League of Legends Patch 26.1
League of Legends Patch 26.1 was released on Jan 7, 2026. This update included changes to 40 champions, with 3 buffs, 18 nerfs, 19 adjustments.
Nerfs (18)
Changes (19)
Items
New (10)
Buffs (14)
Removed (6)
Changes (46)
Champions
Now that the top lane quest can raise champion levels to 20, we're looking for any champions who intermittently scale their passives and giving them another breakpoint if they deserve one. Jax is one such champion who's gaining a bit more attack speed at level 19.
Relentless Assault
- •New Effect: Now gains an additional 1.5% attack speed per stack at level 19.
As Quinn builds a decent amount of crit and that crit manifests in stronger autos and more passive procs, we're compensation nerfing those same auto-reliant passive procs.
Harrier
- •Base damage increased to 15 to 120 (based on level) from 10 to 95 (based on level).
- •AD ratio changed to 40% bonus AD at all levels from 16 to 50% (based on level) total AD.
- •Cooldown reduced to 7 to 2.56223 (based on critical strike chance) seconds from 8 to 2.92826 (based on critical strike chance).
Stats
- •Attack damage growth increased to 3.2 from 2.7.
Shattered Earth
- •New Effect: Attacks are now special-cased to generate a stack of Spear of Shojin Focused Will.
Aphelios has a lot of intricacies and some of his abilities try to behave exactly like basic attacks. With that in mind, we're converting Severum's active to total attack damage in line with similar abilities and generally lowering the bonus AD ratios of several abilities that already scale well due to firing off basic attacks that can crit as part of their cast.
Calibrum
- •Mark bonus AD ratio reduced to 10% bonus AD from 20%.
Onslaught
- •Removed: No longer has a base damage of 10 to 40 (based on level).
- •AD ratio changed to 19 to 40% (based on level) total AD from 22 to 40% (based on level) bonus AD.
Duskwave
- •Base damage changed to 20 to 110 (based on level) from 25 to 65 (based on level).
- •Bonus AD ratio reduced to 10 to 16% (based on level) bonus AD from 56 to 80% (based on level).
Sentry
- •Bonus AD ratio reduced to 30 to 48% (based on level) bonus AD from 42 to 60% (based on level).
Moonlight Vigil
- •New Effect: Critical damage is now calculated from 30% critical strike chance.
- •New: 100 to 130% (based on critical strike chance) (+ 0 to 30% (based on critical strike chance) bonus critical damage)
- •Old: Affected by critical damage bonuses at 100% effectiveness, with a -55% penalty to the base modifier for a base critical damage of 120%.
The Hitman and the Seer
- •Lethality reduced to 4.5/9/13.5/18/22.5/27 from 5.5/11/16.5/22/27.5/33.
Ashe is already quite attack-reliant and pretty balanced but considering she buys about 1.5 crit items per game, we're lowering her late game a little to make room for the increased damage coming her way.
Stats
- •Attack speed growth reduced to 3% from 3.33%.
- •Attack damage growth reduced to 3 from 3.45.
Frost Shot
- •Critical strike chance ratio increased to 0 to 100% (based on critical strike chance) from 0 to 75% (based on critical strike chance).
- •Bonus critical damage ratio unchanged at 100%.
Volley
- •Bonus AD ratio reduced to 100% bonus AD from 110%.
Caitlyn's top-end Headshot damage has gotten out of hand and with the value of critical strikes going up it's about to get even stronger, so we're taking a heavy swing to Headshot's top end. We're also making her R scale with Infinity Edge, as it already scales with critical strike chance, but we're reducing its damage to make room for her stronger basic attacks.
Headshot
- •Critical strike chance ratio increased to 100% critical strike chance from 85%.
- •Critical strike chance ratio formula now modifies critical damage instead of the total damage.
- •Ratios changed to 0 to 100% (based on critical strike chance) (+ 0 to 100% (based on critical strike chance) of bonus critical damage) from 0 to 148.75% (+ 0 to 85% (based on critical strike chance) of bonus critical damage).
Ace in the Hole
- •Critical strike chance ratio reduced to 0 to 30% (based on critical strike chance) from 0 to 50%
- •New Effect: Damage now also scales with 0 to 30% (based on critical strike chance) bonus critical damage.
Corki isn't particularly strong at the moment, so while this is a nerf on paper, we expect Corki will be overall stronger at the start of the season. This nerf is aimed at weakening his ability to crush a minion wave right before a Recall.
Valkyrie
- •Base damage per tick reduced to 30/45/60/75/90 from 40/55/70/85/100.
Draven is very auto-attack focused and averages about two crit items per game, so he's also in need of some compensation. Considering he's gaining direct auto-attack DPS, we're trying to compensate him directly on the same axis.
Stats
- •Attack damage growth reduced to 3 from 3.6.
Blood Rush
- •Bonus attack speed reduced to 20/25/30/35/40% from 30/35/40/45/50%.
Gangplank is one of two champions (alongside Smolder) who we think is going to gain extra power due to Essence Reaver once again building from Sheen. We expect him to perform much, much better with his increased critical strike damage, so we're pulling out many of the unique crit scalars that have been added over the years and delivering an extra hit to his E on top.
Trial by Fire
- •Removed: Total damage no longer scales with critical strike chance by 2 bonus damage per 1% critical strike chance.
Powder Keg
- •Bonus champion damage reduced to 75/95/115/135/155 from 75/105/135/165/195.
- •Removed: Explosions no longer deal 5% additional damage if the triggering spell on the keg critical strike.
- •Removed: Keg health decay speed no longer scales down to 0.25 seconds at level 19.
Critical strike chance on Garen is pretty good since both his basic attacks and Judgment are improved by it. We want to continue to make space for non-crit Garen builds, so we're compensating the global critical strike damage increase and updating the calculation to properly discount bonus crit damage.
Judgment
- •Critical damage formula now modifies critical damage to 30% effectiveness instead of modifying the total damage by 80%.
- •Base critical strike damage reduced to 130% from 140%.
Jhin won't behave any differently next season as we want to avoid letting his guaranteed crit fourth shot do too much damage.
Whisper
- •Total critical damage penalty increased to 25% from 14%.
- •Base critical strike damage reduced to 150% from 150.5%.
We like the overall shape of how Jinx functions and generally just want to preserve the value of her minigun's high attack speed, so we're making sure her two stances are more distinguished from one another and generally lowering a bit of spell damage to keep her attack-focused.
Stats
- •Attack speed growth reduced to 1% from 1.4%.
Super Mega Death Rocket!
- •Minimum base damage reduced to 20/35/50 from 25/40/55.
- •Maximum base damage reduced to 200/350/500 from 250/400/550.
- •Mininum bonus AD ratio reduced to 12% bonus AD from 13%.
- •Maximum bonus AD ratio reduced to 120% bonus AD from 130%.
Divine Ascent
- •Removed: Bonus attack speed no longer scales with 1% per 100 AP per stack.
Radiant Blast
- •Mana cost changed to 60/70/80/90/100 from 70/75/80/85/90.
- •Slow reduced to 25/30/35/40/45% from 26/32/38/44/50%.
Nilah's in an interesting place where her Q didn't scale with Infinity Edge, so unlocking that avenue marks a small power increase on top of her basic attacks getting better, so we sought to find other ways to slightly lower her late game scaling as compensation.
Stats
- •Attack speed growth reduced to 2% from 2.25%.
- •Attack speed growth reduced to 1.25% from 2%.
