26.15 Full Patch Preview
▲ 182 r/Locke_Mains+1 crossposts

26.15 Full Patch Preview

https://preview.redd.it/hugt5nberqeh1.jpg?width=1356&format=pjpg&auto=webp&s=4b01b4939c43d6065a40710a00b808e895d83fbd

> "Patch 26.15 Full Preview!"

Full Preview: https://x.com/RiotPhroxzon/status/2079844981314134085

Yesterday's Preview: https://x.com/RiotPhroxzon/status/2079522501206630755

Yesterday's Post: https://www.reddit.com/r/leagueoflegends/comments/1v2fx5s/patch_2615_preview/

#>>> Champion Buffs <<<

##Alistar

> "Alistar has been closer to the bottom of the pecking order for the melee support. That said, our meta adjustments to move melee supports up relative to ranged supports has been reasonably successful, so we're pretty happy with how that's played out"

  • Base Move Speed increased 330 >>> 335

##Kai'Sa

  • [P] Second Skin - Caustic Wounds on-hit damage increased 4-24 (based on levels 1-18, linear, 26.35 @ 20) (+12% AP) (+1-6 (based on levels 1-18, linear, 6.59 @ 20) (+3% AP) per prior Plasma stack) >>> 4-30 (based on levels 1-18, linear, 33.06 @ 20) (+12% AP) (+1-8 (based on levels 1-18, linear, 8.82 @ 20) (+3% AP) per prior Plasma stack)

##Maokai

  • [Q] Bramble Smash buffs:
    • AP ratio increased 40% >>> 50%
    • Bonus monster damage increased 140/150/160/170/180 >>> 150/160/170/180/190

##Volibear

  • [Q] Thundering Smash cooldown reduced 14/13/12/11/10 >>> 12/11.5/11/10.5/10 seconds

##Zac

  • Armor per level increased 4.7 >>> 5.2

  • [E] Elastic Slingshot cooldown reduced 22/19/16/13/10 >>> 21/18/15/12/9 seconds


#>>> Champion Nerfs <<<

##Locke

> "Locke is still pretty strong; he has been tapering off in the lowest skill brackets and the high skill brackets, but in the "skilled" skill brackets (around Emerald/Diamond), Locke is able to both take over the game and also not throw it

> At the higher skill brackets, he can snowball but needs to play very well without throwing as he falls off sharply

> At the lower skill brackets, the executional demands and constant throws can make him fall off faster

> Overall, we feel his release has landed well"

  • Base HP reduced 655 >>> 620

  • [Q] Ritual Nails base damage per Soul Nail reduced 50/58/66/74/82 >>> 40/48/56/64/72

  • [W] Soul Ignition nerfs:

    • Base bonus Move Speed reduced 40/45/50/55/60% >>> 40% flat
    • Base max Grey HP from damage taken reduced 40/70/100/130/160 >>> 40/60/80/100/120

##Mordekaiser

> "Morde's ult changes from last patch were really cool

> However, they overshot in magnitude and we haven't been super happy with the ult gameplay after seeing it on live, losing a lot of the tension in whether or not he will successfully 1v1 them and also making Morde feel a lot weaker outside of his R moment

> One of the core concepts of the Juggernaut class is that they should have windowed moments of target access, but should have on average less continuous target access than other classes (eg. lower base movespeed for example)

> We think that Morde could do with more target access broadly, but through this type of windowed access, hence buffing his E"

  • [E] Death's Grasp cooldown reduced 18/16/14/12/10 >>> 16/14/12/10/8 seconds

  • [R] Realm of Death max HP, AP, base AD, total Attack Speed, Armor, Magic Resistance, and Size steal ratio reduced 13% >>> 10%


##Naafiri

  • [R] Hounds' Pursuit damage reduced 150/225/300 (+120% bonus AD) (+15/22.5/30 (+12% bonus AD) per [P] Packmate) >>> 125/200/275 (+100% bonus AD) (+12.5/20/27.5 (+10% bonus AD) per [P] Packmate)

##Riven

> "Since the release of Gluttonous Greaves + a lot of healing from Endless Hunger buffs and the surrounding ecosystem, she has risen to the top of the pack

> As a light fighter broadly, she's having the shape that we think is reasonably healthy, though long term, giving her more choices in the first slot other than Axiom (eg. more durable paths as well) would be broadly desirable (though she synergizes very well with the ability haste there), that would allow her to have other modes of success that aren't just one shotting her target"

  • [R1] Blade of the Exile bonus AD ratio reduced 25% >>> 20%

  • [R2] Wind Slash bonus AD ratio reduced 60-180% >>> 55-165% (based on target's missing HP 0-75%)


##Sylas

  • [Q] Chain Lash initial damage reduced 40/65/90/115/140 (+45% AP) >>> 40/60/80/100/120 (+40% AP)

#>>> Champion Adjustments <<<

##Bel'Veth

> "This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern around her early levels weaker (which is currently very high skill skewed), in order to allow her to fulfil her fantasy as a late game scaling champion

> The major changes here are making her Q at early levels function more like a regular dueling ability (4-1s CD) to still allow her to have high uptime on this skill, but also reduce just how heavily she can put certain champions behind with early invades in particular when her Q is at 1s CD

> Historically, this has caused us to repeatedly nerf her when she is particularly strong at doing this, resulting in her being balanced around this capability at a loss to many of her other more core, resonant functions

> While we acknowledge that there's a subset of Bel'Veth players who love this capability, broadly, we think it's paying too many tradeoffs for the rest of her audience

> She's also receiving a pretty significant hit to her base stats to allow power budget for some of the other areas that Bel'Veth players have had strong fantasy and resonance with

> Mainly, the major change on this patch is giving her empowered form infinite duration at level 16, which hopefully feels like a good blend of mechanics and fantasy alignment"

  • Base HP reduced 610 >>> 580

  • HP per level increased 105 >>> 110

  • Model size reduced by 5%

  • Base Armor reduced 32 >>> 28

  • Armor per level increased 4.7 >>> 5

  • Base AD reduced 60 >>> 55

  • Base Attack Speed reduced 0.85 >>> 0.67

  • Attack Speed ratio reduced 0.85 >>> 0.67

  • Attack cast time reduced 0.25 >>> 0.22 seconds

    • Attack total time/animation adjusted to feel better at lower Attack Speeds
  • [P] Death in Lavender adjustments:

    • Basic attack damage ratio increased 75% >>> 100%
    • Death in Lavender bonus Attack Speed after ability cast adjusted 20-40% (based on levels 1-18, linear) for 2 Attacks >>> 20% flat for 3 seconds
    • Lavender bonus Attack Speed per stack adjusted 0.28-1.1% (based on levels 1-18, linear, 1.2% @ 20) >>> 0.1-2% (based on levels 1-18, backloaded)
  • [Q] Void Surge adjustments:

    • Damage increased 0/5/10/15/20 (+100% AD) >>> 12/14/16/18/20 (+105% AD)
    • Minion damage ratio increased 60/70/80/90/100% >>> 100% flat
    • Bonus monster damage adjusted 55/65/75/85/95 >>> 70 flat
    • Base dash speed adjusted 800/850/900/950/1000 >>> 850 flat
    • Cooldown between dashes increased 1 >>> 4/3.25/2.5/1.75/1 seconds
    • Cardinal direction cooldown bonus Attack Speed to Ability Haste ratio reduced 25% >>> 20%
  • [W] Above and Below adjustments:

    • Damage adjusted 70/110/150/190/230 (+100% bonus AD) (+125% AP) >>> 80/140/200/260/320 (+0% bonus AD) (+150% AP)
    • Knock up duration adjusted 0.75 flat >>> 0.6/0.7/0.8/0.9/1 seconds
    • Slow adjusted 50% for 1.25/1.5/1.75/2/2.25 >>> 30% for 2 flat seconds
  • [E] Royal Maelstrom adjustments:

