Patchnote 25.14

Patchnote 25.14

Patch Highlights
Yunara
The Battle of Koeshin and Koeshin's Courtyard
MacOS OpenGL to Metal Transition and DirectX changes
Champions
Items
Runes
Bounties
Arena
Champions (Arena)
Augments
Items (Arena)
Misc
Bandle City Cup Clash
English VO Updates
Bugfixes & QoL Changes
Upcoming Skins & Chromas

Test your resolve with Yunara, the Unbroken Faith, in patch 25.14!

Congratulations to the winners of MSI 2025, Gen. G! With this well deserved win they've crowned themselves as back-to-back MSI champions! We hope you all enjoyed MSI this year and the record-breaking NINE series that went to five games (who doesn't love Silver Scrapes) and if you missed them we definitely recommend going back to watch the VODs.

This patch we have a large update to Kled, with the hope of reintroducing a sustainable fighter pattern, opposed to his current mandatory Lethality builds. We're also buffing several weak items in the attack speed space: Kraken Slayer, Blade of the Ruined King, and Phantom Dancer. As this is also the first post-MSI balance patch, we're aiming to bring down a few overperforming champions who we had buffed in order to shake up the pro meta, and to buff up a few champions who were suppressed for similar reasons. We've also got a small tuning pass on champion bounties in order to tie them closer to your expectations of them.

In other news, we've also got a brand new champion coming. Please welcome Yunara, the Unbroken Faith! We've also got a new metagame coming, new Night and Dawnbring skins, our first big round of Arena balance changes, and last, but certainly not least, the Bandle City Cup Clash so get your 5-stacks ready!

Looking for more information on all things League of Legends? Check out our community-run wiki here!

Came to the wrong patch notes? You can find the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Spirit Blossom Springs Yunara, Nightbringer Hecarim, Nightbringer Yuumi, and Dawnbringer Kalista will be available July 16, 2025 at 19:00 UTC.

Yunara

When the Eye is blinded and the Heart falters, the Fist must strike all the harder.

Yunara, The Unbroken Faith, comes to the Rift July 16, 2025 at 19:00 UTC!

  • Yunara Abilities Rundown here!
  • Yunara Champion Spotlight here!

The Battle of Koeshin and Koeshin's Courtyard

Battle of Koeshin

With Patch 25.14 and the introduction of our newest champion Yunara, we also have a new meta-game for you to play that covers the story of Yunara's re-introduction to Runeterra. Battle of Koeshin is our 2D side scrolling beat 'em up where you'll play as both Xin Zhao and Yunara. You'll team up to save the village after Yunara's temple reemerges into the material realm bringing her and a host of angry Azakana with it. You'll need to fight your way through three levels to bring peace back to the festival.
Battle of Koeshin will be following the story from the Motion Comics Pilgrimage, and The Devoted Shrine Maiden. Xin Zhao has returned to his homeland in search of answers to why Spirit Blossoms are blooming in Demacia, only to learn that the whole of Ionia is in bloom. This "Wyldbloom" hasn't happened since before the Noxian invasion, and it has brought the physical and spirit realm so close together that things that belong in one realm are suddenly in the other.
Battle of Koeshin will have a main mode full of all the narrative events and cutscenes and after completing it you'll unlock the Shrouded in Bloom and the Blessings Upon You icons, an Arcade mode, and another meta-game that might be somewhat familiar for those who enjoyed past Spirit Blossom events, Koeshin's Courtyard.

Koeshin's Courtyard

After completing the story mode of The Battle of Koeshin you'll receive a new option in the menu: Koeshin's Courtyard, a spiritual successor to Spirit Bonds! Step into the courtyard of a once great temple where you'll be greeted by four statues made of bark and stone, resembling some myths that you know all too well. That's right... it's time to befriend some spirits again, and if you play your cards right maybe Zed will take you to his room and show you his action figure collection (don't call them dolls).
Each rank only requires a single petal for each spirit, and you'll be able to earn them just by playing League. You'll acquire petals from a repeating chain of missions, of which each reward a petal, that you can give to each spirit to progress your rank all the way from D to level C > B > A > S > and S+. Don't worry about rushing to unlock it because you'll be able to earn petals as soon as the mission is available when the mini game turns on, but you will need to complete the story mode of The Battle of Koeshin to get access to the courtyard to give your petals.
You'll need to earn a total of 20 petals to claim all of the rewards and there's a few bonuses along the way to speed that up. Just for buying the Battle Pass, you'll get 3 petals right out of the gate. You'll also receive a 30% bonus for using Xin Zhao or Yunara, or any Spirit Blossom skin, and you'll get a 100% bonus for using a 2025 Spirit Blossom skin. These bonuses don't stack so keep in mind the max that you'll be able to earn is 100%.

