Patch 25.09 Notes
Spring into the action, welcome to Season 2!
Welcome to Season 2 where we go to Ionia just in time for the Spirit Blossom Festival! We’ve got lots to celebrate this patch, so make sure to read the full patch notes for all the details!
We have quite a few bigger changes coming this patch like a new Spirit Blossom map, Thornbound Atakhan, changes to the Void objectives, improved soft inting detection, a brand new batch of Spirit Blossom skins, a new battle pass, and much more!
When it comes to the gameplay side of things we’ll be shipping a few QoL improvements to systems like Bounties, switching roles in champ select, and your gray screen! Not to mention updates to make Rod of Ages, Boots of Swiftness, and Symbiotic Soles less dominant, bringing up Unflinching, upgraded Feat boots, and Ignite, plus the normal array of live champion balance.
Landed on the wrong patch note page? Portal on over to the TFT patch notes here!


Patch Highlights
Spirit Blossom Rift
Season 2 Act 1 Battle Pass
Alongside our Spirit Blossom update we also have a brand new Seasonal Battle Pass. Check it out for loot like Spirit Blossom Ivern, Pool Party Twitch, Prestige Spirit Blossom Lux, emotes, icons, and more! Check out the below list for more details:
- Level 1: Cherished Spirit Icon
- Level 2: Blossoming Orbs
- Level 3: Hextech Chest + Key
- Level 4: Baffled Branches Emote
- Level 5: Ancient Spark
- Level 6: 2000 Blue Essence
- Level 7: Blossoming Orbs
- Level 8: Mystery Icon
- Level 9: Mystery Emote
- Level 10: Spirit Blossom Ivern
- Level 11: Spirit Blossom Ivern Border Icon
- Level 12: Champion Capsule
- Level 13: Blossoming Orbs
- Level 14: Mystery Icon
- Level 15: Hextech Chest + Key
- Level 16: 3000 Blue Essence
- Level 17: With a Flourish Emote
- Level 18: Mystery Emote
- Level 19: Ancient Spark
- Level 20: Hextech Chest + Key
- Level 21: Mystery Emote
- Level 22: Champion Capsule
- Level 23: Hextech Chest + Key
- Level 24: Blooming Light Icon
- Level 25: Blossom Buddy Emote
- Level 26: 4000 Blue Essence
- Level 27: Blossoming Orbs
- Level 28: 250 Orange Essence
- Level 29: Champion Capsule
- Level 30: 25 Mythic Essence
- Level 31: Hextech Chest + Key
- Level 32: Glorious Champion Capsule
- Level 33: Mystery Icon
- Level 34: Blossoming Orbs
- Level 35: Mystery Icon
- Level 36: Hextech Chest + Key
- Level 37: Spirit Blossom Lobby Banner Regalia
- Level 38: Guiding Light Title
- Level 39: 350 Orange Essence
- Level 40: Pool Party Twitch
- Level 41: Pool Party Twitch Border Icon
- Level 42: Hextech Chest + Key
- Level 43: 400 Orange Essence
- Level 44: Blossoming Orbs
- Level 45: Hextech Chest + Key
- Level 46: Blooming Darkness Icon
- Level 47: Blossoming Orbs
- Level 48: Ancient Spark
- Level 49: Slipped Through My Fingers Emote
- Level 50: Prestige Spirit Blossom Lux
- Level 51: 750 Blue Essence
- Level 52: 750 Blue Essence
- Level 53: 750 Blue Essence
- Level 54: 750 Blue Essence
- Level 55: 25 Orange Essence
Thornbound Atakhan

