


Prestige Veiled Lady Morgana, Petricite Cho'Gath, Petricite Nautilus, and Durand's Legacy Taliyah will be available January 8, 2026.
Every change in this patch, grouped by impact.
Reworked, retuned or shifted around

"Akshan's abilities currently scale crit in three different ways and we're making that more consistent here. His passive auto, being functionally a true basic attack, will crit for 100% value. Meanwhile, the crit scaling "

"Aphelios has a lot of intricacies and some of his abilities try to behave exactly like basic attacks. With that in mind, we're converting Severum's active to total attack damage in line with similar abilities and general"

"Ashe is already quite attack-reliant and pretty balanced but considering she buys about 1.5 crit items per game, we're lowering her late game a little to make room for the increased damage coming her way."

"Caitlyn's top-end Headshot damage has gotten out of hand and with the value of critical strikes going up it's about to get even stronger, so we're taking a heavy swing to Headshot's top end. We're also making her R scale"

"While Cassiopeia's no boots passive is very thematic, the addition of more boot based systems over the years (like role quest rewards) has made it feel like a punishment at times instead of a boon. We think it's importan"

"Corki isn't particularly strong at the moment, so while this is a nerf on paper, we expect Corki will be overall stronger at the start of the season. This nerf is aimed at weakening his ability to crush a minion wave rig"

"Draven is very auto-attack focused and averages about two crit items per game, so he's also in need of some compensation. Considering he's gaining direct auto-attack DPS, we're trying to compensate him directly on the sa"

"Elise is in a silly spot where ability power quickly fails to scale her damage against monsters after the mid game. We're delivering a change that will be a slight buff on average but is primarily meant to let her damage"

"Gangplank is one of two champions (alongside Smolder) who we think is going to gain extra power due to Essence Reaver once again building from Sheen. We expect him to perform much, much better with his increased critical"

"Critical strike chance on Garen is pretty good since both his basic attacks and Judgment are improved by it. We want to continue to make space for non-crit Garen builds, so we're compensating the global critical strike d"

"The functional result of these Graves changes should be almost nothing. He'll deal about 1% more damage with his basic attacks when critically striking."

"Now that the top lane quest can raise champion levels to 20, we're looking for any champions who intermittently scale their passives and giving them another breakpoint if they deserve one. Jax is one such champion who's "

"Jhin won't behave any differently next season as we want to avoid letting his guaranteed crit fourth shot do too much damage."

"We like the overall shape of how Jinx functions and generally just want to preserve the value of her minigun's high attack speed, so we're making sure her two stances are more distinguished from one another and generally"

"Kindred's E mechanics are rather confusing and they build several critical strike items already. So we're updating the E to be much easier to understand and reducing the numbers. We're also modernizing the E's monster ca"

"Lucian's builds are pretty sensible and as a spell-focused ADC, but we want to make sure his spell scaling is good. We're updating R to fire even more bullets with crit damage, which will make crit scale his ult just as "

"Miss Fortune tends to build quite a lot of critical strike chance and we'd like it to stay that way, but she can't just be directly buffed so we're here to compensate some of that value by softening her Q crit mod. For h"

"Nilah's in an interesting place where her Q didn't scale with Infinity Edge, so unlocking that avenue marks a small power increase on top of her basic attacks getting better, so we sought to find other ways to slightly l"

"As Quinn builds a decent amount of crit and that crit manifests in stronger autos and more passive procs, we're compensation nerfing those same auto-reliant passive procs."

"Rengar is getting a heavy re-script. This is mostly intended to maintain current functionality and feel, while addressing bugs and tech debt. The list of bug fixes is too long to add here so it'll be added to the bugs se"

"We like that Samira's R and Q are almost direct auto-attack replacements and want to preserve as much of their crit damage as possible. However, with the value of crit going up, the value of AD must then go down."

"Like Jhin, Yasuo, and Yone, Senna's guaranteed critical strikes cannot sustain a 2x modifier, so we're lowering her base crit damage down to a value similar to last year."

"When Shaco crits during a Backstab or a Deceive, everything crits along with it for his full crit damage, so his top end can be very, very high. We like that he builds for crit sometimes and want to let as many of these "

"As Sivir's going to gain a lot of power from stronger Ricochet crits, we're reducing her Q's scaling."

"Smolder, like Gangplank, stands to gain a lot of power from Essence Reaver's changes in this patch so we're taking a swing at how strongly his Q scales with critical strike purchases."

"Tristana's E is one of the sharpest-scaling abilities in the game, and considering her late game is already poised to be great with a strong attack speed steroid, long range, and lots of crit damage, we think the top end"

"Tryndamere is getting some real gameplay updates with this patch and some very real nerfs due to how much critical strike chance he normally has. To weaken how incredible his early game all-ins can be with 200% crit dama"

"Twitch's late game team deletion with 200% crit damage will probably be too fast, so we're targeting some general late-game DPS nerfs."

"Viego buys a decent amount of crit chance and we want to make sure those crits allow him to play out a consistent auto-attack pattern, so the larger nerfs are to the active damage of the Q and R."

"We're updating Xayah's E to care about crit damage and adjusting her E's overall damage profile to be more reliable and less snowbally."

"Yasuo won't be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn't allowed to crit for full damage."

"Yone won't be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn't allowed to crit for full damage."

"Yunara has a crit build and an on-hit build, but even her on-hit build almost always picks up Hurricane, so she's getting stronger no matter what she does next season. We're looking for nerfs that will skew more toward l"

"We're updating Zeri's E to crit exactly as a basic attack would, which means re-tuning some of her abilities to make room for that power."
New skins, chromas, bugfixes and everything else Riot shipped this patch.
This year, we're introducing a major new concept to Summoner's Rift: Role Quests. Building off the item-based quests that junglers and support players have had for years, we're adding new lane-phase defining quests for the other three positions and updating the existing quests for support and jungle.
You'll be automatically assigned the position quest corresponding to the role you've queued up as—if you want to trade positions, you'll need to do that during champion select. And the game will now reward playing out your lane matchup, at least for the first few minutes every game. This change will also help us better balance and tackle the pro play meta around lane swaps going forward, so no more LANE SWAP DETECTED pop ups.
Every position will receive quest rewards for successfully completing their role quest. For top, mid, and bot lane players, these will be entirely new advantages. For support and jungle players, your existing rewards will be updated, and you'll be receiving some new rewards as well.
Once in game, you'll complete your quest by playing out your assigned lane. For each position, you'll earn points—reflected in the UI near your item inventory—for taking appropriate actions (many of which are based on what actions you do in-game today), and when you've earned enough points, you'll receive a reward.
Support and jungle players will earn points for taking basically the same actions as before—supports will stack their World Atlas, while jungle players will grow their pets.
For top, mid, and bot lane players, you'll earn points for champion takedowns, epic monster takedowns, minion kills, turret plates, turret takedowns, and some will passively generate over time. Minion, turret, and plate rewards are doubled in your assigned lane. Mid laners will also progress by dealing damage to champions.
Passive generation is a slow trickle outside of your lane, but is a significant amount of overall quest progress while you are in and around your assigned lane—roughly, past your outermost living turret in your assigned lane. Drive your opponent out of lane or kill them to slow their quest progress!
Top lane has been a particularly difficult role to give appropriate agency to over the years, and is frequently viewed as the position with the lowest agency. We're enhancing their agency in this update with universal access to Teleport, and ensuring that they are a relevant scaling champion by increasing their experience gains and level cap.
Jungle quest completion is mostly unchanged except for some light tuning—you'll complete your quest sooner, and the Gustwalker Hatchling's reward is slightly reduced compared to the other options. In addition to their previous rewards, junglers now get increased gold and experience after completing their quest, better allowing them to be a powerful champion later in the game, as well as increased movement speed in the jungle.
Mid laners uniquely progress their role quest through dealing damage to champions in addition to other events. For rewards, mid laners receive a free upgrade to their boots, and periodically get an empowered Recall.
The boots upgrades are based on the items introduced for Feats of Strength, but they've been heavily reworked and are significantly more powerful now.
We're doubling down on bot laners as the game's defining gold income carries. Bot laners progress their quests more from minion kills than other positions, and are rewarded with some up front gold, increased gold income for the rest of the game, and the ability to move their boots into their Role Quest slot, freeing up an inventory slot for more component items—or even a fully completed 6th item if the game goes long enough.
The Support Quest is already very fulfilling and functional, and as they say if it isn't broken don't fix it. That said, we did want to take this opportunity to localize the role quests to bot lane, similar to the other quests, while also adding a few quality of life upgrades to the quest. Gone are the days of having to sacrifice one of your item slots for Control Wards, now is the time for laners and junglers to fear the potential of a six item support!
With the new season, we're waving goodbye to Atakhan, Blood Roses, and Feats of Strength. These three features combined to make Summoner's Rift in 2025 unique, but Atakhan's story has come to an end, and ultimately these features weren't having a positive enough effect on the game for us to be confident to keep them in the game long term. Not to mention many of you letting us know that these weren't features you all were fans of. Atakhan in particular contributed to an extremely objective-focused game that tended to narrow the possibilities of what a game of Summoner's Rift can be.
Ultimately, these three features were increasing the complexity of Summoner's Rift without providing enough value, so they've been removed to make room for new features.
Since we've removed Feats of Strength, First Blood and the first turret destroyed once again grant increased gold.
We are also reducing the value of frequently-killed champions but letting them re-earn their way back to full value faster. We are happy with the current level of snowballing in the game and since many of the new mechanics have a strong chance of increasing snowballing, we want to combat that increase. We’d also be happy with teams changing their ganking strategy: Right now, it’s optimal to continue picking on the same lane over and over again as the risk of doing so plummets the farther ahead one side gets. By reducing the value of repeated kills, players are nudged toward ganking other lanes to extract the most gold from the play.
Our pass on epic monsters for this season is intended to make them more contestable, empowering junglers to better solo objectives, make them more sustainable and tunable, and ultimately more consistent to interact with.
We want to increase the risk incurred when taking epic monsters, bringing it closer to the danger level of pushing for turrets. To do this, we're making these epic monsters more resistant to physical and magic damage, which means a team will take anywhere from 10-30% longer to kill them. In the case of late-game elemental drakes, they are being slowed even further. Claiming Dragon Soul is just as impactful as taking Baron Nashor, so we want the time commitment for doing so to be comparable. Because true damage sources—such as the jungle pet and Smite—are unaffected, junglers who solo these objectives won't be nearly as penalized, which means playing for lane priority in order to give your jungler cover is comparatively more powerful. Most Epic Monsters also no longer reward simply being around when it dies, meaning laners can continue to focus on lane control.
This increase in resistances and a small buff to Smite also protect junglers from some non-jungler objective steals. Junglers are already under a lot of pressure to perform around these objectives and that level of stress can burn a lot of players out, so we're making this specific portion of jungle gameplay more forgiving.
We've also done a pass on epic monster rewards, aiming to make most of them give roughly as much gold and twice as much experience as a typical jungle camp, which we think is a fair reward for camps that mostly just cost time. For the game-ending objectives, namely Elder Dragon and Baron Nashor, we're substantially curtailing their gold rewards, choosing instead to retain their emphasis on buff power and experience. The experience value of these epic monsters is remaining high and we're refactoring their comeback experience mechanics in order to make them strong turning points for mounting a comeback for the losing team. The buff power is remaining because they should be strong, time-limited moments that meaningfully change how each game plays out.
In the past, epic monsters had inconsistent scaling with some caring about game time, some caring about level, and some having a mix of factors. We've rebuilt all epic monster scaling to have base stats and level ups similar to how champions do. Each epic monster has a minimum level that's aligned with the typical game but ensures outliers aren't too squishy. They've all been given the same underlying armor and magic resist growth, which roughly mirrors what champion-vs-champion combat feels like and should scale appropriately for champions of any damage type. These changes have the added benefit of making experiences like Multiplayer Practice Tool more productive, as a level 15 Baron teamfight will always behave like a level 15 Baron teamfight, regardless of how many minutes into the game you are.
Elemental Drakes will have up to 35% more effective HP, increased further for teams who approach Dragon Soul, as the Dragon Vengeance mechanic that gives them damage reduction has been buffed, causing super late game soul takes to last about twice as long. We're picking Dragon Vengeance for the primary buff here because we want losing teams to have a fair shot at taking a low-value Elemental Drake, but we want Dragon Soul to be strongly contestable. Drakes still don't deal very much damage, which is an intended part of their combat.
Their local rewards are actually going up this season, unlike most other epic monsters. We want to make sure that junglers feel appropriately rewarded for skipping out on a camp or two to take a team-wide objective, so we're ensuring they're properly compensated in gold and experience for taking risks on behalf of their teams.
We've also simplified and buffed all dragons' comeback experience mechanic, which rewards under-leveled champions on the losing team.
Elder Dragon already scaled its durability with level but we're cleaning up the functionality of it. Like with Baron later on, its overall gold value is going down, while the experience value is being placed entirely into team-wide global XP and ensuring it's amplified by the monster's comeback experience for weaker players on the losing team. Ultimately, Elder Dragon will have around 20% more effective HP but should otherwise feel similar. The minimum level change shouldn't mean much, except for anyone who likes looking at the official League wiki, as now the minimum values more closely match what players will actually encounter in their games.
Void Grubs have generally been an epic monster camp that's more about getting yourself ahead and rewarding the whole team for running over to assist in the takedown. With this season's increased focus on pushing turrets, we think the buff already rewards that playstyle strongly, but we want to reduce the pressure on having whole teams roam up for Grubs. We also want to make it easier for laners to run over to take a single Void Grub and then leave back to their lane. To accomplish these goals, we're concentrating the gold reward purely on the killer of each monster and re-tuning the rewards to be more in line with our goals for camps like these. We're also reducing the camp's damage in order to make them less scary for non-junglers to engage with. As with most other epic monsters, their durability is increasing as well.
As a point of clarification, the changes to Voidmites only affect the monster camp version and have no impact on the reward mites summoned from taking down the camp.
Rift Herald is a valuable objective due to its ability to knock down turrets, so we're actually increasing its unique reward a small amount while removing an odd optimization around delaying its summon in order to squeak out a level up and thus get more damage from the Rift Herald Mercenary's charges. We're making the "Eye" mechanic more solo-able by moving it to a simple cooldown that junglers can more easily claim by themselves. We're also changing its rewards to match our goals, especially by reducing the amount of local gold it gives nearby champions and instead rewarding the killer an appropriate amount. As with other epic monsters, its effective health has also increased.
Atakhan has been removed from the game.
Baron Nashor is receiving a similar treatment to Elder Dragon, reducing its overall gold reward and ensuring the experience reward is impactful to drive those exciting moments where clutch objective steals lead into a teamfight comeback. We're preserving its buff power as a meaningful game-ender, though. We've also done a tuning pass on Baron's various abilities to ensure they're not weaker than his regular attacks so he lives up to his raid boss aura. His shred is also being empowered to consistently weaken all enemies around him, making the fight more lethal than before when an enemy team comes to contest. You thought pro teams were done throwing the game at 20 minute objective fights? Think again!
Ultimately, Baron will be more durable than before and slightly more threatening, as his abilities will more accurately scale across game time and the increased shred will make the attacking team more prone to being more vulnerable to contests.
We're removing the global red and blue buffs that were available after 25 minutes for a few reasons.
First, we think these buffs should be meaningful, and giving them out globally makes them less special when you do get one, since these buffs aren't very impactful if they're given out to five champions at a time. It also made it harder to appreciate the reward, since it could often show up without any effort from you . We prefer the version where someone intentionally walks over to pick up the buff their jungler left for them.
Second, we think the overall power level of these camps got too high with so many buffs given out, and considering this season's emphasis on pushing for the enemy base over taking jungle monsters, reducing the power of team buffs was a straightforward decision. This also means, as a jungler, you're less likely to face off against an enemy who's wearing matching buffs, giving junglers a little more late-game combat agency in their average fight.
Our jungle changes this season are aimed at slowing down their early clears in order to give more room for lanes to play out their early games without as much intervention. We're also reshaping the feel of early clears by giving junglers substantial damage reduction to help novice players have a more comfortable time when clearing their jungle and compensating the amount of health they get back to achieve fairly similar health for experienced players who kite camps well.
Junglers will also be a little better at killing epic monsters, as their pets will contribute more DPS regardless of class and build, and their Smite will be more powerful compared to spells like Lux's and Jinx's ultimates. Additionally, the overall mid-late jungle gold and experience income is going up a little through a combination of a more valuable Rift Scuttler and increased gold and experience from their more quickly completed jungle quest.
Faelights are a new map feature we're introducing to improve the vision system. They appear as rings of glowing mushrooms on the ground—some present at game-start, and some upon the Elemental Rift transformation. When you place a ward on the ring, it will temporarily reveal a nearby area of the map, which is not revealed to enemies unless they use a detector effect or ping the ward directly.
These were designed with a few goals in mind:
First, we want wards to be more usable for enabling plays (like a split-push), even if the support isn't nearby to provide multiple wards (especially when coupled with the Scryer's Bloom changes; see below). This is a major motivator for the powerful faelight spots that spawn near side lanes after elemental rift transformation. It's also why the bonus vision regions are long enough to make a play, but not long enough to dominate vision.
Second, we want the vision game to be more approachable while still rewarding good decision-making and strategic skill (particularly as the game moves past lane phase). This is why the island brush locations near side lanes are simple feels-good spots to ward during lane phase, while the areas towards the center of the map are sparser and less powerful. It's also why the system still forces you to make strategic decisions about when and how to use limited ward/trinket resources (rather than resembling a plant or hexgate, for example), including for playing-against (as asymmetric information is critical to depth of strategy).
Third, we want to ensure the vision system has interesting mechanics to promote healthy new vision dynamics (e.g. enable split-pushes without turbo-charging jungle invades). This is why each location has its own tuning levers, like location, elemental rift delay, bonus vision shape/size, and the location/frequency of nearby Scryer's Blooms. These enable faelights like those at base gates, which can be useful for offensive plays, but are designed to be easier than average for a losing team to retake and use to recover after being pushed in.
Finally, the vision system has historically been hard to understand and low-satisfaction, so we're keen on vision mechanics that feel visceral, alive, and aesthetically pleasing on the map, rather than being a subcomponent of an item or UI component. This informed the natural-magic visual motifs and punchy particle effects that hopefully make it a fun and inviting feature to interact with.
We'll be keeping an eye on how faelights impact the vision game, adjusting rules and individual locations as necessary to keep them fair.
Faelight: Placing a ward (of any type) on a faelight makes the ward a faelight superward, applying the following effects:
Faelight's goals are meant to be delivered by a mix of Faelights themselves and other vision changes working in tandem.
First, we're buffing the cooldown of yellow trinket so non-supports are more readily able to access vision (with or without faelights) to make plays. Likewise, we're also buffing the duration of red trinket so those trying to bypass/clear enemy vision are more able to do so (and to make them better for clearing detected Faelight superwards).
Additionally, we're adding more Scryer's Bloom locations and speeding up their respawn times. This is meant to enable the "I have the vision tools to make plays" goal of Faelights, as well as increase access to ward-clearing (to offset the increased systemic vision from faelights).
At 15:00 (or elemental rift transformation), new Scryer's Bloom locations become available
We're retuning Homeguard to be generally faster, reducing dead time in the game flow and enabling proactive plays more often, especially later in the game. You'll now be able to keep your Homeguard until you reach the action – your outermost turret in your lane, or the minion wave.
In this season, we want to encourage a wider variety of strategic play. In particular, we're interested in making lane pushes better in situations outside Baron buff. Part of this is addressing the reward incentives (see below), but another part is addressing the actual ability to make damage progress on turrets. Even if turrets are worth more, there are many situations where you just don't have the time or DPS needed to make meaningful turret progress.
Crystalline Overgrowth is a new mechanic on lane turrets to enable that damage progress, essentially saying, "What if every champ had an accessible Demolish-like tool to enable small pushes?"
Over the course of several minutes, crystals will begin automatically building up on turrets. When a champ hits that turret, the overgrowth will burst, dealing bonus true damage based on how much overgrowth has accumulated. It's not based on the attacker's stats (nor do they need to stay near the turret for long).
The tuning here is meant to be useful whether you're pushing fairly frequently or only hit turrets a couple times per game. We want this to be a mechanic that most champs feel empowered to use in most games, not something that's only useful for perma-pushers or only useful for comebacks.
Given that Overgrowth occupies a lot of the same space as Demolish (in visuals, complexity, and gameplay), we felt Demolish needed to be simplified. We still want Demolish to be a satisfying and useful rune to users that already like it, and we'll be keeping an eye on how this feels with the Overgrowth mechanic and make any changes as needed.
We're trimming some, mostly wasted, time at the start of every game and getting you into the action faster instead of just waiting around for your minions to get to work. If you're a fan of invades don't worry, with the Homeguard changes pushing everyone out faster it's still possible to invade even with this faster earlier start time.
We have lots of changes to turrets coming in this patch beyond the new Crystalline Overgrowth mechanic. The headlining feature is that all turrets (except Nexus turrets) now have turret plates, rewarding champions for partial success when sieging the enemy base and incentivizing smaller incremental pushes over taking a whole turret down in one fell swoop. The total gold from these turrets isn't changing much as the total local gold has mostly been shifted into the individual turret plates themselves.
As these mechanics are pervasive and live on the turret forever, we've simplified several rules and removed the 3D visualization of turret plates themselves. Instead, the segmented health bar will show how far you are from the next gold payout. We've also made various turret plate rules more apparent, improving the VFX of the short-duration "Bulwark" resists that turrets got when a plate was claimed.
We're doing a tuning pass on overall durability and damage, keeping outer turrets from scaling quite so far into the game, making mid-game turret takes a little less risky while still allowing them to provide solid safety early on. Turret health is overall increasing a little to make room for the new Crystalline Overgrowth mechanic.
We still like several of the mechanics that turret plates afforded, namely that outer turrets start very durable but become squishier after the laning phase winds down, and that melee champions were rewarded for incurring extra risk when attacking turrets, so those mechanics have been preserved in this new world.
The primary change for outer turrets is that the health bar has been changed to make it easier to understand how durable a turret really is. Instead of gaining permanent resists each time a turret plate dropped, the health bar segments are simply different sizes, which is mathematically almost identical but makes it easier to understand a turret's true durability at a glance.
Though turret plates are now permanent, we like that outer turret durability changes over game time, becoming frailer as the game progresses. So its resistances and value drop in the mid game, rewarding players who can press their lead early on but still leaving a moderate amount of gold for those who never had early pressure.
As mentioned above, T2 and T3 turrets are receiving turret plates in order to reward partial progress. Now crashing a minion wave and dealing a couple thousand damage will pay you for pushing up and incurring that risk. Combined with more durable epic monsters, this should meaningfully push champions to care much more about pushing up and progressing toward destroying the enemy base. The rest of the math here is simply a consistency pass that sets all turrets to 60 armor and MR in order to make it easier to read each health bar. We're also removing some of their late-game stat scaling to make sure pushing them remains a strong option.
Nexus Turrets are a special case due to their unique location far inside the base. As they already have partial-kill rewards due to their health regeneration mechanics, we're not doing much on the durability front. However, we are leaving them weaker on respawn so that it's never an optimization to leave the turret at low health instead of actually destroying it. The respawning turrets are valuable in order to let a defending team eventually leave their base, but it shouldn't ever be wrong to kill them.
In order to create more windows for successful pushing, we're increasing the rate of minion wave spawns in the mid and late game. In order to not balloon the amount of gold and experience given by these more frequent waves, we're pruning the occasional melee minion out of the mid game and overall reducing the value of super minions and cannon minions. We've also made cannons slightly stronger by increasing their attack damage over game time and clarifying that there are some special rules for them in particular.
We've also cleaned up some experience calculations under the hood to make it easier to see how much value you're getting out of each minion. Early game breakpoints haven't changed here, but overall experience income is slightly higher and gold income is slightly lower than last season.
As we add Omnivamp items back into the game, we've discovered a few ways in which the previously reworked (24.1) Omnivamp stat isn't doing its job well enough. We're updating it here to function fully as life steal, and for it to serve its purpose correctly when used against Minions.
Doran's BladeNow that Omnivamp covers the needs of Doran's Blade as a laning item, we're adding it back into the item in place of the Life Draining passive. Jack Of All Trades enjoyers rejoice!
For this Season Start, we took a look at itemization across all of League's classes and subclasses and made at least one item for each class, focusing on subclasses that have less existing itemization support to make sure that every subclass has a healthy number of satisfying items for champions to buy. There's also a few returning items from the past and a number of changes to existing items to refresh and improve the item system as a whole.
Dusk and DawnMost AP fighters have incentives in their kit to autoattack, but they have very little access to items that actually support that pattern since Lich Bane and Nashor's Tooth don't offer the defensive stats that this subclass often needs. Dusk and Dawn offers a Sheen pattern that doubles on-hits to help champions in this space live their dreams of sustained combat with lots of additional on-hits to enhance whatever their kit is already doing.
Fiendhunter BoltsWhen marksmen look at Zeal items, we want them to have different options to choose from that are good in different situations or good for particular champions. Fiendhunter bolts allows for a concentrated moment of power after casting an ultimate, which is particularly exciting for the marksman that already have that pattern like Twitch, Zeri, or Yunara. Some others might like the ultimate haste this item offers, or just want to be able to get immediate combat value after ulting.
Endless HungerSince the removal of Goredrinker and the removal of omnivamp on Eclipse, AD caster fighters have had little to no access to sustain via the item system. Endless Hunger is a heavy AD-scaling item that rewards building high amounts of AD and can lead to some awesome popoffs in teamfights if you can get a takedown and keep casting through the enemy team.
BastionbreakerMost AD assassins aren't particularly good at ending games, even when they are capable of getting lots of kills. This can lead to pretty frustrating situations where the assassin player feels like they don't have the tools they need to complete the game, and the players on the receiving end get continuously killed and stay trapped in a game where they can't survive. Bastionbreaker gives AD assassins a new luxury item that can help them close out games by giving them large amounts of damage to epic monsters and turrets as long as they're building lots of lethality and can kill some takedowns.
ActualizerIt's been a while, but we've got a new active item. This one is made to support mana-stacking builds, to create more builds where mana isn't just a limitation but instead make it so that it can be an advantage to have large amounts of mana available to you. Activating Actualizer significantly increases your manacosts in exchange for lower cooldowns and more ability damage, healing, and shielding for a short duration, so get your mana items ready for a very powerful popoff moment.
Hexoptics C44We've always wanted to support more diversity in crit marksman builds after the first item, so Hexoptics C44 is here to add an additional option for those looking to opt into big teamfight outputs. If you can get one takedown, you can get some extra range to help you secure more kills, and on top of that you also get some bonus damage scaling based on how well you can space your opponents.
BandlepipesTank supports don't have very many items, and the ones they do have generally focus on helping them roam or protect their allies. We wanted to go a different direction this time, instead giving them a team-wide attack speed aura you can keep up in fights as long as you're able to frequently apply crowd control to your enemies.
Protoplasm HarnessTanks have lots of tools to make them more durable in different ways, but Protoplasm Harness offers them a Lifeline item that has some movespeed and tenacity to enable a choice: do you want to keep going forward, or do you want to try to leave the fight? If you're tanky enough to survive, you can even get the full benefits from the healing over time this item grants, which scales with your armor and magic resistance to make sure it slots well into resistance-building tank builds.
Whispering Circlet / Diadem of SongsThis is a two-item pair for enchanters: a new evolving Tear item. Some enchanters really like mana and some even step into the mage system to get it, so we're going to offer a new item that allows them to get flat mana from the enchanter system but also scales well with additional mana purchases if anyone does want to get into a heal-based mana-stacking build.
Hextech GunbladeGunblade is one of the most requested removed items, as well as a popular item in alternate game modes despite a relatively limited champion user pool. We think that we can control some of the negative gameplay of this item with tuning, especially on the amount of Omnivamp granted and on the frequency with which users can apply the powerful active effect, so we think this is safe to add back in.
StormrazorStormrazor complements our efforts at increasing the variety of items available to critical strike-using champions, providing another Energized effect in that system. Stormrazor will be our second Attack Damage + Attack Speed + Critical Strike option in the ecosystem, lowering the degree to which critical strike build paths funnel through Yun Tal Wildarrows.
Unending DespairThe dual resistance version of Unending Despair was intended to slot well into health-stacking builds in the second or third slot, but it ended up being so generically useful that it overrode the choice structure in top and jungle tank builds regardless of what their first item was. We're returning it to armor-only, but this version has a bit more ability haste in order to differentiate it from the other armor plus health items in the tank system.
Aegis of the LegionWithout Unending Despair, Aegis as an epic item doesn't build into anything and doesn't have any items that it makes sense to build into. As such, it's being removed.
Horizon FocusHorizon Focus has bounced around between an artillery mage item, a crowd control synergy item, and a control mage item over the past few years. We're going back to the artillery mage version since that was high-fantasy and exciting for that subclass, whereas the other versions have been mostly functional but not particularly interesting for the other subclasses this item has supported.
Sundered SkyWith base critical strike damage going up, Sundered Sky needed to be retuned, and we also believe it's a bit too generically powerful as it is now, so we're doing some adjustments that should be overall slightly power down and make the item a little bit less generically appealing to help let other fighter items shine in the system.
Luden's CompanionGuns are cool, but so are staves. We're bringing this back to the old name.
Echoes of HeliaEchoes of Helia was intended to help fill in the space between the enchanter and mage system, but it ended up being a bit too far towards the enchanter space and didn't quite fill that space. We're making it more synergistic with mage items and more accessible by making it less necessary to be spamming both heals/shields and damage effects which made it unnecessarily narrow.
Essence ReaverSheen Essence Reaver is back! Previously it was removed in favor of a statstick Reaver that was intended to be more broadly appealing, but as it turned out while it did serve some additional champions it ended up just being a fairly flat and unexciting item, so we're bringing back the Sheen with some tweaks to make this version of Sheen Essence Reaver more balanceable.
Umbral GlaiveIn its current form, Umbral Glaive is tailored to fit supports and is not structured to be powerful for anyone that has a real income. This has led to it being a fairly unpopular and mostly unsatisfying item, and it's not fulfilling its purpose as a way for AD assassins to have an advantage in interacting with the vision system. We're giving it an update to make it more functional for jungle and midlane assassins while still looking to retain some of the aspects that make it very exciting to buy as a support for the Pyke players out there.
RedemptionRedemption has been an extremely broadly appealing item for supports recently, especially in pro play. When it was first made we had many fewer tank support items and it was intended to be purchasable for both enchanters and tank supports. In the current day, we don't need Redemption to be as broadly appealing so we're pushing it more towards the enchanter space to make sure it works very well for them and making it a higher opportunity cost for tank supports to pick up so that it's not first slot for almost every support every game.
Zeke's ConvergenceAll our other ultimate trigger items give ultimate haste, and Zeke's has room for a bit more power and could be a bit more unique in the tank support item space, so we're giving it a bit of ultimate haste to spice it up.
We're bringing back the ability to stack multiple Tear items for those games that are really going long and you want to get max value out of every item slot. Also, we've been happy with the effects of increasing the flat mana on Seraph's Embrace a bit, so we're extending that to Muramana and Fimbulwinter.
Tear (Manaflow items)
Muramana
Fimbulwinter
Mortal ReminderWe're doing a pass on crit Last Whisper items here to help make marksman crit damage a little lower against squishy targets and a bit better against tankier targets.
Lord Dominik's RegardsWe're doing a pass on crit Last Whisper items here to help make marksman crit damage a little lower against squishy targets and a bit better against tankier targets.
Yun Tal WildarrowsYun Tal was intended to be a powerful scaling first item with some tradeoffs in terms of its immediate power, but it's so generically powerful that it's crowding out the first item space for crit marksmen. This is a little bit of a power shift to make its unique first item aspect (attack speed) stand out, but also a little bit of power down to make it more comparable to other first items in terms of power.
Infinity EdgeWith baseline crit damage changes, of course Infinity Edge needs a bit of retuning. We want it to remain a powerful capstone item, but with baseline crit being higher it can't give quite as much critical strike damage.
Symbiotic SolesThe functionality of Symbiotic Soles was incorporated into the mid lane lane role quest so we chose to remove the item now that it’s a reward for the mid-lane role. While this change does take a boots option away for other roles we want the power associated with this item to reside with the mid lane.
Vigilant WardstoneThe functionality of Wardstone was rolled into the support role quest so there’s no longer a need for it to be an item.
The S3 Ranked 2025 season will end on local server time 2026-01-07 at 23:59:59. Ranked Queues (Solo/Duo and Flex) will be disabled briefly as the season ends. S3 2025 Ranked Reward Mission will end at around the same time.
A quick recap from 25.24 patch updates: the end of season year rewards will include not only the Victorious Draven Skin and Chromas, but also accessories that celebrate your highest rank achieved during 2025.
Additional accessories include:
As detailed in /dev: Ranked 2026 dev blog, we'll be launching the Aegis of Valor alongside the 2026 season start. If you are autofilled and get mastery C or above rating, you will have no LP deduction on a loss, or you'll gain double LP gain for a win. In order to make sure autofilled players are trying their best we've also made some behind-the-scenes updates to the Mastery System to better detect player contribution.
For most regions (excluding KR and CN), you can now duo queue all the way to Challenger, with the premade party lower band at Diamond 1. We've also made updates to improve our high-ranked premade MMR offset to make sure the high rank duo play is both fair and competitive.
Duo queue specs are as follows:
Swiftplay has found a regular audience, and it's become clearer who this queue is for and what their needs are in detail. This season we're taking a major swing at moving Swiftplay closer to its long-term goal of providing a shorter, faster-paced, but still authentic Summoner's Rift experience. In this update, you can expect to see a more significant divergence from the base rules in order to give an accelerated game start, a generally shorter and more action-packed game loop, and a more forgiving experience for off-meta picks, especially in the Jungle.
Swiftplay is inheriting most of the changes to Summoner's Rift in this patch, with the notable exception of Role Quests. Lane phase is a much shorter experience in Swiftplay, and we wanted to avoid creating another situation where there is simply too much to do during this part of the game and not enough time to do it.
Swiftplay will be inheriting the accelerated start-of-game flow from regular Summoner's Rift. In addition, champions will start at level 3 with 1400 gold, moving much more quickly into the action.
In order to facilitate this, we've swapped out the Doran's items for the Guardian's starting items. These have exactly the same stats and effects in Swiftplay that they have in ARAM.
Off-meta junglers in particular should benefit from this flow, as a large number of off-meta junglers are filtered out by their relatively poor (or almost impossible, in some cases!) first clears.
Swiftplay has all the same objectives as regular SR, condensed into a much shorter time period. This results in a too-dense strategy game that forces players to constantly be in the right place at the right time, without creating enough space to actually push down turrets and bring the game closer to its end.
This has a particularly unwelcome effect on the jungler, who ends up playing an even-higher-pressure version of the role, despite Swiftplay's promise of lower stakes.
Game-ending power is generally more accessible than before, with some updated Dragon Soul and Elder Dragon spawn rules and a more potent Hand of Baron buff.
We've made a large number of under-the-hood changes to accelerate the game, aiming at a much higher action, shorter game loop than before.
Notably, gold and experience should scale up faster than before, while death timers are significantly shorter through most of the game. As noted above, new Homeguard rules are present in Swiftplay, and significantly faster than on regular SR. Minions scale up even faster, with a Cannon Minion in every wave, and Sudden Death comes online 5 minutes sooner.
The combination of shorter death timers and faster movement out onto the battlefield significantly increases the amount of PvP action you can expect to experience in Swiftplay, but it also has the potential of grinding the game to a halt, as you simply can't make enough progress at destroying the enemy team's base before they respawn and get back into the action.
To address this, we're adding a new feature to Swiftplay only: Minion Frenzy. When you kill an enemy champion, your nearby allied minions will frenzy, gaining a large amount of movement speed, attack speed, and damage to minions and turrets. They'll push towards the enemy's base, translating champion kills more directly to turret damage.
If you kill a champion with no minions around, you'll receive a marker buff that you can bring over to a minion wave – the next time you go near an allied minion, you'll cause them to frenzy.
We have a small number of changes intended to make the Jungle a more comfortable position in Swiftplay.
With the start of a new season of League of Legends we didn't want to leave Arena out of all the fun and are introducing many of the brand new items into Arena, a new Fame track, New Augments, and some light balance changes. We've promised you all a larger Arena update later this year and we're still hoping to deliver that, but we felt like we could sneak in some new toys to celebrate the start of a new season.
With a new Fame Track comes new augments to augment your builds, you'll unlock these as you gain fame from playing the mode.
We're introducing 9 new augments to the mode.(New) Hybrid
Zaahen has been a dominant champion in Arena since his release, so we feel like we should step in and make some adjustments here..Zaahen
We're bringing over all the new items from Summoner's Rift into Arena, with the exception of Bastionbreaker, as its focus on objectives doesn't make a lot of sense in Arena.
Demacia Rising is a new metagame that will be playable for the entirety of Season 1.
You play as Lux, who is being mentored by her aunt Tianna in the ways of military strategy. This begins with a history lesson — the founding of Zeffira, Demacia's first settlement, in the great petricite forests of old.
In Demacia Rising, you will expand the kingdom, produce resources, train an army, research powerful upgrades to your army and towns, and defend the burgeoning nation from threats alongside several of League's champions.
The game will be updated several times during Season 1, and new upgrade tiers, research items, story, units, champions, threats, and events will become available.
In order to build your kingdom, you will need Silver Shields, a resource earned primarily by playing games of League of Legends and Teamfight Tactics.
If you want to learn more then check out our support article for Demacia Rising!
Trying to manipulate other players to do what you want, pushing a dodge penalty onto someone else, or playing out a game with something like disco Nunu just isn't something we want in League. Starting with this patch we've added the capability to terminate lobbies during champion select with detection systems that will evaluate players for hostaging when they're reported in champion select. We don't expect it to be perfect or catch every case on release, and will continue to build upon these detections throughout the year, so please send those reports in to help us evolve our systems. As a reminder, trying something off-meta or having strategic disagreements with your team do not automatically qualify as hostage taking.
In our last dev update we mentioned we were working on some changes to make games where there were autofilled players more fair by matching them by role. This means if your team had an autofilled jungler the enemy jungler would also be autofilled as well to help keep games competitive.
We wanted to let you know we're still working on these changes, but we don't expect to have them ready in January like we originally planned. We want to make sure we get this right, so we've delayed these changes to February. We appreciate your patience while we take the time to make this system as accurate as it can be.
With the first patch of 2026, when you launch League for the first time in the new season you'll see our new Community Pact that we've adopted across all of our games. It's pretty straightforward and it has four simple asks from every player:
Play to Win. Play Fair. Play with Respect. Or play something else.
The Community Pact is an evolution of the Code of Conduct and covers what our expectations are for everyone that plays our games, and unlike past Codes of Conduct each year we will ask players to recommit to it.
To also better reflect these expectations in game, we've updated the reporting categories and descriptions on the Report Player windows to align with these core player principles.
The Demacia Cup will be happening on Summoner's Rift this patch! Grab your 5 stacks and get ready to rumble!
If you have any questions or you're just looking for the full 2026 Clash schedule, make sure to check out our Clash FAQ support page.
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