Patchnote 25.16

Patchnote 25.16

Patch Highlights
Battle Pass Changes
SR Ranked Season 2 End
Champions
Items
Baron Nashor
Arena
Champions (Arena)
Augments and Anvils
Items
Arena Bugfixes
ARAM Clash
Bugfixes & QoL Changes
Upcoming Skins & Chromas

Patch 25.16 is preparing for takeoff!

This patch’s live gameplay updates aim to shake up the metagame, injecting new junglers into the pool, bringing up the weakest mage supports, nerfing some of the top end, and enabling a few alternate builds. We’re following up on Rek’Sai’s and Illaoi’s recent changes and giving them the power they deserve. We’re also fixing long-standing bugs with Singed and Rumble that made them substantially weaker on red side.

This is the last patch of the Season 2 ranked split, so if you’re looking to get that Victorious Fiora make sure to hit your ranked goals this patch! In other news, we’ve got an ARAM Clash coming with this patch so get those 5 stacks ready. There are also two variety skins flying, or rolling, into the action this patch, so check out Brick Toy Corki and Bolwing League Lillia! See you on the Rift!

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

Brick Toy Corki, Bowling League Lillia will be available August 13, 2025 at 19:00 UTC.

Battle Pass Changes

We have some changes incoming for the Battle Pass starting with Season 3. Alongside some visual updates, we've adjusted the total number of core milestones down from 50 to 48 which should make the pass slightly faster to complete. The total rewards on the pass and BXP required per milestone are unchanged, just more compressed together. We hope you look forward to the upgrades we're shipping in the new season.

SR Ranked Season 2 End

The Summoner’s Rift Ranked Season 2 2025 will end on the last date of patch 25.16, specifically, August 26 midnight, 23:59:59 Local Server Time.

Season 3, 2025 will begin Aug 27 noon, 12:00:00 Local Server Time, which is the first day of patch 25.17, end of Season 2 Ranked rewards will be granted soon after Season 3 starts.

Similar to Season 2 season start, Season 3 2025 will not reset your rank LP or Tier progression, only the Ranked Reward Mission (15 ranked games won) will be reset.

Champions

Brand

Passive damage to monsters increased. Q stun duration increased. R cooldown decreased.

The last nerfs to Brand’s ultimate smothered his flames a bit too much, so we’re giving him a bit more firepower. Additionally, now that Brand has some room for additional power we’re adding a spicier elite-skewed buff to his Sear’s stun duration, and giving him some power in the jungle to bring him back to viability there.

Passive - Blaze

  • Per Tick Damage to Monsters: 240% ⇒ 260%

Q - Sear

  • Ablaze Stun Duration: 1.5 ⇒ 1.75 seconds

R - Pyroclasm

  • Cooldown: 110 / 100 / 90 ⇒ 100 / 90 / 80 seconds

Gnar

Q cooldown decreased.

Gnar has been a sad little fluff ball in the top lane, and hasn't even thrived in his natural, pro play habitat. To help our favorite prehistoric yordle we’re giving some love to his highest counterplay, highest satisfaction ability, to let him chuck wood and rocks for a better feeling early game. Additionally he really only has two spells when he's a baby, so allowing him to use it more will make him smile, and who doesn’t love that smile.

Q - Boomerang Throw / Boulder Toss

  • Cooldown: 20 / 17.5 / 15 / 12.5 / 10 ⇒ 16 / 14.5 / 13 / 11.5 / 10 seconds

Illaoi

Passive damage increased, cooldown decreased.

Last patch’s Illaoi changes landed weaker than we intended, so we’re here to rectify that and give her the buff she deserves. We’re enabling her to set up shop in new locations more quickly, which is a common pain point for Illaoi players, and generally increasing her damage further since she gets fewer slams overall after lat patch’s Vessel changes.

