surge

Adjustment
Runes · 0 changes

"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"

General
  • [NEW] Sorcery Tree Keystone: Dealing 25% of a champion's maximum health within 3s grants a movespeed and slow resistance for 3s. 20-10s cooldown, scales based on level.
  • [NEW] Speed: 40%; 75% for ranged champs
  • [NEW] Slow Resist: 50%
[REMOVED] Phase Rush

[REMOVED] Phase Rush

Adjustment
Runes · 0 changes

"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..."

// MORE_FROM_THIS_PATCH

More From This Patch

New skins, chromas, bugfixes and everything else Riot shipped this patch.

Mid-Patch Updates

Expand

April 30, 2026 Updates

Deathfire Touch

  • Adaptive damage per second: 4 - 12 (scales on level) + 8% bonus AD + 3% AP, increased by 100% after 3s ⇒ 4 - 12 (scales on level) + 7% bonus AD + 2.5% AP, increased by 75% after 3s

Role Quests

Expand

Quest Progression

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.

  • Quest Point Penalty applied to CS / Turrets / Plates: -50% ⇒ -75% , decreasing down to -0% based on Quest Progress

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: 0.333 per second, increased to 1.6 per second while they are "in the quest lane" ⇒ 0.333/s, increased to 1.5/s while you are "in the quest lane"
  • "In the quest lane": Defined as near or past the lane's outermost turret ⇒ Defined as anywhere in the lane, outside of your base
  • Recall Penalty to Passive Point Earn: Functionally exists because passive point gain was reduced until at outermost turret, creating a minor bias towards mid lane (shorter) ⇒ Disables passive point earn entirely for 12s after recalling

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.

  • Functionally, every 2 minutes you spend in lane, you can spend 1 minute roaming without penalizing your quest progress

Quest Rewards

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.

  • XP Increase: +12.5% from all sources ⇒ +80 flat XP on champion takedown; +11% from all other sources

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.

  • Role Quest Reward: Empowered Recall (300s CD, reduced by 60s on Takedown) ⇒ +6% Bonus AD and 6% Bonus AP

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.

  • Bonus Takedown Gold: 50g ⇒ 40g

Game Systems

Expand

Minion Waves

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.

  • Melee Minion Health: 440 (+25 every 90s; then +35 after this has happened 5 times)⇒ 430 (+35 every 90s)
  • Minion Slayer (Minion Damage Bonus to other Minions): +[2 Melee | 4 Ranged | 6 Siege]% Current HP On Hit ⇒ +[2 Melee | 3.5 Ranged | 5 Siege]% Current HP On Hit

SR Ranked Season 2

Expand

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.

Arena

Expand

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.

Events

  • Release (Patch 26.9): To start things off we won't be having an event to give players a chance to learn all of the new guests of honor, augments, and systems we're adding in Season 2.
  • 3x6 (Patch 26.10): Exactly what it sounds like, three players on each team with a total of six teams. In a game with 170+ champions built with Summoner's Rift in mind, there are quite a few that have fallen by the wayside when forced into 2v2 gladiatorial combat. Our goal with introducing 3x6 is to bring even more champion diversity into the Arena by allowing for a wider variety of team comps.
  • Bravery (Patch 26.13): When you load in to champ select you'll notice a significantly smaller number of options. You'll have the good ‘ol random champion button which we hope you'll pick, but if true random isn't your cup of tea we've still got a few crowd favorites for you to pick from. Bravery is primarily to give many players a version of Arena they've been asking for, but we also wanted to find a way to support players that want to overcome any obstacles the Arena throws at them with their adaptability and ability to flex into many different champions.
  • Swift Arena (Patch 26.14): With this event we'll be going back to our roots of two teams of four for those looking to get the full Arena experience without the full Arena time commitment. Additionally, for those of you able to remember your opponents playstyles and weaknesses this should give you the edge as you'll be fighting the same teams more consistently.

