League of Legends Patch 25.23 was released on Nov 18, 2025. This update included changes to 35 champions, with 17 buffs, 7 nerfs, 10 adjustments.
New (1)
Buffs (17)
Items
Buffs (1)
Cultivation of War - Innate
- •Innate: Zaahen generates a stack of Determination for each enemy champion damaged by his basic attacks and abilities, lasting for 5 seconds, refreshing on subsequent triggers, and stacking up to 12 times. After the duration, the stacks expire by 1/2/3/4/5 (at level 0/0.5/1/1.5/2) (based on seconds elapsed) every 0.5 seconds.
- •Determination: For each stack, Zaahen gains bonus attack damage equal to 1.5 to 3.3% (based on level) AD. At maximum stacks, this is doubled to 36 to 79.2% (based on level) AD.
- •Periodically, if Zaahen would take death while at maximum stacks of Determination, he enters resurrection for 4 seconds: becoming invulnerable, untargetable, and lockout. Additionally, he restores 30 to 75% (based on level) of his maximum health over the duration.
- •Static Cooldown: 300/240/180/120 seconds.
The Darkin Glaive - Q
- •Active: Zaahen empowers his next basic attack within 5 seconds to have an uncancellable windup and gain 25 bonus range. On-attack, he strikes the target twice and heal himself for 5/6/7/8/9% of his maximum health. The strikes deal 15/30/45/60/75 (+ 100% AD) (+ 30/40/50/60/70% bonus AD) modified physical damage and the heal is reduced to 50% against non-champions.
- •Each strike applies on-hit effects and can critically strike for Zaahen/2 AD bonus physical damage.
- •After 1.5 seconds of using the empowered attack, The Darkin Glaive can be recast within the next 5 seconds at no additional cost, modifying it with a new effect.
- •Recast: Zaahen empowers his next basic attack within 5 seconds to have an uncancellable windup, gain 25 bonus range, deal 30/60/90/120/150 (+ 30/40/50/60/70% AD) bonus physical damage and airborne the target for 0.75 seconds.
- •The Darkin Glaive deals 150% damage against monsters.
- •Both casts of The Darkin Glaive basic attack reset Zaahen's basic attack timer.
- •Cost: 25 mana.
- •Cooldown: 9/8/7/6/5 seconds.
- •Cast Time: None.
Dreaded Return - W
- •Active: Zaahen extends his glaive in the target direction, dealing 40/60/80/100/120 (+ 50% bonus AD) physical damage to enemies hit. Upon reaching maximum range, all enemies hit are dealt the same physical damage, stun for 0.25 seconds, and airborne 225 units toward Zaahen.
- •Cost: 50 mana.
- •Cooldown: 16/15/14/13/12 seconds.
- •Cast Time: 0.5 seconds, Target Range: 850, Width: 70, Speed: 2900 / 900.
Aureate Rush - E
- •Active: Zaahen dashes to the target location. Upon arrival, he flourishes his glaive to deal 40/60/80/100/120 (+ 50% bonus AD) physical damage to nearby enemies.
- •Enemies hit by the outer edge are dealt 60/90/120/150/180 (+ 100% bonus AD) increased physical damage and 4/5/6/7/8% of the target's maximum health bonus magic damage, with the latter capped at 400 against monsters.
- •Aureate Rush deals 50 bonus physical damage against monsters.
- •Cost: 40 mana.
- •Cooldown: 10/9.5/9/8.5/8 seconds.
- •Cast Time: None, Target Range: 350, Effect Radius: 200 / 375 200 / 375, Speed: 900.
Grim Deliverance - R
- •Passive: Zaahen gains 10/20/30% armor penetration.
- •Active: Zaahen dash into the air to the target location. He then slams his glaive down after a 0.6-second delay, unleashing a shockwave that deals 250/400/550 (+ 200% bonus AD) physical damage to nearby enemies and heal himself for 33% of the pre-mitigation damage dealt to champions.
- •Zaahen is lockout and gains cc-immune and 50% damage reduction from the start of the cast time. He retains these effects until 0.9 seconds after the dash.
- •Cost: 100 mana.
- •Cooldown: 110/95/80 seconds.
- •Cast Time: 0.5 seconds, Target Range: 10 / 600, Effect Radius: 550, Speed: 2800.
Here's a fun story: Aatrox's VGU was slated for the jungle for part of his early development before being shipped as a top laner. He's a very interesting champion with fun mechanics to play around, so we're alleviating some max-HP caps and adding some jungle juice to see how he performs in this new role.
Deathbringer Stance
- •Monster damage cap increased to 100 to 320 (based on level) from 100 at all levels.
The Darkin Blade
- •New Effect: Now deals 40 bonus physical damage to monsters, affected by the subsequent cast and Sweetspot damage modifiers.
Our latest buff to Ahri didn't get her quite as high up as we'd hoped, so we're back to deliver some more damage. We're juicing up her W when used to pick off an individual target to reward her for landing autos, E, or generally just properly isolating her opponents.
Fox-Fire
- •Subsequent damage increased to 40% from 30%.
Ambessa's jungle play rate never really took off but it's always been right behind top lane in terms of actual power. We're giving it a light nudge that should make her balanced in this alternate role and especially help unoptimized players who can't always get sweet spots to land on large jungle monsters.
Drakehound's Step
- •Bug Fix: Stacks of Medarda Maxim are now consumed at the start of the attack windup instead of on-hit, which means Ambessa no longer fails to consume a stack if the target dies during the attack windup.
- •[Note: As a consequence of this change, while Ambessa has only one stack of Medarda Maxim, casting Cunning Sweep and Sundering Slam during an attack windup will interrupt the attack, while still consuming the stack. Lacerate can no longer be buffered during an attack windup if Ambessa only has one stack of Medarda Maxim.]
Cunning Sweep
- •Bonus monster damage increased to 150 from 125.
Sundering Slam
- •Bonus monster damage increased to 150 from 125.
Dr. Mundo has once again risen up the ranks in popularity due to some very skilled players playing him very publicly. This time, in the jungle! We think Dr. Mundo is appropriately balanced in both roles at the present, but will continue to monitor how he's performing in the coming weeks. All that said, we're shipping a very impactful bug fix in this patch, which will increase his win rate, so we're also preemptively nerfing him a bit. We're happy with his recent reduction in burst damage, which this bug fix furthers, but want to maintain his overall sustained threat, so we're re-buffing his functional attack damage.
Blunt Force Trauma
- •Bug Fix: Maximum bonus damage now correctly applies at 70% missing health, instead of being activated at 30% missing health.
- •Bonus attack damage increased to 2/2.3/2.6/2.9/3.2% maximum health from 2/2.2/2.4/2.6/2.8%.
We think Jayce jungle is a bit of a longshot but there's a chance he's got a real player base in this new role, so we're delivering some buffs to make his first clear more comfortable and watching to see how many players are interested.
To the Skies!
- •New Effect: Now deals 50 bonus physical damage to monsters.
Shock Blast
- •New Effect: Now deals 50 bonus physical damage to monsters.
Jhin looks quite weak at the present, so we're giving him some damage buffs and found another place to include the number 4 in his tooltips, which is the only buff he really needs, right?
Stats
- •Base attack damage increased to 61 from 59.
Whisper
- •Bonus movement speed per bonus attack speed increased to 0.44% from 0.4%.
Deadly Flourish
- •Base damage increased to 70/105/140/175/210 from 60/95/130/165/200.
Malphite has a natural jungle kit with a decent gank paradigm, and repeatable damage for killing monsters. He just doesn't deal enough right now to comfortably clear, so we're juicing both his early game clear (hint hint start W!) and late-game as well, since he often builds full tank and needs his damage to keep up with growth monster health.
Thunderclap
- •New Effect: Monster damage increased to 200% from 100%.
- •This applies to all parts of the ability.
Miss Fortune isn't winning as often as she should for how straightforward she is to play, and unlike many of the other ADCs in this patch, she is indeed a caster, so we're looking to amp up her ability to take over teamfights with her ultimate.
Bullet Time
- •AD ratio per wave increased to 80% AD from 75% AD.
While Ornn is a totally viable top laner, we think he could also shine in the tank jungle roster, so we're buffing some of his monster damage caps. We're also adding some tooltip clarity, as some of his numbers weren't exposed to players.
Living Forge
- •Brittle monster damage cap increased to 260 to 500 (based on level) from 250 at all levels.
Bellows Breath
- •Total monster damage cap increased to 260/320/380/440/500 from 155/180/205/230/255.
Riven's native mobility, strong dueling, and interesting risk profile of having to burn damage in order to close the gap could make for a really compelling jungle champion. She's also monstrously hard to play, but even accounting for that, she appears to be a pretty abysmal jungler at her current tuning. We're substantially buffing her first clear to see if players will find a fun, dynamic, high-skill fighter compelling in this new role.
Runic Blade
- •New Effect: Now deals 50 bonus physical damage to monsters.
Sion is pretty playable in the jungle but is slightly weak and deserving of a small nudge for players who want to yell “COWARDS!” as they barrel up and down the river. We're just delivering a light touch to see how many players want to try their hand at Si-ungle.
Glory in Death
- •Bug Fix: Death Surge no longer incorrectly triggers effects that activate from ultimate ability casts upon expiring (regardless of the slot used).
Decimating Smash
- •Monster damage increased to 165% to 150%.
Last patch's Skarner changes unfortunately landed him weaker than we had hoped and anticipated. We're now here to deliver direct buffs in order to give him the power he deserves. We were overly cautious on how much attack damage to give him, so we're back for more, and his Q isn't doing quite enough now that he can't quickly get two cycles off, so we're buffing its uptime and throughput.
Stats
- •Attack damage growth increased to 5 from 4.
Shattered Earth / Upheaval
- •Cooldown reduced to 8/6.75/5.5/4.25/3 seconds from 8/7/6/5/4.
- •Target health ratio increased to 9% of target's maximum health from 8%.
Swain is quite weak in his most-played role of support. We're giving him a little more power in his E as well as lowering its mana cost to let Swain support have more room to work with without a mana item, since he typically doesn't buy one there.
Nevermove
- •Base damage increased to 90/130/170/210/250 from 80/120/160/200/240.
- •Mana cost reduced to 50/55/60/65/70 from 60/65/70/75/80.
Tristana is a little underrepresented and could do with a small buff and we'd like to ensure she has good late-game attack power, so we're bumping her AD growth.
Stats
- •Attack damage growth increased to 2.9 from 2.5.
Volibear's last patch succeeded in addressing his jungle-vs-top gap but left him a little weaker than we wanted across both roles. We're here to deliver him some more power to our favorite Zilean-hating demigod. We chose attack damage here to ensure that as a moderate-mobility melee champion, his attacks are appropriately threatening
Stats
- •Base attack damage increased to 65 from 62.
While Rakan's been making waves, Xayah's been sitting on the sidelines for quite some time. We're looking to bring up her feather damage to help her cut through her opponents.
Clean Cuts
- •AD ratio increased to 35/45/55% AD from 30/40/50% AD.
Zeri's in a relatively weak spot with pretty much no presence in pro play as well as a generally low pickrate. We want to bring her back toward those glory days of being one of the fastest ADCs in the game, so we're buffing her top-end move speed during her ultimate.
Lightning Crash
- •Bonus movement speed per Hypercharged stack increased to 1% from 0.5%.
We're delivering a suite of ADC changes in this patch in order to shake up the end-of-season solo queue meta. A few of the most commonly picked are being nerfed and some of the least common are being buffed. We'd also like to move in a direction of making non-caster ADCs more attack speed-reliant, which you should notice in many of the ADC changes later on in this patch. Ashe has been a top performer in terms of both pick and win rate for most of this season, so we're tapping her down to create a little more equity in ADC pick rates. We're maintaining Ashe's appetite for attack speed by giving her a little bit less from Q.
Ranger's Focus
- •Bonus attack speed reduced to 20/30/40/50/60% from 25/37.5/50/62.5/75%.
Like Ashe above, Caitlyn has also been eating up a lot of ADC pick rate. We think she should maintain her identity as a long-range lane bully, but she's also bursting champions too hard with late game Headshots, so we're bringing down the top-end damage a bit.
Headshot
- •AD ratio reduced to 60/80/100% AD from 60/90/120% AD.
- •Non-champion AD ratio reduced to 110% AD at all levels from 110/115/120% AD.
As with the other ADC nerfs above, Jinx wins a large portion of her games and risks crowding out other champions if left untouched amidst the other nerfs in this patch. We want to preserve her identity as a late-game auto attack monster, so we're nerfing some of Jinx's spell damage.
Super Mega Death Rocket!
- •Minimum base damage reduced to 25/40/55 from 30/45/60.
- •Maximum base damage reduced to 250/400/550 from 300/450/600.
- •Minimum bonus AD ratio reduced to 13% bonus AD from 15.5%.
- •Maximum bonus AD ratio reduced to 130% bonus AD from 155%.
Arcane Fractured
- •New game start effect.
- •Smoothed out animations per form.
- •Updated models per form.
- •Added unique visual effects and models for Flame Chompers! per form.
- •Added unique homeguard visual effects per form.
- •Updated sound effects for Recall animation and Flame Chompers!.
Kai'Sa has been the most picked solo queue ADC in most ranks for months on end, so we're delivering a small nerf to create more variety in the role. The primary nerf is to her base armor, where a bit less early safety should make her feel more assailable.
Stats
- •Base armor reduced to 25 from 27.
Killer Instinct
- •Cooldown increased to 130/100/70 seconds from 120/90/60.
Paranoia
- •Removed: No longer stops tracking the target if the target moves beyond 3500/4250/5000 (based on Paranoia's rank) units.
Rek'Sai top has been an enjoyable spectator experience but a fairly miserable one to play against and she's significantly overpowered for those who know what they're doing. We don't want to remove this role from viability but we'd like to reduce just now immovable she is through her lane sustain. Her jungle will take a small hit from this nerf, but she can sustain a small nerf there, as well.
Fury of the Xer'Sai
- •Minion fury generation reduced to 4 from 5.
- •Maximum heal reduced to 9 to 20% (based on level) maximum health from 10 to 20% (based on level).
We're continuing to identify ranged top laners who undeservedly gained laning dominance from our recent lane sustain changes, and Vladimir is next on that list of overperforming ranged tops. We're looking to make his matchups more interactive by giving more room for typically-physical melee champions to strike back during Vlad's moments of downtime. Also, the number 607 makes it uncomfortably easy to type 6-7 and we just can't have that.
Stats
- •Base health reduced to 600 from 607.
- •Base armor reduced to 24 from 27.
Miasma
- •Bug Fix: Debuff can no longer stack with itself once per cast instance of Miasma, when a target walks into a cloud from a previous cast instance of Miasma.
While he's no stranger to being played in all sorts of alternate roles, Cho'Gath has a naturally fitting jungle kit and we'd like to make that work well. We're adjusting his E damage vs. monsters to no longer care about their max HP and instead just deliver a solid punch to get through his camps. This should be an unequivocal buff to early monster damage.
Vorpal Spikes
- •Monster damage:
- •New: 100/150/200/250/300 (+ 30% AP).
- •Old: 20/40/60/80/100 (+ 30% AP) (+ 2.5/2.85/3.2/3.55/3.9% (+ 0.5% per Feast stack) of target's maximum health). The damage based on the target's health ratio is capped at 200 against monsters.
While Fizz wins an appropriate number of games in mid lane, he's incredibly feast-or-famine and often relies on simply leaving his lane to go kill other champions, so we'd like to make him more robust in playing out his laning phase. In order to do that, we're improving his early resilience so that he can take more trades and compensate elsewhere to make him a little less ult-reliant. We're also taking a swing at enabling jungle Fizz. We think this new role is a bit of a stretch and may not pan out in the end, but we're swinging hard to get his first jungle clear into something comfortable and seeing if players will enjoy him here.
Stats
- •Base armor increased 26 from 22.
Nimble Fighter
- •New Effect: Damage reduction is now changed to 14 (+ 1% AP) against monsters.
Seastone Trident
- •New Effect: Active and on-hit damage now deal 60 bonus magic damage to monsters.
Chum the Waters
- •Cooldown increased to 120/100/80 seconds from 100/85/70.
Hwei's a well-performing mid laner who has low-quality gameplay when he can simply throw out Q-E and clear waves with little effort. We'd like to weaken his access to non-committal wave clear by nerfing that output. As the intended rank 5 magnitude would mark an over-nerf, we're partially compensating him with an AP ratio buff. These changes will still result in a net reduction in power and should open up more room for laning phase interactivity.
Molten Fissure
- •Explosion base damage reduced to 20/35/50/65/80 from 20/40/60/80/100.
- •Fissure base damage per tick reduced to 5/8.75/12.5/16.25/20 from 5/10/15/20/25.
- •Maximum fissure base damage reduced to 50/87.5/125/162.5/200 from 50/100/150/200/250.
- •Fissure AP ratio per tick increased to 6% AP from 5% AP.
- •Maximum fissure AP ratio increased to 60% AP from 50% AP.
Shan Hai Scrolls
- •Bug Fix: Corrected various VFX positioning issues in some of the skin's chromas.
We're glad that Mel is a viable mid laner (shoutout League's GOAT for raising awareness!). However, she's also proven to be one of League's most frustrating champions, which we're looking to alleviate. Her passive buffs that required her to take on more risk were successful in our eyes, so we're headed back to that. To continue to expose her to more risk, we're weakening Solar Snare's lockdown and self-peel potential. We know she's still got such sharp interactions that she'll still sport one of League's highest ban rates, but we hope this adjustment will be roughly power-neutral and frustration-reducing.
Searing Brilliance
- •Projectile base damage increased to 8 to 50 (based on level) from 8 to 33 (based on level).
- •Projectile AP ratio increased to 5% AP from 3% AP.
Rebuttal
- •Bug Fix: Reflecting Plasma Fission no longer resets the cooldown of Radiant Volley.
Solar Snare
- •Root duration reduced to 1.2/1.3/1.4/1.5/1.6 seconds from 1.25/1.5/1.75/2/2.25.
Inherent Glamour
- •Undocumented / New Effect: Being damaged by a turret now breaks her disguise.
- •1 Though undocumented in the official patch notes, it is mentioned in supplementary material.
Unseen Predator
- •Bug Fix: Leap from a bush no longer fails to grant stacks of Conqueror and Lethal Tempo.
Items
General
- •Monster damage increased to 200% from 160%.
General
- •Icons temporarily changed for the duration of the Winter Summoner's Rift map event.

Zaahen
Aatrox
Ahri
Ambessa
Dr. Mundo
Jayce
Jhin
Malphite
Miss Fortune
Ornn
Riven
Sion
Skarner
Swain
Tristana
Volibear
Xayah
Zeri
Ashe
Caitlyn
Jinx
Kai'Sa
Nocturne
Rek'Sai
Vladimir
Cassiopeia
Cho'Gath
Fizz
Garen
Hwei
Lillia
Mel
Neeko
Rengar
Senna
Sunfire Aegis