MacOS OpenGL to Metal Transition and DirectX changes

Starting in patch 25.2 we started to move Mac players over to Metal. In 25.12 we quickly reverted players back to OpenGL due to a gameplay affecting issue. This also caused some Mac players to receive an incorrect message that their hardware will not be compatible with League going forward.

As of this patch we're redeploying Metal to Mac and have corrected the hardware eligibility check to be accurate. Starting this patch, if you receive a message about your hardware not being compatible with League it is now accurate. If you have any questions or issues please contact our Player Support team.

Champions

Azir

Base health increased. W damage increased.

Our recent set of changes for Azir has left him a bit weak, so we've carefully curated some buffs for everyone's favorite bird emperor. We're starting by giving him some additional base health to help out his early game while also increasing his W's AP Ratio to incentivize him to stack AP over health.

Base Stats

  • Base Health: 550 ⇒ 575

W - Arise!

  • Damage: (+ 40 / 45 / 50 / 55 / 60% AP) ⇒ (+ 45 / 50 / 55 / 60 / 65% AP)

Braum

Base armor decreased.

Braum has been a standout recently, and we're not just talking about his moustache. As a support pick his ability to peel and synergize with the dominant fighters in the jungle has made him a threat at all levels of play. We're looking to pull back on how safely he can tank damage for his allies by lowering base armor which should make him slightly more brittle.

Base Stats

  • Base Armor: 47 ⇒ 42

Briar

R cleanse change. Q bugfix.

In this patch we've got one bugfix and one small buff for Briar. While the Q bugfix is pretty straightforward, we're adjusting her R to make her CC immune during the post missile cast time which should help resolve any issues that occurred if Briar was CC'd before her dash.

R - Certain Death

  • CC Cleanse: CC is cleansed when the missile hits ⇒ Briar is cleansed when the missile hits and is now immune to CC for the 1.25s cast animation that plays after the missile hits.

Bugfix

  • Fixed a bug where W Frenzy would sometimes prioritize minions if Briar cast Q on an enemy champion standing near an allied minion.

Darius

Q heal increased.

Darius hasn't been in the best shape for a few patches now, so we're here to give him a light buff. We're doing this by increasing the payout of his highest counterplay ability, his Q, so that its heal can keep Darius in the middle of the action longer.

Q - Decimate

  • Missing Health Heal: 15 / 30 / 45% (1 / 2 / 3+ targets) ⇒ 17 / 34 / 51% (1 / 2 / 3+ targets)

Fiora

R healing per second increased. Visual bug fixes.

We're fixing a Fiora bug and re-adding some old functionality as a way of buffing her teamfight capabilities. For the last two years, Fiora's R has been bugged to always last 5 seconds but scale the heal per second based on the number of vitals triggered. We're updating it with a version that gives her the full heal in all cases, just like when her original rework shipped. We'll be keeping an eye on her power level after this buff-fix to make sure she doesn't end up dominating the top lane landscape, but for now enjoy the extra heals!

R - Grand Challenge

  • Heal per Second: 40 / 60 / 70 / 80 / 100% based on vitals ⇒ 100% always
  • Obvious Healing: Healing circle effects now persist for the full 5 second duration (no gameplay change)

Fizz

W cooldown reduced at higher ranks. E AP scaling increased.

Fizz has been underwater for a while as a mid lane threat, despite the fact he should be doing well as some of his best matchups are currently quite popular. We're looking to add some power to reel him back into relevance this patch by giving his W more uptime come late game and more damage on his E in all cases.