Passive - Prophet of an Elder God

  • Total AD Ratio: 105% ⇒ 110%
  • Spawn Cooldown: 20 - 7.25 seconds (based on level) ⇒ 18 - 7 seconds (based on level)

Jarvan IV

Armor growth decreased.

Jarvan IV has been overperforming thanks to the combination of his ability to engage well and his tankiness. We want to level the playing field in the jungle this patch, so we're lowering his armor over game time to create clearer windows of vulnerability for his opponents to take advantage of.

Base Stats

  • Armor Growth: 5.2 ⇒ 4.6

Kalista

AD growth increased. E damage AP scaling increased.

Kalista has finally fallen off of the pro play radar, which gives us room to buff her back up for everyone else. We’re steering clear of her first 3 levels, as her former extreme lane dominance is what caused her woes in the first place. Instead, we’re buffing her late laning phase, second item power spike, and beyond in hopes of giving her a fighting chance in solo queue while giving her opponents a fighting chance in lane. While AP may seem like an odd buff, it represents an additional 9-13.5 damage per Rend stack due to Rageblade’s 30 AP. Also, remember that the recent Blade of the Ruined King buff was meaningful for her as well, so if it’s been a while since you last played Kalista, give her a try!

Base Stats

  • Attack Damage Growth: 4 ⇒ 4.25

E - Rend

  • Initial Damage AP Ratio: 20% ⇒ 65%
  • Subsequent Damage AP Ratio: 20% ⇒ 50%

Lulu

E cooldown increased, damage and shield decreased.

Lulu has proven to be extremely resilient to nerfs and is still a top support. We’re looking to open up more weaknesses in her early laning phase with these nerfs, giving aggressive players more room to take an early advantage before Lulu’s carry scales up.

E - Help, Pix!

  • Cooldown: 8 seconds ⇒ 10 / 9.5 / 9 / 8.5 / 8 seconds
  • Base Damage: 80 / 120 / 160 / 200 / 240 ⇒ 70 / 110 / 150 / 190 / 230
  • Shield: 80 / 120 / 160 / 200 / 240 (+ 55% AP) ⇒ 70 / 110 / 150 / 190 / 230 (+ 50% AP)

Master Yi

Q now stacks Kraken Slayer and Terminus

When Kraken Slayer first came out, we excluded Alpha Strike from stacking it but as it’s no longer a mythic item, those burst damage concerns aren’t nearly as pressing, so we’re enabling the item synergy and making Terminus also stack on each of these pseudo-attacks.

Q - Alpha Strike

  • On-Hit Synergy: Alpha Strike now stacks Kraken Slayer and Terminus.

Mordekaiser

Q AD ratio added.

To open up more build options on Mordekaiser, we’re giving him some bonus attack damage ratios aimed at his most melee damage output. This will be a direct buff to him every time he ults, but the main intent is to bring back some AD builds and splashes of options like Sterak’s Gage. In short, bonus attack damage will make his mace smashes deal more damage.

Q - Obliterate

  • Damage AD Ratio: 0% bonus AD ⇒ 120% bonus AD

Morgana

W damage adjusted.

Morgana is in a pretty sad state right now and could use some power in all three of her roles. We’re looking to make her main damaging ability more reliable by letting her whittle down healthier targets. This is a riskier change that may not end up having the power impact that we want so if Morgana doesn’t end up stronger as a result of these changes, we’ll quickly follow up with reliable buffs.

W - Tormented Shadow

  • Minimum Damage: 60 / 115 / 170 / 225 / 280 (+ 85% AP) ⇒ 70 / 140 / 210 / 280 / 350 (+ 100% AP)
  • Maximum Damage: 162 / 310.5 / 459 / 607.5 / 756 (+ 229.5% AP) ⇒ 140 / 280 / 420 / 560 / 700 (+ 200% AP)

Nautilus

E damage to monsters increased.

