
26.15 Full Patch Preview
> "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)