W - Seastone Trident

  • Cooldown: 7 / 6.5 / 6 / 5.5 / 5 ⇒ 7 / 6 / 5 / 4 / 3 seconds

E - Playful / Trickster

  • Damage: 80 / 130 / 180 / 230 / 280 (+ 90% AP) ⇒ 80 / 130 / 180 / 230 / 280 (+ 95% AP)

Kled

All abilities adjusted.

Kled has had a number of different builds over the course of his lifetime, but his current build has skewed too far towards pure damage, and his identity around remounting and fighting over longer periods of time isn't really there anymore.

When Kled is building assassin items, his playstyle devolves into hitting a single spell on someone which leads to their death. On the other hand, Kled lacks the tools and defenses needed to succeed in larger scale teamfights or do anything relevant outside of getting a fast kill on a squishy target. We want to move Kled towards fighter itemization and reward him both for being durable and dealing damage because we believe it will make him a healthier champion that can interact with a wider variety of targets and doesn't have to kill his target in one rotation of his spells in order to be successful.

To get into the changes, Kled will now be tankier in his dismounted form if he's building fighter items to making remounting more consistent, especially in larger fights, and his attacks while W is down will refund his W cooldown to ensure that there's a reason why Kled should always be fighting, even when he doesn't have his large attack speed steroid up (and the fact that he's a crazed Yordle looking for a fight). We're also addressing some of the more frustrating parts of Kled's kit like the delay on his remounting and his inability to hit champions that are directly inside of his model with his mounted and dismounted Q spells.
On top of all that, we've taken this opportunity to do a lot of cleanup on Kled's tech and fixed a large number of bugs, some of which have been around for many years, to ensure Kled and his (cowardly) lizard feel and play the way they should.

Passive - Skaarl, the Cowardly Lizard

  • Dismounted Kled Autoattack Damage Against Champions: 80% ⇒ 85/90/95/100%, at levels 1/6/11/16
  • Skaarl Health: 400-1550 (linear scaling) ⇒ 400-1400 (stat progression multiplier scaling) (Note: This update will just mean Skaarl's health will follow the same rules other champion's stats do)
  • Courage Gained from Minion Last Hits: 4 ⇒ 5
  • Dismounted Speed Boost Acquisition Range: 1000 ⇒ 1200
  • Dismounted Movement Speed Reduction: -60 ⇒ -40
  • Dismounted Bonus Movement Speed Toward Enemy Champions: 100-185 (based on level) ⇒ 70-155 (based on level)
  • Skarl Health Gained on Remount: 45-75% ⇒ 40-70%
  • Courage from Takedowns: 20 ⇒ 0
  • Skaarl's health is now granted at the beginning of the remount sequence upon gaining 100 Courage, rather than at the end of the remount sequence
  • Dismounted Kled now gains 1% bonus HP as Armor and Magic Resist, increased by 20% for each nearby enemy champ (up to 2% bonus HP)
  • Dismount dash time is now consistently 0.75 seconds every time

Q (Mounted) - Bear Trap on a Rope

  • Initial Hit Bonus AD Ratio: 65% ⇒ 60% (Note: Total damage from initial hit and pull reduced from 195% bonus AD to 180% bonus AD)
  • Slow: 40 / 45 / 50 / 55 / 60% ⇒ 30 / 35 / 40 / 45 / 50%
  • Slow Duration: 1.5 ⇒ 2.5 seconds
  • Now calculates pull damage on pull, rather than when the tether is attached
  • Now checks a small area around Kled's zero point before the missile is fired
  • No longer applies Grievous Wounds on pull
  • Pull timer is now consistently, exactly 1.75 seconds every time

Q (Dismounted) - Pocket Pistol

  • Ammo Charge Time: 20-7.5 seconds (based on level) ⇒ 18 / 16 /14 / 12 / 10 seconds (based on ability rank)
  • Damage per Pellet: 35-95 (+ 80% bonus AD) ⇒ 35-95 (+ 65% bonus AD)
  • Now checks a small area around Kled's zero point before the missile is fired to hit champions
  • Damage to champions is now recognized as single target rather than AoE damage

W - Violent Tendencies

  • Damage: 20 / 30 / 40 / 50 / 60 (+ 4.5 / 5 / 5.5 / 6 / 6.5% (+ 1% per 20 bonus AD) of target's maximum health) ⇒ 20 / 30 / 40 / 50 / 60 (+ 4.5 / 5 / 5.5 / 6 / 6.5% (+ 1% per 50 bonus AD) (+ 1% per 250 bonus health) of target's maximum health)
  • Cooldown: 11 / 9.5 / 8 / 6.5 / 5 ⇒ 13 / 12 / 11 / 10 / 9 seconds
  • Attacking enemies while Violent Tendencies is on cooldown now reduces the remaining cooldown. 1.5 second reduction for champion attacks, 0.5 second reduction for non-champions.
  • No longer starts the W sequence when attacking wards. Instead, attacking wards matches plant behavior and maintains the attack speed without consuming W.

E - Jousting

  • Damage: 35 / 60 / 85 / 110 / 135 (+ 65% bonus AD) ⇒ 35 / 60 / 85 / 110 / 135 (+ 65% bonus AD)
  • Now has a HUD tracker to indicate how long you will have to recast E2
  • Now has a range indicator while E2 is active

R - Chaaaaaaaarge!!!

  • Minimum Damage: 4 / 5 / 6% (+ 4% per 100 bonus AD) of target's maximum health ⇒ 4 / 6 / 8% (+ 3% per 100 bonus AD) of target's maximum health
  • Maximum Damage: 12 / 15 / 18% (+ 12% per 100 bonus AD) of target's maximum health ⇒ 12 / 18 / 24% (+ 9% per 100 bonus AD) of target's maximum health
  • Damage Type: Physical ⇒ Magic
  • Now has a ping override for pinging the ultimate's range

Bugfixes

  • R charge rechecking on targets that entered the R zone while not visible to Kled should now be much more consistent.
  • Renata W reviving Kled no longer ruins Kled's health bar for the rest of the game.
  • Renata W reviving Kled no longer incorrectly uses Skaarl's health coloring.
  • Kled no longer destroys incoming allied missiles when dismounting, including Triumph.
  • HP Regen is now correctly calculated on remount rather than sometimes being slightly off for 0.25 seconds.
  • R no longer sometimes removes the Elixir of Iron trail if you have an active Elixir of Iron.
  • Lulu R no longer heals mounted Kled multiple times.
  • Added an additional check to R to ensure that targets in range when cast are locked onto immediately.
  • Dismounted W4 damage will now be correctly applied while taunted or silenced.
  • E can no longer damage enemies twice if they move back into the E area trigger (such as if they are minions that were pushed back into it by the E knockback).
  • Kled no longer loses an extremely small fractional amount of AD while dismounted.
  • Fixed a bug where Courage would only turn yellow if Kled had 50-59 Courage after gaining Courage. Courage will now correctly always be yellow above 50%.
  • Fixed a bug where under some conditions, Kled would visually show an incorrect amount of Kled health after remounting until being dismounted again.
  • Fixed a bug where when Kled moved near his ultimate's end point, his ultimate Unstoppability would be removed early even if he was still charging towards a target.
  • Fixed a bug where Kled's model would reduce player FPS while looking at him after remounting under certain conditions.
  • Fixed a bug where Kled's dismounted HP could be damaged by some damage instances applied at the same time as the damage that dismounted Kled.

Lee Sin

Base AD decreased.

Lee Sin's been doing pretty well for himself after the last set of buffs, and while we're pretty happy with his pattern overall, he's performing a little better than we'd like so we're taking his AD down just a tad.

Base Stats

  • Base AD: 69 ⇒ 66

Riven

Passive AD ratio decreased late.

Riven is one of the best light fighters, particularly in skilled play. While it's important to us that deeply invested players are rewarded for their mastery, she's currently bursting a little too hard in the right hands, so we're giving her a little tap down. And before you ask, this isn't because of the Teemo clip, although we aren't surprised to see how many of you loved watching Teemo get popped.

Passive - Runic Blade

  • AD Ratio: 30-60% (based on level) ⇒ 30-50% (based on level)

Sett

Armor growth decreased.

Sett has been quite potent and popular, particularly in average skill brackets. In this patch we're going for a simple and what should be unfeelable change around his armor growth, which is quite high for a champion who stacks a lot of health and buys little to no armor.

Base Stats

  • Armor Growth: 5.2 ⇒ 4.7

Twisted Fate

Q damage decreased.

Twisted Fate has been playing with a stacked deck, so we're looking to bring him back closer to an even playing ground.

Q - Wild Cards

  • Damage: 70 / 115 / 160 / 205 / 250 (+ 50% bonus AD) (+ 85% AP) ⇒ 60 / 105 / 150 / 195 / 240 (+ 50% bonus AD) (+ 85% AP)

Yasuo

AD growth decreased.

Yasuo has been quite strong as of late, and with our incoming buffs to Blade of the Ruined King and Kraken Slayer, we want to preemptively balance the scales, so we're opting for a simple change to his AD growth to keep Yasuo feeling relatively similar to his current strength.

Base Stats

  • AD Growth: 3 ⇒ 2.5

Yuumi

R heal per hit increased.

Yuumi's ban rate has been climbing recently, so we're making one small change to her ultimate so that its healing isn't quite so powerful.

R - Final Chapter

  • Heal per Hit: 30 / 40 / 50 (+ 15% AP) ⇒ 30 / 40 / 50 (+ 10% AP)

Ziggs

Q damage increased late. E damage increased late. R damage adjusted.

Ziggs isn't bringing much explosive firepower to the table right now, which is kind of his thing. We'd like to make him a much better mid laner without making his bot lane power level unreasonable, so we're improving his scaling with experience, which should disproportionately help his mid lane game without making him a terror bot lane.

Q - Bouncing Bomb

  • Damage: 85 / 135 / 185 / 235 / 285 (+ 65% AP) ⇒ 80 / 130 / 180 / 230 / 280 (+ 60 / 65 / 70 / 75 / 80% AP)

E - Hexplosive Minefield

  • Damage per Mine: 30 / 70 / 110 / 150 / 190 (+ 30% AP) ⇒ 30 / 70 / 110 / 150 / 190 (+ 25 / 30 / 35 / 40 / 45% AP)

R - Mega Inferno Bomb

  • Maximum Center Damage: 300 / 450 / 600 (+ 110% AP) ⇒ 300 / 500 / 700 (+ 100% AP) (Note: Minimum damage is still 2/3rds of max damage)

Zoe

Q and W damage decreased.

Zoe's quite strong at the moment and has established herself as the queen of winning the early lane and then falling off a cliff. We're looking to nerf her this patch while also throwing her a bone when it comes to her late-game scaling.

Q - Paddle Star

  • Damage: 7 – 50 (based on level) (+ 50 / 80 / 110 / 140 / 170) (+ 60% AP) ⇒ 2 – 50 (based on level) (+ 50 / 80 / 110 / 140 / 170) (+ 60% AP)

W - Spell Thief

  • Total Damage: 75 / 105 / 135 / 165 / 195 (+ 40% AP) ⇒ 60 / 90 / 120 / 150 / 180 (+ 45% AP)

Items

Blade of the Ruined King

Blade of the Ruined King has fallen out of favor recently. Meanwhile, there has been both a rise in popularity of health stacking within the game, which means BoRK should be a more popular pick up. To help it get back on everyone's radar we're buffing the % health damage this item provides which is the item's biggest selling point and fantasy.
  • Current Health On-Hit: 8% melee, 5% ranged ⇒ 9% melee, 6% ranged

Haunting Guise

Haunting Guise stacking goes against what we typically want out of our item system, namely that builds should have peaks and valleys where there's room to beat someone on a weaker spike. As this item's passive stacks (and it's intended for the upgraded versions to do so), we're locking players out from building more than one at a time, as the amount of early health that Haunting Guise stacking provides ends up making champions unassailable.
  • Maximum Haunting Guises in Inventory: 6 ⇒ 1

Kraken Slayer

Kraken Slayer is an overall weak item right now, both for melee and ranged users. As such, we're looking to buff it equally by making it a faster early spike and playing up its unique difference with Blade of the Ruined King, namely making it deliver more damage to low-health enemies.
  • Price: 3100 ⇒ 3000
  • Damage Amp based on Missing Health: 0-50% ⇒ 0-75%

Phantom Dancer

Phantom Dancer is the least-purchased attack speed-crit item in the game so we'd like to buff it enough to feel more competitive. As it doesn't have any really unique outputs, we're going for a sharp price decrease that should help it feel like a very quick spike for crit auto-attackers.
  • Attack Speed: 60% ⇒ 65%
  • Movement Speed: 8% ⇒ 10%

Rod of Ages

Now that the Rod of Ages craze has passed (what a great time it was), it's time for us to re-investigate how this item is performing. Ultimately, we'd like it if it was clearly good for the really mana-hungry champions out there who need to stack as many resources as possible. As such, we're playing up its scaling and mana-stacking power to make it great on that unique set of champions.
  • Mana: 400 ⇒ 500
  • Mana per Stack: 20 ⇒ 30
  • Maximum Mana: 600 ⇒ 800

Runes

Guardian

Guardian only has a few core users right now, but it's meant to be a reasonable consideration for enchanters who want to index more toward helping out their teammates. As such, we're buffing up the level-up value and AP ratio while reducing the bonus HP ratio to keep it consistent on its most common tank users while making it stronger for those who don't buy as much health.
  • Mana: 45-120 (+ 12.5% AP + 8% bonus HP) ⇒ 45-150 (+ 15% AP) (+ 5% bonus HP)
  • Minimum Damage Threshold for Trigger: 90-250 ⇒ 50-165

Unsealed Spellbook (Smite)

We're happy that Unsealed Spellbook is back as a high skill Keystone option for players who can manage the extra mental load of picking the best summoner for each situation. That said, we're not happy with how much it skews contests over epic monsters. While taking Smite is fine, the fact that its damage progression often outpaces junglers is not. This change ultimately results in Spellbook Smite being clearly weaker than junglers' Smites at almost all points in time.
  • Smite Damage based on Swaps: 600/900/1200 ⇒ 600/600/900

Bounties

Champion Bounties

This patch we're delivering a small bounty update aimed at sanding off some rough edges on bounties. First, the impact of farming is being reduced in order to make bounties more reliant on kills, which should more closely match your expectations. Second, bounty suppression will be spread over a 25% larger area in order to make them less spiky when turning on and off.
  • Bounty from Farming: 1 per 17.5 gold ⇒ 1 per 20 gold
  • Bounty Suppression Thresholds: Made wider by 25%

Arena

When we said Arena would be back for the next 12 months, we committed to balance adjustments on every other patch, so you can expect to see Arena changes on even-numbered patches. This is the first of those, where we'll focus on the extreme ends of champions over- and underperforming. We've also got a new augment for our brand new champion that we can't wait to share with you!

New Yunara Only Augment: Quest: Three Sacred Treasures

With Arena's return and Yunara's release happening so closely together, we thought we'd do something special. We've seen that the community really likes the idea of champion-specific augments, and this felt like the release of a new champion would be a good place for one. Please let us know what you think and if it's something you would like to see more of in the future.
  • Requirement: Possess Infinity Edge, Perplexity, and Hextech Gunblade
  • Reward: Yunara's attacks are replaced with lasers that deal both physical and magic damage and apply On-Hit effects twice

Champions (Arena)

Garen

After the changes made to crit a few patches ago, Garen has been feeling a little less "DEMACIA!!!!" and a bit more "De... man see how little I can do.". So we're reverting his Arena-specific changes to help him fight back in the Noxian Arena.
  • W Arena duration reverted : 3 ⇒ 4
  • E Arena AD ratio reverted : 33/34/35/36/37% ⇒ 36/39/42/45/48%

Naafiri

The dog's nose is feeling a bit dry, and Naafiri could use a bit more bite to go with her bark. We're looking to increase her abilities as an assassin as well as help her bring her pack back together if they fall due to some AoE or poke.
  • P CD reduced on ability hit : 4 ⇒ 7s
  • P Packmate Bonus AD rato : 4% ⇒ 6%
  • Q Heal AD ratio : 50% ⇒ 60%
  • Q 1st hit base damage : 35/40/45/50/55 ⇒ 40/50/60/70/80
  • W CD reduced : 18/17/16/15/14 ⇒ 16/15/14/13/12
  • E Dash AD ratio increased : 40% bonus AD ⇒ 55% bonus AD
  • E Flurry AD ratio increased : 80% bonus AD ⇒ 100% bonus AD

Taric

Taric isn't looking as fabulous as one would expect in a 2v2 mode. While we are aware that small changes can have a massive impact on Taric's power level, we think we can cautiously walk back some of his Arena-specific changes.
  • Q reverting Arena's changes to Base healing values : 20 ⇒ 25
  • R Duration : 1.75 ⇒ 2s

Shyvana

In Arena's past, Shyvana was a force to reckon with. However, as players have gotten better at the mode these changes have had a bit too large of an impact, so we're reverting her Arena-specific adjustments.
  • Q Arena CD changes reverted : 9/8.5/8/7.5/7 ⇒ 8/7.5/7/6.5/6
  • Q Arena second hit AD ratio reverted : 20/35/50/65/80% ⇒ 20/40/60/80/100%
  • W Arena Damage per tick base damage reverted : 15/22.5/30/37.5/45 ⇒ 20/30/40/50/60
  • W Arena Damage per tick AD ratio reverted : 15% ⇒ 20%

Urgot

Shotgun knees are too cool to keep down. We're reverting some of the Arena-specific nerfs and giving him a touch more umph to pair with it.
  • P Removed Arena Damage Mod : 70% ⇒ 100% damage done
  • W Base Damage : 12 ⇒ 17
  • E Shield HP Ratio : 13.5% ⇒ 15%

Aurelion Sol

Our star dragon is building a bit too tanky and getting a bit too much damage for free when he does. We're hoping to shift some of his power back into building damage, while not totally gutting his ability to adapt to a more durable build.
  • Passive stacks granted per round reduced from 40 ⇒ 30

Bel'Veth

Bel'Veth has some extreme extremes when it comes to attacking quickly, we want her to still maintain some of this while bringing it down slightly. Our hope with this is that Bel'Veth can remain strong when her ultimate is active, while also being a bit more restrained when it's not. Previously, we tried her "start with Ultimate" active, but we lost the excitement that comes with her ultimate and removed too much of its identity, and came with too much reliable power if she made it past the mid game.
  • Base Health increased 610 ⇒ 660
  • AD growth going from 1.5 ⇒ 2.5
  • No longer starts combat with R active.
  • R Arena duration changes reverted : 25 ⇒ 60
  • R Arena Out of Combat MS changes reverted : 5-45 ⇒ 10-80
  • R On-hit damage 6-10 ⇒ 8-14
  • R HP 100-200 ⇒ 250-550

Lux

Lux is a dominant champion and a bit too unassailable with her long-range onslaught of spells and CC. We've previously made some changes in Arena to help her out, and we're looking to pull some of that back.
  • Q Arena Cooldown changes reverted : 10/9.5/9/8.5/8 ⇒ 11/10.5/10/9.5/9
  • E Partial Arena slow changes revert : 40/45/50/55/60% ⇒ 35/40/45/50/55%
  • R Partial Arena Cooldown changes reverted : 45/40/35 ⇒ 55/45/35

Ryze

Ryze is still sitting as one of the top mages, and isn't reliant on augments. These changes hope to hit some of his utility and damage without gutting his identity as Mr. Mana.
  • W Slow : 50% ⇒ 40%
  • W Root duration : 1.5 ⇒ 1.25
  • R Bonus Damage : 40/60/80 ⇒ 30/50/70

Augments

EscAPADe

EscAPADe is looking a bit weak, and it also doesn't match APADt. How often do you get to hit 2 birds with one stone?
  • AD amp : 10 ⇒ 15%

Doomsayer

This is looking a bit strong, especially as a 1st augment, we're tapping it down slightly.
  • Adaptive Force per curse stack : 1.5 ⇒ 1.25

Lightning Strikes

High attack speed champions have felt a bit oppressive, especially when paired with Lightning Strikes or in combination with multiple attack speed multipliers. We don't think they are too far over, and want to adjust it slightly.
  • Bonus Attackspeed 25% ⇒ 20%
  • Attacks per second On-hit breakpoint reduced from 5 ⇒ 4

Items (Arena)

Serylda's Grudge

As tanks have moved into viability AD assassins have started to struggle a bit too much in Arena. This should help give assassins better tools when durability gets too high.
  • Percent Armor Pen : 30% ⇒ 40%

Misc

Ability Power Stat Shards

Mages are a touch strong across the board at all levels of play, we're looking to tap them down slightly through the use of their favorite stat shard.
  • Silver AP 18-36 ⇒ 15-30
  • Silver Might Shard (AD/AP), AP reduced from 15-30 ⇒ 12-24
  • Gold AP 60 ⇒ 50

Arena bug fixes

  • Fixed a bug where legendary item anvils would occasionally break, offering you the same item repeatedly.
  • Lucky Dice will now properly grant rerolls when automatically consumed.
  • Mutation augments will no longer mutate into augments you are currently being offered.
  • You can no longer consume your Bravery voucher during the buy phase return ceremony, causing you to overwrite your augment offerings.

Bandle City Cup Clash

The Bandle City Cup will be happening this patch! Grab your 5 stacks and get ready to rumble!
  • Registration Begins: July 14 @ 11:00 AM (Local Time)
  • Tournament Dates: July 19 and 20 (~4-7 PM Local Time, varies by region)
If you have any questions or you're just looking for the full 2025 Clash schedule, make sure to check out our Clash FAQ support page.

English VO Updates

As promised we're going to be adding the VO for a few Legendary+ skins that were released over the past few months. Here's a list of the skins with VO coming as well as the patch they will be released in:
  • 25.14: Risen Legend Kai'Sa and Immortalized Legend Kai'Sa
  • 25.15: Spirit Blossom Irelia, Spirit Blossom Ashe, and Battle Academia Xayah
Thank you again for the patience and we can't wait to see what you all think!

Bugfixes & QoL Changes

  • Fixed an issue where players on Low graphical settings were being greeted by the Sun upon entering the Spirit Realm (aka gray screen) on the new Koeshin's Crossing ARAM map.
  • Fixed a bug that caused Kennen's W Passive to be consumed on Traps (consistent with Structures, Wards, and Plants).
  • Fixed a bug that caused Hazmat Herimerdinger's W on-hit SFX to not play correctly.
  • Fixed a bug that caused Shared Riches charges to be visible on Champions after their death if World Atlas / Runic Compass had all 3 stacks active
  • Fixed a bug that caused Nidalee to not gain Hunter buff bonuses from landed Q or W while untargetable.
  • Fixed a bug that caused Grave's New Destiny auto attacks to deal no damage to Yorick's Mist Walkers at max range.
  • Fix a bug that caused Rengar's R to reveal enemy champions despite the ability's duration ending.
  • Fixed a bug that caused Viego's Lissandra E (during possession) to not fully complete its cast.
  • Fixed a bug that caused Darius' W to crit more often than intended.
  • Fixed a bug that caused Gangplank's Q mana cost to not display correctly if the option was turned on.
  • Fixed a bug that caused Voidmites' attacks to not correctly be reflected by effects like Thornmail, Bramble Vest, or Rammus' W.
  • Fixed a bug that caused Mel's VO lines to not play correctly.
  • Fixed a bug that allowed Samira to use R during E to override the W lockout.
  • Fixed a bug that caused Scuttle Crab's spawn animation to not play correctly causing it to be temporarily untargetable.
  • Fixed a bug that caused Evelynn's VO to not play correctly.
  • Fixed a bug that caused jungle items to not be removed from the player's inventory after reaching 0 stacks.
  • Fixed a bug that caused Vel'Koz to not get their Q mana refund if their passive had dealt the killing blow.
  • Fixed a bug that caused Turrets to be able to gain/apply Red and Blue buffs, and destroying turrets could transfer buffs. Silly turret, buffs are for champions.
  • Fixed a bug that caused Xin Zhao's W increased dash range indicator to be displayed even if the ability was blocked by a spell shield.
  • Fixed a bug that caused Snowball to become locked for Aurora if she used her R as the mark expired.
  • Fixed a bug that caused Briar to temporarily become unable to cast any spell when affected by Tempered Fate (R) Stasis before Certain Death (R) dagger lands.
  • Fixed a bug that caused Neeko's clone to be able to dance and move at the same time.
  • Fixed an issue where the Nexus' hitbox on Butcher's Bridge was much bigger than expected.
  • Updated the Portals on Koeshins' Crossing to no longer activate on champions in the middle of a dash or leap.

Upcoming Skins & Chromas