/dev: All Random, All Mid, Blind Bridge
Hello ARAMers! We’re here to let you know about our newest additions coming to ARAM in patch 25.13—Koeshin’s Crossing and Butcher’s Bridge!
We’re adding two new maps to the ARAM map pool to bring a bit more variety and excitement to each game. From patch 25.13 through 25.16, you’ll load into one of three maps, each with their own, unique look alongside slight gameplay and terrain differences to keep each game feeling fresh.
In this blog we’ll go into how map selection works, the differences between each map, and why we’re exploring expanding ARAM’s map pool, alongside another change: Champion Cards.
Map Selection
So at this point you’re probably wondering “why more maps?” Well we have a few reasons as to why we thought more maps would be a great addition to ARAM.
Visual Variety: The ARAM formula is tried and true, which is why many of you have stayed with the mode as your preferred way to play League. But when it’s 2AM and you’re tired, bleary-eyed, and on a 5 game loss streak, looking at the Howling Abyss every time can get a bit stale. So we wanted to add some variety in a way that you all have been asking for without changing the fundamental formula you all love. Think of it as the same house, but with a new coat of paint.
Exploring Runeterra: Runeterra is a BIG place, and that’s not even including all of the alternate universes we’ve created over the years. We’ve experimented with adding seasonal maps to Summoner’s Rift, so now we want to bring some of that fun to ARAM by visiting some of the famous places (bridges) across Runeterra and our AU’s that many of you are excited about.
Gameplay: We’ve learned over previous iterations of ARAM experiments (tower rubble, Bridge of Progress, etc) that many of you prefer ARAM to be straightforward and familiar, instead of uprooting the whole gameplay with something drastically different. We wanted to push the boundaries just a bit to understand if the batch of changes we’re shipping are something you all might like. These will manifest as small map differences, which in addition to variety, should also give different champions more of a fighting chance depending on the map. If you thought the Bridge of Progress had too many changes, these ones should feel like much less.
Loading In
Let’s start by talking about the getting-into-game changes with how we’re updating rerolls.
One long standing piece of player feedback we’ve heard is that the amount of champions you can choose from in each game feels inconsistent and it could be frustrating if your teammates didn’t use their rerolls. With rerolls you could have anywhere from 5 to 15 champions to choose from, but the average across all lobbies was right around ten (five to start plus five rerolls).
In order to give you more options, more consistently, we’re removing the reroll system and replacing it with our new Champion Cards system, where players will be able to choose from 2 options within the first 10 seconds of Champ Select. Then, whatever you don't choose goes to the bench for your teammates to pick from. If you're lucky you may sometimes get a THIRD option!
We considered the possibility of always giving players three options, but at that point players might get some champs too reliably, and who wants a Nidalee, Ziggs, or Xerath in every one of their games?
So we’ve sorted our champions (and hopefully our runes and summoner spells too), when do we get to pick our map? Well that’s the neat part, you don’t.
Which map you play on will be decided at random, with everyone finding out as soon as you get to the loading screen. They won’t change based on the patch or anything else. Given the maps only have minor gameplay differences you won’t need to stress about having the right champion for each map as there isn’t really a “right” champion. Simply pick the champ you want to play and enjoy whichever map you land on!
Koeshin’s Crossing

We all love Ionia, and we’re excited to celebrate it in our newest map! In Koeshin’s Crossing, a place where peaceful beauty meets restless spirits, you’ll be joining the fight between the Kinkou Shrine and Twilight Temple.
What’s new:

You’ll find Bloom Portals in your base, replacing Hextech Gates, and new ones at the center of the map. These portals function similarly to Hexgates but have smaller hitboxes, so make sure to click accurately. Getting close to them will also grant a small movement speed boost. We designed these central portals to create more opportunities for both engaging and disengaging.
The center lane has been widened with transparent walls, creating a bit of extra space for wall-based champs and close-range brawlers. Speaking of walls, Qiyana can pick up all water elements on the map now!
When you grey screen on Koeshin’s Crossing you’ll see a spiritual version of the bridge, giving a thematic glimpse into the afterlife while you’re waiting to respawn.
And yes, there are new Poros. Make sure to feed them all. Every. Single One.
Butcher’s Bridge

We’re also bringing a crowd favorite back to ARAM, Butcher’s Bridge! We’ve made a few updates with the goal of preserving its unique identity while also bringing its gameplay up to modern League’s standards.

What’s new:
Cannon Launchers (piratey) have replaced Hexgates (not piratey). These will allow players to enter the battlefield quickly, with a clear landing mechanic that gets you into the action faster and more aggressively. And before you ask, these cannons will knock up enemies, so you can use Yasuo’s ultimate to follow up. Talk about a pirate x samurai alliance.
There’s also a new, small alcove in the middle of the bridge containing a Power Flower that will partially refund cooldowns and grant a temporary shield. We planted this flower to serve as an incentive to teamfight when it's up, keeping things from getting too stale. It’s tuned to provide small, situational advantages without shifting the pacing or outcome of fights.
The ARAM shopkeepers have all also updated their inventories with a returning Legacy item: Spectral Cutlass. It will be returning across all three maps and should be interesting options for assassin and mobility-focused champions to build craft with.
Howling Abyss
Now we bet you’re wondering, “what changed on the Howling Abyss?” Well the short answer is… nothing! The Howling Abyss is a tried and true map many players out there today love, and as they say if it isn’t broken don’t fix it.
Building Bridges with Players
We touched on this a bit earlier, but we’re being more conservative with this batch of ARAM changes than other updates we’ve had in the past.
After your feedback from Bridge of Progress, we learned how maps can shape ARAM fights and support more diverse comps. However, when we make too many changes to the map or the gameplay we take away from what makes ARAM, well, ARAM. So this time, our main goal is to provide you with more subtle changes throughout different maps in order to maintain ARAM’s core identity.
So, as always, please keep that feedback coming! We’ll be reading as much as we possibly can because we want to make sure we aren’t making changes in isolation, but with input from all of you.
And that’s about it for the changes coming to ARAM in patch 25.13! We’re excited to bring both Butcher’s Bridge and Koeshin’s Crossing to ARAM, and we’d love to hear your feedback when it comes to keeping them around!
Thanks for playing as we’ll see you on the Howling Abyss! Or Butcher’s Bridge! Or Koeshin’s Crossing!