Augment Systems

Augment Levels

  • Augments now have anywhere from 1-3 levels, depending on the augment. Some Augments have a Keystone effect when they reach their max level, granting an additional effect. For example, Quantum Computing will give your augments a chance to multicast up to 4 times!
  • Once you have two levelable augments you'll be offered an augment level in place of one of your offered augments.
  • Upon reaching the maximum number of augments (typically 4) you'll only be offered augment levels or the ability to tier up an existing augment, allowing you to remove an augment and select another that is one tier higher.
  • If all your augments are at the maximum level then you'll be offered the ability to tier up an existing augment or gain a stat anvil.
  • At certain points you'll be given the ability to remove or replace one of your augments. Use this to discard augments that aren't working for you, and gain a bonus, while also freeing up that slot for you to gain a replacement augment later in the game.

Arena Debuting Augments with Levels

  • Get Excited
  • Adamant
  • Upgrade Collector
  • Upgrade Hubris
  • Wind Beneath Blade
  • Protein Shake
  • Weil of Warding
  • Ominous Pact
  • Critical Rhythm
  • Escape Plan
  • Glass Cannon
  • Final Form
  • Quest: Void Immolation
  • Pinball Snowball
  • Infinite Recursion
  • Donation
  • Shrink Engine
  • Growth Spurt
  • Stuck In Here With Me
  • Poro King
  • Speed Demon
  • Twin Fire
  • Hextech Soul
  • Crack Open That Egg
  • ???
  • Critical Missile
  • Weighted Popoffs
  • Little Devil
  • Zealot
  • Purist Caster
  • Double Tap
  • Juiced

New Augments

We could tell you what they do, but that'd take away the fun of discovering them.

  • Chroma Flux (Prismatic)
  • Demonic Clasp (Gold)
  • Grievous Venom (Silver)
  • Magical Girl (Prismatic)
  • Mercy (Gold)
  • Rice and Chicken (Gold)
  • Rice and Fish (Gold)
  • Rice and Pork (Gold)
  • Scavenger (Gold)
  • Silver Spoon (Silver)
  • Spellcraft (Prismatic)
  • Transmute: Silver (Prismatic)
  • Trash To Treasure (Silver)
  • Unstable Transmutation (Gold)
  • Wild Fire (Prismatic)

Reworked and Adjusted Augments

  • Doomsayer: Health per stack doubled, stack rate reduced by half.
  • Tank it or Leave it: Now scales with crit damage.
  • Critical Healing: Now scales with crit damage.
  • Calculated Risk: Now gives a Prismatic if this is your first or second augment, otherwise it will give a Gold augment.
  • Self Destruct: Changed to Auto cast every 25 seconds instead of just exploding once.
  • Unshackled: On takedown reduce Hijack's lockout and cooldown by 20%.
  • Snowball Fight: Removed
  • Juice Press: Removed
  • Slow and Steady: Now locks your Attack Speed at 0.65 and only grants AS if you would go above the cap.
  • Spellwake: Explosion delay now scales inversely with distance, so long range hits will have a much lower delay, while point blank hits are increased slightly.

Game Pacing

  • Augment Selection Duration: 37 seconds ⇒ 42 seconds
  • Item Choice Round Duration: 42 seconds ⇒ 47 seconds

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

  • A Crafting Round will occur on Round 8 and you'll be able to choose one of the following options:
  • Gain an 5th augment slot, in 5 rounds gain a silver augment.
  • Remove 1 of your augments to give 2 levels to your remaining augments, randomly selected. These levels can both go to the same augment or to different ones.
  • Gain a Prismatic Stat Anvil.

New Fame Track

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

  • The amount of Fame needed to unlock each tier has been decreased.

Guests of Honor

New Guests of Honor

  • Atakhan: Absolute Carnage
  • Annie: Wall of Fire
  • Evelynn: Just a Fling
  • Fiddlesticks: A Harmless Scarecrow
  • Garen: Perseverance
  • Hwei: Blank Canvas
  • Kayle: Divine Ascent
  • Kindred: Death and Rebirth
  • Jarvan IV: Heavy is the Crown
  • Lux: Light of Demacia
  • Morgana: Tormented Shadow
  • Nocturne: Darkness
  • Poppy: Rightful Wielder
  • Shaco: Absolute Chaos
  • Tahm Kench: Dark Bargain
  • Taric: Dauntless Vanguard

Reworked Guests of Honor

  • Swain: Demonic Ascension: Now, when half the lobby is eliminated the remaining teams gain a prismatic stat anvil.
  • Katarina: Dance of Voracity: Augment tier ups are offered alongside new augments.

Voting Round Changes

  • Guest Of Honor descriptions now allow you to press Shift to see the long description when hovering the Guest of Honor's icon.
  • No longer waits for all players to vote, and instead waits for all players that have moved to vote, so if you wish to abstain just stand still.
  • You can no longer move early by clicking on the Guest of Honor's icon before players are allowed to move.
  • Players can now move their camera while players are voting.
  • Moved the camera slightly closer.
  • When the winner is selected all other players will turn to look at them.
  • There is a chance for blastcones to spawn around the vote arena.
  • There is a chance for hats to spawn around the vote arena, picking them up will grant you the hat.

Anvils

Stat Anvils

  • Silver Stat Anvils: Now have a set value rather than rolling from a range of values.
  • Care Package (Prismatic Stat Anvil): Gain 500 gold per round lost.

Legendary Item Anvils

  • Cost: 2000 gold ⇒ 2250 gold

Items

Shardblade (New)

  • Granted when you obtain Shardholder
  • Enhances stat anvils by 20-80% (decreased to 20-50% in 3x6)
  • You can no longer purchase items
  • Does not work with Augments that grant items

Hexblot Companion

  • 75% Attack Speed
  • 500 Health
  • 4% Movement Speed
  • Covering Fire: Every 10 seconds, Autocast fires a bolt towards a nearby target that applies On-Hit Effects.
  • Energized: Moving and Attacking generates an Energized Attack.
  • Unload: Your Energized Attacks trigger your Autocast effects.

Reverberation

  • No longer needs to stack to apply On-Hit effects when you immobilize a target.

Twin Mask

  • Removed

Flesheater

  • Cannibalize: When you takedown an enemy champion, steal 10% of their stats and size for the remainder of the round.

Kinkou Jutte

  • Between the Ribs: Now creates 4 Weakpoints around enemies, refreshing when the last one is broken.

Turbo Chemtank

  • Supercharged: Active has been removed. New passive ignores the first Immobilizing effect that hits you (30s Cooldown) and drops a canister nearby. Pick up the canister to restore max Health and reduce the Cooldown by 15 seconds.

Starter Items

  • Removed

Maps

Petricite Grove (New)

  • A new map from the outskirts of Demacia. Scattered throughout are some unexploded mining bombs used to help harvest the tough Petricite.
  • Hitting these mining bombs causes them to roll before exploding, damaging enemies and plants.

Ancestral Woods (Adjusted)

  • Now has 2 Power Flowers on the bottom left and top right of the map.
  • The center now has the Bulwark Blossom, a durable bit of flora that grants its last hitter a massive shield, healing, and adaptive force before regrowing over 10 seconds, this bonus is increased if you are outnumbered.

Koipond (Adjusted)

  • Koipond's lily pad trigger radius is reduced slightly (terrain creation unchanged).

General Changes

  • Energized Stacking: 200% ⇒ 150%
  • Combobreaker has been updated to match ARAM: Mayhem. You will now gain ramping Tenacity while you're immobilized and if you have been unable to act for 4 of the last 7 seconds become unstoppable for 7 seconds.
  • Attack Speed is now capped at 4, but certain augments allow you to break past this cap.
  • The reroll system has been updated to match ARAM: Mayhem. Rerolls are no longer a currency and each slot now has its own reroll that refreshes each time you open an anvil/augment.
  • The extra reroll granted by selecting Bravery has been updated. Now every anvil/augment offering card will have the chance to have up to 1 bonus reroll.

Misc Changes

Hats

  • Hats are no longer lost on death and are instead lost on round loss.

ARAM

Expand

Items

Hubris

  • Attack Damage: 60 ⇒ 55
  • Ability Haste: 15 ⇒ 10

ARAM: Mayhem

Expand

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.

Champions

Bard

  • Caretaker's Shrine W Move Speed: 20 / 22.5 / 25 / 27.5 / 30% (+ 6% per 100 AP) ⇒ 25 / 27.5 / 30 / 32.5 / 35% (+ 7.5% per 100 AP)
  • Caretaker's Shrine W Ammo Cooldown: 10 ⇒ 8

Ornn

  • Living Forge P Cooldown: 120 seconds ⇒ 90 - 10 seconds (based on level)

Systems

Health Relic

  • [UNCHANGED] 8% Missing Health / Mana on Pickup
  • AOE Effect - Missing Health and Mana: 16% ⇒ 22%

Augments

Upgrade Sword of Blossoming Dawn

  • [REMOVED] Basic attacks against champions now deal 50% damage

Prom Queen

  • Cooldown: 25 seconds ⇒ 35 seconds

Grandma's Chili Oil

  • Base Damage per second:100 ⇒ 150
  • Bonus Damage per burn source: 60 ⇒ 50
  • Base Heal per second: 60 - 150 (based on level) ⇒ 30 - 75 (based on level)
  • Bonus heal per burn source: 50 ⇒ 25

Bugfixes

  • Fixed a bug where Lightning Strikes granted 20% bonus attack speed instead of 20% total attack speed in Mayhem.
  • Fixed a bug where Kaenic Rookern and Opportunity did not benefit from Item Haste.
  • Fixed a bug where Azir's mana costs appeared doubled with Overflow but were not actually increased in Mayhem ARAM.
  • Fixed a bug where Ekko stayed invisible after using Clown College followed by E in Mayhem ARAM.
  • Fixed a bug champions with recasts were charged for their recast spell with the Augment Overflow.
  • Fixed a bug where selecting Buff Buddies before Ocean Soul caused Red Brambleback to become ineffective in Mayhem ARAM.
  • Fixed a bug where Taliyah T-posed after dying to Empowered by the Faithful's execution in Mayhem ARAM.
  • Fixed a bug where some champions could not trigger the Marksmage effect with empowered attacks in Mayhem ARAM.
  • Fixed a bug where Vel'Koz's Q mana cost was not doubled after selecting Overflow in Hextech Mayhem ARAM.
  • Fixed a bug where Shaco's clone did not display a health bar or model at high Shrink Engine stacks in Mayhem ARAM.
  • Fixed a bug where Empowered by the Faithful effect was lost if revived by Zilean's R in Mayhem ARAM.
  • Fixed a bug where Droppybara's actual damage range exceeded its indicator range.
  • Fixed a bug where Xayah and Aphelios could continuously trigger ReEnergize without cooldown in Mayhem ARAM.
  • Fixed a bug where selecting Hextech Biggest Snowball Ever followed by Hextech Pinball caused Pinball to lose its true damage in Mayhem.
  • Fixed a bug where Neeko displayed Draw Your Sword VFX while disguised as a non-champion.

WASD

Expand

Shortly after patch 26.9 is available, WASD will be enabled for Ranked, including Clash.

  • Fixed a bug where some mouse macros (such as binding a keyboard key to the scroll wheel) were not properly supported when using WASD controls.

Bugfixes & QoL Changes

Expand

QoL Changes

  • Serahpine's Q has been re-scripted. The visual should now more accurately reflect the hitbox of the spell.

Bugfixes

  • Fixed a bug that caused Seraphine's Q not to deal damage to units walking towards the center of the area of effect.
  • Fixed a bug that caused Seraphine's R not to extend when killing champions with zombie passives (e.g. Karthus, Sion), or revives.
  • Fixed a bug that caused Seraphine's abilities not to double cast when she had the exact correct mana to cast them.
  • Fixed bugs that caused Malphite W, Twitch P, and Kog'Maw W to not work properly as typical on-hit effects.
  • Fixed a bug that caused Viego's slayer (if Viego has possessed someone) to have 4 Scoundrel stacks, and killing the slayer with 5 or more stacks would only revive the last slain champion on Akshan's team, instead of the whole team.

Upcoming Skins & Chromas

Expand

The following skins will be released in this patch:

The following chromas will be released this patch:

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