    • Damage per hit adjusted 6/7/8/9/10 (+8% AD) (+8% on-hit damage) (*1-3 based on target's missing HP 0-100%) >>> 10/12/14/16/18 (+12% AD) (+12% on-hit damage) (*1-2 based on target's missing HP 0-100%)
    • Monster damage ratio increased 150% >>> 200%
    • Number of hits reduced 6 (+1 per 33% bonus Attack Speed) >>> 6 (+1 per 40% bonus Attack Speed)
    • Damage reduction adjusted 35/40/45/50/55% >>> 20/30/40/50/60%
    • Life Steal adjusted 20% flat (+100% Life Steal) >>> 20/25/30/35/40% (+0% Life Steal)
    • Cooldown adjusted 20/19/18/17/16 >>> 24/21/18/15/12 seconds
  • [R] Endless Banquet changes:

    • [R-P] On-hit true damage reduced 6/10/14 (+12% bonus AD) >>> 2/4/6 (+3% bonus AD)
    • [R-P] Max Endless Banquet stacks on Epic Monster reduced 10 >>> 8
    • [R-P] On-hit application changed every other attack, removed when swapping targets >>> every attack, no longer removed when swapping targets
    • [R-P] On-hit applications on [Q] Void Surge and [E] Royal Maelstrom no longer require Bel'Veth to have attacked the target first
    • Explosion damage adjusted 150/200/250 (+100% AP) (+25% target's missing HP) >>> 150/200/250 (+150% AP) (+20% target's missing HP)
    • Post cast lockout reduced 0.5 >>> 0.25 seconds
    • True Form adjustments:
      • Bonus HP/Heal increased 100/150/200 (+120% bonus AD) (+90% AP) >>> 100/250/400 (+150% bonus AD) (+150% AP)
      • Bonus Attack Range adjusted 75 flat >>> 25/75/125
      • Increased total Attack Speed ratio adjusted 10/15/20% >>> 5/15/25%
      • Size increased 10% flat >>> 10/15/20%
      • Unenhanced Void Coral True Form duration adjusted 60 flat >>> 45/90/infinite (based on 0/40/80 [P] Lavender stacks) seconds
      • Enhanced Void Coral True Form duration adjusted 180 flat >>> 45/90/infinite (based on 0/40/80 [P] Lavender stacks) seconds

#>>> System Buffs <<<

##Bastionbreaker

> "Bastionbreaker has been a pretty niche item and is pretty expensive to deviate for a strategic output, so we're looking to make it more accessible"

  • Shaped Charge base bonus ability true damage increased 30/15 >>> 50/25 (melee/ranged)

  • Cost reduced 3200 >>> 3000 gold


##Terminus

  • Shadow on-hit damage bonus AD and AP ratios added 30 (+0% bonus AD) (+0% AP) >>> 30 (+10% bonus AD) (+10% AP)

##Yun Tal Wildarrows

  • Attack Speed increased 40% >>> 45%

  • Cost reduced 3100 >>> 3000 gold


#>>> System Nerfs <<<

> "Sundered Sky has been strong and meta defining at the highest levels of play for quite a while now, so we're looking to take a pass at the fighter item system, now that we're out of the tournament windows

> Notably, we think it's been suppressing a bit of meta diversity, especially for things like AP jungle, or Tank JG. Part of that is intentional but the magnitude is a bit off"

##Jack of All Trades

> "Jack of All Trades nerf was also pushed to this patch; it has been a bit too strong and too present, especially for users that opt into strong defenses and are able to also supplement that with strong offense"

  • Adaptive Force reduced 10/25 AP or 6/15 AD >>> 8/20 AP or 4.8/12 AD (based on Jack Stacks 5/10)

reddit.com
u/JTHousek1 — 3 days ago

26.14 Full Patch Preview

> "Patch 26.14 Full Preview!

> Mages Bot

> we've pulled brand from the patch given the concerns around mages bot

> that said, we know this is a contentious topic, and I'll give some high level thoughts on how we see the situation (and more detailed thoughts in the patch rundown)

> we see mages bot as creating healthy diversity for the bot lane experience overall (roughly 4:1 ratio of traditional marksmen to mages), even though for some traditional marksmen, they can be quite frustrating

> it's important that players experience a mix of games at high intensity (eg. Playing adc against rengar/talon + mages bot) and also games that are more comfortable and low threat (maybe ivern jungle) as it creates the variety and flow state that keeps the game fun

> too much intensity or too little intensity would make the game unfun in the long run as you'd never really feel those spikes of cortisol and triumph (which is one of the reasons assassins need to be strong for example) or be constantly stressed

> marksmen are still the most popular bot carry in both pro and regular play

> mages bot also need to be viable picks to allow teams to undoom themselves in champ select for an ad mid pick like zed/yone/Yasuo

> that said, mages bot have pretty high winrates (often the highest), so aren't they overpowered?

> The winrates don't really tell the full story, but they are definitely strong for several reasons. Mages, especially simple ones like brand, veigar or Swain for example have quite shallow mastery curves (usually only gaining 3-4% after playing ~50 games and also starting very high on game 1) in addition to not being deeply played in bot lane (ie. many mage bot players haven't progressed the mastery curve that far when you encounter them AND the mastery curve is not that steep) -> a similar effect to if you played autofilled malphite top (high skill floor)

> adcs by contrast are typically harder to play but also reward that mastery depth more, meaning their winrates are relatively suppressed compared to mages bot

> I'm not saying that mages at high levels of mastery/skill are weak (see them in pro play or high elo ranked), but mainly saying that winrates don't tell the full story and we see them as relatively similar in power level overall, just often more forgiving and can be more tolerant of matchup

> adcs also have accelerated 3 item spikes in this season (compared to the other roles) due to bot quest, which also presents an interesting strategic balancing point (the mages a bit stronger on early item spikes and weaker on later ones)

> another balancing aspect of mages bot is that they typically represent a composition tradeoff. Eg. ori + yunara/lulu bot lane and win on 2/3 items or AD mid plus ziggs+engage bot and need to end the game fast

> if struggling with mages bot, champs like ezreal/sivir/zeri can be quite effective against them (dodge skills and have strong 2/3 item spikes and out scale)

> anyway, a nuanced conversation that I'll dig into more in a video later

> The other changes in this patch are relatively straightforward, but lmk if there's any more detail wanted and I can cover them in the rundown next week"

Full Preview: https://x.com/RiotPhroxzon/status/2074766509399015771

Yesterday's Preview: https://x.com/RiotPhroxzon/status/2074467901793550795

Yesterday's Post: https://www.reddit.com/r/leagueoflegends/comments/1uptt7m/patch_2614_preview/

#>>> Champion Buffs <<<

##Azir

> "players have been complaining about a bunch of bugged functionality for Azir ever since we made the changes to make on hits work on him

> the team has fixed the vast majority of these bugs, eg. Things like jungle monsters not getting shuffled, pta not working, conq stacks, etc.

> thanks to all your bug reports in helping track these down and keep them coming!"