We’re buffing Nautilus jungle with the hope of making him a viable tank jungler like he was in times of old. We’re changing his monster-specific damage to make him less reliant on optimizing Riptide’s multi-hits, which should also make him more approachable for those just trying him out and not requiring as much optimization, while still making it beneficial to maximize repeated hits for those that have practiced his clear.

E - Riptide

  • Monster Damage Modifier: 150% ⇒ The first hit of E will deal 125/165/205/245/285 (+ 50% AP) bonus damage to monsters

Nocturne

Armor growth decreased. Q bonus AD decreased.

Nocturne’s currently one of the winningest junglers so we’re looking to nerf him in this patch. With Experimental Hexplate getting buffed, we’re accounting for that by swinging a bit harder than we normally would have, taking out a moderate mix of damage and durability.

Base Stats

  • Armor Growth: 4.7 ⇒ 4.2

Q - Duskbringer

  • Bonus AD: 20 / 30 / 40 / 50 / 60 ⇒ 15 / 25 / 35 / 45 / 55

Qiyana

Q damage increased. W bonus attack speed increased.

Qiyana is already decently strong in the right hands, but she's quite unpopular and sports a low ban rate unfitting for a queen like her. To help her out, we’re buffing her early damage on her Q and making her early game jungle clear and auto weaving feel a bit cleaner by buffing her W attack speed.

Q - Edge of Ixtal / Elemental Wrath

  • Base Damage: 60 / 90 / 120 / 150 / 180 ⇒ 70 / 100 / 130 / 160 / 190

W - Terrashape

  • Bonus Attack Speed: 5 / 10 / 15 / 20 / 25% ⇒ 15 / 20 / 25 / 30 / 35%

Rek'Sai

Base AD increased. Bugfixes.

Last patch’s Rek’Sai changes left her deeper underground than we wanted, so we’re here to deliver some buffs aimed at her early clear, which is not in the best state right now. We’re also fixing a long-standing tunnel bug that could leave her far from where she wanted to be and a more recently-introduced bug that allowed her to fail a Q-attack.

Base Stats

  • Base Attack Damage: 58 ⇒ 62

Bugfixes

  • Q - Queen’s Wrath: No longer fails to deal damage if attacking at the tail-end of the buff.
  • E - Tunnel: No longer travels to a different location from the tunnel exit

Rell

W shield decreased.

Last patch’s nerfs didn't phase Rell as much as we intended, so we're taking another swing by lowering how long she can stay in fights.

W - Ferromancy: Crash Down

  • Shield: 20/40/60/80/100 (+ 13% Max Health) ⇒ 20/40/60/80/100 (+ 11% Max Health)

Rumble

Q damage decreased. Q and R QoL improvements, power impacting bugfixes.

In this patch we’re fixing a long-standing set of issues with Rumble that caused him to deal less damage to champions when played on the red side. In addition, we’re refactoring his Flamespitter to work more like a true damage over time effect. Each hit will light his target on fire and they’ll take another two ticks of damage in all contexts, which is a buff to the tail end of the spell. We’re also retiming The Equalizer to keep each zone hot for exactly as long as the visuals persist on the map, which makes the beginning of his ult more responsive and makes the end remain dangerous for longer.

As these changes will result in substantial buffs in your average game, we’re delivering a preemptive nerf to Flamespitter’s damage, which should still leave him in a stronger position than before these changes and hopefully make the experience of playing him much more consistent.

Q - Flamespitter

  • Damage over 3 Seconds: 60/90/120/150/180 (+ 110% AP) (+ 6/6.8/7.6/8.4/9.2% target max HP) ⇒ 60/90/120/150/180 (+ 100% AP) (+ 6/6.5/7/7.5/8% target max HP)
  • Maximum Burn Duration: 3 seconds ⇒ 3.5 seconds
  • No longer occasionally fails to apply the full debuff duration
  • Red team no longer deals delayed damage and/or less damage to champions
  • Debuff no longer checks for targetability before dealing damage
  • Debuff no longer checks for 700u proximity to Rumble before dealing damage

R - The Equalizer

  • Tick Rate: 0.5 seconds ⇒ 0.25 seconds
  • Now lasts the full duration across the entire damaging zone
  • Now more rapidly deals damage when initially dropped.
  • Red team no longer deals delayed damage and/or less damage to champions.