Atakhan's been captured by the Black Rose, who are using him for some dark and mysterious purpose. On the new Spirit Blossom Rift, this means Atakhan now has a singular new Thornbound form in place of Season 1's Voracious and Ruinous—with a new reward for helping the spirits remove him from the Rift.
Just like before, Atakhan spawns on the side of the map which sees the most PvP action, and causes Bloody Roses to spawn near kills and around his own pit. Unlike before, the team that slays Atakhan will get an immediate Bloody Petal bonus as well as all remaining Bloody Roses left on the map, and purify them into Spirit Petals. Additionally, they gain the Spiritual Purification buff for the rest of the game.
Encounter
- Voracious and Ruinous Atakhan are replaced with a singular form: Thornbound
Rewards
Spirit Petals- Cleansed Bloody Petals, which grant 25% increased XP and Adaptive Force
Spiritual Purification
- On Takedown, bless the area around the target, slowing and damaging any other nearby enemies as well as granting your team a Spirit Petal
Bounties
We’re adjusting Bounties this season to make them a more useful comeback mechanism. They are now more powerful for the losing team, can no longer hurt the losing team, and should more accurately reflect the game state. We’re generally paying out more gold than before and cleaning up some rules for accuracy and fairness.
To explain the shift in champion bounty suppression: Currently in close games where one individual on each team is trying their hardest to carry, they can both get large bounties. The first one to claim the shut down surges far into the lead, which feels unfair, especially if one of them is playing a higher-risk champion like a diver or assassin. Now, both of those champions will be worth the default kill gold until their team starts meaningfully winning. We’re also delaying positive bounty accrual until after a champion leaves combat, as a 1-for-1 trade shouldn’t so obviously benefit the one who died first by potentially giving away a shut down.
Objective Bounties
Payment
- No longer pays up to 60% more gold (300g) based upon the calculated lead
- Now pays up to 10% of the gold difference on top of the base bounty payment, capped at 1000g total
- Lesser objectives (such as Outer Turrets) that have lower base bounty also have lower payouts from the gold lead
Calculation
- Adjusted Objective Bounty calculation for accuracy: Gold leads are more important; other objectives are less important.
Champion Bounties
Suppression
- Still waits until 6 minutes in the game until champion bounty suppression is active
- No longer suppresses bounties when a team is moderately behind
- Now suppresses bounties unless a team is moderately ahead
Tuning
- Base kill gold now scales up by 10g per level from level 7-18 (Maximum: 420g)
- Positive bounty accrued from kills and assists has been increased by 17%
- Positive bounty accrued from farming has been increased by 14%
Void Epic Monsters
We're making a few changes to the pre-Baron Epic Monsters in the Void pit, to alleviate how demanding objectives are during early-mid game. The biggest change: We're removing one of the Void Grub encounters. Rewards and spawn times have been adjusted accordingly. In addition, we've done some quality of life work on the objectives and their rewards. Hopefully, the result is better pacing and less mental overhead from the Void Epics in your SR games.
Void Grubs
Encounter
- Spawn timer: 6:00 ⇒ 8:00 minutes
- No longer respawns
Rewards
- Now grants Hunger of the Void (single Void Mite buff) when you kill 3 Grubs, rather than 4
- Now grants Feats credit to whichever team took 2/3 Grubs, rather than requiring 3/3 (broadcast when the encounter is over)
- DoT from Touch of the Void now deals more damage at stacks 2 and 3
Rift Herald
Encounter
Encounter damage should be less avoidable, but the encounter should go faster.
- Now spawns at 15:00 minutes
- Removed Herald's Gaze (single-target damage debuff)
- Target Current HP Bonus Damage: 4% ⇒ 20%
- Swipe Attack AD ratio: 3.0 ⇒ 1.25
- Fixed non-champion attacks reducing the eyeball cooldown
Summoned Pet
Making QoL changes to increase value consistency.
- Base turret charge damage increased, but turret charge damage goes down for each tower it hits