Formless Blade
- •Base damage changed 0/10/20/30/40 from 5/10/15/20/25.
- •AD ratio changed to 100% AD at all ranks from 90/95/100/105/110% AD.
- •Damage critical strike chance ratio reduced to 0 to 80% (based on critical strike chance) from 0 to 100%.
- •New Effect: Damage now also scales with 0 to 80% (based on critical strike chance) bonus critical damage.
- •Armor penetration critical strike chance ratio reduced to 0 to 30% (based on critical strike chance) from 0 to 33%.
- •Damage critical strike chance scaling reduced to 0 to 70% (based on critical strike chance) from 0 to 80%.
Apotheosis
- •Mana cost increased to 100 from 80.
Stats
- •Base health reduced to 645 from 675.
Defensive Ball Curl
- •Base bonus magic resistance reduced to 20/25/30/35/40 from 27/32/37/42/47.
Smolder, like Gangplank, stands to gain a lot of power from Essence Reaver's changes in this patch so we're taking a swing at how strongly his Q scales with critical strike purchases.
Dragon Practice
- •Super Scorcher Breath stack ratio reduced to 40 to 60% (based on critical strike chance) from 40 to 70%.
- •Super Scorcher Breath bonus critical damage stack ratio now modifies critical damage bonuses by 50% (from previously no modifier/100%).
- •Bonus critical damage stack ratio reduced to 0 to 20% (based on critical strike chance) from 0 to 40%
Super Scorcher Breath
- •Critical strike chance ratio reduced to 0 to 50% (based on critical strike chance) from 0 to 75%.
- •Bonus critical damage ratio reduced to 0 to 50% (based on critical strike chance) bonus critical damage from 0 to 100% (based on critical strike chance).
Tristana's E is one of the sharpest-scaling abilities in the game, and considering her late game is already poised to be great with a strong attack speed steroid, long range, and lots of crit damage, we think the top end of her E can stand to go down a few pegs.
Explosive Charge
- •Minimum base damage increased to 60/85/110/135/160 from 60/70/80/90/100.
- •Minimum bonus AD ratio reduced to 80% bonus AD from 100/110/120/130/140%.
- •Critical strike chance ratio reduced to 0 to 40% (based on critical strike chance) from 0 to 75%.
- •Bonus critical damage ratio reduced to 0 to 40% (based on critical strike chance) bonus critical damage from 0 to 100%.
Tryndamere is getting some real gameplay updates with this patch and some very real nerfs due to how much critical strike chance he normally has. To weaken how incredible his early game all-ins can be with 200% crit damage, we're nerfing his early bonus AD from Q and nerfing his early E as well. However, he's also getting some new tools. First, his Q now gives full value at 10% remaining health, meaning he can get the full bonus attack damage during his ultimate and it no longer has a disincentive for ranking up. Second, his W will now slow enemies any time they are running away from Tryndamere, regardless of where they were looking when he cast it. We expect this substantial increase in reliability is a big buff, so we've preemptively nerfed the slow itself. Though the slow duration is going down, the AD reduction is still the full four seconds regardless of facing.
Bloodlust
- •Bonus attack damage:
- •Old: Gain 5/10/15/20/25 (+ 0.15/0.25/0.35/0.45/0.55 per 1% missing health), up to a maximum of 20/35/50/65/80 at 100% missing health.
- •New: Gain 0.22/0.39/0.56/0.72/0.89 per 1% missing health, up to 20/35/50/65/80 at 90% missing health.
Mocking Shout
- •Slow reduced to 30/35/40/45/50% from 30/37.5/45/52.5/60%.
- •Slow duration reduced to 2.5 seconds from 4.
- •Attack damage reduction duration unchanged.
- •Slow is now applied and re-applied at any point enemies affected by Mocking Shout's debuff are facing away from Tryndamere, instead of applying the slow once on cast.
- •Slow duration increased to 3.25 seconds from 2.5.
Spinning Slash
- •Base damage changed to 70/105/140/175/210 from 75/105/135/165/195.
- •Bonus AD ratio reduced to 100% bonus AD from 130%.
- •Base damage increased to 80/120/160/200/240 from 70/105/140/175/210.
Twitch's late game team deletion with 200% crit damage will probably be too fast, so we're targeting some general late-game DPS nerfs.
Yunara has a crit build and an on-hit build, but even her on-hit build almost always picks up Hurricane, so she's getting stronger no matter what she does next season. We're looking for nerfs that will skew more toward low-Attack Speed high-AD crit builds, as they'll be more directly buffed by the global crit damage increase.
Cultivation of Spirit
- •Bonus attack speed reduced to 20/30/40/50/60% from 25/35/45/55/65%.
Arc of Ruin
- •Base damage reduced to 160/320/480 (based on Transcend One's Self's Rank) from 175/350/525 (based on Transcend One's Self's Rank).
- •Bonus AD ratio reduced to 120% bonus AD from 150%.
We're updating Zeri's E to crit exactly as a basic attack would, which means re-tuning some of her abilities to make room for that power.
Burst Fire
- •Bug Fix: No longer can be cast during the effects of an ally Tempered Fate or Fate's Call.
Ultrashock Laser
- •AD ratio reduced to 120% AD from 130% AD.
- •Critical damage formula now modifies critical damage bonuses by 75% (from previously no modifier/100%).
- •Base critical strike damage unchanged at 175%.
Spark Surge
- •Base damage reduced to 17/19/21/23/25 from 20/22/24/26/28.
- •Bonus AD ratio reduced to 10% bonus AD from 12%.
- •Burst Fire bonus damage critical strike chance ratio increased to 0 to 100% (based on critical strike chance) from 0 to 85%.
- •New Effect: Burst Fire bonus damage now scales with 0 to 100% (based on critical strike chance) bonus critical damage.
Lightning Crash
- •Base damage reduced to 150/250/350 from 200/300/400.
Akshan's abilities currently scale crit in three different ways and we're making that more consistent here. His passive auto, being functionally a true basic attack, will crit for 100% value. Meanwhile, the crit scaling on E and R are going down as compensation. We're also doing some discretionary adjustments to allow Q-max and E-max to perform at similar levels of power by adjusting their rank-up incentives.
Dirty Fighting
- •Second shot now critically strikes at 100% effectiveness instead of 30%.
- •Bug Fix: Second shot no longer bypasses blind effects if it does not critically strike.
Avengerang
- •Base damage increased to 45/75/105/135/165 from 5/25/45/65/85.
- •AD ratio changed to 70% bonus AD from 80% total AD.
Heroic Swing
- •Base damage per shot reduced to 8/16/24/32/40 from 15/30/45/60/75.
- •AD ratio per shot increased to 25% AD from 15% AD.
- •Now critically strikes at 50% effectiveness instead of modifying total critical damage by 90%.
Comeuppance
- •Critical strike chance ratio reduced to 0 to 30% (based on critical strike chance) from 0 to 50% (based on critical strike chance).
- •Bonus critical damage ratio reduced to 0 to 30% (based on critical strike chance) from 0 to 50% (based on critical strike chance).
While Cassiopeia's no boots passive is very thematic, the addition of more boot based systems over the years (like role quest rewards) has made it feel like a punishment at times instead of a boon. We think it's important for Cassio to have the opportunity to engage with these new systems so we're reworking the passive into a new movement based effect. (We also wanted to do Soobin a solid.)
Stats
- •Movement speed increased to 335 from 328.