Shaco

Passive damage decreased. Q damage decreased, cooldown increased.

Shaco's ban rate has been creeping up, so we're going to tap him down in a few areas that should hopefully reduce the frustration of playing against him, like his repeated invisibility on Q. Right now his AP build is better than the AD alternative, but AD is still his primary build, so we’re going to adjust both.

Passive - Backstab

  • Bonus AD Ratio: 30% ⇒ 25%

Q - Deceive

  • Bonus AD Ratio: 65% ⇒ 60%
  • Cooldown: 12 / 11.5 / 11 / 10.5 / 10 seconds ⇒ 13 / 12.5 / 12 / 11.5 / 11 seconds

Singed

Q refresh rate buffed. Power impacting bugfix.

Similar to Rumble, we’ve fixed the bug that caused Singed to do delayed/less damage when on red side. While we were at it, we also increased the debuff refresh rate, making it deal more damage on average, as it’s more likely that Singed will refresh the poison duration on his opponents.

Q - Poison Trail

  • While on the Red side, Singed no longer deals delayed damage and/or less damage to champions.
  • Poison Refresh Rate: 0.5 seconds ⇒ 0.25 seconds

Sion

Passive health loss decreased. E armor shred increased. R damage increased.

AD Sion hasn’t been in a good spot as of late, so we’re here to help him out. We’re starting by reverting Sion's passive tickrate back to what it was before we nerfed it, giving him more time to beat people to death with his fists, and allowing his damage to be more potent when he snipes someone with an E. Finally, we also want the train's impact to be all the more explosive by increasing his bonus AD Ratio on his R. While we know these changes may be broadly power positive, we targeted areas that make AD Sion happier in particular.

Passive - Glory in Death

  • Health Lost per Tick: 2.3 - 24.4 (based on level) ⇒ 2 - 19 (based on level)

E - Roar of the Slayer

  • Armor Reduction: 20% ⇒ 25%

R - Unstoppable Onslaught

  • Bonus AD Ratio (Based on Travel Time): 40 - 80% ⇒ 60 - 120%

Sylas

Passive now does bonus damage to monsters.

Sylas is a reasonably popular jungler, despite the fact that he isn’t really able to jungle effectively. To help the players that want to play him there we’re re-visiting his ability to clear the jungle by letting him whip his chains around and slay jungle camps.

Passive - Petricite Burst

  • Monster Damage Modifier: 100% ⇒ 150%

Trundle

W attack speed decreased late, cooldown increased.

Trundle is pummeling all other junglers at all ranks in addition to being highly prevalent in pro play, so we need to take some power out of his direct combat potential. Frozen Domain is going up in cooldown to create clearer windows when you can and can’t fight him, alongside a tap down to his attack speed increase per rank.

W - Frozen Domain

  • Bonus Attack Speed: 30 / 50 / 70 / 90 / 110% ⇒ 30 / 45 / 60 / 75 / 90%
  • Cooldown: 16 / 15 / 14 / 13 / 12 seconds ⇒ 18 / 17 / 16 / 15 / 14 seconds

Varus

Q damage decreased. W damage increased late. E damage decreased. Bugfix.

We’re tweaking Varus this patch in order to make him stronger in the hands of the average player while making him weaker in pro play. To achieve this, we’re nerfing lethality Varus, as it’s his primary pro build, and buffing his on-hit builds as compensation.

Q - Piercing Arrow

  • Base Damage: 90 / 160 / 230 / 300 / 370 ⇒ 80 / 150 / 220 / 290 / 360

W - Blighted Quiver

  • Bonus Magic Damage On-Hit: 6 / 12 / 18 / 24 / 30 ⇒ 6 / 14 / 22 / 30 / 38

E - Hail of Arrows

  • Damage: 60 / 100 / 140 / 180 / 220 (+ 100% bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+ 90% bonus AD)

Bugfix

  • Targets will once again take damage per blight stack on them when Varus R spreads to them from the primary target.

Viego

Attack Speed growth decreased. Q nerfed against monsters and buffed against non-monsters.

Viego has crept back up to the top spot in the jungle due in part to the recent Kraken Slayer buffs. Instead of a straight forward nerf we're going to be shifting some of his power from the jungle into solo lanes, somewhere many players used to play him back when he came out. We're doing this by making his Q more useful against champions and minions while making it do a bit less to jungle monsters.

Base Stats

  • Attack Speed Growth: 2.5% ⇒ 2.25%

Q - Blade of the Ruined King

  • Damage: 15 / 30 / 45 / 60 / 75 ⇒ 25 / 40 / 55 / 70 / 85
  • Critical Strike Multiplier: 100% ⇒ 75%
  • Bonus Damage to Monsters: 15 ⇒ 0
  • Mark Minion Healing: 50% ⇒ 100%
  • Mark Monster Healing: 145% ⇒ 125%
  • Mark Champion Healing: 135% ⇒ 150%

Warwick

Base AD increased. Passive damage decreased early.

Warwick’s easy to pick up and play which is reflected in his moderately high win rate typical of an approachable jungler. However, in top lane, he’s too strong, which can lead to very frustrating experiences where he either can be killed by an all-in or simply sustains back up out of reach. We’re shifting some power from his early game passive into his base attack damage in order to weaken his early game resourceless healing, while leaving his damage and Q healing intact, or even buffed in some cases. We intend for these changes to be neutral for Warwick jungle but power negative for top lane.

Base Stats

  • Base Attack Damage: 60 ⇒ 65

Passive - Eternal Hunger

  • Bonus On-Hit Damage: 12 - 46 (based on level) ⇒ 6 - 46 (based on level)

Xin Zhao

Base health decreased. Q damage decreased.

Xin Zhao is currently one of, if not, the best junglers in the game, so we’re taking away some of his damage against champions and monsters as well as some of his deceptively strong durability.

Base Stats

  • Base Health: 640 ⇒ 620

Q - Three Talon Strike

  • Flat Bonus Damage per Hit: 20 / 35 / 50 / 65 / 80 ⇒ 15 / 30 / 45 / 60 / 75

Yuumi

Q damage decreased. W heal and shield power and on-hit heal decreased.

Yuumi has continued to be resilient to her recent nerfs, so we’re back to close the book on the cat. And by close the book, we really just mean nerf her to an appropriate power level by making her less of a late game eventuality.

Q - Prowling Projectile

  • Empowered Base Damage: 80 / 140 / 200 / 260 / 320 / 380 ⇒ 80 / 135 / 190 / 245 / 300 / 355

W - You and Me!

  • Heal and Shield Power: 5 / 7.5 / 10 / 12.5 / 15% ⇒ 4 / 5 /6 / 7 / 8%
  • Heal On-Hit: 3 / 5 / 7 / 9 / 11 (+ 4% AP) ⇒ 3 / 4 / 5 / 6 / 7 (+ 3% AP)

Zyra

E cooldown decreased. R damage increased.

Zyra is wilting a bit at the moment, falling below her historically healthy power levels. To help her out we’re looking to water her with buffs that are geared around her high moment roots into Stranglethorns to ensure she still provides the teamfighting prowess she’s known for. The late game focused R buff is meant to be a small nudge toward Zyra mid but we know there’s more work to be done there before she feels like she can put down roots there.