- Driving turn speed should be smoother and more responsive, especially early in the driving sequence
- When driving, if you crash near an enemy turret without hitting it, the Rift Herald will attempt to perform the non-driven turret charge attack, if able
Position Binding & Role Swapping
We’re making some small, but important, changes to the jungle and support roles: Jungle will be auto-assigned smite and only one smite will be allowed per team. In a similar vein, support players will now automatically be given World Atlas as their starting item. Check out the dev blog for more details.
This shouldn’t impact gameplay, but we think it will lead to less trolling and pre-game mistakes that cost you the game before it’s even started.
To make sure you can arrange your team in light of these new rules, we’re adding the ability to swap roles with other players in champ select.
We’re also taking this time to break out some of our lane swapping rules and attach them to the support specifically. No longer will laners be directly penalized because Pyke walked across the lane after a late invade. Lissandra can freely roam top for a level 3 gank without removing hundreds of experience from her own team. However, we’re still retaining some of the old functionality to prevent situations like Sion and Kai’Sa duo laning top to start the game.
Lane Swap Detection
- Detection still requires there to be a jungler on the team
- Detection is still active from 1:30 to 3:00 in top, and 1:30 to 2:15 in mid
- Defending champion still receives all gold/xp from the lane, receives 50% less damage while under their tower in top lane, and the defending tower still receives 95% less damage while any two non-junglers are in their lane
- Non-supports no longer receive reduced gold and XP from lane minions during lane swap detection
- Supports in mid and top lane, when accompanied by another champion, now receive no gold or XP from lane minions and cannot consume World Atlas charges
- 1000% increased turret damage in the top lane is now locked behind seeing two non-junglers including a support in the lane
Death Screen
We're making some small improvements to the death screen to make League’s lowest moments slightly less miserable. We’ve added a tiny bit of color and a spectate UI to click around and see what’s going on around the map. Your normal camera controls and hotkeys still work as well.
Kill Streak SFX
The Kill Streak SFX discussed in the last dev update still need a bit more time in the oven, so they are not included in patch 25.09. Stay tuned for these in an upcoming patch!
Player Behavior Updates
Griefing Detection Upgrades
We’re releasing significant upgrades to in-game griefing detection in ranked queues with patch 25.09. Check out the dev blog for more details. Participating in a match where your teammates aren’t playing to win or are intentionally playing to lose is miserable and unacceptable. We will detect and action on more subtle behaviors that aren’t just “running down mid lane and dying 20 times.”
Feedback Specificity
To demonstrate followthrough on the above and to better close the loop with you when you’re affected by negative behavior, we’ll be providing the name of the penalized player when you receive feedback about your reports.
When a player that you reported is penalized for any recent match, the notification you receive will now include the name of the reported player.
When a player you did not report was penalized for the match you played with them, the notification you receive will now include the name of the penalized player.
Misc Changes
- Chat restrictions now apply to champion select and post-game chat, in addition to in-game.
SR Ranked Season 2
Season 2 of ranked will start April 30 at noon according to your local server time. As stated in 25.08 patch notes, season 2 2025 will NOT reset your ranked progression, and will not require placement games. Victorious Missions however will be reset (requiring 15 ranked games won this season).
Ranked Queues (solo/duo and Flex) will be disabled during the season cooldown hours, which will be April 29 midnight to April 30 noon local server time.
You can expect Season 1 rewards to be granted during the 25.09 patch cycle.
As a last note, Shard transfer services will be disabled before season end, and re-enabled after the reward grant is complete.
Champions