Serpentine Grace
- •Removed: No longer gains 4 to 72 (based on level) bonus movement speed, but is locked out of obtaining Boots items.
- •Removed: Blessing of Noxus Bonus: Serpentine Grace's bonus movement speed is increased by 1 to 18 (based on level), for a total of 5 to 90 (based on level).
- •New Effect: Now increases the effectiveness of all movement speed bonuses by 6 to 40% (based on level).
- •Bug Fix: No longer allows her to gain infinite movement speed with Nimbus Cloak, Celerity, Unleashed Teleport and Mercurial Scimitar.
Elise is in a silly spot where ability power quickly fails to scale her damage against monsters after the mid game. We're delivering a change that will be a slight buff on average but is primarily meant to let her damage scale up with AP like it would for anyone else.
Neurotoxin
- •Monster damage cap reduced to 65/85/105/125/145 from 75/100/125/150/175.
- •New Effect: Monster damage cap now scales with 90% AP.
Venomous Bite
- •Monster damage cap reduced to 65/85/105/125/145 from 75/100/125/150/175.
- •New Effect: Monster damage cap now scales with 90% AP.
Seastone Trident
- •Bug Fix: Empowered attacks are no longer audible through the Fog of War.
The functional result of these Graves changes should be almost nothing. He'll deal about 1% more damage with his basic attacks when critically striking.
New Destiny
- •Bonus critical damage ratio per pellet reduced to 35% from 45%.
- •Base critical strike damage increased to 35% from 33.75%.
- •Base critical damage at 6 pellets increased to 179.979% from 178.312%.
- •Bonus critical damage ratio per pellet increased to 50% from 35%.
- •Base critical strike damage increased to 50% from 35%.
- •Infinity Edge scaling per pellet increased to 15% from 10.5%.
- •Total critical strike damage increased to 199.976% from 179.979%.
- •Infinity Edge total scaling increased to 19.998% from 13.998%.
Triggerseed
- •Bug Fix: Burst no longer fails to destroy spell shield.
Umbral Trespass
- •Bug Fix: As the Darkin Slayer variant, no longer fails to grant the heal when the target dies at specific stages of the ability.
- •Bug Fix: As the Darkin Slayer variant, tooltip is no longer missing the base damage scaling per rank in the level-up grid.
Kindred's E mechanics are rather confusing and they build several critical strike items already. So we're updating the E to be much easier to understand and reducing the numbers. We're also modernizing the E's monster cap to allow for more damage when building AD and ranking up the ability.
Mounting Dread
- •Removed: The base damage of the pounce can no longer roll for a critical strike, dealing (175% + 100% bonus critical damage) damage.
- •Removed: The missing health ratio of the additional damage will no longer always critically strike for (150% + 100% bonus critical damage) damage if the target is below 25 to 75% (based on critical strike chance) of their maximum health and cannot critical strike otherwise.
- •New Effect: Total damage of the pounce is now increased by 0 to 50% (based on critical strike chance) (+ 0 to 50% (based on critical strike chance) bonus critical damage).
- •Monster damage cap reduced to 200 from 300.
- •Monster damage cap now only affects the health ratio, instead of the total damage.
Lucian's builds are pretty sensible and as a spell-focused ADC, but we want to make sure his spell scaling is good. We're updating R to fire even more bullets with crit damage, which will make crit scale his ult just as well as it scales basic attacks. Considering he's already got extremely strong AD scaling and we want to make sure that Navori Flickerblades feels good, we're bringing down some of his Q's AD scaling.
Stats
- •Attack speed growth reduced to 2.5% from 3.3%.
- •Attack damage growth reduced to 2.5 from 2.9.
Piercing Light
- •Base damage changed to 80/115/150/185/220 from 85/115/145/175/205.
- •Bonus AD ratio changed to 100% bonus AD at all ranks from 60/75/90/105/120%.
The Culling
- •Now increases number of shots by 0 to 100% (based on critical strike chance) of the base number of shots (for a total of 22 to 44 (based on critical strike chance)) instead of by 25% of critical strike chance (for a total of 22 to 47 (based on critical strike chance)).
- •New Effect: Number of shots is now additionally increased by 0 to 100% (based on critical strike chance) bonus critical damage.
Miss Fortune tends to build quite a lot of critical strike chance and we'd like it to stay that way, but she can't just be directly buffed so we're here to compensate some of that value by softening her Q crit mod. For her R, we want to make sure that critical strikes feel like they have some impact, so we're increasing the crit mod slightly, but in order to not push her scaling too hard, have compensated that with a new base damage and a lower AD ratio.
Double Up
- •Bounce now critically strikes at 50% effectiveness from 100%.
- •Base critical strike damage reduced to 150% from 175%.
Bullet Time
- •New Effect: Now has a base damage per wave of 20/30/40.
- •AD ratio per wave reduced to 60% AD from 80% AD.
- •Critical damage formula now modifies critical damage to 30% effectiveness instead of calculating 120% base (+ 20% bonus critical damage) damage.
- •Base critical strike damage increased to 130%.
Rengar is getting a heavy re-script. This is mostly intended to maintain current functionality and feel, while addressing bugs and tech debt. The list of bug fixes is too long to add here so it'll be added to the bugs section. Alongside the crit changes, we're looking to make Rengar's Q work more intuitively by letting the underlying attack itself roll for critical strikes, and if so, deal bonus damage based on his total AD. This removes an optimization around rushing Infinity Edge to enhance the old forced-crit mechanic and also makes him not immediately lose 30% of his damage if his opponents build Randuin's Omen. We'll keep an eye on lethality-vs-crit Rengar and how it performs next season as we suspect Essence Reaver will be a big deal on him.
General
- •All abilities rescripted.
- •Bug Fix: While abilities' empowerment is active, Rengar no longer overrides cooldown reduction effects (i.e. Navori Flickerblade, Transcendence).
- •Bug Fix: Basic abilities now refresh correctly when using the Auto-Refresh Cooldowns cheat in Practice Tool.
Unseen Predator
- •Bug Fix: Resolved stack gain per cast instance for effects such as Conqueror.
- •Bug Fix / New Effect: The start of the leap is now considered a basic attack, leaping only when the attack timer is off cooldown, placing the attack timer on cooldown, and triggering all on-attack effects (i.e. Navori Flickerblade, Lethal Tempo, Energized).[https://github.com/ArdaSenyurek/Rengar-Bugs/issues/54]
- •1 As a consequence, a standard sight radius around his start location is now revealed at the start of the leap.
- •The end of the leap now triggers all other effects, including damage and triggering on-hit effects.
- •Tiamat and upgrades' Cleave now triggers on the leap attack hitting.
- •Bug Fix: If the basic attack timer is basic attack reset mid leap (i.e via Savagery), the reset now properly applies for the next basic attack after the leap.
- •No longer incurs the attack with no effect if the target death or becomes untargetable mid-leap (effectively, Savagery is no longer consumed in this case).
- •Bug Fix: No longer sometimes fails to grant Ferocity from leaps in close range.
- •Bug Fix: Increased cast radius of the hit's cast to 25000 (essentially, infinite) from 1000. This also amends situations where his leap would deal no damage to the Nexus when leaping at maximum range, since the distance to its center is longer than 1000 units away.
- •Bug Fix: Improved pathing logic to avoid cases where Rengar's leap end does not place him across terrain to his target when the target is next to terrain at the start of the leap.
- •Undocumented: Ferocity cooldown condition is now combat instead of simply dealing or taking damage. This causes the duration to:
- •Trigger from DoT and proc damage effects.
- •No longer trigger from effects that generally do not trigger combat, such as dealing damage against plants or wards (Blast Cone displacement will still trigger it).
- •Cooldown is no longer special cased to always trigger at the start of the leap.
- •1 Bug: As a result, starting the leap but not landing the attack will now cause Rengar to lose all Ferocity.
- •Undocumented / Bug: A 0.6-second delay before gaining the leap buff is now present.
- •Undocumented / Bug: While the Ferocity timer is not running, if the leap attack blind or is dodge, a permanent Ferocity stack is now granted until after the timer triggers and has refreshed. This also affects Savagery attack. [https://github.com/ArdaSenyurek/Rengar-Bugs/issues/55]
- •Undocumented / Bug: While out of combat, if abilities are used one after the other, only the first will count towards the 1-second Ferocity timer, no longer refreshing from subsequent casts. [https://github.com/ArdaSenyurek/Rengar-Bugs/issues/104]
- •Undocumented / Bug: Generating a Ferocity stack before the stack expiration timer completes, and subsequently triggering the timer, will no longer prevent the stacks from immediatelly expiring.
Savagery
- •Removed: The attack will no longer always critically strike for ((31.25% + 75% bonus critical damage) critical strike chance plus 100% bonus' critical damage) AD bonus physical damage.
- •Removed: Damage is no longer reduced by 40% against structures.
- •Removed: Attack can no longer critically strike against structures.
- •New Effect: The attack can now roll for a critical strike, dealing 100% (+ 100% bonus critical damage) AD bonus physical damage.
- •New Effect: Buff is now consumed against plants.
- •Bug Fix: When used with a leap attack, no longer deals 40% more damage to turrets than intended.
- •Bug Fix: Now properly incurs its cooldown when the buff expires while at 4 Ferocity.
- •Undocumented: Attack speed buff is now consumed after 3 attacks, increased from 2.
- •Undocumented: The ability's damage is now a separate cast instance from the main attack and is tagged as proc damage instead of basic damage. This results in the following:
- •The bonus damage is no longer affected by Randuin's Omen Resilience on its critical damage and Plated Steelcaps / Armored Advance Plating generally.
- •The bonus damage is now able to generate an additional stack toward effects such as Electrocute and Eclipse Ever Rising Moon than intended. [https://github.com/ArdaSenyurek/Rengar-Bugs/issues/103]
- •Undocumented: The bonus damage is now applied as an on-hit effect. This results in the following:
- •The buff can now be consumed by effects such as Guinsoo's Rageblade Phantom Hit and Dusk and Dawn Spellblade's second strike.
- •The ability no longer generates Ferocity when Savagery's buff is consumed by effects that consume on-hit effects.
- •Bug Fix: Damage amplifiers to ultimate abilities no longer affect Savagery's attack when used with Thrill of the Hunt.
- •Undocumented / Bug: Casting the ability may cause Rengar to drop his acquired attack target and become unable to cast attacks momentarily.
Savagery 2
- •Undocumented: No longer grants the unempowered Savagery attack speed buff on-cast as preparation, which is then overridden by the empowered attack speed buff on-hit.
- •Now only grants the empowered attack speed buff on-hit.
- •Undocumented / Bug: Buff is no longer consumed upon attacking while blind (unempowered Savagery is still consumed).
Battle Roar
- •Bug Fix: No longer sometimes stores grey health before levelling the ability.
- •Undocumented / New Effect: Now incurs a static cooldown of 0.1 seconds on the ability upon reaching maximum Ferocity after Battle Roar hits.
- •This now mimics the behavior of Savagery and Bola Strike toward consistency on all of his basic abilities.
- •Undocumented / Bug Fix: No longer fails to cast when used immediately following Savagery 2 or Bola Strike 2.
- •Bug: The heal will still fail to be granted in this case, however.
Bola Strike 2
- •Bug Fix: No longer fails to root Dr. Mundo for the rest of the game after the first time it triggers Goes Where He Pleases immunity.
Thrill of the Hunt
- •Bug Fix: No longer fails to apply its effects on champions that become invisible during the leap out of Thrill of the Hunt.
- •Bug Fix: Tightened the window for the leap buff being removed. This also prevents cases where he is still able to leap after ending Thrill of the Hunt via a melee attack.
- •1 This is an incomplete fix; due to the window still existing, Rengar may still sometimes be able to leap immediately following a melee attack, but he can now reduce the armor of only the first target hit (with his melee attack) instead of both his melee attack's target and the subsequent leap's target. [https://github.com/ArdaSenyurek/Rengar-Bugs/issues/112]
- •Undocumented: Rengar now breaks stealth at the start of a melee attack windup, rather than the end.
- •Bug Fix: No longer reduces the armor of monsters when ending Thrill of the Hunt via a melee attack.
- •Bug Fix: Melee leaps no longer sometimes fail to grant Ferocity.
- •Bug Fix: While the stealth buff is active, casting Flash no longer locks Rengar out of leaping for a short period of time.
- •Bug Fix: Camouflage indicators are no longer sometimes missing.
- •Bug Fix: Damage amplifiers to ultimate abilities now properly affect Thrill of the Hunt's bonus damage.
- •Undocumented: The ability's damage is now a separate cast instance from the main attack and is tagged as proc damage instead of basic damage. This results in the following:
- •The bonus damage is no longer affected by Randuin's Omen Resilience on its critical damage and Plated Steelcaps / Armored Advance Plating generally.
- •The bonus damage is now able to generate an additional stack toward effects such as Electrocute and Eclipse Ever Rising Moon than intended. [https://github.com/ArdaSenyurek/Rengar-Bugs/issues/103]
- •The damage is now wholly unable to trigger Malignance Hatefog, which it also previously did so inconsistently based on damage event ordering with effects such as Energized.
- •Undocumented: The ability's effects are now primed via debuff on the leap's target at the start of Rengar's attack windup, and only if the windup starts after the 2-second delay, which is then consumed to apply the effects when Rengar hits the target.
- •1 Due to fuzziness, the debuff may linger for a short period of time if the leap out of Thrill of the Hunt is interrupted, allowing Rengar to consume Thrill of the Hunt's mark on the target with a subsequent attack rather than the initial, intended application. [https://github.com/ArdaSenyurek/Rengar-Bugs/issues/108]
- •Undocumented / Bug: Now applies the armor reduction on the target before the ability's damage.
- •Undocumented / Bug: If Rengar enters camouflage inside a brush, he will remain buffed by Unseen Predator until he performs a leap, and even if the stealth has already ended.
We like that Samira's R and Q are almost direct auto-attack replacements and want to preserve as much of their crit damage as possible. However, with the value of crit going up, the value of AD must then go down.
Flair
- •Base damage reduced to 0/5/10/15/20 from 5/10/15/20/25.
- •AD ratio changed to 110% AD at all ranks from 95/102.5/110/117.5/125% AD.
- •Critical damage formula now modifies critical damage to 50% effectiveness instead of modifying non-critical damage by 125%.
- •Base critical strike damage increased to 150% from 125%.
Inferno Trigger
- •Base damage per shot increased to 20/40/60 from 5/15/25.
- •AD ratio per shot reduced to 3O% AD from 45% AD.
Like Jhin, Yasuo, and Yone, Senna's guaranteed critical strikes cannot sustain a 2x modifier, so we're lowering her base crit damage down to a value similar to last year.
Absolution
- •New Effect: Now reduces her total critical strike damage by 10%.
- •Base critical strike damage increased to 180% from 175%.
When Shaco crits during a Backstab or a Deceive, everything crits along with it for his full crit damage, so his top end can be very, very high. We like that he builds for crit sometimes and want to let as many of these tools inherit the new higher base crit damage, but also want to modernize his other scalings to respect crit damage mods more consistently and generally preserve the total power level of Shaco builds that don't buy any critical strike chance.
Backstab
- •Bonus AD ratio reduced to 20% bonus AD from 25%.
Deceive
- •Backstab bonus damage formula now modifies critical damage to 60% effectiveness instead of calculating 155% base (+ 100% bonus critical damage) of original damage.
- •Base Backstab damage increased to 160% from 155%.
- •1 Rolled critical damage is unchanged (default/100% of total critical damage).
As Sivir's going to gain a lot of power from stronger Ricochet crits, we're reducing her Q's scaling.
Boomerang Blade
- •Bonus AD ratio reduced to 70% bonus AD from 85%.
- •Critical strike chance ratio reduced to 0 to 40% (based on critical strike chance) from 0 to 50%.
- •New Effect: Damage now also scales with 0 to 40% (based on critical strike chance) bonus critical damage.
Viego buys a decent amount of crit chance and we want to make sure those crits allow him to play out a consistent auto-attack pattern, so the larger nerfs are to the active damage of the Q and R.
Blade of the Ruined King
- •Passive on-hit damage now critically strikes at 50% effectiveness from 100%.
- •Active critical strike chance ratio reduced to 0 to 50% (based on critical strike chance) from 0 to 75%.
- •New Effect: Active damage now also scales with 0 to 50 for 11 bonus critical damage.
Heartbreaker
- •Critical strike chance ratio reduced to 0 to 70% (based on critical strike chance) from 0 to 100%.
- •New Effect: Damage now also scales with 0 to 70% (based on critical strike chance) bonus critical damage.
We're updating Xayah's E to care about crit damage and adjusting her E's overall damage profile to be more reliable and less snowbally.
Bladecaller
- •Base damage per feather changed to 50/65/80/95/110 from 55/65/75/85/95.
- •Bonus AD ratio per feather reduced to 40% bonus AD from 60%.
- •Critical strike chance ratio reduced to 0 to 50% (based on critical strike chance) from 0 to 75%.
- •New Effect: Damage now also scales with 0 to 50% (based on critical strike chance) bonus critical damage.
Yasuo won't be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn't allowed to crit for full damage.
Way of the Wanderer
- •New Effect: Now reduces his total critical strike damage by 10%.
- •Base critical strike damage increased to 180% from 175%.
Yone won't be much different this year. Considering he doubles how much critical strike chance he gets from each item, he just isn't allowed to crit for full damage.
Way of the Hunter
- •New Effect: Now reduces his total critical strike damage by 10%.
- •Base critical strike damage increased to 180% from 175%.
Items
It's been a while, but we've got a new active item. This one is made to support mana-stacking builds, to create more builds where mana isn't just a limitation but instead make it so that it can be an advantage to have large amounts of mana available to you. Activating Actualizer significantly increases your manacosts in exchange for lower cooldowns and more ability damage, healing, and shielding for a short duration, so get your mana items ready for a very powerful popoff moment.
General
- •Recipe: Lost Chapter + Blasting Wand + 1050 gold = 3100 gold.
- •Stats: 90 ability power, 300 mana, 10 ability haste.
- •Unique Active - Mana Made Real: For 8 seconds, your mana is Empowered. While Empowered: your spells cost 100% more mana; you gain 15% (+ 0.5% per 100 bonus mana) increased ability damage, healing, and shielding; and your basic ability cooldowns progress 30% faster (60 second cooldown).
- •Limited to 1 Actualizer.
General
- •Bug Fix: No longer is able to indefinitely increase the user's mana costs under certain circumstances.
Tank supports don't have very many items, and the ones they do have generally focus on helping them roam or protect their allies. We wanted to go a different direction this time, instead giving them a team-wide attack speed aura you can keep up in fights as long as you're able to frequently apply crowd control to your enemies.
General
- •Recipe: Kindlegem + Cloth Armor + Null-Magic Mantle + 500 gold = 2000 gold.
- •Stats: 200 health, 15 ability haste, 20 armor, 20 magic resistance.
- •Unique Passive - Fanfare: Slowing or immobilizing an enemy champion grants Fanfare for 8 seconds. Fanfare grants you 20 bonus movement speed. While you have Fanfare, nearby allies, including yourself, gain 30% bonus attack speed.
- •Limited to 1 Bandlepipes.
Most AD assassins aren't particularly good at ending games, even when they are capable of getting lots of kills. This can lead to pretty frustrating situations where the assassin player feels like they don't have the tools they need to complete the game, and the players on the receiving end get continuously killed and stay trapped in a game where they can't survive. Bastionbreaker gives AD assassins a new luxury item that can help them close out games by giving them large amounts of damage to epic monsters and turrets as long as they're building lots of lethality and can kill some takedowns.
General
- •Recipe: The Brutalizer + Serrated Dirk + 863 gold = 3200 gold.
- •Stats: 55 attack damage, 22 lethality, 15 ability haste.
- •Unique Passive - Shaped Charge: Abilities deal 30 (+ 1.5 per 1 lethality) bonus true damage to champions and epic monsters (45 second cooldown).
- •Unique Passive - Sabotage: Taking down a champion within 3 seconds of damaging them grants Sabotage for 90 seconds. While you have Sabotage, your next basic attack against an epic monster or turret deals 300 (+ 25 per 1 lethality) bonus true damage over 3 seconds.
- •Limited to 1 Bastionbreaker.
General
- •Automatically transforms from Whispering Circlet.
- •Stats: 200 health, 1000 mana, 8% heal and shield power, 100% base mana regeneration.
- •Unique Passive - Harmony: Grants heal and shield power equal to 0.5% bonus mana.
- •Unique Passive - Consonance: While you or any ally you've healed or shielded in the last 3 seconds is in combat with champions, each second, heal the lowest health nearby ally champion for 0.8% maximum mana.
- •Limited to 1 Diadem of Songs.
Most AP fighters have incentives in their kit to autoattack, but they have very little access to items that actually support that pattern since Lich Bane and Nashor's Tooth don't offer the defensive stats that this subclass often needs. Dusk and Dawn offers a Sheen pattern that doubles on-hits to help champions in this space live their dreams of sustained combat with lots of additional on-hits to enhance whatever their kit is already doing.
General
- •Recipe: Sheen + Blasting Wand + Kindlegem + Dagger + 300 gold = 3100 gold.
- •Stats: 300 health, 70 ability power, 20 ability haste, 25% attack speed.
- •Unique Passive - Spellblade: After using an ability, your next basic attack within 10 seconds deals 100% base AD (+ 10% AP) bonus magic damage on-hit and applies on-hit effects twice (1.5 second cooldown, starts after using the empowered attack).
- •Limited to 1 Spellblade item.
Since the removal of Goredrinker and the removal of omnivamp on Eclipse, AD caster fighters have had little to no access to sustain via the item system. Endless Hunger is a heavy AD-scaling item that rewards building high amounts of AD and can lead to some awesome popoffs in teamfights if you can get a takedown and keep casting through the enemy team.
General
- •Recipe: Caulfield's Warhammer + Pickaxe + 1075 gold = 3000 gold.
- •Stats: 60 attack damage, 5% omnivamp, 20% tenacity.
- •Unique Passive - Famine: Gain 5 (+ 10% bonus AD) ability haste.
- •Unique Passive - Feast: When a champion that you damaged within 3 seconds dies, gain 15% omnivamp for 8 seconds.
- •Limited to 1 Endless Hunger.
When marksmen look at Zeal items, we want them to have different options to choose from that are good in different situations or good for particular champions. Fiendhunter bolts allows for a concentrated moment of power after casting an ultimate, which is particularly exciting for the marksman that already have that pattern like Twitch, Zeri, or Yunara. Some others might like the ultimate haste this item offers, or just want to be able to get immediate combat value after ulting.
General
- •Recipe: Zeal + Scout's Slingshot + 850 gold = 2650 gold.
- •Stats: 40% attack speed, 25% critical strike chance, 4% movement speed.
- •Unique Passive - Night Vigil: Gain 30 ultimate ability haste.
- •Unique Passive - Opening Barrage: After casting your ultimate, your next 3 basic attacks within 8 seconds gain 50% bonus attack speed and critically strike for 75% of your normal critical strike damage. If an attack would already critically strike, it deals normal critical strike damage and also deals 10% bonus true damage (45 second cooldown).
- •Limited to 1 Fiendhunter Bolts.
We've always wanted to support more diversity in crit marksman builds after the first item, so Hexoptics C44 is here to add an additional option for those looking to opt into big teamfight outputs. If you can get one takedown, you can get some extra range to help you secure more kills, and on top of that you also get some bonus damage scaling based on how well you can space your opponents.
General
- •Recipe: Pickaxe + Noonquiver + Long Sword + 275 gold = 2800 gold.
- •Stats: 50 attack damage, 25% critical strike chance.
- •Unique Passive - Magnification: Deal 0 to 10% (based on distance) increased damage with basic attacks.
- •Unique Passive - Arcane Aim: When a champion that you damaged within 3 seconds dies, gain 100 bonus attack range for 6 seconds.
- •Limited to 1 Hexoptics C44.
Tanks have lots of tools to make them more durable in different ways, but Protoplasm Harness offers them a Lifeline item that has some movespeed and tenacity to enable a choice: do you want to keep going forward, or do you want to try to leave the fight? If you're tanky enough to survive, you can even get the full benefits from the healing over time this item grants, which scales with your armor and magic resistance to make sure it slots well into resistance-building tank builds.
General
- •Recipe: Kindlegem + Giant's Belt + 800 gold = 2500 gold.
- •Stats: 600 health, 15 ability haste.
- •Unique Passive - Lifeline: If you would take damage that would reduce you below 30% of your maximum health, gain 200 bonus health for 5 seconds, then heal 200 to 400 (based on level) (+ 250% bonus armor) (+ 250% bonus magic resistance) over the duration. While healing, you gain 15% increased size, 10% bonus movement speed, and 25% tenacity (90 second cooldown).
- •Limited 1 Lifeline item.
General
- •Recipe: Forbidden Idol + Ruby Crystal + Tear of the Goddess + 850 gold = 2250 gold.
- •Stats: 200 health, 300 mana, 8% heal and shield power, 75% base mana regeneration.
- •Unique Passive - Harmony: Grants heal and shield power equal to 0.5% bonus mana.
- •Unique Passive - Manaflow: Grants a charge every 8 seconds, up to 4 charges. Consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant 3 bonus mana, increased to 6 for champion targets, up to a maximum of 360 bonus mana. Can only be triggered once per cast instance. Transforms into Diadem of Songs at 360 bonus mana.
- •Limited 1 Manaflow item.
General
- •Gold per 10 seconds increased to 9 gold from 5 gold.
General
- •Gold per 10 seconds increased to 9 gold from 5 gold.
General
- •Gold per 10 seconds increased to 9 gold from 5 gold.
Echoes of Helia was intended to help fill in the space between the enchanter and mage system, but it ended up being a bit too far towards the enchanter space and didn't quite fill that space. We're making it more synergistic with mage items and more accessible by making it less necessary to be spamming both heals/shields and damage effects which made it unnecessarily narrow.
Unique Passive - Soul Siphon
- •New Effect: Gain 35% of pre-mitigation damage dealt to champions as Soul Charges, up to 80 to 250 (based on level) charges. Healing or shielding an ally consumes all Soul Charges to restore 100% of that value as health.
- •Old Effect: Damaging an enemy champion with a basic attack or ability damage grants a Soul Shard, up to 2. Heal or shield an allied champion (excluding yourself) consumes all Soul Shards to heal them for 65 per shard and deal 50 magic damage per shard to the nearest enemy champion within 1000 units of the ally.
General
- •First evolution treat threshold reduced to 15 from 20.
- •Second evolution treat threshold reduced to 35 from 40.
- •Increased damage against non-epic monsters reduced to 10% from 25%.
- •New Effect: Take 50% damage from non-epic monsters.
- •Minimum heal on kill reduced to 0 at all levels from 36 to 90 (based on average champion level).
- •Maximum heal on kill increased to 90 to 250 (based on average champion level) from 81 to 202.5 (based on average champion level).
- •New Effect: Now restores 15 energy on large monster kills.
- •Pet heal per second changed to 6 to 36 (based on level) from 14 to 37 (based on level).
- •Pet base damage per second increased to 20 to 150 (based on level) from 20 to 90 (based on level).
- •Removed: Pet base damage per second is no longer capped at 15.5 against epic monsters.
General
- •First evolution treat threshold reduced to 15 from 20.
- •Second evolution treat threshold reduced to 35 from 40.
- •Increased damage against non-epic monsters reduced to 10% from 25%.
- •New Effect: Take 50% damage from non-epic monsters.
- •Minimum heal on kill reduced to 0 at all levels from 36 to 90 (based on average champion level).
- •Maximum heal on kill increased to 90 to 250 (based on average champion level) from 81 to 202.5 (based on average champion level).
- •New Effect: Now restores 15 energy on large monster kills.
- •Pet heal per second changed to 6 to 36 (based on level) from 14 to 37 (based on level).
- •Pet base damage per second increased to 20 to 150 (based on level) from 20 to 90 (based on level).
- •Removed: Pet base damage per second is no longer capped at 15.5 against epic monsters.
General
- •Undocumented: Base shield increased to 200 to 360 (based on level) from 180 to 300 (based on level).
General
- •Duration increased to 8 seconds from 6.
General
- •First evolution treat threshold reduced to 15 from 20.
- •Second evolution treat threshold reduced to 35 from 40.
- •Increased damage against non-epic monsters reduced to 10% from 25%.
- •New Effect: Take 50% damage from non-epic monsters.
- •Minimum heal on kill reduced to 0 at all levels from 36 to 90 (based on average champion level).
- •Maximum heal on kill increased to 90 to 250 (based on average champion level) from 81 to 202.5 (based on average champion level).
- •New Effect: Now restores 15 energy on large monster kills.
- •Pet heal per second changed to 6 to 36 (based on level) from 14 to 37 (based on level).
- •Pet base damage per second increased to 20 to 150 (based on level) from 20 to 90 (based on level).
- •Removed: Pet base damage per second is no longer capped at 15.5 against epic monsters.
General
- •Undocumented: Bonus true damage changed to 5% of the target's maximum health from 4% of the target's maximum health.
General
- •Gold per 10 seconds increased to 9 gold from 5 gold.
General
- •Recharge timer reduced to 170 to 90 (based on average champion level) seconds from 210 to 120 (based on average champion level).
General
- •No longer obtainable through Feats of Strength.
- •Required the Blessing of Noxus and two Legendary-tier items equipped.
- •Now obtainable through the mid lane role quest.
- •Upgrade cost reduced to 0 gold from 500 gold.
- •Slow resistance increased to 40% from 25%.
General
- •First Shared Riches charge timer reduced to 1:05 from 1:40.
- •Removed: No longer imposes Lane Swap Detector penalties as the mechanic has been removed from the game.
General
- •Gold per 10 seconds increased to 9 gold from 5 gold.
All our other ultimate trigger items give ultimate haste, and Zeke's has room for a bit more power and could be a bit more unique in the tank support item space, so we're giving it a bit of ultimate haste to spice it up.
General
- •New Unique Passive - Cryocombustion: Gain 15 ultimate ability haste.
With baseline crit damage changes, of course Infinity Edge needs a bit of retuning. We want it to remain a powerful capstone item, but with baseline crit being higher it can't give quite as much critical strike damage.
General
- •Total cost increased to 3500 gold from 3450 gold.
- •Combine cost increased to 725 gold from 675 gold.
- •Attack damage increased to 75 from 65.
- •Bonus critical strike damage reduced to 30% from 40%.
We're doing a pass on crit Last Whisper items here to help make marksman crit damage a little lower against squishy targets and a bit better against tankier targets.
General
- •Total cost increased to 3300 gold from 3100 gold.
- •Combine cost increased to 550 gold from 350 gold.
- •Armor penetration reduced to 35% from 40%.
- •New Unique Passive - Giant Slayer: Deal 0 to 15% (based on target's bonus health) increased damage against enemy champions.
With base critical strike damage going up, Sundered Sky needed to be retuned, and we also believe it's a bit too generically powerful as it is now, so we're doing some adjustments that should be overall slightly power down and make the item a little bit less generically appealing to help let other fighter items shine in the system.
General
- •Attack damage increased to 45 from 40.
- •Critical damage ratio reduced to 80% from 100%.
- •Critical strike damage reduced to 160% from 175%.
- •Cooldown increased 10 seconds from 8.
Yun Tal was intended to be a powerful scaling first item with some tradeoffs in terms of its immediate power, but it's so generically powerful that it's crowding out the first item space for crit marksmen. This is a little bit of a power shift to make its unique first item aspect (attack speed) stand out, but also a little bit of power down to make it more comparable to other first items in terms of power.
General
- •Total cost increased to 3100 gold from 3000 gold.
- •Combine cost increased to 850 gold from 750 gold.
- •Attack damage reduced to 50 from 55.
- •Attack speed increased to 40% from 35%.
Without Unending Despair, Aegis as an epic item doesn't build into anything and doesn't have any items that it makes sense to build into. As such, it's being removed.
General
- •Removed from the game.
General
- •Removed from the game.
The functionality of Symbiotic Soles was incorporated into the mid lane lane role quest so we chose to remove the item now that it’s a reward for the mid-lane role. While this change does take a boots option away for other roles we want the power associated with this item to reside with the mid lane.
General
- •Removed from the game.
General
- •Removed from the game.
The functionality of Wardstone was rolled into the support role quest so there’s no longer a need for it to be an item.
General
- •Removed from the game.
General
- •Removed from the game.
General
- •Now builds into Hextech Gunblade and Horizon Focus.
General
- •No longer obtainable through Feats of Strength.
- •Required the Blessing of Noxus and two Legendary-tier items equipped.
- •Now obtainable through the mid lane role quest.
- •Upgrade cost reduced to 0 gold from 500 gold.
- •Movement speed reduced to 45 from 50.
- •Armor reduced to 35 from 40.
- •Shield health ratio increased to 7% maximum health from 4%.
- •Shield duration increased to 5 seconds from 4.
General
- •Now builds into Stormrazor.
General
- •Now builds into Actualizer and Dusk and Dawn.
- •No longer builds into Horizon Focus.
General
- •Updated icon.
General
- •No longer builds into Symbiotic Soles.
General
- •Now builds into Endless Hunger.
General
- •Now builds into Unending Despair.
General
- •No longer obtainable through Feats of Strength.
- •Required the Blessing of Noxus and two Legendary-tier items equipped.
- •Now obtainable through the mid lane role quest.
- •Upgrade cost reduced to 0 gold from 500 gold.
- •Movement speed reduced to 45 from 50.
- •Magic resistance reduced to 30 from 35.
- •Shield health ratio increased to 7% maximum health from 4%.
- •Shield duration increased to 5 seconds from 4.
General
- •Now builds into Stormrazor.
General
- •Now builds into Bandlepipes.
- •No longer builds into Aegis of the Legion.
General
- •No longer obtainable through Feats of Strength.
- •Required the Blessing of Noxus and two Legendary-tier items equipped.
- •Now obtainable through the mid lane role quest.
- •Upgrade cost reduced to 0 gold from 500 gold.
- •Movement speed reduced to 45 from 50.
- •Ability haste reduced to 20 from 25.
- •Summoner spell haste increased to 20 from 10.
General
- •Now builds into Dusk and Dawn.
Now that Omnivamp covers the needs of Doran's Blade as a laning item, we're adding it back into the item in place of the Life Draining passive. Jack Of All Trades enjoyers rejoice!
General
- •Removed Unique Passive - Life Draining: healing for 2.5% of post-mitigation damage dealt, reduced to 33.3% effectiveness for area of effect and pet damage.
- •Omnivamp increased to 2.5% from 0.
Sheen Essence Reaver is back! Previously it was removed in favor of a statstick Reaver that was intended to be more broadly appealing, but as it turned out while it did serve some additional champions it ended up just being a fairly flat and unexciting item, so we're bringing back the Sheen with some tweaks to make this version of Sheen Essence Reaver more balanceable.
General
- •New Recipe: Sheen + Caulfield's Warhammer + Cloak of Agility + 350 gold = 2900 gold.
- •Old Recipe: Pickaxe + Caulfield's Warhammer + Cloak of Agility + 350 gold = 2900 gold.
- •Attack damage reduced to 55 from 60.
- •Ability haste increased to 20 from 15.
- •New Unique Passive - Spellblade: After using an ability, your next basic attack within 10 seconds deals 125% base AD (+ 50% critical strike chance) bonus physical damage on-hit and restores mana equal 50% of damage dealt (1.5 second cooldown, starts after using the empowered attack).
- •Removed Unique Passive - Essence Drain: Basic attacks on-hit restore 15 (+ 10% bonus AD) mana.
- •Limited to 1 Spellblade item.
General
- •Total cost increased to 3050 gold from 2900 gold.
- •Combine cost increased to 500 gold from 350 gold.
- •Attack damage reduced to 50 from 55.
General
- •Now builds into Redemption.
General
- •Mana increased to 1000 from 860.
- •Removed: No longer belongs to the Manaflow item group.
General
- •Now builds into Whispering Circlet.
General
- •Now builds into Protoplasm Harness.
- •No longer builds into Unending Despair.
General
- •No longer obtainable through Feats of Strength.
- •Required the Blessing of Noxus and two Legendary-tier items equipped.
- •Now obtainable through the mid lane role quest.
- •Upgrade cost reduced to 0 gold from 500 gold.
- •Movement speed reduced to 45 from 50.
- •Life steal increased to 5% from 0%.
- •Removed Unique Passive - Noxian Gait: Basic attacks on-hit against champions grant you 15% bonus movement speed decaying over 2 seconds.
General
- •Now builds into Hextech Gunblade and Luden's Echo.
- •No longer builds into Luden's Companion.
Gunblade is one of the most requested removed items, as well as a popular item in alternate game modes despite a relatively limited champion user pool. We think that we can control some of the negative gameplay of this item with tuning, especially on the amount of Omnivamp granted and on the frequency with which users can apply the powerful active effect, so we think this is safe to add back in.
General
- •Re-added to Summoner's Rift.
- •Recipe: Vampiric Scepter + Hextech Alternator + Amplifying Tome + 600 gold = 3000 gold.
- •Stats: 80 ability power, 40 attack damage, 10% omnivamp.
- •Unique Active - Lightning Bolt: Shocks the target enemy champion with a bolt of lightning, dealing 175 to 253 (based on level) (+ 30% AP) magic damage and slow them by 25% for 1.5 seconds (60 second cooldown).
- •Limited to 1 Hextech Gunblade.
Horizon Focus has bounced around between an artillery mage item, a crowd control synergy item, and a control mage item over the past few years. We're going back to the artillery mage version since that was high-fantasy and exciting for that subclass, whereas the other versions have been mostly functional but not particularly interesting for the other subclasses this item has supported.
General
- •New Recipe: Fiendish Codex + Fiendish Codex + Amplifying Tome + 600 gold = 2700 gold.
- •Old Recipe: Fiendish Codex + Fiendish Codex + Blasting Wand + 200 gold = 2750 gold.
- •Ability power reduced to 75 from 125.
- •New Effect: Now grants the user 10% increased damage to champions marked by Hypershot.
General
- •Now builds into Bandlepipes, Dusk and Dawn, Protoplasm Harness, and Unending Despair.
- •No longer builds into Redemption.
General
- •Now builds into Hexoptics C44.
General
- •Now builds into Actualizer and Luden's Echo.
- •No longer builds into Luden's Companion.
Guns are cool, but so are staves. We're bringing this back to the old name.
General
- •Removed from the game.
- •Replaced by Luden's Echo.
We're doing a pass on crit Last Whisper items here to help make marksman crit damage a little lower against squishy targets and a bit better against tankier targets.
General
- •Total cost reduced to 3000 gold from 3300 gold.
- •Combine cost reduced to 150 gold from 450 gold.
- •Armor penetration reduced to 30% from 35%.
General
- •Mana increased to 1000 from 860.
- •Removed: No longer belongs to the Manaflow item group.
General
- •Now builds into Hexoptics C44.
General
- •Now builds into Bandlepipes.
- •No longer builds into Aegis of the Legion.
General
- •Now builds into Endless Hunger and Hexoptics C44.
- •No longer builds into Essence Reaver.
Redemption has been an extremely broadly appealing item for supports recently, especially in pro play. When it was first made we had many fewer tank support items and it was intended to be purchasable for both enchanters and tank supports. In the current day, we don't need Redemption to be as broadly appealing so we're pushing it more towards the enchanter space to make sure it works very well for them and making it a higher opportunity cost for tank supports to pick up so that it's not first slot for almost every support every game.
General
- •New Recipe: Fiendish Codex + Forbidden Idol + 850 gold = 2250 gold.
- •Old Recipe: Kindlegem + Forbidden Idol + 900 gold = 2300 gold.
- •Health reduced to 0 from 200.
- •Ability power increased to 30 from 0.
General
- •Now builds into Unending Despair and Whispering Circlet.
General
- •Now builds into Fiendhunter Bolts and Stormrazor.
General
- •Removed: No longer belongs to the Manaflow item group.
General
- •Now builds into Bastionbreaker.
General
- •Now builds into Dusk and Dawn and Essence Reaver.
General
- •No longer obtainable through Feats of Strength.
- •Required the Blessing of Noxus and two Legendary-tier items equipped.
- •Now obtainable through the mid lane role quest.
- •Upgrade cost reduced to 0 gold from 500 gold.
- •Movement speed reduced to 45 from 50.
- •Magic penetration increased to 8% from 7%.
Stormrazor complements our efforts at increasing the variety of items available to critical strike-using champions, providing another Energized effect in that system. Stormrazor will be our second Attack Damage + Attack Speed + Critical Strike option in the ecosystem, lowering the degree to which critical strike build paths funnel through Yun Tal Wildarrows.
General
- •Re-added to Summoner's Rift.
- •Recipe: B. F. Sword + Cloak of Agility + Scout's Slingshot + 700 gold = 3200 gold.
- •Stats: 50 attack damage, 20% attack speed, 25% critical strike chance.
- •Unique Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100.
- •Unique Passive - Bolt: When fully Energized, your next basic attack deals 100 bonus magic damage on-hit and grants you 45% bonus movement speed for 1.5 seconds.
- •Limited to 1 Stormrazor.
General
- •Unique → Semi-unique
- •You can now have one stacking Tear item in your inventory at any given time. Once your Tear item transforms, you can get a new Tear and stack all over again!
General
- •Now builds into Bastionbreaker.
In its current form, Umbral Glaive is tailored to fit supports and is not structured to be powerful for anyone that has a real income. This has led to it being a fairly unpopular and mostly unsatisfying item, and it's not fulfilling its purpose as a way for AD assassins to have an advantage in interacting with the vision system. We're giving it an update to make it more functional for jungle and midlane assassins while still looking to retain some of the aspects that make it very exciting to buy as a support for the Pyke players out there.
General
- •Total cost increased to 2800 gold from 2500 gold.
- •Combine cost increased to 750 gold from 450 gold.
- •Attack damage increased to 60 from 55.
- •Lethality increased to 18 from 15.
- •Ability haste increased to 15 from 10.
- •New Unique Passive - Nightstalker: While out of vision of enemies for 1 second, and for 4 seconds after seen, your next basic attack against a champion deals 50 (+ 1.5 per 1 Lethality) bonus true damage.
The dual resistance version of Unending Despair was intended to slot well into health-stacking builds in the second or third slot, but it ended up being so generically useful that it overrode the choice structure in top and jungle tank builds regardless of what their first item was. We're returning it to armor-only, but this version has a bit more ability haste in order to differentiate it from the other armor plus health items in the tank system.
General
- •New Recipe: Chain Vest + Kindlegem + Ruby Crystal + 800 gold = 2800 gold.
- •Old Recipe: Aegis of the Legion + Giant's Belt + 800 gold = 2800 gold.
- •Armor increased to 50 from 25.
- •Magic resistance reduced to 0 from 25.
- •Ability haste increased to 15 from 10.
General
- •Now builds into Hextech Gunblade.
General
- •Now builds into Fiendhunter Bolts.
League of Legends Patch 26.1 FAQ
Frequently Asked Questions
- When did League of Legends Patch 26.1 release?
- League of Legends Patch 26.1 was released on Jan 7, 2026.
- What changed in League of Legends Patch 26.1?
- Patch 26.1 included changes to 40 champions (3 buffs, 18 nerfs, 19 adjustments), plus 80 item updates. See the full breakdown above.
- What was the previous League of Legends patch before 26.1?
- The previous League of Legends patch was 25.24.
- What is the next League of Legends patch after 26.1?
- The next League of Legends patch is 26.2.