E - Grasping Roots

  • Cooldown: 12 seconds ⇒ 11 seconds

R - Stranglethorns

  • Base Damage: 180 / 265 / 350 ⇒ 200 / 300 / 400

Items

Experimental Hexplate

Experimental Hexplate has been a very niche item hard-bound to specific champions (hello Nocturne). We’d like to open it up to more users, so we’re giving it some strong buffs to its empowered state.

  • Overdrive Attack Speed: 30% ⇒ 50%
  • Overdrive Movement Speed: 15% ⇒ 20%

Baron Nashor

When we removed Baron’s health regen in the last patch, we overlooked the extra regen that got added to him for every minute of game time. We’ve found that sneaky stat allocation and squashed it, so now Baron really won’t regenerate more health mid-combat. As with last time, we’re compensating his health to make the average Baron fight take about the same amount of time.

  • Base Health: 11,500 ⇒ 11,800
  • Health per Minute: 180 ⇒ 190
  • Health Regeneration per second gained every Minute: 0.375 ⇒ 0

Arena

Our focus for this patch is on giving fighters some much-needed love, primarily through their items, reducing excessive movement speed, as well as a rework on the infamous Mystic Punch. We're also bringing some nice quality-of-life changes that players have been asking for.

Shopping Phase

We heard that many of you feel like you don't have enough time to beat up our poor target dummy and we're here to help. Starting this patch the target dummy will spawn shortly into the shopping phase, and damaging the dummy will no longer prevent you from undoing your item purchases.
  • Target dummies will now spawn 5 seconds into the shopping phase regardless of if the team has finished shopping.
  • You can now undo your item purchase at any time during the shopping phase, but as soon as combat starts you'll need to sell your items like normal if you want something else.
  • Targeting other champions during the shopping phase will also update your tab scoreboard to scout their team. Scouting via the team panels on the right side will automatically target the first player in that team.

Early Exit

Sometimes you lose, we've all been there (except me), and sometimes you want to quickly get to your next game without seeing how everyone else is doing. Now when your team is eliminated you'll have the option to skip waiting for other combats to end, though you should know your post game stats might be inaccurate until combats end and you'll have to wait for your Fame to come in. We're also removing the Progression tab from your post game screen so you'll land on the scoreboard immediately, to save you from one more click to jump right back into the queue.
  • When your combat ends and your team is eliminated, you can leave right away.

Champions (Arena)

Braum

Braum's looking a little weak, so we're helping him hit a bit harder after his passive has stunned a target.

  • Passive damage increased: 20% ⇒ 25%
  • Q Max HP ratio increased: 2.5% ⇒ 5%

Kled

Kled has been a bit sad for a while, since Skaarl's been a bit too afraid to rejoin the fight, so we've got some changes that'll help out.

  • Now gains 15 Courage from Power Flowers.
  • P Remount Cooldown reduced from 30s ⇒ 15s
  • P Armor and MR bonus increased from 30% ⇒ 40% per nearby enemy champion
  • R reaches max power after 3⇒ 1.5s

Ezreal

Ezreal's looking a little sad when compared to other ADCs, so we're giving him some increased damage to help keep up. Meanwhile we're also bringing down some of the most extreme ADC prismatics.

  • Q AD ratio increased from 140% ⇒ 150%
  • Q AP ratio increased from 20% ⇒ 30%

Orianna

We're looking to revert some extra power that Orianna has in Arena, nothing major but it should reduce some hidden damage she has laying around.

  • P On-hit AP ratio reverted from 25% ⇒ 15%

Rakan

Rakan relies a lot on his teammate and we want to make sure he isn't letting them down. This should move him closer to an equal relationship with them (but not with Xayah).

  • P Shield basic attacks and ability hits CD refund 1 ⇒ 2s
  • Q Damage AP ratio 70% ⇒ 80%
  • Q Heal AP ratio 55% ⇒ 60%

Renata Glasc

Renata can have some exciting builds with her passive, so we think it can at least match the rest of League of Legends. We know that this can get out of hand so we'll be keeping an eye on it in case we need to follow up.