Annie
Q damage increased. W mana cost decreased. R magic penetration increased.
Annie released weaker than intended, specifically during her early game. We’re looking to amplify her identity as a burst mage, ease her laning phase, and reduce her mana costs which have been a pain point as of late.
Q - Disintegrate
- Damage: 70 / 105 / 140 / 175 / 210 (+ 80% AP) ⇒ 80 / 120 / 160 / 200 / 240 (+ 80% AP)
W - Incinerate
- Mana Cost: 90 / 95 / 100 / 105 / 110 ⇒ 70 / 75 / 80 / 85 / 90
R - Summon: Tibbers
- Passive Magic Penetration: 10 / 12.5 / 15% ⇒ 15 / 17.5 / 20%

Ashe
Q damage and bonus attack speed increased.
Ashe is a touch weak right now, so we’re adding some power to her mid-to-late game teamfights to help her thrive in cases where she finds space and time to focus down her targets.
Q - Ranger’s Focus
- AD Ratio: 111 / 117 / 123 / 129 / 135% ⇒ 110 / 117.5 / 125 / 132.5 / 140%
- Bonus Attack Speed: 25 / 35 / 45 / 55 / 65% ⇒ 25 / 37.5 / 50 / 67.5 / 75%

Gwen
Armor growth decreased. Passive damage to monsters decreased. Q damage decreased.
As a new surge of Gwen players have gotten better at her, the apparent rise in mastery has been offsetting some of our recent nerfs. As she’s still one of the strongest champions in the game, and the single strongest one in jungle, we’re delivering some more nerfs to keep up with how well all of you are playing her.
Base Stats
- Armor Growth: 5.2 ⇒ 4.9
Passive - A Thousand Cuts
- Monster Damage Cap: 5 (+ 15% AP) ⇒ 5 (+ 10% AP)
Q - Snip Snip!
- Damage per Snip: 10 / 15 / 20 / 25 / 30 (+ 5% AP) ⇒ 10 / 15 / 20 / 25 / 30 (+ 2% AP)
- Maximum Damage: 110 / 160 / 210 / 260 / 310 (+ 60% AP) (+ 6x Passive) ⇒ 110 / 160 / 210 / 260 / 310 (+ 45% AP) (+ 6x Passive)

K’Sante
Default item shop updated. W damage increased.
K'Sante has been quite sad in Solo Queue recently, and had very little presence in Pro due to a particular ap tank busting top laner. In this patch we’ll be buffing his W rank-up incentive slightly to better even out the discrepancy between maxing W and E second. In addition, we’re updating his default item shop page to show more tank items which should help avoid non-optimal itemization choices.
Item Shop
- K’Sante’s default shop page has been updated to display tank items instead of fighter items.
W - Path Maker
- Base Damage: 40 / 60 / 80 / 100 / 120 ⇒ 45 / 75 / 105 / 135 / 165

Kalista
Base health and AD decreased, AD growth increased. E damage decreased.
Kalista is experiencing a very high ban rate in Pro due to a strong early game and the ability to enable her support pairings. These changes are targeted to significantly reduce her early game strength, while granting some compensation to her power level throughout the game.
Base Stats
- Base Health: 600 ⇒ 580
- Base AD: 59 ⇒ 57
- AD Growth: 3.25 ⇒ 4
E - Rend
- Damage: 10 / 20 / 30 / 40 / 50 (+ 70% AD) (+ 20% AP) ⇒ 5 / 15 / 25 / 35 / 45 (+ 70% AD) (+ 20% AP)

Leona
Passive duration increased. Q mana cost decreased. E mana cost decreased.
Leona is falling slightly behind her tanky support counterparts and we think some slight adjustments to her mana especially in early game should help. Additionally, we think her allies should feel that they have leeway using her passive on minions or champions, so we’re increasing its duration a tad.
Passive - Sunlight
- Duration: 1.5 ⇒ 2.5 seconds
Q - Shield of Daybreak
- Mana Cost: 35 / 40 / 45 / 50 / 55 ⇒ 30 / 35 / 40 / 45 / 50
E - Zenith Blade
- Mana Cost: 60 ⇒ 40 / 45 / 50 / 55 / 60

Morgana
E shield strength increased. R damage and bonus movement speed increased.
Morgana has fallen behind in terms of power in all of her roles. Currently, her ultimate doesn't quite give her enough mobility to prevent her opponents from escaping. So to help her lock down her targets, we’re giving her ult more power and a stronger Black Shield to incentivize playmaking and increase success.
E - Black Shield
- Shield Strength: 80 / 135 / 190 / 245 / 300 (+70% AP) ⇒ 100 / 155 / 210 / 265 / 320 (+70% AP)
R - Soul Shackles
- Damage: 175 / 250 / 325 (+ 80% AP) ⇒ 200 / 275 / 350 (+ 80% AP)
- Bonus Movement Speed: 10 / 35 / 60% ⇒ 20 / 40 / 60%

Naafiri
W cooldown increased early. E AD ratio decreased.
The dawg’s mastery curve continues to climb as players learn the limits of her new kit. We’re targeting generic nerfs to her in both roles, but looking to maintain her as viable in both jungle and mid. Turns out a lot of you know what the dog doin.
W - The Call of the Pack
- Cooldown: 22 / 21 / 20 / 19 / 18 ⇒ 26 / 24 / 22 / 20 / 18 seconds
E - Eviscerate
- Dash Damage: 15 / 25 / 35 / 45 / 55 (+ 50% bonus AD) ⇒ 15 / 25 / 35 / 45 / 55 (+ 40% bonus AD)

Orianna
Q mana cost reduced.
Orianna has hit a point where she’s in need of a small buff. Her mana costs are among the most painful in the game, so we’re looking to address that by allowing her to cast her most spammable spell sliiiiiiiightly more often.
Q - Command: Attack
- Mana Cost: 30 / 35 / 40 / 45 / 50 ⇒ 35 at all ranks

Rengar
Recommended items updated.
We’ve done a pass on Rengar’s recommended items for top and jungle, prioritizing items that perform better. Like most item changes, we expect this to result in a small, indirect buff for our favorite jungle cat.
Recommended Items
- Rengar’s recommended items have been updated to display items better for Top and Jungle.

Shen
Empowered Q damage increased.
We're happy with recent Shen buffs directionally, but they haven't quite hit the magnitude we're looking for. We've given him more utility, but what he needs now is more damage to actually fight it out in lanes. It's time to bring it back.
Q - Twilight Assault
- Empowered Bonus Magic Damage: 10-40 (based on level) (+ 4 / 4.5 / 5 / 5.5 / 6% target’s max HP) ⇒ 10-40 (based on level) (+ 5 / 5.5 / 6 / 6.5 / 7% target’s max HP)

Yorick
Mist Walker damage from monsters decreased.
Another patch, another Yorick change! Look, we’re just going for thematically resonant changes at this point. After all, he can’t die. We’re looking to reduce his power level in the jungle a little, as he’s still a bit overboard in that role.
Passive - Shepard of Souls
- Mist Walker Damage to Monsters: 70% ⇒ 60%
Pinged Abilities
Cho’Gath and Nunu & Willump can ping their Smite-like abilities to display their damage to teammates.
We’re extending the custom ability-ping system to Cho’Gath’s Feast and Nunu & Willump’s Consume. When these abilities are off of cooldown, players can ping them to display their damage to monsters.
R - Feast and Q - Consume
- May be pinged to display the total damage to monsters when off of cooldown
Items

Boots of Swiftness
Boots of Swiftness are a bit overpowered relative to other boots, leading to champions zipping around combat more than we’d like. Ultimately, we’re going with a small direct nerf that should keep it in line with other boot options.
- Movement Speed: 60 ⇒ 55

Symbiotic Soles
Symbiotic Soles are a solid option for supports, which we’re very happy about, but they’re too game-warping for laners, as the empowered Recall lets them quickly reset every few waves, removing all sense of attrition. So we’re making some adjustments to retain their power for roaming around the map but make them worse when spamming Recall over and over.
- NEW: Now grants 10 out of combat Movement Speed
- REMOVED: No longer grants Empowered Recall

Rod of Ages
Rod of Ages’ new build path has made it overtake mage mana itemization, and as a result, its high durability has slowed down champion interactions below what we think makes for the best gameplay. We think as a whole, mages are rather balanced and we intend to ship a larger pass on mage itemization to make sure all AP items are worthy of purchasing in an upcoming patch, but right now we want to tap the newly-popular Rod of Ages to make sure bursty champions can attack more normal-sized health pools.
- Initial Health: 400 ⇒ 350
- Maximum Health: 500 ⇒ 450
- Initial Ability Power: 50 ⇒ 45
- Maximum Ability Power: 80 ⇒ 75
Tier 3 Boot Upgrades
Feats of Strength have two rewards: immediate power in the form of Triumphant boot upgrades, and the option to later purchase tier 3 boots. Over time, as we’ve seen players optimize the Feats system, it’s become apparent that having the option to upgrade to T3 boots generally isn’t useful as they are mostly too weak for their cost. We’ve held off on buffing them as we didn’t want to inject significantly more overall MS into the game, but with a rework to Swiftmarch and some small changes to the other tier 3 boots, we’re moving the system to a place where the T3 boots can be made more competitive with other options.
Armored Advance
- Cost: 750 ⇒ 500 gold
Chainlaced Crushers
- Cost: 750 ⇒ 500 gold
Crimson Lucidity
- Cost: 750 ⇒ 500 gold
Forever Forward
- Cost: 750 ⇒ 500 gold
- Total Bonus Movespeed Out of Combat: 10% ⇒ 8%
Gunmetal Greaves
- Cost: 750 ⇒ 500 gold
Spellslinger’s Shoes
- Cost: 750 ⇒ 500 gold
- Magic Penetration: 8% ⇒ 7%
Swiftmarch
- Cost: 750 ⇒ 500 gold
- Movement Speed: 70 ⇒ 65
- REMOVED: No longer grants 4% increased total Movement Speed
- NEW: Now grants Adaptive Force equal to 5% of total Movement Speed
Summoner Spells

Ignite
In the eternal Ignite vs. Teleport debate, Ignite has come up on the losing end as of late. It’s a bit under-picked, so we’re giving it a meaningful buff to its late game damage, specifically aimed at mid and top laners.
- Damage: 70-410 ⇒ 70-475 (diverges at level 7)
Runes

Biscuit of Everlasting Will
Biscuits are intended to be a lane sustain tool with some decision-making around their optimal usage, but their current state highly rewards saving them until as late in the game as possible and using them at as close to death as possible. Some decision-making is desirable, but we don't love the hold-for-midgame-skirmish strategies or how pushed the power of biscuits are when the user is extremely low, so we’re taking a swing at both of these.
- Health Restoration: 12% of missing health over 5 seconds ⇒ 20 (+ 2% maximum health, increased by up to 100% based on user’s missing health) (Note: this maxes out at 70% missing health)

Unflinching
Among the options in its drawer, Unflinching is competing with a scaling rune (Overgrowth) and a kit-bound rune (Revitalize). In order to make it make sense in this slot compared to the other options, we're shifting it to be an early game-skewed counter option.
- Bonus Armor and MR: 6-12 (based on level) ⇒ 10 at all levels
ARAM
Hello ARAMers! In this patch, we're continuing to lightly buff champions who have hovered around a 50% win rate, helping them better fit their roles. For Maokai and Kog'Maw, both have been heavily nerfed for a while. We're trading some spell damage for overall damage boosts—giving Maokai more teamfight sustain, and leaning into Kog'Maw's unique anti-tank role while keeping his power in check.
Buffs
Aurora- Ability Haste: 0 ⇒ 10
Irelia
- Damage Dealt: 100% ⇒ 105%
Ivern
- Shielding Done: 80% ⇒ 90%
Jhin
- Damage Dealt: 90% ⇒ 93%
Karthus
- Damage Dealt: 90% ⇒ 93%
Renata
- Shielding Done: 80% ⇒ 100%
Samira
- Damage Taken: 105% ⇒ 100%
Seraphine
- Damage Dealt: 90% ⇒ 95%
Vladimir
- Damage Dealt: 95% ⇒ 100%
Veigar
- Damage Dealt: 90% ⇒ 93%
Yorick
- Q Healing Ratio: 3-5% ⇒ 4-8% missing health
Adjustments
Kog’Maw- Damage Dealt: 88% ⇒ 92%
- Q Armor and Magic Resistance Shred Amount: 16-32% ⇒ 15-27%
- W Target Max Health On-Hit Damage: 3-6% ⇒ 2.5-4.5%
Maokai
- Healing Done: 90% ⇒ 100%
- Damage Dealt: 80% ⇒ 85%
- E Base AP Ratio: 25% ⇒ 20%
- E Enhanced AP Ratio: 50% ⇒ 40%
Nerfs
Soraka- Healing Done: 105% ⇒ 100%
Rotating Game Modes & Arena Changes
In the last Dev Update we revealed our newest game mode, Brawl. In order to make sure we have something available for our modes enjoyers before Brawl goes live we’ll be extending Arena by one patch, up through 25.09, until Brawl hits live servers in 25.10. Enjoy the bonus patch of Arena and we’ll see you in Brawl afterwards!
If you’d like to learn more about Brawl check out the dev blog we released on it!
Champions
Bel’Veth
- E Bonus Lifesteal: 30% ⇒ 20%
- R On-Hit Damage: 8 / 10 / 12 ⇒ 6 / 8 / 10
- R Out of Combat Movement Speed: 10-80 ⇒ 5-45
Ezreal
- R Base Damage: 390 / 540 / 690 ⇒ 350 / 550 / 750
Kalista
- Base Health: 600 ⇒ 550
- Health Growth: 114 ⇒ 94
- Additional Spear AD Ratio: 20-40% ⇒ 15-35%
Katarina
- Passive Cooldown Reset: 20 ⇒ 30
- Passive Bonus AD Ratio: 80% ⇒ 100%
- Q AP Ratio: 50% ⇒ 60%
Lux
- R Cooldown: 30 ⇒ 45 / 40 / 35 seconds
Naafiri
- Q Healing: 60 / 82.5 / 105 / 127.5 / 150 ⇒ 80 / 102.5 / 125 / 147.5 / 170
- E 1st Slash Damage: 15 / 25 / 35 / 45 / 55 (+ 50% bonus AD) ⇒ 30 / 40 / 50 / 60 / 70 (+ 50% bonus AD)
- E 2nd Slash Damage: 60 / 85 / 110 / 135 / 160 (+ 80% bonus AD) ⇒ 70 / 95 / 120 / 145 / 170 (+ 80% bonus AD)
Qiyana
- W Bonus Movement Speed: 3 / 5 / 7 / 9 / 11% ⇒ 12 / 14 / 16 / 18 / 20%
- W Bonus Attack Speed: 5 / 10 / 15 / 20 / 25% ⇒ 30 / 35 / 40 / 45 / 50
- W Bonus Magic Damage: 8 / 16 / 24 / 32 / 40 (+ 20% bonus AD) (+ 45% AP) ⇒ 8 / 16 / 24 / 32 / 40 (+ 20% bonus AD) (+ 55% AP)
Ryze
- Q - Bonus Movement Speed: 28 / 33 / 38 / 23 / 48% ⇒ 24 / 28 / 32 / 36 / 40%
Skarner
- Q Final Hit Damage: 8% ⇒ 12% of target’s maximum health
- E Damage: 30 / 60 / 90 / 120 / 150 (+ 6% of his maximum health) ⇒ 50 / 80 / 110 / 140 / 170 (+ 6% of his maximum health)
- E Cooldown: 18 / 17 / 16 / 15 / 14 ⇒ 14 / 13 / 12 / 11 / 10 seconds
- R Damage: 150 / 250 / 350 (+ 100% AP) ⇒ 250 / 350 / 450 (+ 100% AP)
Warwick
- Q - Jaws of the Beast: 5 / 6 / 7 / 8 / 9% of target's maximum health (+ 100% AD) (+ 100% AP) ⇒ 6 / 7 / 8 / 9 / 10% of target's maximum health (+ 120% AD) (+ 100% AP)
- R Damage: 100 / 200 / 300 (+ 167% bonus AD) ⇒ 175 / 300 / 425 (+ 167% bonus AD)
Zilean
- NEW PASSIVE: Every 2 rounds, Zilean stores enough experience to grant his ally 1 additional level. Zilean still gains a level when leveling his partner.
Augments
Dark Blessing
- Curses per Heal/Shield: 4 ⇒ 5
Overflow
- Let it Go: Now also increases healing and shielding from your abilities.
Spellwake
- Damage: 80-200 ⇒ 100-250
Trueshot Prodigy
- Cooldown: Every 5 seconds ⇒ 5 second per Target Cooldown
- Cast Me if You Can: No longer uses the "Autocast" Keyword.
Items
Edge of Night
- Cooldown: 40 ⇒ 20
Hellfire Hatchet
- Cooldown: 20 ⇒ 15
Kinkou Jitte
- Bonus Movement Speed: 15-60% ⇒ 30-75%
Lucky Dice
- Just High Roll: Lucky Dice can no longer be sold and must be consumed.
Maw of Malmortius
- Cooldown: 45 ⇒ 30
Rite of Ruin
- AP Ratio: 20% ⇒ 15%
- Bonus AD: 30% ⇒ 25%
Sterak’s Gage
- Lifeline Cooldown: 45 ⇒ 30
Bugfixes
- Fixed a bug where players were not respawing with as much health, invulnerability, etc when breaking out of the cocoon during the Elise Guest of Honor.
- Reenabled ADAPt and EscAPADe
- Fixed a bug where True Shot Prodigy’s tooltip was showing more damage than the augment actually did.
- Many augments now show your stat conversions, and have updated text colorations in their tooltip.
- Overlord's Bloodmail now sells for the correct value when you get it from an anvil.
- Fixed a bug where the Fog of War was not showing properly on the Reckoner's Arena.
- Hitting level 30 with Wisdom of Ages no longer jumps you to level 40
- Viego can no longer gain extra rerolls by holding onto his lucky dice or copying other players who still have it.
- Death Touch now only stacks on enemy champions.
- Staff of Flowing Waters now correctly grants AP to your target when shielding them.
- Fixed a bug where Bel’Veth would continue to gain Attack speed if she took Slow and Steady as her 1st augment.
Prestige Spirit Blossom Lux
In the past, we talked about our dedication to bring a higher-quality feel to Prestige skins by exploring a range of design choices. As Spirit Blossom is one of our most resonant and beloved thematics, it's no surprise we didn't miss the chance to go deeper into the thematic side and really push the beautiful, spiritual VFX and materials. We feel like touches like Lux's hand-animated, flowing sleeves and the pearl and crystal motifs really bring that Prestige feel, but we want to hear what you think as we continue to experiment. Let us know!
Bugfixes & QoL Changes
QoL Changes
- The setting to change relative team colors has been restricted to minions only.
Bugfixes
- Fixed an issue where Diana’s Q distance could be slightly affected by flashing during the cast.
- SFX when Vi’s passive comes off cooldown have been restored for her base, and all skins.
- Fixed a Practice Tool bug where timers for Magical Footwear, Gathering Storm, and Conditioning runes would not reset after using the Reset Game function.
- Fixed an issue where Elise’s E would reveal nearby wards.
- Fixed an issue where Briar would stop moving or attacking enemies in range after being feared while in Blood Frenzy.
- Fixed an issue where if Warwick would die while his W passive was active on an enemy, a turret could continue attacking his corpse (even after Warwick respawned apparently).
- Fixed an issue where when using the Final Boss Veigar skin, killing a minion would sometimes cause the gold amount to appear above Veigar’s head.
- Fixed an issue that caused Bard’s R VFX to sometimes not fully appear due to terrain elevation changes.
- Fixed an issue where Atakahn’s unique voice line from killing Sahn-Uzal Mordekaiser wouldn’t play.
- Fixed an issue where Mordekaiser’s Passive aura duration was only 4 seconds instead of the correct 5 seconds.
- Fixed an issue that caused Vex’s Homeguard animation to not correctly play.
- Fixed an issue where killing Voidmites could trigger unit kill effects such as Garen’s W or Yorick’s Passive. They should no longer trigger them.
- Fixed an issue that caused the SFX of champions spawning to not play.
- Fixed an issue where takedowns with Axiom Arcanist while an ultimate was ready would cause an ultimate to trigger a brief cooldown.
- Fixed an issue where Poppy’s W could trigger on targets landing after using teleport.
- Fixed an issue where Bloodsong could increase the damage taken from Death’s Dance bleed effect.
- Fixed an issue where if Yone uses his W while he’s being hit with a Quinn E it would fire in the incorrect direction. (Our best guess here was he was trying to surprise 360 no-scope a W, he should just fire the W in your desired direction now, or you can choose to imagine he’s doing the 360 correctly, just really fast).
- Fixed an issue where Yun Tal Wildarrow’s Practice Makes Lethal effect would not stack from certain on-attack abilities.
- Fixed an issue where Illoai’s Passive or R tentacle slam damage could travel through different realms.
- Fixed a bug where Dunkmaster Ivern’s shadow was missing after exiting base in ARAM and SR river.
- Fixed a bug where Base Ivern, Old God, and Candy King’s Friend of the Forest (P) ability clipped through certain walls and did not render above the walls as intended.
- Fixed a bug where Shan Hai Scrolls Bard’s Traveler's Call (P) ability slow VFX (present on targets) disappears abruptly.
- Fixed a bug where chime move speed buff SFX persisted on Viego in certain circumstances.
Upcoming Skins & Chromas
The following skins will be released in this patch:
The following chromas will be released this patch: