League of Legends Patch 26.3 was released on Feb 3, 2026. This update included changes to 41 champions, with 16 buffs, 10 nerfs, 15 adjustments.
Buffs (16)
Changes (15)
Items
Nerfs (1)
Changes (3)
As the new season has shaken out, Ahri is performing worse than last year and worse than she ought to. Now that she's back on high burst builds, we're reverting a nerf from her “Rod of Ages every game” phase of her K-pop career. Some artists just fall off, you know?
Fox-Fire
- •Cooldown reduced to 9/8/7/6/5 seconds from 10/9/8/7/6.
Bel'Veth is one of several AD junglers who suffered in the new season and we're here to buff her back up. We're aiming to bring up her late game in ways that synergize with squishy high attack speed builds by giving her a better payout for that attack speed and enough health to not need to buy as much of it.
Stats
- •Health growth increased to 105 from 99.
Death in Lavender
- •Bug Fix: Fixed an issue where it would prevent the support item from properly executing minions.
Endless Banquet
- •Base on-hit damage increased to 6/10/14 from 6/8/10.
Briar lost some of her luster in the new season and as someone with ample counter-play, she deserves to win more games than she currently does. We want to make sure her lifesteal-focused durability can manifest by giving her enough health and resists to make that healing efficient and while we're here, we're also throwing top lane Briar a bone by letting her trade more efficiently as well.
Stats
- •Health growth increased to 100 from 95.
- •Armor growth increased to 4.5 from 4.2.
Head Rush
- •Health cost reduced to 5% current health from 6%.
Blood Frenzy
- •Health cost reduced to 5% current health from 6%.
Chilling Scream
- •Health cost reduced to 5% current health from 6%.
Certain Death
- •Health cost reduced to 5% current health from 6%.
Draven's Q was initially bugged to deal less damage at the start of the season, which was micropatched within the first week. Players are also trying Essence Reaver over Bloodthirster, which currently performs worse. After accounting for all of these factors, Draven's still not doing as well as he was last year, so we're coming to prop him back up by reverting one of our preemptive pre-season nerfs.
Stats
- •Attack damage growth increased to 3.4 from 3.
Ezreal's been in a pretty weak spot for most players this season, especially after Essence Reaver got nerfed in the micropatch. While we think there's some winrate to be gained through players optimizing their builds, we still want to bring Ezreal more in line.
Stats
- •Attack damage growth increased to 3.75 from 3.25.
Arcane Shift
- •AD ratio increased to 60% bonus AD from 50%.
Slaps roof We can fit so many Arcane champs in this patch. Heimerdinger's been performing worse in the new season and he was balanced before then, so we're here to return him to his former glory. We know top lane Heimer can feel suffocating when his turrets are all setup, so we're looking to re-buff him in ways that allow him to be proactive instead of turtling.
Stats
- •Health growth increased to 105 from 101.
Hextech Micro-Rockets
- •Initial rocket base damage increased to 50/75/100/125/150 from 40/65/90/115/140.
Blue Kayn specifically became much weaker in the new season and we'd like to fix that with some direct buffs. There's not much fancy here except that as an assassin, he should be lethal when fighting up close and personal with his targets. As a reminder, Slayer Kayn replaces his Q when transformed.
Reaping Slash
- •Base damage increased to 75/105/135/165/195 from 75/100/125/150/175.
Maokai has been struggling to find his place both in the top lane and in the jungle. We want to give him a little bit of extra power to find relevance in our new season by boosting hist damage
Bramble Smash
- •Base damage increased to 75/120/165/210/255 from 65/110/155/200/245.
Naafiri's doing pretty well in the mid lane at the moment but her jungling hasn't kept up so we're giving our favorite pack of dogs more of a fighting chance with her current slow clear.
We Are More
- •Monster damage increased to 155% from 135%.
We aimed to give Nunu & Willump a hefty nerf but overshot our goals so we're here to walk back part of the nerf package.
Biggest Snowball Ever!
- •Maximum base damage increased to 180/225/270/315/360 from 150/195/240/285/330.
Snowball Barrage
- •Base damage per hit increased to 15/22.5/30/37.5/45 from 14/21/28/35/42.
Trundle's doing very poorly in both of his main roles and as a very straightforward champion should be much more successful than he is now. We want to make sure he's good at playing the role of the front-line juggernaut who's great at tank-busting, so we're playing up his late game sustained damage output and resilience
Stats
- •Armor growth increased to 4.5 from 3.9.
- •Attack damage growth increased 4.5 from 4.
After his micropatch buffs back in 26.1, Tryndamere's power level is close but not quite back to its former glory so we'd like to bring him back up to where he was and continue pushing him toward strong sustained damage.
Stats
- •Attack damage growth increased 4.5 from 4.
Vi certainly does not stand for victory anywhere but pro play. We'd like to make her much more successful for the average League player without indexing too hard into her strengths in tightly coordinated environments, which means we're aiming to play up her self-sufficiency and long-term brawling.
Stats
- •Health growth increased to 105 to 99.
- •Attack damage growth increased 3.5 from 3.
Xin Zhao just can't catch a break. First he dies to Atakhan, now he's underpowered in solo queue? When will these tragedies cease? Today. They cease today. Xin Zhao buff time! Much like Vi's changes in this patch, we want to play up Xin Zhao's ability to stick up for himself and scrap with enemy champions in long-term fights.
Determination
- •Base heal increased to 3/4/5% (at level 1/6/11) maximum health from 3/3.5/4% (at level 1/6/11).
Audacious Charge
- •Bonus attack speed increased to 40/50/60/70/80% from 40/45/50/55/60%.
Yone's on the weaker side of the roster right now so we think he could use a buff. We know it can feel unfair to simply lose to him right clicking you during his E but we don't want him to be super bursty either, so we're pushing power into his Q, which has more gameplay around predictions and dodging.
Mortal Steel
- •AD ratio increased to 110% AD from 105% AD.
Zaahen was meant to have a secondary player base in the jungle and while he's great in the top lane, he's not performing well enough elsewhere. So we're delivering some straightforward jungle-specific buffs to bring him back up where he was at the end of last year.
The Darkin Glaive
- •Monster damage increased to 200% from 175%.
Aureate Rush
- •Bonus monster damage increased to 75 from 50.
Braum has easily become a top tier support with the start of the new season. New items like Bandlepipes have been instrumental in helping him and his allies stick onto enemies and take them down. Given that Braum is still looking quite strong even after the nerf to Bandlepiepes, we'll be looking to revert the health buffs we gave him at the end of last year and bring down some of his overall fighting power.
Stats
- •Base health reduced to 610 from 630.
Winter's Bite
- •Base damage reduced to 75/120/165/210/255 from 75/125/175/225/275.
Diana has gone to the moon due to seasonal changes, and in addition to Dusk & Dawn adjustments, this nerf should make sure her power wanes.
Moonsilver Blade
- •Monster damage reduced to 230% from 280%.
Time has been on Ekko's side this year. We're taking a swing at both his clear speed and burst after early game to prevent him from going haywire after getting a lead.
Z-Drive Resonance
- •AP ratio reduced to 80% AP from 90% AP.
- •Monster damage reduced to 270% from 300%.
Even after her micropatch nerfs, Nilah is still sooo happy (overpowered) about the new season. We're looking to bring her overall power down now that the dust has settled.
Stats
- •Base attack damage reduced to 58 from 60.
- •Armor growth reduced to 4.2 from 4.5.
Unseen Predator
- •Bug Fix: Leaping just before Savagery empowered attack buff times out, should now properly extend its duration until the attack has finished.
- •Undocumented: Out of combat Ferocity timer from casting an ability reduced to 1 second from 1.5 seconds.
- •Undocumented / Bug Fix: When 4 Ferocity stacks expire, last ability slot used should no longer be locked out for 0.1 seconds.
- •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 the second cast.
- •The duration for preserving Ferocity stacks now starts as per V25.24 behaviour, no longer generically based on combat status.
- •Bug Fix: Starting the leap, but not hitting the attack should no longer lose all Ferocity stacks, as per V25.24 behaviour.
- •Bug Fix: Generating a Ferocity stack just before the preservation duration times out, and entering combat after that, should now prevent the stacks from immediatelly falling off, as per V25.24 behaviour.
- •Bug Fix: Melee attacks from brush should now properly reveal Rengar, as per V25.24 behaviour.
- •Undocumented / Bug Fix: Bonetooth HUD display should now disappear when meant to, as per V25.24 behaviour.
Savagery
- •Bug Fix: Fixed an issue where Rengar's Q was being consumed by on-hit augments without granting ferocity.
- •Undocumented / Bug Fix: Now guarantees the Ferocity is temporarily generated even when not entering combat, similar to the other abilities.
- •Bug: While the Ferocity timer is not running, if the attack blind or it's dodge it will now grant a permanent Ferocity stack until the timer is triggered and refreshed.
- •Bug Fix: Attack speed buff should now be consumed after 2 attacks, instead of 3, as per V25.24 behaviour.
- •Bug Fix: Ability's damage is now additionally tagged as basic damage, instead of just proc damage, now properly being reduced by Plated Steelcaps, as per V25.24 behaviour.
- •This also causes the ability's damage to now grant an additional stack of Black Cleaver.
Savagery 2
- •Undocumented: Should now grant base Savagery attack speed buff on cast and the empowered version on-hit, as per V25.24 behaviour.
- •Unlike V25.24, the buffs gained on cast from the unempowered and empowered version can now stack.
- •Undocumented / Bug Fix: Should now be consumed when it blind or is dodge, same as the unempowered version, as per V25.24 behaviour.
- •Undocumented / Bug Fix: The 0.1 second lockout after cast should now apply only to the abilty slot itself, instead of the last ability slot used, as per V25.24 behaviour.
Battle Roar
- •Bug Fix: Pressing the ability immediately after Savagery 2 or Bola Strike 2 should now grant the heal.
Thrill of the Hunt
- •Bug Fix: Fixed an issue where Rengar's leap would be delayed by up to 0.325s when casting R or flashing during R.
- •Bug Fix: Fixed an issue where melee during Rengar's R would sometimes not grant a ferocity stack.
- •Undocumented / Bug Fix: Rengar is no longer incorrectly visible near the Nexus.
- •Bug Fix: Ability's damage is now additionally tagged as basic damage, instead of just proc damage, now properly being reduced by Plated Steelcaps, as per V25.24 behaviour.
- •This also causes the ability's damage to now grant an additional stack of Black Cleaver.
- •Bug Fix: Damage sequence changed to apply the shred after the ability's damage, as per V25.24 behaviour.
- •Bug Fix: Fixed an issue where Sylas stealing Rengar ult would lose all mana on leap, as per V25.24 behaviour.
Riven's been crushing it ever since she discovered Axiom Arc. We like that she's swift and lethal in the early game but ultimately she's bursting down her competition too quickly once mid game arrives. Additionally, with all the extra gold and experience in the game right now, players have cited that late game fights resolve too quickly. So, all that considered, we're here to take out some of her late game burst power.
Runic Blade
- •AD ratio reduced to 30 to 45% (based on level) AD from 30 to 50% (based on level) AD.
Broken Wings
- •Bonus AD ratio reduced to 60/65/70/75/80% bonus AD from 65/70/75/80/85%.
Ryze has risen up the ranks this season and is due for a reduction in power. While we're nerfing Phase Rush, we're also buffing Actualizer so we think he deserves a direct nerf in this patch. With his late game damage going up and the overall game being more lethal than we'd like, we're reducing some late game damage in kind.
Rune Prison
- •AP ratio reduced to 60% AP from 70% AP.
- •Mana ratio reduced to 3% bonus mana from 4%.
Last patch's Varus buffs heavily overshot our target and has resulted in him becoming one of the game's strongest top laners as well. We're sorry for the inaccurate tuning and now that we've got more room to work with, we're looking to weaken his top lane performance as much as possible by rendering him more susceptible to all-ins, reducing his affinity for the top lane role quest, and weakening his top-specific build of AP and maxing W first.
Stats
- •Armor growth reduced 4 from 4.6.
Blighted Quiver
- •On-hit AP ratio reduced to 25% AP from 35% AP.
- •AP ratio per stack reduced to 1.3% per 100 AP from 1.5%.
We're happy that Volibear is seeing action at all levels with a new build as our signature garage sale enjoyer, but we want to make sure he's a little less overBearing, primarily in jungle. We're targeting his main build path's Q max burst without changing how it feels to get into combat, as well as his clear speed so that he has to work a little harder to show up to fights, and compensating with some AD ratio for anyone who's gotten a good deal on a Triforce or Gunblade recently.
Thundering Smash
- •Base damage reduced to 10/20/30/40/50 from 10/30/50/70/90.
- •Bonus AD ratio increased to 140% bonus AD from 120%.
Sky Splitter
- •Cooldown increased to 16 seconds from 14.
- •Base non-champion damage cap reduced to 150/265/380/495/610 from 190/305/420/535/650.
We regret having jungle Zed in three of the past four patches now but players keep getting better at playing and itemizing this shadow ninja to the point where he wins more frequently today than he did before we shipped that first nerf. We're comfortable with how mid lane Zed is sitting but he's still overshadowing too many champions in the jungle. While this nerf looks very large on paper, the net impact of nerfing his jungle mod from 2.0 to 1.2 was under 1% of win rate movement, and we're looking for more than that here.
Contempt for the Weak
- •Monster damage reduced to 50% from 120%.
- •Monster damage cap reduced to 100 from 300.
Arise!
- •Bug Fix: Fixed an issue where his basic attacks would only grant 1 Conqueror stack.
A Harmless Scarecrow
- •While pretending to be an effigy on a faelight, he will now display on-model visual effects as if a faelight-enhanced effigy (does not gain bonus vision or destroy existing wards).
Hecarim isn't doing very well in the new season so he's got a buff coming up. We're doing this by giving him a strong mid game power spike that he can use to try to run the map and get his team a lead. And even if he fails to do so, at least he's got slightly better base damage to fall back on. For those who don't want to do the math, the net result of both Q changes is a strict buff until around 225 bonus AD.
Rampage
- •Base damage increased to 60/90/120/150/180 from 60/85/110/135/160.
- •Damage increase per stack AD ratio reduced to 3% per 100 bonus AD from 4%.
- •Total damage increase per stack AD ratio reduced to 9% per 100 bonus AD from 12%.
- •This is a buff until 255 bonus AD.
Jayce's build has bounced around a lot over time. He's been a tank, he's been (and currently is) a lethality burst mage, and he's been a fighter. We'd like if Jayce were an AD fighter, caring about both his damage output and durability to stick it out in melee once in a while. He's also still better in the jungle than in the top lane after last patch's nerf, so we're here to re-visit him. Ultimately our goals for Viktor's better half are to give him a viable fighter build and a viable but not overbearing jungle role. To achieve these goals, we're reducing his reliance on bonus AD and shifting power from his poke into his melee damage and follow-up.
To the Skies!
- •Base damage increased to 60/110/160/210/260/310 from 60/105/150/195/240/285.
- •Bonus monster damage reduced to 10 from 25.
Shock Blast
- •Base damage reduced to 80/121/162/203/244/285 from 80/126/172/218/264/310.
- •Bonus AD ratio reduced to 130% bonus AD from 140%.
- •Bonus monster damage reduced to 10 from 25.
Transform Mercury Cannon
- •Resistance reduction increased to 20/25/30/35% from 10/15/20/25%.
General
- •Bug Fix: Fixed an issue where his first encounter with Varus VO would fail to play.
PROJECT
- •Death Lotus
- •Bug Fix: Fixed an issue where multiple VO lines would fail to play during the channel.
This changelist is intended to help lower player frustration while playing against Mel through opening up additional counterplay opportunities for opponents beyond the ban button. One big change we have is changing her reflect damage immunity to a shield which will ensure when Fizz successfully lands his ultimate she no longer completely negates the damage with a late W. We also want to make sure when you're laning against her that you can see her Q coming and dodge out of the way at long ranges like many spammable projectile spells. Both her Q and E should now be more visually clear (thus easier to dodge) and we've reduced some of the power from her reflect in some situations where her reflections resulted in unexpectedly high damage. While we believe that champion agency can yield frustrating interactions, we also believe there should be avenues for counterplay to balance that out. Frankly, we underestimated how frustrating the play-against experience for Mel would be and are aiming to improve that with this change list. And for players looking to play Mel we want her to be playable more consistently after the ban phase while making sure her core gameplay that her players have come to love isn't lost. Our goals with these changes are that more players feel they can outplay Mel in ways that match their expectations, and that Mel players can feel more skillful and that their success is a result of that skill. We expect that there will continue to be players whose main champions are highly impacted by Mel's reflection that may continue to prioritize her as a ban, but we're targeting to get her out of must-ban territory for many players.
Stats
- •Attack speed ratio increased to 0.625 from 0.4.
Searing Brilliance
- •Projectile base damage reduced to 8 to 25 (based on level) from 8 to 50 (based on level).
- •Projectile AP ratio reduced to 3% AP from 5% AP.
- •Removed: Overwhelm's marker is no longer displayed against non-champions.
- •Bug Fix: Overwhelm is no longer consumed against champion pets if the attack is unempowered.
- •Reduced the visual clutter by no longer displaying the passive mark on non-champions for enemies.
- •Bug Fix: Fixed certain champion spawned units dying to Overwhelm from an unempowered basic attack.
- •Bug Fix: Fixed an issue where she could destroy Dark Procession with a single basic attack.
Radiant Volley
- •Cast time increased to 0.35 seconds from 0.25.
- •Channel time reduced 0.5 seconds from 0.75.
- •Area spread reduced to 25 from 30.
- •Missile speed reduced to 3800 from 4500.
- •Effect radius reduced to 200 units from 220.
- •Damage type changed to persistent from area.
- •Mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110.
- •Minion damage increased to 100% from 75%.
- •New Effect: The first explosion now deals 60/90/120/150/180 (+ 60% AP) magic damage.
- •Base damage per explosion reduced to 5/6/7/8/9 from 13/15.5/18/20.5/23.
- •Total base damage increased to 90/132/176/222/270 from 78/114.75/151.5/188.25/225.
- •AP ratio per explosion reduced to 5% AP from 8.5% AP.
- •Total AP ratio increased to 90/95/100/105/110% AP from 51/59.5/68/76.5/85% AP.
Rebuttal
- •Removed: No longer grants invulnerability to non-turret damage for the duration of reflection.
- •New Effect: Now shields her for 80/110/140/170/200 (+ 60% AP) damage for the duration of reflection.
- •New Effect: Reflected damage from physical damage spells is now reduced to 70% before converting to magic damage.
- •New Effect: Now destroys projectiles that target each unit in an area instead of reflecting them when those projectiles aren't targeting Mel such as Death Lotus or Spell Flux.
- •Bonus movement speed duration increased to 1.5 seconds from 0.75.
- •Reflection duration unchanged.
- •Bonus movement speed increased to 40% from 30%.
Solar Snare
- •Orb radius reduced to 70 units from 80.
- •Linger duration reduced to 0.25 seconds from 0.5.
- •Field radius reduced to 230 units from 260.
- •Range reduced to 1000 units from 1050.
- •Missile speed increased to 1100 from 1000.
- •Root duration increased to 1.5 seconds at all ranks from 1.2/1.3/1.4/1.5/1.6.
- •Orb base damage increased to 60/105/150/195/240 from 60/100/140/180/220.
- •Field base damage per tick increased to 2/3.5/5/6.5/8 from 2/3.25/4.5/5.75/7.
- •Cooldown reduced to 11/10.5/10/9.5/9 seconds from 12/11.5/11/10.5/10.
- •No longer visually pops at the end when descending terrain.
Golden Eclipse
- •Active per-stack AP ratio increased to 4% AP from 3.5% AP.
Inherent Glamour
- •While disguised as a ward on a faelight, she will now display on-model visual effects as if a faelight-enhanced ward (does not gain bonus vision or destroy existing wards).
General
- •Bug Fix: Fixed an issue where her killing Milio VO was not audible.
- •Bug Fix: Fixed an issue where her first encounter VO for Milio was not audible.
Absolution
- •Bug Fix: Fixed an issue where it wouldn't convert excess crit chance from Yun Tal Wildarrows into lifesteal.
General
- •Bug Fix: Fixed an issue where Recall when interrupted by animation pause effects she would return to idle pose.
General
- •Bug Fix: Fixed an issue where his VO wouldn't trigger during his Run animation.
Items
Actualizer is not looking particularly powerful and has a very painful combine cost. While we know players haven't had enough time to fully optimize the use cases yet, we're looking to give it a bit of a boost because it's not looking competitive on any champions besides a certain rune mage.
General
- •Total cost reduced to 2800 gold from 3100 gold.
- •Combine cost reduced to 750 gold from 1050 gold.
When we updated the mid lane quest boots we wanted to make sure that champions had the option to pick items that strongly suited them. We did not want to let early defensive purchases trivialize their competition, as mid lane is a home of many assassins. So in this patch we're adjusting the upgraded versions of Mercury's Treads and Plated Steelcaps to make them weaker anti-burst options for champions who aren't buying any other durability items. These changes represent a tuning close to the end of last season, but with numbers that are more readily apparent at first glance, as no one can acquire these boots at level 1, and the prior max HP ratio carried most of the shield's value, even to squishies.
General
- •Base shield increased to 100 to 200 (based on level) from 10 to 120 (based on level).
- •Shield health ratio changed to 8% bonus health from 7% maximum health.
See Armored Advance.
General
- •Base shield increased to 100 to 200 (based on level) from 10 to 120 (based on level).
- •Shield health ratio changed to 8% bonus health from 7% maximum health.
General
- •New Effect: Now start in the role quest slot from the beginning of the match.
This item is looking okay late in builds for the intended caster fighter audience but could be a bit better earlier in the game and can be awkward to build. A small change to the build path and a bit more AD should help this item really shine for the caster champions it was made for.
General
- •New Recipe: Caulfield's Warhammer + Pickaxe + Long Sword + 825 gold = 3100 gold.
- •Old Recipe: Caulfield's Warhammer + Pickaxe + 1075 gold = 3000 gold.
- •Attack damage increased to 65 from 60.
General
- •Cooldown increased to 210 to 90 (based on average champion level) seconds from 170 to 90 (based on average champion level).
We've landed Dusk and Dawn into a spot where it has a healthy number of good users, but it's a bit too good at bursting and taking a little too much of Lich Bane's space, so we're hitting it with a slight nerf that should shift it towards more fighter-y builds.
General
- •Health increased to 350 from 300.
- •Spellblade base AD ratio reduced to 75% base AD from 100%.
- •Undocumented / Bug Fix: Spellblade now properly applies Toxic Shot a second time.
General
- •Now builds into Endless Hunger.
The current shape of this Lifeline effect ended up being a bit too sharp, where it's extraordinarily powerful for the users that can leverage the resistance scaling and somewhat unexciting for most other potential users. We're shifting some power around to make the item more consistently useful and less eye-popping in the outlier cases.
General
- •Ability haste increased to 20 from 15.
- •Lifeline health increased to 200 to 300 (based on level) bonus health from 200.
- •Lifeline heal armor ratio reduced to 175% bonus armor from 250%.
- •Lifeline heal magic resistance ratio reduced to 175% bonus magic resistance from 250%.

Ahri
Bel'Veth
Briar
Draven
Ezreal
Heimerdinger
Kayn
Maokai
Naafiri
Nunu & Willump
Trundle
Tryndamere
Vi
Xin Zhao
Yone
Zaahen
Braum
Diana
Ekko
Nilah
Rengar
Riven
Ryze
Varus
Volibear
Zed
Annie
Ashe
Azir
Fiddlesticks
Hecarim
Jayce
Karthus
Katarina
Mel
Neeko
Nidalee
Senna
Seraphine
Yorick
Ziggs
Actualizer
Armored Advance
Chainlaced Crushers
Control Ward
Endless Hunger
Stealth Ward
Dusk and Dawn
Long Sword
Protoplasm Harness