  • P AP ratio increased from 1% per 100 AP ⇒ 2% per 100 AP (matches SR)

Qiyana

Qiyana requires a fair bit of skill, though she struggles a bit when she can't burst down a target. We want to adjust some of her tools for extended fights, that should still let her take down a squishy target, while helping her hold her own against a more durable target.

  • W On-Hit AD ratio 20% bonus ⇒ 35% bonus
  • R Base damage 100/200/300 ⇒ 150/300/450

Ziggs

Ziggs can often feel a bit unassailable, so we want to bring down some of the frustration that he brings without taking him out of the picture completely.

  • Q CD increased from 4 ⇒ 6-4 (match SR)
  • E duration reduced from 10s ⇒ 7s

Zilean

Zilean started at the bottom, and now he's here. When we reworked his passive for Arena, we didn't expect it to transform him from one of the weakest champions to one of the strongest, but as anyone who has played with/against a decent Zilean player can attest, he makes for a strong ally. We want to walk back his passive just a tad and see where that puts him.

  • Passive grants 1 level every 2 ⇒ 3 rounds

Augments and Anvils

Mystic Punch

Mystic Punch is a fan favorite and we like how it functions on most champions; however, when it becomes a "one card combo" and can single-handedly win several champions the game, we need to step in and make adjustments. This should still allow for fun On-Hit synergies, while bringing down the most abusive cases when used with a short cooldown CC.
  • Change from On-hit 1.25s CD refund on all abilities ⇒ On-hit 15% remaining CD on all abilities.

Blunt Force

When we buffed EscAPADe we left Blunt Force out in the dust. We're here to help keep it ahead.
  • AD amp : 15 ⇒ 20%

Quest: Three Sacred Treasures

Yunara's a BIT strong when she completes this quest. She should feel good about completing it but we might have gone a bit too far. We're pulling back some power and making sure this isn't offered in the later rounds.
  • AD ratio 100% ⇒ 75%
  • AP ratio 75% ⇒ 60%
  • Now only offered on rounds 1-5

Move Speed Prismatic Stat Shard

We're looking to pull out some of the extreme ends of movement speed that can over make Arena feel a bit too chaotic. Extreme speed should still be possible, but not be as common unless you have the right mix of augments.
  • Movement Speed: 22.5% ⇒ 18%
  • Reduce size by 10%

Items

Pyromancer's Cloak

Fire Starter has held a bit too much of this of the item's power when that should be a secondary effect.
  • Fire Starter Damage per level lowered from 200 - 450 ⇒ 100 - 350

Black Hole Gauntlet

Black Hole Gauntlet feels like a bit of a high roll for tanks, and makes it so they get a bit too much free damage, while also being frustrating to play against. We want to bring down some tank damage and this feels like a reasonable place to start.
  • Slow reduced from 35% ⇒ 30%
  • Damage per sec HP ratio reduced from 6.5% ⇒ 5%

Sunfire Cape

Sunfire damage can also get a bit nutty at high health pools. We don't want to remove tanks, and it should still be a go-to damage source; we just want to bring it a bit more in line.
  • AoE damage 4% total HP ⇒ 4% bonus HP

Hollow Radiance

Bringing Hollow Radiance to the same level as Sunfire, the Armor / Magic Resist distinction matters a bit less and its on-kill trigger isn't the most common thing to take advantage of, so we think these both should look a bit more similar.
  • 3% total HP ⇒ 4% bonus HP (matches sunfire)

Fighter Item buffs

Arena has a number of multipliers, letting your damage or durability reach crazy highs. Fighters tend to struggle because they need a mix of things, so we feel like their items are a space where they can get a bit of everything they need.
  • Sterak's Gage: Shield strength 60% ⇒ 70% bonus AD
  • Overlord's Bloodmail: bonus AD from missing HP 15% ⇒ 17.5%
  • Eclipse: 6% max health physical damage ⇒ 8% max health physical damage
  • Eclipse Shield: 40% AD for melees ⇒ 50% AD for melees
  • Death's Dance: Damage reduction: 30%/10% ⇒ 35%/10%
  • Experimental Hexplate: Attack Speed: 20% ⇒ 30%
  • Goredrinker: +10% Omnivamp

Reaper's Toll

Reaper's is great for champions who want high attack speed, but we think it goes a bit over the line. By reducing its movement speed and attack speed multiplier we hope to bring it more in line with other prismatic items without robbing its identity.
  • Bonus Attackspeed reduced from 25% ⇒ 15%
  • Movement Speed reduced: 10% ⇒ 5%

Move Speed reduction

We said we were looking to tap down some unneeded Movement Speed in prismatic items. This is them:
  • Runecarver: Movement Speed reduced 8% ⇒ 4%
  • Mirage Blade: Movement Speed reduced 12% ⇒ 6%
  • Galeforce: Movement Speed reduced 12% ⇒ 6%
  • Decapitator: Movement Speed reduced 12% ⇒ 6%
  • Darksteel Talon: Movement Speed reduced 10% ⇒ 5%

Arena Bugfixes

  • If you sell one of the items for Quest: Three Sacred Treasures you now lose your quest progress.
  • Goredrinker, now correctly has a cast time.
  • Knight's Vow, no longer loses the link on some rounds.
  • Mel’s interaction with her Rebuttal (W) and Erosion augment no longer reduces enemy resistances to 0

ARAM Clash

The ARAM Cup will be happening this patch! Grab your 5 stacks and get ready to rumble!
  • Registration Begins: August 11 @ 11:00 AM (Local Time)
  • Tournament Dates: August 16 and 17 (~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.

Bugfixes & QoL Changes

QoL Changes

  • Champ Select Improvement: Swapping will be disabled during the last 5 seconds of champ select (before game start). This is to avoid mis-clicks and unintended decisions made in a rush.
  • Vladimir passive now also restores HP gained from his passive if he is in the fountain.
  • Rumble's Ability Icons now displays the generated heat in the UI when the setting “Show Spell Costs” is enabled.

Bugfixes

  • Fixed a bug where Viego gets a popup notification every time he possesses a champion with a popup such as Kai'sa or Sentinel Graves.
  • Fixed a bug that caused Sixth Sense to sometimes stop working if the player was dead while the rune came off of cooldown.
  • Fixed a bug that caused Vladimir's recall VFX to be audible regardless of the camera’s current position.
  • Fixed a bug that caused Wukong’s E to sometimes cancel enemy in-progress attacks.
  • Fixed a bug that caused Yunara’s Q to apply Rylai’s to the main target.
  • Fixed a bug that caused Mel to gain the benefit of multiple buffs of one drake if she had killed one with a spell/ability reflected by her W.
  • Fixed a bug that caused Fiora’s ultimate healing zone to not be created when damage from Sheen had slain an enemy.
  • Fixed a bug that caused Viego to retain bonus Armor and MR from Kled’s dismounted form after Possession had ended.
  • Fixed a bug that caused Seraphine's W empowered shield to grant invincibility to Seraphine and her allies if the shield amount is two times higher than the receiving damage.
  • Fixed a bug that caused Janna’s old Passive icon to show in the Death Recap screen.
  • Fixed a bug that caused Yunara’s Q VFX to split when attacking certain units.
  • Fixed a bug that caused Voidgrubs to not count toward Feats if the last Grub was stolen.
  • Fixed a bug that caused Gwen to rubberband inside of Yorick’s W if she case her own W to deny the knockback.
  • Fixed a bug that caused Voidgrub damage to turrets to prevent Viego from going invisible inside of his E.
  • Fixed a bug that caused Sion’s R to be stoppable by Sett’s R.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch: