

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

"Cassiopeia is a disproportionate winner in the Feats world, which is probably at least partially due to her lack of feet being a bit overcompensated. Cutting down some of the extra power she gets to make sure slithering "

"Evelynn is among the worst-performing assassins after season start. Many assassins are now weaker in uncoordinated play due to Eyeball Collector being replaced with more vision-centric runes and we're working on bringing"

"Irelia has been a strong performer for a while and is deserving of a nerf. However, we'd like to preserve how good she feels as a fast-moving auto-attacker with the tools to survive melee combat. As such, we're peeling o"

"Base Kayn and Red Kayn are about where we want them power-wise, but Blue Kayn isn't performing quite well enough. He doesn't need more late game burst, so we're raising up the floor of his passive a bit to give him a mor"

"Malzahar has under-the-hood updates to his W and R in this patch in order to open up mode-specific balancing for those abilities. As a result of these ability updates, already-spawned Voidlings now update their damage wh"

"Master Yi is weak, so we're giving him some generic buffs to help out his sustained damage."

"We're delivering a very small Smolder buff, opening up Infinity Edge as a capstone option by letting its crit damage scale Q, since crit chance already scales the ability."

"Tahm Kench is overperforming in both top lane and support. We like that he's tanky and can sustain himself back up if his opponents can't drag him down but he's overall too deadly, so we're delivering a straightforward d"

"Viktor is still doing a bit too well after 14.24's micropatch nerfs. So we're simply bringing down his late-game damage from places he shouldn't miss terribly."

"Yuumi is understandably a bit weaker in a world where her contemporaries get 5 free Armor, MR, or Ability Haste and she doesn't. As she's overall one of the weakest supports in the game, we're delivering some extra power"
New skins, chromas, bugfixes and everything else Riot shipped this patch.
You may have seen the news recently of unprecedented wildfires sweeping through Southern California. These fires, which are burning right in our backyard in Los Angeles, have displaced thousands, destroyed homes, and pushed entire communities to the brink. While firefighters and frontline responders have made significant progress containing the fires, the fight is far from over and for many it's a day-by-day battle.
As a company rooted in Los Angles we wanted to share how we're directly responding—from supporting those impacted, to launching in-game fundraisers for natural disaster relief and prevention efforts.
Starting January 22nd, we'll be launching in-game fundraisers in VALORANT and League of Legends to support global fire and other natural disaster relief and prevention efforts. Proceeds will go to the Riot Games Social Impact Fund which will then direct funds to organizations aiding in disaster recovery in Southern California and around the world.
From January 23rd to 11am PT on February 5th, Riot will contribute 100% of Riot's proceeds from Firefighter Tristana, as well as a 3x match, to the Riot Games Social Impact Fund, a donor-advised fund sponsored by ImpactAssets.
We've published an article highlighting what else we're doing, and done so far, to help Rioters who've lost their homes or are still evacuated and what we're doing for our local communities, as well as information related to our Social Impact Fund here.
To maintain the stability and performance of our games, we sometimes need to deprecate support for older hardware or software that isn't widely used by players anymore. These kinds of changes typically only impact a small number of players, but we wanted to give an ample heads up in case you're impacted by these changes.
In a couple of patches, we will be upgrading macOS users from an OpenGL graphics technology to Metal graphics. This will roll out gradually with the ability to revert back to OpenGL for a period of time until OpenGL is removed. If you're still using OpenGL, the client will automatically use Metal when we remove the support, so no action is required from you. However, if you were running OpenGL due to your hardware not being compatible with Metal graphics, you will need to upgrade your hardware so that you can continue playing after OpenGL support is removed.
We're also going to be upgrading how we use DirectX 11 for Windows users. If your graphics card supports DirectX 11 feature level 11_0, your client will update automatically. However, if your graphics card only supports up to DirectX 11 feature level 10_0, you will need to update your hardware so that you can continue playing after this upgrade.
For Minimum and Recommended System Requirements we recommend checking the support article.
We will begin officially rolling out Vanguard support for Mac with this patch. It will be passive at first, with the intention to have Mac anti-cheat turned on and fully operational in the first few weeks of February. When we initially introduced Vanguard on LoL last year, we mentioned that we'd be keeping an eye on the trends of cheaters in response, and as the prophecy foretold, their pivot towards masquerading as Mac environments now necessitates that we generate trusted Mac sessions in order to differentiate between the good and the bad. Don't worry though, you don't have to install anything new. Mac will be using our Embedded Vanguard product, which as the name implies, "embeds" cheat detection directly into the game client. For the extra-studious player, more info on Vanguard can be directly absorbed by pointing one or both retinas at our recent anti-cheat retrospective.
We published an article last week about a mistake we made when calculating and planning Blue Essence acquisition. We screwed up on this one so we're making some changes across the next couple of patches as follows to make up for this and correct it.
First off, we're changing the total BE value across the Pass milestones from 4750 BE to 9000 BE and we're updating the post-50 repeatable Epilogue milestones in the Pass from 50 BE to 750 BE. The Epilogue changes should be live during this patch, 25.S1.2, after Jan 23rd at 04:00 PT.
Because the Act 1 Pass is already live, and a decent number of players have already completed the BE milestones, we're going to be compensating the difference through a one-time easily-completable mission that will grant 4250 BE.
We're also going to be changing the final Champion Capsule in the Pass to a Glorious Champion Capsule starting in the Act 2 pass.
When it comes to account XP, we'll be increasing the account XP earned by about 40%. That should ensure that the average number of games to 30/Ranked access is close to or slightly faster than before this update.
If you'd like to read more behind the why and what happened we recommend reading that article.
We're adjusting Homeguard's range to cover the entire platform to remove any friction around where one should position while waiting in the spawn with a nerf to the duration to retain overall travel time to lanes.
The Feat of First Blood was chosen as a very clear tie-in to existing mechanics in Summoner's Rift, but it's clear that for the purposes of Feats of Strength it occurs too early and can create extremely frustrating experiences in combination with invades or early fights. We're replacing the Feat of First Blood with the Feat of Warfare, which is granted to the first team to reach three champion kills. We'll be keeping an eye on this in the future to ensure the gameplay is up to modern standards.
Now that we've seen a good bit of player data as well as some early pro data, we are making some adjustments to how Atakhan's Form is determined, as well as a small nerf to Bloody Roses. Average players will see slightly more Voracious Atakhan while pro players may actually have a higher chance of seeing Ruinous; and both Voracious and Ruinous rewards will be nerfed with Voracious being nerfed significantly harder.
For the first two weeks of a new Ranked patch cycle we disable Apex duo MMR restrictions, so similar to past splits and years Apex duo MMR Restrictions will be turned back on in 25.S1.2.
Our first major Swiftplay balance patch is aimed at cleaning up some systemic issues and otherwise addressing champion balance outliers. For Gangplank, Pyke, Akshan, Draven, Twisted Fate, and Senna, their gold generation would count as normal gold and thus put their opponents into a comeback state, letting them earn more gold to keep pace. This kit-specific gold will no longer count for enemy comebacks but will still be multiplied if the Gangplank player themself is behind the curve.
We're otherwise bringing down mostly late-game scaling from overperforming champions this patch, as late-game XP and gold values are much more guaranteed, so those who are normally held down by weaker early games no longer have these weaknesses.
We're making it so that extra gold earned from champion mechanics does not trigger enemy gold comebacks/bounty adjustments. These sources of gold:
Hello ARAMers, In this patch we're focusing on shifting modifiers to champion spells for two beloved champions: Sett and Sona.
We're excited to see how these changes play out and let us know your feedback!
ARURF is back! It takes place on the Noxus map with all of its changes and systems, with a few tweaks to fit the increased pace of URF.
Champion balance and Item cooldowns have been adjusted from previous URF releases as well and we'll be keeping a close eye on item cooldowns and their impact on the game.
This update we'll be celebrating Lunar Revel amongst other thematics! Catch up on previously released Prestige Skins, Event Chromas, and Accessories. You'll need to act fast though because we're planning a second batch of beastly content rotating in 2025.S1.3!
The following skins will be released in this patch:
The following chromas will be released this patch:
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