  • Multiple Bugfixes

##Corki

  • AD per level increased 2 >>> 2.5

  • [R-P] Missile Barrage on-hit recharge time reduction increased 2-4 >>> 2-6 seconds (based on Critical Strike Chance 0-100%)


##Mordekaiser

  • [E] Death's Grasp damage increased 60/75/90/105/120 (+40% AP) >>> 60/80/100/120/140 (+45% AP)

  • [R] Realm of Death max HP, AP, total Attack Speed, Armor, Magic Resistance, and Size steal ratio increased 10% >>> 13%


##Nami

  • [E] Tidecaller's Blessing on-hit base damage increased 20/30/40/50/60 >>> 20/35/50/65/80

##Yunara

  • AD per level increased 2.5 >>> 3

#>>> Champion Nerfs <<<

##Garen

  • [R] Demacian Justice base damage reduced 150/250/350 >>> 125/200/275

##Jayce

  • [P] Hextech Capacitor bonus Move Speed reduced 40 >>> 30

  • [R-Cannon] Transform Mercury Hammer base bonus Armor and Magic Resistance reduced: 5/15/25/35 >>> 5/12/19/26


##Locke

> "Locke has had a really resonant start

> players have resonated with his executes, resets and stack into burst gameplay

> he's shown to be a little skill skewed in the same way that a Katarina, akshan or other resetty, roamy champions might be, but not overly so

> that said he's still a bit strong when account for mastery growth and true power level

> his level of early game snowballing is a bit too high right now

> that said, we think his damage is appropriate if he needs to work a little harder to access it. As a result we're nerfing his waveclear (currently) to hit his ability to access it so reliably

> we know that one of the things that players find confronting is his damage output right now, but we think it's valuable to retain these types of unique edges in the game for champions"

  • [Q] Ritual Nails nerfs:
    • Base damage per Soul Nail reduced 50/60/70/80/90 >>> 50/58/66/74/82
    • Base bonus damage per Soul Nail stack reduced 20/30/40/50/60 >>> 18/26/34/42/50
      • If the 2 and 3 stack ratios are the same, then those are increased as follows: 48/72/96/120/144 at 2 stacks, 84/126/168/210/252 at 3 stacks >>> 43.2/62.4/81.6/100.8/120 at 2 stacks, 75.6/109.2/142.8/176.4/210 at 3 stacks
    • Recast window reduced 5 >>> 4 seconds

##Senna

  • Critical Strike Damage ratio reduced 85% (170% AD (+25.5% with Infinity Edge)) >>> 80% (160% AD (+24% with Infinity Edge))

  • [Q] Piercing Darkness nerfs:

    • Heal AP ratio reduced 50% >>> 35%
    • Slow AP ratio reduced 10% per 100 AP >>> 7% per 100 AP

##Seraphine

  • [Q] High Note AP ratio reduced 50-87.5% >>> 40-70% (based on target's missing HP 0-75%)

#>>> System Buffs <<<

##Crest of Insight (Blue Buff)

  • Ability Haste increased 10 flat >>> 10/15/20 (based on champion levels 1/6/11)

#>>> System Nerfs <<<

##Hextech Rocketbelt

> "Rocket belt has been one of the premier items for mages (especially immobile) at the highest level for several months now.

> We like and embrace this type of innovation, but it's also providing a bit too much versatility and removing a core weakness of these champs (ability to be killed), so forcing a bit stronger of a tradeoff"

  • AP reduced 70 >>> 60

  • HP increased 300 >>> 350

  • Supersonic cooldown increased 40 >>> 50 seconds

  • Build path adjusted Hextech Alternator + Fiendish Codex + Ruby Crystal + 300 gold >>> Hextech Alternator + Kindlegem + Ruby Crystal + 350 gold

    • Phroxzon included an Amplifying Tome in the current build path instead of a Ruby Crystal. That is corrected here.

##Immortal Path

> "The other major systems change for this patch is a nerf to the mid boots upgrade for gluttonous greaves

> it's adding a nice texture for playing say, mid vs top riven, but it's also the strongest performing boot in that lane and lacks clear counterplay

> again, the innovation here is great, but just a bit strong"

  • Now and Forever nerfs:
    • Bonus damage ratio above 50% max HP reduced 5% >>> 4%
    • Bonus Healing/Shielding/HP Regeneration ratio below 50% max HP reduced 15% >>> 12%

##Protoplasm Harness

> "when looking at our jungle nasus nerfs, we ended up deciding that a better nerf would be to target proto harness

> other users like shen jungle are also pretty strong, so we think pulling the champ nerfs and nerfing the item instead is a better direction and helps retain the power level of top nasus for example"

  • Lifeline nerfs:

    • Bonus HP reduced 200-300 (based on levels 1-18, linear, 311.76 at 20) >>> 100-300 (based on levels 1-18, linear, 323.53 at 20)
    • Base healing reduced 200-400 (based on levels 1-18, linear, 423.53 at 20) >>> 100-400 (based on levels 1-18, linear, 435.29 at 20)
  • Cost increased 2500 >>> 2600 gold


##Jack of All Trades

  • Adaptive Force reduced 10/25 AP or 6/15 AD >>> 6/20 AP or 3.6/12 AD (based on Jack Stacks 5/10)

reddit.com
u/JTHousek1 — 17 days ago

Riot remove 450 Ability Augments from ARAM Mayhem in hotfix

https://x.com/LeagueOfLegends/status/2067653613686600185

> "We’ve got hotfixes live for ARAM: Mayhem to remove over 450 Ability Augments that weren’t living up to the high-roll, high-fun promise of the mode."

Not entirely clear if this has already happened because they said as of 6/17, but the official announcement was today 6/18 at 10 AM PST, so probably notification that it has happened.

reddit.com
u/JTHousek1 — 1 month ago

26.13 Full Patch Preview

> "Patch 26.13 Full Preview!"

Full Preview: https://x.com/RiotPhroxzon/status/2067094821651849685

Yesterday's Preview: https://x.com/RiotPhroxzon/status/2066778743046369780

Yesterday's Post: https://www.reddit.com/r/leagueoflegends/comments/1u7693s/2613_patch_preview/

#>>> Champion Buffs <<<

> "At a high level, changes this patch are mostly aimed at making some of the fringe picks a little more viable and tailored towards the situations teams might want to pick them, especially in later series of the MSI tournament"

##Aphelios

  • [Q] Weapons of the Faithful buffs:
    • [Calibrum-P] Precision mark bonus AD ratio increased 10% >>> 15%
    • [Severum-Q] Onslaught total AD ratio per hit increased 19/22.5/26/29.5/33/36.5/40% >>> 20/23.5/27/30.5/34/37.5/41% (based on levels 1/3/5/7/9/11/13)
    • [Infernum-Q] Duskwave bonus AD ratio increased 10/11/12/13/14/15/16% >>> 15/16/17/18/19/20/21% (based on levels 1/3/5/7/9/11/13)
    • [Crescendum-Q] Sentry bonus AD ratio increased 30/33/36/39/42/45/48% >>> 34/37/40/43/46/49/52% (based on levels 1/3/5/7/9/11/13)

##Draven

  • [E] Stand Aside cooldown reduced 18/17/16/15/14 >>> 16/15/14/13/12 seconds

  • [R] Whirling Death damage ratio increased 100-40% (based on enemies hit 0-11, multiplicative) >>> 100-50% (based on enemies hit 0-11, multiplicative)


##Kai'Sa

  • [W] Void Seeker cooldown reduced 22/20/18/16/14 >>> 20/18.5/17/15.5/14 seconds

  • [R] Killer Instinct base shield increased 70/90/110 >>> 100/150/200


##Leblanc

> "Helping Leblanc scale a little better into the Mid and Late game with this set of changes

> Given that these buffs help scaling, should also disproportionately help Solo Q"

  • [R] Mimic buffs:
    • [R-Q] Mimic: Sigil of Malice base damage increased 70/140/210 >>> 70/150/230 (doubled on consumption)
    • [R-W] Mimic: Distortion base damage increased 150/300/450 >>> 150/315/480
    • [R-E] Mimic: Ethereal Chains base damage increased 70/140/210 >>> 70/150/230 (doubled on fracture)

##Olaf

> "We're not looking to buff Olaf jungle a huge amount, given that he's already flex viable in top lane, but given that Jungle was his initial primary role, we want to make it more viable than it currently is

> A pretty simple targeted buff at his Q that should help how fast he clears, especially into the later portions of the game"

  • [Q] Undertow monster bonus damage increased 20/35/50/65/80 >>> 20/45/70/95/120

##Poppy

  • [Q] Hammer Shock minion/monster HP damage cap increased 50/80/110/140/170 >>> 75/105/135/165/195

##Qiyana

  • [Q] Edge of Ixtal/Elemental Wrath monster damage ratio increased 155% >>> 175%

##Vex

  • [E] Looming Darkness cooldown reduced 13 >>> 12 seconds

  • [R] Shadow Surge takedown reset window increased 6 >>> 8 seconds


##Zaahen

  • [W] Dreaded Return cooldown reduced 16/15/14/13/12 >>> 14/13.5/13/12.5/12 seconds

#>>> Champion Nerfs <<<

##Bard

> "Bard is the top of the meta for both Pro and in many skill brackets in Solo Q

> We're adjusting how much damage his builds do, especially given his tank roaming builds tend to do a lot more damage than expected"

  • [P] Traveler's Call - Meeps bonus damage reduced 35 (+10 per 5 Chimes collected) (+40% AP) >>> 30 (+6 per 5 Chimes collected) (+40% AP)

##Brand

> "Brand changes are primarily targeted at his Bot carry tuning, while also trying to affect his support and mid less

> That said, Brand support is also often a frustrating experience for bot laners and so we think he should also sit a little lower sustainably

> Given that Brand Support synergizes better with mana regen, we're compensating through this avenue but adding some amount of mana pressure for the roles that need to use E more often"

  • Base mana regeneration increased 1.8 >>> 2.2 per second

  • [P] Blaze - Ablaze base explosion damage reduced 8-12% (based on Brand's level 1-17, linear) >>> 6-12% target's max HP (based on Brand's level 1-18, linear)

  • [E] Conflagration mana cost increased 70/75/80/85/90 >>> 90 flat


##Cassiopeia

> "For Cassio, we want to retain her identity of having strong all-in pressure early as that adds texture to the roster and she's one of the unique mages that can do this

> We're targeting her durability in the mid-game where she is more vulnerable, espeically in skirmishes or when she's playing on the sidelane

> This can help to keep her edges, but present more areas of vulnerability for opponents"

  • HP per level reduced 104 >>> 98

##K'Sante

  • [E] Footwork shield reduced 80/120/160/200/240 (+15% bonus HP) >>> 70/110/150/190/230 (+13.5% bonus HP)
    • Says 70-240 in the post but on the PBE its 70-230 which makes more sense

##Rek'Sai

  • [Unburrowed-E] Furious Bite nerfs:
    • Damage reduced 80/108/136/164/192 (+64% bonus AD) >>> 70/95/120/145/170 (+60% bonus AD)
    • Empowered true damage ratio reduced 125% >>> 120% (100/135/170/205/240 (+80% bonus AD) >>> 84/114/144/174/204 (+72% bonus AD))

##Rumble

  • [Q] Flamespitter damage per tick adjusted 5/7.083/9.167/11.25/13.333 (+8.333% AP) (+0.5/0.542/0.583/0.625/0.667% of target's maximum HP) >>> 4.167/6.25/8.333/10.416/12.5 (+8.75% AP) (+0.5/0.542/0.583/0.625/0.667% of target's maximum HP)

##Senna

> "Senna is the big winner of the Season 2 changes, synergizing well with Doran's Helm (gets a lot of effective health from her Q heal synergizing with the resists) as well as getting a lot of stats from Jack of All Trades

> She also synergizes well with Stattik Shiv on-hit, and we've made the decision to not support this interaction (Q CD reduction on-hit), even though it is pretty cool

> Given all this, we think she does a bit too much damage given how durable she is"

  • Critical Strike Damage ratio reduced 90% (180% AD (+27% with Infinity Edge)) >>> 85% (170% AD (+25.5% with Infinity Edge))

  • [P] Absolution - Mist Wraith adjustments:

    • Spawn rate on minions and monsters killed by Senna reduced 10% >>> 5%
    • Spawn rate on minions and monsters not killed by Senna increased 28% >>> 32%
  • [Q] Piercing Darkness cooldown reduction paradigm changed on-hit >>> on-attack (no longer reduced by Statikk Shiv chain lightning)


##Sion

  • [Q] Decimating Smash minimum base damage reduced 40/60/80/100/120 >>> 30/45/60/75/90 (maximum damage unchanged)

  • [W] Soul Furnace mana cost increased 65/70/75/80/85 >>> 75/80/85/90/95


#>>> System Buffs <<<

##Imperial Mandate

> "For systems changes, we have an Imperial Mandate buff. So far it has added a few users into the pool, however a bunch of these are midlaners like Galio, fringe TF, Liss, etc.

> - This set of changes is meant to position it to be more fantasy forward for Support champions while also giving it a bit of a power up. It's not really the "best item" on any support at current tuning and for an item with as strong kit synergies as this it probably should be if it's appropriately powerful"

  • AP reduced 65 >>> 60

  • Control Ability Haste for Immobilizing abilities increased 15 >>> 20

  • Command increased damage ratio on Vulnerable targets increased 6% >>> 7%

  • Build path adjusted Blasting Wand + Bandleglass Mirror + 650 gold >>> Amplifying Tome + Amplifying Tome + Bandleglass Mirror + 700 gold


#>>> System Nerfs <<<

##Doran's Helm

> "Doran's Helm has started to be picked up on a few ADC's, especially ones that have particularly strong synergies with the resists (Senna through healing and the effective health it provides synerging well with the resists) and Jhin (as he has a lot of his early damage in base damage)

> We're looking to keep these incentives intact directionally, but try to make the item a little more balanced for these users, while trying to grow the user pool a bit as a result"

  • HP increased 140 >>> 150

  • Armor reduced 10 >>> 8

  • Magic Resistance reduced 10 >>> 8


reddit.com
u/JTHousek1 — 1 month ago

26.13 Patch Preview

> "Patch 26.13 Preview!

> Mostly champion changes today for our final MSI Patch, so going to go a bit lighter on context to chat more about them tomorrow.

> Locke

> - Locke will also hit the Rift some time during Patch 26.13

> - We're super excited for his release (I know I will be playing him a bunch :D) and have seen a lot of community hype for him as well

> - Currently, we're trying to lock down a few tunings and timings on some of his abilities as well as where we want his power budget and maxes to be (a process called fine tuning)

> - A lot is changing day by day, in particular, the amount of power budget in his W has been something we're trying to fine tune as well as how Normal vs Elite skewed he is"

#>>> Champion Buffs <<<

> "At a high level, changes this patch are mostly aimed at making some of the fringe picks a little more viable and tailored towards the situations teams might want to pick them, especially in later series of the MSI tournament"

##Aphelios


##Draven


##Kai'Sa


##Kindred


##Leblanc


##Olaf


##Poppy


##Qiyana


##Vex


##Zaahen


#>>> Champion Nerfs <<<

##Bard


##Brand


##Cassiopeia


##K'Sante


##Rek'Sai


##Rumble


##Senna


##Sion


#>>> System Buffs <<<

##Imperial Mandate

> "For systems changes, we have an Imperial Mandate buff. So far it has added a few users into the pool, however a bunch of these are midlaners like Galio, fringe TF, Liss, etc.

> - This set of changes is meant to position it to be more fantasy forward for Support champions while also giving it a bit of a power up. It's not really the "best item" on any support at current tuning and for an item with as strong kit synergies as this it probably should be if it's appropriately powerful"


#>>> System Nerfs <<<

##Doran's Helm

> "Doran's Helm has started to be picked up on a few ADC's, especially ones that have particularly strong synergies with the resists (Senna through healing and the effective health it provides synerging well with the resists) and Jhin (as he has a lot of his early damage in base damage)

> We're looking to keep these incentives intact directionally, but try to make the item a little more balanced for these users, while trying to grow the user pool a bit as a result"


reddit.com
u/JTHousek1 — 1 month ago

26.12 Full Patch Preview

> "Patch 26.12 Full Preview!"

Full Preview: https://x.com/RiotPhroxzon/status/2062046498381316301

Yesterday's Preview: https://x.com/RiotPhroxzon/status/2061665906619724070

Yesterday's Post: https://www.reddit.com/r/leagueoflegends/comments/1tug94f/2612_patch_preview/

#>>> Champion Buffs <<<

##Yuumi

> "Last patch, we had a change to Moonstone that fixed it being doubly impacted by either Grievous Wounds or Heal and Shield Power

> Yuumi is one of the few champions who has Heal Shield power baked into her kit and so she was disproportionately impacted

> As a result, we're compensation buffing her"

  • [P] Feline Friendship heal AP ratio increased 25% >>> 30%

  • [E] Zoomies shield AP ratio increased 30% >>> 40%


##Jax

> "Similarly, Jax is getting more throughput in early trades both in regular matchups and in some of the matchups that favor short trades (eg. ranged matchups)

> Overall, we expect the Top meta to have a few more fringe and counterpick options available"

  • [Q] Leap Strike mana cost reduced 65 >>> 50

  • [E] Counter Strike target's max HP damage ratio increased 3.5/4.2/4.9/5.6/6.3/7% >>> 4/4.8/5.6/6.4/7.2/8% (based on Attacks dodged 0/1/2/3/4/5)


##Gwen

> "Gwen is also being buffed a bit with her early laning strength (which we walked back pretty significantly in an earlier patch). With K'Sante rising in priority (from DHelm buff and other meta shifts), we're also positioning Gwen as a good pick into these tanky Sion and K'Sante style picks"

  • [Q] Snip Snip! base damage per snip increased 10/13.5/17/20.5/24 >>> 10/14/18/22/26

  • [E] Skip 'n Slash bonus Attack Speed increased 20/35/50/65/80% >>> 30/42.5/55/67.5/80%


##Aatrox

> "Aatrox has been generally a little on the weaker side, especially for higher levels of play and so these changes are targeted at rewarding him for matchups where he's already favored and able to get sweet spot hits off more reliably"

  • [Q] The Darkin Blade Sweetspot bonus damage ratio increased 70% >>> 75%

##Hwei

> "Otherwise, a few adjustments to the champions who have a bit of room in Solo Queue like Hwei, Sylas, Syndra and nerfs to some of the top end like Cassio (who really benefited from Deathfire Touch being added) and Ryze and Ori who have been strong for pretty much the whole season"


> "Some of the slow stacking changes to Hwei were a lot more power impacting (negatively) than the buffs that he received in the positive direction

> As a result we're adding a bit more power back into his utility aspects that allow him to be a jack of all trades, rather than just being a master of none"

  • [Q] Subject: Disaster buffs:

    • [QQ] Devastating Fire AP ratio increased 70% >>> 80%
    • [QW] Severing Bolt AP ratio increased 25-50/25-59.375/25-68.75/25-78.125/25-87.5% >>> 30-60/30-71.25/30-82.5/30-93.75/30-105% (based on target's missing HP 0-100% when isolated or immobilized)
    • [QE] Molten Fissure slow increased 30% >>> 35%
  • [E] Subject: Torment cooldown reduced 13/12.5/12/11.5/11 >>> 12/11.5/11/10.5/10 seconds


##Syndra

  • Base HP increased 563 >>> 583

  • [Q] *Dark Sphere damage increased 80/115/150/185/220 (+65% AP) >>> 90/125/160/195/230 (+70% AP)


##Tristana

> "Tristana, has a bit of room in bot lane and especially in the midlane where changes to the role quests (that favor a bit more utility/roaming > farming) have been a bit unfavorable there

> One of the changes that impacted her negatively was adding a mana cost to Q and so we're adding a bit of that back to give her a bit more pushing power

> This is especially impactful because of Tristana's low base and scaling mana pool"

  • AD per level increased 2.9 >>> 3.4

  • [Q] Rapid Fire mana cost reduced 30/35/40/45/50 >>> 15/20/25/30/35


##Sylas

  • [Q] Chain Lash initial damage increased 40/60/80/100/120 (+40% AP) >>> 40/65/90/115/140 (+45% AP)

  • [W] Kingslayer heal AP ratio increased 20-40% >>> 30-60% (based on Sylas's missing HP 0-100%)


#>>> Champion Nerfs <<<

> "Cassiopeia

> We pulled Cassiopeia nerfs from the 26.12 patch, but intend to nerf her in 26.13

> We still want to work on a changelist that preserves some of her strengths and the things that her players love about her,"

##Xin Zhao

> "For average play, AP Xin Zhao has been tearing up the rift with a lot of his power budget in healing, especially in the early lane creating some pretty uninteractive lane states

> We're tapping this down, as well as some of the top end healing in the later game"

  • [P] Determination heal reduced 3/4/5% (+45/55/80% AP) >>> 2/3.5/5% (+40/50/70% AP) (based on levels 1/6/11)

  • [W] Wind Becomes Lightning mana cost increased 60/55/50/45/40 >>> 60 flat

  • [E] Audacious Charge mana cost increased 50 >>> 60


##Nocturne

  • [Q] Duskbringer base damage reduced 65/110/155/200/245 >>> 65/105/145/185/225

##Lee Sin

> "On 26.10, we made some adjustments to Lee Sin that gave power back to some of the fun elements in his kit that lost a lot of power over the years (namely the amounts of dashes he has access to, etc.)

> This made Lee Sin a pretty strong champion in higher levels of play again and in a way that we think is fantasy aligned for him

> However, the magnitude is a bit too much, so we're pulling it back slightly

> We're happy with the shape of the changes and how it's affected his power curve though"


> "Changes to Lee are targeted at bringing down some of his damage through both guaranteed means (as he is more likely to get on top of people with more access to W hops) and unreliable means (Q hits)

> He received a pretty strong net buff in the highest levels of play, more than the winrate movement would indicate"

  • AD per level reduced 3.7 >>> 3.4

  • [Q1] Sonic Wave damage reduced 65/95/125/155/185 (+95% bAD) >>> 60/90/120/150/180 (+90% bAD)

  • [Q2] Resonating Strike damage reduced (65/95/125/155/185 (+95% bAD)) (*1-2 based on target's missing HP 0-100%) >>> (60/90/120/150/180 (+90% bAD)) (*1-2 based on target's missing HP 0-100%)


##Orianna

  • Base HP reduced 585 >>> 565

  • [P] Clockwork Windup bonus damage ratio per Clockwork Winding stack reduced 20% >>> 15%

  • [E] Command: Protect adjustments:

    • Damage AP ratio increased 30% >>> 40%
    • Shield AP ratio increased 45% >>> 50%
    • Bonus Armor and Magic Resistance reduced 6/12/18/24/30 >>> 5/10/15/20/25
  • [R] Command: Shockwave damage adjusted 250/400/550 (+95% AP) >>> 225/350/475 (+115% AP)


##Ryze

> "Ryze is a bit too durable, especially in the early game and he often wins lanes/gets push by simply autoing champions and hitting them with guaranteed damage through W's, E's and autos

> Ryze will still be on the durable side, especially with his early catalyst purchases, but these nerfs are intended to make him work a bit harder for it"

  • Base AD reduced 58 >>> 55

  • Base HP reduced 645 >>> 620


##Varus

> "Lethality Varus continues to be one of the strongest bot lane champions and also acts as a meta suppressant

> We're attempting to open up the meta a bit by moving more of his power budget into attacking builds and also nerfing the throughput of his Q poke in the AD heavy builds"

  • [P] Living Vengeance adjustments:

    • AD and AP on non-champion kill total Attack Speed ratio increased 10% >>> 11%
    • AD and AP on champion takedown total Attack Speed ratio increased 25% >>> 33%
    • Bonus Attack Speed on champion takedown reduced 50% >>> 30%
  • [Q] Piercing Arrow bAD ratio reduced 100-150% >>> 80-120% (based on channel time 0-1.25 seconds, linear)


#>>> System Adjustments <<<

##Top Lane Teleport

> "Especially in Pro play recently, we've been seeing some usages of Teleport at very short ranges to prepare quite large shields for tactical usages in combats (such as objective fights)

> While this is a cool usage of the spell, it's a pretty unintuitive behavior and we want to skew its usage to be better to use for its cross-map and "joining fights" capabilities

> As a result, we're reducing the duration of the shield and increasing the shield amount by a bit to compensate"

  • Empowered Teleport shield adjusted 30% max HP for 30 seconds >>> 35% max HP for 10 seconds

reddit.com
u/JTHousek1 — 2 months ago
▲ 266 r/RyzeMains+1 crossposts

26.12 Patch Preview

> "Patch 26.12 Preview!

> MSI is on Patch 26.13, so this is the penultimate patch before then.

> There are a few things that we'll be monitoring on the 16.11 patch as we see how the 16.11 changes impact the Bot Lane meta, which is currently pretty heavily dominated by Enchanters and Ranged Supports."

#>>> Champion Buffs <<<

##Yuumi

> "Last patch, we had a change to Moonstone that fixed it being doubly impacted by either Grievous Wounds or Heal and Shield Power

> Yuumi is one of the few champions who has Heal Shield power baked into her kit and so she was disproportionately impacted

> As a result, we're compensation buffing her"


##Jax


##Gwen


##Aatrox


##Hwei

> "Otherwise, a few adjustments to the champions who have a bit of room in Solo Queue like Hwei, Sylas, Syndra and nerfs to some of the top end like Cassio (who really benefited from Deathfire Touch being added) and Ryze and Ori who have been strong for pretty much the whole season"


##Syndra


##Tristana


##Sylas


#>>> Champion Nerfs <<<

##Xin Zhao

> "For average play, AP Xin Zhao has been tearing up the rift with a lot of his power budget in healing, especially in the early lane creating some pretty uninteractive lane states

> We're tapping this down, as well as some of the top end healing in the later game"


##Nocturne


##Lee Sin

> "On 26.10, we made some adjustments to Lee Sin that gave power back to some of the fun elements in his kit that lost a lot of power over the years (namely the amounts of dashes he has access to, etc.)

> This made Lee Sin a pretty strong champion in higher levels of play again and in a way that we think is fantasy aligned for him

> However, the magnitude is a bit too much, so we're pulling it back slightly

> We're happy with the shape of the changes and how it's affected his power curve though"


##Orianna


##Ryze


##Cassiopeia


##Varus


#>>> System Adjustments <<<

##Teleport Adjust

> "Especially in Pro play recently, we've been seeing some usages of Teleport at very short ranges to prepare quite large shields for tactical usages in combats (such as objective fights)

> While this is a cool usage of the spell, it's a pretty unintuitive behavior and we want to skew its usage to be better to use for its cross-map and "joining fights" capabilities

> As a result, we're reducing the duration of the shield and increasing the shield amount by a bit to compensate"


reddit.com
u/JTHousek1 — 2 months ago

26.11 Full Patch Preview

> "26.11 Full Patch Preview!

> The major changes this patch are to the Systems mentioned yesterday to adjust the relative balance of Ranged vs Melee supports in bot lane."

Full Preview: https://x.com/RiotPhroxzon/status/2056998824779079835

Yesterday's Preview: https://x.com/RiotPhroxzon/status/2056615915136184593

Yesterday's Post: https://www.reddit.com/r/leagueoflegends/comments/1thdwoi/2611_patch_preview/

#>>> Champion Buffs <<<

##Diana

> "The other systems impacting changes are some adjustments to Diana and Ekko jungle who have been slightly worse for wear there (though Mid is mostly fine)"

  • [P] Moonsilver Blade monster damage ratio increased 230% >>> 270%

  • [W] Pale Cascade shield bonus HP ratio increased 9% >>> 11% (18% >>> 22% on full orb detonation)


##Ekko

  • [P] Z-Drive Resonance - Resonance cooldown per target reduced 5 >>> 4 seconds

##Heimerdinger

> "After the minion changes in the previous patch, Heimer's turrets are a bit worse for wear

> We're giving him a feelsgood QOL change so that his turrets aren't killed by ranged minions without being able to attack back

> Despite being 550 range on paper, 550 range champions (which are most of them) will still be able to outrange turrets at max range due to the way this range is calculated

> In addition, there is a small increase to the E vision duration so that the Beam actually manages to fire before losing vision in some cases"

  • [Q] H-28G Evolution Turret range increased 530 >>> 550 (+50 against Minions)

  • [E] CH-2 Electron Storm Grenade vision duration increased 1 >>> 1.25 seconds


##Kassadin

  • [Q] Null Sphere cooldown reduced 10/9.5/9/8.5/8 >>> 9/8.5/8/7.5/7 seconds

  • [W-P] Nether Blade base bonus on-hit damage increased 20 >>> 25


##Quinn

> "Quinn has landed in a pretty weak spot for Jungle and in this state, it's pretty close to griefing team when picked

> So we're giving it a pretty sizeable buff to give it a legitimate shot at being powerful and viable

> Players so far have expressed interest in playing it!"

  • [P] Harrier bonus monster damage increased 50 >>> 75

  • [Q] Blinding Assault monster damage ratio increased 150% >>> 200%


#>>> Champion Nerfs <<<

##Brand

> "Brand Botlane and Smolder have both benefitted from Deathfire Touch"

  • Base Armor reduced 27 >>> 24

##Smolder

> "While we are making changes to the Deathfire Touch interaction that will affect Smolder, we still think he will be too strong after these changes

> The changes to Smolder are targeted at also making his squishy Crit builds more optimal so he is more assailable later in the game"

  • [Q] Super Scorcher Breath bonus magic damage [P] Dragon Practice ratio reduced 40-60% >>> 25-55% (based on Critical Strike Chance 0-100%)

  • [E] Flap, Flap, Flap bonus magic damage [P] Dragon Practice stack ratio reduced 12% >>> 8-12% (based on Critical Strike Chance 0-100%)


##Teemo

> "For Teemo, he is one of the more powerful Top laners, while also being on the higher end of frustration

> He is also receiving a small buff to Statikk Shiv this patch and so we're compensation nerfing him with an intent for this to be lightly power down"

  • Armor per level reduced 4.95 >>> 4.5

  • [E] Toxic Shot nerfs:

    • [E-P] bAD ratio reduced 10% >>> 5%
    • Poison bAD ratio per tick reduced 5% >>> 2.5%

#>>> Champion Adjustments <<<

##AP Xin Zhao

> "AP Xin Zhao has popped out as one of the most striking and fun champs, but his healing is a bit on the high side, especially when he's outhealing some of the champs designed around healing.

> That said, we still think healing a bunch is exciting and worth supporting, just not at this magnitude."

  • [P] Determination adjustments:
    • Heal AP ratio reduced 50/65/90% >>> 45/55/80% (based on levels 1/6/11)
    • Damage AP ratio added 0% >>> 5/10/15/20% (based on levels 1/6/11/16)

#>>> System Buffs <<<

> "With the role quests in Season Start, ranged supports have risen to the top of the pecking order

> They're both the best at multiplying ADC's who are strong currently, as well as benefiting the most from being in lane for role quests

> Roaming also pays a higher systemic cost as it puts both yourself behind on quest progress and makes it so your ally ADC can't stack their quest

> Overall, this has been desirable, as we think in 2025, roaming was too high for the most part and especially undercut the satisfaction of players in bot lane wanting to a play a “real laning phase”

> We're making a broad set of changes to both improve the desirability of some underpurchased items, as well as more finely tune the purpose of various items in the ecosystem"

##Aftershock

  • Bonus Armor and Magic Resistance adjusted 35 (+80% bonus Armor and Magic Resistance) >>> 45 (+75% bonus Armor and Magic Resistance)

##Guardian

  • Shield adjusted 45-180 (based on levels 1-18, linear, 195.88 at 20) (+25% owner's AP) (+5% owner's bonus HP) >>> 40-150 (based on levels 1-18, linear, 162.94 at 20) (+20% owner's AP) (+6% owner's bonus HP)

  • Cooldown reduced 90-40 (based on levels 1-18, linear, 34.12 at 20) >>> 75-40 seconds (based on levels 1-18, linear, 35.89 at 20)


##Heartsteel

> "We're also restoring some of the power we removed from Heartsteel a while ago as it lost some of its fantasy and power in a way that we think we can restore now. It will also incidentally help some of the Tank Supports in niche cases when they start snowballing"

  • Colossal Consumption damage to permanent bonus HP conversion ratio increased 8% >>> 10%

##Knight's Vow

  • Sacrifice buffs:
    • Redirected pre-mitigation damage ratio increased 12% >>> 14%
    • Heal ratio from Worthy ally's post-mitigation damage increased 10% >>> 12%

##Locket of the Iron Solari

  • Armor increased 25 >>> 30

  • Magic Resistance increased 25 >>> 30


##Zeke's Convergence

  • Frostfire Tempest now waits for up to 5 seconds after casting your ultimate ability for a valid enemy to be close enough to you before triggering the Storm effect

#>>> System Nerfs <<<

##Dream Maker

  • Dream Maker adjustments:
    • Blue Bubble damage reduction adjusted 75-255 (only applies to first tick of damage) >>> 50-194 (based on support's level 6-18, linear) (applies to entire triggering cast instance)
    • Purple Bubble damage changed 50-170 bonus damage on-hit >>> 40-160 (based on support's level 6-18, linear) triggering on damaging attack or ability, with AoE reduction for AoE triggers (see Nami's [E] Tidecaller's Blessing)

##Echoes of Helia

  • Soul Siphon pre-mitigation damage stored as Soul Charges reduced 35% >>> 30%

##Moonstone Renewer

  • Starlit Grace no longer double dips in Heal/Shield Power AND Grevious Wounds

##Summon Aery

  • Base shield reduced 30-100 (based on levels 1-18, linear, 108.24 at 20) >>> 20-100 (based on levels 1-18, linear, 109.41 at 20)

#>>> System Adjustments <<<

##Voidgrubs

> "At the same time though, we do want to open up a bit of roaming power on the grub timing after early lane is done and so we're buffing up the reward of grubs just slightly"

  • Touch of the Void damage per tick increased (3/9/12)/(1.5/4.5/6) >>> (4/12/16)/(2/6/8) (based on stacks 1/2/3) (melee/ranged) (total increased (24/72/96)/(12/36/48) >>> (32/96/128)/(16/48/64) (based on stacks 1/2/3) (melee/ranged))

  • Hunger of the Void summoned Voidmite HP increased 60% of a melee minion >>> 100% of a melee minion


##Experimental Hexplate

> "Other systems adjustments this patch are changes to Experimental Hexplate that aim to make it shine on both melee and ranged users.

> Currently the best users are champs like Nocturne, Olaf, Vayne, Varus and we think we can strike a better balance on more champions while also making the item tradeoffs more apparent for durability vs damage on Vayne and Varus (mostly manifesting in Top)"


> "a nerf to Hexplate for Ranged which are primarily being picked up on Varus and Vayne Top Lane."

> "We're not looking to remove it from them, but are looking to get it into a spot where its top end balance doesn't need to be maintained around those 2 champions."

  • Overdrive adjusted 50% bonus Attack Speed and 20% bonus Move Speed >>> 50%/35% (melee/ranged) bonus Attack Speed and 20/14% (melee/ranged) bonus Move Speed

##Imperial Mandate

  • AP increased 60 >>> 65

  • Ability Haste reduced 20 >>> 15

  • Base Mana Regeneration increased 125% >>> 150%

  • Coordinating Fire removed

  • Control added: Gain 15 Ability Haste for your abilities with Immobilizing effects.

  • Command added: On Immobilizing an enemy champion, mark them as 6% Vulnerable for 4 seconds. Immobilizing marked enemies extends the effect rather than stacking.

    • Vulnerable: Take percent increased damage from all sources.
  • Cost increased 2250 >>> 2400 gold

  • Recipe changed Fiendish Codex + Bandleglass Mirror + 500 gold >>> Blasting Wand + Bandleglass Mirror + 650 gold

    • (the image says 700 for completion cost but the final cost then would be 2450, so I'm leaving it as the PBE value)

##Deathfire Touch

> "We're adjusting Deathfire Touch this patch to deal Magic Damage

> Part of the impetus for this is how strong the synergy is with Black Cleaver and in addition, it feels like more of a magic coded effect

> So we think this strikes a reasonable balance of fantasy fulfilment and practical balance considerations

> Otherwise, we think Deathfire Touch is in a pretty reasonable spot"

  • Damage type changed Adaptive >>> Magic

##Statikk Shiv

> "There are also some changes to Statikk Shiv to make it slightly more attractive on AD users"

  • AD increased 40 >>> 45

reddit.com
u/JTHousek1 — 2 months ago

26.11 Patch Preview

> "Patch 26.11 Preview!

> In 26.11, we're making a few adjustments to the Support ecosystem to improve diversity, especially in terms of melee vs ranged balance.

> We're also doing some continued followup to champs after some of the Season 2 changes have been optimized."

#PBE CHANGES ARE SUBJECT TO CHANGE

Credit to /u/Kay-Haru for PBE changes.

Edit 5/19: Added Voidgrubs PBE changes.

#>>> Champion Buffs <<<

##Diana

> "The other systems impacting changes are some adjustments to Diana and Ekko jungle who have been slightly worse for wear there (though Mid is mostly fine)"


##Ekko


##Heimerdinger


##Kassadin


##Quinn


#>>> Champion Nerfs <<<

##Teemo


#>>> Champion Adjustments <<<

##AP Xin Zhao

> "AP Xin Zhao has popped out as one of the most striking and fun champs, but his healing is a bit on the high side, especially when he's outhealing some of the champs designed around healing.

> That said, we still think healing a bunch is exciting and worth supporting, just not at this magnitude."


#>>> System Buffs <<<

> "With the role quests in Season Start, ranged supports have risen to the top of the pecking order

> They're both the best at multiplying ADC's who are strong currently, as well as benefiting the most from being in lane for role quests

> Roaming also pays a higher systemic cost as it puts both yourself behind on quest progress and makes it so your ally ADC can't stack their quest

> Overall, this has been desirable, as we think in 2025, roaming was too high for the most part and especially undercut the satisfaction of players in bot lane wanting to a play a “real laning phase”

> We're making a broad set of changes to both improve the desirability of some underpurchased items, as well as more finely tune the purpose of various items in the ecosystem"

##Aftershock

  • Bonus Armor and Magic Resistance adjusted 35 (+80% bonus Armor and Magic Resistance) >>> 45 (+75% bonus Armor and Magic Resistance)

##Guardian

  • Shield adjusted 45-180 (based on levels 1-18, linear, 195.88 at 20) (+25% owner's AP) (+5% owner's bonus HP) >>> 40-150 (based on levels 1-18, linear, 162.94 at 20) (+20% owner's AP) (+6% owner's bonus HP)

  • Cooldown reduced 90-40 (based on levels 1-18, linear, 34.12 at 20) >>> 75-40 seconds (based on levels 1-18, linear, 35.89 at 20)


##Heartsteel


##Knight's Vow

  • Sacrifice buffs:
    • Redirected pre-mitigation damage ratio increased 12% >>> 14%
    • Heal ratio from Worthy ally's post-mitigation damage increased 10% >>> 12%

##Locket of the Iron Solari

  • Armor increased 25 >>> 30

  • Magic Resistance increased 25 >>> 30


##Zeke's Convergence

  • Frostfire Tempest summon condition changed casting your ultimate ability >>> readied for up to 5 seconds, triggering once you are within 350 units of an enemy champion. After 5 seconds, the storm is triggered regardless

#>>> System Nerfs <<<

##Dream Maker

  • Dream Maker adjustments:
    • Blue Bubble damage reduction adjusted 75-255 (only applies to first tick of damage) >>> 60-204 (based on support's level 6-18, linear) (applies to entire triggering cast instance)
    • Purple Bubble bonus on-hit damage reduced 50-170 >>> 40-160 (based on support's level 6-18, linear)

##Echoes of Helia

  • Soul Siphon pre-mitigation damage stored as Soul Charges reduced 35% >>> 30%

##Summon Aery

  • Base shield reduced 30-100 (based on levels 1-18, linear, 108.24 at 20) >>> 20-100 (based on levels 1-18, linear, 109.41 at 20)

#>>> System Adjustments <<<

##Voidgrubs

> "At the same time though, we do want to open up a bit of roaming power on the grub timing after early lane is done and so we're buffing up the reward of grubs just slightly"

  • Touch of the Void damage per tick (3/9/12)/(1.5/4.5/6) >>> (4/12/16)/(2/6/8) (based on stacks 1/2/3) (melee/ranged)

##Experimental Hexplate

> "Other systems adjustments this patch are changes to Experimental Hexplate that aim to make it shine on both melee and ranged users.

> Currently the best users are champs like Nocturne, Olaf, Vayne, Varus and we think we can strike a better balance on more champions while also making the item tradeoffs more apparent for durability vs damage on Vayne and Varus (mostly manifesting in Top)"

  • Overdrive adjustments:
    • No longer grants 50% bonus Attack Speed
    • Now grants 30 AD

##Imperial Mandate

  • AP increased 60 >>> 65

  • Ability Haste reduced 20 >>> 15

  • Base Mana Regeneration increased 125% >>> 150%

  • Coordinating Fire removed

  • Control added: Gain 15 Ability Haste for your abilities with Immobilizing effects.

  • Command added: On Immobilizing an enemy champion, mark them as 6% Vulnerable for 4 seconds. Immobilizing marked enemies extends the effect rather than stacking.

    • Vulnerable: Take percent increased damage from all sources.
  • Cost increased 2250 >>> 2400 gold

  • Recipe changed Fiendish Codex + Bandleglass Mirror + 500 gold >>> Blasting Wand + Bandleglass Mirror + 650 gold


##Statikk Shiv


reddit.com
u/JTHousek1 — 2 months ago

26.10 5/14 Smolder Hotfix

> "We just pushed a micropatch nerf to Smolder as his power level has continued to rise with more people swapping over to his optimal build.

> Next patch we are intending to ship an adjustment to Deathfire Touch interaction with Black Cleaver that will also nerf Smolder and we will remonitor his power level after that.

> These changes also attempt a small shift towards Crit over Bruiser builds."

##Smolder

  • [Q] Super Scorcher Breath damage adjusted (60/75/90/105/120 (+130% bAD)) (*50% (+15% Critical Strike Chance with Infinity Edge) Critical Strike Chance) >>> (60/70/80/90/100 (+130% bAD)) (*75% (+22.5% Critical Strike Chance with Infinity Edge) Critical Strike Chance)

  • [R] MMOOOMMMM! damage reduced 200/300/400 (+110% bAD) (+100% AP) >>> 150/250/350 (+100% bAD) (+100% AP)


reddit.com
u/JTHousek1 — 2 months ago

26.10 New Smolder Nerfs

> "We're in the process of adding a Smolder nerf into Patch 26.10.

> Smolder

> Q - Super Scorcher Breath

> Damage :: 65 / 80 / 95 / 110 / 125 (+130% bonus AD) >>> 60 / 75 / 90 / 105 / 120 (+130% bonus AD)

> W - Achooo!

> Explosion Physical Damage :: 10 - 110 (+65% bonus AD) (+80% AP) >>> 10 - 110 (+50% bonus AD) (+80% AP)

> We've observed his power level continue to grow over the course of the patch.

> The main factor is his synergy with DFT and it will continue to be good after the changes.

> Will chat more about it in Patch Rundown."

https://x.com/RiotPhroxzon/status/2054321597595648365

##Smolder

  • [Q] Super Scorcher Breath base damage reduced 65/80/95/110/125 >>> 60/75/90/105/120

  • [W] Achooo! explosion damage bAD ratio reduced 65% >>> 50%


reddit.com
u/JTHousek1 — 2 months ago

> "Patch 26.10 Preview!

> Arena

> - We're really excited that Patch 26.10 will be 6 teams of 3!!

> - We're really excited to see how y'all like this

> Patch 26.9

> - There's been a lot of cool and fun things coming out of 26.9 social media 😅

> - We've seen AP Statikk Shiv Xin Zhaos, people claiming 36% Winrate AP Ezreal is busted, people having a good time trying to figure out who Deathfire Touch is on...

> - And also people trying to make some of the alt builds work, but alas they may just be too weak...

> Apex Ranked (reset regions)

> - We're going to let Apex MMR's settle for another patch before re-evaluating whether or not duo should be re-enabled

> - Have investigated several of the "Emeralds in Masters lobbies" cases, they have so far fallen into:

> 1. A player who didn't play much prior to the reset, so they are still starting from Emerald (as if they were playing in the early days of 2026)

> 2. A person who is climbing a fresh account and has a really high winrate (and close to Masters); though a reminder that this is not faster to climb than playing on your main

> 3. An Emerald (or multiple) duoing with another Emerald or Diamond player (especially Diamond player with a high MMR)

> - So far, I haven't seen anything broken about these games; they are typically fair both MMR and LP wise, even if visual ranks look a bit off"

#PBE CHANGES ARE SUBJECT TO CHANGE

Credit to /u/Kay-Haru for PBE changes.

#>>> Champion Buffs <<<

> "Will talk about champions tomorrow"

##Ambessa


##Galio


##Wukong


##Zeri


#>>> Champion Nerfs <<<

##Anivia


##Ashe


##Naafiri


##Shyvana


##Zed


#>>> Champion Adjustments <<<

##Lee Sin

  • [W1] Safeguard adjustments:

    • Shield reduced 70/115/160/205/250 >>> 60/105/150/195/240
    • Cooldown reduced 12 >>> 7 seconds
    • No longer reduces cooldown by 50% when used on an allied champion
  • [E1] Tempest AD ratio reduced 100% >>> 90%


##Quinn

  • [P] Harrier now deals 15-90 (based on levels 1-18, linear) bonus monster damage

  • [Q] Blinding Assault monster damage ratio increased 100% >>> 150%


#>>> System Buffs <<<

##Lich Bane

> "One of our goals with the Dusk and Dawn changes was to help differentiate it a bit from Lich Bane

> We think we can give Lich Bane a bit of an upwards adjustment to further differentiate"


##Stormraider's Surge

> "So far Stormraider's has landed a bit weak, so we're giving it a bit of a tap up"


#>>> System Nerfs <<<

##Deathfire Touch

> "Probably the biggest chatter on the patch are Deathfire and Gluttonous Greaves

> Deathfire is looking a little too strong, especially in the laning case, but the audience it's landed on has been great in giving some of these champs a keystone they're actually happy with

> After the micropatch nerfs, the power level is in a much more reasonable spot, so just a small adjustment here"


##Gluttonous Greaves

> "Gluttonous Greaves has picked up a nice new user base, especially Fighters and AD Assassins who might not have another offensive boot option (outside of Lucidity)

> We think the boots are too strong, both in non-mid roles and in mid with the boot upgrade"


reddit.com
u/JTHousek1 — 3 months ago

> Patch 26.9 Micropatch!

> We're still monitoring things like Gluttonous Greaves, Alt builds, etc.

> Deathfire Touch: Adaptive damage per second reduced from 4-12 + 8% bAP + 3% AP, increased by 100% after 3s >>> 4-12 + 7% bAD + 2.5% AP, increased by 75% after 3s

> Zeri: Right click attack range is now correctly 550

#>>> Champion Buffs <<<

##Zeri

  • [P] Living Battery Attack Range now correctly increased 500 >>> 550

#>>> System Nerfs <<<

##Deathfire Touch

  • Damage per tick reduced 1-4 (+2% bAD) (+0.75% AP), increased by 100% after 3 seconds >>> 1-4 (+1.75% bAD) (+0.625% AP), increased by 75% after 3 seconds

reddit.com
u/JTHousek1 — 3 months ago